vicawoo
Chieftain
- Joined
- Feb 12, 2007
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Horse archer build guide, incomplete draft
The gist of a horse archer rush is
-expand to your horses
-build a barracks and possibly additional workers/settlers while
-teching horsebackriding
-build a stables while teching archery
-alt build horse archers
-attack and abuse.
Unfortunately, horsebackriding is rather expensive, so you have to balance production with commerce appropriately. In fact, you can get away with relatively low production and slower early expansions in exchange for high commerce earlier commerce for horse archer builds. This guide attempts to optimize that balance.
Tech costs
Ag 9 ( 97 )
Wh 9 ( 97 )
Mining 8 ( 80 )
BW 15 ( 195 x 0.8 = 156)
AH 13 (162 / 1.2 = 135)
HBR 32 ( 405 / 1.2 = 338)
Economic techs
Po 10 ( 130 / 1.4 = 92 ???)
Writing 15 ( 195 x 0.8 = 156 )
Not including Hunting (65), Archery (97 / 1.2 = 81)
These numbers are for immortal, and immortal is a 5% decrease in tech costs from deity.
Animal husbandry and horsebackriding alone will take 45 turns to research at 10 (11) beakers per turn!
Agriculture + AH + TW + Pottery + Mining + HBR = 81 turns. 80 turns is way too late, so you will want about 10 more beakers per turn. Each turn earlier you get an extra 10 beakers per turn, you'll shave off one turn of Horsebackriding. "free" starting techs save about 8 to 10 turns. If gold is your second improved tile (finishes turn 25), you can skip pottery and get HBR before turn 50!
There are 3 main sources of those beakers, which determine different rush build orders.
Commerce sources, pottery, and writing, which will be addressed later.
Remember to prioritize commerce!
It will be your limit your rush speed the most. So if you can fit in a few extra cottages before you expand, do it. If your target second city has gold, get it earlier.
Extra cities pre-rush
More cities, or more specifically, more hills and hammer tiles, means greater horse archer production. However, more cities delays horse archer infrastructure in your main cities, requires more barb defense, and delays horsebackriding if you get them too early.
You can't rely on captured cities for horse archer reinforcements. By the time they're out of revolt and you've built the barracks and stable, you've probably killed off your first and even second opponent. So the momentum of your rush will live and die with your pre-rush cities.
Build more when ...
you want to take out multiple opponents.
there are sites (food, possibly shared, and 2 to 3 hammer tiles, including hills).
Your barracks/barb defense will finish far too early.
Build fewer when ...
You have a high happy cap
there aren't enough hills.
speed is of the essence
Your barracks in your first two cities are so delayed that they won't finish when horsebackriding is teched.
Build orders/priorities for extra cities:
The ideal time to settle them is about when horsebackriding finishes. you need a strong economy to get to horse archer tech, but once you're there you want production. Pre-improve as many tiles as possible, then settle 1 to 3 settlers when you start your production explosion at the cost of beakers.
Make barracks, stables, horse archers. Skipping stables or barracks leads faster, but weaker horse archer - often a necessary tradeoff in those later extra cities.
Unless all the tiles are pre-improved, each new city will need a worker.
Remember, you don't need roads to those extra cities until they start horse archer production.
Build variants
When to do it: when you start with multiple riverside tiles in your capital, and agriculture or the wheel. If you have to tech bronze working and pottery, you're better off going writing. Early cottages are much faster than building libraries, they contribute 2 food/hammers to workers/settlers, and if you get cottages up by turn 30ish, you can aim for turn 60ish HBR.
Tech path
AH-The wheel, Pottery-HBR-Hunting-Archery. Bronze working is optional before or after HBR.

The build
Worker, grow on warrior.

Remember always to time your growth so you can work just finished cottages.
Settler (when you don't need to grow/at size 4 or 5).
Grow further on barracks if necessary.
Make necessary workers, then settlers if there's time.
Note the difference of a pottery build is you prioritize growing to cottage tiles first then stall, whereas with writing/special commerce you tend to grow more afterwards.
Second city:
Grow on warriors/chariots and barracks
Make necessary workers, then settlers at cap if there's time.
Note I can start a settler at size 2 or 3, especially with good tiles, for a stronger, 4 city rush, or I can just build the barracks for a faster rush.
Extra cities:
spawnbust the target sites, pre-improve as many tiles as possible, and settle them all when you tech horsebackriding and start barrack-stable-horse archers*
Gold, silver, gems, fur.
Gold and horse archers go hand in hand.
A less common, but also viable commerce source, if found in multiples.
When to do it: when you have them
The fastest possible horse archer rush, but the most luck based. If you can get it in your capital, even better, you can hook it up after your food resource, at the cost of lower growth/production, but you'll shave off valuable turns.
Tech path: worker techs, AH, optionally bronze working, horsebackriding, hunting, archery.
The build:
worker, grow on warrior to work special commerce tile if available and special tiles.
Settler
Grow to as many commerce sources as possible at capital (if fish) with barb defense then on barracks, switch to worker at desired size.
Settler(s) if there's time.
2nd city:
Grow on barb defense then barracks
Necessary worker/settler(s) if there's time.
If you have strong commerce and are getting a very fast horsebackriding, settle your 3rd settler instead of waiting and start barrack-stable-horse archers*
Otherwise, spawnbust the target sites, pre-improve as many tiles as possible, and settle them all when you tech horsebackriding and start barrack-stable-horse archers*
http://forums.civfanatics.com/showpost.php?p=8458068&postcount=22
He finds gold in his second city, which with pottery fuel his expansion. Note it's much faster if you can get gold in your capital.
When to do it: when you're creative, and there are no other options, although it can complement a commerce source build.
You will get HBR around turn 70
You get 7.5 beakers per turn from 2 scientists, +8 x 0.25 = 2 extra beakers from the palace if you time your binary research well, plus any riverside commerce.
However, the cost is 90 hammers + 17 x 4 = 68 food until you get your great scientist, which works out to be 158 food/hammers - incidentally about as much as a worker or settler. It takes slightly longer to set up, and you basically give up a city.
The build
Worker, improve tiles, settler.
Transfer worker with settler, as the capital will be only be working 2-3 tiles post-library!
Grow to at least 4 while building necessary barb defense/barracks in capital, while waiting for writing.

Here I get writing earlier.
Build the library/reach size 4 as fast as impossible. Don't be afraid to work forest tiles if they're your best hammer tiles, even if you don't have bronze working.

Run 2 scientists in your capital while finishing barracks/barb defense and possibly another worker.
Second city
While your capital tied up with scientists, this will be your main production source.
Grow while building barracks/barb defense.
Build a second worker, timed so it will be back at your capital when bronze working finishes.

Build a settler if there's time before horsebackriding.
Build additional workers before that settler if there's even more time before horsebackriding, so they can chop. But 2 workers may be sufficient.
Once the great scientist pops, settle him so you switch back from scientists to mines.
Settle your cities and build barracks-stables-horse archers* as usual.
Tech path
Worker techs, animal husbandry, (mining if hills), writing.

Set to 100% gold after writing for enough turns to get horsebackriding at 100% research
Bronze working (compensates for lack of production), HBR, Hunting, archery.
Example game
start

Tech path

Horses we want

Capital build order
worker-warrior to 3-settler-library (fast growth to 4 for 2 specialists)

An even worse second city location than in the first game. I had to put horses in the first ring out of fear victoria might found a religion there.
Pottery from a hut, but afterwards I pretended that I didn't receive pottery and switched to a barracks. The options for growing on the second city are a barracks, or in less crowded, more barb friendly conditions, warrior-chariot. Due to jungle, we chop a worker after the barracks; in fact with only 1 resource, 1 worker, and our low production capital, we might want to go worker first.

Library built with unimproved hills. This happens a lot with writing before bronze working builds, since our 1 worker is too busy improving the second city. We could have gone mining first, which slows our tech while increasing production. Considering that after the library is built, we will only work two tiles, and we are tech hungry, skipping mining is the better choice.

Horsebackriding just finishes; it's turn 68. Distance probably ate up 5 turns, but a low production capital and a suboptimal second city, we don't even have our 3rd settler yet! The capital slow built a worker while the 3rd city chopped a worker, so we actually probably could have went straight settler in our capital and chopped it out.
The 3rd city is late by ~5 turns.

An important trade

Turn 100, 12 keshiks, 1 chariot. Pretty bad, due to a terrible capital and poor second city.

TACTICS
Sent 3 to pillage the mine.

Poor screenshot, but the teal city in the bottom right hand corner is on copper, we have 5 HA ready to take 2 archers and an axeman. The other horse archers are going to take out the size 1 city.

1st turn of war, copper cut and city razed. Turn 3, capital and another city taken out. WK down to 2 small cities, and is willing to talk.

Mistakes: not going worker first in second city (no pigs...), not shutting off research after writing finishes to save up gold for the library.
Another good example game is Rusten's Ladies Night deity horse archer rush
http://forums.civfanatics.com/showthread.php?t=316790
He has gold in his second city, though, and from my experience if he had went pottery and built 3 cottages, he would be about 5 turns faster with higher production.
Still testing it out! It gets a little tricky, specifically bronze working and worker timings.
Good when: you start with fishing first OR are financial and have 3 to 4, coastal fish/lake tiles.
Tends to be faster than a library horse archer rush build,
Notes: coastal starts tend to want bronze working. I'm not sure whether it's better to skip bronze working or not, though.
Maxing commerce the capital size first is preferable, to generate early commerce faster.
Workboat first is fairly strong. It will generate about 20 turns of commerce (40 commerce) before you would have finished your second improvement with a worker first build, which is accelerates horsebackriding by 4 turns. But it doesn't offset the cost of bronze working.
Combat and tactics from TMIT
http://forums.civfanatics.com/showpost.php?p=9350239&postcount=6
The gist of a horse archer rush is
-expand to your horses
-build a barracks and possibly additional workers/settlers while
-teching horsebackriding
-build a stables while teching archery
-alt build horse archers
-attack and abuse.
Unfortunately, horsebackriding is rather expensive, so you have to balance production with commerce appropriately. In fact, you can get away with relatively low production and slower early expansions in exchange for high commerce earlier commerce for horse archer builds. This guide attempts to optimize that balance.
Tech costs
Spoiler Discounts :
Remember you get a 20% bonus/discount for each prerequisite, so horse backriding is listed at 405 beakers, but will actually cost 324 beakers since you animal husbandry counts as a prerequisite. Pottery requires at least two pre-requisites. You will also get discounts from difficulty
Spoiler Number of turns to research and beaker costs :
Ag 9 ( 97 )
Wh 9 ( 97 )
Mining 8 ( 80 )
BW 15 ( 195 x 0.8 = 156)
AH 13 (162 / 1.2 = 135)
HBR 32 ( 405 / 1.2 = 338)
Economic techs
Po 10 ( 130 / 1.4 = 92 ???)
Writing 15 ( 195 x 0.8 = 156 )
Not including Hunting (65), Archery (97 / 1.2 = 81)
These numbers are for immortal, and immortal is a 5% decrease in tech costs from deity.
Animal husbandry and horsebackriding alone will take 45 turns to research at 10 (11) beakers per turn!
Agriculture + AH + TW + Pottery + Mining + HBR = 81 turns. 80 turns is way too late, so you will want about 10 more beakers per turn. Each turn earlier you get an extra 10 beakers per turn, you'll shave off one turn of Horsebackriding. "free" starting techs save about 8 to 10 turns. If gold is your second improved tile (finishes turn 25), you can skip pottery and get HBR before turn 50!
There are 3 main sources of those beakers, which determine different rush build orders.
Commerce sources, pottery, and writing, which will be addressed later.
Remember to prioritize commerce!
It will be your limit your rush speed the most. So if you can fit in a few extra cottages before you expand, do it. If your target second city has gold, get it earlier.
Extra cities pre-rush
More cities, or more specifically, more hills and hammer tiles, means greater horse archer production. However, more cities delays horse archer infrastructure in your main cities, requires more barb defense, and delays horsebackriding if you get them too early.
You can't rely on captured cities for horse archer reinforcements. By the time they're out of revolt and you've built the barracks and stable, you've probably killed off your first and even second opponent. So the momentum of your rush will live and die with your pre-rush cities.
Build more when ...
you want to take out multiple opponents.
there are sites (food, possibly shared, and 2 to 3 hammer tiles, including hills).
Your barracks/barb defense will finish far too early.
Build fewer when ...
You have a high happy cap
there aren't enough hills.
speed is of the essence
Your barracks in your first two cities are so delayed that they won't finish when horsebackriding is teched.
Build orders/priorities for extra cities:
The ideal time to settle them is about when horsebackriding finishes. you need a strong economy to get to horse archer tech, but once you're there you want production. Pre-improve as many tiles as possible, then settle 1 to 3 settlers when you start your production explosion at the cost of beakers.
Make barracks, stables, horse archers. Skipping stables or barracks leads faster, but weaker horse archer - often a necessary tradeoff in those later extra cities.
Unless all the tiles are pre-improved, each new city will need a worker.
Remember, you don't need roads to those extra cities until they start horse archer production.
Build variants
Spoiler pottery :
When to do it: when you start with multiple riverside tiles in your capital, and agriculture or the wheel. If you have to tech bronze working and pottery, you're better off going writing. Early cottages are much faster than building libraries, they contribute 2 food/hammers to workers/settlers, and if you get cottages up by turn 30ish, you can aim for turn 60ish HBR.
Tech path
AH-The wheel, Pottery-HBR-Hunting-Archery. Bronze working is optional before or after HBR.

The build
Worker, grow on warrior.

Remember always to time your growth so you can work just finished cottages.
Spoiler :
Settler (when you don't need to grow/at size 4 or 5).
Grow further on barracks if necessary.
Make necessary workers, then settlers if there's time.
Note the difference of a pottery build is you prioritize growing to cottage tiles first then stall, whereas with writing/special commerce you tend to grow more afterwards.
Second city:
Grow on warriors/chariots and barracks
Make necessary workers, then settlers at cap if there's time.
Note I can start a settler at size 2 or 3, especially with good tiles, for a stronger, 4 city rush, or I can just build the barracks for a faster rush.
Extra cities:
spawnbust the target sites, pre-improve as many tiles as possible, and settle them all when you tech horsebackriding and start barrack-stable-horse archers*
Spoiler special commerce :
Gold, silver, gems, fur.

Gold and horse archers go hand in hand.

A less common, but also viable commerce source, if found in multiples.
When to do it: when you have them
The fastest possible horse archer rush, but the most luck based. If you can get it in your capital, even better, you can hook it up after your food resource, at the cost of lower growth/production, but you'll shave off valuable turns.
Tech path: worker techs, AH, optionally bronze working, horsebackriding, hunting, archery.
The build:
worker, grow on warrior to work special commerce tile if available and special tiles.
Settler
Grow to as many commerce sources as possible at capital (if fish) with barb defense then on barracks, switch to worker at desired size.
Settler(s) if there's time.
2nd city:
Grow on barb defense then barracks
Necessary worker/settler(s) if there's time.
If you have strong commerce and are getting a very fast horsebackriding, settle your 3rd settler instead of waiting and start barrack-stable-horse archers*
Otherwise, spawnbust the target sites, pre-improve as many tiles as possible, and settle them all when you tech horsebackriding and start barrack-stable-horse archers*
Spoiler example game :
http://forums.civfanatics.com/showpost.php?p=8458068&postcount=22

He finds gold in his second city, which with pottery fuel his expansion. Note it's much faster if you can get gold in your capital.
Spoiler writing :
When to do it: when you're creative, and there are no other options, although it can complement a commerce source build.
You will get HBR around turn 70

You get 7.5 beakers per turn from 2 scientists, +8 x 0.25 = 2 extra beakers from the palace if you time your binary research well, plus any riverside commerce.
However, the cost is 90 hammers + 17 x 4 = 68 food until you get your great scientist, which works out to be 158 food/hammers - incidentally about as much as a worker or settler. It takes slightly longer to set up, and you basically give up a city.
The build
Worker, improve tiles, settler.
Transfer worker with settler, as the capital will be only be working 2-3 tiles post-library!
Grow to at least 4 while building necessary barb defense/barracks in capital, while waiting for writing.

Here I get writing earlier.
Build the library/reach size 4 as fast as impossible. Don't be afraid to work forest tiles if they're your best hammer tiles, even if you don't have bronze working.

Run 2 scientists in your capital while finishing barracks/barb defense and possibly another worker.
Second city
While your capital tied up with scientists, this will be your main production source.
Grow while building barracks/barb defense.
Build a second worker, timed so it will be back at your capital when bronze working finishes.

Build a settler if there's time before horsebackriding.
Build additional workers before that settler if there's even more time before horsebackriding, so they can chop. But 2 workers may be sufficient.
Once the great scientist pops, settle him so you switch back from scientists to mines.
Settle your cities and build barracks-stables-horse archers* as usual.
Tech path
Worker techs, animal husbandry, (mining if hills), writing.

Set to 100% gold after writing for enough turns to get horsebackriding at 100% research
Bronze working (compensates for lack of production), HBR, Hunting, archery.
Example game
Spoiler Noble Club 3 :
start

Tech path

Horses we want

Capital build order
worker-warrior to 3-settler-library (fast growth to 4 for 2 specialists)

An even worse second city location than in the first game. I had to put horses in the first ring out of fear victoria might found a religion there.
Pottery from a hut, but afterwards I pretended that I didn't receive pottery and switched to a barracks. The options for growing on the second city are a barracks, or in less crowded, more barb friendly conditions, warrior-chariot. Due to jungle, we chop a worker after the barracks; in fact with only 1 resource, 1 worker, and our low production capital, we might want to go worker first.

Library built with unimproved hills. This happens a lot with writing before bronze working builds, since our 1 worker is too busy improving the second city. We could have gone mining first, which slows our tech while increasing production. Considering that after the library is built, we will only work two tiles, and we are tech hungry, skipping mining is the better choice.

Horsebackriding just finishes; it's turn 68. Distance probably ate up 5 turns, but a low production capital and a suboptimal second city, we don't even have our 3rd settler yet! The capital slow built a worker while the 3rd city chopped a worker, so we actually probably could have went straight settler in our capital and chopped it out.
The 3rd city is late by ~5 turns.

An important trade

Turn 100, 12 keshiks, 1 chariot. Pretty bad, due to a terrible capital and poor second city.

TACTICS
Sent 3 to pillage the mine.

Poor screenshot, but the teal city in the bottom right hand corner is on copper, we have 5 HA ready to take 2 archers and an axeman. The other horse archers are going to take out the size 1 city.

1st turn of war, copper cut and city razed. Turn 3, capital and another city taken out. WK down to 2 small cities, and is willing to talk.

Mistakes: not going worker first in second city (no pigs...), not shutting off research after writing finishes to save up gold for the library.
Another good example game is Rusten's Ladies Night deity horse archer rush
http://forums.civfanatics.com/showthread.php?t=316790
He has gold in his second city, though, and from my experience if he had went pottery and built 3 cottages, he would be about 5 turns faster with higher production.
Spoiler seafood commerce build :
Still testing it out! It gets a little tricky, specifically bronze working and worker timings.
Good when: you start with fishing first OR are financial and have 3 to 4, coastal fish/lake tiles.
Tends to be faster than a library horse archer rush build,
Notes: coastal starts tend to want bronze working. I'm not sure whether it's better to skip bronze working or not, though.
Maxing commerce the capital size first is preferable, to generate early commerce faster.
Workboat first is fairly strong. It will generate about 20 turns of commerce (40 commerce) before you would have finished your second improvement with a worker first build, which is accelerates horsebackriding by 4 turns. But it doesn't offset the cost of bronze working.
Combat and tactics from TMIT
http://forums.civfanatics.com/showpost.php?p=9350239&postcount=6
Spoiler :
Yeah I had to go somewhere while making that post so I cut it short. Here are some things to consider when using HAs:
1. AI troop production: Horse archers are expensive (sameas catapults). One of their biggest advantages is that they move faster than other units. Because of this, it is important to cut the AIs ability to rapidly produce more units. All things being equal, hit the production cities hard ASAP. Every turn the AI lacks these cities saves you
in units you have to ultimately kill.
2. Strategic resources: HA vs archer is leagues better than HA vs spear. The disparity between strategic resource or not for the opposition is roughly as large as when using non-prat swords...we're talking 10% odds vs 70% odds here. If you can cut their metal, it's a big deal.
3. Forking: In other words, threatening multiple cities at the same time. This tactic is stronger in MP, but not irrelevant vs the AI. The premise behind this is to cripple the AI while avoiding fighting larger stacks in cities until close to the end - preferably in their weakercities.
4. Stall Wall: AIs have offensive stacks too. These often come packed with melee, some of it spears. Rather than dealing with this using HAs, it is often very efficient to stuff 4-5 archers (which you must have access to in order to build HA anyway) in a hill city and let the AI stack move it into your borders. Your HAs go around, while the archers rip their offense to shreds. Note that this is also a highly effective medieval strategy using longbows similarly, and one of the rare good uses of protective.
5. Judgment: You are relying on speed, but also on not losing droves of your expensive units. Often attacking a city with good defenses right away can be a trap. If you stall out too early, it can be game over. Judgment involves both the timing of your attack and whether or not you want to hit the target city now or later. 15 HA vs 7-8 hill defenders is fairly bleak...try to force those defenders out by going for other cities.
Longbows themselves do not signify the end of using HAs, but they are close. Once the AI starts upgrading axes/swords to maces, spears to pikes, getting castles, etc it is much harder than dealing with the longbows. Longbow first strike is useless and the higher base str on the other units matters more because the HAs are not enjoying bombardment. Longbows do, however, slow down a HA push enough that I won't do it unless I'm already huge from previous wars or I am executing aon the target AI while it's fighting someone else just to poach cities - when you're sitting on 20 HA taking a few cities with 2-3 longbows while the AI stack is somewhere else feels nice.