This page explains the characteristics of French civilization and the operation procedure (order) by operation.
Table of contents
Features of AoE4 France
- Difficulty: ★ ☆☆
- France is a classic knightly nation in the AoE series. After the evolution of Era II, it is possible to train Konoe Knights who are stronger than other countries at high speed immediately from landmarks.
- There are no civilization characteristics that require special operation, so it is also recommended for beginners
- If you don't learn how to troll, you'll just be pushed with a spear. The Knights of the Imperial Guard should keep an eye on them as much as possible and attack without rest.
France, known for its cavalry, can turn the tide of battle with its formidable armored knightly army and economy.
The French civilization of Age of Empires IV spans the years 840-1559 CE and is based on medieval France, which fought from adversity to prosperity. Overcoming invasions, plagues and rebellions, France emerged as a powerful modern nation.
By playing French civilization, you will be able to take on the era of chivalry and honorable battles, the age of Joan of Arc and the darkest hours of France, the roar of cannons that liberate the country, and the formation of a disciplined standing army.Age of Empires IV Official Website
Play France in AoE4
The strengths of French civilization lie in the Knights of the Guard, the strongest lancers of all civilizations, the gunpowder siege weapon of cannons instead of stone cannons, and advantages in trade. French merchants have a unique ability to get resource bonuses apart from gold. This is a valuable trait when resources are scarce.
The French Knights' Charge destroys enemy lines and has bonus damage after the charge to help you with hit-and-run tactics. French units have access to several upgrades, from special health to defensive bonuses that are only available to certain French units.
The French army had its own system of influence, with a low cost of units from archer training camps and stables around the fort. The center of their city allows them to produce units faster with each era, an important advantage in hastening the economy.
In addition, the production speed of the townspeople is fast, and the cost of building a resource gathering facility is half as high, so the internal politics are strong, making it an all-round civilization.
Unique units in France
Knight of the Guard
The Knight of the Imperial Guard is a heavily armored knight of French civilization with powerful charging abilities.
It is possible to cultivate ahead of other civilizations from Age II.
The Arbatrie is a powerful crossbow range unit that is resistant to heavyweights and can activate a special ability called Pavilion, a deployable shield for ranged defense.
The cannon is a French unique mobile artillery siege weapon. Unlike large stone cannons, cannons do not need to be packed and unpacked.
AoE4 Evolution of France
In Era I, French civilization is building their economy. In this day and age, economic technology is cheap, and resource gathering buildings (logging camps, mines and mills) are half the price, which is a great advantage to start their economy.
Ahead of other countries, the Knights of the Imperial Guard have been available since Era II. If the Chamber was built in Era I, then the merchants of this era will return additional resources.
(But the cavalry school is powerful and recommended.) ）
The Royal Society, which is one of the landmarks, houses all the unique French techniques and allows you to study them at a low cost to Era III. You can anticipate some research that can be studied at universities in the normal era 4.
Era IV brings a number of upgrade options for France. The Artillery College is one of the landmarks that will take you to the last days by unlocking gunpowder units that can do additional damage without using chemistry.
French Civilization Bonus
France has a powerful cavalry force and can accelerate production with its fortified strongholds. If you turn against them, you must be prepared to withstand the assault of armored units, including powerful Knights of the Guard.
- Equestrian combat
- Bring more powerful weapons and technology to combat with more powerful cavalry.
- Mainland Economy
- Economic power will be strengthened by cheaper resource storage facilities, economic technology, and merchants who can operate more flexibly.
- Front-line production
- Units trained in the Archery and Cavalry Camps within the tower's sphere of influence will cost less and you will be able to maintain your offensive.
- Civilization Bonus
- The training speed of townspeople and scouts has increased with each era (10%, 15%, 20%, 20%)
- The cost of economic technology – 30%
- Timber cost of resource storage facilities – 25%
- At the beginning of the game, the trading posts are displayed on a mini-map.
- Merchants can bring any resources back to the market.
- Free melee technology research (ironworks must be built).
- ⁺ 20% gold brought home by trading ships.
- The cost of units produced in archery and cavalry training camps within the tower's sphere of influence – 20%.
- Unique Units
- Konoe Knight: Gain bonus damage for 3 seconds after completing the charge.
- Arbatrier: Deploy the Great Shield to get 5 anti-fire armor for 30 seconds. (Soldier type unit)
- Galeas: Large military galleys with long-range firing cannons mounted forward.
AoE4 French Era Evolution Landmark
|Ⅰ→Ⅱ||Cavalry School||Meat 400 Gold 200||It serves as a cavalry training center. Production speed of all cavalry training stations +20%.|
|chamber of commerce||Meat 400 Gold 200||It serves as a market. + 30% of the resources that all witnesses and trading ships bring back to the market or port.|
|Ⅱ→Ⅲ||Royal Society||Meat 1200 Gold 600||Brings all the unique technology of France. The cost of research here is 20% lower, ignoring the times.|
|Unions||Meat 1200 Gold 600||Over time, resources are produced and saved. The more resources you have saved, the faster your production rate will besiege. Choose between food, wood, stone or gold.|
|Ⅲ→Ⅳ||Red Palace||Meat 2400 Gold 1200||It serves as a tower and has a powerful grand fortifications. Depending on the units stationed there, the number of large bows will increase.|
|Gunnery School||Meat 2400 Gold 1200||You will be able to produce this artillery immediately (+20% damage).|
|Ethnic Symbols||4000 each, no stones required||Let's defend the symbols of our nation and make victory a certainty. Other civilizations that have noticed the symbol of the nation should try to destroy it somehow.|
AoE4 France Cheats Order Information
Konoe Knight Rush
2Only France and England can build landmarks that soldiers can nurture in evolution.
Furthermore, in France, the training speed of the Imperial Guard Knights increases, and the research on the attack power of the ironworks (if built) is automatic, so the cost of building and researching cavalry training centers and ironworks after 2 evolutions can usually be used for the cost of creating knights with sudden increased attack power, and as a result, it is possible to continue to train knights and townspeople.
Continue to produce townspeople. Seven sheep and one person builds a miner and shakes up to three people with gold. After that, we will continue to increase the number of people who take meat.
Scout to gather and bring the sheep.
Don't make mistakes (forget to make them) at home.
Since the population of 16 ~ people accumulates resources for evolution, three people will build a landmark cavalry school.
Increase the number of people who cut trees to three during evolution.
From then on, the number of people in the town will increase by the ratio of meat 2 to gold 1.
The goal is to turn knights around faster than their opponents in 2 and go to vandalize them immediately, reducing the number of townspeople.
In the beginning, because there is only one center of the town, under the premise of continuing to make the townspeople, if the number of townspeople is reduced, the difference in the domestic affairs from then on will follow.
In other words, if you forget the production of the townspeople and stop it, the meaning of rush will fade, so be careful there.
Wood is used for house construction and research on collection efficiency, but in particular, in France, when you build an ironwork, the research on melee attack power improvement is automatically completed according to the times,
so when you enter Era 2, you want to make sure you don't make a house mistake and build it as a top priority.
However, in Age 2, the number of lumberjacks should not increase from 3 to 4 people. Concentrate on meat and gold, train Konoe Knights, and if you can afford it, you can evolve 3 as it is.
The Konoe Knight cannot be defeated with a few arrows, so he can manipulate it well to defeat the opponent's army and, if Sukiara, defeat the townspeople.
Using numbering, the training of people and knights in the city is controlled without moving the screen.
He hardly looks at domestic affairs and concentrates on looking at the knight.
If two people charge, you can kill one person in the city with just the charge damage (before the HP of the person in the city is enhanced), so you can kill one person and hit and away even if you have a slight slight.
Knights with reduced HP should be lowered to make it harder to die with detailed tasks such as targeting other knights.
Later, you can reuse it because you will research the knight's HP recovery.
If you can hunt about 5 people without defeating the knights, the Rush Order will be a great success and aim for III.
Study the horseman's HP auto-healing at the Cavalry School or increase your defenses in the Ironworks. In France, the offensive power is automatically raised.
If you raise your bow defense, you will be able to vandalize within the range of arrows in the center of the city with plenty of room.
The opponent's army composition is likely to be a lot of spears, so we will build a warrior training center and turn the troops around,
and we will also add a knight training center to rotate it.
These are combinations with high siege power, so I packed it up with veteran research in 3 places.
1v1 Semi-Immediate III, IV. Order
An order like a continuation of Knight Rush.
Uninterrupted training of townspeople, no mistakes at home, taking resources and fighting vandalism without stopping domestic politics, reconnaissance of the opponent's center, and being required to judge the situation at the timing of entering the era III, Knight Rush's internal affairs and military operations are an order for those who can already do well.
In France, the townspeople are nurtured faster, and the faster the times evolve, so you can make a difference in domestic politics just by withdrawing and not letting them troll. For the purpose of judgment, it is important to keep visibility by placing scouts, bows, etc. in a position where the resource gathering situation near the center of the opponent can be seen.
It is particularly effective against Rome, the Delhi Sultanate and China, where the opponent is II and does not have unique units with mobility.
Conversely, I don't recommend it because if you give a knight in II, or if you give a bow against Rus France, you will lose.
Rather than throwing out spears instead of throwing spears at such countries, they should add cavalry training centers and win in the number of knights.
Also, in the era after III, if you do not put in a difference of 2 ~ 3 minutes, this order will fail somewhere. The reason is
- The second entry is too late and the knight rush has already been established (the opponent has the upper hand from the beginning and the rush has been returned)
- Was my townsfolk creation interrupted?
- Either the other party has built the center of the second town and has not been discovered,
- Lack of research on domestic politics,
- Have you taken resources that are not necessary for evolution and left them to fend over?
- Knights and bows have died, motivating the opponent to fight back.
Evolved in cavalry school with 3 gold, 1 tree, and sheep.
Be sure to find the center of the opponent and scout the resource gathering area before the knight lands.
Normally, gold and wood are easy to vandalize, and in the case of countries aiming for 2TC, stones.
Age II, Psychological Warfare
First, as with Knight Rush, knights from the cavalry school can land and vandalize opposing townspeople at the fastest speed of up to 2~3 bodies.
It seems that the opponent is often wary of France and often sends out spears and outposts.
Therefore, the knight rush may stop slightly, so we built a bow hut and 2~3 archers also landed to support the knight rush. Don't force the knight to stay near the center to death. Knights with reduced HP are lowered.
When multiple outposts are built and it becomes difficult to get hold of them (but this one must survive with military superiority. If the military has the upper hand, the number of outposts may increase. ) and let the bow stay near the center of the opponent, or if you have built an outpost, you can barely see it from there. It is important to show it at the very edge of view, and be careful because if you get too close, you will find that there are only two bows.
On the side opposite to the side where the bow is placed as seen from the center or on the side at 90 degrees, the scout is placed in standby mode to monitor the opponent.
If you have enough time to operate, you should move the scout and check the entire direction of the center.
Here, you will be watching to see if your opponent will go on an expedition to an unprotected resource away from the center of the town or come forward to counterattack.
If you confirm that the opponent's internal affairs are only confined to the center, that there is no place where the deer are going on expeditions and internal affairs, and that the other party has started to accumulate troops without stepping forward, the production of the army will be stopped.
As for the opponent's thinking, the spear melts into the bow opponent in an instant, so it will devote more resources to the archery training center, outpost, etc.
We must not waste resources such as building outposts in our own camp.
(Of course, if you monitor the soldiers/training centers that the other party is creating, and if there is any sign of expanding your army and marching even if you interrupt the creation of townspeople, we will also add anti-virus so that we do not make a big difference to our evolution.) ）
When the opponent withdraws, he concentrates on the meat and gold and enters the era III. Evolved in the Royal Society.
There is a ton demo study at the Royal Society that increases the physical strength of cavalry by 30%, so I will give priority to ironworks. If there is any leftover, it is an ironworks. Others can study Albatrier. You don't have to do it if you don't use an albatlier.
Building a training camp around the castle will reduce the cost of cavalry and archers. If you build a castle, don't forget that the Royal Society also has a study on military cost reduction.
If you enter 3, the creation speed of the French townsman becomes MAX here. By now, the number of villagers is probably around 60:50, and the opponent is already devoting resources to defense. If they are so withdrawn that they cannot even get meat, they are also devoting resources to the fields.
If the opponent's troops are accumulated and you are in a fighting stance, you will devote all the resources that you have not wasted so far to the Anti-Training Center and the army, and if there are an equal number of knights, you will win.
Or, if you see your opponent using resources to expand the center of the town, here's the four-way evolution.
Evolved in gunnery school.
Alternatively, the Red Palace is a powerful defensive structure that can defeat even battering rams and cannons on its own, but it is quite strong if it can be built on the front line.
While strengthening cavalry at the university, he brought out the guards cannons from the gunnery school and added them to the army. Checkmate.