DocsProtection start
Protection start
Protection start (standard boom)
A practical opener for the protection land race. It is not perfect for every civ or strategy, but it is a solid default. Restart freely if the start feels bad — just don’t waste banked turns sitting idle.
The in-game opener tutorial walks the first clicks; this page is the fuller picture.
General habits
- Skim turns one by one when you can. It costs real time, but you can re-send explorers, trade, and build every month — far more effective than dumping large turn chunks early.
- Max explorers almost every month. Convert food into land via town centers; only build extra TCs when you have food to spare for more explorers.
- Early buildings are mostly tool makers, farms or hunters, and town centers. Fill forest/mountains with woodcutters and iron mines as land appears.
- No army during the race. Don’t build a Great Wall unless you have a clear wood/iron surplus.
- Don’t stockpile. Push production into food → explorers. Played well, the first ~100 turns rarely need warehouses — mage towers usually cover storage.
- Aim for roughly 25k score by Jan 1003 on exploring civs (about two game years in). Use it as a health check, not a hard rule.
- Focus on winning the food race from March through September, and keep enough people working every farm/hunter (raise food rationing if jobs sit empty).
- Research that helps explore first (food / mines / explore-related). Save heavy attack and fort research for when you are setting up the exit from protection — the point of the race is land (and then the ability to take or hold land after).
- Too much food banked → build more town centers. Can’t send max explorers → more farms/hunters. Mountains usually go to iron mines (Byzantines: gold mines).
Before you start
- Food rationing — Extremely High if you’re experienced (Franks especially); Very High is fine for new players.
- Set tool makers to 0% while you seed the queue (raise status once builders should work — many openers use ~30%).
- Queue 90 tool makers, then woodcutters to fill forest, then a few farms, then iron mines to fill mountains.
- Explorers — send max when ready. Some players wait until March 1001 so the first winter is easier to manage.
- Forest explore for the first year or two is a strong favorite start (sell extra wood for gold; funds TCs). Hunter-bonus civs (Vikings, Mongols, Turks, Zulu) often stay on forest most of the race; farm civs mix in all-land / plains when they need TC land or mines.
First year
- Every month, buy tools so builders never sit idle.
- Make sure you have enough food for winter so you don’t starve. Sell wood for gold if needed.
- Never sell iron early — you need it for town centers.
Always have enough (not too many)
| Need | Why |
|---|---|
| Houses | Population can grow into jobs |
| Town centers | Cap explorers so food becomes land |
| Woodcutters | Wood for builds |
| Iron mines | Iron for TCs |
| Markets | Sell surplus (wood is usually best) for gold |
| Tool makers | Builders |
| Stables | Only once explorers should take horses |
| People | If unused people pile up, lower food rationing |
Fill remaining food buildings with hunters if your civ has a hunter bonus (Vikings, Mongols, Turks, Zulu) — otherwise farms. Explore toward the land type you need for the next buildings; otherwise forest for hunter civs, plains / all-land for farm civs. Use all-land when you specifically need iron and TCs.
Skip early: wineries, stables (until horses), gold mines, towers, forts.
Horses with explorers
Leave horses off while explore food cost is low. A common rule of thumb:
- Most civs: no horses while cost is under ~300 food per explorer
- Turks: under ~150
- Japanese: under ~225
Research and mages
After ~30 turns, build up toward ~10 mage towers and research economy. Raise the count gradually — only as much as you can afford. At 100 economy RLS, consider army research, or keep pushing explore / food / explore RLS.
Winter (every October)
Open Status and check food for winter. You want enough to survive ~5 winter months, remembering population growth raises food use as winter goes on. If needed: stop new explorers, stop selling food, stop horse production, or lower pop growth so you don’t starve.
After the in-game tutorial
Once food, army disband, tool makers, first explorers, a one-month turn, tools, and woodcutters are done: keep skimming months, refill explore/build/trade every turn, watch winter, and grow TCs off food. For a full Byzantine wood→gold race, see Strategy guides. Civ-specific AI doctrine (Vikings / Turks / Mongols) also lives in the developer notes under boom doctrine — more player civ guides will land as races are recorded.
