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

  1. Food rationing — Extremely High if you’re experienced (Franks especially); Very High is fine for new players.
  2. Set tool makers to 0% while you seed the queue (raise status once builders should work — many openers use ~30%).
  3. Queue 90 tool makers, then woodcutters to fill forest, then a few farms, then iron mines to fill mountains.
  4. Explorers — send max when ready. Some players wait until March 1001 so the first winter is easier to manage.
  5. 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)

NeedWhy
HousesPopulation can grow into jobs
Town centersCap explorers so food becomes land
WoodcuttersWood for builds
Iron minesIron for TCs
MarketsSell surplus (wood is usually best) for gold
Tool makersBuilders
StablesOnly once explorers should take horses
PeopleIf 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.