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The Britons


Military Analysis

The Barracks

With full upgrades for its infantry line the Britons can field potent Champions and protective Halberdiers. A Champion army supported by foot archers can wreak havoc on a non-supported Champion army.

The Archery

(a) Foot Archers With the faster build time (BT) and the extra range; Briton foot archers are the best in the game. In fact, it is often wise to go heavy on foot archers in the castle age and make the transition to arbalests in Imperial rather than going with the powerful Longbowman. The benefit here is that while the Arbalest costs an extra 5G, it can be produced more rapidly as it is easier to build several Archeries than to build several Castles. This also frees Castles for Treb production.

(b) Cavalry Archers The Britons do get Heavy Cavalry archers. However, they lack many of the technologies (Thumb Ring, Parthian Tactics) required to make them an effective unit. Considering the advantages given to the foot archer line, a serious attempt by the Briton player to develop an effective Cavalry Archer army is unlikely and hardly recommended.

The Stable

Although they lack the Paladin upgrade and Bloodlines, the Briton cavalry line is of moderate usefulness. While Bloodlines would have been a useful tech to have available to the Briton player, the addition of another gold heavy tech like the Paladin would mandated a removal of other Cavalry techs (for game balance purposes) from the Briton Blacksmith that are actually of more practical use to the Briton player using Light Cavalry or Cavaliers (than a unlikely to-be-used Paladin upgrade). While the Briton player does not always use the Cavalier option, combining them with an archer army for support can make for a powerful, but gold intensive combination.

The Britons do lack the Hussar upgrade and Bloodlines, but with all the Blacksmith upgrades, Light Cavalry should still have use as a raider on enemy economic centers that lack Castle protection.

The Siege Workshop

Even though they seem to be rather light on siege options, the Britons in fact have everything they need. With the increased effectiveness of the various siege lines in the XPack, the Briton have the option to upgrade to the mid-level Capped Ram and Onager. The lack of the Heavy Scorpion and its powerful ranged pierce attack is more than made up for with the powerful Briton archer line. Briton Trebuchets are fully upgradeable (Siege Engineers) and only lack the unique techs or bonuses that some other civs have.

The Monastery

The Briton Monastery is pretty decent as it has what are in my opinion the only two worthwhile monastery technologies: sanctity and block printing. All the others are for the most part added extras that you can often do without. However for the player who heavily uses monks, they will likely miss redemption and atonement

The Dock

One area the Britons have noticeable limitations is in Imperial Age naval options. While they are no longer the only civ that does not get cannon galleons, the Britons still do not have a coastal bombardment tool. While a castle on the coastline is not a deterrent to many civs due to the power of the Cannon Galleon, it will limit the tactical option for a Briton navy. Surprisingly enough, this turns out to be somewhat of a limitation on the Briton Real World map, since much of the land is near a coastline. As expected, the lack of a particular naval advantage can make it hard to play on a map such as islands, where control of the sea is control of the game.

The one notable advantage that the Britons do possess is that the cheaper wood cost of TCs make it slightly easier to place TCs early in Castle Age while producing ships - and benefit from the cascading effects of more Villager-producing TCs.

The lack of Heavy Demo Ships leaves a hole in defensive options, but since very few players use them frequently, it is only worth mentioning to be complete.

Gunpowder

The Britons have a gaping hole where their gunpowder units would lie. This is actually not much of a problem for the Britons with the sole exception of the previously mentioned Briton Navy.

With the improvement in various gunpowder technologies in the XPack, the Briton player may feel that they are missing on some of the new tactical options for supporting units. However, lacking Hand Cannoneer is really of limited concern given the strength of the Briton foot archer and usefulness of the bombard cannon still needs to be determined.

Technology Analysis

Economy

The AoK Imperial Age Briton economy is noticeably lacking only Crop Rotation. With the introduction of farm queues in the XPack, the player has the option of muting the micromanagement hassle of expiring farm at the committing wood upfront. Stone Shaft Mining was also missing, however the effects of this hole were not terribly noticeable since there is less overall stone on the map compared to wood or gold.

Military

No matter what force you chose to go with there are certain critical steps in getting the proper upgrades for you troops. With the full upgrade options available to the Briton player, the choices may not be so obvious to all players.

Range upgrades - consider these a priority and definitely grab them before researching the armor techs for your archers. Being able to drop the enemy before he can even close with you is better than having a slightly tougher unit.

Ballistics - many players simply do not realize how much of an impact this makes on your troops. If you are playing vs. a cavalry based civ this tech is an absolute #1 priority. Watch some recorded games before ballistics is researched and after and you will understand the power of this tech.

Armor upgrades for your support troops - whether you choose to add infantry or cavalry to your archers, focus on beefing up their armor first and attack second. This will keep them alive longer while your archer's pincushion the enemy.

Chemistry - all those +1 attacks really add up when you have a horde of archers.

Similar to the way in which Frankish Cavalry do not get the Bloodlines tech, Briton Foot Archers do not get Thumb Ring. The assumption is that supplying archers with the longest range in the game 100% accuracy and an increased firing rate was potentially unbalancing.

More expensive upgrades such as Yeoman should be considered if a suitable number of archers remain that would benefit from the upgrade. Otherwise, it may be wiser to diversify the unit mix to include Swordsmen or rebuild the archer armies.