18 Pop Double Barracks Eagles
Steps 12 · 6 → 22 pop · ~9 min
Source: Hera
Recommended Civilizations
Land Feudal fast off heavy hunt, then flood the enemy with Eagle Scouts trained from two Barracks at once.
Step Timeline
Follow the villager rail and resource-split columns while you play.
Opening
7 steps · pop 6–18- 6 6000

6 → sheep under the Town Center - 8 6200

+2 → wood, drop a Lumber Camp - 9 7200
+1 → lure the first boar to the TC - 10 8200
+1 → hunt the boar under the TC - 11 9200


+1 → build a House, then a Mill on berries - 12 10200
+1 → lure the second boar ↳ Optional - push deer to the TC with the Scout once all sheep are found
- 18 16200

+6 → hunt under the TC (16 on food), then click up to Feudal 8:50 ↳ Aztecs / Incas: research Loom before aging up
Feudal
5 steps · pop 18–22- 18 9720


Move 5 hunters → wood (7 on the Lumber Camp), 2 hunters → gold (Mining Camp) - 18 7722


2 hunters build a Barracks + House; send 3 hunters → berries - 18 7722
Research Double-Bit Axe (Horse Collar optional) - 22 7762

Send the next 4 villagers → gold, then build a 2nd Barracks - 22 7762

Train Eagle Scouts from both Barracks (2 Spearmen first vs a Scout opening) ↳ Add Farms and straggler-tree workers behind the army; Blacksmith for Eagle armor/attack if needed
Strategy Notes
- This opener belongs to the Mesoamerican civs (Aztecs, Incas, Mayans) — they are the only ones with Eagle Scouts, and their eco bonuses let this heavy-hunt opening land in Feudal cleanly around 8:50.
- Two Barracks let you keep constant Eagle pressure: their speed and gold-conversion bonus make raiding villagers and snowballing map control easy, so commit to harassment rather than turtling.
- Open 2 Spearmen if you scout a Scout Rush, then flip fully to Eagles once the cavalry threat is dealt with.
- You are strong into Scout, Spear, and Skirmisher openings but soft against Man-at-Arms and Archers — if you see either, slot in a single Archery Range for Skirmishers and lean on walls.
- Keep gold flowing: it fuels every Eagle, so wall the base and consider a Watch Tower over your mining camp; losing gold here usually ends the game.
- To transition, add Farms behind the army, bank gold, and use a Market (sell stone if needed) to push a tech-and-eco lead into Castle Age.


