- Difficulty
- intermediate
- Target
- feudal
- Duration
- ~9 min
Recommended civilizations
Step Timeline
Follow the population rail and phase breaks while you play.
Opening
6 steps Β· pop 6-18
- pop 6#1
Food 6 β sheep
- pop 9#2
Wood Lumber Camp +3 β wood, build lumber camp
- pop 10#3
Food +1 β lure boar
- pop 13#4
Food +3 β hunt under TC
- pop 16#5Barracks
+3; 1 vil builds Barracks at front of base
- pop 18#6
Wood
Loom +2 β wood
Research Loom; click Feudal at ~8:50
Feudal Age
4 steps Β· pop 18-21
- pop 18#7
Militia Barracks Feudal arrives β produce 2 Militia immediately; send toward enemy base
- pop 18#8
Wood Lumber Camp 4 vils β wood (lumber camp expansion)
- pop 19#9
Food Mill
Double Bit Axe +1 β berries, build Mill; research Double-Bit Axe
- pop 21#10Barracks
+2 β follow-up military based on opponent (scouts/archers/spears)
Strategy Notes
- The Feudal Drush sends Militia during the Feudal transition β not in Dark Age β making it lighter than a full Drush FC but still threatening.
- Weak against: Opponents who wall fast or produce Scouts to intercept; a defended base with Spearmen makes Militia ineffective.
- Strong against: Greedy openings; opponents slow to wall; civs with no early military.
Options:
- Scouts Follow-Up: Build Stable and add Scout Cavalry after Militia pressure; strong if opponent has no Spearmen.
- Archers Follow-Up: Build Archery Range and transition to Archers; pairs well with civs that have Archer bonuses (Britons, Mayans).
- Castle Transition: If Militia deal good damage, wall up and advance to Castle Age for a strong economic or military follow-up.
Defense Tip: The Militia walk toward the enemy while Feudal completes. Their job is to kill 1β3 villagers or force the opponent to pull workers off resources. If successful, the lead finances a strong follow-up; if not, you advanced at a normal time with no long-term cost.