AOE2 Guide
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Intermediate Feudal target ~9min

18 Pop Feudal Drush

Steps 12 · 6 → 18 pop · ~9 min

Reach Feudal at 18 population, push 2 Militia plus your scout into the enemy base, and keep the pressure on while your economy ticks along behind a slow wall.

Step Timeline

Follow the villager rail and resource-split columns while you play.

0/0 done 0:00
Checkpoints Feudal 18 vils 8:50
vils

Opening

7 steps · pop 6–17
  1. 6

    Food 6 → sheep under TC

  2. 9

    WoodLumber Camp +3 → wood, build lumber camp

  3. 10

    Food +1 → lure first boar

  4. 11

    HouseFood +1 → build house, then back to hunt

    ↳ Lure deer with the scout once all sheep are found

  5. 15

    Food +4 → hunt under TC; lure 2nd boar

  6. 16

    BarracksHouse +1 → build Barracks at front of base, then house

  7. 17

    Food +1 → hunt

vils

Feudal

5 steps · pop 18 8:50
  1. 18

    WoodLoom +1 → wood; research Loom, then click Feudal Age 8:50

    ↳ Landing ~8:50 (4 wood / 13 food)

  2. 18

    MilitiaBarracks Feudal arrives — produce 2 Militia and send them to the enemy base

  3. 18

    WoodLumber Camp 4 vils from TC → initial lumber camp

  4. 18

    FoodMillDouble Bit Axe +1 from TC → berries, build Mill; research Double-Bit Axe

    ↳ Horse Collar optional

  5. 18

    Scout CavalryBarracks +2 → follow-up military by scouting opponent; slow-wall

Strategy Notes

  • This is a light, low-commitment aggression: the Militia leave during the Feudal transition rather than in the Dark Age, so your economy barely pays for the harass while still forcing the opponent to react.
  • The scout and 2 Militia together are the threat — chase fleeing villagers, deny lumber camps, and pull workers off resources. Killing even 1-3 villagers banks a tempo lead.
  • Decide your follow-up by scouting: add Scout Cavalry from a Stable if they lack Spearmen, or open an Archery Range and mass Archers (strong on Britons and Vikings with their archer and economy bonuses).
  • Take Double-Bit Axe immediately and slow-wall your base; Horse Collar is optional depending on how much you commit to food.
  • Strong into greedy, slow-to-wall openings; weak into players who wall fast or produce their own Scouts to intercept the Militia.
  • If the harass stalls against a defended base, do not feed Militia in — you have aged up on time and can simply transition into a normal Feudal or Castle plan.