18 Pop Feudal Drush
Steps 12 · 6 → 18 pop · ~9 min
Recommended Civilizations
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.
Opening
7 steps · pop 6–17- 6
6 → sheep under TC - 9

+3 → wood, build lumber camp - 10
+1 → lure first boar - 11

+1 → build house, then back to hunt ↳ Lure deer with the scout once all sheep are found
- 15
+4 → hunt under TC; lure 2nd boar - 16

+1 → build Barracks at front of base, then house - 17
+1 → hunt
Feudal
5 steps · pop 18 8:50- 18

+1 → wood; research Loom, then click Feudal Age 8:50 ↳ Landing ~8:50 (4 wood / 13 food)
- 18

Feudal arrives — produce 2 Militia and send them to the enemy base - 18

4 vils from TC → initial lumber camp - 18


+1 from TC → berries, build Mill; research Double-Bit Axe ↳ Horse Collar optional
- 18

+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.




