AOE2 Guide
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Intermediate Feudal target ~9min

1-Stable Scouts

Steps 13 · 6 → 18 pop · ~9 min

Land in Feudal at 18 pop around 8:50 with a single stable, then pump Scout Cavalry to harass enemy villagers while your economy snowballs.

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

6 steps · pop 6–16
  1. 6

    FoodTown Center 6 → sheep under the TC

  2. 8

    WoodLumber Camp +2 → wood on the first woodline; build a lumber camp

  3. 9

    Food +1 → lure and kill the first boar

    ↳ Eat the boar before the sheep run out

  4. 10

    HouseMill +1 → build a house, then a mill on the berries

  5. 10

    Food Lure deer in with the scout to stretch your food

    ↳ No new villager — keep producing from the TC

  6. 16

    Food +6 → hunt under the TC; lure the second boar

vils

Feudal

7 steps · pop 18 8:50
  1. 18

    WoodLoom +2 → wood; research Loom, then click up to Feudal 8:50

    ↳ Land at 18 pop with a 4-wood / 14-food split

  2. 18

    WoodLumber Camp Feudal: send 4 vils to the initial lumber camp (aggressive, 8 on wood) or 5 to a fresh camp (defensive, 9 on wood)

  3. 18

    FoodBarracks Move 4 vils off food → berries; send 1 vil to a barracks at 60% age-up

  4. 18

    StableScout Cavalry Build a stable with 2 vils; train Scout Cavalry as soon as it finishes

  5. 18

    Double Bit AxeHorse CollarFarm Research Double-Bit Axe and Horse Collar; seed farms

  6. 18

    Scout Cavalry Wall with the 2 stable builders; keep adding scouts non-stop

  7. 18

    Spearman Add 1–4 Spearmen if the opponent also opens with scouts

    ↳ Skip the spears versus archers

Strategy Notes

  • Production is everything: a scout should leave the stable the moment you have the food, and your TC should never sit idle. The 18-pop landing buys you tempo, so spend it pressuring the opponent rather than sitting at home.
  • React to what your scout sees. Versus archers or spears, add an archery range and skirmishers; versus enemy scouts, add your own scouts plus spears until you are fully walled.
  • Tech up your cavalry once it is rolling. Build a blacksmith, and research Bloodlines after 7–8 scouts are on the field so you are not delaying military for it.
  • Default Castle Age plan is 2-stable Knights for sustained pressure. Against a crossbow mass, peel a single range into elite skirmishers; on open maps where you just need map control, light cavalry keeps the harass alive.
  • Civ notes: Franks lack Bloodlines, so lean on Husbandry for speed; Huns need no houses, freeing wood to start the stable a touch earlier.