- Difficulty
- beginner
- Target
- feudal
- Duration
- ~9 min
Recommended civilizations
Step Timeline
Follow the population rail and phase breaks while you play.
Opening
6 steps Β· pop 6-19
- pop 6#1
Food Town Center 6 β sheep under TC
- pop 9#2
Wood Lumber Camp +3 β wood, build lumber camp
- pop 10#3
Food +1 β lure nearest boar
- pop 11#4House Mill
Food +1 β build house then berries
- pop 17#5
Food +6 β hunt under TC, lure 2nd boar
- pop 19#6
Wood
Loom +2 β straggler trees
Research Loom; click Feudal at 19 pop
Feudal Age
4 steps Β· pop 19-23
- pop 19#7Lumber Camp
Wood Feudal arrives β 5 vils β 2nd lumber camp, 2 β straggler trees
- pop 19#8Barracks House
Gold Mining Camp 1 β barracks + house, 2 β gold mining camp
- pop 21#9
Double Bit Axe Archery Range Research Double-Bit Axe; build Archery Range
- pop 23#10
Gold Blacksmith
Fletching +2 β gold; build Blacksmith β research Fletching ASAP
Strategy Notes
- The Archer Rush is the foundational ranged opening alongside Scouts. Fletching is mandatory before committing Archers to battle.
- Weak against: Scout Cavalry (Scouts beat Archers in open field before Fletching); Skirmisher spam with Forging.
- Strong against: Greedy economies; opponents without early military response; slow-walling opponents.
Options:
- Crossbow Castle Transition: The standard follow-up β advance to Castle Age with Bodkin Arrow for a strong Crossbow timing attack.
- Feudal All-In: Add a 2nd Archery Range and flood Archers; works if opponent has no Skirmisher counter.
- Britons Double Range: Britons should add 2nd and 3rd Archery Ranges in early Castle Age and push for Thumb Ring for maximum Archer production.
Defense Tip: The biggest beginner error is delaying the Archery Range or gold mining. If you spot enemy Scouts, producing 1β4 Spearmen from the Barracks does not significantly disrupt the build. In Castle Age, always research Bodkin Arrow before sending Crossbowmen into battle.