AOE2 Guide
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Intermediate Feudal target ~9min

19 Pop 1-Range Archers

Steps 11 · 6 → 21 pop · ~9 min

Land in Feudal at 19 pop, throw down a single Archery Range, and pump Fletching-backed Archers before your opponent has a counter ready.

Step Timeline

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

0/0 done 0:00
Checkpoints Feudal 19 vils 9:15 Food 14 Wood 5
vils

Opening

6 steps · pop 6–19
FoodWoodGoldBld
  1. 6

    FoodTown Center 6 → sheep under the TC

    6000
  2. 9

    WoodLumber Camp +3 → wood, build a lumber camp

    6300
  3. 10

    Food +1 → lure the first boar

    7300
  4. 11

    HouseMillFood +1 → build a house, then mill on berries

    ↳ Lure deer with your scout once you find all your sheep

    8300
  5. 17

    FoodTown Center +6 → hunt under the TC

    ↳ Lure the second boar during this time

    14300
  6. 19

    WoodLoom +2 → wood, then research Loom

    14500
vils

Feudal

5 steps · pop 19–21 9:15
FoodWoodGoldBld
  1. 19

    Loom Click up to Feudal at 19 pop (perfect landing 9:15) 9:15

    14500
  2. 19

    Lumber CampWood From the TC — 5 → 2nd lumber camp, 2 → straggler trees

    71200
  3. 19

    HouseBarracksGold From the TC — 1 → house then barracks, 2 → mining camp on gold

    ↳ Research Double-Bit Axe; skip Horse Collar for now

    41221
  4. 21

    Archery RangeArcherGold Build an Archery Range and start Archers; +2 → gold (4 total)

    41241
  5. 21

    BlacksmithFletchingFood Build a Blacksmith and research Fletching; move 4 → berries (5 total), start farms

    ↳ Optional — 1-4 Spearmen from the barracks if you fear enemy Scouts

    51240

Strategy Notes

  • This is the bread-and-butter ranged opening: one range, Double-Bit Axe to feed wood into Archers, and an early Blacksmith so Fletching is done before your first volley connects. Skip Horse Collar in Feudal — you want the wood and food going into military, not farm upgrades yet.
  • Keep gold healthy. Two miners go down on the click-up, two more follow shortly after; four on gold is enough to sustain steady Archer production without starving your wood line.
  • React to what you see. If the enemy commits to Scouts, a handful of Spearmen from the barracks plugs the hole cheaply; if they go Skirmishers, do not over-invest in Archers — bank resources and lean on the Castle transition instead.
  • Default follow-up is Castle Age with 10-15 Archers, then Crossbow plus Bodkin Arrow for a hard timing attack. Add a second Archery Range or a Stable depending on the matchup.
  • Britons can lean hardest into this: extra range from the civ bonus means a third range and Thumb Ring in Castle Age turn the Archer mass into a snowball.