AOE2 Guide
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Beginner Castle target ~16min

Knight Rush (Beginner)

Steps 10 · 6 → 29 pop · ~16 min

Source: Hera

Reach Castle Age on a clean economy and flood Knights from two Stables for a forgiving, high-impact attack.

Step Timeline

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

0/0 done 0:00
Checkpoints Feudal 25 vils 11:45 Castle 29 vils 16:05
vils

Opening

7 steps · pop 6–22
  1. 6

    HouseFoodTown Center Build 2 Houses with the first 3, then all 6 onto sheep under the TC

  2. 9

    Lumber CampWood +3 → build Lumber Camp, then chop wood

  3. 10

    Food +1 → lure and shoot the first boar

  4. 11

    HouseMillFood +1 → build 2 Houses, then a Mill on the berries and start gathering

  5. 13

    Food +2 → 12th hunts deer/stragglers, 13th lures the 2nd boar

  6. 17

    Food +4 → berries

  7. 22

    WoodHouse +5 → wood, building a House when housed

vils

Feudal

2 steps · pop 25 11:45
  1. 25

    Mining CampGoldLoom +3 → build Mining Camp and mine gold, then research Loom and click Feudal 11:45

    ↳ Perfect landing 11:45 — distribution: 8 wood, 14 food, 3 gold

  2. 25

    BarracksHouseFarm In Feudal: build Barracks + House, optionally wall; shift depleted food vils to Farms and wood, then 2 vils → Stable and Market

vils

Castle

1 steps · pop 29 16:05
  1. 29

    GoldDouble Bit AxeStable +4 → gold; research Double-Bit Axe and Horse Collar; click Castle Age 16:05

    ↳ Perfect Castle landing 16:05; add a 2nd Stable as you advance, then research Bow Saw and pump Knights from both Stables

Strategy Notes

  • This is the most beginner-friendly aggressive opener: your eco runs on a tidy sheep-boar-berry-then-farms loop, so you can focus on macro instead of micro while you bank toward Castle Age.
  • Two Stables let you keep Knights coming non-stop. Knights are tanky, fast, and punish unwalled lumber camps and gold miners, so raid the moment the first one pops.
  • Get Double-Bit Axe and Horse Collar to keep wood and farm income healthy, then add Bow Saw — sustained eco upgrades matter more than rushing extra military buildings here.
  • Bloodlines is a big Knight power spike for most of these civs; Franks skip it because their team-wide +20% Knight HP already covers the gap.
  • Knights fold to Pikemen and Camel Riders, so scout for spears. When you see mass anti-cavalry, stop force-feeding Knights and mix in Skirmishers, a Siege Workshop, or a second Town Center to out-boom instead.
  • Magyars, Slavs, Berbers, and Huns each sweeten the plan (cheaper or faster Knights, free Houses, cheaper eco), but the order is identical for all five.