Knight Rush (Beginner)
Steps 10 · 6 → 29 pop · ~16 min
Source: Hera
Recommended Civilizations
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.
Opening
7 steps · pop 6–22- 6


Build 2 Houses with the first 3, then all 6 onto sheep under the TC - 9

+3 → build Lumber Camp, then chop wood - 10
+1 → lure and shoot the first boar - 11


+1 → build 2 Houses, then a Mill on the berries and start gathering - 13
+2 → 12th hunts deer/stragglers, 13th lures the 2nd boar - 17
+4 → berries - 22

+5 → wood, building a House when housed
Feudal
2 steps · pop 25 11:45- 25


+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
- 25


In Feudal: build Barracks + House, optionally wall; shift depleted food vils to Farms and wood, then 2 vils → Stable and Market
Castle
1 steps · pop 29 16:05- 29


+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.




