28 Pop Turks Fast Imperial
Steps 11 · 6 → 32 pop · ~20 min
Source: Hera
Recommended Civilizations
Rush to Imperial Age around the 20-minute mark and flood the field with instant gunpowder.
Step Timeline
Follow the villager rail and resource-split columns while you play.
Opening
5 steps · pop 6–27- 6

6 → sheep under the TC - 10

+4 → wood, build Lumber Camp - 18

+8 → food; lure both boars, push deer, eat through sheep ↳ Build a House then a Mill before the first boar
- 22
+4 → berries - 27
+5 → gold
Feudal
2 steps · pop 28–30 12:30- 28

+1 → wood, click Feudal Age 12:30 ↳ Reach Feudal ~12:30
- 30


Feudal: 1 → Blacksmith, 2 → Market; +2 → gold ↳ Totals: 7 gold / 8 wood / 11 food
Castle
2 steps · pop 32 16:00- 30
Click Castle Age ~16:00 16:00 - 32


Castle: 2 → Siege Workshop, 1 → Monastery; +2 → gold; sell stone
Imperial
2 steps 20:00- 32
Click Imperial Age ~20:00 20:00 - 32


Imperial: 11 → Farms, 8 → wood, 13 → gold; mass Hand Cannoneers + Bombard Cannons
Strategy Notes
- This is a greedy, economy-first plan: no Feudal or Castle military, just a clean climb to Imperial powered by selling stone and a fast gold transition. It rewards a safe or walled base where the passive economy is hard to punish.
- Turks get Chemistry for free, so Hand Cannoneers and Bombard Cannons arrive the instant you hit Imperial — there is no awkward gunpowder research delay. Pump Hand Cannoneers and add one or two Bombard Cannons for siege.
- Keep buying wood and seeding Farms through the transition; your bottleneck is wood for production buildings, not food. The free, faster gold mining keeps a heavy gunpowder army affordable.
- Use the Monastery to heal damaged Hand Cannoneers and pick up a relic or two for trickle gold. Protect the Bombard Cannons at all costs — losing them stalls your siege answer.
- Weak to early Feudal or Castle aggression that cracks the unwalled economy, and to mass Mangonels or Siege Onagers that punish clumped Hand Cannoneers. Spread your gunpowder and add Light Cavalry to snipe enemy siege.
