AOE2 Guide
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Advanced Feudal target ~8min

Chinese Fast Feudal

Steps 14 · 6 → 20 pop · ~8 min

Recommended Civilizations

Exploit the Chinese extra starting villagers and house-free opening to reach Feudal Age fast and pick whichever aggression your scouting demands.

Step Timeline

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

0/0 done 0:00
Checkpoints Feudal 20 vils 8:25
vils

Opening

6 steps · pop 6–16
  1. 6

    FoodTown CenterLoom 6 → sheep under the Town Center; skip houses thanks to the Chinese extra start

    ↳ Research Loom immediately

  2. 7

    Food +1 → sheep under the Town Center

  3. 10

    WoodLumber Camp +3 → wood, drop a lumber camp

  4. 11

    Food +1 → lure and eat the first boar

  5. 12

    HouseMillFood +1 → build 2 houses, then a mill on berries

    ↳ Lure deer with your scout — food drains fast on this build

  6. 16

    Food +4 → hunt under the Town Center; lure the second boar

vils

Feudal

8 steps · pop 20 8:25
  1. 20

    Food +4 → berries, then research the age-up 8:25

    ↳ Feudal landing ~8:25 on 3 wood / 17 food

  2. 20

    WoodLumber Camp Move 2 from under the Town Center → 1st lumber camp (5 on wood)

  3. 20

    WoodLumber Camp Move 5 from under the Town Center → 2nd lumber camp (10 on wood total)

  4. 20

    Barracks Keep the Town Center adding 2 more villagers; build a Barracks when wood allows

  5. 20

    StableScout Cavalry Scout line: build a Stable, start Scout Cavalry, and prioritize eco upgrades

  6. 20

    GoldMining CampArchery Range Archer line: move 2-3 villagers to gold under a Mining Camp, then add an Archery Range

  7. 20

    BarracksMilitiaMan At Arms Man-at-Arms line: make ~3 Militia, then research the Man-at-Arms upgrade and Double-Bit Axe

  8. 20

    Watch Tower Tower rush: send 4-5 villagers forward and build a Barracks near the enemy, then reinforce with spears and a Range for Skirmishers

    ↳ Skip the MAA tower rush — Chinese lack the early resources to afford both

Strategy Notes

  • The Chinese start with three extra villagers and no houses to build, so this opener stacks bodies onto food earlier than any other civ and clicks up around 8:25 already two villagers ahead of a standard 20-pop landing.
  • Because the eco lands so far in front, the build is deliberately open-ended: scout your opponent first, then commit to the line their setup punishes least.
  • Scouts are the safe default into uncertainty — pair the Stable with eco upgrades so the lead snowballs while the Cavalry pokes for damage.
  • Archers want a little gold setup first; drop a Mining Camp and pull 2-3 villagers before the Range so production never starves, then layer Fletching on top.
  • Man-at-Arms pressure leans on three quick Militia plus the upgrade and Double-Bit Axe; skip the full MAA-into-tower-rush, since the early eco cannot fund both at once.
  • A Tower Rush sends 4-5 villagers forward with a Barracks near the enemy so spears and a Range for Skirmishers can reinforce — devastating when they are unwalled, but only gamble on it once your scout confirms an opening.