AOE2 Guide
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Intermediate Feudal target ~9min

Ethiopian 2-Range Archers for Team Games

Steps 14 · 6 → 36 pop · ~9 min

Recommended Civilizations

Land in Feudal at 18 pop and open two Archery Ranges at once, leaning on Ethiopia's faster Archers and free age-up resources to flood the flank with arrows.

Step Timeline

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

0/0 done 0:00
Checkpoints Feudal 18 vils 8:50
vils

Opening

6 steps · pop 6–18
  1. 6

    FoodTown Center 6 → sheep under the TC

  2. 8

    WoodHouse +2 → wood; build a house with one of them

  3. 9

    Food +1 → lure the first boar

    ↳ With the scout, lure 1–3 deer once all sheep are found

  4. 15

    FoodTown Center +6 → hunt under the TC

    ↳ Lure the second boar during this time

  5. 16

    GoldMining Camp +1 → gold, build a mining camp

  6. 18

    FoodLoom +2 → hunt under the TC; research Loom

vils

Feudal

8 steps · pop 18–36 8:50
  1. 18

    Loom Click up to Feudal at 18 pop (2 wood / 15 food / 1 gold) 8:50

    ↳ Perfect landing time is 8:50

  2. 18

    Lumber CampBarracksHouse 7 from the TC → lumber camp; 2 → barracks + house; 2 → straggler trees

  3. 18

    Archery RangeArcherBlacksmith Build 2 Archery Ranges and start Archers; 1 range vil → Blacksmith, the other → food

  4. 25

    GoldFletching +7 → gold; move 2 stragglers → food; research Fletching and attack

  5. 31

    FoodFarm +6 → berries; add farms as the sheep run out

  6. 33

    Wood +2 → wood

  7. 36

    GoldMarket +3 → gold; build a Market and sell stone to click up to Castle

  8. 36

    Bow SawLumber Camp In Castle: research Double-Bit Axe, Gold Mining, Bow Saw; Crossbow + Bodkin Arrow

    ↳ Drop a second lumber camp with 6 vils; keep attacking but don't lose your Archers

Strategy Notes

  • This is a flank build for team games: the objective is to get as many Archers as possible right away. Two ranges from the start means double the Archer output, and Ethiopia's faster Archers kite Skirmishers and disengage from Scouts better than a generic ranged opening. Easiest with Ethiopians — slower civs usually go up at 20 pop instead.
  • The Dark Age is hunt-heavy — one boar, a deer lure, then a second boar — so you reach Feudal with almost no wood banked. Get the new lumber camp and straggler vils onto wood immediately or Archer production will stall.
  • You deliberately sacrifice economy in favor of army. Seven villagers go to gold in Feudal so Fletching lands fast and you never run dry feeding two ranges; Ethiopia's free +100 food and +100 gold on each age-up cushions the heavy military spend and speeds the click to Castle.
  • Add berries and farms only as your hunt expires, and use the Market to reach Castle Age faster by selling stone. The goal is to win in Feudal or early Castle — or build such a lead that you can fall back, add economy, and win later. If you're short on food, keep adding villagers to whatever resource you need.
  • In Castle Age go straight for Crossbow and Bodkin Arrow with Bow Saw to keep the wood flowing; a second lumber camp on six vils sustains the mass. Keep attacking but don't lose your Archers, and let your pocket ally's Scouts cover your weakness to Skirmishers.