AOE2 Guide
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Intermediate Feudal target ~9min

18 Pop Generic Man-at-Arms Rush

Steps 11 · 6 → 25 pop · ~9 min

Hit Feudal Age around 8:50 on any civilization and open with 3 Militia upgraded into Man-at-Arms, then snowball the pressure into a wave of Archers.

Step Timeline

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

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

Opening

5 steps · pop 6–18
  1. 6

    FoodTown Center 6 → sheep under the Town Center

  2. 9

    WoodLumber CampHouse +3 → wood, drop a Lumber Camp; use Houses to start a wall

  3. 10

    Food +1 → lure the first boar, then lure at least 2 deer once both boars are found

    ↳ The deer lure is mandatory — this build leans on the extra hunt food

  4. 15

    Food +5 → hunt under the Town Center (eat through the second boar when needed)

  5. 18

    FoodBarracksLoom +1 → build a Barracks then a front House; +2 → hunt; find your sheep, scout the enemy, research Loom, then click up to Feudal 8:50

    ↳ Land around 8:50 with roughly 3 on wood and 14 on food

vils

Feudal

6 steps · pop 18–25
  1. 18

    WoodLumber Camp Feudal: move 5 from the hunt → wood (now 8 on wood, 9 on food)

  2. 18

    GoldMining CampMan At Arms 2 from the hunt → gold, drop a Mining Camp (now 8 wood, 7 food, 2 gold); pump 3 Militia out and research Man-at-Arms

  3. 18

    MillDouble Bit Axe 1 → build a Mill at the berries; research Double-Bit Axe

  4. 23

    FoodFarm +5 → berries, then seed Farms as the hunt runs out

  5. 25

    Archery RangeGold Build an Archery Range once you can afford it; +2 → gold

  6. 25

    ArcherBlacksmithFletching Wall up while adding Archers, Spearmen, or a tower as needed; add a Blacksmith and research Fletching, then send Archers in to attack

Strategy Notes

  • This is the all-purpose Man-at-Arms opening — it asks nothing special of your civ, so it works as a default whenever you are unsure what your opponent is doing.
  • The deer lure is the engine of the build: it banks the extra food that lets you click Feudal on time and still afford the Man-at-Arms upgrade plus the early Militia.
  • Send the 3 Militia out the instant you reach Feudal and upgrade them to Man-at-Arms; their job is to pin villagers and force a Spearman response while your economy rebuilds behind the wall.
  • The Archery Range comes online once Double-Bit Axe and the gold are flowing — Archers with Fletching are the real damage source, with Man-at-Arms acting as the shield in front of them.
  • Wall as you go and add Spearmen or a tower if Scouts show up; the early aggression buys time; it is not meant to win on its own.
  • The clean continuation is Castle Age Crossbows: once the Feudal fight settles, take your Archers into Crossbowman and Bodkin Arrow rather than overcommitting Militia.