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.
Opening
5 steps · pop 6–18- 6

6 → sheep under the Town Center - 9


+3 → wood, drop a Lumber Camp; use Houses to start a wall - 10
+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
- 15
+5 → hunt under the Town Center (eat through the second boar when needed) - 18


+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
Feudal
6 steps · pop 18–25- 18

Feudal: move 5 from the hunt → wood (now 8 on wood, 9 on food) - 18


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 - 18

1 → build a Mill at the berries; research Double-Bit Axe - 23

+5 → berries, then seed Farms as the hunt runs out - 25

Build an Archery Range once you can afford it; +2 → gold - 25


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.