16 Vils Georgians Healing Scout Rush
Georgians get a free mule cart early on, at the cost of -50 food. We take advantage of that by using the mule cart to scout, and using our own scout to lure deer if any are available (optional, but strongly recommended). This build doesn't need a single point of wood in the early game, which keeps it simple to execute. The cavalry healing bonus is what carries us through Feudal Age: we make exactly 3 scouts (plus the initial one) to rush the opponent, then wall up. The plan is to spend as little time as possible in Feudal Age while getting maximum value from those scouts: hit, retreat to heal, then hit again. If it's needed, you can add a tower, more scouts, or a range for skirmishers to defend, but we never commit to an attack just for the sake of attacking. On the age-up decision: you can either research Loom or skip it for an extra villager. This build takes the risk of skipping Loom, since the extra 50 resources that villager gathers on the way up are worth more, and Loom gets picked up first thing in Feudal Age before any real threat shows up.
- [Dark] Send 7 villagers to sheep (pop 7)
- [Dark] Send 1 villager to boar (pop 8)
- [Dark] Send 3 more vils to boar under TC (pop 11)
- [Dark] [Highly Recommended] Lure deer with scout and use mule cart to explore
- [Dark] Send 1 vil to make house then mill on berries (pop 12)
- [Dark] Send 1 vil to get second boar (pop 13)
- [Dark] Send 3 more vils to hunt under TC (pop 16)
- [Dark] Either get loom or make one more villager and send to hunt under TC
- [Dark] Research Feudal Age (perfect landing time: 8:00) (pop 16)
- [Feudal] Right away send 8 vils from hunt to woodline where you position your mule cart (pop 16)
- [Feudal] Send 3 more vils from hunt to berries for 4 total on berries
- [Feudal] Send 2 villagers to make a barracks once you are 50-60 percent up to Feudal
- [Feudal] Queue up loom if you opted for an extra vil in Dark Age
- [Feudal] Make a stable
- [Feudal] Research Double-Bit Axe
- [Feudal] Start walling both sides of your base using the stable builders (one to each side of the base, wall with a mix of houses and palisade walls)
- [Feudal] Make 3 scouts and harass your opponent
- [Feudal] Research Horse Collar
- [Feudal] Seed farms with all new vils. If you lack the wood, keep the vils on straggler trees and make a farm as soon as you have 60 wood
- [Feudal] Onceyouhave13-14farms,sendthenext7vilstogoldandmakeamulecart
- [Feudal] Make a blacksmith
- [Feudal] Click up to Castle as soon as you can (if you make extra vils send them to wood)
- [Castle] Decide what you want to do, usual plan is either 2 stable knights or castle and Monaspa spam
- [Castle] When your berries run out, make farms with the berry vils around the mill
- [Castle] Research Bloodlines, Forging, and Scale Barding Armor
- [Castle] Research Gold Mining upgrade
- [Castle] Spam either knights or Monaspas
- [Castle] Research Bow Saw
- [Castle] Make a fortified church in the best location for your vils
- [Castle] Make monks for relics
- [Castle] Make a second TC on another woodline
What next: From here, take control of the game with your cavalry. Knights heal at 10 HP per minute, so if they're low, pull them back and wait before re-engaging, monk healing can speed that up. Add siege if you need it, whether attacking or defending. You can also expand with more Town Centers and Monasteries, and lean into stone if you're setting up for a big Castle Age play. The standard Imperial Age composition here is cavalry paired with Skirmishers or Hand Cannoneers.
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