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.

  1. [Dark] Send 7 villagers to sheep (pop 7)
  2. [Dark] Send 1 villager to boar (pop 8)
  3. [Dark] Send 3 more vils to boar under TC (pop 11)
  4. [Dark] [Highly Recommended] Lure deer with scout and use mule cart to explore
  5. [Dark] Send 1 vil to make house then mill on berries (pop 12)
  6. [Dark] Send 1 vil to get second boar (pop 13)
  7. [Dark] Send 3 more vils to hunt under TC (pop 16)
  8. [Dark] Either get loom or make one more villager and send to hunt under TC
  9. [Dark] Research Feudal Age (perfect landing time: 8:00) (pop 16)
  10. [Feudal] Right away send 8 vils from hunt to woodline where you position your mule cart (pop 16)
  11. [Feudal] Send 3 more vils from hunt to berries for 4 total on berries
  12. [Feudal] Send 2 villagers to make a barracks once you are 50-60 percent up to Feudal
  13. [Feudal] Queue up loom if you opted for an extra vil in Dark Age
  14. [Feudal] Make a stable
  15. [Feudal] Research Double-Bit Axe
  16. [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)
  17. [Feudal] Make 3 scouts and harass your opponent
  18. [Feudal] Research Horse Collar
  19. [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
  20. [Feudal] Onceyouhave13-14farms,sendthenext7vilstogoldandmakeamulecart
  21. [Feudal] Make a blacksmith
  22. [Feudal] Click up to Castle as soon as you can (if you make extra vils send them to wood)
  23. [Castle] Decide what you want to do, usual plan is either 2 stable knights or castle and Monaspa spam
  24. [Castle] When your berries run out, make farms with the berry vils around the mill
  25. [Castle] Research Bloodlines, Forging, and Scale Barding Armor
  26. [Castle] Research Gold Mining upgrade
  27. [Castle] Spam either knights or Monaspas
  28. [Castle] Research Bow Saw
  29. [Castle] Make a fortified church in the best location for your vils
  30. [Castle] Make monks for relics
  31. [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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