18 Vils 1-Stable Scouts
The goal of this build is to reach Feudal Age quickly and start pressuring with Scouts, using mobility to be the first one attacking. After the initial group of Scouts, if your opponent leans mainly Archers or Spearmen, switch tech into Skirmishers so you have Scouts and Skirmishers together on the field. Once you've secured map control, fully wall your base to stay safe from counterattacks. If your opponent goes for a Militia or Man-at-Arms rush, make clearing their infantry your priority before you attack, use your villagers, Scouts, and a Spearman to take them out. This build works best with a civilization that has Bloodlines, since the plan is to transition into Knights in Castle Age while keeping the option to go heavy on Scouts in Feudal.
- [Dark] Send 6 villagers to sheep (pop 6)
- [Dark] Send 2 villagers to wood (pop 8)
- [Dark] Send 1 villager to boar (pop 9)
- [Dark] Send 1 vil to make house then mill on berries (pop 10)
- [Dark] [Recommended] Lure deer with your scout once you found all your sheep
- [Dark] Next 6 vils to hunt under TC (get the second boar during this time) (pop 16)
- [Dark] Send 2 villagers to wood (pop 18)
- [Dark] Research loom
- [Dark] Research Feudal Age (perfect landing time: 8:50) (pop 18)
- [Feudal] Either send 4 vils to the initial lumber camp (8 total, more aggressive) or 5 vils to make a new lumber camp (9 total, more defensive) (pop 18)
- [Feudal] Move 4 vils from under TC to berries (pop 18)
- [Feudal] Move 1 vil from under TC to make a barracks 60% of the way to feudal (pop 18)
- [Feudal] Make a stable with 2 vils (pop 18)
- [Feudal] Research double bit axe
- [Feudal] Research horse collar
- [Feudal] Use the 2 vils that build the stable to wall opposite sides of your base
- [Feudal] Start seeding farms as soon as you have extra wood in the bank
- [Feudal] Keep adding scouts and use them to attack your opponent or defend
- [Feudal] [Optional] Make 1-4 spears if you are scared of enemy scouts
What next: If your opponent is mainly on Archers or Spearmen, add a Range and start making Skirmishers. If they're on Scouts, keep adding Scouts and a couple more Spearmen until you're fully walled, then commit your whole army to attack. Pick up a Blacksmith naturally when you can. If Feudal Age turns into a longer fight, get Bloodlines once you have 7-8 Scouts, then follow with armor and attack upgrades. Grab Horse Collar (if you skipped it) and the gold mining upgrade right after clicking up to Castle Age. Once in Castle Age you have plenty of options: going 2 Stables into Knights is a solid default, but Elite Skirmisher off 1 Range is strong if your opponent has a big Crossbowman mass. Light Cavalry is also great if you have leftover Scouts, or if you want an answer to enemy Monks. Prioritize your Blacksmith upgrades based on the matchup, and get Bow Saw. From there you can commit further to military, add Monks or Siege, or simply drop 1-2 more Town Centers and keep developing, stay flexible and weigh your options based on the game state.
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