18 Vils Scouts into Cavalry Archers
The objective here is to play it safe with Scouts in Feudal Age and get your walls up in decent time, then switch into Cavalry Archers instead of adding more Stable units. This can catch your opponent off guard, since they won't see the Archery Ranges going up behind your walls, and it lets you mass a strong DPS unit for the late game. Going Scouts first, rather than straight into Cavalry Archers off a fast Castle, buys you time to build up economy and stay safe early. Going Archers in Feudal Age and transitioning into Cavalry Archers isn't ideal either, since it lets your opponent go Skirmishers too early.
- [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] 1 to make a house then mill (pop 10)
- [Dark] [Recommended] Lure deer once you’ve found all sheep
- [Dark] Next 6 vils to hunt under TC (get the second boar when needed) (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] Move 5 vils from hunt to wood, and make a second lumber camp (pop 18)
- [Feudal] Move 5 vils from hunt to berries (pop 18)
- [Feudal] Move 1 vils from hunt to make barracks (pop 18)
- [Feudal] Make a stable with 2 vils (pop 18)
- [Feudal] Research double bit axe
- [Feudal] Note: Skip horse collar if scared of aggression. Always get on closed maps
- [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
- [Feudal] Farm until you have around 15 farms (+-2 depending on situation)
- [Feudal] Send 5 vils to gold and make a mining camp
- [Feudal] Make a blacksmith
- [Feudal] When berries expire move to gold/wood/farms depending on your needs
- [Feudal] Make sure to be fully walled by this point
- [Feudal] Research Castle Age
- [Castle] Redistribute your economy
- [Castle] Make 2 ranges
- [Castle] Research gold mining
- [Castle] Get Fletching and Bloodlines
- [Castle] Start making cavalry archers
- [Castle] Research bow saw
- [Castle] Get Bodkin Arrow and Husbandry
What next: If you can't fully wall during Feudal Age, abandon this plan, make more Scouts and get Bloodlines, or switch into Archers/Skirmishers instead. A tower is always an option, and Town Watch helps with defense too. In early Castle Age, decide between adding Town Centers or investing in a Monastery, Ballistics, or Siege, it depends entirely on the state of the game. If you want to go all-in, start Castle Age with 3 Ranges, 2 Ranges is more for scaling and light pressure. As the game goes on, transition into the strongest late-game composition: Cavalry Archers with Hussar, or Cavalry Archers with Halberdier, adding the appropriate Siege in either case. Both of these compositions win almost every late game when played correctly, they're the best Imperial Age compositions on Arabia.
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