19 Vils Romans 5 Man-at-Arms Rush
The purpose of this strategy is to apply heavy early pressure using the strong Roman infantry. Romans get a smooth economy thanks to their +5 bonus, which helps you break houses and walls more easily, or at least force a lot of repairing. The biggest strength comes from the free +2 armor from the Blacksmith, making your units extremely resilient, especially against enemy villagers. It's a very flexible strategy with plenty of follow-up options, and it can be played without deer, though luring some in still helps.
- [Dark] Send 6 villagers to sheep (pop 6)
- [Dark] Send 3 villagers to wood (pop 9)
- [Dark] Send 2 villagers to boar (pop 11)
- [Dark] 1 to make a house then mill on berries (pop 12)
- [Dark] Send 4 villagers to berries (pop 16)
- [Dark] Send 2 villagers to wood (pop 19)
- [Dark] Research loom
- [Dark] Research Feudal Age (perfect landing time: 9:15)
- [Feudal] Move - villagers from food to gold
- [Feudal] Move - villagers from food to wood
- [Feudal] Start making militia, up to 5, then send them out towards opponent
- [Feudal] Research Man-at-Arms
- [Feudal] Research double bit axe
- [Feudal] New villagers should go to straggler trees
- [Feudal] Make an blacksmith once you have 5 farms
- [Feudal] Get infantry armor
- [Feudal] Keep pressuring with scout and maa
What next: You may need to add a Range and make Skirmishers to defend against Archers. Keep adding farms and work your way toward Castle Age, a Market and walling up will help secure your economy. Feel free to add a tower defensively if you're playing toward Castle Age. You can add more Men-at-Arms in Feudal Age if you feel there's extra value in it, or add Archers if you want something to shoot over your walls with. In Castle Age, Longswordsmen and Scorpions can finish your opponent off, or you can easily switch into Knights. You can also just add more Town Centers and boom while collecting relics to set up a strong late game.
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