Field manual

Build orders you can actually play

36 complete plans, from the first six villagers to the military transition. Search by opening or civilization and execute each step in order.

Target population · 19

1-Range Archers

BritonsMayansEthiopiansTatarsVikings
Dark Age
1

Send 6 villagers to sheep

Population 6
6
2

Send 3 villagers to wood

Population 9
3
3

Send 1 villager to boar

Population 10
7
4

Send 1 vil to make house then mill on berries

Population 11
8
5

[Recommended] Lure deer with your scout once you found all your sheep

6

Next 6 vils to hunt under TC (get the second boar during this time)

Population 17
14
7

Send 2 villagers to wood

Population 19
5
8

Research loom

9

Research Feudal Age (perfect landing time: 9:15)

Population 19
51400
Feudal Age
10

Move 5 vils from under TC and make a lumber camp on a second woodline

Population 19
10900
11

Move 2 vils from under TC and send them to straggler trees

Population 19
12700
12

Move 1 vil from under TC and make a house >barracks >back to food

Population 19
12700
13

Move 2 vils from under TC and make a mining camp on the gold

Population 19
12520
14

Get Double-Bit Axe (we will skip Horse Collar for now)

15

Make a range and start producing archers asap

16

Send 2 villagers to gold

Population 21
4
17

Make a blacksmith and get Fletching when you can afford it

18

[Optional] Make 1-4 spears if you are scared of enemy scouts

19

Move 4 more vils from TC to berries (5 total on berries)

Population 21
12540
20

Start making farms as soon as you have the wood for it

21

Start walling with 2-3 vils using a mix of houses and palisades

Treat the order as a stable economic backbone, not a script that overrides scouting. Idle resources, map generation and the opponent's opening should change the transition.