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Target population · 18

Generic Modern Man-at-Arms Rush

24 steps
Dark Age
1

Send 6 villagers to sheep

Population 6
6
2

3 vils to wood and make a house as part of a wall near the lumber camp

Population 9
3
3

Send 1 villager to boar

Population 10
7
4

[Mandatory] Lure at least 2 deer once you've found both boars

5

Next 5 vils to hunt under TC (get the second boar when needed)

Population 15
12
6

1 to make barracks then a house at the front of the base

7

Next 2 vils to hunt under TC

Population 18
14
8

After luring deer make sure to find the rest of your sheep, then find your opponent with your scout

9

Research loom

10

Research Feudal Age (perfect landing time: 8:50)

Population 18
31400
Feudal Age
11

Move 5 vils from hunt to wood

Population 18
8900
12

Send 2 vils from hunt and/or the barracks builder to build a mining camp on gold

Population 18
8720
13

Make 3 militia then send them out

14

Make a mill on berries with 1

Population 18
8720
15

Research Man-at-Arms

16

Research double bit axe

17

Send 5 more vils to berries and start seeding farms when hunt runs out

Population 23
12
18

Make an archery range when you can afford it

19

NOTE: make sure you can produce vils before making the range, otherwise add a couple more farms

20

After range is up send 2 more vils to gold

Population 25
4
21

Keep walling your base while adding archers, spears or tower if needed

22

Get a blacksmith when you can afford it, and get fletching

23

Keep seeding farms and developing naturally

24

Attack with your archers if you still have the man at arms alive, otherwise defend until fully walled then move out

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.