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Target population · 19

Man-at-Arms Into Skirms

32 steps
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

1 to make a house then mill on chickens, if not then on berries

Population 11
8
5

[Optional] Lure 1-2 deer if available

6

2 more go to the mill

Population 13
10
7

1 to get second boar

Population 14
11
8

2 more to hunt under tc

Population 16
13
9

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

10

Next 2 vils to hunt under TC

Population 19
15
11

Research loom

12

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

Population 19
31500
Feudal Age
13

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

Population 19
31320
14

Make 3 militia then send them out

15

Move 5 vils from hunt to wood

Population 19
8820
16

When hunt starts to run out, send 3 vils from hunt to berries

Population 19
8820
17

Research Man-at-Arms

18

Research double bit axe

19

[optional] Get horse collar (if you can afford it)

20

Make an archery range in front

21

New villagers should go to straggler trees

22

Start farming with straggler tree villagers as soon as you can afford it

23

Start making skirmishers

24

Get a blacksmith when you can afford it

25

Get fletching

26

Start adding in more man at arms

27

Constantly produce of MAA and skirmishers, and pressure the opponent

28

After 7-8 man at arms, get arson, so you can easily break houses and walls

29

Once berries run out, send them to wood/farms

30

NOTE: We only need 2 vils on gold for maa production and fletching

31

Get Infantry armor, then skirm armor, then forging (if needed)

32

Get wheelbarrow once you have 14-16 farmers

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.