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Target population · 18

Scouts into Archers

ChineseHunsMaliansPortuguese
26 steps
Dark Age
1

Send 6 villagers to sheep

Population 6
6
2

Send 2 villagers to wood

Population 8
2
3

Send 1 villager to boar

Population 9
7
4

Send 1 vil to hunt under TC

Population 10
8
5

1 to make a house then mill

Population 11
9
6

1 to get second boar

Population 12
10
7

[Optional] Lure deer with scout once you've found all sheep

8

Send 6 vils to hunt under TC

Population 18
16
9

Research loom

10

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

Population 18
21600
Feudal Age
11

Move 6 vils from hunt to wood until you have 8 on one lumber camp or 9 on two lumber camps

Population 18
81000
12

Move 4 vils from hunt to berries

Population 18
81000
13

Send 2 vils from hunt to make barracks and a house

Population 18
8800
14

Research double bit axe

15

[Optional] Get horse collar

16

Make a stable

17

Vils from TC go to hunt or straggler trees

18

Make 1 spear minimum, more is optional depending on situation

19

Make scouts

20

Start making farms as soon as you can afford them, until around 8 farms

21

Send 8 vils from tc to gold and make a mining camp

22

Make 2 ranges as soon as you can afford them

23

Start making archers

24

When berries run out send them to either wood or farms

25

Make a blacksmith and get fletching

26

Vils from the TC go back to making farms

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.