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Target population · 18

Scouts into Skirms

FranksHunsMaliansLithuanians
28 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

[Recommended] 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

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

Make a stable with 2 villagers and then wall your base with them or send them to wood

15

Research double bit axe

16

[Optional] Get horse collar

17

Vils from TC go to hunt or straggler trees

18

Make scouts

19

Start making farms as soon as you can afford them

20

NOTE: Make the range pretty quickly after spotting the opponent going for archers

21

Send 2 villagers from TC or stragglers to woodline

22

Start making skirm

23

NOTE: You can keep making scouts or cut production, depending on the situation. Keep making farms until about 13-15

24

Make a blacksmith and get fletching and armor ASAP

25

When berries run out, send villagers to another woodline and make a 2nd lumber camp

26

Once you have enough farms, go to gold with 6 villagers and make a mining camp

27

Get Wheelbarrow

28

Any New vils go to 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.