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Target population · 18

Generic Man-at-Arms into Skirmishers

23 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 as soon as villager production is secured

Population 23
81220
19

After the Man-at-Arms upgrade, move the 2 gold villagers to wood unless you plan an archer switch

Population 23
101100
20

Produce 3–5 skirmishers and join the surviving Men-at-Arms; do not overproduce if the opponent leaves archers

101100
21

Send the next 2 villagers to wood to sustain skirmisher production and farms

Population 25
121100
22

Add a blacksmith and research Fletching only when you will keep the skirmishers active

121100
23

Seed farms steadily; scout the opponent and either add a second range, switch to archers, or prepare Castle Age

101500
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.