Generic Man-at-Arms into Skirmishers
Dark AgeSend 6 villagers to sheep
Population 6
23 vils to wood and make a house as part of a wall near the lumber camp
Population 9Send 1 villager to boar
Population 10[Mandatory] Lure at least 2 deer once you've found both boars
Next 5 vils to hunt under TC (get the second boar when needed)
Population 15
61 to make barracks then a house at the front of the base
Next 2 vils to hunt under TC
Population 18After luring deer make sure to find the rest of your sheep, then find your opponent with your scout
9Research loom
10Research Feudal Age (perfect landing time: 8:50)
Population 18
Feudal AgeMove 5 vils from hunt to wood
Population 18
12Send 2 vils from hunt and/or the barracks builder to build a mining camp on gold
Population 18
13Make 3 militia then send them out
Make a mill on berries with 1
Population 18
15Research Man-at-Arms
16Research double bit axe
Send 5 more vils to berries and start seeding farms when hunt runs out
Population 23
18Make an archery range as soon as villager production is secured
Population 23
19After the Man-at-Arms upgrade, move the 2 gold villagers to wood unless you plan an archer switch
Population 23
20Produce 3–5 skirmishers and join the surviving Men-at-Arms; do not overproduce if the opponent leaves archers
21Send the next 2 villagers to wood to sustain skirmisher production and farms
Population 25
22Add a blacksmith and research Fletching only when you will keep the skirmishers active
23Seed farms steadily; scout the opponent and either add a second range, switch to archers, or prepare Castle Age