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Age-up click · 20 pop · 19 villagers

Ethiopian 20-Pop Archer Rush

19 stepsSignature strategyEthiopians
Morley GamesCreator guide
Video guide · Morley GamesImproved Ethiopian Archer Rush | 20 Population
Notes from Morley Games
A resilient Ethiopian build, not the absolute fastest one

Morley chose 20 population after testing Sitaux’s 18-pop version. The extra villagers make the opening far less dependent on perfect sheep, deer and woodlines while keeping a very early two-range timing.

The Feudal bonus funds the power spike

Ethiopians receive 100 food and 100 gold on reaching Feudal Age. That bank supports Double-Bit Axe, continuous Villager production and the first Archers without a heavy Dark Age gold economy.

Attack before the build becomes comfortable

The first Archers may leave before Fletching completes. Preserve the mass, use the Ethiopian faster firing rate and let the growing farm economy pay for Fletching and optional Skirmishers behind the pressure.

Execution

Build timeline

The first row shows new villagers, transfers and task assignments; the figures below are the totals after the step.

Dark Age
1

Send the 6 starting villagers to sheep

Start+6
60600
2

Send villagers 7 through 9 to wood and build a Lumber Camp

New+3
93600
3

Villager 10 lures the first boar; move the original 6 sheep villagers onto it

New+1
103700
4

Send villagers 11 through 13 to sheep; use one wood villager to build the next house, then return to wood

New+3
1331000
5

Send villagers 14 through 16 to boar and lure the second boar with an existing food villager

New+3
1631300
6

Send villager 17 to gold and build a Mining Camp

New+1
1731310
7

Send villagers 18 and 19 to sheep, research Loom, then click Feudal Age at 20 population

New+2
1931510
8

During the transition, move 6 food villagers to the main woodline

Transfer6
199910
9

Move 5 more food villagers to straggler trees; one remaining food villager builds a house and then a Barracks

Transfer5Task1
1914310
10

When the final sheep are exhausted, send those 3 villagers to stragglers as well

Transfer3
1917010
11

Just before Feudal Age, send 4 straggler villagers to berries and 1 to build the Mill; send another straggler villager to join the Barracks builder

Transfer4Task1
1912410
Feudal Age
12

On reaching Feudal Age, use the 2 Barracks builders to make 2 Archery Ranges and research Double-Bit Axe immediately

Author note:The Ethiopian age-up bonus supplies 100 food and 100 gold at this exact moment.
1912410
13

Send the next 5 villagers to gold; after the ranges finish, send 1 range builder to gold for 7 on gold total

New+6
2412470
14

The other range builder makes houses, small walls and a Blacksmith; begin continuous Archer and Villager production as each range completes

15

Turn 2 straggler villagers into farmers, then send every new villager after the seventh gold miner to farms

Transfer2
2410670
16

Move out with the first Archer mass even if Fletching is not finished; preserve the Archers and keep both ranges producing behind the attack

17

Research Fletching as the farm economy comes online; add a few Skirmishers only when the opposing Archer or Skirmisher mass requires them

18

Keep adding farms and houses. Around 16 minutes, consider Wheelbarrow, then rebalance toward the Castle Age click without sacrificing the surviving Archer mass

Castle Age
19

AoE Buddy follow-up: on reaching Castle Age, use the new 100 food and 100 gold to accelerate Crossbowman and Bodkin Arrow; surviving Spearmen also upgrade to Pikemen for free

Author note:Morley’s video ends with the Feudal farm setup and Castle preparation. This final step is an explicitly labelled civilization-specific continuation.
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.