2-Range Archer Flank: Team Game
Standard23 SchritteZeitalter-Klick bei 19 Pop, 18 Dorfbewohnern
Teamspielplan: Der Übergang setzt abgestimmte Rollen für Flank und Pocket voraus. Passe die Produktion an, wenn sich deine Rolle oder die gegnerische Lane ändert.
Deine Timings für diese Build Order
Richtwert: Feudalzeit bei 8:25 (18 Dorfbewohner, Dorfzentrum ohne Leerlauf)
Build-Ablauf
Dunkle Zeit
1Send the 6 starting villagers to sheep
Start+6

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2Send villagers 7 and 8 to food for 8 on food
+2

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3Lure the first boar early. Scout the front of the base and secure every sheep before pushing all the deer
Notiz des Autors: Laming is more common in team games, so resource security takes priority over the earliest possible deer push.
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4Send villagers 9 through 11 to wood and take the second boar
+3

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5Villager 12 builds a house, then joins food
+1

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6Once 100 wood is available, villager 13 builds a mining camp and gathers gold
+1

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7Send villagers 14 through 18 to food under the Town Center
+5

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8Click Feudal Age at 19 population
Notiz des Autors: Dragonstar chooses 19 population as the safer version instead of forcing an 18-pop timing.
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9During the transition, move villagers from finished hunt to wood until 8 are on wood, including 2 on straggler trees
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10Build a house and a forward-facing Barracks during the Feudal transition; bank roughly 350 wood for the opening
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Feudalzeit
11On reaching Feudal Age, build 2 Archery Ranges and immediately train 1 Spearman
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12Drop the Blacksmith almost immediately and send new villagers to gold until 7 are on gold
+6

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13Produce Archers and houses continuously, research Fletching and move out with 4 Archers, the Spearman and the starting Scout
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14Skip Double-Bit Axe for now: it prevents simultaneous Villager and two-range Archer production at this timing
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15After reaching 7 on gold, rally new villagers to stragglers until the Mill is affordable, then build toward 8 on berries
16Keep 7 on gold, reach 8 on berries and seed 7 farms while maintaining two-range Archer production
17Stop Archer production around 14–15 Archers, build a Market, sell the starting stone and buy only the food needed to click Castle Age
18During the Castle transition, aim for 13 on gold, keep the initial wood economy, add up to 10 farms, research Double-Bit Axe and Gold Mining, and resume Archer production
19Add a third range only if the mass fell below 15 Archers; the Castle Age target is at least 15 Crossbowmen
Ritterzeit
20On reaching Castle Age, research Crossbowman and Bodkin Arrow, then build a University
21Research Wheelbarrow, Ballistics and finally Horse Collar while maintaining two-range Crossbowman production
22Stay on 1 Town Center, build toward 20 farms and preserve 35–40 Crossbowmen before clicking Imperial Age
Notiz des Autors: Thirty surviving Crossbowmen is the lowest comfortable threshold; the ideal benchmark is forty.
Imperialzeit
23During the Imperial transition, add 2 more ranges, research Thumb Ring and the second Gold Mining upgrade; on arrival get Bracer, Chemistry and Arbalester before adding Town Centers
Die Population umfasst Militäreinheiten, die Dorfbewohnerzahl nicht. Zeitalter-Timings sind Ankunftszeiten auf der Spieluhr, sofern ein Schritt nicht „Klick“ sagt: Sie dienen als Referenz aus den verlinkten Guides.
Nutze den Build als wirtschaftliches Rückgrat, nicht als Skript, das das Scouting ersetzt. Gelagerte Ressourcen, Kartengenerierung und gegnerische Eröffnungen müssen den Übergang beeinflussen.
Dragonstar