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

  1. 1

    Send the 6 starting villagers to sheep

    Start+6

    60600
  2. 2

    Send villagers 7 and 8 to food for 8 on food

    +2

    80800
  3. 3

    Lure 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.

    80800
  4. 4

    Send villagers 9 through 11 to wood and take the second boar

    +3

    113800
  5. 5

    Villager 12 builds a house, then joins food

    +1

    123900
  6. 6

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

    +1

    133910
  7. 7

    Send villagers 14 through 18 to food under the Town Center

    +5

    1831410
  8. 8

    Click Feudal Age at 19 population

    Notiz des Autors: Dragonstar chooses 19 population as the safer version instead of forcing an 18-pop timing.

    1831410
  9. 9

    During the transition, move villagers from finished hunt to wood until 8 are on wood, including 2 on straggler trees

    5

    188910
  10. 10

    Build a house and a forward-facing Barracks during the Feudal transition; bank roughly 350 wood for the opening

    188910

Feudalzeit

  1. 11

    On reaching Feudal Age, build 2 Archery Ranges and immediately train 1 Spearman

    188910
  2. 12

    Drop the Blacksmith almost immediately and send new villagers to gold until 7 are on gold

    +6

    248970
  3. 13

    Produce Archers and houses continuously, research Fletching and move out with 4 Archers, the Spearman and the starting Scout

    248970
  4. 14

    Skip Double-Bit Axe for now: it prevents simultaneous Villager and two-range Archer production at this timing

    248970
  5. 15

    After reaching 7 on gold, rally new villagers to stragglers until the Mill is affordable, then build toward 8 on berries

  6. 16

    Keep 7 on gold, reach 8 on berries and seed 7 farms while maintaining two-range Archer production

  7. 17

    Stop Archer production around 14–15 Archers, build a Market, sell the starting stone and buy only the food needed to click Castle Age

  8. 18

    During 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

  9. 19

    Add a third range only if the mass fell below 15 Archers; the Castle Age target is at least 15 Crossbowmen

Ritterzeit

  1. 20

    On reaching Castle Age, research Crossbowman and Bodkin Arrow, then build a University

  2. 21

    Research Wheelbarrow, Ballistics and finally Horse Collar while maintaining two-range Crossbowman production

  3. 22

    Stay 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

  1. 23

    During 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.