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Population cible · 18

Generic Man-at-Arms into Skirmishers

23 étapesStandard
AoE Buddy
Exécution

Déroulé du build

La première ligne montre les nouveaux villageois, transferts et départs en mission ; les chiffres dessous sont les totaux après l’étape.

Âge sombre
1

Send 6 villagers to sheep

Départ+6
60600
2

3 vils to wood and make a house as part of a wall near the lumber camp

Nouveaux+3
93600
3

Send 1 villager to boar

Nouveaux+1
103700
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)

Nouveaux+5
1531200
6

1 to make barracks then a house at the front of the base

7

Next 2 vils to hunt under TC

Nouveaux+2
1831400
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)

1831400
Âge féodal
11

Move 5 vils from hunt to wood

Transfert5
188900
12

Send 2 vils from hunt and/or the barracks builder to build a mining camp on gold

Transfert2
188720
13

Make 3 militia then send them out

14

Make a mill on berries with 1

188720
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

Nouveaux+5
2381220
18

Make an archery range as soon as villager production is secured

2381220
19

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

Transfert11Mission1Mission
23101100
20

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

21101100
21

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

Nouveaux+2
25121100
22

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

23121100
23

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

Nouveaux+2Transfert2
25101500
Utilise le build comme une colonne vertébrale économique, pas comme un script qui remplace le scouting. Les ressources en banque, la génération de map et l'opening adverse doivent modifier la transition.