Build orders you can actually play
39 complete plans, from the first six villagers to the military transition. Search by opening or civilization and execute each step in order.
Standard builds
Transferable fundamentals: scouts, archers, Men-at-Arms, Fast Castle and established transitions.

1-Range Archers
Maintain steady ranged-unit production and strike before the opponent can stabilize.







Scout Rush
Control the map with mobile units, then adapt your production to the opponent's response.







Scout Rush 18 pop chicken
Ciskhan's 18-pop chicken Scout Rush, from the opening economy through continuous scout production.








3 Scouts → Fast Castle
Control the map with mobile units, then adapt your production to the opponent's response.









Drush Fast Castle → Crossbow
Use early ground pressure to disrupt the enemy economy and prepare your transition.







2-Range Archer Flank — Team Game
Maintain steady ranged-unit production and strike before the opponent can stabilize.









27-pop Fast Castle Boom
Grow a powerful multi-Town-Center economy while keeping the military transition safe.



Arena 27+2 Light Cav & Relic Boom
Grow a powerful multi-Town-Center economy while keeping the military transition safe.






Feudal Drush
Use early ground pressure to disrupt the enemy economy and prepare your transition.







Generic 19-pop Hybrid Opening
A structured opening with clear decision points for adapting to the map and the opposing plan.


Man-at-Arms Rush
Use early ground pressure to disrupt the enemy economy and prepare your transition.








Fast Castle Knights
Build a compact economy to reach Castle Age quickly and unlock its first military power spike.








22-pop MAA into Archers / Skirmishers
Maintain steady ranged-unit production and strike before the opponent can stabilize.








Scouts → Archers
Control the map with mobile units, then adapt your production to the opponent's response.







Scouts → Cavalry Archers
Control the map with mobile units, then adapt your production to the opponent's response.








Scouts → Skirmishers
Control the map with mobile units, then adapt your production to the opponent's response.







Generic Man-at-Arms into Skirmishers
Maintain steady ranged-unit production and strike before the opponent can stabilize.
Specialized and signature builds
Plans tied to a civilization, creator or unusual timing. Stronger in their intended context, but less universal.

Anti-Lame Fast Up Dark Age (Advanced)
A structured opening with clear decision points for adapting to the map and the opposing plan.



Armenian Spear Rush Into Fast Castle Relic Control
Reach Castle Age with a precise economy, secure relics and dictate the pace of the game.



Chinese Fast Feudal
A structured opening with clear decision points for adapting to the map and the opposing plan.




Cuman 22-pop Feudal 2-TC Boom
Grow a powerful multi-Town-Center economy while keeping the military transition safe.



Double Stable Scouts
Control the map with mobile units, then adapt your production to the opponent's response.








Ethiopian 20-Pop Archer Rush
Maintain steady ranged-unit production and strike before the opponent can stabilize.




Fast Castle into Food & Gold Unique Unit
Build a compact economy to reach Castle Age quickly and unlock its first military power spike.






Fast Castle → Organ Guns
Phosphoru's all-in Fast Castle: a defensive castle, sacrificed economy and Organ Guns before the opponent can answer.


Fast Chickens Dark Age
A structured opening with clear decision points for adapting to the map and the opposing plan.



Lithuanian Four Lakes Fast Castle
Establish an early water economy and turn the fishing advantage into pressure or a faster age-up.




Black Forest Fish Boom
Establish an early water economy and turn the fishing advantage into pressure or a faster age-up.








Georgians 17-pop Fast Scout Rush
Control the map with mobile units, then adapt your production to the opponent's response.



Japanese 20-pop MAA into Archers
Maintain steady ranged-unit production and strike before the opponent can stabilize.




Fast Castle into Fire Lancers
Build a compact economy to reach Castle Age quickly and unlock its first military power spike.








Khmer Fast Castle — Knights & Scorpions
Build a compact economy to reach Castle Age quickly and unlock its first military power spike.



Khmer 18-pop Fast Scouts → Knights
Control the map with mobile units, then adapt your production to the opponent's response.




Korean Spear Skirm Rush
Maintain steady ranged-unit production and strike before the opponent can stabilize.






Portuguese Monk Rush Strategy
Reach Castle Age with a precise economy, secure relics and dictate the pace of the game.



Romans 5 Man-at-Arms Rush
Use early ground pressure to disrupt the enemy economy and prepare your transition.




Romans 20-pop FC Double Scorpions
A structured opening with clear decision points for adapting to the map and the opposing plan.



Teuton Tower Rush
Put the enemy economy under immediate pressure with towers and aggressive positioning.




Turk Fast Imperial
Trade early military tempo for a very fast Imperial Age and a powerful technology spike.

