1-Range Archers
SurvivalistCreator guide ↗The 19-villager timing gets the first Archers moving early while one range keeps the wood and gold investment controlled. Preserve the first mass and add the Blacksmith before treating a second range as automatic.
Add one to four Spears only when enemy Scouts can actually reach the Archers or your exposed economy. Otherwise that food belongs in villagers, upgrades and the Castle transition.
Against a long Feudal defence, add the second range and continue pressure. If the opponent sits behind Skirmishers and walls, keep the Archer mass alive, farm earlier and convert it into a Crossbow timing.
Build timeline
The first row shows new villagers, transfers and task assignments; the figures below are the totals after the step.
Dark Age
1Send 6 villagers to sheep
6Send 3 villagers to wood
9
3Send 1 villager to boar
10
4Send 1 vil to make house then mill on berries
11
5[Recommended] Lure deer with your scout once you found all your sheep
6Next 6 vils to hunt under TC (get the second boar during this time)
17Send 2 villagers to wood
19
8Research loom
9Research Feudal Age (perfect landing time: 9:15)
19
Feudal Age
10Move 5 vils from under TC and make a lumber camp on a second woodline
19Move 2 vils from under TC and send them to straggler trees
19
12Move 1 vil from under TC and make a house >barracks >back to food
19
13Move 2 vils from under TC and make a mining camp on the gold
19
14Get Double-Bit Axe (we will skip Horse Collar for now)
15Make a range and start producing archers asap
Send 2 villagers to gold
21
17Make a blacksmith and get Fletching when you can afford it
18[Optional] Make 1-4 spears if you are scared of enemy scouts
19Move 4 more vils from TC to berries (5 total on berries)
21
20Start making farms as soon as you have the wood for it
21Start walling with 2-3 vils using a mix of houses and palisades