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Age-up click · 21 pop · 20 villagers

Scout Rush

19 stepsStandardFranksMagyarsLithuaniansMaliansHuns
Video guide · SitauxLIVE INTERACTIVE BUILD ORDER: Beginner Scout Rush
Notes from Sitaux
A forgiving 21-pop baseline

This version uses Magyars without an economic bonus and does not require deer. It is intentionally repeatable before it is greedy.

Four Scouts, then read the game

Four Scouts are the default first wave. Add more only when the damage is realistic; otherwise wall, grow the farm economy and prepare Castle Age.

Execution

Build timeline

The first row shows new villagers, transfers and task assignments; the figures below are the totals after the step.

Dark Age
1

Build the 2 starting houses with the initial villagers, then establish the first 6 villagers on sheep under the Town Center

Start+6
60600
2

Send villagers 7 through 9 to wood and build a Lumber Camp

New+3
93600
3

Villager 10 lures the first boar; finish the current sheep before switching the food villagers

New+1
103700
4

Send villagers 11 and 12 to food under the Town Center

New+2
123900
5

At 13 population, take one food villager to build 2 houses, then return it to food

12 villagers total
6

Send the next 4 villagers to berries and build a Mill

New+4
1631300
7

Lure the second boar before the first one runs out so food remains under the Town Center

8

Send villager 17 to food and villagers 18 through 20 to wood; seed 1 Dark Age farm and research Loom

New+3+1
2061400
9

Click Feudal Age at 21 population: 20 villagers plus the starting Scout

2061400
10

During the transition, move 2 food villagers to wood, then build a Barracks and a house

Transfer2
2081200
11

Queue 2 villagers before reaching Feudal and rally them to straggler trees

Feudal Age
12

On reaching Feudal Age, build a Stable with 2 villagers and research Double-Bit Axe and Horse Collar

2081200
13

Produce villagers and Scouts continuously, turning straggler villagers into farmers as wood allows

14

Move out with 4 Scouts; add more only when they can create damage or win the Scout war

15

Use one villager per gap to finish the walls while the Scout group applies pressure

16

At roughly 400 banked food, stop adding farms and rally new villagers to gold

17

Build a Mining Camp and a Blacksmith, then click Castle Age once 200 gold and 800 food are secured

18

During the Castle transition, refresh the Lumber Camp, add a second Stable and research Bloodlines when affordable

Castle Age
19

On reaching Castle Age, make the first Knights and add a Town Center on a strong woodline

Treat the order as a stable economic backbone, not a script that overrides scouting. Idle resources, map generation and the opponent's opening should change the transition.