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Age-up click · 33 pop · 27+2 villagers

Drush Fast Castle → Crossbow

26 stepsStandardBritonsEthiopiansItaliansMayansVikings
Video guide · LiereyyDrush Fast Castle Build Order!
Notes from Liereyy
The Drush buys time; the Crossbows are the power spike

Keep the three Militia and starting Scout together. Their job is to disturb the opponent, reveal the response and buy enough time to finish the walls—not to win the game in Dark Age.

Do not force the Fast Castle through a broken wall

If Scouts, Men-at-Arms or forward ranges can enter your economy, delay the Castle click and spend the bank on the minimum defence required. A later healthy Castle Age is stronger than a nominal 16-minute timing with dead villagers.

Prepare the two-range Crossbow arrival

Produce Archers during the Castle transition, add the second range, and preserve the gold required for Crossbowman and Bodkin Arrow. The opening succeeds through one compact Castle-Age timing.

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

Send 6 villagers to sheep

Start+6
60600
2

Send 4 villagers to wood

New+4
104600
3

Send 1 villager to boar

New+1
114700
4

Send 1 vil to make 2 houses then barracks. NOTE: After making the barracks, continue walling your map with palisades and 1-2 houses (don't get housed)

5

Send 1 vil to get 10 gold, then go back to boar

New+1
134800
6

Make 3 militias and send them forward to harass opponent

7

Send 1 vil to get second boar

New+1
144900
8

Send next 5 vils to berries and build a mill

New+5
1941400
9

Send next 4 vils to wood on 1 lumber camp

New+4
2381400
10

Research loom (you don't want to delay loom too much so you don't lose vils to a Feudal Age scout)

11

Send 4 villagers to gold

New+4
2781440
12

Research Feudal Age (perfect landing time: 12:35)

2781440
Feudal Age
13

Finish walling your map using any villager that's available. Once finished walling, they can go on any resource you deem necessary

14

Continue harassing opponent with your militia and scout

15

Send 2 villagers to gold

New+2
2981460
16

Make a range with 2 vils + blacksmith with 1

17

NOTE: If you get attacked or things go wrong, feel free to spend more time in Feudal Age, and even abandon the FC plan if necessary

18

Research Castle Age (perfect landing time: 16:05)

Castle Age
19

Start massing archers from 1 range

20

Research double bit axe

21

Research horse collar

22

Research fletching

23

When berries run out, send the vils to whatver you think is best for your follow-up

Feudal Age
24

Add the second Archery Range during the Castle transition and preserve the Archer mass

Castle Age
25

On reaching Castle Age, research Crossbowman and Bodkin Arrow immediately, then move out as one group

26

Add a Siege Workshop against compact ranged defence or Town Centers; otherwise keep both ranges producing and grow the farm economy

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.