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Age-up click · 19–20 + 3 ships pop · 18–19 villagers

Generic 19-pop Hybrid Opening

12 stepsStandard
Video guide · SurvivalistBuild Order: Generic Civ Hybrid
Notes from Survivalist
Hunt powers the land economy

Avoid sheep when possible: push deer and lure both boars so the herdables remain a flexible reserve. Taking a sheep is still better than idling villagers.

React to the opponent’s pond

If the enemy dock is already started in your pond, open Fire Galleys. If their dock is not established, a Galley can deny the builder instead.

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

Place the first 6 villagers on food, bringing in boar or deer as soon as they are found

Start+6
60600
2

Send the next 4 villagers to wood and build a Lumber Camp

New+4
104600
3

Send the next villager toward the pond. Use a lumberjack for the next house and force-drop wood as needed to reach 150 for the Dock

New+1
114700
4

Build the Dock, small-wall the dock villager when possible, and produce Fishing Ships continuously

5

Grow to 7 villagers on wood, then send the remaining Dark Age villagers to hunt or food under the Town Center

New+3+4
1871100
6

After the third Fishing Ship is queued, research Loom and click Feudal at 19 population if execution is clean; 20 population is acceptable

1871100
Transition to Feudal
7

During Loom, send 1 villager across the map toward the opponent’s pond to contest or place a dock

8

Rebalance during the transition toward 13 on wood, 4 on gold and 1 forward; the Fishing Ships provide most of the food income

Transfer64Task1Task
1813040
Feudal Age
9

On reaching Feudal, research Double-Bit Axe and queue 2 Fire Galleys immediately when the opponent already has a dock in the contested pond

1813040
10

If land aggression is coming, add a Barracks for Spearmen. Otherwise an Archery Range is the natural follow-up because the economy is already on wood and gold

11

Keep spending wood on houses and Fishing Ships; add a Mill before the Market, then use the strong fish economy to click Castle quickly

Castle Age
12

A ranged continuation aims for 8–10 Crossbowmen at the Castle timing; avoid an automatic 3-TC boom because the fish already represents extra 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.