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Age-up click · 20 pop · 19 villagers

Man-at-Arms Rush

19 stepsStandardMagyarsRomansJapaneseBulgariansMalians
Video guide · SitauxTUTORIAL: THE BEST MAN AT ARMS BUILD ORDER AT ANY LEVEL
Notes from Sitaux
No deer required

The build is demonstrated with Magyars and no economic bonus. Deer are optional; extra herdables can simply replace berries before the same villagers move to the berry line.

Simple economy while you micro

After the fixed wood, berry and gold setup, rally to straggler trees and turn those villagers into farmers. This keeps the home economy readable while the Men-at-Arms fight.

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 starting houses, then establish the first 6 villagers on sheep

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

At 12 population, take one food villager to build 2 houses by the woodline, then send it to wood

New+1
114700
5

Send the next 4 villagers to berries; use extra herdables first when the map provides them

New+4
1541100
6

Lure the second boar in time to keep food under the Town Center

7

Send the next 3 villagers to food under the Town Center

New+3
1841400
8

Villager 19 builds the Barracks; force-drop food and click Feudal Age at 20 population

1941400
9

During the transition, move to 8 on wood, 3 on gold, 4 on berries and the rest on food

New+1Transfer42
198830
10

Produce 3 Militia during the transition, make the next house and send the group forward

11

Rally new villagers to straggler trees so they can become farmers without disturbing the fixed economy

Feudal Age
12

On reaching Feudal Age, build an Archery Range, research Man-at-Arms and begin producing Archers

198830
13

Attack with the Men-at-Arms as one group; preserve them so the first Archers can join the pressure

14

Seed up to 4 farms, then research Double-Bit Axe before adding more farms

15

Build a Blacksmith, finish the walls and research Fletching; a brief pause in Archer production is acceptable

16

Resume the cycle of villagers, Archers and farms while microing the army

17

At roughly 400 banked food, stop adding farms and rally to gold for the Castle Age click

18

Once fully walled, preserve the ranged mass at home if the first attack is no longer safe

19

During the Castle transition, refresh farms and Lumber Camps, research Horse Collar and prepare Crossbowman or a Knight switch according to the opponent

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.