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Age-up click · 17 pop · 16 villagers

Georgians 17-pop Fast Scout Rush

9 stepsSignature strategyGeorgians
Video guide · SurvivalistGeorgians 16 Villager Feudal Scouts Build Order
Notes from Survivalist
The Mule Cart is the real Scout

Use the mounted Scout to push every deer. The Mule Cart can reveal the map and even absorb a few Town Center arrows, but do not let enemy villagers trap it.

Wood villagers have a return route

The straggler-tree villagers are temporary. Shift-queue them back to food after the Barracks, Stable, house and Double-Bit Axe are funded.

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

Put every villager on food until the Feudal click. Bring in boar immediately, push every deer, remember the house and add the Mill

Start+16
1601600
2

Use the Town Center to kill the first boar quickly. Letting a sheep decay is acceptable because the entire timing is limited by immediate food

3

Click Feudal at 17 population with 16 villagers and no Loom as soon as 500 food is available

1601600
Transition to Feudal
4

During the transition, move 10 villagers to wood: roughly 4 at the Mule Cart or woodline and 6 on straggler trees near the Town Center

Transfer10
1610600
5

Collect roughly 425 wood for the Barracks, Stable, house and Double-Bit Axe. Build the Barracks during the transition

1610600
Feudal Age
6

On reaching Feudal, build the Stable and house and queue Scouts immediately. Double-Bit Axe is valuable but must not delay Scout production

1610600
7

Shift-queue the temporary straggler villagers back to food. Whenever 60 wood is available, seed another farm while Scouts keep producing

Transfer6
1641200
8

Exploit regeneration: attack a selected villager, then shift-queue the Scouts away so they disengage while attention returns to the economy

9

Against Militia or archers, add an Archery Range and choose archers or skirmishers; otherwise continue Scouts and add Horse Collar later

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.