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Age-up click · 30 pop · 25+4 villagers

Fast Castle Knights

26 stepsStandardFranksMagyarsSlavsBerbersHuns
Video guide · DragonstarBuild Order: Fast Castle Knights
Notes from Dragonstar
A pocket or safe-map opening

Fast Castle Knights gives up Feudal map presence. Use it from a protected pocket position or on a map that can be walled before enemy Scouts and Archers arrive.

The first Knights buy the boom

Use the first 6–10 Knights to raid, support an ally and protect the economy. Do not trade them into a full army while adding Town Centers behind them.

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

Make 2 houses to start

2

Send 6 villagers to sheep

Start+6
60600
3

Send 3 villagers to wood

New+3
93600
4

[Optional] Get loom before luring boar if you need it

5

Send 1 villager to boar

New+1
103700
6

Send 1 vil to build 2 houses and then mill berries

New+1
113800
7

1 to hunt under tc

New+1
123900
8

1 to get second boar

New+1
1331000
9

Send 4 more to berries

New+4
1731400
10

Send 5 villagers to wood

New+5
2281400
11

Make a house

12

Send 3 villagers to gold

New+3
2581430
13

Get loom if you didn't get it earlier

14

Research Feudal Age (perfect landing time: 11:45)

2581430
Feudal Age
15

Make a barracks and a house

16

[Optional] Wall up your base slightly to defend yourself if you need to

17

When food runs our under tc make a few farms and send the rest to wood

18

Build a Stable and Blacksmith with 2 villagers

19

Send 4 villagers to gold

New+4
2981470
20

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

21

During the Castle transition, research Double-Bit Axe and Horse Collar, reach 8 farms and add the second Stable

Castle Age
22

On reaching Castle Age, make Knights from both Stables and research Scale Barding Armor when the opponent can fight back

23

Grow to 12–14 farms and keep roughly 6 on gold; accept brief Stable idle time while the economy catches up

Task1Task
2881460
24

After the first 6–10 Knights, add a second Town Center on wood and preserve the army for raids and ally support

25

Add the third Town Center and build toward 25 farms before sustaining 3 Town Centers and both Stables continuously

26

Once the farm economy is stable, resume constant Knight production and add Bloodlines, attack and armor upgrades according to the fights

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.