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Age-up click · 22 pop · 21 villagers

22-pop MAA into Archers / Skirmishers

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Video guide · St4rk Age of EmpiresBuild Orders - M@A into Flush (Archer/Skirmisher)
Notes from St4rk
A no-deer baseline

St4rk demonstrates the generic version without deer. Pushing deer or using a wood/food bonus can bring the two Archery Ranges online earlier.

Gold decides the ranged mix

Six on gold sustains two-range archer production. For an archer/skirmisher mix, keep fewer on gold and invest the difference into farms.

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 sheep

Start+6
60600
2

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

New+4
104600
3

Lure the first boar, then build a house and Mill with the next available villager

4

Establish 6 villagers on berries and keep 8 hunters on boar or sheep under the Town Center; lure the second boar in time

New+8
1841400
5

Send 1 villager forward to build the Barracks early enough for Militia production during the transition

1941400
6

Send the final 2 Dark Age villagers to gold; skip Loom only when both boar lures are safe

New+2
2141420
7

Click Feudal at 22 population and queue 3 Militia immediately so they are already crossing the map before the age completes

2141420
Transition to Feudal
8

During the transition, seed about 3 farms and move food villagers to a second Lumber Camp until the economy reaches roughly 12 on wood

New+1Transfer7
2112720
Feudal Age
9

On reaching Feudal, research Man-at-Arms and Double-Bit Axe, then attack before the opponent’s first Scouts or archers are ready

2112720
10

Build the first Archery Range after the wood economy is organized; add the second Range next and immediately follow it with a Blacksmith

2112720
11

Produce an archer/skirmisher mix by default and research Fletching by the time the first 5 ranged units are ready

12

If committing to pure archers, grow to 6 gold miners. For more skirmishers, keep adding farms instead

New+5+4
30121260
13

Grow toward 18–20 farms, add Padded Archer Armor when fighting ranged units, then research Wheelbarrow before the Castle click

New+8
38122060
Transition to Castle
14

During the Castle transition, move 6–8 farmers to wood for a Crossbow and Town Center continuation; keep the farms if switching to Knights instead

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.