Scouts → Archers
Morley GamesCreator guide ↗Show enough Scouts to force Spears, preserve them, then move the economy toward wood and eight on gold for two-range Archer production. Scouts provide mobility while Archers remove their counter.
Bloodlines, many Scouts and two continuously producing ranges create a real Feudal commitment. The alternative is a smaller Scout count, a compact Archer mass and an earlier Castle click.
Use a small Knight group against Skirmishers and siege while the Crossbows remain the core. Add Ballistics early unless the opponent forces Elite Skirmisher first.
Build timeline
The first row shows new villagers, transfers and task assignments; the figures below are the totals after the step.
Dark Age
1Send 6 villagers to sheep
6Send 2 villagers to wood
8
3Send 1 villager to boar
9
4Send 1 vil to hunt under TC
10
51 to make a house then mill
11
61 to get second boar
12
7[Optional] Lure deer with scout once you've found all sheep
8Send 6 vils to hunt under TC
18
9Research loom
10Research Feudal Age (perfect landing time: 8:50)
18
Feudal AgeMove 6 vils from hunt to wood until you have 8 on one lumber camp or 9 on two lumber camps
18
12Move 4 vils from hunt to berries
18
13Send 2 vils from hunt to make barracks and a house
18
14Research double bit axe
15[Optional] Get horse collar
16Make a stable
Vils from TC go to hunt or straggler trees
18Make 1 spear minimum, more is optional depending on situation
19Make scouts
20Start making farms as soon as you can afford them, until around 8 farms
21Send 8 vils from tc to gold and make a mining camp
22Make 2 ranges as soon as you can afford them
23Start making archers
24When berries run out send them to either wood or farms
25Make a blacksmith and get fletching
26Vils from the TC go back to making farms