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Age-up click · 18 → flexible pop · 18 villagers

Scouts → Archers

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Morley GamesCreator guide
Video guide · Morley GamesAOE2 Scouts Into Archers Build Order Tutorial
Notes from Morley Games
The Archer switch punishes the Spearmen made for your Scouts

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.

Pick heavy Feudal or a Crossbow timing—do not drift between both

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.

Castle Age usually becomes Crossbow plus a few Knights

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.

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

Send 6 villagers to sheep

Start+6
60600
2

Send 2 villagers to wood

New+2
82600
3

Send 1 villager to boar

New+1
92700
4

Send 1 vil to hunt under TC

New+1
102800
5

1 to make a house then mill

New+1
112900
6

1 to get second boar

New+1
1221000
7

[Optional] Lure deer with scout once you've found all sheep

8

Send 6 vils to hunt under TC

New+6
1821600
9

Research loom

10

Research Feudal Age (perfect landing time: 8:50)

1821600
Feudal Age
11

Move 6 vils from hunt to wood until you have 8 on one lumber camp or 9 on two lumber camps

Transfer6
1881000
12

Move 4 vils from hunt to berries

1881000
13

Send 2 vils from hunt to make barracks and a house

Task2Task
188800
14

Research double bit axe

15

[Optional] Get horse collar

16

Make a stable

17

Vils from TC go to hunt or straggler trees

18

Make 1 spear minimum, more is optional depending on situation

19

Make scouts

20

Start making farms as soon as you can afford them, until around 8 farms

21

Send 8 vils from tc to gold and make a mining camp

22

Make 2 ranges as soon as you can afford them

23

Start making archers

24

When berries run out send them to either wood or farms

25

Make a blacksmith and get fletching

26

Vils from the TC go back to making farms

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.