Back to all build orders
Age-up click · 35+ Castle pop · 18 villagers

Scouts → Cavalry Archers

32 stepsStandardHunsMongolsMagyarsJapaneseTatars
Video guide · DragonstarBuild Order: Scouts into Cavalry Archers
Notes from Dragonstar
Full walls are part of the build

Cavalry Archers arrive after an expensive Feudal economy and Castle transition. If the base cannot be closed, abandon the greedy transition and spend on Scouts, Bloodlines, Archers or Skirmishers before the opponent reaches your economy.

Two ranges scale; three ranges are an all-in

Start from two ranges, Gold Mining, Fletching, Bloodlines, then Bodkin Arrow and Husbandry. Add the third range only when committing to damage or when a civilization bonus genuinely supports it.

Keep the mass alive

Cavalry Archers win through accumulated numbers, mobility and upgrades. Avoid low-value trades before the mass can one-shot units; add Hussars later for a mobile front line or Halberdiers when heavy cavalry forces 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

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

1 to make a house then mill

New+1
102800
5

[Recommended] Lure deer once you've found all sheep

6

Next 6 vils to hunt under TC (get the second boar when needed)

New+6
1621400
7

Send 2 villagers to wood

New+2
1841400
8

Research loom

9

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

1841400
Feudal Age
10

Move 5 vils from hunt to wood, and make a second lumber camp

Transfer5
189900
11

Move 5 vils from hunt to berries

189900
12

Move 1 vils from hunt to make barracks

Task1Task
189800
13

Make a stable with 2 vils

Task1Task
189700
14

Research double bit axe

15

Note: Skip horse collar if scared of aggression. Always get on closed maps

16

Use the 2 vils that build the stable to wall opposite sides of your base

17

Start seeding farms as soon as you have extra wood in the bank

18

Keep adding scouts and use them to attack your opponent or defend

19

[Optional] Make 1-4 spears if you are scared of enemy scouts

20

Farm until you have around 15 farms (+-2 depending on situation)

21

Send 5 vils to gold and make a mining camp

22

Make a blacksmith

23

When berries expire move to gold/wood/farms depending on your needs

24

Make sure to be fully walled by this point

25

Research Castle Age

Castle Age
26

Redistribute your economy 12 15 8 0 35+

27

Make 2 ranges

28

Research gold mining

29

Get Fletching and Bloodlines

30

Start making cavalry archers

31

Research bow saw

32

Get Bodkin Arrow and Husbandry

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.