Generic Man-at-Arms into Skirmishers
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
6
23 vils to wood and make a house as part of a wall near the lumber camp
9
3Send 1 villager to boar
10
4[Mandatory] Lure at least 2 deer once you've found both boars
5Next 5 vils to hunt under TC (get the second boar when needed)
15
61 to make barracks then a house at the front of the base
7Next 2 vils to hunt under TC
18
8After luring deer make sure to find the rest of your sheep, then find your opponent with your scout
9Research loom
10Research Feudal Age (perfect landing time: 8:50)
18
Feudal AgeMove 5 vils from hunt to wood
18
12Send 2 vils from hunt and/or the barracks builder to build a mining camp on gold
18
13Make 3 militia then send them out
14Make a mill on berries with 1
18
15Research Man-at-Arms
16Research double bit axe
17Send 5 more vils to berries and start seeding farms when hunt runs out
23
18Make an archery range as soon as villager production is secured
23
19After the Man-at-Arms upgrade, move the 2 gold villagers to wood unless you plan an archer switch
23
20Produce 3–5 skirmishers and join the surviving Men-at-Arms; do not overproduce if the opponent leaves archers
21
21Send the next 2 villagers to wood to sustain skirmisher production and farms
25
22Add a blacksmith and research Fletching only when you will keep the skirmishers active
23
23Seed farms steadily; scout the opponent and either add a second range, switch to archers, or prepare Castle Age
25