If an opponnent is able to mass enough archers, a transition to ranges may be needed after opening with scouts. Making your own archers is usually not the best option as you will just be behind in numbers, so skirmishers are often the better choice, especially since they produce faster and therefore only require one range. Researching the armour upgrade as well will make them almost impervious to archers.
Build Order | ||||
---|---|---|---|---|
6 on sheep | 6 | |||
3 on wood | 3 | 6 | ||
1 lure boar, then +1 on sheep | 3 | 8 | ||
4 on berries | 3 | 12 | ||
+2 on boar, move 2 to farms | 3 | 14 | ||
Rest to wood [2nd LC] | 6 | 14 | ||
Loom | ||||
Advancing to Feudal | ||||
↑10 on wood | 10 | 10 | ||
Build barracks | ||||
Feudal | ||||
Build stable, make scouts | ||||
Double-bit axe + horse collar | ||||
↑14 farms | 10 | 18 | ||
+2 on wood | ||||
Build range, make skirms | ||||
2 berries→gold, ↑4 on gold | 12 | 16 | 4 | Build Blacksmith, get fletching |
Wheelbarrow, then more to wood/farms | 14 | 18 | 4 |
Benchmarks | A+ | A | B | C | D | E |
---|---|---|---|---|---|---|
21 pop Feudal | 7:35 | 7:45 | 7:55 | 8:10 | 8:35 | 9:05 |
6 scouts | 13:05 | 13:20 | 13:35 | 13:55 | 14:25 | 15:05 |
Click Castle with 8 skirmishers + fletching | 18:15 | 18:45 | 19:15 | 19:45 | 20:25 | 21:15 |