Build Order Reference

21 pop Scouts - Skirms

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 wood food gold stone
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

Cicero: A+ Demonstration