Build Order Reference

22 pop Man-at-Arms - Archers

This build involves creating three (or four) militia while advancing, and researching the men-at-arms upgrade upon hitting Feudal. Men-at-arms have a relatively short time-window in early Feudal where they can do significant damage if not walled out, so this build is one way of buying time to mass archers, since your opponent is usually forced to deal with the men-at-arms in their base first. This version has you stay on one range in Feudal for a faster Castle time, but two ranges ealier is also viable - other scenarios in this guide demonstrate how to set up eco for two range production. The more farms you make before adding the second range, the better your castle time should be. Making at least a few skirms vs archers is often recommended in 1v1, but this scenario has you only make archers for simplicity.

Build Order wood food gold stone
6 on sheep 6
4 on wood 4 6
1 lure boar 4 7
4 on berries 4 11
+2 on boar 4 13
+1 on Wood 5 13
1 build barracks
2 on gold 5 13 2
Loom
Advancing to Feudal
+3 on wood [2nd LC] (8) 8 11 2
Make 3 militia
+2 farms
Feudal
Men-at-arms + double-bit axe
Build range, make archers
Move 2 to wood (10), then sheep→farms
↑5 on gold
↑6 farms, build blacksmith, get fletching 10 10 5
+ farms
Wheelbarrow, then +3 on gold (8), build 2nd range 12 16 8
Benchmarks A+ A B C D E
22 pop Feudal 8:00 8:10 8:20 8:35 9:00 9:30
3 men-at-arms 11:00 11:10 11:25 11:40 12:10 12:45
5 archers + fletching 14:20 14:40 15:05 15:30 16:00 16:35
Click Castle with 10 archers 17:45 18:15 18:45 19:15 19:55 20:45

Cicero: A+ Demonstration