Build Orders
Feudal Drush (18 VILS)

18 VILS
Feudal Drush
Recommended Civs: Malians, Lithuanians, Japanese, Britons, Vikings
Quick Summary: Feudal Age 8:50 • 2 militia harassment while advancing • Scout + militia pressure • Flexible follow-up based on scouting • Best with economy/infantry bonuses
- The objective of this build is to go up quickly, but ensure we get the first punch by making 2 militia while we are on the way to feudal
- 2 militia + a feudal scout has the potential to do a lot of damage, we are mainly looking to harass villagers
- You can use your scout to block villagers as they run back to the tc, or to prevent quick walls, while your militia do the main damage
- Another advantage is that we can see exactly what our opponent is doing before having to commit to our feudal age followup. This way we can properly react to what they are doing
- It is difficult to afford more than 2 militia initially, but we can optionally add more militia or even man at arms upgrade once we are in feudal
- Compared to a pre-mill drush, this build exerts more pressure with the stronger scout and allows a faster followup
- This build is best executed with civs that have early game economy/infantry bonuses, since it can be hard to afford it without those
- Based on your scouting, you can do the following:
- 1. If you see a stable: make 1-3 spears at home, look to go archers for yourself, and make fully walling a priority
- 2. If you see a range: either follow up with scouts to maintain map control or go for a range yourself and make defensive skirmishers while walling and going up to Castle Age
- 3. If you see them adding a lot of militia/man at arms: you can either add more militia to match or add a range and play into archers
- Make sure to adjust your economy to whichever follow up you go for. If you follow up with scouts/skirms, add a few more vils to berries and start seeding farms, whereas if you go archers you should send 3-4 vils to gold
- If your drush finds a lot of damage you should plan an aggressive followup, if not you should play more defensively until you can wall
- From here you can either commit to more military, add monks/siege, or simply drop 1-2 more TCs and continue developing. Try to be flexible and really consider your options to find the best approach
Build Order Steps
6 vils
Pop: 6
Send 6 villagers to sheep
3 vils
Pop: 9
Send 3 villagers to wood
1 vil
Pop: 10
Send 1 villager to boar
1 vil
Pop: 11
Send 1 vil to make house then go back to the hunt
Recommended: Lure deer with your scout once you found all your sheep
4 vils
Pop: 15
Next 4 vils to hunt under TC (get the second boar during this time)
1 vil
1 vil to make barracks in the front of our base and a house next to it
1 vil
Pop: 17
Add 1 more vil to hunt under TC
1 vil
Pop: 18
Send 1 villager to wood
Research loom
Research Feudal Age (perfect landing time: 8:50)
Make sure you find where your opponent is asap with your scout
Make 2 militia right away then send them to your opponent's base
4 vils
8
9
0
0
| 18 Pop
Send 4 vils from under TC to the initial lumber camp
1 vil
8
9
0
0
| 18 Pop
Move 1 vil from under TC to berries and make a mill
Strategy: Use your feudal scout and militia to harass opponent and pick off villagers
Note: If they fight back with vils, simply run away if they have more than 2
Research double bit axe
Optional: Get horse collar
Strategy: Make your follow up based on what your opponent is going for
Start to slowly wall up your base with 1-2 villagers using houses and walls



