Scouts/forward maybe skirms, late galley rush(5-6 fishing ships)ĭrush(+3militia)+flush, arena monks/castle drop, boomĭrush(+3 militia) + fast castle, teamgame pocket 2 stable kts Scouts/forward, safer galley rush(+3-4 fishing ships) Scouts/forward, early galley rush(+3-4 fishing ships) Let’s see some other pops + uptimes: populations Feudal age takes 2:10 seconds to complete, so you will be up at 10:05. 18 villagers take 7:30 time without any idle time. Going forward: how much time does it take to get to 22 pop and loom? 22 pop means you make 18 villagers (22 – scout – 3 starting). So at 5:00 game time you should have 16 pop. That gives you a good checkpoint at 5:00 mark of the game, when you should have 15 villagers (5:00 minutes to make 12 villagers + 3 starting). So you start at 4 pop and it takes 25 seconds, that means you should make 6 villagers in 2:50 time difference. I will talk about mayans and chinese bit later. For the time being, let’s say you have no TC idle time and you start at 4 pop (3 vills 1 scout/eagle warrior). It is usually researched in dark age, unless you are in a very lag-free game and you are absolutely sure, that your opponent is not drushing. What’s a good time to click? What can you tell about the opponent’s strategy from their up-time? Let’s talk Feudal age click up timing, as that’s the first huge milestone in the game.
More important is how efficient you are with your villagers and resources (taking boars, pushing deer, correct villager positioning around lumber camp). On lower levels, I guess, good times are not that important. If not completely, then just a bit behind your opponent. Every build, every strategy using resources gets really tight and there is just a small window when things work out.