Summary of "The 3000 ELO Build (Aoe2)"

Core idea

A Dark Age drush (militia + scout harassment) into a flexible Feudal/early-Castle follow-up. Choose between the safer wall → archer route or an aggressive skirmisher + man-at-arms pressure depending on map, opponent defense, and civilization strengths.

Two variations


Winchester (deer) variation — standard build (recommended on deer Arabia)

Opening & scouting

Build order highlights

  1. Lure boar, build a house, then build a barracks as soon as wood is available.
  2. Produce 2 militia from the first barracks (make 3 militia only if your civ has a strong food bonus or you fear very fast opponents).
  3. Aim to click Feudal at ~21 population (20 is possible but 21 gives extra eco).
  4. Just before clicking up: send the second-last villager to wood, the last to build a gold mining camp → have 4 on gold to pay for the militia → man-at-arms upgrade.

Immediately after Feudal click

Aggressive (pressure) Feudal route


Dragon’s instant-rush (chicken/rabbit) variation — faster Feudal pressure

When to use

Opening differences

Transition


When to go 2 vs 3 militia


Feudal → Castle transitions (decision points)


Practical tips & micro


Timings & population targets


Sources / credits

Summary: two variations — Winchester for deer maps (standard), Dragon for chicken/rabbit instant-rush — with clear villager counts, when to press vs wall, and how to transition into skirmisher/archer/knight play.

Category ?

Gaming


Share this summary


Is the summary off?

If you think the summary is inaccurate, you can reprocess it with the latest model.

Video