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Age-up click · 17 pop · 16 villagers

Georgians 17-pop Fast Scout Rush

9 stepsSignature strategyGeorgians
Video guide · SurvivalistGeorgians 16 Villager Feudal Scouts Build Order
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Notes from Survivalist
The Mule Cart is the real Scout

Use the mounted Scout to push every deer. The Mule Cart can reveal the map and even absorb a few Town Center arrows, but do not let enemy villagers trap it.

Wood villagers have a return route

The straggler-tree villagers are temporary. Shift-queue them back to food after the Barracks, Stable, house and Double-Bit Axe are funded.

Your timings on this build

Benchmark: Feudal at 7:35 (16 villagers, no Town Center idle)

Execution

Build timeline

The first row shows new villagers, transfers and task assignments; the figures below are the totals after the step.

Dark Age
1

Put every villager on food until the Feudal click. Bring in boar immediately, push every deer, remember the house and add the Mill

Start+16
1601600
2

Use the Town Center to kill the first boar quickly. Letting a sheep decay is acceptable because the entire timing is limited by immediate food

3

Click Feudal at 17 population with 16 villagers and no Loom as soon as 500 food is available

1601600
Transition to Feudal
4

During the transition, move 10 villagers to wood: roughly 4 at the Mule Cart or woodline and 6 on straggler trees near the Town Center

Transfer10
1610600
5

Collect roughly 425 wood for the Barracks, Stable, house and Double-Bit Axe. Build the Barracks during the transition

1610600
Feudal Age
6

On reaching Feudal, build the Stable and house and queue Scouts immediately. Double-Bit Axe is valuable but must not delay Scout production

1610600
7

Shift-queue the temporary straggler villagers back to food. Whenever 60 wood is available, seed another farm while Scouts keep producing

Transfer6
1641200
8

Exploit regeneration: attack a selected villager, then shift-queue the Scouts away so they disengage while attention returns to the economy

9

Against Militia or archers, add an Archery Range and choose archers or skirmishers; otherwise continue Scouts and add Horse Collar later

Treat the order as a stable economic backbone, not a script that overrides scouting. Idle resources, map generation and the opponent's opening should change the transition.