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Age-up click · 18 → Knights pop · 17 villagers

Khmer 18-pop Fast Scouts → Knights

13 stepsSignature strategyKhmer
Video guide · St4rk Age of EmpiresBuild Orders - Khmer Pop 18 Scouts into Knights
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Notes from St4rk
The Khmer skip prerequisites

No Barracks is required before the Stable and no Feudal eco building is required before Castle Age. That is what makes the 18-pop opening and direct Knight transition possible.

Four early Scouts, eight if the window stays open

The first four arrive before 11:00. Continue toward eight only while damage remains realistic; otherwise bank food for Castle Age.

Your timings on this build

Benchmark: Feudal at 8:00 (17 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

Place the first 6 villagers on sheep; the Khmer opening deliberately delays the Lumber Camp

Start+6
60600
2

Build a Mill and establish 4 villagers on berries while the remaining villagers stay on sheep and boar

New+4
1001000
3

Lure both boars and keep almost every new villager on food until the click; this version does not require deer

4

Send the final 2 Dark Age villagers to wood and click Feudal at 18 population

New+2+5
1721500
Transition to Feudal
5

During the transition, move villagers aggressively to wood until 9 are chopping and leave about 5 finishing food under the Town Center

Transfer7Task3Task
179500
Feudal Age
6

Build the delayed Lumber Camp, then use 2–3 villagers to place the Stable immediately on reaching Feudal

179500
7

Research Double-Bit Axe and produce the first 4 Scouts continuously; the group should reach the opponent before 11:00

New+1+2
1710700
8

Research Horse Collar after the first Scout queue, then seed farms continuously while maintaining roughly 10 on wood

1710700
9

Continue toward 8 Scouts only if they can still raid or win map control; use houses to protect the key resources

10

When berries expire, send 4 foragers to gold and turn the rest of the food economy into farms

New+5+4
26101240
11

Grow toward 18–20 farms, research Wheelbarrow around 16–17 farms, and take Bloodlines when the Scouts will keep fighting

New+8
34102040
12

Click Castle Age directly, Khmer need no Blacksmith or Market, then add a second Stable during the transition

Castle Age
13

On reaching Castle Age, upgrade Light Cavalry if the Scouts survived and produce Knights from 2 Stables; add Town Centers only after military production is secure

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.