Eleven reference build orders adapted from Hera's strategy guide, grouped by family. Each one breaks down the villager split, age timings and step-by-step plan — pick a build and learn it.
The canonical scout open: one stable in Feudal, pump Scout Cavalry to harass villagers and deny map control. Add farms + a second stable or transition as the game develops.
Open scouts, then transition to archers in Feudal. Flexible: heavy Feudal + bloodlines, or save for a faster Castle crossbow timing. Defining signal: BOTH scouts and archers appear.
Open scouts, then transition to cavalry archers in Feudal. Distinct from scouts-into-archers by its defining unit: Cavalry Archer (mobile, gold-heavy), favoured by CA-bonus civs.
The MAA baseline: a Feudal Barracks producing Militia upgraded to Man-at-Arms, applying early infantry pressure. Folds in civ eco quirks (e.g. Japanese MAA) per A.3 — generic file.
Open Man-at-Arms then add skirmishers in Feudal — strong vs archer openings. Defining mix is Militia-class infantry PLUS Skirmishers; very common on the ladder.