1 castle on one of the four directions of the tc corners - 3 tcs(4total) on the castle’s corners, 20 initial farms in a perfect square starting at a corner of a tc, make sure to have both mill upgrades before making these farms, spam 40 vills to woodline, while doing that(as soon as enough wood) make two monasteries between the top corners of the top and left and right sides of the tcs, sell enough for two monks, go get relics, make more farms, (up to 48 in a perfect doubled square)
get 115 pop vills, on the way there make another castle close to the largest goldmine and the farms, ensure to start mining, make 4 gates against the farms and monestaries, wall inwards along the edges of the tcs to close off the main castle from outwards attack and to make bunkers for siege, secure a nearby woodline and go to imperial age as quick as possible - Build me an army worthy of Mordor.
as for a build order to get there-
2 houses
6 sheep/boar/dear/food
(Save 4 sheep for the berry pickers and either make farms early or lure deer with the scout to keep them occupied before sending the initial food vills to farms
-this is so the berry pickers won’t need to set up farms until castle age when both farm upgrades are done)
4 wood/1-2 closest stragglers then woodline
4 Berries(10)food +2 houses
4 woodline(8) wood +2 houses +2 pallisades + 1 gate + wall houses
1 berries(11) food
5 stone +2 houses +2 pallisades + wall houses
24 villagers up to Feudal(+scout 25 pop)
Research stone and wood
+4 food(15) (make farms with these)
+7 wood(15)
35 villagers to Castle
For the two encampments - the goal is to close off only the encampments, not surround the resource. Early semiwalls are key to good defense - full walls have their use but are a waste of time in my opinion.
Examples:
Outer walls not included
Save your resources, heal units often, and outlast your opponent.
Strike in full force as he/she weakens and you are fully ready to remove them from the planet.
Scortched earth tactics their treelines (or any you won’t be using)
Healing/Conversion Fortress - 29melee, 20 ranged, 11 monks, square formation, stand ground
use alongside other formations, know when to retreat and know when to change formations and break off/reform, etc - be aware that the monks do sometimes venture out of the square, keep a close eye on them until this bug/feature gets fixed