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This article is about the civilizations in Age of Empires II. For the civilizations in the other games of the series, see civilization. |
The playable civilizations in Age of Empires II are based on prominent civilizations of the post-classical period, from Late Antiquity to the Renaissance era. There are 50 civilizations in total. Clicking on the icons to the left takes the view to that civilization's section on this page.
The base game (The Age of Kings) was released with 13 civilizations, 5 were added in The Conquerors, 5 in The Forgotten, 4 in The African Kingdoms, 4 in Rise of the Rajas, 4 in The Last Khans, 2 in Lords of the West, 2 in Dawn of the Dukes, 3 in Dynasties of India (all of which are included by default in the Definitive Edition), 1 in Return of Rome, 2 in The Mountain Royals, and 5 in The Three Kingdoms. Civilizations of Age of Empires: Return of Rome and Chronicles are not included here.
Expanding on Age of Empires, each civilization features one or more unique units and two unique technologies (since The Forgotten), in addition to a set of special bonuses as well as a team bonus that affects everyone on their team (note that changing alliances does not change the players who are affected). Each civilization also has unique designs for their Wonder and Castle, though their properties will stay constant for every civilization.
Listed below are all civilizations in Age of Empires II, along with their civilization properties and focuses. Focus doesn't mean the civilization is limited to the given playstyle, but that its specific bonuses, unique units, and/or available technologies and upgrades support these specific playstyles and unit compositions more than others. To a degree, focuses are subjective (for instance, Japanese are often considered a viable Archer civilization despite having no bonuses to them), so they are listed only according to the in-game description.
More content[]
Armenians[]


The Armenian Castle
- Focus: Infantry and Naval
- Wonder: Etchmiadzin Cathedral
Unique units[]
Composite Bowman: Foot archer that ignores armor.
Warrior Priest: Religious infantry that can fight, carry Relics, and heal allied units.
Unique technologies[]
Cilician Fleet: Demolition Ships +20% blast radius; Galley-line and Dromons +1 range.
Fereters: Infantry (except Spearman-line) +30 hit points, Warrior Priests +100% heal speed.
Civilization bonuses[]
- Mule Carts cost -25%. Mule Carts replace Lumber Camps and Mining Camps.
- Mule Cart technologies are 40% more effective.[note 1]
- Fortified Churches replace Monasteries, and the first one constructed receives a free Relic.
- Long Swordsman and above, and Spearman line[note 2] available one Age earlier.
- Galley-line and Dromons* fire one additional projectile each, which deal 1 attack and advertised attack respectively.
Team bonus[]
- Infantry have +2 Line of Sight.
Aztecs[]


The Aztec Castle
- Focus: Infantry and Monk
- Wonder: Great Pyramid of Tenochtitlan
Unique unit[]
Unique technologies[]
Atlatl: Skirmishers +1 attack and range.
Garland Wars: Infantry +4 attack.
Civilization bonuses[]
- Start the game with an Eagle Scout.
- Villagers carry +3 extra resources.
- All military units are created 15% faster.[note 3]
- Monks gain 5 HP for every researched Monastery technology.
- Start with +50 gold.
Team bonus[]
Bengalis[]


The Bengali Castle
- Focus: Elephant and Naval
- Wonder: Somapura Mahavihara
Unique unit[]
/
Ratha: Mounted archer that can switch between melee and ranged attacks.
Unique technologies[]
Paiks: Rathas and elephant units attack 20% faster.
Mahayana: Villagers and Monks take up -10% population space.
Civilization bonuses[]
- Elephant units receive 25% less bonus damage[note 4] and are more resistant to conversion.[note 5]
- All Town Centers spawn 2 Villagers when the next Age is reached.
- Cavalry units +2 attack vs Skirmishers.
- Ships regenerate 15 HP per minute.
- Monks +3/+3 armor.
Team bonus[]
Berbers[]


The Berber Castle
- Focus: Cavalry and Naval
- Wonder: Hassan Tower
Unique unit[]
Camel Archer: Mounted archer with attack bonus against mounted archers.
Genitour: Mounted Skirmisher.
Unique technologies[]
Kasbah: Allied Castles work 25% faster.[note 6]
Maghrebi Camels: Camel units regenerate 15 HP/min.
Civilization bonuses[]
- Villagers move 5% faster in Dark Age, 10% faster starting in Feudal Age.
- Stable units are 15%/20% cheaper in the Castle/Imperial Age.
- Ships move 10% faster.
Team bonus[]
- Genitours are available at the Archery Range starting in the Castle Age.
Bohemians[]


The Bohemian Castle
- Focus: Gunpowder and Monk
- Wonder: Powder Tower of Prague
Unique unit[]
Hussite Wagon: Tanky siege unit that can protect rear units.
Houfnice: Upgrade of the Bombard Cannon, provides additional HP, attack, and blast radius.
Unique technologies[]
Wagenburg Tactics: Gunpowder units move 15% faster.
Hussite Reforms: Monks and Monastery upgrades have their gold cost replaced by food.
Civilization bonuses[]
- Blacksmiths and Universities cost -100 wood.
- Chemistry and Hand Cannoneer available in Castle Age.
- Spearman-line deals +25% bonus damage.[note 7]
- Fervor and Sanctity affect Villagers.
- Mining Camp technologies are free.
Team bonus[]
- Markets work 80% faster.
Britons[]


The Briton Castle
- Focus: Foot archer
- Wonder: Chichester Cathedral
Unique unit[]
Longbowman: Long-ranged foot archer.
Unique technologies[]
Yeomen: Gives foot archers +1 range and towers +2 attack.
Warwolf: Gives Trebuchets blast damage and 100% accuracy against units.
Civilization bonuses[]
- Town Centers cost -50% wood starting in the Castle Age.
- Foot archers (except Skirmishers) have +1/+2 range in the Castle/Imperial Age.
- Shepherds work 25% faster.
Team bonus[]
- Archery Ranges work 10% faster.
Bulgarians[]


The Bulgarian Castle
- Focus: Infantry and Cavalry
- Wonder: Preslav Round Church
Unique units[]
Konnik: Cavalry that keeps on fighting as a dismounted infantry when killed.
Dismounted Konnik: The dismounted infantry unit which appears after the death of the cavalry Konnik.
Unique building[]
Unique technologies[]
Civilization bonuses[]
- Militia line units are upgraded for free.[note 8]
- Town Centers cost -50% stone (except starting Town Center).
- Blacksmith and Siege Workshop technologies cost -50% food.
Team bonus[]
- Blacksmiths work 80% faster.
Burgundians[]


The Burgundian Castle
- Focus: Cavalry
- Wonder: Brussels Town Hall
Unique unit[]
Coustillier: Cavalry unit that can charge its attack over time.
Flemish Militia: Infantry unit with a bonus vs cavalry; can only be obtained first via the Flemish Revolution technology.
Unique technologies[]
Burgundian Vineyards: Farmers slowly generate gold in addition to food.[note 9]
Flemish Revolution: Upgrades all existing Villagers to Flemish Militia, and allows the training of Flemish Militia at Barracks.
Civilization bonuses[]
- Economic upgrades (except Coinage and Banking)[note 10] cost -33% food and are available one Age earlier than other civilizations.
- Stable technologies are 50% cheaper. Cavalier upgrade available in the Castle Age.
- Gunpowder units gain +25% attack.[note 11]
Team bonus[]
Burmese[]


The Burmese Castle
- Focus: Monk and Elephant
- Wonder: Shwezigon Pagoda
Unique unit[]
Arambai: Ranged cavalry with powerful but inaccurate attack.
Unique technologies[]
Manipur Cavalry: Gives cavalry units +4 attack against archers.
Howdah: Gives Battle Elephants +1/+1 armor.
Civilization bonuses[]
- Lumber Camp technologies are free.
- Battle Elephants have +1/+1 armor.
- Infantry units have +1/+2/+3 attack in the Feudal/Castle/Imperial Age.
- Monastery technologies are 50% cheaper.
Team bonus[]
- Relics are visible on the map from the game start.
Byzantines[]


The Byzantine Castle
- Focus: Defensive
- Wonder: Hagia Sophia
Unique unit[]
Cataphract: Heavy cavalry that excels at combat against infantry and Camel Riders.
Unique technologies[]
Greek Fire: Gives Fire Ships +1 range; Dromons +0.2 blast radius; Bombard Towers +0.5 blast radius [25% effect without friendly fire damage]
Logistica: Gives Cataphracts trample damage in 0.5 tiles radius (pure 5 damage) and +6 attack against infantry.
Civilization bonuses[]
- Buildings, Walls/Gates, and Farms have +10%/+20%/+30%/+40% hit points in the Dark/Feudal/Castle/Imperial Age.
- Camel Rider, Skirmisher, and Spearman lines are 25% cheaper.
- Fire Ships and Dromons fire 20% faster.
- Advancing to the Imperial Age is 33% cheaper.
- Town Watch and Town Patrol are free.
Team bonus[]
- Monks heal 100% faster.
Celts[]


The Celtic Castle
- Focus: Infantry and Siege
- Wonder: Rock of Cashel
Unique unit[]
Woad Raider: Fast-moving infantry unit.
Unique technologies[]
Stronghold: Castles and towers fire 33% faster; Castles can heal allied infantry units by 30 hit points per minute in an 18 tile square.
Furor Celtica: Gives Siege Workshop units +40% hit points.
Civilization bonuses[]
- Infantry units move 5%/10%/15%/20% faster in the Dark/Feudal/Castle/Imperial Age.
- Lumberjacks work 15% faster.
- Siege weapons fire 25% faster.
- Non-Celt[note 12] herdable animals can be converted regardless of units next to them.
Team bonus[]
- Siege Workshops work 20% faster.
Chinese[]


The Chinese Castle
- Focus: Archer and gunpowder
- Wonder: Hall of Prayer for Good Harvests in the Temple of Heaven complex
Unique unit[]
Chu Ko Nu: Foot archer that fires multiple arrows.
Dragon Ship*: Unique upgrade to the Fire Ship, replacing the Fast Fire Ship.
Unique technologies[]
Great Wall: Increases the hit points of walls and towers by +30%.
Rocketry: Scorpions, Rocket Carts, Lou Chuans +25% attack. Lou Chuans fire rockets instead of arrows in their anti-unit attacks, which deal Area of Effect damage.
Civilization bonuses[]
- Start game with +3 Villagers, but with -200 food, -50 wood.
- Town Centers support 15 population (instead of 5) and have +7 Line of Sight.
- Technologies are 5%/10%/15% cheaper in the Feudal/Castle/Imperial Age, respectively.
- Fire Galley-line and Fire Lancers move 5%/10% faster in the Castle/Imperial Ages, respectively.
Team bonus[]
Cumans[]


The Cuman Castle
- Focus: Cavalry
- Wonder: Sarkel Fortress (ruined)
Unique units[]
Kipchak: Cheap multi-shot mounted archer.
Unique technologies[]
Steppe Husbandry: Scout Cavalry line, Steppe Lancers, and Cavalry Archers are trained 100% faster.
Cuman Mercenaries: Team members can create 5 free Elite Kipchaks per each Castle.
Civilization bonuses[]
- A second Town Center can be built in the Feudal Age.[note 14]
- Archery Ranges and Stables cost -75 wood.
- Siege Workshop and Battering Ram available in Feudal Age; Capped Ram upgrade available in Castle Age.
- Mounted units move 5%/10%/15% faster in the Feudal/Castle/Imperial Age.
Team bonus[]
- Palisade Walls have +33% hit points.
Dravidians[]


The Dravidian Castle
- Focus: Infantry and Naval
- Wonder: Brihadisvara Temple
Unique units[]
Urumi Swordsman: Infantry that can charge its attack to cause extra attack with Area of Effect.
Thirisadai: Tanky warship that fires multiple projectiles.
Unique technologies[]
Medical Corps: Elephant units regenerate 30 hit points per minute.
Wootz Steel: Infantry and cavalry attacks ignore armor.
Civilization bonuses[]
- Receive 200 wood when advancing to the next Age.
- Fishermen, Oyster gatherers, and Fishing Ships carry +15.
- Barracks technologies cost -50%.
- Siege units cost -33% wood.
- Skirmishers and Elephant Archers attack 25% faster.
Team bonus[]
- Docks provide +5 population space.
Ethiopians[]


The Ethiopian Castle
- Focus: Foot archer
- Wonder: Biete Amanuel
Unique unit[]
Shotel Warrior: Rapidly deployed infantry with high attack but low armor and hit points.
Unique technologies[]
Royal Heirs: Shotels and Camel units receive -3 damage from mounted units.
Torsion Engines: Increases the blast radius of Siege Workshop units.
Civilization bonuses[]
- The Archer line fires 18% faster.
- Receive +100 food, +100 gold whenever a new Age is reached.
- The Pikeman upgrade is free.
Team bonus[]
- Outposts +3 Line of Sight and stone cost removed.
Franks[]


The Frankish Castle
- Focus: Cavalry
- Wonder: St. Vitus Cathedral
Unique unit[]
Throwing Axeman: Ranged infantry unit.
Unique technologies[]
Bearded Axe (Throwing Axeman +1 range).
Chivalry (Stables work 40% faster).
Civilization bonuses[]
- Farm upgrades are free.
- Castles are 15%/25% cheaper in the Castle/Imperial Age.
- Mounted units have +20% hit points (starting in the Feudal Age).
- Foragers work 15% faster.
Team bonus[]
- Knights have +2 Line of Sight.
Georgians[]


The Georgian Castle
- Focus: Cavalry and Defensive
- Wonder: Svetitskhoveli Cathedral
Unique unit[]
Monaspa: Cavalry unit that becomes stronger when other Monaspas or Knight-line units are nearby.
Unique technologies[]
Svan Towers: Defensive structures receive +2 attack. Towers deal pass-through damage.
Aznauri Cavalry: Mounted units take 15% less population space.
Civilization bonuses[]
- Start with a Mule Cart. Mule Carts replace Lumber Camps and Mining Camps.
- Fortified Churches replace Monasteries, and provide +10% work rate to Villagers[note 15] in a 19 tile square.[note 16]
- Units and buildings receive -20% damage (-40% instead of -25%) when fighting from higher elevation.
- Mounted units regenerate 2/8/14 hit points per minute in the Feudal/Castle/Imperial Age.
Team bonus[]
- Repairing buildings costs -25% resources.
Goths[]


The Gothic Castle
- Focus: Infantry
- Wonder: Mausoleum of Theoderic I
Unique unit[]
Huskarl: Archer-resistant infantry unit.
Unique technologies[]
Anarchy: Allows the creation of Huskarls at the Barracks.
Perfusion: Increases the working speed of Barracks by +100%.
Civilization bonuses[]
- Infantry units are 15%/20%/25%/30% cheaper in the Dark/Feudal/Castle/Imperial Age.
- Infantry units have +1/+2/+3 attack bonus against standard buildings in the Feudal/Castle/Imperial Age.
- Hunters have +5 attack against aggressive huntables (Wild Boar, Javelina, Elephant, Rhinoceros) and carry +15 food. Hunt lasts 20% longer.
- Loom is researched instantly.
- +10 population cap in the Imperial Age.
Team bonus[]
- Barracks work 20% faster.
Gurjaras[]


The Gurjara Castle
- Focus: Cavalry and Camel
- Wonder: Somnath Temple
Unique units[]
Chakram Thrower: Light infantry with a ranged melee attack and pass-through damage.
Shrivamsha Rider: Light cavalry which can dodge projectile attacks.
Camel Scout: Early camel unit.
Unique technologies[]
Kshatriyas: Military units cost -25% food.
Frontier Guards: Camel Riders and Elephant Archers +4 melee armor.
Civilization bonuses[]
- Start the game with a Camel Scout.
- Starts with 2 Forage Bushes under the Town Center.
- Can garrison Docks with allied Fishing Ships.[note 17]
- Can garrison Mills with herdable animals to produce food.[note 18]
- Mounted units deal +20%/+30%/+40% bonus damage in the Feudal/Castle/Imperial Age.
Team bonus[]
Hindustanis[]


The Hindustani Castle
- Focus: Camel and Gunpowder
- Wonder: Maqbara-i Humayun
Unique units[]
Ghulam: Archer-resistant infantry unit that thrusts its spear through multiple targets.
Imperial Camel Rider: Unique upgrade of the Heavy Camel Rider, provides additional hit points and attack.
Unique technologies[]
Grand Trunk Road: Increases the speed of all gold income by +10%. Trading fee reduced to 10%.
Shatagni: Gives Hand Cannoneers +2 range.
Civilization bonuses[]
- Villagers are 8/13/18/23% cheaper in the Dark/Feudal/Castle/Imperial Age.
- Camel Riders attack 20% faster.
- Gunpowder units have +1/+1 armor.
- Can build Caravanserais in the Imperial Age.
Team bonus[]
- Camel units and light cavalry units[note 19] have +2 attack against standard buildings.
Huns[]


The Hunnic Castle
- Focus: Cavalry
- Wonder: Arch of Constantine (ruined)
Unique unit[]
Tarkan: Cavalry unit that excels at razing defensive structures.
Unique technologies[]
Marauders: Allows the creation of Tarkans at the Stable.
Atheism: Adds 100 years to Wonder and Relic victory countdowns and reduces enemy Relic resource generation by 50%.
Civilization bonuses[]
- Start the game with -100 wood, but with the population cap at the maximum.
- On Nomadic maps, the first Town Center spawns a Hunnic Horse.
- Mounted archers are 10%/20% cheaper in the Castle/Imperial Age.
- Trebuchets have +35% accuracy against units and small targets.[note 20]
Team bonus[]
- Stables work 20% faster.
Inca[]


The Inca Castle
- Focus: Infantry
- Wonder: The Temple of the Sun at Machu Picchu
Unique units[]
Kamayuk: Infantry wielding a long spear that allows attacking at range and attack bonus against cavalry.
Slinger: Foot archer with a massive attack bonus against infantry.
Unique technologies[]
Andean Sling: Slingers +1 attack and removes the minimum range from Slingers and Skirmishers.
Fabric Shields: Gives Eagle Warriors, Kamayuks, and Slingers +1/+2 armor.
Civilization bonuses[]
- Military units cost -10%/-15%/-20%/-25% food in Dark/Feudal/Castle/Imperial Ages
- Villagers benefit from Blacksmith infantry upgrades starting in the Castle Age.
- Houses support 10 population.
- Buildings cost -15% stone.
Team bonus[]
- Start with a free Llama.
Italians[]


The Italian Castle
- Focus: Foot archers and Navy
- Wonder: Genoa Cathedral, Cathedral of St. Lawrence
Unique units[]
Genoese Crossbowman: Foot archer with an attack bonus against cavalry.
Condottiero: Infantry with an attack bonus against gunpowder units.
Unique technologies[]
Silk Road: Halves trade units' cost.
Pirotechnia: Hand Cannoneers are more accurate and deal pass-through damage.
Civilization bonuses[]
- Advancing to the next Age is 15% cheaper.
- Foot archers (except Skirmishers) and Condottieri +1/+1 armor.
- Dock and University technologies are 33% cheaper.
- Fishing Ships are 15% cheaper.
- Gunpowder units are 20% cheaper.
Team bonus[]
- Condottieri are available at the Barracks.
Japanese[]


The Japanese Castle
Unique unit[]
Samurai: Fast-attacking infantry with an attack bonus against unique units.
Unique technologies[]
Yasama: Gives towers two extra arrows.
Kataparuto: Makes Trebuchets pack, unpack, and fire faster.
Civilization bonuses[]
- Fishing Ships have double hit points, +2 pierce armor, and work 5%/10%/15%/20% faster in the Dark/Feudal/Castle/Imperial Age.
- Mills, Lumber Camps and Mining Camps are 50% cheaper.
- Infantry attack 33% faster starting in the Feudal Age.
- Mounted archers +2 attack vs. archers (except Skirmishers).
Team bonus[]
- Galleys have +4 Line of Sight.
Jurchens[]


The Jurchen Castle
- Focus: Cavalry and Gunpowder
- Wonder: Yinshan Pagoda Forest
Unique unit[]
Iron Pagoda: Heavy cavalry who periodically brushes off a melee attack
Grenadier: Ranged gunpowder unit who throws explosives dealing blast damage
Unique technologies[]
Fortified Bastions: Fortifications[note 21] regenerate 500 hit points per minute.
Thunderclap Bombs: Rocket Carts, Grenadiers, and Lou Chuans detonate when defeated; projectiles produce additional explosions.
Civilization bonuses[]
- Meat of hunted and livestock animals does not decay.[note 22]
- Mounted units and Fire Lancers attack +20% faster starting in the Feudal Age
- Siege Engineers available in the Castle Age
- Siege and fortification technologies[note 23] cost -75% wood and research +100% faster
- Military units receive -50% friendly fire damage
Team bonus[]
- Gunpowder units +2 Line of Sight
Khitans[]


The Khitan Castle
- Focus: Infantry and Cavalry
- Wonder: Pagoda of Fogong Temple
Unique unit[]
Liao Dao: A heavy infantry which deals bleeding damage
Mounted Trebuchet: A cavalry siege unit whose attacks leave burning fire on the ground
Unique building[]
Unique technologies[]
Lamellar Armor: Infantry and skirmishers reflect 25% melee damage back to the attacker.
Ordo Cavalry: Cavalry regenerates 150% hit points per minute in combat.
Pasture technologies[]
Domestication: New Pastures provide +1 animal.
Pastoralism: New Pastures provide +2 animals.
Transhumance: New Pastures provide +3 animals.
Civilization bonuses[]
- Shepherds and Herders generate +10% food.[note 24]
- The effects of Forging and Iron Casting are doubled.
- Skirmishers, Genitours, and the Spearman and Scout Cavalry lines train and upgrade +25% faster.
- Heavy Cavalry Archer upgrade available in the Castle Age and costs -50%
Team bonus[]
- Infantry units +2 attack vs ranged soldiers
Khmer[]


The Khmer Castle
- Focus: Siege and Elephant
- Wonder: Central shrine of the Angkor Wat temple complex
Unique unit[]
Ballista Elephant: Heavy cavalry siege unit.
Unique technologies[]
Tusk Swords: Battle Elephants +3 attack.
Double Crossbow: Ballista Elephants and Scorpions fire an additional bolt of half strength.
Civilization bonuses[]
- No buildings are required to advance to the next age or to unlock other buildings.
- Battle Elephants move 10% faster.
- Farmers don't carry food but rather add it directly to the stockpile without any drop-off, but work 5% slower.
- Villagers (and Kings) can garrison in Houses.
Team bonus[]
- Scorpions have +1 range.
Koreans[]


The Korean Castle
- Focus: Defensive and Naval
- Wonder: Hwangnyong Temple
Unique units[]
War Wagon: Heavily armored cavalry archer.
Turtle Ship: Heavily armored ship that fires cannonballs.
Unique technologies[]
Eupseong: Towers (except Bombard Towers) have +2 range.
Shinkichon: Rocket Carts and Turtle Ships have +1 range and fire additional rockets.
Civilization bonuses[]
- Stone Miners work 20% faster.
- Archer armor and tower upgrades are free (Bombard Tower requires Chemistry).
- Archer and infantry units cost -50% wood.
- Warships cost -20% wood.
Team bonus[]
- Villagers have +3 Line of Sight.
Lithuanians[]


The Lithuanian Castle
- Focus: Cavalry and Monk
- Wonder: Trakai Island Castle
Unique units[]
Leitis: Cavalry whose attack ignores unit's armor.
Winged Hussar: Unique upgrade of the Light Cavalry replacing the Hussar (shared with the Poles).
Unique technologies[]
Hill Forts: Town Centers +3 range.
Tower Shields: Spearman line and Skirmishers +2 pierce armor.
Civilization bonuses[]
- Each Town Center (including starting one) provides +100 food.
- Spearman line and Skirmishers move 10% faster.
- Each garrisoned Relic gives +1 attack to Knights and Leitis (maximum +4).
Team bonus[]
- Monasteries (and Fortified Churches) work 20% faster.
Magyars[]


The Magyar Castle
- Focus: Cavalry
- Wonder: Hunyad Castle
Unique unit[]
Magyar Huszar: Light cavalry with an attack bonus against siege weapons.
Unique technologies[]
Corvinian Army: Magyar Huszar gold cost is replaced by additional food cost.
Recurve Bow: Mounted archers +1 attack and range.
Civilization bonuses[]
- Forging, Iron Casting, and Blast Furnace are free.
- Scout Cavalry line is 15% cheaper.
- Villagers kill wild animals in one strike.[note 25]
Team bonus[]
- Mounted archers are trained 25% faster.
Malay[]


The Malay Castle
- Focus: Infantry and Naval
- Wonder: Kalasan Temple
Unique unit[]
Karambit Warrior: Cheap infantry that only takes up half a population space.
Unique building[]
Harbor: Docks which shoots multiple arrows like a Yasama Watch Tower.
Unique technologies[]
Thalassocracy: Upgrades Docks to Harbors.
Forced Levy: Militia line costs +20 food, -20 gold.
Civilization bonuses[]
- Advancing in Age is +66% faster.
- Fish Traps are 33% cheaper and provide 3Ć food.
- Battle Elephants are 25% cheaper in the Castle Age, 35% cheaper in the Imperial Age.
- Infantry armor upgrades are free.
Team bonus[]
- Docks have +6 Line of Sight.
Malians[]


The Malian Castle
- Focus: Infantry
- Wonder: Great Mosque of DjennƩ
Unique unit[]
Unique technologies[]
Tigui: Town Centers fire +8 arrows always.
Farimba: Cavalry units +5 attack.
Civilization bonuses[]
- Buildings cost -15% wood (except Farms and starting Town Center).
- Barracks units have +1/+2/+3 pierce armor in the Feudal/Castle/Imperial Age.
- Villagers drop off +10% gold.[note 26]
Team bonus[]
- Universities work +80% faster.
Maya[]


The Mayan Castle
- Focus: Foot archer
- Wonder: Temple of the Great Jaguar (Tikal Temple I)
Unique unit[]
Plumed Archer: Quick foot archer with high hit points and pierce armor, but low attack.
Unique technologies[]
Hul'che Javelineers: Skirmishers throw an additional projectile, which deals one pierce attack.
El Dorado: Eagle Warriors +40 hit points.
Civilization bonuses[]
- Start the game with an Eagle Scout.
- Start the game with +1 Villager, but with -50 food.
- Resources last 15% longer.[note 27]
- Foot archers (except Skirmishers) are 10%/20%/30% cheaper in the Feudal/Castle/Imperial Age.
Team bonus[]
Mongols[]


The Mongol Castle
- Focus: Mounted archers
- Wonder: Great Tent of Genghis Khan
Unique unit[]
Mangudai: Mounted archer with an attack bonus against siege weapons.
Unique technologies[]
Nomads: Makes Houses keep their population space if they are destroyed.
Drill: Increases the movement speed of Siege Workshop units by +50%.
Civilization bonuses[]
- Cavalry archers fire 25% faster.
- Scout Cavalry-line and Steppe Lancers +20/30% hit points in the Castle/Imperial Age.[note 28]
- Hunters work 40% faster.
Team bonus[]
- The Scout Cavalry line has +2 Line of Sight.
Persians[]


The Persian Castle
Unique units[]
War Elephant: Slow but extremely powerful cavalry unit.
Savar: Unique upgrade of the Cavalier, replacing the Paladin.
Unique technologies[]
Kamandaran: Archer-line cost changed from 25 wood, 45 gold to 60 wood.
Citadels: Castles +4 attack, +3 against rams, +3 against infantry, and receive -25% bonus damage.
Civilization bonuses[]
- Start the game with +50 food, +50 wood.
- Town Centers and Docks have double hit points and work 5%/10%/15%/20% faster in the Dark/Feudal/Castle/Imperial Age.
- Parthian Tactics available in the Castle Age.
- Can build Caravanserais in the Imperial Age.
Team bonus[]
Poles[]


The Polish Castle
- Focus: Cavalry
- Wonder: Wawel Cathedral
Unique units[]
Obuch: Infantry whose attack reduces the target unit's armor.
Winged Hussar: Unique upgrade of the Light Cavalry replacing the Hussar (shared with the Lithuanians).
Unique building[]
Folwark: Free upgrade to the Mill,[note 29] which collects 8% food from nearby constructed Farms and provides +5 population space.
Unique technologies[]
Szlachta Privileges: Knight line costs -60% gold.
Lechitic Legacy: Scout Cavalry line deals 33% trample damage in 0.5 tiles radius.
Civilization bonuses[]
- Villagers regenerate 10/15/20 HP per minute in the Feudal/Castle/Imperial Age.
- Stone miners generate 33% gold in addition to stone.
- Bloodlines and Scout Cavalry-line upgrades cost -50% food.
Team bonus[]
- The Scout Cavalry line has +1 attack vs. archers.
Portuguese[]


The Portuguese Castle
- Focus: Naval and Gunpowder
- Wonder: BelƩm Tower
Unique units[]
Organ Gun: Gunpowder siege unit filling a similar purpose as the Scorpion.
Caravel: Warship that causes pass-through damage, like the Scorpion.
Unique technologies[]
Carrack: Ships have +1/+1 armor.
Arquebus: Gunpowder units can track moving targets.
Unique building[]
Feitoria: Building that costs 20 population but slowly and passively generates resources.
Civilization bonuses[]
- All units cost ā20% gold.
- All ships have +10% hit points.
- Foragers generate wood in addition to food (0.33 wood per food).
Team bonus[]
- All technologies (excluding Age ups) research 25% faster.
Romans[]


The Roman Castle
Unique units[]
Legionary: Sturdy infantry unit. Replacement of the Two-Handed Swordsman and Champion upgrades.
Centurion: Heavy cavalry unit that increases the attack and movement speeds of nearby Militia-line units.
Unique technologies[]
Ballistas: Scorpions fire 33% faster, the Galley-line has +2 attack.
Comitatenses: Militia-line, Knight-line, and Centurions train 50% faster and receive +5 charge attack over 20 seconds.
Civilization bonuses[]
- Villagers gather, build, and repair 5% faster.
- Galley-line and Dromon +1/+1 armor.
- Infantry receives double the effect from Blacksmith armor upgrades.
- Scorpions cost -60% gold.
Team bonus[]
- The Scorpion-line's minimum range is reduced to 1.
Saracens[]


The Saracen Castle
- Focus: Camel and Naval
- Wonder: Great Mosque of Samarra
Unique unit[]
Mameluke: Camel cavalry with ranged melee attack, and an attack bonus against mounted units.
Unique technologies[]
Bimaristan: Monks automatically heal multiple nearby units.
Counterweights: Trebuchets and Mangonel-line +15% attack.*
Civilization bonuses[]
- The commodity trading fee is 5%.
- Markets cost 75 wood.
- Transport Ships have double hit points and +20 carry capacity.
- Galleys attack 25% faster.
- Camel units +25% hit points.
Team bonus[]
- Foot archers have +3[note 30] attack against standard buildings.
Shu[]


The Shu Castle
Unique unit[]
White Feather Guard: Infantry whose attack slows enemies
War Chariot: Cavalry siege unit with two attack modes replacing the Scorpion-line
Liu Bei (hero): Infantry hero with a build limit of 1 which heals nearby units
Unique technologies[]
Coiled Serpent Array: Spearman-line and White Feather Guards gain additional hit points when near each other.
Bolt Magazine: Archer-line,[note 31] War Chariots, and Lou Chuans fire additional projectiles.[note 32]
Civilization bonuses[]
- Lumberjacks generate 1 food for every 10 wood.
- Archery unit technologies at the Archery Range and Blacksmith cost -25%
- Siege weapons, War Chariots, and Lou Chuans[note 33] move +10/15% faster in Castle/Imperial Age
Team bonus[]
- Foot archer units except Skirmishers +2 Line of Sight
Sicilians[]


The Sicilian Castle
- Focus: Infantry and Cavalry
- Wonder: Monreale Cathedral
Unique unit[]
Serjeant: Heavily-armored infantry unit that can also build Donjons. It is available starting in the Feudal Age, and is upgraded for free upon reaching the Castle Age.
Unique building[]
Donjon: Watch Tower line replacement which gets stronger when aging up and can train Serjeants and the Spearman line.
Unique technologies[]
First Crusade: Each Town Center (up to 5) spawns a one-time group of 5 Serjeants; also increases resistance against conversion (+4/+4 min/max conversion intervals, effect identical to Faith).
Hauberk: Knight-line +1/+2 armor.
Civilization bonuses[]
- Start with +100 stone.[note 34]
- Fortifications built 50%, Town Centers built 100% faster.[note 35]
- Land military units (except siege weapons) receive 33% less bonus damage.[note 36]
- Farm upgrades provide additional +125% food.[note 37]
Team bonus[]
- Transport Ships have +5 Line of Sight and cost -50%.
Slavs[]


The Slavic Castle
- Focus: Infantry and Siege
- Wonder: Kizhi Pogost
Unique unit[]
Unique technologies[]
Detinets: Replaces 40% of Castles' and Towers' stone cost with wood.
Druzhina: Infantry units damage adjacent units in +0.5 tiles radius with 5 damage.
Civilization bonuses[]
- Farmers work 15% faster.
- Arson and Gambesons are free.
- Siege Workshop units are 15% cheaper.
- Monks move 20% faster.
Team bonus[]
- Barracks, Archery Ranges, Stables, and Siege Workshops provide +5 population.
Spanish[]


The Spanish Castle
- Focus: Gunpowder and Monk
- Wonder: Torre del Oro
Unique units[]
Conquistador: Mounted gunpowder unit.
Missionary: Mounted Monk.
Unique technologies[]
Inquisition: Increases conversion speed for Monks and Missionaries. Missionaries +1 range.
Supremacy: Gives Villagers +6 attack, +2/+2 armor, and +40 hit points.
Civilization bonuses[]
- Builders work 30% faster (20% for Wonders).
- Blacksmith upgrades don't cost gold.
- Cannon Galleon projectiles can track moving targets[note 38] and move faster.[note 39]
- Gunpowder units fire 18% faster.[note 40]
- Receive 20 gold for each technology researched.
Team bonus[]
Tatars[]


The Tatar Castle
- Focus: Mounted archer
- Wonder: Ulugh Beg Observatory
Unique units[]
Keshik: Cavalry that generates gold with each attack.
Flaming Camel: Camel that explodes like a Petard, with attack bonuses against mounted units and elephants.
Unique technologies[]
Silk Armor: Scout Cavalry line, Steppe Lancers and mounted archers have +1/+1 armor.
Timurid Siegecraft: Trebuchets have +2 range.
Civilization bonuses[]
- Herdable animals contain +50% food.[note 41]
- Units[note 42] do +20% damage[note 43] when attacking from higher elevations (+50% instead of +25%).
- Parthian Tactics and Thumb Ring are free.
- Two Sheep spawn near newly-constructed Town Centers starting in the Castle Age.
Team bonus[]
- Mounted archers have +2 Line of Sight.
Teutons[]


The Teutonic Castle
- Focus: Infantry
- Wonder: Maria Laach Abbey
Unique unit[]
Teutonic Knight: Slow but strong infantry.
Unique technologies[]
Ironclad: Gives siege weapons +4 melee armor.
Crenellations: Gives Castles +3 range and makes garrisoned infantry shoot arrows.
Civilization bonuses[]
- Monks have double healing range.
- Towers garrison twice as many units.
- Murder Holes and Herbal Medicine are free.
- Farms are 40% cheaper.
- Town Centers can garrison +10 units.
- Barracks and Stable units receive +1/+2 melee armor in the Castle/Imperial Age.
Team bonus[]
- Units and buildings resist conversion (+3/+1 min/max conversion intervals).
Turks[]


The Turkish Castle
- Focus: Gunpowder
- Wonder: Selimiye Mosque
Unique unit[]
Janissary: More powerful version of the Hand Cannoneer.
Unique technologies[]
Sipahi: Mounted archers +20 hit points.
Artillery: +2 range for Bombard Towers, Bombard Cannons, Cannon Galleons.
Civilization bonuses[]
- Gunpowder units have +25% hit points.
- Chemistry is free.
- Gunpowder technologies are 50% cheaper.[note 44]
- Gold Miners work 20% faster.
- Light Cavalry and Hussar upgrades are free.
- Scout Cavalry line gain +1 pierce armor.
Team bonus[]
- Gunpowder units are created 25% faster.
Vietnamese[]


The Vietnamese Castle
- Focus: Archer
- Wonder: Bút ThÔp
Unique units[]
Rattan Archer: Foot archer with high pierce armor.
Imperial Skirmisher: Upgrade of the Elite Skirmisher, provides additional hit points and attack.
Unique technologies[]
Chatras: Gives Battle Elephants +100 hit points.
Paper Money: Lumberjacks generate gold when working.
Civilization bonuses[]
- Archery Range units and Fire Lancers have +20% hit points.
- Reveal enemy initial Town Centers location at the start of the game.
- Conscription is free.
- Economic technologies (except Coinage and Banking) cost no wood and are researched 100% faster.
Team bonus[]
- Imperial Skirmisher upgrade is available at the Archery Range (requires the Imperial Age and Elite Skirmisher).
Vikings[]


The Viking Castle
- Focus: Infantry and Naval
- Wonder: Borgund Stave Church
Unique units[]
Berserk: Infantry that can regenerate.
Longboat: Quick warship that fires multiple arrows.
Unique technologies[]
Chieftains: Gives infantry +5 attack against cavalry and +4 attack against camels; infantry generate gold when killing villagers, trade units and monks.
Bogsveigar: Archer-line and Longboats +1 attack (available since update 81058).
Civilization bonuses[]
- Wheelbarrow and Hand Cart free.
- Warships cost -15%/-15%/-20% in the Feudal/Castle/Imperial Age.
- Infantry have +20% hit points starting from the Feudal Age.
Team bonus[]
- Docks are 15% cheaper.
Wei[]


The Wei Castle
- Focus: cavalry
- Wonder: Songyue Pagoda
Unique unit[]
Tiger Cavalry: Heavy cavalry which gains hit points and attack as it defeats enemy units
Xianbei Raider: Mounted archer who shoots multiple arrows periodically
Cao Cao (hero): Cavalry hero with a build limit of 1 who increases attack speed of nearby units
Unique technologies[]
Tuntian: Soldiers passively produce food.
Ming Guang Armor: Mounted units +4 melee armor.
Civilization bonuses[]
- Receive one free Villager for each Mill, Lumber Camp and Mining Camp technology researched
- Hei Guang Cavalry and Xianbei Raider +15%/30% HP in Castle/Imperial Age
- Traction Trebuchets and Lou Chuans cost -25%
Team bonus[]
- Cavalry units +2 attack vs siege weapons
Wu[]


The Wu Castle
- Focus: infantry and naval
- Wonder: Jing'an Temple
Unique unit[]
Fire Archer: Anti-building archer which has different attack modes when attacking units and buildings
Jian Swordsman: Heavy swordsman which loses its shield when it takes enough damage, gaining attack and speed but losing armor
Sun Jian (hero): Cavalry hero with a build limit of 1 which speeds up nearby units
Unique technologies[]
Red Cliffs Tactics: Demolition Ships and Fire Archers deal fire damage to ships and buildings.
Sitting Tiger: Traction Trebuchets and Lou Chuan trebuchet weapons fire additional projectiles.
Civilization bonuses[]
- Barracks, Archery Ranges, Stables, Siege Workshops, Castles, and Docks provide +65 food when constructed
- Infantry regenerate 10/20/30 hit points per minute in Feudal/Castle/Imperial Age
- Jian Swordsmen and Hei Guang Cavalry have +2 attack in Imperial Age
- Careening and Dry Dock available one Age earlier, cost and research time -75%
Team bonus[]
- Houses built +100% faster
Gallery[]
Notes[]
- ā This means that:
Double-Bit Axe and
Bow Saw provide +28% boost instead of +20%.
- All mining upgrades provide +21% boost instead of +15%.
- ā Hence, the Militia, Man-at-Arms, and Condottiero are excluded
- ā This is internally handled by the units, instead of the buildings. This means that this bonus applies to any buildings converted by the Aztecs, but not any buildings converted from the Aztecs (the opposite of standard behavior).
- ā "Bonus damage" is incoming damage of all armor classes except for melee or pierce damage. For more details, see Armor class (Age of Empires II).
- ā Minimum conversion interval increased by +3, and maximum conversion interval increased by +1. For more details, see conversion.
- ā Does not affect Kreposts or Donjons.
- ā Essentially, Bohemian spear units deal +25% attack vs mounted units. For more details, see Armor class (Age of Empires II).
- ā Man-at-Arms, Long Swordsman, and Two-Handed Swordsman upgrades are free.
- ā Farmers generate 0.017 gold per second while in gathering animation, or roughly 0.014 gold per second with no upgrades and 0.017 gold per second with full upgrades (Heavy Plow, Wheelbarrow, and Hand Cart).
- ā The affected technologies are:
Wheelbarrow ā
Hand Cart
Horse Collar ā
Heavy Plow ā
Crop Rotation
Double-Bit Axe ā
Bow Saw ā
Two-Man Saw
Gold Mining ā
Gold Shaft Mining
Stone Mining ā
Stone Shaft Mining
Caravan
Guilds
Gillnets
- ā The bonus modifies all existing attack classes of the unit (e.g. Hand Cannoneer receives Ć1.25 attack multiplier towards its pierce damage, anti-infantry damage, and anti-spearman damage). For more details, see Armor class (Age of Empires II).
- ā While commonly quoted as "enemy", the ability to convert herdable animals also works on allied and neutral players too. The ability does not work on other Celt players irrespective of their diplomatic stance. The ability is called "Dominant Line of Sight" behind the scenes.
- ā The bonus is applied after Farm technologies, so a Farm with Horse Collar researched starts with food.
- ā For any additional Town Centers built in the Feudal Age, the construction time is increased by 80% (2:30 ā 4:30 minutes construction time); this includes the situation where the player has lost their starting Town Center. The debuff is removed instantly upon reaching the Castle Age, even for a Town Center whose foundation was laid in the Feudal Age.
- ā Similar to the Roman bonus, it includes constructing and repairing.
- ā The influence zone is a square, with the maximum distance being a chess-board distance of 8 tiles measured from all edges of the Fortified Church.
- ā The bonus works by allowing Docks to garrison ships. Docks naturally have 10 garrison space to allow newly created units to remain garrisoned by default. Among ships, only Fishing Ships have the permission (see Tasks in Genie Editor) to garrison. Combining all these and the standard rules for garrison, Gurjara Docks can garrison max 10 Fishing Ships of their allies.
- ā
Cumulative food generation rates for various numbers of Sheep stored in Mills, before and after update 66692
- Food generated per minute , where
- Total Food of livestock stored across all Mills
- Natural Logarithm function
- ā The following units are considered light cavalry units: Scout Cavalry line, Magyar Huszar, Steppe Lancer, and Shrivamsha Rider.
- ā Their accuracy against units is raised from 15% to 50%.
- ā Refers to Castles, Town Centers, walls, gates, and the Watch Tower line. It can affect Bombard Towers, though the civilization does not have access to them. It does not affect the Outpost.
- ā Animals killed by and animals whose food was last collected by Jurchen Villagers do not decay. This is reset when a non-Jurchen Villager starts collecting from the carcass. The opposite works too; if an animal was killed by a non-Jurchen Villager, it will decay until a Jurchen Villager starts collecting from the carcass.
- ā Refers to:
- ā This bonus has three implications:
- Shepherds and Herders work 10% faster.
- Herdable animals and Pastures have +10% food.
- Shepherds and Herders have +10% carry capacity.
- ā Villagers have +30 attack bonus against the Predator Animal armor class, which ensures that they can kill any 25 HP predator in one strike, even when attacking from downhill.
- ā This bonus has three implications:
- Gold miners and Oyster gatherers work 10% faster.
- Gold Mines and Oysters have +10% gold.
- Gold miners and Oyster gatherers have +10% carry capacity.
- ā Due to the way this bonus works (lowered work rates are multiplied by higher resource gains), farming is ~2.5% / 5.5% / 2.5% slower with no upgrades / Wheelbarrow / Hand Cart, respectively (slightly lower difference with Heavy Plow researched) Source: Reddit ā 'Some updated & completed Farming Workrate Values for the tail end of 2017'.
- ā The bonus is applied before Bloodlines, so a Mongol Light Cavalry has hit points without Bloodlines and hit points with Bloodlines in the Imperial Age.
- ā Unlike the Donjons for Sicilians, the Folwark does not actually replace the Mill. The Folwark is an upgrade to the Mill at the start of the game for free.
- ā The Saracen team bonus displays +2 in the technology tree, even though it gives +3 attack against the standard building armor class. This is by design, since the description is meant to tell players about the effect in practice, not the value in the data files. Archers typically do a minimum damage of 1 against buildings. The +3 attack bonus against buildings results in an additional 2 damage being dealt to buildings; hence the +2 in the technology tree.
However, in some cases the extra damage is indeed +3, such as against buildings with low pierce armor (Outposts, palisades, and Gates). For example, a Feudal Age Saracen Archer (4 pierce damage) attacking an Outpost (0 pierce armor) deals 7 damage instead of 4.
The Saracen team bonus affects Skirmishers and Slingers because they are in the same unit class as the Archer-line. It does not affect Hand Cannoneers, because they have their own unit class. - ā Secondary projectiles identical to those of the Chu Ko Nu
- ā Said units fire +2 projectiles. Lou Chuans and War Chariots in Barrage mode fire another.
- ā Despite the bonus stating that it affects siege warships, only the ones normally available to the Shu are affected.
- ā Requires a Town Center to be built first.
- ā Requires a Town Center to be built first, which means it does not apply to the first Town Center on Nomadic starts.
- ā "Bonus damage" is incoming damage of all armor classes except for melee or pierce damage. It is also applied to Gaia damage, i.e. reduces the bonus damage of Wild Boars versus cavalry. "Land military units" excludes Monks. The bonus does not apply to hill bonus/cliff damage.
- The bonus is applied to units and is thus preserved for other civilizations upon conversion. Conversely, if a Sicilian Monk converts a non-Sicilian unit, the latter will not receive the bonus damage reduction.
- In practical cases, the bonus applies to (foot and mounted) archers, infantry, and cavalry. Note that while Petards are affected, normal Petards do not take any bonus damage to begin with. The bonus also applies to Flaming Camels and all Hand Cannoneers in scenario editor.
- ā For a total of 344 food after Horse Collar, 625 food after Heavy Plow, and 1019 food after Crop Rotation.
- ā Ballistics-like effect without the need to research the technology
- ā At 7 tiles per second instead of the regular 3.5 (unmentioned in the tech tree).
- ā Applies to Hand Cannoneers, Bombard Cannons, and Cannon Galleons. Does not apply to Conquistadors, but they have a base reload time of 2.9, the same as a Spanish Hand Cannoneer.
- ā Technically Villagers can extract +57% food assuming no rotting, but considering gathering by five to six Villagers and standard rotting rates, the average food collected is +50% over normal.
- ā Buildings are also affected.
- ā The bonus only applies to the primary projectiles of projectile units. As such, it does not affect Town Centers and only applies to the first projectile of other defensive structures and Mercenary Kipchaks. In a broader context, it applies to all projectiles of (converted) Organ Guns and Dromons, since all of their projectiles are primary.
- ā Since update 47820, the 50% cost reduction only applies to the Bombard Tower technology and the Elite Cannon Galleon upgrade. It also applied to the Cannon Galleon technology before it was removed from the game with update 47820 and to Hand Cannon and the Bombard Cannon technologies before they were removed in The Conquerors. It does not apply to Artillery or the Elite Janissary upgrade.
Wonders map[]
Civilization icons are placed at the real world locations of their Wonders. Since the Mongol Wonder is the golden tent of Genghis Khan, the map shows it at Avarga, the capital of their empire during his rule.