The Feudal Age is the second Age in Age of Empires II. It allows the training and building of more units and buildings as well as more technologies to research. Players have access to a spectrum of infantry, cavalry, archer, and naval units and effective defensive structures.
The Feudal Age is followed by the Castle Age.
Note: The list below only shows the units, buildings, and technologies that are activated when a player advances to the Feudal Age.
The Feudal Age is a period of economic development, where military clashes usually begin to occur, such as raiding enemy Villagers. It is at this stage of the game when most players decide which strategy they will follow in later Ages.
Aggressive players may emphasize their raiding with Archers, while others may opt to bypass that in order to quickly advance to train Knights before the enemy can build up defenses. Players also often begin walling off weaknesses in their base to prevent an early attack from other players. The Feudal Age is also generally where different civilizations begin to stand out. Archer and ship-based civilizations begin training units under their specialties in this Age.
Typically by this stage, Berries, herdable animals, and huntable animals are exhausted, and the economy moves towards Farms, supported by lumber. Gold mining also begins in earnest for technological and military advancement, including the Castle Age. Considering to start to mining stone for tower rushing or later in preparation for Castles is also important.
If going aggressive with the intention to perform infantry, archer, or cavalry rushes, the player has to build a Barracks first, and then in necessary an Archery Range or a Stable. At least two of the appropriate building, depending the civilization's specialty, should be built. One Blacksmith is also important in order to improve their units and to Age up later. Also, calculating and focusing on the required resources for creating and improving the selected units is important; for example, four Gold Miners will keep an Archery Range in full Archer production. If the player goes for a tower rush, turtling strategy, or a fast Castle followed by a Castle drop, they should focus on gathering wood and stone, build a Market (for resource interchange) and leave at least eight Villagers on the Farms to sustain economy.
If the player intends to boom or goes for a fast Castle, the most useful building to Age up with is still the Blacksmith followed by either Stables for a Knight rush, or a Market for a Monk rush, or other Castle Age rushes. Meanwhile, the player may just build a Barracks and train a few Spearmen and maybe add a few towers to defend themselves. Economical focus should be food and gold.
When aging up to the Castle Age, as with other Ages, two buildings from the Feudal Age are required, which usually includes a Blacksmith and one of the new military buildings. Notable is the first inclusion of 200 gold in this cost.
In team games, reaching the Feudal Age for the Market is even more important because Cartography becomes available, enabling the player to share their allies' Line of Sight. Springboard tactics also start in the Feudal Age, as the building also enables the sending of resources.
- Blacksmith - building to research military upgrades
- Fish Trap - water food source
- Market - building for trade
- Town Center - trains and upgrades Villagers (Cumans only1)
- It takes 270 seconds (120 more than the standard Castle Age Town Center) for Cumans to create a Town Center in the Feudal Age and they can only build a maximum of one.
- Archery Range - trains and upgrades archers
- Stable - trains and upgrades cavalry
- Siege Workshop - trains and upgrades siege units (Cumans only)
- Watch Tower - defensive Tower that attacks enemies on sight
- Donjon1 - defensive Tower that attacks enemies on sight (Sicilians only)
- Stone Wall - protects an area from enemy attacks
- Gate - integrated into Walls, allows allies to pass
- The Donjon is also a military building that trains Serjeants, but is not counted for the requirement for ageing up.
At the Dock
- Trade Cog - water trade unit
At the Market
- Trade Cart - land trade unit
At the Barracks
- Man-at-Arms (upgrade to Militia) - swordsman unit
- Spearman - anti-cavalry unit
- Eagle Scout - scouting unit
At the Archery Range
At the Stable
- Scout Cavalry - mounted scouting unit
- Camel Scout - mounted anti-cavalry scouting unit (Gurjaras only)
At the Dock
- Galley - basic war ship
- Demolition Raft - self-destructive vessel
- Fire Galley - war ship with a flamethrower
At the Town Center
At the Mill
At the Lumber Camp
At the Mining Camp
At the Market
- Cartography - see allies' LOS (free in the Definitive Edition, allies' LOS is immediately shared upon completion of a Market)
- Coinage - decreases tribute fee (before patch 5.8 where it moved to the Castle Age)
At the Barracks
- Tracking - improves infantry LOS by 2 (free in the Definitive Edition)
- Supplies - Reduces the food cost of Militia line units (since the Definitive Edition)
At the Stable
At the Blacksmith
- Scale Mail Armor - increases infantry armor by +1/+1
- Fletching - projectiles' range and attack increased by +1
- Padded Archer Armor - increases archer armor by +1/+1
- Forging - increases infantry and cavalry attack by +1
- Scale Barding Armor - increases cavalry armor by +1/+1
- Bengalis: Spawn 2 villagers from every Town Center when they reach the Feudal Age.
- Burgundians: Feudal Age economic technologies are available in the Dark Age. Castle Age economic technologies are available in the Feudal Age.
- Dravidians: Receive 200 wood when they reach the Feudal Age.
- Ethiopians: Receive 100 food and 100 gold when they reach the Feudal Age.
- Italians: Advancing to the Feudal Age is cheaper, 425 food instead of 500 food.
- Khmer: No buildings are required to advance to the Feudal Age.
- Malay: Advancing to the Feudal Age is faster, 78 seconds instead of 130.
- Persians: In the release version, advancing to the Feudal Age is 5% faster. With update 36906, advancing to the Feudal Age speed is restored to normal.
|“||The Frankish Empire assembled by Charlemagne in the ninth century can be considered the end of the Dark Age in Europe and the beginning of the Feudal Age. Barbarian tribal groups that overran much of Western Europe were giving way to better-organized regional powers. The church in Rome was providing a unifying social fabric. Charlemagne attempted to revive learning and encouraged a new interest in the arts. His empire fractured after his death, however, and new waves of barbarians undid much of his work. Political and economic power shifted away from kings to local lords who ruled within a shifting hierarchy of vassalage. The common people worked the land to support the hierarchy of nobles and churchmen above them.||”|
|—Age of Empires II manual|
|Ages in Age of Empires II|
|Dark Age · Feudal Age · Castle Age · Imperial Age|