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Age of Empires Series Wiki
Age of Empires Series Wiki
Civilization Technology tree Strategy
Civilization Technology tree Strategy

In-game, the Sicilians are specified as an infantry and cavalry civilization.

Overview[]

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[]

Civilization bonuses[]

Team bonus[]

Transport Ships have +5 Line of Sight and cost -50%.

Tech tree key[]

Rusty red: Generic buildings
Aqua blue: Generic units
Forest green: Technologies
Deep violet: Unique units
Deep cornflower blue: Regional units
Reddish-orange: Regional buildings
Crimson pink: Unique buildings

Clicking on the icon links to the corresponding page.

Military[]

Barracks[]

Barracks
Dark Age
Feudal Age
Castle Age
Imperial Age
Militia
Man-at-Arms
Long Swordsman
Spearman
Pikeman
Halberdier
Gambesons

Archery Range[]

Archery Range
Requires
Barracks
Dark Age
Feudal Age
Castle Age
Imperial Age
Archer
Crossbowman
Skirmisher
Elite Skirmisher
Cavalry Archer
Heavy Cavalry Archer
Thumb Ring Parthian Tactics

Stable[]

Stable
Requires
Barracks
Dark Age
Feudal Age
Castle Age
Imperial Age
Scout Cavalry
Light Cavalry
Hussar
Knight
Bloodlines Husbandry

Siege Workshop[]

Siege Workshop
Requires
Blacksmith
Dark Age
Feudal Age
Castle Age
Imperial Age
Battering Ram
Capped Ram
Siege Ram
Mangonel
Onager
Scorpion
Heavy Scorpion
Siege Tower


Castle[]

Castle
Dark Age
Feudal Age
Castle Age
Imperial Age
Serjeant
Elite Serjeant
Petard
First Crusade Hauberk Conscription
Spies

Dock[]

Dock
Dark Age
Feudal Age
Castle Age
Imperial Age
Fishing Ship
Transport Ship
Galley
War Galley
Galleon
Fire Galley
Fire Ship
Requires
War Galley

Requires
War Galley

Requires
Chemistry

Donjon[]

Imperial Age
Spearman
Pikeman
Halberdier

Monastery[]

Monastery
Dark Age
Feudal Age
Castle Age
Imperial Age
Monk
Sanctity
Herbal Medicine
Theocracy
Fervor

Defensive structures[]

Outpost Watch Tower
Guard Tower
Keep
Palisade Wall Stone Wall
Fortified Wall
Palisade Gate Gate
Dark Age
Feudal Age
Castle Age
Imperial Age

Research[]

Blacksmith[]

Blacksmith
Dark Age
Feudal Age
Castle Age
Imperial Age

University[]

University
Dark Age
Feudal Age
Castle Age
Imperial Age
Architecture
Fortified Wall
Ballistics
Guard Tower
Keep
Heated Shot Arrowslits

Economy[]

Town Center[]

Town Center Town Center
Additional
Dark Age
Feudal Age
Castle Age
Imperial Age
Villager Town Watch
Feudal Age
Castle Age
Imperial Age
Wheelbarrow

Mining Camp[]

Mining Camp
Dark Age
Feudal Age
Castle Age
Imperial Age
Gold Mining
Stone Mining

Lumber Camp[]

Lumber Camp
Dark Age
Feudal Age
Castle Age
Imperial Age
Bow Saw

Mill[]

Mill Farm
Dark Age
Feudal Age
Castle Age
Imperial Age
Crop Rotation

Market[]

Market
Requires
Mill
Dark Age
Feudal Age
Castle Age
Imperial Age
Trade Cart Coinage
Caravan

Others[]

House Wonder
Dark Age
Feudal Age
Castle Age
Imperial Age

Notes[]

  1. Requires a Town Center to be built first.
  2. Requires a Town Center to be built first, which means it does not apply to the first Town Center on Nomadic starts.
  3. "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.
  4. For a total of 344 food after Horse Collar, 625 food after Heavy Plow, and 1019 food after Crop Rotation.
Technology trees in Age of Empires II
African Ethiopians · Malians
Central Asian Cumans · Tatars
Central European Goths · Huns · Teutons · Vikings
East Asian Chinese · Japanese · Jurchens · Khitans · Koreans · Mongols · Shu · Vietnamese · Wei · Wu
Eastern European Bohemians · Bulgarians · Lithuanians · Magyars · Poles · Slavs
Mediterranean Armenians · Byzantines · Georgians · Italians · Portuguese · Romans · Sicilians · Spanish
Middle Eastern Berbers · Persians · Saracens · Turks
Native American Aztecs · Inca · Maya
South Asian/Indian Bengalis · Dravidians · Gurjaras · Hindustanis · Indians (legacy)
Southeast Asian Burmese · Khmer · Malay
Western European Britons · Burgundians · Celts · Franks