![]() |
This article is about the siege units in Age of Empires II. For siege units in other games, see siege unit. |
Siege units in Age of Empires II are a type of unit that excel at destroying enemy buildings or massed/bunched-up units. They are the most diverse class of military units in the game.
General information[]
Siege units are usually slow and, when combined with their average-at-best defenses, are generally frail for their price. They usually compensate by being very powerful when properly used, to the extent where even a few can change the course of a game if unchecked. For anti-unit units, this is through their ability to quickly kill units en masse, while anti-building units do this either by destroying important targets (such as Castles or Wonders) or by clearing an opponent's base. Siege units are vulnerable to melee units, even if they can attack at close range. In general, siege units are the most expensive units and take longest to train. As a result, they should be protected by other units or fortifications.
Classification on basis of game mechanics[]
Siege weapons[]
These are mechanical (wooden) land units - one of the four combat forces on land, the other ones being archers, infantry, and cavalry. These are classified as siege primarily, and possibly secondarily gunpowder, but nothing else.
- Main article: Siege weapon (Age of Empires II)
Siege ships[]
These are siege weapons attached to ships. These are primarily classified as ships, and secondarily as siege. They can also be referred to as naval siege units.
Siege cavalry[]
These are siege weapons mounted upon an animal. These are primarily classified as mounted units, and secondarily as siege.
Despite the term cavalry referring to melee cavalry units, the Flaming Camel is nonetheless called siege cavalry, despite not being a cavalry in-game.
- Camel - Flaming Camel, Mounted Trebuchet
- Elephant - Ballista Elephant and Armored Elephant lines
- Horse (nothing special) - War Chariot
Siege infantry[]
These are siege weapons handled by foot soldiers. The two types are different among each other.
- Petard: It is only classified as a siege unit, but it does not function like siege weapons, and more like an infantry unit.
- Grenadier: Primarily classified as a Hand Cannoneer, and secondarily as siege.
Despite having visible human operators, the Bombard Cannon and Organ Gun lines are not considered infantry, but weapons.
Differences[]
Siege weapons | Siege ships | Siege cavalry | Siege infantry | |
---|---|---|---|---|
Resource costs | Wood and gold | Wood and gold | Food and gold | Food and gold |
Monk conversion | Requires Redemption | Does not require Redemption since they are ships | Does not require Redemption since they are organic | Does not require Redemption since they are organic |
Hit point restoration | Repaired by Villagers, costs resources | Repaired by Villagers, costs resources | Healed by Monks, free | Healed by Monks, free |
Garrison | Cannot be garrisoned | Cannot be garrisoned | Can be garrisoned in Castles and Kreposts | Can be garrisoned in all defensive buildings |
Technologies (besides Siege Engineers and Chemistry) | Siege weapon unique technologies | Ship technologies | Mounted unit technologies | Non-deterministic |
Classification on basis of attack properties[]
This classification is based on how they attack. This also creates a difference in how Siege Engineers affects them.
- Melee units: +20% attack vs buildings, +1 Line of Sight
- Ranged units: +20% attack vs buildings, +1 range
- Suicide units: +40% attack vs buildings
- Siege Tower: +1 Line of Sight
In addition, non-gunpowder ranged siege units gain +1 attack with Chemistry.
Classification on basis of role[]
Anti-building units[]

Trebuchet, the longest-ranged siege weapon
- Rams have high pierce armor, attack at close range, and deal great damage to buildings, but their attack against units is negligible (excluding other siege units). Since The Conquerors, rams can improve their speed and anti-building attack by garrisoning infantry units.
- Armored Elephants (and their upgrade, Siege Elephants) are similar to rams with their high pierce armor, bonus damage against buildings, and low speed. They replace the ram line for the South Asian civilizations. Unlike rams, however, Armored Elephants can fight off Villagers, owing to their higher melee damage (which is improved by Blacksmith melee attack technologies), their higher attainable melee armor (due to being affected by cavalry armor technologies at the Blacksmith), and their innate trample damage. They are also vulnerable to units with bonus against cavalry and cannot be garrisoned.
- Petards are suicide units that deal great damage to buildings in a radius, but their effect on units is limited. Their attack is triggered even if they are killed before reaching their objective.
- Trebuchets and Traction Trebuchets shoot powerful projectiles at very long distances. Though they may kill individual units in one hit, they are unlikely to because of their missing rate and slow Rate of Fire (excluding, to some extent, other Trebuchets). They have a minimum range. The former also have to be packed to move and unpacked to shoot.
- Cannon Galleons are ships with massive range and a huge attack bonus vs buildings, but almost useless against units (except for the Spanish) due to their slow projectiles. Since they have minimum range, they die hard to Fast Fire Ships.
- Dromons are ships with massive range and a huge attack bonus vs buildings, but can also be used against units since have more blast radius and a spread of multiple projectiles. Their attack is specially useful against slow and large units like ships and siege weapons, while other unit types can usually dodge them. Since they have minimum range, they die hard to Fast Fire Ships.
Anti-unit units[]
- Scorpions, War Chariots, and Ballista Elephants shoot projectiles with the ability to damage several units in a line, but cause little damage to buildings.
- Organ Guns and Hussite Wagons are gunpowder units like Hand Cannoneers, but fire volleys that can hit multiple units in quick succession.
- Grenadiers are gunpowder archers, very much like Hand Cannoneers.
- Flaming Camels are suicide units like Petards, but their attack bonus is against cavalry, and their effect on buildings is limited.
Mixed units[]

Siege Onager knocking down trees.
- Mangonels and Rocket Carts shoot projectiles at mid-range that cause area damage, allowing them to hit several massed units at once. They are less effective against buildings than pure anti-building units because they are outranged by all fortifications except garrisoned Town Centers and do not have high pierce armor, but they are not ineffective either. They can also damage units belonging to the same player or an ally (for example, rams and melee troops attacking the same enemy as the Mangonel).
- Bombard Cannons and Mounted Trebuchets fire powerful projectiles at a range only surpassed by Elite Cannon Galleons and Trebuchets. Unlike the latter, it is also mobile and has blast attack to hit slow or massed units, and can dodge enemy projectiles to some extent. They are used as both anti-siege and anti-building.
- Siege Towers have no attack of their own (since The African Kingdoms), but have high pierce armor and can garrison foot units, then unload them on the other side of a wall. As the transported units will be used to attack units or buildings behind the wall, Siege Towers can be considered indirectly useful against both. In The Forgotten, Siege Towers also fired arrow volleys like the Longboat, but their main purpose was still to protect and transport troops.
- Flamethrowers shoot a stream of fire similar to Fire Ships that is damaging to buildings and units alike. However, because they are Scenario Editor-only units, they cannot be upgraded and eventually become ineffective against both.
- Turtle Ships have mild blast radius, but their high melee attack, and melee, pierce and ship armor make them good against both buildings and ships. Their slow speed and cost are their biggest bottlenecks. With their survivability, cost, speed, and attack, they function very similar to elephant units.
- Demolition Ships have a large blast radius and good attack that they can kill many weak many units at once, and destroy weak buildings too, like Castle foundations.
- Lou Chuans are Cannon-Galleon-like ships which have a powerful anti-building attack, but they automatically switch to attacking like Galleons when attacking targets other than buildings and siege weapons.
Attack priority[]
Siege units have a variety of behaviors which determine what kind of target they automatically attack, and what they prioritize.
- No siege unit (or unit in general) auto-attacks walls and gates unless manually targeted to one piece and other pieces are nearby.
- Like most other military units, Mounted Trebuchets, Bombard Cannons, the Mangonel line, the Scorpion line, Dromons, Lou Chuans, and most other siege units prioritize enemy units over buildings.
- The Armored Elephant and Cannon Galleon lines prioritize attacking enemy buildings over units. They automatically attack both.
- Battering Ram line automatically attack only buildings and specific siege weapons (like Trebuchets, rams, etc.). They prioritize attacking enemy buildings over siege weapons.
- Trebuchets automatically attack only buildings and other Trebuchets. They prioritize attacking Trebuchets over buildings.
Special commands[]
Trebuchets, Mangonels, Bombard Cannons, Cannon Galleons, Turtle Ships, Rocket Carts, Mounted Trebuchets, Traction Trebuchets, Lou Chuans, and Dromons can be ordered to attack ground, even when there are no enemy units in place at the time. This makes possible to hit units arriving later at a spot (for example, after being lured there or while in patrol), and (excluding Trebuchets) to kill units belonging to the same player or to an ally without having to change Diplomacy first (for example, if they get stuck in a bottleneck).
Trebuchets, Onagers (since The Forgotten), Siege Onagers, Heavy Rocket Carts, and (Elite) Ballista Elephants can also be ordered to destroy trees, making them the only units able besides Villagers. This can be of high strategic importance in maps with dense forests, e. g. Black Forest.
Unit stance[]
Siege units are notable for usually not starting with the default stance, unlike most other units. The siege units for each stance when trained are:
Aggressive (Default):
Scorpion line, (Elite)
Ballista Elephant, (Elite)
Hussite Wagon, and
/
Trebuchet (they can attack only when unpacked and immobile, so it is effectively Stand Ground).
Defensive:
Battering Ram line,
Mangonel line, (Elite)
Organ Gun,
Armored Elephant line,
Bombard Cannon,
Houfnice,
Siege Tower, and the Scenario Editor unit
Flamethrower.
No Attack:
Petard,
Flaming Camel, and the Scenario Editor unit
Saboteur.
List of siege units[]
In the list below, the unique units are marked in yellow, whereas the regional units are marked in orange.
Siege unit | B | Age | ![]() HP |
![]() Ar |
![]() PA |
![]() ![]() At |
![]() Min Range |
![]() Max Range |
![]() RoF |
LoS | ![]() Sp |
Wood /Food | ![]() Gold |
TT |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
![]() |
![]() |
![]() |
45 | 0 | 2 | 90m | N/A | 6 | 1.5 | 70 | 50 | 45 | ||
![]() |
![]() |
60 | 3 | 110m | 1.6 | 31 | ||||||||
![]() |
![]() |
70 | 5 | 140m | 1.6 | 31 | ||||||||
![]() |
![]() |
![]() |
175 | -3 | 180 | 2m | 5 | 3 | 0.6 | 160 | 75 | 36 | ||
![]() |
![]() |
200 | 190 | 3m | ||||||||||
![]() |
270 | 195 | 4m | |||||||||||
![]() |
![]() |
![]() |
180 | -2 | 140 | 4m | 3 | 4 | 0.6 | 120 | 95 | 36 | ||
![]() |
![]() |
220 | 150 | |||||||||||
![]() |
![]() |
![]() |
50 | 0 | 6 | 40m + 5 | 3 | 7 | 6 | 9 | 0.6 | 160 | 135 | 46 |
![]() |
![]() |
60 | 7 | 50m +7 | 8 | 10 | ||||||||
![]() |
70 | 8 | 75m + 9 | |||||||||||
![]() |
![]() |
![]() |
45 | 0 | 6 | 5m (ร8) | 2.5 | 7 | 5.5 | 9 | 0.6 | 130 | 155 | 40 |
![]() |
![]() |
65 | 8 | 5m (ร10) | 8 | 5.35 | 10 | |||||||
![]() |
![]() |
![]() |
40 | 0 | 7 | 12p + 0m | 2 | 7 | 3.6 | 9 | 0.65 | 75 | 75 | 30 |
![]() |
![]() |
60 | 1 | 8 | 16p + 0m | |||||||||
![]() |
![]() |
![]() |
220 | -2 | 100 | 8 | 0.8 | 200 | 160 | 36 | ||||
![]() |
![]() |
![]() |
50 | 0 | 2 | 25m | N/A | 4 | 0.8 | 65 | 25 | 25 | ||
![]() |
![]() |
![]() |
80 | 2 | 5 | 40m | 5 | 12 | 6.5 | 14 | 0.7 | 225 | 225 | 56 |
![]() |
90 | 6 | 50m | |||||||||||
![]() ![]() |
![]() |
![]() |
150 | 2 | 8 | 19 | 0.8 | 200 | 200 | 50 | ||||
![]() |
1 | 150 | 200p | 4 | 16 | 10 | 0 | |||||||
![]() |
![]() |
![]() |
115 | 1 | 8 | 50m | 4 | 14 | 9 | 18 | 0.6 | 175 | 210 | 70 |
![]() |
![]() |
![]() |
120 | 0 | 6 | 50m | 3 | 13 | 10 | 15 | 1.1 | 200 | 150 | 46 |
![]() |
150 | 8 | 60m | 15 | 17 | |||||||||
![]() |
![]() |
150 | 1 | 6 | 8m (x5) | 3 | 12 | 8 | 14 | 1.2 | 175 | 150 | 65 | |
![]() |
![]() |
175 | 0 | 9 | 25m | 3 | 13 | 5 | 15 | 1.15 | 250 | 225 | 60 | |
![]() |
![]() |
![]() |
60 | 2 | 4 | 7p (x5) | 1 | 7 | 3.45 | 9 | 0.85 | 80 | 70 | 25 |
![]() |
![]() |
70 | 6 | 9p (x6) | ||||||||||
![]() |
![]() |
![]() |
160 | 0 | 7 | 10p + 4(x5) | 0 | 6 | 3.45 | 8 | 0.8 | 110 | 70 | 30 |
![]() |
![]() |
230 | 1 | 10 | 13p + 6(x5) | |||||||||
![]() |
![]() |
![]() |
250 | 0 | 3 | 8p | 0 | 5 | 2.5 | 7 | 0.8 | 100 | 80 | 25 |
![]() |
![]() |
290 | 9p | |||||||||||
![]() |
![]() |
![]() |
55 | 0 | 0 | 20m | N/A | 4 | 1.3 | 75 | 30 | 30 | ||
![]() |
![]() |
![]() |
200 | 6 | 7 | 20m | 0 | 6 | 6 | 8 | 1.05 | 190 | 180 | 50 |
![]() |
![]() |
300 | 8 | 8 | 25m | 7 | ||||||||
![]() |
![]() |
![]() |
65 | 0 | 5 | 8p (x5/x9) | 1 | 6 | 6.5 | 8 | 0.9 | 50 | 90 | 28 |
![]() |
![]() |
![]() |
75 | 2 | 4 | 30m | 3 | 10 | 6.5 | 13 | 0.8 | 175 | 175 | 46 |
The following siege units are only available in the Scenario Editor. As they cannot be trained normally, their training costs are the internal values which can be seen if they are enabled to train via triggers:
Siege unit | ![]() HP |
![]() Ar |
![]() PA |
![]() ![]() At |
![]() Min Range |
![]() Max Range |
![]() RoF |
LoS | ![]() Sp |
![]() Wood |
![]() Gold |
TT |
---|---|---|---|---|---|---|---|---|---|---|---|---|
![]() |
160 | 2 | 2 | 4m | 0 | 5 | 0.25 | 7 | 0.6 | 130 | 50 | 31 |
![]() |
45 | 1 | 3 | 100m | N/A | 6 | 1.35 | 70 | 50 | 30 |
Technologies[]
Listed below are all technologies that benefit siege units. Marked with yellow background are unique technologies. This list does not contain unit upgrades.
Common[]
Technology | Researched at | Age | Effect |
---|---|---|---|
![]() |
![]() |
![]() |
Increases hit points of siege cavalry by +20 |
![]() |
![]() |
![]() |
Increases speed of siege cavalry by +10% |
![]() |
![]() |
![]() |
Increases attack of Armored Elephants by +1 |
![]() |
![]() | ||
![]() |
![]() |
Increases attack of Armored Elephants by +2 | |
![]() |
![]() |
![]() |
Increases armor of siege cavalry (except Flaming Camels) by +1/+1 |
![]() |
![]() | ||
![]() |
![]() |
Increases armor of siege cavalry (except Flaming Camels) by +1/+2 | |
![]() |
![]() |
![]() |
(Heavy) Scorpions, War Chariots, Grenadiers, and (Elite) Ballista Elephants can track moving targets |
![]() |
![]() |
![]() |
|
![]() |
![]() |
![]() |
Increases attack of Mangonels, Dromons, Scorpions, Ballista Elephants, War Chariots, Mounted Trebuchets, Traction Trebuchets, and Trebuchets by +1 and enables creation of Bombard Cannon and Cannon Galleon |
![]() |
![]() |
![]() |
Increases pierce armor of siege ships by +1 |
![]() |
![]() |
Increases movement speed siege ships by +15% | |
![]() |
![]() |
![]() |
Converted siege units die instead of changing color |
![]() |
![]() |
![]() |
Increases conversion resistance by 15% |
![]() |
![]() |
![]() |
Increases conversion resistance |
![]() |
![]() |
![]() |
Increases creation speed for Castle units by +33% |
Unique[]
Technology | Age | Civilization | Effect |
---|---|---|---|
![]() |
![]() |
![]() |
Demolition ships +20% blast radius |
![]() |
![]() |
![]() |
Armored Elephants attack 20% faster |
![]() |
![]() |
![]() |
Castle siege unit production and research speed increased by +25% |
![]() |
![]() |
![]() |
Bombard Cannons, Hussite Wagons, and Cannon Galleons move 15% faster |
![]() |
![]() |
![]() |
Trebuchets do blast damage and have 100% accuracy against units |
![]() |
![]() |
![]() |
Dromons +0.2 blast radius |
![]() |
![]() |
![]() |
Increases hit points of Siege Workshop units by +40% |
![]() |
![]() |
![]() |
Increases Scorpion, Rocket Cart, and Lou Chuan attack by +25%; Lou Chuans fire rockets instead of arrows in their anti-unit attacks |
![]() |
![]() |
![]() |
Armored Elephants regenerate 30 HP per minute |
![]() |
![]() |
Armored Elephants' attacks ignore melee armor of units | |
![]() |
![]() |
![]() |
Increases blast radius of Siege Workshop units |
![]() |
![]() |
![]() |
Armored Elephants and Petards cost -25% food |
![]() |
![]() |
![]() |
Trebuchets pack, unpack 3x faster, and fire 33% faster |
![]() |
![]() |
![]() |
Rocket Carts, Grenadiers, and Lou Chuans detonate when defeated; projectiles produce additional explosions |
![]() |
![]() |
![]() |
Scorpions and Ballista Elephants fire an additional projectile |
![]() |
![]() |
![]() |
Increases the range of Rocket Carts and Turtle Ships by +1; Rocket Carts fire six additional projectiles; Turtle Ships fire two additional projectiles |
![]() |
![]() |
![]() |
Siege Workshop units move +50% faster |
![]() |
![]() |
![]() |
Siege ships +1/+1 armor |
![]() |
![]() |
Projectiles of the Organ Gun, Cannon Galleon, and Bombard Cannon move faster and have better accuracy against moving targets | |
![]() |
![]() |
![]() |
Scorpions fire 33% faster |
![]() |
![]() |
![]() |
Increases Trebuchet and Mangonels attack by +15% |
![]() |
![]() |
![]() |
War Chariots in focus fire mode fire two additional projectiles; War Chariots in barrage mode and Lou Chuans fire three additional projectiles |
![]() |
![]() |
![]() |
Increases conversion resistance |
![]() |
![]() |
![]() |
Increases the range of Trebuchets by +2 |
![]() |
![]() |
![]() |
Increases melee armor of land siege units by +4 |
![]() |
![]() |
![]() |
Increases the range of Bombard Cannons and Cannon Galleons by +2 |
![]() |
![]() |
![]() |
Demolition Ships deal fire damage to ships and buildings |
![]() |
![]() |
Traction Trebuchets and Lou Chuan trebuchet weapons fire two additional projectiles |
Civilizations[]
Siege units work very differently in the Castle Age and Imperial Age, and as such it is important to list them separately.
The Celts (faster production and attack rate), Dravidians (wood discount), Portuguese (gold discount, access to Organ Guns), Teutons (conversion resistance, extra melee armor), and Slavs (discount) are great siege civilizations in the Castle Age. Discount and production are important because siege units are expensive, slow to produce, and hard to maintain numbers. The Teutons get a special mention because of their siege units' innate resistance to Monk conversion, which is a main counter to Mangonels in the Castle Age.
In addition, Cuman Capped Rams, Gurjara Armored Elephants (extra attack bonus, faster creation, food discount), Khmer (extra range) and Roman (less gold cost, less minimum range, can track moving targets, faster attack) Scorpions are prominent as well. On water maps, the Korean Turtle Ship adds strength to their naval play.
Since siege units are used as population-efficient units, them being further upgraded is more important than them being easier to mass, though it is still useful to mass them.
The Celts (now gain faster upgrades and extra hit points), Ethiopians (extra blast radius, full unit availability), Mongols (faster movement), and Saracens (Onagers and Trebuchets gain extra attack) are the top tier, generalist siege civilizations. The Teutons (conversion resistance, armor), Bulgarians (less food cost for upgrades), Slavs (discount), and Koreans (extra Onager range) are great siege civilizations, though not as prominent as Celts, Ethiopians, or Mongols. The Aztecs (faster production), Sicilians (more conversion resistance), and Georgians also have good siege rosters. The Dravidian siege units benefit from their wood discount and flexible unit options, but missing Siege Engineers limits their combat strength.
Either by design choice or by coincidence, prominent siege civilizations (except Ethiopians, Saracens, Teutons, and Koreans) lack the Bombard Cannon, which is often seen as a direct counter to the most dangerous siege units, such as Siege Onagers.
In addition, the following civilizations have bonuses or unique technologies for specific units:
- Siege Elephant: Bengalis (conversion and bonus damage resistance, faster attack), Gurjaras (same as in the Castle Age)
- Heavy Rocket Cart: Koreans (+1 range, +6 projectiles)
- Heavy Scorpion: Khmer (extra projectile, +1 range), Romans (same as in the Castle Age)
- Bombard Cannon: Bohemians (faster movement, Houfnice upgrade), Italians (discount), Portuguese (gold discount, can track moving targets), Turks (faster creation, extra hit points, +1 range)
- Trebuchet: Britons (100% accuracy and blast radius), Huns (extra accuracy, missing Siege Engineers), Japanese (faster packing, unpacking and attacking), Tatars (+2 range)
- Elite Cannon Galleon: Italians (discount, cheaper technologies), Spanish (faster moving projectiles, can track moving targets, faster attack), Turks (cheaper upgrade, faster creation, extra hit points, +1 range)
The Huns have some of the weakest siege units, being one of the two civilizations missing the Onager upgrade (the other being the Turks), while also lacking Bombard Cannons and Siege Engineers, though they have more accurate Trebuchets. The Britons and the Japanese have some of the strongest Trebuchets in the game thanks to their Imperial Age unique technologies, though their siege options are otherwise limited without Siege Rams or Bombard Cannons. The Armenians have the worst Siege Workshops, since they lack Siege Rams, Onagers, and Bombard Cannons, while also lacking Siege Engineers.
The Ethiopians and the Dravidians are the only civilizations to have access to all units from the Siege Workshop (considering the mutually exclusive rams and Armored Elephants).
Availability grid[]
The following table shows the availability of the units and Siege Engineers for every civilization. Units that are available to all civilizations are not shown in the table.
The Armored Elephant, Siege Elephant, Rocket Cart, Heavy Rocket Cart, War Chariot, Mounted Trebuchet, Traction Trebuchet, Dromon, and Lou Chuan replace the Battering Ram, Capped Ram, Mangonel, Onager, Scorpion line, Bombard Cannon, Trebuchet, Cannon Galleon, and Cannon Galleon, respectively. As such, they are not shown independently in the table. Instead, their icons are shown instead of the availability color marking their presence.
The presence of Siege Elephant, Heavy Rocket Cart, and War Chariot in the Capped Ram, Onager, and Heavy Scorpion columns, respectively, denote the presence of the entire unit line.
= Available | |
= Unavailable |
Civilization | ![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() ![]() |
![]() |
![]() |
![]() |
Total |
---|---|---|---|---|---|---|---|---|---|---|---|---|
![]() |
![]() |
6 | ||||||||||
![]() |
6 | |||||||||||
![]() |
![]() |
7 | ||||||||||
![]() |
9 | |||||||||||
![]() |
8 | |||||||||||
![]() |
7 | |||||||||||
![]() |
8 | |||||||||||
![]() |
6 | |||||||||||
![]() |
8 | |||||||||||
![]() |
![]() |
7 | ||||||||||
![]() |
9 | |||||||||||
![]() |
![]() |
![]() |
7 | |||||||||
![]() |
5 | |||||||||||
![]() |
![]() |
9 | ||||||||||
![]() |
9 | |||||||||||
![]() |
8 | |||||||||||
![]() |
8 | |||||||||||
![]() |
![]() |
7 | ||||||||||
![]() |
![]() |
7 | ||||||||||
![]() |
![]() |
7 | ||||||||||
![]() |
![]() |
5 | ||||||||||
![]() |
6 | |||||||||||
![]() |
6 | |||||||||||
![]() |
7 | |||||||||||
![]() |
![]() |
![]() |
9 | |||||||||
![]() |
![]() |
![]() |
7 | |||||||||
![]() |
8 | |||||||||||
![]() |
![]() |
6 | ||||||||||
![]() |
6 | |||||||||||
![]() |
6 | |||||||||||
![]() |
8 | |||||||||||
![]() |
7 | |||||||||||
![]() |
6 | |||||||||||
![]() |
9 | |||||||||||
![]() |
9 | |||||||||||
![]() |
7 | |||||||||||
![]() |
8 | |||||||||||
![]() |
![]() |
6 | ||||||||||
![]() |
10 | |||||||||||
![]() |
![]() |
![]() |
8 | |||||||||
![]() |
9 | |||||||||||
![]() |
8 | |||||||||||
![]() |
8 | |||||||||||
![]() |
8 | |||||||||||
![]() |
9 | |||||||||||
![]() |
8 | |||||||||||
![]() |
8 | |||||||||||
![]() |
9 | |||||||||||
![]() |
![]() |
6 | ||||||||||
![]() |
![]() |
5 |
Civilization bonuses[]
Aztecs: Siege units are created 15% faster.
Bengalis: Armored Elephants and Siege Elephants receive -25% bonus damage, are more resistant to conversion, and deal +2 attack against Skirmishers. Cannon Galleons regenerate 15 HP/min.
Berbers: Siege ships move 10% faster.
Bulgarians: Siege Workshop technologies cost -50% food.
Burgundians: Bombard Cannons and Cannon Galleons have +25% attack.
Burmese: Researching Devotion and Faith is 50% cheaper.
Byzantines: Dromons attack 20% faster.
Celts: Land siege units fire 25% faster.
Chinese: Technologies that benefit siege units are 15% cheaper.
Cumans: Siege Workshops and Battering Rams are available in the Feudal Age. The Capped Ram upgrade is available in the Castle Age.
Dravidians: Land siege units cost -33% wood.
Georgians: Siege units receive -20% (-40% instead of -25%) damage on higher elevations.
Gurjaras: Armored Elephant-line deals +30%/+40% bonus damage in the Castle/Imperial Age.
Hindustanis: Bombard Cannons and Cannon Galleons have +1/+1 armor.
Huns: Trebuchets have +35% accuracy against units.
Inca: Petards cost -25%/-30% food in the Castle/Imperial Age.
Italians: Bombard Cannons and Cannon Galleons are 20% cheaper. Researching Chemistry, Careening, Dry Dock, and Shipwright is 33% cheaper. Upgrading siege ships is 33% cheaper.
Jurchens: Siege technologies cost -75% wood and are researched 100% faster. Siege Engineers is available in the Castle Age. Siege units take 50% less friendly fire.
Koreans: Siege ships cost -20% wood.
Persians: Siege ships are created 10%/15%/20% faster in the Feudal/Castle/Imperial Age. Careening, Dry Dock, and siege ship upgrades are researched 15%/20% faster in the Castle/Imperial Age.
Portuguese: Siege units cost -20% gold. Siege ships have +10% hit points.
Romans: Scorpions cost -60% gold. Dromons have +1/+1 armor.
Shu: Siege weapons, War Chariots, and Lou Chuans move +10/15% faster in Castle/Imperial Age.
Spanish: Bombard Cannons and Cannon Galleons fire 18% faster. Cannon Galleons can track moving targets and their projectiles move faster. Researching technologies that benefit siege units provides 20 gold each.
Slavs: Siege Workshop units are 15% cheaper.
Tatars: Siege units deal +20% damage (+50% instead of +25%) when attacking from hills.
Turks: Chemistry is free. Bombard Cannons and Cannon Galleons have +25% hit points.
Vietnamese: Conscription is free.
Vikings: Siege ships are 15%/15%/20% cheaper in the Feudal/Castle/Imperial Age.
Wei: Traction Trebuchets and Lou Chuans cost -25%.
Wu: Careening and Dry Dock are available an age earlier, cost -75%, and are researched 75% faster.
Team bonuses[]
Bulgarians: Cavalry armor and attack upgrades are researched 80% faster.
Celts: Siege Workshops work 20% faster.
Gurjaras: Flaming Camels, Armored Elephants, and Ballista Elephants are created 25% faster.
Hindustanis: Flaming Camels have +2 attack against standard buildings.
Huns: Bloodlines and Husbandry are researched 20% faster.
Jurchens: Bombard Cannons, Rocket Carts, Cannon Galleons, Organ Guns, Hussite Wagons, and Turtle Ships have +2 Line of Sight.
Khmer: Scorpions have +1 range.
Lithuanians: Devotion, Faith, and Heresy are researched 20% faster.
Malians: Ballistics, Chemistry, and Siege Engineers are researched 80% faster.
Portuguese: Technologies that benefit siege units are researched 25% faster.
Romans: Scorpions minimum range reduced to 1.
Teutons: Siege units are more resistant to conversion.
Turks: Bombard Cannons, Rocket Carts, Cannon Galleons, Organ Guns, Hussite Wagons, and Turtle Ships are created 25% faster.
Longest-ranged siege units[]
Siege unit | Civilization | Max range | Reason |
---|---|---|---|
![]() |
![]() |
8+2 | Siege Engineers + Imperial unique technology Shinkichon |
![]() |
![]() |
7+2 | Siege Engineers + team bonus |
![]() ![]() |
![]() |
16+3 | Siege Engineers + Imperial unique technology Timurid Siegecraft |
![]() |
![]() |
12+2 | Imperial unique technology Artillery |
![]() |
15+2 |
Trivia[]
- The Demolition Raft and the Cuman Battering Ram are available from the Feudal Age, making them the earliest siege units in the game.
- Early in development, the Mongols were planned to have a fast unique siege unit (referred to as "Mobile Siege Unit") that would be pulled by a horse or donkey. Although discarded for the Mangudai (a mounted archer with bonus attack against siege units), it influenced the Mongol unique technology Drill (which increases the speed of siege units) and the Tarkan, a unique cavalry of the Huns with bonus attack against buildings.
- Mangonels and Scorpions were planned to have visible human operators, like Bombard Cannons, and Mangonels would have to be packed to move and unpacked to shoot, like Trebuchets.
- Though superficially similar to the Hussite Wagon, the Korean War Wagon is actually a tanky mounted archer.