This article is about the building in Age of Empires II. For the building in other games of the series, see Stable.
"Used to create and improve cavalry."
Age of Empires II description

The Stable is a military building in Age of Empires II that becomes available once the Feudal Age is reached and a Barracks is built. It trains and improves cavalry.

Stables are available to all civilizations except for the Aztecs, Incas, and Mayans.

Tactics and placement Edit

For cavalry-based civilizations, Stables are essential buildings. Having at least two in the Feudal Age already will greatly help to rush an opponent with Scout Cavalry as in a rushing tactic timing is essential and producing units takes its time. Another very popular rushing strategy is the Knight rush, which also required at least two Stables, preferably three or four.

As with other military buildings, having Stables near an enemy's settlement helps to attack more effectively as the trained units will be created close to the enemy, cutting off the distance. In the Stables particular case this is optional though, as cavalry has fast movement speed.

Stables can also aid in fortifications as cavalry can take down siege units with ease. So it is advisable to have several Stables within a fortification just for the emergency.

Trainable units and technologies Edit

Clicking on the icon links to the corresponding page.

Blue: Units
Green: Technologies
Purple: Unique units
DarkageDE FeudalageDE CastleageDE ImperialageDE
Scoutcavalryavailable Lightcavalryavailable Hussaravailable
Bloodlinesavailable Knightavailable Cavalieravailable Paladinavailable
Camelrideravailable Heavycamelrideravailable Imperialcamelrideravailable
Battleelephantavailable Elitebattleelephantavailable
Steppelanceravailable Elitesteppelanceravailable

The Huns can also train Tarkans at the Stable once Marauders is researched.

Availability grid Edit

The following table shows the availability of the units and technologies for every civilization. Unique units are not shown in the table. An 'X' in the last column indicates that all units and technologies are available.

Available = Available
Unavailable = Unavailable
ConquerorsIcon Aztecs
AfricanIcon Berbers
KingsIcon Britons
RajaIcon Burmese
KingsIcon Byzantines
KingsIcon Celts
KingsIcon Chinese
AfricanIcon Ethiopians
KingsIcon Franks
KingsIcon Goths
ConquerorsIcon Huns
ForgottenIcon Incas
ForgottenIcon Indians
ForgottenIcon Italians
KingsIcon Japanese
RajaIcon Khmer
ConquerorsIcon Koreans
ForgottenIcon Magyars
RajaIcon Malay
AfricanIcon Malians
ConquerorsIcon Mayans
KingsIcon Mongols
KingsIcon Persians
AfricanIcon Portuguese
KingsIcon Saracens
ForgottenIcon Slavs
ConquerorsIcon Spanish
KingsIcon Teutons
KingsIcon Turks
RajaIcon Vietnamese
KingsIcon Vikings
Civilization ScoutCavalryIcon LightCavalryIcon HussarIcon KnightIcon CavalierIcon PaladinIcon CamelIcon HeavyCamelIcon Battleelephanticon Elitebattleelephanticon Bloodlines Husbandry All

Further statistics Edit

Building strengths and weaknesses
Strong vs. Nothing
Weak vs. Everything
Hit points Masonry Masonry (+10%)
Architecture Architecture (+10%)
Armor Masonry Masonry (+1/+1, +3 building armor)
Architecture Architecture (+1/+1, +3 building armor)
Line of Sight Townwatch Town Watch (+4)
Townpatrol Town Patrol (+4)
Conversion defense Faith Faith
Heresy Heresy
Construction speed Treadmillcrane Treadmill Crane (+20%)
Work rate Conscription Conscription (+33%)

CastleAgeUnique Chivalry (+40%, Franks only)

Other CastleAgeUnique Marauders (allows creation of Tarkans, Huns only)

Civilization bonuses Edit

Team bonuses Edit

Changelog Edit

The Forgotten Edit

The African Kingdoms Edit

  • Berbers: Initially, Stable units were 20% cheaper from the Castle Age on. With patch 4.8, that bonus was staggered to 15%/20% in the Castle/Imperial Age.

Rise of the Rajas Edit

  • Initially, the Elite Battle Elephant research costs 800F/500G and takes 80 seconds to research. With patch 5.7, the research now costs 1,200F/900G and takes 100 seconds.
  • Magyars: With patch 5.5, Scout Cavalry are now 15% cheaper.
  • Malay: Initially, Battle Elephants are 20% cheaper. With patch 5.3, that bonus is increased to 25%. With patch 5.7, that bonus is increased to 30%.

Trivia Edit

  • In The Conquerors, the Native American civilizations did not have a Stable model. If given a Stable in the Scenario Editor, it would have the Central European architectural style and be unable to train any units. In The Forgotten, they got an own Stable model and can actually produce cavalry if Full Tech Tree is checked.
  • The African, Indian, and Southeast Asian Stables are the only three architectural styles to have mounts other than horses in the model: The African and Indian ones have a camel, while the Southeast Asian one has an elephant.
  • The Southeast Asian Stable model is also the only one where the mounts inside have animations.
  • Until The African Kingdoms, the Persians are the only civilization who have access to every unit and technology in the Stable. Since Rise of the Rajas onward, however, the Persians lose that status because they don't have access to either Battle Elephants and Steppe Lancers.

History Edit

"As the Middle Ages continued, the rise in importance of mounted warriors created demand for larger numbers of horses, which was bred and maintained at the stable. A variety of horses were bred, including horses for long-distance travel, fast horses for quick movement, and the heavy charger. Scout and light cavalry units needed quick horses with lots of stamina. Heavy chargers of great strength were required to carry fully armored knights into a charge. Mounted warriors trained at the stable as well, learning the skills of fighting from horseback with spear, lance, sword, flail, mace, and hammer. In other parts of the world, camels and elephants were bred and maintained for mounted combat."

Gallery Edit

Community content is available under CC-BY-SA unless otherwise noted.