This article is about the Villager in Age of Empires II. For the Villager in other games of the series, see Villager. |
ā | Gathers wood, food, stone, gold. Builds and repairs buildings. Also repairs ships, siege weapons. | ā |
—Age of Empires II description |
The Villager is an economic unit in Age of Empires II that can be trained at the Town Center. Villagers are the backbone of every civilizations' economy, performing key tasks such as resource gathering and building construction. The only unit to be either male or female, a newly created Villager is randomly assigned gender at the Town Center.
All civilizations, except for the Chinese and Mayans (who start with six and four Villagers, respectively), begin a standard game with three Villagers. While they perform ineffectively in combat conditions and cease their tasks when attacked, a few can be useful when positioned in the rear of an army, enabling them to repair damaged siege weapons or construct military buildings to reinforce an army. Spanish Villagers with Supremacy receive a strong boost to their combat stats, making them viable for combat in the early Imperial Age.
Tasks
Villagers may be assigned with different tasks. Accordingly, their titles and icons will change to the corresponding task they are currently completing.
Icons | Title | Task |
---|---|---|
Villager | Attacks enemy units, structures, wild animals or is simply idle. | |
Builder | Constructs buildings. | |
Farmer | Gathers food from a farm. | |
Fisherman | Gathers food from fish schools near the shore. | |
Forager | Gathers food from berry bushes. | |
Lumberjack | Gathers wood from trees. | |
Miner | Gathers gold or stone from mines. | |
Shepherd | Herds herdables near a Town Center or Mill, and gathers food from them. | |
Hunter | Kills and gathers food from non-herdable animals. | |
Repairer | Repairs buildings, ships and siege units. |
Gathering rates
Villagers gather resources from different sources at a different speed. The table below shows all gathering rates in descending order.
Villager type | Resource | Gathering rate (resources/second) |
---|---|---|
Farmer | Food | 0.53* |
Fisherman | Food | 0.43 |
Hunter | Food | 0.41 |
Lumberjack | Wood | 0.39 |
Gold Miner | Gold | 0.38 |
Stone Miner | Stone | 0.36 |
Shepherd | Food | 0.33 |
Forager | Food | 0.31 |
* Note that the listed Farm gather rate is only while harvesting; Farmers also spend a substantial amount of time walking about the Farm, during which no food is collected, lowering the net collection rate substantially. This also does not account for travel time to and from the nearest Mill or Town Center, further lowering the collection rate. Together, these two factors lower the default Farm collection rate, even when optimally placed, to around 0.32/second.
Despite the listed gather rate, Farms seem to have a hidden maximum production rate of 0.44 food per second. While Villagers can collect at the listed 0.53 for brief periods of time, over the long term, they will average a collection rate of 0.44, even if modified in the Scenario Editor to move instantly. This has the side effect of making the Hand Cart upgrade less effective than it should be, improving gather rates by only a few percent.
Buildings
Villagers can construct the following buildings:
- House (unavailable to the Huns)
- Mill
- Farm
- Mining Camp
- Lumber Camp
- Dock
- Barracks
- Outpost
- Palisade Wall
- Palisade Gate
Multiple Villagers can be used to construct a building faster. If t is the time required for one Villager to construct a building, and n is the number of Villagers used, the building time will be
. This means the first Villager works three times as fast as any additional one and that it is more efficient to split Builders up when constructing multiple buildings, unless a key building has to be constructed quickly (e.g. a Castle or a Town Center).
Repairing
Villagers can repair buildings, siege weapons, and ships. Doing so saves resources, although for buildings it may be a lot slower than constructing a new one. Villagers can repair from two tiles away - This is mainly meant to make repairing ships on the shore easier, but it also makes it possible to repair a unit or tower that has been fully walled, e.g. a tower.
Costs
Repairing a building or unit from 1 hit point to full health costs half of the originally required resources. The costs are deducted from the resource stockpile as the repair progresses, instead of being paid at the start and repairing partly will cost the appropriate amount (so repairing only half of the HP costs 25% of the original cost). Discounts also apply, e.g. a Franks player will only pay 244 stone to fully repair a Castle. If a player runs out of resources during a repair, the Villagers stop repairing and remain idle until they are retasked. Upgrades that increase the hit points of buildings do not affect repair costs.
The Town Center is an exception to the cost rule: It costs 550 wood and no stone to repair fully, but the stone stockpile can't be empty or the Villagers won't be able to start repairing, even though no stone is consumed in the actual repair. Discounts for Town Centers do not apply to repairing.
Since The African Kingdoms, there is an exception to the exception: During the Dark Age, Town Centers cost the normal amount of wood and stone to repair.
Speed
For buildings, the first Villager will repair 750 hit points per minute, and any additional Villager will add 375 HP/minute to that (and thus will be only half as fast). This is the same regardless of the type of building, any upgrades or the original amount of hit points. Treadmill Crane does not affect the repair speed.
In most cases, constructing new building will be faster than repairing and may be preferable despite the higher cost (e.g. when replacing a damaged wall section).
Siege weapons and ships are repaired at 25% of the speed of buildings, so 187.5 HP/minute for the first and 93.75 HP/minute for any additional Villager.
Further statistics
Unit strengths and weaknesses | |
---|---|
Strong vs. | Most buildings, Skirmishers (in small numbers), rams, Trebuchets |
Weak vs. | Almost everything |
Upgrades | |
Carry capacity | Wheelbarrow (+3) Hand Cart (+7) Heavy Plow (+1, Farmers only) |
Gathering speed |
For wood:
For stone:
For gold:
|
Hit points | Loom (+15) Supremacy (+40, Spanish only) |
Attack | Sappers (+15 attack against buildings and fortifications) Forging (+1, Incas only) Iron Casting (+1, Incas only) Blast Furnace (+2, Incas only) Supremacy (+6, Spanish only) |
Armor | Loom (+1/+2) Scale Mail Armor (+1/+1, Incas only) Chain Mail Armor (+1/+1, Incas only) Plate Mail Armor (+1/+2, Incas only) Supremacy (+2/+2, Spanish only) |
Speed | Wheelbarrow (+10%) Hand Cart (+10%) |
Conversion defense | Faith Heresy |
Other | Treadmill Crane (+20% construction speed) |
Civilization bonuses
- Aztecs: Villagers carry +3 resources.
- Berbers: Villagers move 10% faster.
- Britons: Shepherds work 25% faster.
- Burmese: Researching Faith is 50% cheaper.
- Celts: Lumberjacks work 15% faster. Villagers can convert herdables even if enemy units are next to them.
- Chinese: Technologies that benefit Villagers are 10%/15%/20% cheaper in the Feudal/Castle/Imperial Age. Start with +3 Villagers, but with -200 food and -50 wood.
- Franks: Foragers work 25% faster.
- Goths: Villagers have +5 attack against Wild Boars, Elephants, and Rhinoceroses and carry +15 meat.
- Incas: Villagers benefit from Blacksmith infantry upgrades.
- Indians: Villagers are 10%/15%/20%/25% cheaper in the Dark/Feudal/Castle/Imperial Age. Fishermen work 10% faster.
- Khmer: Villagers can garrison in Houses. Farmers do not need to drop off their food, but work 5% slower; the food from farms automatically adds to the player's stockpile.
- Koreans: Villagers have +3 Line of Sight. Villagers gather stone 20% faster.
- Magyars: Villagers kill wild animals with one strike.
- Mayans: Start with +1 Villager, but with -50 food. Natural resources last 15% longer.
- Mongols: Hunters work 40% faster.
- Persians: Villagers are created 10%/15%/20% faster in the Feudal/Castle/Imperial Age.
- Portuguese: Technologies that benefit Villagers are researched 30% faster.
- Slavs: Farmers work 10% faster.
- Spanish: Builders work 30% faster.
- Tatars: Shepherds obtain +50% food from herdables. Villagers deal +25% damage when attacking from higher elevation.
- Turks: Gold Miners work 20% faster.
- Vikings: Wheelbarrow and Hand Cart are free.
Team bonuses
- A team containing Incas: Farms are built 50% faster.
- A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
- A team containing Teutons: Villagers are more resistant to conversion.
Changelog
The Age of Kings
- Villagers have +3 attack against stone defense.
- Mongols: Hunters work 50% faster.
- Turks: Gold Miners work 15% faster.
The Conquerors
- Villagers now have +6 attack against stone defense.
- Heresy introduced.
- Aztecs: Villagers carry +5 resources.
- Koreans: Initially, Villagers have +2 Line of Sight. With patch 1.0b, Villagers have +3 LOS.
- Mayans: Natural resources last 20% longer.
The Forgotten
- Villagers can now be garrisoned in rams.
- Indians: Villagers are 5%/10%/15%/20% cheaper in the Dark/Feudal/Castle/Imperial Age. Fishermen work 15% faster and carry +15 food.
- Mayans: Natural resources now last 15% longer.
- Koreans: Villagers now build fortifications 33% faster.
- Slavs: Farmers work 15% faster.
The African Kingdoms
- Indians: Villagers are now 10%/15%/20%/25% cheaper in the Dark/Feudal/Castle/Imperial Age.
- Turks: Gold Miners now work 20% faster.
Rise of The Rajas
- Koreans: With patch 5.8, towers are now built 5% faster.
Definitive Edition
- Khmer: With update 34699, Farmers no longer need to drop off their food, it automatically adds to the player's stockpile. This bonus also applies in Full Tech Tree games. With update 35584, the bonus no longer applies in Full Tech Tree games. With update 36906, farmers work 3% slower. With update 42848, farmers work 5% slower.
- Koreans: Villagers no longer build fortifications faster.
- Mongols: With update 35584, Hunters work 40% faster.
- Slavs: Farmers now work 10% faster.
- Indians: With update 36906, Fishermen work 10% faster instead of 15% and no longer carry +15 food..
- With update 36906, Fishermen now can drop their food on Docks.
- Persians: With update 36906, Villagers in the Dark Age are no longer created 5% faster.
- Portuguese: With update 42848, technologies are researched 30% faster.
- With update 37650, male and female Villagers have the same length of attack animation of 1.275 seconds (tweaked from 1.05 and 1.5 seconds, respectively).
- Aztecs: with update 42848, Villagers carry +3 resources.
Trivia
- Villagers was the only unit in the game to be either male or female. With the release of the Age of Empires II: Definitive Edition - Lords of the West, however, this exclusivity was shared with the Flemish Militia.
- The Villager is one of only four trainable units to have two different designs, the other being the Monk, the Trade Cart, and the Flemish Militia.
- Male and female Villagers use different weapons when they fight or gather. Male Villagers use a poniard while female Villagers use a knife. Male Villagers use a makhaira sword in the Definitive Edition.
- The female Villager is one of only two regular female units in the game, the other one being the Gbeto.
- With just 25 base hit points, the Villager is the weakest of all units.
- When garrisoned inside a building, a Villager will add 5 damage worth of arrows to the building's attack.[1]
History
ā | The great percentage of people in the Middle Ages were peasants, serfs, and lowly villagers who gathered the food and did most of the work. They supported a relatively small class of religious leaders and nobleman who controlled the wealth and power of the community. The life of the peasant and serf was hard but improved as feudalism gave way to social systems that allowed the workers to retain more of their produce. Many peasants moved into the middle class of the growing cities. Those who remained on the farms saw their production and wealth increase thanks to specialization and many technological improvements in agriculture. | ā |
Gallery
References
- ā Source: Should You Garrison Archers In Towers? by Spirit of the Law. Published 19 May 2019.