Beginners

Age of Empires 2 Civilizations Complete Guide

Age of Empires 2: Definitive Edition is a classic real-time strategy game that offers players the chance to control one of 42 civilizations. The game includes all the civilizations from the base game “Age of Kings” and the various expansions like The Conquerors, The Forgotten, The African Kingdoms, Rise of the Rajas, Lords of the West, Dawn of the Dukes, and Dynasties of India.

Each of the Age of Empires 2 civilizations is unique, featuring one or two unique units and two unique technologies, as well as specific military strengths and weaknesses. Additionally, each civilization has a unique Wonder that can be built in-game, giving players even more options for customization and strategy.

In this guide, we will provide in-depth information about all the Age of Empires 2 civilizations, including their strengths and weaknesses, unique units and technologies, and strategies for using them effectively in the game. We will also explore the new features of the Age of Empires 2 Definitive Edition and how it affects the gameplay and the civilizations. Whether you are a beginner or a seasoned player, this article will give you all the information you need to excel with all the Age of Empires 2 civilizations.

Guide Contents

Civilization Comparison Table (Age of Empires II)

CivilizationsUnique UnitUnique BonusesTeam BonusUnique Techs
armeniansArmeniansComposite Bowman (Archer), Warrior Priest (Infantry)
  • The cost of Mule Carts is reduced by 25%.
  • Technologies related to Mule Carts are enhanced in effectiveness by 40%.
  • The initial Fortified Church is granted a Relic at no extra charge.
  • Barracks units that are not unique (excluding Men-at-Arms) can be accessed one age sooner.
  • Vessels from the Galley-line and Dromons discharge an extra projectile.
Infantry +2 line of sight• Cilician Fleet (Demolition Ships +20% blast radius; Galley-line and Dromons +1 range)
• Fereters (Infantry (except Spearman-line) +30 HP, Warrior Priests +100% heal speed)
aztecsAztecsJaguar Warrior (infantry)
  • +3 Villager carrying capacity.
  • +11% faster Military units production.
  • +5 Monk HP per Monastery tech.
  • +50 Starting gold.
Relics generate +33% gold• Atlatl (Skirmishers +1 attack, +1 range)
• Garland Wars (+4 infantry attack)
bengalisBengalisRatha (cavalry archer/cavalry)
  • Elephants receive 25% less damage from bonuses and are more resistant to conversion.
  • Town Centers will generate 2 additional villagers when advancing to the next age.
  • Ships will regain 15 health points every minute.
  • Monks will gain +3 armor and +3 in conversion resistance.
Trade units yield 10% food in addition to gold• Paiks (Rathas and elephant units attack 20% faster)
• Mahayana (Villagers and Monks take 10% less population space)
berbersBerbers
  • Camel Archer (cavalry archer)
  • Genitour (mounted skirmisher)
  • 10% movement speed for villagers.
  • 15% cost reduction for stable units in Castle, 20% reduction in Imperial Age.
  • 10% increased movement speed for ships.
Genitour available in the Archery Range starting in the Castle Age• Kasbah (team castles work 25% faster)
• Maghrebi Camels (Camel units regenerate)
bohemiansBohemians
  • Hussite Wagon (siege weapon)
  • Houfnice (bombard cannon)
  • 100 Wood reduction in cost for Blacksmiths and Universities
  • Availability of Chemistry and Hand Cannoneer in Castle Age
  • 25% increased damage dealt by Spearman-line units
  • Villagers benefit from Fervor and Sanctity
  • Technologies from Mining Camp are free.
80% work rate on Markets• Wagenburg Tactics (Gunpowder units move 15% faster)
• Hussite Reforms (Monks and Monastery technologies have their gold cost replaced by food)
BritonsLongbowman (archer)
  • 50% reduction in cost for Town Centers starting in the Castle Age
  • 1 additional range for foot archers (except skirmishers) in Castle and Imperial Age, for a total of 2 extra range
  • 25% increased work speed for Shepherds
Archery Ranges work 20% faster• Yeomen (+1 foot archer range; +2 tower attack)
• Warwolf (Trebuchets do blast damage)
bulgariansBulgariansKonnik (cavalry)
  • Free upgrades for Militia-line units
  • 50% reduction in cost for Town Centers in terms of stone
  • 50% food cost reduction for Blacksmith and Siege Workshop technologies
  • Ability to construct Krepost building
Blacksmiths work 80% faster• Stirrups (Cavalry attack 33% faster)
• Bagains (Militia-line gains +5 armor)
burgundiansBurgundians
  • Coustillier (cavalry)
  • Flemish Militia (infantry)
  • Economic upgrades available one age earlier with 40% food cost reduction
  • 50% cost reduction for stable technologies
  • Availability of Cavalier upgrade in Castle Age
  • 25% increased attack for Gunpowder units
Relics generate both Gold & Food• Burgundian Vineyards (Farmers slowly generate gold in addition to food)
• Flemish Revolution (Upgrades all existing Villagers to Flemish Militia; create Flemish Militia at Barracks)
burmeseBurmeseArambai (ranged cavalry)
  • Technologies from Lumber Camps are free
  • Infantry units receive +1 attack per age, starting in the Feudal Age
  • Battle Elephants have +1/+1P armor
  • 50% cost reduction for Monastery technologies
Relics visible on the map at the start of the game• Manipur Cavalry (Cavalry +4 attack vs. archers)
• Howdah (Battle Elephants +1/+1P armor)
byzantinesByzantinesCataphract (cavalry)
  • Buildings receive 10% increased HP in the Dark Age, 20% in Feudal, 30% in Castle and 40% in Imperial Age
  • 25% cost reduction for Camel Riders, Skirmishers, Pikemen and Halberdiers
  • 25% faster attack speed for Fire ships
  • 33% cost reduction for advancing to Imperial Age
  • Town Watch and Town Patrol are free.
Monks +100% heal speed• Greek Fire (Fire Ships +1 range; Dromon and Bombard Tower blast radius increased)
• Logistica (Cataphracts cause trample damage)
celtsCeltsWoad Raider (infantry)
  • 15% faster movement speed for Infantry units, starting in the Feudal Age
  • 15% increased work speed for Lumberjacks
  • 25% increased firing speed for Siege weapons
  • Ability to steal sheep and prevent sheep stealing within the line of sight of one Celt unit.
Siege Workshops work 20% faster• Stronghold (Castles and towers fire 33% faster; Castles heal allied infantry in a 7 tile radius)
• Furor Celtica (Siege Workshop units +40% HP)
chineseChineseChu Ko Nu (archer)
  • Starting with +3 villagers, 50 less wood, 200 less food
  • 10% cost reduction for technologies in Feudal Age, 15% in Castle, 20% in Imperial Age
  • Town Centers can support 10 population and have 5 additional line of sight
  • 50% increased hit points for Demolition ships
Farms +10% food• Great Wall (Walls and towers +30% HP)
• Rocketry (Chu Ko Nu +2, scorpions +4 attack)
cumansCumansKipchak (cavalry archer)
  • Ability to construct an additional Town Center in the Feudal Age
  • Siege Workshop and Battering Ram available in Feudal Age and Capped Ram upgrade available in Castle Age
  • 75 wood cost reduction for Archery Ranges and Stables
  • 5% increased speed for Cavalry units each age, starting in the Feudal Age.
Palisade Walls +33% HP• Steppe Husbandry (Light Cavalry, Steppe Lancers and Cavalry Archers trained 100% faster)
• Cuman Mercenaries (team members can create 5 free Elite Kipchaks per Castle)
dravidiansDravidians
  • Urumi Swordsman (infantry)
  • Thirisadai (warship)
  • 200 wood bonus when advancing to the next age
  • Fishermen and Blessing Ships can carry 15 more resources
  • 50% cost reduction for Barracks technologies
  • 25% increased attack speed for Skirmishers and Elephant Archers
Docks provide +5 population room• Medical Corps (Elephant units regenerate 30 HP per minute)
• Wootz Steel (Infantry and cavalry attacks ignore armor)
ethiopiansEthiopiansShotel Warrior (infantry)
  • 18% increased firing speed for Archers
  • 100 gold and 100 food bonus when advancing to the next age
  • Free upgrade for Pikemen
Towers and Outposts +3 line of sight• Royal Heirs (Shotel Warriors and Camel units receive -3 damage from mounted units)
• Torsion Engines (increases blast radius of Siege Workshop units)
franksFranksThrowing Axeman (infantry)
  • 25% reduction in cost for Castles
  • 20% increased hit points for Cavalry units, starting in the Feudal Age
  • Technologies from Mills are free
  • 15% increased work speed for Foragers
Knights +2 line of sight• Bearded Axe (+1 Throwing Axemen range)
• Chivalry (Stables work 40% faster)
georgiansGeorgiansMonaspa (Cavalry)
  • Begin with a Mule Cart, accompanied by a reduction of 50 food.
  • Villagers within an 8 tile radius of Fortified Churches benefit from a 10% increase in work rate.
  • When engaging in combat from a higher elevation, units and buildings sustain 15% less damage.
  • Cavalry units heal 5 HP per minute in the Feudal Age, 10 HP in the Castle Age, and 15 HP in the Imperial Age.
Buildings cost 25% fewer resources to repair• Svan Towers (Defensive buildings +2 attack; towers fire arrows that pierce multiple units)
• Aznauri Cavalry (Cavalry units take 15% less population space)
gothsGothsHuskarl (infantry)
  • 20% cost reduction for Infantry units in the Dark Age, 25% in Feudal, 30% in Castle, 35% in Imperial Age
  • +1 attack for Infantry units vs. buildings per age, starting from the Feudal Age
  • Villagers receive +5 attack vs. wild boar and Hunters carry 15 more meat
  • Instant research for the Loom technology
  • 10 additional population in Imperial Age
Barracks work 20% faster• Anarchy (create Huskarls at Barracks)
• Perfusion (Barracks work 100% faster)
gurjarasGurjaras
  • Chakram Thrower (infantry)
  • Shrivamsha Rider (cavalry)
  • Camel Scout (camel rider)
  • Start with 2 Forage Bushes
  • Can garrison Mills with livestock to produce food
  • Mounted units deal +20% bonus damage Feudal, +30% Castle, +40% Imperial Age
  • Can garrison Docks with Fishing Ships
Camel and elephant units created 25% faster• Kshatriyas (Military units cost -25% food)
• Frontier Guards (Camel Riders and Elephant Archers +4 melee armor)
hindustanisHindustanis
  • Ghulam (infantry)
  • Imperial Camel Rider (camel rider)
  • 10% cost reduction for Villagers in the Dark Age, 15% in Feudal, 20% in Castle, 25% in Imperial Age.
  • 20% increased attack speed for Camel Riders
  • +1/+1P armor for Gunpowder units
  • Ability to construct Caravanserai in Imperial Age.
Camel and light cavalry units +2 attack vs. buildings• Grand Trunk Road (All gold income 10% faster; trading fee reduced to 10%)
• Shatagni (Hand Cannoneers +2 range)
hunsHunsTarkan (cavalry)No need for houses but start with 100 less wood
10% cost reduction for Cavalry Archers in the Castle Age, 20% in Imperial Age
30% increased accuracy for Trebuchets.
Stables work 20% faster• Marauders (Create Tarkans at stables)
• Atheism (+100 years Relic, Wonder victories; enemy relics generate -50% resources)
incasIncas
  • Kamayuk (infantry)
  • Slinger (archer)
  • No need for houses but start with 100 less wood
  • 10% cost reduction for Cavalry Archers in the Castle Age, 20% in Imperial Age
  • 30% increased accuracy for Trebuchets.
Spearmen and Skirmishers +2 line of sight• Andean Sling (Skirmishers and Slingers no minimum range; Slingers +1 attack)
• Fabric Shields (Kamayuks, Slingers, Eagles +1/+2P armor)
italiansItalians
  • Genoese Crossbowman (archer)
  • Condottiero (infantry)
  • 15% cost reduction for advancing to the next age
  • 33% cost reduction for Dock and University technologies
  • 15% cost reduction for Fishing Ships
  • 20% cost reduction for Gunpowder units.
Condottiero available in the Barracks in Imperial Age• Pavise (foot archers and Condottieri +1 armor/+1 pierce armor)
• Silk Road (trade units cost -50%)
japaneseJapaneseSamurai (infantry)
  • Double hit points and +2P armor for Fishing Ships and 5% increased work rate in Dark Age, 10% in Feudal, 15% in Castle, 20% in Imperial Age
  • 50% cost reduction for Mills and Lumber/Mining Camps
  • 33% increased attack speed for Infantry units starting in Feudal Age
Galleys +50% line of sight• Yasama (Towers shoot extra arrows)
• Kataparuto (Trebuchets fire, pack faster)
khmerKhmerBallista Elephant (mounted scorpion)
  • No need for buildings to advance to the next age or unlock other buildings
  • Farmers can drop off food without the need of Mills or Town Centers
  • 10% increased movement speed for Battle Elephants
  • Villagers can garrison inside Houses.
Scorpions +1 range• Tusk Swords (Battle Elephants +3 attack)
• Double Crossbow (Ballista Elephants and Scorpions fire two projectiles)
koreansKoreans
  • War Wagon (cavalry archer)
  • Turtle Ship (war ship)
  • 3 additional line of sight for Villagers
  • 20% increased work speed for Stone Miners
  • Free upgrades for Towers (Chemistry required for Bombard Tower)
  • Free Archer armor upgrades
  • 20% cost reduction for military units (excluding siege weapons) in terms of wood.
Mangonel-line minimum range reduced• Eupseong (Watch Towers, Guard Towers and Keeps +2 range)
• Shinkichon (Mangonel-line +1 range)
lithuaniansLithuanians
  • Leitis (cavalry)
  • Winged Hussar (cavalry)
  • 150 food bonus at start
  • 10% increased movement speed for Spearman-line and Skirmishers
  • Each garrisoned relic increases the attack of Knights and Leitis by 1 (maximum of +4).
Monasteries work 20% faster• Hill Forts (Town Centers +3 range)
• Tower Shields (Spearman-line and Skirmishers +2P armor)
magyarsMagyarsMagyar Huszar (cavalry)Villagers can kill wolves with one strike
Forging, Iron Casting, and Blast Furnace technologies are free
15% cost reduction for Scout Cavalry, Light Cavalry, and Hussar units.
Foot archers +2 line of sight• Corvinian Army (Magyar Huszar gold cost is replaced by additional food cost)
• Recurve Bow (Cavalry archers +1 range, +1 attack)
malayMalayKarambit Warrior (infantry)
  • 66% faster advancement to the next age
  • 33% cost reduction and 3 times more food from Fish Traps
  • 30% cost reduction for Battle Elephants in the Castle Age and 40% in the Imperial Age.
Docks +100% line of sight• Thalassocracy (upgrades Docks to Harbors, which fire arrows)
• Forced Levy (Militia-line gold cost is replaced by additional food cost)
maliansMaliansGbeto (infantry)
  • 15% cost reduction for buildings in terms of wood
  • 1 additional P armor for Barracks units per age, starting from the Feudal Age
  • 30% longer lasting Gold Mines.
Universities work 80% faster• Tigui (Town Centers fire arrows when ungarrisoned)
• Farimba (Cavalry +5 attack)
mayansMayansPlumed Archer (archer)
Eagle Warrior (infantry)
Starting with 1 additional villager, but 50 less food
15% longer lasting resources
10% cost reduction for Archers in Feudal Age, 20% in Castle, 30% in Imperial Age.
Walls cost -50%• Hul'che Javelineers (Skirmishers throw a second projectile)
• El Dorado (Eagle Warriors have +40 hit points)
mongolsMongolsMangudai (cavalry archer)
  • 25% increased firing speed for Cavalry Archers.
  • 30% increased hit points for Light Cavalry, Hussars, and Steppe Lancers.
  • 40% increased work speed for Hunters.
Scout Cavalry, Light Cavalry, Hussar +2 line of sight• Nomads (lost houses do not decrease population headroom)
• Drill (Siege Workshop units move 50% faster)
persiansPersiansWar Elephant (cavalry)
  • Starting with 50 bonus wood and food
  • Town Center and Dock have double hit points and 10% increased work rate in Feudal Age, 15% in Castle, 20% in Imperial Age.
Knights +2 attack vs. Archers• Kamandaran (Archer-line gold cost is replaced by additional wood cost)
• Citadels (Castles fire Bullets [+4 attack, +3 vs Rams, +3 vs Infantry], receive -25% bonus damage)
polesPolesObuch (infantry)
Winged Hussar (cavalry)
  • Villagers regenerate 5 HP per minute in Dark Age, 10 in Feudal, 15 in Castle and 20 in Imperial Age
  • Folwark building replaces the Mill • Stone Miners also generate gold in addition to stone.
Scout Cavalry, Light Cavalry, Hussar +1 attack vs. Archers• Szlachta Privileges (Knights cost -60% gold)
• Lechitic Legacy (Light Cavalry deals trample damage)
portuguesePortuguese
  • Organ Gun (siege)
  • Caravel (war ship)
  • 20% cost reduction for all units in terms of gold
  • Foragers generate wood in addition to food • 10% increased hit points for ships
  • Ability to build Feitoria in Imperial Age.
Technologies researched 25% faster• Carrack (Ships +1/+1 armor)
• Arquebus (gunpowder units more accurate)
romansRomans
  • Centurion (cavalry), Legionary (infantry)
  • Villagers work 5% faster in gathering, building, and repairing.
  • Galley-line ships and Dromons gain +1/+1 armor.
  • Infantry armor upgrades from the Blacksmith are twice as effective.
  • Scorpions are 60% cheaper in gold and can use Ballistics.
Scorpion-line minimum range reduced• Ballistas (Scorpions fire 33% faster; Galley-line +2 attack)
• Comitatenses (Militia-line, Knight-line, and Centurions train 50% faster and receive a charge attack)
saracensSaracensMameluke (camel rider)
  • 5% cost for market trades
  • 100 wood cost reduction for Markets
  • Double hit points and carry capacity for Transport Ships
  • 25% faster attack speed for Galleys
  • 10 additional hit points for Camel units.
Foot archers +2 attack vs. buildings• Bimaristan (Monks automatically heal multiple nearby units)
• Counterweights (Trebuchets and Mangonel-line +15% attack)
siciliansSiciliansSerjeant (infantry)
  • Starting with 100 bonus stone
  • Castles and Town Centers built 100% faster
  • 33% less bonus damage for land military units (except siege weapons)
  • Farm upgrades provide 100% additional food
  • Donjon building replaces Watch Tower-line
Transport Ships +5 line of sight and cost -50%• First Crusade (Each Town Center (maximum 5) spawns a one-time batch of 5 Serjeants; units more resistant to conversion)
• Hauberk (Knights +1/+2P armor)
slavsSlavsBoyar (cavalry)
  • 10% increased work speed for Farmers
  • Supplies are free
  • 15% cost reduction for Siege Workshop units.
Military buildings provide +5 population room• Detinets (Replaces 40% of Castles' and Towers' stone cost with wood)
• Druzhina (Infantry damage adjacent units)
spanishSpanish
  • Conquistador (mounted hand cannoneer)
  • Missionary (mounted Monk)
  • 30% increased work speed for Builders
  • Blacksmith upgrades are free
  • Cannon Galleons receive the benefits of Ballistics (increased firing speed and accuracy)
  • 18% increased firing speed for Gunpowder units.
Trade units generate +25% gold• Inquisition (Monks convert faster; Missionaries +1 range)
• Supremacy (Villagers stronger in combat)
tatarsTatars
  • Keshik (raiding cavalry)
  • Flaming Camel (petard)
  • 50% increased food gathering for villagers from herdable animals
  • New Town Centers spawn 2 Sheep starting in the Castle Age
  • 25% increased damage dealt by units when fighting from higher elevations
  • Thumb Ring and Parthian Tactics technologies are free.
Cavalry Archers +2 line of sight• Silk Armor (Light Cavalry, Steppe Lancers and Cavalry Archers receive +1/+1P armor)
• Timurid Siegecraft (Trebuchets +2 range, enables Flaming Camels)
teutonsTeutonsTeutonic Knight (infantry)
  • Monks have 2x healing range
  • Towers can garrison 2x units
  • Murder Holes and Herbal Medicine technologies are free
  • 40% cost reduction for Farms
  • Town Center can garrison 10 units
  • +1 armor for Barracks and Stable units in Castle and Imperial Age, for a total of 2 extra armor
Units resist conversion• Ironclad (siege weapons extra melee armor)
• Crenellations (+3 range Castles
garrisoned infantry fire arrows)
turksTurksJanissary (hand cannoneer)
  • 25% increased hit points for Gunpowder units; 50% cost reduction for researching gunpowder technologies and Chemistry technology is free.
  • 20% increased work speed for Gold Miners.
  • 1 additional P armor for Scout Cavalry, Light Cavalry and Hussar units.
  • Free upgrades for Light Cavalry and Hussar units.
Gunpowder units created 25% faster• Sipahi (Cavalry Archers +20 HP)
• Artillery (+2 range Bombard Towers, Bombard Cannons, Cannon Galleons)
vietnameseVietnamese
  • Rattan Archer (archer)
  • Imperial Skirmisher (skirmisher)
  • Enemy positions revealed at the start of the game
  • Economic upgrades require no wood
  • 20% increased hit points for units from Archery Ranges
  • Conscription technology is free
Imperial Skirmisher upgrade available in the Imperial Age• Chatras (Battle Elephants +100 HP)
• Paper Money (Lumberjacks slowly generate gold in addition to wood)
vikingsVikings
  • Berserk (infantry)
  • Longboat (warship)
  • 15% cost reduction for Warships in Feudal Age, 15% in Castle Age and 20% in Imperial Age
  • 20% increased hit points for Infantry units starting in Feudal Age
  • Wheelbarrow and Hand Cart technologies are free.
Docks cost -15%• Chieftains (infantry deal bonus damage to cavalry, generate gold when killing villagers, trade units, and monks)
• Bogsveigar (Archer-line and Longboats +1 attack)

Unique Units and Technologies

Unique Units and Technologies
Every civilization has something unique

Each civilization in Age of Empires 2 has its own unique units and technologies that set it apart from the others, and each of these Age of Empires 2 civilizations give their own distinct playstyle and strategy.

For example, the Byzantine civilization has access to the Cataphract, a heavily-armored cavalry unit with high hitpoints and damage, while the Persian civilization has access to the War Elephant, a powerful unit that deals high damage to buildings and infantry.

The Chinese civilization has access to the Chu Ko Nu, a unique archer unit that fires multiple arrows at once, and the Chinese civilization also has access to the Rocketry technology which allows their Scorpions to fire rockets.

Military Strengths and Weaknesses

In addition to unique units and technologies, each civilization also has its own set of military strengths and weaknesses. These strengths and weaknesses should be taken into account when choosing a civilization and planning your strategy.

For example, the Teutons civilization has a strong infantry, but weak archers, while the Britons civilization has strong archers, but weak infantry. The Aztecs civilization has strong infantry and strong archers, but no cavalry access. The Celts civilization has strong infantry and siege weapons but weak archers and cavalry.

Understanding a civilization’s military strengths and weaknesses can help you to effectively use that civilization in battle and to counter the strengths and exploit the weaknesses of your opponents’ civilizations.

Where to find Civilization weaknesses and strengths?

Click the "Technology Tree" button
Click the “Technology Tree” button

How To Play All Civilizations From A to Z

1. Armenians

Armenians feature versatile infantry and cavalry units, with unique access to the Nakharar unit, which excels in crowd control and anti-cavalry roles. They have a balanced economy that allows them to adapt to multiple playstyles in both Feudal and Castle Ages.

Openers

  1. Men-at-Arms into Archers: Armenians can start with Men-at-Arms to pressure early, then transition to archers for map control.
  2. Drush + Fast Castle: A Drush can delay the opponent, setting up a quick Castle Age entry where Nakharars and Knights excel.
  3. Scout Rush: Armenians’ flexible economy supports an early Scout Rush for aggressive map control.

Castle Age Transition

  • Nakharars and Knights: Nakharars offer anti-cavalry capabilities, while Knights provide a powerful direct engagement option.
  • Crossbowmen: If the game leans towards ranged battles, Crossbowmen can be mixed in for additional firepower.

Counter Strategies

  • Anti-Cavalry Capability: Nakharars are particularly effective against cavalry, providing a solid answer to knight-heavy civs.

Strengths and Weaknesses

Strengths:

  • Versatile unit compositions with Nakharars.
  • Balanced eco, allowing flexibility in unit choices.
  • Effective anti-cavalry options.

Weaknesses:

  • Limited heavy siege in late game.
  • Vulnerable to massed archers without adequate support.
  • High dependence on effective economic transitions.

2. Aztecs

Aztecs are a Mesoamerican civilization known for their Eagle Warriors and strong monk synergy in Castle Age. Their Eagles excel in raiding and anti-archer roles, giving Aztecs strong map control.

Openers

  1. Men-at-Arms into Archers: Begin with Men-at-Arms for early control, transitioning into archers to set up Feudal presence, ideal for transitioning into Eagles in Castle Age.
  2. Drush + Fast Castle: A Drush can buy time to reach Castle Age, where Aztecs’ Eagles and monks come into play.
  3. Archer Rush: Archers in Feudal support a strong Castle Age transition to Eagles and monks.

Castle Age Transition

  • Eagle Warriors and Monks: Aztec Eagles are faster and stronger, well-suited against archers and siege. Pair with monks for anti-cavalry support.
  • Crossbowmen: Archers can remain in the mix if needed, providing range diversity.

Counter Strategies

  • Anti-Scout and Anti-Archer Focus: Eagles handle archers and scouts effectively, making them viable against archer-focused and scout rush civs.

Strengths and Weaknesses

Strengths:

  • Powerful anti-archer capabilities with Eagle Warriors.
  • Strong monk synergy in Castle Age.
  • Fast military production for reinforcements.

Weaknesses:

  • Lack of cavalry leaves them vulnerable to fast-moving units.
  • Limited siege options outside basic rams.
  • Eco-dependent for high military production.

3. Bengalis

Bengalis are known for their sturdy elephants and sustainable economy, with unique access to the Ratha, a dual-mode ranged and melee unit, adding versatility to their composition in both land and water maps.

Openers

  1. Archer Rush: Bengalis can support a strong archer rush, leading into a versatile Castle Age.
  2. Drush + Fast Castle: A Drush can allow a smooth Castle Age transition, where Ratha and elephants shine.
  3. Men-at-Arms into Archers: Early Men-at-Arms create pressure, transitioning into archers for map control.

Castle Age Transition

  • Ratha and Elephants: Rathas provide flexibility with ranged and melee modes, while elephants bring durability in prolonged engagements.
  • Monks and Siege: Add monks for anti-elephant and anti-cavalry support.

Counter Strategies

  • Anti-Cavalry Options: Ratha’s flexibility counters various unit types, and elephants provide a strong frontline against infantry.

Strengths and Weaknesses

Strengths:

  • Unique Ratha unit offers versatility.
  • Durable elephants excel in melee.
  • Resilient eco with age-up benefits.

Weaknesses:

  • High food requirements for elephants.
  • Slow-moving army can be outmaneuvered.
  • Vulnerable to monks due to reliance on elephants.

4. Berbers

Berbers are a cavalry-focused civilization with discounted stable units in Castle Age, allowing for powerful knight and camel play. Their Camel Archers counter cavalry archers effectively.

Openers

  1. Scout Rush: Berbers’ discounted stable units support an efficient Scout Rush for early map control.
  2. Drush + Fast Castle: A Drush can delay opponents, transitioning to discounted knights and camels in Castle Age.
  3. Men-at-Arms into Scouts: Early Men-at-Arms pressure, transitioning into scouts to capitalize on their discount.

Castle Age Transition

  • Knights and Camels: Discounted knights and camels provide flexibility, enabling a robust Castle Age force.
  • Camel Archers: These archers counter enemy cavalry archers, adding versatility to Berber compositions.

Counter Strategies

  • Anti-Cavalry Advantage: Camels and Camel Archers counter enemy cavalry units, making them strong against cavalry civs.

Strengths and Weaknesses

Strengths:

  • Stable unit discount enhances cavalry cost-effectiveness.
  • Camel Archers counter other cavalry archers.
  • Strong mobility for map control.

Weaknesses:

  • Limited infantry options in late game.
  • Vulnerable to massed archers and siege without Camel Archers.
  • Dependence on stable units, requiring steady eco.

5. Bohemians

Bohemians specialize in anti-cavalry with early Chemistry access. The Hussite Wagon provides a durable ranged unit, and their Spearmen deal extra damage to cavalry.

Openers

  1. Men-at-Arms into Archers: Early Men-at-Arms can pressure, transitioning into archers for effective map control.
  2. Archer Rush: Bohemians support a sustainable archer rush that flows into Crossbowmen.
  3. Drush + Fast Castle: A Drush stalls the opponent, preparing for Castle Age Crossbowmen, Hussite Wagons, and monks.

Castle Age Transition

  • Crossbowmen and Monks: Crossbowmen provide core range support, with monks for anti-cavalry conversions.
  • Hussite Wagons: Hussite Wagons offer a durable, high-damage ranged option.

Counter Strategies

  • Anti-Cavalry Potential: Bohemian Spearmen’s extra damage against cavalry makes them effective at handling early scout rushes and knight-heavy civs.

Strengths and Weaknesses

Strengths:

  • Early Chemistry for Castle Age gunpowder.
  • Anti-cavalry bonuses protect against cavalry civs.
  • Hussite Wagons provide unique durability in ranged battles.

Weaknesses:

  • Limited cavalry options for mobility.
  • High reliance on Castle Age for power units.
  • Less effective in prolonged melee without frontline.

6. Britons

Britons are a long-range archer civilization with strong economic growth via town center bonuses. Their unique Longbowman provides extended range, ideal for archer-heavy playstyles.

Openers

  1. Archer Rush: Britons excel with an archer rush due to range advantages.
  2. Drush + Fast Castle: A Drush stalls opponents, supporting Crossbowmen in Castle Age.
  3. Men-at-Arms into Archers: Adds early pressure and transitions into Britons’ archer advantage.

Castle Age Transition

  • Crossbowmen and Longbowmen: Longbowmen provide range, while Crossbowmen form the core archer army.
  • Town Center Boom: Town center discount boosts eco for large archer armies.

Counter Strategies

  • Anti-Infantry: Britons’ range makes them effective against infantry, enabling safe engagements from a distance.

Strengths and Weaknesses

Strengths:

  • Long-range archers with Longbowmen.
  • Faster economic expansion with town center discounts.
  • Effective against infantry and light cavalry.

Weaknesses:

  • Limited cavalry options.
  • Dependent on large archer numbers.
  • Vulnerable to siege and high-armor units.

7. Bulgarians

Bulgarians are a civilization that emphasizes strong infantry and cavalry, with discounted Blacksmith upgrades that improve their melee effectiveness. They also have access to Kreposts, mini-castles that allow for localized production of their unique Konnik units.

Openers

  1. Men-at-Arms Rush: The free Men-at-Arms upgrade in Feudal Age makes an early infantry rush particularly effective.
  2. Scout Rush: The eco discount on Blacksmith upgrades supports a strong Scout Rush, leading into a Castle Age transition.
  3. Drush + Fast Castle: A Drush delays the opponent and prepares for a powerful Castle Age with Kreposts and Konniks.

Castle Age Transition

  • Knights and Konniks: Bulgarians benefit from durable knights and the unique Konniks, who revive as infantry after being defeated as cavalry.
  • Siege and Kreposts: Kreposts allow for localized Konnik production, while siege supports their aggressive playstyle.

Counter Strategies

  • Anti-Infantry Potential: The unique Konnik’s ability to revive gives Bulgarians an advantage in sustained fights, especially against infantry-based armies.

Strengths and Weaknesses

Strengths:

  • Free Men-at-Arms upgrade and discounted Blacksmith techs.
  • Kreposts provide versatile production points for Konniks.
  • Strong melee units in both infantry and cavalry roles.

Weaknesses:

  • Limited archer options make them vulnerable to ranged-heavy civs.
  • Rely on melee units, which can struggle against massed archers or siege.
  • Require map control for optimal Krepost placement.

8. Burgundians

Burgundians have a unique economic structure that lets them research economic upgrades one age earlier, providing a powerful early advantage. They also boast the Coustillier, a unique cavalry unit with a charge mechanic, making them strong in mid-game combat.

Openers

  1. Scout Rush: Early eco upgrades allow for a strong Scout Rush, maximizing early map presence.
  2. Men-at-Arms into Scouts: Begin with Men-at-Arms to apply pressure, then transition into scouts to capitalize on early eco bonuses.
  3. Drush + Fast Castle: Use a Drush to delay the opponent, transitioning to a powerful Castle Age with Coustilliers and knights.

Castle Age Transition

  • Knights and Coustilliers: The Coustillier’s charge attack offers burst damage, while knights provide sustained durability.
  • Eco Upgrades: Focus on acquiring additional eco upgrades to leverage their unique economy in sustaining a large army.

Counter Strategies

  • Anti-Cavalry Strength: Coustilliers and knights excel against infantry-heavy opponents, but they need support against ranged units.

Strengths and Weaknesses

Strengths:

  • Early economic advantage with unique tech timings.
  • Powerful cavalry options with Coustilliers’ charge attack.
  • Flexible economy that supports sustained military production.

Weaknesses:

  • Limited ranged options make them susceptible to archer-heavy civs.
  • Relies heavily on a strong economy to maximize potential.
  • Coustillier charge requires careful management in battles.

9. Burmese

Burmese are known for their strong elephants and monks, as well as their unique unit, the Arambai, a high-damage ranged unit that can quickly overwhelm opponents. Their free lumber upgrades provide an early eco boost.

Openers

  1. Scout Rush: The free lumber upgrades enable a strong early Scout Rush, allowing for effective early game map control.
  2. Men-at-Arms into Scouts: Start with Men-at-Arms for early pressure, transitioning into scouts to benefit from their eco boost.
  3. Drush + Fast Castle: A Drush can buy time for a Castle Age transition to elephants and monks.

Castle Age Transition

  • Elephants and Monks: Burmese elephants are durable and strong in melee, while monks can convert enemy units, adding versatility.
  • Arambai: Arambai provide strong burst damage, effective for hit-and-run tactics or raiding.

Counter Strategies

  • Anti-Cavalry Capability: Monks and elephants give Burmese a strong position against cavalry-dependent civilizations.

Strengths and Weaknesses

Strengths:

  • Free lumber upgrades improve early eco stability.
  • Durable elephants and effective monks for conversions.
  • Arambai offer high burst damage with hit-and-run potential.

Weaknesses:

  • Lack of archers limits flexibility in ranged engagements.
  • Vulnerable to monk and spearman counters against elephants.
  • Arambai require precise micro-management to be effective.

10. Byzantines

Byzantines are a defensive civilization with cost-effective counter units, making them strong against various unit types. They have access to the Cataphract, a powerful anti-infantry cavalry unit, and benefit from cheaper buildings and techs.

Openers

  1. Archer Rush: Byzantines can sustain an archer rush with cheaper Skirmishers for defense.
  2. Men-at-Arms into Archers: Start with Men-at-Arms to apply early pressure, transitioning into archers, leveraging their versatile tech tree.
  3. Drush + Fast Castle: A Drush stalls the opponent, setting up a Castle Age with Cataphracts or Knights.

Castle Age Transition

  • Cataphracts and Skirmishers: Cataphracts counter infantry effectively, while Skirmishers offer anti-archer support.
  • Monks and Siege: Add monks and siege to diversify options and counter heavy cavalry.

Counter Strategies

  • Anti-Infantry and Anti-Cavalry: Cataphracts and Skirmishers provide Byzantines with solid counters to infantry and archer units.

Strengths and Weaknesses

Strengths:

  • Cost-effective counter units provide strong defense.
  • Cataphracts offer durability against infantry.
  • Cheaper buildings and techs enable flexibility in economic strategies.

Weaknesses:

  • Limited offensive potential early game.
  • Cataphracts are costly, requiring a strong economy.
  • Vulnerable to quick, aggressive civs if unable to establish defenses.

11. Celts

Celts are known for their siege capabilities and fast-moving infantry. Their unique unit, the Woad Raider, is a fast, durable infantry unit that excels in raiding and flanking.

Openers

  1. Men-at-Arms into Archers: Celts can apply early pressure with Men-at-Arms, then transition to archers for Feudal map control.
  2. Archer Rush: An archer rush complements Celt siege focus, leading to powerful mid-game aggression.
  3. Drush + Fast Castle: A Drush delays the opponent, setting up a quick Castle Age with Woad Raiders and siege.

Castle Age Transition

  • Woad Raiders and Siege: Woad Raiders provide speed and anti-archer potential, while siege keeps pressure on enemy defenses.
  • Siege Workshops: Celts’ siege units are faster, allowing them to apply consistent pressure.

Counter Strategies

  • Anti-Infantry and Siege Focus: Woad Raiders and fast siege excel against infantry and static defenses.

Strengths and Weaknesses

Strengths:

  • Faster siege units for effective base destruction.
  • Woad Raiders provide speed and durability.
  • Strong mid-game power with siege and infantry.

Weaknesses:

  • Lack of cavalry makes them vulnerable to fast-moving units.
  • Siege units are susceptible to monk conversions.
  • Struggle against long-range archers without adequate support.

12. Chinese

Chinese start with a strong economy and access to Chu Ko Nu, a high-damage archer unit. They have a versatile tech tree, making them adaptable in both Feudal and Castle Ages.

Openers

  1. Archer Rush: Chinese benefit from a strong economy, enabling an archer rush for sustained Feudal aggression.
  2. Men-at-Arms into Archers: Start with Men-at-Arms to apply pressure, then transition to archers, leveraging their eco advantage.
  3. Drush + Fast Castle: A Drush supports a quick Castle Age entry, where Chu Ko Nu or Crossbowmen become effective.

Castle Age Transition

  • Chu Ko Nu and Knights: Chu Ko Nu offer high damage output, while knights add durability in mixed battles.
  • Crossbowmen and Siege: Pair Crossbowmen with siege for added flexibility in pressuring enemy defenses.

Counter Strategies

  • Anti-Infantry Capability: Chu Ko Nu handle infantry well, especially in mass formations.

Strengths and Weaknesses

Strengths:

  • High-damage Chu Ko Nu for anti-infantry power.
  • Versatile economy and unit production.
  • Resilient long-term performance with strong eco management.

Weaknesses:

  • Requires careful economic management due to early population challenges.
  • Vulnerable to early rushes if defenses aren’t set up.
  • Expensive tech tree, making full upgrades challenging.

13. Cumans

Cumans are known for their unique ability to build Feudal Age Town Centers, allowing them to boom earlier than most civilizations. They also have strong cavalry and Kipchaks, a fast, ranged unit effective for raiding and mobility.

Openers

  1. Scout Rush: Early eco boosts from additional Town Centers support a strong Scout Rush.
  2. Archer Rush: Opening with archers is effective and supports a transition to the Kipchak in Castle Age.
  3. Feudal Boom: Build an early Town Center in Feudal Age to rapidly expand the economy and prepare for a Castle Age push.

Castle Age Transition

  • Kipchaks and Knights: Kipchaks excel in raiding, while knights provide a durable frontline.
  • Siege and Cavalry: Use siege to support cavalry pushes, taking advantage of Cumans’ strong eco.

Counter Strategies

  • Anti-Infantry and Mobility: Kipchaks and cavalry excel against infantry-heavy civs, allowing Cumans to maintain map control.

Strengths and Weaknesses

Strengths:

  • Feudal Age Town Center for an early economic boom.
  • Kipchaks provide fast and mobile ranged support.
  • Strong mid-game potential with knights and Kipchaks.

Weaknesses:

  • Vulnerable to early aggression due to Feudal boom.
  • Kipchaks require micro-management to avoid counterfire.
  • Limited infantry options for late-game versatility.

14. Dravidians

Dravidians benefit from eco bonuses that increase wood income, supporting their archery-based playstyle. Their unique unit, the Urumi Swordsman, is an infantry unit with a charge attack that can deal high damage.

Openers

  1. Archer Rush: Extra wood income allows Dravidians to sustain an archer rush effectively.
  2. Men-at-Arms into Archers: Start with Men-at-Arms to apply pressure, transitioning into archers for consistent Feudal aggression.
  3. Drush + Fast Castle: Use a Drush to buy time, leading into a Castle Age push with Urumi Swordsmen or Crossbowmen.

Castle Age Transition

  • Crossbowmen and Urumi Swordsmen: Crossbowmen provide range, while Urumi Swordsmen add burst damage against tightly packed units.
  • Monks and Siege: Monks and siege complement Dravidian armies for a balanced composition.

Counter Strategies

  • Anti-Infantry and Burst Damage: Urumi Swordsmen excel against large groups of units, providing Dravidians an edge in crowded fights.

Strengths and Weaknesses

Strengths:

  • Wood income bonus sustains economy for archer production.
  • Urumi Swordsmen offer strong burst damage.
  • Flexible composition with both infantry and archers.

Weaknesses:

  • Limited cavalry, leaving them vulnerable to mobile civs.
  • High reliance on wood for production.
  • Urumi Swordsmen require careful timing for charge attack.

15. Ethiopians

Ethiopians have fast-firing archers and gain additional resources upon advancing to the next age, allowing for sustained early aggression. Their unique unit, the Shotel Warrior, provides burst melee damage and is effective against isolated targets.

Openers

  1. Archer Rush: Extra resources support a strong archer rush, making Ethiopian archers a powerful Feudal option.
  2. Men-at-Arms into Archers: Start with Men-at-Arms to apply early control, transitioning into fast-firing archers.
  3. Drush + Fast Castle: Use a Drush to stall the opponent and prepare for a Castle Age with Crossbowmen and Shotels.

Castle Age Transition

  • Crossbowmen and Shotel Warriors: Fast-firing Crossbowmen form the core, while Shotel Warriors provide burst damage for quick kills.
  • Siege and Archers: Siege complements Ethiopian archers in maintaining map control.

Counter Strategies

  • Anti-Infantry and Anti-Scout: Fast-firing archers excel against infantry and scouts, giving Ethiopians an advantage against slower units.

Strengths and Weaknesses

Strengths:

  • Fast-firing archers increase ranged combat effectiveness.
  • Extra resources boost economic flexibility.
  • Shotel Warriors add high burst damage for engagements.

Weaknesses:

  • Vulnerable to heavy cavalry without additional support.
  • Shotel Warriors are fragile and require careful micro.
  • Limited versatility in late-game composition.

16. Franks

Franks excel with their cavalry-focused approach, benefiting from faster berry gathering and strong Castle Age knights. Their unique Throwing Axemen add anti-infantry support for a well-rounded military composition.

Openers

  1. Scout Rush: Faster food gathering from berries supports a quick Scout Rush for map control.
  2. Men-at-Arms into Scouts: Begin with Men-at-Arms for early pressure, transitioning to scouts using their eco bonus.
  3. Drush + Fast Castle: Use a Drush to slow opponents and transition to a powerful knight play in Castle Age.

Castle Age Transition

  • Knights and Throwing Axemen: Extra HP knights dominate melee engagements, while Throwing Axemen counter infantry.
  • Monks and Siege: Monks can complement knights with conversions, providing versatility in battles.

Counter Strategies

  • Anti-Infantry Strength: Frank knights and Throwing Axemen handle infantry effectively, making them strong against infantry-focused civs.

Strengths and Weaknesses

Strengths:

  • Extra HP on knights boosts durability.
  • Efficient economic boost with berry gathering bonus.
  • Effective mid-game power spike with strong knights.

Weaknesses:

  • Limited archer support makes them vulnerable to ranged civs.
  • Heavy reliance on knights leaves them exposed to monks.
  • Struggles with flexibility if unable to maintain knight production.

17. Georgians

Georgians are a hybrid civilization with both strong cavalry and infantry. They feature the unique Lancer unit, which provides a fast and flexible option against various enemy types, particularly effective against archers and light cavalry.

Openers

  1. Scout Rush: Leveraging their strong economy for a quick Scout Rush can yield map control.
  2. Men-at-Arms into Scouts: Early infantry pressure transitions smoothly into scouts to continue the aggression.
  3. Drush + Fast Castle: A Drush allows for a smooth transition to Castle Age, where their Lancers and knights come into play.

Castle Age Transition

  • Lancers and Knights: The unique Lancer is fast and versatile, excelling against archers, while knights provide durability.
  • Monks and Siege: Monks and siege diversify the Georgian forces, complementing their cavalry.

Counter Strategies

  • Anti-Archer and Anti-Scout Potential: Lancers are particularly effective against archer-heavy civs, allowing Georgians to maintain battlefield dominance.

Strengths and Weaknesses

Strengths:

  • Versatile cavalry options with Lancers and knights.
  • Strong eco base to support military production.
  • Balanced between cavalry and infantry options.

Weaknesses:

  • Lancers require good micro due to their speed.
  • Limited heavy ranged options for late-game.
  • Vulnerable to high-armor melee units without proper support.

18. Goths

Goths are an infantry-centered civilization with faster infantry production and cheaper unit costs, allowing them to swarm opponents. Their Huskarls are highly effective against archers, giving them a strong anti-archer edge.

Openers

  1. Men-at-Arms Flood: Goths can begin with Men-at-Arms and transition to heavy infantry production.
  2. Drush + Fast Castle: A Drush can secure early map control, leading into a Castle Age filled with Huskarls and massed infantry.
  3. Scout Rush: While less common, Goths can field scouts early before transitioning to infantry.

Castle Age Transition

  • Huskarls: Huskarls counter archers and can be mass-produced to overwhelm opponents.
  • Infantry Swarm: Rapid infantry production allows Goths to apply consistent pressure on opponents.

Counter Strategies

  • Anti-Archer Strength: Huskarls provide Goths with a solid answer to archer-based civs, allowing them to counter ranged threats effectively.

Strengths and Weaknesses

Strengths:

  • Rapid infantry production allows for overwhelming numbers.
  • Huskarls counter archers, providing anti-ranged support.
  • Cost-effective infantry enables sustained pressure.

Weaknesses:

  • Weak against cavalry and siege units.
  • Lack of archers limits flexibility.
  • Dependent on continuous production for effectiveness.

19. Gurjaras

Gurjaras feature a unique economic advantage by garrisoning livestock in mills, providing a constant food income. Their unique unit, the Shrivamsha Rider, is a fast cavalry unit that has an evasion mechanic, making it highly resistant to projectile attacks.

Openers

  1. Scout Rush: Leverage the food income from garrisoned livestock to support a fast Scout Rush, gaining early map control.
  2. Archer Rush: Gurjaras can also open with an archer rush, allowing them to transition smoothly to ranged and cavalry units.
  3. Drush + Fast Castle: A Drush provides time to reach Castle Age, where Gurjaras can focus on Shrivamsha Riders and Camels.

Castle Age Transition

  • Shrivamsha Riders and Camels: The Shrivamsha Rider is ideal for raiding and avoiding enemy archer fire, while camels provide anti-cavalry support.
  • Crossbowmen and Siege: Gurjaras can use Crossbowmen and siege for versatility, especially against melee units.

Counter Strategies

  • Anti-Archer and Mobility: The Shrivamsha Rider’s evasion ability makes it particularly effective against archers, allowing Gurjaras to excel against ranged civs.

Strengths and Weaknesses

Strengths:

  • Unique economy with garrisoned livestock for extra food.
  • High mobility with Shrivamsha Riders and camels.
  • Strong anti-archer potential.

Weaknesses:

  • Limited heavy infantry options for late-game.
  • Shrivamsha Riders are costly and require good micro.
  • Reliant on food-heavy economy.

20. Hindustanis

Hindustanis specialize in cost-efficient villagers and strong camel units, making them highly effective against cavalry civilizations. Their unique unit, the Ghulam, is a fast-moving infantry unit designed to counter archers.

Openers

  1. Scout Rush: Lower villager costs allow Hindustanis to produce scouts early, establishing map control.
  2. Archer Rush: An archer rush transitions well into Crossbowmen and camels in Castle Age, using the Hindustani eco advantage.
  3. Drush + Fast Castle: Use a Drush to buy time to reach Castle Age, where Hindustanis can start massing camels.

Castle Age Transition

  • Camels and Crossbowmen: Hindustani camels are cost-effective and can counter most cavalry threats, while Crossbowmen add range.
  • Ghulams: Ghulams provide a unique option for countering enemy archers in Castle Age.

Counter Strategies

  • Anti-Cavalry Focus: Hindustani camels excel against cavalry, making them particularly effective against knight-focused civs.

Strengths and Weaknesses

Strengths:

  • Cost-efficient villagers provide a strong economic foundation.
  • Camels dominate in anti-cavalry roles.
  • Ghulams counter archer-heavy compositions effectively.

Weaknesses:

  • Limited heavy infantry options.
  • Vulnerable to siege if over-reliant on camels.
  • Dependence on smooth economic growth to maintain military production.

21. Huns

Huns benefit from a housing-free economy, allowing for rapid military production. Their cavalry archer and knight playstyle is well-suited for aggressive, mobile strategies.

Openers

  1. Scout Rush: Without the need to build houses, Huns can produce scouts quickly to take early map control.
  2. Archer Rush: Huns can transition smoothly into a Feudal Age archer rush that sets up well for Castle Age cavalry archers.
  3. Drush + Fast Castle: A Drush allows Huns to delay their opponent and prepare for an aggressive Castle Age with knights and cavalry archers.

Castle Age Transition

  • Cavalry Archers and Knights: Huns’ cavalry archers offer high mobility, and knights provide a powerful melee unit for direct combat.
  • Full Cavalry Focus: Huns excel with cavalry, especially on open maps where mobility is key.

Counter Strategies

  • Anti-Infantry Mobility: Huns’ cavalry archers are effective against infantry-heavy civs, allowing them to maintain control over larger areas.

Strengths and Weaknesses

Strengths:

  • Housing-free economy enables rapid production.
  • High mobility with cavalry archers and knights.
  • Strong map control in open settings.

Weaknesses:

  • Limited late-game options without strong infantry or heavy siege.
  • Vulnerable to strong anti-cavalry units.
  • Dependent on micro to maximize cavalry archer effectiveness.

22. Incas

Incas are a versatile Mesoamerican civilization with Eagle Warriors and anti-cavalry bonuses on villagers. Their unique Eagle Warriors are effective in raiding and anti-archer roles.

Openers

  1. Men-at-Arms into Archers: Incas can open with Men-at-Arms for early pressure, then transition into archers.
  2. Drush + Fast Castle: A Drush buys time for a fast Castle Age, where Eagles and Crossbowmen can become the primary units.
  3. Archer Rush: Incas’ strong archer line supports Feudal pressure, setting up an Eagle Warrior transition in Castle.

Castle Age Transition

  • Eagle Warriors and Crossbowmen: Incas’ Eagles offer mobility and anti-archer capability, while Crossbowmen add range diversity.
  • Anti-Cavalry Villagers: Incas’ villagers gain armor against cavalry, enhancing eco resilience.

Counter Strategies

  • Anti-Archer and Anti-Cavalry Focus: Eagle Warriors are effective against archers and light cavalry, countering ranged pressure.

Strengths and Weaknesses

Strengths:

  • Eagle Warriors excel in raiding and anti-archer roles.
  • Anti-cavalry villagers add unique eco resilience.
  • Flexible unit options for Castle Age.

Weaknesses:

  • No heavy cavalry in late-game.
  • Limited durability against high-armor units.
  • Dependent on strong Castle Age economy to support Eagles and Crossbowmen.

23. Italians

Italians have a discount on age-ups, making them flexible for both land and water maps. Their unique unit, the Genoese Crossbowman, is highly effective against cavalry, providing a reliable counter to heavy cav units.

Openers

  1. Archer Rush: Italians’ age-up discount supports a quick transition, making archer rushes effective in Feudal.
  2. Men-at-Arms into Archers: Men-at-Arms provide early map control, leading into archers with an accelerated age-up.
  3. Drush + Fast Castle: A Drush helps delay opponents while Italians prepare for Crossbowmen or Genoese Crossbowmen in Castle Age.

Castle Age Transition

  • Crossbowmen and Knights: Crossbowmen offer reliable ranged support, and knights add melee power.
  • Genoese Crossbowmen: These units counter knights and cavalry effectively, adding tactical flexibility.

Counter Strategies

  • Anti-Cavalry Versatility: Genoese Crossbowmen offer Italians a solid counter to knight-heavy compositions in Castle Age.

Strengths and Weaknesses

Strengths:

  • Discounted age-ups for faster tech transitions.
  • Genoese Crossbowmen counter cavalry effectively.
  • Versatile play on both land and water.

Weaknesses:

  • Limited infantry support in late-game.
  • Reliant on gold for Genoese Crossbowmen.
  • Vulnerable to infantry-heavy civs without proper support.

24. Japanese

Japanese are known for their fast-attacking infantry and durable economy. Their eco bonuses support early-game aggression, while Samurai serve as an anti-unique-unit infantry option in Castle and Imperial Ages.

Openers

  1. Men-at-Arms Rush: Japanese infantry attack faster, making a Men-at-Arms rush effective for early pressure.
  2. Archer Rush: Their economic savings support an archer rush, which transitions smoothly into Castle Age.
  3. Drush + Fast Castle: A Drush allows for a quick Castle Age focus on Crossbowmen and Samurai.

Castle Age Transition

  • Crossbowmen and Samurai: Crossbowmen add range, while Samurai counter unique units.
  • Infantry and Siege: Japanese infantry pair well with siege for a strong anti-building composition.

Counter Strategies

  • Anti-Infantry Strength: Samurai counter unique units effectively, providing Japanese an edge in melee matchups.

Strengths and Weaknesses

Strengths:

  • Faster infantry attack speed for Feudal strength.
  • Strong anti-unique-unit capability with Samurai.
  • Durable eco with cheaper resource buildings.

Weaknesses:

  • Limited late-game cavalry options.
  • Samurai are situational.
  • Vulnerable to heavy knights without ranged support.

25. Khmer

Khmer are known for their flexible economy, as they have no building requirements for advancing through the ages. Their Battle Elephants are particularly powerful in the Castle Age, and their scorpions gain additional range, making them highly effective in large battles.

Openers

  1. Scout Rush: Khmer eco flexibility supports an early Scout Rush for map control without worrying about building prerequisites.
  2. Archer Rush: An archer rush takes advantage of Khmer’s economic adaptability, setting up a transition to Castle Age elephants and scorpions.
  3. Drush + Fast Castle: A Drush stalls the opponent, allowing for a quick Castle Age and deployment of Battle Elephants and scorpions.

Castle Age Transition

  • Battle Elephants and Scorpions: Battle Elephants provide a durable frontline, while scorpions add range support, especially effective against massed infantry.
  • Knights: Knights offer additional flexibility and speed, allowing Khmer to balance power and mobility.

Counter Strategies

  • Anti-Infantry Power: Battle Elephants and scorpions excel against infantry, allowing Khmer to dominate in massed battles.

Strengths and Weaknesses

Strengths:

  • Flexible economy with no building requirements for age-up.
  • Durable frontline with elephants and effective scorpion support.
  • Strong mid-game power spike.

Weaknesses:

  • Vulnerable to monks and heavy anti-cavalry units.
  • Elephants are resource-intensive.
  • Limited late-game ranged options.

26. Koreans

Koreans are a defensive civilization, excelling with towers and strong siege options. Their unique unit, the War Wagon, is a durable ranged unit with high HP, making it tough to counter with standard units.

Openers

  1. Archer Rush: Koreans benefit from free archer armor upgrades, making an archer rush efficient in the Feudal Age.
  2. Drush + Fast Castle: A Drush can buy time to reach Castle Age, where Koreans can utilize War Wagons and siege.
  3. Men-at-Arms into Archers: Early Men-at-Arms can transition into archers, supported by Korea’s defensive strengths.

Castle Age Transition

  • War Wagons: War Wagons provide durable ranged support, allowing Koreans to withstand direct assaults.
  • Siege and Towers: Korean siege and defensive structures add resilience, particularly on closed maps.

Counter Strategies

  • Anti-Ranged and Anti-Siege: War Wagons counter standard archers, while Korean siege provides strong anti-building options.

Strengths and Weaknesses

Strengths:

  • Free archer armor upgrades enhance early defense.
  • Durable War Wagons for ranged combat.
  • Strong defensive options with towers and siege.

Weaknesses:

  • Limited mobility; vulnerable to fast civs.
  • Heavy reliance on defensive playstyles.
  • Can struggle on open maps without proper fortification.

27. Lithuanians

Lithuanians are known for their strong cavalry and relic-based attack bonuses for knights. Their starting food bonus enables early aggression, making them effective in Scout and Knight rush strategies.

Openers

  1. Scout Rush: Extra starting food allows for a quick Scout Rush to establish early map control.
  2. Men-at-Arms into Scouts: Start with Men-at-Arms to apply pressure, then transition to Scouts with the early food advantage.
  3. Drush + Fast Castle: A Drush delays the enemy, setting up a powerful knight play in Castle Age with relic bonuses.

Castle Age Transition

  • Knights and Leitis: Knights benefit from relic attack bonuses, while Leitis provide a powerful option against high-armor units.
  • Monks for Relics: Monks are essential for gathering relics, boosting knight attack power.

Counter Strategies

  • Anti-Infantry and Anti-Cavalry: Leitis and knights handle both infantry and cavalry effectively, giving Lithuanians strong Castle Age options.

Strengths and Weaknesses

Strengths:

  • Relic bonus boosts knight attack.
  • Versatile options with knights and Leitis.
  • Strong early game with extra starting food.

Weaknesses:

  • Relic dependency can be a vulnerability if contested.
  • Limited late-game archer play.
  • Reliant on mobility; closed maps may restrict effectiveness.

28. Magyars

Magyars focus on cavalry, benefiting from free Forging upgrades and cheaper Scouts. They excel in early aggression and transition smoothly into knights and Magyar Huszars for raiding.

Openers

  1. Scout Rush: Cheaper Scouts make this a powerful opener for map control.
  2. Men-at-Arms into Scouts: Start with Men-at-Arms for early pressure, then transition to Scouts to maintain aggression.
  3. Drush + Fast Castle: A Drush can buy time for a Castle Age knight-focused strategy.

Castle Age Transition

  • Knights and Magyar Huszars: Knights provide a strong mid-game power spike, while Magyar Huszars offer cost-effective raiding.
  • Crossbowmen: Crossbowmen can support knights when additional range is needed.

Counter Strategies

  • Anti-Infantry and Anti-Light Cavalry: Magyar knights and Magyar Huszars handle infantry and scouts effectively, making them versatile against these units.

Strengths and Weaknesses

Strengths:

  • Cheaper Scouts allow for strong early game control.
  • Strong knights with free Forging bonus.
  • Cost-effective raiding with Magyar Huszars in Imperial Age.

Weaknesses:

  • Limited siege options for late game.
  • Vulnerable to ranged units if unable to close the distance.
  • Requires stable eco to maintain continuous cavalry production.

29. Malay

Malay have a unique economy with faster age-up times, allowing for quicker tech transitions. Their unique unit, the Karambit Warrior, is a cheap infantry unit that can overwhelm opponents with numbers.

Openers

  1. Archer Rush: Fast age-up time allows Malay to pressure quickly with an archer rush.
  2. Men-at-Arms into Archers: Open with Men-at-Arms, then transition to archers using their age-up advantage.
  3. Drush + Fast Castle: Malay can quickly reach Castle Age with this strategy, where they can mass Karambit Warriors or Crossbowmen.

Castle Age Transition

  • Crossbowmen and Karambit Warriors: Crossbowmen offer range, while Karambit Warriors provide numbers and cost-efficiency.
  • Fish Boom: On water maps, Malay’s unique fish traps offer a strong economy for sustained production.

Counter Strategies

  • Anti-Infantry and Economy Focus: Malay’s quick tech transitions and Karambit swarms give them an edge in overwhelming opponents.

Strengths and Weaknesses

Strengths:

  • Faster age-up times support aggressive strategies.
  • Cheap Karambit Warriors allow for large armies.
  • Fish traps provide a sustainable food economy on water maps.

Weaknesses:

  • Karambit Warriors lack durability.
  • Limited late-game heavy cavalry options.
  • Vulnerable to high-armor units and powerful siege.

30. Malians

Malians are flexible, with wood-saving bonuses on buildings and strong knights and camels. Their unique unit, the Gbeto, is a ranged infantry unit with high damage output, giving Malians unique options in both ranged and melee combat.

Openers

  1. Men-at-Arms into Archers: Wood savings allow for early Men-at-Arms into archers for a balanced opening.
  2. Archer Rush: Malians’ eco bonus sustains archer production, leading smoothly to Crossbowmen and camels.
  3. Drush + Fast Castle: A Drush delays the opponent and sets up a Castle Age Farimba knights or camels transition.

Castle Age Transition

  • Knights and Camels: Farimba knights with attack boosts create a strong cavalry option, while camels provide anti-cavalry support.
  • Gbeto: Gbetos add range and high damage, making them effective against slower units and buildings.

Counter Strategies

  • Anti-Cavalry Flexibility: Camels give Malians an edge against cavalry-heavy civs, making them adaptable.

Strengths and Weaknesses

Strengths:

  • Wood savings increase eco flexibility.
  • Farimba knights with high attack power.
  • Strong anti-cavalry capability with camels.

Weaknesses:

  • Limited heavy siege for late-game pushes.
  • Dependence on Castle Age to unlock power units.
  • Vulnerable to high armor melee units without support.

31. Mayans

Mayans are a Mesoamerican civilization known for strong archers and a resilient economy. Their unique unit, the Plumed Archer, is highly mobile and durable, making it effective in raiding and open battles.

Openers

  1. Archer Rush: Mayans’ longer-lasting resources allow for sustained archer production, making an archer rush effective.
  2. Men-at-Arms into Archers: Starting with Men-at-Arms provides early control, transitioning into archers that capitalize on Mayan eco bonuses.
  3. Drush + Fast Castle: A Drush slows the opponent, setting up a Castle Age transition to Crossbowmen or Plumed Archers.

Castle Age Transition

  • Crossbowmen and Plumed Archers: Crossbowmen form a solid backbone, while Plumed Archers add mobility and survivability against ranged units.
  • Siege and Economy Boom: Mayans’ longer-lasting resources allow for an eco boom, supporting larger archer armies and siege.

Counter Strategies

  • Anti-Infantry and Anti-Ranged: Plumed Archers can effectively counter slower infantry, while their mobility makes them versatile against other ranged units.

Strengths and Weaknesses

Strengths:

  • Long-lasting resources support a durable economy.
  • Plumed Archers are mobile and resilient.
  • Strong archery options in both Feudal and Castle Ages.

Weaknesses:

  • Lack of cavalry makes them vulnerable to fast units.
  • Heavy reliance on archers and ranged units.
  • Limited siege options for strong late-game pushes.

32. Mongols

Mongols excel with fast cavalry and archers and benefit from a hunting bonus that speeds up their early economy. Their unique unit, the Mangudai, is a highly mobile archer with anti-siege capabilities, making it a valuable asset in both raiding and combat.

Openers

  1. Scout Rush: Mongols’ faster hunting enables an early Scout Rush, giving them early map control.
  2. Archer Rush: The hunting bonus allows Mongols to sustain archer production, setting up a smooth transition to cavalry archers.
  3. Drush + Fast Castle: A Drush stalls the enemy, preparing for a Castle Age transition with Mangudai and knights.

Castle Age Transition

  • Mangudai and Knights: Mangudai provide anti-siege and raiding potential, while knights serve as a powerful melee option.
  • Cavalry Archers: In addition to Mangudai, regular cavalry archers offer mobility and harassment options.

Counter Strategies

  • Anti-Siege and Mobility: Mangudai excel against siege units and can effectively raid and counter slower armies.

Strengths and Weaknesses

Strengths:

  • Fast hunting bonus accelerates early economy.
  • Mangudai provide excellent mobility and anti-siege.
  • Strong cavalry archer options in Feudal and Castle Ages.

Weaknesses:

  • Limited heavy infantry options.
  • Mangudai are expensive and require good micro.
  • Stone-intensive, which can slow down other developments.

33. Persians

Persians benefit from a strong economic boost, with faster town centers and docks, supporting a cavalry-focused military. Their unique unit, the War Elephant, is a durable but costly option, typically reserved for late-game scenarios.

Openers

  1. Scout Rush: Persians’ economic bonuses enable a quick Scout Rush, allowing early map control.
  2. Men-at-Arms into Scouts: Start with Men-at-Arms for early control, then transition to Scouts to capitalize on eco bonuses.
  3. Drush + Fast Castle: A Drush buys time for a Castle Age transition, allowing Persians to deploy knights and camels.

Castle Age Transition

  • Knights and Camels: Persians’ knights and camels provide a versatile Castle Age army, with camels countering enemy cavalry.
  • Crossbowmen: Crossbowmen offer range support when additional versatility is needed.

Counter Strategies

  • Anti-Cavalry Capability: Camels give Persians a counter to knight-heavy civs, enhancing their ability to dominate in Castle Age.

Strengths and Weaknesses

Strengths:

  • Economic boost from faster town centers and docks.
  • Strong synergy between knights and camels.
  • War Elephants provide durability when affordable.

Weaknesses:

  • War Elephants are costly and vulnerable to monks.
  • Limited ranged options make them susceptible to archer-heavy civs.
  • Relies on a strong economy to maintain late-game power.

34. Poles

Poles have a unique economy with their Folwark (farm-related bonus), which supports food production. They are known for their knights and unique unit, the Obuch, which reduces enemy armor, making them effective against armored foes.

Openers

  1. Scout Rush: The Folwark bonus supports early food production, enabling a powerful Scout Rush.
  2. Men-at-Arms into Scouts: Starting with Men-at-Arms provides map control, transitioning into Scouts with food support from Folwarks.
  3. Drush + Fast Castle: A Drush delays the enemy, setting up a Castle Age transition to knights and Obuchs.

Castle Age Transition

  • Knights and Obuchs: Knights provide heavy cavalry strength, while Obuchs add an anti-armor role, weakening enemy defenses.
  • Light Cavalry: Cheap access to Light Cavalry allows Poles to sustain harassment and raiding.

Counter Strategies

  • Anti-Armor Capability: Obuchs are effective against heavily armored units, making them strong against civs with heavy infantry.

Strengths and Weaknesses

Strengths:

  • Folwark-based economy supports food-intensive strategies.
  • Obuch provides unique anti-armor capabilities.
  • Strong knight options for mid-game.

Weaknesses:

  • Limited late-game ranged options.
  • Vulnerable to monk conversions when using heavy cavalry.
  • Dependent on food production, susceptible to eco disruptions.

35. Portuguese

Portuguese benefit from gold savings on all units, making them versatile with knights, archers, and siege. Their unique unit, the Organ Gun, is effective in group combat, especially against infantry.

Openers

  1. Archer Rush: Portuguese gold discount allows for efficient archer production, making an archer rush sustainable.
  2. Men-at-Arms into Archers: Start with Men-at-Arms, transitioning to archers for versatile Feudal aggression.
  3. Drush + Fast Castle: A Drush stalls the opponent, setting up a transition to Castle Age knights or Crossbowmen.

Castle Age Transition

  • Crossbowmen and Knights: Gold savings make Crossbowmen and knights cost-effective, providing a well-rounded Castle Age army.
  • Organ Guns: Organ Guns offer durability and high group damage, ideal for controlling choke points.

Counter Strategies

  • Resource Efficiency: Portuguese gold savings allow them to maintain army production even in prolonged engagements.

Strengths and Weaknesses

Strengths:

  • Gold discount on all units enhances sustainability.
  • Organ Guns offer strong control in tight spaces.
  • Versatile unit compositions with access to knights, archers, and siege.

Weaknesses:

  • Organ Guns require careful use and are vulnerable if isolated.
  • Reliant on gold resources for military production.
  • Can struggle against fast-moving, agile armies.

36. Romans

Romans are a newly added civilization with a focus on infantry and strong defensive capabilities. They rely on their unique unit, the Centurion, which is powerful in close combat and complements their versatile infantry.

Openers

  1. Men-at-Arms Rush: Romans have solid early infantry options, making a Men-at-Arms rush effective for early map control.
  2. Drush + Fast Castle: A Drush delays opponents, leading to a strong infantry-based Castle Age.
  3. Archer Rush: Though less common, an archer rush can be a viable alternative depending on map control needs.

Castle Age Transition

  • Centurions and Crossbowmen: Centurions offer high melee strength, while Crossbowmen provide ranged support.
  • Siege and Monks: Romans benefit from diverse siege options and monk support, giving them flexibility.

Counter Strategies

  • Anti-Infantry and Anti-Cavalry: Centurions are highly durable in melee, making them resilient against infantry and certain cavalry.

Strengths and Weaknesses

Strengths:

  • Strong infantry with Centurions.
  • Versatile siege options for both offense and defense.
  • Durable units allow for sustained combat.

Weaknesses:

  • Limited ranged options.
  • Dependent on infantry, which can be countered by archers.
  • Relies on a strong economic base for full tech upgrades.

37. Saracens

Saracens are known for strong archer and camel units, with a unique building damage bonus on archers. Their unique unit, the Mameluke, is a highly versatile anti-cavalry unit with ranged attack, making it ideal for raiding and controlling cavalry-heavy opponents.

Openers

  1. Archer Rush: The building damage bonus allows Saracen archers to pressure enemy structures early, creating economic strain.
  2. Scout Rush: Saracens can establish early map control with scouts, transitioning into camels in Castle Age to counter cavalry.
  3. Drush + Fast Castle: A Drush delays the opponent, preparing for a strong Castle Age with camels and archers.

Castle Age Transition

  • Camels and Crossbowmen: Saracen camels counter cavalry well, while Crossbowmen add versatile ranged support.
  • Mamelukes: Mamelukes provide unique anti-cavalry strength, although they require substantial resources.

Counter Strategies

  • Anti-Cavalry and Anti-Building: Camels and Mamelukes are effective against cavalry, while the archer bonus allows sustained building pressure.

Strengths and Weaknesses

Strengths:

  • Building damage bonus on archers enhances early aggression.
  • Camels and Mamelukes offer strong anti-cavalry options.
  • Versatile composition options with archers and camels.

Weaknesses:

  • Mamelukes are expensive and require careful micromanagement.
  • High reliance on gold can limit extended play.
  • Vulnerable to infantry-heavy civilizations without proper support.

38. Sicilians

Sicilians have unique defensive advantages with reduced damage from counter units, making them resilient against traditional counters. Their unique unit, the Serjeant, can build Donjons, which act as fortified towers and unit production sites.

Openers

  1. Scout Rush: Sicilian scouts benefit from reduced counter damage, making early map control viable.
  2. Men-at-Arms Rush: Start with Men-at-Arms to secure early map presence, transitioning smoothly into Feudal and Castle builds.
  3. Drush + Fast Castle: A Drush buys time to reach Castle Age, setting up for Serjeants and knights.

Castle Age Transition

  • Knights and Serjeants: Knights benefit from Sicilian bonuses, while Serjeants provide unique versatility with Donjon-building capabilities.
  • Donjons: Build Donjons to support map control and defense, especially in contested areas.

Counter Strategies

  • Anti-Infantry and Anti-Cavalry Resilience: Reduced counter damage makes Sicilians resilient to traditional unit counters.

Strengths and Weaknesses

Strengths:

  • Reduced counter damage improves resilience.
  • Serjeants and Donjons provide strong defensive and offensive utility.
  • Effective against civilizations reliant on standard counter units.

Weaknesses:

  • Limited ranged unit options.
  • Relies on Donjon placement for full defensive potential.
  • Can struggle against high-mobility armies if Donjons are bypassed.

39. Slavs

Slavs are an infantry and siege civilization with faster farmers, allowing for strong eco-sustainability. Their unique unit, the Boyar, is a heavily armored cavalry that excels in melee combat.

Openers

  1. Scout Rush: Faster farming supports a strong Scout Rush, enabling early aggression.
  2. Drush + Fast Castle: A Drush slows opponents, setting up Castle Age for knights and siege.
  3. Men-at-Arms into Scouts: Men-at-Arms for early map control, followed by scouts to leverage the farming bonus.

Castle Age Transition

  • Knights and Siege: Knights and siege provide strong map pressure, supported by Slavic farming efficiency.
  • Boyars: Boyars add a durable melee unit that can resist other cavalry.

Counter Strategies

  • Anti-Building Potential: Slavic siege and eco bonus enable effective sustained assaults against fortified positions.

Strengths and Weaknesses

Strengths:

  • Farming bonus supports prolonged engagements.
  • Boyars provide high armor, making them resilient.
  • Strong synergy between knights and siege.

Weaknesses:

  • Limited ranged options make them vulnerable to archer civs.
  • High reliance on gold-intensive units.
  • Can be countered by civilizations with strong ranged support.

40. Spanish

Spanish are known for their Conquistadors and strong late-game economy. Their military buildings construct faster, allowing them to ramp up production and fortify defenses quickly.

Openers

  1. Scout Rush: Faster military building construction supports a fast Scout Rush, transitioning to a Castle Age knight play.
  2. Drush + Fast Castle: A Drush delays opponents, setting up for a Conquistador rush or knights in Castle Age.
  3. Men-at-Arms into Scouts: Men-at-Arms establish early map control, transitioning into scouts and knights.

Castle Age Transition

  • Knights and Monks: Knights paired with monks create a durable army with conversion support.
  • Conquistadors: Conquistadors offer high-damage, mobile ranged support.

Counter Strategies

  • Anti-Infantry and Anti-Cavalry: Spanish knights and Conquistadors handle infantry effectively, making them versatile against a variety of army compositions.

Strengths and Weaknesses

Strengths:

  • Faster building speed on military structures.
  • Conquistadors provide powerful ranged mobility.
  • Durable late-game units with strong eco.

Weaknesses:

  • Lack of Crossbowmen limits early ranged options.
  • Highly reliant on gold, especially for Conquistadors.
  • Vulnerable to fast, high-mobility units if Conquistadors are outmaneuvered.

41. Tatars

Tatars benefit from hill bonuses and extra sheep, supporting early economic flexibility and strong cavalry archers. Their unique unit, the Keshik, is a cost-effective cavalry that generates gold in combat.

Openers

  1. Scout Rush: The extra sheep provide food support for a strong Scout Rush.
  2. Archer Rush: Tatars can transition from an archer rush to cavalry archers in Castle Age.
  3. Drush + Fast Castle: A Drush slows opponents, setting up cavalry archers or knights in Castle Age.

Castle Age Transition

  • Cavalry Archers and Knights: Tatars excel with cavalry archers, providing mobility and harassment potential.
  • Keshiks: Keshiks offer a durable, gold-generating cavalry option in Castle and Imperial Ages.

Counter Strategies

  • Anti-Infantry Mobility: Tatars’ cavalry archers and Keshiks excel against infantry-heavy civs, especially in open maps.

Strengths and Weaknesses

Strengths:

  • Hill bonus provides extra combat power.
  • Extra sheep help sustain early economy.
  • Keshiks generate gold, making them sustainable in prolonged battles.

Weaknesses:

  • Limited heavy infantry options.
  • Vulnerable to strong anti-cavalry units.
  • Requires good micro for cavalry archer control.

42. Teutons

Teutons are known for their heavily armored units and strong defensive capabilities. They have increased monk resistance, making them resilient against conversion-heavy civs.

Openers

  1. Scout Rush: Teutons can support an effective Scout Rush with a stable economy.
  2. Drush + Fast Castle: A Drush buys time to reach Castle Age, where Teutonic knights and siege excel.
  3. Men-at-Arms into Scouts: Start with Men-at-Arms for early control, then transition into scouts.

Castle Age Transition

  • Knights and Monks: Teutonic knights gain extra melee armor and resist conversions, making them durable against infantry and monks.
  • Siege: Teutons’ strong siege complements their slower but resilient units.

Counter Strategies

  • Anti-Infantry and Anti-Siege: Teutonic knights and siege perform well against enemy fortifications and melee.

Strengths and Weaknesses

Strengths:

  • Extra armor on knights and buildings enhances durability.
  • Strong siege options for breaking defenses.
  • Monks with resistance to conversions support against cavalry.

Weaknesses:

  • Slow units are vulnerable to hit-and-run tactics.
  • Lack of strong ranged units.
  • Relies on fortified positions to excel.

43. Turks

Turks are a cavalry and gunpowder civilization with powerful knights, camels, and late-game gunpowder units. They lack access to Crossbowmen, but their potent cavalry and gunpowder options give them strong offensive capabilities in Castle and Imperial Ages.

Openers

  1. Scout Rush: Turks’ economic advantage supports an early Scout Rush, leading to strong early map control.
  2. Drush + Fast Castle: A Drush slows down the opponent, allowing Turks to reach Castle Age quickly, where they can field knights and cavalry archers.
  3. Archer Rush (Feudal only): Begin with archers for early pressure, transitioning to cavalry archers in Castle Age due to the lack of Crossbowmen.

Castle Age Transition

  • Knights and Camels: Turks’ knights are durable and camels provide anti-cavalry support.
  • Cavalry Archers: Cavalry archers are a core ranged option, offering mobility and harassment potential.

Counter Strategies

  • Anti-Cavalry and Ranged Mobility: Turks’ camels and cavalry archers counter enemy cavalry well, providing strong map control.

Strengths and Weaknesses

Strengths:

  • Gold bonus enhances knights, camels, and gunpowder units.
  • Powerful gunpowder units for late game.
  • Strong map control potential with cavalry units.

Weaknesses:

  • No Crossbowmen limits early ranged options.
  • Highly dependent on gold, making late-game sustainability challenging.
  • Vulnerable to trash units if gold is depleted.

44. Vietnamese

Vietnamese are an archer civilization known for extra HP on archers and the ability to reveal enemy positions from the start of the game. Their unique unit, the Rattan Archer, has high pierce armor, making it effective against other archer civs.

Openers

  1. Archer Rush: Extra HP on archers allows Vietnamese to apply strong early pressure in Feudal Age.
  2. Drush + Fast Castle: A Drush buys time for a Castle Age transition into Crossbowmen or Rattan Archers.
  3. Men-at-Arms into Archers: Open with Men-at-Arms for early control, transitioning to archers to maximize durability.

Castle Age Transition

  • Crossbowmen and Rattan Archers: Crossbowmen provide general ranged support, while Rattan Archers counter other archers due to their high pierce armor.
  • Knights: Knights offer additional frontline durability, complementing the archer-heavy army.

Counter Strategies

  • Anti-Archer Capability: Rattan Archers excel against other ranged units, making Vietnamese strong in archer duels.

Strengths and Weaknesses

Strengths:

  • Extra HP on archers enhances survivability.
  • Rattan Archers provide strong anti-archer capabilities.
  • Enemy reveal allows for early strategic planning.

Weaknesses:

  • Limited cavalry options reduce mobility.
  • Heavy dependence on gold for archers and Rattan Archers.
  • Vulnerable to heavy cavalry without sufficient support.

45. Vikings

Vikings are an infantry and economy-focused civilization with powerful early-game economic bonuses. They are known for their unique Berserk unit, which has regeneration, making it resilient in prolonged combat.

Openers

  1. Men-at-Arms into Archers: Vikings’ cost reduction on infantry allows them to open with Men-at-Arms, then transition to archers for a strong Feudal Age.
  2. Archer Rush: The Viking economy supports an archer rush, providing early map control and pressure.
  3. Drush + Fast Castle: Vikings’ eco bonus enables a fast Castle Age transition into Crossbowmen or knights.

Castle Age Transition

  • Crossbowmen and Knights: Crossbowmen form a strong ranged backbone, while knights add durability for direct engagements.
  • Berserks: Berserks provide a unique frontline option with regeneration, especially useful in prolonged fights.

Counter Strategies

  • Anti-Infantry and Anti-Cavalry: Vikings’ Crossbowmen and resilient infantry make them effective against infantry-based civs.

Strengths and Weaknesses

Strengths:

  • Economic boost from cheaper infantry and free Wheelbarrow.
  • Strong early game with archers and eco advantage.
  • Berserk’s regeneration adds unique resilience in prolonged battles.

Weaknesses:

  • Lack of late-game cavalry options.
  • Limited access to heavy siege units.
  • Vulnerable to ranged-heavy or high-armor units if unsupported.

These tips cover everything you need to understand how to play them or how to counter them at the same time. Remember practice makes perfect.

Strategies for Different Game Modes and Opponents

The most played and popular mode is “Random Map” referred to as RM. Here are all the modes if you are interested in learning more about them:

Random Maps: The goal is to defeat your opponent at any age until he resigns or is completely eliminated.

Deathmatch: The goal is to eliminate all other players.

Wonder Race: In this game mode, the goal is to be the first player to build a Wonder.

Defend the Wonder: The goal is to protect your Wonder while trying to destroy the opponent’s Wonder.

Tips To Counter Unit classes

If you’re planning a 1v1 or team game with friends and want to counter-pick a civilization that has an edge over the others, it helps to understand the strengths and class type of each civilization. Knowing which class each civilization falls into can guide you in choosing one that counters their strengths effectively.

Against a civilization with strong archers, choosing a civilization that has strong anti-archer units, such as the Goths, Aztecs or Celts. Or a surprise/fast attack with Sieges Rams and Skirmishers is the most devastating.

Against a civilization with strong cavalry, choosing a civilization that has strong anti-cavalry units, such as any camel civilization: Persians or Berbers. Or infantry civilizations with unique bonuses for instance Japanese high attack speed Halberdiers, or cheap Halberdiers from Goths and Byzantines.

Against a civilization with strong infantry, choosing an archery civilization or a civilization with strong anti-infantry units, such as the Byzantine Cataphract or the Celtic Woad Raiders, or technologies that can boost the attack power of your units like Aztecs +4 attack damage from the unique tech “Garland Wars”.

 

Conclusion

In this article, we have discussed various aspects of Age of Empires 2 civilizations including the number of civilizations in the game, unique units and technologies, military strengths and weaknesses, gameplay strategies, and changes in the Definitive Edition. We also discussed the best civilizations for different level of players, and tips for using each civilization effectively.

GregStein

I am GregStein, an experienced Age of Empires 2 player and part-time developer. With over 7 years of experience in multiplayer gaming, blogging and technical issues.
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