As in Age of Empires, there are many civilizations to choose.
As Age of Empires II is set further into the future. You control many different
civilizations, and it is vital that you choose the right one for you. Below
there will be the unique attributes of each of the civilizations. In Age of
Empires II each civilization has a unique unit, which in some cases is the
best. These unique units are trained at the castle.
Britons
Sheperds work 25% faster
Town Center cost 50% less wood
Foot Archers gain +1 range in Castle Age
and an additional +1 in the Imperial Age (for +2 total)
Team Bonus – Archery units produced 20%
faster
Byzantines
Buildings: +10% HPs Dark Age, +20% Feudal
Age, +30% Castle Age, +40% Imperial Age
Camels, skirmishers, Pikemen cost -25%
Fire ships +20% attack
Advane to Imperial Age costs -33%
Team Bonus: Monks: 3 times heal speed
Celts
Infantry moves 15% faster
Lumberjacks work 15% faster
Siege weapons fire 20% faster
Sheep not converted if in 1 Celt unit's
LOS
Team Bounus: Siege Workshops 20% faster
Chinese
Start +3 Villagers but -150 food
Technologies cost -10% Feudal Age, -15%
Castle Age, -20% Imperial Age
Town Centers support +10 Population
Demolition ships +50% HPs
Team Bonus: Farms +45 food
Franks
Castles cost -25%
Knights +20% HPs
Farm upgrades free (require Mill)
Team Bonus: Knights +2 LOS
Goths
Infantry cost -10% Feudal Age, -15% Castle
Age, -25% Imperial Age
Infantry +1 attack vs. buildings
Villagers +5 attack vs. wild boar
+10 population Imperial Age
Team Bonus: Barracks 20% faster
Japanese
Fishing ships 2x HPs; +2P armor; work
rate +5% Dark Age, +10% Feudal Age, +15% Castle Age, +20% Imperial Age
Mill, lumber camp, mining camp cost -50%
Infantry attack 10% faster Feudal Age,
15% Castle Age, 25% Imperial Age
Team Bonus: Galleys +50% LOS
Mongols
Cavalry archers fire 20% faster
Light Cavalry +30% HPs
Hunters work 50% faster
Team Bonus: Scout Cavalry, Light Cavalry
+2 LOS
Persians
Start +50% wood, food
Town Centers, Dock 2x HPs; work rate +10%
Feudal Age, +15% Castle Age, +20% Imperial Age
Team Bonuses: Knights +2 attack vs. archers
Saracens
Market trade cost only 5%
Transport Ships 2x HPs, 2x carry capacity
Galleys attack 20% faster
Cavalry archers +3 attack vs. buildings
Team Bonus: Foot archers +1 attack vs.
buildings
Teutons
Monks heal from 2x as far
Towers garrison 2x units, fire 2x normal
garrison arrows
Murder Holes free
Farms cost -33%
Town Center +2 attack/+5 range
Team Bonus: Units more resistant to conversion
Turks
Gunpowder units +50% HPs researching
gunpowder technology costs -50%
Gold miners work 15% faster
Chemistry free
Light Cavalry upgrade free
Team Bonus: Gunpowder units train 20%
faster
Vikings
Warships cost -20%
Infantry +10% HPs Feudal Age, +15% Castle
Age, +20% Imperial Age
Wheelbarrow, Hand cart free
Team Bonus: Docks cost -33%
Each civilization also has a unique
unit which is made at the castle. In the table below we will tell
you what that unit is.
| Civilization |
Special Unit |
| Britons |
Long Bowman |
| Byzantines |
Cataphract |
| Celts |
Woad Raider |
| Chinese |
Chu Ko Nu |
| Franks |
Throwing Axeman |
| Goths |
Huskarl |
| Japanese |
Samurai |
| Mongols |
Mangudai |
| Persian |
War Elephant |
| Saracens |
Mameluke |
| Teutons |
Teutonic Knight |
| Turks |
Janissary |
| Vikings |
Longboat, Beserk |
We hope that this can be used for quick reference when you may need it!!!.