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Age of Empires II · Definitive Edition

AoE2 civilizations

Explore all 56 Age of Empires II: DE civilizations. Compare bonuses, unique units and tech trees to prepare your next game.

DE 185872

56 civilizations · game data

Danes

Infantry and Siege civilization

49 units · 71 technologies

Civilization bonuses

  • Fishing Ships and Villagers drop off +5% food
  • Loot 25% of the resource cost of each destroyed building
  • Barracks and Siege Workshop upgrades cost -66% gold
  • Varangian Guards and Longships move +10% faster

Team bonus

Siege Weapons +2 line of sight

Unique units

JomsvikingCastle Age65 food · 15 gold

Description unavailable in the source.

Unique technologies

HamaskCastle Age250 food · 450 gold

Description unavailable in the source.

Northmen's FuryImperial Age900 gold · 950 wood

Description unavailable in the source.

How to choose your civilization in Age of Empires II

Use the catalog to learn each civilization's bonuses and the comparison to study their technology trees. Search by name, specialty or unique unit. The aim is to prepare decisions for your game using game information.

01

Start with the map

On open maps, consider an opening with early pressure. On closed maps, review your economy and Castle Age options. On water maps, also check the naval tree.

02

Compare upgrades

Unit availability does not tell the whole story. Check the blacksmith, technologies and unlock age before committing your economy to a composition.

03

Plan a transition

Compare your civilization bonuses with your opponent's options. Choose a second unit line to respond to what you scout during the game.

Bonuses and unique units for all 56 civilizations

Reference for patch 185872. Expand a civilization to read its bonuses and open its full profile.

Armenians

Armenians · Infantry and Naval civilization

  • Mule Carts cost -25%
  • Mule Cart technology effects +40%
  • Spearman- and Militia-line upgrades (except Man-at-Arms) available one age earlier
  • First Fortified Church receives a free Relic
  • Galley-line and Dromons fire an additional projectile

Team bonus: Infantry +2 line of sight

Unique units: Composite Bowman, Warrior Priest

View the Armenians tech tree
Aztecs

Aztecs · Infantry and Monk civilization

  • Start with +50 gold
  • Villagers carry +3
  • Military Units train +15% faster
  • Monks gain +5 HP for each researched Monastery technology

Team bonus: Relics generate +33% gold

Unique units: Jaguar Warrior

View the Aztecs tech tree
Bengalis

Bengalis · Elephant and Naval civilization

  • Town Centers spawn 2 Villagers when the next Age is reached
  • Cavalry +2 attack vs. Skirmishers
  • Elephant Units receive -25% bonus damage and are more resistant to conversion
  • Monks +3 melee/+3 pierce armor
  • Ships regenerate 15 HP per minute

Team bonus: Trade Units generate +10% food in addition to gold

Unique units: Ratha

View the Bengalis tech tree
Berbers

Berbers · Cavalry and Naval civilization

  • Villagers move +5% faster in Dark Age, +10% faster starting in Feudal Age
  • Stable Units cost -15/20% in Castle/Imperial Age
  • Ships move +10% faster

Team bonus: Genitour available at the Archery Range starting in Castle Age

Unique units: Genitour, Camel Archer

View the Berbers tech tree
Bohemians

Bohemians · Gunpowder and Monk civilization

  • Mining Camp technologies free
  • Blacksmiths and Universities cost -100 wood
  • Spearman-line deals +25% bonus damage
  • Fervor and Sanctity affect Villagers
  • Chemistry and Hand Cannoneer available in Castle Age

Team bonus: Markets work +80% faster

Unique units: Hussite Wagon

View the Bohemians tech tree
Britons

Britons · Foot Archer civilization

  • Shepherds work +25% faster
  • Town Centers cost -50% wood starting in Castle Age
  • Foot Archers +1/+2 range in Castle/Imperial Age

Team bonus: Archery Ranges work +10% faster

Unique units: Longbowman

View the Britons tech tree
Bulgarians

Bulgarians · Infantry and Cavalry civilization

  • Militia-line upgrades free
  • Blacksmith and Siege Workshop technologies cost -50% food
  • Town Centers cost -50% stone
  • Can build Krepost in Castle Age

Team bonus: Blacksmiths work +80% faster

Unique units: Konnik

View the Bulgarians tech tree
Burgundians

Burgundians · Cavalry civilization

  • Economic upgrades available one age earlier and cost -40% food
  • Stable technologies cost -50%
  • Cavalier upgrade available in Castle Age
  • Gunpowder Units +25% attack

Team bonus: Relics generate food in addition to gold

Unique units: Flemish Militia, Coustillier

View the Burgundians tech tree
Burmese

Burmese · Infantry and Cavalry civilization

  • Lumber Camp technologies free
  • Infantry +1/+2/+3 attack in Feudal/Castle/Imperial Age
  • Battle Elephants +1 melee/+1 pierce armor
  • Monastery technologies cost -50%

Team bonus: Relics visible on the map at the start of the game

Unique units: Arambai

View the Burmese tech tree
Byzantines

Byzantines · Defensive civilization

  • Buildings +10/20/30/40% HP in Dark/Feudal/
  • Camel Riders, Skirmishers and Spearman-line cost -25%
  • Town Watch, Town Patrol free
  • Advancing to Imperial Age costs -33%
  • Fire Ships and Dromons attack +25% faster

Team bonus: Monks heal +100% faster

Unique units: Cataphract

View the Byzantines tech tree
Celts

Celts · Infantry and Siege civilization

  • Lumberjacks work +15% faster
  • Livestock animals within Celt unit line of sight cannot be stolen
  • Infantry moves +5/10/15/20% faster in Dark/Feudal/
  • Siege Weapons attack +25% faster

Team bonus: Siege Workshops work +20% faster

Unique units: Woad Raider

View the Celts tech tree
Chinese

Chinese · Archer and Gunpowder civilization

  • Start with +3 Villagers, but -50 wood and -200 food
  • Technologies cost -5/10/15% in Feudal/Castle/Imperial Age
  • Town Centers +7 line of sight and provide +15 population space
  • Fire Lancers and Fire Ships move +5/10% faster in Castle/Imperial Age

Team bonus: Farms +10% food

Unique units: Chu Ko Nu

View the Chinese tech tree
Cumans

Cumans · Cavalry civilization

  • One additional Town Center can be built in Feudal Age
  • Mounted Units move +5/10/15% faster in Feudal/
  • Archery Ranges and Stables cost -75 wood
  • Siege Workshop and Battering Ram available in Feudal Age; Capped Ram available in Castle Age

Team bonus: Palisade Walls +33% HP

Unique units: Kipchak, Elite Kipchak

View the Cumans tech tree
Danes

Danes · Infantry and Siege civilization

  • Fishing Ships and Villagers drop off +5% food
  • Loot 25% of the resource cost of each destroyed building
  • Barracks and Siege Workshop upgrades cost -66% gold
  • Varangian Guards and Longships move +10% faster

Team bonus: Siege Weapons +2 line of sight

Unique units: Jomsviking

View the Danes tech tree
Dravidians

Dravidians · Infantry and Naval civilization

  • Fishermen and Fishing Ships carry +15
  • Receive +200 wood when advancing to the next Age
  • Skirmishers and Elephant Archers attack +25% faster
  • Barracks technologies cost -50%
  • Siege Weapons cost -33% wood

Team bonus: Docks provide +5 population space

Unique units: Thirisadai, Urumi Swordsman

View the Dravidians tech tree
Ethiopians

Ethiopians · Archer civilization

  • Receive +100 gold and +100 food when advancing to the next Age
  • Foot Archers attack +18% faster
  • Pikeman upgrade free

Team bonus: Outposts +3 line of sight and cost no stone

Unique units: Shotel Warrior

View the Ethiopians tech tree
Franks

Franks · Cavalry civilization

  • Foragers work +15% faster
  • Mill technologies free
  • Mounted Units +20% HP starting in Feudal Age
  • Castles cost -15/25% in Castle/Imperial Age

Team bonus: Knight-line +2 line of sight

Unique units: Throwing Axeman

View the Franks tech tree
Georgians

Georgians · Defensive and Cavalry civilization

  • Start with a Mule Cart
  • Units and buildings receive -15% damage when located on higher elevation
  • Mounted Units regenerate 2/8/14 HP per minute in Feudal/Castle/Imperial Age
  • Fortified Churches provide Villagers in a 9 tiles radius with +10% work rate

Team bonus: Building repairs cost -25%

Unique units: Monaspa

View the Georgians tech tree
Goths

Goths · Infantry civilization

  • Loom is researched instantly
  • Hunters carry +15; hunted animals last +20% longer
  • Infantry costs -15/20/25/30% in Dark/Feudal/Castle/
  • Infantry +1/+2/+3 attack vs. buildings in Feudal/
  • +10 population space in Imperial Age

Team bonus: Barracks work +20% faster

Unique units: Huskarl

View the Goths tech tree
Gurjaras

Gurjaras · Cavalry and Camel civilization

  • Start with 2 Forage Bushes
  • Can garrison livestock in Mills to passively produce food
  • Mounted Units deal +20/30/40% bonus damage in Feudal/Castle/Imperial Age

Team bonus: Camel and Elephant Units train +25% faster

Unique units: Camel Scout, Shrivamsha Rider, Chakram Thrower

View the Gurjaras tech tree
Hindustanis

Hindustanis · Camel and Gunpowder civilization

  • Villagers cost -8/13/18/23% in Dark/Feudal/Castle/
  • Camel Riders attack +20% faster
  • Gunpowder Units +1 melee/+1 pierce armor
  • Can build Caravanserai in Imperial Age

Team bonus: Scout Cavalry-line and Camel Units +2 attack vs. buildings

Unique units: Ghulam

View the Hindustanis tech tree
Huns

Huns · Cavalry civilization

  • Do not need houses, but start with -100 wood
  • Cavalry Archers cost -10/20% in Castle/Imperial Age
  • Trebuchets fire more accurately at units and small targets
  • On Nomadic maps, the first Town Center spawns a scouting Horse

Team bonus: Stables work +20% faster

Unique units: Tarkan

View the Huns tech tree
Inca

Inca · Infantry civilization

  • Houses and Settlements provide +5 population space
  • Buildings cost -15% stone
  • Military Units cost -15/20/25/30% food in Dark/Feudal/Castle/Imperial Age
  • Villagers affected by Infantry Blacksmith upgrades starting in Castle Age

Team bonus: Start with a free Llama

Unique units: Kamayuk

View the Inca tech tree
Italians

Italians · Archer and Naval civilization

  • Advancing to the next Age costs -15%
  • Foot Archers and Condottieri +1 melee/+1 pierce armor
  • Dock and University technologies cost -25%
  • Gunpowder Units cost -20%
  • Fishing Ships cost -15%

Team bonus: Condottiero available at the Barracks in Imperial Age

Unique units: Condottiero, Genoese Crossbowman

View the Italians tech tree
Japanese

Japanese · Infantry civilization

  • Mills, Lumber- and Mining Camps cost -50%
  • Infantry attacks +33% faster starting in Feudal Age
  • Cavalry Archers +2 attack vs. Ranged Soldiers (except Skirmishers)
  • Fishing Ships work +5/10/15/20% faster in Dark/Feudal/Castle/Imperial Age; +100% HP

Team bonus: Galley-line +4 line of sight

Unique units: Samurai

View the Japanese tech tree
Jurchens

Jurchens · Cavalry and Gunpowder civilization

  • Meat of hunted and livestock animals doesn't decay
  • Mounted Units and Fire Lancers attack +25% faster starting in Feudal Age
  • Siege Engineers available in Castle Age
  • Siege and Fortification upgrades cost -75% wood and research +100% faster
  • Units receive -50% friendly fire damage

Team bonus: Gunpowder Units +2 line of sight

Unique units: Grenadier, Iron Pagoda

View the Jurchens tech tree
Khitans

Khitans · Infantry and Cavalry civilization

  • Pastures replace Farms
  • Melee attack upgrade effects are doubled
  • Skirmishers, Spearman-, and Scout Cavalry-line train and upgrade +15% faster
  • Heavy Cavalry Archer upgrade available in Castle Age and costs -50%

Team bonus: Infantry +2 attack vs. Ranged Soldiers

Unique units: Mounted Trebuchet, Liao Dao

View the Khitans tech tree
Khmer

Khmer · Siege and Elephant civilization

  • No buildings required to advance to the next Age or to unlock other buildings
  • Farmers don't require Mills or Town Centers to drop off food
  • Villagers can garrison in Houses
  • Battle Elephants move +10% faster

Team bonus: Scorpions +1 range

Unique units: Ballista Elephant

View the Khmer tech tree
Koreans

Koreans · Defensive and Naval civilization

  • Stone miners work +20% faster
  • Ranged Soldiers and Infantry cost -50% wood
  • Archer armor and tower upgrades free (Bombard Tower requires Chemistry)
  • Warships cost -20% wood

Team bonus: Villagers +3 line of sight

Unique units: Turtle Ship, War Wagon

View the Koreans tech tree
Lithuanians

Lithuanians · Cavalry and Monk civilization

  • Each Town Center provides +100 food
  • Spearman-line and Skirmisher-line move +10% faster
  • Each garrisoned Relic provides +1 attack to Knight-line and Leitis (maximum +4)

Team bonus: Monasteries work +20% faster

Unique units: Leitis

View the Lithuanians tech tree
Magyars

Magyars · Cavalry civilization

  • Villagers defeat wolves with one strike
  • Scout Cavalry-line costs -15%
  • Melee attack upgrades free

Team bonus: Mounted Archers train +25% faster

Unique units: Magyar Huszar

View the Magyars tech tree
Malay

Malay · Naval civilization

  • Advancing to the next Age is +66% faster
  • Infantry armor upgrades free
  • Battle Elephants cost -25/35% in Castle/Imperial Age
  • Fish Traps cost -33% and provide +200% food

Team bonus: Docks +6 line of sight

Unique units: Karambit Warrior

View the Malay tech tree
Malians

Malians · Infantry civilization

  • Buildings cost -15% wood
  • Villagers drop off +10% more gold
  • Barracks Units +1/+2/+3 pierce armor in Feudal/

Team bonus: Universities work +80% faster

Unique units: Gbeto

View the Malians tech tree
Mapuche

Mapuche · Cavalry and Counter-Units civilization

  • Foragers drop off +25% food
  • Settlements can train Spearman-line and Skirmishers
  • Infantry, Slingers and Skirmishers +5/10/15 HP in Feudal/Castle/Imperial Age
  • Mounted Units generate +3 gold when defeating military units
  • Enemy Castles are revealed on the map

Team bonus: Spearman-line and Skirmishers +2 line of sight

Unique units: Bolas Rider, Kona

View the Mapuche tech tree
Maya

Maya · Archer civilization

  • Start with +1 Villager, but -50 food
  • Resources last +15% longer
  • Foot Archers cost -10/20/30% in Feudal/Castle/Imperial Age

Team bonus: Walls cost -50%

Unique units: Plumed Archer

View the Maya tech tree
Mongols

Mongols · Cavalry Archer civilization

  • Hunters work +40% faster
  • Cavalry Archers attack +25% faster
  • Scout Cavalry-line and Steppe Lancers +20/30% HP in Castle/Imperial Age

Team bonus: Scout Cavalry-line +2 line of sight

Unique units: Mangudai

View the Mongols tech tree
Muisca

Muisca · Archer and Monk civilization

  • Advancing to the next Age costs -50% gold
  • Settlements cost -33% and heal nearby units
  • Champi Warriors and Archery Range Units +1/2/3 melee armor in Feudal/Castle/Imperial Age
  • Monks regain faith +50% faster
  • Caravan, Guilds free

Team bonus: Natural gold sources last +15% longer

Unique units: Temple Guard, Guecha Warrior

View the Muisca tech tree
Persians

Persians · Cavalry civilization

  • Start with +50 wood and +50 food
  • Town Centers and Docks +100% HP and work +5/10/15/20% faster in Dark/Feudal/Castle/Imperial Age
  • Parthian Tactics available in Castle Age
  • Can build Caravanserai in Imperial Age

Team bonus: Knight-line +2 attack vs. Ranged Soldiers

Unique units: War Elephant

View the Persians tech tree
Poles

Poles · Cavalry civilization

  • Folwark replaces Mill
  • Villagers regenerate 10/15/20 HP in Feudal/Castle/Imperial Age
  • Stone Miners generate gold in addition to stone
  • Bloodlines and Scout Cavalry-line upgrades cost -50% food

Team bonus: Scout Cavalry-line +1 attack vs. Ranged Soldiers

Unique units: Obuch

View the Poles tech tree
Portuguese

Portuguese · Naval and Gunpowder civilization

  • Foragers generate wood in addition to food
  • All units cost -20% gold
  • Can build Feitoria in Imperial Age
  • Ships +10/15/20% HP in Feudal/Castle/Imperial Age

Team bonus: Technologies research +25% faster

Unique units: Caravel, Organ Gun

View the Portuguese tech tree
Romans

Romans · Infantry and Cavalry civilization

  • Villagers gather, build, and repair +5% faster
  • Infantry armor upgrade effects are doubled
  • Scorpions cost -50% gold
  • Galley-line and Dromons +1 melee/+1 pierce armor

Team bonus: Scorpions minimum range reduced

Unique units: Centurion

View the Romans tech tree
Saracens

Saracens · Camel and Naval civilization

  • Market trading fee only 5%; Markets cost -100 wood
  • Camel Units +25% HP
  • Galley-line attacks +25% faster
  • Transport Ships +100% HP, +20 carry capacity

Team bonus: Foot Archers and Skirmishers +2 attack vs. buildings

Unique units: Mameluke

View the Saracens tech tree
Saxons

Saxons · Infantry and Defensive civilization

  • Mills, Lumber- and Mining Camps provide +35 food and +10 stone when built
  • Foot Soldiers cost -5% per Town Center or Castle controlled (maximum -20%)
  • Towers and Castles fire +100% base arrows starting in Castle Age
  • Longships and Catapult Galleons +20% HP

Team bonus: Repairers work +25% faster

Unique units: Hearth Troop

View the Saxons tech tree
Shu

Shu · Archer and Siege civilization

  • Lumberjacks generate food in addition to wood
  • Archery Unit technologies at the Archery Range and Blacksmith cost -25%
  • Siege Weapons and Siege Warships move +10/15% faster in Castle/Imperial Age

Team bonus: Foot Archers +2 line of sight

Unique units: War Chariot, White Feather Guard, Liu Bei

View the Shu tech tree
Sicilians

Sicilians · Infantry and Cavalry civilization

  • Start with +100 stone
  • Farm upgrades provide +125% additional food
  • Soldiers receive -40% bonus damage
  • Can build Donjon in Dark Age, replaces Watch Tower-line
  • Fortifications built +50% faster; Town Centers built +100% faster

Team bonus: Transport Ships +5 line of sight and cost -50%

Unique units: Serjeant

View the Sicilians tech tree
Slavs

Slavs · Infantry and Siege civilization

  • Farmers work +15% faster
  • Arson, Gambesons free
  • Siege Workshop Units cost -15%
  • Monks move +20% faster

Team bonus: Military buildings (except Castles) provide +5 population space

Unique units: Boyar

View the Slavs tech tree
Spanish

Spanish · Gunpowder and Monk civilization

  • Builders work +30% faster
  • Receive +20 gold for each technology researched
  • Blacksmith upgrades cost no gold
  • Gunpowder Units attack +18% faster
  • Cannon Galleons fire more accurately at moving targets

Team bonus: Trade Units generate +25% gold

Unique units: Conquistador, Missionary

View the Spanish tech tree
Tatars

Tatars · Cavalry Archer civilization

  • Livestock animals last +50% longer
  • Units deal +25% damage when fighting from higher elevation
  • New Town Centers spawn 2 Sheep starting in Castle Age
  • Thumb Ring, Parthian Tactics free

Team bonus: Mounted Archers +2 line of sight

Unique units: Flaming Camel, Keshik

View the Tatars tech tree
Teutons

Teutons · Infantry and Defensive civilization

  • Farms cost -40%
  • Town Centers +10 garrison capacity; Towers +5 garrison capacity
  • Infantry and Mounted Units +1/+2 melee armor in Castle/Imperial Age
  • Monks +100% healing range
  • Murder Holes, Herbal Medicine free

Team bonus: Units more resistant to conversion

Unique units: Teutonic Knight

View the Teutons tech tree
Tupi

Tupi · Archer and Infantry civilization

  • Start with +25 of each resource
  • Villagers can garrison in Settlements
  • Fallen units return 15% of their cost
  • Archery Range and Barracks upgrades cost -50% food

Team bonus: Towers and Castles provide +10 population space

Unique units: Ibirapema Warrior, Blackwood Archer

View the Tupi tech tree
Turks

Turks · Gunpowder civilization

  • Gold miners work +25% faster
  • Scout Cavalry-line +1 pierce armor and upgrades free
  • Chemistry free; Gunpowder technologies costs -50%
  • Gunpowder Units +25% HP

Team bonus: Gunpowder Units train +25% faster

Unique units: Janissary

View the Turks tech tree
Varangians

Varangians · Cavalry and Naval civilization

  • Shepherding, fishing, and hunting also generate gold
  • Bloodlines and Caravan effects +50%
  • Varangian Guards attack +25% faster and generate +50% gold
  • Longships and Catapult Galleons attack +15% faster

Team bonus: Knight-line +1 attack vs. Infantry

Unique units: Jarl

View the Varangians tech tree
Vietnamese

Vietnamese · Archer civilization

  • Enemy Town Centers are revealed at the start of the game
  • Economic upgrades cost no wood and research +100% faster
  • Foot Archers and Skirmishers +20% HP
  • Conscription free

Team bonus: Imperial Skirmisher upgrade available in Imperial Age

Unique units: Rattan Archer

View the Vietnamese tech tree
Vikings

Vikings · Infantry and Naval civilization

  • Wheelbarrow, Hand Cart free
  • Infantry +20% HP starting in Feudal Age
  • Warships cost -10/15/20% in Feudal/Castle/Imperial Age

Team bonus: Docks cost -15%

Unique units: Berserk

View the Vikings tech tree
Wei

Wei · Cavalry civilization

  • Receive one free Villager for each economic upgrade researched
  • Hei Guang Cavalry and Xianbei Raider +20/30% HP in Castle/Imperial Age
  • Traction Trebuchets and Lou Chuans cost -25%

Team bonus: Cavalry +2 attack vs. Siege Weapons

Unique units: Xianbei Raider, Tiger Cavalry, Cao Cao

View the Wei tech tree
Wu

Wu · Infantry and Naval civilization

  • Military production buildings and Docks provide +55 food when built
  • Infantry regenerates 10/15/30 HP per minute in Feudal/Castle/Imperial Age
  • Jian Swordsmen and Hei Guang Cavalry +2 attack in Imperial Age
  • Careening, Dry Dock free

Team bonus: Houses built +100% faster

Unique units: Jian Swordsman, Fire Archer, Sun Jian

View the Wu tech tree

Questions about AoE2 civilizations

How many civilizations are in Age of Empires II: Definitive Edition?

The current reference includes 56 Age of Empires II: Definitive Edition civilizations. The roster comes from game data and updates when the source publishes a complete new version.

How do I compare two AoE2 civilizations?

Open Compare and choose your civilization and your opponent. You can inspect bonuses, unique units and technologies, alongside differences in availability and unlock age in their technology trees.

What is the best civilization in AoE2?

The choice depends on the map, game mode, your skill level and your opponent. Compare economic bonuses, military options and available upgrades to choose an opening and a transition that fit your game.

Does the reference include the latest game changes?

We check the SiegeEngineers reference hourly and link the data to its official update. If the source is unavailable, we retain the last complete verified copy and show its status on the page.

Do the costs and statistics include every bonus?

Tables show base game values. Civilization bonuses, team bonuses and upgrades can change the actual cost and performance of units during a game.

Up-to-date data · view source

Game bonuses, units and technologies extracted by SiegeEngineers. We check for new versions hourly and retain the last complete copy if the source is unavailable.

Last checked: Oct 9, 2026 · Game reference