AoE2 civilizations
Explore all 56 Age of Empires II: DE civilizations. Compare bonuses, unique units and tech trees to prepare your next game.
56 civilizations · game data

Franks
Cavalry civilization
51 units · 71 technologies
Civilization bonuses
- 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 AxemanCastle Age55 food · 25 gold
Description unavailable in the source.
Unique technologies
Ordonnance CompaniesCastle Age400 food · 250 gold
Description unavailable in the source.
ChivalryImperial Age500 gold · 600 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.
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.
Compare upgrades
Unit availability does not tell the whole story. Check the blacksmith, technologies and unlock age before committing your economy to a composition.
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 treeAztecs
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 treeBengalis
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 treeBerbers
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 treeBohemians
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 treeBritons
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 treeBulgarians
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 treeBurgundians
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 treeBurmese
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 treeByzantines
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 treeCelts
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 treeChinese
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 treeCumans
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 treeDanes
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 treeDravidians
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 treeEthiopians
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 treeFranks
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 treeGeorgians
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 treeGoths
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 treeGurjaras
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 treeHindustanis
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 treeHuns
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 treeInca
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 treeItalians
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 treeJapanese
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 treeJurchens
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 treeKhitans
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 treeKhmer
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 treeKoreans
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 treeLithuanians
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 treeMagyars
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 treeMalay
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 treeMalians
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 treeMapuche
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 treeMaya
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 treeMongols
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 treeMuisca
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 treePersians
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 treePoles
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 treePortuguese
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 treeRomans
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 treeSaracens
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 treeSaxons
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 treeShu
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 treeSicilians
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 treeSlavs
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 treeSpanish
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 treeTatars
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 treeTeutons
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 treeTupi
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 treeTurks
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 treeVarangians
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 treeVietnamese
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 treeVikings
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 treeWei
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 treeWu
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 treeQuestions 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.