Age Of Empires 2 Civ Breakdown

I had a request for this page, b/c of my ROR page.
More about the Super Units follows


  • Britons


    Super Unit(S.U.) Longbowman
    Team Bonus(T.B.) Archery units train 20% faster
    Town centers cost 50% less
    Foot archers +1 range in Castle age,
    and + 1 in Imperial age(Total +2 range)
    Shepards work 25% faster
    No camels, or gunpowder units

  • Byzantines


    S.U. Cataphract
    T.B. Monks heal 3X faster
    Buildings +10% Hitpoints in Dark Age,
    +20% in Feudal Age, +30 Castle Age, +40 Imp. Age
    Camels, Skirmishers, Pikemen cost 25% less
    Fire shihps +20% attack
    Advance to Imperial Age cost 33% less

  • Celts


    S.U. Woad Raider(William Wallace)
    T.B. Seige Units train 20% faster
    Infantry moves 15% faster
    Lumberjacks work 15% faster
    Seige weapons fire 20% faster
    Sheep not converted in in a units LOS
    No camels, or gunpowder units

  • Chinese

    S.U. Chu Ko Nu
    T.B. Farms +45 food
    Start with +3 , but -150 food
    Technologies cost 10% less in Feudal age,
    15% less Castle, 20% less Imperial
    Town centers support 10 population
    Demelotion ships +50% hit Points
    No Gunpowder units

  • Franks


    S.U. Throwing Axmen
    T.B. Knights +2 LOS
    Castles cost 25% less
    Knights +20% HP
    Farm upgrades free
    No camels

  • Goths


    S.U. Huskarl
    T.B. Barracks train 20% faster
    Infantry cost 10 less Feudal, 15%
    less Castle, 25% less Imperial
    Villagers +5 attack vs Boar
    +10 pop limit in Imperial age
    No camels, stone walls

  • Japenese


    S.U. Samurai
    T.B. Galleys +50% LOS
    fishing ships 2x HP, +2 armor, work rate
    +5% dark, +10% Feudal, +15% Castle, +20% Imp
    mill, Lumber camp, Mining Camp cost 50% less
    Infantry attack 10% faster Feudal,
    15% faster Castle, 25% faster Imp
    No Bombard Cannon, camel

  • Mongols


    S.U. Mangudai
    T.B. Scout and Light Cavalry +2 LOS
    Cavalry Archers +20% Rate of Fire
    Light Cavalry +30% HP
    Hunters work 50% faster
    No gunpowder units

  • Persians


    S.U. War Elephant
    T.B. knights +2 attack vs archers
    Start with +50 wood and food
    Town centers and docks 2x HP, work rate
    +10% feudal, +15 Castle, +20 Imperial

  • Sacrens


    S.U. Mameluke
    T.B. Foot Archers +1 attack vs buildings
    Market trade cost only 5%
    Transport ships 2XHP, 2X passenger cap
    Galleys attack 20% faster
    cav Archers +3 attack vs buildings

  • Teutons

    S.U. Teutonic Knight
    T.B. Units more restiant to conversion
    Monks heal from 2x as far
    Towers hold 2x units, fire 2x normal arrows
    Murder holes free
    Farms cost 33% less
    Towncenters +2 attack, +5 range
    No camels

  • Turks


    S.U. Janissary
    powerful at close attack, inaccurate far attack
    T.B. Gunpowder units train 20% faster
    Gunpowder units have +50% HP
    Gunpowder techs cost 50% lerss
    Gold miners work 15% faster
    Chemistry free
    Light cavalry upgrade free
    No onager, or seige engineers

  • Vikings

    S.U. Longboat and Berserk
    Only civ with 2 Super Units
    T.B. Docks cost 33% less
    Warships cost 20% less
    infantry +10% Hp feudal,
    +15 castle, +20 Imperial
    Wheelbarrow, hand cart free
    No gunpowder units, camels


    Gunpowder units are Hand cannoneers, and Bombard cannons



    SUPER UNITS


  • Britons || Longbowmen
    Powerful with exceptional range
    Counter with Skirmishers, Knights, Mangonels, Woad Raiders, Huskarls, Cataphracts
    Not Barracks units, Cav Archers, Monks, Teutonic Knights, War Elephants
  • Byzantine || Cataphract
    Heavily armored, attack bonus vs infantry
    Counter with Knights, Camels, Mamelukes
    Not Swordsmen, archers, seige weapons
  • Celts || Woad Raiders
    Exceptionally quick infantry unit
    Counter with Archers, Scorpions, Cav archers, Mangonels, Cataphracts
    Not Skirmishers, Camels, Light Cav, barracks units
  • Chinese || Chu Ko Nu
    mediocre range, but awesome power, fires arrows very quickly
    Counter with Skirmishers, Knights, Huskarls, Janissaries
    Not Barracks units, Tuetonic Knights, War Elephants, Cav Archers
  • Franks || Throwing Axmen
    Powerful ranged attack, almost infantry
    Counter with Archers
    Not Barracks units, Skirmishers
  • Goths || Huskarl
    Infantry that is virtually immune to archer fire
    Counter with Swordsmen, not archers
  • Japanese || Samurai
    infantry unit with fast attack, attack bonus vs Super Units
    Counter with Archers, not Infantry or Super Units
  • Mongols || Mangudai
    Cavalry Archer with attack bonus vs Seige
    Counter with Archers, Skirmishers, Light Cav
    Not Swordsmen, Monks, Tuetonic Knight, War Ele, Seige
  • Persians || War Elephants
    Slow, well armored, causes area damage
    Counter with Pikemen, Camels, Monks, Mamelkes(Range Units)
    Not Infantry, cavalry
  • Sacrens || Mamelukes
    Camel with ranged attack, excels vs other mounted units
    Counter with Archers, Janissaries, Hand cannoneers, Pikemen
    Not Cav Archers, Knights
  • Tuetons || Teutonic Knight
    Slow moving, powerful, armor recieves benefits of infantry upgrades
    Counter with Archers, Monks, scorpions, Mangonels
    Not Barracks units, Stable units
  • Turks || Janissaries
    Hand Cannon with longer and no min range,
    powerful, but innaccurate at range
    Counter with Archers Mangonels
    Not Barracks units, Monks, Tuetonic Knight
  • Vikings || Longboat || Berserk
    Only civ with 2 Super Units
    Longboat
    Excelent for controlling those important fishing grounds
    Counter with Bombard cannons, fire ships, Demolition ships
    Not Cannon Galleys
    Berserk
    infantry unit that slowly heals itself
    Counter with Archers Scorpions, Mangonols, Cataphract
    Not Skirmishers, Light Cav, Camels


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