Aztecs Celts © Jaguar Warrior (anti-infantry infantry) ► Infantry move 15% faster ► Lumberjacks work 15% faster ► Siege weapons fire 20% faster ► Sheep not converted if in 1 Celt unit's line of sight ◄Infantry & Monks► ► Villagers carry +5 ► Military units created 15% faster ► +5 Monk hit points for each Monastery technology ► Start with +50 gold © Woad Raider (fast infantry) • Atlatl (Skirmishers +1 attack, +1 range) • Garland Wars (+4 infantry attack) Team Bonus: Relics generate +33% gold • Stronghold (Castles and towers fire 20% faster) • Furor Celtica (Siege Workshop units +40% HP) Team Bonus: Siege Workshops work 20% faster Berbers ◄Cavalry & Navy► ► Villagers move 10% faster ► Stable units cost -15% in Castle, -20% in Imperial Age ► Ships move 10% faster © Camel Archer (cavalry archer with bonus against cavalry archers) © Genitour (anti-archer mounted skirmisher) • Kasbah (team castles work 25% faster) • Maghrebi Camels (Camel units regenerate) Team Bonus: Genitour available in the Archery Range starting in the Castle Age Chinese ◄Archers► ► Start with +3 villagers, -50 wood, -200 food ► Technologies cost -10% Feudal, -15% Castle, -20% Imperial Age ► Town Centers support 10 population and +5 LOS ► Demolition ships +50% hit points © Chu Ko Nu (fast-firing crossbowman) • Great Wall (Walls and towers +30% HP) • Maghrebi Rocketry (Chu Ko Nu +2, scorpions +4 attack) Team Bonus: Farms +45 food Britons Cumans © Longbowman (long range archer) © Kipchak (cavalry archer with rapid-fire) ◄Foot archers► ► Town Centers cost -50% wood in Castle Age ► Foot archers (except skirmishers) have +1 range Castle Age, +1 range Imperial Age (for +2 total) ► Shepherds work 25% faster • Yeomen (+1 foot archer range +2 tower attack) • Warwolf (Trebuchets do blast damage) Team Bonus: Archery Ranges work 20% faster Bulgarians ◄Infantry& Cavalry► ► Militia-line upgrades free ► Town Centers cost -50% stone ► Can build Krepost ◄Cavalry► ► Additional Town Center can be built in the Feudal Age ► Siege Workshop and Battering Ram available in the Feudal Age; Capped Ram upgrade available in Castle Age ► Cavalry 5% faster each age (starting in Feudal Age) • Steppe Husbandry (Light Cavalry, Steppe Lancers and Cavalry Archers trained 50% faster) • Cuman Mercenaries (team members can create 10 free Elite Kipchaks in the Castle) Team Bonus: Palisade Walls +50% HP Franks ◄Cavalry► ► Castles cost -25% ► Cavalry +20% hit points starting in Feudal Age ► Farm upgrades free (require Mill) ► Foragers work 25% faster © Konnik (cavalry+infantry) • Stirrups (Cavalry attack 25% faster) • Bagains (Militia-line gains +5 armor) Team Bonus: Blacksmiths work 50% faster Burmese ◄Infantry & Siege► © Throwing Axeman (short-ranged infantry) ◄Monks & Elephants► ► Lumber Camp upgrades free ► Infantry +1 attack per age (starting in the Feudal Age) ► Monastery techs cost -50% ©Arambai (powerful but inaccurate ranged cavalry) • Howdah (Battle Elephants +1/+1P armor) • Manipur Cavalry (Cavalry and Arambai +6 attack vs. buildings) Team Bonus: Relics visible on the map at the start of the game Byzantines ◄Defensive► ► Buildings +10% HPs Dark, +20% Feudal, +30% Castle, +40% Imperial Age ► Camel Riders, Skirmishers, Pikemen, Halberdiers cost -25% ► Fire ships attack 20% faster ► Advance to Imperial Age costs -33% ► Town Watch free © Cataphract (anti-infantry cavalry) • Greek Fire (Fire Ships +1 range) • Logistica (Cataphracts cause trample damage) Team Bonus: Monks +50% heal speed • Chivalry (Stables work 40% faster) • Bearded Axe (+1 Throwing Axemen range) Team Bonus: Knights +2 line of sight Goths ◄Infantry► ► Infantry cost -20% in Dark, -25% in Feudal, -30% in Castle, -35% in Imperial Age ► Infantry +1 attack vs. buildings per age (starting from Feudal Age) ► Villagers +5 attack vs. wild boar; hunters carry +15 meat ► Loom free ► +10 population in Imperial Age © Huskarl (anti-archer infantry) • Anarchy (create Huskarls at Barracks) • Perfusion (Barracks work 100% faster) Team Bonus: Barracks work 20% faster Huns ◄Cavalry► ► Do not need houses, but start with -100 wood ► Cavalry Archers cost -10% Castle, -20% Imperial Age ► Trebuchets +30% accuracy © Tarkan (cavalry with bonus against buildings) • Marauders (Create Tarkans at stables) • Atheism (+100 years Relic, Wonder victories Spies/Treason costs -50%) Team Bonus: Stables work 20% faster Incas ◄Infantry► ► Start with a free Llama ► Villagers affected by Blacksmith upgrades ► Houses support 10 population ► Buildings cost -15% stone ◄Cavalry & Monks► ► Start with +150 food ► Spearman-line and Skirmishers move 10% faster ► Each garrisoned relic gives +1 attack to Knights and Leitis (maximum +4) © Leitis (high-damage cavalry) © Kamayuk (anti-cavalry infantry) © Slinger (archer) • Andean Sling (Skirmishers and Slingers no minimum range) • Fabric Shields (Kamayuks, Slingers, Eagles +1/+2P armor) Team Bonus: Farms built 50% faster Indians ◄Camels & Gunpowder► ► Villagers cost -10% Dark, -15% Feudal, -20% Castle, -25% Imperial Age ► Fishermen work 10% faster ► Camel Riders +1P armor © Elephant Archer (high HP, slow cavalry archer) © Imperial Camel Rider (anti-cavalry camel with bonus against buildings) • Sultans (All gold income 10% faster) • Shatagni (Hand Cannoneers +1 range) Team Bonus: Camel units +5 attack vs. buildings Italians Lithuanians ◄Archers & Navy► ► Advancing to the next age costs -15% ► Dock technologies cost -50% ► Fishing Ships cost -15% ► Gunpowder units cost -20% © Genoese Crossbowman (anti-cavalry archer) © Condottiero (anti-gunpowder infantry) • Pavise (foot archers +1 armor/+1 pierce armor) • Silk Road (trade units cost -50%) Team Bonus: Condottiero available in the Barracks in Imperial Age Japanese ◄Infantry► ► Fishing Ships 2x hit points; +2P armor; work rate +5% Dark, +10% Feudal, +15% Castle, +20% Imperial Age ► Mill, Lumber/Mining Camps cost -50% ► Infantry attack 25% faster starting in Feudal Age © Samurai (anti-unique unit infantry) • Yasama (Towers shoot extra arrows) • Kataparuto (Trebuchets fire and pack faster) Team Bonus: Galleys +50% line of sight Khmer ◄Siege & Elephants► ► No buildings required to advance to the next age or to unlock other buildings ► Farmers don't require Mills/Town Centers to drop off food ► Battle Elephants move 15% faster ► Villagers can garrison in Houses © Ballista Elephant (mounted scorpion) • Tusk Swords (Battle Elephants +3 attack) • Double Crossbow (Ballista Elephants and Scorpions fire two projectiles) Team Bonus: Scorpions +1 range Koreans ◄Defense & Navy► ► Villagers +3 line of sight ► Stone miners work 20% faster ► Tower upgrades free (Bombard Tower requires Chemistry) ► Tower range +1 Castle, +2 Imperial Age ► Military units (except siege weapons) cost -15% wood © War Wagon (anti-archer cavalry archer) © Turtle Ship (armored war ship) • Panokseon (Turtle Ships move 15% faster) • Shinkichon (Mangonel-line +1 range) Team Bonus: Mangonel-line minimum range reduced • Hill Forts (Town Centers +3 range) • Tower Shields (Spearman-line and Skirmishers +2P armor) Team Bonus: Monasteries work 20% faster Magyars ◄Cavalry► ► Villagers kill wolves with 1 strike ► Forging, Iron Casting, Blast Furnace free ► Scout Cavalry, Light Cavalry, Hussar cost -15% © Magyar Huszar (light cavalry) • Corvinian Army (Magyar Huszars cost no gold) • Recurve Bow (Cavalry archers +1 range, +1 attack) Team Bonus: Foot archers +2 LOS Malay ◄Navy► ► Advancing to the next age 66% faster ► Fish Traps cost -33% ► Fish Traps provide unlimited food ► Battle Elephants 30% cheaper © Karambit Warrior (cheap infantry using 0.5 pop. space) • Thalassocracy (upgrades Docks to Harbors, which fire arrows) • Forced Levy (Militia-line gold cost is replaced by additional food cost) Team Bonus: Docks +100% LOS Malians ◄Infantry► ► Buildings cost -15% wood ► Barracks units +1P armor per age (starting from Feudal Age) ► Gold Mining free © Gbeto (ranged infantry) • Tigui (Town Centers fire arrows when ungarrisoned) • Farimba (Cavalry +5 attack) Team Bonus: Universities work 80% faster Mayans ◄Archers► ► Start with +1 villager, but -50 food ► Resources last 15% longer ► Archers cost -10% Feudal, -20% Castle, -30% Imperial Age © Plumed Archer (fast moving archer) • Obsidian Arrows (Archers, Crossbowmen and Arbalesters +6 attack vs. buildings) • El Dorado (Eagle Warriors have +40 hit points) Team Bonus: Walls cost -50% Mongols ◄Cavalry & Archers► ► Cavalry archers fire 20% faster ► Light Cavalry, Hussars, Steppe Lancers +30% hit points ► Hunters work 40% faster © Mangudai (fast-shooting cavalry archer) • Nomads (lost houses do not decrease population headroom) • Drill (Siege Workshop units move 50% faster) Team Bonus: Scout Cavalry, Light Cavalry, Hussar +2 line of sight Persians ◄Cavalry► ► Town Center, Dock 2x hit points; work rate +10% Feudal, +15% Castle, +20% Imperial Age ► Start with +50 wood, food © War Elephant (Slow but powerful heavy cavalry) • Mahouts (War Elephants 30% faster) • Kamandaran (Archer-line gold cost is replaced by additional wood cost) Team Bonus: Knights +2 attack vs. Archers Teutons ◄Infantry► ► Monks healing range 2x ► Towers garrison 2x units ► Murder Holes, Herbal Medicine free ► Farms cost -40% ► Town Center garrison +10 ► Barracks and Stable units have +1 armor Castle Age, +1 armor Imperial Age (for +2 total) © Teutonic Knight (slow infantry with heavy melee armor) Portuguese ◄Navy & Gunpowder► ► All units cost -15% gold ► Ships +10% HP ► Can build Feitoria in Imperial Age © Organ Gun (gunpowder and siege unit) © Caravel (Scorpion-like war ship) Turks • Carrack (Ships +1/+1 armor) • Arquebus (gunpowder units more accurate) Team Bonus: Line of sight is shared with the team starting in the Dark Age Saracens ◄Camel & Navy► ► Market trade cost only 5% ► Market costs -100 wood ► Transport Ships 2x hit points, 2x carry capacity ► Galleys attack 20% faster ► Archers (except skirmishers) +1 attack vs. buildings per age (starting in the Feudal Age) © Mameluke (short ranged anti-cavalry camel rider) • Madrasah (Monks return 33% of their cost when killed) • Zealotry (Camel units +30 hit points) Team Bonus: Foot archers +1 attack vs. buildings Slavs • Ironclad (siege weapons extra melee armor) • Crenellations (+3 range Castles garrisoned infantry fire arrows) Team Bonus: Units resist conversion ◄Infantry & Siege► ► Farmers work 10% faster ► Supplies free ► Siege Workshop units 15% cheaper © Boyar (heavy armored cavalry) • Orthodoxy (Monks +3/+3P armor) • Druzhina (Infantry damage adjacent units) Team Bonus: Military buildings provide +5 population room Spanish ◄Gunpowder & Monks► ► Builders work 30% faster ► Blacksmith upgrades don't cost gold ► Cannon Galleons benefit from Ballistics (fire faster, more accurately) ► Gunpowder units fire 15% faster ◄Gunpowder► ► Gunpowder units +25% hit points; researching gunpowder technologies costs 50%; Chemistry free ► Gold miners work 20% faster ► Light Cavalry and Hussar upgrades free © Janissary (hand cannoneer) • Sipahi (Cavalry Archers +20 HP) • Artillery (+2 range Bombard Towers, Bombard Cannons, Cannon Galleons) Team Bonus: Gunpowder units created 20% faster Vietnamese ◄Archers► ► Enemy positions are revealed at the start of the game ► Economic upgrades cost no wood ► Archery Range units +20% HP ► Conscription free © Rattan Archer (foot archer with great pierce armor = strong against ranged) • Chatras (Battle Elephants +50 HP) • Paper Money (Each team member receives 500 gold) Team Bonus: Imperial Skirmisher upgrade available in the Imperial Age Vikings ◄Infantry & Navy► ► Warships cost -15% Feudal Age, -15% Castle Age, -20% Imperial Age ► Infantry +10% hit points Feudal, +15% Castle, +20% Imperial Age ► Wheelbarrow, Hand Cart free © Berserk (regenerating infantry) © Longboat (warship) • Chieftains (infantry deal bonus damage to cavalry) • Berserkergang (Berserks regenerate faster) Team Bonus: Docks cost -15% © Conquistador (mounted hand cannoneer) © Missionary (mounted Monk) • Inquisition (Monks convert faster) • Supremacy (Villagers stronger in combat) Team Bonus: Trade units generate +25% gold Tatars ◄Cavalry & Archers► ► Villagers gather +50% food from herdables ► Units deal +25% damage when fighting from higher elevation ► Thumb Ring, Parthian Tactics free © Keshik (raiding cavalry similar to cavalier. Generates 3 gold/villager killed) © Flaming Camel (petard) • Silk Armor (Light Cavalry, Steppe Lancers and Cavalry Archers receive +1P armor) • Timurid Siegecraft (Trebuchets +2 range, enables Flaming Camels) Team Bonus: Cavalry Archers +2 LOS by Cruzza