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Civilizations & Meta Overview

Tactical Quick Answer

Age of Empires II: Definitive Edition has more than 50 playable civilizations, each with its own bonuses, tech tree options, and a signature unique unit trained at the Castle. They group into cavalry, archer, infantry, and defensive or siege archetypes. Franks, Britons, and Byzantines are the three most beginner-friendly picks.

With 53 playable civilizations in Age of Empires II: Definitive Edition, plus six more in the standalone Chronicles campaigns, understanding faction specializations lets you match your playstyle to map conditions and opponent match-ups.


Civilization Archetypes

Civilizations feature unique bonuses, specialized tech tree options, and signature unique units trained at the Castle.

ArchetypeKey CharacteristicsFamous FactionsStrategic Focus
CavalryExtra hit points, reduced tech costs, faster mounted unitsFranks, Huns, Lithuanians, PolesMap mobility, heavy knight charges, raiding
ArcherExtended range, faster foot archer production, discounted archery techBritons, Mayans, Vietnamese, TatarsRanged ball-of-death, high DPS at choke points
InfantryDiscounted infantry, high building damage, swarm capabilitiesGoths, Vikings, Japanese, CeltsRelentless swarms, anti-cavalry pikes, eco boosts
Defensive & SiegeStronger walls, cheaper counter units, high-damage siegeByzantines, Teutons, Ethiopians, BohemiansTurtle tactics, Castle forward drops, siege pushes

Top Three Beginner-Friendly Factions

If you are learning the game, start with these three accessible civilizations.

1. Franks (Cavalry Specialist)

  • Core Bonus: Mounted units get +20% HP automatically starting in Feudal Age. Farm upgrades at the Mill are completely free upon advancing. Castles cost 15% less Stone in the Castle Age (553 Stone) and 25% less in the Imperial Age (488 Stone).
  • Unique Unit: Axeman (Throwing Axeman), a ranged melee infantry unit that shreds opposing spearmen.
  • Why Play Them: Free farm upgrades simplify food management, creating a large wood surplus that powers early knight charges and cheap forward Castles.

2. Britons (Archer Specialist)

  • Core Bonus: Foot archers gain +1 attack range in Castle Age and an additional +1 in Imperial Age (+2 total). Town Centers cost 50% less Wood starting in Castle Age.
  • Unique Unit: Longbowman, a foot archer with massive firing range that out-ranges enemy Castles when fully upgraded.
  • Why Play Them: Extra archer range lets you pick off enemy workers and armies before they can touch your lines.

3. Byzantines (Defensive Counter Specialist)

  • Core Bonus: Spearmen, Skirmishers, Pikemen, Halberdiers, and Camels cost 25% less resources. Building hit points increase by +10% in Dark Age, +20% in Feudal, +30% in Castle, and +40% in Imperial.
  • Unique Unit: Cataphract, heavy cavalry with +12 Cavalry armor that resists bonus damage from opposing spearmen.
  • Why Play Them: Cheaper counter units make it easy to defend against aggressive early pushes while building toward late-game.

Civilization Match-Up Matrix

Understanding how archetypes counter each other helps you draft strategies in lobby picks.

Player Faction TypeOpponent TypeTactical Approach
Cavalry Civvs Archer CivBuild early Skirmishers or hit Feudal Scout Raids before their archer numbers snowball
Archer Civvs Cavalry CivMass Archers early, add Spearmen inside your archer ball, and wall up base choke points
Infantry Civvs Archer CivBuild Siege Rams or Mangonels to soak ranged arrow fire while infantry advances
Defensive Civvs Aggressive CivSecure home gold with Watch Towers, drop forward Castles, and win via late-game economy

Modern DLC Civilizations and Expansion Meta

Expansions have introduced unique mechanics that break away from traditional building and economy models.

ExpansionKey CivilizationsMechanical Innovations
Dynasties of IndiaHindustanis, Gurjaras, Bengalis, DravidiansShrivamsha Rider projectile dodging, Mill herdable garrisoning, 10% Market tax
Mountain RoyalsGeorgians, ArmeniansMule Carts (mobile drop-off points), Fortified Churches (the first Armenian one holds a free Relic)
Return of RomeRomansVillagers gather, build, and repair 5% faster, Legionary infantry line
Chronicles: Battle for GreeceAthenians, Spartans, AchaemenidsAntiquity-era mechanics with custom naval and siege systems
Chronicles: Alexander the GreatMacedonians, Thracians, PuruContinues the antiquity ruleset from Battle for Greece

Update 177723 added a More Content section to the Main Menu that lists every DLC, owned and unowned, so you can see at a glance which of the civilizations above your account actually has. Unowned DLC also appears on the Main Menu screen itself.

That update also ran a balance pass, and it left the three beginner picks above untouched. Update 177723 adjusted unit costs, training times, and civilization bonuses for the Armenians, Burgundians, Inca, Mapuche, Muisca, Tupi, and Wei, along with the Slinger, the Champi Warrior line, and the Xolotl Warrior. Franks, Britons, and Byzantines kept every number on this page. Naval defense moved too: Docks fire 0, 3, 4, and 5 arrows by Age in place of a flat 5, and anti-ship bonus damage fell on the Watch Tower line and the Sea Tower.


Unique Technologies and Imperial Power Spikes

Every civilization possesses two Unique Techs researched at the Castle: one in Castle Age and one in Imperial Age.

TierWhat It Does
Castle Age Unique TechSharpens the core bonus or the unique unit
Imperial Age Unique TechUnlocks stronger army abilities
  • Example - Goths (Perfusion): Increases Barracks creation speed by 100%. Combined with cheap infantry, Goths can replace an entire army in under 30 seconds.
  • Example - Britons (Yeomen): Adds +1 range to foot archers and +2 attack to Watch Towers.
  • Example - Franks (Chivalry): Makes Stables work 40% faster, letting you pump Paladins out continuously.

Frequently Asked Questions

What is the best civilization for beginners in Age of Empires II?

Franks, Britons, and Byzantines are the three most accessible starting picks. Franks get free farm upgrades and cheaper Castles, Britons get extra archer range, and Byzantines get 25% cheaper counter units.

What does the Franks civilization bonus do?

Mounted units gain +20% HP starting in the Feudal Age, Mill farm upgrades are free on advancing, and Castles cost 15% less Stone in the Castle Age (553 Stone) and 25% less in the Imperial Age (488 Stone). The free farm upgrades create a wood surplus that funds early knight charges and forward Castles.

How much extra range do Briton archers get?

Foot archers gain +1 attack range in the Castle Age and another +1 in the Imperial Age for +2 total. The Yeomen unique tech adds a further +1 range to foot archers plus +2 attack to Watch Towers.

How do you beat a cavalry civilization when you play an archer civilization?

Mass Archers early, mix Spearmen inside your archer ball, and wall up your base choke points.

How many unique technologies does each civilization have?

Every civilization has two Unique Techs researched at the Castle, one in the Castle Age and one in the Imperial Age. The Castle Age tech sharpens the core bonus or unique unit, and the Imperial Age tech unlocks stronger army abilities.