Civilizations & Meta Overview
With over 40 playable civilizations in Age of Empires II: Definitive Edition, 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.
┌───────────────────────────────┐
│ Civilization Archetypes │
└───────────────┬───────────────┘
│
┌─────────────────┬─────────┴───────┬─────────────────┐
▼ ▼ ▼ ▼
┌───────────┐ ┌───────────┐ ┌───────────┐ ┌───────────┐
│ Cavalry │ │ Archer │ │ Infantry │ │ Defensive │
│ (Franks, │ │ (Britons, │ │ (Goths, │ │ (Byzant. │
│ Huns) │ │ Mayans) │ │ Vikings) │ │ Teutons) │
└───────────┘ └───────────┘ └───────────┘ └───────────┘
| Archetype | Key Characteristics | Famous Factions | Strategic Focus | |-----------|────────────────------|-----------------|-----------------| | Cavalry | Extra hit points, reduced tech costs, faster mounted units | Franks, Huns, Lithuanians, Poles | Map mobility, heavy knight charges, raiding | | Archer | Extended range, faster foot archer production, discounted archery tech | Britons, Mayans, Vietnamese, Tatars | Ranged ball-of-death, high DPS at choke points | | Infantry | Discounted infantry, high building damage, swarm capabilities | Goths, Vikings, Japanese, Celts | Relentless swarms, anti-cavalry pikes, eco boosts | | Defensive & Siege | Stronger walls, cheaper counter units, high-damage siege | Byzantines, Teutons, Ethiopians, Bohemians | Turtle 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 25% less Stone (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 Type | Opponent Type | Tactical Approach |
|---|---|---|
| Cavalry Civ | vs Archer Civ | Build early Skirmishers or hit Feudal Scout Raids before their archer numbers snowball |
| Archer Civ | vs Cavalry Civ | Mass Archers early, add Spearmen inside your archer ball, and wall up base choke points |
| Infantry Civ | vs Archer Civ | Build Siege Rams or Mangonels to soak ranged arrow fire while infantry advances |
| Defensive Civ | vs Aggressive Civ | Secure 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.
| Expansion | Key Civilizations | Mechanical Innovations |
|---|---|---|
| Dynasties of India | Hindustanis, Gurjaras, Bengalis, Dravidians | Shrivamsha Rider projectile dodging, Mill herdable garrisoning, 10% Market tax |
| Mountain Royals | Georgians, Armenians | Mule Carts (mobile drop-off points), Fortified Churches with relic food generation |
| Return of Rome | Romans | +5% gather speed, heavy Legionary infantry line |
| Chronicles: Battle for Greece | Athenians, Spartans, Macedonians | Antiquity mechanics, Mercenary Peltasts, custom naval and siege systems |
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.
Castle Age Unique Tech ──> Enhances core bonus or unique unit utility
Imperial Age Unique Tech ──> Unlocks game-changing 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.