Civilizations
Six peoples, each with its own way to play.
Generated from the game data
Six peoples, and each one plays differently. The Franks throw up walls in no time, the Norse get rich on everything they tear down, and the Greeks are at their strongest standing shoulder to shoulder. You pick your people in the lobby, before the match starts. Besides its trait, each people has two bonuses, a unit of its own, its own start, something it never gets and two technologies only it can research.
Per civilization: the tech tree shows what each people does and does not get, the counters what beats what.
Franks
Walls, gates, towers and forts build 50% faster; towers reach 2 tiles further.
- +15% building hit points
- -20% cavalry cost
- Paladin replaces the Knight; the line after it (Cuirassier, Dragoon, Lancer) gets +15% hit points and damage
- Starts with: Watchtower
- Fort from the Bronze Age
- Never has: Musketeer, Line infantry, Rifleman
- Own research: Feudalism, Order of Knights
Unique unit Paladin 4Middle Ages 230 hp · 20 damage · cavalry
Norse
Plunder: destroying a finished enemy building gives you 40% of its cost.
- +20% wood gathering
- +20% infantry damage
- Berserker replaces the Legionary; the line after it (Pikeman, Halberdier, Grenadier, Fusilier) gets +15% hit points and damage
- Starts with: 3× Spearman
- Barracks 50% cheaper
- Never has: Fort
- Own research: Strandhogg, Berserkergang
Unique unit Berserker 3Iron Age 130 hp · 22 damage · infantry
Greeks
Phalanx: infantry standing next to other infantry of yours takes 20% less damage.
- +15% food gathering
- +1 tile line of sight
- Hoplite replaces the Swordsman; the line after it (Legionary, Pikeman, Halberdier, Grenadier, Fusilier) gets +15% hit points and damage
- Mill 40% cheaper
- Farms last 3 times as long
- Never has: Cuirassier, Dragoon, Lancer
- Own research: Olive Groves, Phalanx Drill
Unique unit Hoplite 2Bronze Age 130 hp · 12 damage · infantry
Mongols
Lumber and mining camps are free and stand at once; cavalry and horse archers train 25% faster, and horse archers also get the cavalry speed bonuses.
- +15% cavalry speed
- -15% ranged cost
- Horse archer replaces the Crossbowman; the line after it (Longbowman, Musketeer, Line infantry, Rifleman) gets +15% hit points and damage
- Starts with: 2× Scout
- Never has: Wall, Gate, Watchtower, University
- Own research: Yam, Mangudai
Unique unit Horse archer 3Iron Age 80 hp · 12 damage · ranged
Arabs
Short of wood, food, stone or iron? Gold covers it: 2 gold per missing point.
- +20% gold gathering
- +15% cavalry damage
- Camel rider replaces the Cataphract; the line after it (Knight, Cuirassier, Dragoon, Lancer) gets +15% hit points and damage
- Market from the Stone Age
- Never has: Halberdier, Grenadier, Fusilier
- Own research: Caravanserai, Siege Masters
- Selling at the market returns 80% of the price (others 60%); their trades move the price only 50% as much
Unique unit Camel rider 3Iron Age 150 hp · 14 damage · cavalry
Chinese
Units come out in groups of 5, 30% faster per unit (not siege, workers or scouts); research costs 25% less.
- +15% ranged damage
- +5% food gathering
- Chu-ko-nu replaces the Longbowman; the line after it (Musketeer, Line infantry, Rifleman) gets +15% hit points and damage
- Starts with: 2× Worker, −100 food
- Never has: Knight, Cuirassier, Dragoon, Lancer
- Own research: Great Wall, Gunpowder
Unique unit Chu-ko-nu 4Middle Ages 85 hp · 14 damage · ranged