Foot archers have 1 attack vs. buildings
Cavalry Archers have +3 attack against buildings
Market operations costs only 5% fee
Transport ships have +100% HP and 2x capacity
Galleys attack 20% faster
Cavalry archers +3 attack vs. buildings
Zealotry: +30 camel, Mameluke HP
Madrasah: Killed monks return 33% of their cost
Saracens are used for their Galleys in boat maps, and their unique unit, the Mameluke, who have 3 range, and an attack bonus against cavalry, which makes this unit the most efficient against all type of horses.
Archery Ranges create units 20% faster
Town Centers cost 50% less
Foot Archers +1 range in Castle Age, +1 range in Imperial Age
Shepherds work 20% faster
Yeomen: +1 Foot archer range, +2 tower attack
Warwolf (Trebuchets do blast damage)
Britons are used for archer maps where your extra range (1 or 2) gives you a big advantage. Range is more important than damage when it comes to archers. Remember that you only get the extra range in Castle Age and Imperial Age.
Monks heal 300% faster
Buildings have +10% HP in Dark, +20% HP in Feudal, +30% HP in Castle, +40% HP in Imperial
Camels, skirmishers, and pikemen cost 25% less
Fire ships +20% attack
Advancing to Imperial Age costs 33% less
Logistica: Cataphracts cause trample damage
Greek Fire: Fire Ships +1 Range
Byzantines have the most technologies natively researched. All buildings have 40% more health in Imperial Age, making them last longer, which is good for defense maps ( PTO ). They also have better fire ships and monks, which can make them ideal for some boat maps and some maps with monks.
Seige Workshops create units 20% faster
Infantry move 15% faster
Lumberjacks work 15% faster
Siege weapons fire 20% faster
Sheeps are not converted if they are within one unit's Line of Sight
Furor Celtica: Siege Workshop Units +50% HP
Stronghold: Castles & Towers fire 20% faster
Celts a have faster infantry, making them ideal for maps where reinforcements (infantry) are crucial. Celts are also good for maps with a lot of siege, good rams and scorpions.
Farms have 45 more food capacity
Start with 10 villagers, but 150 less food
Technologies cost: +10% less in Feudal Age, +15% less in Castle Age, +20% less in Imperial Age
Town Centers support +5 population
Demolition Ships have +50% HP
Town Center LOS +5
Rocketry: +2 Chu Ko Nu attack, +4 scorpions
Great Wall: Walls and towers +30% HP
Farms, starting villagers and technology costs are lower, it allows a faster development. Their Cho-Ku-Nu are good against other archers. Chinese are also used for their 5 pop in Town Center and can be used for their extra HP with Demolition Ships.
Knights have 2 Line of Sight
Castles cost 25% less
Knights - paladins have +20% HP
Farm Upgrades are free (but you need a mill)
Bearded Axe +1 Throwing Axeman range
Stables work 40% faster
Franks are used for cavalry based maps because of their 20% extra HP for cavalry units. Their axemen are globally good against most of units when they are covered by horses. Note that they don't have good archery.
Barracks create units 20% faster
Infantry cost: 10% less in Feudal, 15% less in Castle, 20% less in Imperial
Infantry have +1 attack versus buildings
Hunters carry +15 food
+10 population support in Imperial Age
Anarchy: Create Huskarls at Barracks
Perfusion: Barracks units created 50% faster
Goths have +1 attack vs buildings. Huskarls are very efficient against archery, and can be created in barracks after tech research. Note that Goths cannot build walls.
Galleys have 50% Line of Sight
Fishing ships have +100% HP, +2 armor
Fishing ships work 5% faster in Dark, 10% faster in Feudal, 15% faster in Castle, 20% faster in Imperial
Mill, Lumber Camp, and Mining Camp cost 50% less
Infantry attack: 10% faster in Feudal, 15% faster in Castle, 25% faster in Imperial
Kataparuto: Trebuchets fire, pack/unpack faster
Yasama: Towers shoot extra arrows
Japanese are used for their extra attack rate with infantry, note that they don't get this bonus until feudal age.
Scout Cavalry, Light Cavalry, and Hussars have +2 line of sight
Light Cavalry and Hussars have +30% HP
Calvary Archers fire 20% faster
Food hunters work 50% faster
Drill: Siege units move 50% faster
Nomads: Destroyed houses don’t lose their population room
Mongols are used where cavalry archers are the main units (in scenarios). Their siege moves faster after tech research, and mangudais are fast and globally powerful against most of units.
Knights have 2 attack vs. archers
Start with +50 food and + 50 wood
Town Centers and Docks have +100% HP
Town Centers and Docks work 10% faster in Feudal, 15% faster in Castle, 20% faster in Imperial
Mahouts: +30% War Elephant speed
Boiling Oil: Castles do extra damage vs. rams
Persians are never used for their bonuses, their war elephant is slow, but it's the most powerful unit with full armor and elite.
Units more resistant to conversion
Monks heal from +100% more distance
Towers garrison +100% more units
Farms cost 33% less
Town Centers have +2 attack
Town Centers +5 range (when units are garrisoned)
Crenellations: +3 Castle range; garrisoned infantry fire arrows
Ironclad: Siege +4 melee armor and Rams +1
Teutons are only used for their monk bonuses and tower bonuses.
Gunpowder units train 20% faster
Gunpowder units have +50% HP
Researching Gunpowder technologies cost 50% less
Gold miners work 15% faster
Chemistry technology is free
Light Cavalry upgrade is free
Artillery: +2 range Bombard Towers, Bombard Cannons, Cannon Galleons
Sipahi: Cavalry Archers +20 HP
Turks are used for their stronger hand cannoners units and sometimes for their faster gold miners. They get bombard towers.
Docks cost 33% less
Warships cost 20% less
Infantry have: +10% HP Feudal, +15% HP Castle, +20% HP Imperial
Wheelbarrow and Hand Cart upgrades are free
Berserkergang: Berserks regenerate faster
Chieftains: Berserks get +4 attack bonus vs. cavalry
Vikings are mostly used for their extra infantry HP but they are also used in some maps for their boat, the Drakkar. Some civs are also picked for the buildings they can construct, what units they can make or what technologies they can upgrade.
Villagers carry +5 resources
Military units created 15% faster
Loom research free
Garland Wars: +4 Infantry attack
Atlatl: Skirmishers +1 Attack, +1 Range
Relics generate +33% gold
Aztecs' monks gets +5 HP for each monastery technology researched, and their unique technology can max infantry attack to +8 (only +4 for all other civilizations). they can also produce siege onager and eagle warrior.
Houses not needed, but game start game with 100 wood
Stables are 20% faster
Cavalry Archers cost -25% in Castle, -30% in Imperial
Cavalry Archers cost -15% in Castle, -25% in Imperial
Atheism:+100 years Wonder/Relic victory time, -50% Spies/Treason cost
Marauders: Create Tarkans at Stables
Their unique unit, the Tarkan is an horse very efficient against both archery and buildings, and their max pop capacity native gives them an advantage in development speed. Their trebuchets are also more accurate.
Shinkichon: +1 range onagers
Villagers have +3 line of sight
Stone miners work 20% faster
Free Guard Tower and Keep upgrades
Arrow Towers have +1 range in Castle Age, +2 in Imperial Age
Onagers have +1 range
Walls, towers, castles built 25% faster
The War Wagon is efficient against archery but weak against infantry and cavalry. It is globally powerful when used in large groups. Koreans are in the few civs that can produce Turtle Ship unit.
Natural resources +20%
Archers cost -10% in Feudal, -20% in Castle, -30% in Imperial
Walls are 50% cheaper
El Dorado: +40 Eagle Warrior HP
Obsidian Arrows: Archer-line has +3 attack vs. buildings
The plumed archer is a fast moving archer, with good armor against archery. They can also produce Eagle warriors, another powerful unit against archery.
Villagers builds 30% faster
Blacksmith upgrades do not cost any gold
Cannon Galleons benefit from Ballistics
Hand Cannoneers and Bombard Cannons fire 15% faster
Trade units generate +33%
Supremacy: Villager combat attributes increased
Inquisition: Monks conversion rate improved
Their Conquistador, an horse hand cannoneer, moves fast and is globally powerful against other units, they can produce Missionary, a fast mounted monk.
Villagers benefit from Blacksmith upgrades.
Buildings cost -15% stone
Houses support 10 population
Farms are built 50% faster
Andean Sling: Slingers and Skirmishers with no minimum range
Couriers: Eagles, Kamayuks and Slingers +10% speed
Their Kamayuk is a powerful pikeman, very efficient against all types of cavalry, and thei can produce Slingers, an improved skirmisher.
Villagers cost -5%/-10%/-15%/-20% in Dark/Feudal/Castle/Imperial Age
Fishermen work 15% faster and carry +15 food
Camels +1/+1 armor
Camels +6 attack vs. buildings
Sultans: All gold resources income +10%
Shatagni: Hand cannoneers get +1 range
Their Elephant Archer have good HP and is efficient against archery. Their economy technologies make them a good civilization for Random Map games.
All dock techs cost -50%
Gunpowder units cost -15%
Condottiero also available in allies' barracks in the Imperial Age, once a castle is built
Silk Road: Trade units 50% cheaper
Pavise: Genoese Crossbowmen +1/+1 armor
The Genoese Crossbowman has a medium range but is efficient against cavalry. They can also produce Condottieros, an infantry unit with bonus against gunpowder units.
Villagers kill wolves in one strike
Forging, Iron Casting, Blast Furnace free
Scout Cavalry, Light Cavalry, Hussar cost -10%
Recurve Bow: Cavalry archers + 1 range
Mercenaries: Magyar Huszar costs no gold
Their Magyar Huszar is a cheap cavalry unit that can be produced in large numbers for lower costs.
Farmers work 15% faster
Siege units 15% cheaper
Military buildings provide garisonable +5 population
Druzhina: Infantry damage adjacent units
Orthodoxy: Monks extra armor
Their unique unit, the boyar, is an horse efficient against infantry, but not so much against archery.