

Aztecs Infantry and Monk civilization
· Villagers carry +5 · Military units created 15% faster · +5 Monk hit points for each Monastery technology · Loom free
Unique Unit: Jaguar Warrior (infantry)
Unique Technology: Garland Wars (+4 infantry attack)
Team Bonus: Relics generate +33% gold

Britons Foot archer civilization
· 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
Unique Unit: Longbowman (archer)
Unique Technology: Yeomen (+1 foot archer range; +2 tower attack)
Team Bonus: Archery Ranges work 20% faster

Byzantines Defensive civilization · Buildings +10% HPs Dark, +20% Feudal, +30% Castle, +40% Imperial Age · Camels, skirmishers, Pikemen, Halberdiers cost -25% · Fire ships +20% attack · Advance to Imperial Age costs -33% · Town Watch free
Unique Unit: Cataphract (cavalry)
Unique Tech: Logistica (Cataphracts cause trample damage)
Team Bonus: Monks +50% heal speed

Celts Infantry civilization
· 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
Unique Unit: Woad Raider (infantry)
Unique Technology: Furor Celtica (Siege Workshop units have +50% hit points)
Team Bonus: Siege Workshops work 20% faster

Chinese Archer civilization
· Start with +3 villagers but -50 wood, -200 food · Technologies cost -10% Feudal, -15% Castle, -20% Imperial Age · Town Centers support 10 population · Demolition ships +50% hit points
Unique Unit: Chu Ko Nu (archer)
Unique Technology: Farms +45 food
Team Bonus: JRocketry (+2P Chu Ko Nu attack, +4P scorpions)

Franks Cavalry civilization
· Castles cost -25% · Knights +20% hit points · Farm upgrades free (require Mill)
Unique Unit: Throwing Axeman (infantry)
Unique Technology: Bearded Axe (+1 Throwing Axemen range)
Team Bonus: Knights +2 line of sight

Goths Infantry civilization
· Infantry cost -25% starting in Feudal Age · Infantry +1 attack vs. buildings · Villagers +5 attack vs. wild boar; hunters carry +15 meat · +10 population in Imperial Age
Unique Unit: Huskarl (infantry)
Unique Techs: Anarchy (create Huskarls at Barracks); Perfusion (Barracks work 50% faster)
Team Bonus: Barracks work 20% faster

Huns Cavalry civilization
· Do not need houses, but start with -100 wood · Cavalry Archers cost -25% Castle, -30% Imperial Age · Trebuchets +30% accuracy
Unique Unit: Tarkan (cavalry)
Unique Technology: Atheism (+100 years Relic, Wonder victories; Spies/Treason costs -50%)
Team Bonus: Stables work 20% faster

Japanese Infantry civilization
· 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
Unique Unit: Samurai (infantry)
Unique Technology: Kataparuto (Trebuchets fire, pack faster)
Team Bonus: galleys +50% line of sight

Koreans Tower and naval civilization
· Villagers +3 line of sight · Stone miners work 20% faster · Tower upgrades free (Bombard Tower requires Chemistry) · Tower range +1 Castle, +2 Imperial Age
Unique Units:War Wagon (cavalry archer), Turtle Ship (war ship)
Unique Technology: Shinkichon (+1 range Mangonels, Onagers)
Team Bonus: Mangonels, Onagers +1 range

Mayans Archer civilization
· Start with +1 villager, but -50 food · Resources last 20% longer · Archers cost -10% Feudal, -20% Castle, -30% Imperial Age
Unique Unit: Plumed Archer (archer)
Unique Technology: El Dorado (Eagle Warriors have +40 hit points)
Team Bonus: Walls cost -50%

Mongols Cavalry Archer civilization
· Cavalry archers fire 20% faster · Light Cavalry, Hussar +30% hit points · Hunters work 50% faster
Unique Unit: Mangudai (cavalry archer)
Unique Technology: Drill (Siege Workshop units move 50% faster)
Team Bonus: Scout Cavalry, Light Cavalry, Hussar +2 line of sight

Persians Cavalry civilization
· Start with +50 wood, food · Town Center, Dock 2X hit points; work rate +10% Feudal, +15% Castle, +20% Imperial Age
Unique Unit: War Elephant (cavalry)
Unique Technology: Mahouts (War Elephants 30% faster)
Team Bonus: Knights +2 attack vs. archers

Saracens Camel and naval civilization
· Market trade cost only 5% · Transport Ships 2X hit points, 2X carry capacity · Galleys attack 20% faster · Cavalry archers +3 attack vs. buildings
Unique Unit: Mameluke (camel)
Unique Technology: Zealotry (Camels, Mamelukes +30 hit points)
Team Bonus: foot archers +1 attack vs. buildings

Spanish Gunpowder and Monk civilization
· Builders work 30% faster
· Blacksmith upgrades don't cost gold
· Cannon Galleons benefit from Ballistics (fire faster, more accurately)
· Hand Cannoneers and Bombard Cannons fire 15% faster
Unique Units: Conquistador (mounted hand cannoneer), Missionary (mounted Monk)
Unique Tech: Supremacy (villagers better in combat)
Team Bonus: Trade units generate +33% gold

Teutons Infantry civilization
· Monks healing range 2X · Towers garrison 2X units · Murder Holes free · Farms cost -33% · Town Center +2 attack, +5 line of sight
Unique Unit: Teutonic Knight (infantry)
Unique Tech: Crenellations (+3 range Castles; garrisoned infantry fire arrows)
Team Bonus: units resist conversion

Turks Gunpowder civilization
· Gunpowder units +25% hit points; researching gunpowder technologies costs -50%; Chemistry free · Gold miners work 15% faster · Light Cavalry and Hussar upgrades free
Unique Unit: Janissary (hand cannoneer)
Unique Technology: Artillery (+2 range Bombard Towers, Bombard Cannons, Cannon Galleons)
Team Bonus: gunpowder units created 20% faster

Vikings Infantry and naval civilization
· Warships cost -20% · Infantry +10% hit points Feudal, +15% Castle, +20% Imperial Age (not cumulative) · Wheelbarrow, Hand Cart free
Unique Units: Berserk (infantry), Longboat (warship)
Unique Technology: Berserkergang (Berserks regenerate faster)
Team Bonus: Docks cost -25%
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