Civilization in Age of Empires 2
Ranked 1v1 on Arabia, current patch (since 23 September 2026), mirrors excluded. Source: aoe2companion. Updated weekly.
Infantry and defensive civ: Farms cost 40% less. Town Centers hold 10 and towers 5 more units. Infantry and mounted units +1/+2 melee armor in Castle/Imperial Age. Monks heal at double range. Murder Holes and Herbal Medicine are free. Teutonic Knight (unique unit from the Castle): slow infantry with exceptional melee armor, hard to convert. Ironclad: siege weapons +4 melee armor. Crenellations: Castles +3 range, garrisoned infantry fires arrows. Team: units resist conversion better. Since patch 185872 the armor bonus applies to infantry and all mounted units, the Elite Teutonic Knight has 8 instead of 10 base melee armor (still 10 with the civ bonus), and Mounted Crossbowmen replace Cavalry Archers.
On open maps usually a Scout rush or Barracks first with a Drush, less often Archers; Hera has a dedicated Teuton Tower Rush where 10 Villagers in one tower fire extra arrows. On closed maps Fast Castle. Cheap Farms carry a strong boom into Castle Age. There Knights with extra melee armor are the main unit, plus Spearmen and Skirmishers. Teutonic Knights come out against melee armies or to hold chokepoints. Late game Paladins, Teutonic Knights, Siege Onagers and Bombard Cannons; a Castle with Crenellations has 3 more range.
Teutons are slow: Knights without Husbandry, Teutonic Knights at 0.8 speed. Fight Teutonic Knights at range with Archers, Hand Cannoneers or Scorpions and kite them; Monks barely help since they are hard to convert. Their foot archers are weak (no Arbalester, Bracer or Thumb Ring): archer wars pay off. Without Light Cavalry and Hussar they defend poorly against raids. They also lack Siege Ram, Gold Shaft Mining and Architecture. Use Trebuchets, not Rams, against Castles with Crenellations.
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