Britons
Unique Unit: Longbowman
Team Bonus: Archery Ranges 20% faster
  • Town Centers cost -50%
  • Foot archers +1 range Castle Age, +1 Imperial Age (for +2 total)
  • Shepherds work 25% faster
Byzantines
Unique Unit: Cataphract
Team Bonus: Monks 3X heal speed
  • Buildings +10% HPs Dark Age, +20% Feudal Age, +30% Castle Age, +40% Imperial Age
  • Camels, skirmishers, Pikemen cost -25%
  • Fire ships +20% attack
  • Advance to Imperial Age costs - 33%
Celts
Unique Unit: Woad Raider
Team Bonus: Siege Workshops 20% faster
  • Infantry move 15% faster
  • Lumberjacks work 15% faster
  • Sheep not converted if in 1 Celt unit's LOS
Chinese
Unique Unit: Chu Ko Nu
Team Bonus: Farms +45 food
  • Start +3 villagers but -150 food
  • Technologies cost -10 Feudal Age, -15% Castle Age, -20% Imperial Age
  • Town Centers support 10 population
  • Demolition ships +50% HPs
Franks
Unique Unit: Throwing Axeman
Team Bonus: knights +2 LOS
  • Castles cost -25%
  • Knights +20% HPs
  • Farm upgrades free (require Mill)
Goths
Unique Unit: Huskarl
Team Bonus: Barracks 20% faster
  • Infantry cost -10% Feudal Age, -15% Castle Age, -20% Imperial Age
  • Infantry +1 attack vs. buildings
  • Villagers +5 attack vs. wild boar
  • +10 population Imperial Age
Japanese
Unique Unit: Samurai
Team Bonus: galleys +50% LOS
  • Fishing Ships 2X HPs, +2P armor; work rate +5% Dark Age, +10% Feudal Age, +15% Castle Age, +20% Imperial Age
  • Mill, Lumber Camp, Mining Camp cost -50%
  • Infantry attack 10% faster Feudal Age, 15% Castle Age, 5% Imperial Age
Mongols
Unique Unit: Mangudai
Team Bonus: Scout Cavalry, Light Cavalry +2 LOS
  • Cavalry archers fire 20% faster
  • Light Cavalry +30% HPs
  • Hunters work 50% faster
Persians
Unique Unit: War Elephant
Team Bonus: knights +2 attack vs. archers
  • Start +50 wood, food
  • Town Center, Dock 2X HPs; work rate +10% Feudal Age, +15% Castle Age, +20% Imperial Age
Saracens
Unique Unit: Mameluke
Team Bonus: foot archers +1 attack vs. buildings
  • Market trade cost only 5%
  • Transport Ships 2X HPs, 2X carry capacity
  • Galleys attack 20% faster
  • Cavalry archers +3 attack vs. building
Teutons
Unique Unit: Teutonic Knight
Team Bonus: units more resistant to conversion
  • Monks heal from 2X as far
  • Towers garrison 2X units, fire 2X normal garrison arrows
  • Murder Holes free
  • Farms cost -33%
  • Town Center +2 attack/+5 range
Turks
Unique Unit: Janissary
Team Bonus: gunpowder units train 20% faster
  • Gunpowder units +50% HPs, researching gunpowder technologies costs -50%
  • Gold miners work 15% faster
  • Chemistry free
  • Light Cavalry upgrade free
Vikings
Unique Units: Longboat, Berserk
Team Bonus: Docks cost -33%
  • Warships cost -20%
  • Infantry +10 HPs Feudal Age, +15% Castle Age, +20% Imperial Age
  • Wheelbarrow, Hand Cart free

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