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