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1[[WMG:[[center:''VideoGame/AgeOfEmpiresII'' [[Characters/AgeOfEmpiresII Character sheets]]\
2[-'''Civilizations:''' ''[[Characters/AgeOfEmpiresIIOriginalCivilizations Age of Kings/The Conquerors]]'' | ''[[Characters/AgeOfEmpiresIIHDEditionCivilizations HD Edition]]'' | ''[[Characters/AgeOfEmpiresIIDefinitiveEditionCivilizations Definitive Edition]]'' | ''[[Characters/AgeOfEmpiresI Return to Rome (AoE1)]]''\
3'''Campaigns:''' ''[[Characters/AgeOfEmpiresIIOriginal Age of Kings/The Conquerors]]'' | ''[[Characters/AgeOfEmpiresIIHDEdition HD Edition]]'' | ''[[Characters/AgeOfEmpiresIIDefinitiveEdition Definitive Edition]]''\
4'''Non-Unique Units''' -]]]]]
5[[foldercontrol]]
6----
7This page lists the universal and regional units, including their upgrades (universal, regional or civ-specific). For the unique, non-regional, non-upgrade units, check these pages:
8
9* [[Characters/AgeOfEmpiresIIOriginalCivilizations [=AoE2=] Original Civilizations]]: Longbowman (British), Cataphract (Byzantines), Woad Raider (Celts), Chu Ko Nu (Chinese), Throwing Axeman (Franks), Huskarl (Goths), Samurai (Japanese), Mangudai (Mongols), War Elephant (Persians), Mameluke (Saracens), Teutonic Knight (Teutons), Berserk and Longboat (Vikings), Jaguar Warrior (Aztecs), Tarkan (Huns), War Wagon and Turtle Ship (Koreans), Plumed Archer (Mayans), Conquistador and Missionary (Spanish).
10* [[Characters/AgeOfEmpiresIIHDEditionCivilizations [=AoE2=] HD Edition Civilizations]]: Ghulam (Hindustanis), Kamayuk and Slinger (Incas), Genoese Crossbowman and Condottiero (Italians), Magyar Huszar (Magyars), Boyar (Slavs), Camel Archer and Genitour (Berbers), Shotel Warrior (Ethiopians), Gbeto (Malians), Organ Gun and Caravel (Portuguese), Arambai (Burmese), Ballista Elephant (Khmer), Karambit Warrior (Malay), and Rattan Archer (Vietnamese).
11* [[Characters/AgeOfEmpiresIIDefinitiveEditionCivilizations [=AoE2=] Definitive Edition Civilizations]]: Konnik (Bulgarians), Kipchak (Cumans), Leitis (Lithuanians), Keshik and Flaming Camel (Tatars), Coustillier and Flemish Militia (Burgundians), Serjeant (Sicilians), Hussite Wagon (Bohemians), Obuch (Poles), Ratha (Bengalis), Urumi Swordsman and Thirisadai (Dravidians), Chakram Thrower and Shrivamsha Rider (Gurjaras), Centurion (Romans), Composite Bowman and Warrior Priest (Armenians), Monaspa (Georgians).
12----
13!! Town Center units
14[[folder:Villager]]
15[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/villagers2.png]]
16
17The WorkerUnit for all factions. They build structures, gather resources, and while they can fight, it is best to keep them away from combat.
18----
19* CallBack: The Burgundian "Flemish Revolution" turns all Villagers into Flemish Militia, akin to the Revolutionary nations of ''VideoGame/AgeOfEmpiresIII'' and the Ragnarok god power in ''VideoGame/AgeOfMythology''.
20* InstantMilitia: Usually you'll be wise to keep your villagers out of combat and protected at all times. However, certain civilizations have ways of spicing up their villagers' combat capabilities:
21** Gothic villagers can survive encounters against ferocious wild animals by way of their free Loom and scaled wild animal attack bonus.
22** Incan villagers, from Castle Age onwards, benefit from infantry-based Blacksmith upgrades.
23** Magyar villagers kill animals with [[OneHitKO a single strike]].
24** Supremacy-boosted Spanish villagers get a whopping +6 attack, which allows 10 of them survive a fight against a Champion and lose only one.
25* OneHitKO: Magyar villagers can kill wild animals with a single hit.
26* PurelyAestheticGender: Villagers come in male and female varieties, but the stats for both are the same.
27* ReducedResourceCost: Hindustani villagers are cheaper to create, starting at 10% in Dark Age and going all the way to 25% in Imperial Age.
28* RegeneratingHealth: Polish villagers get a scaled HealingFactor that starts in 10 HP/s at Dark Age and goes all the way up to 25 HP/s on Imperial Age, allowing them to survive raids in higher ages.
29* WorkerUnit: The backbone of your civ's economy, being able to hunt, fish, forage, herd and farm for food, chop trees for wood, mine for gold and stone, and construct all buildings. Oddly, when hunting animals they will use a bow, which is more effective than the knife they use against units.
30[[/folder]]
31
32!! Barracks units
33[[folder:Militia Line]]
34!! Militia/Man-at-Arms/Long Swordsman/Two-Handed Swordsman/Champion/Legionary
35[[quoteright:201:https://static.tvtropes.org/pmwiki/pub/images/militia_line.png]]
36The basic infantry unit produced from the Barracks. All Civilizations have access to the first three ranks. The Militia are the first ones available in the Dark Age. After advancing to the Feudal Age, they can be upgraded to Men-at-Arms. In the Castle Age, they can be upgraded to the Long Swordsmen. All Civilizations aside from the Persians and Romans have access to an upgrade in the Imperial Age called the Two-Handed Swordsmen.
37
38Certain Civilizations have access to another upgrade in the Imperial Age called the Champion, while the Romans have an exclusive Two-Handed Swordsman upgrade, the Legionary.
39----
40* BalanceBuff: Since the Militia Line tends to fall out of use past the early game, they received several buffs post-''The Forgotten'' like the Arson[[note]]improved bonus damage against buildings for all infantry[[/note]], Supplies[[note]]lowered food cost for the line[[/note]], and Gambesons[[note]]improved pierce armor for the line[[/note]] upgrades, as well as Tracking[[note]]improved line of sight for all infantry[[/note]] being made a core gameplay mechanic, along with improvements to their stats.
41* {{BFS}}: As their name implies, the Two-Handed Swordsmen (as well as Champions) carry giant swords that are almost as long as they are tall and require two hands.
42* DiscardAndDraw: From ''Definitive Edition'' onwards, the Malay's Forced Levy exchanges 20 gold units from the line's cost with 20 food units, turning the Militia line into a so-called "trash unit".
43* LuckilyMyShieldWillProtectMe: The Legionaries carry a huge shield and have extra armor and HP in order to reflect this.
44* MutuallyExclusivePartyMembers: The Romans cannot upgrade their Long Swordsmen to Two-Handed Swordsmen (and consequently Champions). Instead, they have their own upgrade, the Legionary, who deals less damage but is more durable than the Champion.
45* NonIndicativeName: Despite what the name says, the Long Swordsmen do not actually wield longswords; while larger than those of the Men-at-Arms, their swords are still carried in one hand.
46* OvershadowedByAwesome: A problem the Long Swordsmen and ranks above it have long suffered from. The Spearmen line units are weaker than the Militia Line but are cheaper and better at countering cavalry, and since games that reach the Castle Age see the Knight line get more use than the Militia line, their AntiCavalry role made many players favor the Spearmen. Once players reach the Castle Age, they have access to Knights, which are faster, stronger, and more durable, so despite their greater cost, most players rely on them.
47* PrimitiveClubs: Militia, the starting unit on this line, carry spiked clubs, as opposed to the more impressive swords the more advanced units carry.
48* ReducedResourceCost: Supplies (introduced in ''Definitive Edition'' to replace Tracking) reduces the food cost of the Militia line by 15.
49* ShieldsAreUseless: The Men-at-Arms gain purely cosmetic shields as their armor isn't any better than a Militia. The Two-Handed Swordsman and Champion have no shields, which doesn't lower their protection.
50* UniquenessDecay: Prior to ''Definitive Edition'', Slavs got Tracking for free, while everyone else had to research it for the meager price of 50 Food. ''Definitive Edition'' made Tracking a core gameplay mechanic by giving it for free to all civilizations.
51* ZergRush: Militia line units are cheap, so a popular strategy is to amass them in the early game to go for a quick kill before the enemy can advance to a later age. Malay's Forced Levy technology removes their gold cost, allowing them to be massed even when gold runs low.
52[[/folder]]
53
54[[folder:Spearman Line]]
55!! Spearman/Pikeman/Halberdier
56[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/spearman_line.png]]
57Cheap AntiCavalry infantry available once a player reaches the Fedual Age. In the Castle Age, most Civilizations can upgrade them to the Pikeman. In ''The Conquerors'', an upgrade is added to the Imperial Age called Halberdiers.
58----
59* AntiCavalry: They wield large polearms that inflict bonus damage to cavalry.
60* MutuallyExclusivePartyMembers: Most civilizations that can train the Camel Rider line do not have access to the Halberdier upgrade (or at least get full upgrades for them). This is due to their overlapping AntiCavalry role.
61* NotTheIntendedUse: Spearman line units are designed as AntiCavalry, since without that bonus damage, they are weak units. However, they are cheap and don't cost any gold. Plus, Knight line units generally see more use past Castle Age than the Militia line, so it is common to see players rely on Spearmen in place of Militia.
62[[/folder]]
63
64[[folder:Eagle Warrior Line]]
65!! Eagle Scout/Eagle Warrior/Elite Eagle Warrior
66[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/eagle_warrior_line.png]]
67Military units exclusive to the native American civilizations (Aztecs/Incas/Mayans). They act as the replacement for the Scout Cavalry line, as American civilizations cannot train Stable units due to lacking the building itself.
68
69While the line was present from ''The Conquerors'' onwards, ''The African Kingdoms'' introduced the Eagle Scout unit in order to give American civs another alternative in the Feudal Age.
70----
71* AntiCavalry: The line gets +2 bonus attack against cavalry units and +1 bonus attack against camel units.
72* ArmyScout: Their high movement speed and line of sight allows them to serve in this role for the American civilizations.
73* FragileSpeedster: While not as fast as the Scout Cavalry line, they are the fastest infantry in the game.
74* NecessaryDrawback: Due to the lack of counters early on, the line takes 60 seconds to be trained in Feudal Age. By Castle Age, the training time is reduced to 35 seconds. The unit also cannot damage passive huntables.
75* StartingUnits: When playing a Native American civilisation, you start with an Eagle Scout, who cannot be trained before advancing to the Feudal Age.
76* SuspiciouslySimilarSubstitute: The line acts as one for the other civilizations' Scout Cavalry units. They have ample line of sight and the same Auto Scout ability as the Scout Cavalry line. The only difference is that they're still vulnerable to Monk conversion.
77* TookALevelInBadass: Since African Kingdoms makes the Eagle Warrior into an upgrade for the Eagle Scout, its stats are buffed in the expansion.
78[[/folder]]
79
80!! Archery Range units
81[[folder:Archer Line]]
82!! Archer/Crossbowman/Arbalester
83[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/archer_line.png]]
84The most common ranged units. They are not as durable as close-combat military units, but they attack from a distance and benefit from upgrades that increase their range. All Civilizations get the basic Archer in the Feudal Age, all but the Spanish and Bulgarians get the upgrade known as the Crossbowman in the Castle Age, and certain Civilizations get access to the Imperial Age upgrade, the Arbalester.
85----
86* ArmorIsUseless: The Arbalesters wear plate mail, which is merely cosmetic. Their armor isn't any better than the lower-rank archers.
87* LongRangeFighter: The Archer Line benefits from several upgrades that increase their range, making them especially dangerous in mass.
88* ZergRush: The Archer Line are cheap units, so when massed, they are especially dangerous in a Feudal Age rush. Persians can make them even more affordable in Definitive Edition with their Kamandaran unique tech, which lowers the total resource cost for the unit line and removes their gold cost, making them easy to mass even in the late game.
89[[/folder]]
90
91[[folder:Skirmisher Line]]
92!! Skirmisher/Elite Skirmisher/Imperial Skirmisher
93[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/skirmisher_line.png]]
94Spear-throwing units that have extra pierce armor compared to other units. This and their bonus damage against archer units make them an excellent counter to ranged units. All Civilizations have access to the basic Skirmisher in the Feudal Age, and everyone besides the Turks can upgrade them to the Elite Skirmisher in the Castle Age.
95
96In Team games, a Vietnamese ally grants their allies the ability to further upgrade their Elite Skirmishers into Imperial Skirmishers.
97----
98* JavelinThrower: The Skirmisher Line throw javelins at enemies.
99* ThisLooksLikeAJobForAquaman: The Skirmisher Line are anti-archer units that aren't good for much else if the player doesn't face archers. Luckily they are very good at this, and the threat of massed archers means they frequently come in handy.
100[[/folder]]
101
102[[folder:Cavalry Archer Line]]
103!! Cavalry Archer/Heavy Cavalry Archer
104[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/cavarly_archer.png]]
105Horse-mounted archers who have greater mobility, HP, and damage than the Archer Line but are more expensive, less accurate, and have a shorter range. The Cavalry Archer is available in the Castle Age to most Civilizations. Only a handful don't have access to it. Most Civilizations with access to the Cavalry Archer can upgrade it to the Heavy Cavalry Archer in the Imperial Age.
106----
107* FragileSpeedster: While they are more durable and hit harder than the Archer Line, they still have less damage and HP than Militia Line units from the same age, with the Bloodlines upgrade, [[note]]which increases the HP of all mounted units,[[/note]] only bringing their HP up to that of a Long Swordsman. Their main strength is their speed, with their mobility allowing them to fire at enemies, retreat out of their reach, and fire again.
108* HitAndRunTactics: Cavalry Archers are not meant to stand and shoot. Players need to ensure they stay out of the reach of slower units, which, if done correctly, means melee units will never get close to them.
109* HorseArcher: As their name implies, they are archers who ride horses.
110[[/folder]]
111
112[[folder:Hand Cannoneer]]
113[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/hand_canoneer.png]]
114A gunpowder unit only available in the Imperial Age that only certain civilizations can access if they research Chemistry. Hand Cannoneers have greater range, far greater damage than Arbalesters, and bonus damage against infantry. Aside from requiring an expensive technology to train, they have the downside of lower accuracy and rate of fire compared to the Archer Line.
115----
116* AntiInfantry: They get a significant damage bonus against infantry except the Condottiero, making them dangerous to almost all infantry, especially the Spearman line.
117* BalanceBuff: In the base game, Hand Cannoneers and other gunpowder units have their own technologies that need to be researched for players to access them. As these technologies are expensive, on top of the cost of researching Chemistry, they no longer need to be researched in ''The Conquerors''.
118* BottomlessMagazines: Hand Cannoneers use what is clearly a single-shot weapon, but they never run out of ammo.
119* GlassCannon: Hand Cannoneers do not benefit from damage upgrades to ranged units. They still do greater damage than Arbalesters, especially if they are attacking infantry, where their bonus damage allows them to deal more than double the damage of fully upgraded Arbalesters. They do start with a point of melee armor, making them slightly more durable than Arbalesters. However, they have the same HP, so they are just as vulnerable to ranged fire.
120* ImperialStormtrooperMarksmanshipAcademy: Their primitive firearms' accuracy is very poor at long ranges, as was the case in real life.
121[[/folder]]
122
123[[folder:Elephant Archer line]]
124!! Elephant Archer/Elite Elephant Archer
125[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/elephant_archer.png]]
126An archery unit exclusive to the Indian civilizations. Introduced as the unique unit for the Indians in ''The Forgotten'', in ''Dynasties of India'' it became a regional unit, given to the Bengalis, Gurjaras and Dravidians.
127----
128* HorseArcher: A variation, rather than riding horses, they ride elephants.
129* StoneWall: The Elephant Archer's offensive capability is underwhelming for its cost (compared to the melee Battle Elephant and War Elephant), only hitting as hard as a Cavalry Archer. They can soak up tons of arrows that are fired back at them, though.
130* UniquenessDecay: Used to be the unique unit of the Indians. When the Indians became a DecompositeCharacter in ''Dynasties of India'', the Elephant Archer became a regional unit that remains exclusive to three of the four Indian civilisations.
131[[/folder]]
132
133!! Stable units
134[[folder:Scout Cavalry Line]]
135!! Scout Cavalry/Light Cavalry/Hussar/Winged Hussar
136[[quoteright:201:https://static.tvtropes.org/pmwiki/pub/images/cavarly.png]]
137Frail, speedy cavalry units with a high line of sight. Most Civilizations start with one Scout Cavalry in the Dark Age but need to advance to the Feudal Age and build a Stable before they can train more. Advancing to the Feudal Age gives the Scout Cavalry a free bonus to damage, speed, and line of sight, making them good at hit-and-run attacks. Advancing to each subsequent age improves their line of sight. In the Castle Age, they can be upgraded to Light Cavalry. ''The Conquerors'' adds another upgrade and certain Civilizations in the Imperial Age called the Hussar. While weaker than the Knight Line, this unit line does not cost gold, so they will often replace the more expensive cavalry if gold becomes scarce.
138
139The Lithuanians and Poles can upgrade Light Cavalry to Winged Hussars, which are stronger than normal Hussars.
140----
141* ArmyScout: Their high movement speed and line of sight puts them in this role for most civilizations.
142* BoringYetPractical: The basic Scout Cavalry isn't much of a fighter, but their line of sight is vital for early game recon. They also do not cost gold, so if it runs low, they act as substitutes for players who can no longer afford the Knight line.
143* FragileSpeedster: Units of the Scout Cavalry Line are weaker than the Militia Line. But they are fast, even beating the Cavalry Archer Line. Their speed means they are surprisingly deadly against archers and siege units, which have difficulty hitting them. The basic Scout cavalry getting a boost to its speed in the Feudal Age actually makes it a hair faster than the Light cavalry and Hussar.
144* MageKiller: Most cavalry units are vulnerable to conversion by Monks. The Scout Cavalry line lacks their vulnerability and does extra damage to Monks, making them useful as support for the stronger cavalry.
145* StartingUnits: In a standard game, if not playing as Gurjaras or an American civilisation, the player starts off with a Scout Cavalry, a unit that can only be trained starting from the Feudal Age.
146[[/folder]]
147
148[[folder:Knight Line]]
149!! Knight/Cavalier/Paladin/Savar
150[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/knight_line.png]]
151Armored cavalry who form the offensive punch of most Civilizations. They are fast, durable, hit hard, expensive, and vulnerable to the Spearmen Line and conversation by Monks. Civilizations, except for the Native American (who don't have cavalry) and Indian Civilizations (who have different units as substitutes), have access to the Knight in the Castle Age. Aside from the Saracens, all Civilizations with access to the Knights can upgrade them to Cavaliers in the Imperial Age, and a handful can upgrade the Cavaliers to Paladins.
152----
153* AwesomeYetImpractical: Upgrading Cavaliers to Paladins is typically this in one-on-one games. Paladins are stronger, but the upgrade is so expensive that the resources are generally better spent creating more Cavaliers. In team games where resources are plentiful and the Knight line can benefit from team bonuses, Paladins see more use.
154* TheFaceless: The helmets on Cavaliers and Paladins hide their faces from view.
155* LightningBruiser: Knight line units hit harder than infantry, attack bonuses notwithstanding, are much more durable, and are faster. As a result, once players reach the Castle Age, they are often favored over the Militia line. [[BalanceBuff Balance Buffs]] to the Militia line means they can potentially beat Knight line units of the same level with equal resources, but the greater HP and armor of the Knight line means they last longer against defensive structures.
156* MutuallyExclusivePartyMembers: The Persians cannot upgrade their Cavaliers to Paladins. Instead, they have their own upgrade, the Savar, who has less HP but is cheaper to upgrade, deals bonus damage against archers and has better armor.
157* VanillaUnit: The Knight line is one of the few unit lines in the game without any attack bonuses against other unit types (with the exception of Persian teammates against archers). This is to compensate for their powerful combination of high HP, armor, movement speed, and attack.
158[[/folder]]
159
160[[folder:Camel Rider Line]]
161!! Camel Scout/Camel Rider/Heavy Camel Rider/Imperial Camel Rider
162[[quoteright:201:https://static.tvtropes.org/pmwiki/pub/images/camel_rider_line.png]]
163Specialist cavalry who are weaker than the Knight Line but are faster and cheaper while dealing bonus damage to other cavalry. Compared with the Spearmen Line, they are more expensive, but their speed means they have a better chance of catching fleeing cavalry as opposed to simply frightening them away. Their main strength is that they deal bonus damage against other cavalry. Only certain Civilizations whose real-life counterparts domesticated camels have access to Camel Riders in the Castle Age. Certain civilizations upgrade them to Heavy Camel Riders in the Imperial Age.
164
165In ''Dynasties of India'', the Gurjaras get the Camel Scout as an exclusive unit, while the Hindustanis get the exclusive Imperial Camel Rider upgrade.
166----
167* AntiCavalry: They are cavalry units that specialize in killing other cavalry.
168* ArmyScout: Camel Scouts serve in this role for the Gurjaras as one of their StartingUnits. Downplayed in that the Gurjaras still have access to the Scout Cavalry line later in the game.
169* {{BFS}}: Heavy Camel Riders carry much larger swords than their un-upgraded counterparts.
170* HorseOfADifferentColor: A realistic example of cavalry who ride on camels.
171* LightningBruiser: Compared to the Knight Line, the Camel Rider Line is faster and deals greater damage against other cavalry, though they do not hit as hard against other units. Camel Riders and Heavy Camel Riders have as many hit points as Knights and Cavaliers, respectively, though they lack the Knight line's armor.
172* MutuallyExclusivePartyMembers: Most civilizations that can train the Camel Rider line do not have access to the Halberdier upgrade (or at least get full upgrades for either). This is due to their overlapping AntiCavalry role.
173* RegeneratingHealth: Berber Camel Rider units can regenerate HP after their Imperial Age unique technology is researched.
174* StartingUnits: In a standard game, a Gurjara player starts off with a Camel Scout, a unit that can only be trained starting from the Feudal Age.
175[[/folder]]
176
177[[folder:Battle Elephant Line]]
178!!Battle Elephant/Elite Battle Elephant
179[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/battle_elephant.png]]
180A regional unit exclusive to the Southeast Asian civilizations (Burmese, Khmer, Malay, Vietnamese), Bengalis and Dravidians. It's a weak and cheap counterpart to the Persians' War Elephant that also deals trample damage.
181----
182* AchillesHeel: Battle Elephants are incredibly vulnerable to conversion, which isn't helped by all of the Southeast Asian civilizations except Malay, as well as the Bengalis and Dravidians, lacking Heresy. However, no Southeast Asian civilization is exactly dependent on incredibly expensive units (especially the Burmese and Khmer, who are known for [[JackOfAllStats their versatile tech tree]]).
183* ArmorPiercingAttack: Dravidian Battle Elephants get the benefits from Wootz Steel, enabling their attacks to ignore armor.
184* LightningBruiser: The Khmer Battle Elephants fit into this. Not only the Khmer have access to all the standard cavalry upgrades, but their Battle Elephants move 10% faster than the rest, and deal a lot of damage with Tusk Swords. The only big drawback is that they are easily converted by enemy Monks since the Khmer lack Heresy. That being said, [[JackOfAllStats the Khmer don't necessarily have to go with Battle Elephants]], since they are open to different strategies depending on the situation.
185* MightyGlacier: Quite slow on the battlefield, but can take a lot of damage thanks to their humongous 250 HP and +1/+2 armor, as expected from an Elephant. Some civs also have bonuses for them in these regards:
186** Bengali Battle Elephants take -25% bonus damage from Pikemen and have extra conversion resistance to Monks.
187** Burmese Battle Elephants have +1/+1 armor from ''Dynasties of India'' onwards, with their unique Castle Age tech "Howdah" granting them an extra +1/+1 armor.
188** Vietnamese Battle Elephants benefit from their unique Castle Age tech "Chatras", which gives them +100 HP.
189* NecessaryDrawback:
190** Dravidian Battle Elephants get the benefits from Medical Corps and Wootz Steel, but in exchange lack Husbandry, Bloodlines and Plate Barding Armor and cannot be upgraded into Elite Battle Elephants.
191** In exchange for their ReducedResourceCost, Malay Battle Elephants lack the Bloodlines, Chain Barding Armor and Plate Barding Armor upgrades, making them quite weak.
192** The sturdier Vietnamese Battle Elephants cannot benefit from the Blast Furnace upgrade, as their civ lacks them.
193* ReducedResourceCost: Malay Battle Elephants cost -30% in Castle Age and -40% in Imperial Age.
194* RegeneratingHealth: Dravidian Battle Elephants get the benefits from their unique tech "Medical Corps", being able to regenerate 20 HP per minute.
195* StoneWall: Vietnamese Battle Elephants are more durable thanks to Chatras and their access to Bloodlines. However, their Battle Elephants cannot benefit from "Blast Furnace" and Husbandry, meaning they cannot catch up to even foot archers, and, as a result, they serve more as a meat shield to protect your archers.
196* ZergRush: Malay Battle Elephants are cheaper and massable, putting emphasis on numerical superiority over raw strength.
197[[/folder]]
198
199[[folder:Steppe Lancer Line]]
200!!Steppe Lancer/Elite Steppe Lancer
201[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/steppe_lancer.png]]
202Another regional cavalry unit, introduced in ''Definitive Edition'', this time to the Cumans, Mongols and Tatars.
203----
204* FragileSpeedster: Cuman and Tatar Steppe Lancers have a meager 80 HP in exchange for their speed.
205* LightningBruiser:
206** Mongol Steppe Lancers have 98 HP, making them a bit tankier than the Cumans and Tatars.
207** Tatar Steppe Lancers benefit from "Silk Armor" granting them an extra +1/+1 armor.
208* NecessaryDrawback:
209** In exchange for their speed bonus, Cuman Steppe Lancers cannot benefit from Husbandry's extra +10% speed.
210** Tatar Steppe Lancers get a +20% damage bonus when attacking from elevation. This comes at the cost of their short line of sight.
211[[/folder]]
212
213[[folder:Xolotl Warrior]]
214[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/xolotl_warrior.png]]
215A unit exclusive to the Aztecs and Incas, it's only available once a Monk converts an enemy Stable from ''Definitive Edition'' onwards. Acts as the stand-in for the Knight.
216----
217* MovesetClone: The Xolotl Warrior's initial stats are completely identical to the Knight's, though in practice the Xolotl Warrior is weaker since the Aztecs and Incas have no access to the Cavalier upgrade and all technologies that improve cavalry.
218[[/folder]]
219
220!! Siege Workshop units
221[[folder:Battering Ram Line]]
222!! Battering Ram/Capped Ram/Siege Ram
223[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/ram_line.png]]
224Siege units designed for destroying buildings. They have a low base attack as they are meant to attack buildings, against which they inflict heavy bonus damage. They have high HP and pierce armor, so they are resistant to attacks from archers, but their melee armor is actually negative, so they die quickly in melee or if they come under attack from the Mangonel Line. In ''The Conquerors'', this unit line gained the ability to garrison infantry and archers. For each unit garrisoned, the ram gains a slight boost to its speed and increases its bonus damage against buildings. Fully garrisoned, the ram is faster than a Scout cavalry, even after their speed boost in the Feudal Age.
225
226All non-Indian Civilizations have access to the Battering Ram in the Castle Age and upgrade it to the Capped Ram in the Imperial Age. Far fewer can upgrade the Capped Ram to the Siege Ram.
227----
228* AntiStructure: The Battering Ram line has low base damage and heavy bonus damage against buildings. As such, they can cause enormous damage to structures, but are useless against anything that isn't a building or siege engine.
229* AwesomePersonnelCarrier: ''The Conquerors'' allows this unit line to garrison infantry and archers. Battering Rams can garrison four units, Capped Rams can garrison five, and Siege Rams can garrison six. This helps protect these units from archers while increasing the ram's range and anti-building bonus damage.
230* BatteringRam: The Battering Ram is a stout log designed to demolish enemy buildings by repeatedly slamming into them. Rams are slow and can only attack in melee, but are capable of dealing great damage to buildings and are nearly impervious to archer (including tower) fire.
231* HeavilyArmoredMook: Zigzagged. Battering Rams have by far the highest pierce armor in the game (195 when fully upgraded) and are nearly impervious to arrow fire, and are also one of the few units with negative melee armor.
232* SiegeEngines: Dedicated AntiStructure siege units that are cheaper than most other siege units and far more durable. At a cost, they have to get in close to deal damage.
233* StoneWall: Even the basic Battering Ram has more HP than a Paladin with Bloodlines. While garrisoning units makes them extremely fast, they have low damage unless they attack siege units or structures.
234[[/folder]]
235
236[[folder:Mangonel Line]]
237!! Mangonel/Onager/Siege Onager
238[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/mangonel_line.png]]
239Catapults that launch a cluster of rocks at the enemy. They deal heavy damage, which, combined with their high pierce armor, makes them deadly against archers. They deal bonus damage against buildings, not as much as rams, but their already high attack means they deal far more damage than non-siege units. All Civilizations have access to Mangonels in the Castle Age. All Civilizations aside from Turks and Huns can upgrade them to Onagers in the Imperial Age. Certain Civilizations can upgrade the Onagers to Siege Onagers.
240----
241* AchillesHeel: Mangonels are highly vulnerable to cavalry, whose speed allows them to easily dodge the projectiles and get inside the Mangonel's minimum range.
242* GlassCannon: Aside from their high pierce armor, this unit line is frail, with low HP and no melee armor, and they cannot attack units that get too close. This is the trade-off for their raw damage.
243* LongRangeFighter: More than archers. They have a greater range, which increases when upgraded to Onagers. Unlike archers, the Mangonel line has a minimum range beneath which they cannot attack a unit.
244* MundaneUtility: ''The Forgotten'' allows them to attack and destroy trees, making them extra useful on maps with lots of trees since they can cut a path to sneak around to an enemy base.
245* SiegeEngines: They are flexible siege units whose range and damage make them effective against buildings and units.
246* SomeDexterityRequired: Friendly units are not safe from the Mangonel line's vast area of effect, so players using them must aim their shots carefully to avoid damaging their own units.
247[[/folder]]
248
249[[folder:Scorpion Line]]
250!! Scorpion/Heavy Scorpion
251[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/scorpion_6.png]]
252Siege units that fire giant bolts that strike multiple targets in a line. Unlike other siege units, these are designed to kill units and do poorly against buildings. Of the siege units, they are easily the cheapest. All Civilizations can build Scorpions in the Castle Age. Certain civilizations can upgrade them to Heavy Scorpions in the Imperial Age.
253----
254* AchillesHeel: Like Mangonels, Scorpions are highly vulnerable to cavalry, who can easily take advantage of their slow speed, slow projectiles and minimum range.
255* {{Expy}}: Of the Ballista line from the original game, acting as a siege unit that fires bolts meant to kill infantry.
256* LongRangeFighter: Like the Mangonel line, they attack from a distance and cannot attack enemies that get too close.
257* OneHitPolykill: They deal damage in a line, which, depending on the formations of the enemy, can be devastating.
258[[/folder]]
259
260[[folder:Bombard Cannon line]]
261!! Bombard Cannon/Houfnice
262[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/bombard_cannon.png]]
263Gunpowder siege units available in the Imperial Age to certain civilizations. They have high base damage and deal as much bonus damage as Siege Rams against buildings, and they have a longer range than fully upgraded Archer Line units. The downside is that they have a vast minimum range, so they are more vulnerable to enemies getting too close where they cannot be attacked.
264
265The Bohemians have an unique upgrade, the Houfnice, that increases their attacks and grants them area of effect damage.
266----
267* AwesomeYetImpractical: In the base game. They must be unlocked by an expensive tech on top of the cost of researching Chemistry. Between this, their high cost, and low HP, they are not considered worth using before getting buffed in later expansions.
268* BalanceBuff: ''The Conquerors'' removes the need to research a technology to unlock the Bombard Cannons, increases their HP, gives them bonus damage against siege weapons, and increases the speed of their projectiles.
269* {{BFG}}: The Houfnice makes the bombard bigger and, unlike the standard bombard, it can also be used to attack large groups of enemies.
270* GlassCannon: They have high base damage and heavy bonus damage against many different targets but have low HP for an Imperial Age unit—bonus points for being actual cannons.
271* LongRangeFighter: Bombard Cannons have a greater range than most buildings, though at a cost; they have a very wide minimum range where they cannot attack.
272* SiegeEngines: The Bombard Cannon outranges almost all defensive structures and deal massive damage to enemy buildings.
273[[/folder]]
274
275[[folder:Siege Tower]]
276[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/siege_tower.png]]
277Introduced in ''The Forgotten'', Siege Towers are, well, mobile towers that cannot attack, but their main use is to get infantry units beyond walls.
278----
279* AscendedExtra: Previously a Campaign-exclusive unit in ''The Forgotten'', it was made into a trainable unit in ''The African Kingdoms''. It lost its ability to shower the enemy with arrows, though.
280* DamnYouMuscleMemory: The only way to unload units on the other side of a wall is by instructing it to "attack" a wall. The regular unload method won't work since it'll drop the units around your Tower.
281* ThisLooksLikeAJobForAquaman: The unit exists for a very specific purpose: to unload units on the other side of a wall. Therefore, if your enemy is playing as Cumans or Goths (who lack walls) or doesn't use walls, you're only wasting your resources. Furthermore, it needs space for landing, which your enemy can deny by either reinforcing their own walls, or constructing buildings near it.
282[[/folder]]
283
284[[folder:Armored Elephant line]]
285!!Armored Elephant/Siege Elephant
286[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/armored_elephant.png]]
287A regional unit for the Indian civilizations, introduced in ''Dynasties of India''; all four civs (Bengalis, Dravidians, Gurjaras and Hindustanis) can train them and upgrade them to Siege Elephants. A powerful and sturdy elephant with extra attack against buildings.
288----
289* ArmorPiercingAttack: Dravidian Armored/Siege Elephants get the armor-ignoring attack benefits of "Wootz Steel".
290* HeavilyArmoredMook: Zigzagged. Their pierce armor is only exceeded by the Battering Rams that they replace (which is nonetheless sufficient for them to shrug off arrow fire). And alongside Battering Rams, Armored Elephants are one of the few units with negative melee armor, though unlike Rams this can be mitigated by Blacksmith technologies.
291* InformedEquipment: Despite their name and the very visible armour on their in-game model, Armored Elephants actually start with negative melee armor.
292* MutuallyExclusivePartyMembers: The four South Asian civilisations are the only ones in the game to lack access to the Battering Ram line. Instead, the role of close-ranged building demolishers is fulfilled by Armored Elephants, which have a few key differences with Battering Rams:
293** Armored Elephants cost food, while Battering Rams cost wood. This is notable, as food is harder to mass than wood, due to many units and technologies requiring food to purchase.
294** Armored Elephants are classified as a cavalry unit, instead of a siege unit. While it makes them vulnerable to anti-Elephant and cavalry units and Monks, it means that they benefit from unit and cavalry upgrades, like Bloodlines and Blacksmith upgrades, and can be healed by monks and castles. Battering Rams have to be repaired, which costs resources and the villager's time, and can only be converted by monks with Redemption researched, which is not available to some civilizations.
295** Battering Rams are completely useless against anything organic due to their negative melee armor, low damage and slow attack speed. Armored Elephants are not, since they deal trample damage and benefit from Blacksmith upgrades that increases their damage and armor.
296** Unlike Rams, Armored Elephants cannot transport infantry to increase their own movement speed and damage while protecting the units being transported.
297* NecessaryDrawback: Dravidian Armored/Siege Elephants get RegeneratingHealth and ArmorPiercingAttack bonuses via their unique techs at the expense of lacking Bloodlines, Husbandry, Siege Engineers, and Plate Barding Armor.
298* RegeneratingHealth: Dravidian Armored/Siege Elephants get the health regeneration rate (20 HP/s) benefits of Medical Corps.
299* WarElephants: These elephants have been taught to batter fortifications, serving the same battlefield role as the battering rams that were possibly never used at all in India.
300[[/folder]]
301
302!! Monastery units
303[[folder:Monk]]
304[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/monk_3.png]]
305Religious men available to all Civilizations in the Castle Age. They are the only units that can pick up Relics and carry them to a player's Monastery, which gives the player a steady supply of gold that never runs out. Collecting and holding all of the Relics for a set period allows the controlling player to [[InstantWinCondition win automatically]] if that option is enabled. For a secondary role, they can convert enemy units, adding them to their player’s side, or heal friendly units.
306----
307* ArtisticLicenseReligion: Non-American monks all appear as Catholic monks, even for non-Catholic civilizations. While models for Buddhist and Muslim monks exist in the resources, they were never implemented.
308* AwesomeYetImpractical: Converting enemy units is this for most Civilizations. Stealing enemy units and adding them to your side sounds useful, especially if it's something expensive like a Paladin or a Siege Onager. The problem is that the ability takes a very long time to work, meaning the Monks will likely die before finishing, especially if the enemy brings archers or Light Calvary, since they can quickly kill Monks. On top of all this, late in the game, some technologies make units resistant to conversion. Civilizations with bonuses for Monks can avert this by using a rush of Monks before the enemy researches Monk resistant technologies.
309* BoringButPractical: The Monks' other abilities. Healing is not common in the game, so it's helpful to have units that can heal expensive ones. While collecting all relics can allow the player to win instantly, the endless supply of gold they provide is usually good enough of a reason to build a Monastery and train Monks.
310* DiscardAndDraw: The Bohemians's Hussite Reforms unique tech exchanges the monks' gold cost with a food cost, turning them into trash units.
311* EnemyExchangeProgram: One of their two main functions, being able to convert units, their effectivity increasing when done in groups.
312* InstantWinCondition: Collecting all available Relics on a map in a standard game will start a 200-year timer that counts down to the victory of the player holding them.
313* MookMedic: Monks can heal friendly units.
314* NecessaryDrawback: Non-Italian Archery-based civilizations don't benefit from Redemption.
315* SquishyWizard: Monks, the closest thing there is to 'wizards' in the game, cannot attack, only have slightly more HP than Villagers, and benefit from no armor upgrades. If not protected, they die very quickly.
316* WeaksauceWeakness:
317** Ranged units can make mince meat of them.
318** The Scout/Light Cavalry line is tailor-made to take them down. They have both a 4x resistance to conversion and attack bonus against them.
319[[/folder]]
320
321!! Market units
322[[folder:Trade Cart]]
323[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/trade_cart.png]]
324Utility units available to all civilizations in the Feudal Age. If a player has an ally, Trade Carts can travel to their Market and back to their player's market. The process generates gold. The further the distance traveled, the more gold is generated. Most maps have a limited amount of gold, so this helps players keep their gold from running out. However, Trade Carts cannot attack and need to be protected.
325----
326* ArtEvolution: Trade Carts used to all look the same in ''The Age of Kings'', with ''The Conquerors'' introducing a horseless variation for the American civilizations to account for their lack of draft animals. A later update to the ''Definitive Edition'' continued this trend, giving civilizations unique skins for the Trade Cart based on their cultural group; for example, the European civilizations retained the horse-drawn variation, while East/Southeast Asian, Middle Eastern/South Asian, and African civilizations all gained variations with different draft animals.
327* ArtisticLicenseHistory: Trade Carts used by American civilisations have wheels, even though in real life pre-Columbian America had no wheeled vehicles at all.
328* BoringYetPractical: Trade Carts are not fighters and die quickly if attacked. However, they still provide a boost to their player's economy.
329* FragileSpeedster: With a meager 70 HP, it cannot resist a lot of attacks. The "Caravan" upgrade make up for this by increasing its speed. Furthermore, the Hindustanis and Persians have the unique Caravanserai building that allows them to gather quite a lot of speed and regenerate HP.
330* NonActionGuy: As their role is trading, they cannot fight.
331* WorkerUnit: The Trade Cart has no combat capacities whatsoever and instead travels between Markets, gathering gold in the process (and a little food, if the team has a Bengali player).
332[[/folder]]
333
334!! Castle non-unique units
335[[folder:Trebuchet]]
336[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/trebuchet.png]]
337Powerful siege units available to all Civilizations in the Imperial Age. They are built in their packed form as a cart, and to attack, they have to unpack, which turns them into a stationary unit with the longest range and damage in the game.
338----
339* AntiStructure: Trebuchets have the highest attack in the game, with a base attack almost as high as a Siege Ram with its bonus damage. Their bonus damage to structures more than doubles this already significant damage.
340* DamageIsFire: Trebuchets, like buildings, catch fire when damaged.
341* DualModeUnit: Trebuchets switch between their packed form to move and unpacked form to attack. Switching takes a little over ten seconds, so it should not be done carelessly.
342* LongRangeFighter: Trebuchets have the longest range in the game. While their minimum range isn't as bad as Bombard Cannons since they cannot move while unpacked and it takes time for them to switch between their packed and unpacked forms, they are even worse at retreating than other already slow-moving siege units, so they are especially vulnerable if an enemy gets close.
343* MightyGlacier: Trebuchets are slow, and since they have to be packed to move, they are the least mobile siege units. They also have the highest base attack in the game, with a further bonus against buildings.
344* SiegeEngines: Massive catapults that deal heavy damage to buildings.
345[[/folder]]
346
347[[folder:Petard]]
348[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/petard.png]]
349A single-use infantry unit carrying explosive charges. Whenever it comes into contact with a building or an unit it explodes.
350----
351* AwesomeButImpractical: Petards deal heavy damage per attack, and their bonus damage against buildings is '''the highest''' in the game. Sadly, they die laughably easily. Even with their high damage, the cost of creating enough Petards to destroy anything besides siege units (which they also get bonus damage against) and Wonders is actually greater than the resources used to create the target in question.
352* CripplingOverSpecialization: Petards deal massive damage to buildings and have respectable damage against siege units. However, most units that Petards do not do bonus damage against will survive their attacks. Without that bonus damage, the number of Petards it takes to destroy a unit costs more resources than the unit in question.
353* SuicideAttack: They die once used against an unit or a building.
354[[/folder]]
355
356!! Dock units
357[[folder:Fishing Ship]]
358[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/fishing_ship.png]]
359A ship available to all Civilizations in the Dark Age. They are cheap and unarmed, as their name implies. They are meant to collect fish, giving their controlling player food.
360----
361* WorkerUnit: Resource gatherers that only gather food from sources on water. While they only collect food, they do so faster than Villagers and can harvest from deep-water fish that are out of Villagers' reach.
362[[/folder]]
363
364[[folder:Transport Ship]]
365[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/transport_ship.png]]
366Transports available to all Civilizations in the Dark Age. At first, they can only transport five units. Researching Careening doubles their capacity, and Drydock doubles it again.
367----
368* BoringYetPractical: These transports cannot fight, but are the only way to get units across water maps.
369* ClownCar: The model for the Transport Ships are far too small to fit the number of units they are supposed to, especially the [[WarElephants elephants]], which are almost as big as the ships.
370* DefenselessTransports: Transport Ships cannot attack and must be protected, because if they are destroyed, all units they carry die.
371[[/folder]]
372
373[[folder:Trade Cog]]
374[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/trade_cog.png]]
375The sea-going counterpart to the Trade Cart, these ships are available to all Civilizations in the Feudal Age. They fulfill the same role as Trade Carts, only they travel between Docks as opposed to Markets, with the greater the distance they travel, the greater the gold they generate.
376----
377* BoringYetPractical: Trade Cogs cannot fight, but they allow their controlling player to keep their gold supply from running out.
378* FragileSpeedster: They have 80 HP, so they're quite vulnerable to attacks. To make up for this, they benefit from the speed boosts of Caravan and Dry Dock (with Berber Cogs also benefitting from an additional 10% boost and making them the fastest unit of the game).
379* WorkerUnit: Has the same function as the Trade Cart, but via water and with Docks rather than Markets.
380[[/folder]]
381
382[[folder:Galley Line]]
383!! Galley/War Galley/Galleon
384[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/galley.png]]
385The primary warship for most Civilizations. The Galley is available to all Civilizations in the Feudal Age, and all of them can upgrade these ships to War Galleys in the Castle Age. All Civilizations except for the Aztecs and the Malians can upgrade War Galleys to Galleons in the Imperial Age.
386----
387* CoolBoat: These ships are more durable than most land units, even the basic Galleys, and have decent range and attack while benefiting from archer upgrades that improve range and damage.
388* ZergRush: Galley Line units are cheap, and when built in large numbers in the Feudal Age, it means their controlling player will have a lot of their upgraded version.
389[[/folder]]
390
391[[folder:Fire Ship Line]]
392!! Fire Galley/Fire Ship/Fast Fire Ship
393[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/fire_ship.png]]
394Close-range warships that attack by spewing fire at the enemy. The actual damage per attack is low. However, the ships have an almost constant attack rate, so they deal far greater damage in practice than on paper. In the base game, this line starts in the Castle Age. ''The African Kingdoms'' adds a Feudal Age tier called the Fire Galley, available to all Civilizations except for the Vikings. All Civilizations with access to Fire Galleys can upgrade to the Fire Ships in the Castle Age. Most Civilizations can upgrade the Fire Ship to the Fast Fire Ship in the Imperial Age.
395----
396* CripplingOverspecialization: Unlike the Galley Line, which can attack shore targets once their range is upgraded, the short range of the Fire Ship Line means they are only suitable for attacking targets on the water.
397* FireBreathingWeapon: These ships spew fire at the enemy, providing them with much higher DPS than the Galley Line and allowing them to defeat them in slugfests with equal resources, assuming the Galley Line ships aren't microed to take advantage of their greater range.
398[[/folder]]
399
400[[folder:Demolition Ship Line]]
401!! Demolition Raft/Demolition Ship/Heavy Demolition Ship
402[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/demolition_ship_line.png]]
403Suicidal ships that explode to deal massive damage to nearby targets. Like the Fire Ships, this line of units starts in the Castle Age in the base game until ''The African Kingdoms'' adds a unit in the Feudal Age. All Civilizations except the Koreans have access to the Demolition Rafts and can upgrade them to Demolition Ships in the Castle Age. Certain Civilizations can upgrade Demolition Ships to Heavy Demolition Ships in the Imperial Age.
404----
405* CripplingOverspecialization: Like the Fire Ship Line, these ships are useless against targets on land.
406* GlassCannon: These are the fastest warships and have the greatest damage of all ships, but the least health. Even the Heavy Demolition Ships only have as much HP as Fishing Ships.
407* HerdHittingAttack: When these ships explode, they damage everything around them.
408* MolotovTruck: Demolition Ships are filled with explosives and are meant to blow up in the face of other targets on the sea. Even if sunk by the enemy, they still explode and deal full damage.
409[[/folder]]
410
411[[folder:Cannon Galleon Line]]
412!! Cannon Galleon/Elite Cannon Galleon
413[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/cannon_galleon.png]]
414Siege warships armed with massive cannons on the front. All except the Cumans, Huns, and Native American Civilizations have access to Cannon Galleon when they research Chemistry. Compared with their land counterpart, the Bombard Cannons, they have lower damage in exchange for higher speed. Certain Civilizations can upgrade the ships to Elite Cannon Galleons, which have higher HP, increased range, damage, and bonus damage.
415----
416* BalanceBuff: In the base game, the Cannon Galleon, like other gunpowder units, has a technology that needs to be bought before they can be built. ''Lords of the West'' removed this requirement.
417* CripplingOverspecialization: These ships excel at dealing with structures thanks to their damage and long range. Since they fire a PainfullySlowProjectile, they are terrible against units that can easily dodge their projectiles. The exception is with the Spanish, as their ships have faster and more accurate projectiles.
418* LongRangeFighter: They have the longest range of all ships by a wide margin, outranging any structures they may fire at on shore.
419[[/folder]]
420
421[[folder:Dromon]]
422!! Dromon
423[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/aoe2_dromon.jpg]]
424Naval military ships that attack by throwing loads of heavy stones to a building, much like the Mangonel line. They can be trained by the Armenians, Byzantines, Goths, Huns and Romans as a replacement of Cannon Galleons.
425----
426* ArchaicWeaponForAnAdvancedAge: They're a replacement for the Cannon Galleon for certain civs, the Cannon Galleon being a naval gunpowder unit.
427* {{Expy}}: It's a Mangonel but as a naval unit.
428* SiegeEngines: The Dromon, a ship mounted with an on-board catapult, can attack from very far away (though less so than the Cannon Galleon) and deals bonus damage to buildings.
429[[/folder]]

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