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Best Age of Empires II Civilizations

20th Nov 2017
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Age of Empires II is one of the most beloved real-time strategy games of all time. Developed by Ensemble Studios and published by Microsoft in 1999 as a sequel to the legendary Age of Empires, the game received "universal acclaim" upon release and remains a staple for RTS fans to this day. Since its initial release as Age of Empires II: Age of Kings, four expansions to the game and an HD remake has also been produced - Age of Empires II: The Conquerors (2000), Age of Empires II: HD Edition (2013), Age of Empires II HD: The Forgotten (2013) (based on the fan-made Forgotten Empires), Age of Empires II HD: The African Kingdoms (2015) and Age of Empires II HD: Rise of the Rajas (2016). At the heart of the award-winning gameplay of AOE 2 are the civilizations that players are able to choose to play with. In addition to their distinct art and play style, these civilizations have their unique set of advantages and disadvantages which are based fundamentally on a "rock-paper-scissors" architecture. This delicate balance of strengths and weaknesses extends all the way up from the overarching meta-strategy (e.g. economic boom beats defensive gameplay which in turn beats early rush strategy) down to individual units (e.g, infantry are generally powerful against buildings but weak against cavalry, thus the infantry counter units—spearmen and pikemen—have attack bonuses against cavalry). Because of the attention paid towards making each civilization as balanced as possible, any discussion of the relative ranking of these civilizations in terms of overall strength is often hotly contested. Now is the time to put all of that debate to rest - this list contains all the civilizations and their specialties in Age of Empires II and all its expansions. Rank these in the order of best to worst and let's find out what everyone thinks on average. Happy ranking and Wololo! Source(s): Age of Empires Wikia and Wikipedia


Best Age of Empires II Civilizations



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The Goths are an Infantry civilization, as a result, infantry is the way to go since the Goths' advantages predominantly focus on their remarkably good Infantry. The Goths have an excellent Barracks line, with Champion and Halberdier plus all the upgrades from the Barracks available and all upgrades from the Blacksmith except Plate Mail Armor. They have the following bonuses to infantry, their infantry is much cheaper, have +1 attack bonus versus buildings and fast creation. Their unique unit is the Huskarl, a quick infantry unit with a pretty high attack and arrow resistance, which is usually created from the Castle; however after The Conquerors expansion pack, they can research their unique technology Anarchy in the Castle Age, which allows Huskarls to be created from the Barracks. In the Imperial Age they can research another unique technology: Perfusion, which allows all Barracks units to be created 50% faster. With both of these technologies, Huskarls can be created very quickly. So, it is advised if playing as the Goths to advance to Imperial as fast as possible, to gain advantage of the technology as well as to let go of the Goth's early game weakness. It is advisable to create as many Huskarls as possible when playing as the Goths. Their Archery Range lacks Arbalest and Thumb Ring, but all the Blacksmith upgrades are available. Unlike their Central European neighbors, the Teutons and the Vikings in Age of Empires II, they have the Heavy Cavalry Archer upgrade, faring better than the two civilizations' Cavalry Archer. Their Cavalry misses the Paladin upgrade, Camels and Plate Barding Armor, but Blast Furnace and the other the Stable upgrades are ready for research. Unlike their neighbors, the Teutons, they receive the Light Cavalry, an upgrade to the Scout Cavalry. From the Siege Workshop the Goths miss the Siege Onager and the Siege Ram. The Dock gets a decent line, making the Goths very capable on the water, only missing the Dry Dock upgrade. The Goths endure a hard time against civilizations with better infantry quality such as the Aztecs, Japanese, Slavs, and Teutons, as these civilizations have better infantry bonuses and can easily destroy the Goth Huskarls in addition to Goths lacking Plate Mail Armor. Generally speaking, the Goths have no trouble against archer civilizations, like the Mayans and the Ethiopians, because the Huskarl is resistant to arrow fire (especially as the two mentioned civilizations don't have access to the Champion upgrade).
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