AoE2 1v1 Fundamentals

A new 1v1 player doesn't need every number in the game, just the ones that decide games. This page covers how fast villagers come out, the order you eat your food in, which upgrades to buy and when, how long the age-ups take, and why counters work.

Costs, times and unit stats are from Update 185872 (The Viking Sagas, 22 Sep 2026).

The short version

Every time on this page is in-game clock time. Where each number comes from is listed under Sources at the bottom of the page.

Villagers and carrying

Villager basics

StatValue
Cost50 food
Train time25 s
HP25
Speed0.8
Loom+15 HP, +1 melee / +2 pierce armor

Gather rates by task

The per-minute column is the per-second rate × 60, not a separate measurement.

TaskPer secondPer minute
Fisherman (villager on shore fish)0.4325.8
Hunter0.4124.6
Lumberjack0.3923.4
Gold miner0.3822.8
Stone miner0.3621.6
Shepherd0.3319.8
Farmer0.3219.2
Forager (berries)0.3118.6

Trust the order more than the decimals: hunting is the fastest food, and sheep, farms and berries are close to each other. A farmer is capped by the farm itself, which produces at most 0.4 food per second; the Farms section below has the details.

Carry capacity and walking

A villager walks to a drop site every time it is full, so how much it carries and how far it walks decide what it really brings in.

UpgradeIn-game effect
WheelbarrowVillagers +25% carry capacity, move +10% faster
Hand CartVillagers +50% carry capacity, move +10% faster
Heavy PlowFarmers +1 carry capacity

The tooltips give percentages, not carry amounts, and don't say whether Hand Cart's +50% adds to Wheelbarrow's +25%. That's why this page gives no absolute carry numbers.

The effect on farming: a farmer with no other upgrades brings in about 12% more food with Wheelbarrow and about 20% more with Hand Cart than with neither. With Heavy Plow researched, the gains are about 10% and 16%.

The Mill tooltip says to build it near forage bushes or other food so villagers gather faster. That works because it cuts the time villagers spend walking to a drop site.

Update 185872 changed how villagers drop off, not how fast they gather. Villagers now pick the best drop site more reliably, re-path to avoid long walks around drop sites, and no longer drop resources only at one particular Town Center tile. Older measurements, like the 2020 farming test above, were made before these fixes.

Food sources

The standard food order

Nearly every standard build opens the same way:

  1. Six villagers on sheep under the Town Center.
  2. One villager lures the first boar; the others wait at the Town Center to kill it.
  3. One villager builds a house, then a mill on the berries.
  4. The next villagers hunt under the Town Center, and the second boar is brought in during this time.
  5. Villagers move from hunt to berries.
  6. Farms go down as hunt, sheep and berries run out.

A typical split: 6 on sheep, 2–4 to wood, 1 lures the first boar, 1 builds a house and then a mill on berries, about 4 end up on berries, and 1 fetches the second boar. The Scouts Opening and Fast Archer Opening on IdleTC follow this order.

Why: the order follows cost and distance. Sheep and lured hunt sit at the Town Center and cost nothing, and hunting is the fastest food task. Hunt also rots, so it has to be eaten quickly. Berries need a 100-wood mill and gather more slowly. Farms cost 60 wood each and come last, once your wood income can pay for them.

Sheep

Almost every standard build starts with 6 villagers on sheep under the Town Center. The usual exceptions: 7 with Georgians; 5 on sheep and 3 on a mill at the chickens on maps with chickens; and with Chinese, 6 at once with no houses needed.

A shepherd gathers 0.33 food per second.

A scouting tip: send 2 of your 4 starting sheep out to scout, and keep using any extra sheep you find to scout too. Always keep one more sheep at the Town Center besides the one being eaten.

Boars

ItemValue
Wild Boar food340
Wild Boar HP and attack75 HP, 7 attack
Hits to kill a villager4 without Loom, 7 with Loom

The first boar. One villager hits the boar twice and runs it to the Town Center, where three or four more wait to kill it. The lurer is usually villager 9 when 2 go to wood first, or villager 10 when 3 do. On Fortress you can lure with the scout instead.

The second boar. One villager brings it under the Town Center just before the first one is finished, so the hunters never stand idle. In standard builds that is usually villager 15.

Eating the boars early. An anti-lame build eats the boars early. It gets a consistent 19 pop without Loom, or 18 with Loom, whatever your civ. The cost is more rot, because only 7 villagers eat the first boar.

Deer

ItemValue
Food per deer140, the same for every regular huntable: deer, ostrich, zebra, ibex
Pack sizeAt least three

You push deer to the Town Center with your scout. Most standard builds work without deer, but taking them when you can makes a build faster or cleaner. Some builds count on them: an anti-lame or Man-at-Arms build wants at least 2, and a fast castle or fast Imperial build 3.

Push deer once your scout has found all your sheep, or both boars. Take deer that are close to the Town Center and not behind a woodline; about the same screen as your Town Center is close enough.

Berries

ItemValue
Food per bush125
Forager rate0.31 per second
Techs that speed up berriesNone
Mill100 wood, 600 HP, 35 s to build

Four villagers on berries is typical. When the berries run out, those villagers build farms around the mill.

Farms

ItemValue
Cost, HP, build time60 wood, 480 HP, 15 s
Farmer rate0.32 food per second, 19.2 per minute
Farm production cap0.4 food per second: a farmer can't gather faster than the farm produces
Food, no upgrades175
Horse CollarNew farms +75 food (250 in total)
Heavy PlowNew farms +125 food (375 in total); farmers +1 carry capacity
Crop RotationNew farms +175 food (550 in total)
ReseedingQueue reseeds at the Mill, or turn on auto-reseed. You pay when the farm reseeds, the same cost as a new farm

The farm tooltip: a farm only holds so much food, and once that is used up the farm has to be rebuilt. Only one villager can work a farm at a time.

How fast that is: at 0.32 food per second, one farmer empties a 175-food farm in about 9 minutes, and a 250-food farm with Horse Collar in about 13. Wheelbarrow and Hand Cart make farmers faster, because they walk to the mill less often (see Carry capacity above), until they reach the farm's 0.4 cap.

Update 169123 (17 Feb 2026) changed how upgrades reach farms that already exist: they now get a proportional share of Horse Collar, Heavy Plow and Crop Rotation, and the tooltips say existing farms get a smaller amount. Seeding a few more farms once Horse Collar finishes still pays, because new farms get the full bonus.

When to start farming:

How many farms to have in Feudal: most builds reach about 14–16 farms before clicking Castle Age, and some 2 Town Center builds manage with about 12.

Fish

ItemValue
Shore fish food200
Villager on shore fish0.43 per second
Fishing Ship on shore fish / deep-water fish0.28 / 0.49 per second, without Gillnets
Fishing Ship75 wood, 50 HP, 40 s, speed 1.26
GillnetsFishing Ships work +10% faster and carry +5; 100 food, 125 wood, 30 s, Castle Age
Fish trap21.05 food per minute, 26.25 with Gillnets
Dock150 wood, 35 s to build

Since Update 36906, villagers fishing from the shore can drop their food at a Dock. On water maps you usually need a house right after your first fishing ship. Once the water is won, add fishing ships and Gillnets.

Wall in the villager building your Dock, so an enemy scout can't kill it. Once the Dock is up, put villagers on the shore fish next to it.

Two civ bonuses from The Viking Sagas: Danish Fishing Ships and villagers drop off +5% food, and Varangians also earn gold from shepherding, fishing and hunting.

Carcass decay

Deer and other regular huntables rot at 0.25 food per second. Boars and other aggressive huntables rot at 0.4 per second.

Why: a 340-food boar loses 0.4 food every second it lies there, and one hunter gathers 0.41 per second, barely faster than the rot. With only a few hunters on it, a noticeable share of the boar is lost. That is why builds stack villagers under the Town Center.

Wood, gold and stone

Rates and camps

ItemValue
Lumberjack / gold miner / stone miner0.39 / 0.38 / 0.36 per second
Lumber Camp, Mining Camp100 wood each, 35 s to build
Double-Bit Axe / Bow Saw / Two-Man SawWood +20% / +20% / +10%
Gold Mining / Gold Shaft MiningGold +15% / +15%
Stone Mining / Stone Shaft MiningStone +15% / +15%

Wood

After the sheep split, 2–4 villagers go to wood: 2 in the leaner 17–18 villager builds, 3–4 in builds that go up with 19 or more villagers and in fast castle builds.

One lumber camp holds about 5–8 villagers. Build a second camp when the woodline is bad or the first one is full. After the Feudal click, the hunters usually move to wood.

Put the Lumber Camp in a good spot, usually at the back of your base unless that is far away. Villagers sent to different trees in the same tile tend to stand still, and so do three villagers sent to one tree. When a tree runs out they wander, so shift-click the next tree for them.

Gold

Gold is the resource that shows which strategy a build follows:

StrategyGold rule
ArchersAbout 4 villagers on gold at the start of Feudal, and about 8 by the Castle click.
Scouts or spear-skirmA pure food and wood economy in early Feudal; gold starts around 14–15 minutes, for the Castle click.
Man-at-Arms2 on gold is enough for men-at-arms and Fletching.

Protect your gold, with a tower if you need to: losing access to gold usually loses the game.

Stone

Standard builds have no fixed stone timing. Stone shows up in three ways:

UseAdvice
Towers against a tower rushSecure a stone pile right away and defend with towers.
Towers against heavy aggressionMine stone early and defend with towers instead of trying to out-boom the attack.
Selling for an age-upBuild a market and sell stone to cover the last of a Castle Age click.

Stone is also part of the cost of a Town Center (100) and a Watch Tower (125).

Balancing the economy for Castle Age

A balanced economy, which keeps you off the market until later, comes down to three habits:

  1. Set your economy for the army you are about to build. This one matters most.
  2. Keep your bank low unless you are about to click Castle Age. Don't float 600 wood in early or mid Feudal; spend it on farms and buildings.
  3. Once you are in Castle Age with 3 Town Centers, set their rally points 2 to wood and 1 to gold, and keep going back to add farms, houses and other buildings.

An example split for the moment you click Castle Age, with about 35 villagers:

No villagers on stone in either split.
ArmyFoodWoodGold
Archers into crossbows14129
Knights or camels1898

The archer split keeps you from floating 600 or more food in early Castle Age while making crossbows, which usually loses against a good opponent. If you plan to go very aggressive with crossbows and siege, put even more on wood and gold and fewer on food. The same split also fits an economic plan: adding 2 Town Centers in Castle Age while keeping map presence and harassing.

Either way, scout and react early, so the split matches what your opponent is doing.

Economic upgrades

Costs and effects

Base values, before civ bonuses:

TechCost and timeWhereEffect
Loom50 gold, 25 sTown Center, Dark AgeVillagers +15 HP, +1 melee / +2 pierce armor
Town Watch75 food, 25 sTown Center, FeudalBuildings +4 line of sight
Town Patrol300 food, 100 gold, 40 sTown Center, CastleBuildings +4 line of sight
Wheelbarrow175 food, 50 wood, 75 sTown Center, FeudalVillagers +25% carry, +10% speed
Hand Cart300 food, 200 wood, 55 sTown Center, CastleVillagers +50% carry, +10% speed
Double-Bit Axe100 food, 50 wood, 25 sLumber Camp, FeudalWood +20%
Bow Saw150 food, 100 wood, 50 sLumber Camp, CastleWood +20%
Two-Man Saw300 food, 200 wood, 100 sLumber Camp, ImperialWood +10%
Horse Collar75 food, 75 wood, 20 sMill, FeudalNew farms +75 food
Heavy Plow125 food, 125 wood, 40 sMill, CastleNew farms +125 food; farmers +1 carry
Crop Rotation250 food, 250 wood, 70 sMill, ImperialNew farms +175 food
Gold Mining100 food, 75 wood, 30 sMining Camp, FeudalGold +15%
Gold Shaft Mining175 food, 75 wood, 75 sMining Camp, CastleGold +15%
Stone Mining100 food, 75 wood, 30 sMining Camp, FeudalStone +15%
Stone Shaft Mining175 food, 75 wood, 75 sMining Camp, CastleStone +15%
Gillnets100 food, 125 wood, 30 sDock, CastleFishing Ships +10% faster, carry +5
Caravan200 food, 200 gold, 40 sMarket, CastleTrade units +20% speed
Guilds300 food, 200 gold, 50 sMarket, ImperialMarket fee 15%

Wheelbarrow takes 75 s of Town Center time, three villagers' worth (3 × 25 s). Hand Cart costs more than Wheelbarrow but researches faster: 55 s against 75 s.

Civ bonuses that change these timings, from the current civ descriptions:

CivBonus
VikingsWheelbarrow and Hand Cart free (still true after The Viking Sagas)
GothsLoom is researched instantly
VietnameseEconomic upgrades cost no wood and research +100% faster
ByzantinesTown Watch and Town Patrol free
Portuguese (team bonus)Technologies research +25% faster

Burgundians get their economic upgrades, Double-Bit Axe included, an age early and for 40% less food.

When to get Wheelbarrow and Hand Cart

Wheelbarrow is researched early, before the Castle Age click: in late Feudal in standard builds. It costs three villagers' worth of Town Center time, but every villager carries more and walks faster from then on.

Game planWhen to research Wheelbarrow
Scouts, archers or men-at-arms in FeudalAround 16–17 minutes, once you are on about 14–20 farms. About 400–500 banked food is another sign the time has come.
Two Town Centers in Feudal (Cumans)Click up to Castle Age with one Town Center and research Wheelbarrow with the other.
Fast castleNot in Feudal. Research it once you land in Castle Age, at about 18 farms.
Drush into fast castleIn Castle Age, around 22–25 minutes, while you add 2–3 Town Centers.

An older rule of thumb: research Wheelbarrow at around 18 farms, or use the formula 4 × farmers + woodcutters + ½ × gold and stone miners. At 80 or below it is too early; at 90 or above, too late. By that rule, the timing is late Feudal to early Castle for a scout rush, and early to mid Castle for an archer rush.

Hand Cart is a Castle Age boom tech. It costs 300 food and 200 wood, so it comes after Wheelbarrow, your main unit upgrades and your extra Town Centers.

What to skip or delay in Feudal

The usual priority: Double-Bit Axe comes first, Horse Collar is the one to delay, Gold Mining comes around the Castle click, and Bow Saw comes early in Castle Age.

TechWhen
Double-Bit AxeThe first Feudal tech in almost every opening. It's worth idling the Town Center for about 10 s to afford it.
Horse CollarIn Feudal when you boom or play a closed map. Delay it to play aggressive or reach Castle sooner: archer, men-at-arms and eagle openings often leave it until the way to Castle, and fast castle builds take it with Double-Bit Axe right after the Castle click. The cost of delaying it: your early farms hold less food and need reseeding sooner.
Gold MiningAround the Castle click.
Bow SawEarly in Castle Age.
Heavy PlowOptional, in a Castle Age boom.

Loom

Loom usually comes right before the Feudal click, often in the same step. It keeps your villagers alive against early scouts and militia, so don't delay it so long that a Feudal scout picks off villagers.

It isn't universal. Loom costs one villager's worth of Town Center time (25 s), and some builds trade it away:

CaseRule
Closed maps such as ArenaOften skipped for another villager or an earlier age-up.
Fast Imperial buildsUsually skipped.
GeorgiansCan go up without Loom and get it first thing in Feudal, before any threat arrives.
Water mapsNeeded only if your land connects to the enemy's.

Timings

In-game clock and real time

Every time on this page is in-game clock time, as in build orders. At the default Normal speed the game runs at 1.7× real time. One in-game minute is about 35.3 real seconds, so an 8:50 Feudal landing (530 in-game seconds) takes about 5:12 of real time.

The 1.7 figure is not an official number, and Update 185872 did not change game speed. The older 1.5× figure is the Normal speed from before the Definitive Edition.

Town Center research times

ItemTimeCost
Villager25 s50 food
Loom25 s50 gold
Wheelbarrow75 s175 food, 50 wood
Hand Cart55 s300 food, 200 wood
Town Watch25 s75 food
Town Patrol40 s300 food, 100 gold

Age-ups

AgeResearch timeCost
Feudal130 s (2:10)500 food
Castle160 s (2:40)800 food, 200 gold
Imperial190 s (3:10)1000 food, 800 gold

Click time and landing time. A build can give the time you click the age-up or the time you land in the new age, so check which one it means. The two differ by the research time: 130, 160 or 190 s. A Feudal click at 7:05 lands at 9:15.

Landing times follow one formula:

Landing time = (villagers at the click − starting villagers) × 25 s, + 25 s if you research Loom, + the age research time.

It assumes the Town Center never idles and researches nothing else. Example: going up with 19 villagers and Loom from 3 starting villagers takes 16 × 25 + 25 + 130 = 555 s, so you click at 7:05 and land at 9:15. That is 20 pop, because the scout counts too.

Landing times for common builds. The Feudal landings come out of the formula exactly; Castle landings also count the villagers made in Feudal.
Villagers at Feudal clickLoomFeudal landingCastle landing
16 (Georgians)Yes, or one more villager instead8:00—
17Yes8:25—
18Yes8:50—
19Yes9:15—
20 (Chinese, 6 starting villagers)Yes8:25—
21 (Malay, faster age-ups)Yes9:13—
22 (Fortress, 10 starting villagers)No7:1010:40
23+2 (fast castle boom)No10:3014:00
25+2 (fast castle into unique unit)No11:2014:50
25+4 (Knight rush)Yes11:4516:05
26+2 (Armenians)Yes12:1015:40
27+2 (drush fast castle)Yes12:3516:05
28+2+2 (Turks fast Imperial)No12:3516:05 (Imperial 20:05)

In 23+2, 23 is the villager count at the Feudal click and 2 more are made in Feudal before the Castle click.

The Turks row checks the Imperial time too. Feudal: (28 − 3) × 25 + 130 = 755 s = 12:35. Castle: 755 + 2 × 25 + 160 = 965 s = 16:05. Imperial: 965 + 2 × 25 + 190 = 1205 s = 20:05.

The same Feudal times by population at the click. Population counts the scout, which a villager count doesn't, and each line assumes Loom:

Pop at Feudal clickLands in FeudalUsually for
198:50Scouts
209:15Scouts
219:40Scouts, also men-at-arms or archers
2210:05Men-at-arms or archers
2310:30Men-at-arms or archers

Rougher marks: a drush that doesn't go fast castle reaches Feudal around 12:00–12:30. An extra-fast scout opening without Loom, with civs like Mongols or Lithuanians, lands around 8:00–8:30. In a standard Arabia game you click Castle with about 35 villagers plus Wheelbarrow and land around 20:00, if your economy ran clean.

Building times

For one villager building alone:

BuildingBuild timeCost
House25 s25 wood
Farm15 s60 wood
Lumber Camp, Mill, Mining Camp35 s100 wood
Dock35 s150 wood
Blacksmith40 s150 wood
Barracks, Archery Range, Stable50 s175 wood
Market60 s175 wood

Cumans pay 75 wood less for Archery Ranges and Stables, and can build one extra Town Center in Feudal Age.

Early unit train times

UnitTrain timeCostNote
Scout Cavalry30 s80 food
Militia, Man-at-Arms21 s50 food, 20 gold
Spearman22 s35 food, 25 wood
Archer35 s25 wood, 45 gold
Skirmisher26 s25 food, 35 woodWas 22 s until Update 153015 (12 Aug 2025)
Elite Skirmisher22 s25 food, 35 woodUnchanged by Update 153015
Crossbowman27 s25 wood, 45 gold
Knight30 s60 food, 75 gold
Eagle Scout46 s20 food, 50 goldWas 50 s until Update 185872
Fishing Ship40 s75 wood
Galley45 s90 wood, 30 gold
Fire Galley49 s75 wood, 45 gold

A guide or tool that uses 22 s for the Skirmisher dates from before August 2025.

Civ bonuses to train speed:

CivBonus
AztecsMilitary units train +15% faster
KhitansSkirmishers, Spearman line and Scout Cavalry line train +15% faster
CumansSteppe Husbandry: Scout Cavalry line trains +100% faster
Goths (team bonus)Barracks work +20% faster
Britons (team bonus)Archery Ranges work +10% faster

Starting villagers

CaseStarting villagersNotes
Standard random map3Plus one Scout Cavalry
Chinese6−50 wood and −200 food at the start
Mayans4−50 food at the start
Bengalis3Town Centers spawn 2 villagers each time you reach a new age
Fortress map10Plus a scout, 5 farms, a barracks, a castle, 4 houses, 4 towers and a full stone wall

Civ bonuses to starting resources:

CivBonus
Persians+50 wood, +50 food
Aztecs+50 gold
Tupi+25 of each resource
LithuaniansEach Town Center gives +100 food
Incas (team bonus)Start with a free Llama

Counters

The two counter triangles

The main triangle is about gold units: archers beat infantry, spearmen beat cavalry, and cavalry beats archers. The trash triangle is about units that cost no gold: scouts beat skirmishers, spearmen beat scouts, and skirmishers beat spearmen.

Around them sit four more roles, from the in-game descriptions:

UnitRole
MangonelKills tight groups
Battering RamKills buildings
Melee unitsKill siege
MonkStrong against slow units and units without a ranged attack; weak against the Scout Cavalry line, Eagle Warriors and ranged soldiers

Counters are about cost, not duels. Trash units cost no gold. A Spearman costs 35 food and 25 wood; a Knight costs 60 food and 75 gold. Unupgraded spearmen are weak against almost everything except cavalry, and can lose to a villager with Loom.

A common rule for an army: one gold unit, one trash unit, one siege unit.

How damage works

Each unit has melee armor and pierce armor. Melee armor reduces sword and lance hits, and also Mangonel blasts, which count as melee. Pierce armor reduces arrows. Melee, pierce and bonus damage are worked out separately, a negative result counts as zero, and every hit does at least 1 damage.

Units also belong to armor classes, such as cavalry, archer, spearman, shock infantry, building and monk. Counter units carry bonus attack against particular classes. A unit can be in several classes at once: the Cavalry Archer counts as archer, cavalry and cavalry archer, so skirmishers and spearmen both get their bonus against it.

The game tells you a unit is strong against cavalry, but not by how much, and the bonus hits every unit in the class: knights, scouts and elephants are all cavalry, so a pikeman's bonus works on all of them. A unit in two classes takes both bonuses. A Halberdier does +32 against cavalry and +28 against war elephants, so it does +60 per hit to a Battle Elephant.

Core units

Base stats, with no Blacksmith upgrades or civ bonuses:

UnitHPAttackArmor (melee/pierce)
Scout Cavalry453 (Dark Age)0/2
Light Cavalry6070/2
Knight100102/2
Militia4040/1
Man-at-Arms4560/1
Long Swordsman6091/1
Spearman4530/0
Pikeman5540/0
Archer304, range 40/0
Crossbowman355, range 50/0
Skirmisher302, range 40/3
Elite Skirmisher353, range 50/4
Cavalry Archer506, range 40/0
Eagle Scout5040/2
Eagle Warrior5570/3
Camel Rider10060/0
Mangonel5040 melee blast, range 70/6
Battering Ram1752−3/180
Monk30Converts and heals, range 90/0
Shock infantry is the armor class of the eagle line and the Varangian Guard.
UnitCostBonus damageIn-game: weak against
Scout Cavalry80 food+6 vs monksSpearman line, Camel Riders
Light Cavalry80 food+10 vs monksSpearman line, Camel Riders
Knight60 food, 75 gold—Spearman line, Camel Riders, Monks
Militia50 food, 20 gold—Ranged soldiers at long range
Man-at-Arms50 food, 20 gold+3 vs shock infantry, +2 vs standard buildingsRanged soldiers at long range
Long Swordsman50 food, 20 gold+8 vs shock infantry, +3 vs standard buildingsRanged soldiers at long range
Spearman35 food, 25 wood+15 vs cavalry, +15 vs war elephants, +12 vs camelsRanged soldiers, infantry
Pikeman35 food, 25 wood+22 vs cavalry, +25 vs elephants, +18 vs camelsRanged soldiers, infantry
Archer25 wood, 45 gold+3 vs spearmenSkirmishers, Mangonels, close range
Crossbowman25 wood, 45 gold+3 vs spearmenSkirmishers, Mangonels, close range
Skirmisher25 food, 35 wood+3 vs archers, +3 vs spearmenClose range: it cannot attack there
Elite Skirmisher25 food, 35 wood+4 vs archers, +4 vs spearmen, +2 vs cavalry archersClose range
Cavalry Archer40 wood, 60 gold+2 vs spearmenSkirmishers, Scorpions, close range
Eagle Scout20 food, 50 gold+8 vs monks, +3 vs siegeMilitia line, cavalry
Eagle Warrior20 food, 50 gold+8 vs monks, +3 vs cavalry, +3 vs siege, +2 vs camelsMilitia line, cavalry
Camel Rider55 food, 60 gold+9 vs cavalry, +5 vs camelsInfantry, Monks, foot archers
Mangonel160 wood, 135 gold+35 vs buildings, +12 vs siegeClose range
Battering Ram160 wood, 75 gold+150 vs buildings, +40 vs siegeMelee units
Monk100 gold—Scout Cavalry line, Eagle Warriors, ranged soldiers

The numbers behind the counters

Worked out per hit from the base stats above, ignoring accuracy and upgrades:

MatchupResult
Skirmisher vs ArcherThe archer's 4 attack minus the skirmisher's 3 pierce armor is 1 damage per arrow, so 30 arrows to kill a skirmisher. The skirmisher does 2 + 3 = 5 and kills an archer in 6 hits. This is the key beginner number.
Spearman vs ScoutThe spear does 3 + 15 = 18 per hit, so 3 hits kill a 45 HP scout.
Knight vs PikemanThe pike does (4 − 2) + 22 = 24 per hit: 5 hits, about 12 s at a 3.0 s reload. The Knight does 10 per hit: 6 hits, about 9 s at a 1.8 s reload. The Knight narrowly wins one on one, but pikes win per resource spent: 60 resources and no gold against 135, 75 of it gold.
Crossbowman vs Knight5 − 2 = 3 per arrow, so 34 arrows to kill a Knight. The Knight kills a crossbowman in 4 hits. Archers need numbers and upgrades to fight cavalry.
Arrows vs Battering Ram4 − 180 leaves the minimum of 1: about 175 arrows to kill a ram. Melee does 3 extra because of the ram's −3 melee armor. Kill rams with melee units.
Mangonel vs archersA 40-damage melee blast against 0 melee armor: one shot kills a base Archer (30 HP) or Crossbowman (35 HP) in the area. Archers do 1 per arrow to the Mangonel, with its 6 pierce armor.
Light Cavalry vs Monk7 + 10 = 17 per hit: 2 hits kill a 30 HP monk.
Eagle Scout vs Archer and Man-at-ArmsThe archer does 4 − 2 = 2 per arrow and needs 25 arrows. The Man-at-Arms does 6 + 3 = 9 per hit and needs 6.

When you play knights: against pikes, add siege; against camels, add monks or pikemen; against stone walls, build a forward castle or siege workshop. When the enemy plays knights, add monks.

Upgrades change matchups. Fully upgraded scouts beat any Feudal unit except mass spearmen. Fletching gives archers +1 attack and +1 range, and Town Centers +1 attack. Bloodlines gives mounted units +20 HP.

Hidden bonus damage

The game's tooltips don't show bonus damage. Here it is for the upgraded and later units that are not in the tables above, with the current values.

UnitBonus damage
Two-Handed Swordsman, Champion+4 vs standard buildings
Halberdier+32 vs cavalry, +28 vs war elephants, +26 vs camels, +17 vs ships
Elite Eagle Warrior+10 vs monks, +5 vs siege, +4 vs cavalry, +3 vs camels
Heavy Cavalry Archer+4 vs spearmen
Hand Cannoneer+10 vs infantry, +2 vs rams, +1 vs spearmen
Hussar+12 vs monks
Winged Hussar+14 vs monks, +4 vs gunpowder units
Heavy Camel Rider, Imperial Camel Rider+18 vs cavalry, +9 vs camels, +9 vs ships, +7 vs Mamelukes
Battle Elephant+4 vs buildings and stone defenses; Elite +7
Onager, Siege Onager+45 / +60 vs buildings, +12 vs siege
Siege Ram+200 vs buildings, +65 vs siege
Bombard Cannon+200 vs buildings, +40 vs ships and stone defenses, +20 vs siege
Trebuchet+250 vs buildings
Petard+900 vs walls and gates, +500 vs buildings, +100 vs castles, +60 vs siege

Bonuses from terrain and techs:

Civ bonuses change bonus damage too. Those depend on the civ, so read them in that civ's tech tree in-game.

Unique units: bonus damage

These unique units have bonus damage that decides fights. Values are the current ones.

Unit (civ)Bonus damage, base / Elite
Huskarl (Goths)+6 / +10 vs archers
Ghulam (Hindustanis)+5 / +6 vs archers
Kamayuk (Incas)+8 / +12 vs cavalry, +6 / +10 vs camels, +20 vs war elephants
Genoese Crossbowman (Italians)+5 / +7 vs cavalry and war elephants, +4 / +6 vs camels
Mameluke (Saracens)+9 / +12 vs cavalry
Samurai (Japanese)+10 / +12 vs unique units
Camel Archer (Berbers)+4 / +6 vs cavalry archers
Plumed Archer (Mayans)+2 vs spearmen, +1 / +2 vs infantry
Longbowman, Chu Ko Nu, Rattan Archer, Composite Bowman+2 vs spearmen
Mangudai (Mongols)+3 / +5 vs siege, +1 vs spearmen
Magyar Huszar (Magyars)+5 / +8 vs siege, +1 / +2 vs rams
Conquistador (Spanish)+4 / +6 vs rams
Janissary (Turks)+2 / +3 vs rams
Arambai (Burmese)+2 vs rams
Tarkan (Huns)+8 / +10 vs buildings, +12 vs stone defenses, +10 vs castles
Teutonic Knight (Teutons)+4 vs standard buildings, +4 vs shock infantry
Obuch (Poles)+4 / +6 vs standard buildings
Flaming Camel (Tatars)+50 vs cavalry, +50 vs camels, +130 vs war elephants

Counter charts by age

These charts rate each generic unit against the others of its age. They assume both sides have the key upgrades: Bloodlines and armor for cavalry, range and attack for archers. A unit from a later age beats almost anything from an earlier one, so compare within an age.

Three things the charts leave out. Micro matters: ranged units should hit and run and avoid being surrounded, melee units should surround them, and mangonels often do better with attack ground than by clicking a unit. Civ bonuses can flip a matchup. And numbers matter: a counter still loses to a much bigger army.

Feudal Age.
UnitGood againstBad against
Militia (Dark Age)SpearmanMan-at-Arms, Archer, Scout Cavalry
Man-at-ArmsSpearman, Eagle Scout, SkirmisherArcher
SpearmanScout CavalryMan-at-Arms, Archer, Eagle Scout, Skirmisher
Eagle ScoutSpearman, SkirmisherMan-at-Arms
ArcherMan-at-Arms, SpearmanSkirmisher
SkirmisherArcher, SpearmanMan-at-Arms, Scout Cavalry, Eagle Scout
Scout CavalrySkirmisherSpearman
Castle Age. Regional units (Camel Scout, Battle Elephant, Steppe Lancer, Genitour and others) are left out, and so is the Imperial Age.
UnitGood againstBad against
Long SwordsmanPikeman, Eagle Warrior, Elite Skirmisher, Light Cavalry, Battering RamCrossbowman, Cavalry Archer, Knight, Monk, Scorpion
PikemanKnight, Light Cavalry, Camel Rider, Battering RamLong Swordsman, Eagle Warrior, Crossbowman, Elite Skirmisher, Scorpion
Eagle WarriorPikeman, Crossbowman, Elite Skirmisher, Light Cavalry, Camel Rider, Monk, Mangonel, Battering Ram, ScorpionLong Swordsman, Knight
CrossbowmanLong Swordsman, Pikeman, Light Cavalry, Camel Rider, MonkEagle Warrior, Elite Skirmisher, Mangonel, Battering Ram, Scorpion
Elite SkirmisherCrossbowman, Cavalry Archer, Pikeman, MonkLong Swordsman, Eagle Warrior, Light Cavalry, Knight, Camel Rider, Mangonel, Battering Ram, Scorpion
Cavalry ArcherLong Swordsman, Light Cavalry, MonkElite Skirmisher, Battering Ram, Scorpion
MonkKnight, Camel Rider, Long Swordsman; Monks with Atonement; Mangonels with RedemptionEagle Warrior, Light Cavalry, Crossbowman, Elite Skirmisher, Cavalry Archer, Battering Ram
Light CavalryElite Skirmisher, Monk, Mangonel, Battering Ram, ScorpionLong Swordsman, Pikeman, Eagle Warrior, Knight, Camel Rider, Crossbowman, Cavalry Archer
KnightLong Swordsman, Eagle Warrior, Elite Skirmisher, Light Cavalry, Mangonel, Battering Ram, ScorpionPikeman, Camel Rider, Monk
Camel RiderKnight, Light Cavalry, Elite Skirmisher, Mangonel, Battering Ram, ScorpionPikeman, Eagle Warrior, Crossbowman, Monk
MangonelCrossbowman, Elite Skirmisher, Mangonel, Battering Ram, ScorpionEagle Warrior, Light Cavalry, Knight, Camel Rider, Monk
Battering RamBuildings, Battering RamLong Swordsman, Pikeman, Eagle Warrior, Light Cavalry, Knight, Camel Rider
ScorpionLong Swordsman, Pikeman, Crossbowman, Elite Skirmisher, Cavalry ArcherEagle Warrior, Light Cavalry, Knight, Camel Rider, Mangonel, buildings

Reacting to what you scout

You seeResponse
A stableMake 1–3 spears at home and make a full wall a priority. Going archers yourself also works.
A rangeEither keep map control with scouts, or build a range and make skirmishers while you wall.
A lot of militia or men-at-armsMatch them with your own militia, or add a range and play into archers.
Two rangesAnswer at once with a range of skirmishers, unless you are already fully walled.
Mass archersSwitch to skirmishers, which cost no gold, and drop to 3–4 villagers on gold.
Enemy scoutsMake 1–4 spears if they threaten you. In an eagle build, make 2 spears before starting eagles.

Reading your opponent: while you go up to Feudal, check whether they are taking gold or stone. If some gold is already missing from one of their gold mines, expect a drush. Guessing right feels good, but scouting beats guessing.

Feudal defense: Town Center, towers, walls

StructureValue
Town Center2400 HP, 3/5 armor, range 6, garrisons 15; 275 wood and 100 stone
Town BellSends villagers within 23 tiles into the Town Center
Watch Tower850 HP, 5 attack, 1/7 armor, range 8, garrisons 5, +2 vs spearmen; 35 wood and 125 stone
Palisade Wall, Stone Wall3 wood or 5 stone per tile
House armor−2 melee / 7 pierce

The Town Center fires more arrows with villagers or ranged soldiers inside. Unlike other arrow-firing buildings, it can shoot units standing right next to it without Murder Holes. The Malian tech Tigui lets Town Centers fire arrows without a garrison, which means a Town Center normally needs one to shoot.

From the tooltips: the Watch Tower is strong against ranged soldiers and weak against units at close range, especially rams. A Palisade Wall slows the enemy and warns you they are coming. A Stone Wall is hard to break without siege.

Defensive basics:

Walls: in Feudal, use houses as walls to shield your key resources, such as gold and berries, from direct attacks. Use quick walls: small walls that save your villagers from raids without the time and wood of walling the whole base. You usually delete them later and get most of the resources back.

Common counter mistakes

MistakeThe number behind it
Massing spearmen against archersSpears take +3 from archers and skirmishers. Spears are for cavalry.
Overbuilding the counterToo many spears against a scout rush leaves you open: spears take +3 from archers, so going from scouts into archers punishes it.
Shooting rams with arrows or towersWith 180 pierce armor, a ram takes 1 damage per arrow.
Leaving skirmishers or mangonels open to meleeNeither can attack at close range.
Sending monks into scouts or eaglesScouts do +6, Light Cavalry +10 and eagles +8 against monks, and both lines resist conversion.
Not wallingMany Feudal builds only work with a full wall. Once you have map control, wall your whole base.

Map control

Scouting and pressure

Real map control usually starts in Castle Age. You can pressure and take the map earlier, but if your opponent reaches Castle Age first, you lose that control fast.

If you're ahead in army, or behind in economy, put pressure on: send 1–2 villagers forward to build a siege workshop or monastery on a hill. Pick good fights, such as fighting downhill. Pressure the enemy's resources and raid other parts of the map with a few units while you build up your economy at home.

Castles, hills and raids

Once you have 3 Town Centers and a good boom, send 6–7 villagers to stone; after 6–7 minutes you have the 650 stone for your first castle. Build it on a hill. Make it offensive if you are the one pressuring, or defensive to protect your economy when you're under pressure. If you're behind, a defensive hill is usually better, because a forward castle goes down to a few enemy trebuchets.

In Imperial Age, get vision of more of the map. Send 1–2 villagers to each side to build outposts, with Town Watch researched by then. They give you vision, can later put up forward buildings for raids, and find gold and stone for the late game, where you can add Town Centers.

Early in Imperial Age, push, take hills and get your techs and upgrades. Once you are near max population, start raiding from those side buildings.

Expect raids too. Walls are hard to keep up at that stage and break fast, so defend your economy with some walls and 1–2 defensive castles. That way you decide where a raid can come in, which makes it much easier to defend. Meanwhile, raid the weak points in the enemy economy while the main fight goes on in the middle.

The plan: weaken their economy and keep yours, and that wins the fight in the middle. Hold the middle and the key hills with your main army (your most expensive units plus siege), and raid the sides with hussars, light cavalry, eagles, or whatever your civ does best.

Army control tips

Habits for every build

Sources