CIVILIZATION · WEST ASIA
Armenians
Armenians are part of Age of Empires II, representing West Asia and emphasizing infantry & navy. Their signature roster includes the Composite Bowman. Mule Carts cost less and their upgrades are stronger.

Overview
Armenians are part of Age of Empires II, representing West Asia and emphasizing infantry & navy. Their signature roster includes the Composite Bowman. Mule Carts cost less and their upgrades are stronger.
Civilization identity
Armenians is classified as West Asia and is centered on infantry & navy. Its defining roster entrys are Composite Bowman, Warrior Priest. This focus is a starting point for reading the technology tree, not a requirement to use only one unit line: the bonuses and matchup determine which parts of the roster are worth investing in. In team games, infantry gain +2 line of sight; account for this while choosing allies and deciding which role the civilization should cover.
Civilization bonuses and their value
Each bonus applies to a specific part of the economy, army, or map plan. Read the effect together with its target: a discount matters when it changes a build or upgrade timing, while a combat bonus matters only when the affected unit or structure is actually fielded.
- Mule Carts cost less and their upgrades are stronger This changes the resource investment or timing needed to field the affected option.
- Fortified Churches replace Monasteries; the first begins with a Relic This changes access to a unit, building, or resource and can open a timing or map-control option earlier than usual.
- Several infantry lines become available one Age earlier This changes access to a unit, building, or resource and can open a timing or map-control option earlier than usual.
- Galleys and Dromons fire an extra projectile This directly changes the named unit or structure in combat, so it is strongest when the affected line is part of the army or defense.
Signature units and unique technologies
Composite Bowman: Armenian archers whose arrows ignore a portion of enemy pierce armor Warrior Priest: Armenian religious infantry that can heal allies and fight while carrying Relics These units define the civilization’s distinctive options. Its unique technologies add later-game choices; compare their effects with the cost and research timing before committing resources.
- Cilician Fleet: Demolition Ships have a wider blast; Galley-line ships and Dromons gain range
- Fereters: Most infantry gain hit points, and Warrior Priests heal faster
Civilization game plan
The guide below connects the civilization’s bonuses to an opening, a main army, a transition, and the principal risk to watch. Adapt the sequence after scouting rather than treating it as a fixed build order.
- Opening: Take advantage of infantry arriving an age earlier to contest the Feudal and Castle Age transitions. On land maps, keep the opening flexible and use the first Fortified Church to secure a relic when the map allows.
- Core army: Pair Composite Bowmen with durable infantry so ranged pressure and melee protection arrive together. Warrior Priests can support the force and make relic control more rewarding.
- Transition: On water maps, use the extra galley projectile to contest the shoreline, then add the Cilician Fleet benefits when the game reaches the appropriate stage.
- Watch for: Protect the ranged core from fast cavalry and avoid spending on every infantry upgrade before the next timing.
Technology tree gaps
This civilization-specific tree marks the units, research, and upgrades that are unavailable. Check the named production building or research line before planning a transition; the gaps can rule out an otherwise familiar counter or upgrade.
- Archery Range: Hand Cannoneer, Heavy Cavalry Archer, Thumb Ring, Parthian Tactics
- Stable: Hussar, Paladin, Camel Rider, Battle Elephant, Steppe Lancer
- Siege Workshop: Bombard Cannon, Siege Onager
- Castle:
- Dock: Fast Fire Ship, Cannon Galleon, Shipwright
- Fortified Church:
- Defensive structures: Keep
- Blacksmith: Plate Barding Armor
- University: Architecture, Siege Engineers, Keep, Arrowslits, Shipwright
- Mule Cart: Two-Man Saw, Stone Shaft Mining
- Mill: Crop Rotation
Team-game role
The team bonus is Infantry gain +2 line of sight. This can help define a complementary team role. Coordinate it with allied civilizations that can use the bonus or cover a weakness in the roster.
Strategic identity
Signature units: Composite Bowman; Warrior Priest. Distinctive bonuses: Fortified Churches replace Monasteries; the first begins with a Relic. Several infantry lines become available one Age earlier. Galleys and Dromons fire an extra projectile. In team games, its team bonus is Infantry gain +2 line of sight. Its unique technologies are Cilician Fleet (demolition Ships have a wider blast; Galley-line ships and Dromons gain range); Fereters (most infantry gain hit points, and Warrior Priests heal faster).
Unique units
Team bonus
Infantry gain +2 line of sight.
Civilization bonuses
- Mule Carts cost less and their upgrades are stronger.
- Fortified Churches replace Monasteries; the first begins with a Relic.
- Several infantry lines become available one Age earlier.
- Galleys and Dromons fire an extra projectile.
Unique technologies
- Focus
- Infantry & navy
- Signature / category
- Composite Bowman
- Release / context
- The Mountain Royals
- Region
- West Asia
- Classification
- West Asian