CIVILIZATION · EASTERN EUROPE
Bulgarians
Bulgarians are part of Age of Empires II, representing Eastern Europe and emphasizing infantry & cavalry. Their signature roster includes the Konnik. Militia-line upgrades are free.

Overview
Bulgarians are part of Age of Empires II, representing Eastern Europe and emphasizing infantry & cavalry. Their signature roster includes the Konnik. Militia-line upgrades are free.
Civilization identity
Bulgarians is classified as Eastern Europe and is centered on infantry & cavalry. Its defining roster entry is Konnik. 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, blacksmiths work faster; 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.
- Militia-line upgrades are free This changes the resource investment or timing needed to field the affected option.
- Town Centers cost less stone, apart from the starting one This changes the resource investment or timing needed to field the affected option.
- Blacksmith and Siege Workshop technologies cost less food This changes the resource investment or timing needed to field the affected option.
- The Krepost trains Konniks Its practical value depends on whether the affected unit, resource, or building is part of the plan for this match.
Signature units and unique technologies
Konnik: Bulgarian cavalry that continues the fight on foot when its horse is defeated 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.
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: Train Militia ahead of the Feudal transition when an early infantry attack is viable. The Militia-line upgrade is free; use discounted Blacksmith research to reinforce the timing without neglecting food and Villager production.
- Core army: Konniks add a durable cavalry threat, while the infantry bonuses make sustained Barracks production attractive. Mix in siege to convert a successful fight into map control.
- Transition: Use Stirrups to strengthen cavalry attacks when the game plan reaches Imperial Age. The flexible roster lets you shift between mounted units and infantry rather than overcommitting early.
- Watch for: Free upgrades do not replace armor research or a balanced economy. Scout for ranged counters before committing heavily to slow infantry.
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.
- Barracks: Champion
- Archery Range: Crossbowman, Hand Cannoneer
- Stable: Paladin, Camel Rider, Battle Elephant, Steppe Lancer
- Siege Workshop: Bombard Cannon
- Castle: Hoardings, Sappers
- Dock: Fast Fire Ship, Heavy Demolition Ship, Elite Cannon Galleon, Shipwright, Dry Dock
- Monastery: Atonement, Sanctity, Faith, Block Printing
- Defensive structures: Fortified Wall, Bombard Tower
- Blacksmith: Ring Archer Armor
- University: Fortified Wall, Bombard Tower, Arrowslits, Treadmill Crane, Dry Dock, Shipwright, Carvel Hull, Siphons
- Lumber Camp: Two-Man Saw
- Market: Guilds
Team-game role
The team bonus is Blacksmiths work faster. 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 unit: Konnik. Distinctive bonuses: Town Centers cost less stone, apart from the starting one. Blacksmith and Siege Workshop technologies cost less food. The Krepost trains Konniks. In team games, its team bonus is Blacksmiths work faster. Its unique technologies are Stirrups (cavalry attack faster); Bagains (militia-line units gain melee armor).
Unique units
Team bonus
Blacksmiths work faster.
Civilization bonuses
- Militia-line upgrades are free.
- Town Centers cost less stone, apart from the starting one.
- Blacksmith and Siege Workshop technologies cost less food.
- The Krepost trains Konniks.
Unique technologies
- Focus
- Infantry & cavalry
- Signature / category
- Konnik
- Release / context
- The Last Khans
- Region
- Eastern Europe
- Classification
- Eastern European