CIVILIZATION · CENTRAL EURASIA
Cumans
Cumans are part of Age of Empires II, representing Central Eurasia and emphasizing cavalry & early expansion. Their signature roster includes the Kipchak. May build a second Town Center in the Feudal Age.

Overview
Cumans are part of Age of Empires II, representing Central Eurasia and emphasizing cavalry & early expansion. Their signature roster includes the Kipchak. May build a second Town Center in the Feudal Age.
Civilization identity
Cumans is classified as Central Eurasia and is centered on cavalry & early expansion. Its defining roster entry is Kipchak. 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, palisade walls have more hit points; 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.
- May build a second Town Center in the Feudal Age Its practical value depends on whether the affected unit, resource, or building is part of the plan for this match.
- Archery Ranges and Stables cost less wood This changes the resource investment or timing needed to field the affected option.
- Siege Workshops and Battering Rams are available earlier This changes access to a unit, building, or resource and can open a timing or map-control option earlier than usual.
- Mounted units gain movement speed with each Age 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
Kipchak: Mounted archers that fire additional arrows and can also support Cuman allies 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.
- Steppe Husbandry: Scout Cavalry, Steppe Lancers, and Cavalry Archers train faster
- Cuman Mercenaries: Each Castle lets team members train a group of free Elite Kipchaks
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: Use the strong Feudal economy to choose between early map pressure and a carefully protected economic expansion.
- Core army: Cavalry and Steppe Lancers are the clearest routes for converting early mobility into map control.
- Transition: Turn early space into a Castle Age lead, then keep pressure moving before opponents reach a stronger late-game position.
- Watch for: The defensive toolkit is limited; scout approaches and do not let the economy expand without screening it.
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: Gambesons
- Archery Range: Arbalester, Hand Cannoneer
- Stable: Heavy Camel Rider, Battle Elephant, Husbandry
- Siege Workshop: Heavy Scorpion, Bombard Cannon
- Castle:
- Dock: Heavy Demolition Ship, Cannon Galleon, Shipwright, Dry Dock
- Monastery: Redemption, Illumination, Block Printing, Theocracy
- Defensive structures: Guard Tower, Stone Wall, Bombard Tower, Gate
- Blacksmith: Bracer
- University: Architecture, Fortified Wall, Bombard Tower, Siege Engineers, Guard Tower, Arrowslits, Treadmill Crane, Dry Dock, Shipwright, Carvel Hull, Siphons
- Mining Camp: Stone Shaft Mining
Team-game role
The team bonus is Palisade Walls have more hit points. 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: Kipchak. Distinctive bonuses: Archery Ranges and Stables cost less wood. Siege Workshops and Battering Rams are available earlier. Mounted units gain movement speed with each Age. In team games, its team bonus is Palisade Walls have more hit points. Its unique technologies are Steppe Husbandry (scout Cavalry, Steppe Lancers, and Cavalry Archers train faster); Cuman Mercenaries (each Castle lets team members train a group of free Elite Kipchaks).
Unique units
Team bonus
Palisade Walls have more hit points.
Civilization bonuses
- May build a second Town Center in the Feudal Age.
- Archery Ranges and Stables cost less wood.
- Siege Workshops and Battering Rams are available earlier.
- Mounted units gain movement speed with each Age.
Unique technologies
- Focus
- Cavalry & early expansion
- Signature / category
- Kipchak
- Release / context
- The Last Khans
- Region
- Central Eurasia
- Classification
- Central Eurasian