CIVILIZATION · WESTERN EUROPE
Franks
Franks are part of Age of Empires II, representing Western Europe and emphasizing cavalry & castles. Their signature roster includes the Throwing Axeman. Farm upgrades are free.

Overview
Franks are part of Age of Empires II, representing Western Europe and emphasizing cavalry & castles. Their signature roster includes the Throwing Axeman. Farm upgrades are free.
Civilization identity
Franks is classified as Western Europe and is centered on cavalry & castles. Its defining roster entry is Throwing Axeman. 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, knights gain 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.
- Farm upgrades are free This changes the resource investment or timing needed to field the affected option.
- Castles cost less in the Castle and Imperial Ages This changes the resource investment or timing needed to field the affected option.
- Mounted units gain extra hit points from the Feudal 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.
- Foragers work faster This affects economic tempo or worker efficiency and can change how quickly the civilization reaches its next production or Age-up timing.
Signature units and unique technologies
Throwing Axeman: Infantry that attacks at short range with thrown axes, making it useful against nearby foot troops Mounted Crossbowman: A heavily armed ranged cavalry unit with strong attacks but a slower firing cadence Heavy Mounted Crossbowman: An upgraded mounted crossbow unit with improved combat strength Cranequins 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.
- Ordonnance Companies: Mounted Crossbowmen cost 40% less gold
- Chivalry: Stables work 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: Use faster foraging and durable cavalry to make an early Scout Cavalry opening effective.
- Core army: Knights and Throwing Axemen cover mobile and close-range roles, with Castles supporting the signature unit.
- Transition: Keep pressure through Castle Age and convert economic momentum into cavalry upgrades or castle production.
- Watch for: The cavalry line misses some standard upgrades and the archer roster is limited; scout before choosing a late-game composition.
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: Cavalry Archer, Arbalester, Thumb Ring, Parthian Tactics
- Stable: Hussar, Camel Rider, Battle Elephant, Steppe Lancer, Bloodlines
- Siege Workshop: Siege Ram, Siege Onager
- Castle: Sappers
- Dock: Elite Cannon Galleon, Shipwright
- Monastery: Redemption, Atonement
- Defensive structures: Keep, Bombard Tower
- Blacksmith: Ring Archer Armor, Bracer
- University: Bombard Tower, Keep, Heated Shot, Incendiaries, Shipwright
- Mining Camp: Stone Shaft Mining
- Lumber Camp: Two-Man Saw
- Market: Guilds
Team-game role
The team bonus is Knights gain 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 unit: Throwing Axeman. Distinctive bonuses: Castles cost less in the Castle and Imperial Ages. Mounted units gain extra hit points from the Feudal Age. Foragers work faster. In team games, its team bonus is Knights gain line of sight. Its unique technologies are Ordonnance Companies (mounted Crossbowmen cost 40% less gold); Chivalry (stables work faster). Mounted Crossbowman progression: Mounted Crossbowman; Heavy Mounted Crossbowman; Cranequins.
Unique units
Team bonus
Knights gain line of sight.
Civilization bonuses
- Farm upgrades are free.
- Castles cost less in the Castle and Imperial Ages.
- Mounted units gain extra hit points from the Feudal Age.
- Foragers work faster.
Unique technologies
- Focus
- Cavalry & castles
- Signature / category
- Throwing Axeman
- Release / context
- The Age of Kings
- Region
- Western Europe
- Classification
- Western European