CIVILIZATION · CAUCASUS
Georgians
Georgians are part of Age of Empires II, representing Caucasus and emphasizing cavalry & hill combat. Their signature roster includes the Monaspa. Begin with a Mule Cart; Fortified Churches replace Monasteries.

Overview
Georgians are part of Age of Empires II, representing Caucasus and emphasizing cavalry & hill combat. Their signature roster includes the Monaspa. Begin with a Mule Cart; Fortified Churches replace Monasteries.
Civilization identity
Georgians is classified as Caucasus and is centered on cavalry & hill combat. Its defining roster entry is Monaspa. 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, building repairs cost fewer resources; 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.
- Begin with a Mule Cart; Fortified Churches replace Monasteries This changes access to a unit, building, or resource and can open a timing or map-control option earlier than usual.
- Units and buildings take less damage while fighting from higher ground 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.
- Mounted units gradually regenerate health as the game advances This improves religious support or relic play; its value rises when the map and matchup make control of Monks or Relics relevant.
Signature units and unique technologies
Monaspa: Georgian cavalry that becomes more dangerous when deployed alongside other Monaspas and Knights 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.
- Svan Towers: Defensive structures gain attack, and Towers can damage units behind their target
- Aznauri Cavalry: Mounted units use less population space
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: Choose between an early cavalry raid and a defensive walling plan that preserves mounted units for later.
- Core army: Cavalry benefits from recovery between fights, while the Mule Cart supports flexible resource gathering.
- Transition: Save surviving cavalry and let them recover before the next engagement; expand safely into a stronger later army.
- Watch for: The early military edge is modest, so avoid trading away cavalry when a disengage can preserve its value.
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: Arbalester, Thumb Ring
- Stable: Paladin, Camel Rider, Battle Elephant, Steppe Lancer
- Siege Workshop: Bombard Cannon
- Castle:
- Dock: Dry Dock, Shipwright, Heavy Demolition Ship, Elite Cannon Galleon, Carrack
- Fortified Church: Atonement, Illumination
- Defensive structures: Bombard Tower
- Blacksmith: Ring Archer Armor
- University: Heated Shot, Bombard Tower, Dry Dock, Shipwright, Carvel Hull, Siphons
- Mule Cart: Gold Shaft Mining, Two-Man Saw
Team-game role
The team bonus is Building repairs cost fewer resources. 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: Monaspa. Distinctive bonuses: Units and buildings take less damage while fighting from higher ground. Mounted units gradually regenerate health as the game advances. In team games, its team bonus is Building repairs cost fewer resources. Its unique technologies are Svan Towers (defensive structures gain attack, and Towers can damage units behind their target); Aznauri Cavalry (mounted units use less population space).
Civilization bonuses
- Begin with a Mule Cart; Fortified Churches replace Monasteries.
- Units and buildings take less damage while fighting from higher ground.
- Mounted units gradually regenerate health as the game advances.
Unique technologies
- Focus
- Cavalry & hill combat
- Signature / category
- Monaspa
- Release / context
- The Mountain Royals
- Region
- Caucasus
- Classification
- Caucasian