CIVILIZATION · CENTRAL EURASIA
Huns
Huns are part of Age of Empires II, representing Central Eurasia and emphasizing cavalry & fast starts. Their signature roster includes the Tarkan. Houses are not required, but the civilization starts with less wood.

Overview
Huns are part of Age of Empires II, representing Central Eurasia and emphasizing cavalry & fast starts. Their signature roster includes the Tarkan. Houses are not required, but the civilization starts with less wood.
Civilization identity
Huns is classified as Central Eurasia and is centered on cavalry & fast starts. Its defining roster entry is Tarkan. 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, stables 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.
- Houses are not required, but the civilization starts with less wood This changes access to a unit, building, or resource and can open a timing or map-control option earlier than usual.
- Mounted Archers become cheaper in later Ages This changes the resource investment or timing needed to field the affected option.
- Trebuchets are more accurate against units and small targets 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
Tarkan: Mobile cavalry with strong attacks against buildings and useful resistance to arrows 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.
- Marauders: Tarkans can be trained at Stables
- Atheism: Extends Wonder and Relic victory timers for enemy and neutral players; the timer increase can stack if researched repeatedly. Reduces Relic income for enemy and neutral players
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: Spend the wood and time normally used on Houses on scouting, production, or an earlier attack.
- Core army: Scout Cavalry and Cavalry Archers make mobile pressure a natural fit for the civilization.
- Transition: Use early mobility to secure map control and push the advantage before the late game narrows the options.
- Watch for: A house-free start does not remove the need to scout or manage population; infantry upgrades are also limited.
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, Gambesons
- Archery Range: Arbalester, Hand Cannoneer
- Stable: Camel Rider, Battle Elephant, Steppe Lancer
- Siege Workshop: Onager, Heavy Scorpion, Bombard Cannon
- Castle: Hoardings
- Dock: Fast Fire Ship, Cannon Galleon, Shipwright, Carrack
- Monastery: Redemption, Herbal Medicine, Block Printing, Theocracy
- Defensive structures: Guard Tower, Fortified Wall, Bombard Tower
- Blacksmith: Ring Archer Armor, Plate Mail Armor
- University: Architecture, Fortified Wall, Bombard Tower, Siege Engineers, Guard Tower, Heated Shot, Arrowslits, Treadmill Crane, Shipwright, Siphons
- Mining Camp: Stone Shaft Mining
- Mill: Crop Rotation
- Others: House
Team-game role
The team bonus is Stables 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: Tarkan. Distinctive bonuses: Mounted Archers become cheaper in later Ages. Trebuchets are more accurate against units and small targets. In team games, its team bonus is Stables work faster. Its unique technologies are Marauders (tarkans can be trained at Stables); Atheism (extends Wonder and Relic victory timers for enemy and neutral players; the timer increase can stack if researched repeatedly. Reduces Relic income for enemy and neutral players).
Unique units
Team bonus
Stables work faster.
Civilization bonuses
- Houses are not required, but the civilization starts with less wood.
- Mounted Archers become cheaper in later Ages.
- Trebuchets are more accurate against units and small targets.
Unique technologies
- Focus
- Cavalry & fast starts
- Signature / category
- Tarkan
- Release / context
- The Conquerors
- Region
- Central Eurasia
- Classification
- Central Eurasian