CIVILIZATION · EAST ASIA
Jurchens
Jurchens are part of Age of Empires II, representing East Asia and emphasizing cavalry & ranged units. Their signature roster includes the Iron Pagoda. Hunted and livestock meat does not decay.

Overview
Jurchens are part of Age of Empires II, representing East Asia and emphasizing cavalry & ranged units. Their signature roster includes the Iron Pagoda. Hunted and livestock meat does not decay.
Civilization identity
Jurchens is classified as East Asia and is centered on cavalry & ranged units. Its defining roster entrys are Iron Pagoda, Grenadier. 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, gunpowder units 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.
- Hunted and livestock meat does not decay Its practical value depends on whether the affected unit, resource, or building is part of the plan for this match.
- Mounted units and Fire Lancers attack faster 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.
- Siege Engineers is available in the Castle Age This changes access to a unit, building, or resource and can open a timing or map-control option earlier than usual.
- Siege and fortification technologies cost less wood and research faster This changes the resource investment or timing needed to field the affected option.
- Military units take less friendly-fire damage 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
Iron Pagoda: Jurchen cavalry that periodically blocks a non-projectile attack Grenadier: A gunpowder infantry unit whose bombs explode among clustered troops 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.
- Fortified Bastions: Fortifications gradually restore health
- Thunderclap Bombs: Several Jurchen explosive weapons detonate on defeat, and their projectiles can cause further blasts
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: Make use of safe huntable food to support an early army, especially on maps with scattered wildlife.
- Core army: Cavalry, gunpowder, and regional options offer several ways to use the early economy.
- Transition: Turn food security into Castle Age production and select the unit line that best fits the opponent.
- Watch for: The technology tree has meaningful late-game omissions; check the available upgrades before committing to a long fight.
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: Long Swordsman
- Archery Range: Arbalester, Hand Cannoneer, Parthian Tactics, Thumb Ring
- Stable: Knight, Battle Elephant, Camel Rider
- Siege Workshop: Mangonel
- Castle:
- Dock: Shipwright, Fast Fire Ship, Cannon Galleon
- Monastery: Redemption, Heresy, Faith
- Defensive structures: Bombard Tower
- Blacksmith: Plate Mail Armor
- University: Heated Shot, Bombard Tower, Shipwright
- Market:
Team-game role
The team bonus is Gunpowder units 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 units: Iron Pagoda; Grenadier. Distinctive bonuses: Mounted units and Fire Lancers attack faster from the Feudal Age. Siege Engineers is available in the Castle Age. Siege and fortification technologies cost less wood and research faster. Military units take less friendly-fire damage. In team games, its team bonus is Gunpowder units gain line of sight. Its unique technologies are Fortified Bastions (fortifications gradually restore health); Thunderclap Bombs (several Jurchen explosive weapons detonate on defeat, and their projectiles can cause further blasts).
Unique units
Team bonus
Gunpowder units gain line of sight.
Civilization bonuses
- Hunted and livestock meat does not decay.
- Mounted units and Fire Lancers attack faster from the Feudal Age.
- Siege Engineers is available in the Castle Age.
- Siege and fortification technologies cost less wood and research faster.
- Military units take less friendly-fire damage.
Unique technologies
- Focus
- Cavalry & ranged units
- Signature / category
- Iron Pagoda
- Release / context
- The Three Kingdoms
- Region
- East Asia
- Classification
- East Asian