CIVILIZATION · MIDDLE EAST
Saracens
Saracens are part of Age of Empires II, representing Middle East and emphasizing camel cavalry & navy. Their signature roster includes the Mameluke. Market exchange fees are lower and Markets cost less wood.

Overview
Saracens are part of Age of Empires II, representing Middle East and emphasizing camel cavalry & navy. Their signature roster includes the Mameluke. Market exchange fees are lower and Markets cost less wood.
Civilization identity
Saracens is classified as Middle East and is centered on camel cavalry & navy. Its defining roster entry is Mameluke. 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, foot archers deal more damage to standard buildings; 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.
- Market exchange fees are lower and Markets cost less wood This changes the resource investment or timing needed to field the affected option.
- Transport Ships carry more units and are tougher This affects economic tempo or worker efficiency and can change how quickly the civilization reaches its next production or Age-up timing.
- Galleys attack faster 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.
- Camel units have extra hit points 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
Mameluke: Camel-mounted fighters whose thrown blades deal melee-class damage at range and threaten cavalry 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.
- Bimaristan: Monks automatically heal several nearby units
- Counterweights: Trebuchets and Mangonel-line units gain attack
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 Market deliberately to trade surplus resources and support an early archer timing.
- Core army: Archers, Camels, and naval units give the civilization several counter-focused options.
- Transition: Turn Market flexibility into Castle Age production, then use the unique technology and Monks where they fit.
- Watch for: Market trades cost resources and many military choices consume gold; keep the economy balanced before a long push.
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: Halberdier
- Stable: Cavalier, Battle Elephant, Steppe Lancer
- Siege Workshop: Heavy Scorpion
- Castle: Sappers
- Dock: Fast Fire Ship, Shipwright
- Monastery:
- Defensive structures: Bombard Tower
- University: Architecture, Bombard Tower, Heated Shot, Shipwright, Treadmill Crane
- Mining Camp: Stone Shaft Mining
- Mill: Crop Rotation
- Market: Guilds
Team-game role
The team bonus is Foot archers deal more damage to standard buildings. 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: Mameluke. Distinctive bonuses: Transport Ships carry more units and are tougher. Galleys attack faster. Camel units have extra hit points. In team games, its team bonus is Foot archers deal more damage to standard buildings. Its unique technologies are Bimaristan (monks automatically heal several nearby units); Counterweights (trebuchets and Mangonel-line units gain attack).
Unique units
Team bonus
Foot archers deal more damage to standard buildings.
Civilization bonuses
Unique technologies
- Focus
- Camel cavalry & navy
- Signature / category
- Mameluke
- Release / context
- The Age of Kings
- Region
- Middle East
- Classification
- West Asian