CIVILIZATION · WESTERN EUROPE
Saxons
Saxons are part of Age of Empires II, representing Western Europe and emphasizing fortified defense & infantry. Their signature roster includes the Hearth Troop. Building a resource drop-off provides a small amount of extra food and stone.

Overview
Saxons are part of Age of Empires II, representing Western Europe and emphasizing fortified defense & infantry. Their signature roster includes the Hearth Troop. Building a resource drop-off provides a small amount of extra food and stone.
Civilization identity
Saxons is classified as Western Europe and is centered on fortified defense & infantry. Its defining roster entry is Hearth Troop. 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, repairers 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.
- Building a resource drop-off provides a small amount of extra food and stone This changes access to a unit, building, or resource and can open a timing or map-control option earlier than usual.
- Foot soldiers become cheaper for each Town Center or Castle you control This changes the resource investment or timing needed to field the affected option.
- Towers and Castles fire additional arrows from the Castle Age onward Its practical value depends on whether the affected unit, resource, or building is part of the plan for this match.
- Longships and Catapult Galleons have more 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
Hearth Troop: Saxon heavy infantry that opens an engagement with a javelin before closing to fight in melee Mounted Crossbowman: A heavily armed ranged cavalry unit with strong attacks but a slower firing cadence Varangian Guard: Shock infantry used by the Vikings, Varangians, and Byzantines; it can earn gold while fighting Catapult Galleon: A campaign and regional naval siege unit that attacks shore targets with thrown projectiles Longship: A Northern European regional warship that fires multiple projectiles and supports naval raids 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.
- Clerical Recruitment: Monks gain conversion range and train faster
- Shield Wall: Infantry gain additional armor when grouped
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 strong opening economy to choose early pressure, including a tower plan when the map offers a safe forward position.
- Core army: The civilization’s broad roster lets archers, infantry, or defenses support the chosen opening.
- Transition: After gaining map control, expand with Town Centers or Castles and convert the economic lead into a sustained army.
- Watch for: A strong economy still needs protection; avoid placing forward structures without scouting enemy counters.
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, Hand Cannoneer, Parthian Tactics
- Stable: Paladin, Camel Rider, Battle Elephant, Steppe Lancer
- Siege Workshop: Siege Onager, Bombard Cannon
- Castle:
- Dock: Fast Fire Ship, Demolition Raft, Cannon Galleon
- Monastery: Fervor
- Defensive structures: Bombard Tower
- Blacksmith: Blast Furnace, Plate Barding Armor
- University: Bombard Tower, Clinker Construction, Incendiaries
- Mining Camp: Stone Shaft Mining
Team-game role
The team bonus is Repairers 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: Hearth Troop. Distinctive bonuses: Foot soldiers become cheaper for each Town Center or Castle you control. Towers and Castles fire additional arrows from the Castle Age onward. Longships and Catapult Galleons have more hit points. In team games, its team bonus is Repairers work faster. Its unique technologies are Clerical Recruitment (monks gain conversion range and train faster); Shield Wall (infantry gain additional armor when grouped). Regional units: Mounted Crossbowman; Varangian Guard; Catapult Galleon; Longship.
Unique units
Regional units
Mounted Crossbowman; Varangian Guard; Catapult Galleon; Longship
Team bonus
Repairers work faster.
Regional technologies
Civilization bonuses
- Building a resource drop-off provides a small amount of extra food and stone.
- Foot soldiers become cheaper for each Town Center or Castle you control.
- Towers and Castles fire additional arrows from the Castle Age onward.
- Longships and Catapult Galleons have more hit points.
Unique technologies
- Focus
- Fortified defense & infantry
- Signature / category
- Hearth Troop
- Release / context
- The Viking Sagas
- Region
- Western Europe
- Classification
- Western European