CIVILIZATION · SOUTHERN EUROPE
Sicilians
Sicilians are part of Age of Empires II, representing Southern Europe and emphasizing infantry & castles. Their signature roster includes the Serjeant. Begin with extra stone.

Overview
Sicilians are part of Age of Empires II, representing Southern Europe and emphasizing infantry & castles. Their signature roster includes the Serjeant. Begin with extra stone.
Civilization identity
Sicilians is classified as Southern Europe and is centered on infantry & castles. Its defining roster entry is Serjeant. 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, transport ships are cheaper and 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.
- Begin with extra stone This changes access to a unit, building, or resource and can open a timing or map-control option earlier than usual.
- Fortifications and Town Centers are built faster Its practical value depends on whether the affected unit, resource, or building is part of the plan for this match.
- Land military units take less bonus 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.
- Farm technologies yield more additional food 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
Serjeant: Sicilian infantry trained from Castles or Donjons and able to construct Donjons itself Mounted Crossbowman: A heavily armed ranged cavalry unit with strong attacks but a slower firing cadence Heavy Mounted Crossbowman: An upgraded mounted crossbow unit with improved combat strength Cranequins 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.
- First Crusade: Town Centers can each grant a one-time group of Serjeants and improve resistance to conversion
- Hauberk: Knights and their upgrades gain armor
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 a Donjon or Serjeant opening for pressure, or use the economy to prepare a safer boom.
- Core army: Serjeants and Donjons create a distinctive forward-production plan; add conventional units as counters require.
- Transition: Turn successful map pressure into Castle Age expansion and unique technologies.
- Watch for: A Donjon rush uses Villagers and resources away from the economy; avoid repeating it when the first position is contained.
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, Thumb Ring, Parthian Tactics
- Stable: Hussar, Paladin, Camel Rider, Battle Elephant, Steppe Lancer
- Siege Workshop: Bombard Cannon
- Castle:
- Dock: Elite Cannon Galleon
- Monastery: Redemption, Atonement, Heresy, Block Printing, Theocracy
- Defensive structures: Watch Tower, Fortified Wall, Bombard Tower
- Blacksmith: Ring Archer Armor
- University: Architecture, Fortified Wall, Bombard Tower, Guard Tower, Treadmill Crane, Incendiaries
- Lumber Camp: Two-Man Saw
Team-game role
The team bonus is Transport Ships are cheaper and 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 unit: Serjeant. Distinctive bonuses: Fortifications and Town Centers are built faster. Land military units take less bonus damage. Farm technologies yield more additional food. In team games, its team bonus is Transport Ships are cheaper and gain line of sight. Its unique technologies are First Crusade (town Centers can each grant a one-time group of Serjeants and improve resistance to conversion); Hauberk (knights and their upgrades gain armor). Mounted Crossbowman progression: Mounted Crossbowman; Heavy Mounted Crossbowman; Cranequins.
Unique units
Team bonus
Transport Ships are cheaper and gain line of sight.
Civilization bonuses
- Begin with extra stone.
- Fortifications and Town Centers are built faster.
- Land military units take less bonus damage.
- Farm technologies yield more additional food.
Unique technologies
- Focus
- Infantry & castles
- Signature / category
- Serjeant
- Release / context
- Lords of the West
- Region
- Southern Europe
- Classification
- Mediterranean