CIVILIZATION · EASTERN EUROPE
Slavs
Slavs are part of Age of Empires II, representing Eastern Europe and emphasizing infantry & siege. Their signature roster includes the Boyar. Farmers work faster.

Overview
Slavs are part of Age of Empires II, representing Eastern Europe and emphasizing infantry & siege. Their signature roster includes the Boyar. Farmers work faster.
Civilization identity
Slavs is classified as Eastern Europe and is centered on infantry & siege. Its defining roster entry is Boyar. 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, military production buildings provide population space; 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.
- Farmers work faster This affects economic tempo or worker efficiency and can change how quickly the civilization reaches its next production or Age-up timing.
- Arson and Gambesons are free This changes the resource investment or timing needed to field the affected option.
- Siege Workshop units cost less This changes the resource investment or timing needed to field the affected option.
- Monks move faster This improves religious support or relic play; its value rises when the map and matchup make control of Monks or Relics relevant.
Signature units and unique technologies
Boyar: Heavy cavalry with strong armor for sustained melee engagements 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.
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 efficient farming to fund a Feudal army or a quick transition to stronger infantry.
- Core army: Infantry and siege work well together, with free Arson supporting attacks on buildings.
- Transition: Scale farms and siege production into Castle Age, then use infantry upgrades to maintain pressure.
- Watch for: Do not confuse a strong offensive with strong static defense; protect exposed economy with scouting and army placement.
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: Arbalester, Hand Cannoneer, Thumb Ring, Parthian Tactics
- Stable: Paladin, Camel Rider, Battle Elephant, Steppe Lancer
- Siege Workshop: Bombard Cannon
- Castle:
- Dock: Heavy Demolition Ship, Elite Cannon Galleon, Shipwright
- Monastery: Fervor, Heresy
- Defensive structures: Keep, Bombard Tower
- Blacksmith: Bracer
- University: Architecture, Bombard Tower, Keep, Heated Shot, Arrowslits, Treadmill Crane, Shipwright, Siphons
- Mining Camp: Stone Shaft Mining
- Market: Guilds
Team-game role
The team bonus is Military production buildings provide population space. 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: Boyar. Distinctive bonuses: Arson and Gambesons are free. Siege Workshop units cost less. Monks move faster. In team games, its team bonus is Military production buildings provide population space. Its unique technologies are Detinets (castles and Towers replace part of their stone cost with wood); Druzhina (infantry damage nearby enemies when they strike).
Unique units
Team bonus
Military production buildings provide population space.
Civilization bonuses
- Farmers work faster.
- Arson and Gambesons are free.
- Siege Workshop units cost less.
- Monks move faster.
Unique technologies
- Focus
- Infantry & siege
- Signature / category
- Boyar
- Release / context
- The Forgotten
- Region
- Eastern Europe
- Classification
- Eastern European