CIVILIZATION · CENTRAL ASIA
Tatars
Tatars are part of Age of Empires II, representing Central Asia and emphasizing cavalry archers & hills. Their signature roster includes the Keshik. Herdable animals contain more food.

Overview
Tatars are part of Age of Empires II, representing Central Asia and emphasizing cavalry archers & hills. Their signature roster includes the Keshik. Herdable animals contain more food.
Civilization identity
Tatars is classified as Central Asia and is centered on cavalry archers & hills. Its defining roster entrys are Keshik, Flaming Camel. 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, mounted archers 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.
- Herdable animals contain more food Its practical value depends on whether the affected unit, resource, or building is part of the plan for this match.
- Attacks from higher ground deal extra 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.
- Parthian Tactics and Thumb Ring are free This changes the resource investment or timing needed to field the affected option.
- New Town Centers in the Castle Age spawn Sheep 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
Keshik: A gold-efficient cavalry unit that generates some gold while fighting Flaming Camel: A one-use mounted explosive that deals heavy damage to groups of enemy 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.
- Silk Armor: Scout Cavalry, Steppe Lancers, and Mounted Archers gain armor
- Timurid Siegecraft: Trebuchets gain range
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 extra food from herdable animals to accelerate early production and delay some Farm spending.
- Core army: Cavalry Archers and mobile cavalry make it possible to maintain ranged pressure while repositioning.
- Transition: Take advantage of elevation and the strong mounted roster to keep control of engagements into later Ages.
- Watch for: Infantry upgrades are limited; prepare a different answer if the opponent counters mounted units.
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: Champion, Gambesons
- Archery Range: Arbalester
- Stable: Paladin, Battle Elephant
- Siege Workshop: Siege Onager, Bombard Cannon
- Castle: Hoardings
- Dock: Heavy Demolition Ship, Shipwright
- Monastery: Redemption, Sanctity, Heresy, Faith, Theocracy
- Defensive structures: Keep
- Blacksmith: Chain Mail Armor
- University: Architecture, Keep, Arrowslits, Shipwright, Siphons
- Mining Camp: Stone Shaft Mining
- Lumber Camp: Two-Man Saw
- Market:
Team-game role
The team bonus is Mounted Archers 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: Keshik; Flaming Camel. Distinctive bonuses: Attacks from higher ground deal extra damage. Parthian Tactics and Thumb Ring are free. New Town Centers in the Castle Age spawn Sheep. In team games, its team bonus is Mounted Archers gain line of sight. Its unique technologies are Silk Armor (scout Cavalry, Steppe Lancers, and Mounted Archers gain armor); Timurid Siegecraft (trebuchets gain range).
Unique units
Team bonus
Mounted Archers gain line of sight.
Civilization bonuses
- Herdable animals contain more food.
- Attacks from higher ground deal extra damage.
- Parthian Tactics and Thumb Ring are free.
- New Town Centers in the Castle Age spawn Sheep.
Unique technologies
- Also known as
- Tatars (Age of Empires II)
- Focus
- Cavalry archers & hills
- Signature / category
- Keshik
- Release / context
- The Last Khans
- Region
- Central Asia
- Classification
- Central Eurasian