CIVILIZATION · CENTRAL EUROPE
Teutons
Teutons are part of Age of Empires II, representing Central Europe and emphasizing infantry & defense. Their signature roster includes the Teutonic Knight. Monks heal from farther away.

Overview
Teutons are part of Age of Empires II, representing Central Europe and emphasizing infantry & defense. Their signature roster includes the Teutonic Knight. Monks heal from farther away.
Civilization identity
Teutons is classified as Central Europe and is centered on infantry & defense. Its defining roster entry is Teutonic Knight. 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, units and buildings resist conversion better; 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.
- Monks heal from farther away This improves religious support or relic play; its value rises when the map and matchup make control of Monks or Relics relevant.
- Towers hold more units Its practical value depends on whether the affected unit, resource, or building is part of the plan for this match.
- Murder Holes and Herbal Medicine are free This changes the resource investment or timing needed to field the affected option.
- Farms cost less and Town Centers can garrison more units This changes the resource investment or timing needed to field the affected option.
- Infantry and mounted units gain melee armor in the Castle and Imperial Ages 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
Teutonic Knight: Slow-moving, heavily armored infantry that hits hard in close combat 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 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.
- Ironclad: Siege weapons gain melee armor
- Crenellations: Castles gain range and garrisoned infantry can fire from them
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: Build toward a protected economy and use the strong Town Center and defensive options to support a patient boom.
- Core army: Armored infantry and Knights form the main ground force; add Monks or siege for support.
- Transition: Use the later-age armor strengths to push behind a stable economy and fortified positions.
- Watch for: Cavalry mobility upgrades and parts of the ranged roster are limited, so avoid slow pursuits and unsupported archer play.
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, Arbalester, Thumb Ring, Parthian Tactics
- Stable: Light Cavalry, Camel Rider, Battle Elephant, Steppe Lancer, Husbandry
- Siege Workshop: Siege Ram
- Castle:
- Dock: Elite Cannon Galleon, Shipwright, Dry Dock
- Blacksmith: Bracer
- University: Architecture, Treadmill Crane, Dry Dock, Shipwright, Incendiaries
- Mining Camp: Gold Shaft Mining
Team-game role
The team bonus is Units and buildings resist conversion better. 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: Teutonic Knight. Distinctive bonuses: Towers hold more units. Murder Holes and Herbal Medicine are free. Farms cost less and Town Centers can garrison more units. Infantry and mounted units gain melee armor in the Castle and Imperial Ages. In team games, its team bonus is Units and buildings resist conversion better. Its unique technologies are Ironclad (siege weapons gain melee armor); Crenellations (castles gain range and garrisoned infantry can fire from them). Mounted Crossbowman progression: Mounted Crossbowman; Heavy Mounted Crossbowman.
Unique units
Team bonus
Civilization bonuses
- Monks heal from farther away.
- Towers hold more units.
- Murder Holes and Herbal Medicine are free.
- Farms cost less and Town Centers can garrison more units.
- Infantry and mounted units gain melee armor in the Castle and Imperial Ages.
Unique technologies
- Focus
- Infantry & defense
- Signature / category
- Teutonic Knight
- Release / context
- The Age of Kings
- Region
- Central Europe
- Classification
- Central European