CIVILIZATION · NORTHERN EUROPE
Varangians
Varangians are part of Age of Empires II, representing Northern Europe and emphasizing cavalry & shock infantry. Their signature roster includes the Jarl. Shepherding, fishing, and hunting also generate gold.

Overview
Varangians are part of Age of Empires II, representing Northern Europe and emphasizing cavalry & shock infantry. Their signature roster includes the Jarl. Shepherding, fishing, and hunting also generate gold.
Civilization identity
Varangians is classified as Northern Europe and is centered on cavalry & shock infantry. Its defining roster entry is Jarl. 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, knight-line units deal extra damage to infantry; 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.
- Shepherding, fishing, and hunting also generate gold Its practical value depends on whether the affected unit, resource, or building is part of the plan for this match.
- Bloodlines and Caravan have stronger effects Its practical value depends on whether the affected unit, resource, or building is part of the plan for this match.
- Varangian Guards attack faster and generate gold in combat 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.
- Longships and Catapult Galleons attack faster 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
Jarl: Varangian ranged cavalry that throws axes and is especially effective against infantry 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.
- Vendel Legacy: The Knight line deals trample damage
- Gothikon: Varangian Guards periodically throw axes
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 naval and cavalry strengths to select a water opening or a mounted land strategy based on the map.
- Core army: Longships and mounted units provide the main pressure, with the Jarl line adding a distinctive option.
- Transition: Keep fishing and hunting safe, then turn resource income into faster ships or cavalry production.
- Watch for: Early resource bonuses fade in longer games; maintain an economy and do not rely on a short-lived lead.
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
- Archery Range: Arbalester, Cavalry Archer, Hand Cannoneer, Thumb Ring, Parthian Tactics
- Stable: Paladin, Camel Rider, Battle Elephant, Steppe Lancer
- Siege Workshop: Siege Onager, Bombard Cannon
- Castle: Hoardings, Sappers
- Dock: Demolition Raft, Cannon Galleon
- Monastery: Redemption, Block Printing, Heresy, Sanctity
- Defensive structures: Bombard Tower, Keep
- University: Bombard Tower, Keep, Arrowslits
- Mining Camp: Gold Shaft Mining
Team-game role
The team bonus is Knight-line units deal extra damage to infantry. 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: Jarl. Distinctive bonuses: Bloodlines and Caravan have stronger effects. Varangian Guards attack faster and generate gold in combat. Longships and Catapult Galleons attack faster. In team games, its team bonus is Knight-line units deal extra damage to infantry. Its unique technologies are Vendel Legacy (the Knight line deals trample damage); Gothikon (varangian Guards periodically throw axes). Regional units: Mounted Crossbowman; Varangian Guard; Catapult Galleon; Longship.
Unique units
Regional units
Mounted Crossbowman; Varangian Guard; Catapult Galleon; Longship
Team bonus
Regional technologies
Civilization bonuses
Unique technologies
- Focus
- Cavalry & shock infantry
- Signature / category
- Jarl
- Release / context
- The Viking Sagas
- Region
- Northern Europe
- Classification
- Northern European