CIVILIZATION · NORTHERN EUROPE
Vikings
Vikings are part of Age of Empires II, representing Northern Europe and emphasizing infantry & navy. Their signature roster includes the Berserk. Wheelbarrow and Hand Cart are free.

Overview
Vikings are part of Age of Empires II, representing Northern Europe and emphasizing infantry & navy. Their signature roster includes the Berserk. Wheelbarrow and Hand Cart are free.
Civilization identity
Vikings is classified as Northern Europe and is centered on infantry & navy. Its defining roster entry is Berserk. 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, docks cost less; 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.
- Wheelbarrow and Hand Cart are free This changes the resource investment or timing needed to field the affected option.
- Warships cost less as the game advances This changes the resource investment or timing needed to field the affected option.
- Infantry gain hit points from the Feudal Age 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
Berserk: Viking infantry that can recover health over time and remain in extended fights 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.
- Chieftains: Infantry gain +5 attack against cavalry and +4 against camel units
- Bogsveigar: Archer-line units and Longships gain attack
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: On water maps, use the Dock and warship advantages to contest the shoreline early; on land, choose a timing that makes the economy work before the opponent can outscale it.
- Core army: Warships and infantry are the signature choices; use Longships on water and add land support to protect the economy.
- Transition: Use the early food economy to sustain ships or infantry, then turn control of the map into a stronger Castle Age fleet and late-game production.
- Watch for: The Stable and Cavalry Archer trees have substantial gaps, so scout mounted threats and prepare infantry, ranged, or siege support.
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: Halberdier, Gambesons
- Archery Range: Cavalry Archer, Hand Cannoneer, Thumb Ring, Parthian Tactics, Cranequins
- Stable: Hussar, Paladin, Camel Rider, Battle Elephant, Steppe Lancer, Bloodlines, Husbandry
- Siege Workshop: Siege Onager, Bombard Cannon
- Castle:
- Dock: Fire Galley, Demolition Raft, Shipwright, Cannon Galleon, Fast Fire Ship
- Monastery: Redemption, Sanctity, Herbal Medicine, Illumination, Theocracy
- Defensive structures: Keep, Bombard Tower
- Blacksmith: Plate Barding Armor
- University: Bombard Tower, Keep, Shipwright, Incendiaries
- Mining Camp: Stone Shaft Mining
- Market: Guilds
Team-game role
The team bonus is Docks cost less. 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: Berserk. Distinctive bonuses: Warships cost less as the game advances. Infantry gain hit points from the Feudal Age. In team games, its team bonus is Docks cost less. Its unique technologies are Chieftains (infantry gain +5 attack against cavalry and +4 against camel units); Bogsveigar (archer-line units and Longships gain attack). Regional units: Mounted Crossbowman; Varangian Guard; Catapult Galleon; Longship. Mounted Crossbowman progression: Mounted Crossbowman.
Unique units
Regional units
Mounted Crossbowman; Varangian Guard; Catapult Galleon; Longship
Team bonus
Docks cost less.
Regional technologies
Civilization bonuses
- Wheelbarrow and Hand Cart are free.
- Warships cost less as the game advances.
- Infantry gain hit points from the Feudal Age.
Unique technologies
- Also known as
- Vikings (Age of Empires II)
- Focus
- Infantry & navy
- Signature / category
- Berserk
- Release / context
- The Conquerors
- Region
- Northern Europe
- Classification
- Northern European