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Unique technologies

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Unique technologies

Civilization-specific research that unlocks a distinctive strategic bonus.

Unique technologies Age of Empires II technology category icon
Unique technologies Age of Empires II technology category icon

Overview

Civilization-specific research that unlocks a distinctive strategic bonus.

How to evaluate one

Unique technologies belong to a civilization, but their effects are not automatically useful in every match. Open the civilization profile to identify the affected unit or building, then check the technology entry for its research location, Age, cost, and effect. Compare that spend with a unit upgrade or additional production that could change the next fight sooner. A technology improving a Castle unit is weak when no Castle or unit mass is ready to use it.

Connecting research to a plan

Build the army and economy that can exploit the research before treating the technology as a goal. Some unique technologies improve a broad line, others change a narrow matchup or enable an unusual unit; the effect determines the timing. Check the linked technology tree for missing supporting upgrades and read the exact civilization page, especially when playing Chronicles, whose research rules differ from the medieval roster.

Also known as
Unique technology (Age of Empires II)
Focus
Civilization research
Signature / category
Research overview
Release / context
Age of Empires II system
Region
Castle
Classification
Game systems

Unique technologies by civilization

Select a civilization to open its overview, or follow a technology link for its research details. The listed effects summarize each civilization’s unique research.

Achaemenids

  • Sparabaras

    Immortals and Spearmen gain additional armor.

  • Reed Arrows

    Bowmen, Cavalry Archers, ranged Immortals, and Galleys fire faster.

  • Scythed Chariots

    War Chariots gain a wider trample radius.

  • Sagaris

    Melee cavalry deal additional unblockable damage.

Armenians

Athenians

Aztecs

Bengalis

Berbers

Bohemians

Britons

Bulgarians

Burgundians

Burmese

Byzantines

  • Greek Fire

    Fire Ships and several defensive weapons gain range or blast radius.

  • Logistica

    Cataphracts and Varangian Guards deal trample damage.

Celts

Chinese

Cumans

Danes

Dravidians

Ethiopians

Franks

Georgians

Goths

Gurjaras

Hindustanis

Huns

  • Marauders

    Tarkans can be trained at Stables.

  • Atheism

    Extends Wonder and Relic victory timers for enemy and neutral players; the timer increase can stack if researched repeatedly. Reduces Relic income for enemy and neutral players.

Incas

Italians

Japanese

  • Yasama

    Towers fire extra arrows.

  • Kataparuto

    Trebuchets pack, unpack, and fire faster.

Jurchens

  • Fortified Bastions

    Fortifications gradually restore health.

  • Thunderclap Bombs

    Several Jurchen explosive weapons detonate on defeat, and their projectiles can cause further blasts.

Khitans

Khmer

Koreans

  • Eupseong

    Most Towers gain range.

  • Shinkichon

    Rocket Carts and Turtle Ships gain range and fire additional rockets.

Lithuanians

Macedonians

Magyars

Malay

Malians

Mapuche

Maya

Mongols

Muisca

  • Herbalism

    Archers and Champi Scouts move faster.

  • Huaracas

    Slingers gain range and train faster.

Persians

Poles

Portuguese

Puru

Romans

Saracens

Saxons

Shu

Sicilians

  • First Crusade

    Town Centers can each grant a one-time group of Serjeants and improve resistance to conversion.

  • Hauberk

    Knights and their upgrades gain armor.

Slavs

  • Detinets

    Castles and Towers replace part of their stone cost with wood.

  • Druzhina

    Infantry damage nearby enemies when they strike.

Spanish

  • Inquisition

    Monks convert faster and Missionaries gain range.

  • Supremacy

    Villagers become stronger in combat.

Spartans

Tatars

Teutons

Thracians

Tupi

Turks

Varangians

Vietnamese

Vikings

Wei

Wu

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