GUIDE · CASTLE
Unique technologies
Civilization-specific research that unlocks a distinctive strategic bonus.

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
- Cilician Fleet
Demolition Ships have a wider blast; Galley-line ships and Dromons gain range.
- Fereters
Most infantry gain hit points, and Warrior Priests heal faster.
Athenians
- Taxiarchs
Strategoi strengthen the attack aura they grant to nearby infantry and cavalry.
- Trierarchies
Monoreme-line charged attacks recharge faster, deal more damage, and inflict trample damage.
- Eisphora
- Delian League
Ports and Shipyards improve the attack speed of nearby warships.
Aztecs
- Atlatl
Skirmishers gain attack and range.
- Garland Wars
Infantry gain additional attack.
Bengalis
Berbers
- Kasbah
Allied Castles work faster.
- Maghrebi Camels
Bohemians
- Wagenburg Tactics
Gunpowder units move 10% faster.
- Hussite Reforms
Britons
- Yeomen
Foot archers gain range and Towers gain attack.
- Warwolf
Trebuchets gain area damage and are more accurate against units.
Bulgarians
Burgundians
- Burgundian Vineyards
Farms also generate gold.
- Flemish Revolution
Transforms existing Villagers into Flemish Militia.
Burmese
- Manipur Cavalry
Cavalry deal extra damage to Archers.
- Howdah
Battle Elephants gain armor.
Byzantines
- Greek Fire
Fire Ships and several defensive weapons gain range or blast radius.
- Logistica
Cataphracts and Varangian Guards deal trample damage.
Celts
- Stronghold
Castles and Towers fire faster.
- Furor Celtica
Siege Workshop units gain hit points.
Chinese
- Great Wall
Walls and Towers gain extra hit points.
- Rocketry
Several Chinese siege units gain attack.
Cumans
- Steppe Husbandry
Scout Cavalry, Steppe Lancers, and Cavalry Archers train faster.
- Cuman Mercenaries
Each Castle lets team members train a group of free Elite Kipchaks.
Danes
- Hamask
Infantry gain attack as their hit points fall.
- Northmen’s Fury
Mangonel-line siege weapons and Catapult Galleons gain range; siege units deal more damage to buildings.
Dravidians
- Medical Corps
- Wootz Steel
Infantry and cavalry attacks ignore armor.
Ethiopians
- Royal Heirs
Shotel Warriors and Camels take less damage from mounted units.
- Torsion Engines
Siege Workshop units gain a larger blast radius.
Franks
- Ordonnance Companies
Mounted Crossbowmen cost 40% less gold.
- Chivalry
Stables work faster.
Georgians
- Svan Towers
Defensive structures gain attack, and Towers can damage units behind their target.
- Aznauri Cavalry
Mounted units use less population space.
Goths
Gurjaras
- Kshatriyas
- Frontier Guards
Camel Riders and Elephant Archers gain melee armor.
Hindustanis
- Grand Trunk Road
Gold income is faster and trading fees are lower.
- Shatagni
Hand Cannoneers gain range.
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
- Andean Sling
Slingers gain attack and Skirmishers lose minimum range.
- Fabric Shields
Several Inca infantry units gain armor.
Italians
- Silk Road
- Pirotechnia
Hand Cannoneers gain accuracy and pass-through damage.
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
- Lamellar Armor
Infantry and Skirmishers reflect some melee damage.
- Ordo Cavalry
Melee cavalry recovers health while in combat.
Khmer
- Tusk Swords
Battle Elephants gain attack.
- Double Crossbow
Scorpions and Ballista Elephants fire an additional bolt.
Koreans
- Eupseong
Most Towers gain range.
- Shinkichon
Rocket Carts and Turtle Ships gain range and fire additional rockets.
Lithuanians
- Hill Forts
Town Centers gain range.
- Tower Shields
Spearmen and Skirmishers gain pierce armor.
Macedonians
- Veteran Chiliarchs
Recruitment Doctrine effects become stronger.
- Ends of the World
Fortified Outposts heal nearby allied units.
- Pezhetairoi
Phalangites have less minimum range.
- Sarissophoroi
Companion Cavalry gain a charged attack.
Magyars
- Corvinian Army
- Recurve Bow
Mounted Archers gain attack and range.
Malay
- Thalassocracy
Docks upgrade into defensive Harbors.
- Forced Levy
Malians
Mapuche
- Malon
Bolas Riders, Slingers, and Skirmishers gain pass-through damage.
- Butalmapu
Castle-trained unique units and Bola Riders become cheaper.
Maya
- Hul’che Javelineers
Skirmishers throw an additional projectile.
- Holcans
Eagle Warriors gain hit points.
Mongols
- Nomads
Houses keep their population space if destroyed.
- Drill
Siege Workshop units move faster.
Muisca
Persians
- Kamandaran
- Citadels
Castles gain attack and resist bonus damage.
Poles
- Szlachta Privileges
Knights cost less gold.
- Lechitic Legacy
Scout Cavalry gain area trample damage.
Portuguese
- Circumnavigation
Reveals the map and speeds up ship training.
- Arquebus
Gunpowder units lead their shots against moving targets.
Puru
- Vadhāvadha
Sannāhyas deal improved trample damage.
- Leaf-Headed Shafts
Pattiyodha Longbowmen deal more damage at close range.
- Vedic Teachings
Academy research increases Villager work rate, up to a limit.
- Skandhavaras
Forts can be upgraded with defensive or offensive emplacements.
Romans
Saracens
- Bimaristan
Monks automatically heal several nearby units.
- Counterweights
Saxons
- Clerical Recruitment
Monks gain conversion range and train faster.
- Shield Wall
Infantry gain additional armor when grouped.
Shu
- Coiled Serpent Array
Spearmen and White Feather Guards gain hit points while close together.
- Bolt Magazine
Archers, War Chariots, and Lou Chuans fire extra projectiles.
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
Spanish
- Inquisition
Monks convert faster and Missionaries gain range.
- Supremacy
Villagers become stronger in combat.
Spartans
- Helot Levies
Spearmen, Skirmishers, and Villagers train faster.
- Xyphos
Hoplites and Monoremes gain attack when surrounded by enemy military units.
- Agoge
Hoplites can gain more armor from their aura.
- Peloponnesian League
Monoremes gain bonus damage against Galleys, and Forts generate gold.
Tatars
- Silk Armor
Scout Cavalry, Steppe Lancers, and Mounted Archers gain armor.
- Timurid Siegecraft
Trebuchets gain range.
Teutons
- Ironclad
Siege weapons gain melee armor.
- Crenellations
Castles gain range and garrisoned infantry can fire from them.
Thracians
- Odomantian Raiders
- Dii Plunderers
Several infantry lines generate resources while attacking enemy buildings.
- Bessian Metalworking
Levy, Lancer, and Rhomphaia Warrior attacks strip armor from targets.
- Peltasts
Skirmishers deal pass-through damage.
Tupi
- Caciques
Champi Scouts and Slingers attack faster.
- Curare
Foot archers and fortifications deal poison damage.
Turks
- Sipahi
Mounted Archers gain hit points.
- Artillery
Bombard Cannons, Bombard Towers, and Cannon Galleons gain range.
Varangians
- Vendel Legacy
The Knight line deals trample damage.
- Gothikon
Varangian Guards periodically throw axes.
Vietnamese
- Chatras
Battle Elephants gain hit points.
- Paper Money
Lumberjacks also produce gold.
Vikings
- Chieftains
Infantry gain +5 attack against cavalry and +4 against camel units.
- Bogsveigar
Wei
- Tuntian
Soldiers passively generate food.
- Ming Guang Armor
Mounted units gain melee armor.
Wu
- Red Cliffs Tactics
Demolition Ships and Fire Archers gain fire damage against ships and buildings.
- Sitting Tiger
Traction Trebuchets and Lou Chuans fire additional projectiles.