FIELD GUIDEAGE OF EMPIRES IIBrowse entries ↗
01 — DARK AGE✦02 — FEUDAL AGE✦03 — CASTLE AGE✦04 — IMPERIAL AGE

THE ENCYCLOPEDIA

Militia

UNITS · AGE OF EMPIRES II ONLY

UNIT · BARRACKS

Militia

The first trainable infantry fighter; militia form the base of a versatile upgrade line.

Militia in-game unit artwork
Militia in-game unit artwork

Overview

The first trainable infantry fighter; militia form the base of a versatile upgrade line.

Availability and investment

Militia becomes available in Dark Age. Its listed production context is Barracks. The listed cost is 50 Food, 20 Gold and the training time is 21 seconds. This tells you when it can first join an army and which resources must be reserved alongside Villager production, upgrades, and other military lines.

Combat profile

The available combat values are included here so the numbers can be read as a profile rather than an isolated list. Hit points and armor describe how long the unit can remain exposed; attack and any bonus damage describe what it threatens; range, reload, accuracy, and movement describe how reliably it can engage or disengage. A value shown for a whole upgrade line applies to the listed stages as recorded, so compare the stage names instead of treating the line as one base unit.

Field use

Use it to hold space, protect support units, or pressure an opponent that cannot kite it safely. The listed armor and bonus-attack classes determine which opponents it can trade with efficiently.

Armor classes and counters

Armor-class bonuses are separate from base attack and the target’s melee or pierce armor. The class list below shows the unit’s documented combat categories and bonus-damage relationships; use it to judge matchups instead of relying on the unit label alone.

Related unit plan: Militia Dark Age disruption plan

A small Militia group is primarily an early disruption tool: it can idle exposed workers, reveal defensive choices, and delay walls even when it does not secure a Villager kill Train only the group your economy can support, then send it with the Scout toward an exposed resource or walling route. Use the pressure to learn the opponent’s opening and create a brief window for your own economy to develop; withdraw once Town Center fire or walls remove the opportunity The Militia line is weak under Town Center fire and cannot win a long early fight. Do not keep reinforcing a failed raid or sacrifice the Age-up and Villager economy for low-value combat

Battlefield role and use

The first trainable infantry fighter; militia form the base of a versatile upgrade line. Available in the Dark Age. Training cost: 50 Food, 20 Gold. Training time: 21 seconds. Its upgrade path is Militia → Man-at-Arms → Long Swordsman → Two-Handed Swordsman → Champion. It must close to attack, so formation support and the opponent’s bonus-damage counters determine whether it trades efficiently in a prolonged fight.

Base unit statistics

Cost
50 Food, 20 Gold
Training time
21 seconds
Melee attack
4
Reload time
2 seconds
Movement speed
0.9

Base values before civilization bonuses or researched technologies.

Also known as
Militia (Age of Empires II)
Focus
Infantry · early melee
Signature / category
Barracks
Release / context
Core roster
Region
Barracks
Classification
Units

upgrade Line: Militia → Man-at-Arms → Long Swordsman → Two-Handed Swordsman → Champion

Ⅱ

ABOUT THIS FIELD GUIDE

Built for the next question.

A growing English-language encyclopedia for Age of Empires II. Browse civilizations, stories, armies, architecture, research, editions, and strategic systems.