Chinese
A versatile civilization that excels in the late game with strong Chu Ko Nu and excellent tech tree. High skill ceiling.
Civilization Bonuses
Start Bonus
Start with +3 villagers but -200 food (150 food total)
Technology Cost
Technologies cost -10/15/20% in Feudal/Castle/Imperial
Town Centers
Town Centers support +5 population
Demolition Ships
Demolition Ships have +50% HP
Unique Unit
| Unit | Age | Cost | HP | Range | Attack |
|---|---|---|---|---|---|
| Chu Ko Nu | Castle Age | 40 Wood, 35 Gold | 45 | 4 | 8 (fires 3 arrows) |
Chu Ko Nu fires 3 arrows rapidly, making them extremely effective against infantry.
Unique Technologies
Great Wall
Castle AgeWalls and Towers +30% HP
Rocketry
Imperial AgeChu Ko Nu +2 attack, Scorpions +4 attack
Build Orders
Fast Feudal (Difficult Start)
- Immediately queue 1 villager
- 2 Villagers → Build houses, then sheep
- 4 Villagers → Sheep
- 4 Villagers → Wood
- 1 Villager → Lure Boar
- Must micro carefully due to food deficit
- Click Feudal around 22-23 pop
Chu Ko Nu Rush
- Fast Castle with defensive play
- Build Castle ASAP
- Mass Chu Ko Nu continuously
- Research Rocketry for +2 attack
- Support with Siege Rams
Strategy Tips
Strengths
- Strong late game with tech discounts
- Chu Ko Nu are devastating when massed
- Excellent tech tree with many options
- Extra villagers provide economic lead if executed well
Weaknesses
- Very difficult Dark Age management
- Vulnerable to early aggression
- No Siege Onager
- Chu Ko Nu struggle vs high pierce armor
Counter Matchups
| vs Goths | Chu Ko Nu destroy infantry, easy win |
| vs Franks | Difficult - need Halberdiers with Chu Ko Nu |
| vs Britons | Out-range is a problem, close distance fast |
In-Depth Chinese Analysis
The Chinese are one of the most complex and rewarding civilizations in Age of Empires II. Their technology discount system and starting bonus structure create a steep learning curve — beginners who try Chinese often find themselves overwhelmed — but experienced players use Chinese to access powerful technologies cheaper than anyone else and leverage a flexible army that can adapt to almost any opponent or situation.
Managing the Starting Penalty
Chinese start with 3 extra villagers but -200 food and no starting food. This means they begin with high economic potential (6 villagers producing immediately) but must carefully manage where those villagers gather. The standard opening is to send villagers to sheep immediately, build no houses initially (they start with extra population from the villager count), and micro sheep carefully to avoid food running out before the Mill is built. A single mistake in early resource management — leaving a villager idle, overbooking food before wood is established — can cripple the Chinese economy before it reaches its potential.
The technology discount — 10% in Feudal, 15% in Castle, 20% in Imperial — means that the Chinese player saves significant cumulative resources on research across a full game. University technologies, Blacksmith upgrades, and age-specific military research all cost less, which allows Chinese players to research technologies that other civilizations might delay or skip due to cost. A fully upgraded Chinese army often reaches peak form faster than equivalently matched opponents simply because each upgrade cost 10–20% less food or gold.
Chu Ko Nu and Cavalry Archer Versatility
The Chu Ko Nu is the Chinese unique unit — a rapid-fire crossbow that fires 3 bolts per shot, each dealing reduced individual damage but creating massive arrow saturation. Against clusters of infantry or units with low pierce armor, the Chu Ko Nu's total damage output per shot exceeds a regular Crossbowman significantly. The combination of Rocketry (unique technology that adds +2 attack and +2 range to Chu Ko Nu and Cavalry Archers) in Imperial Age creates a lethal ranged army.
Chinese also have access to the full Cavalry Archer line with Thumb Ring, meaning they can play either a Chu Ko Nu composition or a Heavy Cavalry Archer composition depending on the matchup. Against civilizations with high pierce armor units (Huskarls, Teutonic Knights), the individual bolt damage of Chu Ko Nu becomes less effective, making a transition to cavalry archers or siege more appropriate. This adaptability is a key Chinese strength that rewards players who think carefully about opponent composition.
Chinese as a Late-Game Powerhouse
Where Chinese truly shine is in long games where the technology discount compounds across many research transactions. By Imperial Age, a Chinese player has potentially saved 500–700 resources across all the upgrades they have researched — equivalent to several additional military units worth of economic advantage. Combined with the Great Wall unique technology (towers and walls have +30% HP) for a defensive game, or Civilization Unique Technologies that enhance cannon galleons and cavalry archers, Chinese Imperial Age is one of the strongest late-game states in AoE2 for experienced players.