Franks

A cavalry civilization with powerful Paladins and strong economy. Perfect for aggressive cavalry play.

Difficulty: Easy Cavalry

Civilization Bonuses

Farm Upgrades Free

Farm upgrades are free (Horse Collar, Heavy Plow, Crop Rotation)

Cavalry HP

Cavalry have +20% HP

Foragers Work Faster

Foragers work 15% faster

Castle Cost

Castles cost -25% stone

Unique Unit

Unit Age Cost HP Range Attack
Throwing Axeman Castle Age 55 Food, 25 Gold 60 4 7

Unique Technologies

Bearded Axe

Castle Age

Throwing Axeman +1 range

Chivalry

Imperial Age

Stables work 40% faster

Build Orders

Scout Rush

  1. 6 Villagers → Sheep
  2. 4 Villagers → Wood
  3. 1 Villager → Lure Boar
  4. 3 Villagers → Berries
  5. 1 Villager → Boar
  6. 3 Villagers → Farms (under TC)
  7. Click Feudal Age
  8. Build Stable immediately
  9. Produce Scouts continuously

Knight Rush

  1. Standard 22-23 pop Feudal
  2. Add 2-3 farms in Feudal
  3. Click Castle Age with 28-30 pop
  4. Build 2 Stables upon reaching Castle
  5. Produce Knights non-stop
  6. Add more stables and farms

Strategy Tips

Strengths

  • Best Paladins in the game (+20% HP)
  • Excellent economy with free farm upgrades
  • Cheap castles for map control
  • Chivalry makes Knight production very fast

Weaknesses

  • Weak archers (no Bracer, no Arbalester)
  • No Camels to counter enemy cavalry
  • Predictable cavalry-focused strategy
  • Vulnerable to Halberdier masses

Counter Matchups

vs Britons Close distance quickly, dont let them kite
vs Goths Raid early and often, keep pressure
vs Byzantines Avoid Cataphracts, use Throwing Axemen

In-Depth Franks Analysis

The Franks are one of the strongest and most straightforward cavalry civilizations in Age of Empires II. Their Paladins with +20% HP are the tankiest cavalry in the game, their farm upgrade discount provides one of the most economically impactful bonuses in AoE2, and Chivalry allowing Stables to work 40% faster means that in a Knight or Paladin war, the Franks simply out-produce most other cavalry civilizations. For beginners learning cavalry-based play and for experienced players who want a reliable tournament pick, the Franks consistently deliver.

Farm Economy — The Hidden Superpower

Free farm upgrades (Horse Collar, Heavy Plow, Crop Rotation) represent a savings of 850 food across Castle and Imperial Age. That is nearly the entire cost of advancing to Imperial Age reinvested into military production instead. Frank players who understand this advantage start placing farms earlier than other civilizations and transition to a farming-heavy economy sooner, because the upgrade cost that other civs must budget for simply does not apply to them. By the time a non-Frank player researches Heavy Plow, the Frank player has already produced two more Knights with the saved food.

Foragers work 15% faster in the early game, making berry gathering — typically one of the slower food sources — more efficient for Franks than for other civilizations. Combined with the free farm upgrades, Frank economies are among the smoothest in the game to develop from Dark Age through Imperial Age.

The Paladin and Castle Strategy

Frank Paladins have 192 HP instead of the standard 160 — a 20% increase that translates to surviving one or two more Halberdier hits, one or two more Monk conversions, and generally outlasting enemy cavalry in head-to-head fights. In equal armies of Paladins versus Paladins, the Frank player's bonus HP means they win the attrition battle. In the more common scenario of Knights versus Halberdiers, the Frank Knight's 120 HP (instead of 100) means it takes more Halberdier hits to kill, giving the Frank player more time to retreat or supplement with additional forces.

Cheaper castles (-25% stone) allow Franks to establish castle presence on the map earlier and in more locations than most civilizations. The Throwing Axeman, available from the Castle, is a surprisingly useful unit despite the civ's cavalry identity: its ranged pass-through damage and decent hit points make it a good backup option against infantry-heavy opponents who would otherwise hard-counter the cavalry.

Counter Strategies and Adaptation

The Franks' predictability is their biggest weakness. Opponents who know they are facing Franks immediately start preparing Halberdiers and Monks. The best Franks adaptation is not to abandon cavalry but to supplement it: use Throwing Axemen against massed Halberds (they are cheaper than Knights and less vulnerable to the halberdier bonus damage), keep Monks to convert opponent monks, and add Mangonels or Siege Onagers to deal with Skirmisher screens. The Frank player who recognizes their opponent's adaptation and responds — rather than stubbornly continuing Knight production into a wall of Halberds — consistently outperforms the Frank player who plays on autopilot.