Dark Age

Buildings

  • Town Center
  • House
  • Mill
  • Lumber Camp
  • Mining Camp
  • Dock
  • Barracks
  • Outpost
  • Palisade Wall

Units

  • Villager
  • Militia
  • Fishing Ship

Technologies

  • Loom

Feudal Age

Buildings

  • Archery Range
  • Stable
  • Blacksmith
  • Market
  • Watch Tower
  • Farm

Units

  • Archer
  • Skirmisher
  • Scout Cavalry
  • Spearman
  • Man-at-Arms
  • Galley

Technologies

  • Double-Bit Axe
  • Horse Collar
  • Wheelbarrow
  • Fletching
  • Padded Archer Armor
  • Forging
  • Scale Mail Armor
  • Scale Barding Armor

Castle Age

Buildings

  • Castle
  • Town Center (additional)
  • Monastery
  • Siege Workshop
  • University

Units

  • Crossbowman
  • Cavalry Archer
  • Knight
  • Pikeman
  • Long Swordsman
  • Unique Unit
  • Monk
  • Mangonel
  • Battering Ram
  • Scorpion

Technologies

  • Bow Saw
  • Heavy Plow
  • Gold Mining
  • Bodkin Arrow
  • Leather Archer Armor
  • Iron Casting
  • Chain Mail Armor
  • Chain Barding Armor
  • Murder Holes
  • Ballistics

Imperial Age

Buildings

  • Wonder
  • Bombard Tower
  • Fortified Wall

Units

  • Arbalester
  • Heavy Cavalry Archer
  • Paladin
  • Halberdier
  • Champion
  • Elite Unique Unit
  • Siege Onager
  • Siege Ram
  • Heavy Scorpion
  • Trebuchet
  • Bombard Cannon

Technologies

  • Two-Man Saw
  • Crop Rotation
  • Stone Mining
  • Bracer
  • Ring Archer Armor
  • Blast Furnace
  • Plate Mail Armor
  • Plate Barding Armor
  • Chemistry
  • Siege Engineers

Civilization Tech Bonuses

Each civilization has unique bonuses that affect their tech tree

Britons

Archery Ranges work 20% faster, foot archers +1/+2 range

Franks

Cavalry +20% HP, farm upgrades free

Goths

Infantry cost -20/25/30/35%, population cap +10

Japanese

Infantry attack 33% faster, fishing ships +2x HP

Chinese

Start with +3 villagers but -200 food, technologies -10/15/20%

Mongols

Cavalry archers fire 25% faster, light cavalry +30% HP

Vikings

Infantry +20% HP, warships -15/15/20% cost

Byzantines

Buildings +10/20/30/40% HP, counter units -25% cost

Understanding Missing Technologies

Not all civilizations have access to every technology. Missing key technologies defines a civilization's strengths and weaknesses:

  • No Paladin: Cavalry civilizations without Paladin rely on Cavalier or unique cavalry
  • No Arbalester: Archer civilizations may compensate with unique archers or cavalry archers
  • No Halberdier: Pike-line stops at Pikeman, limiting anti-cavalry options
  • No Siege Onager: Siege options limited to standard Onager
  • No Bombard Cannon: Must rely on Trebuchets for long-range siege

How to Use the Tech Tree Effectively

The technology tree in Age of Empires II is one of the most detailed in strategy gaming. With over 70 upgrades distributed across Blacksmith, University, Monastery, Siege Workshop, stables, archery ranges, and civilization-specific buildings, knowing which technologies to prioritize at each stage of a match is a core skill that distinguishes intermediate players from experienced ones.

Dark Age Priorities

In the Dark Age, your only reliable technology is Loom — a 50-food upgrade at the Town Center that gives your villagers +15 HP, +1 melee armor, +2 pierce armor, and an attack boost. Whether to research Loom immediately or delay it is one of the earliest strategic debates in competitive AoE2. Delaying Loom saves the 50-food for faster Feudal Age advancement but leaves villagers more vulnerable to early Scout harassment. Most players research Loom when they have the food to spare without slowing their transition.

Resources in the Dark Age should be invested in gathering, not building. The optimal Dark Age action is to have villagers continuously produce from the Town Center while gathering food from sheep, boars, and berries. Building a Lumber Camp early ensures wood production for Feudal Age buildings, and setting up a Mining Camp near gold in preparation for Castle Age is good forward planning.

Feudal Age — Establishing Identity

Feudal Age is where civilizations begin expressing their identity. The key Feudal Age technologies fall into two groups: economy upgrades and military upgrades. Economy technologies include Double-Bit Axe (+20% wood gathering), Horse Collar (+33% farm output), Wheelbarrow (+10% villager carry capacity and speed), and Fletching (+1 attack and range for archers). Military technologies prepare units for combat: Padded Archer Armor protects archers from early raids, Forging adds +1 attack to infantry and cavalry, and Scale Mail/Barding Armors provide melee armor to their respective unit classes.

A rushed player may skip economy techs entirely in Feudal to maintain military pressure, while a booming player might research all economy techs before committing military resources. Neither is universally correct — the right choice depends on the civilization, the map, and scouting information about the opponent.

Castle Age — The Pivotal Phase

Castle Age unlocks some of the most impactful technologies in the game. Bow Saw (+20% wood cutting), Heavy Plow (+66% farm output over Horse Collar), and Gold Mining (+15% gold gathering rate directly accelerate economic output. Military upgrades like Bodkin Arrow (+1 attack, +1 range for archers), Leather Archer Armor (+1 pierce armor), Iron Casting (+1 attack to infantry/cavalry), and Chain Mail/Barding Armors significantly sharpen your army's combat performance.

The University becomes available in Castle Age and unlocks strategic technologies: Masonry (+10% building HP, +5% stone efficiency), Ballistics (projectiles track moving targets), Murder Holes (towers and castles don't have minimum range), and Fortified Wall (+double HP on walls). These technologies are rarely researched in fast-paced games but become increasingly important in defensive or economic strategies.

Imperial Age — Tech Completion

Imperial Age is about research efficiency. Two-Man Saw (+20% wood), Crop Rotation (+83% farm output over Heavy Plow), and Stone Mining (+15% stone gathering are important for economic sustainability in very long games. The military upgrades at this stage — Blast Furnace (+2 attack), Plate Mail/Barding Armors (+2 melee armor each), and Ring Archer Armor (+1 attack, +2 pierce armor) — push your units to their maximum non-unique potential. Siege Engineers (+20% projectile range, +25% battering ram attack) and Chemistry (+1 attack to gunpowder and siege) are critical for late-game siege pushes.

Research order matters in Imperial Age because every upgrade costs both resources and time. A player who spends 1200 food and 600 gold on economic techs in the first three minutes of Imperial Age may have a better long-term economy but is temporarily weaker militarily. Timing your tech investments around your army production cycle — researching upgrades while you are not actively fighting — maximizes efficiency.

Civilization-Specific Tech Tree Variations

Each of the 42+ civilizations in AoE2 has a unique tech tree profile. Some civilizations have "full" tech trees — access to almost everything — like the Byzantines, which are explicitly designed as the all-rounder civilization. Others are deliberately incomplete to balance their bonuses: the Britons lack Bloodlines (cavalry HP upgrade) and Thumb Ring (archer accuracy), and the Franks lack most of the archer tree but receive Paladin without the normally required research chain. Understanding which technologies your civilization is missing is as important as knowing what bonuses you have, because those absences shape your win conditions and late-game army composition.