English
A defensive civilization known for powerful Longbowmen and strong network of keeps.
Civilization Bonuses
Network of Castles
Units near Town Centers, Towers, and Keeps attack 25% faster
Farm Enclosures
Farms near mills generate gold
Island of Saints
Religious units available in Feudal Age
Cheaper Farms
Farms cost 50% less wood
Unique Units
| Unit | Age | Cost | HP | Attack | Special |
|---|---|---|---|---|---|
| Longbowman | Feudal Age (II) | 40 Food, 50 Wood | 70 | 8 | Palings ability - deploys defensive stakes |
| King | Castle Age (III) | Free (one only) | 350 | 20 | Inspires nearby units, heals when idle |
Landmarks
Feudal Age (II)
Council Hall
Produces Longbowmen faster and provides armor upgrades
Abbey of Kings
Heals all units on the map every 30 seconds
Castle Age (III)
King's Palace
Acts as a second Town Center
The White Tower
Powerful defensive structure with special abilities
Imperial Age (IV)
Berkshire Palace
Produces units and provides Network of Castles bonus
Wynguard Palace
Produces elite army compositions
Build Orders
Feudal Longbow Rush
- 6 Villagers → Sheep
- 3 Villagers → Gold
- Build Mill when sheep depleted
- Council Hall landmark
- Produce Longbowmen continuously
- Pressure enemy with ranged superiority
Fast Castle
- Standard food/wood opening
- Abbey of Kings landmark (safe macro)
- Prioritize economy
- Castle Age for King and improved units
- Transition to Knights + Longbows
Strategy Tips
Strengths
- Powerful early game with Longbowmen
- Network of Castles provides strong defense
- Economic bonuses from farms
- King provides inspiration and healing
Weaknesses
- Limited mobility compared to cavalry civs
- Longbowmen vulnerable to cavalry flanks
- Defensive playstyle can be predictable
Matchup Tips
| vs French | Use Palings to counter Knight charges |
| vs Mongols | Protect villagers, turtle if needed |
| vs Chinese | Aggress early before Zhuge Nu mass |