English

A defensive civilization known for powerful Longbowmen and strong network of keeps.

Difficulty: Easy Defensive

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

  1. 6 Villagers → Sheep
  2. 3 Villagers → Gold
  3. Build Mill when sheep depleted
  4. Council Hall landmark
  5. Produce Longbowmen continuously
  6. Pressure enemy with ranged superiority

Fast Castle

  1. Standard food/wood opening
  2. Abbey of Kings landmark (safe macro)
  3. Prioritize economy
  4. Castle Age for King and improved units
  5. 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