Yeomen (Castle Age)
Foot Archers and Skirmisher-line +1 range; Watch Tower-line +2 attack
Cost: 750 wood, 450 gold. Research time: 60s.
Foot Archer civilization
Win with range. Shepherds speed Dark Age, cheaper Town Centers from Castle Age, and foot archers that shoot farther than yours.
Idle Villager is current for Update 177723, with minor updates through 180059. Facts on this page were checked on 2026-09-19. Counters are not unconditional. Numbers, upgrades, terrain, and micro change the fight.
Best build
Open land, 1v1 · 1v1 random map
Times are glance marks, not a streamer clock. Loom, animal spawn, and idle villagers move them. Food in the bank matters more than the minute. Faster shepherds help the Feudal click. Add spears if Scouts show up.
Beginner difficulty: easier. The win condition is obvious. The hard part is adding spears in time when Knights show up.
Main strengths: Foot archer range, Longbowmen, Cheap extra Town Centers, Yeomen
Verified fact. Wording follows the in-game civilization string.
Team bonus: Archery Ranges work +10% faster
Foot Archers and Skirmisher-line +1 range; Watch Tower-line +2 attack
Cost: 750 wood, 450 gold. Research time: 60s.
Trebuchets deal blast damage and are more accurate
Cost: 800 wood, 400 gold. Research time: 40s.
The core. Range bonuses stack. Add spears immediately vs Knights.
You have Cavalier without Bloodlines. Use it as support, not as a Paladin impression.
Verified from the aoe2techtree dat extract.
Missing units: Paladin, Hussar, Hand Cannoneer, Bombard Cannon, Siege Ram, Siege Onager, Battle Elephant
Missing upgrades: Bloodlines, Thumb Ring
Strategic advice on top of the missing-tech facts above.
Limited to units this civilization can actually train in the published set.
Your best unit. Range wins trades.
Unique mass from Castles.
You have Halberdier. Mandatory vs cavalry civs.
Yeomen gives them extra range too.
Open land, 1v1
Faster sheep food helps an earlier Feudal click. Then ranges. Do not skip a Barracks vs Scout or Knight civs.
This is gameplay progression, not real-world history. Timings are approximate. Each age states its assumptions.
1v1 random map on an open land map. Food from sheep, boar, berries, then farms. No exact minute marks. Click-up time depends on villager count and idle time.
Priorities: Sheep Lumber for ranges Scout
Openings: Standard Dark Age with faster shepherds
Power spikes: Earlier Feudal food from sheep
Upgrades: Loom
1v1 random map on an open land map. Food from sheep, boar, berries, then farms. No exact minute marks. Click-up time depends on villager count and idle time.
Priorities: Archery Ranges Fletching A few spears if Scouts appear
Openings: Archers Archers into a greedy Castle
Power spikes: Massed Feudal archers
Upgrades: Fletching Double-Bit Axe
1v1 random map on an open land map. Food from sheep, boar, berries, then farms. No exact minute marks. Click-up time depends on villager count and idle time.
Priorities: Crossbow Ballistics Cheap extra Town Centers Longbows if you have a Castle
Openings: Crossbow plus Pikes Longbow Castle drop
Power spikes: +1 foot archer range Yeomen
Upgrades: Crossbow Ballistics Yeomen Bodkin
1v1 random map on an open land map. Food from sheep, boar, berries, then farms. No exact minute marks. Click-up time depends on villager count and idle time.
Priorities: Arbalester and Bracer Halberdier Warwolf Trebs Keep adding ranges
Openings: Longbow plus Halberdier Arbalester plus Cavalier
Power spikes: +2 foot archer range Warwolf
Upgrades: Arbalester Bracer Halberdier Warwolf