Stronghold (Castle Age)
Castles and Watch Tower-line attack +33% faster; Castles heal allied Infantry in a 7 tile radius
Cost: 250 food, 200 gold. Research time: 30s.
Infantry and Siege civilization
Wood advantage, fast infantry, and siege that fires faster with more HP. Scorpions and Siege Onagers are both real.
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. Extra wood from lumberjacks. Infantry already walk faster. Add a workshop after the Feudal fight, not instead of it.
Beginner difficulty: moderate. Wood and siege are straightforward. Infantry speed helps raids. You still need to not eat Knight charges with unsupported siege.
Main strengths: Lumberjacks, Siege fire rate, Furor Celtica HP, Siege Onager, Woad raids
Verified fact. Wording follows the in-game civilization string.
Team bonus: Siege Workshops work +20% faster
Castles and Watch Tower-line attack +33% faster; Castles heal allied Infantry in a 7 tile radius
Cost: 250 food, 200 gold. Research time: 30s.
Siege Weapons +40% HP
Cost: 750 food, 450 gold. Research time: 50s.
25% faster fire plus Heavy Scorpion. A different Scorpion civ from Khmer: less range, more shots.
The late hammer. Furor Celtica keeps them alive.
You have Paladin without Bloodlines. Support the siege, do not replace it.
Verified from the aoe2techtree dat extract.
Missing units: Arbalester, Hand Cannoneer, Bombard Cannon, Battle Elephant, Camel Rider
Missing upgrades: Thumb Ring, Squires, Bloodlines
Strategic advice on top of the missing-tech facts above.
Limited to units this civilization can actually train in the published set.
Faster fire. Team workshops also work faster.
Siege Onager with extra HP.
Paladin available.
Dive siege and raid wood.
Open land, 1v1
The lumber bonus funds extra farms and extra siege. Feudal infantry is faster than generic. A Scout opening is still fine.
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: Wood Food Do not let sheep get yoinked under your LOS
Openings: Standard Dark Age with extra lumberjacks
Power spikes: Wood stockpile
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: Men-at-Arms or Scouts Keep chopping Blacksmith if infantry
Openings: MaA Scouts Archers as a mix
Power spikes: Infantry already +10% speed
Upgrades: Double-Bit Axe Forging
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: Siege Workshop Knights or Woads Pikes vs cavalry
Openings: Scorpions Mangonels vs archers Woad Castle drop
Power spikes: First siege pack with 25% fire rate
Upgrades: Ballistics Capped Ram as needed Stronghold if Castles are up
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: Siege Onager Furor Celtica Heavy Scorpion Paladin or Hussar support
Openings: SO deathball Scorpions plus Paladin
Power spikes: Furor Celtica Siege Onager
Upgrades: Siege Onager Furor Celtica Heavy Scorpion Halberdier Paladin