Economy fundamentals, beginner build orders, unit counters, civ picks, ranked tips, and what The Viking Sagas DLC and Update 185872 changed.
Researched September 2026 — current as of Update 185872 and The Viking Sagas DLC (both released September 22, 2026). Live games change; check the linked sources if something differs.
The Viking Sagas adds three civilizations with shared Scandinavian architecture and a 15-scenario, three-campaign story following Harald Hardrada (Norway and exile, Constantinople and the Varangian Guard, and the invasion of England).
| Civ | Focus | Key bonuses (from official previews) |
|---|---|---|
| Danes | Infantry and siege | Fishing Ships and Villagers drop off extra food; Barracks and Siege Workshop upgrades cost less gold; loot part of the cost of each destroyed building; Varangian Guards and Longships move faster. Team: siege weapons get more line of sight. Unique unit: Jomsviking (spear-and-shield Castle infantry, strong vs cavalry, throws torches at buildings and ships). Unique techs: Hamask (infantry hit harder as they lose HP), Northmen's Fury (siege +40% attack vs buildings; Mangonel-line and siege ships +1 range) |
| Saxons | Infantry and defense | Dropsites give a little extra food and stone when built; foot soldiers cheaper per Town Center or Castle controlled; Towers and Castles fire more arrows from Castle Age; Longships and Catapult Galleons have more HP. Team: faster repairers. Unique unit: Hearth Troop (slow, heavy infantry that throws javelins before melee). Unique techs: Clerical Recruitment (Monks +1 range, train 33% faster), Shield Wall (infantry gain armor in larger groups) |
| Varangians | Cavalry and navy | Shepherding, fishing and hunting also generate gold; stronger Bloodlines and Caravan; Varangian Guards attack faster and generate gold; Longships and Catapult Galleons attack faster. Team: Knight-line deals extra damage to infantry. Unique unit: Jarl (elite axe-throwing cavalry that excels against infantry). Unique techs: Vendel Legacy (Knight-line trample damage), Gothikon (Varangian Guards periodically throw axes) |
Balance numbers change frequently with these updates, so check the full patch notes for exact values.
| Resource | Early sources | Later sources |
|---|---|---|
| Food | Sheep, boar (lured to TC), deer, berries, fish | Farms, fish traps |
| Wood | Trees near a Lumber Camp | Same, more camps |
| Gold | Gold mines with a Mining Camp | Relics (Monastery), Trade carts/cogs, Market |
| Stone | Stone mines | Same |
| Age | Cost | Notes |
|---|---|---|
| Feudal Age | 500 food | Requires two Dark Age buildings |
| Castle Age | 800 food, 200 gold | Requires two Feudal Age buildings |
| Imperial Age | 1000 food, 800 gold | Requires a Castle, or two Castle Age buildings |
These are standard community templates on open land maps like Arabia. Exact villager counts vary by player and civ; the order matters more than the number.
Similar Dark Age, slightly more wood villagers, then 2 Archery Ranges in Feudal. Research Fletching. Push with 6–10 archers to target villagers. Good for civs like Britons, Mayans or Ethiopians.
Minimal Feudal Age military; get to Castle Age quickly with more villagers on gold. Build a second TC (boom) or go straight Knights. Good for closed maps like Arena.
| Unit | Strong vs | Weak vs |
|---|---|---|
| Militia line | Buildings, trash units, eagles | Archers, cavalry |
| Spearman / Pikeman | Cavalry, camels, elephants | Archers, infantry |
| Archer / Crossbowman | Infantry, slow units | Skirmishers, cavalry, mangonels |
| Skirmisher | Archers | Cavalry, infantry |
| Scout / Light Cavalry | Archers, monks, siege, raiding | Pikes, camels |
| Knight / Cavalier | Almost everything in the open | Pikes, camels, monks, halberdiers |
| Camel Rider | Cavalry | Infantry, archers |
| Monk | Slow high-value units (elephants, knights) | Light Cavalry, Scouts, Eagle Warriors |
| Mangonel / Onager | Massed archers and infantry | Cavalry, Bombard Cannons |
| Ram | Buildings | Infantry and melee units |
| Trebuchet | Castles and buildings at range | Anything that reaches it |
Trash units (Skirmishers, Spearmen, Scouts) cost no gold. Late game, when gold runs out, the player with the better trash army and upgrades usually wins.
| Civ | Style | Why it is easy |
|---|---|---|
| Franks | Knights | Cheaper castles, strong cavalry, forage bonus |
| Britons | Archers | Longbowman range, faster archery production |
| Mayans | Archers, eagles | Longer-lasting resources, cheap archers |
| Huns | Cavalry | No houses needed |
| Magyars | Cavalry | Cheap and strong mounted units |
| Teutons | Infantry and defense | Tough units, strong towers |
With more than 50 civilizations after The Viking Sagas (including Chronicles civilizations that are separate from standard ranked), start with a handful and learn their bonuses before exploring.
What does The Viking Sagas add? Danes (Jomsviking), Saxons (Hearth Troop) and Varangians (Jarl), a 15-scenario, three-campaign Harald Hardrada story, new architecture, and (free in the update) Varangian Guards, Mounted Crossbowmen and renamed Longships.
Which DLC should I buy first? The base Definitive Edition now bundles The Last Khans plus Lords of the West, Dawn of the Dukes and Dynasties of India, so do not buy those separately. Good paid additions are The Mountain Royals (Armenians, Georgians), The Three Kingdoms (Shu, Wei, Wu, Jurchens, Khitans), The Last Chieftains (Mapuche, Muisca, Tupi; February 2026) and The Viking Sagas. Return of Rome and the Chronicles packs are aimed at single-player and separate modes.
What is the best civ for beginners? Franks or Britons.
How do I get better fast? Play the same build order 20 times, keep your TC busy, never get housed, and watch your own replays.
Is the game still getting updates? Yes. Update 185872 on September 22, 2026 added new units, maps and an AI/pathfinding rework.
What is Empire Wars? A mode where both players start with an established economy, skipping the Dark Age opening.