Age of Empires II: Definitive Edition: Complete Guide

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.

Quick Start

  1. Never stop making villagers. Constant villager production from the Town Center (TC) is the single biggest skill in the game. Queue one or two at a time.
  2. Never get housed. Each House supports 5 population. Build them ahead of time, not when you hit the cap.
  3. Learn one build order well. A Scouts rush into Castle Age or a Fast Castle is enough to reach intermediate ranked.
  4. Use hotkeys. At minimum: select Town Center, create villager, find idle villager, and select all military/production buildings.
  5. Research economy upgrades on time: Loom, Double-Bit Axe, Horse Collar, Wheelbarrow, Gold Mining, Hand Cart.
  6. Understand the counter triangle: archers beat infantry, skirmishers beat archers, spearmen and pikemen beat cavalry, cavalry beats archers and siege.
  7. Scout your opponent. Knowing whether they are going archers, scouts or towers tells you what to make.
  8. Start with the campaigns or Art of War challenges if you are brand new; Art of War teaches build orders and micro with medals.
  9. Play civs with simple bonuses first: Franks, Britons, Mayans, Huns, or Magyars.

What Is New (September 2026)

The Viking Sagas DLC

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)

Update 185872 highlights (free)

Balance numbers change frequently with these updates, so check the full patch notes for exact values.

Economy Fundamentals

Resources and gatherers

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

Rules of thumb

Age-up costs

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

Build Orders

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.

Scouts into Castle Age (beginner standard)

  1. First 6 villagers on sheep, then 4 on wood (build a Lumber Camp).
  2. Next villager lures the first boar; 3–4 villagers on berries with a Mill.
  3. Lure the second boar; a few more on sheep/boar.
  4. Add wood villagers, and click up to Feudal Age around 20–22 population.
  5. During the age-up, build a Barracks. On reaching Feudal, build a Stable and start Scout Cavalry; research Bloodlines/Husbandry if affordable.
  6. Keep villagers going to farms and gold. Harass enemy wood and gold lines with scouts.
  7. Go up to Castle Age and transition into Knights, Crossbowmen or Monks plus siege.

Archers (Feudal aggression)

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.

Fast Castle

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 Counters

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.

Civilization Picks for Beginners

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.

Military Tips

Ranked and Multiplayer

Common Mistakes to Avoid

Advanced Tips

FAQ

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.

Sources