AoE2 Civilizations Tier List guide, Best Age of Empires 2 Civs

Age of Empires 2 Civilizations Tier List

The ultimate AoE 2 Civ tier list— 45 civs ranked into different tiers depending on their strengths and weaknesses.

At the moment AoE 2 features 45 unique Civilizations (races) that you can play and conquer with. Each of these civilizations feature different units, bonuses, technologies and a focus on a set of unit upgrades to make them even stronger. As one race may excel in Cavalry units, the other race may not have a population limit— meaning you don't have to build any houses to reach the 200 population cap. Some civilizations are more powerful than others, especially for beginners to the Age of Empires games. In this AoE2 Civilization Tier List we'll be going over each of the races available in the game and determining the best Age of Empires 2 civilizations based on a lot of pro player games and 1v1 Arabia matches in the latest patch.

Civilization Tier List Descriptors

S Tier - Overpowered. Age of Empires 2 Civilizations which are incredible in the latest patch and these are mostly banned during pro player matches because how strong they are. Any of these civs are a great choice if you want to win a majority of your games.

A Tier - Powerful. Age of Empires 2 Civilizations which are very popular and will give you an advantage over other opponents, especially in ranked games. These Civilizations are strong and are very suitable for beginners because AoE2 DE can be hard for new players at the very beginning.

B Tier - Balanced. Age of Empires 2 Civilizations which are balanced. These races will be alright for a casual gameplay where you enjoy playing the game and not focusing on rushing and winning. Though, in good hands any of these will still be enough to win a game.

C Tier - Underpowered. Age of Empires 2 Civilizations which are hard to play and not worth it if you want to win at all. These AoE 2 Civilizations will get steamrolled by any other civ from the A and B tiers.

AoE2 Civ Tier List

AOE2 Civ Tier List, Best and Worst Age of Empires 2 Civilizations
For simplicity purposes, the civ positions within a certain tier don't matter. Read all individual civilization explanations below to find out their strengths and weaknesses.

S

Georgians

Georgians stand out as an exceptional civilization, especially for their performance on hybrid maps. Their strong economy enables aggressive early strategies or rapid expansion, similar to how you might play the Lithuanians.

Their unique healing ability on cavalry units is another major strength, providing effective regeneration for scouts and knights throughout the game. This makes them incredibly strong in prolonged battles and skirmishes. The only notable drawback is the lack of a bomber cannon, but this is a minor issue compared to their overall strengths.

Mongols

This civilization is incredibly strong; they have a fast and aggressive start, allowing for early pressure which can snowball into an all-in with Steppe Lancers, finishing off enemies quickly. Mongols' late game is also solid and reliable. They perform well on all types of maps, whether it’s hybrid maps or closed maps. On closed maps, you can rush to a fast Castle Age, drop a Castle, and go for Mangudai with Siege.

On water maps they can perform well by advancing quickly, sending forward Galleys, and even challenging top-tier water civs like Vikings. Landing against water civs can also be a viable strategy.

Right now, Steppe Lancers are particularly strong so all-in Steppe Lancer rushes are quite common in high ladders. At the moment this is one of the Age of Empires 2 civs that undoubtedly earns its place in the S tier.

Malay

This civilization feels really good on so many different maps and is extremely tricky to play against. There's really nothing wrong with Malay except for one caveat — if you have to fight a lot in Feudal Age, they feel slightly weak.

Malay's Karambits with free armor are really solid. Their water play is extremely good, and hybrid map play is also really strong because getting up to the next age quickly is crucial. Faster age-up means earlier water upgrades, and usually, getting that water upgrade first wins you control of the water, which is huge for Malay.

Mayans

Mayans are the best at all levels of play. They’re strong at the pro level and also great for beginners due to easy, powerful options like their Arbalests with Thumb Ring and 100 HP Eagles, which are incredibly strong once you get them, despite being expensive. Mayans always feel top-tier. They excel on hybrid maps and open land maps.

Their only weakness is on closed maps like Hideout, Arena, or Black Forest, where stone walls and chokepoints make things harder for them. Even on water maps, if you can get some Eagles on land, you can still perform well, and their longer-lasting fish bonus is great for economy.

In general, Mayans never feel weak, and if you follow a solid pro build using Eagles and Archers simultaneously, you can dominate many civilizations.

Persians

Persians feel really strong in the current meta. Their 350 food and 350 wood starting bonus gives them a significant advantage on almost every map type, including Nomad, hybrid maps, and open land maps. On closed maps, they’re still very playable and can hold their own.

Persians excel on water maps as well, where their dock bonuses shine, and they have a solid economy for hybrid maps too. There’s hardly any situation where Persians feel out of place. Even on a map like Black Forest, which might be their worst matchup, there’s a way to make them work.

Their versatility and strength across different scenarios make them a contender for S-tier, though they may not be the absolute best in any particular map or situation.

A

Aztecs

The Aztecs have always been a very solid civilization overall, although they can be a bit challenging for newer players to master. They have a strong early game but their power falls off in late game due to lack of transitions to counter certain enemy types. One of the key difficulties is that they don’t have fully upgraded Arbalests, and they lack Howitzers, which can make it tricky to figure out how to play effectively with this civ.

A popular strategy with them is applying early Eagle pressure alongside a ranged unit, such as Archers or Skirmishers, using a one Barracks, one Archery Range setup. In general, there's no map where they perform terribly; they always seem to pose a threat.

Khmer

Khmers excel on land maps and hybrid maps due to their ability to skip the barracks, which saves a significant amount of wood and allows for more flexibility in early progression (and aggression). This feature really helps them maintain momentum, whether they’re playing aggressively on land or managing a hybrid map with both land and water elements.

Their Castle Age is particularly strong, and the ability to use heavy scorpions effectively can be a game-changer. The house hopping bonus and the new hotkey for seeking shelter further enhance their early and mid-game strats.

Hindustanis

The Hindustanis are a top-tier civilization with a lot to offer across various types of maps. They're incredibly versatile, excelling in almost every scenario except pure water maps. Their economic advantages, such as reduced villager cost, provide a significant boost to their early and mid-game. This flexibility allows them to adapt well to different strategies and map types.

Burgundians

The Burgundians are a versatile and strong civilization, as they are one of the best civs for Arena and other closed maps, while also performing good on land maps. Their early access to eco upgrades, powerful Coustilliers, and the ability to upgrade to Cavalier in the Castle Age give them a huge edge. Plus, on any map with relics, Burgundians become a top-tier choice because of their unique technologies and economy bonuses.

Incas

The Incas excel on land maps, particularly those where you can leverage their strong early game during Feeudal age and then transition into a powerful Eagle Warrior spam. This strategy is especially effective if you can do a bit of early aggression and then wall up, allowing you to transition smoothly into their late-game strengths.

Their unique unit, the Eagle Warrior, is one of the strongest in the game, and their diverse arsenal means they have answers for most situations. While they were once considered S-tier, the nerfs have brought them down to a more balanced place, but they’re still very strong.

Portuguese

Portuguese are really strong, especially on closed maps like Arena, where they can leverage organ guns, a unit that's incredibly strong when mass produced. Their Feitoria gives them a unique late-game economy, which can be a game-changer on certain map types.

For standard play, they excel with Archers into Crossbows, and they can also transition into Knights with Monks very effectively. While their infantry isn't as robust due to missing Squires, their Halberdiers are still decent, as they have all the Blacksmith upgrades. The missing Squires just makes them feel a bit sluggish compared to other infantry-focused civs.

Portuguese also shine on water and hybrid maps, as their naval units and cheaper gold cost make them extremely efficient in longer games. They don't have any glaring weaknesses, but they also don't feel as oppressive or overwhelming as some of the top-tier civs.

Gurjaras

The Gurjaras have a lot of potential, especially when it comes to late-game power and versatility. They stand out with their unique technologies and units, particularly their Shrivamsha Riders and the powerful Unique Tech that reduces the cost of units. This tech is a game-changer, allowing for a more robust late game where you can field a diverse and strong army at a reduced food cost.

Their late-game options are impressive, the flexibility and synergy of their units make them a strong contender in various maps and situations. However, they do have a somewhat awkward start, which can be a drawback for newer players or those who prefer a smoother beginning. Starting with a camel is unique, but it might not be everyone's cup of tea, and it can feel a bit clunky in practice.

Romans

The Romans perform great on open land and hybrid maps, but not as strong on closed maps or water maps, which sums up their strengths pretty well. Generally, they are an easy civ to play and perform well at lower levels, where a typical strategy is to go for a strong Men-at-Arms rush with early armor, which can be devastating. Even pushing into Long Swordsmen and Scorpions works well at lower levels.

At higher levels, Romans are better played with a mix of Scout-Skirmishers or two militia, followed by aggressive fighting in Feudal and Castle Age. This constant pressure allows them to thrive by capitalizing on a faster Castle Age and maintaining momentum. Their late game can be weak if you don't have a strong economy, but with enough resources, Romans can excel in late-game situations. Their diverse army composition and flexible playstyle make them a solid pick for aggressive players who enjoy early to mid-game skirmishing.

Chinese

The Chinese have seen a significant boost with the new drop-off resource hotkey, which has made their early game much smoother. They excel on open land maps due to their strong early game and ability to leverage their two additional villagers to gain an early advantage and snowball.

However, their performance drops on closed maps and hybrid maps, and they aren’t great on water maps either. They struggle on closed maps and hybrid maps due to their lack of strong economy bonuses and tech tree limitations, making them less versatile in those situations and this is primarily why they're an A tier AoE 2 civilization and not an S tier one.

Cumans

The Cumans are a fascinating civilization with the potential to be extremely powerful when played right as they excel in economy. They are particularly strong due to their ability to perform a 2TC boom, which can give them a significant advantage if executed well. This strategy allows them to get ahead in economy quickly and make it difficult for opponents to catch up.

Despite their economical strength, the Cumans do have some notable weaknesses, especially if the early game is disrupted or if they face a well-prepared counter strategy. This dual nature—being potentially the best civ or one that can struggle depending on the situation—makes them a bit inconsistent which in my opinion sets them in the A tier.

Lithuanians

Lithuanians are incredibly strong on hybrid maps and their bonus starting food makes them a great beginner civ. The ability to start with extra food and the potential to grab relics for the bonus gold gives them a significant advantage in the early and mid-game, allowing for a powerful and fast economy.

However, their late-game can be somewhat awkward due to the lack of Blast Furnace and full armor upgrades for Halbs. This can make them vulnerable in prolonged fights against fully-upgraded units.

Malians

Malians are good on every map but not the greatest on any map—that’s the typical thing with them. They offer a lot of transition options and a wood advantage due to the fact that their buildings cost less wood. They have camels available and better all-in rush options, thanks to their gold bonus. You can put all your villagers on gold, and the bonus kicks in, allowing you to dominate.

B

Armenians

The Armenians are a civilization that can be a bit tricky to play. They have significant strengths, particularly in their economy, and they perform well on water maps. They are also quite solid on hybrid maps and have decent options on closed maps due to their strong economy.

However, they have some notable weaknesses. For instance, they lack bombard cannons, heavy cavalry, and full armor upgrades for their cavalry in the Imperial Age. This makes it challenging for them to counter bombard cannons, which are crucial in the late game. Without bombard cannons themselves, it's difficult to deal with enemies who use them. The Armenians are left with a few alternatives, such as using monks with 12 range and Redemption or Champions with 100 HP and Warrior Priests to try to take down the cannons.

Franks

The Franks are a civilization that really excels when they can focus on their strengths, primarily their powerful cavalry. Their gameplay revolves around effective use of cavalry, from Scouts and Knights to Paladins. This focus allows them to execute strong strategies like cavalry skirmishers and booming into Paladins. They also have some solid options for late-game compositions.

One of their standout features is their ability to leverage their strong economy, particularly with the free farm upgrades and free Horse Collar, which makes their farming more efficient. They are certainly a good civilization, especially on land maps and in scenarios where you can fully utilize their cavalry advantages. But they do tend to fall off in hybrid maps, which doesn't sets them back a bit.

Bengalis

The Bengalis are a civilization that feels solid overall, and can be fun to play. The biggest drawback, however, is their unique unit, the Ratha. It's not a bad unit at all — it's actually quite strong — but it's extremely clunky to use. The unit is large and hard to manage, and switching between its melee and ranged modes can be tricky. They perform well on closed maps, decently on hybrid and water maps, but they’re a bit below average on land maps. Still, they’re definitely playable, just a little awkward to handle.

Japanese

Japanese have cheaper gathering buildings which gives them a big economical advantage throughout the game, on top of that they also have faster working mills, and powerful infantry units. They perform exceptionally well on hybrid maps and are overall a decently versatile choice for any other map.

Berbers

Berbers are a civilization that focuses on Cavalry and Navy. The Camel Archer are its unique units and Kasbah & Maghrabi Camels are the main technologies in this race. As a Berber you can transition all the way to Camel Archers relatively easy, making it a great beginner civilization.

The main issue with the Berbers is that they’re rarely the best pick for any specific map. For the early game they play as any other generic civilization since they don’t have early bonuses, aside from villagers moving faster from the Dark Age to the Castle Age. Once they hit the Castle Age, their game really opens up with bonuses like cheaper stable units (applies to camels, knights, and light cavalry).

Italians

Italians are primarily a competitive water civ. While they might not dominate water maps as they once did, they're still a top contender, often landing in the top five civs for water maps and maintaining solid performance on hybrid maps as well.

Their versatility extends beyond just water maps. Italians are effective on land maps, including closed land maps as their unique unit and economic bonuses contribute to a well-rounded gameplay experience.

Bohemians

The Bohemians have a unique playstyle and are great at doing unconventional strategies, like going for Hand Cannoneers in the Castle Age or using Bombard Cannons with Monks in the Imperial Age. Their late-game potential, while not always used, is formidable.

They have a decent early game with Monk rushes, and their Hussite Wagons, after some buffs, are now solid units. On hybrid maps, they perform well, especially since the abundance of food from fishing allows for a heavier focus on gold gathering. Their free gold and stone miningg upgrades also contribute to this.

Britons

The Britons have taken some nerfs, especially with archers being weakened in several patches. While they aren't in a terrible spot, their effectiveness has declined, making them feel less threatening overall.

Britons are still viable with their strong archer play, but beyond that, they don't have many other options, making their versatility rather limited. They are easily countered but if your enemy doesn't micro manage their units very well then you've got a huge advantage by picking Britons.

Magyars

Magyars gain an early advantage by having an attack bonus on their Scout units, making them a solid pick for aggressive, open land maps. They also gain a free uprade that makes their Cavalry stronger, however they lack economy bonuses and they rely heavily on Scouts/Knights making them too predictable.

Vietnamese

The Vietnamese are a solid civilization with a strong economy and versatility across various maps. They don't have any glaring weaknesses and perform well overall. While not as strong on water maps compared to some other civilizations, they remain effective on a wide range of land maps and are definitely playable across different scenarios.

Burmese

The Burmese feature free Lumber Camp upgrades and cheaper monastery technologies. They’re not a bad civ at all, but they do have some significant weaknesses that hold them back such as no camels, no Hand Cannoneers, and limited skirmisher potential.

Their economy is decent throughout most of the game, but their major issue is the lack of archer armor upgrades, particularly for Skirmishers, and no access to Arbalests, making their early Imperial Age a bit tricky. However, if you can transition into their Cavalier, Hussar, or even battle elephants, they have good late-game options. Their infantry is also strong, with a tech tree that supports solid melee combat.

Vikings

The Vikings are particularly strong on maps like Arabia due to their economic bonuses and they excel as a pure water civilization, making them one of the best choices for water-heavy maps. However, they struggle on hybrid maps where water is limited and fire ships can dominate.

Byzantines

The Byzantines have a huge technology tree that doesn't lack many upgrades. They perform well on all hybrid maps due to their fire ship bonus and hold their own on land maps by effectively using counter units. Their free Town Watch and Town Patrol bonuses are incredibly useful, giving them superior vision and map control.

The Byzantines have a great late game, with answers to almost everything: Cataphracts to deal with infantry, Hand Cannoneers, Bombard Cannons, and a highly durable building bonus. That extra HP on buildings is often overlooked but becomes very noticeable in defensive situations where your castles and walls just won’t fall. However, they have a weak crossbow play due to the lack of an eco bonus, so it's harder to take the initiative, especially in early or mid-game scenarios and the units apply pressure way too slow for pro play.

Goths

The Goths are a great beginner civilization that can be quite powerful early on due to their overwhelming infantry spam and straightforward playstyle. The ability to quickly amass a large army of infantry units can be very effective against less experienced opponents, and their instant Loom gives them an early edge in disrupting enemy strategies.

On the other hand, they are not good enough for high ranked play simply because everyone knows what build path you're gonna do— infantry. A high elo player really needs to maintain momentum and capitalize on Goths' early game advantages in order to win.

Ethiopians

Ethiopians feel solid and enjoyable to play, even though they don't have a standout features that make them exceptional in any specific map. They gain a bit of Gold and Food for free on age advancements, and their main strength lies in their archers, which benefit from an attack bonus that makes them quite effective in battles.

However, they don’t offer a unique advantage that could make them stand out and be popular for a specific scenario. Instead, they’re a good all-around choice that can be effective on a variety of maps but might not excel on any single one so they're mostly a civ to play for fun.

Slavs

Slavs are a decent civilization that mostly shines on pure land maps where they can effectively utilize their farming bonus. The 15% farming boost significantly enhances their economical efficiency, making their late-game strategies more robust. Overall though, they lack on hybrid and water maps, which means they are kind of stuck in the B tier for now.

Poles

Poles can be really strong if you know how to play them, but they're one of the hardest civs to master. Their unique eco strategy requires careful management and good defense, as well as understanding how to optimize farms. They feel overshadowed by civilizations like Georgians, who have a better early-game eco and farming setup that rivals or even surpasses what the Poles offer.

If you like their playstyle and can manage the intricacies of their economy, Poles can perform really well. However, they remain a risky choice, and not every player will be able to leverage them to their full potential.

Celts

The Celts have gotten a few buffs but they're just not good enough as they still feature very notable weaknesses. Their late-game water tech is lacking, and they don’t have access to Bombard Cannons, which makes transitioning from the Castle Age to the Imperial Age a bit awkward. Without Bombard Cannons and with limited crossbow options, their mid-to-late game transitions can be challenging. You often end up relying on Woad Raiders, heavy siege, or Paladins, which can be time-consuming and difficult to manage.

They do perform well on hybrid maps due to their wood bonus, which supports strong water play in the early game and transitions into effective siege pushes. They can also execute strategies like Men-at-Arms rushes, Militia rushes, or Spear and Skirmisher compositions on maps like Arabia but thats about it.

Dravidians

Dravidians have a decent mix of strengths, but also weaknesses as well. Their strong economy boost with extra wood per age is valuable on many maps, especially water ones. Elephant Archers are a standout unit, offering a powerful option in the late game. They also perform well on hybrid and water maps where their strengths in water combat and decent infantry and archers come into play.

On the other hand, they do have significant drawbacks. Their unique unit is often seen as underwhelming due to its lack of Pierce Armor. Their Cavalry is weak, and they have some clear lacks in their tech tree and unit composition.

Saracens

If you like playing the Saracens, they can be very effective. Their strengths include flexibility and a decent all-around performance. They aren’t outstanding on any specific map, but they don’t have significant weaknesses either. So, if you enjoy using them, they can be a great option. Otherwise, they might not be the best choice for everyone.

Tatars

Tatars are decent if you enjoy playing them and fit well into a variety of maps, similar to the Saracens. However, they do have clear counters and mixed matchups. While they’re solid overall, they don’t stand out as exceptional in any scenario.

Koreans

The Koreans get free armor upgrades, cheaper wood units and their wagon units are extremely hard to deal with. Their ability to make use of free tower upgrades and strong archers with additional armor, combined with the cheaper wood cost for their units, creates a powerful synergy for aggressive turtling playstyles. The no minimum range for mangonels is a nice touch as well, giving them a bit more flexibility in siege situations.

The Koreans' late-game army is much less competitive compared to some other civilizations. Their cavalry options are limited, they lack Monk upgrades, and they can struggle in prolonged fights against heavy cavalry or halbs.

Spanish

They feel quite strong, particularly with the Conquistadors and the recent buff from Devotion, which prevents them from being easily countered by monks. This change means that Conquistadors can now engage more effectively without being quickly converted, making them more formidable.

Although the Spanish early game lacks excitement and their Castle Age can be somewhat generic if they don't secure the right units, their 20 gold per building bonus is beneficial. Overall, the Spanish have been a solid choice for a long time, with the recent changes further enhancing their effectiveness.

Teutons

Teutons are solid with their strong monk, knight, and infantry play. Their farm bonus is quite effective and having a maximum of 7 or 8 villagers on wood will help wood overflow and resource managements for Knights or Castle Age. They do lack Bracer, Armored Cavalry upgrades, and a few more things, which can be significant drawbacks.

Turks

Turks are a very gold-hungry civilization that really struggles when easy gold is not present on the map. If an opponent cuts off your gold supply you're pretty much done for as a Turk. For effective use of the Turks, consider starting with Scouts into Light Cavalry, and if your opponent counters with Knights, switch to Camels or Monks.

C

Bulgarians

The Bulgarians are unfortunately not in a great spot right now, even though they have decent early game progression due to the stone cost reduction for economy buildings.

Bulgarian aggressive playstyle (mostly including rush strats) can be strong early on with Men-at-Arms and their unique Kreposts, but after that, they falter. In a 1v1 on Arabia, most opponents can just open with archers or match their early infantry timing. Closed maps are particularly rough for Bulgarians since they lack Bombard Cannons and have weak monks, and their tech tree has several gaps. On water maps, they perform poorly, and while they’re somewhat better on hybrid maps, they’re predictable with their Men-at-Arms opening.

Huns

The Huns are very weak in the current meta. They have some strengths that make them worth reconsidering, such as the no house requirement and high versatility. For aggressive, open maps, Huns can be quite effective. They’re particularly strong if you adopt an aggressive early-game strategy.

That said, the Huns still have some significant weaknesses. They lack the ability to build houses, which makes their base more vulnerable and harder to defend. They also don’t have the best economy bonuses or access to all the late-game units, which can put them at a disadvantage if the game drags on.

Sicilians

Sicilians are severely underpowered and lack a reliable strong unit. While their economy can be decent and their pure boom might be better than the Bulgarians', they still face significant challenges. Their Unique units and techare limited, with no Hand Cannoneers or Bomber Cannons, they struggle against certain units like Halberdiers or Monks. Overall, they're not a major threat unless the opponent makes very big mistakes.

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