Best AoE2 Civs Without Trebs & Cannons: A Deep Dive
Unveiling the Impact: Age of Empires II Without Key Siege Units
Imagine a world in Age of Empires II where the rumble of a trebuchet or the explosive crack of a cannon is nowhere to be heard. This fascinating thought experiment completely reshapes how we view civilization strengths and weaknesses, stripping away the primary tools for long-range base destruction. Without trebuchets and cannons, the game transforms into a much more ground-focused, tactical battle where direct engagement, resource management, and unit composition become even more critical. The absence of these powerful siege engines means that fortifications, like castles and stone walls, suddenly become incredibly resilient, requiring different strategies and units to dismantle. This dramatic shift forces players to rethink their entire approach to attacking an enemy's economy and military production, pushing the spotlight onto civilizations that excel in other forms of engagement.
The core question we're exploring is: Which Age of Empires 2 civilization would perform best if trebuchets and cannons were removed? This isn't just about finding the civ with the strongest army, but rather the one whose toolkit best adapts to an environment where siege pushes are slower, more vulnerable, and often rely on close-quarters combat. Civilizations that previously relied on a strong siege late-game for map control and breaking fortified positions would find themselves at a severe disadvantage. Instead, we'd see a surge in the viability of civs with exceptional infantry, powerful archer lines, robust defensive bonuses, and, crucially, superior melee siege options like rams and onagers. The game's pace would likely slow down in the Imperial Age, with more emphasis on attrition warfare, clever flanking maneuvers, and the ability to out-sustain an opponent. It's a truly intriguing scenario that challenges conventional wisdom and highlights the subtle nuances of each civilization's design.
The Game-Changing Absence: How Removing Trebuchets and Cannons Alters AoE2 Gameplay
The removal of trebuchets and cannons from Age of Empires II creates a truly seismic shift in how the game is played, particularly in the critical Imperial Age. These units are, by design, the premier tools for destroying fortifications from a safe distance, enabling disciplined pushes that slowly but surely dismantle an enemy's base. Without them, the entire dynamic of attacking and defending flips on its head. Fortified positions, such as stone walls, castles, and even towers, become significantly more potent. A well-placed castle, once vulnerable to focused trebuchet fire, suddenly becomes a near-impregnable bastion requiring a far more costly and exposed commitment of forces to bring down. Players would have to rely on melee siege units like Siege Rams, Capped Rams, and Siege Onagers, which, while powerful, are far slower, have limited range, and are much more susceptible to counter-attacks from defensive units. This vulnerability means that siege pushes would become incredibly risky, demanding constant protection and meticulous micro-management to prevent them from being easily picked off by infantry, cavalry, or even well-positioned archers. The strategic importance of map control would intensify, as denying resources and preventing enemy expansion would become a primary way to gain an advantage, rather than simply rushing their town center with a siege blob.
Furthermore, the absence of trebuchets and cannons would put a massive premium on civilizations with strong infantry, especially those with bonuses against buildings or high armor. Units like the Huskarls, Teutonic Knights, Champion, or Samurai would become invaluable for their ability to quickly take down enemy rams, or even to directly attack buildings themselves, albeit slowly. The role of archers would also evolve; while they cannot destroy buildings efficiently, massed archers could provide crucial defensive support, thinning out enemy lines attempting to bring rams forward, or protecting your own siege from enemy melee units. The importance of monks would also likely see a resurgence, as their ability to heal valuable rams and onagers or convert powerful enemy units would be amplified in scenarios where every unit counts. Resource management, particularly stone for additional castles and walls, would become more critical than ever, allowing players to create layered defenses that are extremely difficult to penetrate without the typical long-range siege bombardment. Ultimately, this scenario forces players to embrace a style of play that emphasizes tactical unit engagement, prolonged attrition warfare, and the clever utilization of every unit in their arsenal, turning the tide towards civilizations that can grind out victories through sheer resilience and adaptable unit compositions.
Traits for Triumph: What Makes a Civ Great Without Trebuchets and Cannons?
In a world of Age of Empires II without the destructive might of trebuchets and cannons, certain civilization traits would rise to paramount importance, fundamentally altering the meta. To truly thrive, a civilization needs a balanced combination of offensive resilience, defensive fortitude, and unique unit advantages that compensate for the lack of long-range building destruction. Primarily, strong infantry would be an absolute must-have. Infantry units, especially those with good armor, high attack, or building-damage bonuses, would become the primary force for engaging enemy units and slowly, but surely, dismantling fortifications that would otherwise be impenetrable. Think of units like the Teutonic Knight as a tanky, building-destroying machine, or the Huskarl as an anti-archer shield for vulnerable rams. Their ability to take hits and dish out damage in close quarters makes them indispensable for both offensive pushes and defensive stands against enemy siege units.
Secondly, a robust archer line is incredibly valuable, not for destroying buildings, but for their ability to project power, control choke points, and provide ranged support. Massed archers, particularly those with extra range or faster firing rates, can melt approaching enemy units and protect your own slower melee siege from being targeted. While they can't touch a castle, they can clear the path for your rams to do their work. Civs like the Britons or Ethiopians would leverage their archer strength to create formidable defensive lines and cover their offensive pushes. Coupled with archers, good cavalry is essential for raiding unfortified positions, picking off vulnerable siege units, and quickly responding to threats across the map. Heavy cavalry, such as Paladins, could become the ultimate counter to enemy melee siege, swiftly destroying rams and onagers before they inflict too much damage. Their speed and resilience make them perfect for flanking maneuvers and denying enemy resource collection, further amplifying their strategic importance in a game without powerful static defenses.
Finally, civilizations with access to powerful melee siege units like fully upgraded Siege Rams and Siege Onagers would hold a distinct advantage. While these units are slower and more vulnerable than trebuchets, they are the only reliable way to deal significant damage to castles and town centers. Civs with unique siege upgrades or bonuses, such as the Slavs' cheaper siege or the Koreans' superior Onagers, would find their strengths amplified. Furthermore, civilizations with exceptional defensive bonuses, such as stronger castles, cheaper walls, or more durable towers, would be incredibly difficult to crack open. These bonuses buy crucial time, allowing players to build up their forces and counter-attack effectively. Ultimately, the successful civilization in this modified AoE2 would be one that can combine resilient melee units with effective ranged support and potent, albeit vulnerable, close-range siege, all while boasting a strong economy to sustain the inevitable attrition warfare.
Top Contenders: Civilizations That Would Excel Without Trebs and Cannons
The Byzantine Bulwark: A Masterclass in Resilience and Versatility
When we consider which civilization would truly shine in an Age of Empires II without the thunderous impact of trebuchets and cannons, the Byzantines immediately spring to mind as a premier contender. Their civilization design is intrinsically linked to defensive strength, versatility, and the ability to out-sustain opponents, making them perfectly suited for a meta where static defenses are paramount and direct siege pushes are slow and vulnerable. The Byzantines' signature strength lies in their incredibly robust defensive structures, boasting buildings with 33% more hit points. This means their castles, town centers, and even towers become significantly harder to destroy without long-range siege. Imagine trying to break through a Byzantine wall lined with extra HP towers, backed by a fortified castle; it would be an agonizingly slow and resource-intensive endeavor for any aggressor relying solely on rams. This inherent durability allows Byzantine players to defend more efficiently, conserving military units and resources while forcing the enemy to commit heavily and take prolonged engagements just to chip away at their fortifications. This defensive backbone creates a strong foundation from which to mount counter-attacks or simply outlast the opponent in a war of attrition.
Beyond their formidable defenses, the Byzantines offer a remarkably versatile tech tree, capable of fielding nearly every unit type with decent upgrades. While they lack some of the 'best-in-class' units, their ability to create a well-rounded army composed of strong Paladins, powerful Imperial Skirmishers, and the unique, anti-cavalry Cataphracts makes them adaptable to almost any situation. The Cataphract, with its bonus damage against other unique units and infantry, and importantly, its trample damage, becomes an incredibly potent unit for clearing enemy infantry attempting to protect rams or break down walls. This versatility is further enhanced by their economic bonus of cheaper trash units (spearmen, skirmishers, and camel riders), allowing them to sustain fights longer and create massive armies of cost-effective units to bog down the enemy. In a scenario without long-range siege, trash units gain immense value for their ability to harass, delay, and absorb damage, especially in late-game stalemates. The Byzantine's access to fully upgraded Siege Onagers provides them with essential area-of-effect damage, and while they miss out on Siege Ram, their Capped Rams are still perfectly capable of slowly dismantling enemy structures when properly protected. Their capacity for prolonged engagements, coupled with their nearly unbreachable defenses, positions the Byzantines as an outstanding choice for a game where resilience and adaptable strategies are key, forcing opponents into frustrating, drawn-out battles that the Byzantines are built to win.
Goths: The Horde That Never Ends
When considering civilizations that would thrive in an Age of Empires II devoid of trebuchets and cannons, the Goths emerge as a fascinating, if somewhat unconventional, powerhouse. Their strategy revolves entirely around overwhelming the opponent with sheer numbers and rapid production, a tactic that becomes incredibly potent when enemy fortifications are much harder to destroy from a distance. The Goths' primary strength lies in their unique ability to produce infantry incredibly fast and cheaply, often from barracks that work at an accelerated rate, and units that are cheaper overall. This allows them to create a seemingly endless tide of soldiers, particularly their formidable Huskarls, which are specifically designed to counter archers – a unit type that would become even more important for defensive purposes in this modified meta. A continuous stream of Huskarls, backed by Champions, can not only shred through enemy archer lines but also effectively protect vulnerable Siege Rams as they trundle towards enemy structures. Without the threat of trebuchets quickly leveling their forward barracks, the Goths can more easily establish forward production, maintaining constant pressure on their opponent's base.
However, the Goths' lack of strong defensive structures and dependence on infantry alone might seem like a weakness initially, but in this specific scenario, their strengths are amplified. While they cannot build stone walls in the Imperial Age, their ability to churn out Huskarls so quickly means they can constantly threaten enemy rams and onagers, denying the enemy any easy push. Furthermore, their unique unit, the Huskarl, boasts high pierce armor, making them incredibly resistant to arrow fire from castles and towers. This allows them to soak up significant damage while their accompanying rams do their work, or even to directly attack buildings themselves, albeit with limited effectiveness compared to dedicated siege. The Goths' access to Siege Rams (though not Capped or Battering) means they still possess the necessary tools to break down walls and castles, and when these rams are escorted by an unceasing wave of infantry, they become a far more threatening proposition than in a standard game. The sheer volume of infantry can also be used to simply overrun enemy defensive positions, using their numbers to absorb damage and eventually overwhelm any static defenses that don't fall to rams. The Goths excel at brute-force tactics, and without the finesse and precision of long-range siege, brute force becomes a far more viable and terrifying strategy. Their ability to recover from losses quickly and maintain relentless aggression makes them a formidable force against any civilization struggling to adapt to the slower, more grind-heavy nature of siege warfare without trebuchets and cannons, forcing opponents into a desperate struggle against an inexhaustible foe.
Ethiopians: Ranged Dominance and Economical Might
For a civilization to truly excel in an Age of Empires II stripped of its primary long-range siege units like trebuchets and cannons, a potent combination of ranged power, economic efficiency, and effective close-range siege is absolutely crucial. The Ethiopians stand out as a prime candidate, boasting an arsenal that perfectly adapts to a more defensively oriented and grind-heavy game. Their most striking advantage lies in their archers, which benefit from 33% faster firing rate in the Feudal, Castle, and Imperial Ages, making their archer line incredibly deadly. This rapid-fire bonus allows Ethiopian archers, including their powerful unique unit, the Shotel Warrior, to decimate enemy infantry and cavalry much faster than most other civilizations. While archers cannot directly destroy castles, massed Ethiopian archers can create an almost impenetrable defensive screen, melting down any units attempting to push forward with rams or siege onagers. This makes defending critical positions, such as resource nodes or forward fortifications, significantly easier, buying precious time to develop their own offensive. Their archers can also provide invaluable protection for their own vulnerable melee siege units, ensuring that their rams can reach enemy structures relatively unhindered by enemy infantry or archer counter-attacks.
Beyond their phenomenal archers, the Ethiopians also possess one of the strongest economic bonuses in the game: +100 food and +100 gold when advancing to the next age. This consistent economic boost allows them to reach critical mass faster, afford more upgrades, and sustain larger armies, which is paramount in attrition warfare where every resource point counts. This early economic advantage translates directly into military superiority, allowing them to field a formidable force of archers and supporting units sooner. Their unique technology, Torsion Engines, further enhances their siege capabilities by granting Siege Onagers a larger blast radius and increased projectile speed. While they lack Bombard Cannons, the Ethiopian Siege Onagers, when paired with Torsion Engines, become exceptionally potent for clearing enemy unit formations, taking out groups of infantry and archers that might be protecting enemy rams or attempting to counter an Ethiopian push. Although Siege Onagers themselves are vulnerable, the Ethiopians' superior archers can provide the necessary cover, allowing these powerful siege units to unleash devastating area damage. This synergistic combination of strong, fast-firing archers, a robust economy, and enhanced Siege Onagers positions the Ethiopians as a top-tier civilization in a no-trebuchet, no-cannon meta. They can effectively defend, quickly boom, and then slowly but surely push with a combination of overwhelming ranged power and impactful close-range siege, making them a force to be reckoned with against any opponent.
Teutons: Unyielding Fortifications and Powerful Melee
In a hypothetical Age of Empires II where trebuchets and cannons are off the table, the Teutons ascend to an almost untouchable status, perfectly embodying the resilience and raw power needed to dominate such a unique battlefield. Their civilization bonuses are heavily skewed towards defensive superiority and incredibly tough melee units, making them a nightmare to face when long-range base destruction is impossible. The most immediate and striking advantage of the Teutons is their castles and town centers, which benefit from +2 garrison capacity and +5 attack range. This might seem minor, but in practice, it means their defensive structures hit harder and earlier, making them incredibly difficult for any ground units, especially vulnerable rams, to approach. Coupled with their unique technology, Crenellations, which gives castles garrisoned archers +3 attack range, Teuton castles transform into lethal killing machines that can deny vast swathes of territory and hold critical choke points against almost any ground assault. Without trebuchets to methodically dismantle these fortified positions, enemies would be forced into suicidal frontal assaults against castles that spit out arrows with terrifying precision and power.
Beyond their impregnable defenses, the Teutons boast one of the most formidable unit rosters for direct engagement. Their Paladins are arguably among the best in the game, benefiting from the Ironclad unique technology, which grants their cavalry +2 melee armor. These Paladins become incredibly tanky, perfect for smashing through enemy infantry lines, flanking their vulnerable rams, and raiding economies with impunity. Their resilience means they can sustain long engagements and remain a threat even after taking significant damage. Furthermore, the Teuton unique unit, the Teutonic Knight, is a slow but incredibly tough infantry unit with massive melee armor. While slow, a mass of Teutonic Knights can chew through enemy units and, importantly, effectively deal with enemy rams and siege onagers in close combat, making them a crucial counter-siege force. The Teutons also receive free Murder Holes and have access to Siege Rams (though not Capped or Battering) and fully upgraded Siege Onagers, providing them with the necessary tools for offense. Their economic bonus of farms costing -33% allows them to sustain their powerful and resource-intensive army more easily, providing a robust late-game economy. The combination of their incredibly strong defensive structures, elite Paladins, and tanky Teutonic Knights, all supported by a strong economy, makes the Teutons an absolute juggernaut in a game without trebuchets and cannons. They can weather any storm, out-grind any opponent, and eventually push with an unstoppable force of armored units and melee siege, creating an agonizingly slow but inevitable victory.
Britons: The Longbowman's Reign
When we envision Age of Empires II without the devastating reach of trebuchets and cannons, the Britons emerge as an incredibly strong contender, primarily due to their unparalleled ranged prowess. In a world where siege pushes become slower and more vulnerable, the ability to project power from a distance and control engagements becomes paramount, and no one does it quite like the Britons with their Longbowmen. These unique archers possess an astounding +2 attack range in Imperial Age (with their unique tech, Yeomen), granting them a longer effective range than any other archer unit in the game. This immense range allows them to safely engage enemy units, including vulnerable melee siege, while remaining outside the range of most counter-attacks, particularly from castles or town centers that would otherwise be dangerous. Massed Longbowmen can create an impenetrable wall of arrows, melting approaching enemy forces that attempt to bring forward their own rams or infantry. They excel at establishing defensive perimeters and slowly chipping away at an enemy's army before any real damage can be done.
Furthermore, the Britons also benefit from a significant economic advantage: their Town Centers work 50% faster, starting in Castle Age. This powerful bonus allows them to boom incredibly efficiently, reaching high villager counts and accumulating resources at an accelerated rate. This economic superiority translates directly into military might, enabling them to produce and sustain massive armies of Longbowmen and supporting units. The rapid villager production ensures that even if their economy is raided, they can recover faster than most other civilizations. While the Britons notably lack a strong cavalry line and heavy siege units beyond the Siege Ram, their strategy would revolve around leveraging their archer superiority to maximum effect. Longbowmen can effectively destroy enemy rams by focusing fire, and they can protect their own rams as they slowly advance on enemy fortifications. The Britons' strength comes from their ability to simply out-range and out-damage almost any conventional army in an open engagement. Their unique unit, the Longbowman, becomes the ultimate defensive and offensive force multiplier, able to clear the path for rams, deny enemy approaches, and whittle down opponents without ever having to engage in costly close-quarters combat. The sheer volume of deadly arrows combined with a robust economy makes the Britons incredibly difficult to dislodge and perfectly suited to a long, drawn-out Imperial Age where ranged dominance and attrition warfare dictate the pace. In this unique meta, the Longbowman's reign would be absolute, demonstrating that precision and range can overcome brute force, even without the heaviest of siege engines.
Conclusion: Adapting to a New Age of Warfare
Our journey through this intriguing scenario of Age of Empires II without trebuchets and cannons reveals a vastly different strategic landscape. It's clear that the removal of these powerful long-range siege units doesn't just tweak the game; it fundamentally redefines it, placing a premium on resilience, adaptable unit compositions, and a mastery of close-quarters engagement and attrition warfare. Civilizations that previously relied on swift, decisive siege pushes find themselves at a disadvantage, while those with innate defensive strengths, powerful infantry, unparalleled archers, and robust economies rise to prominence. The Byzantines with their unyielding defenses and versatility, the Goths with their endless tide of infantry, the Ethiopians with their rapid-fire archers and potent onagers, the Teutons with their formidable castles and tanky units, and the Britons with their unmatched Longbowmen all present compelling arguments for why they would excel. They each offer unique ways to overcome the challenge of dismantling strong fortifications or simply out-grinding an opponent in a prolonged conflict.
Ultimately, this thought experiment highlights the incredible depth and balance within Age of Empires II. Every civilization possesses a unique toolkit, and altering a fundamental aspect of the game reveals hidden strengths and vulnerabilities. In a world without trebuchets and cannons, victory wouldn't be about who can build the fastest siege or unleash the most devastating bombardments. Instead, it would be a testament to who can best utilize their army's inherent strengths, manage resources efficiently for the long haul, and adapt their strategies to a more grounded, intensely tactical form of warfare. It's a game where patience, unit synergy, and defensive ingenuity would reign supreme, making for a truly fascinating and challenging experience. For more insights into Age of Empires II strategies and civilization specifics, you might find valuable information at Age of Empires Wiki or explore competitive strategies on Aoeaholics.