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Armenians

Armenians

InfantryNaval

Mule Carts cost -25%

Tech treeCompare civs
Bonuses

5

Unique units

2

Unique techs

2

Tech gaps

50

Civilization bonuses

Straight from the in-game civilization description

Mule Carts cost -25%

economic

Mule Cart technology effects +40%

economic

Spearman- and Militia-line upgrades (except Man-at-Arms) available one age earlier

military

First Fortified Church receives a free Relic

economic

Galley-line and Dromons fire an additional projectile

military

Team bonus

Infantry +2 line of sight

Unique units

Trained only by Armenians

Composite Bowman

UniqueCastle

Armenian unique Foot Archer that ignores armor. Strong vs. Infantry and Cavalry. Weak vs. Archery Units and Siege Weapons.

40 HP · 4 atk · 1/0 armor

Elite Composite Bowman

UniqueImperial

Armenian unique Foot Archer that ignores armor. Strong vs. Infantry and Cavalry. Weak vs. Archery Units and Siege Weapons.

Unique technologies

Researched at the Castle

Cilician Fleet

Castle

Demolition Ships +20% blast radius; Galley-line and Dromons +1 range.

350W300G

Fereters

Imperial

Infantry (except Spearman-line) +30 HP; Warrior Priests heal +100% faster.

550F400

Tech tree gaps

37 units and 13 technologies other civs have

Missing units

Armored ElephantBattle ElephantBombard CannonCamel RiderCannon GalleonCatapult GalleonChampi RunnerChampi ScoutChampi WarriorEagle ScoutEagle WarriorElephant Archer

50 HP · 4 atk · 2/0 armor

G
+25 more

Missing technologies

ArchitectureArrowslitsCrop RotationDry DockKeepParthian TacticsPlate Barding ArmorShipwrightSiege EngineersStone Shaft MiningThumb RingTreadmill Crane+1 more