
Armenians
Infantry and Naval civilization
• Mule Carts cost -25%
• Mule Cart technology effects +40%
• Spearman- and Militia-line upgrades (except Man-at-Arms) available one age earlier
• First Fortified Church receives a free Relic
• Galley-line and Dromons fire an additional projectile
Unique Unit:
Composite Bowman (Foot Archer), Warrior Priest (Infantry)
Unique Techs:
• Cilician Fleet (Demolition Ships +20% blast radius; Galley-line and Dromons +1 range)
• Fereters (Infantry (except Spearman-line) +30 HP; Warrior Priests heal +100% faster)
Team Bonus:
Infantry +2 line of sight
• Mule Carts cost -25%
• Mule Cart technology effects +40%
• Spearman- and Militia-line upgrades (except Man-at-Arms) available one age earlier
• First Fortified Church receives a free Relic
• Galley-line and Dromons fire an additional projectile
Unique Unit:
Composite Bowman (Foot Archer), Warrior Priest (Infantry)
Unique Techs:
• Cilician Fleet (Demolition Ships +20% blast radius; Galley-line and Dromons +1 range)
• Fereters (Infantry (except Spearman-line) +30 HP; Warrior Priests heal +100% faster)
Team Bonus:
Infantry +2 line of sight
Tech-tree gaps (notable missing technologies)
- Architecture
- Heavy Plow
- Keep
- Plate Barding Armor
Trainable units · 49
Cite
/stats/civs/armeniansSource: game-file data