
Teutons
Infantry and Defensive civilization
• Farms cost -40%
• Town Centers +10 garrison capacity; Towers +5 garrison capacity
• Barracks and Stable Units +1/+2 melee armor in Castle/Imperial Age
• Monks +100% healing range
• Murder Holes, Herbal Medicine free
Unique Unit:
Teutonic Knight (Infantry)
Unique Techs:
• Ironclad (Siege Weapons +4 melee armor)
• Crenellations (Castles +3 range, garrisoned Infantry fires arrows)
Team Bonus:
Units more resistant to conversion
• Farms cost -40%
• Town Centers +10 garrison capacity; Towers +5 garrison capacity
• Barracks and Stable Units +1/+2 melee armor in Castle/Imperial Age
• Monks +100% healing range
• Murder Holes, Herbal Medicine free
Unique Unit:
Teutonic Knight (Infantry)
Unique Techs:
• Ironclad (Siege Weapons +4 melee armor)
• Crenellations (Castles +3 range, garrisoned Infantry fires arrows)
Team Bonus:
Units more resistant to conversion
Tech-tree gaps (notable missing technologies)
- Architecture
- Bracer
- Heavy Plow
Trainable units · 50
Cite
/stats/civs/teutonsSource: game-file data