Mongols

[ AOE2 CIVILIZATION ]

Mongols

The textbook cavalry-archer civ — faster hunt, faster siege, and the strongest cav archer unique unit in the game.

Tier A cavalry archer hunt bonus fast siege mangudai

[ IDENTIDAD ]

Mongols are the archetypal cavalry-archer civilization. Their hunters work 50% faster, pulling an extra ~200 food from the starting boars/deer before 10 minutes — the single strongest early-food bonus in the game. That food fuels the fastest Scout-into-Feudal opens on the ladder, and feudal tempo translates into Castle-Age mobility: Scout Cavalry (and later Light Cavalry and Hussar) have +30% HP, giving Mongols the best raiding scouts on any map. Their defining military asset is the Mangudai, a Castle-Age unique unit that is the best cavalry archer in the game — bonus damage vs siege, very fast fire rate, strong mobility, and with Thumb Ring + Parthian Tactics transitioning seamlessly into the late game. The unique tech Drill makes Siege Workshop units 50% faster, stacking with the base 50% production-speed bonus to make Mongol rams/onagers essentially "run" across the map. The civ lacks Halberdier, Plate Barding Armor, Bracer, Sanctity, Heresy, Redemption (on some patches — [VERIFY]), and Fast Fire Ship — these gaps define Imperial matchups. Mongols want to dictate tempo in Feudal with scout raids, accelerate hunt-boosted food into a Mangudai timing around 17-19min, and snowball via raid control + siege push into Imperial.

Datos clave

Mejor mapa
Arabia and Nomad / Mongolia (open-steppe maps)
Peor mapa
Arena / closed walled maps
Estrategia firma
scout feudal → Mangudai Castle Age → siege/ram push Imperial
Pro icon
TheViper historically; Hera on steppe maps; Liereyy Mangudai micro

⚡ Civ bonuses

Team bonus

Scout Cavalry line has +2 Line of Sight (applies to allied Scouts as well).

Unique bonus #1

Hunters work 50% faster (gathers food from boar, deer, wolf carcasses).

Starting boar + deer + wolves yield ~200+ extra food by minute 10 vs base civs, accelerating Feudal click by 30-60s.

Unique bonus #2

Light Cavalry line (Scout, Light Cavalry, Hussar) has +30% HP.

Scout Cavalry hit 60 HP (base 45), Light Cav ~80 HP, Hussar ~98 HP vs 75 base. [VERIFY exact current-patch HP numbers].

Unique bonus #3

Cavalry Archers (including Mangudai) fire 20% faster.

Standard cav archer rate of fire increased — effectively +20% DPS on the whole Mangudai/CA composition.

Unique bonus #4

Siege Workshop units (rams, mangonels, scorpions) are built 50% faster.

Base 50s ram becomes ~33s; base 36s mangonel becomes ~24s. With the Drill UT stacking, Mongol siege production is effectively halved again.

⚠️ Key tech the civ DOES NOT have
  • · HalberdierMongols stop at Pikeman — serious late-game weakness vs heavy cavalry and camel civs. Mongol answer to Paladin is Heavy Cav Archer + Mangudai kite, not halb.
  • · Plate Barding ArmorFinal +2 cavalry pierce armor missing — Mongol knights and Hussars take more archer fire than Frank/Lithuanian counterparts.
  • · BracerFinal +1 range/+1 attack for archers/skirm/towers/castles is unavailable. Mangudai cap at 4 range (Elite) vs Britons Arbalest at 7+ with Yeomen+Bracer.
  • · HeresyMongols' own units CAN be converted back by enemy monks. In monk wars vs Aztec/Spanish, Mongols lose converted Mangudai permanently.
  • · Redemption[VERIFY — Mongol monks believed to lack Redemption; cannot convert siege/rams]
  • · Sanctity[VERIFY — monk HP weakness; Mongol monastery is minor anyway]
  • · Siege Ram (partial)[VERIFY — believe Mongols HAVE Siege Ram; confirm]
  • · Fast Fire Ship[VERIFY — naval gap; Mongols are a landlocked civ and navy is not a priority, but FFS absence matters on water maps]
🛡️ Unique unit · Castle Age

Mangudai

fast-firing cavalry archer with bonus damage vs siege

  • · Long-range harassment of villagers from mid-Castle age onward
  • · Anti-siege escort for your own rams/onagers — Mangudai delete enemy mangonel line in 2-3 volleys
  • · Mobile map-control unit — raid multiple gold/wood lines simultaneously
⚗️ Unique tech · Castle Age

Nómadas

[VERIFY — current DE wording. Widely cited as: 'Houses retain their population support even when destroyed' — meaning lost houses don't drop pop cap. Some older patches have different wording.]

When: On Nomad, research early Castle Age before first housing trades. On other maps, optional — usually skipped in favor of Drill / siege pressure priorities.

⚗️ Unique tech · Imperial Age

Instrucción

Siege Workshop units move 50% faster.

When: First or second Imperial click when transitioning to Siege Onager or Siege Ram push. Non-optional on any Mongol Imperial siege plan.

🎯 Recommended build order

Scout Rush + Mangudai + Drill Siege

Bracket 1300-1600

Alternativa

Drush-FC MangudaiOpponent scouted as boom civ (Persians, Cumans, Chinese)

❌ Common mistakes playing Mongols

  • Ignoring scout raids (playing Mongols as generic civ)

    Mongol strength IS raid pressure. Without it, you're a worse Franks — same cav path, worse knights.

    fix:Always produce 3-5 scouts in Feudal. Send them to opponent's woodline. Attack-move into villagers. Keep them alive.

    Not luring both boars

    Hunt bonus compounds — Mongol pulls ~200 extra food from the 2 boars. Missing a lure wastes 50-80 food of bonus.

    fix:Both boars lured in feudal. First at vil 10-12, second at vil 14-16. Do not skip.

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⚔️ Which civ will you face?

Mongols vs Chinese

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🛡️ Cuidado con estas unidades

Camels (Heavy Camel, Imperial Camel) HIGH

Bonus damage vs all cavalry — Mongol Cavalier and Mangudai take extra damage

Camel Archer HIGH

Out-ranges Mangudai (6 vs 4) with same mobility; kites Mongol cav archer

Halberdier (any civ with it) MEDIUM-HIGH

Anti-cavalry specialist; Mongol Mangudai OK but Mongol knights/Hussar fold

Elite Skirmisher + Bracer MEDIUM

Out-ranges Mangudai; counters cav archer archetype

Monks (Aztec, Spanish, Lithuanian, Burmese) MEDIUM

Convert Mangudai; Mongol lacks Heresy ([VERIFY]), so converts are permanent

Mangonel / Siege Onager MEDIUM

AoE damage on Mangudai clumps; Mongol answer is same tech but opponent may micro better

🗺️ Performance por mapa

arabia
A

Iconic Arabia civ. Scout raid in feudal + Mangudai in Castle age + Drill siege I…

arena
C

Closed map neutralizes hunt bonus (you can't raid behind walls), scout bonus (no…

nomad
A

Nomads UT (houses retain pop, or lost-vil recovery depending on version [VERIFY]…

black forest
C

BF rewards boom + siege + infantry push. Mongol siege is the match, but the hunt…

fortress
C

Similar to Arena — walls neutralize scout/raid bonuses. Mangudai push into Drill…

hideout
C

Partially walled map. Mongols can pressure with early scouts on the front, but M…

four lakes
C

Mixed water/land — Mongol navy is weak; land play remains viable but always spli…

team islands
D

Pure water. Mongol naval is among the worst; no Fast Fire Ship, questionable gal…

islands
D

Same issue as Team Islands — pick another civ.

mediterranean
C

Mixed map with water-contested early game; Mongol land power intact but water co…

megarandom
B

Variance rewards open-map archetypes; Mongol hunt+scout identity works on most l…

mongolia
A

Open steppe map — Mongol archetype at its purest. Hunt bonus shines, cav archer …

runestones
A

Open map variant similar to Arabia; same scout-rush-into-Mangudai plan applies.

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