[ AOE2 CIVILIZATION ]
Mongols
The textbook cavalry-archer civ — faster hunt, faster siege, and the strongest cav archer unique unit in the game.
[ 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
⚡ Civ bonuses
Scout Cavalry line has +2 Line of Sight (applies to allied Scouts as well).
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.
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].
Cavalry Archers (including Mangudai) fire 20% faster.
Standard cav archer rate of fire increased — effectively +20% DPS on the whole Mangudai/CA composition.
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.
- · Halberdier — Mongols 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 Armor — Final +2 cavalry pierce armor missing — Mongol knights and Hussars take more archer fire than Frank/Lithuanian counterparts.
- · Bracer — Final +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.
- · Heresy — Mongols' 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]
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
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.
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 1300-1600Alternativa
Drush-FC Mangudai — Opponent 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.
Want to know which ones YOU made in your last match?
📲 Send your replay, I'll tell you💬 This is how wolo.gg coaches you
Tu Mongols en Arabia and Nomad / Mongolia (open-steppe maps) · Feudal scout pressure + archers → Castle age Mangudai + Hussar raid + Siege Workshop start...
✅ Buen scout en min 3 — vista temprana del rival
⚠️ Trying to fight Paladins head-on in Imperial
→ Imperial plan is ALWAYS Mangudai + Heavy Cav Archer + Siege Onager (+ Drill). Never commit to a Paladin mirror.
❌ Skipping Thumb Ring or Forging
Next match: Feudal scout pressure + archers → Castle age Mangudai + Hussar raid + Siege Workshop start by 22min → Imperial at ~29-31min with Drill, Siege Onager, Heavy Cav Archer. Constant map pressure via raids is the signature skill at this bracket.
This lands on your WhatsApp after every match
📲 Mandar mi rec ahora⚡ Pregame brief — antes que termine el countdown
As soon as we detect you started a ranked match, a strategic brief lands on you in ~10 segundos. We tell you who your rival is, what they usually do on that map,and what to adapt in your Mongols build order.
Free. Doesn't cost credits. You get it as long as you have the app running.
Activar pregame briefs →Your rival picked Chinese.
Arabia slightly unfavored; Nomad and Mongolia closer to even due to raid terrain.
⚔️ Which civ will you face?
Mongols vs Chinese
favoredWant a specific plan for THAT match?
📲 Pedile un plan a wolo.gg vs Chinese🛡️ Cuidado con estas unidades
Bonus damage vs all cavalry — Mongol Cavalier and Mangudai take extra damage
Out-ranges Mangudai (6 vs 4) with same mobility; kites Mongol cav archer
Anti-cavalry specialist; Mongol Mangudai OK but Mongol knights/Hussar fold
Out-ranges Mangudai; counters cav archer archetype
Convert Mangudai; Mongol lacks Heresy ([VERIFY]), so converts are permanent
AoE damage on Mangudai clumps; Mongol answer is same tech but opponent may micro better
🗺️ Performance por mapa
Iconic Arabia civ. Scout raid in feudal + Mangudai in Castle age + Drill siege I…
Closed map neutralizes hunt bonus (you can't raid behind walls), scout bonus (no…
Nomads UT (houses retain pop, or lost-vil recovery depending on version [VERIFY]…
BF rewards boom + siege + infantry push. Mongol siege is the match, but the hunt…
Similar to Arena — walls neutralize scout/raid bonuses. Mangudai push into Drill…
Partially walled map. Mongols can pressure with early scouts on the front, but M…
Mixed water/land — Mongol navy is weak; land play remains viable but always spli…
Pure water. Mongol naval is among the worst; no Fast Fire Ship, questionable gal…
Same issue as Team Islands — pick another civ.
Mixed map with water-contested early game; Mongol land power intact but water co…
Variance rewards open-map archetypes; Mongol hunt+scout identity works on most l…
Open steppe map — Mongol archetype at its purest. Hunt bonus shines, cav archer …
Open map variant similar to Arabia; same scout-rush-into-Mangudai plan applies.
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