[ AOE2 CIVILIZATION ]
Persians
Cavalry pocket with a boom engine — Town Center and Dock work faster, starting food/wood bonus, late-game paladin or savar push.
[ IDENTIDAD ]
Persians are the classic cavalry pocket civilization. Their bonuses all feed the same engine: starting food +50 and wood +50 (buys a faster first house + an earlier vil), Town Center works +10%/+15%/+20% faster per age [VERIFY exact current values — rework may have adjusted] so villagers pop noticeably quicker, and Docks work at the same accelerated rate, making Persians one of the strongest water civs on paper via production tempo alone. Their military identity is cavalry-centric: full Paladin, full Heavy Camel, full Hussar, full Knight-line with all blacksmith upgrades, plus a unique Castle-age UU — Savar (post-rework cataphract-style heavy cavalry) [VERIFY whether Savar has fully replaced War Elephant as the trainable castle unit in patch 169123, or whether one is an Imperial upgrade / both train]. Their unique techs are Kamandaran (Imperial — converts Archer-line gold cost to wood, making Persians one of the few cavalry civs with a viable trash-archer late game) [VERIFY current Kamandaran effect on this patch] and Mahouts (Castle or Imperial — War Elephant speed +30%, if still present) [VERIFY current Mahouts effect]. Persians lack several late-game tools (no Halberdier historically, though DE may have changed this) [VERIFY current Halb availability] and some archery depth, but they compensate with raw economy tempo and cavalry weight. The archetypal Persian game is: standard feudal with the bonus eco cruising a little faster, Castle age knights/paladins backed by villagers pumped from a TC that works 20% quicker, and an Imperial closer that either goes full Paladin+Savar+Trebuchet or the legacy War Elephant + Mahouts steamroll on closed maps.
Datos clave
⚡ Civ bonuses
Knights +2 attack vs Archers.
Start the game with +50 food and +50 wood (or equivalent bonus starting resources).
Enables an earlier first house, earlier second villager, and effectively a ~15-30 second head start on feudal timing compared to a base-resources civ.
Town Center works faster — +10% in Feudal, +15% in Castle, +20% in Imperial (or similar tiered progression).
Villagers train ~20% faster in Imperial Age, allowing Persians to out-produce standard civs by a meaningful margin across the mid/late game. Town Center research (Wheelbarrow, Hand Cart, Loom) also completes faster.
Docks work at the same accelerated rate as Town Centers (+10%/+15%/+20% per age).
Fishing Ship production is faster, and military ship production in Castle/Imperial comes off the line quicker. Persians are one of the hidden strong water civs for this reason alone.
Kamandaran (Imperial unique tech) — Archer-line units cost wood instead of gold (or gold cost is replaced with wood).
Turns the Archer/Crossbow/Arbalester line into a trash-gold unit. Combined with Persian full archer upgrades, this is a unique late-game trash composition not available to most cavalry civs.
Savar (post-rework unique unit) or War Elephant (legacy) — see unique_units section for details.
Heavy cavalry shock unit produced from Castle. Persians have a cavalry UU that complements Paladin in Imperial.
- · Halberdier — [VERIFY — Persians historically lacked Halberdier, stopping at Pikeman. Some rework passes may have granted Halb; confirm current tech tree.]
- · Heavy Scorpion — [VERIFY — Persians historically lacked Heavy Scorpion; confirm current patch.]
- · Siege Onager — [VERIFY — Persians historically lacked Siege Onager, stopping at Onager.]
- · Bracer — [VERIFY — Persians historically had Bracer; confirm still present.]
- · Ring Archer Armor — [VERIFY — historically present; confirm.]
- · Plate Barding Armor — [VERIFY — historically present; confirm.]
- · Arbalest — [VERIFY — historically present (made relevant by Kamandaran); confirm current availability.]
- · Hand Cannoneer — [VERIFY — Persians historically had Hand Cannoneer; confirm current patch.]
Savar
heavy cavalry cataphract-type unit, bonus vs archers or bonus pierce armor [VERIFY]
- · Paladin alternative when opponent is archer-heavy (if Savar has anti-archer identity)
- · Frontline tank for Imperial pushes vs archer civs
- · [VERIFY specific tactical role — depends on confirmed rework stats]
Elefante de Guerra
heavy elephant shock unit — high HP, high melee attack, slow, expensive
- · Unstoppable shock unit on closed maps where opponent can't maneuver
- · Pairs with Paladin as Imperial hammer
- · Monks are the archetypal counter — convert War Elephant + gold swing is massive
Mahouts
War Elephants +30% speed.
When: Castle Age once War Elephant production starts
Kamandaran
Archer-line units (Archer, Crossbowman, Arbalester, Imperial Arbalester [VERIFY]) cost wood instead of gold.
When: Late Imperial, once gold begins to deplete. Enables a Persian trash composition of Hussar + Paladin + Kamandaran-Arbalester + Pikeman — unusual in that it gives a cavalry civ a ranged trash answer that most pure-cav civs lack.
🎯 Recommended build order
Scout/Knight + Castle Decision
Bracket 1300-1600Choose between standard Knight rush or forward Castle (for War Elephant / Savar) based on scouting and matchup.
Alternativa
Scouts → Archers Flex — Opponent scouted doing eagles or early anti-cavalry
❌ Common mistakes playing Persians
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▸
Ignoring the +50 food +50 wood starting bonus
The bonus enables an earlier house and an extra early vil. Players who don't use it feudal at the same timing as a base-resources civ — the tempo edge evaporates.
fix:First action: house, then extra sheep gatherer or early loom. The starting wood is real free wood — spend it.
▸Over-committing to War Elephant in open games
War Elephants are slow, gold-expensive, and get converted by monks. On Arabia at low ELO, opponents walls don't let you close, and you bleed resources.
fix:War Elephant is a closed-map / late-Imperial unit. Paladin + Savar is the open-map Imperial comp.
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 Persians en Arena / Black Forest (boom pocket where TC bonus compounds safely) · Scout/knight opener adapted to matchup. 2-3 TC boom pocket on team games. Castle Savar or ...
✅ Buen scout en min 3 — vista temprana del rival
⚠️ Skipping the second TC
→ Second TC at 17-18min in Castle Age. Always. On closed maps, third TC at 22min.
❌ Skipping Bloodlines when opening scouts
Next match: Scout/knight opener adapted to matchup. 2-3 TC boom pocket on team games. Castle Savar or War Elephant situationally (vs archer civs especially). Imperial Paladin + Savar/WE + Kamandaran for trash transition.
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 Persians build order.
Free. Doesn't cost credits. You get it as long as you have the app running.
Activar pregame briefs →Your rival picked Malay.
Play your standard plan and watch min 8-12 to react.
⚔️ Which civ will you face?
🛡️ Cuidado con estas unidades
Convert Paladin/Savar/War Elephant — single convert swings 60-200+ gold
Anti-cav bonus damage counters Paladin mirror (mitigated by own Camel but still a threat)
Anti-cav specialist; Persians may not have Halb [VERIFY] so defense is weaker
AoE/kite counters to clumped Paladin masses
Anti-cav / mobility counters Paladin push
Anti-armor or armor-ignoring cavalry counters Paladin
🗺️ Performance por mapa
Standard scout-into-knight with TC work-rate edge. Solid but not S-tier: lacks t…
TC work rate + Dock work rate + full Paladin compound into a boom powerhouse on …
TC bonus is meta-compatible with Nomad's scramble for TC placement, but Persians…
Closed map favors boom-Paladin-Elephant identity. War Elephant unstoppable in na…
Walled map neutralizes feudal weakness; Paladin + TC boom scales
Similar to Arena, less walled; Persians still strong but not as dominant
Dock bonus helps; land identity intact on land sides
Dock work-rate bonus is legitimately strong on pure-water maps — Persians can ma…
Same as Team Islands — Dock bonus is sleeper-strong
Mixed map; Persian Paladin + Dock bonus both relevant
Transport phase favors naval civs; Persian Dock bonus helps
Variance neutral — Persian identity works on most land and water rolls
Arabia variant; similar reasoning
Hybrid; Persia adequate on both land and water
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