[ AOE2 CIVILIZATION ]
Romans
The best-tuned all-rounder in the game — +5 HP villagers, cheaper wood vils in Castle, and a three-headed Castle (Legionary + Centurion + Ballista) that covers every role.
[ IDENTIDAD ]
Romans are the archetypal "no weaknesses" civilization. Their three civ bonuses stack into a relentless economic and military curve: villagers have +5 HP (60 instead of 55) which hard-counters early scout rushes and drushes that would ordinarily panic a boom civ; villagers cost 5 less wood in Castle Age (effectively 45 wood per villager instead of 50) which is a silent 10% villager-wood discount on every vil produced from minute 17 onward, amounting to hundreds of wood saved over a standard game; and buildings cost -15% in Imperial, shifting the stone/wood/food cost of every TC, castle, and production building. Military-wise, Romans have three unique units from one Castle: the Legionary (Imperial Age heavy infantry with extra armor), the Centurion (Castle Age cavalry UU that projects a damage aura to nearby units), and the Ballista (siege workshop UU with unique long-range bolt fire). Their two unique techs — Comitatenses (infantry train faster) and Ceasarion (Legionary / Centurion power boost) — cumulate to make the Imperial Roman army one of the strongest compositions in the game. On top of all this, Romans have a full cavalry tech tree (up to Paladin), full archer (Arbalest + Thumb Ring), Halberdier, Onager, Bombard Cannon, and a usable navy. The result: Romans sit at the top of the 1v1 ladder with ~54% winrate, and they accomplish it without a single standout broken bonus — they just don't have holes.
Datos clave
⚡ Civ bonuses
Military buildings provide +5 population room (i.e., +5 pop from each Barracks, Archery Range, Stable, Dock).
Villagers have +5 HP (base 25 → 30 at Dark Age, scaling with Loom).
Villagers survive 1-2 extra scout/archer hits. Drush, M@A pressure, and scout rushes are much harder to execute against Romans.
Villagers cost 5 less wood starting Castle Age (50w → 45w per villager).
Each villager is 10% cheaper in wood once Romans hit Castle. Over a typical Castle Age where Romans produce 30-50 villagers, this saves 150-250 wood — the equivalent of one free farm set plus a Town Center downpayment.
Buildings cost -15% (wood + stone) in Imperial Age.
Town Centers cost ~234 wood + 85 stone (vs 275 + 100), castles cost ~553 stone (vs 650), and all production buildings, markets, monasteries, universities, and walls are 15% cheaper.
Centurion provides an attack/damage-reduction aura to nearby units (Castle Age UU; aura strengthens with Ceasarion tech).
Friendly units within ~5 tiles of a Centurion gain +1 attack and/or take reduced damage [VERIFY exact values]. Effect scales with Elite upgrade + Ceasarion.
- · Hand Cannoneer — No Hand Cannoneer line. Bombard Cannon still available for siege push, but no light gunpowder infantry.
- · Eagle Warrior line — No eagles — Romans are a Mediterranean civ, never a Meso civ.
- · Camel Rider line — No camels at all. In Paladin mirrors vs Franks/Spanish, Romans rely on Halberdier + Onager / Bombard rather than camel counter.
- · Battle Elephants — N/A — not an elephant civ. [VERIFY if Steppe Lancer available — generally no]
- · Siege Onager — [VERIFY — Romans reach Onager, likely stop short of Siege Onager. Compensated by Ballista UU + Bombard Cannon.]
- · Heavy Scorpion — [VERIFY — believed to have Heavy Scorpion. Ballista fills the scorpion-like niche.]
- · Paladin — [VERIFY — some sources say Romans have Paladin, others stop at Cavalier. Current patch likely has Paladin given their full-cav tag.]
Legionario
heavy infantry — armor-heavy, counters archer and meso-eagle lines, scales into imperial blob
- · Imperial anti-archer line — high armor tanks volleys, melee damage grinds
- · Core of Roman imperial push with Halberdier + Ballista + Bombard Cannon
- · Castle-age drop to punish committed archer civs (Britons, Ethiopians, Mayans)
Centurión
Castle Age cavalry UU with friendly aura — force multiplier for surrounding units
- · Mid-Castle Age power pick — one Centurion + 4-5 Cavaliers fight above their stat total
- · Anchor for Roman cavalier balls in Castle/Imperial
- · Castle drop + Centurion production behind enemy front is a signature Roman power play
Balista
siege workshop UU; long-range anti-unit bolt fire; faster-firing than scorpion
- · Castle Age scorpion-equivalent — adds ranged AoE to infantry army
- · Deploys alongside Legionary/Halberdier to clear clumped archers
- · Anti-archer tool when Romans are avoiding monks or camel responses
Comitatenses
Infantry (Militia line, Legionary) train 50% faster.
When: Researched after a Castle is up and infantry production is planned. Usually Castle Age → Imperial transition. Never skip if going Legionary.
Cesarión
Legionaries and Centurions gain +20% HP (or +attack; [VERIFY exact effect]).
When: Imperial, immediately after Elite upgrades are done. Pairs with Blast Furnace + Plate Mail / Plate Barding for maximum impact.
🎯 Recommended build order
M@A-Archer Flex into Centurion Drop
Bracket 1300-1600Decide at ~15-16min between forward castle drop for Centurion or defensive castle for boom.
Alternativa
Scouts Into Centurion Cavalier — Opponent scouted as infantry civ (Goths, Aztecs, Vikings)
❌ Common mistakes playing Romans
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▸
Not utilizing the -5 wood villager discount in Castle Age
Romans save 5 wood per villager from Castle onward — skipping continuous vil production means you leave free eco on the table while still paying the setup costs.
fix:Keep villager queue constantly running from Castle Age onward. The bonus is invisible unless you spend it.
▸Forgetting that villagers have +5 HP — fleeing scouts when you could fight
Roman vils survive 1-2 more scout hits than other civs'. Fleeing scouts with TC-garrison panic wastes the bonus and gives opponent free map control.
fix:When scouts raid, counter-harass with vils attacking back if opportunity — Roman vil HP makes brief stand viable.
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 Romans en Arabia (S-tier, 54% 1v1 WR per aoestats) and any open map · Feudal M@A into archer or scout transition. Castle Age drops a Castle for Centurion produc...
✅ Buen scout en min 3 — vista temprana del rival
⚠️ Skipping Comitatenses
→ Comitatenses is a first-or-second Imperial click if you have infantry identity. Non-negotiable.
❌ Ignoring the Centurion aura — positioning Centurions on army edge
Next match: Feudal M@A into archer or scout transition. Castle Age drops a Castle for Centurion production. Boom second + third TC. Imperial Legionary + Ballista + Bombard + Centurion composition. Ceasarion + Comitatenses back-to-back in Imperial. Eco wins: out-boom the opponent, out-tech by Imperial, and the Legionary blob grinds through any composition.
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 Romans build order.
Free. Doesn't cost credits. You get it as long as you have the app running.
Activar pregame briefs →Your rival picked Britons.
Play your standard plan and watch min 8-12 to react.
⚔️ Which civ will you face?
Romans vs Britons
favoredFavored. Rush Castle Age Centurion; don't let Britons fast-castle uncontested.
Want a specific plan for THAT match?
📲 Pedile un plan a wolo.gg vs Britons🛡️ Cuidado con estas unidades
Anti-cavalry specialist — Centurion ball loses hard if Halb mass arrives.
Bonus damage vs cavalry; Romans cannot mirror with own camel.
AoE damage kills clumped Legionary/Centurion masses; Romans lack Siege Onager.
Conversion wars can strip Centurion / Legionary; Roman monks are unremarkable.
Anti-cav + speed; Legionary bonus vs Eagle helps but Kamayuk is a pure anti-cav menace.
Out-kites Roman ground army; high pierce armor vs Ballista.
🗺️ Performance por mapa
#1 civ on Arabia per aoestats Q1-2026. Villager HP + wood discount + M@A opener …
Arena favors civs with strong Castle drops + boom + Imperial comps. Romans have …
No fixed-base bonus; Romans' vil HP helps less on Nomad where the first 5 minute…
BF rewards pure boom + late siege (Korean/Celt). Romans are solid but not specia…
Walls + pre-built base + Roman building discount + Legionary = strong. Similar t…
Semi-walled, boom-forward map. Roman eco bonuses compound; Legionary + Centurion…
Mixed land/water — Romans' land strength is solid, water is mediocre.
Avoid. Roman navy is average; no naval identity. If forced, play the most-land p…
Transport phase penalizes middling navies. Romans boom comes online too late for…
Hybrid map; Roman land strength intact, water cedeable to allies.
Variance-friendly because Romans have no holes on land; most rolls leave them vi…
Open map like Arabia; Roman boom + Castle Age snowball is oppressive.
Hybrid map; Romans play land side, cede water.
[ START CLIMBING ELO ]
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