Turks

[ AOE2 CIVILIZATION ]

Turks

The gunpowder civ — weak Castle Age, nuclear Imperial via free Chemistry, Janissary, BBC, and BBT.

Tier C gunpowder cavalry mix imperial spike janissary

[ IDENTIDAD ]

Turks are AoE2's canonical gunpowder civilization. Their bonus design forces a specific power curve: gold mining is faster (+20% speed, [VERIFY]) to finance gunpowder-heavy comps; Chemistry is researched for FREE (saves 200 food / 100 gold and ~100 seconds), which is uniquely theirs and means Imperial tooling arrives at no cost; gunpowder units — Hand Cannoneer, Bombard Cannon, Bombard Tower — have +25% HP and (depending on patch interpretation) slightly improved damage/fire rate. The Artillery unique tech gives Bombard Towers +2 range and unique interaction with Bombard Cannons [VERIFY exact effect]. The Janissary UU is a castle-trained Hand Cannoneer with bonus range, bonus damage, higher HP, and superior accuracy. Their late-game cavalry arm is rounded out by Cavalier (no Paladin [VERIFY]) and Hussar — the Hussars are one of the best in the game due to the Sipahi UT (+20 HP [VERIFY]) and serve as the gold-free raiding tool in Imperial. Turks lack Halberdier (stop at Pikeman) which is a serious anti-cavalry gap; they lack Arbalest and Elite Skirmisher ([VERIFY — Turks are often quoted as lacking Elite Skirmisher and sometimes Crossbow entirely) which makes their Castle Age archery range almost inert. The Janissary replaces the archer role entirely in Turk doctrine. Economically, Light Cavalry upgrades to Hussar for free, reducing trash-war costs. The result is a civ that is honestly weak from minute 0 to minute 28 and then, once Imperial clicks, can produce Janissary-Hussar-BBC deathballs that are among the strongest in the game.

Datos clave

Mejor mapa
Arena (walls hide the weak Castle Age)
Peor mapa
Arabia (open map punishes weak feudal/Castle) / pure water maps
Estrategia firma
Fast Imperial → Janissary + BBC + Hussar push at ~28-32min
Pro icon
DauT historically on Arena Turks; Hera for gunpowder compositions; occasional TheViper deep-run

⚡ Civ bonuses

Team bonus

Gunpowder units trained +20% faster (Hand Cannoneer, Bombard Cannon).

Unique bonus #1

Chemistry is researched for free upon reaching Imperial Age.

Saves 200 food + 100 gold + ~100 seconds of research time. Chemistry is required for gunpowder + archer/castle/tower attack, so the Imperial click is net-positive for Turks.

Unique bonus #2

Gunpowder units have +25% HP (Hand Cannoneer, Bombard Cannon, Bombard Tower — Janissary inherited).

Janissaries / HCCs tank crossbow volleys; BBCs survive counter-siege hits; BBTs resist trebuchet one-shots.

Unique bonus #3

Gold miners work +15% (or +20% per older sources) faster.

Accelerates gold-intensive tech spikes — BBC, Janissary, HCC are all gold-heavy. Funds the Imperial transition.

Unique bonus #4

Light Cavalry line upgrades (Light Cav → Hussar) are FREE.

Saves ~300 food + 150 gold of research costs. Hussar production in Imperial is pure wood/food — a cheap trash cavalry option.

Unique bonus #5

Janissary (Castle UU) and Elite Janissary have improved range, damage, and accuracy compared to HCC.

Janissary hits ~17 damage, 8 range (Elite), with higher accuracy than HCC. Full Artillery UT interaction extends further [VERIFY].

⚠️ Key tech the civ DOES NOT have
  • · HalberdierTurks stop at Pikeman — cannot tech Halberdier. Against camel civs or heavy cavalry in Imperial, Pikeman alone is weaker than standard Halb. Turks compensate with Janissary + Cavalier + Hussar.
  • · ArbalestTurks lack Arbalest — archer line stops at Crossbowman [VERIFY — some older sources say Turks lack Crossbow entirely]. Archery Range is nearly inert in Turk play; Janissary replaces the ranged role.
  • · Elite SkirmisherNo Elite Skirm (stop at Skirmisher). Anti-archer play relies on Janissary's accuracy + Hussar raid.
  • · PaladinTurks stop at Cavalier (no Paladin). Cavalier is a solid but not dominant heavy cav; combined with free Hussar upgrade, cavalry play is all-around rather than top-end.
  • · Bloodlines[VERIFY — Turks traditionally HAVE Bloodlines; confirm current patch.]
  • · Plate Barding Armor[VERIFY — weakens Hussar/Cavalier late game if missing.]
  • · Siege Onager / Heavy ScorpionTurks stop at Onager / Scorpion. Siege workshop is secondary — gunpowder is the primary push tool.
  • · Treadmill Crane[VERIFY — Turks believed to have Treadmill Crane.]
🛡️ Unique unit · Castle Age

Jenízaro

gunpowder ranged infantry (improved HCC)

  • · Core ranged damage in Imperial compositions — replaces Arbalest role
  • · Anti-archer fire when Janissary range advantage applies
  • · Garrisoned in castle + Artillery UT — extremely oppressive defensive turret
⚗️ Unique tech · Castle Age

Sipahi

Cavalry Archers gain +20 HP. [VERIFY — some sources describe Sipahi as affecting Hussar HP; confirm exact tooltip.]

When: Only when committed to Cavalry Archer or Hussar-heavy comp.

⚗️ Unique tech · Imperial Age

Artillería

Bombard Towers, Bombard Cannons, and Cannon Galleons gain +2 range. [VERIFY — may be +1; confirm.]

When: Imperial, after Chemistry (free) and first BBC batch. Non-optional on gunpowder pushes.

🎯 Recommended build order

Flex Opener (Scout or FC)

Bracket 1300-1600

Choose between scout pressure into FC Imperial or straight defensive FC Imperial based on scouting.

Alternativa

Open Map Defensive ArabiaArabia vs knight rush civ (Franks, Huns, Magyars)

❌ Common mistakes playing Turks

  • Trying to fight in Castle Age

    Turks have no Castle Age eco or military bonus. Producing Cavalier + archers fails vs standard Castle Age civs.

    fix:Skip Castle Age military entirely. Boom + walls + rush Imperial. Janissary + BBC is the civilization's identity.

    Producing crossbows / committing to archery range

    Turks have no Arbalest, no Elite Skirm. Archery range is nearly inert; wasted eco.

    fix:Skip archery range except for 2-3 Skirms vs archer civ in feudal. Pikeman from Barracks + Janissary from Castle instead.

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

⚡ 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 Turks build order.

Free. Doesn't cost credits. You get it as long as you have the app running.

Activar pregame briefs →

⚔️ Which civ will you face?

Turks vs Aztecs

favored

Want a specific plan for THAT match?

📲 Pedile un plan a wolo.gg vs Aztecs

🛡️ Cuidado con estas unidades

Knights / Paladins (mass) HIGH

Turkish Pike stops at Pikeman (no Halberdier); pure Cavalier mirror loses to Paladin civs.

Mangudai (Mongol) HIGH

Kites Janissary in Castle Age; arrives at Turkish weak window; Turkish archery range cannot mirror.

Siege Onager (Celts, Ethiopians) HIGH

Out-ranges Turkish Onager; AoE kills Janissary clumps; Turks lack Siege Onager.

Halberdier (Goths, Teutons, etc.) + Heavy Cav mix MEDIUM-HIGH

Halb denies Turkish Cavalier + Hussar push; mix with heavy cav kills Janissary.

Camel Archer / Genitour (Berbers) HIGH

Kites Janissary with ranged cav mobility; outranges Turkish Skirm.

Monks (Aztec, Spanish, Persian) MEDIUM

Converts Janissary + Cavalier + BBC for 55-75 gold each; Turkish monks are middling, can't defend conversion war.

🗺️ Performance por mapa

arabia
C

Weak Castle Age, open map — Turks struggle. Requires survival through 25min to h…

arena
B

Walls shield the weak Castle Age; Fast Imperial Janissary + BBC becomes viable. …

nomad
C

No early eco bonus to match Nomad-strong civs (Cumans, Vikings, Mongols). Turks …

black forest
B

Walls again protect Castle Age. Turkish Imperial push via BBC + Janissary + Treb…

fortress
B

Pre-walled positions hide the weak Castle Age. Artillery + Bombard Tower defensi…

hideout
B

Similar to Arena — walled map + FC Imperial works. BBT defensive walls oppressiv…

four lakes
C

Mixed map. Turkish navy with Elite Cannon Galleon is usable but not dominant. La…

team islands
C

Elite Cannon Galleon gives Turks some water presence; weaker than Portuguese/Vik…

islands
C

Similar to Team Islands — usable but not top pick.

migration
C

Transport + weak feudal eco hurts early. Land phase Imperial can salvage."

mediterranean
C

Mixed water/land. Neither strength shines on this map."

megarandom
C

Variance unhelpful — Turks need stable late game, which rolls are unreliable for…

runestones
C

Open Arabia-variant; same weaknesses."

socotra
C

Hybrid map; Turkish navy can contribute but land weakness remains."

[ START CLIMBING ELO ]

Send your Turks replay.
We tell you what to change next match.

Each AI analysis = 1 credit. We give you 2 for free when you sign up.No subscription, credits never expire.