Skip to main content

Noob to Pro in 15 Minutes - Age of Empires II

by Team Respawn · ~6 min read · Updated

Intro

I sat down with Jimbo (who has put a ton of time into Age of Empires II) and Gus (who knows Age IV and RTS broadly) to record a beginner-facing explainer for people who have never touched the series. The goal was to translate “what do I even do when I load in?” into a clear loop: grow villagers, age, add military at the right tempo, and understand how the map and buildings change your options. Jimbo carries most of the mechanical specifics; Gus and I add comparisons to other RTS habits and quality-of-life advice. The Definitive Edition is the version you want on PC or console if you are buying today; older SKUs still exist and are easy to confuse.


What Age of Empires 2 is

Jimbo describes it as a top-down strategy game: you run an economy (villagers, later traders), build military production, and use armies to eliminate the opponent. The pitch that stuck with me is “easy to learn, hard to master.” Gus frames it as straightforward for the genre: every RTS has its own wrinkles, but the macro loop is build up, make an army, fight.

Two broad unit families matter from minute one:

  • Economic units — villagers (and later traders).
  • Military units — everything that fights.

Economy: villagers and the town center

Early game — Dark Age into early Feudal — Jimbo’s rule is blunt: keep making villagers. You want the economy to carry you through the ages. Military ramps harder in Castle (knights, crossbows, monks, siege) and peaks in Imperial with trebuchets and unique units.

When you spawn, you have a town center (TC) and a few villagers. Practical first steps:

  • Send villagers to food first; there is usually sheep near the TC.
  • Queue more villagers from the TC; Jimbo stresses that consistent villager production is the spine of the whole game.
  • You can add more town centers later for parallel production and map control.

The “Age” in the title is literal: advancing ages unlocks buildings, units, and upgrades.


How aging up works

Compared to Age of Empires IV (where you build landmarks), in Age II you age through the town center (with resource costs shown on the UI).

Jimbo’s default rule for prerequisites:

  • You usually need two constructed buildings (prereqs scale with the age) before the TC will let you click Advance; the flow is handled from the town center UI with costs listed there.
  • When you are Castle Age and pushing toward Imperial, you need a Castle — Jimbo called that out as the special case instead of “just two generic buildings” in the same breath as the two-building rule.
  • Some civilizations bend or skip parts of this with bonuses (cheaper ages, fewer buildings, etc.). Treat those as civ-specific once you pick a main.

What villagers actually do

Gus calls the villager a Swiss army knife, and I agree after seeing how much is on one unit:

  • Gather food, wood, gold, stone.
  • Build everything from military production to defenses.
  • Repair buildings.
  • Wall and fortify — palisades, stone walls, towers, castles, etc.

Different units and buildings pull different resource mixes, so your gather assignments shift as the match evolves.


When to start military

There is no single clock; rushes exist at many timings:

  • Dark Age — militia-style pressure exists (Jimbo compared it to English MAA pressure in Age IV).
  • Early Feudal — archers or scout openings if you want to commit early.
  • Castle Age — common power spike: mass knights from multiple stables, or castle drop (see below).

Jimbo’s “default mental model” for many plans still lands on Castle for the first serious army spike unless you are executing a dedicated rush build.


Where you build matters

Coming from games like Halo Wars or Command & Conquer, I called out that many RTS titles restrict where bases and production can go. Age of Empires generally does not: if the terrain is open, you can place buildings there. Two ideas that come straight from that freedom:

  • Proxy — military buildings forward, away from your core, so reinforcements arrive faster.
  • Castle drop — bank stone, then place a Castle aggressively on or near the opponent to apply pressure (classic Age II play).

Gus adds a wrinkle I think every beginner should hear early: buildings block pathing much more than in Age IV. You can line buildings up like a wall. That is powerful defensively, but it cuts both ways: do not trap your own production — if you ring stables or ranges tightly with no gap, you can strand units that cannot exit cleanly. The Definitive Edition is a remaster of an older design, and these pathing habits are part of that legacy feel.


Rough unit counters

Jimbo gives a starter triangle before the endless exceptions:

  • Infantry tends to answer cavalry (spear-line thinking).
  • Cavalry chases down archers.
  • Archers punish infantry (especially slow melee).

He immediately caveats that matchups splinter with upgrades, civ bonuses, mixed compositions, and unique units (for example cavalry archers blur the simple picture). For a first-pass mental model, think rock–paper–scissors, similar to Halo Wars 2 or StarCraft in spirit — then expect the real game to add layers.

Add-ons at a high level:

  • Siege blows up infantry and archer blobs if unchecked.
  • Monks (religious units) are the classic answer to heavy cavalry when you can protect the monks.

Trading

Jimbo separates two ideas:

  1. Team resource sends — trade wood or gold to an ally through the Market when someone is short (there is a tax, with upgrades that can reduce it toward 0% in team games depending on setup).
  2. Trade carts — units that run between Markets (ally markets or neutral distance lines, depending on map/rules) to generate gold after map mines deplete.

Jimbo’s timing advice: trade carts are slow; lean on map gold first, then pivot to trade in late game when mines are gone or contested. Gus and I joked that we once leaned on trade too early in Age IV and got almost nothing for minutes of effort — the lesson I took is do not expect trade to carry you mid-game unless the situation calls for it.


Closing tips

Gus’s two pillars for new players:

  1. Never stop making villagers until you are near a full economy population — he ballparks aiming for roughly half economy, half military at the high end (around ~100 villagers as a ceiling he mentioned for “as many as humanly possible” before the split steadies).
  2. Hotkeys and control groups — bind the TC and key production so you can snap the camera, queue units, and macro without babysitting one screen. That matters on controller or mouse/keyboard.

My take as Andy: the series is overwhelming at first — resources, counters, building roles, and civ count (Age II has a huge roster). Use the in-game tutorials for structure, play versus AI to rehearse builds, then try ladder. Age II uses an ELO-style matchmaker: after a few games you tend to land near people with similar results, so losses are information, not a verdict. Repetition is what makes the UI and timings feel automatic; frustration is normal, but the curve is fair once the basics click.

Jimbo closes with something I agree with: the game has stayed relevant for decades for a reason — once fundamentals land, you are already most of the way to “okay online” territory.

About the Author

Team Respawn
Team Respawn
Team Respawn creates guides, walkthroughs, and strategy content for RTS games like Halo Wars 2, Age of Empires, and Age of Mythology.

Master Age of Empires II

Access the complete Age of Empires II database with Storehaus! Get instant unit stats, technology trees, civilization bonuses, and building costs right in your Discord server.

Complete Database

Units, technologies, structures, and civilizations

Unit Stats

Costs, attack, armor, and combat calculations

Civ Bonuses

Unique units and civilization advantages