Hunters work 40% faster
The fastest Dark Age in the game when the map has deer. It was 50% once and was cut to 40%, so builds written before that nerf push a few seconds too hard.
The most-played civilization in Age of Empires II, and the only one whose siege keeps up with its cavalry. This guide covers the Scouts-into-Mangudai Mongols build order on Arabia, the Arena alternative, full Mangudai stats, every tech-tree gap — and there are a lot — the Genghis Khan campaign, and how much of it matches the real Mongol Empire.
What you actually get
Three bonuses and a team bonus, all of them about speed — gathering faster, firing faster, seeing further. Read the numbers carefully, because every one of them has been nerfed from what older guides still print.
The fastest Dark Age in the game when the map has deer. It was 50% once and was cut to 40%, so builds written before that nerf push a few seconds too hard.
Applies to Cavalry Archers, Heavy Cavalry Archers and the Mangudai. This went up from 20%, which is the one change in your favour — and it is why a Mangudai ball out-damages its own stat sheet.
In the Castle and Imperial Ages respectively. The Castle Age figure was cut from 30% to 20%, so your Castle Age Scouts and Steppe Lancers are noticeably less tanky than older guides claim.
Often called the best early team bonus in the game. You and every ally find sheep sooner, locate boar faster, and scout the enemy base earlier. It costs the opponent tempo before a single soldier exists.
Unique unit
A cavalry archer with a large bonus against siege weapons. The Elite upgrade removes its projectile delay entirely, which is what makes it the best hit-and-run unit in the game — it fires the instant you click, so it never loses a shot to movement.
55 wood · 65 gold · trains at the Castle
Castle Age unique tech
Destroyed Houses keep their population space. Honest assessment: this is widely considered one of the weakest unique technologies in the game. It matters when you are being raided hard and almost never otherwise.
Situational at best
Imperial Age unique tech
Siege Workshop units move 50% faster. This is the one. Rams and Onagers that travel at something close to cavalry pace turn a siege push into a raid, and it is the single most distinctive thing the civilization does.
A first or second Imperial click on any siege plan
The holy trinity
Nearly every Mongol Imperial game converges on these three, with Drill researched. Mangudai kill siege, Hussars soak and chase, Onagers break clumps — and all three move fast enough to arrive together.
Add Heavy Cavalry Archers against archer civs
The unique unit, in numbers
A cavalry archer built to delete siege weapons, with an Elite upgrade that removes its firing delay altogether. Fragile, expensive, and the reason people pick this civilization.
Castle Age · trains at the Castle
60 HP · 6 attack · 0/0 armour
55 wood, 65 gold.
Imperial Age · Elite upgrade
60 HP · 8 attack · 1/0 armour
No projectile delay — fires instantly.
| Stat | Mangudai | Elite |
|---|---|---|
| Hit points | 60 | 60 |
| Attack | 6 | 8 +2 |
| Armour | 0 / 0 | 1 / 0 +1 |
| Bonus vs siege | Large | Larger |
| Projectile delay | Yes | None — instant |
| Cost | 55W 65G | 55W 65G |
| Fire rate bonus | +25% (civ) | +25% (civ) |
| Ring Archer Armor | Unavailable | Unavailable |
The Elite upgrade is not a damage upgrade, it is a micro upgrade. Removing the projectile delay means an Elite Mangudai fires the moment you order it, so you lose nothing when you attack-move, back off, and attack again. Against a player who cannot micro back, that is worth far more than the +2 attack. Two things to keep in front of you: the Mongols have no Ring Archer Armor, so your Mangudai stay at 0–1 pierce armour all game and melt to Skirmishers faster than any other civilization's cavalry archers; and they are 60 HP for 65 gold, which makes every careless engagement expensive. They are a raiding and anti-siege tool, not a line unit.
Every siege weapon in the game — this is the best anti-siege unit there is. Also strong against infantry, Monks and anything slow enough that hit-and-run works.
Skirmishers above all, plus Camel Riders, Spearman-line and Genitours. Massed Arbalests out-trade them, and with no Ring Archer Armor you have no way to close that gap.
Honest assessment
A genuinely top-tier civilization with one of the worst tech trees in the game. Both of those statements are true at once, and playing the Mongols well means knowing which half you are living in.
Arabia first, because that is where they belong
Arabia is 43% of all ranked games and it is the map the Mongols were designed for — open ground, deer to hunt, and villagers to raid. The Arabia build leads. The Arena build is included because you will be handed the map eventually, and it needs a different plan entirely. Villager numbers are cumulative — villager 11 is your eleventh, counting the three you start with.
Before anything
Scout with your +2 line of sight advantage. You see sheep, boar and deer earlier than your opponent does — find the deer especially, because they are worth far more to you than to anyone else.
Villagers 1–6
Two houses, then all six to sheep.
Villagers 7–10
To wood with a Lumber Camp.
Villager 11
Lure the first boar.
Villager 12
House, then a Mill — on deer if there is a cluster within reach, otherwise berries. Deer are the whole point: your hunters work 40% faster than anyone else's.
Villagers 13–16
Onto the deer or berries, and lure the second boar with one of them. Keep the Town Center producing without pause.
Villagers 17–19
Food under the Town Center, then farms. Build the Stable with a wood villager.
Villagers 20–21
To gold with a Mining Camp — you will need it for the Castle sooner than most builds.
Feudal Age
Loom, then click up at ~21 pop. Scouts the moment you land — three or four.
In Feudal
Raid continuously. Your Scouts have the line of sight to find villagers before the defender finds your Scouts. Add a Blacksmith and start walling behind you.
Castle Age
Castle and continuous Mangudai. Add a second Town Center. Your Scouts upgrade to Light Cavalry and keep raiding — they have +20% hit points now.
The transition
Mangudai plus Light Cavalry is the Castle Age army. Never stand and fight: attack, pull back, re-engage. Against Skirmishers, do not engage at all — go around them and kill something else.
Imperial
Elite Mangudai first, then Drill, then Siege Onagers and Hussars. That is the composition that closes almost every Mongol game.
Why this build and not a greedier one: the Mongol hunting bonus is a Dark Age bonus and the scouting bonus is a Dark and Feudal Age bonus. Both have expired by the Castle Age, and the Mangudai is expensive. If you do not convert that early lead into damage, you arrive in the Castle Age with a mediocre economy, a fragile unit and one of the weakest tech trees in the game. Raid with the Scouts even if you kill nothing — forcing walls and idle Town Center time is the payoff.
Villagers 1–11
Standard opening — sheep, four to wood, first boar. Scout aggressively with your line-of-sight edge and count the deer.
Villager 12
House, then Mill on deer if at all possible. This is where a Mongol Fast Castle beats everyone else's: the same deer cluster feeds you noticeably faster.
Villagers 13–18
Deer and berries, second boar. Wall lightly as you go — this build has almost no Feudal military.
Villagers 19–22
Wood and gold. Put four on gold: Mangudai are 65 gold each and you want them flowing immediately.
Feudal Age
Loom, click up, then Market and Blacksmith while advancing, and click Castle.
Castle Age · ~16:00
Castle immediately, then continuous Mangudai. Add a Stable for Light Cavalry to screen them.
How to use it
Mangudai hit-and-run on villagers and siege. Do not push into a defended position — you have no Siege Ram speed bonus until Imperial and no Bombard Cannon ever.
Imperial
Elite Mangudai, Drill, Siege Onagers, Hussars. Take Thumb Ring and Parthian Tactics — both are available and both matter.
Pick this over the Scout opening when the map gives you deer. The hunting bonus is worth more the more huntable food is on the map, and a Mongol Fast Castle off a good deer cluster arrives earlier than most civilizations manage. The risk is the same as any Fast Castle, sharpened: you have no Feudal Age army, no Crossbowman-tier defensive option that is cheap, and if you are rushed you will be defending with Spearmen and walls while your Castle finishes.
Be realistic first
Arena is a bad Mongol map and you should know that going in. Behind walls you cannot raid, cannot hunt deer, and the scouting bonus is worthless. If civilization choice is open, pick something else.
Villagers 1–12
Standard Fast Castle — sheep, four to wood, both boars, Mill on berries. Wall the entrance early.
Villagers 13–20
Berries, Town Center food, then wood and gold. Arena is forested, so wood is plentiful.
Feudal Age
Loom, click up, Market and Blacksmith while advancing to Castle.
Castle Age
Castle, then Mangudai with a Siege Workshop behind them. Mangonels plus Mangudai is the Castle Age push — the Mangudai protect the siege from the opponent's siege.
Hold the middle
Take relics if you can reach them, because your Monastery is the worst in the game and you will not win a Monk fight. Deny rather than contest.
Imperial — the payoff
Drill first. Siege Workshop units at +50% speed turn an Arena stalemate into a breakthrough, because your Rams and Onagers arrive with the army instead of being picked off crossing open ground.
The composition
Elite Mangudai, Siege Onagers, Hussars, Drill. Accept that you have no Bombard Cannon and no Siege Engineers — Onagers and Rams are how you open a base.
Drill is what makes this survivable. On an open map Mongol siege speed is a luxury; on Arena it is the plan, because the hard part of a closed map is getting siege across the middle intact. Research Drill as a first or second Imperial click, not as an afterthought — it is the single highest-value technology the civilization owns, and on this map it is close to the only thing the tech tree gives you that others do not have.
Playing the civ, age by age
Mongol games are front-loaded and back-loaded with a soft middle. You are ahead in the Dark Age, vulnerable in the Castle Age, and dangerous again in Imperial once Drill lands.
Age I–II
~9:30 – 16:00
Both your early bonuses are live and both expire. Hunt the deer — 40% faster gathering makes a cluster worth far more to you than to the opponent — and use the +2 line of sight to scout their base before they scout yours.
Then convert it into pressure. Three or four Scouts raiding is the standard conversion. Even when you kill nothing, forcing walls and idle Town Center time is the payoff, and you need it: your Castle Age is the weakest part of the game.
Age III
~16:00 – 26:00
The honest weak point. Your bonuses have expired, the Mangudai costs 55 wood and 65 gold for 60 hit points, and nothing in the tech tree is helping. Mangudai plus Light Cavalry, raiding constantly, is the plan — and Light Cavalry now carry +20% hit points.
Steppe Lancers are a real alternative here and share the hit point bonus. Whatever you build, never stand and trade: Mongol units are fragile and you have no armour upgrades coming to fix that.
Age IV
26:00 +
Elite Mangudai, then Drill. The Elite upgrade removes the projectile delay, making hit-and-run nearly lossless, and Drill makes your siege travel at something close to cavalry speed. Add Siege Onagers and Hussars and that is the army.
Take Thumb Ring and Parthian Tactics — both available. Accept what is missing: no Bombard Cannon, no Ring Archer Armor, no Halberdier, no Plate Barding Armor. Your Hussars are excellent in a trash war despite that, thanks to +30% hit points.
Any age
Scouting notes
Skirmishers, and lots of them. The Mongols have no Ring Archer Armor, so Elite Skirmishers tear through Mangudai and Cavalry Archers in a way they cannot answer. Add Camel Riders and keep Spearmen near your villagers.
Then punish the tech tree. Their Monastery is the worst in the game — Monks convert their Mangudai permanently, and they have no Redemption or Block Printing to fight back with. Close maps favour you heavily, and so does any game that reaches a long Imperial Age where Plate Barding Armor and Halberdiers matter.
What you can and cannot build
Strikethrough entries are what the Mongols do not get, and the list is long. Outside cavalry archers, light cavalry and siege, this is one of the thinnest tech trees in the game.
A full cavalry archer line firing 25% faster. Arbalesters are available and are your only solid foot unit alongside Champions.
The two gaps that define the civilization. Every Mongol mounted unit and every archer is softer than its counterpart elsewhere, all game.
Hussars with +30% hit points are excellent. Cavaliers and Heavy Camels are mediocre without Plate Barding Armor and without a cavalry bonus.
Champions without Gambesons and Pikemen that never upgrade. Against heavy cavalry you answer with Camels and Mangudai instead.
Strong, and with Drill it is the fastest siege in the game. No Bombard Cannon is the notable hole, so Siege Onagers do the heavy lifting.
Five technologies missing — the weakest Monastery of any civilization. Against Aztec or Spanish Monks, a converted Mangudai is gone for good.
Do not plan on turtling. Missing Architecture also means Mongol buildings take more damage than everyone else's.
Explosive early, flat late. Missing Crop Rotation, Two-Man Saw and Guilds is a large part of why Mongol trash wars are harder than the Hussars suggest.
Where the Mongols appear
Six scenarios covering 1206 to 1241, played in orange, and narrated by the anonymous author of The Secret History of the Mongols — the principal Mongolian source on Genghis Khan's life. It is one of the original Age of Kings campaigns and still one of the most inventive.
Scenario 1
Uniting the Mongols
Before any conquest, Temujin has to unite the steppe tribes. The first two scenarios are Mongols fighting other Mongols, which is historically the correct place to start.
Tip: The campaign is rated easy and is a good first campaign after William Wallace. Nearly every scenario has an unusual victory condition, so read the objectives rather than assuming you need to destroy everything.
Scenario 2
The steppe wars
The second half of the unification. Still fighting rival Mongol confederations rather than settled empires.
Tip: Lean on the cavalry archers the campaign gives you. These maps reward mobility far more than massing a single deathball.
Scenario 3
The first great conquest
The standout scenario of the campaign. The Mongols cannot yet build advanced siege weapons, so the mission turns on kidnapping Chinese engineers to acquire them — a design that directly dramatises how the real Mongols got their siege capability.
Tip: The best-remembered mission here, and the one that most justifies the campaign's reputation among the original designers.
Scenario 4
Into Persia and beyond
The westward campaign that carried the Mongols into Central Asia and the Islamic world.
Tip: From here the enemies get technologically richer than you. Your advantage is speed and anti-siege, not a better tech tree.
Scenario 5
1241 · Battle of Legnica
The Mongol invasion of Poland, fought in Silesia. The intro shows an eighty-year-old Genghis Khan dying shortly after ordering the invasion.
Tip: That framing is wrong on both counts — see the history section below. The Dawn of the Dukes update replaced the generic Bohemian and Polish enemies with their proper civilizations.
Scenario 6 & elsewhere
1241 · Battle of Mohi
The finale, fought across the frozen Sajรณ river during the invasion of Hungary, with Ogedei commanding. You cannot build Docks, so the bridge is the only crossing at the start.
Tip: The Mongols also have the standalone Temujin scenario, appear in the co-op Tamerlane campaign, and turn up in more expansions than almost any other civilization.
Design versus record
The bonuses are unusually well chosen and one scenario dramatises a real historical mechanism better than any other mission in the game. The campaign's own framing of Genghis Khan's death, however, is simply wrong.
In the game
In Into China, the Mongols cannot build advanced siege until they capture the people who know how.
In history
Steppe nomads had no siege tradition of their own. The Mongols acquired it wholesale by absorbing Chinese and later Persian engineers, who built the trebuchets and catapults that brought down walled cities from Beijing to Baghdad. A game mission built around recruiting specialists rather than researching a technology is a sharper piece of history than most campaigns attempt.
Verdict: the best historical mechanic in any Age of Empires II campaign.
In the game
The intro to The Promise, set in 1241.
In history
Fourteen years before Legnica, and on the opposite side of the empire, while campaigning against the Western Xia. The invasions of Poland and Hungary were commanded by his successor Ogedei — which the final scenario does acknowledge.
Verdict: a straightforward factual error, dramatically convenient.
In the game
Fast-firing, mounted, and devastating if you never let it stand still.
In history
Mongol armies were built on horse archers using the composite bow, and on the feigned retreat — withdrawing while shooting backwards to draw a pursuing enemy into broken formation. A unit that is dominant when kited and fragile when caught is a fair mechanical translation of that.
Verdict: the unit and the history line up closely.
In the game
The economic bonus, and the fastest Dark Age in the game on a map with deer.
In history
The nerge was a mass hunt in which an army encircled a huge area and drove the game inward — used deliberately as training in coordination, signalling and envelopment, the same manoeuvres used against armies. Hunting really was central to how the Mongols fed and trained themselves.
Verdict: accurate, and better grounded than it first appears.
In the game
The Castle Age unique technology, and widely considered one of the weakest in the game.
In history
Mongols lived in gers — portable felt tents carried with the army. A people whose housing travels with them genuinely should not lose capacity when a settlement burns. The concept is sound; it is the game that has no mechanic where it matters.
Verdict: historically thoughtful, mechanically inert.
In the game
Five technologies missing, including Redemption, Block Printing and Theocracy.
In history
The Mongol Empire was notably tolerant in religious matters, hosting Buddhist, Nestorian Christian, Muslim and shamanic practice side by side, and exempting clergy from taxation. A weak Monastery reads as a balance decision for a civilization that is strong elsewhere, not as a historical statement.
Verdict: pure balance, and arguably the opposite of the record.
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