Slavs
Infantry & SiegeTeam Bonus
Military buildings (except Castles) provide +5 population space
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"The Slavs are an infantry and siege civilization with faster-working farmers, free infantry upgrades, cheaper siege workshop units, and faster monks."
Civilization Bonuses
- 1
Farmers work +15% faster
- 2
Arson, Gambesons free
- 3
Siege Workshop Units cost -15%
- 4
Monks move +20% faster
Unique Units
Unique Technologies
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Other Civilizations
AoE Coach analysis
Context & meta
The Slavs are an infantry-and-siege civilization with a powerful farming economy. Their farmers work 15% faster, giving them one of the strongest sustained food incomes in the game and supporting heavy military production. Their Siege Workshop units cost 15% less, making their siege one of the most efficient, and they receive Arson and Gambesons for free, boosting infantry effectiveness. Their monks move 20% faster, aiding relic collection and battlefield support. Their unique unit is the Boyar, a heavily armored cavalry unit, supported by unique technologies like Detinets and Druzhina. The Slavs excel at infantry-and-siege pushes and resource-rich late-game armies built on their dominant farm economy.
History & balance
The Slavs are designed around an agrarian, siege-heavy identity, with their farming bonus underpinning a relentless military output that few economies can sustain. Free Arson and Gambesons immediately strengthen their infantry, while discounted siege makes Rams, Mangonels, and Onagers a cornerstone of their army composition. The Boyar offers a durable cavalry option that rewards aggressive frontline play. Faster monks add a layer of relic and support utility. Across balance eras, the Slavs have been positioned as an economy-and-siege powerhouse, particularly potent on land maps where their farm advantage compounds into overwhelming production. They reward players who commit to combined infantry-and-siege pushes and who can convert a strong food economy into continuous battlefield pressure.
In pro play
Slav players lean on the 15% faster farms to fuel constant military production, often opening with infantry or a Knight timing before transitioning into their signature infantry-and-siege composition. Free Arson and Gambesons make Militia-line pushes against buildings and units highly cost-effective, while discounted Siege Workshop units enable an early and sustained siege presence. A common plan is a Castle Age siege-and-infantry push that grinds through defenses, scaling into Onager-and-Halberdier compositions in Imperial. The Boyar shines as a durable frontline option in mixed armies. Slavs are favored on land and closed maps where their food economy snowballs. Pros value them for their relentless production and their ability to convert economic dominance into continuous, siege-backed aggression.
How to counter it
The Slavs are a land-and-siege civilization, so deny them the prolonged ground engagements they thrive in. Their siege is cheap and central, but it remains slow and vulnerable, so use cavalry, Knights, and mobile raiders to snipe Mangonels and Onagers before they set up. Their infantry is strong, so kite it with archers and avoid melee grinds. Raiding their farms is high-value, since their entire production engine depends on that food economy; hit villagers relentlessly to choke their output. On water maps their bonuses are far less relevant, so steer the game toward the sea when possible. Out-mobility their slow siege-and-infantry core, pick off the siege, and starve the farm economy that powers their relentless production.