What Changed
The naval overhaul represents a major change to water gameplay in Age of Empires 2. The update introduces entirely new ship lines, reworks existing naval technologies, overhauls fishing mechanics, and fundamentally changes how water control is contested across all ages.
The centerpiece additions are the Hulk ship line, a new close-range warship line, and the Catapult Galleon, a siege ship available to several civilizations that lack the Cannon Galleon. These units add tactical choices on water maps and make mixed fleet compositions worth considering.
Fishing Ships remain economic units that gather food from fish and Fish Traps, while Fishing Lines improves their efficiency. Protecting the fishing economy remains important because unprotected Fishing Ships are vulnerable to military ships.
Multiple new technologies including Medium and Heavy Warships, Carvel Hull, Clinker Construction, Siphons, and Incendiaries add depth to naval tech trees. Each technology serves a specific strategic purpose, and knowing when to research each one is now a key skill for water map gameplay.
The Hulk Ship Line
The Hulk is a new Castle Age warship that upgrades to the War Hulk and then the Carrack in Imperial Age. It has a close-range melee attack, is strong against Fire Ships, and is weak against Galleys. Use the line as a close-range option while protecting it from Galley-line units.
The Hulk's primary role is to counter Fire Ships. The current unit descriptions establish a rock-paper-scissors relationship on water: Galleys are strong against the Hulk line, Hulks are strong against Fire Ships, and Fire Ships are strong against the Galley line. Use the triangle to match your fleet to the opponent's production.
The War Hulk and Carrack continue the same close-range role into the later ages. Keep them protected from Galley-line units and from ranged fleets that can exploit their limited reach; their value depends on the matchup and positioning.
When building Hulks, aim for a ratio of roughly 1 Hulk per 3-4 Galleys. The Hulks serve as your frontline while Galleys provide DPS. In tight waterways, Hulks become even more powerful because enemies cannot kite around them. On open water, keep your Hulks near chokepoints or use them to protect your fishing ships from Fire Ship raids.
Catapult Galleon
The Catapult Galleon is an anti-building siege warship available to several civilizations that lack the Cannon Galleon. It has long range and area damage, giving those civilizations a naval option against coastal buildings.
The Catapult Galleon is strong against buildings and can attack from long range, but it cannot attack enemies at close range and is weak against units that close the distance. Keep it protected while it attacks Docks, coastal Towers, and Castles.
As a starting heuristic, 3-5 Catapult Galleons can threaten coastal buildings, but the useful number depends on the matchup and economy. Pair them with a defensive fleet of Galleys and Hulks that protects them from enemy ships while they bombard. Position them behind the combat fleet and focus-fire on key buildings.
For Aztecs, Mayans, Incas, and other civilizations with the unit, the Catapult Galleon adds a naval siege option against fortified shorelines. It still requires investment and fleet support, and its close-range weakness means it must be protected.
New Technologies Explained
Medium Warships upgrades Galleys, Fire Galleys, and Hulks and enables their stronger next lines. Heavy Warships upgrades War Galleys, Fire Ships, and War Hulks and enables Galleons, Fast Fire Ships, and Carracks. Both technologies improve the relevant ships; check the available line before researching them.
Carvel Hull is a Castle Age technology that makes ships move 10% faster. This can help a fleet reposition and disengage, but it is a movement-speed bonus rather than a turning-speed or acceleration bonus.
Clinker Construction makes ships move 10% faster. It is another mobility technology, not a direct HP or pierce-armor upgrade. Choose it when the extra movement fits your fleet and matchup.
Siphons gives Fire Ships an explosive charge attack. Incendiaries makes Fire Ships detonate when sunk, gaining blast radius. These technologies specialize the Fire Ship line; research them when that line is part of your plan.
Fishing Lines is an economic technology at the Dock that makes Fishing Ships gather 10% faster and carry 5 more. Research it when your fishing economy is large enough for the investment to matter.
Fishing Ship Changes
Fishing Ships are economic units, not combat ships. Unprotected Fishing Ships are vulnerable to military ships, so protect the fishing economy with scouting, positioning, and military support.
Fishing Ships do not replace military protection. When enemy ships approach, use nearby military ships and sensible Dock placement to protect the fishing economy; do not rely on a Fishing Ship garrison mechanic.
Fishing Ships gather food from fish and Fish Traps and can build Fish Traps. Treat them as food-economy units and contest water to protect that income.
The Fishing Lines technology at the Dock improves Fishing Ship efficiency. Its 10% gathering bonus and +5 carry capacity can reduce travel overhead as well as increase the food returned by each trip.
New Naval Meta
The naval meta rewards the rock-paper-scissors triangle: Galleys are strong against Hulks, Hulks are strong against Fire Ships, and Fire Ships are strong against the Galley line. A mixed fleet can be useful when the opponent changes production.
Fleet composition matters. A balanced fleet typically includes a core of Galleys for DPS, a few Hulks for tanking and Fire Ship defense, and possibly Fire Ships for anti-Galley pressure. The exact ratio depends on what your opponent is building: scout their Docks and adjust your production accordingly.
Technology timing has become critical. Researching Carvel Hull, Clinker Construction, and Medium Warships at the right time can swing naval engagements dramatically. Falling behind on naval tech is now as punishing as falling behind on Blacksmith upgrades on land. Prioritize naval techs according to your fleet composition: Carvel Hull for Galley-heavy fleets, Clinker Construction for Hulk-heavy fleets.
Map control and Dock placement matter because Fishing Ships need protection. Build Docks near useful fishing areas, support them with military ships, and adjust their position to the map and the opponent's pressure.
Civilization Impacts
Vikings gain access to Fire Galleys, adding early water aggression to their already strong naval identity. However, they lose Demolition Ships, removing their burst damage option. Vikings now favor sustained engagements with their free Wheelbarrow and Hand Cart, using Fire Galleys in Feudal and transitioning to Galleys and Hulks in Castle Age. The loss of Demolition Ships means they must avoid situations where burst damage would have been decisive.
Portuguese gain the Circumnavigation technology but lose Demolition Ships. Circumnavigation sets the entire map to explored and makes ships train 33% faster. Use the information to plan water engagements, while remembering that the missing Demolition Ship line changes their burst options.
Byzantines receive stronger Fire Ships through their existing bonuses: their Fire Ships attack 25% faster, and Greek Fire gives Fire Ships +1 range. They also have Siphons, which gives Fire Ships an explosive charge attack; they do not have Incendiaries in the current tree.
Wu receive free Careening and Dry Dock. Each technology gives ships +1 pierce armor, so the free technologies improve their naval defenses without requiring the normal research investment.
Aztecs, Mayans, and Incas are among the civilizations that gain the Catapult Galleon, adding a naval siege option against coastal buildings. The ship still needs fleet protection because it cannot attack at close range.