Arson
Barracks - FeudalEvolution
Arson
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"+2 Attack vs Buildings for infantry"
Coach's Tip
Arson gives all infantry units +2 attack bonus against buildings. This makes infantry significantly more effective at destroying enemy structures, especially in Castle Age rushes.
Strategic Analysis
Strategic Identity
Arson gives all infantry units +2 attack bonus against buildings. This makes infantry significantly more effective at destroying enemy structures, especially in Castle Age rushes.
When to Research
High Priority
Research Arson as soon as you have the resources and are using infantry units.
Combat Impact
+2 Attack vs Buildings for infantry
Affected Units
This technology improves 12 units.
Civilization Access
* 50 civilizations have access to this technology.
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Other Technologies to Explore
AoE Coach analysis
Context & meta
Arson is a Castle Age technology researched at the Barracks. It costs 75 food and 25 gold and takes 25 seconds. Infantry gain +2 attack versus buildings. The effect applies to the Infantry line and changes how quickly those units punish houses, walls, production buildings, and other structures, but it does not increase their attack against units. Arson is a low-cost siege-support technology for a player whose Infantry are already reaching the enemy base. Its value is tied to contact with buildings: without a live structure target, it is only a delayed Barracks queue.
History & balance
Arson gives Infantry a structure-pressure identity without replacing dedicated siege. The design intention is to let a committed Castle Age infantry group convert survival at the front into meaningful base damage, especially when walls and houses are the immediate objectives. Limiting the bonus to buildings keeps the technology from becoming a generic attack upgrade and preserves the need for normal military improvements in unit fights. Its cheap food-and-gold price makes it attractive, but the Barracks research time still creates a choice between more Infantry and faster demolition. Arson rewards a push with a route to buildings, not a defensive army waiting at home.
In pro play
Research Arson when at least five to eight Infantry are already moving toward enemy buildings, or when a Man-at-Arms or Long Swordsman push will reach houses and walls before the opponent can reinforce. Reserve 75 food, 25 gold, and the 25-second Barracks window, then keep producing the bodies that make the bonus matter. The clean timing is just before the first structure contact, not on Castle Age arrival with no Infantry on the map. Use the +2 versus buildings to create a breach or deny production, while normal upgrades and support handle enemy units. If the group is forced to retreat, spend the resources on the army instead.
How to counter it
No military unit counters Arson itself. The classic timing error is researching it after the Infantry push has already lost its access to buildings, or clicking it before five to eight Infantry exist. The opportunity cost is 75 food, 25 gold, 25 seconds, and the Barracks production that could add another body. A practical threshold is five or more Infantry with a clear structure target. Pressure the Barracks or fight before completion, then defend the buildings with the correct units and keep the Infantry away from them; the +2 versus buildings does nothing in a unit fight. If structure pushes keep breaking your base, AoE Coach reads your matchup and gives you the composition and timing.