Arson

Arson

Barracks - Feudal
Food 75
Gold 25
Time 25s
Category infantry

Evolution

Arson

Feudal
Food 75 Gold 25
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Technology Effect

"+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

Civilization Access

Armenians
Aztèques
Bengalis
Berbères
Bohémiens
Britanniques
Bulgares
Bourguignons
Birmans
Byzantins
Celtes
Chinois
Coumans
Dravidiens
Éthiopiens
Francs
Géorgiens
Goths
Gurjaras
Hindustanis
Huns
Incas
Italiens
Japonais
Jürchen
Khitans
Khmers
Coréens
Lituaniens
Magyars
Malais
Maliens
Mapuche
Mayas
Mongols
Muisca
Perses
Polonais
Portuguese
Romains
Sarrasins
Shu
Siciliens
Slaves
Espagnols
Tatars
Teutons
Tupi
Turcs
Vietnamiens
Vikings
Wei
Wu

* 50 civilizations have access to this technology.

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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.