Squires

Squires

Barracks - Castle Age
Food 100
Time 40s
Category infantry

Evolution

Squires

Castle Age
Food 100
The AoE Coach mascot: a medieval helm wearing a headset

Go into your next game with a plan

A plan for the two civilizations you choose.

Try it free

Technology Effect

"+10% Speed for infantry"

Coach's Tip

Squires increases the movement speed of all infantry by 10%. This helps your infantry keep up with cavalry, catch archers, and reach battles faster. Essential for infantry-focused strategies.

Strategic Analysis

Strategic Identity

Squires increases the movement speed of all infantry by 10%. This helps your infantry keep up with cavalry, catch archers, and reach battles faster. Essential for infantry-focused strategies.

When to Research

High Priority

Research Squires as soon as you have the resources and are using infantry units.

Combat Impact

+10% Speed for infantry

Civilization Access

Armenians
Aztecs
Bengalis
Berbers
Bohemians
Britons
Bulgarians
Burgundians
Burmese
Byzantines
Celts
Chinese
Cumans
Danes
Dravidians
Ethiopians
Franks
Georgians
Goths
Gurjaras
Hindustanis
Huns
Inca
Italians
Japanese
Jurchens
Khitans
Khmer
Koreans
Lithuanians
Magyars
Malay
Malians
Mapuche
Maya
Mongols
Muisca
Persians
Poles
Portuguese
Romans
Saracens
Saxons
Shu
Sicilians
Slavs
Spanish
Tatars
Teutons
Tupi
Turks
Varangians
Vietnamese
Vikings
Wei
Wu

* 50 civilizations have access to this technology.

The AoE Coach mascot: a medieval helm wearing a headset

Prepare your next matchup

Choose both civilizations for a game plan, key threats and an army composition.

Try the coach for free

AoE Coach analysis

Context & meta

Squires is a Castle Age Barracks technology costing 100 food and taking 40 seconds to research. Its effect is exact and simple: Infantry moves 10% faster. The affected list includes the Militia line, Spearman line, Eagle line and Condottiero. It is therefore a movement upgrade for a defined family, not a generic speed bonus for every military unit. The research belongs in an infantry plan where faster contact, reinforcement and retreat change the number of fights the army can choose. It changes reach, not raw combat power.

History & balance

Squires is a good example of a technology that changes behavior without changing a unit card. Infantry normally pays for its strength by needing time to reach a target; ten percent more movement turns that delay into a smaller tactical tax. The upgrade does not create damage or armor, and it does not make infantry cavalry. It simply improves the moments around combat: arriving before a wall closes, catching a retreating ranged line, reinforcing an ally and leaving a bad fight. Its historical flavor is the training of the soldier; its practical value is tempo.

In pro play

Research Squires when your Barracks units have a job that depends on contact. A Spearman line uses the speed to meet cavalry, a Militia line uses it to reach an exposed economy, and an Eagle line uses it to turn vision into a surround. Pay 100 food and reserve the 40-second research window before a decisive movement, not after the army has already missed the timing. The bonus is strongest when several affected units share one plan; it is weak value for a single defensive infantryman parked at home. Move with purpose, then use the speed to disengage as well as to attack.

How to counter it

Squires has no combat counter because it is a movement technology. The timing mistake is treating the research as mandatory in every Castle Age, or researching it after the infantry window has already passed. When the opponent is building distance with ranged units, blocking routes with walls or relying on cavalry to disengage, Squires is valuable before the move that must connect. If no affected infantry is queued, the 100 food is often better kept for the army or economy. Read the map, research before contact and punish the player who spent the resource without a plan. If you do not know when to take that timing, AoE Coach reads your match-up and gives you the composition and timing.