Two-Man Saw

Two-Man Saw

Lumber Camp - Imperial
Food 300
Wood 200
Time 100s
Category economy

Evolution

Two-Man Saw

Imperial
Food 300 Wood 200
The AoE Coach mascot: a medieval helm wearing a headset

Stop searching after the game

The coach calls out counters live, the moment the unit shows up.

Try it free

Technology Effect

"+10% Wood gathering rate"

Coach's Tip

Two-Man Saw is the final wood upgrade, completing the lumber technology line. Essential for trash unit production in late game.

Strategic Analysis

Strategic Identity

Two-Man Saw is the final wood upgrade, completing the lumber technology line. Essential for trash unit production in late game.

When to Research

High Priority

Research Two-Man Saw as soon as you have the resources and are using economy units.

Combat Impact

+10% Wood gathering rate

Affected Units

This technology improves 1 units.

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

* 34 civilizations have access to this technology.

The AoE Coach mascot: a medieval helm wearing a headset

Just lost against this unit?

Your coach names the counters during the match — not once the game is over.

Try the coach for free

AoE Coach analysis

Context & meta

Two-Man Saw is an Imperial Age technology researched at the Lumber Camp. It costs 300 food and 200 wood and takes 100 seconds. Villagers gather wood +10% faster. It is the final wood-rate step in this target set, so the benefit is deliberately long term: it supports late farms, houses, production, walls, docks, and trash-unit transitions when many Villagers remain on wood. The 100-second research is a major commitment and the effect is smaller than the earlier +20% steps. Two-Man Saw pays only when a large wood economy will continue working through the late game.

History & balance

Two-Man Saw is a late scaling technology rather than a sudden power spike. Its design gives an Imperial economy a way to keep infrastructure and low-cost military production supplied after the map becomes crowded. The smaller +10% bonus and long research time make the choice more demanding than the earlier wood upgrades: the player must value several minutes of future wood over immediate units or a faster military technology. The broad effect remains readable and non-combat, so the opponent can attack the wood line or force the economy to spend elsewhere. It is a reward for a sustained plan, not a rescue button.

In pro play

Research Two-Man Saw when at least fifteen lumberjacks will stay on wood for the next several minutes and the late plan needs constant farms, houses, docks, or trash units. Reserve 300 food, 200 wood, and the full 100-second Lumber Camp window, then ensure military production can survive the long pause. The +10% gain is a slow return, so it is clean behind a stable army or during a controlled Imperial transition, not during an emergency push. Keep the wood line safe and convert the extra supply into the production the plan has already chosen. If the next fight is decisive, units and siege come first.

How to counter it

No military unit counters Two-Man Saw itself. The classic timing error is paying 300 food, 200 wood, and 100 seconds for a wood line too small to recover the investment, or researching it during the fight that needs immediate units. A practical threshold is fifteen or more active lumberjacks with several minutes of wood demand ahead. Pressure the Lumber Camp, force emergency military spending, or attack before completion; after it finishes, raid the workers because the +10% rate depends on uninterrupted work. If late-game economy timings keep funding the wrong army, AoE Coach reads your matchup and gives you the composition and timing.