Galleon unit icon - Age of Empires 2

Galleon

Ship
Wood90
Gold30
Hit Points155
Attack9
Melee Armor0
Pierce Armor6
Train Time27s
Speed1.36

Base values, before Blacksmith upgrades. The Blacksmith raises attack and armour for infantry, cavalry and archers — Blast Furnace, for instance, gives "+2 Attack for infantry & cavalry". Late in a game, the real numbers are higher.

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Evolution

Galley

Feudal
Gold 100 Wood 150

Galleon

Imperial
Gold 315 Wood 400

The coach's briefing

The Galleon is the pinnacle of the Galley line. 9 attack, 7 range, 155 HP, and 6 pierce armor make it a naval powerhouse. In Imperial Age, Galleons dominate standard water combat. Only Cannon Galleons outrange you. Combine with Fast Fire Ships for a balanced navy.

STRONG AGAINST

You win these trades cost-effectively.

War Galley
War Galley
Demolition Ship
Demolition Ship
Transport Ship
Transport Ship

WEAK AGAINST

Avoid these fights or bring support.

Cannon Galleon
Cannon Galleon
Elite Cannon Galleon
Elite Cannon Galleon
Heavy Demolition Ship
Heavy Demolition Ship
Fire Ship
Fire Ship
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Strategic Analysis

Tactical Identity

The Galleon is your **Imperial Age naval backbone**. It provides the firepower and durability for late-game water control.

Tactical Playbook

Mass Production

Keep producing from 3+ Docks. Galleons are the core of Imperial navies.

Range Advantage

7 range lets you hit most threats before they can respond. Use this to kite Fire Ships.

Shore Bombardment

Galleons can damage shoreline buildings. Support land assaults from the water.

Critical Point

**Cannon Galleons outrange you**. Elite Cannon Galleons have 15 range vs your 7. Don't try to trade - close the distance or avoid them.

Understanding The Stats

The Galleon is the ultimate standard warship with balanced offensive and defensive capabilities.

Superior Range

7 Range

Best range among Galley-line ships. Control engagements with positioning.

High Firepower

9 Attack

Strong damage output. Combined with bonus, deals 16 to ships.

Tanky Stats

155 HP / 8 PA

Very durable. Can absorb significant damage in prolonged fights.

Same Cost

90W 30G

Same cost as Galley despite being far superior. Great value.

Coach's Tip

155 HP and 6 pierce armor make you the tankiest Galley-line ship. You can trade efficiently against most naval units.

Mechanics & Bonuses

Attack Bonuses

TargetBonus Dmg
Galley-type ship+9
Building+6

Armor Classes

Ship

Takes bonus from Heated Shot, Fire Ships, and Demolition Ships.

Galley-type ship

Vulnerable to units with bonus damage vs this class.

Civilizations

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

* 47 civilizations have access to this unit.

AoE Coach analysis

Context & meta

The Galleon is the standard late-game ranged Warship, listed at 90 wood and 30 gold, 27 seconds to train, 155 HP, 9 attack, 0/6 armor, 7 range, 1.36 speed and 9 line of sight. It carries +8 attack versus Ships, +8 versus Fishing Ships and +8 versus Buildings. The official help gives the categories: strong versus the Hulk-line and weak versus Fire Ships. This is the reliable fleet backbone: cheaper and faster to replace than a specialist siege ship, with enough range to control open water. It still needs numbers and screening because the Fire Ship matchup is structural, not cosmetic.

History & balance

The Galleon is the stable endpoint of the galley family: a ranged ship for ordinary fleet work while specialists answer buildings or massed targets. Its official strong category, the Hulk-line, defines the baseline naval role; its Fire Ship weakness preserves water combat counterplay. Repository bonuses against Ships, Fishing Ships and Buildings reinforce that purpose without making it universal. A 27-second train time supports continuous Dock production, but 90 wood and 30 gold still demand a real water economy. The unit history is one of dependable mass, not a flashy special mechanic.

In pro play

Use Galleons as the main line protecting Docks, transports and fishing while faster ships scout the enemy Fire Ship count. Seven range and 1.36 speed let the fleet kite slower targets, but the formation must stay wide enough to avoid one Demolition Ship hit. The +8 Ship bonus makes focus fire valuable: remove one hull, then shift the whole line instead of choosing separate targets. Add Cannon Galleons only when shore structures justify the slower investment. The right timing is sustained Dock production with enough wood to replace losses immediately; a first wave without reinforcements loses to the first counter transition.

How to counter it

The classic mistake is massing Galleons and assuming range makes Fire Ships irrelevant. The official help gives the categories: strong versus the Hulk-line and weak versus Fire Ships. Fire Ships and Fast Fire Ships close to effective range and apply sustained damage where Galleon armor does not save the hull; Heavy Demolition Ships punish a fleet that stays too tight. Keep a screen in front, split the water into two angles and focus the first Fire Ship before contact. If you keep losing to Galleons without knowing what to produce or when, AoE Coach reads your match-up and gives you the counter composition and timing.