Trade Cog unit icon - Age of Empires 2

Trade Cog

Ship
Wood100
Gold50
Hit Points80
Attack0
Melee Armor0
Pierce Armor6
Train Time36s
Speed1.65

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

The coach's briefing

The Trade Cog generates gold by sailing between your Dock and an ally's Dock. The farther the distance, the more gold per trip. In late Imperial Age when gold mines run out, Trade Cogs become essential. Build trade routes with allies early and protect them.

STRONG AGAINST

You win these trades cost-effectively.

?
Nothing

WEAK AGAINST

Avoid these fights or bring support.

?
All warships
Fire Ship
Fire Ship
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Strategic Analysis

Tactical Identity

The Trade Cog is your **late-game gold engine**. It sustains gold-heavy compositions when mines run out.

Tactical Playbook

Distance Matters

Trade gold scales with distance. Longer routes = more gold per trip. Plan routes carefully.

Multiple Trade Lines

Build 10-20 Trade Cogs for sustainable gold income. More is better in late game.

Protected Routes

Trade Cogs are defenseless. Patrol routes with war ships to prevent snipes.

Critical Point

**Completely defenseless**. A single Fire Ship can destroy your entire trade line. Never trade without naval protection.

Understanding The Stats

The Trade Cog is the essential late-game gold generation unit for team games.

Gold Generation

Variable

Gold per trip depends on distance. Maximize route length.

Good HP

80 HP

Tankier than Fishing Ships. Survives a few hits.

Fast Speed

1.65 tiles/s

Fastest civilian ship. Quick trade cycles.

No Combat

0 Attack

Defenseless. Needs war ship escort.

Coach's Tip

80 HP and 6 pierce armor is decent for a civilian. You can survive some arrow fire, but not sustained combat.

Mechanics & Bonuses

Attack Bonuses

TargetBonus Dmg
No damage bonus: this unit deals the same damage to every target.

Armor Classes

Ship

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

Civilizations

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
Mayas
Mongols
Perses
Polonais
Portuguese
Romains
Sarrasins
Shu
Siciliens
Slaves
Espagnols
Tatars
Teutons
Turcs
Vietnamiens
Vikings
Wei
Wu

* 50 civilizations have access to this unit.

AoE Coach analysis

Context & meta

Trade Cog is a noncombat water trader that travels between allied Docks to generate gold. It costs 100 wood and 50 gold, trains in 36 seconds, has 80 HP, 0 attack, 0 melee armor and 6 pierce armor, with 1.65 speed and 6 line of sight. The high speed helps it complete a route and escape some danger, but the route remains visible and predictable. Its value comes from repeated safe trips, so every dock placement, escort decision, and vision check changes the return on the investment. Safety comes before distance.

History & balance

Trade Cogs carry the logic of maritime commerce into a unit that is easy to understand and easy to punish. Water trade asks the player to turn two docks into a connected economic corridor, just as land trade asks two markets to support a route. The faster hull makes the journey feel active, yet it never becomes a fighting ship. That distinction creates a clear strategic story: a prosperous harbor is powerful only when the fleet can keep the trade lane open. The lane must remain protected on every trip.

In pro play

Build the trade lane around safety first. Put the two Docks behind the side of the map where enemy ships cannot approach from several angles, then check the full route before queuing Trade Cogs. Their 36-second train time supports a steady flow, while 1.65 speed lets a protected lane turn trips into reliable gold. Keep a few combat ships near the most exposed bend, avoid stacking every trader on the same line, and pause expansion when the water is contested. Trade is strongest when it asks the enemy to cross your fleet to reach it.

How to counter it

The classic mistake is chasing enemy warships while leaving the Trade Cogs to complete their route. There is no official combat Weak vs category because this unit has 0 attack and an economic role. The practical counter is water denial: Galleys, War Galleys, and Fire Ships can patrol the lane, cut a route between Docks, and force the opponent to replace traders instead of growing the army. Attack the path and the dock exit, not only the boat you happen to see. Losing water trade without knowing what to produce or when? AoE Coach reads your matchup and gives you the composition + timing.