Across
- 4. Cumans; Scouts, Steppe Lancers, Cavalry archers train 100% faster
- 5. Italians; +1/+1 foot archer (except Skirmishers) and Condottiero armor
- 7. Tatars; Scout line, Steppe Lancer, Cavalry Archer +1/+1 armor
- 10. Turks; +20 Cavalry Archer HP
- 11. Aztecs; +1 Skirmisher attack and range
- 15. Persians; Archer line costs 60 Wood instead of 25 Wood/45 Gold
- 16. Incas; Skirmisher and Slinger minimum range reduced
- 17. Celts; +25% Castle and Tower attack speed
- 18. Poles; Knight line costs -60% Gold
- 22. Slavs; Monks +3/+3 armor
- 24. Koreans; +2 Watch Tower line range
- 25. Bulgarians; Cavalry attack 33% faster
- 28. Teutons; +4 Siege weapon melee armor
- 31. Franks; +1 Throwing Axeman range
- 32. Magyars; Magyar Huszar gold cost removed
- 33. Burmese; Battle Elephants +1/+2 armor
- 34. Berbers; Team castles work 25% faster
- 35. Indians; +10% Gold gathering speed from all sources (Mines, Trade, Relics)
- 39. Ethiopians; Shotel Warriors train 100% faster
Down
- 1. Huns; Tarkans can be trained at Stables
- 2. Goths; Huskarls can be trained at Barracks
- 3. Bohemians; Gunpowder units move 15% faster
- 6. Mayans; Skirmishers throw 2 projectiles
- 8. Byzantines; +1 Fire Ship range
- 9. Sicilians; Up to 5 Town Centers spawn 7 Serjeants; units more resistant to conversion
- 12. Malay; Upgrades Docks into Harbors
- 13. Burgundians; Farmers generate small amount of gold
- 14. Japanese; Towers fire 2 additional arrows
- 19. Khmer; +3 Battle Elephant attack
- 20. Spanish; Monks/Missionaries convert faster
- 21. Vikings; +5 infantry attack vs. cavalry, +4 vs. camels
- 23. Saracens; Monks return 33 gold when killed
- 26. Chinese; +30% Wall and Tower HP
- 27. Vietnamese; +100 Battle Elephant HP
- 29. Portuguese; Ships +1/+1 armor
- 30. Mongols; Destroyed Houses still count towards population cap
- 36. Malians; Town Centers can fire arrows without garrisoned units
- 37. Britons+1 Foot archer range, +2 Tower attack
- 38. Lithuanians; +3 Town Center range
