age of civilization 2 обучение
База знаний по игре Age of Civilizations II
Краткий F.A.Q. для тех, кто хочет максимально комфортно и эффективно играть в Age of Civilization II.
Первое и самое простое
В первую очередь вам нужно выбрать сценарий, подходящий для вас. Лучше всего для первых игр выбирать ту страну, где больше всего провинций и меньше всего соседей. При управлении большим количеством городов вы сможете получать много ресурсов на развитие экономики и науки, а также на поддержание армии. Главное не забывайте следить за настроением в каждой отдельной провинции, чтобы народ был сыт, рад и не болел. Если на территории эпидемия болезни, то лучше незамедлительно провести там карантин и вложить финансы в поддержание лечения, дабы порядок региона был на максимальных показателях.
Сложность
Со сложностью тут всё также более-менее должно быть понятно и однозначно. Если вы играете в игру первый раз или только совсем новичок в жанре глобальных стратегий, то вам естественно лучше всего выбрать минимальный уровень сложности. При уровне сложности «Новичок» ваши соперники будут к вам немного благосклонней, решить дипломатические вопросы будет легче, а также развивать свою страну будет комфортней.
Туман войны
При начальном этапе освоения «Эпохи Цивилизаций» крайне рекомендуется убрать так называемый «Туман войны», для того чтобы имелась возможность наблюдать за перемещением войск всех стран. Так вы себя обезопасите зная где рядом с вашей границей находится армия, так и выбрать удачный момент для нападения сможете.
Рекомендации по развитию
При начале игры по сценарию вам предлагается выбрать основные направления в исследовании основных технологий. В этом окне в первую очередь стоит уделить внимание именно «исследованию», чем больше очков, тем быстрее остальные ветви будут развиваться.
Если следовать этим рекомендациям и грамотно распоряжаться финансами, то успех в прохождении Age of Civilization II вам гарантирован.
Age of Civilizations 2: как инди разработчик может стать конкурентом Paradox
В 2014 году, польский инди-разработчик Лукаш Яковски, выпустил на мобильные устройства игру Age of Civilization, стратегию, где игроку требовалось выбрав одно из реально существующих государств, привести его к победе путём захвата всего мира в одиночку или же с помощью альянса с AI. Благодаря пустующей сфере стратегий для телефонов, игра даже будучи платной, продалась больше ста тысячи раз, и получила крайне одобрительные отзывы, и Лукаш понимая, что стоит ковать железо пока горячо, выпустил несколько standalone-дополнений, расширяющих отдельные континенты, а спустя два года и вовсе анонсировал новую игру, уже не только для мобильных девайсов, которая по уровню проработки может утереть нос даже флагманским стратегиям Paradox. Давайте же узнаем, сможет ли инди-стратегия победить крупного издателя.
Начнем с простого: у игры (в отличии от игр Paradox) нет временных рамок. Разработчик создал большое количество сценариев, которые покрывают все основные эпохи человеческой истории, вы в любой момент можете начать играть в сценарий WW2, а потом взять и загрузить завоевания Римской Империи.
Автор пытается угодить всем, поэтому помимо очень гибкой настройки уровней сложности, вы можете играть в игру и в режиме реального времени, и в пошаговом режиме, развитая система дипломатии разрешает вам создавать немыслимые альянсы, а умный искусственный интеллект не даст вам заскучать. Помимо этого вы можете заниматься наукой, экономикой, менеджментом государства и прочее и прочее. А я напомню, эта игра так же выходит и на мобильные девайсы. Но даже это ещё не самое важное.
Ну и пару слов лично от себя: жду игру прямо с анонса, её переносили бессчетное количество раз, ну и конечно интересно посмотреть, насколько хорошо она зайдёт, и не загнётся ли эта «игра мечты» через пару месяцев.
Как легко заставить врага капитулировать в Age of Civilizations 2
Есть несколько способов победы всего их четыре: 1 и 2 я использую только в крайних случаях, потому, что они неудобные, чаще всего пользуюсь 3 и 4, перейдем к способам:
Первый способ
Второй способ
Попросить соседа врага напасть на него и ждать окончания войны, при этом пока она идет, купить максимально много войск как сможете и поставить на границу с врагом, если она останется. После войны кидайте противнику ультиматум на все земли не забудьте выбрать макс количество войск. Минусом является то, что противник может захватить вашего «союзника» или наоборот «союзник» полностью захватит противника, или он может не принять ультиматум примерно шанс того что он его не примет 20%.
Третий способ
Накопить макс количество войск и отправить предложение о вассализации, затем ультиматум (если предложение не примет) ждете пока мир закончится и в день окончания перемирия кидаете ультиматум, выбираете «Анексию»
ВНИМАНИЕ НЕ ПОЗЖЕ. ИЛИ ОН ОБЪЯВИТ О НЕЗАВИСИМОСТИ И НАЧНЕТСЯ ВОЙНА.
Четвертый способ
Когда воюете с противником, просто набираете то количество очков необходимое на вассализацию и пишите мир с условием того, что он станет вассалом, после мира скипаете 1 ход (не забудьте нанять много войск если надо берите кредиты) и отправляете ультиматум под условием анексии и все.
Спасибо за прочтение данной статьи надеюсь она была полезной 🙂
Age of civilization 2 обучение
First of all you need to go to steam/steamapps/common/Age Of Civilizations 2/game folder.
Here you can see the Governments.json file. You need to copy it and edit the file.
I’d recommend you to use Notepad++ for editing this file but you can use different text editor.
Here’s an example of an ideology.
I’ll explain some of the things.
If you want create a simple ideology (not rebels or tribal) just copy and paste this somewhere in the file.
<
Name: «Monarchy»,
Extra_Tag: «m», The tag for ideology pictures
GOV_GROUP_ID: 0, As I think the countries with ideologies that have same group id are more friendly to each other, but i don’t really know.
ACCEPTABLE_TAXATION: 0.25, Maximum taxation that increases happiness
MIN_GOODS: 0.15
MIN_INVESTMENTS: 0.1,
RESEARCH_COST: 1.0,
INCOME_TAXATION: 1.01,
INCOME_PRODUCTION: 1.01,
MILITARY_UPKEEP: 1.0,
ADMINISTRATION_COST: 1.02,
ADMINISTRATION_COST_DISTANCE: 1.0,
ADMINISTRATION_COST_CAPITAL: 0.4,
COST_OF_MOVE: 8,
COST_OF_MOVE_TO_THE_SAME_PROV: 4,
COST_OF_MOVE_OWN_PROV: 2,
COST_OF_RECRUIT: 18,
COST_OF_DISBAND: 16,
COST_OF_PLUNDER: 8,
REVOLUTIONARY: false, Only rebels are revolutionary for now. If you want your ideology to be revolutionary just type ‘true’ instead of ‘false’
R: 255, The RGB color of your ideology. (Used in ideology map)
G: 194,
B: 36
>,
Tribals have a special counter.
COST_OF_MOVE_OWN_PROV: 2,
Now, let’s edit the images.
Game calls these pictures ‘crowns’.
The game will use your Extra Tag. And if your tag is ‘q’ the file name should be:
crown_q.png
If you’re doung vassal flag it should be:
crown_x_q.png
I’d recommend you using paint net for editing these, or something else that can do png.
You just need to paint some in these folders:
Age of Civilizations 2/UI/H/crowns
Age of Civilizations 2/UI/XH/crowns
Age of Civilizations 2/UI/XXH/crowns
Age of Civilizations 2/UI/XXXH/crowns
Age of Civilizations 2/UI/XXXXH/crowns
Age of Civilizations 2/UI/icons/crowns
The end! Like, Favourite and share if you want!
Age of civilization 2 обучение
Age of Empires II: Definitive Edition
Hello everyone, and welcome to my guide a community effort I’m undertaking, to move some of the best works of the original Age of Empires 2 (Steam Edition) to the Definitive Edition.
This guide will primarily focus on giving detailed information on each Civ in the game, old and new. It’s format is heavily inspired by Philippe le Bon’s work in Age of Empires 2 HD, so I decided it was fitting to use his format, but update the icons to their new 3D model.
It will hopefully expand to cover Dark Age (and onwards) Build orders, and various styles of game openers (Fast Castle, Boom, etc).
⠀⠀⠀⠀⠀⠀I want to make this very clear. I am not the original writer of a lot of this information. I have merely coalesced the relevant information, and brought it into this guide; some of which will need to be changed. I have made small ease of life changes where possible, including strange syntax, grammar, and generally cleaned up the presentation. I have also updates the portraits of AoE2HD to their new hawtness ‘Definitive Edition’ versions.
With that out of the way, I hope you enjoy the guide!! Please, if anything is wrong, or out of order, leave a comment down below and I will endeavour to fix it.
This guide would never of been made if it weren’t for the original works. Here is a list of guides that I either used in the making of this remake, or just some stuff you should have a look at.
Special Civilisation Bonuses
— Villagers carry capacity +3
— All Military Units are created 11% faster
— Monks gain 5 HP for every tech researched at the Monastery
— Loom Tech free
— Start with +50 gold.
— No Gunpowder or Cavalry Units
— Scout Cavalry is replaced by Eagle Warrior (or Eagle Scout depending on game version i.e Conquerors/Forgotten/African/Rajas)
Unique Unit: Jaguar Warrior (Anti-Infantry Unit)
Jaguar Warriors are one of the strongest infantry units in the game due to their improved attack bonus granted by Garland Wars. They are able to hold their own against every infantry unit in a 1v1 situation, including the Teutonic Knight, provided the Jaguar Warrior manages to make the first blow. Their main weakness is lack of pierce armor, making them vulnerable to archers and heavy cavalry.
Tips:
«Military units created 15% faster»
=> It also concerns Monks, which are not considered like military units. In short this bonus concerns all units except Villagers, Fishing Ships and Trade Carts/Cogs.
And the real figure is: 1/(1*0.85) = 1.176 => 17.6% faster
— Aztec fully upgraded Champions are, with Elite War Elephants and Elite Teutonic Knights, the only melee units which can kill villagers in two strikes.
Unique Unit: Longbowman (Long-range foot Archer)
The Longbowman boasts the greatest archer range in the entire game. Starting off at a base of 5, upgrades from the blacksmith, researching Elite Longbowman and Yeomen at the Castle will bring the Longbowman’s max range up to 12, thus out-ranging Castles, Towers, Mangonels, and Scorpions including rival Unique Archer units from other civilisations. They also have a higher attack than normal archers.
«Yeomen: Foot archers have +1 range»
=> It also concerns Skirmishers, which make them pretty good (though Aztecs ones and Incas with their unique tech are arguably a bit better): even without Thumb Ring, Skirmishers actually don’t get a faster rate of fire from Thumb Ring, only an accuracy boost from 90% from 100% which is overshadowed by Briton’s +1 range.
— Warwolf give Trebuchets a very small Blast Radius of 0.5 (same splash area as Logistics or Druzhina), but also 100% accuracy (on immobile units/buildings) as a secondary effect.
— Longbowmen have less accuracy than standard archer-line:
Archer: 80% accuracy
Crossbowman: 85% accuracy
Arbalest: 90% accuracy
Longbowman: 70% accuracy
Elite Longbowman: 80% accuracy
Team Bonus: Monks heal 50% faster
Unique Tech: Logistica :Cataphracts do trample damage
Greek Fire:Fireships +1 range
Unique Unit: Cataphract (Anti-Infantry Cavalry)
The Cataphract is the unit with the fewest weaknesses. They have a bonus attack against infantry units, making them an ideal defence force. Despite having a disadvantage when it comes to facing Heavy Camels and Mamelukes, the Cataphracts are effective against all units, making them a force to be reckoned with. Still, keeping some infantry with them would be wise seeing as Halberdiers can still be a threat to Cataphracts.
The Persian War Elephant will be able to defeat Cataphracts with ease thanks to their high attack and HP. Just make sure not to attack with less than 10. A large force of cataphracts can take down 5 war elephants without much difficulty, especially if there are several castles and monks in the general vicinity. Archers, Hand Cannoneers and Scorpions also have a slight advantage thanks to a lower pierce armour on the Cataphracts part.
Tips:
«Logistica: Cataphracts cause trample damage»
=> Also adds +6 to the Cataphract bonus against infantry (9 to 15 for non-elite/12 to 18 for elite); a fully upgraded Elite Cataphract kill a FU Gothic Halberdier in only two hits.
It is worth noting Cataphracts/Elite Cataphracts got 12/16 bonus defense against anti-cavalry/anti-unique units, making them immune against non-heavy Camels, Mamelukes, Samurais. and only taking small bonus damage from Heavy Camels and Pikemen.
Though it’s not a good idea to face large groups of Halberdiers with FU Elite Cataphracts as they still suffer from 16 bonus damage from halbs, go with Archers/Skirms or Hand Cannoneers to deal with them.
«Elite Cataphract upgrade: Upgrades your Cataphracts and lets you create Elite Cataphracts, which are stronger and better armored»
=> Both got exactly the same base armor: 2/1.
Team Bonus: Genitour availible at Archery Range
Unique Techs
Kasbah: Team castles work +25% faster
Maghrabi Camels: Camel troops regenerate
Unique Units
Camel Archer: Cavalry Archer with bonus against cavalry archers
Genitour: Mounted Skirmisher
Tips:
The Berbers have one of the most powerful Castle Age Knight rushes in the game due to their 15% reduced cost. Their Camels and Hussar are also affected by this bonus and are backed up by full upgrades, giving a powerful advantage against other cavalry civilisations. Notably, the Berber Hussar line is cheaper than the Magyars, allowing the Berbers to go toe-to-toe effectively in «trash unit» wars. This Stable discount eclipses those of other civs while also affecting more units, and is not to be underestimated. Genitours are also a great asset in Trash Wars.
Special Civilisation Bonuses
— Free Lumber Camp Upgrades
— Infantry +1 Attack per Age (Starting in Feudal Age)
— Monastery techs 50% cheaper
Team Bonus: Relics are visible on the mini map
Unique Techs
Howdah(Castle Age): Battle Elephants get +1/+2 armor
Manipur Cavalry: (Imperial Age): Cavalry and Arambai get +6 attack versus buildings
Unique Units
Arambai: (A powerful, but inaccurate cavalry)
The Burmese Arambai is a cavalry archer with a powerful attack that is unfortunately negated by their horrendous accuracy. Through trial and error (with the assistance of Hardfoil), we decided that the best strength of the Arambai is served in small, quick cohorts that can engage and retreat swiftly from any entanglements they may encounter. Because of their pitiful accuracy, it is best to use them to attack large blocks of troops in order to maximize the damage they do across an area of effect. By far the simplest way to counter the Arambai is with excessive amounts of pikeman. Some of the infantry will certainly fall whilst moving to engage, but if enough, the pikemen will rip the Arambai to shreds.
Tips:
Their Monks are also exceptionally strong, with access to all Monastery technologies available (save for Heresy in order to give their Battle Elephants a more fleshed out counter) and they even get a 50% discount on them. Their team bonus also helps their Monks by revealing the locations of all Relics on the map, allowing the Burmese player and their teammates to quickly collect them and have a gold lead in the late game. This is especially useful on Arena maps, where the Burmese can quickly advance to the Castle Age behind the safety of their walls.
Team Bonus: Blacksmiths work 50% faster.
Unique Tech: Can build Krepost.
Unique Unit: Konnik: Cavalry that keeps on fighting as a dismounted infantry when killed.
The strength of this unit relies on their durability, as they have to be killed twice, while they can also mess with the possible opponents’ response to cavalry. They can be created at Kreposts, which are a fortification similar to a Castle, but weaker and cheaper (about half the price of a Castle). The attack speed of the Konnik can be improved with their Castle Age unique technology Stirrups, who also improves the attack speed of the Scout Cavalry line. Regarding the Stable they have full upgrades for both the Paladin and the Hussar.
Unique technologies:
—Stirrups: Light Cav & Konniks attack 25% faster.
—Bagains: Militia-line gains 3 armour.
Tips:
They are great at rushing, since their Militia-line infantry automatically upgrades upon advancing to the next age, while their team bonus enables their blacksmith to rapidly upgrade their units. Also, these units retain their value as their unique technology Bagainsgives their Militia-line Infantry +3 melee armour. They have most upgrades available for infantry, only lacking the Champion upgrade.
Unique Units:
— Coustillier: Cavalry unit that can charge their attack stat
— Flemish Militia: Heavy infantry unit with a bonus vs cavalry; can only be obtained via the Flemish Revolution technology.
Special Civilisation Bonuses
— Lumberjacks work 15% faster
— Infantry move 15% faster
— Siege weapons fire 25% faster
— Sheep cannot be converted if in 1 Celt Unit’s line of sight
Unique Unit: Woad Raider (Fast-moving Infantry)
The Woad Raider is the fastest non-hero infantry in the game, making it an excellent rushing unit and about the same speed as a scout cavalry. They’re best used against low-level, non-unique infantry and most archers, but become chow food against stronger infantry variants and cavalry. Woad Raiders are also effective against siege weapons and have a bonus against buildings, making them ideal for destroying wonders.
Tips:
«Siege Weapons fire 20% faster»
=> Actually all the AoE rate of fires are calculated using an «attack reloading time» thing. Setting this value to 0.8 means that the Celtic Siege fire 1/(1*0.8) = 1.25 => 25% faster, associated with their +40% HP bonus, it makes Celts particularly overpowered on closed choky maps like Black Forest.
«Woad Raider: Celtic unique unit. Exceptionally quick infantry.»
=> A FU Elite Woad Raider moves at 1.2 base speed + 15% civ bonus = 1.38 speed, whereas an Elite Eagle Warrior moves at 1.3 base speed + 10% civ bonus = 1.43 speed. So that «exceptionally quick infantry» is slower than Elite Eagle Warriors contrary to popular beliefs.
Team Bonus: Farms start with +45 food
Unique Tech: Rocketry: Chu Ko Nu (+2) attack, Scorpions (+4) attack
Great Wall: Walls and towers +30 HP
Unique Unit: Chu Ko Nu (Rapid-fire Archer)
The Chu Ko Nu is the only archer in the game that fires multiple shots with each attack. A normal Chu Ko Nu fire 3 arrows per attack while an Elite Chu Ko Nu fire 5 arrows. However, only the first arrow does full damage while the following do only 3. Their large attack and quick fire rate is offset by their low health, lack of base armor, and a base range of 4.
Several successful tactics for using Chu Ko Nu is mingling them with Arbalests and Infantry: Arbalests for clearing away most anti-archer units and Infantry for fending off cavalry and mopping up after the Arbalests. Another tactic is garrisoning them inside Castles and Towers, thus greatly increasing the building’s firepower.The most ideal way of defeating Chu Ko Nu is with longer ranged archers, large numbers of heavy cavalry and siege weapons with splash damage.
Special Civilisation Bonuses:
Can build an additional Town Center in the Feudal Age.
Siege Workshop and Battering Ram available in the Feudal Age.
Cavalry moves 5% faster starting in the Feudal Age.
Team Bonus:
Unique Techs:
— Steppe Husbandry: Scout Cavalry line and Cavalry Archers are trained 80% faster.
— Cuman Mercenaries: Team members can create 10 free Elite Kipchaks in the Castle.
Unique Units: Kipchak: Multi-shot cavalry archer.
Essentially a mounted Chu Ko Nu (Chinese unique unit). It’s stats aren’t spectacular, but makes up for it in it’s cheap cost and speed. Very micro-intensive.
Tips:
My personal favourite Civ since Conquers, what the Cumans lack in Dark Age bonuses, they make for in absurd booming capacity. You will be in a very good spot right out of the gate with the Feudal Age Town centres, which no one will be able to keep up with. Alternatively, the Siege Workshop and Battering Ram being available in the Feudal Age means you will be able to mount brutal attacks on slower economy enemies.
=>Missing Bracers for cavalry is a little annoying, but Steppe Husbandry more than makes up for it.
Special Civilisation Bonuses
— Archers move +18% faster
— Receive +100 gold, +100 food when advancing to the next age
— Pikemen and Halberdier upgrades free
Team Bonus: Towers and Outposts +3 LOS
Unique Techs:
Royal Heirs: Shotel Warriors are created nearly instantly
Torsion Engines: Siege workshop units blast radius increase
Tips:
=> The extremely high attack of the Shotel warrior makes him a great unit for razing, but they are very weak as well. They are fearsome when rushing enemy castles in large numbers. They start on castle age and have 1+2 pierce armour, so they like to fight archers or non armoured units the most. If nobody in your team needs your help, get your razes fast and start producing crossbowmen as soon as possible, which can be fully upgraded once you reach imperial age. Archer line of units fires +15% faster so take this in consideration. If facing Persians, Huns or goths you should use the same strategy as Celts and rush their castles asap.
=> Ethiopian siege rams have an impressive area of effect, so count on them as well.
Team Bonus: Knights have +2 LoS
Unique Tech: Bearded Axe: (+1) Range for Throwing Axeman
Chivalry: Stables work 40% faster
Unique Unit:
Throwing Axeman (Infantry with Ranged Attack)
The most interesting thing about the Throwing Axeman is the classification. Even though it’s an infantry unit, it has a ranged attack that makes them useful when dealing with Anti-Archer units with high pierce armour. In addition, Throwing Axemen have an attack bonus against buildings and are prime for destroying Battering Rams from behind walls without compromising defences by opening gates. But, their inferior range makes them vulnerable to Cavalry, Scorpions and hit-and-run tactics by archers. The Franks lack of the Squire tech makes the Throwing Axeman slow and not as maneuverable as other infantry.
Tips:
Fast Castle into Knights /thread
Unique Unit: Huskarl (Anti-Archer and Arrow-Resistant Infantry)
The Huskarl has decent attack and reasonable speed, but the main asset of the Huskarl is their 6 pierce armor, making them an ideal archer deterrent and allowing them to attack a castle with ignorance. In general, they are well-rounded units that can deal with most threats. However, they are a bit short coming when pitted against cavalry and mounted archers (I.E. Cavalry Archers, Mangudai, & War Wagons).
Tips:
Fear the Goth wave. Everyone knows that you cannot let a Goth player get to imperial age. They will almost undoubtedly try and rush you down, or at least cripple you to stop the inevitable Huskarl tide. Use this to your advantage. Let them break themselves upon you. Alternatively, attempt an early game rush with your superior infantry.
Unique Unit: Tarkan (Anti-Building Cavalry)
The Tarkan’s basic role is that of building destruction. Best categorized as a medium cavalry, having HP, Armour, and Attack somewhere between Light Cavalry & Knights. In addition to destroying buildings, Tarkansm are reasonably effective against most ranged units and light cavalry. Their Pierce Armour is substantial enough to withstand attacks from defensive structures, so they are capable of taking down towers and castles, depending on the size of the contingent. They best serve as hit-and-run raiders, destroying a building or two and retreating before a counter-attack can be realized. They also are able to survive pitched battles if the need arises.
Tips:
=> Being classified as medium cavalry, Tarkans are less capable of surviving against infantry, heavy cavalry and camels. Despite having a 20 HP advantage and a slight advantage in armor, Cataphracts can beat Tarkans by a narrow margin.
— Tarkans rate of fire is very slow for a non-trash melee unit: 2.1. (Infantry except Spear-line, Scout and Light Cav at 2.0, Paladins and Hussars at 1.9, rest at 1.8 or more rarely 1.7, 1.95. ).
In short: They only excel at taking out buildings and villas.
Team Bonus: Farms built 50% faster
Unique Techs: Couriers: Eagle Warriors, Slingers and Kamayuks +1/+2 armor
Andean Sling: Skirmishers and Slingers have no minimum range
Tips:
«Villagers affected by Blacksmith upgrades»
=> Only by Forging, Iron Casting, Blast Furnace and infantry defense ones.
— Slingers’ receive 10 bonus attack against infantry, +1 bonus against Spear-line, and also 1 bonus against Rams.
Team Bonus: Camels +5 attack vs. buildings
Unique Techs:
Sultans: All gold income +10%
Shatagni: Hand Cannoneers get +1 Range
Tips:
— (Elite) Elephant Archers have (4) 3 bonus attack against buildings, and even a (+4) +3 additional bonus on «Stone Defenses» (Towers, Stone Walls & Gates); it’s the only archer unit which deal bonuses against buildings (except Mayan Archers, but they need Obsidian Arrows Castle Age unique technology).
— Because of some bug, Elephant Archers are not affected by the +2 bonus against Spearmen that Parthian Tactics should give to them.
Team Bonus: Condottiero also available in allies’ barracks in Imperial Age (once you have built a castle)
Condottiero: Infantry with bonus against gunpowder units
Boring!
Tips:
— (Elite) Genoese Crossbowmen receive (5) 4 bonus damage against Camels/Mamelukes, (14) 10 bonus against Elephants, and (7) 5 bonus against all other mounted units.
— Elite Genoese Crossbowmen are created 3 sec faster than normal ones (22s to 19s), and also fire 50% faster (3 to 2s reload rate).
— Condotierro receive 10 bonus attack against gunpowder units, and 10 bonus defence against anti-infantry units. They also don’t get any bonuses against Eagles, which is unusual for a non-trash infantry unit.
Unique Unit: Samurai (Infantry Unit with Bonus against other Unique Units)
At a glance, Samurai seem to be weaker in combat than their Barracks counterparts (the Long Swordsman in the Castle Age and Champion in the Imp Age). When it comes to the late game when Unique Units are in abundance, the Samurai plays a bigger role, having an attack bonus against other Unique Units. Samurai are very effective against heavy infantry and can be deadly against civilisations who rely on their Unique Units towards endgame. The only units they aren’t cost effective against are Cataphracts, War Elephants and Teutonic Knights.
Tips:
«Infantry attack 25% faster starting at Feudal Age»
=> Actually all the AoE rate of fires are calculated using an «attack reloading time» thing. Setting this value to 0.75 means that the Japanese infantry strikes 1/(1*0.75) = 1.33. => 33% faster, which makes them really devastating; in a 1v1 Champion War, a Japanese Champ can even kill a fully upgraded Aztec Champ with Garland Wars +4 attack, or a Viking one with +20% HP. Their Samurais are even more devastating with a rate of fire of 1.9 instead of typical 2 of swordmen infantry: in Fact Samurais are the fastest striking melee unit in the whole game.
Last but not least, of course Halberdiers which fires 33% faster makes Japanese halbs arguably the best, maybe tie with Slav (Splash damage) and Celtic ones (5% faster).
— AoF: Yasama make the Towers fire three extra arrows for a total of four when ungarrisoned, the same number as an ungarrisoned Castle.
— Fun fact: A fully upgraded Japanese Halberdier slay a fully upgraded Byzantine Paladin.
Tips:
— AoF: Korean Team Bonus reduces the Mangonel-line minimum range from 3 to 1 (same as a Skirmisher), which is simply huge. Use it!
— War Wagons recieve a 5 bonus attack against all buildings. They are also the only bolt-firing unit in the Cavalry Archer class.
— Fun fact: Turtle Ships are the only unit/building which fire iron bullets with a base minimum range of 0.
Special Civilisation Bonuses
— Prereq buildings aren’t required to advance to further ages or unlock other buildings (i.e., a castle is not required to advance to the Imp age or a blacksmith is not required to build a siege workshop)
— Battle Elephants are +15% faster
— Villagers can garrison in Houses
Team Bonus: Scorpions have +1 range
Unique Techs:
Tusk Swords (Castle Age): Battle Elephants get +3 attack
Double Crossbow (Imperial Age): Ballista Elephants and Scorpions shoot two projectiles
Unique Units:
Ballista Elephant: First off, the term ‘cavalry siege unit’ is a major misnomer. In testing, it was discovered that the Ballista Elephant’s only true strength is in defense. They’re best against infantry and archers due to the Elephant’s piercing attack (like the scorpion’s), especially when said troops are in large blocks. In regard to their efficiency against buildings, there’s a major drop. Ballista Elephants do very little damage against buildings and suffer greatly when faced with anything anti-cavalry like halberdiers and camels. Best course of action, use the Ballista Elephants to soften up enemy troops instead of using them as front-line fighters.
Special Civilisation Bonuses
Start with +150 food.
Spearman line and Skirmishers move 10% faster.
Cavalry get +1 attack for each Relic garrisoned in the Monastery, up to +5.
Unique Unit:
The Leitis: A Cavalry unit whose attack ignores armour. Scary stuff.
— Fast Castle into Knight or Leitis Rush will be VERY strong with this Civ. Their 150 extra food and their attack bonus makes up for this. In this case, the player should take their Dark Age normally (advancing at 22 population) and save the extra food for the Castle Age upgrade, while also saving at least 200 gold (preferably 300) for making Monks, which will be used for retrieving Relics. Once in the Castle Age, Lithuanians should strike with Knights and Leitis and focus on the search for Relics with their Monks. If the player gets lucky and claims 5 Relics, they will get the upper hand, since their cavalry will surpass even the attack of Malian cavalry With Farimba (which is an Imperial Age technology), but even with just one Relic, a Knight rush with Lithuanians is very viable.
Tips:
-The Lithuanians’ Civ bonus is one of the scariest in the entire game. Imagine 10 paladins crashing down on you.. with 5 extra attack. Yeah, the enemy want that.
The Lithuanians almost play like a more micro intensive version of the Goths. 1)Get relics/Boom 2)Fend off attackers 3)Profit?
As already stated, if a Lithuanian player has at least 2 or 3 relics, considering they also have all improvements for Paladins and Hussars, and their unique unit,the Leitis, they will be force to fear in the late game.
Unique Unit: Plumed Archer (Fast, well-armoured foot archer)
The prominent differences between normal archers and the Plumed Archer is the Plumed Archer’s lower range and attack, but possesses a higher HP count and has exceptional speed, thus allowing them to keep up with most cavalry. A preferable tactic when using the Plumed Archer is hit-and-run, allowing them to effectively replace the Cavalry Archer. They do have an attack bonus against infantry, making them ideal for taking out long swordsman. However, they are vulnerable to cavalry, which means they should be accompanied by an contingent of Pikemen/Halberdiers. They are made less expensive by the Mayan Unique Bonus, making them the least expensive Unique Unit except in Full Tech Tree matches.
Tips:
To nerf them, their farmers work 22% slower (theoretically, the real effect is around 5% slower) than the ones of the other civs, which makes their infantry spam (either Halberdiers, Two-Handed Swordsmen) mediocre in the late game. Fortunately, their elite units (Plumed Archers, Elite Eagle Warriors, Siege Rams) are little to no food intensive.
Plumed Archers/Elite also get 1/2 bonus attack against all infantry (2/2 bonus for Spearmen, 2 minimum damage against Huskarls for Elite Plumed Archers), making them great against infantry.
— Obsidian Arrows Castle UT give +4 attack against buildings (and an additional +4 to «Stone Defenses, aka Stone Walls, Towers and Stone Gates) to Archers, Crossbowmen and Arbalests. but not Plumed Archers.
Team Bonus: Foot Archers +2 LOS
Unique Techs:
Recurve Bow: Cavalry archers get +1 range, +1 attack
Corvinian Army: Magyar Huszars cost no gold.
Tips:
You should try to raze yourself asap (ie: against an archer Civ) or be set by your allies. Be careful against Incas, Saracens or Italians, as they will try to farm on you.
Your gates are quite weak so the enemy may try to focus on you to let their 1-raze Civs get villagers.
Once you get villagers and taking advantage of the castle age already researched, you should start producing knights and cavalry archers, as you will be able to fully upgrade them once on imperial age. They represent a force to be reckoned due to the mixture of paladins and cavalry archers (who get +1 range and +1 attack). Try to build kills against archers to get to imperial age fast.
— (Elite) Magyar Huszar get (8) 5 bonus attack against Siege Weapons, and strike slightly faster than a «normal» Hussar: only 1.8 ROF (compared to the 1.9 for Hussars)
Special Civilisation Bonuses
— Cavalry Archers fire 20% faster
— Light Cavalry, Hussar have +30% HP
— Hunters work 50% faster
Unique Unit: Mangudai (Anti-Siege Weapon Cavalry Archer)
Mangudai are almost a carbon copy of Cavalry Archers except for their bonus against Siege Equipment, their +1 Attack and +10 HP, making them slightly superior to ordinary Cavalry Archers. Mangudai are cheaper than cavalry archers in terms of Gold but cost more in terms of Wood. When it comes to tactics, Mangudai are most effective against slow moving units such as Monks, Villagers, Siege Weapons, Infantry, and unsuspecting Archers. However, when attacking Scorpions and Mangonels it is preferable to attack with multiple Mangudai instead of 1v1. The main threat to Mangudai are Camels, Skirmishers and Spearmen, although Mangudai are fast enough to avoid the latter. Of the two (Cavalry Archers & Mangudai), the Mangudai is the more logical combat choice.
Tips:
«Cavalry Archers fire 20% faster»
=> Actually all the AoE rate of fires are calculated using an «attack reloading time» thing. Setting this value to 0.8 means that the Mongol Cavalry Archers fire 1/(1*0.8) = 1.25 => 25% faster, which just make other civs Cavalry Archers obsolete, except the Hunnic ones which are worth getting as they are so cheap, the Magyar ones with their +1 range and the Turk ones with +20 HP.
On top of that, when Thumb Ring is researched their Mangudai fire even faster than their Cavalry Archers, making them one of the best raiding units of AoE 2.
Team Bonus: University researches +80% faster
Unique Techs: Tigui: Town Centers fire arrows (they are able to fire without being garrisoned with villagers/archers)
Farimba: Cavalry +5 attack
Unique Units
Gbeto: Infantry with a ranged attack
The Malians’ Gbeto is reminiscent of the Franks’ throwing axeman, an infantry unit with a ranged attack. Their armor is negligible, offsetting their high attack rating and high speed. Being infantry, they are susceptible to cavalry and heavy infantry. That being said, I recommend small battalions escorted by pikemen and heavy cavalry to counter archers, cavalry, and infantry. Be aware of mangonels and the like. Also, the Gbeto is the only female military unit, sans heroes.
Team Bonus: Docks get +100% Line of Sight
Unique Techs:
Thalassocracy (Castle Age): Docks are upgraded to Harbours that fire arrows
Forced Levy (Imperial Age): Militia Line costs no gold
Unique Units
Karambit Warrior: Cheap, fast infantry
At first glance, the Karambit Warrior seems like a rather useless unit. At least, they did for me. They’re exceptionally cheap to produce and one Karambi Warrior costs half a population, meaning that 100 Karambit Warriors only takes up 50 population. However, they are also a quick unit that are almost as fast as a light cavalry (both being fully upgraded) and can strike fast and hard. Finally, for tactics, Karambit Warriors are best used in a swarm. Their speed really allows them to surround an enemy force and chip away at all sides. Karambit Warriors are good raiders and distraction units to draw your opponent away from your main force.
Special Civilisation Bonuses
— Start Match with +50 Food and +50 Wood
— Town Center, Docks x2 HP, work rate +10% Feudal, +15% Castle, +20% Imp
Unique Unit: War Elephant (Slow yet strong and devastating)
The Persian War Elephant has one prime role: Destroy ALL of the things. There aren’t many Units that can economically take down the War Elephants. However, being a cavalry unit, Pikemen/Spearmen have an extra bonus against War Elephants, but a large number of Pikemen/Spearmen would be required to do so. Due to their lack of speed, Cavalry Archers are capable of defeating War Elephants, albeit not as effectively as Mamelukes would be able to with their high speed and Anti-Cavalry bonus. Other counters include siege weapons (particularly Mangonels) and Monks. An escort for the War Elephants will be able to fend off Monks seeking to convert the Elephants.
Tips:
— Town Centers and Docks faster work rate affects units creation time, but also technologies. including age-ups! Persian Castle Age research is around 15 seconds faster than the other civs, Imperial around 25 seconds faster.
— Boiling Oil gives Castles +9 attack against Rams.
Team Bonus: Free cartography from dark age
Unique Techs:
Carrack: Ships +1/+1 armor
Arquebus: Gunpowder units benefit from Ballistics tech
Special Civilisation Bonuses
— Villagers recover 5/10/15/20 HP per minute in the Dark/Feudal/Castle/Imperial Age.
— The Folwark replaces the Mill.
— Stone miners generate gold in addition to stone.
Team Bonus: The Scout Cavalry line has +1 attack vs archers.
Unique Unit: Mameluke (Anti-Cavalry Camel w/ Ranged Attack).
Like the Frank’s Throwing Axemen, the Mameluke is a melee Cavalry that throws scimitars with a Range of 3. Their high speed and bonus against Cavalry makes Mameluke one of the best units in the game which is offset by their high cost. Mamelukes are well rounded and suited for most combat, but can be taken down by a higher number of Archers due to the lack of Pierce Armor on the Mameluke’s part.
— Cavalry Archers have +3 attack bonus vs buildings»
It’s clearly +4 in the game data.
— Team Bonus: Foot archers have +1 attack bonus vs buildings»
It’s clearly +2 in the game data.
— Despite being a melee unit with a ranged attack, Mamelukes are classed as Cavalry Archers, meaning they get 3 (4) damage from Skirmishers (elite), making them one of the easiest units to counter (recieve extra damage from all anti-cavalry units, Samurais and also big damage from building arrows as they are primarly Camels).
They also suffer from the Archer bonus of Huskarls.
Special Civilisation Bonuses
— Builders work 30% faster
— Blacksmith upgrades cost no Gold
— Cannon galleons benefit from Ballistics (fire faster, more accurately)
— Gunpowder units fire 15% faster
Tips:
«Builders work 30% faster»
=> Except for Wonders, where the bonus is reduced to 20% (same effect as Treadmill Crane): you won’t get any bonuses by taking Spanish over Vikings for example in a Wonder Race.
«Cannon Galleons benefit from Ballistics (fire faster, more accurately)»
=> Actually they get the Ballistics effects even when Ballistics is not researched.
«Hand Cannoneers and Bombard Cannons fire 15% faster»
=> Actually all the AoE rate of fires are calculated using an «attack reloading time» thing. Setting this value to 0.85 means that the Spanish Hand Cannoneers and Bombard Cannons fire 1/(1*0.85) = 1.176 => 17.6% faster. With that being said, it is worth noting that their Conquistadors got a low rate of fire «built-in», which means that their Conquistadors fire only a hair slower than their Hand Cannoneers (2.90 vs 2.85).
— Missionaries heal two times slower than Monks.
Special Civilisation Bonuses
— Farmers work 10% faster
— Siege Weapons 15% cheaper
— Tracking free
Team Bonus: Military buildings provide +5 population
Unique Techs:
Orthodoxy: Monks extra armor
Druzhina: Infantry damage adjacent units
Unique Unit:
Boyar: Heavy Cavalry with High Armor
Another simple unit, the Boyar is like a beefed up Paladin with a high attack damage, HP and armor count. The best option for using such a heavily armed and armored unit would be against gunpowder units and archers. Pikemen are a viable counter for the Boyar, but it will require a significant amount of them to take down even a group of 10 Boyars. A more potentially successful option would be to use Camels or the Italian’s Genoese Crossbowman. Aside from that, pray they end you soon.
Tips:
«Farmers work 15% faster»
=> It’s only theoretical, in practise your farmers will collect for a same time around
7% more food compared to an other civ with identical economical/farm upgrades, depending on your farm layout.
— Druzhina Imperial Age unique technology is very poweful from small skirmishes to mass melee battles, as the splash damage actually does 5 bonus damage to all adjacent units (like Cataphracts with Logistica), making Slav Champions the best in the game, even winning against Japanese ones in mass battles.
Though, remember than Goth Champs are still the best cost-effectively in the game: for 52 Slav Champs you get exactly 80 Goth Champs, which is largely enough to finish off all the Slav ones, even with the lack of Plate Mail Armor; finally, Celt (+4.5% speed) and Viking (+20% HP) Champs are still the best against foot archers.
Special Civilisation Bonuses
-Start with +100 additional stone.
-Castles and Town Centers are constructed 100% faster.
— Land military units (except siege units) receive 50% less bonus damage.
— Farm upgrades provide +100% additional food to Farms before they need to be reseeded.
— Can build Donjons, which replace the regular Watch Tower line.
Unique Units:
— Serjeant: Infantry unit that can also build Donjons.
— Donjon: Unique fortification used to train Serjeants. Units can garrison in the building for protection; Archers and Villagers shoot additional projectiles when garrisoned.
Unique Unit: Teutonic Knight (Slow yet strong Infantry)
Teutonic Knights are the most powerful Infantry Unit in the game and are tough enough to defeat every melee unit in the game with the exception of the Persians’ War Elephant and the Byzantines’ Cataphract. With all upgrades from the Blacksmith, an Elite Teutonic Knight boats 100 HP, 21 Attack, 13 Armour, and 6 Pierce Armour, making them difficult to defeat. However, they are at a disadvantage against Monks, Archers and Mangonels due to their lack of speed. They’re also vulnerable to double teaming from Infantry who attack quickly, namely the Japanese Samurai, and the Celt’s Woad Raider. This can be negated by increasing the number of Teutonic Knights travelling in the contingent.
Tips:
— Towers X2 capacity doesn’t mean X2 max arrows: the maximum number of arrows jumps only from 5 to 9.
«Town Centers +2 attack»
=> It has always been +1 attack and it can be verfied in game data or by testing. Note that in AoF this bonus has been replaced by Town Centers can garrison +10 units and fire +5 arrows.
«Monk healing range 2X»
=> Don’t ask me why but in practise it don’t seem to work all the times. (Works fine in AoF)
— AoF: Ironclad gives 4 melee armor to all Siege Weapons.
— Fun fact: Garrisoning at least 9 Hand Cannoneers/7 Elite Janissaries make a Teutonic Bombard Tower fire 2 bullets at the same time; go up to 10 Elite Janissaries and it will fire 3 bullets in unison! (Though it’s useless as Bombard Towers don’t do splash damage anyway)
Unique Unit: Janissary (Hand Cannoneer w/ Increased Range)
Janissaries are similar to play style as Hand Cannoneers but possess superior stats. Although fragile, Janissaries have devastating attack and in groups can fire a crippling volley capable of killing or severely slowing down an advancing enemy. The Janissary is capable of killing almost all units, but are vulnerable to Cavalry due to their speed and ability to close the distance between them quickly. Up close, Janissaries can be defeated easily because of their low HP. A single shot from one Mangonel is capable of devastating a Janissary contingent.
Special Civilisation Bonuses
-Herdables contain +50% food.
-Units do +25% damage when attacking from higher elevations (instead of +25%).
—Parthian Tactics are free.
Team Bonus: Foot Archers +2 LOS
Unique Techs:Silk Armour: Scout Cavalry line and Cavalry Archers +1 pierce armor.
Timurid Siegecraft: Trebuchets +1 range.
Unique Unit:
Keshik: Cavalry that generates gold with each attack. Do not expect the Keshik to essentially ‘buy itself back’ every time. Even in medium to large engagements, expect only about 60-120 gold.
Tips:
-The Keshik’s ability to generate gold from raiding parties is a very useful skills, esp in the early/mid game, but is heavily handicapped by the 80 gold you will need to make one. You will NEVER get your monies worth from their ability alone. I suspect this unit was heavily play tested and found to be incredibly OP, so more testing is going to have to be done to figure out how to optimally utilise the Keshik.
=> For scale, 10 Keshik’s generated 59 Gold before death, verses 3 Elite War Elephants.
-Post imperial, the Huszar’s extra amour is very useful and is potentially game winning if fielded properly. The lack of Halberdier, Champion, and their armour upgrades also hurts a little.
Tips:
— AoF: Chieftains gives +4 attack against Cavalry.
— Longboats are created in 25s: 11s faster than War Galleys/Galleons.
— Longboats fire a set of four arrows, the first one doing full damage, the three others doing only 1 attack. They are also the only War Ship to get a specific +4 bonus against. Rams.
Special Civilisation Bonuses
— Reveals enemy positions at game start
— Archery Range Units have +20% health
— Free Conscription
Team Bonus: Have access to Imperial Skirmisher Upgrade
Unique Techs:
Chatras (Castle Age): Battle Elephants get +30 HP
Paper Money (Imperial Age): Tributes 500 gold to each ally
Unique Units
Rattan Archer: Archer with high pierce armor.
When I did testing for the Rattan Archer, (Eds note: This is Bulwark’s/Hardfoils’ analysis, not mine) I wasn’t really going in expecting anything impressive. I primarily thought that they’d be an anti archer unit due to their higher than average pierce armour. However, after sending in contingents numbering 25 cavaliers and 25 champions only to see them both shattered, I started to believe that the Rattan Archer had no real weakness aside from the obvious ones of skirmishers and huskarls. As it turns out, skirmishers weren’t very effective against the Rattan Archer. Thus, I’d recommend countering with high numbers of units with high pierce armour or Mangonels. Other than that, defensive buildings like castles or garrisoned towers are a reasonable defence.
Tips:
The Rattan Archer’s massive pierce armour makes farming kills quite easy against archer Civs. They will need help to get their raze on the other hand. Help your teammates to defend while they set for you.
If facing Britons or Mayans apply pressure to them and try not to let them raze, as they only need a single one as well. If everything went correctly you should reach imperial age soon. Once there, start making arbalests if the enemy makes cavalry, but switch to imperial skirmishers if there are many enemy archers on the field. You wont have many other choices, but the +20% HP bonus for the units created in archery range can compensate for this.
Your melee units are nothing special. Although your cavaliers cannot be fully upgraded, they will still give you some protection against rams.
Date/month/year notation are written in the UK standard.
—22/11/19
⠀⠀⠀⠀⠀⠀⠀- Updated native civ bonuses in the factions from African Kingdoms.
—02/12/19
— Updated the stats to reflect new updates.
So, there you have it. A list of all Civ’s native Civ bonuses, along with their tech trees and unique units. I hope you all have enjoyed this guide, and fingers crossed it helps you out in the future.
I will be adding more to this guide in the coming weeks.