Download here: http://gg.gg/x114n
*Age of Empires II is a real-time strategy game that focuses on building towns, gathering resources, and creating armies to defeat opponents. Players conquer rival towns and empires as they advance one of 13 civilizations through four ’Ages’: the Dark Age, the Feudal Age, the Castle Age (being the High Middle Ages), and the Imperial Age, reminiscent of the Renaissance—a 1000-year.
*STEAM CHARTS An ongoing analysis of Steam’s concurrent players. Age of Empires II: Definitive Edition. 32628 24-hour peak 37635 all-time peak.
*Age Of Empires II: Definitive Edition | Age Of Empires Series ..
*Age Of Empires 2 Definitive Edition Tips
*Age Of Empires 2 Definitive Edition Strategy
*Age Of Empires Ii Definitive Edition
Coreldraw 2019 crack free. Age of Empires, the pivotal RTS that launched a 20-year legacy returns in definitive form for Windows 10 PCs. Free gta 5 download xbox one. Bringing together all of the officially released content with modernized gameplay, all-new visuals and a host of other new features, Age of Empires: Definitive Edition is the complete RTS package. Age of Empires II: Definitive Edition celebrates the 20th anniversary of one of the most popular strategy games ever with stunning 4K Ultra HD graphics, a new and fully remastered soundtrack, and brand-new content, “The Last Khans” with 3 new campaigns and 4 new civilizations.Nov 15, 2019
More AoE II Guides:
*All Cheat Codes.
*Chronological Order of Campaigns.
*How to Enable Enhanced Graphics Pack.
*Simple Fast Castle Build Order.
A complete guide to get you started with the Civs of Age of Empires II: Definitive Edition, their respective Tech Trees, and their individual counters.
Aztecs
Special Civilisation Bonuses:
*Villagers carry capacity +5
*All Military Units are created 15% faster
*Monks gain 5 HP for every tech researched at the Monastery
*Loom Tech free
*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)
Team Bonus: Relics generate +33% Gold
Unique Tech: Garland Wars - Increases Infantry attack by +4
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..
Britons
Special Civilisation Bonuses:
*Town Centers cost -50% Wood from the Castle Age
*Foot archers (except Skirmishers) have +1 range in Castle Age, +1 in Imperial Age (+2 range total)
*Shepherds work 25% faster
Team Bonus: Archery Ranges work 20% faster
Unique Tech: Yeomen - (+1) Range for Foot Archers, (+2) Attack for towers
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.
Tips:
The best strategy for using Longbowmen is in a group of at least 15. Using them in base defence behind walls with locked gates is another useful tactic. When on the battlefield, protect your Longbowman contingents with a combination of Infantry and Cavalry. Being archer units, Longbowmen won’t last long against as little as 5 knights .
’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
Byzantines
Special Civilisation Bonuses:
*Buildings gain +10% HPs in Dark Age, +20% Feudal Age, +30% Castle Age, +40% Imperial Age
*Camels, Skirmishers, Pikemen, Halberdiers are cost -25%
*Fire Ships +20% Attack
*Advance to Imp Age costs -33% (667 Food and 536 Gold instead of 1000 Food and 800 Gold)
*Town Watch Tech free
Team Bonus: Monks heal 50% faster
Unique Tech: Logistica - Cataphracts do trample damage
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.
Berbers
Special Civilisation Bonuses:
*Villagers move +10% faster
*Stable units cost -20% (starting in castle age)
*Ships move +10% faster
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
Camel Archers - The Berbers have the Camel Archer for their unique castle unit. Being a camel unit, it has an advantage against cavalry, but only of the archer variety i.e. Mangudai and Cavalry Archers. The best strategy would be to use them in small, quick battalions alongside anti-pikemen units. However, I’d recommend a contingent of heavy cavalry to deal with any units with high pierce armor as well as pikemen to deal with camels.
Genitour - Like the Italians, Vikings, and Koreans, the Berbers have two units specific to their civ, the first being the Camel Archer. The second, the Genitour, is a mounted skirmisher, a unit that’s effective against archers, mounted and cavalry. Best used in small battalions to utilize their speed, I’d suggest matching them with heavy cavalry to prevent problems with units possessing high pierce armor, or infantry and archers to deal with pikemen and your own pikemen to counter camels.
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.
Burmese
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.
Bulgarians
Special Civilisation Bonuses:
*Militia line units are upgraded for free.
*Town Centres cost -50% stone.
*Can build Krepost.
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
*Bagains
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.
Celts
Special Civilisation Bonuses:
*Lumberjacks work 15% faster
*Infantry move 15% faster
*Siege weapons fire 20% faster
*Sheep cannot be converted if in 1 Celt Unit’s line of sight
Team Bonus: Siege Workshops work 20% faster
Unique Tech: Furor Celtica - Siege Units have +40% HP
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.
Chinese
Special Civilisation Bonuses:
*Start Game with 3 extra villagers but -200 Food and -50 Wood
*Town Center supports 10 population instead of 5
*Technologies cost -10% in Feudal Age, -15% Castle Age, -20% Imp Age
*Demolition Ships have +50% HP
Team Bonus: Farms start with +45 food
Unique Tech: Rocketry - Chu Ko Nu (+2) attack, Scorpions (+4) attack
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.
Cumans
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 10% faster starting in the Feudal Age.
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.
Ethiopians
Special Civilisation Bonuses:
*Archers move +15% 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
Unique Units:
Shotel Warrior - The Ethiopians’ Shotel Warrior is a cheap, quick-to-build infantry unit with devastating attack power, allowing it to compete with the Teutons’ Teutonic Knight and the Aztecs’ Jaquar Warrior for strongest infantry (disallowing heroes). Because of their low cost and quick build time, I suggest creating Shotel Warriors in bulk to simply swarm any enemies. However, their high attack rating is offset by their squishyness. Providing an escort of cavalry and archers would be a wise course of action, particularly to deal with siege weapons with splash damage. Mangonels can be devastating.
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.
Franks
Special Civilisation Bonuses:
*Castles cost -25%
*Cavalry +20% HP
*Farm upgrades free
*Foragers work 25% faster
Team Bonus: Knights have +2 LoS
Unique Tech: Bearded Axe - (+1) Range for Throwing Axeman
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
Goths
Special Civilisation Bonuses:
*Infantry cost -35% starting in Feudal Age
*Infantry have +1 attack bonus vs buildings
*Villagers have +5 attack bonus vs boars
*(+10) population cap in Imperial Age
*Unable to build Stone Walls
Team Bonus: Barracks work 20% faster
Unique Tech:
*Anarchy(Castle Age) - Huskarls can be created at Barracks
*Perfusion(Imp Age) - Barracks create units 100% faster
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 an
https://diarynote.indered.space
*Age of Empires II is a real-time strategy game that focuses on building towns, gathering resources, and creating armies to defeat opponents. Players conquer rival towns and empires as they advance one of 13 civilizations through four ’Ages’: the Dark Age, the Feudal Age, the Castle Age (being the High Middle Ages), and the Imperial Age, reminiscent of the Renaissance—a 1000-year.
*STEAM CHARTS An ongoing analysis of Steam’s concurrent players. Age of Empires II: Definitive Edition. 32628 24-hour peak 37635 all-time peak.
*Age Of Empires II: Definitive Edition | Age Of Empires Series ..
*Age Of Empires 2 Definitive Edition Tips
*Age Of Empires 2 Definitive Edition Strategy
*Age Of Empires Ii Definitive Edition
Coreldraw 2019 crack free. Age of Empires, the pivotal RTS that launched a 20-year legacy returns in definitive form for Windows 10 PCs. Free gta 5 download xbox one. Bringing together all of the officially released content with modernized gameplay, all-new visuals and a host of other new features, Age of Empires: Definitive Edition is the complete RTS package. Age of Empires II: Definitive Edition celebrates the 20th anniversary of one of the most popular strategy games ever with stunning 4K Ultra HD graphics, a new and fully remastered soundtrack, and brand-new content, “The Last Khans” with 3 new campaigns and 4 new civilizations.Nov 15, 2019
More AoE II Guides:
*All Cheat Codes.
*Chronological Order of Campaigns.
*How to Enable Enhanced Graphics Pack.
*Simple Fast Castle Build Order.
A complete guide to get you started with the Civs of Age of Empires II: Definitive Edition, their respective Tech Trees, and their individual counters.
Aztecs
Special Civilisation Bonuses:
*Villagers carry capacity +5
*All Military Units are created 15% faster
*Monks gain 5 HP for every tech researched at the Monastery
*Loom Tech free
*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)
Team Bonus: Relics generate +33% Gold
Unique Tech: Garland Wars - Increases Infantry attack by +4
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..
Britons
Special Civilisation Bonuses:
*Town Centers cost -50% Wood from the Castle Age
*Foot archers (except Skirmishers) have +1 range in Castle Age, +1 in Imperial Age (+2 range total)
*Shepherds work 25% faster
Team Bonus: Archery Ranges work 20% faster
Unique Tech: Yeomen - (+1) Range for Foot Archers, (+2) Attack for towers
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.
Tips:
The best strategy for using Longbowmen is in a group of at least 15. Using them in base defence behind walls with locked gates is another useful tactic. When on the battlefield, protect your Longbowman contingents with a combination of Infantry and Cavalry. Being archer units, Longbowmen won’t last long against as little as 5 knights .
’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
Byzantines
Special Civilisation Bonuses:
*Buildings gain +10% HPs in Dark Age, +20% Feudal Age, +30% Castle Age, +40% Imperial Age
*Camels, Skirmishers, Pikemen, Halberdiers are cost -25%
*Fire Ships +20% Attack
*Advance to Imp Age costs -33% (667 Food and 536 Gold instead of 1000 Food and 800 Gold)
*Town Watch Tech free
Team Bonus: Monks heal 50% faster
Unique Tech: Logistica - Cataphracts do trample damage
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.
Berbers
Special Civilisation Bonuses:
*Villagers move +10% faster
*Stable units cost -20% (starting in castle age)
*Ships move +10% faster
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
Camel Archers - The Berbers have the Camel Archer for their unique castle unit. Being a camel unit, it has an advantage against cavalry, but only of the archer variety i.e. Mangudai and Cavalry Archers. The best strategy would be to use them in small, quick battalions alongside anti-pikemen units. However, I’d recommend a contingent of heavy cavalry to deal with any units with high pierce armor as well as pikemen to deal with camels.
Genitour - Like the Italians, Vikings, and Koreans, the Berbers have two units specific to their civ, the first being the Camel Archer. The second, the Genitour, is a mounted skirmisher, a unit that’s effective against archers, mounted and cavalry. Best used in small battalions to utilize their speed, I’d suggest matching them with heavy cavalry to prevent problems with units possessing high pierce armor, or infantry and archers to deal with pikemen and your own pikemen to counter camels.
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.
Burmese
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.
Bulgarians
Special Civilisation Bonuses:
*Militia line units are upgraded for free.
*Town Centres cost -50% stone.
*Can build Krepost.
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
*Bagains
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.
Celts
Special Civilisation Bonuses:
*Lumberjacks work 15% faster
*Infantry move 15% faster
*Siege weapons fire 20% faster
*Sheep cannot be converted if in 1 Celt Unit’s line of sight
Team Bonus: Siege Workshops work 20% faster
Unique Tech: Furor Celtica - Siege Units have +40% HP
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.
Chinese
Special Civilisation Bonuses:
*Start Game with 3 extra villagers but -200 Food and -50 Wood
*Town Center supports 10 population instead of 5
*Technologies cost -10% in Feudal Age, -15% Castle Age, -20% Imp Age
*Demolition Ships have +50% HP
Team Bonus: Farms start with +45 food
Unique Tech: Rocketry - Chu Ko Nu (+2) attack, Scorpions (+4) attack
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.
Cumans
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 10% faster starting in the Feudal Age.
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.
Ethiopians
Special Civilisation Bonuses:
*Archers move +15% 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
Unique Units:
Shotel Warrior - The Ethiopians’ Shotel Warrior is a cheap, quick-to-build infantry unit with devastating attack power, allowing it to compete with the Teutons’ Teutonic Knight and the Aztecs’ Jaquar Warrior for strongest infantry (disallowing heroes). Because of their low cost and quick build time, I suggest creating Shotel Warriors in bulk to simply swarm any enemies. However, their high attack rating is offset by their squishyness. Providing an escort of cavalry and archers would be a wise course of action, particularly to deal with siege weapons with splash damage. Mangonels can be devastating.
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.
Franks
Special Civilisation Bonuses:
*Castles cost -25%
*Cavalry +20% HP
*Farm upgrades free
*Foragers work 25% faster
Team Bonus: Knights have +2 LoS
Unique Tech: Bearded Axe - (+1) Range for Throwing Axeman
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
Goths
Special Civilisation Bonuses:
*Infantry cost -35% starting in Feudal Age
*Infantry have +1 attack bonus vs buildings
*Villagers have +5 attack bonus vs boars
*(+10) population cap in Imperial Age
*Unable to build Stone Walls
Team Bonus: Barracks work 20% faster
Unique Tech:
*Anarchy(Castle Age) - Huskarls can be created at Barracks
*Perfusion(Imp Age) - Barracks create units 100% faster
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 an
https://diarynote.indered.space
コメント