2020.07.21 AoE II DE - Civilization Quick Guide

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Update 39284 (July 21, 2020) – by Cruzza

Aztecs ◄Infantry & Monks► Celts ◄Infantry & Siege►


► Villagers carry +5 ► Infantry move 15% faster
► Military units created 10% faster ► Lumberjacks work 15% faster
► +5 Monk hit points for each Monastery technology ► Siege weapons fire 20% faster
► Start with +50 gold ► Sheep not converted if in 1 Celt
© Jaguar Warrior (anti-infantry infantry) unit's line of sight
• Atlatl (Skirmishers +1 attack, +1 range) © Woad Raider (fast infantry, anti-building infantry)
• Garland Wars (+4 infantry attack) • Stronghold (Castles and towers fire 20% faster)
Team Bonus: Relics generate +33% gold • Furor Celtica (Siege Workshop units +40% HP)
Team Bonus: Siege Workshops work 20% faster

Berbers ◄Cavalry & Navy►


► Villagers move 10% faster Chinese ◄Archers►
► Stable units cost -15% in Castle, -20% in Imperial Age ► Start with +3 villagers, -50 wood, -200 food
► Ships move 10% faster ► Technologies cost -10% Feudal, -15% Castle, -20% Imperial Age
► Town Centers support 10 population and +5 LOS
© Camel Archer (anti-cavalry archer cavalry archer) ► Demolition ships +50% hit points
© Genitour (anti-archer mounted skirmisher) © Chu Ko Nu (fast-firing crossbowman)
• Kasbah (team castles work 25% faster)
• Great Wall (Walls and towers +30% HP)
• Maghrebi Camels (Camel units regenerate)
• Maghrebi Rocketry (Chu Ko Nu +2, scorpions +4 attack)
Team Bonus: Genitour available in the Archery Range starting in Castle Age
Team Bonus: Farms +45 food
(starting in the Castle Age)

Cumans ◄Cavalry►
Britons ◄Foot archers►
► Additional Town Center can be built in the Feudal Age
► Town Centers cost -50% wood in Castle Age
► Siege Workshop and Battering Ram available in the Feudal Age;
► Foot archers (except skirmishers) have +1 range Castle Age,
Capped Ram upgrade available in Castle Age
+1 range Imperial Age (for +2 total)
► Cavalry 5% faster each age (starting in Feudal Age)
► Shepherds work 25% faster
© Kipchak (cavalry archer with rapid-fire)
© Longbowman (archer with long range) • Steppe Husbandry
• Yeomen (foot archer range +1, tower attack +2)
(Light Cavalry, Steppe Lancers and Cavalry Archers trained 50% faster)
• Warwolf (Trebuchets do blast damage)
• Cuman Mercenaries
Team Bonus: Archery Ranges work 20% faster
(team members can create 10 free Elite Kipchaks in the Castle)
Team Bonus: Palisade Walls +50% HP
Bulgarians ◄Infantry & Cavalry►
► Militia-line upgrades free Ethiopians ◄Archers►
► Town Centers cost -50% stone
► Receive +100 gold, +100 food when advancing to the next age
► Can build Krepost
► Archers fire 15% faster
© Konnik (cavalry+infantry) ► Pikeman upgrade free
• Stirrups (Cavalry attack 25% faster) © Shotel Warrior (infantry with short training time)
• Bagains (Militia-line gains +5 armor)
• Royal Heirs (Shotel Warriors train nearly instantly)
Team Bonus: Blacksmiths work 50% faster
• Torsion Engines (increases blast radius of Siege Workshop units)
Team Bonus: Towers and Outposts +3 LOS
Burmese ◄Monks & Elephants►
► Lumber Camp upgrades free Franks ◄Cavalry►
► Infantry +1 attack per age (starting in the Feudal Age)
► Castles cost -25%
► Monastery techs cost -50%
► Cavalry +20% hit points starting in Feudal Age
©Arambai (cavalry archer with high attack) ► Farm upgrades free (require Mill)
• Howdah (Battle Elephants +1/+1P armor) ► Foragers work 25% faster
• Manipur Cavalry (Cavalry and Arambai +6 attack vs. buildings) © Throwing Axeman (infantry with ranged melee attack)
Team Bonus: Relics visible on the map at the start of the game
• Chivalry (Stables work 40% faster)
• Bearded Axe (+1 Throwing Axemen range)
Byzantines ◄Defensive► Team Bonus: Knights +2 line of sight
► Buildings +10% HPs Dark, +20% Feudal, +30% Castle, +40% Imperial Age
► Camel Riders, Skirmishers, Pikemen, Halberdiers cost -25% Goths ◄Infantry►
► Fire ships attack 20% faster
► Infantry cost -20% in Dark, -25% in Feudal, -30% in Castle, -35% in
► Advance to Imperial Age costs -33%
Imperial Age
► Town Watch free
► Infantry +1 attack vs. buildings per age (starting from Feudal Age)
© Cataphract (anti-infantry cavalry, resistant to attack bonuses) ► Villagers +5 attack vs. wild boar; hunters carry +15 meat
• Greek Fire (Fire Ships +1 range) ► Loom free
• Logistica (Cataphracts cause trample damage) ► +10 population in Imperial Age
Team Bonus: Monks +50% heal speed © Huskarl (anti-archer infantry)
• Anarchy (create Huskarls at Barracks)
• Perfusion (Barracks work 100% faster)
Team Bonus: Barracks work 20% faster
Update 39284 (July 21, 2020) – by Cruzza

Huns ◄Cavalry► Koreans ◄Defense & Navy►


► Do not need houses, but start with -100 wood ► Villagers +3 line of sight
► Cavalry Archers cost -10% Castle, -20% Imperial Age ► Stone miners work 20% faster
► Trebuchets +30% accuracy ► Tower upgrades free (Bombard Tower requires Chemistry)
© Tarkan (anti-building cavalry) ► Tower range +1 Castle, +2 Imperial Age
• Marauders (Create Tarkans at stables) ► Military units (except siege weapons) cost -20% wood
• Atheism (+100 years Relic, Wonder victories Spies/Treason costs -50%) © War Wagon (anti-archer cavalry archer with high armor)
Team Bonus: Stables work 20% faster © Turtle Ship (armored war ship with high attack)
• Panokseon (Turtle Ships move 15% faster)
Incas ◄Infantry► • Shinkichon (Mangonel-line +1 range)
► Start with a free Llama Team Bonus: Mangonel-line minimum range reduced
► Villagers affected by Blacksmith upgrades
► Houses support 10 population Lithuanians ◄Cavalry & Monks►
► Buildings cost -15% stone ► Start with +150 food
© Kamayuk (anti-cavalry infantry) ► Spearman-line and Skirmishers move 10% faster
© Slinger (anti-infantry archer) ► Each garrisoned relic gives +1 attack to Knights and Leitis (maximum +4)
• Andean Sling (Skirmishers and Slingers no minimum range) © Leitis (high-damage cavalry)
• Fabric Shields (Kamayuks, Slingers, Eagles +1/+2P armor) • Hill Forts (Town Centers +3 range)
Team Bonus: Farms built 50% faster • Tower Shields (Spearman-line and Skirmishers +2P armor)
Team Bonus: Monasteries work 20% faster
Indians ◄Camels & Gunpowder►
► Villagers cost -10% Dark, -15% Feudal, -20% Castle, -25% Imperial Age Magyars ◄Cavalry►
► Fishermen work 10% faster ► Villagers kill wolves with 1 strike
► Camel Riders +1P armor ► Forging, Iron Casting, Blast Furnace free
© Elephant Archer (high HP, slow cavalry archer) ► Scout Cavalry, Light Cavalry, Hussar cost -15%

© Imperial Camel Rider (anti-cavalry camel with bonus against buildings) © Magyar Huszar (cheap anti-siege cavalry)
• Sultans (All gold income 10% faster) • Corvinian Army (Magyar Huszars cost no gold)
• Shatagni (Hand Cannoneers +1 range) • Recurve Bow (Cavalry archers +1 range, +1 attack)
Team Bonus: Camel units +5 attack vs. buildings Team Bonus: Foot archers +2 LOS

Italians ◄Archers & Navy►


Malay ◄Navy►
► Advancing to the next age 66% faster
► Advancing to the next age costs -15%
► Fish Traps cost -33%
► Dock technologies cost -50%
► Fish Traps provide unlimited food
► Fishing Ships cost -15%
► Battle Elephants 30% cheaper
► Gunpowder units cost -20%
© Genoese Crossbowman (anti-cavalry archer) © Karambit Warrior (cheap infantry using 0.5 pop. space)
• Thalassocracy (upgrades Docks to Harbors, which fire arrows)
© Condottiero (anti-gunpowder infantry) • Forced Levy (Militia-line gold cost is replaced by additional food cost)
• Silk Road (trade units cost -50%) Team Bonus: Docks +100% LOS
• Pavise (foot archers & Condottieri +1 armor/+1 pierce armor)
Team Bonus: Condottiero available in the Barracks in Imperial Age
Malians ◄Infantry►
► Buildings cost -15% wood
Japanese ◄Infantry► ► Barracks units +1P armor per age (starting from Feudal Age)
► Fishing Ships 2x hit points; +2P armor; ► Gold Mining free
work rate +5% Dark, +10% Feudal, +15% Castle, +20% Imperial Age
© Gbeto (ranged infantry)
► Mill, Lumber/Mining Camps cost -50%
• Tigui (Town Centers fire arrows when ungarrisoned)
► Infantry attack 25% faster starting in Feudal Age
• Farimba (Cavalry +5 attack)
© Samurai (anti-unique unit infantry) Team Bonus: Universities work 80% faster
• Yasama (Towers shoot extra arrows)
• Kataparuto (Trebuchets fire and pack faster)
Team Bonus: Galleys +50% line of sight Mayans ◄Archers►
► Start with +1 villager, but -50 food
► Resources last 15% longer
Khmer ◄Siege & Elephants► ► Archers cost -10% Feudal, -20% Castle, -30% Imperial Age
► No buildings required to advance to the next age
© Plumed Archer (fast moving archer)
or to unlock other buildings
• Obsidian Arrows (Archers, Crossbowmen and Arbalesters +6 attack vs.
► Farmers don't require Mills/Town Centers to drop off food
buildings)
► Battle Elephants move 15% faster
• El Dorado (Eagle Warriors have +40 hit points)
► Villagers can garrison in Houses
Team Bonus: Walls cost -50%
© Ballista Elephant (mounted scorpion)
• Tusk Swords (Battle Elephants +3 attack)
• Double Crossbow (Ballista Elephants and Scorpions fire two projectiles)
Team Bonus: Scorpions +1 range
Update 39284 (July 21, 2020) – by Cruzza

Mongols ◄Cavalry & Archers► Tatars ◄Cavalry & Archers►


► Cavalry archers fire 20% faster ► Units deal +25% damage when fighting from higher elevation
► Light Cavalry, Hussars, Steppe Lancers +30% hit points ► Villagers gather +50% food from herdables
► Hunters work 40% faster ► Thumb Ring, Parthian Tactics free
© Mangudai (fast-shooting, anti-siege cavalry archer) © Flaming Camel (petard)
• Nomads (lost houses do not decrease population headroom) © Keshik (raiding cavalry similar to cavalier.
• Drill (Siege Workshop units move 50% faster) Generates 3 gold/villager killed)
Team Bonus: Scout Cavalry, Light Cavalry, Hussar +2 line of sight • Silk Armor (Light Cavalry, Steppe Lancers and Cavalry Archers
receive +1P armor)
Persians ◄Cavalry► • Timurid Siegecraft (Trebuchets +2 range, enables Flaming Camels)
► Town Center, Dock 2x hit points; work rate +10% Feudal, +15% Castle, Team Bonus: Cavalry Archers +2 LOS
+20% Imperial Age
► Start with +50 wood, food Teutons ◄Infantry►
© War Elephant ► Monks healing range 2x
(Slow & strong heavy cavalry, anti-building) ► Towers garrison 2x units
• Mahouts (War Elephants 30% faster) ► Murder Holes, Herbal Medicine free
• Kamandaran (Archer-line gold cost is replaced by additional wood cost) ► Farms cost -40%
Team Bonus: Knights +2 attack vs. Archers ► Town Center garrison +10
► Barracks and Stable units have +1 armor Castle Age, +1 armor Imperial
Age (for +2 total)
Portuguese ◄Navy & Gunpowder►
► All units cost -20% gold © Teutonic Knight (slow infantry with heavy melee armor)
► Ships +10% HP • Ironclad (siege weapons extra melee armor)
► Can build Feitoria in Imperial Age • Crenellations (+3 range Castles
© Caravel (Scorpion-like war ship) garrisoned infantry fire arrows)
Team Bonus: Units resist conversion
© Organ Gun (anti-personnel gunpowder unit)
• Carrack (Ships +1/+1 armor)
• Arquebus (gunpowder units more accurate) Turks ◄Gunpowder►
Team Bonus: Line of sight is shared with the team starting in the Dark Age ► Gunpowder units +25% hit points; researching gunpowder technologies
costs -50%; Chemistry free
► Gold miners work 20% faster
Saracens ◄Camel & Navy► ► Light Cavalry and Hussar upgrades free
► Market trade cost only 5%
© Janissary (hand cannoneer with high attack)
► Market costs -100 wood
• Sipahi (Cavalry Archers +20 HP)
► Transport Ships 2x hit points, 2x carry capacity
• Artillery (+2 range Bombard Towers, Bombard Cannons, Cannon
► Galleys attack 20% faster
Galleons)
► Archers (except skirmishers)
Team Bonus: Gunpowder units created 20% faster
+1 attack vs. buildings per age (starting in the Feudal Age)
© Mameluke (anti-cavalry camel with ranged melee attack)
• Madrasah (Monks return 33% of their cost when killed) Vietnamese ◄Archers►
• Zealotry (Camel units +30 hit points) ► Enemy positions are revealed at the start of the game
Team Bonus: Foot archers +1 attack vs. buildings ► Economic upgrades cost no wood
► Archery Range units +20% HP
► Conscription free
Slavs ◄Infantry & Siege►
► Farmers work 10% faster © Rattan Archer
► Supplies free (foot archer with high pierce armor = strong against ranged)
► Siege Workshop units 15% cheaper © Imperial Skirmisher (anti archer, final skirmisher upgrade)
© Boyar (heavy armored cavalry) • Chatras (Battle Elephants +50 HP)
• Orthodoxy (Monks +3/+3P armor) • Paper Money (Each team member receives 500 gold)
• Druzhina (Infantry damage adjacent units) Team Bonus: Imperial Skirmisher upgrade available in the Imperial Age
Team Bonus: Military buildings provide +5 population room

Vikings ◄Infantry & Navy►


Spanish ◄Gunpowder & Monks► ► Warships cost -15% Feudal Age, -15% Castle Age, -20% Imperial Age
► Builders work 30% faster ► Infantry +10% hit points Feudal, +15% Castle, +20% Imperial Age
► Blacksmith upgrades don't cost gold ► Wheelbarrow, Hand Cart free
► Cannon Galleons benefit from Ballistics (fire faster, more accurately) © Berserk (regenerating infantry)
► Gunpowder units fire 15% faster
© Longboat (warship that fires multiple arrows)
© Conquistador (mounted hand cannoneer)
• Chieftains (infantry deal bonus damage to cavalry)
© Missionary (mounted Monk) • Berserkergang (Berserks regenerate faster)
• Inquisition (Monks convert faster) Team Bonus: Docks cost -15%
• Supremacy (Villagers stronger in combat)
Team Bonus: Trade units generate +25% gold

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