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AGE

2
Version 5.0
17 July 1998

 AGE 2 Design Document Page 1

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
AGE 2............................................................................................................................ 1

i. Document Puro!e" Or#$ni%$tion"


Or#$ni%$tion" $n& Con'ention!............
Con'ention!..........................
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Document Versioning.........
Versioning.......................
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Otions......................
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Document !se "Online#...................
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ii. )er!ion
)er!ion C*$n#e Summ$r+..............................
Summ$r+............................................
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Document.....................
Document...................................
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%eature &e'intro(uction )c*e(ule.......................
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+ilestone ,tems.....................
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iii. )i!ion St$tement..................


St$tement................................
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Vision )tatement..................
)tatement................................
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-itmus est...........
est........................
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1. Inter/$ce!...................
Inter/$ce!................................
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)ection /otes........................
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General ,nterace Design oncets........................
oncets.....................................
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Pre'Game ,nteraces.....................
,nteraces...................................
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,n'Game ,nteraces.....................
,nteraces..................................
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Post'Game ,nteraces.....................
,nteraces...................................
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+iscellaneous ,nteraces AGE2 E(itor......................
E(itor...................................
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General ,nterace Data.........................
Data.......................................
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2. A#e!................
A#e!..............................
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*e Ages in General.....................
General...................................
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 A(3ancement *roug* *e Ages.............
Ages...........................
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. Re!ource!..................
Re!ource!................................
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&esources in General....................
General..................................
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4asics o &esource +o(el........................
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. Tr$&e..........
Tr$&e........................
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O3er3ie o ra(e +o(el.......................
+o(el.....................................
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,nternal ra(e................
ra(e..............................
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Player'to'Player
Player'to'Player ra(e.................
ra(e..............................
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Programmer /otes.......................
/otes....................................
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(. Com3$t.................
Com3$t...............................
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General omat +o(el.......................
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omat !nit 4e*a3ior.....................
4e*a3ior..................................
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0. Di4om$c+...............
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Dilomacy Otions....................
Otions.................................
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Dilomacy ,nterace Elements..................
Elements................................
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,. Cu4ture! $n& Ci'i4i%$tion!.............


Ci'i4i%$tion!...........................
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 AGE 2 Design Document Page 2

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
Player i3iliations...............
i3iliations.............................
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ultures y Art )et.......................
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ulture Astracts.............
Astracts...........................
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&ai(er ultures...................
ultures.................................
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5. Unit!....................
Unit!.................................
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!nits in General......................
General....................................
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!nit 4e*a3ior...................
4e*a3ior.................................
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!nit Art................
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!nit /otes......................
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-. G$i$ Unit!...................


Unit!.................................
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Gaia !nits......................
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Gaia !nit &eneal....................
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Gaia !nit 4e*a3ior....................
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1. M$.....................
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Oscure( !nits.....................
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11. Bui4&in#!..........
Bui4&in#!........................
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12. Tec*no4o#ie! $n& Tec*no4o#+ Tree........................


Tree............. ......................
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ec*nology
ec*nology ree................
ree..............................
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ec*nology
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1. Re4ic!.....................
Re4ic!...................................
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&elics......................
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1. )ictor+ Con&ition!


Con&ition! $n& G$me Otion!.................
Otion!..............................
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)tan(ar( Victory on(itions....................
on(itions.................................
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Otional Victory on(itions....................
on(itions.................................
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1(. E$!ter E##! $n& C*e$t Co&e!......................


Co&e!...................................
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10. Cinem$tic Art....................


Art.................................
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Oening inematic...................
inematic.................................
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amaign utscenes....................
utscenes..................................
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 Alternate &eality
&eality utscenes "OP,O/#.........
"OP,O/#.......................
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1,. Soun&!..............
Soun&!............................
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)tereo )oun(........................
)oun(.....................................
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Oicial aunts..........
aunts.......................
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,nternationalie(
,nternationalie( )oun( )eciications.................
)eciications...............................
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15. C$m$i#n!
C$m$i#n! $n& Scen$rio!..................
Scen$rio!................................
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Dynamic amaign )ystem....................
)ystem.................................
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amaigns.....................
amaigns...................................
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1-. Su##e!tion!
Su##e!tion! $n& Re4$te& Outcome!...............................
Outcome!.............................................
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................ 5-

2. 6i!toric$4 D$t$......................


D$t$....................................
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 AGE 2 Design Document Page 6

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
21. Tec*nic$4 Seci/ic$tion........................................................................................................... .. -1
ec*nical Programming ,tems &e;uest or AGE 2............................................................................ 91
 A, &elate( as<s............................................................................................................................. .. 99
ommunications &elate( as<s...................................................................................................... 100
ommunications Programming ,ssues............................................................................................ 101
omman( -ine Parameters............................................................................................................ 102
+ac*ine )eciications.................................................................................................................... 107

22. De!i#n Protot+in#.................................................................................................................. 15

2. Mi4e!tone!................................................................................................................................ 1-

2. 7i!* Li!t Item!......................................................................................................................... 11


&oa(s.............................................................................................................................................. 110
)oun(.............................................................................................................................................. 110
,nterace......................................................................................................................................... . 110
Game yes................................................................................................................................. ... 110
+ultilayer Anti'*eat )ystem......................................................................................................... 110
=is*list ,tems rom Ao> Design +eeting......................................................................................... 110

A. Cont$ct In/orm$tion.................................................................................................................... 11

B. D$t$3$!e Fi4e N$min# Con'ention!........................................................................................... 11(


!nits................................................................................................................................................ 115
4uil(ings.......................................................................................................................................... 11$

C. De3u##in# Inut Bo8.................................................................................................................. 11-


%unction........................................................................................................................................... 119
!se.................................................................................................................................................. 119
,mlementation................................................................................................................................ 119
Ot*er ,mlementation...................................................................................................................... 119
/otes............................................................................................................................................... 119

D. AI E8ert S+!tem......................................................................................................................... 12

E. Form$tion D$t$........................................................................................................................... . 121


%ormation lasses ale................................................................................................................. 121
%ormat )eciier or %ormations Data %ile....................................................................................... 122

F. Bui4& Proce&ure........................................................................................................................... 120

E. Score Mo&e4................................................................................................................................. 125

In&e8.................................................................................................................................................. 12-

 AGE 2 Design Document Page 

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
i. Document Puro!e" Or#$ni%$tion" $n& Con'ention!

*e AGE 2 +aster Design Document is inten(e( to act as t*e central source (ocument or all *ases
an( asects o t*e oicial AGE 2 (e3eloment rocess.

 As many asects o t*e (esign ill in3arialy c*ange o3er t*e course o its e3olution rom a concetual
to a inis*e( state t*is (ocument is structure( to rea(ily a(at to an( resent c*anging inormation in
a co*erent an( unctional as*ion. o t*is en( all relate( inormation ill e comartmentalie( into a
numer o secialie( iel(s eac* ro3i(ing or t*e easy location o rele3ant (ata an( also minimiing
instances o contra(ictory statements 3ia reeate( inormation eing u(ate( in one location ut not
ot*ers. *e (ocument ill also e maintaine( in 3ersions "alloing regression *en necessary an(
ro3i(ing t*e aility to trac< c*ronological rogress# an( a Version *ange )ummary "outlining any
c*anges ma(e# ill e inclu(e( as art o eac* comlete (ocument.

 A((itionally lease note t*at ortions o t*e (ocument still en(ing inal agreement rior to
imlementation ill e i(entiie( y t*e rei: B"en(ing#B in t*eir title. Any (ecisions contingent uon
t*e accuracy o en(ing inormation s*oul( e (iscusse( it* memers o t*e AGE 2 team rior to
inaliation.

*is (ocument an( all o its relate( su(ocuments ill e maintaine( "rimarily# uon t*e Ensemle
)tu(ios ,ntranet. /ormally its content ill e altere( y ,an +. %isc*er "iisc*erCensemle'
stu(ios.com# *o ill comine inormation recei3e( rom all memers o t*e AGE 2 team into eac*
successi3e 3ersion. /e 3ersions ill e ma(e a3ailale to all memers o t*e AGE 2 team eac*
%ri(ay t*roug* email.

Please (o not ma<e c*anges (irectly to t*is (ocument or any o its su(ocuments. )uggestions or 
any content you eel s*oul( e a((e( re3ise( or e:clu(e( can e sent (irectly to ,an +. %isc*er or 
+ar< errano "mterranoCensemle'stu(ios.com#.

Document Versioning 

*e ma?or (ocument 3ersion numer ill correson( to t*e current milestone *ile t*e minor 
3ersion numer ill e u(ate( it* e3ery re3ision "ee<ly#. *e contents o t*e (ocument ill
correson( it* t*e (e3elomental state o t*e ro?ect at eac* milestone an( ill attemt to e as
accurate as ossile eteen t*ese.

Originally =or(@s 3ersion trac<ing utility as eing use( in t*e construction o t*is (ocument.
oe3er t*is eature cause( t*e (ocument@s ile sie to increase to a (egree t*at ma(e it
unaccetale or transmission or e(iting. *e use o t*is eature *as een (iscontinue( starting it*
30.5. A more eicient means o con3eying (ocument c*anges is eing engineere(.

Options

*e e:act imlementation o certain asects o t*e AGE 2 (esign is (een(ent on t*e
outcome o laytesting sc*e(uling team (iscussions an( so ort*. ,n instances *ere multile
"3iale# imlementations *a3e een suggeste( t*ese ill e resente( in t*e (ocument a long it* t*e

 AGE 2 Design Document Page 5

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
or( otion in t*eir *ea(ing. ,n general otions are liste( in or(er o t*eir current e:ecte(
rece(ence "i.e. t*e most li<ely otion is liste( irst.#

Document Use (Online)

*is (ocument is (esigne( it* t*e use o =or(@s F(ocument ma@ eature in min(. =*en
using t*e (ocument online e *ig*ly recommen( enaling t*is eature.

 AGE 2 Design Document Page $

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
ii. )er!ion C*$n#e Summ$r+

Document 

*e entire curse( (ocument *as een reritten.

Feature Re-introduction Schedule

,n or(er o riority

St$tu! Item
H 4attering &ams
H Ot*er !nits 4attering &ams
H )tatic I Pac<ing )iege =eaons
H Gat*er Points "rom 4uil(ings#
Gaia 4e*a3iors
=alls an( 4uil(ings )to +issile Attac<s
&elic "comat#
Gates
Garrisons
/a3al )ecial omats
Pro(uction ueues
,nternal ra(e
&elic "economic#
Ore relaces Gol(
Gat*ering Generates Gol(
O3erlan( ra(e I ra(e arts
/e Dilomacy +o(el
astles
!ni;ue !nits
)ecial !nit Attac<s an( Deenses
&ai(er ultures
ultural Dierences
%ormations
!nit -e3el )tate A,
>ings

K Otional items elo t*is ro K

4riery
%acings
&egrot*
,niltraitors

 AGE 2 Design Document Page 7

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
Milestone Items

&e3ise( ormation seciication age 6


Gaia unit A, seciication age $5
,n'Game tec* tree seciication age 1$
%eature re'intro(uction sc*e(ule age 8
Game summary (islay seciication age 15

 AGE 2 Design Document Page 8

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
iii. )i!ion St$tement

Vision Statement 

To ;ee t*e 3e!t $rt! o/ t*e A#e o/ Emire! #$me 3ut e8ten& $n& e'o4'e it 9it*
!e4ecte& c*$n#e! $n& $&&ition!< imro'e& inter/$ce" /re!* 'i!u$4 4oo;" en*$nce&
t$ctic$4 com3$t =/orm$tion! $n& /$cin#>" ne9 tr$&e otion!" ne9 &i4om$c+ otion!"
$n& $ ne9 time erio& =D$r; A#e! t*rou#* E$r4+ Ren$i!!$nce> 9it* $rori$te
cu4ture!" 3ui4&in#!" unit!" $n& tec*no4o#ie!.

Litmus Test 

 All i(eas or otential (esign elements relate( to AGE 2 are su?ect to (iscussion among
memers o t*e AGE 2 team. oe3er comaring any concet to memers o t*e elo 3ision
statement s*oul( ro3i(e a general i(ea o a suggestionLs suitaility.

• AGE 2 9i44 not $4ien$te it! e8i!tin# $u&ience.


*e core elements *ic* ma(e Age o Emires a success ill not e c*ange( in AGE 2.
"E:amle o i(eas e:clu(e( y t*is Age o %lig*t )imulators Age o etris.#

• AGE 2 9i44 3ui4& uon it! re&ece!!or.


*anges ma(e rom t*e Age o Emires (esign to t*e AGE 2 (esign ill e e3olutionary rat*er 
t*an re3olutionaryM AGE 2 ill e:an( an( reine comonents o t*e Age o Emires (esign.
"E:amle o i(eas e:clu(e( y t*is irst erson ersecti3e comat &PG elements.#

• AGE 2 9i44 !tri'e to $c*ie'e com4etion on or $3out :u4+ 1--5.


%eatures a((e( to t*e (esign ill concei3aly e ac*ie3ale it*in t*e limits o t*e AGE 2
ro(uction time rame.
"E:amle o i(eas e:clu(e( y t*is 1$ it color ull 6D engine.#

• AGE 2 9i44 #ener$44+ ;ee 9it*in t*e 4imit$tion! o/ it! $ro8im$te *i!toric$4 time erio& .
E3ery eort ill e ma(e to accurately mo(el t*e elements o t*e 50 ' 150 AD time erio(
e:cet in cases *ere reality oul( sacriice gamelay.
"E:amle o i(eas e:clu(e( y t*is aircrat aliens sumarines atomic eaons.#

 AGE 2 Design Document Page 9

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
1. Inter/$ce!

Section otes

• ome u it* a ne name or t*e ran(om ma game.


• ,mro3e t*e utility o t*e sa3e game unction.
• ,nut o:es s*oul( e same lengt* as inut iel(s.
• ,mro3e t*e *el interace.
• ra(e interaceM incororate na3al an( o3erlan( otions in a single !, s*are li<e controls.
•  A(( aility or local taunt muteM (isale taunt sen(ing *en locally mute(.

!eneral Inter"ace Design #oncepts

•  All user interaces ill e ren(ere( in a *ig*er "800 : $00 : 25$ color# resolution. *is ill e (one
e3en *en t*e user elects to *a3e t*e game itsel "i.e. t*e game in(o# (islaye( in *ig*er or 
loer resolutions.
• e:t use( in all interaces ill e *an(le( t*roug* rogrammatic ma te:t o3erlays to allo or a
simliie( localiation rocess.
• ,nteraces ill ma<e use o animate( icons.
• !sers ill e ro3i(e( it* a customiation eature t*at ill allo t*em to sa3e an( recall t*eir 
a3orite interace settings.
• !ser interaces ill e comine( an( streamline( alloing or ;uic< simle na3igation an( t*e
most comman(s issue( t*roug* t*e least numer o screens.
•  All interaces ill emloy a cursor ase( *el system using a "(elaye(# non'(islace( roll'o3er te:t
*el system.
• )tan(ar(ie( sie or all (ialogs N $0 : 80

$re-!ame Inter"aces

O'er'ie9

*e main AGE2 re'game "game setu# interace is (esigne( to resent t*e user it* a unctional an(
attracti3e interace t*at con3eys all necessary inormation it*out eing comle:. *e aearance o 
t*is interace ill e mo(ele( ater uil(ings an( 3illages o t*e me(ie3al time erio(. !sing a series
o asic game icons "layer numer ma tye etc.# layers ill e ale to select t*eir setu
reerences an( atc* as t*ese c*oices are relecte( in t*e aearance o t*e interace taestry.

• Pre'game interace s*oul( allo t*e setting (islay an( loc<ing o game see(.

Pre?G$me Inter/$ce Item" G$me See& Loc; =Otion$4>

*e AGE2 multilayer re'game interace ill ro3i(e a (islay or a game see( loc<. *e *ost ill
select a game see( rom among t*ose liste( in t*is (ialog an( *is selection ill e aarent to all
layers. =*en t*e game egins no layer ill e ale to alter t*e game see(.

 AGE 2 Design Document Page 10

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
Pre?G$me Inter/$ce Go$4!

• Goo( transition eteen tye selection an( game set'u.


• +a<e selections o3ious.
• )ome screens use ictures to select "game settings I layer res.#

In-!ame Inter"aces

O'er'ie9

*e in'game interace *as to rimary comonentsM a general static !, "a set o controls alays
(islaye(# an( a seciic con(itional !, "a set sace on t*e !, *ere 3arious controls can e lace(
as con(itions in t*e game (eman(#. *e general static !, consists o controls suc* as t*e score
(islay utton t*e menu utton t*e c*at utton an( so ort*. *e seciic con(itional !, (islays t*e
uil(ings t*at can e uilt *en a 3illager is selecte( t*e units t*at can e traine( at a uil(ing *en
t*e uil(ing is selecte( an( so ort*.

In?G$me Inter/$ce E4ement" U!er Inter/$ce Contro4!

!eneral Static UI %uttons

• +enu

Pro3i(es layer it* access to t*e olloing otions

• uit
•  Ac*ie3ements
• )cenario ,nstructions
• )a3e
• -oa(
• &estart
• Game )ettings
• el
•  Aout
• ancel

• Dilomacy

 Allos t*e layer to set relations an( triute resources it* ot*er layers in t*e gameM unctions as
in Age o Emires.

• el

*anges layer@s cursor to a *el cursor t*at can e clic<e( on arts o t*e !, to recei3e relate(
*el messages.

• *at

 AGE 2 Design Document Page 11

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
 Allos layer to selects layers or layer grous to c*at to I it* an( also allos 3ieing o t*e
c*at uer.

• Player )ummary I +ini'+a %ilter 

Eac* clic< cycles t*e layer summary (islay "loer rig*t corner o screen# an( mini'ma t*roug*
a series o (islay ilters. )ee t*e Player )ummary section o t*is (ocumment "age ::# or motr
inormation. *e ossile mo(es are

• /one

+ini'ma (islays as normal ut t*ere is no layer summary (islay.

• /ormal

+ini'ma (islays as normal an( t*e layer summary s*os t*e score "as in Age o Emires#.

• omat

+ini'ma is (islaye( in comat mo(e an( layer summary s*os comat statistics.

• &esource

+ini'ma is (islaye( in resource mo(e an( layer summary s*os resource statistics.

• ra(e

+ini'ma is (islaye( in comat mo(e an( layer summary s*os resource statistics.

Multiple Unit Selections &ith the Speci"ic #onditional UI 

Desire( imlementation o t*is eature is to e (etermine(.

Speci"ic #onditional UI %uttons' Militar Unit Selected 

• eal "only resent i selecte( unit is a +on<#.


• )to
• -aunc* %lare

Speci"ic #onditional UI %uttons' Siege Unit Selected 

• Pac< I !nac<

Speci"ic #onditional UI %uttons' Villager Selected 

• 4uil( Economic 4uil(ings


• 4uil( +ilitary 4uil(ings
• &eair 
• )to
• -aunc* %lare
• ancel
 AGE 2 Design Document Page 12

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
Speci"ic #onditional UI %uttons' Ship Selected 

• )to
• -aunc* %lare
• !nloa( "only aears i units are loa(e( aoar( selecte( s*i#.

Speci"ic #onditional UI %uttons' %uilding Selected 

• )et Gat*ering Point


• ancel
•  Any rainale !nits
•  Any &esearc*ale ec*nologies

In?G$me Inter/$ce E4ement" Mini?M$

*e mini'ma is art o t*e general static !, locate( at t*e ottom rig*t ortion o t*e interace. *is
(iamon( s*ae( (islay ill s*o t*e laying area to scale using "rimarily# loc<s o t*e aroriate
layer@s color suerimose( o3er a scale ma o t*e terrain to s*o t*e location o *is uil(ing an(
units. As it* t*e normal game (islay un(isco3ere( areas on t*e mini'ma ill remain lac< an(
ogge( areas o t*e mini'ma ill e artly oscure( y a gray o3erlay "it* t*e un(erlying terrain still
3isile#.

 A small *ite or(ere( rectangle ill alays e 3isile on t*e mini'ma reresenting t*e location an(
oun(aries o t*e current area eing 3iee( y t*e layer. *is 3ieing area can e maniulate( 3ia
t*e mini'ma y mo3ing t*e cursor to a ortion o t*e mini'ma an( let clic<ing. *is ill cause t*e
3ieing area "an( *ite or(ere( rectangle# to center on t*e clic<e( location. , a layer let clic<s an(
(rags *is cursor on t*e mini'ma t*e 3ieing area ill e (ragge( as ell ut alays centere( on t*e
layer@s cursor.

Players can issue location re;uiring comman(s "i.e. mo3e here uil( here etc.# 3ia t*e mini'ma as i 
it ere t*e actual laying area. *is is (one simly y clic<ing a location on t*e mini'ma rat*er t*an
on t*e actual laying area "note t*at t*e re(uce( scale o t*e mini'ma (islay o3iously reclu(es
t*is rom eing o3erly accurate#.

*e location o an( units in3ol3e( in any noteort*y acti3ity "i.e. a comat# ill e i(entiie( using a
3isual cue "accomanie( y au(io# on t*e mini'maM t*is ill consist o an initial o: t*at ill s*rin< to
outline t*e roug* location o t*e e3ent olloe( y a las*ing o t*e units in3ol3e( in t*e e3ent or its
(uration.

*e mini'ma *as our ilters eac* o *ic* correseon(s to a layer game summary (islay. A
utton ne:t to t*e mini'ma can e use( to cycle t*e ma an( game summary (islay t*roug* all o 
t*e ossile mo(es. One mini'ma ilter must alays e acti3e an( only one can e acti3e at any
gi3en time. *is is not true o t*e layer game summary (islay *ic* can e ma(e "y cycling
t*roug* t*e mo(es# ma(e inacti3e.

In?G$me Inter/$ce E4ement" Mini?M$ Fi4ter!

ormal Filter 

•  All layer units are s*on in t*eir rimary color transorm color.

 AGE 2 Design Document Page 16

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
• )electe( units are s*on in *ite
• errain is s*on in its normal color "i.e. lue or ater ron or green or lan( (ar< green orests
etc#
• *is ilter is ?ust li<e t*e Age o Emires (iamon( ma.

#omat Filter 

• -ig*t green reresents your layer one( comat units.


• +e(ium green reresents your layer one( non'comat units "is*ing oats 3illagers etc.#.
• Dar< green reresents your layer o ne( uil(ings
• -ig*t re( reresents enemy comat units.
• +e(ium re( reresents enemy non'comat units.
• Dar< re( reresents enemy uil(ings.
• ello reresents neutral I non'allie( units.
• -ig*t 4lue reresents allie( comat units.
• +e(ium 4lue reresents allie( non'comat units.
• Dar< 4lue reresents allie( uil(ings.
• *e mini'ma is ren(ere( in grayscaleM ater is lac< orest is (ar< gray an( all lan( is lig*ter 
gray.
• )electe( units are s*on in *ite.
•  Artiacts an( ruins N magenta.
• +ercs s*o as allies or enemies.
• Gat*ering Point reresente( y ulsing colore( (ot.

Resource Filter 

• +agenta reresents a resource t*at can e ic<e( u I orage( "anyt*ing gol( tra(e goo(s oo(
etc#
•  All oo( resources are (ar< yello.
• Dar< green reresents orests or oo( orage.
• Dar< re( reresents ore.
• Gray reresents stone.
• Player@s uil(ings an( or<ing units are urle.
• &e( or any enemy unit or uil(ing
• ,(le 3illagers are lig*t lue.
• +a (islays only un*ar3este( resources "i.e. not t*ose eing carrie( y 3illagers#.
• +a colors or terrain are normal.
• )electe( units are s*on in *ite.

Trade Filter 

• +o3ing tra(e units are s*on in urle.


• On tra(e uil(ings are s*on in (ar< green.
• ,(le tra(e units are s*on in lig*t lue.
• Ot*er tra(e sites are s*on in (ar< lue.
• Ot*er tra(e units are s*on in (ar< lue.
• *reat units an( uil(ings are s*on in re(.
• Outlas are also s*on in re(.
 AGE 2 Design Document Page 1

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
• )electe( units are s*on in *ite.

In G$me Inter/$ce E4ement" P4$+er G$me Summ$r+ Di!4$+

*e Player Game )ummary is lin<e( to a layer@s selection o a mini'ma ilter. *is (islay aears
*en t*e layer cycles t*roug* t*e ossile ilters y clic<ing t*e ma ilter utton. An a((itional ma
ilter "a (ulicate o t*e normal ilter# is  ro3i(e( in t*e cycle to allo layers to 3ie t*e mini'ma in
normal mo(e it* no Player Game )ummary Dislay acti3e. *is causes t*e cycle to e as ollos

1. /ormal +ini'+a %ilter it* no Player Game )ummary Dislay


2. /ormal +ini'+a %ilter it* )core Player Game )ummary Dislay
6. omat +ini'+a %ilter it* omat Player Game )ummary Dislay
. &esource +ini'+a %ilter it* &esource Player Game )ummary Dislay
5. ra(e +ini'+a %ilter it* ra(e Player Game )ummary Dislay

*e 3arious Player Game )ummary Dislays unction as ollos

$laer !ame Summar Displa' Score

*is mo(e s*os a stac< o all layer names an( t*eir relate( scores. ,n general t*e or(er layer
names are resente( in is ase( on t*e *ig*est scoreM allie( layers are groue( toget*er an(
arrange( in or(er o t*e *ig*est score it*in t*eir grou. /ames o layers no longer in t*e game
remain in t*is (islay ut *a3e a single line t*roug* t*em.

o t*e let o a layer@s name ill e sace or icons a re( (ot (enoting a a( connect see( an( a
turtle reresenting a a( mac*ine see(.

$laer !ame Summar Displa' #omat 

*is mo(e s*os t*e current numer o comat units a layer *as y tye.

$la er !ame Summar Displa' Resource

*is mo(e s*os t*e layer *is total numer o 3illagers an( is*ing oats along it* t*e numer o
t*ese t*at are currently i(le. 4elo t*e 3illager ortion o t*is (islay ill also e a column s*oing
t*e numer o "non'i(le# 3illagers currently or<ing groue( y tas<.

$laer !ame Summar Displa' Trade

ra(e units are not currently in t*e game. =*en a((e( t*e tra(e Player Game )ummary Dislay ill
s*o a layer@s current numer o tra(e units an( t*e numer o t*ese t*at are i(le. *e unctionality
o t*is (islay can currently e teste( using (e3eloer tools "&-# to lace ra(e arts.

In?G$me Inter/$ce E4ement" In?G$me Tec* Tree

 A utton on t*e layer@s !, ill ro3i(e access to an in'game tec* tree it* a general imlementation
as ollos

• !se a 50 : 50 icon to reresent uil(ings.


• !se a small te:t loc< or tec*s an( units.
• !se a 2 or 6 i:el or(er to s*o units tec*nologies an( uil(ings "i.e. re( or uil(ings lue or
tec*nologies green or units#.
 AGE 2 Design Document Page 15

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
•  All tec* tree items s*oul( e caale o *a3ing a roll'o3er (ro'(on te:t o: t*at can e use( to
ro3i(e a((itional relate( inormation.
• !se rig*t or (ar< s*a(es to s*o t*ings t*at can e uilt or researc*e( an( to s*o t*ings t*at
cannot yet e uilt or researc*e( resecti3ely.
• )u(ue any units uil(ings or tec*nologies t*at are not a3ailale to a seciic culture. Possily
use one itma s*on on a lac< ac<groun( an( rogrammatically c*ange t*e color o asente(
items to t*at o t*e ac<groun( to oscure t*em.

In?G$me Inter/$ce E4ement" Unit )i!i3i4it+

!nits ill e 3isile e*in( tall "oscuring# o?ects

• =*en a unit is artially or comletely *i((en y a taller o?ect in t*e Foregroun(@ "closer to t*e
ottom o t*e screen t*an t*e o?ect# its outline ill e s*on Ft*roug*@ t*e oscuring o?ect.

• *e outline ill e s*on t*roug* u to to le3els o oscuring o?ects "a tree in ront o a all in
ront o a sor(sman N or N a sor(sman e*in( to ros o alls#. *e unit ill not e (islaye(
i it is e*in( more t*an 2 o?ects.

•  An oscure( unit ill e selectale y clic<ing insi(e its outline area.

• )ome arts o a unit may not e outline( N t*oug* generally t*e entire unit ill e surroun(e( y
an outline "t*is is to allo or o3erlays suc* as t*e rai(er@s sac< o goo(s t*e <ing@s cron a
oat@s sail#.

•  All layer controlle( units ill e 3isile inclu(ing one( units allie( units an( enemy units.

• , ossile enemy one( an( allie( units ill e outline( in (ierent colors or in (ierent style
lines to e ale to tell t*em aart.

In?G$me Inte/$ce E4ement" Ot*er Fe$ture!

Map *Flare+ Feature

=*en a unit is selecte( an( t*e Flare@ is (one a secial message is sent to allie( layers in(icating
t*e Flare@ it* ot* a soun( an( a mini'ma in(ication o *ere t*e layer as *en lare as
selecte(. *e lare s*oul( stay on t*e mini'ma or 2 minutes.

*e lare &ill   e:ose "an( later og# terrain surrouning it to t*e layer@s allies. *ere is no limit to t*e
numer o lares a layer can launc*M i a layer is*es to use t*e lare to s*are -O) rat*er t*an
researc*ing s*are( -O) "cartogra*y# more oer to *im.

Map *Troule Spots+ Feature

*e re3ious 5 attles "any*ere a uil(ing or unit too< (amage# are in(icate( on t*e mini'ma.
*ese c*ange to a (im color ater 2 minutes an( (isaear ater  minutes. *ese are (islaye(
regar(less o t*e selecte( ilter.

Otional imlementation N t*e troule sots are in(icate( y successi3ely (ar<er s*a(es o t*e
Ftroule sot@ color N &e( or instance starting as in< an( a(ing to (ar< re( or sot Q5.

 AGE 2 Design Document Page 1$

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
Other Suggested In-!ame Inter"ace Features

• !, item or uni3ersal gat*er oints y tye.


• !, item or 3illagersM (ro all an( go i(le.
• !, item or 3illagersM cycle to ne:t i(le 3illager.
• !, item or mini'maM increase( ma (islay sie.
• !, item or mini'maM oom in I out control.
• !, item or unit 3isiilityM oscure( unit outline las*es *en se lecte(.
• !, item or layer summary (islayM to t*e rig*t o a layer@s score ill e a sace or icons a
small on(er icon s*oing t*at t*e layer *as uilt a on(er an( a small cron icon i a layer
*as <ille( or cature( a >ing.

$ost-!ame Inter"aces

AGE 2 Time4ine

urrently t*e AGE2 timeline is t*e same as t*at in Age o Emires. A secon( timeline 3ersion "one
*ic* reresents t*e same (ata in a slig*tly (ierent as*ion# is currently eing teste(.

Timeline Icons

imeline icons are not currently in AGE2. =*en t*ese are enale( t*e olloing e3ents ill cause a
reresentati3e icon to aear in t*e aroriate location on t*e timeline

1. %ue(al Age
2. +i((le Age
6. ,merial Age
. onstruction o =on(er 
5. Destruction o =on(er 
$. onstruction o astle
7. Destruction o astle
8. 4attle e3ent
9. &aing e3ent
10. )ear %eality
11. Accet %eality
12. Declare Ji*a(
16. >ill >ing
1. ature >ing.

$rogrammer otes

%ine timeline tec*nical (ata comliments o Da3i( -eis.

4attleI&aing e3ent (etermination


• ,+E )-,E &AE t*e is t*e rate at *ic* *istory e3ents an( oulation samles are ta<en. ,t is
25 sec.
• 4attle an( &aings e3ent (een( on to t*ings a numeric rate at *ic* stu occurs to state t*at a
attleIraing is occurring an( total amount *ic* seciies i t*e e3ent"attleIraing# is signiicant
enoug*t to e recor(er. )o or e:amle i t*e layer is <illing enoug* targets in any time slice t*en
a ossile attle is occuring.
 AGE 2 Design Document Page 17

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
• 4attle (etermination (een(s on to itemsM t*e numer o (eat*s t*e layer is causing er time
slice or t*e *it oints <ille( er time slice. A attle is signiicant *en a certain total numer o <ills
or a certain total *it oint <ille( is reac*e(. Once a attle is (etermine( to e sigiicant t*en as
long as attle is continuing at a certain rate no ne attle e3ents are mar<e(.
• &aing (etermination (een(s only on a raing rate an( a raing total no e:tra concern it* *it
oints o t*e uil(ings rae(.
• t*e actual 3alues o t*ese igures are at resent

,+E )-,E R 25 secon(s


4A-E >,-- &AE R 6 layer <ills
4A-E , PO,/ >,--ED &AE R 600 *it oints o layer <ills
4A-E >,-- OA- R $ total layer <ills
4A-E , PO,/ >,--ED OA- R $00 total *it oints o layer <ills
&AS,/G) &AE R 6 uil(ings (estoye(
&AS,/G) OA- R $ total uil(ings rae(.

• *e ao3e igures are in t*e (ataase an( can e rea(ily c*ange(TTTTT
• Only t*e 5 iggest attles an( raings or <eee( trac< o. i a larger e3ent comes in t*en a smaller 
e3ent is (iscar(e(.
• /ote t*at ot* attle an( raing (etermination <ee no trac< o geogra*ical area. )o it counts all
t*e layer <ills an( raings regar(less o ere t*e occur to (etermine i t*e layer *as *a( a
signiicant attleIraing e3ent. Also t*ey only trac< *at t*e layer is (oing not *at is eing (one
to *im.
• *e consi(eration o *it oints o t*e <ille( units as a((e( to e ale to trac< attles ere t*e
units are *ig* *it oint units so t*e numer o <ill is lo in any time slice. t*is s not a((e( to t*e
consi(eration o raings ecause , elt t*at t*at le3el o granularity as not nee(or raings.
• E3entualy t*ese e3ents ill so on t*e timeline it* a color transorme( icon to s*o *o you re
*uing ass on.

AGE 2 P4$+er Score $n& R$tin# Mo&e4

*e current AGE2 score mo(el is t*e same use( in Age o Emires. A ne score an( rating mo(el is
ort*coming "see )ection E )core +o(el#.

Miscellaneous Inter"aces' ,!. ditor 

*e current AGE2 e(itor is a slig*tly mo(iie( 3ersion o t*at in Age o Emires. *is e(itor ill
e3entually e re(esigne(.

Ne9 E&itor Function" Co+ $n& P$!te

• )electing t*e errain ta ill oen an interace oering t*e +a oy as a rus* tye. )electing
t*is rus* enales t*e coy an( aste system.
• o coy an area let clic< an( (rag o3er itM t*e area ill e mar<e( y a re( o3erlay.
• lic< oy )electe( Area to enale t*e maniulation uttons.
• lic<ing &otate -et &otate &ig*t %li -et I &ig*t or %li ! I Don ill cause t*e coie( area to
c*ange its acing.
•  Ater maniulation t*e user can lace t*e coie( area y mo3ing t*e re( o3erlay to t*e (esire(
location an( let clic<ing.

 AGE 2 Design Document Page 18

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
• /e areas can e coie( y clic<ing Goto oy +o(e an( reeating t*is rocess.
/ote only s;uare areas can currently e selecte( or coy an( aste unctions.

!eneral Inter"ace Data

Icon!

*ere ill e icons. )ome ill e animate(.

/olistic Icon List 

*e olloing is a list o all o t*e comman(s a layer ill e ale to issue "at some oint# *ile using
t*e AGE 2 !,. )ome o t*ese ill certainly e normal uttons (escrie( only it* te:t ut ot*ers ill
e icons.

 All icons are store( rames in .lc iles it* one ile er category.

General ,cons

"4/+D.lc#

Fr$me Icon
el
One age tec* tree (islay
)core
+ini'ma ilter N comat
+ini'ma ilter N resource
+ini'ma ilter N tra(e
+ini'ma ilter N normal
*at
Dilomacy Otions
 Ac*ie3ements Dislay
+ain +enu
)ituation )ummary
Go to gat*er 3ie
Go to retreat 3ie
1 -aunc* lare "to allies#
4asic units ta
)tance units ta
ommon units ta
ommon uil(ings ta
rain uil(ings ta
&esearc* uil(ings ta
Garrison uil(ings ta
2 A(3ance to age 2
6 A(3ance to age 6
 A(3ance to age 
5 %orm'u

 AGE 2 Design Document Page 19

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
$ Attac<
7 eal
8 )to
9 *arge secial attac<
10 )et i<es against c*arge secial attac<
11 )*iel( all secial attac<
12 &eair
16 +o3e
60 Go to gat*er oint
29 Go to retreat oint
28 )et gat*er oint
27 )et retreat oint
2$ &elease "(elete#
25 Guar(
2 Patrol
26 )cout
22 Aggression le3el one N aggressi3e
21 Aggression le3el to N reacti3e
21 Aggression le3el t*ree '' (eensi3e
19 Aggression le3el our '' assi3e
15 -oa( I !nloa( toggle utton or transort caale oats
1 -oa( I !nloa( toggle utton or semi'moile units an( uil(ings "ac< I
unac<#
4uil( military uil(ings
4uil( economic uil(ings
18 %orm'u
)et gat*er oint
)et retreat oint
)to
17 %orm line
1$ %orm column
5 %orm grou
 Disan( I ungrou
)et gat*er oint
6 &ing Alarm ell
2 Decomose I (elete uil(ing
1 Gate u I (on
0 Disan( oun(e(
69 Garrison ortrait N 3illager class
68 Garrison ortrait N riest class
67 Garrison ortrait N ootman class
6$ Garrison ortrait N mounte( class
65 Garrison ortrait N range( class
6 Garrison ortrait N relics class
66 Garrison all out
62 Garrison all out ally only
61 !n(isco3ere( tra(e route
$0 -an( tra(e routes 1
59 -an( tra(e routes 2
58 -an( tra(e routes 6
 AGE 2 Design Document Page 20

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
57 -an( tra(e routes 
5$ -an( tra(e routes 5
55 -an( tra(e routes $
5 -an( tra(e routes 7
56 -an( tra(e routes 8
52 -an( tra(e routes 9
51 -an( tra(e routes 10
$1 )ea tra(e routes 1
$2 )ea tra(e routes 2
$6 )ea tra(e routes 6
$ )ea tra(e routes 
$5 )ea tra(e routes 5
$ )ea tra(e routes $
7 )ea tra(e routes 7
8 )ea tra(e routes 8
9 )ea tra(e routes 9
50 )ea tra(e routes 10
ra(e Goo(s
Gol(
Ore
=oo(
)tone
"researc* items#
,+E-,/E ,E+ ,O/)
4uil( *ousing
)to construction
4uy ore le3el 1
4uy ore le3el 2
4uy ore le3el 6
4uy ore le3el 
4uy ore le3el 5
4uy ore le3el $
4uy ore le3el 7
4uy ore le3el 8
4uy stone le3el 1
4uy stone le3el 2
4uy stone le3el 6
4uy stone le3el 
4uy stone le3el 5
4uy stone le3el $
4uy stone le3el 7
4uy stone le3el 8
4uy oo( le3el 1
4uy oo( le3el 2
4uy oo( le3el 6
4uy oo( le3el 
4uy oo( le3el 5
4uy oo( le3el $
4uy oo( le3el 7
4uy oo( le3el 8
 AGE 2 Design Document Page 21

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
4uy oo( le3el 1
4uy oo( le3el 2
4uy oo( le3el 6
4uy oo( le3el 
4uy oo( le3el 5
4uy oo( le3el $
4uy oo( le3el 7
4uy oo( le3el 8
)ell ore
)ell stone
)ell oo(
)ell oo(
ra(e N not*ing a3ailale

4uil(ing ,cons

"K.lc#

Fr$me Icon
1 4lac<smit*
2 *urc*
6 Doc<
 %arm
5 on enter
$ on enter "ortiication ugra(e#
7 +ar<et
8 +ill
9 ra(e =or<s*o
10 !ni3ersity
11 Guar( oer
12 =all
16 Gate
1 4arrac<s
15 4arrac<s "arc*ery range ugra(e#
1$ astle
17 )iege =or<s*o
18 )tale

!nit ,cons

"K.lc#

Fr$me Icon
1 a3alry -ance ortrait
2 a3alry >nig*t ortrait
6 a3alry Pala(in ortrait
 Gaia Deer ortrait
5 Gaia %is* ortrait
$ Gaia a< ortrait
7 Gaia Outla ortrait

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8 Gaia =ol3es ortrait
9 ,nantry )earman ortrait
10 ,nantry 4erser<er ortrait
11 ,nantry )or(man ortrait
12 ,nantry Pi<eman ortrait
16 ,nantry ea3y )or(man ortrait
1 ,nantry o'an(e( )or(man ortrait
15 +isc Artiact art ortrait
1$ Villager +ale ortrait
17 Villager %emale ortrait
18 +issile Arc*er ortrait
19 +issile omoun( Arc*er ortrait
20 +issile a3alry Arc*er ortrait
21 +issile rossomen ortrait
22 +issile ea3y rossomen ortrait
26 +issile an( annoneer ortrait
2 )*i og ortrait
25 )*i %is*ing )*i ortrait
2$ )*i Galley ortrait
27 )*i Jun< ortrait
28 )iege +angonel ortrait
29 )iege o3ere( 4attering &am ortrait
60 )iege reuc*et ortrait
61 )iege 4omar( annon ortrait
62 )iege )corion 4allista ortrait
66 )ecial ,niltrator I )y ortrait
6 )ecial +on< ortrait
65 ra(e art ortrait
6$ !ni;ue ata*ract ortrait
67 !ni;ue *u'>o'/u ortrait
68 !ni;ue Der3is*es ortrait
69 !ni;ue Got* 4erser<er ortrait
0 !ni;ue Janissary ortrait
1 !ni;ue -ongoat ortrait
2 !ni;ue -ongomen ortrait
6 !ni;ue +oile )iege !nit ortrait
 !ni;ue +ultiurose a3 ortrait
5 !ni;ue )amurai ortrait
$ !ni;ue eutonic >nig*t ortrait
7 !ni;ue *roing A:emen ortrait
8 !ni;ue =oa( 4erser<er ortrait
9 >ing ortrait
50 ueen ortrait

Cur!or!

*ere ill e a cursor.

Font!

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*ere ill e onts.

Cre&it!

*ere ill e cre(its.

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2. A#e!

The ,ges in !eneral 

 As it* Age o Emires AGE2 also ma<es use o our (istinct ages to gate a layerLs rogression in
t*e game y ma<ing certain tec*nologies uil(ings an( units a3ailale or researc* (uring eac* o t*e
olloing erio(s

• *e Dar< Age


• *e +i((le Age
• *e %eu(al Age
• *e ,merial Age

 ,d1ancement Through The ,ges

 AGE2 ill re;uire layers to meet a seciic set o rere;uisites eore t*ey are alloe( to enter into
an( ma<e use o t*e a(3antages in any age. As it* Age o Emires t*e AGE2 interace "on
enter# ill *a3e an a(3ance to ne:t age utton t*at ill allo t*e layer to (ictate *en *e s*oul(
rogress into t*e ne age. *is control ill alter its aerance "su(ue I unsu(ue# to relect its
a3ailaility ase( on t*e status o t*e rere;uisites.

 AGE2 ill use t*e same met*o( as Age o Emires to enale a(3ancement t*roug*t t*e 3arious ages.
*at is t*e layer must construct a numer o uil(ings rom t*e current age an( e:en( a seciie(
amount o resources to enter into t*e ne:t age as ollos

Dar0 to Feudal 

 Any to uil(ings an( 500 oo(.

Feudal to #astle

 Any to uil(ings 800 oo( an( 00 gol(.

#astle to !unpo&der 

 Any to uil(ings 1000 oo( an( 800 gol(.

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. Re!ource!

 All (ata in t*is c*ater ertains to t*e resource mo(el inten(e( or AGE2 an( not t*e current resource
mo(el in lace.

Resources in !eneral 

*e current resource mo(el in AGE2 is t*e same as t*at in Age o Emires. A ne resource mo(el a
slig*tly altere( 3ersion o t*at use( in Age o Emires ill e a((e( in t*e uture. *is ne mo(el ill
intro(uce a it* resource "ore# to t*e game an( ill remo3e gol( as a *ar3estale resource. ,nstea(
gol( ill e a;uire( t*roug* tra(e an( an automatic ee generate( y *ar3esting resources. Ot*er 
c*anges ill inclu(e resources t*at rene ut or t*e most art t*e asic unction o t*e mo(el ill
remain t*e same "i.e. to get oo( tas< a 3illager on a tree#.

%asics o" Resource Model 

Players generate ra materials y assigning 3illagers to *ar3esting I gat*ering tas<s. =*en suiceient
amounts o t*ese resources are gat*ere( t*e layer can use t*em to construct uil(ings train units
or researc* tec*nologies.

%or e3ery 50 units o a resource gat*ere( t*e layer a((s one unit o gol( to *is treasury "astractly
reresenting a orm o ta:ation#. &esources can also e con3erte( (irectly to gol( t*roug* internal
tra(e at a mar<etlace an( gol( can similarly e use( to urc*ase resources "see section .0 ra(e#.

/on'tra(itional resource gat*ering is ossile t*roug* sca3enging. Destroye( uil(ings "an( ossiily
some units# ill yiel( sal3age iles t*at can e *ar3este( or t*e goo(s t*ey contain "see section 11.0
4uil(ings#.

 As it* Age o Emires 3arious tec*nologies ill imro3e a layer@s aility to gat*er resources. /e
to AGE2 ill e secial con(itions t*at alter t*is aility as ell namely in relation to a layer@s in*erent
aility to generate gol(. One e:amle o t*is is t*e oeration o a relic *ic* can e use( to increase
a layer@s gol( income "see section 16.0 &elics#.

Rene9$34e Re!ource!

)ome resources ill rene as a game rogresses ro3i(ing or increase( amounts o t*ese resources
an( a more realistic laying en3ironment. &esources suc* as trees animals is* an( outlas ill e
mo(ele( as reneale in t*e game an( t*eir stoc<s ill relenis* i t*e layer (oes not (elete t*em
entirely. *ese resources ill relenis* at a set rate "t*eir e:ansion limite( y t*eir en3ironment so
t*at e3ergreen trees cannot onto a (esert or uil(ing or e:amle# an( to a set gloal ma:imum.
ertain reneale resources may aear un(er t*e -O) og o ar as t*ey relenis*.

%or inormation relate( seciically to t*e reneal o gaia un its in t*e game "(eer is* etc.# see
)ection 9.0 Gaia !nits.

Tr$n!/errin# Re!ource! =Tri3ute>

)ee section $.0 Dilomacy.

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F$rm!

)ee section 11.0 4uil(ings.

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. Tr$&e

 All (ata in t*is c*ater ertains to t*e tra(e mo(el inten(e( or AGE2 an( not t*e current tra(e mo(el
in lace.

O1er1ie& o" Trade Model 

urrently t*ere is no tra(e mo(el "or e3en tra(e or t*at matter# in AGE2.

Internal Trade

Once layers *a3e uilt a mar<et t*ey can con(uct tra(e y means o t*e internal tra(e interace
*ic* aears *en t*is uil(ing is selecte(. *is interace consists o to ros o our uttons one
utton in eac* ro or eac* o t*e resources "oo( oo( stone ore#. )uerimose( o3er t*e to
uttons are t*e selling rices or eac* commo(ity an( o3er t*e ottom uttons t*e uying rice.

 A clic< o any uer sell commo(ity utton ill cause t*e layer to sell 100 units o t*e selecte(
resource rom *is in3entory an( recei3e t*e amount suerimose( o3er t*e utton in gol(. A clic< on
any loer uy commo(ity utton ill cause t*e layer to urc*ase 100 units o t*e selecte( resource
at t*e cost "in gol(# o t*e amount suerimose( o3er t*e utton. Players attemting to uy or sell
resources *en t*ey (o not *a3e enoug* o a commo(ity or gol( ill e gi3en a you cannot
message "uttons t*at *a3e no unction suc* as t*e sell uttons *en a layer *as less t*an 100 o 
a resource ill also e graye( out#. Players must also ay a 10` ee on any transaction "to co3er t*e
cost o mo3ing t*e commo(ities#.

4uying a lot o any resource ill cause an increase in t*e uying rice o t*at goo( se lling a lot o any
resource ill (ecrease its selling rice. As urc*ases an( sales inluence t*e rice o goo(s t*e
internal tra(e interace at t*e mar<et ill c*ange to relect t*e ne ricesM t*e rices suerimose(
o3er t*e uttons ill u(ate it* e3ery e:c*ange.

 All resources egin it* a 1 gol( to 1 unit 3alue ut any urc*ase or sale ma(e y any layer in t*e
game ill imact t*e rice o commo(ities. *ere is no limit to t*e rice a goo( can e (ri3en u to ut
a lot o 100 ill ne3er sell or less t*an 1 gol(. As time goes on t*e game ill sloly attemt to le3el
t*e rice o all goo(s ac< to t*e original 1 to 1 3alue "increase or (ecrease rices y 1 gol( er 10
secon(s#.

$laer-to-$laer Trade

Players can con(uct layer'to'layer tra(e o3er lan( or ater. O3er lan( tra(e is con(ucte( using t*e
tra(e cart unit uilt at t*e mar<et. O3er ater tra(e can e con(ucte( using t*e cog or any 3ariety o 
galley. ra(e units *a3e t*e olloing caacities

Unit C$$citie!

Unit B$!e C$$cit+ =tr$&e


#oo&!>

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annon Galley 2
og 8
Galley 2
ra(e art 
=ar Galley 1

Player to layer tra(e is ase( on t*e transer o tra(e goo(s. ra(e goo(s are manuacture( at t*e
mar<etlace or (oc< automatically *en a layer@s tra(e unit is olloing a tra(e route an( arri3es
emty. ra(e goo(s cost 10 eac* o oo( stone ore an( oo( to manuacture. ra(e goo(s are an
in3isile resourceM t*ey are manuacture( as re;uire( at t*e aroriate location it*out (irection
rom t*e layer.

E3ery tra(e goo( ta<es 10 secon(s to manuacture. A mar<etlace or (oc< manuactures tra(e goo(s
on (eman( "starting *en an emty tra(e unit arri3es# an( (oes not stoc<ile tra(e goo(s. ra(e
units ill loiter aroun( a (oc< or mar<etlace *ile aaiting tra(e goo( manuacture. A (oc< or mar<et
ill manuacture only one tra(e goo( at a time an( "i multile tra(e units are aroun(# ill loa( it into
t*e 3essel closest to eing ull "i 3essels are e;ually ull it ill loa( t*em into t*e one it* t*e smallest
caacity irst#.

o con(uct layer to layer tra(e t*e layer uil(s a tra(e unit selects it an( clic<s on an aroriate
tra(e site "anot*er layer@s (oc< or s*is or anot*er layer@s mar<etlace or t*e tra(e cart#. *e
selecte( tra(e unit ill t*en aroac* t*e nearest (oc< or mar<et one( y t*e layer e ille( it*
t*e aroriate amount o tra(e goo(s an( *ea( or t*e targete( tra(e site. !on arri3al t*e layer@s
tra(e unit (ros its cargo in e:c*ange or an amount o gol( "no layer gets t*e (roe( tra(e goo(s#.
*e unit t*en returns to t*e (oc< or mar<etlace rom *ic* it originate( *ere t*e gol( it is carrying is
(eosite( in t*e layer@s in3entory. At t*is oint t*e tra(e unit ill loa( a ne cargo o tra(e goo(s
an( reeat its re3ious route.

Once or(ere( tra(e units ill continue on a route until gi3en ot*er or(ers or <ille(. , t*e tra(e location
t*ey are attemting to tra(e it* is (estroye( t*ey ill return to t*e mar<etlace *ere t*ey originally
recei3e( t*eir tra(e goo(s an( aait or(ers. , t*ey are attac<e( t*ey ill lee a certain (istance an(
t*en attemt to continue on t*eir route. , t*e tra(e cart is <ille( it lea3es e*in( a sal3age ile *ic*
can e illage( "as a uil(ing# or a ran(om amount o resources.

*e amount o gol( recei3e( in e:c*ange or tra(e goo(s is calculate( using a ase 3alue o 0 gol(
or eac* tra(e goo( carrie(. *is is t*en mo(iie( y t*e olloing (istance an( age mo(iiers

Con&ition Mo&i/ier  
losest reac*ale tra(e location is X10` ma sie aay. '70`
losest reac*ale tra(e location is 11 N 20` ma sie aay. '50`
losest reac*ale tra(e location is 21 N 60` ma sie aay. '60`
losest reac*ale tra(e location is 61 N $9` ma sie aay. I' 0`
losest reac*ale tra(e location is 70 N 80` ma sie aay. 100`
losest reac*ale tra(e location is 81 N 90` ma sie aay. 200`
losest reac*ale tra(e location is 91Y ma sie aay. 600`
-ocation eing tra(e( it* is 2 suerior ages "Age 2 layer tra(ing it* an Age  layer# '20`
-ocation eing tra(e( it* is 1 suerior age "Age 6 layer tra(ing it* an Age  layer# '10`
-ocation eing tra(e( it* is 2 inerior ages "Age  layer tra(ing it* an Age 2 layer# 20`
-ocation eing tra(e( it* is 1 inerior age "Age  layer tra(ing it* an Age 6 layer# 10`

,n t*e tale ao3e closest reac*ale tra(e location reers to t*e (istance eteen t*e to closest
tra(e locations eteen t*e layer an( t*e layer *e *as c*osen to tra(e it*. &eac*ale is (eine(
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as not re;uiring any interim transortation "i.e. a mar<et t*at oul( re;uire a tra(e cart to e loa(e( on
a s*i mo3e( across t*e ater an( t*en unloa(e( oul( not ;ualiy as reac*ale#. 4ot* t*e closest
reac*ale an( t*e inerior I suerior age mo(iiers are alie( ase( on t*e circumstances o t*e
game at t*e time t*e layer@s tra(e unit e:c*anges its cargo or gol(.

10` o all gol( generate( in tra(e goes to t*e mar<et o t*e layer eing tra(e( it*.

$rogrammer otes

ec*nical tra(e relate( (ata rom Da3i( -eis.

C$4cu4$tion o/ c*$n#e! in 9or4& rice!

• all uysIsells are in lots o 100 o any commo(ity. t*is amount is i:e(.
• *e uyIsell costs *a3e loer an( uer oun(s. *e loest rice is 1.0 gol( er lot o 100. *e
*ig*est rice is 9999.0 gol( er lot o 100. t*e starting uyIsell rices are set to 100 gol( er lot
o 100.
• *e amount t*at t*e orl( rice can c*ange ase( on eac* uyIsell also *a3e loer an( uer
oun(s. *e smallest a rice can c*ange is y 1.0. An e:amle is going rom 100.0 gol( to 99.0
gol( er lot o 100. *e largest (elta is 10.0 gol(.
• *e ormula or t*e rice c*anges is as ollos

rice c*ange R "A  )&" 4  "KriceW(elta## # *ere

rice c*ange R amount t*e orl( rice c*anges.


riceW(elta R t*e numer o c*anges I' rom t*e aseline o 0.0 to orl( rice i.e. t*is counts
t*e uysIsells o a commo(ity
 A 4  R constants (ein(e( in co(e. *ey are A R 0.0 4 R 10.0  R 250.0

*is is a s;uare root unction so t*e rice (elta is greatest or t*e irst e uysIsells. , 10 sells o
a commo(ity are (one t*e c*ange o t*e rice c*ange gets loer an( loer. /ote t*at i t*e oosing
action is (one i.e. uys t*e rice c*ange ill start going ac< u.

Commo&it+ Bu+Se44 #o4& '$4ue!

• )ell rices are t*e orl( commo(ity rice lus a ercent tra(e 3ig rate *ic* increase t*e rice
• 4uy rices are t*e orl( commo(ity rice minu a ercent tra(e 3ig rate *ic* (ecrease t*e selling
rice.
• *e tra(e 3ig rate is 10`.
• *e rices s*on o t*e uyIsell uttons on t*e +ar<et uil(ing !, relect t*e tra(e 3ig rate.

Commo&it+ tr$&in# 4imit! $n& t*eir re/re!* r$te

• layers can (o unlimite( sells.


• layer is limite( on t*e numer o uys *e can (o. *is limit is t*e numer o lags on t*eir est
mar<et. An e:amle is a 6 lag mar<et t*e layer can only (o 6 uys o oo(. an( 6 uys o ore
etc.

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• )ells o a commo(ity ill re(uce your limit to uy. %or e:amle t*e layer *as a 5 lag mar<et t*is
means *e can only uy 5 lots o oo(. *e layer uys 6 lots o oo( no *e can only uy to
more lots. , t*e layer t*en sells 2 lots o oo( *is y limit ill go u to  lots. )ells can also
(ri3e t*e uy limit ao3e t*e t*at o t*e mar<et. *e layer sells 10 lots o oo( an( *as a 5 lag
mar<et t*en *is uy limit is 15 lots.
our uy limit ill reres* o3er time to aroac* t*e limit imose( y your est mar<et. *e rate is (
!ec! /4$#! o/ 3e!t m$r;et . =*en e3er t*is time *as counte( o t*e layer uy limit ill go u or
(on y one to aroac* t*e limit o *is est mar<et. , your est mar<et c*anges t*en t*is time ill e
altere(.

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(. Com3$t

!eneral #omat Model 

F$cin#!

*is eature is currently (isale( in AGE2.

%acing roerties "rear an( lan<# ill e assigne( to aroriate AGE 2 unitsM units *ic* (o not *a3e
an organic (eense "i.e. cataults# ill not e assigne( acings an( attac<s against t*em ill e
resol3e( it*out mo(iier regar(less o t*e (irection o attac<. Attac<s against t*e rear acing ill (o
50` more (amage an( t*ose against a lan< ill (o 25` more.

• !nit an( comuter layer A, ill e mo(iie( to *an(le unit acing.


• , comman(e( units ill ace t*e unit t*ey are or(ere( to attac<.
• , let to t*eir on (e3ices units ill ace t*e most 3aluale target  resent er t*e A,.
• ,t ill not e necessary to mo(iy t*e interace to accommo(ate t*is eatureM layers ill ne3er 
*a3e to issue acing comman(s in(een(ent o a *ostile target.

Form$tion!

*is eature is currently (isale( in AGE2.

*ere are to lay otions or ormations in AGE2 an automatic ormation system an( a manual
ormation system ot* (etaile( elo. Players are ale to select t*e system t*ey is* to use eore
or (uring a game ut must researc* t*e lea(ers*i tec*nology to actually enale t*e use o  ormations
in t*e game. 4eore lea(ers*i is researc*e( no ormation otions are a3ailale an( all units mo3e in
masse( grous as in Age o Emires.

 All units are assigne( a seciic class "see t*e %ormation lasses ale aen(i: E or (etails# *ic*
is use( to (etermine *at ormations t*ey may e lace( in an( *at osition in a ormation t*ey
s*oul( ta<e. ,n t*e automatic mo(e t*e units selecte( an( or(ers issue( automatically (ictate t*e
ormation a grou o units ill e lace( in. ,n t*e e:ert mo(e *oe3er a user must issue or(ers to
set a ormation. *is is (one y irst selecting a grou o units t*e classes o t*ese are t*en c*ec<e(
against t*e re;uirements o eac* ormation an( t*ose ormations ossile are resente( to t*e user 
t*roug* t*e !,.

=*ile in a ormation selecting any unit o t*e ormation selects t*e entire ormation an( all or(ers
gi3en to it are gi3en to it as a *ole. *e !, ro3i(es aout ace an( *eel let I rig*t controls to
allo t*e layers to manually c*ange t*e acing o a ormation at ill "an( in lace#. A rea<
ormation utton is also a3ailale an( use to return t*e units o a ormation to a non'ormation state.

,n comat units in a ormation ill rea< ran<s an( mo3e to attac< enemy units. , t*is occurs an( t*e
enemy units are (eeate( all units in a ormation ill all ac< into t*eir original ormation olloing t*e
comat "*en no ot*er enemy units are in t*eir -O)#.

O t*e our ormations currently lanne( t*ere is none t*at e:clu(es any articular unit rom eing
lace( insi(e it "t*is (oes not mean t*at t*is ill not c*ange in t*e uture#. , units o (issimilar see(s

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are lace( in a ormation toget*er t*e entire ormation ill mo3e at t*e ace o t*e sloest unit.
%ormations orm as ollos

• -ine

-ines orm it* to general areas *earty units suc* as inantry an( ca3alry orm at t*e ront o a
line an( more 3ulnerale units suc* as mon<s 3illagers an( arc*ers orm at t*e rear. )tarting at a
central oint units ill orm in lines u to 10 units areast. , more t*an 10 o one o t*e to tyes
is lace( in a line ormation t*e line ill e (oule(. a3alry units ill orm in e;aul numers on
t*e ront lan<s o a line it* inantry eteen t*em. Vulnerale units ill orm in t*e rear ran<s
it* range( units gi3en orar( riority "s*orter range( units ill e lace( eore longer range(
units# an( ot*er "non'comat# units orming e*in( t*ese in no articular or(er.

-ine %ormation E:amle 1

Gi3en  arc*ers "A# 6 <nig*ts "@# 1 3illager ")# an( $ sor(smen "S# a line ill orm as
ollos

@SSSSSS@@
AAAA)

-ine %ormation E:amle 2

Gi3en 10 arc*ers "A# 10 comosite arc*ers "C#  <nig*ts "@# an( 8 3illagers ")# a line ill
orm as ollos

@@@@
AAAAAAAAAA
CCCCCCCCCC
))))))))

• olumn

 As it* t*e line ormation columns also orm it* stronger units at t*e ore. olumns ill orm in
lines u to 6 areast it* eac* ourt* unit creating a ne line. olumns ill orm in t*e or(er 
ca3alry inantry arc*er I missile ot*er. As it* line ormations t*e s*ortest range( missile units
ill e lace( closest to t*e ront o t*e ormation an( t*ose it* greater ranges e*in( t*em.

olumn %ormation E:amle 1

Gi3en  arc*ers "A# 6 <nig*ts "@# 1 3illager ")# an( $ sor(smen "S# a column ill orm as
ollos

@@@
SSS
SSS
AAA
A)

olumn %ormation E:amle 2

Gi3en 10 arc*ers "A# 10 comosite arc*ers "C#  <nig*ts "@# an( 8 3illagers ")# a line ill
orm as ollos
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@@@
@AA
AAA
AAA
AAC
CCC
CCC
CCC
)))
)))
))

• 4o:

4o:es orm in t*ree searate areas. ,n an outer ring ca3alry an( inantry units ill orm. ,n a
smaller ring e*in( t*is missile units ill orm. ,n t*e center rotecte( units "mon<s 3illagers
siege units or tra(e units# ill gat*er. *e sie o a o: ormation is artially (ictate( y t*e
numer o units lace( in it ut a lso ollos some asic gui(elines t*e missile unit ring ill alays
orm at least 6 tiles rom t*e rotecte( units an( t*e ca3alry an( inantry ring ill alays orm 6 at
least 6 tiles rom t*is. ,n a((ition missile units ill attemt to maintain a 2 tile seeration it*in
t*eir ring *ile inantry an( ca3alry ill attemt a minimum 6 tile seeration. , too many units
e:ist to allo t*is seeration t*e sie o t*e ring ill e:an( to allo it. *e o: ormation ill
attemt to lace units e;ually "i.e. i you *a3e  arc*ers in a o: ormation it ill lace one on
eac* si(e o t*e o:#.

4o:es are t*e only ormations t*at orce a unit A, routine on t*e units it*in. =*ile in a o: t*e
inantry an( ca3alry in t*e outsi(e ring ill lea3e t*eir stations only to attac< an e nemy unit it*in 5
tiles o t*eir location. Also missile units ill not erorm t*eir routine ac<'u'an('s*oot maneu3er 
an( ill gi3e targeting riority to t*e unit closest to t*e rotecte( units. , a o: is or(ere( to attac<
an enemy unit it ill not rea< u to (o so.

4o: %ormation E:amle 1

Gi3en  sor(smen "S#  arc*ers "A# an(  3illagers ")# a o: ill orm as ollos

) ) A S
S A ) )

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S

4o: %ormation E:amle 2

)*oing (istriution o unli<e units in une3en ;uantitiesM gi3en 10 sor(smen "S# 2 -ance
a3alry "L#  i<emen "P# 10 arc*ers "A# 2 crossomen "# an(  3illagers ")# a o: ill
orm as ollos

L S P S S

A  A S
S A
A

) ) A P
P A ) )

A
A S
S A  A

S S P L S

4o: %ormation E:amle 6

)*oing increase in ormation sie *en too many units e:ists to maintain minimum
seerationsM gi3en  sor(smen "S#  3illagers ")# an( 1 Arc*ers "A# a o: ill orm as
ollos

A A A A

A A

) ) S
S A ) ) A

A A

A A A A

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S

• =e(ge

*e e(ge orms using t*e same asic rules estalis*e( or ormations ut it* ca3alry an(
inantry ositions re3erse(. *at is inantry "i<emen are gi3en riority# lea( t*is ormation
olloe( y ca3alry olloe( y arc*ers "s*ortest range closest to t*e ront an( olloe( y
3ulnerale units. *is ormation egins it* one unit in a ro it* eac* ro increasing t*e total
numer o units in it until all units are in t*e ormation. =*en a line is orme( y a numer o 
unli<e units t*ese units ill (i3i(e t*eir osition to e e3en on ot* si(es o t*e ormation "or 
e:amle i<emen *a3e riority o3er sor(smen ut i t*ere are 2 let to lace in a column o 6
total an( t*e ne:t unit is a sor(sman t*e lacement ill e i<eman I sor(man I i<eman
rat*er t*an i<eman I i<eman I sor(man#.

=e(ge %ormation E:amle 1

Gi3en 5 i<emen "P# 2 sor(smen "S#  lance ca3alry "L# an( $ 3illagers ")# a e(ge ill
orm as ollos

P
PP
PSP
LSLL
L))))
))

=e(ge %ormation E:amle 2

Gi3en 7 sor(smen "S# 2 <nig*ts "@# 1 +on< "M# an( a Pac<e( reuc*et "T# a e(ge ill
orm as ollos

S
SS
SSS
@SM@
T

 ,utomatic Formations

*ere are t*ree asic ormations t*at are use( in AGE2@s automatic ormation mo(el t*e line t*e
column an( t*e o:. Any time a grou o units is selecte( t*ey ill automatically e lace( in one o 
t*ese ormations *en gi3en or(ers. Once units are lace( in a ormation using t*e automatic
ormations system t*e units ecome a grou an( as it* e:ert ormations selecting any one o 
t*ese selects t*e entire grou. ,n(i3i(ual units can e remo3e( rom an automatic ormation 3ia t*e
rea< ormation utton on t*e !,. Once an automatic ormation *as een ro<en t*e ramaining units
are no longer art o any ormation t*ey must again e selecte( an( issue( or(ers toget*er to *a3e
t*em reorm into a ormation. A((itional units can e integrate( into an automatic ormation y
selecting t*e ormation an( units to inclu(e( at t*e same time t*en issuing a comman(. A((itional
units can also e a((e( to a ormation y selecting t*e (esire( a((itions an( rig*t clic<ing on a unit in
t*at ormation. *e rules or *ic* ormation ill e selecte( are as ollos
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• -ine

!nits ill orm in a line *en gi3en or(ers to attac<. ,nantry an( ca3alry units ill orm at t*e ront
o a line "it* inantry in t*e center o t*e line an( e;ual numers o ca3alry at t*e lan<s# an(
arc*er units ill orm u e*in( t*em. Ater an attac< units ill remain in a line ormation
occuying t*eir ol( ositions "i.e. not illing t*ose 3acate( y t*e (ea(#. =*en or(ere( to mo3e
units in a line ormation ill ill in t*e saces 3acate( y lost units. !nits in a line or(ere( to mo3e
ten tiles or less rom t*eir resent location ill remain in a line ormation i or(ere( to mo3e a
greater (istance t*ey ill sitc* to a column "see elo#. A grou o units t*at as mo3e( in a
column ut *as since stoe( an( ecome i(le ill c*ange into a line ormation acing a(3anceing
enemy units *en t*ese aear insi(e t*eir -O) "acing riority gi3en to closest enemy I ul< o 
enemy#. A grou o units in a column ormation t*at are still in t*e rocess o mo3ing ill not orm
a line i an enemy is sig*te( "ut ill i t*ey arri3e at t*eir (estination an( t*e enemy remains
insi(e t*eir -O)#.

• olumn

!nits ill orm a column *en gi3en or(ers to mo3e. , t*e selecte( units are not currently in a
ormation or are memers o (ierent ormations t*ey ill automatically orm a column *en gi3en
or(ers to mo3e. oe3er i all o t*e selecte( units are currently o t*e same line ormation t*ey
ill orm a column only i gi3en or(ers to mo3e 11 or more tiles rom t*eir resent location "see
ao3e#. !nits in a line ormation ill orm it* mounte( units at t*e ore inantry in t*e mi((le
an( arc*ers an( ot*er units in t*e rear.

• 4o:

!nits ill orm a o: i a moile "inclu(ing ac<e(# siege eaon >ing or mon< is among t*e
units selecte( an( gi3en or(ersM a o: ormation orms onl   *en t*is con(ition is met an( any
or(er "mo3e or attac<# is gi3en. *e siege eaon >ing or mon< in a o: ormation ill alays
e lace( at its center. +issile units ill orm a ro: aroun( t*is unit or units an( all ot*er units ill
orm a o: aroun( t*e missile units. =*ile in a o: ormation missile units ill gi3e attac< riority
to t*e enemy unit closest to t*e rotecte( units in t*e center. All ot*er units ill attac< t*e closest
enemy unit attemting to rea< t*eir ran<s. All units in a o: ormation ill remain in a o:
ormation until issue( or(ers it*out a siege eaon >ing or mon< among t*em.

Manual (or 2pert) Formations

*e e:ert ormations otion is enale( y t*e layer in settings or in t*e re'game. *e e:ert
ormations system allos t*e layer ull control an( increase( otions in3ol3ing *is ormations. *ere
are our asic ormations ossile using t*e e:ert otion column line o: an( e(ge. *ese
ormations are orme( *en units are selecte( an( a orm or(er issue( 3ia t*e !,. ,n(i3i(ual units
can e remo3e( rom an e:ert ormation 3ia t*e rea< ormation comman( on t*e !,M t*is ill cause
all units to e:it t*eir currently assigne( ormation *ere t*ey can t*ey e maniulate( in(een(ently.
, a layer is*es to continue using a ormation minus selecte( units it must e ro<en t*e units
e:tracte( an( t*e ormation t*en reuilt. A((itional units can e a((e( to an e:isting ormation y
selecting t*e units to e a((e( an( rig*t clic<ing t*em on "unit in# a ormation.

#ustom Formations (O$TIO)

 An otion or inclusion it* t*e e:ert ormation systemM layers oting or e:ert ormations oul( e
ale to (esign an( use t*eir on ormations in t*e game.

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Formation %onuses (O$TIO)

 An otion or inclusion it* all ormationsM ormations oul( e gi3en artiicial onuses associate( it*
t*eir inten(e( oeration "i.e. units in a column ormation mo3e 10` aster#.

Seci$4 Att$c;! $n& De/en!e!

/one o t*e AGE2 secial attac<s are currently enale(.

Shield 3all 

*is alies to sor(smen an( *ea3y sor(smen units. =*en alert "acing a missile attac<# t*ese
units ill raise t*eir s*iel(s eore t*em. =*ile in t*is state t*ey recei3e an a((itional 1 ierce armor 
mo(iier. , t*e units attac< or mo3e t*is mo(iier is nulliie(. , t*e units are not acing a missile
attac< t*ey ill not e:ecute t*is (eense ut t*ey ill turn toar( t*e attac< so t*at t*ey may (een(
against a secon(.

$i0eman Lunge

Pi<emen *a3e t*e aility to close t*e last t*ree tiles eteen t*emsel3es an( a mounte( oe at a ace
;uic<er t*an t*eir normal mo3ement rate. *is is automatic an( *aens any time a i<e unit targets a
mounte( enemy an( closes to it*in t*is (istance.

Set ,gainst #harge

=*en i(le i<emen ill set t*eir i<es against a c*arge. , attac<e( y lance ca3alry *ile in t*is
state i<emen ill (o tri4e t*eir normal (amage on t*e irst attac<. , i<emen are mo3e( or gi3en
or(ers to attac< t*is onus is nulliie(. , t*ey are attac<e( rom t*e rear or lan<s t*is onus (oes not
aly.

#harge

-ance a3alry Pala(ins an( >nig*ts may c*arge oonents to inlict a (oule (amage attac<. *is
secial attac< is e:ecute( y selecting t*e aroriate unit or units clic<ing t*e secial attac< !,
utton an( selecting a target. *e selecte( ca3alry units ill t*en c*arge t*eir gi3en target.
 Alternately t*is or(er can e gi3en y (oule rig*t clic<ing t*e target. *arging units must e at least
2 tiles rom t*eir target to c*arge.

)imilar to t*e riests@ con3ersion attac< in Age o Emires t*e c*arge attac< may e (one only *en
t*ere is enoug* oer to e:ecute it. Ater a c*arge attac< units must rest or a erio( o time "$0
secon(s ase# eore t*e otion is a3ailale again. During t*is time t*ey may erorm all ot*er 
actions as normal. An in(icator ill aear on t*e !, to s*o a layer t*e rec*arge status o t*is
attac<. =*ile una3ailale t*e secial attac< utton on t*e !, ill e graye( out.

 Any c*arge attac<s targete( at i<emen *o are set against c*arge ill increase t*e i<emen onus
"normally trile (amage# to u$&ru4e (amage.

#on1ersion

,n AGE2 t*e mon< unit ill e ale to erorm a con3ersion attac< similar to t*at o t*e riest in Age o 
Emires. *is ill e t*e only attac< or t*is unit an( ill t*us re;uire no secial !,. As it* t*e riest

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ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
in Age o Emires t*e mon< con3ersion attac< ill e range( ill e ran(omly eecti3e an( ill
re;uire a rec*arge eteen multile attac<s.

$illage

Pillage is a secial attac< uni;ue to certain units o t*e rai(er cultures.

&ai(ers can steal assets rom enemy uil(ings y clic<ing on any o t*eir military units clic<ing t*e
secial attac< rai( utton on t*eir !, an( clic<ing on t*e location t*ey is* to illage rom. !nits t*us
assigne( ill mo3e toar( t*e targete( uil(ing an( illage.

Pillage ta<es a s*ort amount time to comlete "units ill e:ecute an attac< or illage animation (uring#
an( rear(s t*e illager it* an amount o a seciic resource. *e e:act amount o time re;uire( to
illage is (etermine( in t*e same manner as t*e mon<@s con3ersion c*anceM t*at is t*e illager *as a
er cent c*ance "in t*is case 66`# to successully illage an( eac* attac< *e ma<es "at t*e unit@s
set rate o attac<# allos t*e (ice to e rolle( again. !nsuccessull illage attemts result in (amage
to t*e target at 50` o t*e normal le3el. )uccessul illage attemts (o not cause (amage.

=*en successul resources are remo3e( rom t*e in3entory o t*e layer *o ons t*e uil(ing eing
illage( at a ran(om amount ranging rom 10 to 25 units er illager. &ai(er units tas<e( to illage ill
imme(iately attemt to return to t*eir closest ton center ater illaging an enemy uil(ing. &ai(er 
units carrying illage must return it to t*eir ton center eore t*e items are a((e( to t*eir in3entory "i 
a tri aoar( s*i is re;uire( or t*is rai(er units carrying illage (o not ta<e u a((itional sace.#

&ai(ers ill only e rear(e( it* illage i t*e layer oning t*e uil(ing t*ey *a3e targete( or 
illage *as t*ese resources in *is in3entory. ,tems a3ailale or illage at eac* uil(ing are as ollos

Bui4&in# Pi44$#e Item


 Arc*ery &ange Ore or Gol(
4arrac<s Ore or Gol(
4lac<smit* Ore
*urc* Gol(
Doc< =oo( or %oo(
ouse %oo(
+ar<et Any
+ill =oo( or %oo(
)iege =or<s*o =oo(
)tale %oo(
on enter Any
!ni3ersity Gol(
=on(er Gol(

&ai(ers carrying illage ill e i(entiiale t*roug* an o3erlay. *ese units ill not auto'attac< sig*te(
enemies an( i gi3en or(ers to attac< t*ey ill imme(iately (ro *ate3er t*ey ere carrying. ,n
a((ition i any rai(er is (amage( to 50` o *is *it oints or loer *e ill (ro *ate3er *e as
carrying. Droe( resources ill remain on t*e ma *ere (roe(M any illage caale unit or 
3illager ill e ale to ic< t*ese u.

&ai(ers cannot target unoccuie( "20` or loer P# uil(ings or illage.

&ai(ers can also target layer tra(e carts or illage. *e resource illage( in t*is case ill e
(etermine( ase( on *at t*e tra(e cart as carrying.
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ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
4idnapping 

>i(naing is a secial attac< uni;ue to certain units o t*e rai(er cultures.

&ai(ers can steal enemy 3illagers. *is is (one in t*e same manner as illage only it* an enemy
3illager targete( rat*er t*an an enemy uil(ing. +ost o t*e oerational rules are t*e same

• &ai(ers must return a <i(naee to t*eir ton center to con3ert t*e unit.
• , tra3el aoar( a s*i is re;uire( rai(ers carrying 3illagers still ta<e only one sace.
• &ai(ers ill (ro a <i(naee i (amage( elo 50` or i gi3en or(ers to attac< anot*er unit.
=*en (roe( <i(naees ill lee screaming toar( t*eir nearest ton center.

)ome (ierences

• Villagers targete( or <i(naing ta<e no (amage *en <i(nae(.


• Only enemy 3illagers can e targete( or <i(naing.
• Only mounte( rai(er units can <i(na enemy 3illagers.
• ,t ta<es no time to <i(naM t*e rai(er unit runs toar( its inten(e( target an( e:ecutes t*e
<i(naing *en it touc*es t*is target.

Enemy 3illagers returne( to t*e rai(er ton center ta<e a s*ort *ile to e in(octrinate(M t*is rocess
(oes not interrut any ot*er training or researc* eing (one at t*e ton center. , easile a !,
element s*oul( e a((e( to s*o t*e layer t*e status o any <i(naee con3ersions. =*en a
<i(naee *as een ully con3erte( t*e 3illager os out o t*e ton center as i uilt t*ere.

Ship Special ,ttac0s

• 4asic Oeration

,n AGE 2 t*e og an( Galley tye s*is can attac<. All o t*ese *a3e a set ase attac< t*at is
a(?uste( ase( on t*e numer o units garrisone( aoar( "?ust as toer attac<s are a(?uste( y t*eir 
garrison numer an( tye#. Galley units *a3e an in*erent attac< *ile og units (o not N i a og *as
no range( troos aoar( it *as no attac<.

,n age 6 t*ree tec*nologies ecome a3ailale t*e ram Gree< ire an( grale an( oar(. Eac* o 
t*ese costs t*e same "600 oo( I 200 gol(# an( ta<es t*e same amount o time to researc* "100 sec#.
Only one o t*e t*ree may e researc*e(. Once one is selecte( t*e ot*ers ecome una3ailale. , 
t*e researc* o one is cancelle( eore inis*ing all t*ree ecome a3ailale again. *e researc* o 
any o t*e t*ree tec*nologies imacts only t*e oeration o t*e 9$r #$44e+  units "not cogs#. )*is
gi3en secial attac< or(ers (o not also attac< it* t*eir normal attac< *ile attac<ing "so a galley
(oesn@t ire arros at anot*er s*i *ile ramming it#.

 All s*i secial attac<s ill *a3e a !, utton associate( it* t*e attac<. !se o t*is utton can e
a3oi(e( t*roug* cle3er mouse maniulation *en a 3essel is selecte( an( a target (oule rig*t
clic<e( any secial attac< ossile ill e initiate(.

• &am

*e ram ro3i(es s*is it* a secial attac< t*at (oes 50 oints o (amage to t*e target an(
10 oints o (amage to t*e attac<er. Once researc*e( any ar galley one( y t*e layer ill *a3e a
&am utton on its interace. lic<ing t*is utton an( a target ill cause t*e 3essel to mo3e toar(
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ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
an( ram its target. A s*i must e at least 6 tiles aay rom its target to initiate a ram. Ater a
ramming attac< t*e 3essel ill e a(?acent to its target an( ill *a3e to mo3e to a (istance o 6 tiles or 
greater to initiate anot*er ramming attac<. , a targete( 3essel lees t*e attac<er ill ursue.

• Gree< %ire

&esearc*ing Gree< ire causes a Gree< %ire utton to aear on t*e interace o all ar 
galley tye s*is. lic<ing on t*is utton an( clic<ing on a target s*i ill cause t*e layer@s 3essel to
close it* its target "to it*in 6 tiles# an( attac<. *is attac< ill cause (amage (irectly to any units
eing carrie( aoar( t*e targete( s*i. , any tra(e goo(s are aoar( one ill e lost in eac* Gree<
ire attac<. All units aoar( ill lose 20 *it oints er attac<. Once targete( a s*i attac<ing it*
Gree< ire ill continue to (o so until sun< or until t*ere are no units let aoar( to attac<. , a targete(
3essel lees t*e attac<er ill ursue. *e rate o ire or Gree< ire attac<s ill e $ secon(s.

• Gree< %ire argete( at =ater "otional#

, a layer selects t*e Gree< ire secial attac< an( targets a atc* o emty ater t*at
location "2 : 2# ill e co3ere( it* scary laming Gree< ire. *is ill continue to urn or 
60 secon(s. Players can target (ierent atc*es o ater at t*e same rate as t*ey can
normally attac< "6 secon(s er#. )*is assing t*roug* atc*es o urning ater ill ta<e
(amage as ollos

1. Eac* in(i3i(ual 2 : 2 atc* o urning ater is e;ual to one normal Gree< ire attac<
"so or e3ery atc* t*e s*i (ri3es t*roug* 1 tra(e goo( is lost an( e3ery unit aoar(
ta<es 20 oints o (amage#.
2. Eac* 6 secon(s sent in a urning ater tile is e;ual to one normal Gree< ire attac<
"so i a 3essel is ar<e( on a urning ater tile it loses 1 tra(e goo( an( e3ery unit
aoar( ta<es 20 oints o (amage e3ery 6 secon(s#.

/ote t*at t*is (amage is alie( to all units rien( an( enemy ali<e "ire not eing
(iscriminating#.

• Grale an( 4oar(

&esearc*ing t*is tec*nology causes a Grale an( 4oar( utton to aear on t*e ar galley
s*i interace. lic<ing t*is utton an( clic<ing a target causes a layer@s s*i to aroac* t*e
target. Once a(?acent to t*e target ot* s*is ecome loc<e( an( immoile. At t*is time ot*
s*is attac< one anot*er as normal *oe3er t*e attac<ing s*i ta<es (amage *ile t*e targete(
s*i (oes not. *e targete( s*i is gi3en 3irtual (amageM t*e attac< is calculate( as i ot* s*is
ere simly attac<ing one anot*er ut t*e targete( s*i (oes n ot aear to e ta<ing any (amage
to t*e layers.

*ere are no to ossile outcomes

1. *e attac<ing layer ta<es too muc* (amage an( sin<s. ,n t*is case eit*er t*e targete( s*i
or ot*er s*is aroun( *im (ole out too muc* (amage or t*e attac<er to *an(le. *e originally
targete( s*i is release( an( oerates as normal once again ut *as 20` o t*e total 3irtual
(amage sutracte( rom its Ps.
2. *e targete( layer ta<es too muc* (amage an( sin<s. ,n t*is case t*e targete( s*i *as
ta<en 3irtual (amage suicient to sin< it i it ere actual (amage. , t*is occurs t*e targete(
3essel *as 20` o t*e 3irtual (amage it recei3e( sutracte( rom its Ps ut t*e 3essel
ecomes t*e roerty o t*e attac<ing layer. Any units aoar( t*e 3essel are lost ut any
cargo remains.
 AGE 2 Design Document Page 2

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
Unit ,I Modi"ier5 ,lert State

!nit A, s*oul( e mo(iie( to allo units to *a3e an alert state. !nits ill enter into alert state
*ene3er an enemy unit is sig*te(. ,n t*e case o units caale o erorming t*e s*iel( all alert
state ill e entere( into i suc* units are attac<e( y missile units "arc*ers#. =*ile in alert state
military units ill ace t*e enemy military unit closest to t*em or or s*iel( all units toar( t*e
(irection o incoming arros. Pi<emen ill set or c*arge *en in alert state. /on'military units are
not imacte( y alert state an( ill not alter t*eir e*a3ior i an enemy unit alls insi(e t*eir -O).

G$rri!onin#

*is eature is currently (isale( in AGE2.

 AGE 2 ill allo selecte( structures an( s*is to *ouse a layer@s an( a layer@s ally@s military an(
ci3ilian units. *is is (one simly y selecting t*e units to e garrisone( an( issuing a comman( or 
t*em to mo3e to a seciic uil(ing. *e selecte( units ill t*en aroac* an( enter t*e uil(ing
"ro3i(e( t*at it allos or garrisoning#. A re(uce( sie green *ealt* ar ill aear ao3e t*e regular 
sie uil(ing *ealt* ar to (islay t*e numer o units currently garrisone( in a selecte( structure.

=*ile garrisone( insi(e a uil(ing or s*i units are rotecte( rom attac<. , t*e uil(ing or s*i is a
(eensi3e structure it* an attac< caacity range( units garrisone( it*in a(( to its in*erent attac< y
alloing it to ire 3ollies o multile arros or t*e (uration o t*eir stay. *is mo(iication to t*e attac<
is (etermine( y ta<ing t*e comine( attac< "(amage# o all garrisone( missile units an( comaring it
to t*e structure@s or s*i@s ase attac<. %or eac* multile o t*e structure@s or s*i@s ase attac<
ro3i(e( y a garrisone( arc*er anot*er arro ill e a((e( to t*e 3olley ire(. )o i a toer *as an
attac< o 10 an( 5 arc*ers eac* it* an attac< o  are garrisone( it*in t*e toer ill ire 6 arros
er 3olley "5 arc*ers :  (amage eac* R 20 I 10 or toer attac< R 2  1 ase toer attac< R 6 arros#.
*e range an( rate o attac< o t*e o?ect units are garrisone( it*in (ictates t*e range an( rate o 
attac< or all attac<s originating rom t*at o?ect.

Garrisone( units can e e?ecte( rom t*eir uil(ing or s*i 3ia a series o !, controls. 4uttons are
ro3i(e( *ic* (islay t*e classes o units garrisone( it*in t*e selecte( o?ect "t*ose ossile are
3illager riest ootman mounte( range( secial an( relics ut t*ese uttons are s*on on t*e !,
only *en a unit o t*at class is garrisone( it*in t*e selecte( o?ect#. )uerimose( o3er t*ese
uttons is a numer s*oing *o many units are currently garrisone( it*in t*e selecte( o?ect. -et
clic<ing any o t*ese uttons ill cause a unit o t*at tye to e e?ecte( rom *is garrison it* eac*
clic<M rig*t clic<ing ill cause all units o t*at tye to e e?ecte(. Only a layer@s on units are
(islaye( using t*ese uttons. A searate utton allie( units (islays t*e total numer o t*ese
garrisone( an( also allos e?ection. An all out utton causes all garrisone( units to e e?ecte(.
=*en a layer garrisons units in an ally@s structure or s*i selecting t*at o?ect ill ring u a !, or 
*an(ling *is garrison as i t*e units ere garrisone( in *is on uil(ing or s*i "an allie( units utton
ill not e ro3i(e( in t*is case#. !nits garrisone( in an ally@s uil(ing or s*i s*are its -O) as i it
ere t*eir on. O3iously s*is may not e?ect units rom t*eir garrison *ile at sea.

 All garrisone( units ill e automatically e?ecte( rom any structure i t*at structure is (amage( to 20`
or less o its total *it oints. *is is not true or s*is *ic* ill orce units to remain garrisone( until
t*ey reac* lan( *ere t*e units can e oloa(e( or t*e s*i is sun< at sea "<illing all aoar(#. !nits
garrisone( in an ally@s uil(ing ill automatically e e?ecte( rom it i a c*ange in (ilomatic status
occurs "t*e same ill *aen to units aoar( re3ious ally@s s*is as soon as t*ey come suiceiently
close to s*ore#.

 AGE 2 Design Document Page 6

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
=*ile garrisone( units ill *eal automatically at a ase rate e;ui3alent to 60` t*at o a mon<@s ase
aility. Various tec*nologies ill alter t*is rate as ill (ierent structure tyes.

!arrison $roperties

O?ects not liste( in t*e olloing tale (o not ermit garrisoning.

*e %ormations lasses ale "see )ection E# ro3i(es (escritions or t*e lasses Permitte(
column o t*e tale elo. /ote t*at unpac0ed   siege units are e:clu(e( rom t*e P class or t*e
urose o garrisoningM ac<e( siege units are alloe( ut ro3i(e no attac< eneit.

O3ect C4$!!e! Permitte& M$8 Unit! Mo&i/ier to B$!e 6e$4in# R$te


 Arc*ery &ange , A P > 10 10`
4arrac<s , A P > 10 10`
astle , A   P > 50 20`
astle ,mro3e( , A   P > 75 20`
*urc* , A P > 10 20`
Gate , A P > 10 0`
+ar<et , A P > 15 0`
)tale , A P >  10 10`
oer 4omar( , A P > 20 15`
oer Guar( , A P > 15 10`
oer >ee , A P > 20 15`
oer =atc* , A P > 10 0`
on enter , A P > 20 10`

Directed !arrison 6ection (O$TIO)

E?ecting units rom a garrisoning may cause rolems in certain circumstances "i.e. a toer a(?acent
to a all e?ecting units on t*e rong si(e o t*e all#. o counter t*is it may e necissary to emly
an e?ection system similar to t*at use( it* transort s*is *ere location inormation is re;uire(
eore units can e e?ecte(.

To&n %ell (O$TIO)

 AGE2 may ossily emloy a tec*nology t*at allos layers to ma<e use o a ton ell. =*en rung
"3ia a utton on t*e interace# t*e ell causes all a layer@s 3illagers to garrison in t*e nearest ossile
location. =*en t*e layer clic<s t*e ton ell a secon( time t*e ell is rung again an( all 3illagers e:it
t*eir garrison locations and return to their original tas0s.

Sie#e Unit!

*e AGE2 )iege units are or t*e most art un(amentally (ierent rom t*ose in Age o Emires.
*is is (ue rimarily to t*e act t*at moile siege units "suc* as Age o Emires@ stone t*roer an(
catault# (o not ma<e a reaearance in AGE2. ,nstea( t*e ma?ority o AGE2@s siege units must e
ac<e( to mo3e an( must e unac<e( at t*eir (estination to attac<. *is o3iously c*anges t*e
manner in *ic* t*ese units are use( in t*e game.

)iege units t*at must e ac<e( to mo3e aear in t*is as*ion ater traine( "t*at is i you train a
treuc*et it os out o t*e siege or<s*o as a ac<e( treuc*et#. o unac< a ac<e( siege
engine t*e unit is selecte( an( t*e ac< I unac< utton on its interace resse(. *e layer@s
cursor t*en ecomes a cycling icture o t*e assemle( siege engine. *is is use( to select a location
 AGE 2 Design Document Page 

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
or t*e siege unit construction in t*e same manner as lacing t*e oun(ation or a uil(ing. Once a
location *as een selecte( t*e ac<e( siege engine ill tra3el to t*e location an( egin assemling
itsel. o ac< t*e siege engine again t*e engine is simly selecte( an( t*e ac< I unac< utton
resse(. Ater a time t*e engine ill re3ert to a ac<e( unit.

)iege units t*at must e ac<e( an( unac<e( cannot mo3e rom t*eir location *ile assemle(.
*ey can sloly c*ange t*eir acing to attac< targets aroun( t*em ut at a rate too slo to eecti3ely
engauge most enemy units "t*is 3ariety o  siege unit is rimarily or use against enemy uil(ings#.

otes on the Mangonel' Treuchet' and Moile Siege Unit 

*ese units must e ac<e( an( unac<e(. *e ire only *en ully assemle( an( cannot mo3e
*ile (oing so. *ey can c*ange t*eir acing *ile assemle( to attac< enemy targets aroun( t*em.
*e +oile )iege !nit is actually semi'moile it ac<s an( unac<s muc* aster t*an eit*er t*e
+angonel or reuc*et.

otes on the Scorpion %allista' /and #annoneer' and %omard #annon

*ese units (o not nee( to e ac<e( or unac<e( ut are slo mo3ing an( *a3e a range an( attac<
t*at is generally inerior to t*e ac<ing siege units. *e )corion 4allista an( an( annoneer are
etter or use against enemy units t*an enemy uil(ings.

otes on the %attering Ram and #apped %attering Ram

*ese slo mo3ing *ul<s can ta<e a great (eal o (amage eore collasing ut can attac< only
uil(ings t*ey (o no (amage to units.

!raduated Siege 3eapon Damage (O$TIO)

)iege units can e ma(e to *a3e a gra(uate( (amage mo(el associate( it* t*eir attac<s. *is oul(
allo or attac<s it* increase( (amage at t*e oint o imact an( e3er (iminis*ing (amage le3els
ra(iating out rom t*is.

#omat Unit %eha1ior 

*e ma?ority o t*is eature is currently (isale( in AGE2.

Com3$t Unit AI =Seci/ic>

+ost AGE2 comat units ill *a3e a series o unit A,s associate( it* t*em t*at t*e layer can select
using t*e !, to get t*em to erorm certain secialie( unctions. *e unctions are as ollos

$atrol 

*e layer selects a unit or grou o units an( set a series o ayoints t*e selecte( units ill t*en
continuously atrol t*e area (eine(.

Scout 

!sing t*e !, t*e layer ill select a unit or grou o units gi3e t*em a scout comman( an( select t*e
location t*ey is* scoute(. Any selecte( units ill rocee( to t*is location an( orit it se3eral times to
 AGE 2 Design Document Page 5

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
unco3er une:lore( territory. )couting units ill scout t*eir location only or a s*ort erio( o time an(
must e gi3en a((ition scouting assignments i t*e layer is*es to use t*em to unco3er a((itional
territory. !nits tol( to scout ill (o so muc* less eiciently t*an layer manage( scouts.

!uard 

!nits tol( to guar( anot*er unit or structure "any o?ect may e guar(e(# ill aroac* it an( station
t*emsel3es near it. , t*eir target is moile guar(ing units ill ollo as it mo3es. Guar(ing units
(oule t*eir resonse ra(ius "t*e (istance rom t*e o?ect t*ey are assigne( to guar( t*at t*ey ill
allo an enemy unit to aroac* eore initiating an attac<# an( ill gi3e o3erall attac< riority to t*e
unit closest to t*e unit t*ey are guar(ing.

Follo& 

%ollo is a (eri3ati3e o t*e scout unctionM units assigne( to scout ut gi3en a seciic target ill ollo
"t*us t*is (oes not re;uire a searate !, utton#. !nits so assigne( ill ollo t*e unit *e is assigne(
to at t*e e(ge o *is line o sig*t an( ill not engage. !ses a scout or sy olloing an enemy unit
*ome.

Formations

)ee ao3e.

Com3$t AI =In*erent>

,n*erent omat A, (escries t*e asic in3oluntary logic use( y comat units to unction an( e:ecute
comman(s.

Missile Unit Fire and Retreat 

+issile units not in ormation s*oul( automatically ire an( retreat as comuter controlle( missile units
(o.

Target $rioriti7ation

o e (etermine(.

Mo1ement (Special #ircumstances)

!nits issue( or(ers to attac< an enemy unit or uil(ing s*oul( continue to mo3e toar( it i it is
(estroye( *ile t*ey are enroute. All units arc*ers inclu(e( s*oul( mo3e to a location rom *ic*
t*ey coul( *a3e attac<e( t*eir target *a( it still remaine(.

Order $rioriti7ation

Or(er rioritiation reers to t*e e*a3ior comat units ollo *en circumstances in t*e game
interere it* t*e or(ers t*ey *a3e een gi3en. %or e:amle *en a grou o units are tol( to mo3e to
a seciic location ut are attac<e( *ile enroute s*oul( t*ey continue toar( t*eir (estination or
(een( t*emsel3esT

*e or(er rioritiation mo(el or AGE2 is to e (etermine(.

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ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
Com3$t Unit St$nce!

*e unit stance "or aggression le3el# (eines *o a unit s*oul( (eci(e to attac< enemies t*at are in itLs
line o sig*t *en t*e unit is not erorming a user or(er. *e user can alays orce a unit to attac< an
enemy no matter *at t*e unitLs aggression le3el is.

 ,ggressi1e

!nit s*oul( or< li<e it (i( in Age o Emires. , it sees an enemy it ill run ater an( attac< t*e
enemy. ,t ill ollo t*e enemy until t*e enemy (ies or cannot e seen anymore. *en it ill loo< or
anot*er enemy.

De"ensi1e

*is is t*e Bstan( groun(B state. *e unit (oes not run ater an enemy. ,t only attac<s i an enemy is
it*in range ase( on t*e unit@s current location.

$assi1e

*e unit (oes not automatically attac< any enemies.

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0. Di4om$c+

Diplomac Options

B$!ic Otion!

3ar 

 A layer@s units ill attac< "on sig*t# units an( uil(ings elonging to a layer t*ey *a3e (eclare( ar 
against.

eutral 

 A layer@s units ill ignore t*e units an( uil(ings o a layer t*ey *a3e (eclare( neutrality it*.
Players can issue or(ers to attac< units t*ey *a3e (eclare( neutrality it* an( ill (een( t*emsel3es
i attac<e(.

 ,llied 

 A layer@s units ill ai( in t*e (eense o t*e units an( uil(ings o a layer t*ey *a3e allie( it* as i 
t*ey ere *is on. A layer cannot target or attac< t*e units or uil(ings elonging to a layer *e *as
allie( it*.

Seci$4 Otion!

*ese otions are not yet in AGE2.

Fealt 

*e (ilomacy interace ill allo layers to (eclare ealty to anot*er layer. %ealty causes t*e layer 
(eclaring to ecome a su?ect o t*e layer *e (eclares ealty to. 50` o t*e (eclaring layers
resources ill imme(iately e triute( to t*e layer ealty is (eclare( to an( control o t*e (eclaring
layer@s units ill t*ereater e cooerati3e "as i t*e layers ere o t*e same layer numer#. *e
layer *o *as (eclare( ealty ill e unale to ma<e any ot*er (ilomatic arrangements it* ot*er 
layersM all o *is (ilomatic settings ill alays matc* t*ose o t*e layer *e *as (eclare( ealty to. ,n
a((ition t*e layer (eclaring ealty ill not s*are t*e -O) o t*e layer *e *as (eclare( ealty to ut
t*e layer ealty is (eclare( to ill recei3e t*e -O) o any layer *o *as (eclare( ealty to *im "i t*ey
c*oose layers can set t*eir (ilomatic state to allie( it* a layer *o *as (eclare( ealty to t*em
to ro3i(e t*eir -O)#. Players in a ealty status cannot target one anot*er or attac<.

Once ealty *as een sorn a layer may not rescin( *is (ecision. A layer may terminate t*e ealty
status o any layer *o *as (eclare( ealty to *im t*roug* a utton on t*e interace an( t*is ill
return control o all units to t*e original oner cancel any s*are( -O) an( set ot* arties to
neutral. , a layer is eliminate( rom t*e game any layers *o *a3e (eclare( ealty to *im are
similarly ree(.

8ihad 

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*e (ilomacy interace ill allo layers to (eclare a ?i*a( against anot*er layer. Declaring a ?i*a(
ro3i(es t*e (eclaring layer it* a 20` attac< onus against units o t*e layer *e *as (eclare( t*e
 ?i*a( against. =*ile in eect a ?i*a( ill also enalie t*e layer *o (eclares it y ro3i(ing all ot*er 
layers "e:cet t*e one *o *as t*e ?i*a( (eclare( against *im# it* a 10` attac< onus.

Once (eclare( a layer cannot sto *is ?i*a( ut t*e elimination o t*e layer *o a ?i*a( *as een
(eclare( against ill sto t*e 10` attac< onus or ot*er layers. A ?i*a( can e (eclare( only once
er game. Players *o (eclare ?i*a(s against one anot*er eecti3ely negate eac* ot*ers@ onuses
ut still are enalie( it* t*e 10` attac< onus all ot*er layers recei3e against t*em.

Declaring a ?i*a( automatically laces t*e (eclaring layer at ar it* t*e layer *e *as (eclare(
against an( no ot*er (ilomacy otions are t*en ermitte( eteen t*ese layers.

Mercenaries

+ercenaries are not yet in AGE2.

,mlementation is 4D.

Tri3ute

riute is not currently mo(ele( in AGE2 in t*e as*ion (escrie( elo. urrently t*e Age o Emires
system is in lace.

!sing t*e (ilomacy interace layers ill e ale to triute goo(s to one anot*er. At t*e start o t*e
game a layer it* a mar<et ill e ale to triute goo(s to any ot*er layer it* 20` o t*e triute
lost as a ee or t*e triute. Players can researc* se3eral tec*nologies to re(uce t*is ee later in t*e
game. *e only e:cetion to t*is is it* gol( *ic* can e triute( y any layer it* a mar<et to any
ot*er layer at no enalty.

Diplomac Inter"ace lements

*e (ilomacy interace currently in AGE2 is not t*at (escrie( elo. urrently t*e Age o Emires
interace is in lace.

/ote uttons ill only aear in t*e (ilomacy (ialog i t*ey are a3ailale. , a layer *as no gol(
t*ere ill e no gol( triute utton. , *e *as (eclare( ealty to anot*er layer t*e uttons *e oul(
use to (eclare ealty to ot*er layers ill e asente(.

P4$+er Icon!

 At t*e let o t*e (ialog are icons or all layers in t*e game eac* it* a ac<groun( color 
correson(ing to t*e layer@s color. Player icons are arrange( in or(er o alliance it* allie( units
groue( "al*aetically y t*e layers@ names# at t*e to o t*e screen neutral units in t*e mi((le an(
*ostile units at t*e ottom. *e layer@s name ill alays e t*e irst in t*is list "as *e cannot go to a
neutral or a ar status it* *imsel t*is s*oul( ose no rolem#. Doule let clic<ing on any layer 
icon ill ring u a c*at o: to sen( a message to t*at layer only.

Di4om$c+ Icon!

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CONFIDENTIAL
o t*e rig*t o t*e layer icons are t*e 5 (ilomacy icons arrange( in t*e olloing or(er allie(
neutral ar ealty ?i*a(. Allie( neutral an( ar are ra(io uttons ressing any o t*em relaces t*e
one currently set in t*at layer@s ro. One o t*ese ill alays e acti3e in eac* layer@s ro telling
t*e layer *at *is status it* all ot*ers is at a glance.

*e ealty an( ?i*a( uttons to t*e rig*t o t*ese are normal uttons. Eit*er otion is (eclare( y
ressing t*e aroriate utton in t*e ro o t*e layer to e targete( or a ?i*a( or ealty (eclaration.

St$tu! S$ce

o t*e rig*t o t*e (ilomacy icons is a lan< column. =*en any layer (eclares ?i*a( or ealty a ?i*a(
or ealty icon ill aear in t*is sace in t*e color o t*e targete( layer. *us i you are t*e lue
layer an( you (eclare ealty to t*e re( layer a re( ealty icon ill aear in t*e column along your 
ro an( a lue one in t*is column along your oonent@s ro. )imilarly i you are t*e lue layer an(
you (eclare a ?i*a( against t*e green layer a green ?i*a( icon ill aear in your ro an( a lue one
in *is ro.

Tri3ute Icon!

o t*e rig*t o t*e status sace are t*e triute icons oo( stone ore oo( an( gol(. -et clic<ing any
o t*ese a((s 100 triute "s*it let clic<ing a((s 1000# to t*e layer *ose ro t*e icon is in. &ig*t
clic<ing sutracts 100 "s*it rig*t clic<ing sutracts 1000#. *e amount a layer *as set or triute is
suerimose( o3er t*e aroriate icon.

Mercen$r+ Contro4!

4D.

Contro4 Button!

 At t*e ottom o t*e interace are to uttons clear an( sen(. lear ill eliminate all c*anges ma(e
y t*e layer since t*e (ialog as last oene(. )en( sumits t*e c*anges "sen(s triute to ot*er 
layers an( c*anges (ilomatic stances# an( closes t*e (ialog.

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,. Cu4ture! $n& Ci'i4i%$tion!

$laer #i1ili7ations

• 4ritons
• 4yantines
• elts
• *inese
• %ran<s
• Got*s
• Jaanese
• +ongols
• Persians
• )aracens
• eutons
• ur<s
• Vi<ings

#ultures  ,rt Set 

A!i$n Set

• *inese
• Jaanese

Ar$3ic Set

• Persians
• )aracens
• ur<s
• 4yantine

R$i&er Set

• +ongols
• elts
• Vi<ings

E$!tern Euroe$n Set

• eutons
• Got*s

7e!tern Euroe$n Set

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CONFIDENTIAL
• 4ritons
• %ran<is*

#ulture ,stracts

*e olloing tales are use( to <ee trac< o 3arious (ata aout t*e selecte( AGE2 cultures.

Ci'i4i%$tion 4ritons
Bonu! • ,mro3e( (ilomacy c*eaer orce( treaties.
Bonu! B$!i! *e Englis* ere ore3er ma<ing (ilomatic resolutions it* e3eryone t*ey
encountere(.
Pen$4t+
Pen$4t+ B$!i! Oensi3e enalty "t*eir tactics (een(e( on an enemy c*arging t*em#
actionalism N ,relan( =ales )cotlan( noles etc.
Uniue Unit -ongomen
7on&er  =estminster Aey
Arti/$ct
Tr$&e Item =ool

Ci'i4i%$tion 4yantine
Bonu! • ,mro3e( (eensi3e structures at a re(uce( cost.
• !se o Gree< ire
Bonu! B$!i! onstaninole as attac<e( or centuries an( (i( not allM its t*ic< alls ere
legen(ary. Early on one o t*e t*ings t*at re3ente( t*e +uslims rom
o3errunning t*e 4yantines as t*eir eecti3e use o Gree< ire esecially in
na3al engagements.
Pen$4t+ • Poor (ilomacy orce( treaties are more e:ensi3e.
Pen$4t+ B$!i! *e 4yantines reresente( eastern ort*o(o: *ristianity *ic* as oose(
y t*e oly &oman Emire. A sc*ism (e3eloe( eteen t*e 4yantines an(
t*e Paal oers in ,taly. /umerous lea(ers attemte( to reair t*is rea< ut
ere alays unsuccessul. *e 4yantines also ai( t*e Persians *uge
amounts o gol( in e:c*ange or eace.
Uniue Unit ata*racts
7on&er  *e agia )o*ia
Arti/$ct
Tr$&e Item ,cons

Ci'i4i%$tion elts
Bonu! • %erocity.
• *eaer military units.
Bonu! B$!i! *e elts ere renon or t*eir erocity in attle an( *a( no s*ortage o simle
a:emen to use as troos.
Pen$4t+ • &e(uce( unit (eense
Pen$4t+ B$!i! *e elts oten oug*t na<e(M are s<in ma<es oor armor.

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Uniue Unit =oa( 4erser<er 
7on&er  /one N &ai(ers
Arti/$ct
Tr$&e Item /one '' &ai(ers

Ci'i4i%$tion *inese
Bonu! • ,mro3e( tec*nology
• Poulation onus
Bonu! B$!i! *e *inese ere y ar t*e most a(3ance( an( oulus ci3iliation o t*is
time.
Pen$4t+
Pen$4t+ B$!i! *e *inese ere isolate( rom t*e rest o t*e orl( or muc* o t*is time
t*an<s to strong orces "rimarily t*e +ongols# in t*eir nort*.
Uniue Unit )emi'auto crosso "*u'>o'/u . 181 o Glossary.#
7on&er   Alter o ea3en .78 I 79 Arc*itecture o t*e =orl( *ina
Arti/$ct
Tr$&e Item )il< ?a(e

Ci'i4i%$tion %ran<s
Bonu!
Bonu! B$!i! *e %ran<s "e3entually t*e %renc* an( Germans rimarily# ecame <non or 
t*eir metalor<ing an( also or t*eir ca3alry. *e ormer as a trait more
alicale to t*e east %ran<s t*e latter one more t*e est.
Pen$4t+
Pen$4t+ B$!i! 4ot* t*e east an( est %ran<s ere lauge( y (ynastic strugglesM on any
occasion *en control as to e asse( on to a ne ruler t*ere as a *ig*
roaility o somet*ing close to a ci3il ar rea<ing out.
Uniue Unit  A:e t*roers
7on&er  *arlemagne@s alace c*ael at Aac*en see . 96 N 9 o Great Arc*itecture
o t*e =orl(
Arti/$ct *e rue ross
Tr$&e Item 4eer Glass

Ci'i4i%$tion Got*s
Bonu!
Bonu! B$!i! *e Got*s aeare( to t*e &omans as a numerous eole Ammianus rote
t*at t*ere ere more o t*em t*an san(s on t*e seas*ore.
Pen$4t+ • annot uil( alls.
Pen$4t+ B$!i! ,n t*eir attles against t*e 4yantines t*e Got*s ne3er *a( enog* troos to
garrison t*e tons t*ey cature( suiceientlyM to re3ent t*ese tons rom
ecoming enemy strongoints i t*ey ere lost t*e Got*s oul( (emolis* all
city alls "a ractice egun y otila#.
Uniue Unit 4erser<er 
7on&er 

 AGE 2 Design Document Page 56

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
Arti/$ct
Tr$&e Item

Ci'i4i%$tion Jaanese
Bonu! • 4etter military units
Bonu! B$!i! *e Jaanese *a( a caste society it* a (eine( arrior class.
Pen$4t+ • +ore e:ensi3e military units
Pen$4t+ B$!i!
Uniue Unit )amurai I 4us*i
7on&er  emle at /ara
Arti/$ct
Tr$&e Item

Ci'i4i%$tion +ongols
Bonu! • ,mro3e( sies
• )iege onus
• ,mro3e( lig*t ca3alry
Bonu! B$!i!
Pen$4t+ • +o(el t*eir orce( return some*o
Pen$4t+ B$!i!
Uniue Unit +oile siege unit
7on&er  /one N &ai(ers
Arti/$ct!
Tr$&e Item /one '' &ai(ers

Ci'i4i%$tion Persians
Bonu!
Bonu! B$!i!
Pen$4t+ • on3ersion rone
• Poor inantry
Pen$4t+ B$!i! =ors*ie( ire 4elisarius claime( t*e Persian inantry consiste( o armers
roug*t along to un(ermine alls an( illage t*e (ea(.
Uniue Unit +ulti'urose "arc*er I inantry# unit
7on&er  Palace o tesi*on
Arti/$ct! aret o *osis ,
Tr$&e Item )ices

 AGE 2 Design Document Page 5

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CONFIDENTIAL
Ci'i4i%$tion )aracens
Bonu! • E:cellent lig*t ca3alry
• %anaticism
•  A(atale culture
Bonu! B$!i!
Pen$4t+
Pen$4t+ B$!i!
Uniue Unit Der3is*es "mounte( erser<ers#
7on&er  +os;ue uilt y Omar "$67 on t*e site o )olomon@s emle# or t*e Great
+os;ue at )amarra "see . 16 o Great Arc*itecture o t*e =orl(#
Arti/$ct!
Tr$&e Item )oa Amer 

Ci'i4i%$tion eutonic >nig*ts


Bonu! • on3ersion resistance
• ,mro3e( >nig*ts
Bonu! B$!i!
Pen$4t+ • ,ncrese( uil(ing costs
Pen$4t+ B$!i! *e eutonic >nig*ts ere more concerne( it* <illing e3eryone in eastern
Euroe t*an uil(ing u an inrastructureM t*ey ere rimarily arriors an( uilt
little o note.
Uniue Unit eutonic >nig*t
7on&er 
Arti/$ct!
Tr$&e Item %urs

Ci'i4i%$tion ur<s
Bonu! • annon onus
• )iege onus
Bonu! B$!i!
Pen$4t+
Pen$4t+ B$!i!
Uniue Unit Janissaries
7on&er  *e )elimiye ")uleimaniye# at E(irne ". 10 Great Arc*itecture o t*e =orl(#
Arti/$ct!
Tr$&e Item

Ci'i4i%$tion Vi<ings
Bonu! • Deensi3e onus N c*ainmail
• )*i onus
Bonu! B$!i!
Pen$4t+
Pen$4t+ B$!i!

 AGE 2 Design Document Page 55

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
Uniue Unit -ongoat
7on&er  /one N &ai(ers

Arti/$ct!
Tr$&e Item /one '' &ai(ers

Raider #ultures

&ai(er cultures are not yet enale( in AGE2.

G$me St$rt

&ai(ers start games it* t*e stan(ar( t*ree 3illagers an( one ton center.

B$!ic Oer$tion

&ai(ers can gat*er resources an( increase t*eir oulation in t*e normal as*ion ut ill e muc*
more ro(ucti3e i t*ey rai( enemy assets.

$illage

)ee Pillage in )ection 5.0 omat.

4idnapping 

)ee >i(naing in )ection 5.0 omat.

Training 

&ai(er cultures can train 3illagers in t*e stan(ar( as*ion rom t*e ton center. o train military units
*oe3er re;uires t*at a 3illager e:ists. , a rai(er layer is*es to train a military unit *e must irst
garrison 3illagers at *is ton center "i t*ere are no 3illagers at t*e rai(er@s ton center t*e uttons
use( to train military units ill e graye( out.# One military unit can e traine( or e3ery 3illager in t*e
ton center relacing t*e 3illager *en inis*e(. &ai(er military units traine( in t*is as*ion are muc*
aster an( c*eaer to ro(uce t*at similar units o non'rai(er cultures.

,n a similar manner any rai(er military unit garrisone( at t*e ton center can e con3erte( into any
ot*er "as aroriate longoats cannot ecome ca3alry arc*ers# or t*e normal cost "as i it ere a
3illager eing con3erte(# ut it* no training time re;uire(.

&ai(er military units can e con3erte( ac< into 3illagers also. *is is (one 3ia a utton on t*eir 
interace an( (oes not re;uire t*at t*e unit e garrisone( in a uil(ing. &ai(er military units con3erte(
into 3illagers return none o t*eir original training cost to t*e layer an( t*e ull amount must e sent
on t*em again i t*e layer e3er is*es to transorm t*em ac< into military units.

Unit!

 All rai(er ci3iliations *a3e a Villager )earmen ransort 4oat an( %is*ing 4oat unit.

• *e elts *a3e a a3alry Arc*er an( =oa( 4erser<er unit.


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ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
• *e +ongols *a3e a a3alry a3alry Arc*er an( +oile )iege !nit u nit.
• *e Vi<ings *a3e a a3alry Arc*er an( -ongoat unit.

Bui4&in#!

 All rai(er ci3iliations *a3e only a on enter Doc< an( oer uil(ing. *e rai(er ton center *as
a oulation caacity o 50 "*ic* cannot e e:cee(e(#. *e rai(ers (o not *a3e *ouses an( may
only uil( anot*er ton center i t*e original one is (estroye(.

Tec*no4o#+ $n& A&'$ncement

R$i&er! &o not *$'e $#e!.

*ey (o *a3e a 3ery limite( selection o uni;ue tec*nologies relate( to t*eir secialie( units.

ec*nologies are 4D.

Seci$4

 All rai(er units are immune to con3ersion.

 AGE 2 Design Document Page 57

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
5. Unit!

Units in !eneral 

Unit Li!t

*is list (oes not inclu(e units lanne( or ut not yet in t*e game.

Arc*er+ R$n#e
 Arc*er 
 Arc*er omosite
a3alry Arc*er 
a3alry Arc*er ea3y
rossomen
rossomen ea3y

B$rr$c;!
Pi<eman
Pi<eman aler(man
Pi<eman ,ron )*an<
)earman
)or(man
)or(man *amion
)or(man ea3y
)or(man o'an(e(

C*urc*
+on<

Doc;
og
%is*ing )*i
Galley
Galley annon
Galley =ar

Sie#e 7or;!*o
4omar( annon
o3ere( 4attering &am
o3ere( 4attering &am ae(
an( annoneer 
+angonel
)corion 4allista
reuc*et

St$34e
a3alry >nig*t

 AGE 2 Design Document Page 58

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
a3alry -ance
a3alry Pala(in
)cout

To9n Center 
To9n Cente r 
Villager 

Unit Attri3ute!

*is list (oes not inclu(e units lanne( or ut not yet in t*e game.

ale
ale >ey

P it
it Poin
Points
tsMM t*e
t*e amo
amoununtt o
o (ama
(amage ge a unit
unit can
can ta<e
ta<e e
eor
ore
e (eat
(eat*.
*.
&O%
&O% &ate
&ate O %ireM
%ireM amou
amount nt o game
game time
time et
eteen
een attac<
attac<s.
s.
-O)
-O) -ine
-ine O
O )ig
)ig*t*tMM (ist
(istan
ance
ce a unit
unit can
can see
see or
or.
&/G
&/G &ang
&angeMeM (is
(istatanc
nce e o a unit
unit@s
@s atta
attac<
c<..
+OV
+OV +o3eme
+o3ementM ntM see(
see( at at *ic
*ic* * t*e
t*e unit
unit mo3e
mo3es. s.
)
) ost
ostMM res
resou
ourc rces
es re;
re;ui
uire
re(
( to
to tra
train
in unit
unit..
DE%
DE% Dee
Deens
nses
esMM t*e
t*e arm
armoror ose
osess sse(
e( y a unit
unit..
 A>
 A> Attac<M t*e (amage
(amage (one y a unit.

Unit 6P ROF LOS RNG MO) CST DEF AT@


 Arc*er 
 Arc*er omosite
4omar( annon
a3alry Arc*er 
a3alry Arc*er ea3y
a3alry >nig*t
a3alry -ance
a3alry Pala(in
og
o3ere( 4attering &am
o3ere( 4attering &am ae(
rossomen
rossomen ea3y
%is*ing )*i
Galley
Galley annon
Galley =ar
an( annoneer 
+angonel
+on<
Pi<eman
Pi<eman aler(man
Pi<eman ,ron )*an<
)corion 4allista
)cout
)earman
)or(man
 AGE 2 Design Document Page 59

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
)or(man *amion
)or(man ea3y
)or(man o'an(e(
reuc*et
Villager 

Per Ci'i4i%$tion Unit Bre$;&o9n

*e (istriution o units on a ci3iliation


ci3iliation y ci3iliation
ci3iliation asis *as yet to e (etermine(.

P4$nne& Unit!" Uniue

!ni;ue units are not yet in AGE2.

Eac* culture *as a "suer# unit t*at isis uni;ue to it. =it* t*e e:cetion o t*e rai(er
rai(er uni;ue units t*ese
are all traine( at a castle in t*e ourt* age "t*e castle eing selecte( to ro*iit t*e ractice o ;uic<ly
uil(ing a 3ast numer o suer units t*roug* osessing multile training
training locations#. *e rai(er uni;ue
units are uilt at t*eir ton center an( "or t*e Vi<ing# (oc< an( are a3ailale t*roug*out t*e game.
*e tec*nologies costs an( attriutes o t*e rai(er uni;ue units ill e a(?uste( to comensate or 
t*eir early a3ailaility.

Ci'i4i%$tion Unit Note!


4riton -ongomen
%ran<s A:e *roers
Vi<ings Vi<ing -o
-ongoats
elts =oa( 4erser<ers Art (eri3ati3e rom regular erser<er "ut lue#.
4yantines ata*racts
eutons eutonic >nig*ts Art (eri3ati3e rom regular <nig*ts ut on oot.
Got*s Got* 4erser<er Deri3ati3e.
)aracens Der3is*es &eligious anatics ca3 unit N mounte( erser<ers.
ur<s Janissaries )*oc< troos cature( *ite sla3es.
Persians +ulti'Purose a3 -ig*t ca3 units caale o ig*ting it* sor( or o.
*ine
*inesese )emi
emi'Aut
'Autom
omat
atiic ross
osso
o Art
Art (er
(eri3ati
ati3e o *ea3y
ea3y cros
cross
so
ome
men.
n.
Jaanese )amurai
+ongols +oile )iege !nit Art is a regular lig*t siege en
engine caale o mor*ing to
an( rom a transortale unit "*orse (on<ey etc.#.

P4$nne& Unit" Tr$&e C$rt

=*en t*e AGE2


AGE2 tra(e mo(el is in lace a ra(e
ra(e art unit ill e use( to con(uct o3erlan( tra(e. *e
tra(e cart ill use a cargo o3erlay to ma<e t*e times *en it is ull or emty aarent to t*e user.

Otion$4 Unit!" A4tern$te )i44$#er 

Possily a(( a secon( 3illager tyr to uil(


uil( rom t*e start o t*e game. *is tye oul( e a suer 
3illager a 3illager on *orseac< t*at coul( mo3e aster gat*er aster carry more an( cost more t*an
a regular 3illager
3illager.. *is oul( at least slig*tly
slig*tly mitigate
mitigate some o t*e (iiculti
(iiculties
es e:erience(
e:erience( it* t*e
larger ma sies an( oul( ro3i(e a ne strategic element in t*e early game.

 AGE 2 Design Document Page $0

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
Unit %eha1ior 

*e ma?ority o t*is eature is currently (isale( in AGE2.

Unit AI =In*erent>

,n*erent !nit A, (escries t*e asic in3oluntary logic use( y units to unction an( e:ecute comman(s.

)ee )ection 5.0 omat or !nit A, inormation seciic or comat units.

Mo1ement (Special #ircumstances)

!nits issue( or(ers to attac< an enemy unit or uil(ing s*oul( continue to mo3e toar( it i it is
(estroye( *ile t*ey are enroute. All units arc*ers inclu(e( s*oul( mo3e to a location rom *ic*
t*ey coul( *a3e attac<e( t*eir target *a( it still remaine(.

)imilarly 3illagers gi3en or(ers to uil( a uil(ing or *ar3est a resource s*oul( continue on to t*e
location at *ic* t*ey oul( *a3e uilt or *ar3este( i t*e uil(ing is comlete( or t*e resource
e:*auste( *ile t*ey are enroute.

Order $rioriti7ation

Or(er rioritiation reers to t*e e*a3ior comat units ollo *en circumstances in t*e game
interere it* t*e or(ers t*ey *a3e een gi3en. %or e:amle *en a grou o units are tol( to mo3e to
a seciic location ut are attac<e( *ile enroute s*oul( t*ey continue toar( t*eir (estination or
(een( t*emsel3esT

*e or(er rioritiation mo(el or AGE2 is to e (etermine(.

Trade Unit %eha1ior 

o e (etermine(.

Unit ,rt 

)ee )ection 4 Dataase %ile /aming on3entions or tec*nical inormation relate( to AGE2@s art.

A Note to Arti!t!

,t is (iicult to in( e:act reerence ictures or eac* unit. >ee in min( t*at units s*oul( generally
a(*ere to some aearing age relate( gui(elines

•  Age One units s*oul( e cla( rimarily in clot* or a((e( armor. *ey coul( also *a3e some
leat*er.
•  Age o units s*oul( e cla( rimarily in leat*er or stu((e( I ringe( leat*er armor. *ey coul(
also *a3e some c*ain mail items an( metal *elms.
•  Age *ree units s*oul( e cla( rimarily in c*ain main or scale mail armor. *ey coul( also *a3e
some late mail items.
•  Age our units s*oul( e cla( rimarily in late mail armor.
•  Arc*er units s*oul( generally e cla( in c*ain mail or lesser armor.
 AGE 2 Design Document Page $1

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
• 4erser<ers an( t*e a:e t*roer can ear less clot*ing t*an t*e ot*ers.
• Janissaries must *a3e t*eir (istincti3e *ats.
• =oa( erser<ers must *a3e t*eir (istincti3e tattoos ants an( n ec< tor;ues.
• Der3is* s*oul( *a3e a scimitar.
• ,niltrator I )y s*oul( e nin?a'is* "lig*t or no armor#.
• )amurai s*oul( *a3e (istincti3e Jaanese armor.
• eutonic >nig*ts an( )amurai are oot units.

*e Ensemle )tu(ios netor< location or source material is


S^AGE2^A&^APP&OVEDW)>EE) N units are liste( y tas< name.

 A((itional source material can e oun( in


S^AGE2^A&^AGE2 )A/)

A Seci$4 Note on Mon;!

*e +on< unit@s aearance s*oul( 3ary (een(ing on a layer@s religion selection

• *ristian mon<s s*oul( ear ron roes tie( it* roe "%riar uc<#.
• Pagan mon<s s*oul( e as *ristian mon<s ut it* a goat'*ea( mas<.
• +uslim mon<s s*oul( ear an o'*ite roe an( a small circular ca.
• 4u*((ist mon<s s*oul( e as +uslim mon<s ut it* no ca an( a al( *ea(.

Unit otes

Po!!i34e Unit!" 6ero!

*ese units are not yet in t*e game.

• an con3ert ot*er units "3ia  ersuasion or intimi(ation# ut cannot e con3erte( t*emsel3es.
• 4onus or units in range.

S*i!

)*is ill e ren(ere( as *ulls only. *ree sail sets "Euroean s;uare Araic triangular an( Asian
an# ill e uilt an( ill e rogrammatically a((e( to s*is in t*e game ase( on t*e culture o t*e
oner "at t*e time o construction#.

Po!!i34e Unit" In/i4tr$tor 

*is unit is not yet in t*e game.

,niltrators are units t*at are in3isile to all units in t*e game "e:cet ot*er sies#. *ey *a3e a large
line o sig*t an( can see units garrisone( in uil(ings "t*at is enemy uil(ings in t*eir -O) ill (islay
t*e *as* mar<s (enoting garrisone( units *en a layer selects t*at uil(ing#. o attac< an enemy
iniltrator t*e layer must *a3e a sy o *is on <eeing t*e enemy sy 3isile.

,niltrators may also lay a role in riery a ossile game mec*anic.

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Po!!i34e Unit" @in#!

*is unit is not yet in t*e game.

>ings are secial units t*at astractly reresent t*e layer in t*e game. *ey are etter t*an a3erage
inantry units an( t*ey ro3i(e a 1 onus to attac< an( (eense or all o t*eir units "not allie( units#
it*in a 5 tile ra(ius.

ueen units it* an i(entical unctionality may also e a((e( to t*e game.

 A 3ictory con(ition regici(e re3ol3es areoun( t*is unit see )ection1.0 Victory on(itions.

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-. G$i$ Unit!

!aia Units

Gaia units are units resent in t*e game ut not controlle( y any layer. +a sie an( tye ill to a
great (egree (etermine t*eir numers an( (istriution.

*e olloing are t*e gaia units lanne( or AGE2 not all are currently in t*e game

• 4ear 
• Deer "uc< an( (oe#
• Dol*in
• %is*
• a<s
• +ercenaries
• Outlas
• )eagulls
• =il( 4oar 
• =ol3es

!aia Unit Rene&al 

Gaia unit reneal is currently (isale( in AGE2.

*e oulation o gaia units "e:ceting mercenaries *a<s an( seagulls# ill e (ynamic in AGE2.
 All reneale gaia units ill *a3e a gloal oulation range an( reneal rate. , t*e gloal oulation
o a certain gaia unit tye alls elo seciie( le3els an( t*ere are gaia o t*at tye remaining "i.e. t*e
layer *as not <ille( all ( eer# t*en t*at gaia tye ill rene.

&eneal ill e ac*ie3e( t*roug* t*e slitting tec*ni;ue "i.e. one (eer starts to mo3e an( as it (oes
ecomes to (eer eac* o *ic* mo3e in oosite (irections to ecome in(een(ent units# or y
simly *a3ing t*ese units enter rom o'ma.

Gaia unit reneal ill e a slo an( controlle( rocess an( not one inten(e( to ro3i(e layers it* a
eretual suly o (eer or suc* "t*e i(ea *ere eing t*at <eeing a e gaia units aout imro3es t*e
aearance o t*e mas#. Potentially (angerous gaia suc* as ol3es or outlas also slig*tly
increase t*eir strengt* *en t*ey are not (ealt it* ully a((ing a (imension to t*eir gamelay.

!aia Unit %eha1ior 

%ear 

 As a ossile relacement or t*e il( oar t*e ear s*oul( *a3e same e*a3ior set "see elo#. , 
t*e ear (oes relace t*e oar t*e ear s*oul( *a3e orage sig*ts arms an( s*ore is* as locations
t*at it ill try to eat rom.
 AGE 2 Design Document Page $

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Dolphin and Fish

Dol*in an( is* s*oul( retty muc* ?um u an( (on to let eole <no t*at t*ey@re t*ere. Possily
t*ese s*oul( also sloly migrate aout t*e ma.

/a&0 

*e *a< s*oul( ly aroun( an( loo< *a<'li<e. ,t s*oul( a3oi( crossing at*s it* or ot*erise
uming into ot*er ir(s. *e see( at *ic* it mo3es s*oul( e erio(ically altere( to ma<e it loo<
li<e it is (riting on t*ermals.

Mercenaries

+ercenaries are not yet in AGE2.

+ercenaries are units t*at can e 3ia t*e (ilomacy interace *ire( to act on e*al o a layer.
*ese units ill emloy t*e same asic A, as normal comuter controlle( oonents ut a searate A,
ill e re;uire( to allo mercenary units to e3aluate oers. *is system is to e (etermine(.

 AA> %-AG O !)E


4,DD,/G N O%%E&ED O A-- P-AE&)

Outla&s

 As it* ol3es t*e outlas s*oul( oerate in a grou t*at consists o t*e original outlas lace( in a
clum an( any t*at are generate( to t*is clum y t*e rero(uction mo(el.

Outlas s*oul( try to a3oi( contact an( searc* out t*e ma or li<ely tra(e routes "i.e. t*e straig*t'line
territory eteen to mar<ets#. Once a li<ely location *as een (isco3ere( t*e outlas s*oul( set u
an amus* an( aait a ull tra(e cart. =*en a tra(e cart aroac*es t*ey s*oul( ut a e arros in
it *ic* ill cause t*e tra(e cart to sto. *e outlas ill t*en aroac* t*e tra(e cart an( steal its
cargo. Ater t*e t*et t*e outlas s*oul( run o to set u anot*er amus* an( t*e tra(e cart s*oul(
return to t*e 3icinity o its original mar<et. Once outlas are successul along a certain route t*ey
s*oul( attemt to continue e:loiting it.

Outlas s*oul( e ale to ma<e a (etermination o o((s in attle an( s*oul( a3oi( tra(e carts
accomanie( y o3er*elming enemy orces. )imilarly t*ey s*oul( a3oi( non'tra(e cart units in
general an( attemt to remain un(isco3ere(. , attac<e( t*ey s*oul( return ire or run aay "ase( on
t*e same (etermination o o((s#.

Seagull 

*e seagull s*oul( ly aroun( as t*e *a< ut s*oul( conine itsel to coastal areas. *e seagull
s*oul( also circle aroun( sc*ools o is* erio(ically an( occasionally ollo e*in( is*ing oats.

3ild %oar 

*e il( oar s*oul( mostly stan( aroun( ut occasionally mo3e a e tiles in a ran(om (irection. , a
orage sig*t or arm is it*in its -O) t*e oar s*oul( mo3e to t*e sig*t an( eat some o t*e oo(
erio(ically. ,t s*oul( not attac< unless attac<e(.

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3ol1es

 A starting grou o ol3es "or ol3es a((e( to t*e game rom t*ese# ill orm a ac< an( ill act
toget*er. =ol3es s*oul( an(er t*e ma ma<ing an eort to a3oi( "circle aroun(# tons. %rom time
to time t*ey s*oul( get *ungry an( see< oo( "(eer 3illagers il( oar ear etc.#M i encountere(
*ile *ungry t*ey s*oul( attac< in a ac< <ill somet*ing an( eat. , encountere( *en not *ungry
t*ere s*oul( e a c*ance o attac< ut it s*oul( e more li<ely t*at t*e ol3es ill a3oi( contact an(
mo3e on.

=ol3es ill *ol rom time to time. Players ill e ale to ?u(ge t*e se3erity o t*eir ol rolem
ase( on t*e re;uency o t*ese *ols.

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1. M$

Map Tpes

• oastal
• ontinental
• ilan(
• ,nlan(
• ,slan(s -arge
• +e(iterranean
• /arros
• ,slan(s )mall

Po!!i34e M$ T+e!

• &i3er (on t*e mi((le

Terrain

Terr$in Ti4e!

o e (etermine(.

Terr$in O3ect!

o e (etermine(.

Oscured Units

*e c*ange in scale (one or AGE2 *ic* ro3i(es or a more roortional uil(ing to unit scale
necessitates t*at t*ere e a ay to (islay units t*at are oscure( y o?ects in ront o t*em. *is is
(one y outlining oscure( units "in t*e controlling layer@s color# *en t*e units are oscure(M
artially oscure( units ill *a3e a artial outline. omman(s issue( it*in an outline ill e issue( to
t*e outline( unit rat*er t*an t*e o?ect oscuring it.

/ote t*at ot*er units (o not cause t*e units t*ey artially oscure to ecome outline(.

Oscured Unit Model Issues

• Outline( units remain (iicult to (etect (ue to colors emloye( an( sie o outline.
• Outline( units nee( to ro3i(e etter 3isual ee(ac< to s*o t*at t*ey *a3e een
selecte(.
• &esources oscure( y o?ects nee( to e outline( also.

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11. Bui4&in#!

Bui4&in#!

Bui4&in# 6P LOS CST


 Arc*ery &ange
4arrac<s
4lac<smit*
*urc*
Doc<
%arm
ouse
+ar<et
+ill
)iege =or<s*o
)tale
oer 4omar(
oer Guar(
oer >ee
oer =atc*
on enter 
!ni3ersity
=all %ortiication
=all Palisa(e
=all )tone

Bui4&in# Set!

*e East Euroean uil(ing set is a re'te:ture( 3ersion o t*e =est Euroean uil(ing set.

Generic
on enter 
4arrc<s
4lac<smit*
Doc<
%arm
ouse
+ill
=all Palisa(e

Ar$3" A!i$n" $n& 7e!t Euroe$n


 Arc*ery &ange 2
 Arc*ery &ange 6
 Arc*ery &ange 
4arrac<s 2
4arrac<s 6
4arrac<s 
4lac<smit* 2
 AGE 2 Design Document Page $8

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

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4lac<smit* 6
4lac<smit* 
astle
*urc* 6
*urc* 
Doc< 2
Doc< 6
Doc< 
ouse 2
ouse 6
ouse 
+ar<et 6
+ar<et 
+ill 2
+ill 6
+ill 
)iege =or<s*o 6
)iege =or<s*o 
)tale 2
)tale 6
)tale 
oer 4omar(
oer Guar(
oer >ee
oer =atc*
on enter 2
on enter 6
on enter 
!ni3ersity 6
!ni3ersity 
=all %ortiication
=all )tone
=on(er 

R$i&er 
on enter 
Doc<
&ai(er oer 

Bui4&in# Function!

#onstruction

*is eature set is not yet ully imlemente( in AGE2.

4uil(ings are constructe( y 3illagers. =*en selecte( t*e layer@s cursor is altere( into a transarent
srite o t*e uil(ing. *is can e mo3e( aroun( t*e ma an( ill cycle re( i it cannot e lace( at its
resent location.

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=*en irst lace( a oun(ation srite aears at t*e selecte( location. *is oun(ation s*oul( e
at*ale until a 3illager arri3es at t*e oun(ation an( egins at *ic* oint t*e uil(ing ill rogress
t*roug* ae3eral construction srites until comlete(. %oun(ation tiles are 3isile only to a layer "an(
not *is allies# until *is 3illagers egin or< on it. All units ill a3oi( uil(ing oun(ations an( at*
across t*em only i re;uire( or i t*e unit oul( e orce( to at* more t*an 10 tiles to a3oi( at*ing
across a oun(ation. %oun(ations can e lace( ato 3illagers an( t*ey ill t*ereater attemt to a3oi(
t*emM a layer@s or ally@s i(le 3illagers stan(ing ato a oun(ation ill mo3e "enemy un its ill not#.

+ultile 3illagers can e assigne( to t*e construction o a uil(ing to ma<e it uil( aster. Allies may
also tas< 3illagers it* assisting one anot*er in t*e construction o a uil(ing.

Repair 

*is eature set is not yet ully imlemente( in AGE2.

 As it* t*eir construction AGE2 uil(ings can e reaire( y eit*er a layer@s or a layer@s ally@s
3illagers "or any comination t*ereo# an( assigning multile 3illagers increases t*e see( at *ic* t*e
reair is con(ucte(. Villagers garrisone( in uil(ings must e e?ecte( rom t*em to egin reairs.

o assign a 3illager a reair tas< t*e layer selects t*e 3illager issues t*e reair comman( an(
selects t*e target structure y rig*t clic<ing on it. &eairs are (one at t*e same rate as construction
an( cost t*e layer a ;uarter as muc* in resources to reair "t*us a uil(ing t*at costs 100 oo( an(
200 stone to uil( oul( cost 25 oo( an( 50 stone to reair rom a t*eoretical 0`#.

, a 3illager is selecte( an( rig*t clic<e( on any uil(ing "normally t*e comman( to garrison t*at unit#
an( t*e targete( uil(ing *as een (amage( to 20` total *it oints or less remaining "*ic* (isallos
garrisoning# t*e 3illagers ill automatically attemt to reair t*is structure. /ote t*at t*ese 3illagers
ill not garrison in t*e uil(ing ater reairing it.

#omat 

*is eature set is not yet ully imlemente( in AGE2.

4uil(ings it* an in*erent attac< "toers castles etc.# ill target an( engauge 3isile enemy units an(
uil(ings as i static arc*er units.

4uil(ings an( alls ill also loc< all missile attac<s against a layer@s units *ile still alloing t*e
arros o a layer an( *is allies to ass. Gaia units may ire t*roug* alls an( uil(ings regar(less o 
oners*i.

!arrisoning 

)ee Garrisoning in )ection 5.0 omat.

$illage

)ee Pillage in )ection 5.0 omat.

Deconstruction

*is eature set is not yet ully imlemente( in AGE2.

 AGE 2 Design Document Page 70

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Players may (econstruct t*eir on uil(ings y selecting t*em an( using t*e (elete <ey as in Age o 
Emires. Players (econstructing t*eir uil(ings in t*is manner recei3e no return o resources rom it
ut t*e (estroye( uil(ing ill lea3e e*in( a sal3age ile "as i it ere (estroye( y t*e enemy#. Any
researc* or training tas<s in rogress at a uil(ing at t*e time o its (econstruction are cancelle( as i 
t*ey *a( een stoe( seerately rom t*e (econstruction itsel "see &esearc* an( raining elo#.

4uil(ings (econstructe( *ile still oun(ations "ater lacement ut eore any or< *as egun on
t*em# ill return 100` o t*e resources re;uire( to uil( t*em to t*e user. 4uil(ings (econstructe(
*ile in t*e rocess o construction ill also return 100` o t*eir resources to t*e layer ro3i(e( t*at
t*e at*ale oun(ation system is in lace "see onstruction ao3e# ot*erise t*ey ill return 70`.
*e amount o resources returne( 3ia (econstruction is scale( y t*e (amage a uil(ing eing
(econstructe( *as asore( "or e:amle a uil(ing (amage( to 50` o its total P ill return only
*al t*e resources rom (econstruct as ( econstructing t*e same un(amage( uil(ing#.

Damage

*is eature set is not yet ully imlemente( in AGE2.

4uil(ings ill egin to s*o signs o (amage *en t*eir P are re(uce( to 75` total or less. At t*is
oint t*ey ill egin to smo<e. =*en (amage( to 50` or less t*ey ill urst into lame. =*en
(amage( to 20` or less uil(ings ill e?ect any units garrisone( cancel all researc* or training "as i 
(one in(een(ent o t*e (amge see &esearc* an( raining elo# an( cease any in*erent
e*a3iors "i.e. toers ill no longer attac<#. =*en (amage( to 0` total P uil(ings collase an(
cease to e:ist. Destroye( uil(ings lea3e a sal3age ile an( ruins e*in(M ot* o t*ese ill a(e as
game time rogresses.

Sal1age

*is eature set is not yet ully imlemente( in AGE2.

 A sal3age ile containing 60` o t*e resources originally use( to construct a uil(ing aears any time
a uil(ing is (estroye( or (econstructe(. *e resources in t*is sal3age ile ill gra(ually (iminis* at
t*e rate o 1 unit o resource er 10 secon(s o  game time.

&esource iles can e *ar3este( y 3illagers or illage caale units. ollecting rom a sal3age ile
re;uires only t*at one o t*ese units come in contact it* t*e sal3age ile itsel no or< nee( e (one
to collect t*e resources "as is t*e case it* mining an( so on#.

#apture

*is eature set is not yet ully imlemente( in AGE2.

 As mentione( in Damage *en (amage( to 20` or less uil(ings ill e?ect any units garrisone(
cancel all researc* or training "as i (one in(een(ent o t*e (amge see &esearc* an( raining
elo# an( cease any in*erent e*a3iors "i.e. toers ill no longer attac<#. Any uil(ing *ic* *as
een (amage( to 20` P or less ill ecome t*e roerty o t*e ne:t layer *o reairs it to a le3el
ao3e 20`.

Research and Training 

*is eature set is not yet ully imlemente( in AGE2.

 AGE 2 Design Document Page 71

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
Or(ers to con(uct researc* or unit training are issue( at uil(ings 3ia reresentati3e uttons on t*eir 
interace. =*en suc* an or(er is issue( t*e resources re;uire( are imme(iately remo3e( rom a
layer@s in3entory an( a er cent comlete status in(icator aears on t*e !, to (islay t*e rogress
o any researc* or training.

 Any controlle( cancellation o a researc* or training assignment "i.e. *itting t*e sto utton
(econstructing t*e uil(ing# ill return 100` o t*e resources re;uire( to egin t*e researc* or training
to t*e layer. Any uncontrolle( cancellation o a researc* or training assignment "i.e. t*e uil(ing is
(estroye( y t*e enemy# ill cause a loss o all resources in3ol3e(.

o ma<e it easy or t*e layer to locate an( use nely traine( units all units ill emerge rom t*e
uil(ing t*ey are constructe( in at t*e ottom o t*at uil(ing. *e ottom reers to *at most eole
call t*e $ o@cloc< osition or consi(ering t*e (iamon( s*aes *ome late. All nely traine( units
s*oul( attemt to emerge at t*is location irst. , t*is location is occuie( t*e unit ill t*en attemt to
emerge in t*e ne:t a3ailale sace mo3ing aroun( t*e or(er o t*e uil(ing in a counter'cloc<ise
(irection.

$roduction 9ueues

*is eature set is not yet ully imlemente( in AGE2.

lic<ing on a uil(ing caale o training units ill ro3i(e as art o its !, a selectale list o icons
reresenting all o t*e units t*at can e traine( at t*at location. )uerimose( o3er eac* unit icon ill
e a numer reresenting t*e numer o t*at tye o unit currently in t*e ro(uction ;ueue. -et
clic<ing any icon ill a(( one unit to t*e ;ueue rig*t clic<ing ill remo3e one "*ol(ing s*it *ile (oing
eit*er ill cause t*e ;ueues to e altere( in increments o 10#.

ueue( units are ro(uce( in t*e or(er t*ey are ;ueue( as t*e resources or t*eir ro(uction ecome
a3ailale. /ote t*at in(i3i(ual uil(ings are *an(le( in(een(ently so ;ueues rom (ierent uil(ings
ill oerate in tan(em.

 All o t*e resources re;uire( to ro(uce a unit are sutracte( rom t*e layer@s resource ool at t*e
time a unit egins ro(uction. , t*ere are insuicient resources or a unit@s ro(uction t*e ;ueue ill
ause until suc* time t*at resources ecome suicient.

!nits remo3e( rom a ;ueue (o not imact a layer@s resources in any manner t*ey are simly
remo3e(. !nits in ro(uction t*at are cancelle( also return all resources.

, ro(uction in ;ueue *as stoe( a message ill aear telling t*e layer t*at t*is is t*e case "t*e
message ill e relaye( to t*e layer as a normal c*at message an( ill e accomanie( y an au(io
annunciator#. ,n a((ition t*e resource causing t*e stoage ill e outline( y a re( o: on t*e user 
interace.

Pro(uce( units aear surroun(ing t*e uil(ing t*ey are traine( at uon comletion "unless a set
gat*ering oint (ictates ot*erise#.

&esearc* items an( *ouses "uilt at t*e ton center# cannot e ;ueue(. 4uil(ings can not e ;ueue(
using t*is system eit*er ut can still e set (on in multiles as er Age o Emires.

*ere ill e t*ree uttons on t*e main interace t*at ill *an(le t*e gloal start an( stoage o 
ro(uction ;ueues one eac* or units tec*nologies an( tra(e goo( manuacture. Eac* o t*ese ill
oerate as a toggle. *eir (eault setting is on an( a green rame ill surroun( t*em in t*is state. , 

 AGE 2 Design Document Page 72

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
clic<e( to c*ange to o t*is or(er ill e re(. =*ile set to t*e o state all goo(s o a utton@s tye
cease eing ro(uce(.

!athering $oints

*is eature set is not yet ully imlemente( in AGE2.

 Any uil(ing caale o training units ill *a3e a set gat*ering oint utton as art o its interace.
lic<ing t*is utton c*anges a layer@s cursor into a gat*ering oint lag *ic* can t*en e set (on
any*ere on t*e ma. Once lace( all units traine( "ater t*e lacement# ill roce(e toar( t*e
gat*er oint as i gi3en a comman( to mo3e t*ere "t*us 3illagers can e ma(e to automatically egin
gat*ering a resource y lacing t*eir gat*er lag ato a suly#.

, a uil(ing *as a get*er oint set selecting t*at uil(ing ill cause t*e associate( gat*er oint to
ecome 3isile on t*e game ma an( as a ulsing *ite (ot on t*e mini'ma. o mo3e a gat*er oint
t*e layer can select a uil(ing an( reissue t*e comman( or select t*e gat*er oint lag o?ect on t*e
ma an( (rag it to a ne location. o remo3e a gat*er oint t*e layer can eit*er set t*e uil(ing as
its on gat*er oint or select t*e gat*er oint lag an( (elete it.

4uil(ings cannot normally e selecte( in multiles ut AGE2 ill allo using s*it let clic< "or (rag# to
(o so. =*en multile uil(ings "t*at are caale o training units# are selecte( only t*e set gat*er 
oint utton ill e a3ailale on t*eir comine( !,. )etting t*is gat*er oint ill issue t*e same
gat*er oint to all o t*e selecte( uil(ings.

*ree *ot <eys ill also allo a gloal setting o gat*er oints y unit tye "3illager military s*i#M
t*ese *ot <eys are not yet (eine(. =*en tye( t*ese *ot <eys ill ro3i(e t*e layer it* t*e
aroriate gloal lag to lace. Placing a gloal lag (eletes all ot*er gat*er oints set or units o t*at
tye.

 A inal *ot <ey "also not yet (eine(# ill clear all gat*er oints o ot* 3arieties.

Bui4&in# Note!

Special %uildings' omadic %uildings

*is eature set is not yet ully imlemente( in AGE2.

*e uil(ings o rai(er cultures are all noma(ic it* t*e e:cetion o any (oc<s or toers. /oma(ic
uil(ings can 3ia t*eir interace e or(ere( to ac<. =*en or(ere( to ac< any researc* an( training
in rogress at t*e location is susen(e( an( t*e uil(ing egins t*e rocess o con3erting itsel into a
moile cart.

=*ile in t*is state t*e uil(ing ill not accet or(ers or ro3i(e t*e eneits o a normal uil(ing "i.e. a
ac<e( or ac<ing mill oul( not allo 3illagers to (ro oo( o at it#. *is cart can t*en e mo3e(
aout t*e ma an( using t*e same !, utton or(ere( to unac<. lic<ing t*e ac< I unac< utton
*en a noma(ic uil(ing is ac<e( ill cause t*e layer@s cursor to ecome a transarent srite o t*e
ully constructe( uil(ing. *is srite can t*en e mo3e( aroun( t*e game ma an( use( y t*e
layer to seciy a (esire( uil(ing location in t*e same as*ion as normal uil(ing lacement an(
construction. =*en a location *as een (eci(e( uon t*e ac<e( uil(ing ill mo3e to t*e set
location an( egin t*e rocess o unac<ing.

 AGE 2 Design Document Page 76

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
During its unac<ing a uil(ing ill e su?ect to t*e same restrictions it as *en ac<ing. =*en
t*is is comlete any susen(e( researc* or training ill resume an( t*e uil(ing ill again e
a3ailale or comman(s.

Special %uildings' 3onders

=on(ers currently unction as in Age o Emires ut re;uire researc* rior to ecoming a3ailale or
construction. =*en comlete t*e time a on(er must stan( *as een altere( ase( on game ma
sie. *e current a(?ustment is I' 5 minutes o game time or eac* ma sie ao3e or elo t*e
stan(ar( "large# in t*e game to a minimum o 5 minutes.

Special %uildings' !ates

*is eature set is not yet ully imlemente( in AGE2.

Gates ill allo units to ass t*roug* alls it*out re;uiring t*e (estruction o a segment. Players
can control t*eir gates y (oule clic<ing t*em eac* (oule clic< toggling t*em oen or close(.

Gates ill allo garrisoning an( *en manne( ill ecome automate(. A manne( gate ill oen or
*en any o t*e layer@s or layer@s ally@s units attemt to ass an( close any time an e nemy unit is
it*in t*e gate -O) "note t*at gates cannot see enemy iniltraitors#.

Special %uildings' #astles

*is eature set is not yet ully imlemente( in AGE2.

astles unction "asically# as large an( oerul toers *ic* allo a large numer o units to
garrison. *ey also ro3i(e non'rai(er cultures it* t*e aility to train uni;ue units "see !ni;ue !nits
)ection 8.0 !nits# in t*e ourt* age.

 AGE 2 Design Document Page 7

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
12. Tec*no4o#ie! $n& Tec*no4o#+ Tree

Technolog Tree

Technolog Inde2 

*e olloing tale lists all tec*nologies currently enale( in AGE2. *e oeration o t*e tec*nology is
(eine( in t*e te:t in arent*isis. ec*nologies t*at (o not *a3e a (escrition in arent*esis are
enaling tec*nologies tec*nologies t*at simly allo t*e construction o a articular unit or uil(ing in
t*e game.

No. Tec*no4o#+ $n& De!crition


1.  A(3ance to %eu(al Age
2. A(3ance to ,merial Age
6. A(3ance to +i((le Age
. Arc*er Armor 1 "2 normal armor or arc*ers#
5. Arc*er Armor 2 "2 normal armor or arc*ers#
$. Arc*er Armor 6 "2 normal armor or arc*ers#
7. Arc*er !gra(e 2 "1 (amage range an( line o sig*t or arc*ers#
8. Arc*er !gra(e 6 "1 (amage range an( line o sig*t or arc*ers#
9. Arc*itecture "20` uil(ing Ps 2 normal an( ierce armor or uil(ings#
10. 4omar( annon
11. 4omar( oer  
12. annon Galley
16. ae( 4attering &am
1. artogra*y "s*are( line o sig*t it* allies#
15. *ain ar(ing "2 normal I 1 ierce armor or mounte( sol(iers#
1$. *ain mail "2 normal armor or oot sol(iers#
17. *amion "ugra(e o an(e( )or(sman to *amion#
18. *emistry "1 (amage or all non'guno(er missile units#
19. ro rotation "2 armer carry caacity 50` oo( ro(uction or arms#
20. rosso
21. Engineering "20` uil(ing Ps 2 normal an( ierce armor or uil(ings#
22. %ait* "allos con3ersion o enemy units#
26. %lat ull "50` tra(e s*i carrying caacity#
2. %letc*ing "1 range an( line o sig*t or arc*ers#
25. %orging "2 *an( to *an( (amage#
2$. %ortiie( =atc*toer 
27. Great s*iel( "2 ierce armor or oot sol(iers#
28. Gree< %ire
29. Guno(er "allos guno(er units#
60. aler( "1 i<eman (amage 2 3s. ca3alry#
61. an( anon
62. ea3y a3alry Arc*er "ugra(e a3alry Arc*er to ea3y a3alry Arc*er#
 AGE 2 Design Document Page 75

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

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66. ea3y rosso "ugra(e rosso to ea3y rosso#
6. ea3y lo "2 armer carry caacity 0` oo( ro(uction or arms#
65. orse collar "2 armer carry caacity 60` oo( ro(uction or arms#
6$. usan(ry "20` ca3alry see(#
67. ,ron casting "2 *an( to *an( (amage#
68. ,ron )*an< Pi<e "1 i<eman (amage 2 3s. ca3alry#
69. >ee
0. >nig*t
1. -arge s*iel( "1 ierce armor or oot sol(iers#
2. +angonel
6. +e(icine
. +etallurgy "6 *an( to *an( (amage#
5. +ining "10` miner or< rate 2 miner carry caacity#
$. /ets "15` is*ing s*i or< rate#
7. Pala(in "ugra(e >nig*t to Pala(in#
8. Pi<e
9. Plate ar(ing "2 normal I 1 ierce armor or mounte( sol(iers '20` see(#
50. Plate mail armor "2 normal armor or oot sol(iers '20` see(#
51. )cale armor "2 normal armor or oot sol(iers#
52. )cale ar(ing "2 normal armor or mounte( sol(iers#
56. )corion 4allista
5. )*at +ining "10` miner or< rate 2 miner carry caacity#
55. )mall s*iel( "1 ierce armor or oot sol(iers#
5$. );uires "15` inantry mo3ement see(#
57. )tirru "allos lance ca3alry units#
58. )tone cutting "20` 3illager uil(ing see(#
59. on atc* "2 to line o sig*t or uil(ings#
$0. rac<ing "1 line o sig*t or inantry#
$1. reuc*et
$2. o'an(e( )or(man "ugra(e ea3y )or(man to o an(e( )or(man#
$6. !gra(e Arc*ers to omosite 4omen
$. !gra(e )or(man to ea3y )or(man
$5. =all 6
$$. =ar Galley
$7. =*eel 1 "15` 3illager mo3ement see(#
$8. =on(er Plans
$9. =oo(cutting !gra(e 1 "10` oo(cutter or< rate 2 oo(cutter carry caacity#
70. =oo(cutting !gra(e 2 "10` oo(cutter or< rate 2 oo(cutter carry caacity#

 AGE 2 Design Document Page 7$

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
1. Re4ic!

Relics

4y (eault relics are a comonent in t*e asic AGE 2 game en3ironment. One relic is a((e( to t*e
game er layer eac* lace( on t*e ma at t*e start o t*e game
game in a ran(om location. /ote
lacement s*oul( e e;ualM i e (eci(e on 7 N 10 tiles rom starting ton center as our ase
arameter t*en
t*en one relic s*oul( e lace( it*in 7 N 10 tiles o e3ery ton center.

&elics start unclaime( an( immoile ut once locate( a layer can (irect *is mon<s to t*e relic to
claim it "ot*er units cannot mo3e or claim a relic N e:cetion rai(er military units can ic< u an(
mo3e relics ut recei3e no onuses rom
rom t*em#. !on arri3al t*e mon< ecomes
ecomes a relic carrier
caale o transorting t*e relic aout ut unale to erorm any ot*er tas< "i.e. t*e mon< can not
con3ert or *eal units *ile carrying t*e relic#.

, a relic carrier is <ille( t*e relic reaears on t*e groun(M suc* a relic continues to elong to t*e
layer *o originally claime( it an( ill remain in *is ossession until anot*er layer claims it it* a
mon<. , a relic carrier is release( "DE-# t*e mon< ill (ro t*e relic an( ste aay rom it ma<ing
too searate( an( easily i(entiie(
i(entiie( o?ects. =*ile immoile on t*e groun( a relic
relic t*at *as een
claime( ill continue to ro3i(e its normal eneits to t*e layer *o *as it in *is ossession "see
in(i3i(ual relics elo#.

 A relic mo3e( into


into a uil(ing estos
estos its eneits uon
uon t*ose also garrisone(
garrisone( in t*e uil(ing ut (oes
not imact any units outsi(e
outsi(e o t*e structure. =*en in a uil(ing t*e resence o a garrisone(
garrisone( relic ill
e in(icate( y means o an aroriate o3erlay
o3erlay ao3e t*at uil(ing "grail
"grail lag etc.# &elics
garrisone( insi(e c*urc*es generate a((itional income at t*e rate o 6 gol( er secon( er relic.

B$!e Re4ic

, carrie( into attle all non'siege groun( units it*in 7 tiles o a relic one( y t*em or an ally ill
recei3e 10` to t*eir (amage an( N10` to (amage(amage (one to t*em. Priests it*init*in 7 tiles o a relic *a3e
a 20` con3ersion onus *ile t*e units o t*e relic oner an( *is allies in t*e same ra(ius are 20`
more resistant to con3ersion.
con3ersion. Only one relic imacts t*e units
units surroun(ing itM a searman stan(ing
stan(ing
ne:t to our relics ill get t*e same onuses as a searman stan(ing ne:t to one.

Cu4ture Seci/ic Re4ic!

Eac* non'rai(er culture


culture *as a culture seciic relic. *is relic ro3i(es (oule t*e ase relic
relic onuses
or t*e layer *o controls itit an( is o t*e aroriate culture. *at is a *inese layer in ossession
ossession
o t*e *inese relic ill ro3i(e units it*in 7 tiles o it a 20` to t*e (amage t*ey (o an( a N20` to
(amage (one to t*em. *is onus (oes not imact allie( units units aroun( t*e relicM t*ese layers
layers recei3e
only t*e normal
normal a(3antages "10` I '10`#.

 AGE 2 Design Document Page 77

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

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1. )ictor+ Con&ition! $n& G$me Otion!

Standard Victor #onditions

*e stan(ar( 3ictory con(itions are t*e means y *ic* any "(eault setting# game can e on.

Conue!t

Players may in a game y eliminating all o an o onent@s oensi3e


oensi3e caaility.

*e layer is eliminate( *en t*ey *a3e no o""ensi1e attac<


o""ensi1e attac< caaility an( no means to ro(uce one.
, t*e layer (oes not *a3e a military unit military uil(ing a riest "mon<# unit or a 3illager t*ey ill
lose
lose un(er t*is
t*is 3ictory
3ictory con(iti
con(ition.
on. on centers
centers an( c*urc*e
c*urc*es s count as 3illage
3illagers
rs an( mon<s
resecti3
resecti3ely
ely an( ill <ee t*e layer rom eing eliminate(
eliminate( as long as t*ey are a3ailale.
a3ailale. %is*ing
%is*ing
oats toers "(eensi3e# tra(e units arms alls an( t*e li<e (o not re3ent a layer rom eing
eliminate(. /ote t*at a on(er counts
counts as a military uil(ing
uil(ing or t*is
t*is urose.

7on&er 

Players may in a game y uil(ing a on(er an( rotecting it or a set erio( o time.

 A on(er can e constructe( ater t*e researc*es re;uire( to uil( it are comlete ro3i(e( t*at t*e
layer initiating its construction *as suicient
suicient resources "see )ection 11.0 4uil(ings#.
4uil(ings#. Once comlete
t*e on(er must stan( or a set erio( o time "15 game minutes or a large sie( ma  or N 5
minutes or e3ery ma sie ao3e or elo a large ma resecti3elyM minimum 5 minute time#.

, a layer or grou o allies manage to trigger t*is 3ictory con(ition all layers ill e notiie( o t*e
act an( a timer ill aear on e3eryone@s !,.

Re4ic C$ture

Players may in a game y caturing an( *ol(ing all relics in t*e game or a set erio( o time.

, a layer or a comination o *is allies cature all relics t*ey ill in t*e game i t*ey retain
osession or a set erio( o time. As it* t*e on(er
on(er t*e time t*at t*ey must remain in ossession is
ase( on t*e selecte( ma sie.

, a layer or grou o allies manage to trigger t*is 3ictory con(ition all layers ill e notiie( o t*e
act an( a timer ill aear on e3eryone@s !,.

 A ossile otion ill e t*at t*e relics must all e *ouse( "in c*urc*es or all in t*e same c*urc*# to
trigger t*is 3ictory con(ition.

Optional Victor #onditions

Otion 3ictory con(itions are seciic con(itions


con(itions t*at can e toggle( on or o y layers in t*e re'
game.

 AGE 2 Design Document Page 78

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CONFIDENTIAL
Score

Players may in a game y eing t*e irst to ac*ie3e a seciie( score.

Players are gi3en oints or 3arious accomlis*ments


accomlis*ments in a game "see )ection E )core +o(el#. At t*e
start o a game layers may elect to lay to a seciic oint total "set y t*e layers in t*e re'game#.
*e irst layer or grou o allies "allie( scores are comine(# to ac*ie3e t*is score in.
in. =*en layers
aroac* t*e score re;uire( to in "it*in 20`# a arning message is (islaye( to all layers.

Re#ici&e

Players may in a game y <illing an enemy "or all enemy# <ing.

Players start it*


it* a >ing "or ueen# unit garrisone(
garrisone( in t*eir ton center "see )ection
)ection 8.0 !nits#. , t*e
<ing is <ille( in
in comat t*e layer *ose
*ose <ing as <ille( is
is eliminate( rom t*e game. *e layer *o
<ille( t*e >ing gets a Fcron@ notation on t*e score an( gets all o t*e gol( t*e layer *a( in t*eir 
materials stores instantly.
instantly. *e layer *ose <ing as <ille( *as all o t*eir
t*eir units an( uil(ings go to
neutral I unclaime( status.

Time&

Players may in a game y *a3ing t*e *ig*est score at t*e en( o a certain erio( o time.

O'er9*e4min# O&&!

Players may in a game y eliminating t*e 3ast ma?ority o an oonent@s oensi3e caaility.
caaility.

 A routine is use( to comare a  layer@s stan(ing in t*e game it* t*at o *is oonents@. *is routine
ill
ill ta<e alliances
alliances into account
account an( ill
ill e:amine o3erall
o3erall military
military an( economic
economic strengt*.
strengt*. , in t*e
comuter@s estimation a layer
layer *as no *oe o inning t*e game t*e layer ill
ill e eliminate(. *e
urose o t*is eature is to eliminate games *ere a single layer runs *is one remaining 3illager 
aroun( t*e ma to (eny *is oonent a in  or as long as ossile.

 A means o inorming
inorming t*e layer o an imen(ing loss 3ia
3ia t*is otion may nee( to e inclu(e(. Anot*er 
ossile otion is t*at t*is oul( not eliminate a layer rom t*e game ut instea( re3eal t*e osition
o all *is osessions on t*e mini'ma or all layers.

 AGE 2 Design Document Page 79

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
1(. E$!ter E##! $n& C*e$t Co&e!

• , religion mo(el is a(ote( an( 4u((*ist mon<s can ig*t N <ung'u 4'mo3ie Easter egg.
• =in(mills sin 3ery ast "li<e 1$: see(# an( lo units aroun( t*e oar(
• Dragon unit rom )orcerer lies aroun( an( torc*es uil(ings ran(omly.
• )ea monsters aear in t*e ater an( eat oats an( s*allos units occasionally.
• oly Grail N t*ey call me im.
• oly Grail N <iller unny loo< at t*e ones.
• + 5 it* ES sin< eature.

 AGE 2 Design Document Page 80

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
10. Cinem$tic Art

Opening #inematic 

*e (esign o t*e oening cinematic *as een inalie( an( or< on it is in rogress.

#ampaign #utscenes

o e (etermine(.

 ,lternate Realit #utscenes (O$TIO)

*e inal scenario o any o t*e camaigns inclu(e( it* t*e game ill e ase( uon a  attle t*at as
lost y t*e layer@s ci3iliation. *is ro3i(es t*e layer it* an oortunity to in a attle t*at as
*istorically lost an( t*us c*ange t*e course *istory oul( *a3e ta<en. o s*o a layer *o *e *as
altere( *istroy a closing cinematic consisting o a series o stills "a(ing in an( out ocusing on areas
o t*e still etc.# ill e s*on. Among t*ese ill e stills o a ma s*oing *o t*e layer@s 3ictory
*as rearrange( or(ers an( at least t*ree stills s*oing *o t*ings in t*e orl( oul( e (ierent "i.e.
G*engi >*an@s ace on a (ollar ill t*e /otre Dame mos;ue etc.#

 AGE 2 Design Document Page 81

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
1,. Soun&!

Stereo Sound 

)oun(s originating one tile o screen rom t*e rig*t or let are *ear( at *al 3olume rom t*e
aroriate si(e. )oun(s to t*e to or ottom are at *al 3olume centere(.

O""icial Taunts

o e (etermine(.

Internationali7ed Sound Speci"ications

Go$4

o *a3e t*e 16 ci3iliations in Age o Emires 2 reresente( y t*ere on language *en
comman(ing units (uring game lay.

Cont$ct

*ris &iy Ensemle )tu(ios. "972# 9$0'2700 :210. Email criyCensemlestu(ios.com

De4i'er$34e!

Eac* o t*e internationaliation grous selecte( y +icrosot s*oul( (eli3er t*e olloing
• omlete recor(ing o all or(s or *rases liste( elo.
• =ritten translation o all or(s an( *rases liste( elo.
• D'&O+ or Si (is< o recor(e( .a3 iles in seciie( ile ormat.
• %ile %ormat
•  All iles s*oul( e recor(e( as a .a3 ile.
•  All iles s*oul( e recor(e( in 1$it .1* mono.
•  All iles s*oul( also e (ulicate( an( resamle( to 1$it 22* mono.
•  All iles s*oul( ollo t*e naming con3ention seciie( elo.
•  All .1<* iles s*oul( e lace( in a (irectory calle( .
•  All iles recor(e( at 22<* s*oul( e lace( in a (irectory calle( 22.
• /o ile s*oul( e:cee( 125< in sie at 1$it .1* it* a target range o 100'115<
in 1$it .1*.
• =or(s an( *rases s*oul( closely resemle t*e tone an( inlection o t*ose in t*e original
 Age o Emires 1.
• =or(s an( *rases s*oul( e so<en in t*e manor o its (escrition seciie( elo.
• =or(s an( *rases may e relace( it* similar or(s i necessary. %or e:amle oo(
cutter coul( e sustitute( or lumer?ac<.

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)i44$#er 

*e list elo reresents Villager comman(s. *ese s*oul( eac* e recor(e( as oth +ale
an( %emale. /ote or emale recor(ing naming con3ention relace t*e irst m in t*e ile
name it* . %or e:amle es or a emale 3illager oul( e name( 3s1.a3.

7or& In/4ection De!crition Fi4e N$me =.9$'>


esT uestion Villager )elect Vms1
elloT uestion Villager )elect Vms2
&ea(y )tatement Villager )elect Vms6
omman(T uestion Villager )elect Vms
+iner )tatement Villager omman( +ine Vmm
-umer?ac< )tatement Villager omman( -umer?ac< Vml
%armer )tatement Villager omman( %armer Vma
4uil(er )tatement Villager omman( 4uil(er Vm
&eairman )tatement Villager omman( &eair Vmr  
%is*erman )tatement Villager omman( %is* Vmi
 Attac<b E:clamation Angry Villager omman( Attac< Vma
unter )tatement Villager omman( unt Vm*
%orager )tatement Villager omman( %orage Vmo
O> )tatement Villager +o3e Vmm1
es )tatement Villager +o3e Vmm2
orrect )tatement Villager +o3e Vmm6
, ill )tatement Villager +o3e Vmm
&un Aay E:clamation Villager retreat Vmr1

Mi4it$r+ Unit!

*e list elo reresents +ilitary comman(s. *ese s*oul( eac* e recor(e( only in a +ale
3oice. *is 3oice s*oul( e (eeer an( more aggressi3e soun(ing. *e 3oice s*oul( *a3e a
military eel to itM comman(ing an( imosing.

7or& In/4ection De!crition Fi4e N$me =.9$'>


esT uestion +ilitary )elect Vmms1
&ea(y )tatement +ilitary )elect Vmms2
omman(T )tatement +ilitary )elect Vmms6
es )tatement 3ery aggressi3e +ilitary Attac< Vmmm1
, ill )tatement 3ery aggressi3e +ilitary Attac< Vmmm2
O> )tatement 3ery aggressi3e +ilitary Attac< Vmmm6

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 Attac<b E:clamation 3ery aggressi3e +ilitary Attac< Vmma1
o 4attleb E:clamation 3ery aggressi3e +ilitary Attac< Vmma2
esb E:clamation 3ery aggressi3e +ilitary Attac< Vmma6
 Attac< ell ell +ilitary Attac< Vmma
%or t*e >ingb E:clamation +ilitary ell Vmmy1
%or t*e ueenb E:clamation +ilitary ell Vmmy2

Re4i#iou! Unit

*e list elo reresents &eligious !nit comman(s. *ese s*oul( eac* e recor(e( only in a
+ale 3oice. *is 3oice s*oul( e (eeer an( more assionate an( ersua(ing soun(ing.
*e 3oice s*oul( *a3e a coni(ent air to it.

7or& In/4ection De!crition Fi4e N$me =.9$'>


esT uestion Priest )elect Pms1
elloT uestion Priest )elect Pms2
&ea(y )tatement Priest )elect Pms6
omman(T uestion Priest )elect Pms
O> )tatement Priest +o3e Pmm1
es )tatement Priest +o3e Pmm2
orrect )tatement Priest +o3e Pmm6
, ill )tatement Priest +o3e Pmm
eal )tatement Priest eal Pcon3
on3ert )tatement Priest on3ert P*eal

@in# $n& Hueen

*e list elo reresents >ing an( ueen comman(s. *ese s*oul( eac* e recor(e( as
oth +ale an( %emale. *e >ing an( ueen s*oul( *a3e an aut*oritati3e 3oice oerul
ormal soun(ing an( comman(ing.

7or& In/4ection De!crition Fi4e N$me =.9$'>


esT uestion >ing )elect >s1
elloT uestion >ing )elect >s2
&ea(y )tatement >ing )elect >s6
omman(T uestion >ing )elect >s
O> )tatement >ing +o3e >m1
es )tatement >ing +o3e >m2
orrect )tatement >ing +o3e >m6

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CONFIDENTIAL
, ill )tatement >ing +o3e >m
o 4attleb E:clamation >ing &allying roos >r1
%or t*e >ing(omb E:clamation >ing &allying roos >r2
%or t*e ueenb E:clamation >ing &allying roos >r6
%or t*e >ingb E:clamation >ing &allying roos >r
Join +eb E:clamation >ing &allying roos >r5

L$n#u$#e!

• Jaanese
• *inese Ol(est Dialect
• German
• +ongolian
•  Araic
• +i((le Englis*
• -atin
• =els*I Galic
• %arsi

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15. C$m$i#n! $n& Scen$rio!

Dnamic #ampaign Sstem

o e (etermine(.

#ampaigns

Le$rnin# C$m$i#n

o e (etermine(.

Mon#o4 C$m$i#n

"Pre 120$# !niy <ing(omM estalis* caitol at >ara<orum.

"1208# 4attle o ,rtys*M o3ercome last resistance in +ongolia y (eeating >us*lu< "lea(er o /aiman
trie *o le( to see< reuge it* t*e >ara'>*itai artars#.

"1217# >us*lu< treac*erously o3ert*re t*e >*an o t*e >ara'>*itai in 121$ an( reare( or ar it*
Geng*is "*ose sies <et *im inorme( o t*is#. Geng*is@ armies ere tire( rom 10 years on
camaign an( *e sent only 2 toumans "20000 men# to (eal it* >us*lu<. *ese men manage( to
incite a artar re3olt an( >us*lu< as (eeate(.

"122 N 122$# *e angut "o sia# reuse( to assist G*engis it* *is ar against +o*amme( )*a*
an( orme( an alliance it* t*e *in. *is le( to ar an( in 122$ t*e +ongols met an( crus*e(
600000 angut ca3alrymen at t*e ello &i3er.

"122$# Victory o3er sia an( *inM sia emeror is <ille( in a mountain ortress ne sia emeror
surren(ers.

"1261# on;uest o t*e *inM t*e +ongols orme( an alliance it* t*e )ung an( siege( city o Pien
-iang ">aieng# t*us (eeating t*e *in.

"9 Aril 121# *e 4attle o -iegnitM =it* t*e +ongols ouring into eastern Euroe t*e c*i3alry t*ere
ere reare( rto ig*t (eserately. Prince enry t*e Pious o )ilesia gat*ere( an army o 0000
Germans Poles an( eutonic >nig*ts an( as to e reinorce( y >ing =enceslas o 4o*emia an(
*is 50000 troos. >ing =enceslas (i( not arri3e in time an(s t*e +ongols crus*e( Prince enry@s
army at -iegnit. *e +ongols t*en *ea(e( or ungary.

"11 Aril 121# *e 4attle o t*e )a?o &i3erM t*e +ongols *ea(e( or ungary an( >ing 4ela recei3e(
or( t*at t*ey *a( arri3e( on t*e oosite si(e o t*e )a?o &i3er. 4ela marc*e( eastar( rom Pest
an( siee( a ri(ge o3er t*e )a?o rom a small +ongol (etac*ment. *e ungarians orme( a *uge
ri(ge*ea( an( came un(er attac< on t*e 11t*. !sing ireor<s noise an( missile eaons a small
+ongol *ol(ing orce as ale to (istract t*e ri(g*ea(. ,n t*e re(an (ar<ness some 60000
+ongols *a( a(e( t*e )a?o to t*e sout*. =*ile t*e ungarians ere (istracte( t*ese +ongols
turne( to t*e nort* an( attac<e( t*e rear an( lan<s o t*e enemy. *e ungarian army collase(

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anice( an( le( N t*e +ongols ursue( until t*ey *a( utc*ere( t*e ma?ority o t*e retreating
ungarians "est. 0< N 70< men#.

"122# istorically t*e +ongols ere rea(y to us* into estern Euroe at t*is time. Just ater
*ristmas t*e crosse( t*e roen Danue an( egan across t*e Julian Als into nort*ern ,taly.
)e3eral est Euroean grous *a( *astily gotten (eensi3e orces toget*er ut t*ey oul( li<ely *a3e
een crus*e(. *e only t*ing t*at sa3e( estern Euroe as t*e nes t*at Ogatai "son an(
successor o G*engis# as (ea( orceing t*em all to return to +ongolia or t*e selection o a ne
>*a<*an. )cenario s*oul( e ase( on Ogatai not (ying at t*is time.

:$$ne!e C$m$i#n

"127# *e +ongol arma(a rom *ina "800 s*is an( aroun( 60000 men# arri3es o t*e Jaanese
coast. *e islan(s on t*e ay to >yus*u ere ;uic<ly o3errun. *e Jaanese ere conuse( y t*e
ne orm o comat N t*ey tra(itionally oug*t in a 3ery ritualie( manner it* 4us*i o similar ran<s
calling one anot*er out or single comat an( only t*e militaries eing in3ol3e(. *e +ongols an( t*eir 
>orean conscrits oug*t in masse( ormations an( massacare( ci3ilian an( sol(ier ali<e.

"127# *e surrise( Jaanese at t*e ront sent rantic re;uests or *el to >ama<ura.

"127# *e +ongols reac*e( >yus*u an( orce( t*e (een(ers t*ere to entrenc*.

"127# istroically t*e +ongols *a( t*eir s*is in t*e a<ata *arour an( ulle( out in searc* o a
sae ort earing nig*t'time rai(s *ile in enemy territory. *ey ere lo on sulies an( <ne t*at
t*ey oul( *a3e to gi3e u t*eir in3asion soon. A ty*oon t*en struc< an( (estroye( many o t*eir
s*is. *e +ongols returne( it* aroun( *al o t*e men t*ey *a( originally in3a(e( it* N most *a(
(ie( in t*e storms. *is scenario coul( e ase( on an alternate *istory *ere t*e layer (i( con(uct
a nig*t'time rai(.

"127 N 1281# Ater t*e irst +ongol attac< t*e go3ernment o >ama<ura or(ere( (eenses to e
reare( aroun( t*e a<ata 4ay inclu(ing a massi3e all.

"1281# *e secon( +ongol in3asion "000 s*is an( 200000 men# is aime( at a<ata. Di3i(e( in
to grous t*e smaller orce@s o3eran:ious comman(er arri3es a mont* eore t*e ot*er ortion o t*e
+ongol in3asion.

"1281# *e secon( an( larger ortion o t*e +ongol in3asion arri3es. istorically t*e )amurai laye(
a aiting game an( oul( *a3e lost. istory I myt* recor(s t*at t*e Emeror ma(e an oering at t*e
,se Gran( )*rine an( t*at a <ami<ae "Di3ine =in(# as t*e rear(. *is ty*oon (estroye( a 3ast
ortion o t*e +ongol orces an( sa3e( t*e (een(ers rom certain (oom.

Briti!* C$m$i#n

"800 N 850# =esse: un(er t*e control o >ing Egert is un(er constant Vi<ing attac<.

"8$$# -on(on is lost to t*e Vi<ings in 851. Alre( t*e Great no t*e <ing in =esse: ta<es it ac<
ater uil(ing a large na3y an( attac<ing t*e Vi<ings at sea.

"10$$# *e 4attle o astingsM

&emain(er to e (etermine(.

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CONFIDENTIAL
Ar$3 C$m$i#n

o e (etermine(.

 AGE 2 Design Document Page 88

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
1-. Su##e!tion! $n& Re4$te& Outcome!
*is section *as een mo3e( to a searate (ocument.

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CONFIDENTIAL
2. 6i!toric$4 D$t$

*is section *as een mo3e( to a searate (ocument.

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CONFIDENTIAL
21. Tec*nic$4 Seci/ic$tion

Technical $rogramming Items Re:uest "or ,! .

/otes
• ,E+ A (escrition o t*e item. "+ 4)#
• P&,O&, A'+ust a3e 4')igniicantly imro3es ro(uct treat as a re;uire( item ut t*e
scoe is negotiale. 'As time ermits nice ut not crucial can e (roe( i nee(e(. D '
=is* -ist.
•  Agreement  liste( items can e (roe( to meet a milestone. "+ 4)  +icrosot#
• E),+AE Estimate in time resources etc. "A-#
• +,-E)O/E =*at milestone t*is eature ill aear as comlete. "A- & +#.

T+e T$!; Item Pri E!t Mi4e


 All A, AA1 A, *anges as (ictate( y ot*er game c*anges. A DP
omm. O1 Diagnose (roing layers. Patc*
omm. O2 Automatically c*ec< or games. A 1
omm. O6 A((ress Lre'game *angingL as (irect lay sen(s t*e  A Patc*
game inormation aroun( "mo3e it to engine'guarantee(
(eli3ery#
omm. O Dialogs ase( L(roingL o layers t*at are not 4 1
communicating or t*at are c*ronically slo.
omm. O5 Aility to sen( aroun( a layer (esigne( LitmaL 4 2
omm. O$ Aility in re'game to transer limite( sie iles suc* as  5
scenarios layer attle cries etc.
omm. O7 !se t*e DP5 a((ress s*ortcut met*o( or connecting D
it*out (ialog o:es.
omm. O8 ut
omm. O9 ut
omm. O10 &erite Game ommunications to remo3e use o  
DirectPlay AP, <ee ali3es.
omm. O11 *ec<sum t*e score inormation or Sone uloa(.
omm. O12 4etter layer connection'loss (etection.
omm. O16 Pac<et routing.
omm. O1 Deug control to simulate connection'loss.
omm. O15 Vote system or layer (ro.
omm. O1$ !, or<.
omm. O17 Ping gri( N (islays ing times or all layers to a ll  5
layers. Aears on t*e game screen or as a o'u
(ialog.
Dataase DA1 Aility to roll'ac< c*anges 3ersion t*e (ataase an( 4 1
use Lsource controlL on it.
Dilomacy D,1 ! 4 5

reaties eteen layers can e entere( into or a set


erio( o time say 5 minutes "e:resse( in years#.
Dilomacy D,2 +ulti'age( interace or LtreatiesL t*at t*e layer *as 4 5 1
agree( to "arros li eteen ages li<e a noteoo<#.
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Dilomacy D,6 Dilomacy iltering toggle.
%acing %A1 %acing (amage ' units ta<e a((itional (amage *en  A 1 1
attac<e( rom e*in( or rom t*e lan<.
%acing %A2 omuter A, ugra(e( to suort acing c*anges as art 4 DP
o its e3aluation o targets.
%ormations %O1 %ormation mo3ement N units *en lace( into a 4 DP
articular ormation ' say a column a all a triangle etc.
ill try to stay in t*at ormation as t*ey mo3e across t*e
ma. =e s*oul( suort at least ormation comat i not
a ull suort or ormation mo3ement. =ill re;uire
a((itional !, etc.
Gaia GA1 Persistent ire N srea(s to a(?acent comustiles 4 1
"c*ance# starts at 20` total *it oints remaining or less
some attac<s can cause imme(iate ire continues to
(amage o?ect until ut out "(amage le3el roug*t Y20`
total *it oints#.
Gaia GA2 &eneale resources suc* as trees an( animals t*at 4 1 1
reoulate.
Gaia GA6 )eagull Gaia N A, routine <ees t*em aroun( t*eir   4
territory "i.e. seciic o(y o ater#.
Gaia GA Gaia a< *as a 3ariale see( so t*at it aears to e 4
loating.
Gaia GA5 Gaia loc< o ir(s rises u rom a tree *en startle( or   
*en tree is elle( an( ly o'ma.
Gaia GA$ Vulture A, 4
Gaia A, G,1 %is* migrate an( relenis*. 4 1
Gaia A, G,2 Pre(atory a nimals t*at can L retreatL to n on'layer  at* 4 1
areas "li<e ol3es t*at attac< t*en retreat to t*e oo(s#.
Gamelay G+1 A ma'ase( camaign style interace a location on t*e 4 5
ma correson(s to attles cities an( e:isting castles at
(ierent time erio(s. Possily use iconic
reresentations "i.e. i3iliation# to c*ange t*e ma.
Possily use a Lerio( styleL ma or t*e o3er'ma t*at
c*anges o3er time s*oing t*e layers losses 3ictories
an( encroac*ment o enemies. L6DL style igures t*at
loo< li<e oo( coul( s*o u on t*e ma. Player coul(
select 3arious scenarios rom a camaign y clic<ing on
t*e ma. ")EE D!/E 2#
Gamelay G+2 4uil(ings can e (econstructe( "instea( o (elete(# to 4 1
reco3er ra materials.
Gamelay G+6 4uil(ings (econstructe( to LruleL t*at can e mine( or  4 2
oo( an( stone.
Gamelay G+ 4urning uil(ings inis* t*e current tas< an( (o not 4 1 1
accet ne tas<s until reaire(.
Gamelay G+5 ut
Gamelay G+$ Damage( uil(ings are less eecti3e at ro(uction until 4 1 1
reaire(.
Gamelay G+7 Doc<s can (econstruct s*is into lumer an( iron. 4 1
Gamelay G+8 +ercenary units can e L*ire(L to attac< a articular  4
layer an( can e coor(inate( or a articular attac< in
numer o years. Aroriate notiications *en t*e
attac< is starting an( *o it lays out. +ercenary units '
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rom time to time in t*e game mercenary units "comuter 
controlle(# ill oer to ig*t on your si(e or a limite(
time ossily t*ere is a LuttonL to contact mercenaries
once t*ey *a3e contacte( you. Per*as you *a3e
(eeate( t*e in3a(ers an( no *a3e earne( t*eir 
LresectL. *ey ill accet ayment "in a(3ance# in gol(
or tra(e goo(s an( ill t*en *ang out or a erio( o 
time. ou can comman( t*em retty muc* li<e your on
troos e:cet t*at t*ey may lea3e i t*ey ta<e *ea3y
loses.
Gamelay G+9 Player unit A, setting "unit aggression#.
Gamelay G+10 Pro(uction ;ueues.
Gamelay G+11 &ai(ers ' can carry o an( con3ert enemy 3illagers can  A 2 1
illage an( rae. Only cultures alloe( to *a3e moile
siege eaons an( noma(ic uil(ings. Get no on(ers
an( minimal a(3ances.
Gamelay G+12 &oa( uil(ing on commonly tra3ele( areas. 4 2 1
Gamelay G+16 &oa(s uilt to allo aster traic lo o goo(s. !nits 4 1 1
oul( stay more'or'less on t*e roa(s.
Gamelay G+1 )*is are multi'unction an( can carry a mi:ture o tra(e 4 1
cargo an( units. )*is <no t*eir LcaacityL or eac* an(
t*is is s*on on a Lrogress arL tye system or anot*er 
easy'to'use (islay.
Gamelay G+15 Villagers can ic< u goo(s oo( oo( stone etc. t*at 4' 1
*as een (roe( ?ust li<e t*ey are collecting ot*er 
t*ings "rom lumer?ac<ing or mining or e:amle# an(
carry it to t*e ton center. , t*ey are tas<e( or a
articular commo(ity t*at t*ey gat*er t*ey ill reer 
t*ese Lre'mine(L items i t*ey see t*em.
Gamelay G+1$ =alls t*at unction more as comat structures ' i.e. alls 4 2 1
loc< some missile ire units on t*e oosite si(e o 
attac<s rom alls only ta<e (amage rom siege engines
etc.
Gamelay G+17 ut
Gamelay G+18 +a?or attles aear on timeline "gauge it* F<ills er  4
minute@.#
Gamelay G+19 Gra(uate( area'o'eect or siege eaons ' so (irect *it
(oes H (amage one tile out (oes HI2 to tiles out (oes
HI.
Gamelay G+20 ,mlement uil(ing cature unction. 6
Gamelay G+21 )tan(ar(ie( traine( unit uil( mo(elM all traine( units
arear at t*e $ o@cloc< osition o t*e uil(ing t*ey are
traine( rom i t*is location is ostructe( t*ey aear in
t*e ne:t a3ailale location mo3ing countercloc<ise rom
$.
Gamelay G+22 &elics.
Garrison G&1 LGarrisoningL units an( unit e*a3iors ' i.e. units can e  A 61 1
Lstore(L in a castle or toer an( t*ey ire rom t*e toer i 
ossile. !nits store( in t*e garrison ill sloly *eal.
Garrison or LstorageL o troos in a uil(ing. A concet
*ere a toer or instance can *ol( 10 arc*ers. *e
toer oul( *a3e a strengt* o L10L as ar as iring an( a
 AGE 2 Design Document Page 96

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
longer 3isiility range t*an t*e arc*er. *e layer 
coul( at t*eir (iscretion Lturn outL t*e arc*ers rom t*e
toer. Also t*e arc*ers in t*e toer oul( ta<e (amage
roortional to t*e toer i.e. (amage( 10` i t*e toer 
is (amage( 10`. Possily *a3e t*em Lturn outL i t*e
toer is (amage( to 20` total *it oints or less
remaining an( (o *ate3er t*ey oul( (o as units.
Gra*ics GP1 Allo an o3erlay to e create( y t*e layer "one er   4 11 1
layer# it* t*eir articular LsymolL. *is o3erlay oul(
e lace( on large uil(ings on lags etc. Player oul(
*a3e a tool to (esign an( e(it t*is itma or ossily an
icon ormat coul( e use( y t*e layer. ,nterace 1
Game 5 E(itor 5
Gra*ics GP2 *ange cliing range to accommo(ate larger uil(ings  A
"larger t*an current 6 tile# re3ents uil(ings rom
(isaearing (uring scroll.
Gra*ics GP6 *ange ma sie to (oule t*e current "Age o Emires# 4 1 1
sie o t*e tiles. "&E)EA&#
Gra*ics GP ,mro3e erormance o Lsmo<eL it* t*e (it*er suort  +P
in t*e comression or srites.
Gra*ics GP5 ,ncrease ma sie. A 1
Gra*ics GP$ /e Loat mo3ementL to allo units to LoL on t*e ater   1 1
slig*tly "t*is may e a unit mo3ement an( not seciically
a gra*ics en*ancement# ' a3e o3erlay.
Gra*ics GP7 Organie gra*ics "(ataase#. A 6
Gra*ics GP8 &ealistic *orse i(get. 4 1
Gra*ics GP9 o color transormation. A 1
Gra*ics GP10 =or< out a ay to s*o units t*at are e*in( 3ery large  A 5 1
uil(ings "castles#. ,(eas ma rotation on 90I180 (egree
increments
Gra*ics GP11 !nits <ic< u a (ust or sray *en mo3ing in or across 
certain terrain tyes.
Gra*ics GP12 ut
-ocaliation -O1 A ay to e:tract e(it an( re'insert te:t in scenarios A 2
-ocaliation -O2 ut
Pat*ing PA1 Arro in(icator or mo3ing units "i.e. Gettysurg style.#  2
Pat*ing PA2 Gat*ering oints or ro(uce( units "y uil(ing#. 4 1
Pat*ing PA6 -ine'O')ig*t N increase( y 1 tile or eac* unit o    X1 1
ele3ation "simle#.
Pat*ing PA Otimie or units t*at go ac< an( ort* eteen to  DP
oints "i.e. 3illagers an( tra(e units.#
Pat*ing PA5 ut
Pat*ing PA$ !ser (rag an( (ro ayoints re'aearing.  2
)cen E( )E1 ut
)cen E( )E2 =*en testing scenarios ,L( li<e to e ale to c*oose t*e 4 X1
(iiculty le3el to test rom it*in t*e e(itor. urrently
 Age *en testing rom t*e e(itor (eaults to t*e (iiculty
le3el t*at as last laye( in a normal game. "*ris&#
)cen E( )E6 Aility to cut an( aste sections o a ma rom one to 4
anot*erM (o eit*er as a lassoe( section or a as a smaller 
ma into a larger. ,nclu(e maniulation utilities "li
rotate etc.#
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ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
)cen E( )E amaign score an( summary. 4
)cen E( )E5 ,mort I e:ort te:t utility or scenarios string tales etc. 6
)oun( )O1 BPitc*e( 4attleB terrain soun( ' to ma<e a more ric* 4 2
soun( or large attles *a3e a Lattle ac<groun(L soun(
e ase( some*at on t*e numer o units in comat on
t*e screen.
)oun( )O2 Aility to lay a soun( an( see a srite rom it*in t*e  2
(ataase instea( o launc*ing searate alications.
)oun( )O6 ut
)oun( )O ,mro3e( LterrainL soun(s t*at oul( e ale to cycle  A 2
t*roug* a list o (ierent soun(s to a(( a lot o 3ariety '
t*ese coul( e associate( it* articular uil(ings. *e
current terrain soun( system or tile tyes is a(e;uate or 
il(erness ' , oul( li<e t*e same acility or 
3illagesIcities as ell. *is ill e esecially imortant
to gi3e a eeling o LlieL to t*e castles an( ot*er uil(ings.
)oun( )O5 ,n(i3i(ual unit soun(s an( grou soun(s are searate ' 4 1 1
*en a single unit agrees to mo3e some*ere it *as a
single B*obB soun( *en a grou mo3es "say Y 5 units# it
ma<es a (ierent grou mo3e soun( li<e a lot o 3oices.
*e same comment alies to t*e Lmo3ementL soun( or 
a grou as oose( to an in(i3i(ual ' a grou o 10
*ea3y ca3alry ma<es a (ierent soun( t*an a single
scout *en mo3ing.
)oun( )O$ O'screen soun(s. *e soun( Le:ten(sL rom o screen 4 2
or some (istance ' so a attle ta<ing lace ?ust o 
screen can e *ear(. roos marc*ing in ill e *ear(
slig*tly eore t*ey aear. O screen soun(s s*oul( e
laye( at a re(uce( 3olume. "&E)EA&#
)oun( )O7 Play looe( soun(s esecially looe( terrain soun(s. 4 1
)treams gurgling or instance. "&E)EA&#
)oun( )O9 )ome or(s are seciic to t*e in(i3i(ual ci3iliation ' 4 1
aout 10 or(s eac* i3.
)oun( )O10 )oun( %onts use( in t*e game. "Gets a((itional 4 1
mar<eting mileage rom creati3e las# or +i(i. Possily
use soun( onts or soun( eects to re(uce P!I4us
loa( or laying soun(s eects. "&E)EA&#
)oun( )O11 )uort or stereo soun(s in t*e engine. 4 X1 1
)oun( )O12 *e game s*oul( not cut'o a soun( eore it lays 4 1
again ' i.e. ammering soun( in Age o Emires.
"&E)EA&#
)oun( )O16 !se o LanningL or on'screen soun(s. , t*e comat is  6
to t*e let o t*e screen t*e soun( is let c*annel anne(
to gi3e more stereo searation. Possily (i3i(ing t*e
screen into let center an( rig*t areas or anning
searation. On'screen anning *an(le( y t*e engine.
 Aility rom it*in t*e (ataase to select i a soun(
s*oul( e laye( in relation to screen lacement or not.
Dataase entry or anning.
esting E1 A eature t*at causes t*e game to auto'sa3e e3ery  A 1
Lerio(L say  minutes.
esting E2 A list o all LreortL tye comman( or(s i.e. %P)log etc. 4 5
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ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
t*at mig*t gi3e useul inormation or testing.
esting E6 Deugging inut o: t*at logs comments to a central ile. A 1
esting E ,mro3e( notiication "multilayer# t*at t*e game is eing  A 1
sa3e(.
esting E5 est *oo<s into t*e o?ect list I engine I etc. to enale  A 1
automatic testing.
esting E$ ut
ra(e &1 E3aluation o on'ma tra(e routes ' ase( on an(it 4 DP
acti3ity ris< o enemy attac< (ilomatic situation. "retty
muc* a tale (ecision it* some ran(omness or 
ersonality inluence#
ra(e &2 E3aluation o tra(e ris< ' tra(e routes ill *a3e an 4 DP
associate( ris< or o'ma tra(e. omuter layer ill
e3aluate le3el o ris< an( le3el o nee( an( (eci(e i it
s*oul( use o ma tra(e an( *ic* tra(e route. "retty
muc* a tale (ecision it* some ran(omness or 
ersonality inluence#
ra(e &6 O'ma tra(e. !nits "lan( an( sea# mo3e o'ma  A 6 1
"(isaear at t*e e(ge o t*e ma# an( are gone or a
erio( o time. *ey return to t*e ma ater t*at erio(
acing oosite t*e (irection t*ey let. *ey rocee( to
t*eir oint o origin
ra(e & ,mlement any uni;ue tra(e unit e*a3iors. 
ra(e &5 O'ma mo3ement to on'ma locations otions.
!, !,1 A Lsetting sa3eL or ran(om games N ossily more t*an 4 1
one setting sa3e ' so *en a user sets t*eir ma sie tile
set 3ictory con(itions etc. t*ey are reser3e( an( can
e acti3ate( at t*e clic< o a utton.
!, !,2 A ay to s*o roug*ly *o many units ere containe( in 4 2 1
anot*er unit i.e. s*oing LtagsL on a transort *ig*lig*t to
s*o t*e numer o units. 4eing ale to s*o t*e tyes
o units an( t*eir counts oul( e goo( in t*e Lo uL
inormation ' *at in Age o Emires is in t*e s;uare o:
to t*e let. Po'u anel or ot*er interace item t*at
s*os t*e content o a unit t*at can store ot*er units "i.e.
transort oat or garrison#. !nits can e comman(e( to
lea3e rom t*is interace. ' ,nterace s*oul( roaly
s*o iconic reresentations o t*e units.
!, !,6 A(( !, selector or Lgame sieL in numer o units.  0
!, !, ut
!, !,5 *anges re;uire( to imlement "4D# ne interace. 4 15 P&E 5 ,/
/e re'game interace oul( e more LgameL loo< an( 5 PO) 1
eel it* o?ects reresenting t*e interace elements.  A/,+AED
 Also animate( !, items
!, !,$ ot'<ey to ?um eteen comat sites "troule sots#. 4 1
!, !,7 ,mro3e t*e see( o t*e mini'ma "er +attP#  +P
!, !,8 ,mro3e( mini'ma t*at is selectale eteen a e 4 1 1
Lmo(esL. 1# omat mo(e ' one( units aear in one
color allies anot*er an( *ostile units in a t*ir( color.
4uil(ings are in (ar<er 3ersions o t*e color. errain is
s*on as gray or lan( lac< or ater an( ossily gray
s*a(es or ele3ation an( alls. 2# ra(e mo(e t*at
 AGE 2 Design Document Page 9$

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
s*os tra(e generation an( (eli3ery sites. )*os i(le
tra(e units in a secial color. )*os La3oraleL an(
L(isa3oraleL tra(e sites in (ierent colors. 6# &esource
ma s*os resources *ig*lig*te( an( or<ers gat*ering
resources as ell as i(le or<ers. &esource collection
oints "color co(e(T# can e s*on also. All ot*er units
can e s*on in lac< or gray or somet*ing. # /ormal
mo(e oul( e as Age o Emires. "comat mo(e only
or +1#
!, !,9 ,nterace suort or animation in t*e Lac<groun(L i.e.  0
non'selectale animation t*at loos.
!, !,10 ,nteraces suort animate( icons ' i.e. a lag t*at a3es  0
*en you select it in t*e interace.
!, !,11 +ini'ma in(icators o Ltroule sotsL t*at are easy to see 4 1
!, !,12 +ini'ma signal to sen( a LlareL to allies on t*eir mini 4 1
ma to re;uest assistance in(icate a oint o interest
etc. %lare mig*t s*o in las*ing green or yello or 
somet*ing instea( o t*e comat color.
!, !,16 +ulti'layer sa3e'game eature oul( allo layers to 4 6
sa3e t*e game "or *a3e it sa3e erio(ically# an( allo it
to e resume( i all o t*e layers ere a3ailale.
!, !,1 Pre3ious c*at messages are a3ailale in t*e c*at (ialog 4 1
!, !,15 )uort or Direct,nut <eyoar( "erormanceT '' D 1
&E)EA&#
!, !,1$ )uort te:t o3erlays or t*e interace to *an(le te:t on  0
mas. *is mig*t nee( to e a art o t*e )cen E(.
"+) &e;uest#
!, !,17 !ser conigurale *ot'<eys to (o seciic t*ings i.e. ?um D 2
to ton center is LL ut , can c*ange mine to LHL.
!, !,18 Victory con(ition arning soun( ' reeats at an inter3al 4 1
to let t*e layer <no a time( 3ictory con(ition is en(ing
"i.e. *en a =on(er is create( ' t*e 3ictory en(ing
soun( triggers e3ery  minutes or somet*ing#.
!, !,19 !nit outlines relect alliance "enemy R (iamon( on R 
o: etc.#
!, !,20 Go ,(le utton ta<es layer to ne:t i(le 3illager. 4
!, !,21 One'utton access to an online tec* tree ' ossily 
(islay o a static image or coul( e a comuter'(ran
tree.

!, !,22 ! 4

,n'game o3erlay (islays unit categories "military


3illager s*i etc.# acti3ities "guar( (uty i(le en route
etc.# an( numers assigne( to eac* e*a3ior. lic<ing
t*ese cycles t*roug* t*e aroriate units.
!, !,26 =*en you are 3ictorious you imme(iately get ounce( 
out o t*e game '' ,L( li<e to e ale to turn o og o ar 
an( turn on re3eal ma an( e ale to sur3ey t*e ma
an( see *at , as u against.
!, !,2 !, to *an(le gates in game.
!, !,25 Game settings (ialog Lsee( loc<L entry.
 AGE 2 Design Document Page 97

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
!, !,2$ +ini'ma scale relects on'screen scale
!nit A, A,1 B%armerB A, to allo a armer to con3ert a(?acent  A 2 1
grasslan( into armlan(. %armlan( oul( e Lor(erlessL
!nit A, A,2 A Lloc<ingL e*a3ior o units t*at re3ents aster or   4 DP
smaller units rom running t*roug* a loc<a(e. ,n Age o 
Emires a scout coul( run t*roug* a line o a:e'men i 
t*ere as e3en a small ga. , ossile , oul( li<e to
e ale to *a3e units ale to loc< an area an( mo3e to
close a ga i someone trie( to rea< t*roug*.
!nit A, A,6 L*argeL action ' unit *as a ast mo3e t*at (oes a((itional 4 1 1
(amage *en it connects. !nit resumes normal
mo3ement ater t*e c*arge an( cannot c*arge again or 
a time erio(. " ,-E D,)#
!nit A, A, Damage( units mo3e at a (ierent rate t*an *eale( units. 4 1 1
*ey *a3e a (ierent Lin?ure(L mo3ement animation.
"Y50` '' ,DE/,% A%%EED !/,)#
!nit A, A,5 Deen( e*a3ior t*at is more li<e *at t*e comuter   4
(oes in Age o Emires ' i you assign a sor(sman to
(een( an area it can mo3e aroun( to attac< ut ill
return to t*e (eense lace. ,.E. it ill ta<e an
a(3antageous attac< ut cannot e Llure( outL too ar y
*arassing troos. PA& O% G!A&D
!nit A, A,$ Dierent scouting soun(s *en a toer or scout sees an 4 2
enemy unit an( goes to LalertL status. ,mro3e(
notiication soun(s so t*ey (onLt get LlostL i you are
initiating a attle. Possily y (eining an LalertL state or 
troos ' an( you can get a soun( i t*ey are Lalerte(L ut
not *en t*ey are engage( in comat.
!nit A, A,7 %ollo e*a3ior ' a3oi(s contact it* enemy units or can 4 2
ollo a unit an( stay ?ust out o 3isual range.
!nit A, A,8 Guar( ' unit or uil(ing may e selecte(. *e unit ill 4 1 1
stay close to t*e guar(e( unit an( engage any attac<ers.
!nit ill return to t*e rotecte( unit ater engaging or i 
t*e unit aces (ierent attac<ers. "uses comuter A, or 
t*is#
!nit A, A,9 L/otiicationL o units in a grou *en one unit is in 4 Patc*
troule. !nits react to t*reats to a grou as a grou not
as in(i3i(uals.
!nit A, A,10 ut
!nit A, A,11 Patrol mo3ement' !, utton an( associate( unit A, t*at 4 2 1
ill allo a unit to mo3e t*roug* t*e set o ayoints y
going to ayoint 1 ater say ayoint 7 automatically.
!nit A, A,12 )cout mo3ement ' ill attemt to unco3er ne areas 4 2 1
sloly an( careully. oul( *a3e a secial mo3ement
rate.
!nit A, A,16 !ni;ue u nit a ctions *en g roue( " Volley  or a rc*ers 4 1
)et'against'c*arge or i<emen )*iel(all or ootmen#
grou secial actions I mo3es aear as interace items
*en a grou o t*e aroriate sie *as een selecte(.
!nit A, A,1 !nits can signal *en t*ey (isco3er a articular o?ect. 4
,.E. One scout e*a3ior mig*t e to loo< or Lgol(L. "*is
coul( e any o se3eral o?ects li<e oo( enemies '' only
 AGE 2 Design Document Page 98

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
uil(ings etc#. =*en it sees t*e selecte( item it ill sto
an( ma<e a articular soun( t*at is laye( or t*e user.
PA& O% )O!
!nit A, A,15 !nits nee( to e ale to see@ t*e center tile o a uil(ing  A
rior to attac<. "&E)EA& N any c*ange re;uire( to
suort larger uil(ingsT#
!nit A, A,1$ ero tye units *a3e t*e aility to con3ert ot*er units an(
cannot e con3erte( t*emsel3es.
!nit A, A,17 A, or comuter to manage gates.

 ,I Related Tas0s

,tems elo are liste( in or(er o riority.

T$!; ID T$!; St$tu!


En*ancements to ro3i(e actual strategyM e:ert system.
 Aility to use ormations ully.
 Aility to (eal it* unit acings.
 Aility to *an(le garrisoningM *at to insert or remo3e *ealing etc.
 Aility to manage reneale resources.
 Aility to *an(le ne siege tyes.
 Aility to *an(le c*arging s*iel( alls etc.
 Aility to etter reac* (eensi3e structures esecially alls.
 Aility to etter construct (eensi3e structures esecially alls.
 Aility to *an(le mercenary units.
 Aility to *an(le outla unit (eense.
 Aility to *an(le outla unit A,.
 Aility to *an(le unit Ais "guar( ollo e:lore etc.#
 A((itions to ro3i(e a realistic tra(e system.
 A((itions to ro3i(e a realistic (ilomacy system.
*anges to imlement t*e surren(er I o 3er*ealming o((s 3ictory con(ition.
 Aility to eecti3ely assault on(ers.
&a(ier unit e*a3ior.
*anges alloing P to un(erstan( all 3ictory con(itions.
-ittle ug i:es.
,n general a etter all'aroun( multilayer comuter layer.
ost migration in multilayer.
Pat*ing en*ancements "one c*anges#.
&e(uce P@s ocus on single (amage( unit.
 Allo P to uil( on multile islan(s.
,mro3e P late game erormance.
,ncrease attac< grou sie.
,ncrease li<eli*oo( o P uil(ing aroriate structures near attac< oints.
,mro3e P erormance in ran(om games.
,nclu(e a(3ance( (ilomacy logic.
,mro3e P resence in games.
an(le layers alling in P uil(ings.
,mro3e P resource gat*ering.
 Allo P to (o somet*ing useul it* ci3illians ater suicient gat*ering.
 AGE 2 Design Document Page 99

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
 Aility or P to use an( un(erstan( unit (eletion.
 Allo P to use taunts.

#ommunications Related Tas0s

Pri. T$!; E!t. Comment!


=D$+!
>
1 Automatically c*ec< or games. !se t*e DirectPlay 1'2 o(e may alrea(y
enumeration in DP5 to u(ate t*e list o Fgames to ?oin@ e in t*ere N not
screen. (iicult to (o.

1 &e3ie rai( ugs or e:isting system


2 A((ress Lre'game *angingL as (irect lay sen(s t*e 
game inormation aroun( "mo3e it to engine'guarantee(
(eli3ery#
&emo3e Dlay@s use o sen( s*are( (ata.
6 Diagnose (roing layers I uncomlete( games. 2
est =insoc<2
-earn t*e logging inormation
6 est it* DirectPlay $ runtime only.  )*oul( e no errors.
&e;uire( or  98
release.
 Dialogs ase( L(roingL o layers t*at are not 6
communicating or t*at are c*ronically slo. %or layers
e (etect are not reson(ing a (ialog oul( e
resente( to t*e *ost to allo t*em to (ro t*e layer.
=or< on !, (esign. )*oul( *a3e c*at o: suort in t*e
!,.

5 omile it* DirectPlay $ liraries. 1 Does not inclu(e


imlementation o 
any eatures o DP$.
5 est on =in98 1 Proaly (one y
+) N s*oul( not
resent any
rolems.
5 A(( aility to transer t*e Age2 layer *eral(ry "3ery small 6 Does not aly to
ile#. ,mlementation *ere oul( e a seciic ile Hac<.
associate( it* t*e current layer in a certain (irectory.
*e ile oul( e transerre( to all eers. *e iles oul(
e store( in a temorary cac*e (irectory t*at is cleane(
out eac* time t*e game starts. *e iles oul( e small
 N aout t*e sie o a coule o icon itmas "aout 1
>ytes#.
A more comle: system oul( e to only transer it i 
t*ey (i( not alrea(y *a3e t*at articular ile "ile is
i(entiie( y a G!,D or layer name#. *ese iles are
store( in t*e cac*e (irectory on t*e mac*ines N cac*e
can occasionally e cleane( o ol( iles N or er*as t*e
last 25 can e <et or somet*ing.
 AGE 2 Design Document Page 100

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
$ &elace (irect lay@s <eeali3e co(e it* our on system 5 +ay e (one at t*e
to i(entiy a ne *ost start t*e *ost an( notiy t*e same time as
layers t*at t*e *ost *as c*ange(. relacing t*e *ost
migration.
$ )tore comman(s or t*e re3iously rocesse( "or  
currently rocesse(# turn. *e F*ig*est@ rocesse( turn
layer oul( ass t*e F3ali( comman( set@ to all layers i 
t*e *ost migrates une:ecte(ly or i a layer (ros. All
layers u(ate t*eir current comman( set using t*e ne
set. Players resume rocessing. *is s*oul( re(uce t*e
numer o layers inci(entally (roe( i t*ey are
e:ecte( to e Fout o sync@ ecause t*e *a3e a (ierent
turn ,D.
$ )uort re'start o sa3e( games T
7 &elace (irect lay@s *ost migration it* our on system 6'$
using our on timings. +o3e t*e *ost to a running layer 
i t*e mac*ine i(entiie( as t*e *ost is (roe(.
8 Aility in re'game to transer limite( sie iles suc* as 5 Does not aly to
scenarios layer attle cries etc. Hac<.
8 &e(uce t*e sie o some messages t*at (o not nee( t*e 2
larger *ea(er.
8 &e(uce t*e sie o game comman(s "in game#. ,(entiy 2 Proaly an Angelo
an( ass only t*e nee(e( inormation. &e(uce t*e sie tas<.
o structures y using t*e smallest (ata tye t*at
reresents t*e (ata.
8 Pass only t*e c*ange( inormation aroun( in t*e re' 
game to alrea(y'?oine( layers. )lit t*e F,@m rea(y@
message into searate messages i.e. Fa3e D@ etc.
 Allo t*e *ost to re;uest t*e 3arious layer settings
instea( o assing t*em on t*e ,@m &ea(y. E3aluate t*e
ay re'game inormation is asse( aroun(. Possily (o
a ne system t*at uses in(i3i(ual messages rat*er t*an
t*e large Fgame settings@ to ass aroun( eac* c*ange.
+a<e sure game settings are not eing asse( *ene3er 
a layer goes rea(y or not rea(y N t*at only t*at layer 
inormation is asse( aroun(.
8 %i: t*e Fre game c*at (ros irst message@ rolem t*at 1'2
*aens on occasion.
8 ,(entiy rolems it* comuter layers using c*at 2
system.
HH ,mlement DirectPlay $ eatures t*at imro3e game T Does not aly to
erormance or reliaility. Hac<.
HH "OP,O/A-# *ec<sum t*e score inormation or Sone 1
uloa(. *is oul( e use( to re(uce c*eating y
uloa(ing orge( score inormation.
HH ",% &E!,&ED# &erite Game ommunications to 60'$5
remo3e use o DirectPlay AP,

#ommunications $rogramming Issues

 AGE 2 Design Document Page 101

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CONFIDENTIAL
IP L$unc* o/ G$me

,P -aunc* o t*e game *e *ost launc*es t*e game it* t*e ne comman( line arameters
O)W,PW-A!/ +y/ame Game/ame
*e client launc*es it* -,E/W,PW-A!/ +y/ame ia((ress

ICH Suort

o a(( t*e suort into , or age2

• Oen , an( rom t*e main , utton c*oose Preerences.

• )elect t*e ta ,nternet P*oneIGamesI*at an( clic< on t*e /e E:ternal utton. E:ternal
 Alication /ame is ,ge o" mpires .  E:ternal Alication E:ecutale is
75;age.;game;paulrungame<at  an( un(er omman( -ine enter -,E/W,PW-A!/
yourname `, "t*e yourname art an( t*e `, art s*oul( *a3e ;uotes aroun( t*em#.

• it t*e lient')er3er Alication utton. our E:ternal Alication )er3er E:ecutale is t*e same
as your E:ternal Alication E:ecutale "^age2^game^aulrungame.at# ut your )er3er
omman( -ine s*oul( e O)W,PW-A!/ yourname yourgame@s name "t*e yourname art
an( t*e yourgame@s name art s*oul( *a3e ;uotes aroun( t*em#.

• , )uort ill e later automate( 3ia a registry mo(iication "nee(s to e (one at installation o
 Age2#

#ommand Line $arameters

 PARAMETER BE6A)IOR SCOPE


1. 800I102I1280I1$00 )ets screen sie to t*e aroriate not acti3e in &,A-WVE&),O/
resolution. ,  t*at mo( is a3ailale
2. 84,V,DEO oggles 8 it 3i(eo.

.  A,)PEEDR %i: A, time inter3al or use *en using not acti3e in &,A-WVE&),O/
%,HED!PDAE. )et A, see( to QQ. %,/A-W&E-EA)E
.  A--P )ets all *uman layer osition in to not acti3e in &,A-WVE&),O/
comuter layers %,/A-W&E-EA)E
(.  A--P urns *uman layers into comuter not acti3e in &,A-WVE&),O/
layers. %orces all comuter layer %,/A-W&E-EA)E
game
0.  A--P1 urns *uman layers e:cet layer 1 not acti3e in &,A-WVE&),O/
into comuter layers. %orces all %,/A-W&E-EA)E
comuter layer game
,.  A--G&A)) ells ma generator to use all grass. /o not acti3e in &,A-WVE&),O/
eect rig*t no co(e is (isale( %,/A-W&E-EA)E
5.  A--O=P Allos comuter layers not acti3e in &,A-WVE&),O/
%,/A-W&E-EA)E
-. DA!D,OI D A!D,OI urns music on. urns on D music not acti3e in &,A-WVE&),O/
DWA!D,O turns o ot*er music %,/A-W&E-EA)E

 AGE 2 Design Document Page 102

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CONFIDENTIAL
 PARAMETER BE6A)IOR SCOPE
1. -,E/W,PW-A!/ -aunc* to ?oin an +P game.

11. O-O&-OG urn on color log (eugging. not acti3e in &,A-WVE&),O/


%,/A-W&E-EA)E
12. !4EO!-,/EI!4E Does not*ing. not acti3e in &,A-WVE&),O/
O!-,/EI!4EWO!-,/E %,/A-W&E-EA)E
1. !)O++O!)EI!)O+ urns on using t*e custom mouse. not acti3e in &,A-WVE&),O/
+O!)EI!)O+W+O!)E %,/A-W&E-EA)E
1. DAAR )et game (ata ile name. not acti3e in &,A-WVE&),O/
%,/A-W&E-EA)E
1(. DDE&&O&-OG urns on t*e (raing (eug log. Also not acti3e in &,A-WVE&),O/
only allos logging *en an error %,/A-W&E-EA)E
occurs. %ile name Baoe((log.t:tB an( t*e
(irectory is c^
10. DD%-!)-OG %orces logging to t*e (raing (eug log not acti3e in &,A-WVE&),O/
to get rote to t*e *ar( (ri3e. %,/A-W&E-EA)E
1,. DD-O>-OG urns on anot*er (ra system log. %ile not acti3e in &,A-WVE&),O/
name is Baoeloc<.t:tB an( t*e (irectory is %,/A-W&E-EA)E. Only acti3e i 
c^ DE4!GW-OGW-O is (eine(
15. DD-OG urns on t*e (raing (eug log. %ile not acti3e in &,A-WVE&),O/
name Baoe((log.t:tB an( t*e (irectory is %,/A-W&E-EA)E
c^
1-. DD/O%-!)-OG urns o t*e orce( rite to t*e *ar( (ri3e not acti3e in &,A-WVE&),O/
o logging to t*e (raing (eug . %,/A-W&E-EA)E
2. DE4!G-OAD -oa(s a sa3e game in (eugging mo(e. not acti3e in %,/A-W&E-EA)E

21. DE4!G)AVEGA+E urns o comression or sa3e games. not acti3e in &,A-WVE&),O/
%,/A-W&E-EA)E
22. DEVE-OPE& )ets game mo(e to (e3eloer N allos not acti3e in &,A-WVE&),O/
c*eating ;uic< uil( etc %,/A-W&E-EA)E
2. D,&ED&A= I Game ill use (irect(ra mo(e not acti3e in &,A-WVE&),O/
D,&E D&A= %,/A-W&E-EA)E
2. DO-OG)A!) urns on more logging. %ile name is not acti3e in &,A-WVE&),O/
BA,-og^@layer name@.logB. %,/A-W&E-EA)E
2(. D&A=-OG urns on s*ae (ra logging. %ile name not acti3e in &,A-WVE&),O/
is B(ralog`Q.t:tB %,/A-W&E-EA)E
20. D&A=-OGR urns on s*ae (ra logging an( set ile not acti3e in &,A-WVE&),O/
name to QQ. %,/A-W&E-EA)E
2,. D&OPPA>E) ells game to intentionally (ro ac<ets not acti3e in &,A-WVE&),O/
or (eugging. %,/A-W&E-EA)E. Acti3e only
 WDE4!G is (eine(
25. EconlogI EO/-OGI Econ-og urns on economic logging. %ile name is not acti3e in %,/A-W&E-EA)E
BaoeE-OGB. *e (irectory is c^
2-. EDGEO!-,/EIEDGE Does not*ing. not acti3e in &,A-WVE&),O/
O!-,/EIEDGEWO!-,/E %,/A-W&E-EA)E
. ED, )ets starting scenario ile to e(it. not acti3e in &,A-WVE&),O/
)cenario ile name to e(it R QQ. %,/A-W&E-EA)E
1. EH,R Automatically e:it game ater a certain not acti3e in &,A-WVE&),O/
time. ime R QQ. %,/A-W&E-EA)E
2. %A)V,E=I%A) Does not*ing. not acti3e in &,A-WVE&),O/
V,E=I%A)WV,E= %,/A-W&E-EA)E
 AGE 2 Design Document Page 106

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
 PARAMETER BE6A)IOR SCOPE
. %,-E%,&)I %,-E %,&)I %orces game to loo< or s*ae iles in not acti3e in &,A-WVE&),O/
%,-EW%,&) t*e game root (irectory instea( o t*e %,/A-W&E-EA)E
s*ae (irectory irst
. %,HED!PDAE )et orl( u(ate time to i:e( amount not acti3e in &,A-WVE&),O/
%,/A-W&E-EA)E
(. %,HED!PDAER )et t*e orl( u(ate time to QQ. not acti3e in &,A-WVE&),O/
%,/A-W&E-EA)E
0. %O&E800 %orces screen resolution to 800K$00 not acti3e in &,A-WVE&),O/
%,/A-W&E-EA)E
,. %!--)&EE/I%!-- Game ill run in ullscreen mo(e. Also not acti3e in &,A-WVE&),O/
)&EE/I %!--W)&EE/ turns on (irect(ra mo(e %,/A-W&E-EA)E
5. GA+R )ets starting sa3e game. %ile name R QQ.

-. GA+ED %orces t*e e:istence o a game D not acti3e in &,A-WVE&),O/


%,/A-W&E-EA)E
. G&O!/DO!-,/EIG&O!/D Does not*ing. not acti3e in &,A-WVE&),O/
O!-,/EI %,/A-W&E-EA)E
G&O!/DWO!-,/E
1. O)W,PW-A!/ )tart 3i(eoImenu system or +P games.

2. ,+A+!),I,+A urns on music. turns on ima music. not acti3e in &,A-WVE&),O/
+!),I,+AW+!), urns o ot*er music. %,/A-W&E-EA)E
. -oa((I -OADD4 -oa(s (ata ase iles

. -O44 loses e:isting coies o t*e game


)tarts loy +P game
(. -OGA,O/ urns on t*e game action logging. *e not acti3e in &,A-WVE&),O/
ile name Baoeact.t:tB. *e (irectory is %,/A-W&E-EA)E
c^.
0. -OGA, urns on logging o A,. %ile name is not acti3e in &,A-WVE&),O/
Baoeai.t:tB an( is lace( in c^ root %,/A-W&E-EA)E
(irectory
,. -OGA,R urns on A, logging o a seciic A, not acti3e in &,A-WVE&),O/
layer. %ile name is Baoeai.t:tB an( is %,/A-W&E-EA)E
lace( in c^ root (irectory
5. -OGO++I -OG O++I urns on communications (eugging log not acti3e in &,A-WVE&),O/
-OGWO++ %,/A-W&E-EA)E
-. -OGDE4!GR )eciies *ic* unit to log (eugging not acti3e in &,A-WVE&),O/
ino. %ile name is Baoeunit.t:tB an( is a c^ %,/A-W&E-EA)E
(irectory
(. -OGD,& )ets logging (irectory

(1. -OG%P)I -OG %P)I urns on t*e sIu(ate timeImemory not acti3e in &,A-WVE&),O/
-OGW%P) usage logging. %ile name is Bs.t:tB an( %,/A-W&E-EA)E. Acti3e only
is lace( in c^ (irectory  WDE4!G is (eine(
(2. -OG-OA- Oens t*e comment log to local not acti3e in %,/A-W&E-EA)E
(irectory. log ile name is Baoecomnt.t:tB.
(. -OG/A+E )ets logging iles osti: e:tension

(. -OG/E Oens comment log to netor< (irectory. not acti3e in %,/A-W&E-EA)E
log ile name is Baoecomnt.t:tB.
((. -OG/ER )et netor< at* or logging to QQ. not acti3e in &,A-WVE&),O/
%,/A-W&E-EA)E
 AGE 2 Design Document Page 10

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
 PARAMETER BE6A)IOR SCOPE
(0. -OGO!P!I -OG O!P!I urns on communications (eugging log not acti3e in &,A-WVE&),O/
-OGWO!P! %,/A-W&E-EA)E
(,. -OG&A/DO+ urns on t*e game (eug ran(om not acti3e in &,A-WVE&),O/
logging. Also turns on t*e 3isile ma %,/A-W&E-EA)E
log. %ile name or t*e ran(om is
Baoeran(.t:tB. %ile name or t*e 3isile
ma log is Baoee:log.t:tB. *e (irectory
or t*ese logs is c^.
(5. -OG!PDAEA/GE) -ogs 3arious o?ect ino li<e orl( not acti3e in &,A-WVE&),O/
location an( target %,/A-W&E-EA)E. Acti3e only
i DE4!GA/GE) is (eine(
(-. +a<eresI +a<eresI +A>E&E) 4uil(s game resource iles not acti3e in %,/A-W&E-EA)E

0. +%,-- Fixes horizontal line problem that not acti3e in &,A-WVE&),O/
may occur with some Matrox video
adapter confgurations
01. +,D,+!),I+,D, +!),I urns on music. urns on mi(i turns o not acti3e in &,A-WVE&),O/
+,D,W+!), ot*er music.
02. +)/  Fixes lock-up problem that may not acti3e in &,A-WVE&),O/
occur with some SoundBlaster A!
confgurations<
0. /OA,EA urns o A, c*eating not acti3e in &,A-WVE&),O/
%,/A-W&E-EA)E
0. /OAEAODE) Does /ot*ing not acti3e in &,A-WVE&),O/
%,/A-W&E-EA)E
0(. /OO++)PEED )et game see( control o. not acti3e in &,A-WVE&),O/
%,/A-W&E-EA)E. Acti3e only i 
)PEEDDE4!G is (eine(
00. /OP Allos no comuter layers not acti3e in &,A-WVE&),O/
%,/A-W&E-EA)E
0,. /ODHE> *ec<s i mac*ine is running greater not acti3e ,/ %,/A-W&E-EA)E
t*an (irectH 5.0 or greater. &,A-WVE&),O/
05. /O-OG)A!) urns o more logging not acti3e in &,A-WVE&),O/
%,/A-W&E-EA)E
0-. /O+O!)EI/O +O!)EI urns o custom mouse an( uses not acti3e in &,A-WVE&),O/
/OW+O!)E normal in(os mouse %,/A-W&E-EA)E
,. /O+!),I /O +!),I urns o game music.
/OW+!),
,1. /OPAAP )et no ca on at*ing not acti3e in &,A-WVE&),O/
%,/A-W&E-EA)E
,2. /OPA-,+, Allos at*ing to <ee c*ec< or at* not acti3e in &,A-WVE&),O/
%,/A-W&E-EA)E
,. /O&+A-+O!)EI /O&+A- urns o custom mouse.
+O!)EI /O&+A-W+O!)E
,. /O)O!/DI/O )O!/DI urns game soun(s o e:cet t*ose not acti3e in &,A-WVE&),O/
/OW)O!/D laye( in t*e cinematics
,(. /O)A&!PI/O )A&!PI urns o startu slas* screens. not acti3e in &,A-WVE&),O/
/OW)A&!P
,0. /OE&&A,/)O!/D urns o terrain soun(s not acti3e in &,A-WVE&),O/

,,. O/E4!O/IO/E )ets mouse interace to one utton mice. not acti3e in &,A-WVE&),O/
 AGE 2 Design Document Page 105

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CONFIDENTIAL
 PARAMETER BE6A)IOR SCOPE
4!O/IO/EW4!O/ %,/A-W&E-EA)E
,5. !,>1 )ets ;uic< start mo(e. not acti3e in &,A-WVE&),O/
%,/A-W&E-EA)E
,-. !,>4!,-D urns on ;uic< uil(. not acti3e in %,/A-W&E-EA)E

5. &A/DO+GA+ER )et ran(om game see( to QQ. not acti3e in &,A-WVE&),O/
%,/A-W&E-EA)E
51. &A/DO++APR )et ran(om ma see( to QQ. not acti3e in &,A-WVE&),O/
%,/A-W&E-EA)E
52. &E)W=A&/ ells game to gi3e a arning i resources not acti3e in &,A-WVE&),O/
iles are missing. %,/A-W&E-EA)E
5. &E)E/D1R )ets communications ac<et resen( time not acti3e in &,A-WVE&),O/
one. &esen( time R QQ.
5. &E)E/D2R )ets communications ac<et resen( time not acti3e in &,A-WVE&),O/
to. &esen( time R QQ.
5(. &!/-OG Oens t*e run log to ^ (irectory run log not acti3e in &,A-WVE&),O/
ile name is Baoerun.t:tB. %,/A-W&E-EA)E
50. )A%ED&A=-OG =rites more stu to t*e (ra log not acti3e in &,A-WVE&),O/
%,/A-W&E-EA)E
5,. )E/A&,O)R )et scenario (irectory to QQ. not acti3e in &,A-WVE&),O/
%,/A-W&E-EA)E
55. )/R )ets startu scenario ile. )cenario ile not acti3e in &,A-WVE&),O/
name R QQ. %,/A-W&E-EA)E
5-. )>,P)/)AVE oggles sa3ing game on out o syncs not acti3e in %,/A-W&E-EA)E

-. )-O=V,E=I)-O= Does not*ing. not acti3e in &,A-WVE&),O/


V,E=I)-O=WV,E= %,/A-W&E-EA)E
-1. )PEED1R )ets communications see( one to QQ. not acti3e in &,A-WVE&),O/
%,/A-W&E-EA)E
-2. )PEED2R )ets communications see( to to QQ. not acti3e in &,A-WVE&),O/
%,/A-W&E-EA)E
-. )!A&EO!-,/EI)!A&E Does not*ing. not acti3e in &,A-WVE&),O/
O!-,/EI)!A&EWO!-,/E %,/A-W&E-EA)E
-. )EP+ODE urns on communications ste mo(e or not acti3e in &,A-WVE&),O/
(eugging. )te t*roug* com turn one %,/A-W&E-EA)E. Acti3e only
y one.  WDE4!G is (eine(
-(. )&EA++!),I)&EA+ urns on music. urns on a3e music. not acti3e in &,A-WVE&),O/
+!),I )&EA+W+!), urns o ot*er music. %,/A-W&E-EA)E
-0. )&,/GR )et string tale ile name. not acti3e in &,A-WVE&),O/
%,/A-W&E-EA)E
-,. )/+)G )*os (eugging c*at message it* acti3e only in WDE4!G
sync ino.
-5. )/)OP oggles i games stos on a sync ailure not acti3e in &,A-WVE&),O/
%,/A-W&E-EA)E
--. ))E++E+O&I))E+ !se system memory or (raing. not acti3e in &,A-WVE&),O/
+E+O&I))E+W+E+O&

1. =O4!O/I=O )ets mouse interace to to utton mice. not acti3e in &,A-WVE&),O/
4!O/I=OW4!O/ %,/A-W&E-EA)E
11. !,P ells Ai to use inluence lacement or not acti3e in &,A-WVE&),O/
uil(ings %,/A-W&E-EA)E
 AGE 2 Design Document Page 10$

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
 PARAMETER BE6A)IOR SCOPE
12. !/P Does /ot*ing not acti3e in &,A-WVE&),O/
%,/A-W&E-EA)E
1. V,DEO+E+O&IV,DEO !se 3i(eo memory or (raing. not acti3e in &,A-WVE&),O/
+E+O&I V,DEOW+E+O& %,/A-W&E-EA)E
1. =,/DO= +a<es game or< in in(o not acti3e in &,A-WVE&),O/
%,/A-W&E-EA)E
1(. =O&-DR )et orl( D (irectory to QQ. not acti3e in &,A-WVE&),O/
%,/A-W&E-EA)E

Machine Speci"ications

M$c*ine Minimum Recommen&e& Minimum Recommen&e& Mu4ti4$+er 


Mu4ti4$+er  one one
+ +emory 62 62 62 62
&esolution : 800 : $00 : 800:$00 : 25$ 800 : $00 : 25$ 800 : $00 : 25$
olors at 25$ 102 : 7$8 : 25$ 102 : 7$8 : 25$
&esolution
Processor + 166 1$$ 1$$ 200

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ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
22. De!i#n Protot+in#

*is section *as een o3erta<en y e3ents.

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ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
2. Mi4e!tone!

*is section *as een remo3e( rom (ocument an( is suerse(e( y t*e comre*ensi3e Age2
sc*e(ule attac*e(

Age"#mpp

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ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
2. 7i!* Li!t Item!

*is section is (esigne( or t*e storage o all game concets t*at *a3e een remo3e( rom t*e (esign
roer ut *ic* coul( still ossily e imlemente( i time ermits.

Roads

&oa(s imro3e tra(e y alloing tra(e units to mo3e more ;uic<ly o3er t*e terrain.

• /eutral to all layers.


• 4uil( automatically.
• Progressi3e.
• Decay *en not use(.
•  Aearance an( ;uality (een(s on traic "matte( grass (irt at* etc.#

Sound 

 Attac< soun( is laye( in stereo "i.e. attac< rom area to t*e rig*t o your screen e;uals attac< soun(
laye( t*roug* rig*t sea<er etc.#

Inter"ace

,n a ran(om game "single an( multilayer# ,L( li<e to e ale to call u a screen once t*e game *as
starte( t*at tells me *at settings ere use( in t*e ma generation "ma sie ma tye i:e(
ositions onIo etc.#.

!ame Tpes

•  A orce( alliance "5 minute# game.


•  A castle game N layers egin it* castles.

Suggested #i1ili7ation %onuses

• ,mro3e( garrisoning. i3 can garrison H` more units in e3ery garrisonale structure.
• ,mro3e( ormations or ormation onuses. , e limit t*e tye o ormations a3ailale t*is ci3
gets more ormations to ic< rom or gets etter onuses "i.e. t*eir column goes 2H as ast as
normal al<ing *ereas ot*er ci3sL columns only go 1.5H as ast#
•  Automatic researc* items. Englis* automatically get c*emistry or somet*ing.
• Economic ,normation. ou get imme(iate u(ates *en somet*ing is sol( on t*e orl( mar<et. ,
(onLt really care *at t*is is ut e s*oul( really really em*asie t*e orl( mar<et y gi3ing
onuses or it to se3eral ci3s ,+O.
• +ore intelligent units. Villagers automatically a3oi( ol3es or somet*ing. Ot*er ci3s *a3e to
researc* t*is.
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Multiplaer ,nti-#heat Sstem

De3ise an ironcla( anti'c*eat system.

3ishlist Items "rom ,o4 Design Meeting 

$egend%
Boldface indicates items that everyone likes
Italics indicates items that were shouted down
&ormal type indicates items on which there was signifcant debate#

1. Current/Max Pop somehow made visible


"# 'ndicate the owner o( a selected unit )instead o( *ust its nationality+# &,!% perhaps
making the unit colors more distinctive will solve this problem#
3. Production Queues
.# Secondary ob*ect display bug fx )Matt+
5. Anti-hack support for multiplayer (checksums, etc.)
/# Anti-torpedo support )Matt+
7. Multiplayer save includin! "le transfers
#. $ou can see trees bein! chopped down in fo! of war. %ix the dopple!an!er
0# &ew debug monitoring stu1 to track things like slowdowns
1&.1'#& resolution
22# command-line all-random game start
!. let "ost lock speed for #ultiplayer $%&' deemed unnecessary ecause we like
ha*in+ only the host choose speed
3. let "ost force andom ci* for #ultiplayer $%&' deemed unnecessary ecause players
can already pick andom.
1(.)mute / )nomute a*ects your own local system only
5. disale clis in +ame settin+s $%&' its possile that clis turn up too often as a
random possiility 
1+.sometimes stone appears within si!ht of the town center. ,dd - tiles to min
distance
17.let a buildin! become visible when viewed from the ed!e instead of ust the
middle
1#.recall/review old messa!es
1.add 0shoot at enemy but dont move2 option for catapults.
'&. 3isible cue to remind you that a Stand 4round catapult can5t move#
"2# 6oppleganger bug )Matt+
""# 7ontinue moving a unit towards a target8 even i( that target is destroyed or built
"9# all placement bug )Matt+
!/. 0uilders mo*e out of the way of uildin+s comin+ down
'3.4hen multiple buildin!s are selected 5example6 + barracks clickin! on
0clubman2 makes them all  build a clubman. 89:;6 if you run out of
resources none should be built
'+. 'n a mixed group8 i( you issue a command such as :attack ground; that some units
can5t do8 none o( the units do it# his is bad and should be fxed#
"<# here is a sound bug in mixed groups= i( one o( the units is a building8 you o(ten don5t
hear the :acceptance; sound when you give them an order#

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'#.Make trade more productive in some way. 89:;6 su!!estions included
tradin! for stone lettin! you trade with your own docks and ust !ettin!
extra money via trade.
"0# 1et the "ost an certain units from the +ame (like catapults, say)
32. permit the ulidin+ of rid+es or shallows or somethin+ similar 
-1.when a transport is selected be able to see the units inside and disembark
only part of them. Perhaps one separate icon for each type of unit would be
su<cient.
9"# 4roup pathing bug )when multiple units are tasked to go somewhere and one guy
won5t move8 the *erk+
--.9ption to place team town centers to!ether at !ame start
-(.=ill birds 5for food> 9r ust to kill> 89:;6 need a cloud of feathers when the
bird is hit
9># &ew cli1 art8 in combination with the old art
-+.Make the diplomacy screen reciprocal so you can tell what the other !uy
thinks of you.
3. Alchemy catapult stones set trees on 4re
9?# @esearch item that lets human-controlled missile units back up while fring#
90# @esearch item that lets human-controlled units try to dodge catapult fre as part o(
unit A'
(&.,nother shield past ?ron
(1., land transport unit
."# he orseScout idea
(-.More 5o<cial taunts
((.,utomatically display town centers of all allies in a team !ame at start
(3.@how the random map type while in the !ame
(+.@how the map siAe while in the !ame
(7.@ee what units are !oin! to be selected while clickanddra!!in!
/. 1et *illa+er hide inside a tree to e an in*isile sentry. "a*e him fall out of the tree
when its attacked.
(.oads6 villa!ers build them they increase speed.
3&.More research items besides Drill.
5. Pop limit options for sin+leplayer +ames
3'.4hen a !roup is selected and you hit delete let all of them die at once
3-.@et up default chat mode to 0,llied2 in multiplayer !ames. ,lso list what
kind of chat youre usin! in t he minichat box 5i.e. ,llied ,ll etc.
3(.8ew terrain tile set
>># hile click-and-dragging8 some way to have it select only  military units or only 
villagers
3+.Doubleclick to select all units of same type like in @tarcraft
><# $et mixed groups show all the di1erent unit types at the bottom o( the screen# 7lick on
one to select *ust those#
3#.?f you doubleclick while tryin! to build a villa!er 5or whatever it turns o*
the build. :his sucks.
3.Better fo!ofwar 89:;6 Matt says we can make it 0more rounded2 but
thats all.
+&.Custom superunit artwork 
+1.;d!e of world distin!uishin! art
+'.Eions should not attack catapults or ballistas.
+-.Boat movement bu! 5they !et stuck. Make rivers wider so boats can ease
throu!h
+(.More facets for boats so they look better when turnin! around

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+3.Make player colors more distinctive
++.%ix the tribute screw on endof!ame scorin!
6. Passale foundations7or don5t let us build things too (ar away (rom our villagers#
+#.Eet the players see what the !ame setup is after the !ame starts.
+.8ew cheat units 5spaceship laser tower etc.
7&.Fave a chat box accessible at !ame end to discuss ones triumph or defeat
71.Printscreen option for endof!ame stu* 
7'.@ee wonders built on the timeline = see maor battles on the timeline 89:;6
presumably the latter means 0enemy town centers destroyed2 or
somethin!.
3. &urn on smoke trails
/. 8moke from urnin+ uildin+s
73.Eet the host set the teams in multiplayer 89:;6 players can always subvert
this after the !ame starts by usin! Diplomacy so this would really only let
!ames start faster which is !ood anyway.
</# Carameter Duick-launch game )Caul B+
77.Make the timeline text easier to read= Make the timeline more like
C?G?E?H,:?98s so it starts small then !ets fat etc.
7#.4hen a unit "nishes trainin! have a hot key to teleport you to that unit.
89:;6 seems !ood to teleport you to buildin!s that ust "nished
researchin! or to a place that ust had a "!ht start.
7.Make it easier to rebuild farms 5Iueue them>
#&.Better multiplayer code includin! winsock ' whatever that is 5Paul B
#1.Drop la!!in! player via vote as in ,!e'
#'.,dd a new 0:ribute ,ll2 button that !ives away everythin! you own.
#-.9nly the host can chan!e speed
/. &he scenario-creator interface is hideous, make it prettier 
#3.Jsercon"!urable hot keys
6. 9hen you resi+n, +i*e your ld+s to your allies
. In-+ame "elp
##.?dle villa!er noti"cation 5snorin! or somethin!
#.=ey to "nd the idle villa!er 5maybe the same as K7# above
&.@ound e*ect for research completion
:. ;illa+ers stop taskin+ when player drops
:!. <ont let the pop limit e e=ceeded y the common ploy of makin+ multiple uildin+s
09# Cut 4aia units on their own tab in the scenario creator
0.# Split buildings and units in the scenario creator
0># 7annibal cheat#

 AGE 2 Design Document Page 116

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CONFIDENTIAL
A. Cont$ct In/orm$tion

eam e'mail mailtoIIage2Censemlestu(ios.com

Game Design '


4ruce )*elley mailtoIIs*ellyCensemlestu(ios.com 87'259'7127
+ar< errano mailtoIImterranoCensemlestu(ios.com 972'9$0'2700 :'26
"Pager 21'897'091#

Design )ec ',an %isc*er 


mailtoIIiisc*erCensemlestu(ios.com 972'9$0'2700 :'265

Programming 'Angelo -au(on


mailtoIIalau(onCensemlestu(ios.com 972'9$0'2700 :'211

+usic  )oun( ' *ris &iy


mailtoIIcriyCensemlestu(ios.com 972'9$0'2700 :'210
 Art N 4ra( ro
mailtoIIcroCensemlestu(ios.com 972'9$0'2700 :'26
Pro?ect +anagement N arter &yan
mailtoII*ryanCensemlestu(ios.com 972'9$0'2700 :'2$8

Pro(uct +anagerment "+)# ' im Snamenace<


mailtoIItimCmicrosot.com 25'96$'5075

est -ea( ' Jamie E3ans "+)#


mailtoII?e3ansCmicrosot.com 25'706'2606

Press ")*an(ic<+)#
Gene3ie3e Ostergar( mailtoIIgostergar(Cs*an(ic<.com "25# 52'500
 A(am >a*n mailtoIIa<a*nCs*an(ic<.com "25# 52'500

 Age2 )uggestions mailtoII;uestionsCensemlestu(ios.com

 AGE 2 Design Document Page 11

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CONFIDENTIAL
B. D$t$3$!e Fi4e N$min# Con'ention!

Units

B$!ic Fi4en$me Structure

! R !nit Are3iation
 A R Animation o(e
O R O3erlay I )*a(o o(e
H R %ile E:tention

!!!!!WAO.HHH

2amples

• )*a(o or a al<ing <nig*t >/GW=0.HHH


• O3erlay 6 or a running outla O!-=W&0.HHH
• %i(get or a Pi<eman it* no s*a(o or o3erlay P>E+/W%/.HHH
• %i(get 2 or a Pi<eman it* no s*a(o or o3erlay P>E+/WG/.HHH

Unit A33re'i$tion T$34e

Unit N$me )*i %is*ing )*i %))P


a3alry >nig*t >/G Unit N$me
a3alry -ance -A/E Villager +ale V+A-E
a3alry Pala(in PA-D/ )*i Galley GA--
a3alry )cout )O! )*i Jun< J!/>H
Gaia Deer DEE&H )*i O +a ra(e 4oat O+4O
Gaia %is* %,)H )iege +angonel +A/GO
Gaia a< A=>H )ecial +on< +O/>H
Gaia Outla O!-= )ecial ,niltrator I )y ,/%,-
Gaia =ol3es =O-%H )iege )corion 4allista )4A-
,nantry 4erser<er 4&)&> )iege reuc*et &E4!
,nantry ea3y )or(man V)=D ra(e ara3an A&AV
,nantry Pi<eman P>E+/ ra(e art A&
,nantry )earman )P&+/ ra(e Don<ey DO/>
,nantry )or(man )=D+/ !ni;ue ata*ract AAP
,nantry o'an(e( )or(man )=D !ni;ue *u'>o'/u !>/
+issile Arc*er A&& !ni;ue Der3is*es DE&V,
+isc Artiact art A& !ni;ue Got* 4erser<er G4&)>
+issile omoun( Arc*er A& !ni;ue Janissary JA//,
+issile a3alry Arc*er V& !ni;ue -ongomen -/G4=
+issile an( annoneer A/& !ni;ue -ongoat -/G4
+issile ea3y rossomen H4O= !ni;ue +oile )iege !nit +O)!/
+issile rossomen H4O=+ !ni;ue +ultiurose a3 +PAV
)iege 4omar( annon 4A// !ni;ue )amurai )+!&,
)iege o3ere( 4attering &am 4&A+ !ni;ue *roing A:emen AHE+
)*i og OGHH !ni;ue eutonic >nig*t >/,

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!ni;ue =oa( 4erser<er =4&)>
Villager %emale V%+-E

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CONFIDENTIAL
A&&ition$4 Unit A33re'i$tion!

• *ese are are3iations or units t*at *a3e not e inalie( ut *ic* re;uire (ataase entries or
testing.

Unit N$me
"ero# *arles +artel +A&
"ero# arol( aar(raa(e AA
"ero# rol t*e Ganger &G
"ero# Joan Darc JODA
"ero# =illiam =allace =,=A
annon Galley A/GA
ae( 4attering &am 4A&
>ing >,/GH
O'+a ra(e 4oat O+4O
)mall ra(e 4oat )&4O
ra(e Don<ey DO/>
=ar Galley =A&GA
$t$3$!e
Anim$tion Co&e

Anim$tion Co&e Anim$tion Co&e


 Attac< A /ull /
4uil( 4 &un I &
arry  *arge
Deat* D )ecial H
Deat* )till ) as<  "! an( V i
%i(get % "G  an( , i a((itional tas<s#
a((itional i(gets# =al< =

O'er4$+  S*$&o9 Co&e

Co&e Denote!
0 )*a(o
1N9 O3erlays "se;uential#
/ /ull N neit*er s*a(o nor o3erlay

%uildings

B$!ic Fi4en$me Structure

4 R 4uil(ing Are3iation
 A R Age o(e
) R )tate o(e
O R O3erlay I )*a(o o(e
 R i3iliation o(e
H R %ile E:tention

4444A)O.HHH
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2amples

• 4lac<smit* age one construction le3el one no o3erlay or s*a(o Asian 4-A1A/%.HHH

• astle age our null state s*a(o East Euroean


)-/0E.HHH

• =on(er null age null state no o3erlay or s*a(o =est Euroean


=/D&0/0=.HHH

Bui4&in# A33re'i$tion T$34e

De!crition N$me
 Arc*ery &ange A&&G
4lac<smit* 4-A
4arrac<s 4&>)
*urc* &
astle )-
Doc< DO>
%arm %A&+
%ortiie( on enter %=
=all Gate GAE
Guar( oer G&=
+ill +,--
+ar<et +&>
on enter &=
)iege =or<s*o ),=)
)tale )4-
ra(e =or<s*o D=)
!ni3ersity !/,V
=all =A--
=atc* oer ==
=on(er =/D&
ouse O!)

A#e Co&e

A#e Co&e
%irst Age 1
)econ( Age 2
*ir( Age 6
%ourt* Age 
/ull Age 0

St$te Co&e

St$te Co&e
onstruction -e3el One A
Destruction -e3el One V
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Destruction -e3el o =
Destruction -e3el *ree H
Dying 
&ule S
/ull /

O'er4$+  S*$&o9 Co&e

Co&e Denote!
0 )*a(o
1N9 O3erlays "se;uential#
/ /ull N neit*er s*a(o nor o3erlay

Ci'i4i%$tion Co&e

Ci'i4i%$tion Co&e
elt 
East Euroean E
%ar Eastern I Asian %
Generic G
+i((le Eastern I Ara +
+ongol >
Vi<ing V
=est Euroean =

 AGE 2 Design Document Page 119

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C. De3u##in# Inut Bo8

Function
*e (eugging inut o: allos layers to a(( comments to a central ool. 4ug reorts suggestions etc.
can all e logge( to t*is same area.

Use
*e user sen(s a normal c*at message t*at starts it* an Fb@ e.g. Fbt*e c*inese mill in age1 *as a urle
ac<groun(. *e user *its o<ay "or sen(# ?ust li<e a normal c*at message. A roerly ormatte( message
sen(s ac< a c*at message t*at says "in eect# -og message a((e( to )^-OG)^

Implementation
• omments are alays aen(e( to t*e ile it* t*e olloing inormation in )V ormat. " Date ime
3ersionQ layer name ci3 laying age t*ey are in game time user comments #.
• , t*e ile (oes not e:ist an error message aears
• , t*e ile is usy or in use etc. t*e rogram s*oul( try se3eral times "say u to 10 secon(s# eore
ailing t*e log an( notiying t*e user t*at t*eir comment (i( not go in t*e ile.
• ou s*oul( e ale to use a netor< ile name i.e. ^^/)WE/)6^)tu(ios2^Age2^-ogs to seciy t*e ile.
•  A ne registry entry )*are( -og Directory is use( to in(icate t*e (irectory *ere t*e comments ile is
locate(.
• *e ne registry entry s*oul( roaly go un(er
^>EW-OA-W+A,/E^)O%=A&E^+,&O)O%^GA+E)^AGE O% E+P,&E)^2.00 it* a /ame
o )*are( -og Directory

Other Implementation
 A searate (ialog o: is use( t*at allos t*e user to select a roa( category ")uggestion Art Gamelay
+usic ec*ree etc# or t*e rolem. *is

otes
 A tool e:terior to t*e game "i.e. Access or rystal &eorts or *ec< /otea(# ill e use( to manage t*e
rolem reorts an( ut t*em into &ai( P&'rac<er etc. /o management o t*e ile is nee(e( y t*e game.

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CONFIDENTIAL
D. AI E8ert S+!tem

*is section mo3e( to a searate (ocument.

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E. Form$tion D$t$

Formation #lasses Tale

Per t*e tale elo AGE 2 units are assigne( a ormation class t*at (eines t*eir e*a3ior *en or(ere( into
a ormation "i.e. rotecte( class units mo3e to t*e center o a o: ormation missile inantry mo3e e*in(
inantry in a line ormation etc.#

/ote or uil(ing garrison uroses t*e rotecte( "P class# units e:clu(e siege eaons. *at is siege
eaons may not e garrisone( in uil(ings.

, ,nantry
 A +issile ,nantry
 a3alry
 +issile a3alry
P Protecte( I +isc
) )*i
> >ing
H Any

UNIT NAME ID OB:  CLASS


+issile Arc*er A&& 1 A
+issile omoun( Arc*er A& 2$ A
+issile an( annoneer A/& 10$ A
+issile ea3y rossomen H4O= 120 A
+issile rossomen H4O=+ 69 A
!ni;ue *u'>o'/u !>/ 65 A
!ni;ue -ongomen -/G4= 167 A
a3alry -ance -A/E 166 
a3alry >nig*t >/G 161 
a3alry Pala(in PA-D/ 176 
!ni;ue ata*ract AAP 28 
!ni;ue +ultiurose a3 +PAV 19 
+issile a3alry Arc*er V& 55 
,nantry 4erser<er 4&)&> 20 ,
,nantry ea3y )or(man V)=D 11$ ,
,nantry Pi<eman P>E+/ 185 ,
,nantry )earman )P&+/ 210 ,
,nantry )or(man )=D+/ 219 ,
,nantry o'an(e( )or(man )=D 259 ,
!ni;ue Der3is*es DE&V, $0 ,
!ni;ue Got* 4erser<er G4&)> 82 ,
!ni;ue Janissary JA//, 12 ,
!ni;ue )amurai )+!&, 208 ,
!ni;ue *roing A:emen AHE+ 221 ,
!ni;ue eutonic >nig*t >/, 2$1 ,
!ni;ue =oa( 4erser<er =4&)> 60 ,
+isc Artiact art A& 7 P
)iege 4omar( annon 4A// 8 P
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)iege o3ere( 4attering &am 4&A+ 22 P
)iege +angonel +A/GO 169 P
)ecial +on< +O/>H 15 P
)ecial ,niltrator I )y ,/%,- 122 P
)iege )corion 4allista )4A- 206 P
)iege reuc*et &E4! 275 P
!ni;ue +oile )iege !nit +O)!/ 17 P
ae( 4attering &am 4A& 66 P
>ing >,/GH 129 >
ueen !EE/ 4D >
)*i og OGHH 7 )
)*i %is*ing )*i %))P 7 )
)*i Galley GA-- 80 )
)*i Jun< J!/>H 12$ )
!ni;ue -ongoat -/G4 165 )
annon Galley A/GA 2 )
O'+a ra(e 4oat O+4O 1$8 )
)*i )mall ra(e 4oat )&4O 21$ )
)*i =ar Galley =A&GA 668 )
ra(e art A& 21 P
ra(e Don<ey DO/> 26 P
Villager %emale V%+-E 605 P
Villager +ale V+A-E 619 P

Format Speci"ier "or Formations Data File

%or (ocumentation uroses t*e ormations ile is calle( B%O&+A,O/).


B%O&+A,O/).HB
HB an( is in t*e ^Data^ (irectory.

II%ormation Data %ile


II
II)ynta:
II
II%O&+A,O/
II%O&+A,O/ L%ormation/ameAsA)ingleoncatenate(
L%ormation/ameAsA)ingleoncatenate()tringEnclose(,n)
)tringEnclose(,n)ingleuotesL
ingleuotesL
IIOrientation
IIOrientation loat loat loat "anonical Orientation o t*e B%rontB o t*e %ormation#
II/umyes
II/umyes H "*is ormation ill *a3e H (ierent tyes#
IIye0
II.
II.
IIyeH'1
II)ingleye
II)ingleye 0I1 ")ays *et*er or not t*is is a single tye ormation. , it is a
II single tye ormation t*en t*e tyes ao3e are t*e tyes t*at
II can e ut into t*is ormation. *e tyes in t*e slot listings
II must also e '1 i t*is is a single tye ormation#.
II4onus int int int int *e our onus 3alues or t*is ormation "!ni3ersal Attac< Deense
omman(er#
II+a:urnAngle
II+a:urnAngle int *e ma:imum angle "in (egrees# t*at t*is ormation is alloe( to turn at one
time
II/um)lots int *e numer o (eine( slots elo
IIint &I! int loat loat loat loat loat loat
II ")lotQ &R&e;uire(I!ROtional
&R&e;uire(I!ROtional ye,D HSOset
HSOset %orar(VectorM
%orar(VectorM *ere can e u to 255 (i tyes er
ormation#
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II
II/OE *is uses t*e stan(ar(
stan(ar( 6D coor(inate
coor(inate system
II Positi3e  comes out o t*is screen rig*t into your eyealls.
II "00# Positi3e S ''''Y
II P
II o
II s
II i
II t
II i
II 3
II e
II
II H
II
II _
II _
II _
II ^I

%O&+A,O/ L-ineL
,D 0
Orientation 0.0 0.0 1.0
/umyes 2
0
1
)ingleye 1
4onus 0 0 0 0
+a:urnAngle 5
+o3ementye 1
)ync%rames 0
/um)lots 10
0 & '1 0.0 0.0 0.0 0.0 0.0 1.0
1 & '1 '1.0 0.0 0.0 0.0 0.0 1.0
2 & '1 1.0 0.0 0.0 0.0 0.0 1.0
6 ! '1 '2.0 0.0 0.0 0.0 0.0 1.0
 ! '1 2.0 0.0 0.0 0.0 0.0 1.0
5 ! '1 '6.0 0.0 0.0 0.0 0.0 1.0
$ ! '1 6.0 0.0 0.0 0.0 0.0 1.0
7 ! '1 '.0 0.0 0.0 0.0 0.0 1.0
8 ! '1 .0 0.0 0.0 0.0 0.0 1.0
9 ! '1 '5.0 0.0 0.0 0.0 0.0 1.0

%O&+A,O/ LolumnL
,D 1
Orientation 1.0 0.0 0.0
/umyes 2
0
1
)ingleye 1
4onus 0 0 0 0
+a:urnAngle 90
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ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
+o3ementye 1
)ync%rames 0
/um)lots 10
0 & '1 0.0 0.0 0.0 1.0 0.0 0.0
1 & '1 '1.0 0.0 0.0 1.0 0.0 0.0
2 & '1 '2.0 0.0 0.0 1.0 0.0 0.0
6 & '1 '6.0 0.0 0.0 1.0 0.0 0.0
 & '1 '.0 0.0 0.0 1.0 0.0 0.0
5 ! '1 '5.0 0.0 0.0 1.0 0.0 0.0
$ ! '1 '$.0 0.0 0.0 1.0 0.0 0.0
7 ! '1 '7.0 0.0 0.0 1.0 0.0 0.0
8 ! '1 '8.0 0.0 0.0 1.0 0.0 0.0
9 ! '1 '9.0 0.0 0.0 1.0 0.0 0.0

%O&+A,O/ LArc*era3alry-ineL
,D 2
Orientation 0.0 0.0 1.0
/umyes 2
0
1
)ingleye 0
4onus 0 0 0 0
+a:urnAngle 90
+o3ementye 1
)ync%rames 0
/um)lots 20
0 & 0 0.0 0.0 0.0 0.0 0.0 1.0
1 & 0 '1.0 0.0 0.0 0.0 0.0 1.0
2 & 0 1.0 0.0 0.0 0.0 0.0 1.0
6 & 0 '2.0 0.0 0.0 0.0 0.0 1.0
 ! 0 2.0 0.0 0.0 0.0 0.0 1.0
5 ! 0 '6.0 0.0 0.0 0.0 0.0 1.0
$ ! 0 6.0 0.0 0.0 0.0 0.0 1.0
7 ! 0 '.0 0.0 0.0 0.0 0.0 1.0
8 ! 0 .0 0.0 0.0 0.0 0.0 1.0
9 ! 0 '5.0 0.0 0.0 0.0 0.0 1.0
10 & 1 0.0 0.0 2.0 0.0 0.0 1.0
11 & 1 '1.0 0.0 2.0 0.0 0.0 1.0
12 & 1 1.0 0.0 2.0 0.0 0.0 1.0
16 & 1 '2.0 0.0 2.0 0.0 0.0 1.0
1 ! 1 2.0 0.0 2.0 0.0 0.0 1.0
15 ! 1 '6.0 0.0 2.0 0.0 0.0 1.0
1$ ! 1 6.0 0.0 2.0 0.0 0.0 1.0
17 ! 1 '.0 0.0 2.0 0.0 0.0 1.0
18 ! 1 .0 0.0 2.0 0.0 0.0 1.0
19 ! 1 '5.0 0.0 2.0 0.0 0.0 1.0

%O&+A,O/ L=e(geL
,D 6
Orientation 1.0 0.0 0.0
/umyes 2
0
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1
)ingleye 0
4onus 0 0 0 0
+a:urnAngle 90
+o3ementye 1
)ync%rames 0
/um)lots 11
0 & 0 0.0 0.0 0.0 1.0 0.0 0.0
1 & 1 '1.0 0.0 1.0 1.0 0.0 0.0
2 & 1 '1.0 0.0 '1.0 1.0 0.0 0.0
6 & 1 '2.0 0.0 2.0 1.0 0.0 0.0
 & 1 '2.0 0.0 '2.0 1.0 0.0 0.0
5 ! 1 '6.0 0.0 6.0 1.0 0.0 0.0
$ ! 1 '6.0 0.0 '6.0 1.0 0.0 0.0
7 ! 1 '.0 0.0 .0 1.0 0.0 0.0
8 ! 1 '.0 0.0 '.0 1.0 0.0 0.0
9 ! 1 '5.0 0.0 5.0 1.0 0.0 0.0
10 ! 1 '5.0 0.0 '5.0 1.0 0.0 0.0

%O&+A,O/ L4o:L
,D 
Orientation 1.0 0.0 0.0
/umyes 2
0
1
)ingleye 0
4onus 0 0 0 0
+a:urnAngle 90
+o3ementye 1
)ync%rames 0
/um)lots 9
0 & 0 0.0 0.0 0.0 1.0 0.0 0.0
1 & 1 2.0 0.0 2.0 1.0 0.0 0.0
2 & 1 2.0 0.0 '2.0 1.0 0.0 0.0
6 & 1 '2.0 0.0 2.0 1.0 0.0 0.0
 & 1 '2.0 0.0 '2.0 1.0 0.0 0.0
5 ! 1 2.0 0.0 0.0 1.0 0.0 0.0
$ ! 1 0.0 0.0 2.0 1.0 0.0 0.0
7 ! 1 0.0 0.0 '2.0 1.0 0.0 0.0
8 ! 1 '2.0 0.0 0.0 1.0 0.0 0.0

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F. Bui4& Proce&ure

1. ell e3eryone to not run Age 2 until you are (one. *is inclu(es rogrammerLs running rom V i t*eir
or<ing (irectory is set to ^age2^game. ou ant to (o t*is so no one ill *a3e any iles t*at you nee( to
or< it* loc<e(.

2. E(it t*e Brungame.atB ile in ^age2^game an( uncomment t*e irst line so *en anyone tries to run t*e
atc* ile it ill (islay a message an( e:it.

6. E(it t*e Bimort.atB ile in ^age2^(ata an( uncomment t*e irst line li<e ao3e.

. !(ate t*e 3ersion Q


' Version numers are in t*e olloing ormat 00.++.)).++DD *ere ++ is t*e milestone numer
)) is a se;uential numer starting it* 01 ++ is t*e mont* an( DD is t*e (ay. An e:amle 3ersion numer
is B00.02.01.060$B. Doing a secon( u il( or t*e same milestone on 6I11 oul( c*ange t*e 3ersion numer
to B00.02.02.0611B. Doing an initial uil(  or milestone 6 on 6I11 oul( c*ange t*e 3ersion numer to
B00.06.01.0611B.
' ,n main.c aroun( line 7 1 c*ange t*e 3ersion or ino.rogW3ersion
' ,n resource.rc "oen as Bte:tB... (onLt let V oen it as a resource ile# aroun( line 5 c*ange t*e
3ersion numer or %,-EVE&),O/
' ,n resource.rc aroun( line 75 c*ange t*e 3ersion numer or B%ileVersionB

5. 4uil( a ne Bemires2.e:eB rom t*e BAge 2B ro?ect


' +a<e sure you *a3e all t*e latest co(e
' +a<e sure all o your iles are c*ec<e( in
' )et t*e Bacti3e conigurationB on t*e Buil(B menu in V to Btrie ' =in62 &eleaseB
' &euil( all
' oy t*e release^trie.e:e to ^age2^game^emires2.e:e

$. 4uil( a ne Blanguage.(llB rom t*e BAge 2 -anguageB ro?ect


' +a<e sure you *a3e all t*e latest co(e
' +a<e sure all o your iles are c*ec<e( in
' )et t*e Bacti3e conigurationB on t*e Buil(B menu in V to B-anguage ' = in62 &eleaseB
' &euil( all
' oy t*e release^language.(ll to ^age2^game^language.(ll

7. 4uil( t*e gra*ics an( soun( resource iles


' %rom Para(o: oen t*e BmenuB orm
' lic< Be:ortB an( anser BnoB to auto'imort
' lic< Brenumer resource i(Ls an( e:ortB
' lic< Be:ortB an( anser BnoB to auto'imort again
' oy t*e K.rm iles rom ^age2^(ata to ^age2^game^resource "*ese K.rm iles ere create( rom
t*e ao3e stes#
' +o3e "not coy# all K.sl K.al K.col "e:cet or s*2sl.col# an( K.sin rom ^age2^game to
^age2^game^resource
' +o3e "not coy# all non'terrain soun(s rom ^age2^game^soun( to ^age2^game^resource... all
K.a3 iles it* names t*at (o not start it* ir( sna<e a3e or in(.
' %rom t*e ^age2^game (irectory run emires2.e:e an( ass in t*e comman( line arameter
B+A>E&E)B. *is ill ta<e se3eral minutes "aroun( 5 to 10#. ,t causes t*e game to uil( t*e B(ata^K.resB iles
*ic* *ol( all o t*e gra*ics an( soun(s. ou onLt e ale to tell it is (oing anyt*ing ut Bemires2.e:eB
ill e running in t*e ac<groun( "you can see it in t*e tas< list *en you ress ctrl'alt'(el#.
' Once t*e game actually starts ress trl'- to loa( t*e (ataase.

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8. !(ate t*e latest uil( o t*e game in B^age2^uil(B
' oy emires2.e:e an( language.(ll rom ^age2^game
' Delete t*e (ata su'(irectory an( coy in all t*e iles rom ^age2^game^(ata
' oy any scenarios t*e (esigners ant to inclu(e rom ^age2^game^scenario
' oy any camaigns t*e (esigners ant to inclu(e rom ^age2^game^camaign
' oy terrain soun(s an( music mi(i iles rom ^age2^game^soun(

9. +a<e sure it or<sb


' &un emires2.e:e rom ^age2^uil(
' )tart a ran(om game
' 4uil( a uil(ing or to
' rain a 3illager 
' ell some 3illagers to (o some tas<s
' )a3e t*e game to BtestB
' -oa( t*e game you ?ust sa3e(

10. lean u e:tra iles in t*e ^age2^uil(


' Delete K.no iles
' Delete t*e sa3egame^test.gam ile

11. Si t*e ile or +icrosot


' !se =inSi "or anot*er i rogram t*at can *an(le long ile names# to i e3eryt*ing t*at is in
^age2^uil( "inclu(ing su'(irectories#
' reate t*e i ile on our t site *ic* you can get to y rosing t*e netor< neig*or*oo(
selecting entire netor< t*en 4)). *e at* is ^^=1^===)tu(ios^%t^+s^Age2^4uil(s
' /ame t*e i ile BAge2W++DDB *ere ++ is t*e mont* an( DD is t*e (ay. )o t*e ile name  or a
uil( (one on 6I11 oul( e BAge2W0611.iB. , you nee( to (o more t*an one uil( on t*e same (ay ?ust
aen( a letter to t*e en( o t*e ile name starting it* BaB t*en BB etc. )o t*e secon( i or 6I11 oul( e
BAge2W0611a.iB

12. )en( an e'mail to im S. "timCmicrosot.com# Jamie E3ans "?e3ansCmicrosot.com# +ar< *omas "a'
mar<t*Cmicrosot.com# an( caron'coy arter &yan letting t*em <no t*at t*e uil( is on our t site an(
*at t*e name o t*e i ile is.

16. E(it t*e Brungame.atB ile in ^age2^game an( t*e Bimort.atB ile in B^age2^(ataB an( comment out
t*e irst line in eac* ile so eole can use t*e atc* iles again. Also let e3eryone <no t*ey can run t*e
game again.

*e ao3e is or (oing a ull uil(. , you ?ust nee( to u(ate t*e Bemires2.e:eB an(Ior t*e Blanguage.(llB ile
t*en you can s<i ste Q7 "t*e time consuming one# c*ange ste Q8 to only coy t*e emires2.e:e an(
language.(ll iles an( c*ange ste Q11 to only i t*ose to iles instea( o t*e entire (irectory.

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E. Score Mo&e4

o e (etermine(.

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F. 6ot;e+ In&e8

 Age 2 ot>eys
'''''''''''''

)elect 4uil(ing ot >eys


''''''''''''''''''''''
)elect on enter BB B&- B B&- /B
)elect 4arrac<s B&- 4B
)elect Doc< B&- DB
)elect )eige =or<s*o B&- >B
)elect )tale B&- -B
)elect *urc* B&- B
)elect ra(e =or<s*o B&- PB
)elect astle B&- JB
)elect 4lac<smit* /O/E
)elect +ill /O/E
)elect !ni3ersity B&- !B
)elect +ar<et B&- +B
)elect Arc*ery &ange /O/E

Villager ot >eys


''''''''''''''''''''''
4uil( Economic B4B
4uil( +ilitary BVB
&eair B&B
)to B)B
-aunc* %lare /O/E

Villager 4uil( Economic ot >eys


''''''''''''''''''''''
ouse BEB
+ill B,B
4lac<smit* B)B
Doc< BDB
+ar<et B+B
%arm B%B
*urc* BB
!ni3ersity B!B
onenter B/B
=on(er BOB

Villager 4uil( +ilitary ot >eys


''''''''''''''''''''''
4arrac<s B4B
 Arc*ery &ange BAB
)tale B-B
)eige =or<s*o B>B
Palise( =all BPB
)tone =all B=B
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=atc* oer BB

4arrac<s ot >eys


''''''''''''''''''''''
)earman BB
)or(man BB
ea3y )or(man B)B
o'an(e( )or(man B)B
*amion B)B
Pi<eman BEB
,ron )*an< Pi<eman BEB
aler(man BEB

 Arc*ery &ange
''''''''''''''''''''''
 Arc*er BB
omosite Arc*er BAB
rossomen B&B
ea3y rossomen B&B
a3alry Arc*er BB
ea3y a3alry Arc*er BB

)tale ot>eys
''''''''''''''''''''''
)cout B)B
-ance a3alry BB
>nig*t B/B
Pala(in B/B

)eige =or<)*o
''''''''''''''''''''''
4attering &am B&B
ae( 4attering &am B&B
+angonel BAB
reuc*et BB
)corion 4allista B4B
an( annoneer BEB
4omar( annon BB

Doc< ot >eys


''''''''''''''''''''''
%is*ing )*i B%B
og BB
Galley BAB
=ar Galley B=B
annon Galley BB

*urc* ot >eys


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''''''''''''''''''''''
+on< BB

+isc ot >eys


''''''''''''''''''''''
+o3e
!ngrou B!B
)elect Grou 1'9 B1'9B
Delete !nit BDE-B
*at BE/E&B
)ee( ! BB
)ee( Don B'B
/e:t ,(le Villager B.B
ycle %ocus Area BO+EB
Goto )electe( o?ect )PAEB
&e3ie *at +essages &ein( PAGE !PB
&e3ie *at +essages %orar( BPAGE DO=/B
omman( Grou y /umer B&- 1'9B
omman( )elect Grou B),% 1'9B
omman( a )electe( BA4B
Soom in BA- %2B
Soom out BA- %6B

%ormation ot >eys


''''''''''''''''''''''
TTT B/B
4rea< %ormation B4B
%orm %ormation B%B
=*eel %ormation B&B
=*eel %ormation B-B
 Aout %ace BB
Outline B!B

De3eloer ot >eys


''''''''''''''''''''''
)*o )electe( ,DLs BA- ,B
)*o +a Pat*s BA- PB
)*o &en(er !(ate BA- )B
%orce &e(ra BA- B
oggle Ostruction +a BA- OB
oggle O?ect Dislay BA- AB
oggle )ystem Palette BA- HB
Vie Occlusion BA- +B

omman( Player 1 B&- %1B


omman( Player 2 B&- %2B
omman( Player 6 B&- %6B
omman( Player  B&- %B
omman( Player 5 B&- %5B
omman( Player $ B&- %$B
omman( Player 7 B&- %7B
omman( Player 8 B&- %8B
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omman( Player 9 B&- %9B

&ecor( omment B&- %11B


ast Vote to Dro B&- %12B
)a3e Game B&- EB
GO-D B&- GB
)O/E B&- )B
=oo( B&- =B
%OO( B&- %B
O&E B&- OB
ool 4o: oggle B&- B
)a3e )cenario B&- VB
=rite +em ino to %ile B&- HB
Vie Gri( +o(e B&- SB

ancel BE)B
oggle )core B%B
oggle %P) B%5B
Visiility B%$B
%og o =ar B%7B
omm ino B%8B
 A, ino B%9B
loc< oggle B%11B
&e;uest )a3e B%12B

Deug Ping TT B&- JB


&estart Game B&- /B

IIomilation -ist Please ignore or no.....


!nit ot >eys
''''''''''''''''''''''
>nig*t B/B
-ance a3alry BB
Pala(in B/B
ea3y )or(man B)B
Pi<eman BEB
)earman BB
)or(man BB
o'an(e( )or(manB)B
 Arc*er BB
omosite Arc*er BAB
a3alry Arc*er BB
an( annoneer BEB
ea3y rossomen B&B
rossomen B&B
og BB
%is*ing )*i B%B
Galley BAB
4omar( annon BB
o3ere( 4attering &am B&B
)corion 4allista B4B
,niltrator I )y B)B
+on< BB
ra(e art BB
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-ongoat B-B
Villager "+ale# BB
annon Galley BB
ae( 4attering &am B&B
O'+a ra(e 4oat B%B
ra(e Don<ey BDB
=ar Galley B=B
)cout B)B
ara3an BB
 Arc*ery &ange BAB
 Arc*ery &ange6 BAB
 Arc*ery &ange BAB
4lac<smit* B)B
4lac<smit*2 B)B
4lac<smit*6 B)B
4lac<smit* B)B
4arrac<s B4B
4arrac<s6 B4B
4arrac<s B4B
*urc* BB
*urc*2 BB
*urc*6 BB
*urc* BB
astle BJB
astle BJB
Doc< BDB
&ai(er Doc< BDB
Doc<2 BDB
Doc<6 BDB
Doc< BDB
%arm B%B
Guar( oer BB
>ee BB
4omar( oer BB
+ill B,B
+ill2 B,B
+ill6 B,B
+ill B,B
+ar<et B+B
+ar<et6 B+B
+ar<et B+B
on enter B/B
&ai(er on enter B/B
on enter2 B/B
on enter6 B/B
on enter B/B
)iege =or<s*o B>B
)iege =or<s*o B>B
)tale B-B
)tale6 B-B
)tale B-B
ra(e =or<s*o B&B
ra(e =or<s*o B&B
!ni3ersity B!B
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!ni3ersity B!B
=atc* oer BB
=on(er BOB
Gate I lose( BIB
Gate I lose(2 BIB
Gate I lose(6 BIB
Gate ^ lose( B^^B
Gate ^ lose(2 B^^B
Gate ^ lose(6 B^^B
Palisa(e =all BPB
)tone =all B=B
%ortiication =all B=B
Pac<e( on enter B/B
ouse BEB
ouse 2 BEB
ouse 6 BEB
ouse  BEB
,ron )*an< Pi<eman BEB
aler(man BEB
Pac<e( +angonel BAB
*amion B)B
ea3y a3alry Arc*er BB

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