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2020.04.29 AoE II DE - Civilization quick guide

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Aztecs
Celts
© Jaguar Warrior (anti-infantry infantry)
► Infantry move 15% faster
► Lumberjacks work 15% faster
► Siege weapons fire 20% faster
► Sheep not converted if in 1 Celt
unit's line of sight
◄Infantry & Monks►
► Villagers carry +5
► Military units created 15% faster
► +5 Monk hit points for each Monastery technology
► Start with +50 gold
© Woad Raider (fast infantry)
• Atlatl (Skirmishers +1 attack, +1 range)
• Garland Wars (+4 infantry attack)
Team Bonus: Relics generate +33% gold
• Stronghold (Castles and towers fire 20% faster)
• Furor Celtica (Siege Workshop units +40% HP)
Team Bonus: Siege Workshops work 20% faster
Berbers
◄Cavalry & Navy►
► Villagers move 10% faster
► Stable units cost -15% in Castle, -20% in Imperial Age
► Ships move 10% faster
© Camel Archer (cavalry archer with bonus against cavalry archers)
© Genitour (anti-archer mounted skirmisher)
• Kasbah (team castles work 25% faster)
• Maghrebi Camels (Camel units regenerate)
Team Bonus: Genitour available in the Archery Range starting in the Castle Age
Chinese
◄Archers►
► Start with +3 villagers, -50 wood, -200 food
► Technologies cost -10% Feudal, -15% Castle, -20% Imperial Age
► Town Centers support 10 population and +5 LOS
► Demolition ships +50% hit points
© Chu Ko Nu (fast-firing crossbowman)
• Great Wall (Walls and towers +30% HP)
• Maghrebi Rocketry (Chu Ko Nu +2, scorpions +4 attack)
Team Bonus: Farms +45 food
Britons
Cumans
© Longbowman (long range archer)
© Kipchak (cavalry archer with rapid-fire)
◄Foot archers►
► Town Centers cost -50% wood in Castle Age
► Foot archers (except skirmishers) have +1 range Castle Age, +1 range Imperial
Age (for +2 total)
► Shepherds work 25% faster
• Yeomen (+1 foot archer range +2 tower attack)
• Warwolf (Trebuchets do blast damage)
Team Bonus: Archery Ranges work 20% faster
Bulgarians
◄Infantry& Cavalry►
► Militia-line upgrades free
► Town Centers cost -50% stone
► Can build Krepost
◄Cavalry►
► Additional Town Center can be built in the Feudal Age
► Siege Workshop and Battering Ram available in the Feudal Age; Capped Ram
upgrade available in Castle Age
► Cavalry 5% faster each age (starting in Feudal Age)
• Steppe Husbandry
(Light Cavalry, Steppe Lancers and Cavalry Archers trained 50% faster)
• Cuman Mercenaries
(team members can create 10 free Elite Kipchaks in the Castle)
Team Bonus: Palisade Walls +50% HP
Franks
◄Cavalry►
► Castles cost -25%
► Cavalry +20% hit points starting in Feudal Age
► Farm upgrades free (require Mill)
► Foragers work 25% faster
© Konnik (cavalry+infantry)
• Stirrups (Cavalry attack 25% faster)
• Bagains (Militia-line gains +5 armor)
Team Bonus: Blacksmiths work 50% faster
Burmese
◄Infantry & Siege►
© Throwing Axeman (short-ranged infantry)
◄Monks & Elephants►
► Lumber Camp upgrades free
► Infantry +1 attack per age (starting in the Feudal Age)
► Monastery techs cost -50%
©Arambai (powerful but inaccurate ranged cavalry)
• Howdah (Battle Elephants +1/+1P armor)
• Manipur Cavalry (Cavalry and Arambai +6 attack vs. buildings)
Team Bonus: Relics visible on the map at the start of the game
Byzantines
◄Defensive►
► Buildings +10% HPs Dark, +20% Feudal, +30% Castle, +40% Imperial Age
► Camel Riders, Skirmishers, Pikemen, Halberdiers cost -25%
► Fire ships attack 20% faster
► Advance to Imperial Age costs -33%
► Town Watch free
© Cataphract (anti-infantry cavalry)
• Greek Fire (Fire Ships +1 range)
• Logistica (Cataphracts cause trample damage)
Team Bonus: Monks +50% heal speed
• Chivalry (Stables work 40% faster)
• Bearded Axe (+1 Throwing Axemen range)
Team Bonus: Knights +2 line of sight
Goths
◄Infantry►
► Infantry cost -20% in Dark, -25% in Feudal, -30% in Castle, -35% in Imperial Age
► Infantry +1 attack vs. buildings per age (starting from Feudal Age)
► Villagers +5 attack vs. wild boar; hunters carry +15 meat
► Loom free
► +10 population in Imperial Age
© Huskarl (anti-archer infantry)
• Anarchy (create Huskarls at Barracks)
• Perfusion (Barracks work 100% faster)
Team Bonus: Barracks work 20% faster
Huns
◄Cavalry►
► Do not need houses, but start with -100 wood
► Cavalry Archers cost -10% Castle, -20% Imperial Age
► Trebuchets +30% accuracy
© Tarkan (cavalry with bonus against buildings)
• Marauders (Create Tarkans at stables)
• Atheism (+100 years Relic, Wonder victories
Spies/Treason costs -50%)
Team Bonus: Stables work 20% faster
Incas
◄Infantry►
► Start with a free Llama
► Villagers affected by Blacksmith upgrades
► Houses support 10 population
► Buildings cost -15% stone
◄Cavalry & Monks►
► Start with +150 food
► Spearman-line and Skirmishers move 10% faster
► Each garrisoned relic gives +1 attack to Knights and Leitis (maximum +4)
© Leitis (high-damage cavalry)
© Kamayuk (anti-cavalry infantry)
© Slinger (archer)
• Andean Sling (Skirmishers and Slingers no minimum range)
• Fabric Shields (Kamayuks, Slingers, Eagles +1/+2P armor)
Team Bonus: Farms built 50% faster
Indians
◄Camels & Gunpowder►
► Villagers cost -10% Dark, -15% Feudal, -20% Castle, -25% Imperial Age
► Fishermen work 10% faster
► Camel Riders +1P armor
© Elephant Archer (high HP, slow cavalry archer)
© Imperial Camel Rider (anti-cavalry camel with bonus against buildings)
• Sultans (All gold income 10% faster)
• Shatagni (Hand Cannoneers +1 range)
Team Bonus: Camel units +5 attack vs. buildings
Italians
Lithuanians
◄Archers & Navy►
► Advancing to the next age costs -15%
► Dock technologies cost -50%
► Fishing Ships cost -15%
► Gunpowder units cost -20%
© Genoese Crossbowman (anti-cavalry archer)
© Condottiero (anti-gunpowder infantry)
• Pavise (foot archers +1 armor/+1 pierce armor)
• Silk Road (trade units cost -50%)
Team Bonus: Condottiero available in the Barracks in Imperial Age
Japanese
◄Infantry►
► Fishing Ships 2x hit points; +2P armor; work rate +5% Dark, +10% Feudal, +15%
Castle, +20% Imperial Age
► Mill, Lumber/Mining Camps cost -50%
► Infantry attack 25% faster starting in Feudal Age
© Samurai (anti-unique unit infantry)
• Yasama (Towers shoot extra arrows)
• Kataparuto (Trebuchets fire and pack faster)
Team Bonus: Galleys +50% line of sight
Khmer
◄Siege & Elephants►
► No buildings required to advance to the next age or to unlock other buildings
► Farmers don't require Mills/Town Centers to drop off food
► Battle Elephants move 15% faster
► Villagers can garrison in Houses
© Ballista Elephant (mounted scorpion)
• Tusk Swords (Battle Elephants +3 attack)
• Double Crossbow (Ballista Elephants and Scorpions fire two projectiles)
Team Bonus: Scorpions +1 range
Koreans
◄Defense & Navy►
► Villagers +3 line of sight
► Stone miners work 20% faster
► Tower upgrades free (Bombard Tower requires Chemistry)
► Tower range +1 Castle, +2 Imperial Age
► Military units (except siege weapons) cost -15% wood
© War Wagon (anti-archer cavalry archer)
© Turtle Ship (armored war ship)
• Panokseon (Turtle Ships move 15% faster)
• Shinkichon (Mangonel-line +1 range)
Team Bonus: Mangonel-line minimum range reduced
• Hill Forts (Town Centers +3 range)
• Tower Shields (Spearman-line and Skirmishers +2P armor)
Team Bonus: Monasteries work 20% faster
Magyars
◄Cavalry►
► Villagers kill wolves with 1 strike
► Forging, Iron Casting, Blast Furnace free
► Scout Cavalry, Light Cavalry, Hussar cost -15%
© Magyar Huszar (light cavalry)
• Corvinian Army (Magyar Huszars cost no gold)
• Recurve Bow (Cavalry archers +1 range, +1 attack)
Team Bonus: Foot archers +2 LOS
Malay
◄Navy►
► Advancing to the next age 66% faster
► Fish Traps cost -33%
► Fish Traps provide unlimited food
► Battle Elephants 30% cheaper
© Karambit Warrior (cheap infantry using 0.5 pop. space)
• Thalassocracy (upgrades Docks to Harbors, which fire arrows)
• Forced Levy (Militia-line gold cost is replaced by additional food cost)
Team Bonus: Docks +100% LOS
Malians
◄Infantry►
► Buildings cost -15% wood
► Barracks units +1P armor per age (starting from Feudal Age)
► Gold Mining free
© Gbeto (ranged infantry)
• Tigui (Town Centers fire arrows when ungarrisoned)
• Farimba (Cavalry +5 attack)
Team Bonus: Universities work 80% faster
Mayans
◄Archers►
► Start with +1 villager, but -50 food
► Resources last 15% longer
► Archers cost -10% Feudal, -20% Castle, -30% Imperial Age
© Plumed Archer (fast moving archer)
• Obsidian Arrows (Archers, Crossbowmen and Arbalesters +6 attack vs. buildings)
• El Dorado (Eagle Warriors have +40 hit points)
Team Bonus: Walls cost -50%
Mongols
◄Cavalry & Archers►
► Cavalry archers fire 20% faster
► Light Cavalry, Hussars, Steppe Lancers +30% hit points
► Hunters work 40% faster
© Mangudai (fast-shooting cavalry archer)
• Nomads (lost houses do not decrease population headroom)
• Drill (Siege Workshop units move 50% faster)
Team Bonus: Scout Cavalry, Light Cavalry, Hussar +2 line of sight
Persians
◄Cavalry►
► Town Center, Dock 2x hit points; work rate +10% Feudal, +15% Castle, +20%
Imperial Age
► Start with +50 wood, food
© War Elephant (Slow but powerful heavy cavalry)
• Mahouts (War Elephants 30% faster)
• Kamandaran (Archer-line gold cost is replaced by additional wood cost)
Team Bonus: Knights +2 attack vs. Archers
Teutons
◄Infantry►
► Monks healing range 2x
► Towers garrison 2x units
► Murder Holes, Herbal Medicine free
► Farms cost -40%
► Town Center garrison +10
► Barracks and Stable units have +1 armor Castle Age, +1 armor Imperial Age (for
+2 total)
© Teutonic Knight (slow infantry with heavy melee armor)
Portuguese
◄Navy & Gunpowder►
► All units cost -15% gold
► Ships +10% HP
► Can build Feitoria in Imperial Age
© Organ Gun (gunpowder and siege unit)
© Caravel (Scorpion-like war ship)
Turks
• Carrack (Ships +1/+1 armor)
• Arquebus (gunpowder units more accurate)
Team Bonus: Line of sight is shared with the team starting in the Dark Age
Saracens
◄Camel & Navy►
► Market trade cost only 5%
► Market costs -100 wood
► Transport Ships 2x hit points, 2x carry capacity
► Galleys attack 20% faster
► Archers (except skirmishers) +1 attack vs. buildings per age (starting in the
Feudal Age)
© Mameluke (short ranged anti-cavalry camel rider)
• Madrasah (Monks return 33% of their cost when killed)
• Zealotry (Camel units +30 hit points)
Team Bonus: Foot archers +1 attack vs. buildings
Slavs
• Ironclad (siege weapons extra melee armor)
• Crenellations (+3 range Castles
garrisoned infantry fire arrows)
Team Bonus: Units resist conversion
◄Infantry & Siege►
► Farmers work 10% faster
► Supplies free
► Siege Workshop units 15% cheaper
© Boyar (heavy armored cavalry)
• Orthodoxy (Monks +3/+3P armor)
• Druzhina (Infantry damage adjacent units)
Team Bonus: Military buildings provide +5 population room
Spanish
◄Gunpowder & Monks►
► Builders work 30% faster
► Blacksmith upgrades don't cost gold
► Cannon Galleons benefit from Ballistics (fire faster, more accurately)
► Gunpowder units fire 15% faster
◄Gunpowder►
► Gunpowder units +25% hit points; researching gunpowder technologies costs 50%; Chemistry free
► Gold miners work 20% faster
► Light Cavalry and Hussar upgrades free
© Janissary (hand cannoneer)
• Sipahi (Cavalry Archers +20 HP)
• Artillery (+2 range Bombard Towers, Bombard Cannons, Cannon Galleons)
Team Bonus: Gunpowder units created 20% faster
Vietnamese
◄Archers►
► Enemy positions are revealed at the start of the game
► Economic upgrades cost no wood
► Archery Range units +20% HP
► Conscription free
© Rattan Archer (foot archer with great pierce armor = strong against ranged)
• Chatras (Battle Elephants +50 HP)
• Paper Money (Each team member receives 500 gold)
Team Bonus: Imperial Skirmisher upgrade available in the Imperial Age
Vikings
◄Infantry & Navy►
► Warships cost -15% Feudal Age, -15% Castle Age, -20% Imperial Age
► Infantry +10% hit points Feudal, +15% Castle, +20% Imperial Age
► Wheelbarrow, Hand Cart free
© Berserk (regenerating infantry)
© Longboat (warship)
• Chieftains (infantry deal bonus damage to cavalry)
• Berserkergang (Berserks regenerate faster)
Team Bonus: Docks cost -15%
© Conquistador (mounted hand cannoneer)
© Missionary (mounted Monk)
• Inquisition (Monks convert faster)
• Supremacy (Villagers stronger in combat)
Team Bonus: Trade units generate +25% gold
Tatars
◄Cavalry & Archers►
► Villagers gather +50% food from herdables
► Units deal +25% damage when fighting from higher elevation
► Thumb Ring, Parthian Tactics free
© Keshik (raiding cavalry similar to cavalier. Generates 3 gold/villager killed)
© Flaming Camel (petard)
• Silk Armor (Light Cavalry, Steppe Lancers and Cavalry Archers receive +1P
armor)
• Timurid Siegecraft (Trebuchets +2 range, enables Flaming Camels)
Team Bonus: Cavalry Archers +2 LOS
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