Britons[edit | edit source]
Age of Empires 2: Definitive Edition - 4v4 RM Khmer Arena - eartahhj. Age of Empires 2: Definitive Edition - Goth Spam - Duration: 31:45. BountyHunterSAx 81 views. Giving Goths in theory free arson and an extra +1 attack in Imperial Age isn't the change needed to offset the infantry price. Nor is it a boost they needed where their economy needed the change. Poor decision IMO. I don't like it and I'm sure others won't either. Microsoft failed 2 patches in a row trying to get Goth balance correct IMO.
With the Franks and Celts, the Britons are one of the civilizations belonging to the Western Europe region. Its major strength is in its archeries and long-range military units. Its unique unit, the British Long Bowman, is the unit with the longest firing range in the game.
Byzantines[edit | edit source]
With the Saracens, Turks and Persians, the Byzantines are one of the civilizations belonging to the Middle Eastern culture. Its major strength is its defense in their buildings and units. Its towers and other [buildings] have more hit points (hp) and stronger in attack. Their unique unit is the Byzantine Cataphract, a heavy cavalry unit that has a bonus against infantry.
Celts[edit | edit source]
With the Franks, and the Britons, the Celts are one of the civilizations belonging to the West European culture. Its major strength is its infantry units, siege weapons, and speed. They have extra bonus in their buildings and units. The Celtic infantries are 15% faster than their counterpart units in other civilizations. Even more importantly, their siege weapons fire 20% faster. This important attribute means you can destroy other civilizations' buildings 20% faster. Their unique unit is the Woad Raider, the fastest infantry unit which have attack bonus toward siege weapons and archers.
Chinese[edit | edit source]
With the Japanese and Mongols, the Chinese are one of the civilizations belonging to the East Asian culture. Their major advantage is the cost of development and technology. They start off the games with 6 villagers instead of 3 villagers. It is a more important attribute than it may sound, because it greatly enhances your speed to collect resources, create buildings, and to advance to the Feudal Age. They also incur cheaper cost in researching any technologies. In Feudal Age the cost of research is cheaper by 10%, 15% in Castle Age, and 20% in Imperial Age. Their unique unit is the Chu-ko-Nu, a very powerful archery unit has a very strong attack, for they fire 3 arrows at a time, but shorter range.
When playing Chinese; remember that they're best when emulating other civilization especially in the Conquerors expansion. For example if they were facing Byzantines they could act as Turks by adding more trebuchets against the defense line of Byzantines while guarding the trebuchets with heavy scorpions, arbalests, monks and some light cavalry/heavy camels or both, or if they were facing Britons they could emulate the Mongolian or Hun attacks; while against Persian; they simply employ Heavy Scorpions, Arbalests and heavy camels+light cavalry to handle the enemy. Or if they were facing Saracens they could emulate Britons by putting Arbalests, Chu Ko Nu and Monks on same line to slew heavy camels, elite mamelukes and other Saracens' range units.
Franks[edit | edit source]
With the Celts and Britons, the Franks are one of the civilizations belonging to the Western European culture. Their major advantage is their Strong Cavalry. The Franks are able to build castles at a 25% discount. It allows them to build the strong unique units and siege weapons, and advance to Imperial Age, faster than other civilizations. All of their cavalry units have 20% more hitpoints; this is their best advantage when the game proceeds to a later stage. Their Paladins (the strongest cavalry units) in Imperial Stage is extraordinarily strong. Interestingly, their unique unit is the Throwing Axeman, a short-range throwing axe attack unit. The Throwing Axeman is a good defense unit. Stacking 8 of them in your castle can be very effective. They are also very good against buildings because of their anti-pierce armor, which makes them resist arrows. A very effective combination is a 15 Throwing Axeman and 25 Paladin army, because you have the tanks/damage dealers (Paladins) then the Throwing Axemen annihilate opponent buildings.
Goths[edit | edit source]
With the Vikings and Teutons, the Goths are one of the civilizations belonging to the Eastern and Northern European culture. Their major advantage is their Strong Infantry. The Goths are able to build infantries at a cheaper cost. Their unique unit is the Huskarl, a very strong infantry unit. They are very cheap as they do not cost gold, and they are nearly immune to archer units.
Japanese[edit | edit source]
With the Chinese and Mongols, the Japanese are one of the civilizations belonging to the East Asian culture. Their major advantage is their Strong Infantry. Their unique unit is the Samurai, a speedy infantry unit with extra attack speed.
Mongols[edit | edit source]
With the Chinese and Japanese, the Mongols are one of the civilizations belonging to the East Asian culture. Their major advantage is their strong and fast Cavalry Archers and the siege weapons. They are good at hunting; they collect food 15% faster by hunting than other civilizations. Their unique unit is the Magundai, a special cavalry archer that runs & shoot faster. They are the best at raiding the town centers of enemies and engage in hit-and-run battles with slower units.
Persians[edit | edit source]
With the Turks, Saracens and Byzantines, the Persians are one of the civilizations belonging to the Middle Eastern culture. Their major advantage is their strong economy and their strong cavalry. They start the game with 50 more food and wood than other civilizations. The villagers have 15% of work rate. Their knights have +2 attack bonus versus archers. Their unique unit is the War Elephant, a special cavalry unit that is extremely strong. They have a lot of hit points and attack, and their hit is effective to all the enemies surrounding them. But they are very slow and vulnerable to conversion of monks.
Saracens[edit | edit source]
With the Byzantines, Turks, Persians, the Saracens are one of the civilizations belonging to the Middle Eastern culture. Their major advantage is their stronger Cavalry Archers and the naval units. Their foot archers have +1 attack bonus versus enemy buildings, and cavalry archers +3 bonus. Their war galleys have 2 times attack speed. Therefore, they are a very strong army in destroying buildings using long-range units. Their unique unit is the Mameluke, a special camel unit that throws knives. They are very good against cavalry units but they are very expensive.
Teutons[edit | edit source]
With the Goths and Vikings, the Teutons are one of the civilizations belonging to the Eastern and Northern European culture. Their major advantage is their economy, defensive technologies, and their extremely strong unique unit. Their towers and town centers have attack bonus, their monks heal your units faster, and their farms cost 33% less. Their unique unit is the Teutonic Knight, arguably the strongest infantry units. They have double as much hp and attack than most other units, and cost almost twice as much too. They are extremely slow but they are almost invulnerable to most attack.
Turks[edit | edit source]
With the Saracens, Persians and Byzantines, the Turks are one of the civilizations belonging to the Middle Eastern culture. Their major advantage is their cheap and strong gunpowder units. They have discount in researching Chemistry and other gunpowder technologies. Their gunpowder units have 50% more HP. As gunpowder units cost a lot of gold, to compensate, their gold miners are 15% faster. Their unique unit is the Janissary, a special gunpowder units that have no minimum shooting range. They are the only gunpowder units that are available at the Castle Age. Due to their strong gunpowder force, they could easily rise to dominance in later stage of the games. en je moeder
Vikings[edit | edit source]
With the Teutons and Goths, the Vikings are one of the civilizations belonging to the Eastern and Norther European culture. Their major advantage is their stronger infantry and great naval technologies. All of their warships have 20% training discount. All of their infantry units enjoy 10% more HP at Feudal Age, 15% in Castle Age, 20% in Imperial Age. They are the only civilization which have two unique units (except that in the expansion set the Koreans and the Spanish also have two unique units). Their unique units are the LongBoat, a very powerful warship, and the Berserker, a very powerful infantry unit that regenerates health slowly over time.
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Mangonels
Easy to follow build order sheets. Build orders with a similar start are combined together to minimize the number of sheets. This guide contains 11 build orders in 3 sheets. Underswap download full game pc torrent.
Based on 'Build Order Reference' by Cicero, and Hera's video guides.
Build Order Sheets
- I originally created these sheets for personal use.
- The land build orders are from Cicero's 'Build order reference' (Link) and the water build orders are from Hera's YouTube video guides (Video1, Video2).
- I tried to write them in a way that's easy to follow while playing.
- I grouped build orders with a similar start together, and put 2 build order groups on each sheet, so I can fold the sheet vertically and have a build order on each side.
- This guide contains 11 build orders (9 land and 2 water) in 3 sheets.
PDF Download Link
Link: Here
How to read the build order
- F = Food (only Sheep and Boar) | Fr = Farm | B = Berries
- W = Wood | G = Gold | S = Stone
- Fv = Villagers currently working on Sheep or Boar
- Bv = Villagers currently working on Berries
- 'Pop 7 | 4 to wood' means at Pop 7, the next 4 vills (pop 8 to 11) go to wood.
- 'Pop 22 | 2 Fv to Wood' means at Pop 22, 2 vills that are working on Sheep / Boar go to wood.
Created military units are not counted in Pop.
Like most build orders, this does not include many small details, so if you're a new player remember to:
- Make houses (build 2 houses at the start)
- Scout your map, you need to find your 8 sheep and 2 boars.
- Lure the 2nd boar before the 1st one runs out, kill the sheep and boar right under the TC and try to only kill one at a time.
- Build a 2nd lumber-camp once you have 6-8 vills on the first.
- Create military units: usually, 3 for the men at arms, 3-5 for the scouts, and non-stop production for the rest
- Get double bit axe ASAP, get attack upgrades for archers, and bloodlines / defense upgrades for knights.
- For water maps, fishing ships should always get the deep fish first and not the shore fish.
Build orders
Men at arms into archers:
Very common build order, the 3 Men at arms are used to disrupt your opponent's eco, and buy you some time to mass your archers, new players should start by learning a normal archer rush build order first (without men at arms).
Men at arms into Towers:
Requires more multitasking and micro then other build orders, not recommended for new player.
Scouts:
Another very common build order, usually you go for 3-5 scouts, but you can add more if needed.
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Fast castle:
Fast castle build orders are usually used in closed maps (like arena or black forest), or as a pocket in team games. Can be used in open maps but it's risky and requires you to fully wall your base against feudal rushes.
They are also easier to learn than other build orders.
Berbers
Water:
Can be used in any water map that has deep fish, your first 4 fishing ships need to be on deep fish for the build order to work. Consider walling your base for the full water build order.