-------------------------------------------------------------- Age of Empires II: Age of Kings Strategy Guide by Alasdair Lo System: PC, CD-ROM Date: 25 August, 2005 Version 1.4 -------------------------------------------------------------- Table of Contents 1. Introduction [AOK1] 3. Getting Started [AOK3] ---a. Setting Up a Game [AOK3A] ---b. Building and the Economy [AOK3B] ---c. Simple Military Tactics [AOK3C] 4. All of the Construction Options [AOK4] ---a. Buildings [AOK4A] ---b. Units [AOK4B] ---c. Technologies [AOK4C] 5. The History [AOK5] 6. Strategies for the Civilizations [AOK6] ---a. Celts [AOK6A] ---b. Britons [AOK6B] ---c. Franks [AOK6C] ---d. Teutons [AOK6D] ---e. Goths [AOK6E] ---f. Vikings [AOK6F] ---g. Saracens [AOK6G] ---h. Turks [AOK6H] ---i. Byzantines [AOK6I] ---j. Persians [AOK6J] ---k. Mongols [AOK6K] ---l. Chinese [AOK6L] ---m. Japanese [AOK6M] 7. Single Player Missions [AOK7] ---a. Frankish Campaign: Joan of Arc [AOK7A] ---b. Saracen Campaign: Saladin [AOK7B] 9. Conclusion [AOK9] Appendix I. Feedback Information [A1] ----------------------- 1. Introduction [AOK1] ----------------------- Age of Empires II: The Age of Kings is the second Real Time Strategy Game which is jointly developed by Ensemble Studios and Microsoft Game Studios. The first Age of Empires game used to be based in Ancient times, in the Roman Empire. Now, this episode of the successful RTS series takes you to the Middle Ages. From the Decline and Fall of the Roman Empire to the early Modern Times, that is, since Christopher Columbus' discovery of America, in 1492. The Imperial Age is obvious to this. This game is not just a normal Real Time Strategy. It is also jam packed with a practical history lesson, since the single player missions are all based on famous historical characters of some of the civilizations. There are also many historical documentations giving the general history of the world between 500AD and 1600AD. There are a total of 13 civilizations to choose from, each with their own strengths and weaknesses. Since they are civilizations, they require many different types of goods to sustain the growth. The success of the army is vital to the availability of all of them. There is really no perfect unit in this game. All the good units are very expensive. OK, let's get started on this game, shall we? ----------------- 2. Updates [AOK2] ----------------- Version 1.4: Added the Saladin Campaign Missions 3 and 4. Version 1.3: Added the Saladin Campaign Missions 1 and 2. Version 1.2: Completed the Joan of Arc Campaign. Version 1.1: Added the Joan of Arc Campaign Missions 1 to 3. -------------------------- 3. Getting Started [AOK3] -------------------------- This section is where you will learn the basics of playing Age of Empires II: The Age of Kings. Before you play this game, you must install it into your computer. Make sure that it meets the minimal system requirements! (Although most computers nowadays will be having processors over 2 Ghz fast! So you don't even need to worry to play this game from the year 2000.) Once you have installed the game, restart your computer and then double click the Age of Empires II icon on your desktop and the game will start. ----------------------------- a. Setting Up a Game [AOK3A] ----------------------------- Age of Empires II features a lot of different game modes. From the Main Menu, choose Single Player to play single player games. You can also play multiplayer games by joining MSN Gaming Zone. There are lots of modes for you to try. They include campaign mode, random map mode and many more. Campaign Game: In a Campaign game, you choose a campaign from a total of 4 with an extra training campaign. You will start at mission 1 from each of the 4 campaigns chosen. You must beat the mission you are given before you are allowed to advance to the next one. There are a total of 6 missions for each of the 4 campaigns. The campaigns follow the lives of great people in the Middle Ages. Firstly, you get to alongside Joan of Arc, a female warrior who liberates France from the clutches of the Britons in the 100 years war. You also get to fight with Saladin, a Saracen king who wants to drive out the Crusaders from the Holy Land. There is also Genghis Khan, the great Mongol Chief who extends his empire from the Mongol steppes to Central Europe. Finally, we have Frederick Barbarossa, a fiery redhead who wants to reunite all German kingdoms to reform the Holy Roman Empire. Random Map Game: This game mode is available in both Single Player and Multiplayer. You get to fight against computer or human controlled opponents (online or LAN) on any map you choose. The starting points should vary a lot each time. You get to set the starting age, the civilization, population limit and other factors. Or you can just simply choose everything to be random and fight with anything you are given. This has got to be the most commonly played game mode when multiplayer is concerned. Regicide: In a Regicide game, each side in the battle is given a King. The King has little health, and cannot defend himself. It is up to his subjects to defend his Highness. If your King is killed, you will be automatically defeated. Each side is given a Castle, so getting the King inside that castle is the first thing you should ever do. Several Villagers are provided for your use in the start so you can build up defences and your own army to fight against any intruders and kill their King. Deathmatch: This is the ultimate multiplayer experience of all. Each side starts with a lot of resources, and they are all upgrades to the max at the final Imperial Age (There are 4 ages that determine the technology and troop quality, but I will come to that later). This is just a match of brute force, since it seems to be a real no-brain. If every technology is already researched for you, you are to build up the strongest of forces in a flash and fight. This really is not my kind of game. But for lazy people, go ahead and use ultimate brute force approach. ----------------------------------- b. Building and the Economy [AOK3B] ----------------------------------- Before you set off to conquer all, you must have people to build up your buildings and the resources to fund your large army. This is where the building and economy section comes in. The 4 Different Types of Resources: Most RTS games will just give your resources in terms of dollars, but not in Age of Empires II. We have Wood, Food, Gold and Stone to collect. Wood is primarily used to build basic buildings and Siege Weapons. It can be collected by chopping wood and taking the wood to the Lumber Camps. Food is used to train infantry. Food can be obtained by various ways. By farming, foraging, herding sheep, fishing and hunting. Farming and Fish Traps are the most sustainable sources of food. All others can run out. Gold is probably the most important resource. To train the stronger troops like Champions, Knights and Camels, to research technology and to advance through ages, you will need to use Gold. Gold can also be used to purchase the other 3 commodities in the market. To get Gold, you have to find Gold Mines and take any findings to Mining Camps. Trading with your allies with the market and Trade Cogs are also a good way to raise Gold. Finally, Stone is used to build certain strong defensive buildings like the Walls, Towers and Castles. This is why Stone is also very important. Stone is the most expensive commodity in the Market, and the only other way to get Stone is to mine them from Stone Mines (400 Stone for each lump of rock), and returning the findings to the Mining Camps. Villagers and their Roles: Villagers come in male and female in Age of Empires II. They cover a wide variety of tasks, and their duty replaces their normal title whenever they are up to something. First of all, Builders are Villagers who are responsible in building various buildings. Farmers plough on the fields and harvest the food, taking them to the Mill for storage. Fishermen will catch fish using simple nets along the shorelines. To catch fish in the middle of the water, you will need to use Fishing Boats. Foragers collect fruits and berries from any bushes they find. They also take the food to the Mill. Hunters are there to kill wild deer and boars. Shepherds herd Sheep from the wild back to the Mills, where they use their hooked sticks to kill the Sheep and collect any tasty mutton they find to the Mills. Repairers are Villagers assigned to fix buildings and Siege Weapons. Lumberjacks chop wood and carry them back to the Lumber Camps. Gold Miners and Stone Miners work on the Gold Mines and Stone Mines found on the map, and take their loot back to the Mining Camps. Harvesting Food: Food is one abundant resource in Age of Empires II. There are just too many ways to collect food. They include the Berry Bushes, the wild animals (Deers and Wild Boars), Fishing (Both on Shore and in the middle of the water), Herding Sheep and Farming (On land and in water). Only the latter is renewable. Whenever a Farm or Fish Trap runs out of food, it will go dead, and you will have to order the Villager or Fishing Boat to start a new one. It costs a little wood to start Farms, and you can have basically an unlimited food supply, since wood is extremely abundant. Whenever you see wild animals, you can order Villagers to kill them for food. The animal MUST be killed by the villager if the food is to be collected. Otherwise, it will just die. Deer have 5 HP while Boars have over 30. The latter also can fight back when you attack them, so you may have to use several Villagers to hunt Wild Boar, or you will suffer casualties. Sheep are much more docile and will come to your side when your Villagers come near them. Never allow Sheep to run alone in the field. This is because an enemy can walk over to the Sheep and take control of them, thus losing them. Collection of Food will only begin when the animal is dead. To make the game realistic, the dead bodies are made to rot. You will notice that whenever an animal is killed, the food counter will drop even if no villagers are touching it. This shows that the food is rotting. To make the most out of your game, have several Villagers collect food from the dead animals, and make sure the Sheep are right next to the Mill before you whack them to death with that hooked stick. All About Mining: Both Gold and Stone can be mined. Whenever you see a lump of mud sticking out of the ground with some yellow spots on it, you have found a Gold deposit. Each tile of Gold Mine holds 850 Gold. At the same time, if you happen to find a bunch of small grey rocks on the ground, you have found a Stone Deposit. In any case, it's time to defend the area and build a Mining Camp to start getting these mineral resources out. It is important to guard Gold and Stone deposits carefully, since they are all very limited resources. This is why Mining Camps are likely to be attacked by the enemy, and you had better train several Villagers to collect the stuff from the ground as quickly as possible. Building and Repairing: Villagers are the construction units of your civilization. To build a structure, click on a Villager, and select build building. Select the building you would like to build, and move the mouse over the land you want the building to be placed. Click one more time and the land will be plotted for construction, and your villager will go over to the site to start putting up the building. Each building takes some time to set up. The more villager you use on a building, the faster it is finished. While you are building the structure, you can cancel it by placing the stop button. Note that only the unused parts of your resources are refunded to you. For example, if a building costs 50 Wood to build and you cancel it when it is 50% complete, you will be refunded 25 Wood. Whenever a Building, Siege Weapon or a Ship gets pretty banged up, you can send Villagers to repair it. Just select a Villager and right click the damaged Building or Unit to start repairs. The Villager will fix it with any spare materials he has. A small portion of the resources required to build that unit will be used. Of course, the more damaged it is, the more it costs to repair it to full strength. The sad thing is that even Gold may have to be used when you have to fix Siege Weapons and other battleships. In order for ships to be repaired, they must be parked close to the shorelines so that the Villagers can reach it. Supporting a Population: In Age of Empires II, there is a limiting factor that prevents the player from building too many units in order to outnumber the enemy. That is the Population limit. The Population Limit is the upper limit of units that you can build. It can be set in the start of any battles. For example, if the limit is set to 100, then all sides cannot build more than 100 units in total. At the same time, the units currently in the field must have some where to take shelter and rest. Therefore, you will need to build houses to support a population. Each house holds 5 people, same goes for the Town Centre. You can also support populations by building Castle, and each Castle supports 20 people. Since there is an upper limit in the amount of units you train, you must train your men and Villagers carefully so there will be enough of different people with different roles. Training Units for Battle: To beat the enemy, you must first recruit an army and some civilians to help you with construction and so on. There are so many types of units in this game and they are to be trained in different buildings. The Town Centre is used to recruit Villagers for the cause. The Barracks is to train Infantry Units, namely the swordsmen and spearmen. The Archery Range is to train Archery units, that is, units that fights using projectiles. They are the Archers, Skirmishers, Calvary Archers and Hand Cannoneers. The Stable is to train mounted units (Units on horseback). They include the Scout Calvary, Knights and Camels. The Market is used to trade with other teams using Trade Carts. The Monastery is where religious people stay and meditate and so on. It is also where Monks study and are sent out to convert the masses. The Dock is where you build ships, whether they are Fishing Boats, Trade Cogs or just the pure Battleships. The Siege Workshop is where the Siege Units are built. There are 4 different types of units, the Battering Rams, Mangonels (Some giant rock catapult), Scorpions (Giant mobile bow and arrow) and Bombard Cannons. And finally, the Castle is where the unique unit of each civilization is trained. Later, you will get to build Trebuchets, a very powerful siege unit. Techniques in Training Units: It is possible for you to train multiple units in battle. To train multiple units, select the building from which you want the unit to be trained, and click the button representing the unit you want several times. The specified quantity of units will appear in the queue. You can also queue up different units this way. Another feature of buildings is the Rally Point. You click a building with production capabilities and then right click a position on the map to set up the Rally Point there. Rally points are really the Assembly Point. Any units trained from that building will go over to the Rally Point to assemble. A use for this is to have all your troops ready in the field for battle the moment they have completed their training. It is also possible to set the Rally Point on the selected building itself. If you do that, the units trained from that building will be garrisoned inside the building. You then click the unit garrisoned inside to make him get out and fight. Note that units sent out cannot be regarrisoned in the building unless the building in question is a Castle or Town Hall. Advancing Through the Ages: Age of Empires takes you through a millennium, from AD 500 to AD 1550. As time passes, technology will be more and more complex. When you jump from one age to the next, the technological prowess experiences a great leap. Usually, more units will be available, so are more important upgrades to your troops. Advancing to a newer age takes resources. You must collect enough food and gold, and have built 2 structures of the current age before you can upgrade. There are in total 4 ages. They are the Dark Age, the Feudal Age, the Castle Age and the Imperial Age. Here are some introductions to the 4 ages (taken from the manual). Dark Age "Following the final collapse of the Western Roman Empire in the fifth century, Western Europe plunged into an extended period of barbarity, lawlessness, and economic retreat that has come to be known as the Dark Age. The infrastructure of the Romans, including public works, courts, law enforcement, education, written records, coinage, and trade, largely disappeared. Germanic invaders from north of the Rhine and Danube Rivers substituted a tribal political structure based on loyalty to local strong warriors. A gradual recovery was fostered by three main influences: exceptional leaders who stabilized large areas, the Christian Church (operating from Rome and Ireland), which preserved and spread a modicum of learning, and revitalized economies based on agriculture (especially the wool and cloth trade)." The Dark Age is when the Western Roman Empire has been destroyed by barbarian invasions of Rome in AD 478. At that time, everything became very disturbing and unstable in Europe, and there really are no well defined countries. Basically, there are very few historical records, and hence we are all left in the dark. Several barbarian kingdoms start to grow, and when state boundaries are redefined again, civilization began to begin again, making it bright again for all of us. Feudal Age "The Frankish Empire assembled by Charlemagne (or Charles Martel) in the ninth century can be considered the end of the Dark Age in Europe and the beginning of the Feudal Age. Barbarian tribal groups that overran much of Western Europe were giving way to better organized regional powers. The church in Rome was providing a unifying social fabric. Charlemagne attempted to revive learning and encouraged a new interest in the arts. His empire fractured after his death, however, and new waves of barbarians undid much of his work. Political and economic power shifted away from kings to local lords who ruled within a shifting hierarchy of vassalage. The common people worked the land to support the hierarchy of nobles and churchmen above them." The Feudal System works like this: The King is answered by the lords of the land, who are answered by the lesser lords and then by the peasants. In return of protection by the King, the peasants are to obey their lords and farm in their lands and work hard for them. It really is a long chain of command. If I remembered correctly, the Empire of Charlemagne flourished in AD 768. So that should be the starting point of the Feudal Age. (Note that the Feudal Age in China is way back in the BC in the Western Zhou dynasty! People there are already obeying the Tang Emperor unconditionally at the same time. Hee hee... I smell inconsistency) Castle Age "Castles began appearing across the landscape of Europe in the ninth century as local lords sought to solidify their power. Castles protected them from neighbors and provided a safe haven from which mounted warriors could ride out and control the nearby country. Typical of the Castle Age was the conquest of Wales by Edward I of England. By placing a series of massive castles at strategic points throughout Wales, Edward accomplished his conquest with a minimum of fighting. The castles were impregnable to the scattered warriors of Wales. English soldiers inside could ride out at their leisure and control the conduct of trade, gathering of crops, and collection of taxes. The Castle Age witnessed a rise in population, economic growth, increased trade, the Crusades to the Holy Land, a new interest in the arts, the rise of knights, and the formation of great kingdoms." Finally, the defining factor of the Middle Ages has arrived. It's the castle. Castles are very large stone fortresses that are used for a large variety of purposes like being the regional leader's residence, the local government house, the local supply warehouse and the local prison. Since Castles handle a wide variety of responsibilities, it is important for the lord to maintain control of his castle. Otherwise, if the castle is lost, all the land around it will also be lost! Imperial Age "The rise of great kings and their quest for empire brought about the final segment of the Middle Ages that can be called the Imperial Age. The feudal system was being replaced by kings at the head of nations in England, France, Spain, and Scandinavia. Trade was booming and cities were growing in size and power. The Renaissance was underway in Italy and spreading across Europe. Technology and learning surpassed that of the ancient world. Firearms and other innovations brought an end to the military dominance of knights and castles. This end of the Middle Ages can be marked by several important events, including the Turkish capture of Constantinople, the discovery of the New World, trading contact by sea with Asia, and Martin Luther's Reformation." This is when things get complicated. People are starting to fancy the old Roman culture and the Renaissance has begun. Many new inventions and paintings were made at this point. People began to become open minded to the society and the power of the Church is weakening. This is the Enlightenment. It led to the splitting of the church into the Catholic and Protestant Churches. This Age is also when Christopher Columbus discovered America, and started the Spanish conquest there. The Byzantine Empire finally fell after more than a millennium to the Turks. The world is never going to be the same again! It's the start of the Modern Age. Upgrading and Research: When you advance to a new age, many units can be upgraded to a stronger version. Just click the button for the upgrade and all of that particular units will be replaced with the newer version. Of course, it takes time and resources to upgrade. Researching new technologies can also improve the abilities of the units you have on the field. Depending on what units are affected, different research will require different types of resources. For example, if you are researching a new armor for your units, you must have sufficient food and gold. If you need building upgrades, you may need wood and stone to carry them out. Most Armor and Weapon upgrades are found in the Blacksmith, and other general building upgrades are found in the University. Ship related upgrades are found in the Dock, and Monk related upgrades are to be researched in the Monastery. To improve the Villagers' abilities in collecting resources, simply upgrade from the Mill, Lumber Camp or Mining Camp, depending on what type of upgrade you need. Trading and Tribute: As you can see, Gold is a very valuable resource that you can never get enough of. However, Gold stocks are very limited in this game, and you will easily exhaust Gold deposits. So how do you solve the problem and continue to earn more gold? Simple. It's to trade. If you have a Market set up, you can build Trade Carts to travel to other team's markets to carry Gold back. The further their Market to yours, the more Gold you can acquire. Trading is definitely important when you are playing with allies. Also, if there are 3 players or more, and they are not allied with each other, you should leave your opponent's Market intact while you defeat hi. After that, change stance with him to Ally. You can then trade with this dead Markey to earn lots of cash. Also, Trade Carts are vulnerable to attack. So, make sure you station Guard Towers or units to guard the Trade Route to ensure that you can gain money. The same goes for the seaways for your Trade Cogs. (Sea trading is possible.) When playing with an ally, you may want to pay tribute to him when he has problems with a resource or two. For instance, if he is lacking Food and you have surplus, consider paying tribute to him to help him with his supplies. At first, paying tributes requires you to pay a transaction fee. But with certain upgrades in the Market, you can pay tribute for nothing at all. This can be achieved in the Castle Age. But still, it's unlikely your opponent will become desperate until it's time for the Castle Age. Buying Commodities from the Market: The Market is also a place where you buy and sell goods. You get to buy and sell Wood, Food and Stone in units of 100. The value of a good when sold is always less than your buying price. The laws of economics govern the values of goods. The higher the demand, the higher the price. The higher the supply, the lower the price. For instance, if you continuously sell Wood, the value of Wood in the market will drop, and if you continuously buy Stone, the value of Stone in the Market to rise. To lower the prices of goods by 15%, consider researching Guilds during the Imperial Age. ---------------------------------- c. Simple Military Tactics [AOK3C] ---------------------------------- Looking Around: Like many RTS games, Age of Empires II requires you to select units by clicking them or pulling out a box to selecting a group. Afterwards, you move your mouse over to the desired location and right click there for the unit to move. Each unit has its own sight range. This is the distance they can see things. If a certain part of the map has no one there, then it will be shadowed out in a fog of war. This means that you can order your units to go there, but you won't know what enemy units will be there. It is possible to see what your ally sees by researching Cartography from the Market. There is also a way to see what your enemy sees. It's by researching Spies in the Castle during the Imperial Age. However, that is extremely expensive and not worth it. Different Features of the Terrain: The battlefield is often vast, and your troops will be required to cross through many rough places to get to the enemies' base. All the maps will be either featuring a temperate climate with sufficient grass, a desert landscape with lots of sand and oases as well as winter landscape with all the snow. Of course, all of them are forms of land, and any type of unit can pass through. Besides, land, there are bodies of water everywhere. Now, in Age of Empires II, land based troops cannot swim at all. To cross through bodies of water, those units must be sent into Transport Ships for transportation. If you see green vegetation on certain parts of the water, then fine. Those are the shallow parts of the water. All units can wade or sail through them. Of course, naval units can sail through any body of water, and cannot sail on land. (No Hovercrafts yet, mate.) At the same time, there are cliffs and ridges. These are completely impassable to any unit. However, if you get the higher ground, then you can have the advantage. This is because all ballistic units get attack bonuses when they are firing at units at the bottom of the cliffs. Therefore they will suffer more, and probably cannot fire back as easily. Grouping Units into Teams: You may want to separate your attacking force into several teams so that they answer separately to your orders. To do so, just select all the units you want to be part of that team, and press a number from 1 to 0 on the Keyboard while holding the Ctrl key. The mentioned number will appear beneath the unit when selected. Then to select that group of unit, all you have to do is to key in the designated number for that group of units to be selected. A tactic would be to assign all infantrymen to number 1, archers to number 2, cavalry to team number 3. Then the 3 different types of fighters can move independently and flexibly, and won't be hindered by some clumsy formations. It is also possible to add units to an existing team. So if team 1 is set, and you want more of your fighters to join up, you can simply select those units, and press the number corresponding to the team you want to add the units to while holding down the Shift key. This is one feature of the game that is not found in Command and Conquer. So you don't have to reset the team numbers again. Thanks, Microsoft. The Use of Waypoints: When you order units to move around on the map, they usually will try to move to the area while travelling through the shortest distance possible. This is usually not a bad thing. But what if there is a large group of enemies in the way, or you run into a Castle or a series of enemy defences? You will definitely be slaughtered before you knows what happened. You can always manually customize the path chosen by the units by clicking on each point on the map as they travel around, but this wastes precious time and is definitely annoying. So what do you do? The answer is simple. Waypoints. It's just like the Rainbow Six series. You set a group of predefined points on the map, and the units will follow through the points automatically. It is quite easy to set up waypoints. First, you select the units you want to move. Then you hold down the Shift key, and scroll around the map, right clicking to set up all the way points you can go until you reach the destination. Once the final waypoint is set up, just right click that point one more time, and all of those units will move according to those waypoints, and you can forget about them as they travel for the time being. Warning! You are under attack! You will attack your enemies, and your enemies can attack you. When your units are attacked by enemies, you will be notified by a special tone on the speaker, and the "You are under attack!" message will appear on the left of the screen. The sound you hear is dependent on which types of units are under attack. If you engage in a battle with your enemy's soldiers, you will hear the sound of a battle horn. If you hear the sound of bells, then you must act quickly since your Villagers are likely to be under attack. It's time to hide the women and children! Garrisoning Units: It is possible to garrison units inside buildings in order to surprise the enemy as they come out. Sometimes, it is to enhance the attack power of certain buildings, notably the towers and castle. When a building is garrisoned, a flag appears on its roof. However, only you and your allies can see the flags. Allied units can also be garrisoned in buildings. However, if you suddenly declare them as your enemies, then they will be kicked out. When a unit is garrisoned in a Guard Tower or Castle, they will slowly regenerate health. Many buildings can be garrisoned, although only Guard Towers, Town Centres and Castles can be entered and exited all the time. Barracks can garrison 10 infantrymen, Archery Ranges can garrison 10 Archers, Stables can garrison 10 Cavalry units, Siege Workshops can garrison 10 siege weapons, Docks can garrison 10 ships, Monasteries can hide 10 monks inside. So, they are all going in units of 10. Towers garrison 5 infantrymen or archers. Castles can garrison up to 20 of any units but Siege Weapons. Note that any units garrisoned inside the former production structures cannot attack from inside that building, and to hide them there, you must set the rally point on that production building. As you garrison Archers inside towers and castles, you will notice that there is a number in brackets added next to the base attack power of that structure. This number in brackets is the Multiplier of the attack. Since more arrows are fired from the tower, the damage will also be multiplied. For instance, if a tower has attack 6(4), it means that the total attack is 6 times 4, a total of 24. The Usage of Relics: In the Middle Ages, people are so influenced by the Church that they would like to visit them and get blessed with some imaginary holy power and whatsoever. The same applies to Age of Empires II. When a Relic is garrisoned inside a Monastery, people around the known world will be so astounded that they will pay you gold in small amounts time after time. That's it, a method of collecting unlimited Gold! If you find a Relic, better hurry up and go get it! Please note that the average infantryman is not able to perform such delicate tasks. So you must send a Monk over to pick it up. (Just select the Monk and right click on the Relic.) Then ask him to place the Relic into the Monastery, and the Relic will be placed inside, allowing you to earn Gold slowly but surely. Relics are not just simple cash cows. (Although the Church really cashed in by those foolish mortals those days!) If you manage to find all the Relics on the map and place them in one of your Monasteries, a countdown timer using years as units will appear. Now, you can start play a defensive game. If the timer runs out and you still have the Relics inside, you will automatically win. (This occurs only if you allow Relic Victories.) Converting Enemy Units and their Buildings: Every RTS must have a unit that is responsible for taking control of the enemies' things and placing them to your side. No, there are no Engineers or Capture Building abilities as in Command and Conquer. However, remember that a lot of people in the Middle Ages are motivated by their faith in their leader or their religion. So, all you need is a little persuasion to make the enemy come over to you. Such is the role of the Monks in Age of Empires II: the Age of Kings. Monks are to convert enemies. To convert enemies, select a Monk and then right click the enemy you want to convert. The Monk will walk in range of the enemy, and wave his magic staff or whatsoever and there will be some funny tenor or base church singer oooing at the enemy. It will take sometime for the enemy to be brainwashed, and if your Monk doesn't get killed, the enemy will come to your side just in time. Whew. This is a risky exercise. Once a Monk has completed his little ritual of sorts, you will find a certain gauge on the status bar at the bottom of the screen. It slowly goes up from 0 to 100 percent. This is the faith of the Monk. He has to rest for a short time before he can convert again. It is possible for all Monks to convert enemies that have brains, that is infantrymen, archers, cavalry. However, to convert units with no brains (like buildings and siege units) or units with as much brains as you (other Monks), you will need to research certain technologies in the Monastery such as Redemption. To convert Siege Units or buildings, the Monk must stand right next to the enemy item the whole time, so if the enemy will keep his Siege Weapon on the move, then tough luck. Buildings definitely will be much easier that way. Note that any units or buildings converted to your side, they maintain any stats they have, and cannot be upgraded. Healing your units: As in all RTS, there must be a unit that can give your units health refills. It's never any fun to lost HP and find it to be permanent right? This is why there are always medics available. However, in the Middle Ages, there are no such things. It is only after the Renaissance that the doctors became real doctors again. But before then, it is often dependent on the person's willingness to fight against their disease, God's will or simply their faith that whether they will live or die. Did someone say faith? That's right. Monks can also heal your own units back to full health. Just move your injured units to the Monk and he will start waving the magic staff and you will find your unit's health filling up again. The Monks heal very slowly, and cannot heal themselves, so you are recommended to have at least 2 Monks to be self-sustaining. It also seems that Monks can heal units garrisoned inside buildings if they are close enough. Try it out and see for yourself. Movement Tactics: When a unit is on the move, he can be asked to patrol, guard or follow the enemy. When you ask a unit to patrol, he protects an area that you assign him to. He will attack any enemies that come into range, but he will not follow them non-stop once they leave his area. It's like a loyal guard dog. To order a unit to patrol around an area. First order him to move to a spot inside the area you want to patrol. Then click the patrol button on the command bar at the bottom of the screen. Right click the area you want to patrol the other extreme of the unit's patrol path. The unit will then move back and forth between the point he is initially on and the point you designate just now. Way points also work with patrols. You can hold down shift and designate few points for the unit to move. If you are annoyed that your enemy is always hacking down on your economic units, notably the Villager or Trade Carts, you can send units to guard them. To guard, simply the select the unit you want to use, and click the guard button in the bottom bar. Then right click the unit you want him to guard. Then, the unit will follow the target so that it is always within his line of sight. This helps in stopping any ambushes. You can also order your units to follow an enemy unit. To do so, click the unit, and then the Follow button. Then right click the enemy unit you want him to follow. This way, your unit will always stay within a certain distance from that enemy to ensure that he is always in his line of sight. Scout Cavalry units are most useful for this, and if you are lucky, you may be able to find your enemies' camps. Combat Stances: In Age of Empires II, you can assign your units to different stances. This is their attitude towards the other troops. The default stance is the Attack Stance. The unit will move to attack any enemies that come into their sight, and they will continue to follow the enemy until he is destroyed. There is no limit to the distance travelled, so you will find an unattended unit moving a long way across the map under Attack Stance. If you set a unit into the Defensive Stance, he is in Defensive mode. He will stay in one area and only attack enemies that come within his line of sight. This is just like guard mode, only that the unit is not guarding anything. Use this if you want to leave a group of units unattended for a short time. When ranged units are ordered to Stand Ground, they stay in one position and attack enemies only if they come into their range. This stance is recommended by Archers and other ranged units. If you set your units to No Attack Stance, they will not attack at all, even if they are being attacked by enemy units. Formations: Whenever there are more than one units ordered to move around together, they will be arranged in formations. The strongest units are always placed closest to the enemy, while ranged units and Siege Weapons are placed at the back. There are 4 different types of Formations. Line Formation is the default formation. Units are placed in a line and are packed together tightly. This formation is what you see in those movies of the ancient times like Alexander. If you have a group of infantrymen and archers only, you should consider this since the archers can fire from the back. Box Formation is recommended if you have vulnerable units like Monks and Siege Weapons. Stronger units like the cavalry will surround the weak units in a box in an attempt to protect them from attackers. When units are arranged in a Staggered Formation, they are arranged in lines, but they are a little bit scattered. This helps minimize damage from siege weapons, in particular the Magonel when they are packed together in a Line Formation. Finally, there is the Flank Formation. Your units will separate into 2 discrete groups that attempt to charge from 2 sides and surround the enemy while attacking. Only use this if you have a cavalry based force. ----------------------------------------- 4. All of the Construction Options [AOK4] ----------------------------------------- In Age of Empires II, you get a wide variety of things to build, train and research. Each civilization can train different things to make them different from each other. Of course, every side has its own unique unit. Here are all of the things you can build in the game. -------------------- a. Buildings [AOK4A] -------------------- Town Center "All villages and towns had an administrative center that was the seat of governmental power and leadership. During the Dark Ages this might have been the local leader's home. Later it might have been the town hall or local lord's manor house. The town center was often the place where important supplies were stored, especially food surpluses. The destruction of the town center usually meant the loss of the town's governmental infrastructure. If this could not be restored, the town or village ceased to function." The Town Center is like the Construction Yards and Command Centers of other RTS games. It's like the heart of your operations. Why? It's because that it is used to recruit villagers, deposit all the 4 resources at the beginning of the game, to advance through the ages, to research technology that enhances your production units, that is your villagers and increases your buildings' line of sight. Each side must start with a Town Center in the beginning of a game, and more Town Centers can be built around the map so that you can build extra bases from Castle Age then on. (So if you lose your Town Center during the Feudal Age, you will be in serious trouble! But don't worry, it's basically impossible for it to be destroyed then, given the weak units available.) The Town Center also features an alarm bell. Ringing it during an enemy attack will cause all the Villagers to take shelter inside the Town Center to fire at the enemies. There is a button made especially for that on the Town Center. Town Centers also are the Villagers' quarters. Each Town Center supports 5 units of population, much like houses. Up to 15 human units can be garrisoned inside the Town Center to heal or support its fire. As long as one villager or archer is garrisoned inside the Town Center, it can fire arrows at the enemy. It's like a mini-castle. Of course, the more archers garrisoned inside, the stronger is its attacking power. Like the Towers, Town Centers can have their attack power and range upgraded by Fletching, Bodkin Arrow and Bracer in the Blacksmith. House "During the Middle Ages in Europe, peasants often kept farm animals in a separate room or on the ground floor of their houses. Merchants and craftsmen also used ground floors as a place of business with living areas above. Lords lived in larger manor houses with kitchens separated to reduce the risk of fire. The homes of lords in the Dark Ages were fortified before the advent of castles." Houses are where your Villagers and soldiers live outside of battle. (I am a bit surprised by this revelation. If you are supposed to be fast and always on the move, why build places of permanent residence?) They are very important in production, since the more you have built, the more population you can support. Each house supports 5 units of population for the price of 50 Wood. (Man, must be a very crowded house!) Whenever you are attacking an enemy, you should always target the Houses as well as his production facilities, since the smaller the population he can support, the fewer the units he can train to fight back at you. Houses are very vulnerable to attack, so you should better build them far behind the entrance to your camp, or you will lose the ability to create new soldiers when the need arises. When the population limit has been reached, your upper limit in population will no longer increase when you build more houses. But it's always a good idea to build in excess. Meanwhile, you will be notified when you will need to build an extra house to support your population. In Single Player missions, you may be provided with equivalents of houses like Yurts and Pavilions. Those also support 5 units of population each. Mill "One of the early industrial enterprises of the Middle Ages was the grinding Mill. Handed down from antiquity, this technology greatly sped the otherwise backbreaking process of grinding wheat and other grains into flour. Mills used water, wind, and animal power to turn the grinding stone. Grain was converted into flour and the mill owner kept a percentage of the flour as compensation. Mills might be owned by a local lord, a monastery, or a local entrepreneur. The profits of mills led to conflict and competition, and the right to grind grain for a community had to be paid for and defended. Millers could become modestly wealthy. They became part of the rising middle class of merchants and craftsmen that grew in importance as the Middle Ages progressed." The Mill is where the wheat is ground into flour by a wind powered grinder. It is also where food is stored by your civilization in Age of Empires II. Whenever the Villagers have collected berries, fish, meat or grain to the extent that their hands are full, they will carry all that they have and put it into the nearest Mill. The Mill is also where you research upgrades to improve your farms. You can research the Horse Collar, Heavy Plow and Crop Rotation. These newfangled farming techniques serve to increase the amount of food provided by farms. Of course, always build Mills near food sources to reduce collection time. An ideal way of configuring Mills is to build a Mill, and have it surrounded by 8 farms. This is the most efficient way to set up Farms. Farm "The technology of farming was carried forward into the Middle Ages and improved. Northern European soils were often rich glacial deposits hidden under dense forests. Over the course of the Middle Ages, much of this land was cleared and converted into farms. Key technology improvements in farming were the improved horse harness, the heavy plow, and crop rotation. The new horse harness did not choke the animal and increased pulling power. The heavy plow could cut into the dense soils. Farms in Europe were largely communal affairs where each family received the produce of several rows in the field. The production of some rows went directly to the local lord as his rent." Farms are where, well food is grown. In this case, I am betting on corn or rice since the stuff grown is green. Farms provide a renewable mean of food. This is because it only requires wood to build up farms, and the there are plenty of trees to go round in the game. Once the berries, fish, deer, wild boar and sheep have been collected and exhausted, you can start resorting to farms to gather more food. A farm has a limited amount of food, and once it is built, the food is already available for collection. (It seems that the building process of this building is the part where the Villagers sow the seeds and let the crops grow.) The amount of food is limited, and you can check the amount of food left on each farm by selecting the farm. Once the food reaches zero, the Farm becomes "dead" and you will hear a notification sound. Then just order the Villager to rebuild the farm and it will start again. You can increase the amount of food available on farms by researching the Horse Collar, Heavy Plow and Crop Rotation in the Mill. Mining Camp "Mining continued throughout the Middle Ages, especially for iron, salt, copper, tin, gold, coal, and silver. The invention of gunpowder greatly increased demand for sulfur and saltpeter. By 500 AD, valuable surface deposits were rare and mines had to be driven into the earth. The desire to improve mining productivity and safety led to many important technology improvements. Early tramways for pulling ore carts out of mines foreshadowed railroads of the future. The demand for more powerful mine shaft pumps to pull out water and push in fresh air eventually led to steam engines." Mining Camps are where the miners of Age of Empires keep their tools, and also is the place where the Villagers take their findings in the Gold and Stone Mines. For your information, Gold Mines are denoted by pieces of mud that stick out of the earth with chunks of golden stuff on it. Stone Mines are denoted by pieces of grey lumps of stone sticking out of the earth. You should also build the Mining Camps right next to the deposits to speed up the collection rate. Of course, all minerals are limited, and you can click on the Gold Mine or Stone Mine to determine how much Gold or Stone is left in the mine. The Mining Camps are also where you research mining technologies to increase the speed in which the Villagers mine the Stone and Gold. To be precise, Gold Mining and Stone Mining are researched during the Feudal Age while Gold Shaft Mining and Stone Shaft Mining are researched during the Castle Age. Why on earth must Gold Mining and Stone Mining be researched in those camps if the Villagers have been mining during the Dark Ages! (I guess they were just picking the minerals off the ground and the surface during those different times. Check the description above to find out.) Lumber Camp "The great forests of Dark Age Europe were an important natural resource that was converted into wood for building and firewood for fuel. Lumber was cut from tree logs at a lumber camp. The early lumber camps were highly labor-intensive. A log was laid perpendicular to the ground above a pit. With one man above ground and one in the pit, a long iron saw was used to rip boards from the log. In the Middle Ages, better technology was developed to use water or animal power to drive iron saws and increase productivity." The Lumber Camp looks like a pile of wood with a crane above it for all civilizations. It must be where those lumberjacks camp out while off work. It is also where the Villagers assigned to be Lumberjacks take all their findings from the pine, oak or whatever trees to add to your stockpile. I don't need to tell you what trees look like, but you will be interested to know that all trees carry 100 Wood. Wood is limited, but there really are so many trees to last several long rounds of battles, so let's just consider them to be unlimited in supply, OK? (Since Farms are built by wood, we can also consider Food to be unlimited in supply.) Please also try to build Lumber Camps as close to the trees as possible to minimize collection time. You are also advised to build them right next to a large forest. As time passes, you will notice that the collection time is slowly increased. This is because as trees disappear, the trees behind will be chopped down. The distance traveled increases. So be ready to scrap old Lumber Camps and build ones closer to the trees at the back. Finally, you get to research lumber techniques each age to improve the speed of the Lumberjacks. They are Double Bit Axe, Bow Saw and 2 Man Saw. (I have never seen villagers sawing the trees though.) Dock "The emergence of deep-draft merchant ships led to the construction of docks where these ships could tie up and unload. Ships of this new design could not be dragged ashore easily for unloading. Associated with docks were the shipyards where ships were built." I am amazed that the Dock is considered to be an Economic Structure. It builds more military ships than economic ships. For your information, you can use Docks to build Fishing Boats during the Dark Age; Galleys, Transport Ships and Trade Cogs during the Feudal Age, War Galleys, Demolition Ships and Fire Ships during the Castle Age; Galleons, Heavy Demolition Ships, Fast Fire Ships, Cannon Galleons and Elite Cannon Galleons during the Imperial Age. As you can see, most of these units are used to attack enemies from the water, so it's really shocking for me. Of course, some of those units mentioned above are in the same line as their predecessors in the previous age, and substantial research is needed to upgrade the ships to the newer versions. At the same time, ship related technologies are also researched in the Dock. There are Careening (Castle Age), Dry Dock (Imperial Age) and Shipwright (Imperial Age). If you click a Dock of an ally or an enemy, you will find that beneath the title in the bottom bar, there is an icon of Gold with a number next to it. That is the amount of Gold your Trade Cogs will get when they pay that Dock a visit. That's right, Trade Cogs are another way for you to acquire unlimited Gold. The further away the Dock, the more Gold your Trade Cogs will return. Of course, Trade Routes in the sea are also vulnerable to attack by enemy ships, so you must send ships to guard them. A final economic function for the Dock is to collect food from the water. Fishing Boats get to venture into the water to find fish schools. That is when they start collecting food, and then return their catches to the dock. This time, the distance rule does not apply as the Docks must be built on the shorelines. Fish Trap "Dried and salted fish were valuable commodities in the Middle Ages because they were a source of protein that could be transported and stored. Cod caught off Iceland and Norway was an especially valuable resource. Fishing technology improvements included the fish trap that allowed the netting of fish migrating up rivers and in coastal areas." I almost forgot about another valuable food source. Farms are to grow grain and vegetables on land. And what about the sea? When the schools of fish are exhausted, will the fishing boats have any more meaning to exist? Or shall they be declared redundant and fired? The answer is definitely no. Fish Traps are the solution. They are the renewable source of food in the water. Since Villagers cannot swim, it's up to the Fishing Boats to build the Fish Traps. Farms can be built in a flash, but the case is not the same in Fish Traps. It takes a considerable amount of time to set up a fish trap. (To be precise, each percent takes maybe a half second to fill up, while the Farms are done in less than a few seconds.) However, the good thing is that those food stocks are out of reach from most land and ranged units, and it's easier to guard them from ships than when on land. The food carrying capacity of Fishing Boats is around 20 each go, and is almost on par with that of the Villagers. Also, each Fish Trap carries around 700 Food, and hence they don't have to be replaced that often. (This may also be the reason why there are no technologies to increase the amount of food provided by a Fish Trap.) When a Fish Trap runs out of food, you hear the same sound that would be played when a Farm is exhausted. Just select the Fishing Boat and right click the expired Fish Trap and a new one will be built to replace the one that is used up. (Don't worry, traps do not die, they are made of dead material already!) Market "As the Dark Ages gave way to better economic conditions, the exchange of produce and craft goods increased. Towns of all sizes set aside an area for a market where farmers and tradesmen could set up stalls for selling their merchandise. One or more days each week were designated market days and became the social highlight of the typical workweek. The market was also a place for the exchange of ideas, entertainment (bards, acrobats, musicians), and the spreading of news." Markets are really pure economical structures, since most of the activities there involve the usage of Gold. Whenever you select a Market, you will get to buy commodities from it. Gold is the official currency accepted all around the world in Age of Empires II. You mainly get to buy Wood, Food and Stone in the market. Since the supply of the former 2 is much more abundant than the latter, you will be buying Stone all the time to build more and more Towers and Castles. The laws of supply and demand apply to all transactions. The more of the same commodity sold to the Market, the higher the Supply, as a result, the market price of that item will drop. On the other hand, the more of the same commodity bought from the Market, the Demand will be seen to be rising, and the market price of that item will be increased. You can lower the market price of the commodities by researching Guilds during the Imperial Age. Unfortunately, you can only research that once. The Market is also used to research trade related technologies. You get to research Cartography and Coinage in the Feudal Age and Banking in the Castle Age. You get to build Trade Carts to. See your allies' or fallen enemies' markets? Click on them, and you will find a Gold icon with a number next to it. This shows how much Gold your Trade Cart will collect when it pays that Market a visit. The further away the Market, the more Gold you can get. Hence the quest for unlimited Gold. Of course, Trade Routes are often treacherous, so have some units to guard the convoys. Blacksmith "Iron-working technology had been learned by the barbarian tribes of Europe prior to the fall of Rome and was carried forward into the Dark Ages. Iron working was done at the blacksmith, named partially for the black iron worked there and for the black soot that covered the workers each day. At the blacksmith iron was forged and hammered into tools, weapons, shields, and armor. The ability to make superior weapons and armor became a highly prized and well ewarded skill. Blacksmiths, armorers, and weapon makers moved into the rising middle class." The Blacksmith is the workshop where swords, arrows, shields and plates of armor are forged using hot iron over burning coal. In the world of Age of Empires II, the Blacksmith is also where you research upgrades to your units' weapons and armor. In doing so, their Attack power, Armor, Pierce Armor will be upgraded, and they can withstand much better against enemy attacks. The Blacksmith becomes available as soon as you reach Feudal Age. There are a total of 5 different types of upgrades available. One is related to the infantry and cavalry's attack power, one is related to infantry armor, one related to cavalry armor, one related to the attack power and range of the archers, and finally one related to the armor of archers. At first, the Blacksmith upgrades do not require Gold. However, once you reach the Castle Age, all upgrades will require you to pay gold in addition to food. In the Feudal Age, you can research Forging, Scale Mail Armor, Scale Barding Armor, Fletching and Padded Archer Armor. In Castle Age, you can research Iron Casting, Chain Mail Armor, Chain Barding Armor, Bodkin Arrow and Leather Archer Armor. In the Imperial Age, you can research the Blast Furnace, Plate Mail Armor, Plate Barding Armor, Bracer and Ring Archer Armor. The availability of the upgrades varies with civilization, so you must check your technology tree to find which ones are there for your research. These technologies have got to be the most important in the game, this is because a little difference in attack power or armor can determine your civilization's strengths and weaknesses. Monastery "Monasteries were closed religious communities to which particularly devout priests, scholars, and believers withdrew for a life of prayer, study, and service. Monastic life was embraced by several religions, including Christianity and Buddhism. Residents of monasteries became known as monks. In parts of Dark Age Europe, monasteries were the only remaining centers of learning. Irish monks, for example, were instrumental in preserving much ancient knowledge and spreading it back into Europe as the Dark Ages waned. Over time monasteries grew rich in donated land. They became very important local institutions as a source of educated men who could serve as administrators. They also provided health care and emergency relief from their stockpiles of food." Monasteries are the places where the Monks reside, teach, receive training, meditate and provide free food. The Church's influence really is extremely great. However, in Age of Empires II, they are only used to train Monks. I find it questionable that Monasteries are used as Economic Buildings. After all, Monks have more military uses than economic ones. They heal your wounded soldiers with their magic and can attempt to convert the enemies, making them join your side. Monasteries are available from the Castle Age onwards, since the healing abilities can make your troops self sustaining, it is very important to race towards the Castle Age in multiplayer games. (Assuming you start at the Dark Age.) Of course, the Monastery is where learning is done, and besides Monks, you have access to many types of technology. Most of them are related to the Monks' ability and your units' ability in dealing with Monks. In the Castle Age, you can research Redemption, Fervor, Sanctity and Atonement. During the Imperial Ages, you get to research Block Printing, Illumination and Faith. All of these upgrades require lots of Gold, and sometimes may cost you up to a thousand every time. Monasteries are also places where you store Relics. You use Monks to find Relics on the map, pick them up, and take them back to the Monastery for storage. When a Relic is stored inside a Monastery, you will slowly get an unlimited supply of Gold. When you have found all the Relics and placed them into Monasteries, you will be given a countdown timer. As long as you can keep the Relics in the Monastery for the given number of years (in game years, not real years!) You will automatically win the game.) So at that point, let's play defensive. University "During the bleakest days of the Dark Ages, learning was all but extinguished in much of Europe. A scattering of priests and monks in isolated monasteries carried forward the ability to read and write and kept books alive by copying old manuscripts. Charlemagne attempted to reverse this trend by creating a school to train men who could help him control his empire, but this experiment largely disappeared under a new wave of barbarian invasions from the north and east. The first centers of higher learning were associated with great cathedral towns such as Cambridge, Oxford, Padua, and Paris. Future priests and church leaders received training in Latin, the Bible, Christian philosophy, and other Christian writings. Medicine, science, and mathematics did not enter the curricula until much later. Graduates of these first universities led the Church and provided a pool of educated men who served generations of European kings as advisors and administrators." The University is where people learn and study new technologies. And no, there are no scholars or units like that in Age of Empires II. The University, like the Blacksmith is there for you to research technologies and only technologies. This time round, these upgrades are all related to buildings and towers. Some are related to ballistic weapons. Universities are available during the Castle Age. (People are ignorant before that! They just believe in the Church's teachings!) When it comes to defenses, the University has technologies that increase the hit points of buildings by a certain percentage. There are also upgrades that transform your old Watch Tower to stronger versions. Same goes for the walls. Certain upgrades greatly improve the accuracy of the archers, and another one gives you insight into the world of gunpowder! In Castle Age, you can research Ballistics, Murder Holes, Heated Shot, Masonry and the Treadmill Crane. In the Imperial Age, you get to research Siege Engineers, Architecture and Chemistry. You can also upgrade your Stone Walls into Fortified Walls in the Castle Age. Watch Towers are to be upgraded into Guard Towers in the Castle Age, and Keeps in the Imperial Age. Once Chemistry is researched, you get to learn how to build Bombard Cannons. Again, different technologies are available to different civilizations. So don't be surprised if you don't have some of the techs. Wonder "One distinguishing cultural characteristic of the great Middle Age civilizations was architecture. Buildings in Japan, Scandinavia, Britain, Constantinople, and Arabia looked quite different and employed different construction techniques. In many cases, particularly noteworthy buildings stand as icons for the building civilization, marking it for all time as a culture that achieved greatness, if only temporarily. Examples of such Middle Age cultural icons are the Cathedral at Chartres, Charlemagne's Palace, and the Hagia Sophia at Constantinople." What's a Wonder of the World, you say? It's some famous monument that shows the world the glory of your civilization and the wonders of your culture. Different civilizations have different Wonders. For example, the Saracens have some weird spiral tower, the Byzantines have a very large cathedral with a dome roof, and the Mongols have an enormous towering tent that is supposed to be the mobile residence of the Great Genghis Khan himself. Wonders are extremely expensive to build. You will need 1000 Wood, 1000 Food, 1000 Gold and 1000 Stone in order to build one. The Wonder takes a long time to build, and while you are building one, the opponents will be notified by a weird low pitch tone. Why? It's because one of the ways to win in Age of Empires II is to build a Wonder, defend against enemy attacks and keep the Wonder standing for a number of years (in game years!) Wonder victories are recommended if you are so sure that your camp is heavily fortified, and you have control over a lot of the map's resources. (Or simply if you know your opponent is playing at a very slow pace.) That way, your opponent will be caught with his pants down and may not be able to save enough resources to build a sizable attack force before the Wonder is up. And then, just hold the enemy back and let the time run out. Barracks "Weapons were made and stored and soldiers drilled in the barracks. During the late Middle Ages, the barracks was incorporated within a castle complex. It became also the part of the castle where professional soldiers lived, ready to help defend the castle or maintain order in the surrounding countryside." Barracks are well, Barracks. This is where you train your infantrymen. There are currently 2 lines of infantrymen that you can train. One is the general fighter, while the other is the spear wielding guy who specializes in taking down cavalry. This is the only military building with production capabilities during the Dark Ages. At first, you can only train Militia. Then in the Feudal Age, you get to train Men-at-Arms and Spearmen. In the Castle Age, you get to train Long Swordsmen and Pikemen. In the Imperial Age, you get to train 2-handed Swordsmen and Champions. The Barracks is also a place where you research 2 infantry upgrades. One increases the line of sight of all infantrymen, and the other increases the infantrymen's speed. They are Tracking, researched in the Feudal Age and Squires in the Castle Age. Stable "As the Middle Ages continued, the rise in importance of mounted warriors created demand for large numbers of horses, which were bred and maintained at the stable. A variety of horses were bred, including horses for long-distance travel, fast horses for quick movement, and the heavy charger. Scout and light cavalry units needed quick horses with lots of stamina. Heavy chargers of great strength were required to carry fully armored knights into a charge. Mounted warriors trained at the stable as well, learning the skills of fighting from horseback with spear, lance, sword, flail, mace, and hammer. In other parts of the world, camels and elephants were bred and maintained for mounted combat." The Stable is where horses are bred, and this is also the place where you train cavalry units. The Stable is a Feudal Age unit, but you have to note that the one unit available at that time is not worthy for mass production. It's at the Castle Age that when the units are worth it. There are a total of 3 lines of units available for training in the Stable. One is the fast moving mounted scout (with a long line of sight), one is the standard mounted warrior and one is the anti-cavalry mounted unit. In the Feudal Age, you only get the Scout Cavalry, which is great for scouting but very pathetic for attacking. Then in the Castle Age, you get to train Light Cavalry, Knights and Camels. In the Imperial Age, you get to train Cavaliers, Paladins and Heavy Camels. At the moment, there is one and only upgrade available for research in the Stable. It's the Husbandry technology. It's to increase the speed of all cavalry units. Archery Range "Missile weapons like the bow carried over into the Middle Ages from ancient times in most areas of the world. Northern Europe was an exception for many centuries because the dense forests of the region nullified the range advantage of bows. Throwing weapons like axes, javelins, and knives were more popular there. As the forests were cleared, use of the bow spread. Training with missile weapons took place at the archery range. The training of bowmen was especially favored in England, where every town had an archery range and competitions were held each week to encourage practice. From its large pool of archers, England could easily recruit several thousand expert longbowmen for armies going to France. As crossbows and early firearms came into use, men were trained to operate these weapons at a modified archery range." An Archery range consists of a long hall with rows and rows of targets for people to practice their archery. (By firing arrows at the targets of course.) In Age of Empires, this is where military Archers are trained. All Archers require wood to be trained, and the serious fighters also require gold. There are 4 lines of archers available. One is the standard archer, one is the guy who throws spears in battle, one is the mounted archer, and the fourth is the unit which uses the early versions of firearms. Archery Ranges are available for construction in the Feudal Age. In the Feudal Age, you can train Archers and Skirmishers. In the Castle Age, you can train Crossbowmen, Elite Skirmishers and Cavalry Archers. In the Imperial Age, you can train Arbalests, Heavy Cavalry Archers and Hand Cannoneers. I'm sorry, but the Archery Range does not provide any upgrades for Archers. You can consider trying the Blacksmith and University. Siege Workshop "The construction of castles and fortified towns created demand for artillery engines that could knock down walls and open the fortification to assault by troops. Without such artillery weapons, the taking of a castle required a long and costly siege that eventually starved the defenders into surrender. The ability to lay siege was constrained by the length of the campaigning season, the cost of providing supplies to a besieging army, the losses from disease in camp, and weather. Battering rams, trebuchets, and other siege engines were used to break into the fortification quickly and decide the issue. Siege engines were built at a siege workshop." In the Middle Ages, many camps and towns are equipped with weapons better for defending than attacking. As a result, direct charges will often result in many deaths. Therefore, the best way to beat the foe is to burn his crops, cut off his supplies and trap him in his safe haven. Eventually, they will starve and will be forced to surrender. That's the definition of a siege. The Siege Workshop is where all the big toys are given to you! They are the equivalent of modern day armored units. Since Castles only started to creeping up during the 1000s, in the Castle Age, Siege Workshops will not be available for use unit then on. There are a total of 4 lines of units available. There is the ram, the mobile mini catapult, and the gigantic mobile bow and arrow and the portable cannon. In the Castle Age, you start with Battering Rams, Magonels and Scorpions. In the Imperial Age, you get to use Capped Rams, Siege Rams, Heavy Scorpions, Onagers, Siege Onagers and Bombard Cannons! Please note that Siege Weapons are definitely the most expensive units in the game. You need lots of Wood and Gold to build them. As for the cost of upgrading from a weaker version to the next, don't ask! Castle "The first castles appeared in Europe in the ninth century as an improvement of the local lord's stronghold. Castles were tactically defensive but strategically offensive. Because they were so difficult to capture if adequately defended, they provided a secure base from which a mobile force of warriors could extend political control. A local lord installed himself inside with a professional force of fighting men to serve him. Castles spread across Europe in the tenth and eleventh centuries in response to weak central authority and barbarian raids from the north and east. Kings spent the rest of the Middle Ages trying to take back control of castles raised by local lords. The development of dependable mobile heavy artillery in the fifteenth century finally made castles obsolete." The Castle in the Middle Ages has a lot of uses. It is a home, an army camp, a local government office, a lookout place, a prison and a food store. There is just a lot of things happening inside, right? It serves well as a Military Building in the Age of Empires II world. It really is a home, in the respect that it supports a lot of people at once. In fact, your population can be increased by 20 just by building a Castle, compared to 5 for individual houses. A Castle is a lookout in the fact that it has a very high base attack power of 11, and it is multiplied by 4 from the get go. So, you get a very powerful defensive structure that can fire so enemy arrows that can stop most infantry charges. That's not all. Castles can be used to garrison troops, and the people living inside will restore health faster than those garrisoned in towers. Cavalry can go in too! That's not all. Units with arrow firing abilities can increase the attack of the Castle. Since there are 20 spaces for garrisoned units, you can garrison 20 Archers inside the Castle and increase the multiplier up to 20! When we take account the effect of tower upgrades, we get (11+4)*20. That is a total of 300 attack. Of course, since this takes a massive 20 off your total population, you must make sure that your population limit is higher than 100 beforehand. Since Castles make very good Defensive Structures, you should place them at strategic points. The Military Uses of the Castles are to defend against enemy attacks (obviously!) and the production of each civilization's Unique Units. The Standard Unique Unit is available during the Castle Age. In the Imperial Age, that unit can be upgraded to the Elite Version. At the same time, the most powerful long range Siege Unit in the game, the Trebuchet is available then. Some general upgrades are also available then. The biggest disadvantage of Castles are their costs. It costs a whopping 650 Stone just to build one. Better start saving. Palisade Walls, Stone Walls, Gates and Fortified Walls "Barbarian tribes were migrating across Europe during the Dark Ages, being displaced by other migrations from the East and searching for land to settle. Warrior bands roamed the landscape seeking plunder. In these turbulent times, defensive precautions were taken. Villages were fortified with palisades - walls built of wood. Although stone walls were preferable, wood was abundant and easy to use, and a palisade could be erected in a fraction of the time a stone wall would take. At night the villagers would bring all their livestock, goods, and tools inside the palisade for protection." "Larger and more advanced civilizations upgraded their defenses to stone walls when they could. A well-built stone wall offered protection against raiders because it could be broken down only by a determined effort. To capture a walled town or castle might require a long siege or a battering by powerful siege engines. Stone walls were expensive and time-consuming to build but worth the cost when guarding valuable locations. One famous set of stone walls from the Middle Ages were those guarding the land approaches to Constantinople. These walls withstood intermittent assault over a period of a thousand years. They were partly responsible for deflecting barbarian tribes from the north and east toward Rome, even though Constantinople may have been a more attractive prize. The other famous stone wall of the Middle Ages was the Great Wall of China. Originally constructed in ancient times, it was extended and rebuilt in places by several dynasties. The frontier of China was so long that the Great Wall could not be defended sufficiently to be a shield. It did serve to provide warning of Mongol attack. Most importantly, it slowed the advance and withdrawal of raiders across the frontier, giving the imperial armies a chance to intercept." "The fortified wall was an upgrade of the stone wall accomplished by building fighting positions into the wall so that defenders could be more effective in repulsing assaults. Strong points and bastions allowed defenders to shoot at enemies at the base of wall, where they might otherwise be safe. The three lines of stone walls outside Constantinople were fortified with hundreds of towers, helping to make the defenses impregnable until the advent of cannon." "Gates were built into walls to allow access to a fortification. Because gates could be the most vulnerable part of a defensive position, extra care was taken to make them strong. A common type of gate was the portcullis, a heavy metal grid that was raised by a winch. The portcullis was in place by grooves in the stonework of the gateway and by its own weight. A long narrow passage, open from above, was usually placed behind the portcullis. Attackers who managed to get past the gate would then remain vulnerable to fire from soldiers in the narrow passage." All of the above structures are there to surround your base, and literally walling them out to keep them from entering your base. The Palisade Wall is made completely of wood, and each wall section has just a little over 200 HP. This makes it very easy for enemies to breach. I suggest you don't build this type of wall at all. Unless it's the Single Player games, where the enemies are so dumb that they will only attack the non blocked off areas of your camp. The only advantage of this type of wall is that it is made of Wood, so it only requires Wood. Stone Walls, which are available in the Feudal Age are a major improvement over Palisade Walls. They are made of stone, and have over 1000 hit points per wall section. This makes it very difficult to breach until it's the Castle Age. At that time, Stone Walls can be easily broken down by Battering Rams. You can construct gates on your wall sections. The orientation of the gates is to be determined by the computer. You move the mouse cursor near the wall section, and the computer will automatically orient your gate so that it is parallel to the existing wall section. Gates can be locked to prevent it from opening unnecessary during enemy attacks. Once you reach the Castle Age, the Stone Walls can be upgraded into Fortified Walls. Fortified Walls have much more HP than Stone Walls, but are just as vulnerable to Battering Rams. The upgrade costs stone. So it's up to you as to whether research it. Outpost "The world of 500 AD was far less populated than the world of today, and there were great expanses of empty and desolate land. To keep watch at the frontier, lords established outposts that would provide early warning of attack and report movements of settlers and trade caravans. As the land became more populated and more settled, outposts were replaced by establishing castles and communities on borders." Age of Empires II has a Fog of War. This means that you can only see what is going on in the parts of the map within your units and structures' lines of sight. If you move out of an area, the area will be swallowed up into the fog and you cannot see a darn thing. This has got to be quite an annoying feature. If you want to keep an eye on a region, and do not want to keep units there, you can simply build Outposts. Outposts are buildings that just stay there, doing nothing, and has an extensive line of sight. They are just there so you can keep an eye over the fields in certain remote areas that enemies might venture into. It seems that the line of sight of Outposts increases with Age, regardless of upgrade. In the Dark Ages, you can only see just a little spot of land in the Dark Age. Then in the Feudal Age, that spot becomes a small patch. In Castle Age, it becomes a large patch, and in the Imperial Age, it becomes an enormous patch! You can research Town Watch and Town Patrol to increase the sight range of these buildings. Sounds like a great deal eh? No! Outposts are often the targets of attack by the enemies since they don't have anyone firing arrows from the inside to stop intruders. By the time you know the enemies are coming, they are already dismantling your outpost, and everything goes black on screen there. So, you still don't know from which way he will attack your base, and you will have to waste resources in building one again. Watch Tower "Some of the earliest fortified stone structures were simple watch towers. From the watch tower a local lord could keep a large area in view. The stone structure made it impregnable to assault except by a major force. The lord could withdraw into the tower, putting his animals on the bottom, stores and treasure on a second floor, living on upper floors, and fighting from the top. The Normans were famous for building stone watch towers across their lands in Normandy and England to provide military and political control." Every single Real Time Strategy Game must have a protective turret that helps guard your base while you are away, right? The Watch Tower is that protective turret. Available in the Feudal Age, the Watch Tower has someone watching over your base for you that fires arrows out at intruders. Sounds great, right? The big problem is that in the Feudal Age, the archers inside the Watch Towers are not so accurate. Besides that, they have a minimum range, which means that they cannot fire at enemies that are too close. It's possible for a small group of Men-At-Arms to outrun all those arrows, and reach the base. At that point, they can hack your tower down without much help at all. The Watch Tower may seems worthless in the Feudal Age, but fortunately, upgrades are available. In the Feudal Age, the only upgrade you will get is Fletching, which is a technique in making better arrows. This increases the range and attack power of the Watch Tower by 1 and only 1. But what's the point of having a better range and attack if it can't hit the enemies anyway. There are good things in store for this tower, but they are only available in the Castle Age. So, it's time for you to establish these towers first hand and play the waiting game. What's are the upgrades you say? Well, let's read the description of the next tower. Guard Tower "The defensive tower continued to evolve during the Middle Ages by getting stronger, taller, and better designed for fighting defense. Whereas some earlier watch towers had been square, guard towers were usually round to eliminate a sharp corner that could be knocked off. Fighting positions at the top of a guard tower were improved to protect defenders. Hoardings extended out from the top, allowing defenders to reach the bottom of the guard tower with missiles. Entrances to guard towers were made more elaborate and more easily defendable." The Guard Tower is the upgrade to the Watch Tower. It is available in the Castle Age. You must research the particular upgrade in the University before you can use it. Once the upgrade has been researched, all existing Watch Towers will be converted into the new Guard Towers, and the Watch Tower option in the Villager will be replaced by the Guard Tower option. Guard Towers are not the most important upgrade to the Watch Tower. There are 2 upgrades that must be researched in the University before others. They are the Ballistics and Murder Holes upgrade. Once you have researched Ballistics, all arrows fired by the Guard Tower will be made to be much more accurate than before. Then fast moving units will be less likely to evade your arrow fire. The second upgrade mentioned, Murder Holes, allow the people stationed inside the Guard Towers to fire directly down at the enemies attacking their base. This means all the nasty stuff that used to happen in the Feudal Age will no longer happen again. A third upgrade that is also useful is the Bodkin Arrow technology. This increases the attack power and range of Guard Towers by 1. Oh, there is one thing I forgot to mention about the Guard Tower. If you garrison units inside them, they will slowly regenerate HP, however, their health will not recover as quickly as they are when compared to Castles. If you garrison units that can fire arrows, notably Crossbowmen inside the Guard Towers, they can add support fire to the guard that is already stationed there. At first, Guard Towers have a base attack of 6. When it is full to the brim with Crossbowmen, the attack will become 6(4), an entire 24. Let's take in account the 2 upgrades available so far to the tower. It will be (6+2)(4), a total of 32 attack. Keep "The central and strongest building inside a castle was called the keep. This was the last bastion of defense inside if the walls and outside towers were taken. The remaining defenders withdrew into the keep for the final defense. The keep was a mini-castle often constructed in place of a castle to cut expenses. Although much smaller than castles, keeps could perform the same function on a smaller scale. They were very difficult to capture except by a large and well-equipped army." Guard Towers are the final step to towers alongside the Fortified walls in the Castle Age. But there is actually an even stronger defensive building for certain civilizations. Once you have reached the Imperial Age, the option to upgrade to the Keep will be available to the Britons, Celts, Teutons, Saracens, Turks, Byzantines, Chinese and Japanese. Keeps look like Guard Towers, but they are built with the Imperial Age Architecture. Once you have finished with the research on Keeps, all existing Guard Towers will be upgraded to Keeps. It is really surprising that Microsoft decided to name the Imperial Age towers Keeps. I mean, the Keep is the large building in the center of the castle where the owner sleeps in and it is where the soldiers perform their final defense duties if they are completely surrounded. It is definitely not a tower of sorts! The upgrades for towers don't stop at the Castle Age. You can research the Bracer in the Blacksmith to increase the attack and range of Keeps by 1, and you can research Chemistry to allow Keeps to fire flaming arrows, adding one extra attack point to the Keep. Now, let us do the math, shall we? We have a Keep, with an attack power of 7, upgraded to the max with 7+4= 11. You then garrison 5 Arbalests inside. This multiplies the attack power by 4 again. So, the total attack power indicated by the game will become 7+4(4), this means the final attack power of the Keep is 44. The Keep is still not be ultimate tower of the game. If you are lucky to play as certain civilizations, you will have the honor of building something even tougher than the previous one. Let's see below. Bombard Tower "By the end of the Middle Ages the development of cannon had changed military engineering by making standard castles obsolete. Their high vertical walls were particularly susceptible to direct cannon fire aimed at their base. Military engineers responded by building new structures that were less susceptible to cannon fire and by mounting cannon within these structures to augment their defensive positions along coasts, at important river crossings, and at other strategic points. These new bombard towers swept the approaches to harbors and towns, making them more difficult to attack." The Bombard Tower is the ultimate tower of Age of Empires II. It looks a lot like the Keep, but instead of firing arrows, the Bombard Tower has cannon portals sticking out that fire cannon balls at the enemies. Very few civilizations have the ability to build Bombard Towers. Only the Teutons, Byzantines, Turks and Chinese can do so. The road to building Bombard Towers is very tough. You must be in the Imperial Age, and have researched Chemistry. The button Bombard Tower will then appear at the University. You will have to research that one in order to get the Bombard Towers. What's more, the existing Keeps will not upgrade to Bombard Towers. It's just that the Bombard Towers appear as a separate construction option in the Worker. Bombard Towers themselves are expensive. You need to pay the usual Stone, and now, Gold is required. For those who can afford it, Bombard Towers really are a solid investment. Since you have researched Ballistics and Murder Holes, the cannons can fire extremely accurately at any enemy that dares to draw near to you. Even the toughest Siege Weapons, namely the Capped Rams and Siege Rams will be broken into pieces long before they reach your towers. So, it's about time for you to engage in trading with your allies to get the spare gold and Stone to build these. Once you build a line of Bombard Towers over all the mineral resources you find (Stone, Gold) your enemies will definitely be much weakened. ---------------- b. Units [AOK4B] ---------------- Militia Cost: 60 Food, 20 Gold Hit Points: 40 Attack: 4 Armor: 0/0 "Local peasants and workers called up for military duty in times of emergency made up the militia. These temporary soldiers were usually equipped with second-rate weapons and armor. They returned to their normal occupations when the emergency had passed. Levies of militia were often used as second-line troops when great lords assembled their vassals for a campaign. The militia was available for less demanding fighting and other tasks in support of the main army. England's Harold Godwinson stood his ground in 1066 at Hastings with only his vassals. If he had fallen back and called up the Anglo-Saxon militia, known as the furd, some historians believe he would not have lost his kingdom to William the Conqueror. For much of the Dark Ages there were only small professional armies in the West. Militia led by strong leaders and their few retainers carried on much of the Dark Age fighting." Militia are the amateur soldiers who have lives besides fighting battles for their leader. They are the one and only soldier in the Dark Age. They attack with their little maces, and receive no upgrades during the Dark Ages. The only good use of them is to scout out the enemy's base in the start of the game and hurt their economy by killing Villagers. However, they start to receive upgrades during the Feudal Age. But if you really are obsessed with using infantrymen, I suggest that you upgrade then. Men at Arms Cost: 60 Food, 20 Gold Hit Points: 40 Attack: 4 Armor: 0/0 "Men who had received weapons training and wore armor of some sort in battle were referred to as men-at-arms. By definition, all knights were men-at-arms, but not all men-at-arms were knights. The class of men-at-arms also included professional fighting men of no nobility called sergeants and knights in training called squires. The armies of feudal lords were divided into two distinct groups, the men-at-arms of all classes and the peasant militia. The trained fighting men provided the principal fighting power of the army. Men-at arms on foot fought with swords. This was an effective weapon and helped distinguish the men-at-arms from soldiers of lower social standing like spearmen, skirmishers, and missile troops. Men-at-arms wore armor, usually from head to toe, and were highly trained. They were especially effective against spearmen if they could close under the spear points. They fought beside dismounted knights under certain conditions, such as castle assaults. During the Hundred Years War, the English often fought dismounted because the French knights usually outnumbered them by a large margin. On the open battlefield, a man-at-arms was at a great disadvantage against a mounted knight. Knights kept a body of men-at-arms on retainer to help maintain local order within the local fief and to accompany the knight when called up for military service." Things are starting to look up for our standard infantrymen during the Feudal Ages. It costs 100 Food and 40 Gold to upgrade Militia into Men at Arms. Not only the barbaric looking Militia can be upgraded to some better looking swordsmen called Men at Arms, we get an attack bonus. Men at Arms are effective at razing buildings now with it. Now they are stronger, you can consider mounting offensives against the enemy bases with Men at Arms. However, there is one new threat. It is the Archer. The inclusion of the Blacksmith in the Feudal Age means that attack powers of the Men at Arms can be improved. The Scale Mail Armor increases the armor and pierce armor of Men at Arms by 1, while Forging increases the attack power of Men at Arms by 1. There is also an upgrade called Tracking which improves the Men at Arms' line of sight. Spearmen Cost: 35 Food, 25 Wood Hit Points: 45 Attack: 3 Armor: 0/0 "The medium infantry of medieval armies were often spearmen wearing half-armor, usually a helmet and armor on the upper body. As the Middle Ages advanced, the role of the spearman became more important. Armies learned to employ large formations of spearmen as a counter to heavy cavalry attacks because horses would not charge home against a bristling wall of spear points. Spearmen were most effective when emulating the ancient Greek phalanx, a dense box of men that could extend several spear points in a chosen direction. As towns grew in importance toward the end of the period, they fielded large contingents of trained spearmen. These were very effective in battle for the cost of their equipment and training. Spearmen were originally deployed in a defensive posture, but the best of the spearman armies, such as the Swiss, Scots, and Flemish, learned to maneuver and take the offensive." Spearmen is the start of a new line of infantrymen appearing from the Feudal Age. They are of course, armed with spears, and are used to poke at the horses, bringing them down. They are of course, the anti cavalry units. The thing is, the importance of spearmen are basically non-existent in the Feudal Age, since the only cavalry unit you have to deal with is the Scout Cavalry, which is a very pathetic excuse for cavalry. But still, the Blacksmith upgrades still work on them. The Forging Technology increases their attack by 1, the Scale Mail Armor Technology increases their Armor and Pierce Armor by 1. The Tracking technology in the Barracks increases their line of sight by 4. That's all you need to know. There is something better coming in the Castle Age. Long Swordsman Cost: 60 Food, 20 Gold Hit Points: 55 Attack: 9 Armor: 0/0 "The weapon of choice for noble warriors was the long sword. Being skilled with a sword was a social distinction because good swords were expensive and difficult to make. Men-at-arms of lower classes trained with shorter swords and less expensive weapons. Long swords were reserved for the nobility. The ceremony of becoming a knight involved being dubbed with a long sword by the new knight's lord." By the Castle Age, we get to use infantrymen with long swords and a shield. It costs 200 Food and 65 Gold to upgrade from Men at Arms to Long Swordsmen. There is a great jump in Attack for the Long Swordsmen, as they now have 9 attack compared to 6 for Men at Arms. They still maintain their attack bonus against buildings. There are some more upgrades for infantry in the Castle Age that you will be interested in. Researching Squires in the Barracks increases the speed of the Long Swordsman, while researching Iron Casting in the Blacksmith will increase their attack by 1. Researching Chain Mail Armor will increase the Long Swordsman's Armor and Pierce Armor by 1. At this point, your infantry can be ready for tough battles. You should keep away from the cavalry and archers at all costs though. Pikeman Cost: 35 Food, 25 Wood Hit Points: 55 Attack: 4 Armor: 1/0 "The success of spearmen against cavalry led to innovation in the equipment and tactics they used. Pikemen were an innovation of towns and communities that did not have the resources to field large armies of heavy cavalry. Pikes were cheap and could be quite effective with training. One important change was the lengthening of the weapon shaft. Where the spear had been 6 to 8 feet long, the pike had a shaft up to 18 feet long. The longer weapon meant that more spear points could be extended beyond the bodies of the men in the front rank. Pikemen combined with crossbowmen or hand cannoneers to make a useful combined arms unit. The pikemen prevented cavalry from overrunning the group, while the missile troops caused casualties to the enemy at range. Working together, this combination dominated battlefields at the end of the age. As firearms improved after the Middle Ages, the pikeman component became less necessary. The bayonet made the pike component obsolete and allowed the musketeer to defend himself against cavalry." Pikemen are the upgrades of spearmen. Instead of using spears, they now use extremely long poles with even sharper blades at the end to bring down the rider's horse from thrice the range. It costs 215 Food and 90 Gold to upgrade Spearmen to Pikemen. However, the Turks don't get to upgrade. Once we hit the Castle Age, you will have to counter many different Unique Units. One of them is the War Elephant. They have insanely high HP and high HP. This is why Pikemen's extra attack bonus against elephants will really come in handy. Of course, this does not mean that Pikemen can defeat War Elephants in one on one combat. Use a few more and watch those behemoths fall. For most encounters against cavalry, you should learn from the movies. This means that you place a line of Pikemen in the front supported by the Archers by the back, and this can stop charges of Knights. (As long as you guys are not insanely outnumbered). You should use the Archers behind you to deal with the enemy Archers. May the better side win. Pikemen also have their fair share of upgrades. They get the Squires Technique in the Barracks to move faster, the Iron Casting Technology to increase their attack by 1 and the Chain Mail Armor to increase their Armor and Pierce Armor by 1. Two Handed Swordsmen Cost: 60 Food, 20 Gold Hit Points: 60 Attack: 11 Armor: 0/0 "As armor improved, so did weapons. The two-handed sword was an innovation that allowed a man to swing with the power of both arms, not just one. This was a long and heavy sword, and it required a strong and well trained man. The two-handed swordsman was a formidable adversary in hand-to-hand combat. Two handed swordsmen used no shield and relied on the power of their attack to overcome an opponent's shield and armor. Although he struck fewer times, each swing had the potential of being a mortal blow, regardless of the armor and weapons of the defender." You had the long swords back in the Castle Age. Now, once we come to the Imperial Age, the swords continue to be more refined, and they are continuing to get longer and longer. By that time, they are so heavy that a swordsman will have to use both hands to carry the sword and swing. He may appear weaker without the shield, but actually, these men are much stronger than their predecessors. It may be the Imperial Age, but the upgrade cost of 2 Handed Swordsmen are still extremely cheap. You only need 300 Food and 100 Gold to upgrade. Two Handed Swordsmen are available to all civilizations, except one. They are the Persians. Poor, poor Persians, I guess infantry's just not for you, eh? Two Handed Swordsmen get even more upgrade boosts in the Imperial Age. The new Blast Furnace technology increases their attack by a whopping 2. The Plate Mail Armor increases their Armor by 1 and their Pierce Armor by 2. Two Handed Swordsmen will be created 25% faster if you research Conscription in the Castle. Champion Cost: 60 Food, 20 Gold Hit Points: 70 Attack: 13 Armor: 1/0 "Among the best swordsmen there were a few who, through their renown on the battlefield and in tournaments, achieved the status of champion. Such men became war leaders and rose in social standing thanks to abilities so highly regarded at the time. Lords kept champions on retainer for status and because staged fights between elite warriors were used on occasion to resolve disputes. Having a great champion in your pay or as a vassal was the Middle Age equivalent to having a good lawyer. Champions were professional warriors who might also be members of the nobility. A successful champion might gain a noble title through tournament victory, battle honors, or marriage. A minor knight in England named John Marshal was so successful in tournaments that he rose to become a high-ranking noble of great wealth thanks to prizes and successive marriages to admiring women of means." The moment has finally arrived. In the Imperial Age, we get 2 upgrades for the standard sword wielding infantry unit. First we have 2 handed Swordsmen, now we have the Champion. Champions are the best standard infantry in the game available to all sides. (OK, every side except the Persians.) It costs another 750 Food and 350 Gold to upgrade all existing Two-Handed Swordsmen to Champions. They got the most HP and finally have base Armor. They still attack by swinging their swords with both hands. Champions can be upgraded by the same respect as the 2-Handed Swordsmen. Use these as counter-counter units. That is, against those units which are designed to counter standard troops. (Like Pikemen and Skirmishers) You can try to challenge Imperial Age Cavalry, but I guess you will only have limited success. I only have one question really. If a Champion are supposed to be the best of the best, how can you train so many Champions at once? Surely they will argue with each other about who's the best and kill each other! Woad Raider and Elite Woad Raider *****CELTIC EXCLUSIVE***** Cost: 65 Food, 25 Gold Hit Points: 65,80 Attack: 8,13 Armor: 0/0 "Woad is a plant found in the British Isles from which a blue pigment can be extracted. Celtic warriors painted themselves with this pigment prior to battle to look more fearsome and unnerve their enemies. Celtic warriors had been raiding more developed areas of Britain and Europe since ancient times. The Scots, for example, were originally Irish raiders who took lands from the Picts in north Britain that became Scotland. When the English sought to conquer the Celts inhabiting Ireland, Wales, and Scotland during the Middle Ages, the Celts were at a great disadvantage against the English mounted knights. The Celts often turned to guerrilla tactics, raiding English settlements and withdrawing before English armies. Raiders painted with woad devastated the borderlands. A renowned woad raider was William Wallace of Scotland who rampaged through Northern England for a decade." Woad Raiders are the Celtic Exclusive Units. They are a bunch of warriors who use some blue plant paint to paint their faces to scare the enemies. They move exceptionally fast and have higher hit points than the Long Swordsmen, but have 1 less Attack. Once you reach the Imperial Age, Woad Raiders can be upgraded to Elite Woad Raiders at a considerable sum of 1000 Food and 800 Gold. It costs less Food than the jump from Long Swordsmen to Champion but much more Gold. So, let's do a side by side comparison with the Champions. For one thing, Champions have the same attack and higher armor, but Elite Woad Raiders get 10 more HP than the Champions. However, Woad Raiders come at a higher price for reduced armor and a slightly higher HP. (5 more Food and 5 more Gold), so I suggest you refrain from using these units in the first place. Throwing Axeman and Elite Throwing Axeman *****FRANKISH EXCLUSIVE***** Cost: 55 Food, 25 Gold Hit Points: 50,60 Attack: 7,8 Range: 3,4 Armor: 0/0,1/0 "The Franks took their name from the axe that was their preferred weapon in ancient times. They continued to use the axe into the Dark Ages and their warriors were especially noted for their ability to throw this axe in battle. The axe was well balanced and could be hurled a good distance by a strong man. Franks carried several axes into battle, holding on to one for hand-to-hand combat. As they advanced they could pick up axes thrown previously to replenish their supply of missiles. Throwing axemen were especially good against light troops wearing little armor. Carrying axes was also useful for dismantling fortifications." Here's a new innovation for Franks. Ranged infantry. Throwing Axemen are infantry units who throw axes at the enemy. How on earth they are supposed to carry an infinite number of axes I will never know. Ranged infantry units sound promising until you see how bad their attack is. Throwing Axemen have only 7 attack while the Elite Throwing Axemen have 8. This is much much lower than those of the Long Swordsmen, 2 Handed Swordsmen and Champions. They may have range, but you can only have that much of a head start against other infantry units. What annoys me is that in spite of being a thrower, Throwing Axemen do not have attack bonuses against infantry units. This makes the Throwing Axemen much better for defending than attacking. Would you want to train these units? No way! Instead stick to Champions and use Cavalry. They are the Frank's strong point. Anyway, if you are interested in nutters who throw axes in battle, consider dishing out 1000 Food and 850 Gold to upgrade them to the elite version. Teutonic Knight and Elite Teutonic Knight *****TEUTONIC EXCLUSIVE***** Cost: 85 Food, 40 Gold Hit Points: 70,100 Attack: 12,17 Armor: 5/2,10/2 "At the height of the Christian Crusades into the Holy Land, German crusaders formed an order of warrior monks called the Teutonic Knights. This order gave up crusading in the Eastern Mediterranean and turned its attention to Eastern Europe. Through conquest they brought Christianity to the Baltic region and forests of what became Prussia. They built castles from which they could control the surrounding countryside. The Teutonic Knights were committed warriors who carved out an empire that lasted into the twentieth century." I have read history books about the Crusades. It seems that different groups of knights are trained to protect pilgrims and fight against the Muslims and defend Jerusalem back then. I only know 3 groups. They are the Knights Templar, Knights Hospitaliers and Teutonic Knights. The Teutonic Knights are Knights that travel on foot. They attack with swords, like the other guys, wear a cool cape, and do massive damage. They have lots of hit points and extremely high armor. In fact, the transition from Teutonic Knight to Elite Teutonic Knight features a very high jump in Attack, Hit Points and Armor. What could be better? They are the only standard infantry unit that can take down the strongest Cavalry Unit, the Paladin. You will definitely pleased to know that the upgrade from normal to elite costs 1200 Food and only 600 Gold. Hee hee. There is only one catch in all this. Teutonic Knights move very slowly, making them extremely vulnerable to conversions by Monks. The manual says they are weak against archer attacks, but I tend to disagree. After all, if you have 2 Pierce Armor, that should make them as strong as standard Knights. So, the only thing you need to worry about are the Monks. In that case, you must escort Teutonic Knights with Arbalests and Cavalry Archers. Researching the Faith technology in the Monastery helps a lot in preventing the enemies from converting your troops. I of course recommend that you use Teutonic Knights to replace the Champions AND Pikemen, and I promise that you will have many happy returns. May God be with you. Berserks and Elite Berserks *****VIKING EXCLUSIVE***** Cost: 65 Food, 25 Gold Hit Points: 48,60 Attack: 9,14 Armor: 0/0, 2/0 "Late in the eighth century Viking sea raiders from Scandinavia appeared suddenly in Northern Europe. They raided and plundered coastal communities for the next 150 years. Most of the progress made by Charlemagne in uniting Northern Europe and beginning a rebirth of civilization was erased by the turmoil they caused. The Vikings were known for their great seamanship and ferocity in battle. Witnesses claimed that Viking warriors would occasionally go "berserk" and attack with nearly inhuman zeal, oblivious to all danger. Such behavior was terrifying to behold and very difficult to withstand. The ability to go mad with battle lust was a powerful attribute during a period of widespread superstition." Berserks are a weird breed of fighters. They share the same type of attack bonus as the Champions, against Buildings. They have one special attribute. They are so enthusiastic for battle that they will slowly regenerate Health over time. The thing is that the speed of regeneration is often not enough. So, we can neglect that for the Castle Age. Long Swordsmen have just as much attack as the Berserk, and with 7 more HP. However, it's at the Imperial Age that the Berserks really shine. Elite Berserks may have 10 HP less than Champions, but they do have 1 more attack and 1 more Armor. With this, a fully upgraded Berserk is much more likely to defeat a fully upgraded Champion at that point. The upgrade to Elite Berserk may cost a lot of food (1300) but the Gold required is only 550! Only train Elite Berserks when they are available. Ignore normal Berserks. Remember that. Note that Berserks are one of 2 Viking Exclusive units. Huskarl and Elite Huskarl *****GOTHIC EXCLUSIVE***** Cost: 80 Food, 40 Gold Hit Points: 60,70 Attack: 10,12 Armor: 0/4,0/6 "Within the Germanic tribes that overran the Western Roman Empire and brought in the Dark Ages, including the Goths, tribal leaders kept a personal retinue of warriors known as huskarls. These men served their chiefs fanatically in return for a large share in any plunder the tribe could grab. Huskarls trained for battle continuously and had few other duties. A chief had to be successful in acquiring plunder, however, or risk being removed or abandoned. As the Dark Ages progressed, huskarls were absorbed into the feudal system as vassals of lords. They remained a lord's or king's personal fighting force but often became responsible for their own support on lands given to them by their chief. This system replaced much of the sharing of plunder." Most infantry units are considered to be weak against archers since they usually have no pierce armor. But the Goths are given something that opposes this trend. They are the Huskarls. Huskarls are fast infantry units with a very high pierce armor. As a result, they are excellent in taking arrows and taking down Archers. Another good thing is that Huskarls are very cheap to be upgraded. It costs only 1200 Food and 550 Gold for them to be transformed into the Elite Huskarls. Now we have the ultimate question. Is it feasible to replace Champions completely with Huskarls? The answer is yes and no. Yes, they have exceptionally high Pierce Armor that no other infantry unit can match and the same HP as 2 Handed Swordsmen and Champions respectively, but their attacks are slightly weaker against other standard infantry units. At the same time they are much more costly. My solution is to have half of your standard infantrymen to be comprised of Huskarls and the other to be Champions. You can have Huskarls completely replace Champions if and only if the opponent is a civilization that relies very heavily on archery and nothing else. (for example, Britons) Samurai and Elite Samurai *****JAPANESE EXCLUSIVE***** Cost: 60 Food, 30 Gold Hit Points: 60,80 Attack: 8,12 Armor: 1/0,1/0 "When knights were coming into dominance as lords and warriors in Europe, a similar social and military change was taking place simultaneously in Japan. A weak central government and a scramble for control of land gave rise in Japan to a local military ruling class called the samurai. These men of noble birth trained continuously in the military arts, as well as various cultural arts. They put great emphasis on honor and tradition, as did European knights with the code of chivalry. Samurai fought with a variety of weapons, including the bow and their unique curved swords made of the strongest steel. They sought out high-ranking enemies on the battlefield for personal duels and were trained to seek death in battle to increase their aggression and avoid hesitancy." Samurais are well, Samurais. They are Japanese warriors that also serve as the Ruling Class. They have one weird attribute. They have attack bonuses against other unique units. This sounds well until you find out that certain unique units are Archers. (Longbowmen, Janissaries, Chu Ko Nu, Mangudai), one of them is also anti infantry (Cataphracts)! This basically takes away any advantages the Samurais could have. Now, let's compare them with the standard infantry units. Namely the 2 Handed Swordsman and Champion. For one thing, they have weaker attacks and higher cost. The only edge the Samurais have over Champions is that they have 10 HP more. But is the 5 extra Gold worth it? My advice is to not even bother with these guys. If you do, remember that it costs 950 Food and a massive 875 Gold to upgrade Samurai into Elite Samurai. Bleh! Archer Cost: 25 Wood, 45 Gold Hit Points: 30 Attack: 4 Range: 4 Armor: 0/0 "The bow remained an important military weapon after the fall of Rome, although less so in areas of Europe covered by dense forests. Archers could fight from a distance, from behind walls or other cover, and from ambush. They were usually not decisive in battle on the attack because they could not physically take ground from the enemy like infantry could. They acted mainly as defensive troops and as light troops that disrupted enemy formations prior to the decisive moment when the armies clashed hand-to-hand. If barrages of arrows could cause casualties and drain the fighting spirit of the enemy prior to the clash, friendly troops had a better chance of breaking the will of the enemy and being victorious. Archers were also very useful when both defending and attacking a castle." Archers are people who attack the enemies by firing arrows at them. According to the above description, Archers continued to be used after the fall of the Roman Empire. (After all, there must be some effective way to hunt animals!) But for some weird reason, the Archery Range is not available until you have reached the Feudal Age. Archers attack with rather sharp arrows, sharp enough to pierce through the armor and skin of enemy soldiers. Hence Archers are effective anti-infantry units. It seems that bows are complex weapons, hence they are subject to human error. Even if the target is standing still, there is still a fixed probability that the arrow will miss the target! So to improve your chances, use more. That's definitely obvious. Please note that the Archers of Feudal Age are deadly inaccurate. If the target is constantly moving, chances are that 80 to 90 percent of the arrows would miss. This is why when you are under attack from Archers in the Feudal Age, always move your units in a perpendicular path to the flight path of the arrows. Don't run in the opposite direction, or the arrows are more likely to hit. Even in the Feudal Age, there are upgrades for the Archer. The 2 upgrades are both found at the Blacksmith. There is the Fletching Technology, where you know how to make the flights of the arrows smoother. This increases the Attack and Range of all Archers by 1. There is also the padded archer armor. This increases the Armor and Pierce Armor of Archers by 1. Skirmisher Cost: 25 Food, 35 Wood Hit Points: 30 Attack: 2 Range: 4 Armor: 0/3 "Many armies of the Middle Ages used lightly armored skirmishers in support of the main fighting force of armored fighting men. They could be difficult to control and of little value on the battlefield, but some armies used them effectively. Skirmishers were deployed in front of the main battle line and engaged the enemy with bows, slings, and javelins. The intent was to disrupt the enemy force and cause casualties before the main battle lines clashed. The skirmishers would retire to the side of the main battle and harass the enemy as practical. They could also be useful in pursuit of a beaten enemy because they could move more quickly than men wearing armor. If caught in battle against men-at-arms, however, they could not stand and routed quickly." The mighty programmer created Archers. They are very tough against infantrymen. Now, people will definitely gripe to the developer if those monsters can't be stopped. Hence there is a second line of units, which specialize in throwing spears at the enemies. These are the Skirmishers. They are units who are equipped with considerably high Pierce Armor to withstand the archers' attacks. They purpose is to counter the Archers. I have no idea how this works. What they are throwing are just spears. Come on. However, since there are no other alternatives in the Feudal Age, you better train some of these to repel the Archers' invasion. It's not that tough since Skirmishers are cheap. They cost only Food and Wood to train. Just be aware that although they throw projectiles, these projectiles are much less damaging than arrows since they travel at slower speeds. So, pull back when the Men at Arms come. They may not used bows, but Archer upgrades apply to the Skirmisher too. There is the Fletching Technology, where you know how to make the flights of the arrows smoother. This increases the Attack and Range of all Skirmishers by 1. (There are no feathers at the back of spears!) There is also the padded archer armor. This increases the Armor and Pierce Armor of Skirmishers by 1. Crossbowman Cost: 25 Wood, 45 Gold Hit Points: 35 Attack: 5 Range: 5 Armor: 0/0 "The crossbow was a missile weapon consisting of a bow on its side attached to the end of a wood stock. The stock was held against the shoulder like a modern rifle and a trigger fired the weapon. The crossbow had been invented in ancient China but was not used widely in Europe until the Middle Ages. It fired short quarrels, stones, or metal balls rather than arrows. It was a powerful weapon but limited to a shorter range than the best bows. It was simple to use, relatively cheap to make, and deadly. A peasant with only a few hours of crossbow practice could easily kill an elite knight encased in armor worth a fortune who had trained for war throughout his life. The knights in Europe at one point attempted to get the Church to ban the weapon. Richard the Lionhearted, King of England, died from a crossbow quarrel wound received during a siege." The Crossbowman represents a significant leap from the Feudal Age over the Archers. It costs very little to upgrade. All you need is 125 Food and 75 Gold. The Crossbowman gets 1 extra attack and 1 extra Range over the Archer. Crossbowmen are great for reinforcing Towers and Castles. It's best to have them at the rear of a line of Long Swordsmen or Pikemen so that they can be relatively protected. Another important point is the availability of one important upgrade for the Archers in the new University structure. It's called Ballistics. With this new upgrade, Crossbowmen can have much better aim. This enables them to hit targets much more accurately with a lower miss rate. There are also 2 Blacksmith upgrades to improve your Crossbowmen. You get the Bodkin Arrow, which increases the Range and Attack of Archers by 1, and the Leather Archer Armor which increases the Armor and Pierce Armor of Crossbowmen by 1. It may interest you about how King Richard I died. Apparently, he was besieging a castle, and the enemy is firing arrows at him at his men. Richard was relaxing and letting them waste their arrows when one bolt hit him in the neck killing him! At least this is what the Horrible Histories book said. Believe it or not. Elite Skirmisher Cost: 25 Food, 35 Wood Hit Points: 35 Attack: 3 Range: 5 Armor: 0/4 "In many Middle Age armies skirmishers were the rabble that was thrown in at the start of a battle and then often overrun by the heavy cavalry of both sides. A few armies trained elite skirmishers who could disrupt enemy formations, fall back, and support the main friendly fighting force from the sides. An army that could put elite skirmishers in the field to support its main army had an advantage over an army that did not. The Swiss, for example, often employed up to a quarter of their force in a skirmish role. Elite Swiss skirmishers supported the dense phalanxes of Swiss pikemen by disrupting enemy troops before the pikes made their attack. In an emergency, the skirmishers could take cover under the rows of pointed pikes and then stand up once more to engage a withdrawing enemy." Elite Skirmishers are upgrades to Skirmishers. They gain 1 Pierce Armor, 1 Attack and 1 Range. They are still units that are used to counter Archers. However, due to the appearance of much tougher cavalry that are much more resistant towards arrows, Skirmishers are basically obsolete in the Castle Age and you most likely not need them. But hey, if you must upgrade, you will need 250 Wood and 160 Gold. However, the Turks are left out at this upgrade. They got the shaft again! The same upgrades for Crossbowmen apply to Elite Skirmishers. There is one in the University. It's called Ballistics. With this new upgrade, Elite Skirmishers can have much better aim. This enables them to hit targets much more accurately with a lower miss rate. There are also 2 Blacksmith upgrades to improve your Elite Skirmishers. You get the Bodkin Arrow, which increases the Range and Attack of Archers by 1, and the Leather Archer Armor which increases the Armor and Pierce Armor of Elite Skirmishers by 1. Cavalry Archer Cost: 40 Wood, 70 Gold Hit Points: 50 Attack: 6 Range: 3 Armor: 0/0 "Archers mounted on horses originated in ancient times on the great plains of Asia and continued to make up the bulk of the armies from this region throughout the Middle Ages. The Mongol armies that conquered most of Asia, the Middle East, and much of Europe were predominately cavalry archers. For the time they were a unique combination of firepower and speed. They could cross almost any kind of terrain quickly, strike unexpectedly, and withdraw if necessary before heavy cavalry or infantry units could react. The Mongols especially mastered the tactics of hitting, running, and ambushing, avoiding hand-to-hand fighting until the enemy was completely demoralized. Cavalry archers were most effective on open ground with plenty of maneuvering room. They were least effective against fortified positions that could not be starved out and required a hand-to-hand assault." Here's one new and interesting class of units available during the Castle Age. Now that Cavalry units are in when you have the Knights. There are also Archers that have taken on horse riding. They move much faster than normal Crossbowmen, and deal more damage. The only weakness is their slightly shorter range. However, the extra HP should help in balancing this. A new technique is available now. Since they move so fast, you can run up into some unsuspecting infantry, open fire, they give chase, and you run back a few steps. You fire again. You repeat until all the infantry giving pursuit are all dead. This hit and run tactic is effective, but requires plenty of room. You had better research the Ballistics technology beforehand, and you don't have to be that frustrated. Cavalry Archers have the weirdest line of upgrades due to them being a hybrid unit. First of all, a certain upgrade in the Stable actually works on them. It's the Husbandry Technology this increases the speed of Cavalry Archers by 25%. The other upgrades are to be researched in the Blacksmith. The programmers of t