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    FAQ/Walkthrough by Armaced

    Version: .8 | Updated: 07/02/06 | Search Guide | Bookmark Guide

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    Version 0.8 
    by Armaced 
    
    **************************************************
    * Introduction                                   *
    **************************************************
    
    This FAQ was written partly by me and partly by contributors to the message
    boards on gamefaqs.com.  In the case where content was taken from the message
    boards (often without editing), the author is credited by their gamefaq's tag.
     Please send any feedback to armaced at gmail dot com. 
     
    **************************************************
    * Table of Contents                              *
    **************************************************
    1.   Version Control 
    2.   Will I like this game? 
    3.   Aging Up 
    4.   How do I collect a relic? 
    5.   Hiearchy Maps 
    6.   Unit Caps 
    7.   Units 
    8.   Bonus Units 
    9.   Abilities 
    10.  Civilizations 
    11.  Technologies 
    12.  Walkthrough 
    13.  Easy Empire Points 
    14.  Training Grounds 
    15.  Glitches 
     
    
    **************************************************
    * 1.   Version Control                           * 
    **************************************************
    
    * 0.8     More differences from Advance Wars (technology, Amo, and Fuel). Broke
    that chapter into "Will I like this game?" and added comparisons to the PC
    version.  Rewrote the "Hiearchy Maps" chapter, making it more general and
    adding a Heros segment.
    * 0.75    Update on glitch info from Majesco (User names should be 4 characters
    or more).
    * 0.7     Added obligatory ascii art header from
    http://www.network-science.de/ascii/ (Serifcap).  Added "Easy Empire Points"
    chapter.  Removed conversation segments from Civilizations chapter.  Added
    relic chapter.
    * 0.6     Added Civilization chapter.  Changed name of Advance Wars chapter. 
    Moved Version Control chapter to top.  Corrected name: Stone Age -> Dark Age.
    * 0.5     Completed Age 2 technologies.  Added Age 3 technologies.  Fixed bad
    info in Unit Cap (Relic income does not raise Unit Cap).  Added "Should I get
    this or Advance Wars". 
    
     
    
    **************************************************
    * 2.   Will I like this game?                    * 
    **************************************************
    
    This version of Age of Empires borrows many elements from Advance Wars and its
    PC heritage.  The end product is something unique and distinct from both
    sources.  However, if you have played either or both of the source games, you
    have an idea how this game plays.  This section compares the game to it's 
    heritage.
    
    ------------------------------------------------------------
    Should I get this or Advance Wars?
    ------------------------------------------------------------
    
    Age of Empires is different than Advance Wars:Dual Strike, but Advance Wars
    fans tend to like Age of Empires as well. 
    
    The major differences: 
    *Age of Empires lets you build buildings with your units, while Advance Wars
    only lets you conquer pre-made buildings. 
    *Age of Empires incorporates history lessons, while Advance Wars is kind of
    anime-futurish.
    *Advance Wars has a map editor
    *Age of Empires has no navy
    *Age of Empires has both Black Map and Fog of War, while Advance Wars has only
    Fog of War
    *In Advance Wars, you must progress through the levels in Campaign mode in
    order, while Age of Empires allows you to replay any level once it is beaten.
    *Age of Empires has two resources: Food and Gold. They are replenished by
    Mills, Farms, and Mines. Advance Wars has only money, which is replenished by
    towns.
    *Advance Wars tracks statistics on the units like fueld and amunition, while
    Age of Empires ignores these stats.
    *Age of Empires has technology modifiers, allowing the player to research
    technologies and "Age Up".
    
    Both games are great. If you really can't decide, I would say go with Advance
    Wars. If you love it, come back and try this one when your bank account 
    recovers.
    
    ------------------------------------------------------------
    I love Age of Empires II on the PC.  Will I like this game?
    ------------------------------------------------------------
    
    As a fan of the PC version, you will probably miss the following features:
    
    * Navy - no Navy is the DS version
    * Wood and Stone as resources - DS version only has food and gold
    * Ability to research multiple technologies simultaneously (one per appropriate
    building) - DS lets you research only one per day, and you must have at least
    one of the required buildings, so there is no need to have, say, two 
    Blacksmiths
    * Walls - No walls in the DS version
    * Castles that fire arrows at enemies - in this version they just sit there.
    * Petards - One of my favorite units - missing from this version
    * Diplomacy - Gotta pick your teams before the game starts
    * Multiplayer - This game has it, but since it is turn based, playing against a
    human = a lot of waiting for them to finish their turn.
    * Houses - here unit cap is determined by food/gold production, and it is very
    limiting
    * Some civilisations - this game has only British, Saracenes, Japanese,
    Mongols, and Franks
    * Sprawling towns - this version allows only a town center, four town buildings
    in adjacent squares, and four towers in the corners
    * Bombard towers - Ah, I miss those. Towers in this game are defensive only -
    they don't fight back
    
    I am sure I am missing some. However, I am a fan of the PC game, and I love
    this game as well. Turn based is fun, and having it with me all the time is 
    great. 
    
     
    
    **************************************************
    * 3.   Aging Up                                  * 
    **************************************************
    
    You can find out what you need to get to any age by selecting "Age Up" from
    your town center. If you are not ready, it will be red, but you can still
    select it. When you do so, it will list how much food, gold, and research you 
    need.
    
    For example, to age up from age 2 to age 3, you need
    Food: 1000
    Gold: 1000
    Research: 7 age 2 technologies
    
    You will need to build a Blacksmith near your town center to unlock most of the
    Age2 technologies.
     
    
     
    
    **************************************************
    * 4.   How do I collect a relic?                 * 
    **************************************************
    
    The relics resemble little broken orbs on the map.  Once captured, they produce
    gold income for your kingdom.  Only Monks may capture relics, so you must first
    advance to the castle age.  Next, build a church near your town center and
    train a monk.  Send the monk to the relic and select "capture relic" from the
    command screen.  Then, have the monk cary the relic to a church and select
    "donate relic".  Once the relic is deposited in the church, you will receive
    gold income from it each turn. 
    
     
    
    **************************************************
    * 5.   Hiearchy Maps                             * 
    **************************************************
    
    * Basic hierarchy
    
    Infantry > Pike/Spearmen > Cavelry > Infantry
    So use cavelry to attack infantry, but those same cavelry will get dusted by
    pikemen, so take those out with infantry.  
    
    * Siege
    
    Infantry > Siege > Buildings
    Siege takes out buildings, but Infantry take out Siege units.  Cavelry can take
    out siege units as well (or villagers, monks, ranged, or any unit capable of
    attacking another unit), but infantry do the best work.
    
    * Ranged
    
    Cavelry (direct) > Ranged > Cavelry/Infantry/etc... (distance)
    A good ranged unit (archers) can take out any other unit at a distance, but
    suffers in direct combat.  For that reason, cavelry is best for taking out
    ranged units, since they can get in close range fast.
    
    * Villagers
    
    Most everything > Villagers
    Villagers lose to everyone in battle (usually in one turn), but you need them
    to build buildings, and you need buildings to generate resources and other
    units.  Attack stray enemy villagers - if you ignore them, they could build a
    new towncenter even while you are laying siege to the old one.
    
    * Monks
    
    Monks are not meant for battle, and will lose to most units in direct combat. 
    Studying "Sanctity" helps keep them alive.  Their healing ability can easily
    turn the tide in a battle.  In combat, you should usually target the monks
    first - otherwise the battle will be an uphill effort.
    
    * Heros
    
    Joan > Minamoto > Saladin > Richard > Joan
    
    Khan is a ranged unit, who will lose to any of them at close range, but can
    take any of them from a distance.
    
    The heros all corespond to unit types
    Joan of Arc : Infantry
    Minamoto  : Pikeman
    Saladin : Camel
    Richard : Cavelry
    Khan : Ranged
    
    If you have already lost your hero, you can build one at a church (for a steep
    price).  However, you can also take out heros with regular units - but
    remember, hero's are strong, so be sure to exploit that hero's natural
    weaknesses, and you will probably need a few of the apropriate unit to finish
    the job.
    
    Take out Joan with cavelry
    Take out Richard with pikemen
    Take out Minamoto with infantry
    Take out Saladin with pikemen
    Take out Khan with cavelry
    
    Of course, you could use ranged against any of the heros.  Just keep the ranged
    units guarded, and remember Khan can fight back. 
    
     
    
    **************************************************
    * 6.   Unit Caps                                 * 
    **************************************************
    
    The game will only allow you to have a certain number of units in play at any
    given time.  This is known as the Unit Cap.  The unit cap is calculated by the
    following formula:
    
    (Food Income + Gold Income) / 100 = Unit Cap
    
    It is important to note that the unit cap is calculated before technology
    bonuses (such as Advanced Mining, Horse Collar, Shaft Mining, Heavy Plow, or
    Crop Rotation) are applied.  Also, the results are rounded up.
    
    You can raise your unit cap by increasing your food or gold income in one or
    more of the following ways:
    * Build more farms
    * Build more mills
    * Build more mines
    
    You can see your unit cap in the lower, left hand corner of the Empire Review
    screen.  
    
    Example:
    3/7
    Villagers    1
    Military     2
    
    This says that your unit cap is 7.  You currently have 3 units deployed, two of
    which are military and one of which are villagers.  You thus can train 4
    additional units of any type before hitting the unit cap. 
    
     
    
    **************************************************
    * 7.   Units                                     * 
    *      by caenyien                               * 
    **************************************************
    
    I will use this format:
    Unit name
    Unit type
    Bonuses
    Move
    Attack
    Defense
    Sight
    Range
    Specials
    
    Basics:
    Franks
    Age 1:
    
    Unit name: Militia
    Unit type: Infantry
    Bonuses: +33% vs. siege +33% vs Building
    Move: 7
    Attack: 100
    Defense: 100
    Sight: 7
    Range: 1
    Specials: None
    
    
    Unit name: Villagers
    Unit type: Infantry
    Bonuses: +33% vs. siege +33% vs Building
    Move: 7
    Attack: 50
    Defense: 50
    Sight: 7
    Range: 1
    Specials: Build
    
    
    Unit name: Scout Cavalry
    Unit type: Cavalry
    Bonuses: +33% vs. Infantry +33% vs Ranged -50% Vs. Building
    Move: 12
    Attack: 100
    Defense: 100
    Sight: 10
    Range: 1
    Specials: Scout
    
    
    Franks 
    Age 2:
    
    Unit name: Archers
    Unit type: Ranged
    Bonuses: -50% vs. Building
    Move: 7
    Attack: 150
    Defense: 100
    Sight: 7
    Range: 3
    Specials: None
    
    
    Unit name: Skirmishers
    Unit type: Ranged
    Bonuses: -50% vs. Building
    Move: 7
    Attack: 110
    Defense: 110
    Sight: 7
    Range: 2
    Specials: Skirmish
    
    
    Unit name: Light Cavalry
    Unit type: Cavalry
    Bonuses: +33% vs. Infantry +33% vs Ranged -50% vs. Building
    Move: 10
    Attack: 150
    Defense: 150
    Sight: 7
    Range: 1
    Specials: Plains Charge
    
    
    Unit name: Men-at-Arms
    Unit type: Infantry
    Bonuses: +33% vs. siege +33% vs Building
    Move: 7
    Attack: 150
    Defense: 150
    Sight: 7
    Range: 1
    Specials: None
    
    
    Unit name: Spearmen
    Unit type: Infantry
    Bonuses: +33% vs. siege +33% vs Building
    Move: 7
    Attack: 100
    Defense: 150
    Sight: 7
    Range: 1
    Specials: Anti-Cavalry
    
    
    * Age 3:
    
    Unit name: Knights
    Unit type: Cavalry
    Bonuses: +33% vs. Infantry +33% vs Ranged -50% Vs. Building
    Move: 10
    Attack: 200
    Defense: 200
    Sight: 7
    Range: 1
    Specials: Plains Charge
    
    
    Unit name: Camels
    Unit type: Cavalry
    Bonuses: +33% vs. Infantry +33% vs Ranged -50% Vs. Building
    Move: 10
    Attack: 200
    Defense: 200
    Sight: 7
    Range: 1
    Specials: Desert Charge, Scares Horses.
    
    
    Unit name: Longswordmen
    Unit type: Infantry
    Bonuses: +33% vs Siege +33% vs Building
    Move: 7
    Attack: 200
    Defense: 200
    Sight: 7
    Range: 1
    Specials: None
    
    Unit name: Pikemen
    Unit type: Infantry
    Bonuses: +33% vs Siege +33% vs Building
    Move: 7
    Attack: 150
    Defense: 200
    Sight: 7
    Range: 1
    Specials: Anti-Cavalry
    
    Unit name: Viking Berserkers
    Unit type: Infantry
    Bonuses: +33% vs Siege +33% vs Building
    Move: 7
    Attack: 200
    Defense: 200
    Sight: 7
    Range: 1
    Specials: Frenzy
    
    Unit name: Crossbowmen
    Unit type: Ranged
    Bonuses: -50% vs. Building
    Move: 7
    Attack: 200
    Defense: 175
    Sight: 7
    Range: 3
    Specials: No Move & Attack.
    
    Unit name: Elite Skirmishers
    Unit type: Ranged
    Bonuses: -50% vs. Building
    Move: 7
    Attack: 150
    Defense: 150
    Sight: 7
    Range: 2
    Specials: Skirmish
    
    Unit name: Horse Archers
    Unit type: Ranged
    Bonuses: -50% vs. Building
    Move: 10
    Attack: 150
    Defense: 150
    Sight: 7
    Range: 2
    Specials: None
    
    Unit name: Throwing Axemen
    Unit type: Infantry
    Bonuses: 33% vs. Siege 33% vs. Building
    Move: 7
    Attack: 225
    Defense: 250
    Sight: 7
    Range: 1
    Specials: Skirmish, Woodsman
    
    Unit name: Persian War Elephants
    Unit type: Cavalry
    Bonuses: 33% vs. Infantry 33% vs Ranged -50% vs. Building
    Move: 7
    Attack: 200
    Defense: 250
    Sight: 7
    Range: 1
    Specials: Causes Fear
    
    Unit name: Celtic Woad Raiders
    Unit type: Infantry
    Bonuses: 33% vs. Siege 33% vs. Building
    Move: 7
    Attack: 200
    Defense: 200
    Sight: 7
    Range: 1
    Specials: Causes Fear
    
    Unit name: Knights Templar
    Unit type: Cavalry
    Bonuses: 33% vs Infantry 33% vs Ranged -50% vs Building
    Move: 10
    Attack: 200
    Defense: 200
    Sight: 7
    Range: 1
    Specials: Plains Charge, Zeal
    
    Unit name: Scorpions
    Unit type: Siege
    Bonuses: 50% vs. Building
    Move: 7
    Attack: 350
    Defense: 250
    Sight: 7
    Range: 3
    Specials: Units only, No Counter, No Move & Attack
    
    Unit name: Battering Rams
    Unit type: Siege
    Bonuses: 50% vs. Building
    Move: 7
    Attack: 400
    Defense: 325
    Sight: 7
    Range: 3
    Specials: Buildings only, No Counter.
    
    Unit name: Onagers
    Unit type: Siege
    Bonuses: 50% vs. Building
    Move: 7
    Attack: 275
    Defense: 275
    Sight: 7
    Range: 3
    Specials: No Counter, No Move & Attack
    
    
    * Age 4
    
    Unit name: Elite Throwing Axemen
    Unit type: Infantry
    Bonuses: 33% vs. Siege 33% vs. Building
    Move: 7
    Attack: 275
    Defense: 300
    Sight: 7
    Range: 1
    Specials: Skirmish, Woodsman
    
    Unit name: Two Handed Swordsmen
    Unit type: Infantry
    Bonuses: +33% vs Siege +33% vs Building
    Move: 7
    Attack: 250
    Defense: 250
    Sight: 7
    Range: 1
    Specials: None
    
    Unit name: Elite Pikemen
    Unit type: Infantry
    Bonuses: +33% vs Siege +33% vs Building
    Move: 7
    Attack: 200
    Defense: 250
    Sight: 7
    Range: 1
    Specials: Anti-Cavalry
    
    Unit name: Archers
    Unit type: Ranged
    Bonuses: -50% vs. Building
    Move: 7
    Attack: 200
    Defense: 200
    Sight: 7
    Range: 3
    Specials: None
    
    Unit name: Arbalests
    Unit type: Ranged
    Bonuses: -50% vs. Building
    Move: 7
    Attack: 250
    Defense: 225
    Sight: 7
    Range: 3
    Specials: No Move & Attack.
    
    Unit name: Expert Skirmishers
    Unit type: Ranged
    Bonuses: -50% vs. Building
    Move: 7
    Attack: 190
    Defense: 190
    Sight: 7
    Range: 2
    Specials: Skirmish
    
    Unit name: Hvy Horse Archers
    Unit type: Ranged
    Bonuses: -50% vs. Building
    Move: 10
    Attack: 200
    Defense: 200
    Sight: 7
    Range: 2
    Specials: None
    
    Unit name: Cavaliers
    Unit type: Cavalry
    Bonuses: +33% vs. Infantry +33% vs Ranged -50% Vs. Building
    Move: 10
    Attack: 250
    Defense: 250
    Sight: 7
    Range: 1
    Specials: Plains Charge
    
    Unit name: Heavy Camels
    Unit type: Cavalry
    Bonuses: +33% vs. Infantry +33% vs Ranged -50% Vs. Building
    Move: 10
    Attack: 250
    Defense: 250
    Sight: 7
    Range: 1
    Specials: Desert Charge, Scares Horses.
    
    Unit name: Elite Berserkers
    Unit type: Infantry
    Bonuses: +33% vs Siege +33% vs Building
    Move: 7
    Attack: 250
    Defense: 250
    Sight: 7
    Range: 1
    Specials: Frenzy
    
    Unit name: Elite Woad Raiders
    Unit type: Infantry
    Bonuses: 33% vs. Siege 33% vs. Building
    Move: 7
    Attack: 250
    Defense: 250
    Sight: 7
    Range: 1
    Specials: Causes Fear
    
    Unit name: Trebuchets
    Unit type: Siege
    Bonuses: 50% vs. Building
    Move: 7
    Attack: 370
    Defense: 350
    Sight: 7
    Range: 3
    Specials: Min Range 2, No Counter, No Move & Attack
    
    Unit name: Bombard Cannons
    Unit type: Siege
    Bonuses: 50% vs. Building
    Move: 7
    Attack: 325
    Defense: 325
    Sight: 7
    Range: 3
    Specials: No Counter, No Move & Attack
    (Notes: You need to research 'Chemistry' To raise these.)
    
    Unit name: Hand Cannoneers
    Unit type: Ranged
    Bonuses: -50% vs. Building
    Move: 7
    Attack: 300
    Defense: 225
    Sight: 7
    Range: 3
    Specials: No Move & Attack
    (Notes: You need to research 'Chemistry' To raise these.)
    
    Unit name: Champions
    Unit type: Infantry
    Bonuses: +33% vs Siege +33% vs Building
    Move: 7
    Attack: 300
    Defense: 300
    Sight: 7
    Range: 1
    Specials: None
    (Notes: You need to research 'Arena' To raise these.)
    
    Unit name: Paladins
    Unit type: Cavalry
    Bonuses: +33% vs. Infantry +33% vs Ranged -50% Vs. Building
    Move: 10
    Attack: 300
    Defense: 300
    Sight: 7
    Range: 1
    Specials: Plains Charge
    (Note: You need to research 'Squire' to create Paladins)
    
    Unit name: Heavy Scorpions
    Unit type: Siege
    Bonuses: 50% vs. Building
    Move: 7
    Attack: 400
    Defense: 300
    Sight: 7
    Range: 3
    Specials: Units only, No Counter, No Move & Attack
    (Note: You need to Research Siege Engineers to raise these.)
    
    Unit name: Siege Rams
    Unit type: Siege
    Bonuses: 50% vs. Building
    Move: 7
    Attack: 500
    Defense: 375
    Sight: 7
    Range: 3
    Specials: Buildings only, No Counter.
    
    
    Unit name: Elite Monks
    Unit type: Infantry
    Bonuses: 33% vs Siege 33% vs. Building
    Move: 7
    Attack: 50
    Defense: 200
    Sight: 7
    Range: 1
    Specials: Improved Heal, Improved Convert
    
    Unit name: Elite Knights Templar
    Unit type: Cavalry
    Bonuses: 33% vs Infantry 33% vs Ranged -50% vs Building
    Move: 10
    Attack: 250
    Defense: 250
    Sight: 7
    Range: 1
    Specials: Plains Charge, Zeal
    
    
    Unit name: Elite Janissaries
    Unit type: Ranged
    Bonuses: -50% vs Building
    Move: 7
    Attack: 300
    Defense: 225
    Sight: 7
    Range: 1
    Specials: No Move & Attack 
    
     
    
    **************************************************
    * 8.   Bonus Units                               * 
    *      by IronTusk                               * 
    **************************************************
    
    Bonus units I've bought so far and what I think of them (granted, I'm only on
    the Japan campaign):
    
    -Dopplehander: Slightly stronger two handed swordsman, nothing too special
    -Welsh Bowmen: I like these guys a lot
    -Mons Meg: Haven't tried yet. Looks cool though
    -Genoese Crossbowmen: Absolute pwnage. Get now.
    -Swiss Pikemen: Really hurts mounted units bad
    -Dark Ram: Levels buildings like nothing else.  Also it rules at holding
    chokepoints. Park it on a bridge and put a bunch of long range units behind it.
     
    
     
    
    **************************************************
    * 9.   Abilities                                 * 
    *      by najdorf                                * 
    **************************************************
    
    Some units have special abilities that come into play when attacking or
    defending.  This chapter outlines some of them and their effects.
    
    * Zeal: After any battle, you gain 20 HP (does not apply if you attack an
    inanimate object such as siege engine, farm, building).
    * Skirmish: Instead of defending as you normally would when attacked, you
    attack first against any unit with a range of 1 (does not apply if enemy also
    has Skirmish or has First Strike).
    * Cause Fear: 
    
     
    
    **************************************************
    * 10.  Civilizations                             * 
    *      by treedweller15, et al                   * 
    **************************************************
    
    --------------------
    Franks
    --------------------
    This is a newbie oriented race, with disounts for Cavalry, Monks and Castles.
    You have the offensive potential to rush up and flank, cheap mobile healing
    forces and cheaper defensive monstrosities to fall back on should spearmen and
    the like show up. Not only that, but Franks only have a few select expensive
    units that have little impact on their overall typical strategy, making them
    well-rounded.
    
    Throwing Axemen are a powerful offensive unit, and they help teach newbs the
    importance of flanking and terrain, thanks to their bonuses when attacking from
    forests. Correct me if I'm wrong, but I also believe that they have the first
    strike, making them a forgiving unit if not positioned correctly.
    
    Joan of Arc is also a great hero for a newbie to learn the ropes of hero
    management with as there's minimal risk to using her persons almost anywhere.
    She can augment a large attack force well behind the front lines with Divine
    Purpose, heal herself with astounding effiency, soften enemy defenses or deal
    risk free damage to surrounding opponents, making Hero's and the like far less
    daunting to deal with. She also has great defense, which is a definitive plus.
    
    --------------------
    Britons 
    --------------------
    This race is certainly the ultimate ranged civ, with their only stiff
    competition in this area being the Mongols. With discounts on common buildings
    like the Archery range and the Church, they recieve ready access to powerful
    Archers and healers. Though they do have powerful units at a range, they
    definately have the potential to shield their hordes with cheaper
    Longswordsmen, 2 Handers and Champions. This in mind, the Britons are pretty
    well-balanced unit-wise, with the capabilities to stave off most strategies
    with their typical units. However, their seige units are slightly more
    expensive, so it's harder (though only slightly) for them to press the assualt
    until the fire arrows upgrade.
    
    Longbowmen are fantastic, and encourage this Civ to hang back a bit and turtle
    up to enemy territory thanks to their Volley ability; it encourages them to
    keep ranged units protected and healthy or garrisoned in towns and Castles.
    Thanks to this unit, the Britons are pushed further into the defensive 
    category. 
    
    Richard is obviously meant to multitask, with an ability for almost any
    occassion. He can encourage front units to assualt with greater ferocity,
    increase the firing range of ranged units, train units for cheap on a TC when
    it counts and deal direct and risk-free damage to enemies. Coupled together, it
    would seem he's meant to stay back and benefit his army ahead of him thanks to
    his lack of a mobile healing power, but I could be incorrect in this
    obsevation. Overall, I see the Britons as a more defensive race with the
    capabilites to defend strongholds, towns, and mountain vistas with stunning
    ease, but they seem to have trouble when pressing forward into enemy territory.
    
    --------------------
    Mongols: 
    --------------------
    Arn oddball race. They were strangely chosen to have a research discount,
    making them more apt and able to tech and reach higher levels of units than
    enemies, especially when taking into account Patron of the Arts. Despite their
    potential to advance forward, they have excellent early game potential, with
    cheaper stables, scouts, and light cavalry. This arrangement may seem
    paradoxical, but it ensures the Mongols with constantly have a slight edge over
    their enemies.
    
    The Mangudai exemplify the Mongol's readiness in every situation, and are
    incredibly mobile and have few weaknesses. They initially are quite weak, but
    once they have a few upgrades (easy for the Mongols) they become a force to
    reckoned with. They require few meatshields thanks to their first strike
    ability, and can easily flank and harrass enemy lines. Plus, Mangudai will
    likely be the first civ unique unit on the map thanks to their research 
    abilities.
    
    Ghengis Khan is, like his whole race, an oddball. He's one of two heroes with
    10 movement, and he's the only one that can fire from a range. He is however
    rather fragile, and has no healing abilities to speak of; this is partially
    made up through his first strike abilities fortunately, making him a dreaded
    sight on the field of battle. As hero powers go, his are quite good, but
    definately narrow in application. Patron of the Arts is an incredibly useful
    ability (especially in the early game) but it hurts his scouting and
    harrassment potential through making him camp on top of a TC; its use really
    depends on what kind of playstyle you adopt. Overwhelming Seige is quite nice,
    and a great help when pushing for an early win or when seige units are
    unavailable. Nomadic Travel is the perfect complement to a retreat or advance,
    though it will leave Ghengis behind or vulnerable. Mongol Terror is nice, but
    nothing special. As you can see, his powers are a mixed bag of situational
    abilities, but his range, mobility and harrassment capabilites cannot be
    overlooked. He's not a one dimensional hero however, and can help exemplify
    teching strategies where every last bit of resources count. As a whole, I see
    the Mongols as attempting to stay one step ahead of the opponent, thanks to a
    naturally strong early game and easier access to technologies.
    
    --------------------
    Saracens
    --------------------
    A race I haven't had much playtime as, but nevertheless I will relay my
    opinions on them. They seem to have a large focus on the acquisition of
    resources, most noteworthy gold. This gives them access to a large variety of
    expensive gold-heavy units such as monks, making them a race either about
    numbers or quality. They have cheaper Markets making them more likely to mix in
    Mercenaries and the like in their armies, making them rather unpredictable to
    boot. This isn't even taking into account the fact that Markets lower the trade
    rate, allowing them to their gold into vital food if a deficit ever comes up.
    Cheaper stables, light cavalry and seige units don't hurt either, and make them
    apt at pushing into enemy terrirtory with their economic superiority. This does
    come at a price however, and more expensive higher tier infantry and cavalry
    units do hurt a bit. Nevertheless a solid economy is the name of the game for
    Saracens.
    
    Mamelukes are a unit I particularily haven't had a whole lot of time with, but
    they certainly are powerful and can take on enemy Cavalry with ease; this helps
    make up for the late game cavalry deficit that most Saracen players will
    encounter. Desert charge is rather useful when it comes up, but it isn't a deal
    breaker for the already mobile and powerful unit.
    
    Saladin himself is a great hero with excellent powers. His high movement,
    attack and defensive capabilities make him an excellent anchor for offensive or
    defensive formations. His first power, Benefactor, certainly has huge
    implications for the Saracen player and gives them an undeniable early game
    advantage for expanding and holding resources in the early game. Directly
    adding 100 gold to the treasury every turn is more powerful than one would
    initially think, as it allows for easier grabbing of resources which has
    reprecussions throughout an entire game. This definately is worth keeping him
    back for most the early game. Rain of Arrows and Aura are defensive powers, and
    helps the economically inclined Saracens from losing important resources
    through holding the enemy at bay. Hit and Run is quite useful, allowing Saladin
    to send up a powerful strike force to flank enemies. So what keep Saladin in
    check? Simple; he has a vulnerabilty to Anti-Cavalry abilities, making it a
    risk to throw him forward. In fact, despite having a strong economy, Saracens
    encourage a lot of Cavalry, especially through Mamelukes making this
    vulnerability tough to overcome. A Saracen player must use the resources at
    their disposal to leap over this barrier, so they're overall a very worthy civ.
    
    So there's my opinions, feel free to refute them or agree. I know I left out
    the Japanese, but I was tired and they're popular enough anyways >_>
    
    --------------------
    Japenese 
    by Mr Strange and I_Cadfael
    --------------------
    A defensive player, falls back on discounts for mines, mills, & farm bonus. 
    They can building up a force of calvary and Samurai, keeping off the enemy with
    cheap pikemen and crossbowmen.
    
    The hero is essentially a super-pikeman, which means you have little to fear
    from fast units, which are always mounted. Combined with your solid healing
    power, Japan is a strong contender for an early game assault, supported by
    their hero.
    
    Japan also has a tremendous siege ability, giving most of your units on the map
    a huge bonus vs. buildings. This means that your hero can be supporting not
    only the nearby attacking force he leads, but also your secondary forces which
    are removing lightly defended mines and farms.
    
     
    
     
    
    **************************************************
    * 11.  Technologies                              * 
    **************************************************
    
    ----------------------
    Dark Age:
    ----------------------
    
    * Loom
    Prereqs: Town Center
    Cost: 50f 150g
    All Villagers get +25 DEF
    
    * Town Scouts
    Prereqs: Town Center
    Cost: 50f 150g
    Town Centers gain +4 Sight
    
    * Leather Soles
    Prereqs: Town Center
    Cost: 50f 150g
    Villagers gain +1 Move
    
    * Weaponsmith
    Prereqs: Barracks
    Cost: 50f 150g
    Militia gain +25 ATT
    
    ------------------------
    Feudal Age:
    ------------------------
    
    * Town Watch
    Prereqs: Town Center
    Cost: 95f 280g
    Improves Town Center DEF by +20% and Sight by +2
    
    * Wheel Barrow
    Prereqs: Town Center
    Cost: 125f 375g
    Cost of buildings is reduced by 10%
    
    * Advanced Mining
    Prereqs: Mine
    Cost: 95f 280g
    +15% to Mine income
    
    * Horse Collar
    Prereqs: Mill
    Cost: 95f 280g
    +15% to food income
    
    * Scale Mail Armor
    Prereqs: Blacksmith
    Cost: 95f 280g
    +25% DEF for Infantry
    
    * Scale Barding
    Prereqs: Blacksmith
    Cost: 95f 280g
    +25% DEF for Cavalry
    
    * Fletching
    Prereqs: Blacksmith
    Cost: 95f 280g
    +25% ATT for Ranged Units
    
    * Padded Armor
    Prereqs: Blacksmith
    Cost: 95f 280g
    +25% DEF for Ranged Units
    
    * Forging
    Prereqs: Blacksmith
    Cost: 155f 470g
    +25% ATT for Infantry and Cavalry
    
    * Tracking
    Prereqs: Barracks
    Cost: 95f 280g
    +2 Sight for Infantry
    
    * Cartography
    Prereqs: Market
    Cost: 95f 280g
    +1 Sight for all units
    
    ------------------------
    Castle Age:
    ------------------------
    
    * Town Patrol
    Prereqs: Town Center
    Cost: 150f 450g
    +2 Sight and +20% DEF for Town Center
    
    * Hand Cart
    Prereqs: Town Center
    Cost: 150f 450g
    Cost of Building is reduced by 10%
    
    * Shaft Mining
    Prereqs: Mine
    Cost: 150f 450g
    +15% to Mine income
    
    * Heavy Plow
    Prereqs: Mill
    Cost: 150f 450g
    +15% to food income
    
    * Chain Mail Armor
    Prereqs: Blacksmith
    Cost: 150f 450g
    +25% DEF to Age 3 infantry
    
    * Chain Barding
    Prereqs: Blacksmith
    Cost: 150f 450g
    +25% DEF to Age 3 Cavalry
    
    * Bodkin Arrow
    Prereqs: Blacksmith
    Cost: 150f 450g
    +25% ATT to Age 3 Ranged Units
    
    * Leather Armor
    Prereqs: Blacksmith
    Cost: 150f 450g
    +25% DEF to Age 3 Ranged Units
    
    * Iron Casting
    Prereqs: Blacksmith
    Cost: 250f 750g
    +25% ATT to Age 3 Infantry and Cavalry
    
    * Conscription
    Prereqs: Barracks
    Cost: 150f 450g
    Cost of Infantry is reduced by 15 food and 15 gold
    
    * Husbandry
    Prereqs: Stable
    Cost: 150f 450g
    Cost of Cavalry is reduced by 15 food and 15 gold
    
    * Archery Tournaments
    Prereqs: Archery Range
    Cost: 150f 450g
    Cost of Ranged Units is reduced by 15 food and 15 gold
    
    * Mechanics Guild
    Prereqs: Siege Workshop
    Cost: 150f 450g
    Cost of Siege Units is reduced by 15 food and 15 gold
    
    * Banking
    Prereqs: Market
    Cost: 200f 600g
    + 5% gold Income and improved Trade Rate
    
    * Merchant Network
    Prereqs: Market
    Cost: 150f 450g
    Price for Mercenaries is reduced by 25%
    
    * Redemption
    Prereqs: Church
    Cost: 150f 450g
    Improves Heal ability of Monks and Elite Monks
    
    * Fervor
    Prereqs: Church
    Cost: 150f 450g
    Improves Convert ability of Monks and Elite Monks
    
    * Sanctity
    Prereqs: Church
    Cost: 150f 450g
    +25% DEF for Monks and Elite Monks
    
    * Murder Holes
    Prereqs: University
    Cost: 95f 280g
    +25% DEF for Towers
    
    * Masonry
    Prereqs: University
    Cost: 150f 450g
    +5% DEF for all buildings 
    
     
    
    **************************************************
    * 12.  Walkthrough                               * 
    *      by MJEmirzian                             * 
    **************************************************
    
    Campaign 1 Mission 2: Sword of the Saint
    Difficulty: 
    
    To Ďmake Jean de Metz proudí, just kill the introductory enemies in the manner
    the tutorial instructs you to - youíll hear them praise you after each one done
    correctly. Afterwards just plow through the opposition to reach the castle in
    short order.
    
    Campaign 1 Mission 3: From Peasant to General
    Difficulty: *
    
    Build a base, a second peasant, and crank out some units. Work the peasants
    around the map, attack Talbot to make him run, and then take the town hall out.
    
    Campaign 1 Mission 4: Breakthrough to Orleans
    Difficulty: *
    
    You have overwhelming forces for this map, so no worries about dying. The relic
    is randomly placed in a swamp somewhere on the map, and the hunting party is in
    a forest by the road heading to the south gate of Orleans.
    
    Campaign 1 Mission 5: Lifting the Siege of Orleans
    Difficulty: **
    
    Start cranking out units and a second peasant. Try to get out Pikemen whenever
    they show up in the Market. You donít need to worry too much about upgrading
    Age or Research here. Attack the northeast castle first, while holding off the
    northwest forces and eventually taking them out. 
    Grab the farms, demolish the northeast castle, then mass units out to take all
    three routes on. Send a large number of units west to take out the final castle
    and rout the boss while plugging up the other two routes. The enemy has a lot
    of units but yours are stronger, so donít be afraid to open fire.
    Reinforcements will continue from the four corners of the map, so keep a few
    units handy to take them on from the NW and NE.
    
    
    Campaign 1 Mission 6: Crowning of King Charles
    Difficulty: **
    
    The relic spawns randomly in a swamp area, so save your game and look for it.
    Once you find it restart and go for it. You can build one peasant and one other
    unit, but thatís about it - save the rest for reaching/building the cathedral.
    Once itís built, spam units and take on enemies on all sides. The boss attacks
    from the mid-southwest, and heíll run away if you take too long to kill him.
    
    Campaign 2 Mission 1:
    Difficulty: **
    
    Split your forces NW and NE, then converge on the boss, killing him last. Send
    8 units nw and 6 ne, as the nw fight is slightly tougher. Once youíve got the
    boss alone, send some injured units out to stand on the 4 bridges before 
    finishing.
    
    Campaign 2 Mission 2:
    Difficulty: *
    
    Head northeast to start razing enemy grounds, thereís no real opposition in the
    map. It takes a while to reach age 3, scout the map for relics, capture them w/
    monks, and take out the island castle to the northeast.
    
    Campaign 2 Mission 3:
    Difficulty: **
    
    The point of this map is to stay healthy while taking enemies at a steady pace.
    Head northeast to take on the enemies by the pass, then take out the enemies
    coming towards you from the centre. Continue NE through the swamp (your mounted
    units can cross for some reason), recruit the monk, then proceed to take out
    enemy units in front of and around the temple. If you attack the temple all
    enemies will rush to defend it, so be ready. Donít expose yourself or bite off
    more than you can chew.
    
    Campaign 2 Mission 4:
    Difficulty: ** 1/2
    
    Rush forward to take out the initial spawn of armsmen and cavalry, then destroy
    the buildings. On day 10 the Emperor will start advancing his samurai/monks so
    stick your hero on the bridge to bottle them up (just have him heal himself).
    Try to clog up the southwest path as well. Leave enemy units near death and
    don't target their peasants.. you'll make an artificial bottleneck of units
    that the AI is too stupid to remedy by suiciding or joining.
    
    Campaign 2 Mission 5:
    Difficulty: ** Ĺ
    
    Mongol forces will arrive and charge west, then east, then west again. Build a
    stables and towers, gather resources, and build up forces to confront the
    attackers as they arrive. Paladins, elite samurai, elite monks, long range
    siege/crossbows (for the elite Mangudai) and elite pikemen should do well. The
    map doesnít take very long but the fighting can be intense.
    
    Campaign 3 Mission 1:
    Difficulty: ** Ĺ
    
    In order to finish by day 30, youíll need to rush and wipe out the northern
    enemy force, and apply pressure to the south to keep it from expanding. If you
    let the south grow too far, theyíll be too entrenched to take out later. Have
    Kahn and 2-3 other units up north slowly taking out new recruits and destroying
    the barracks/town hall, while other units move south and claim
    resources/attack. It will get messy - use the tactic of leaving enemies near
    dead to block up their hiring of new units.
    
    Campaign 3 Mission 2:
    Difficulty: **
    
    This map is more about luck than anything. Just keep trying to convert the
    chieftains. Best to start northeast then work around ccwise. Nomadic travel is
    useful here for running in and converting while protecting the monks.
     
    
     
    
    **************************************************
    * 13.  Easy Empire Points                        * 
    *      by MNSpectre                              * 
    **************************************************
    
    There is a real easy way to accumulate empire points without plowing through
    the single player campaign.
    
    Just start up a hotseat game and instead of playing, just head straight for
    each other and fight until one side loses all their units and the game ends.
    
    You get 100 empire points for each "game".
     
    
     
    
    **************************************************
    * 14.  Training Grounds                          * 
    **************************************************
    
    If you find this game too hard, I think this is a good place to start getting
    familiar with the concepts.  I am assuming you did well enough to make it
    through the first three missions of the tutorial.
    
    Start a game under the Empire Map section.  Use the Bridge map against one
    opponent (Atilla) on Easy.  Make sure you turn off all options so you can see
    the entire map, and make sure you select colors for the two teams that are easy
    to distinguish (like red and blue, as opposed to blue and cyan).  
    
    This is a pretty easy map where you can practice "Aging Up" quickly and get
    familiar with the rock-scissors-paper nature of the battles.  
    
    The strategy:
    
    First turn:
    
    * Build your first town center in a good location (near or on a road) as far
    south as your initial villager unit can walk.
    * Start sending your two initial militia units south picking up the free food
    and gold (marked on the map by sheep and spilled bags of gold) along the way
    
    The rest:
    
    * Build a mill and a mine as fast as possible, and try your best to research
    every turn.  Be careful that you donít spend so much on research that you can
    not build those first mines and mills, though.
    * Be sure to build farms around your first mill before you build additional
    mills.  Resources are tight in the beginning.  Mills cost more than farms, but
    produce the same profit every turn.
    * Build a couple extra units when you have the spare resources - leave one near
    the town center building the farms and barracks, let one spread out to build
    mines and mills on the remote resources, and send one south with your militia
    units.
    * Try to build a town center on the far side of the bridge - on the enemyís
    side.  You should be able to do this one or two turns after you reach the
    feudal age.  This keeps the fight on their side while you get to soak up the
    resources from your side every turn without contest.
    * Once you get the new town center, build barracks next to it.  If the enemy is
    sending cavalry at you, build spearmen - they cut through cavalry fast.  Follow
    quickly with a stable and archery range.  
    * Your old town center should never see battle, so build your blacksmith there.
     Also, when you reach the castle age, you can build your church and university
    there.
    
    This map should be pretty easy - practice beating it until you start getting
    board, then you can try upping the enemy AI, adding additional opponents, or
    new maps.  I find this is a good place to cut your teeth.
     
    
     
    
    **************************************************
    * 15.  Glitches                                  * 
    **************************************************
    
    There have been reports of glitches in the game.  Usually, these result in the
    game freezing up, which can be annoying.  However, sometimes the game freezes
    up while saving (almost always when using the "Save and Quit" function).  This
    is particularly bad, because you should not attempt to restart the DS while it
    is writing to the cart.  If the player attempts to restart the DS during a
    freeze while saving, this will corrupt the game.
    
    Most of the non-fatal glitches occur during battle animations - specifically,
    archers counterattacking onagers.  To work around this bug, you can turn off
    battle animations, or avoid such battles.
    
    If you experience the "Save and Quit" freeze, do not restart the DS.  Instead,
    try hitting buttons like a madman until you regain control.  Try leaving the
    system alone for a few hours with the charger attached and see if the freeze
    clears.  Basically, try anything you can think of short of restarting the DS or
    removing the cart.
    
    Things to avoid:
    * Do not "Save and Quit"
    * Have a User Name of at least 4 characters
    * Do not turn off the DS on any game if there is any possibility that the DS is
    still writing to the card.
    
    callmesir reported an update from NGreder at Majesco.  Below is NGreder's post:
    
    --------------------
    A Word from Majesco
    --------------------
    
    Majesco is still investigating the topic. As new information comes in about
    this particular issue, all of it will be posted here. We are paying close
    attention to both the forums and the AOK issue at this time.  
    
    Additionally in the short term we have a work around.  The issue seems to be
    caused by use of the "save & quit" feature. Our suggestion at this time is to
    not use the "save & quit" option.  Use the "save" option and when play
    continues simply power down the DS.  
    
    Again I would like to ask that you please be patient with us here at Majesco
    during the time it takes to resolve this issue.
    
    --------------------
    Another Word from Majesco
    --------------------
    NGreder
    
    Update on the Age of kings Issue. 
    Update
    
    Majesco has been investigating the issue in Age of kings. We have narrowed down
    the problem a bit and have another work around for the issue.
    
    The issue seems to be caused by having an empire name of 2 or 3 letters in 
    length.
    
    To Avoid the loss of data and the Black screen issue our current suggestion is
    to edit your user profile.
    
    Make sure the profile is more than 3 characters long (Thatís 4 or more letters
    or symbols)
    
    This work around should prevent any data loss while playing age of kings.
    
    Majesco would like to thank you for you patience and you patronage with us
    during this time.
     
    
    (((To edit your user profile select User Profile and then Edit)))
     
    
    
    
    

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