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    Teuton FAQ by Firestorm

    Version: 2.4 | Updated: 01/02/04 | Search Guide | Bookmark Guide

    Microsoft Age of Empires II: The Conquerors Expansion
    Teuton FAQ
    By: Firestorm
    Version 2.4
    Age of Empires, Age of Kings, and The Conquerors are either
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    US and/or other countries
    This FAQ is Copyright 2003 Shann Yu and may only appear in the sites
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    don't even think about taking this work as your own.
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    Version History
    1.0  :  April 14, 2002   First draft. A lot more to come.
    1.1  :  April 16, 2002   Authorized one site for this FAQ, update on
    1.2  :  April 18, 2002   Changed various mistakes (technology tree)
                             Another site for this FAQ
    2.0  :  May 10, 2002     Update on Offensive Strategies section.
                             Corrected various typos. Major format
                             revision (spaces and alignment).
    2.1  :  February 7. 2003 Added great tips from another gamer.
    2.2  :  November 24, 2003 After a long absence from Age of Empires II,
                             I am back, better than before. More tips!
    2.3  :  December 10, 2003 New site where this FAQ
    2.4  :  December 31, 2003 Late X'mas treat for y'all: A gamer told me
                             about the importance of the Keep and methods.
    1. Introduction
    2. History
    3. Teuton Tech Tree
       A. Teutons: General Data
       B. Technologies
       C. Units
    4. Building your City
       A. Dark Age
       B. Feudal Age
       C. Castle Age
       D. Imperial Age
    5. Defensive Strategies
    6. Offensive Strategies
       A. Aztecs                 J. Koreans
       B. Britons                K. Mayans
       C. Byzantines             L. Mongols
       D. Celts                  M. Persians
       E. Chinese                N. Saracens
       F. Franks                 O. Spanish
       G. Goths                  P. Teutons
       H. Huns                   Q. Turks
       I. Japanese               R. Vikings
    7. The Frederick Barbarossa Campaign Walkthrough
    8. Other Tips and Hints
    9. Contribute
    10. Other Questions
    11. Acknowledgements
    | 1. Introduction     |
    Age of Empires II is the amazing follow-up to the award-winning Age
    of Empires and Rise of Rome Expansion. Among the civilizations that
    were included in Age of Empires II were the Teutons. A lot of people
    around say that the Teutons are the best land civilization in the
    game. Personally, I agree. First of all, what is this FAQ for? If you
    are a beginner and started out using Teutons, let me remind you that
    this is a strategy game and that there are many different ways to
    play it. These tips and strategies that will be included below are
    basically tried-and-tested tips to make the most out of your gameplay
    with the Teutons.
    Also, this is my first shot at an FAQ, so let me know if there is
    something I need to improve, add, or etc. Everything needs
    improvement, and nothing will ever be perfect.
    Note: Please remember that the strategies below were tested on AI
    kings and not on multiplayer games. On multiplayer games, you will be
    playing among the best players there are in the world, so below
    strategies do not
    necessarily hold true on a multiplayer game. Also, this FAQ is based
    on version 1.0C of The Conquerors Expansion.
    Note 2: Ostera Gonzalez has provided this FAQ with tips on building a
    more economy-based empire. I think his tips are pretty good, with
    regards to strategy. My own strategies are more military-based.
    | 2. History          |
    The origin of Germany traces back to the crowning of Charlemagne as
    Holy Roman Emperor in 800. Upon his death the empire was split into
    three parts that gradually coalesced into two: the western Frankish
    kingdom that became France and the eastern kingdom that became
    Germany. The title of Holy Roman Emperor remained in Charlemagne's
    family until the tenth century when they died out. In 919 Henry, Duke
    of Saxony, was elected king of Germany by his fellow dukes. His son
    Otto became emperor in 962.
    The Holy Roman Empire that Otto I controlled extended over the German
    plain north to the Baltic, eastward into parts of modern Poland, and
    southward through modern Switzerland, modern Austria, and northern
    Italy. From the outset, the emperors had a difficult problem keeping
    control of two disparate regions-Germany and Italy-that were
    separated by the Alps.
    The Holy Roman Empire was successful at first because it benefited
    the principal members, Germany and Italy. The Germans were not far
    removed from the barbarian condition. They had been conquered by
    Charlemagne only a century earlier. They benefited greatly from
    Italian culture, technology, and trade. The Italians welcomed the
    relative peace and stability the empire ensured. Italy had been
    invaded time and again for the previous 500 years. The protection of
    the empire defended the papacy and allowed the city-states of Italy
    to begin their growth.
    The imperial armies were manned partially by tenants of church lands
    who owed service to the emperor. A second important contingent were
    the ministriales, a corps of serfs who received the best training and
    equipment as knights but who were not free men. These armies were
    used to put down revolts or interference by local nobles and peasants
    or to defend against raids by Vikings from the north and Magyars from
    the east.
    Because Germany remained a collection of independent principalities
    in competition, German warriors became very skilled. The most
    renowned German soldiers were the Teutonic Knights, a religious order
    of warriors inspired by the Crusades. The Teutonic Knights spread
    Christianity into the Baltic region by conquest but were eventually
    halted by Alexander Nevsky at the battle on frozen Lake Peipus.
    A confrontation between the emperors and the church over investiture
    of bishops weakened the emperors in both Germany and Italy. During
    periods of temporary excommunication of the emperor and outright war
    against Rome, imperial authority lapsed. The local German princes
    solidified their holdings or fought off the Vikings with no
    interference or help from the emperor. In Italy, the rising city-
    states combined to form the Lombard League and refused to recognize
    the emperor.
    Political power in both Germany and Italy shifted from the emperor to
    the local princes and cities. The ministriales rebelled, taking
    control of the cities and castles they garrisoned and declaring
    themselves free. During desperate attempts to regain Italy, more
    concessions were given to the local princes in Germany. By the middle
    of the thirteenth century, the Holy Roman Empire existed in name only.
    The throne remained empty for 20 years. The German princes cared only
    about their own holdings. The Italian city-states did not want a
    German ruler and were strong enough to defend themselves.
    Future emperors in the Middle Ages were elected by the German princes
    but they ruled in name only, controlling little more than their own
    family estates. Germany remained a minor power in Europe for
    centuries to come.
    | 3. Teuton Tech Tree |
    The technologies, upgrades, and units available to the Teutons will
    be shown below. For each technology, a short description will be
    given, in addition to their benefits and cost. Please note that
    technologies not available to the Teutons aren't included.
    Symbols: W: wood    F: food    G: gold    S: stone    LOS: line of
    |A. Teutons: General Data|
    Team Bonus: units more resistant to conversion
    Civilization Attributes:
    -Monks heal from twice as far
    -Towers garrison twice as much units, fire twice as much normal
    garrison arrows
    -Free Murder Holes
    -Farms cost 33% less
    -Town Center +2 attack, +5 LOS (without the Expansion, it is range)
    Unique Unit: Teutonic Knight and Elite Teutonic Knight
    Created at:    Castle
    Strong vs.:    Swordsmen, skirmishers, Stable units
    Weak vs.:      Archers, scorpions, cavalry archers, mangonels, monks
    Cost:          85F, 40G
    Upgrade Cost:  1200F, 600G
    Attack bonus:  vs. buildings
                               Teutonic Knight      Elite Teutonic Knight
    Hit Points:                          70                  100
    Attack (without upgrades):           12                   17
    Armor:                    5 normal, 2 pierce     10 normal, 2 pierce
    Unique Technology:  Crenellations
    Researched during:  Imperial Age
    Cost:               600F, 400S
    Benefits:           +3 castle range, garrisoned infantry fire arrows
    | B. Technologies      |
    Upgrades at the Town Center:
    Researched during:  Dark Age
    Cost:               50G
    Benefits:           +15 villager HPs, +1 normal, +2 pierce armor
    Researched during:  Feudal Age
    Cost:               175F, 50W
    Benefits:           +10% villager, +25% villager capacity
    Town Watch
    Researched during:  Feudal Age
    Cost:               75F
    Benefits:           +4 building LOS
    Note:               Useless in an "All visible" map.
    Hand Cart
    Researched during:  Castle Age
    Cost:               300F, 200W
    Benefits:           +10% villager speed, +50% villager capacity
    Town Patrol
    Researched during:  Castle Age
    Cost:               300F, 200G
    Benefits:           +4 building LOS
    Note:               Useless in an "All Visible" map.
    Upgrades at the Blacksmith:
    Scale Barding Armor
    Researched during:  Feudal Age
    Cost:               150F
    Benefits:           +1 normal, +1 pierce armor for cavalry
    Researched during:  Feudal Age
    Cost:               100F, 50G
    Benefits:           +1 attack and range for archers, galleys, Town
                        Centers, and Castles
    Note:               For Fletching and Bodkin Arrow, the benefits
                        to the Town Center are: +1 attack and LOS
    Researched during:  Feudal Age
    Cost:               150F
    Benefits:          +1 attack for infantry and cavalry
    Padded Archer Armor
    Researched during:  Feudal Age
    Cost:               100F
    Benefits:           +1 normal, +1 pierce armor for archers
    Scale Mail Armor
    Researched during:  Feudal Age
    Cost:               100F
    Benefits:           +1 normal, +1 pierce armor for infantry
    Chain Barding Armor
    Researched during:  Castle Age
    Cost:               250F, 150G
    Benefits:           +1 normal, +1 pierce armor for cavalry
    Bodkin Arrow
    Researched during:  Castle Age
    Cost:               200F, 100G
    Benefits:           +1 attack and range for archers, galleys, Town
                        Centers, and Castles
    Note:               For Fletching and Bodkin Arrow, the benefits
                        to the Town Center are: +1 attack and LOS
    Iron Casting
    Researched during:  Castle Age
    Cost:               220F, 120G
    Benefits:           +1 attack for infantry and cavalry
    Leather Archer Armor
    Researched during:  Castle Age
    Cost:               150F, 150G
    Benefits:           +1 normal, +1 pierce armor for archers
    Chain Mail Armor
    Researched during:  Castle Age
    Cost:               200F, 100G
    Benefits:           +1 normal, +1 pierce armor for infantry
    Plate Barding Armor
    Researched during:  Imperial Age
    Cost:               350F, 200G
    Benefits:           +1 normal, +2 pierce armor for cavalry
    Blast Furnace
    Researched during:  Imperial Age
    Cost:               275F, 225G
    Benefits:           +2 attack for infantry and cavalry
    Ring Archer Armor
    Researched during:  Imperial Age
    Cost:               250F, 250G
    Benefits:           +1 normal, +2 pierce armor for archers
    Plate Mail Armor
    Researched during:  Imperial Age
    Cost:               300F, 150G
    Benefits:           +1 normal, +2 pierce armor for infantry
    Upgrades at the University
    Researched during:  Castle Age
    Cost:               300W, 175G
    Benefits:           scorpions, archers, galleys, and towers fire more
    Treadmill Crane
    Researched during:  Castle Age
    Cost:               200W, 300F
    Benefits:           +20% villager build speed
    Researched during:  Castle Age
    Cost:               175W, 150F
    Benefits:           Increased building HPs and armor
    Heated Shot
    Researched during:  Castle Age
    Cost:               350F, 100G
    Benefits:           +50% tower and Castle attack vs. ships
    Note:               If your map doesn't have any large body of water,
                        don't research this technology. If you start
                        playing in the Imperial Age or post-Imperial Age
                        then it has already been researched.
    Murder Holes
    Researched during:  Castle Age
    Cost:               free
    Benefits:           No minimum range for towers and castles
    Note:               This technology doesn't need to be researched. It
                        is already given at the beginning of the game as
                        a result of the civilization attributes.
    Researched during:  Imperial Age
    Cost:               300F, 200G
    Benefits:           +1 attack for missile units (e.g. scorpion),
                        allows Gunpowder units to be researched
    Siege Engineers
    Researched during:  Imperial Age
    Cost:               500F, 600W
    Benefits:           +1 siege range (except rams), +20% siege unit
                        attack vs. buildings
    Upgrades at the Market
    Researched during:  Feudal Age
    Cost:               150F, 50G
    Benefits:           Decreases tribute fee to 20%
    Researched during:  Feudal Age
    Cost:               100F, 100G
    Benefits:           Allows you to see lands explored by your allies
    Researched during:  Castle Age
    Cost:               200F, 100G
    Benefits:           No tribute fee
    Researched during:  Castle Age
    Cost:               200F, 200G
    Benefits:           Trade Carts and Trade Cogs gather gold faster
    Researched during:  Imperial Age
    Cost:               300F, 200G
    Benefits:           Decreases trading fee to 15%
    Upgrades at the Lumber Camp and Mining Camp
    Double-Bit Axe
    Researched during:  Feudal Age
    Cost:               100F, 50W
    Benefits:           +20% wood-chopping speed
    Gold Mining
    Researched during:  Feudal Age
    Cost:               100F, 75W
    Benefits:           +15% gold-mining speed
    Stone Mining
    Researched during:  Feudal Age
    Cost:               100F, 75W
    Benefits:           +15% stone-mining speed
    Bow Saw
    Researched during:  Castle Age
    Cost:               150F, 100W
    Benefits:           +20% wood-chopping speed
    Stone Shaft Mining
    Researched during:  Castle Age
    Cost:               200F, 150W
    Benefits:           +15% stone-mining speed
    Two-Man Saw
    Researched during:  Imperial Age
    Cost:               300F, 200W
    Benefits:           +10% wood-chopping speed
    Upgrades at the Mill
    Horse Collar
    Researched during:  Feudal Age
    Cost:               75F, 75W
    Benefits:           Farms +75 food
    Heavy Plow
    Researched during:  Castle Age
    Cost:               125F, 125W
    Benefits:           Farms +125 food, +1 villager food capacity
    Crop Rotation
    Researched during:  Imperial Age
    Cost:               250F, 250W
    Benefits:           Farms +175 food
    Upgrades at the Monastery
    Researched during:  Castle Age
    Cost:               140G
    Benefits:           +15% monk speed
    Researched during:  Castle Age
    Cost:               1000G
    Benefits:           Converted units die instead of being converted
                        into the enemy's color
    Researched during:  Castle Age
    Cost:               120G
    Benefits:           +50% monk HPs
    Researched during:  Castle Age
    Cost:               475G
    Benefits:           Buildings (except Town Center, Castle, Gates,
                        walls, Farms, Fish Traps, Monasteries, and
                        Wonders) siege units can be converted
    Researched during:  Castle Age
    Cost:               325G
    Benefits:           Enemy monks can be converted
    Researched during:  Imperial Age
    Cost:               120G
    Benefits:           +50% monk rejuvenation speed
    Researched during:  Imperial Age
    Cost:               750F, 1000G
    Benefits:           +50% conversion resistance
    Block Printing
    Researched during:  Imperial Age
    Cost:               200G
    Benefits:           +3 conversion range
    Researched during:  Imperial Age
    Cost:               200G
    Benefits:           If a group of monks convert the same unit, only
                        one Monk must rest after the conversion
    Upgrades at the Barracks, Stable, and Dock
    Researched at:       Barracks
    Researched during:   Feudal Age
    Cost:                75F
    Benefits:            +2 infantry LOS
    Researched at:       Stable
    Researched during:   Feudal Age
    Cost:                150F, 100G
    Benefits:            +20 HP for mounted units
    Researched at:       Barracks
    Researched during:   Castle Age
    Cost:                200F
    Benefits:            +10% infantry speed
    Researched at:       Stable
    Researched during:   Castle Age
    Cost:                250F
    Benefits:            +10% cavalry speed
    Researched at:       Dock
    Researched during:   Castle Age
    Cost:                250F, 150G
    Benefits:            +1 pierce armor of ships, +5 transport ship
    Note: None of the Archery Range technologies are available to the
    Upgrades at the Castle
    Researched during:  Imperial Age
    Cost:               400F, 200G
    Benefits:           Villagers +15 attack vs. buildings
    Note:               This technology is pretty useless. Villagers
                        aren't effective military units, so leave
                        attacking to the army and navy.
    Researched during:  Imperial Age
    Cost:               150F, 150G
    Benefits:           +33% unit creation speed at Barracks, Archery
                        Range, Stable, and Castle
    Researched during:  Imperial Age
    Cost:               400W, 400F
    Benefits:           +1000 Castle HPs
    Note:               I'm not sure if it is actually 1000 HPs. Once, it
                        was more than that.
    Researched during:  Imperial Age
    Cost:               200G per enemy villager
    Benefits:           See enemy LOS and exploration
    Note:               In a regicide game, this is called Treason and
                        works in a different way.
    Researched during:  Imperial Age of a Regicide Match
    Cost:               400G per use
    Benefits:           See enemy kings' location. Research multiple
                        times to be notified of new position.
    | C. Units              |
    Please note that the figures for the attack and armor written below
    are before the technologies above are researched.
    Swordsmen line: Militia, Man-at-arms, Long Swordsman, Two-handed
                    Swordsman, and Champion
    Created at:     Barracks
    Strong vs.:     skirmishers, camels, light cavalry
    Weak vs.:       archers, scorpions, cavalry archers, mangonels, and
                    Cataphracts (Byzantine unique unit)
    Cost:           60F, 20G
    Attack bonuses: vs. buildings
    Comments:       Basically, the Teutonic Knights are slower but beefed
                    up Champions. Use more of those Teutonic Knights in
                    battle than this line of infantry except in earlier
                  Militia    Man-at-arms  Long Swordsman   2H Swordsman
    Hit Points       40          45             55              60
    Attack           4            6             9               11
    Normal Armor     0            0             0                0
    Pierce Armor     0            0             0                0
    Upgrade Cost              100F, 40G     200F, 65G       300F, 100G
    Hit Points          70
    Attack              13
    Normal Armor        1
    Pierce Armor        0
    Upgrade Cost     750F, 350G
    Pikemen line:  Spearman, Pikeman, and Halberdier
    Created at:    Barracks
    Strong vs.:    skirmishers, stable units
    Weak vs.:      swordsmen, archers, scorpions, mangonels
    Cost:          35F, 25W
    Attack bonus:  vs. cavalry and War Elephants (Persian unique unit)
    Comments:      Teutonic Knights are good against stable units. You
                   have no need for these units except if you are
                   attacked by War Elephants. Don't even bother with
                   these units unless you have a Persian enemy.
                     Spearman       Pikeman        Halberdier
    Hit Points        45              55                60
    Attack            3                4                 6
    Normal Armor      0                0                 0
    Pierce Armor      0                0                 0
    Upgrade Cost                   215F, 90G       300F, 600G
    Archer line:  Archer and Crossbowman
    Created at:   Archery Range
    Strong vs.:   Barracks, cavalry archers, monks, Teutonic Knights, War
    Weak vs.:     skirmishers, knights, mangonels, Woad Raiders, and
    Cost:         25W, 45G
    Attack bonus: None
    Comments:     Use at earlier ages but don't even think of hitting
                  that Upgrade button. It's not worth it. Stick to
                  Paladins and Elite Teutonic Knights. If you like to use
                  archers, go ahead and use it, but I don't recommend it.
                        Archer          Crossbowman
    Hit Points            30                 35
    Attack                 4                  5
    Range                  4                  5
    Normal Armor           0                  0
    Pierce Armor           0                  0
    Upgrade Cost                         125F, 75G
    Skirmisher line:  Skirmisher and Elite Skirmisher
    Created at:       Archery Range
    Strong vs.:       archers, monks, cavalry archers
    Weak vs.:         Barracks units, mangonels
    Cost:             25F, 35W
    Attack bonus:     vs. archers
    Comments:         Unless you are being attacked by a whole battalion
                      of Longbowmen, Chu Ko Nu, or Mangudai, it isn't a
                      good idea to send these guys into battle. Leave
                      these guys at defense unless you are going to
                      attack any of these units said above.
                         Skirmisher          Elite Skirmisher
    Hit Points               30                      35
    Attack                    2                       3
    Range                     4                       5
    Normal Armor              0                       0
    Pierce Armor              3                       4
    Upgrade Cost                                250W, 160G
    Cavalry Archer
    Created at:   Archery Range
    Strong vs.:   swordsmen, monks, Teutonic Knights, War Elephants
    Weak vs.:     archers, skirmishers, light cavalry
    Cost:         40W, 70G
    Attack bonus: none
    Comments:     Go ahead and use this unit if you feel like it, though
                  I recommend the heavy cavalry archer if you want a unit
                  which does hit-and-run attacks. Once again, use of this
                  unit is not recommended. It's up to you.
    Hit Points             50
    Attack                  6
    Range                   3
    Normal Armor            0
    Pierce Armor            0
    Hand Cannoneer
    Created at:   Archery Range
    Strong vs.:   Barracks units, monks, Teutonic Knights
    Weak vs.:     archers, mangonels
    Cost:         45F, 50G
    Attack bonus: none
    Comments:     Use this unit for defense and for attack. For offensive
                  tactics, please see the Offensive Strategies section.
    Hit Points             35
    Attack                 17
    Range                   7
    Normal Armor            1
    Pierce Armor            0
    Scout Cavalry
    Created at:   Stable
    Strong vs.:   archers, mangonels, cavalry archers, bombard cannons,
    Weak vs.:     pikemen, knights, camels
    Cost:         80F
    Attack bonus: none
    Comments:     Use only for recon missions in a map where in the map
                  is not set to "All Visible" in the game settings
                  screen. Otherwise, do not use these guys to attack.
                  Their HPs and attack aren't high enough, and they
                  wouldn't last long. Unless you are out of everything
                  but food and want to run a desperate attack, using this
                  unit in a full-scale battle event is suicide.
    Hit Points            45
    Attack                 3 (+2 attack in Feudal Age to make 5)
    Normal Armor           0
    Pierce Armor           2
    Knight line:  Knight, Cavalier, and Paladin
    Created at:   Stable
    Strong vs.:   Archers
    Weak vs.:     pikemen, camels, Mamelukes
    Cost:         60F, 75G
    Attack bonus: none
    Comments:     This is one of several units you should spend your
                  resources on. It's worth the cost and could help chase
                  down those pesky archers that your Teutonic Knights are
                  weak against. Read more in the Offensive Strategies
                  section below.
                         Knight          Cavalier          Paladin
    Hit Points           100              120                160
    Attack                10               12                 14
    Normal Armor           2                2                  2
    Pierce Armor           2                2                  3
    Upgrade Cost                        300F, 300G       1300F, 750G
    Siege weapons
    Scorpion line:  Scorpion and Heavy Scorpion
    Created at:     Siege Workshop
    Strong vs.:     Barracks units, archers, monks
    Weak vs.:       Stable units, Woad Raiders
    Cost:           75W, 75G
    Attack bonus:   none
    Comments:       Good defensive unit. Place around the city behind
                    walls for the best results. Especially effective in
                    defense against Goths.
                         Scorpion              Heavy Scorpion
    Hit Points              40                       50
    Attack                  12                       16
    Range                    5                        5
    Normal Armor             0                        0
    Pierce Armor             6                        7
    Upgrade Cost                                1000F, 1100W
    Mangonel line:  Mangonel, Onager, and Siege Onager
    Created at:     Siege Workshop
    Strong vs.:     Barracks units, archers
    Weak vs.:       Stable units, Woad Raiders
    Cost:           160W, 135G
    Attack bonus:   none
    Comments:       The area of effect damage makes it dangerous. If you
                    plan to use these on an attack, don't let them attack
                    the same thing your Teutonic Knights, Paladins, and
                    Battering Rams attack, because the results could be
                    devastating. Also don't use these for defense,
                    because you'll end up destroying your own walls.
                      Mangonel          Onager          Siege Onager
    Hit Points          50                60                  70
    Attack              40                50                  75
    Range                7                 8                   8
    Normal Armor         0                 0                   0
    Pierce Armor         6                 7                   8
    Upgrade Cost                      800F, 500G        1450F, 1000G
    Battering Ram line:  Battering Ram and Capped Ram
    Created at:          Siege Workshop
    Strong vs.:          archers, cavalry archers
    Weak vs.:            Barracks units, Stable units
    Cost:                160W, 75G
    Attack bonus:        vs. buildings
    Comments:            Good offensive unit. Garrison with Teutonic
                         Knights. Send to a Town Center. Attack the Town
                         Center until villagers are released. Release
                         your Teutonic Knights. Send the Rams to other
                         buildings. Destroy. Destroy. Destroy.
                      Battering Ram           Capped Ram
    Hit Points           175                     200
    Attack                 2                       3
    Normal Armor           0                       0
    Pierce Armor         180                     190
    Upgrade Cost                                 300F
    Bombard Cannon
    Created at:   Siege Workshop
    Strong vs.:   Barracks units, archers, skirmishers, monks
    Weak vs.:     Stable units, Woad Raiders
    Cost:         225W, 225G
    Attack bonus: vs. buildings and ships
    Comments:     Nice defensive unit. Refer to Defensive Strategies
                  below for more information. Be careful when sending
                  infantry or cavalry through shooting zone, because
                  there is some area of effect damage.
    Hit Points     50
    Attack         40
    Range          12
    Normal Armor   2
    Pierce Armor   5
    Created at:   Castle
    Strong vs.:   archers, skirmishers
    Weak vs.:     swordsmen, Stable Units, Mangudai, Woad Raiders
    Cost:         200W, 200G
    Attack bonus: vs. buildings and ships
    Comments:     Remember to unpack when the target is within range and
                  to pack when you want to move it. The Trebuchet is
                  inaccurate against moving targets. Use against
                  buildings only.
    Hit Points                 150
    Attack                     200
    Range                       16
    Normal Armor     packed: 2, unpacked: 1
    Pierce Armor     packed: 8, unpacked: 150
    Created at:   Castle
    Strong vs.:   buildings, walls, siege weapons
    Weak vs.:     archers scorpions, cavalry archers, mangonels
    Cost:         80F, 20G
    Attack bonus: vs. buildings
    Comments:     Waste of resources. It's a one-time only unit and
                  you're better off spending 80F and 20G on Champions or
                  Teutonic Knights.
    Hit Points     50
    Attack         25
    Normal Armor   0
    Pierce Armor   2
    Units created at the Dock
    Fishing Ship
    Special:      Builds Fish Traps (like a Farm but only in water)
    Cost:         75W
    Hit Points:   60
    Armor:        0 normal, 4 pierce
    Trade Cog
    Purpose:      Trades by sea with other docks
    Cost:         100W, 50G
    Hit Points:   80
    Armor:        0 normal, 6 pierce
    Transport Ship
    Purpose:      Transports units over water
    Cost:         125W
    Hit Points:   100
    Armor:        4 normal, 8 pierce
    Fire Ship and Fast Fire Ship
    Strong vs.:   galleys and longboats
    Weak vs.:     demolition ships
    Cost:         75W, 45G
    Comments:     Use only to hunt down and destroy enemy warships.
                       Fire Ship          Fast Fire Ship
    Hit Points            100                   120
    Attack                  2                     3
    Range                   2                     2
    Normal Armor            0                     0
    Pierce Armor            6                     8
    Upgrade Cost                            280W, 250G
    Demolition Ship and Heavy Demolition Ship
    Strong vs.:    fire ships
    Weak vs.:      galleys, Longboats, Bombard Cannons
    Cost:          70W, 50G
    Comments:      Similar to the petard, only that this is a navy
                   version. You shouldn't even be using these, since they
                   are one time only and therefore, a waste of resources.
                      Demolition Ship         Heavy Demolition Ship
    Hit Points              50                          60
    Attack                 110                         140
    Normal Armor             0                           0
    Pierce Armor             3                           5
    Upgrade Cost                                   200W, 300G
    Cannon Galleon
    Strong vs.:   buildings
    Weak vs.:     galleys, fire ships, demolition ships
    Cost:         200W, 150G
    Comments:     Use cannon galleons to strike seaside towers and
                  castles before landing your troops. Remember to send
                  escorts as the resistance might send in fire ships or
                  other ships to sink your cannon galleons before much
                  damage is inflicted.
    Hit Points     120
    Attack          35
    Range           13
    Normal Armor     0
    Pierce Armor     6
    Galley line:  Galley, War Galley, Galleon
    Strong vs.:   demolition ships, cannon galleons
    Weak vs.:     fire ships, bombard cannons
    Cost:         90W, 30G
    Comments:     These should be among the escorts of cannon galleons if
                  an attack such as the one described above were to be
                     Galley          War Galley          Galleon
    Hit Points        120                135               165
    Attack             6                  7                 8
    Range              5                  6                 7
    Normal Armor       0                  0                 0
    Pierce Armor       6                  6                 8
    Upgrade Cost                     230F, 100G         400F, 315W
    Other units
    Created at:   Town Center
    Cost:         50F
    Hit Points:   25
    Attack:       3
    Armor:        0 normal, 0 pierce
    Comments:     Do not even think about attacking with villagers. Use
                  villagers ONLY for building and economic purposes.
    Created at:   Monastery
    Cost:         100G
    Hit Points:   30
    Range:        9
    Comments:     Send a couple of these with the attack group. If left
                  unharmed your battalion would be invincible. Send
                  Teutonic Knights to attack a Castle, then let the monks
                  follow behind. Whenever a soldier gets hurt, he gets
    Trade Cart
    Created at:   Market
    Cost:         100W, 50G
    Hit Points:   70
    Purpose:      Trade over land with other markets.
    | 4. Building Your City |
    This section will cover how to lay out your city, including tips on
    what to build during each age. If you are already an intermediate
    player or know what you want and when, then you can skip this section.
    This section is meant for beginners only.
    Note to beginners: The object in the earlier ages is to get to the
    Imperial Age as fast as possible. You should spend some time in the
    Castle Age to upgrade units and research technologies, because in the
    Imperial Age, more technologies and upgrades will be available. Note
    that the first two ages might pass through quickly as written below.
    [From: Ostera Gonzalez
         I disagree with your strategy of "reaching imperial age as soon
    as you can", as when you reach the castle or imperial age, most of
    the time, a small-sized or medium- ized army, any group of rams and a
    big infantry from castle age, or if we are talking about castle age,
    any group of about 30 or 40 man-at-arms, will destroy your town in
    | A. Dark Age         |
    First, build a house and a Barracks. For a Random Map game, send
    villagers to work picking berries or herding sheep. Begin mining some
    stone and gold, as these will be extremely in demand in later ages.
    Create several villagers once the House is complete and build more
    houses to support more villagers. Build a Mill beside forage bushes
    to speed up foraging. Research Loom from the Town Center as soon as
    there is enough food.
    If you are playing a water map, build a Dock and build some fishing
    ships to help collect food to support more villagers.
    For defense, it would be to your best interest to create some Militia
    from the Barracks, but only is your resources are enough. Once you
    have about five to ten militia, start stockpiling resources to
    upgrade to the Feudal Age.
    [From: Ostera Gonzalez
    - First, create 2 houses, by using 2 villagers for the first house
    and 1 for the second one. Use the last villager to gather wood from
    trees near the T.C.
    - Use the first mentioned villager and the other villager that you
    should have to build a mill near bushes, and start gathering food.
    Meanwhile, create 4 villagers. Send 3 of them to the bushes and the
    last one to chop wood. When you reach 100 wood, create a lumber camp
    near the trees. Keep creating villagers until you have 12 of them
    gathering food.
    -You should have sheep, brought by the scout cavalry
    -Create 6 villagers and send them to wood chopping
    -Create 2 more and send them to mine gold.
         When natural food runs out, create farms. Remember that about
    three lumber support four farmers. You should now have about 550 or
    600 food. Advance to feudal age.
    Note: this is done about 1 minute after the cpu in the third
    difficult level advances to feudal age, but you`ll do it with far
    more resources.]
    | B. Feudal Age       |
    The first thing you must do is to build a Blacksmith. Then send a
    couple of villagers to a forest to cut down wood. Upgrade to Man-at-
    arms at the Barracks and research Tracking. Build more houses and
    create more villagers to work on gold mines and stone mines. Start
    building farms after you research Horse Collar at the Mill. Build the
    If the map isn't "All Visible" then it would be a good idea to build
    a Market and research Cartography. Also, create some Scout Cavalry to
    explore the map if this is the case.
    If you feel that you need to, start setting up Watch Towers around
    your land. Give some space for expansion. You don't really need to
    build Watch Towers near to your Town Center, but if you feel more
    secure in doing so, go ahead.
    Before going on to the Castle Age, make sure that all the
    technologies at the Blacksmith, Mining Camp, and Lumber Camp have
    been researched.
    [From: Ostera Gonzalez
         Immediately after you get into the Feudal Age:
    -Create 8 villagers, send them to cut wood, while 1 builds 2
    blacksmiths, 1 builds the market, 1 builds a stone wall, and 2 build
    2 barracks.
    -Develop the tech at the mill
    -After creating the 8 villagers develop the infantry attack and armor
    technologies (blacksmith).
    -Now, create 8 farmers, in order to get 20 (added from Dark Age).
    -You should have by that time 4 to 6 man-at-arms.
    -Create 4 more villagers and send them to mine stone.
    -Know that an infantry-making economy has been established. Create
    two more barracks and start producing units, setting a meeting point
    near the enemy base.
    -Attack when you have them or when your enemy advances to castle age,
    as they will have not many resources. As soon as you can, advance to
    castle age.]
    | C. Castle Age       |
    Immediately start upgrading technologies once you arrive at the
    Castle Age. Build a University and Start by researching Ballistics,
    so your towers and defenses can fire more accurately. If your map
    isn't a water map, don't, and I mean DO NOT upgrade Heated Shot
    because it is a waste of resources.
    If you already have 650 stone, build a Castle. Then build a wall
    around your land. Give yourself reasonable space to expand and build
    up an army and more defenses.
    Build up a larger army during the Castle Age. Upgrade the units at
    the Barracks and Stable. Start producing Teutonic Knights, as these
    will be the heart of your army. However, do not make too large of an
    army, as the main point of the Castle Age is to research technologies
    and make your soldiers stronger.
    At the Blacksmith, do not research archer armor technologies unless
    you have many archers in your army. If you want to build an Archery
    Range, this is the best time to do it (there aren't any technologies
    to research here, so it isn't really smart to build this building in
    the Feudal Age unless you want archers in the army).
    Once most of the useful technologies have been researched (pay
    attention to the technologies above which have a "Note" below them),
    it is time to go to the Imperial Age. Stockpile resources and create
    villagers if more help is needed in gathering resources. If you have
    an ally, try asking him for tribute. Use the "Food, please" button
    because "Give me your extra resources" usually doesn't work.
    [From: Ostera Gonzalez
    as soon as you get ther, develop long swords men, and the next two
    infantry tech at the black smith
    -With your enemy weakened, very weakened (most of the times killed,
    as they provide no resistance), create cavalry archers, or
    crossbowmen, and attack the remaining villagers. The aim of this is
    to kill as many villagers as u can, and stopping them from gathering
    resources. Create an infantry army again.
    -Create villagers to gather gold until there are 14 of them. Build a
    monastery and a university.
    -Keep attacking in groups of 30, in flash attacks.
         Advancing to the Imperial Age should be very easy now, as you
    should be full of resources...
    (most enemies don't survive this)]
    | D. Imperial Age      |
    The first thing to do is to upgrade Chemistry at the University.
    Immediately after the research is complete, research Bombard Tower.
    The Bombard Tower is an important defense structure. See the
    Defensive Strategies section below for more details in how to defend
    your city.
    Next, start getting more resources to upgrade your Teutonic Knights
    and Cavaliers. Build a Siege Workshop and start creating Bombard
    Cannons. Keep an eye on your resources, though. If they run out in
    the middle of an invasion, then you are good as dead, especially if
    you are being attacked by twenty something enemy troops. Anyway,
    concentrate on researching University, Castle, and Blacksmith
    technologies. Upgrade your Stone Walls into Fortified Walls if you
    have not done so yet.
    Once all of the useful technologies are upgraded, start building up
    your army. Build up your defenses as described in the Defensive
    Strategies section below. Once you have reached population limit,
    start your attack. For more tips on how to fight each civilization,
    see Offensive Strategies.
    Just one last tip. Never stop creating troops. Once you run out, it
    would take some time before you can get a large army again.
    [From: Ostera Gonzalez
    Improve your army and use trebuchets, created at the castle, to
    finish your enemies.
         Most enemies are at Feudal or Castle Age at this point, so
    winning is fairly easy)]
    | 5. Defensive Strategies |
    Four towers and the Castle are available for the Teutons' defensive
    needs. In earlier ages, defense relies completely on the Watch Tower.
    Once you can upgrade to Guard Towers, do so immediately.
    [From: Ostera Gonzalez
         In earlier ages, if you build your buildings close enough to the
    TC, most attacks could be repelled easily.]
    Start building Stone Walls when you get to the Castle Age. Build some
    Guard Towers certain intervals away from each other. Make sure they
    are behind the walls and about 3-4 tiles away from the walls. You'll
    see why later (Especially against Mongols and Celts and people who
    utilize a lot of Siege Onagers).
    [Version 2.2 Update:
          I later realized that walls were just a waste of resources. I
    was able to construct a decent defense with a centralized army
    (protecting the core of my town), at least four Castles, and a lot of
    Bombard Towers. A lot of them. And I mean one bombard tower for every,
    say, ten tiles?]
    Don't upgrade to Keep immediately after you get to the Imperial Age.
    Research the Bombard Tower first. Start building Bombard Towers
    directly behind the walls. Leave the land behind the Gates clear so
    that passage will be faster and unhindered. To back up the towers,
    place a Castle if you have the stone. Also station Heavy Scorpions
    and Bombard Cannons. This kind of a defensive line creates a "no-
    man's land" for attackers and most attackers die prior to arrival.
    This has been tried and is especially effective against the Goths,
    who attack in numbers.
    [From: Nick Klein
         One of the biggest advantages is the insanely powerful
    keeps/guard towers the Teutons can put up. They get to garrison 2x
    the units in towers, get 2x normal garrison arrows, free murder holes
    (which is expensive and critical if you're building lots of towers),
    and their unique tech allows garrisoned infantry (i.e. Teutonic
    knights) to fire garrison arrows. Now, if I did my math correctly, if
    you were to garrison to the maximum (10 units) with
    archers/crossbowmen, your towers would churn out 8 arrows (the
    equivalent of two ungarrisoned castles). Now, if you've played
    Teutons before, I know you're thinking, "Hey wait, Teutons have
    pretty crappy foot archers--why would I want to waste population and
    resources on building 10 per tower," which is true. However, if
    you're playing against a particularly infantry-heavy civ, keep in
    mind that several 8-arrow-firing towers have a tendency to mow down
    infantry especially and also anything else besides siege weapons and
    huskarls. So what would I propose? A tower full of infantry fires a
    still very sizable 5 arrows (no other civilization can pull this off,
    even with a tower full of archers) build a tower at a strategic
    location (somewhere where you can maximize its line of sight and
    firepower) and garrison it full of Teutonic knights. As you well know,
    t-knights have the ability to mow through any non-ranged (and some
    ranged) unit like a hot knife through butter. You will also want a
    handful (as in 5 or so) paladins nearby to handle siege. So here's
    the picture:  incoming infantry, cavalry, and archers are mowed down
    by the tower. Any rams or remaining infantry or cavalry are then cut
    down by the (now ungarrisoned) Teutonic knights, and any mangonels,
    cannons, or trebs are open for surgery by the paladins. This tactic
    works well as a first-line defense, but can be adapted to mainline
    defense by using several t-knights garrisoned towers, some bombard
    towers, a larger group of paladins, and a wall in front of the
    towers. Anywhere you can put a tower, you can have a pretty
    comprehensive defense unit. It works great by town centers! Repels
    those pesky Goth infantry hordes! It slices! It dices!]
    If you are attacked by Longbowmen, Bombard Cannons, or Trebuchets,
    immediately send a group of Paladins out to destroy them. Since their
    range is greater than those of your Bombard Towers, results could be
    devastating if you leave them alone.
    Lock all gates that you build and unlock them only if you are sending
    people outside the city.
    Do not build Bombard Towers near the Town Center or where villagers
    are, because they have an area of effect damage, and you can end up
    killing your own villagers instead of defending them.
    [Version 2.4 Update:
          Actually, I have been playing around with Byzantines recently,
    and it seems as though my report that Bombard Towers have that area
    of effect damage is unconfirmed. Be on the lookout, though, and tell
    me if I'm wrong.]
    If you are attacked by Siege Onagers or Heavy Scorpions, leave the
    work to your defensive line. The range of these units are less than
    those of Bombard Towers and Castles.
    These above strategies were tested in a one-on-three match with the
    difficulty set to Hardest. The three enemies were Goths, and you
    might know how much of a pain Goths are.
    | 6. Offensive Strategies |
    If you have played for sports teams, you might have heard that the
    key to victory is defense. But a strong offense is also essential to
    wipe those adversaries off the map for good. This section will cover
    offensive tactics against each civilization. Other tips will be
    covered in Section 8: Other Tips and Hints.
    Anyway, you should be basing your army on Paladins, Teutonic Knights,
    and Capped Rams. Capped Rams can garrison Teutonic Knights and keep
    them protected from archer fire, and Paladins chase down those
    archers and tear them apart. Meanwhile, when Halberdiers come at your
    Paladins, you retreat your Paladins and send a Teutonic Knight right
    at him. Usually, a Halberdier gets killed when the Elite Teutonic
    Knight has just lost 3 HPs. To take down Castles, Keeps, and Town
    Centers, you send in the Capped Rams or Trebuchets, then ungarrison
    troops when the villagers are ungarrisoned or send the Paladins at
    them. It's a perfect way of destroying enemies quickly.
    Other things to consider are Trebuchets and Bombard Cannons, which
    are hard-hitting building destroyers that can quickly reduce a town
    to ruins. Which one is better, though? I'd say the Bombard Cannon.
    First of all, it doesn't need to waste time packing and unpacking. At
    the same time, its range is far enough to destroy Castles without
    getting hit by archer fire, and Bombard Towers without getting hit by
    stones from the sky. Trebuchets, though, have to pack and unpack, and
    fire at moving targets inaccurately. Despite the higher attack and
    range, I think it's better to stick to Bombard Cannons.
    [Version 2.2 Update:
          Against Goths, I finally realized that Capped Rams are not the
    best option. Go for Trebuchets and Bombard Cannons. Remember to keep
    them defended by units, though! Huskarls come in swift and furious
    once they realize they are under attack by long range units!]
    Hand Cannoneers can also be brought into battle. However, keep them
    behind Teutonic Knights and Paladins in battle so that they wouldn't
    be the first ones to die. Hand Cannoneers pack a nice punch while at
    the same time, providing fire support when a battle is about to be
    won. Keep them close to the battle though, as Hand Cannoneers can't
    fire accurately at range.
    | A. Aztecs           |
    The Aztec unique unit, the Jaguar Warrior, has an attack bonus
    against infantry, and that includes Teutonic Knights too. Aztecs
    attack in numbers, including Siege Onagers and Trebuchets in a
    battalion. When you attack an Aztec, make sure that a big part of the
    group is made up of Paladins. Keep Teutonic Knights in the group too,
    as Aztec Pikemen can be real pains for Paladins. Bring along
    Trebuchets and Capped Rams garrisoned with Teutonic Knights.
    The first target should always be the walls, keeps, and siege
    workshops. Castles are usually in the middle, and those should be
    destroyed first to prevent more Jaguar Warriors from being created.
    Target the Town Center next. Then release your Teutonic Knights from
    the Capped Rams and trash the city. Target villagers when you see
    them, because they can build more Town Centers. Whenever you see a
    villager building something, kill it immediately, and usually, it
    would run away and destroy the building it was constructing.
    After you trash the city, the king should have resigned. A king would
    resign if most of the villagers have been killed and all Town Centers
    and Castles have been destroyed. Sometimes, they resign earlier,
    before you destroy the last Town Center, Castle, etc.
    | B. Britons          |
    Creampuff. You just send a group of Paladins, Capped Rams (garrisoned
    with Teutonic Knights), and one or two Trebuchets. Create a hold in
    the defense by destroying keeps outside the walls. Break open the
    walls. Target the castles first. Kill any Longbowmen with your
    Paladins. Send your Capped Rams to the Town Center, then sweep
    outward, killing any villagers. The Briton king should give up really
    | C. Byzantines       |
    | D. Celts            |
    Not much to it. City layout is usually advantageous to enemies who
    bring along Siege Weapons and a big army. The Town Center is usually
    amid a big group of houses. All you have to do is take down the Town
    Center and destroy the houses in sight to lower the amount of things
    the enemy can build. Next, search for the Castles, using a Scout.
    Usually, the Castle is outside the city walls, but near enough to
    reinforce it. When the Castles are sighted, you know what to do
    already. However, remember to keep the rest of your army in the area
    to protect siege weapons, as Halberdiers or Woad Raiders can come
    | E. Chinese          |
    | F. Franks           |
    These guys aren't much of a problem, as their special unit is a
    Throwing Axeman. The problem, though, is the Bombard Cannons that
    appear all over the place in the beginning. Franks usually use these
    for attack. Sometimes, the Siege Workshop is outside the city walls,
    and thus, you have to destroy the walls to kill Bombard Cannons (once
    you are in the city). There are several solutions to this, but the
    fastest way is to bring Bombard Cannons of your own instead of
    Trebuchets. Bombard Cannons move faster and fire more accurately at
    moving targets, when compared to Trebuchets (which need to
    The strategy? Same as for the Britons. Clear out all Guard Towers
    within range and destroy the Town Centers, Castles, and major
    military buildings. It will take some time, as Franks are pretty
    creative in finding escape routes where they could rebuild all over
    again. This, though can be avoided, through many ways. The better way
    is to surround the city with Paladins, Hand Cannoneers, or Siege
    Weapons (advisably Heavy Scorpions) on a Stand Ground stance. This
    way, any villager that wanders too far will be taken down.
    [Version 2.2 Update: (In response to question by Zephyre Amakir)
          A gamer asked me how to use the Teutons effectively against
    Throwing Axemen. I have never actually experienced difficulty against
    Throwing Axemen in battle when I send in Hand Cannoneers or Teutonic
    Knights en masse. The point is to get the Castle down, while at the
    same time getting the Throwing Axemen from a distance whenever
    possible. When the Castle is down, it should be no problem cleaning
    up the place.]
    | G. Goths            |
    The Goths are pretty tough to attack, especially considering that
    they build many Town Centers and Castles. The army is basically
    everywhere, and you can't go many places without a small fight. To
    attack Goths, you will need many Capped Rams, Elite Teutonic Knights,
    and Paladins. Bring some Trebuchets along, as more fire support is
    desirable. Start by looking for a weak point. All Gothic kings have a
    point in their city where defense is especially weak. Usually, there
    are several Watch Towers here. Remember not to attack where there are
    many Castles.
    Create an opening here in the "weak point" and let your Capped Rams
    charge to the Town Center. Use the Paladins to kill any military unit
    that comes too close. Get siege weapons out of the way as soon as
    possible. Release some Elite Teutonic Knights to help kill
    Halberdiers, which are a big pain for Paladins. Send Trebuchets to
    destroy Castles. Let the Capped Rams comb the area for Town Centers.
    When one is sighted, eliminate it. If any Huskarls come close,
    release some Elite Teutonic Knights, and garrison them once the fight
    is won.
    Usually, you would need several "waves" of attack groups before the
    Gothic king resigns. For example, it took me four attack waves to
    defeat King Euric the Visigoth. The first one was defeated because I
    sent it in immediately after defeating another Goth (without getting
    the guys healed). The second one got creamed because the Paladins
    charged to the middle and swept outwards, so many were killed by
    Castles and Halberdiers. The third one destroyed a Town Center and
    several Castles before getting creamed by an army of Huskarls, and
    the last finished him off.
    [Version 2.2 Update:
          Forget garrisoned Capped Rams. Teutonic Knights die way too fast
    against Castles, and the Castles will tend to go for them whenever
    they are around (when you send garrisoned Capped Rams to attack
    Castles). Go for Trebuchets and Bombard Cannons to hit key buildings.
    Use Teutonic Knights against Watch Towers and Huskarls. Use Paladins
    to strike at villager work areas.]
    [Version 2.4 Update:
           On defending against attack by Gothic Huskarls and stuff,
    please review the defense strategies section, where valuable advice
    has been provided by gamers like Nick Klein and Ostera Gonzalez.]
    | H. Huns             |
    The key is defense. The Huns pack a strong punch by attacking in
    numbers and using Siege Rams and Trebuchets to their advantage.
    Halberdiers and Tarkans aren't something to be feared, for Tarkans
    are bad against knight line troops and Halberdiers are very easily
    taken down by Teutonic Knights.
    However, be prepared to wage a relentless battle. It will take a
    while to bring the Huns' economy to its knees. In other words, you'll
    have to force the enemy to keep on making troops to battle you.
    Eventually, he will run out of resources, and then, it will be easy
    to invade his land and break apart his whole empire.
    Once again, target Town Centers and Castles (especially Castles), to
    slow down the enemy's army building potential. By the time that you
    have finished off and cleared out the land protected by the walls,
    the Hunnic king should surrender.
    | I. Japanese         |
    Japanese surrender very easily. Although Samurai are good against all
    unique units and your Teutonic Knights will die faster than they
    normally do, you still have Paladins and Trebuchets. In addition,
    samurai are easy to convert. So, you bring Capped Rams, Trebuchets,
    and Paladins. Break open a gate and let your Paladins charge inwards.
    Concentrate on killing all the Samurai first. Then send the Capped
    Rams to the Town Center and make the Trebuchets destroy the Castle
    (usually very close to the Town Center). After the Town Center and
    Castle are down, kill all the villagers. The king should resign by
    then. If not, destroy any military buildings and houses (prevents
    them from producing more units) until the king resigns.
    | J. Koreans          |
    | K. Mayans           |
    | L. Mongols          |
    | M. Persians         |
    The hard part is the War Elephants. But luckily, they are easy to
    convert and Persians can't research Heresy. Therefore, send five to
    ten monks along with an attack group of Capped Rams, Teutonic Knights,
    and Paladins. Use Trebuchets to destroy a Castle, and when the War
    Elephants charge outwards towards the Trebuchets, then CONVERT AS
    MANY OF THEM AS YOU CAN!!! It is more difficult to kill a War
    Elephant than to convert them and send them against their own
    creators!!! Once again, you charge into the middle with your Capped
    Rams, finishing off any Towers that come into sight and releasing
    Teutonic Knights if any opposing army units come too close. Then
    attack the Town Center. Let the Paladins charge to the middle and
    sweep outward from the middle, killing all villagers and military
    units. Destroy any Barracks, Siege Workshops, or Archery Ranges that
    you see because they can still create units if their resources allow.
    | N. Saracens         |
    | O. Spanish          |
    | P. Teutons          |
    | Q. Turks            |
    | R. Vikings          |
    Like the Britons, what makes them easy is that defenses are outside
    the walls. All you do is you create a hole for yourself to get into
    without getting hurt. Then charge in, destroy all Castles and Town
    Centers in the middle, release ALL Teutonic Knights, then sweep
    outward. Then, if all villagers are down and there are no Town
    Centers or Castles standing, the Viking king should surrender.
    [Version 2.2 Update:
          Teutonic Knights do not always fare well against Guard Towers.
    Be sure to bring a lot of fire support- Bombard Cannons and
    Trebuchets are welcome additions to your invading army.]
    | 7. The Frederick Barbarossa Campaign Walkthrough |
    Once again, there are many different strategies you can employ to
    finish each mission. The walkthrough below is based on the Standard
    difficulty and are just suggestions on how you can beat each mission
    Mission 1: Holy Roman Emperor
    Objectives: Capture 4 of the 6 relics from the surrounding German
    The game starts with you in command of a small army and several
    villagers. Start by sending the villagers to work collecting wood,
    food, gold, and stone. Send the light cavalry near the eastern edge
    of the map, where there are Mongols who are willing to help you with
    the cost of 200 gold. Send the light cavalry back home before he
    attacks the Mongolian army. Immediately build a market and create a
    monk (more if you like) and give the Mongols the gold. When the army
    becomes yours, send them to the direction of home.
    Along the way, they should come across shallows. Turn to the north,
    where Bohemia (cyan), one of the duchies, is situated. Attack the
    villagers first, as without villagers, the Town Center couldn't be
    garrisoned, and thus, pose a threat to your army. Use the Siege
    Onagers to destroy any buildings in sight. Kill any monks and
    villagers that you may come across. Then lay the Town Center and the
    Monastery to waste. Send your monk here to pick up the relic and go
    back home.
    When resources allow, start creating Teutonic Knights. Build a Siege
    Workshop and several Battering Rams where you can garrison the
    Teutonic Knights. Then, bring two monks along with the battering rams
    and Elite Mangudai to the northern bridge. Cross it, and you should
    be in Swabia (orange). Do it later in the game, as Swabia will be in
    control of two relics then. Lay waste to their city the same way you
    did with Bohemia, then pick up the relics and go.
    The last target will be Burgundy (purple), across the western bridge.
    Don't send your Mangudai in first. There would be a Watch Tower
    guarding the path to the town. Instead of killing the villagers first,
    kill off the resistance. There should be several archers, skirmishers,
    and etc. around. Once the Battering Rams are done with the Watch
    Tower, proceed to the Town Center, then to the Monastery. Pick up the
    relic and go, but make sure your Mangudai "cover" him, or go to the
    area first to kill all opposition.
    Make sure that your army is healed between attacks. Nothing is worse
    than sending a group of injured soldiers into a battle.
    Mission 2: Henry the Lion
    Objectives: Defeat Poland
    You are in charge of a small army and a small town without villagers
    or a Town Center. Poland is to the east, with Watch Towers, three
    Castles, and a Siege Workshop scattered around the eastern side of
    the map. Saxony and Bavaria are feeding your armies and those of
    Henry the Lion, so what you do is you send your knights to Saxony and
    the pikemen to Bavaria. Then start creating Teutonic Knights, Knights,
    and two or four Battering Rams.
    Leave the Crossbowmen and light cavalry behind to defend your town.
    Then garrison the Teutonic Knights in the Battering Rams and move
    them, along with the knights currently in your town, to your
    northernmost outpost. Nearby, there is a Polish castle, which you can
    destroy with no resistance at all, except for Watch Towers nearby.
    Immediately after you do this, there is a message saying that Henry
    the Lion has become your enemy, since he wants to become the Holy
    Roman Emperor. A new objective is added: "Defeat Henry the Lion."
    Do not attack him yet. Just kill any enemy Teutonic Knights that go
    into Saxony with your Knights. Don't go one-on-one, though, as
    Teutonic Knights are difficult to kill with even just one Knight.
    Send five in at the same time to kill the Teutonic Knight before much
    damage is inflicted. Eventually, the Polish will attack and defeat
    Henry the Lion, and all you have to do is send Knights and Teutonic
    Knights into the area to destroy. the Polish army. At the western
    edge of the map, there would be a small walled-n area with villagers
    and a relic trapped inside. Destroy the gate, and with the villagers,
    build a monastery and a Town Center. Create a monk to capture the
    relic and heal everybody and send the villagers to work gathering
    resources to build up an army.
    With tributes from Saxony and Bavaria, create a larger army of
    Knights and Teutonic Knights. When you think your army is big enough,
    send several monks with a attack group to Bavaria. It would be better
    to leave Knights in your Town, because the Polish do not remain idle
    and can attack at a moment when your army is elsewhere attacking
    Cross the river east of Bavaria and head north. Soon, you should see
    a castle and watch towers. Destroy them with your army, and with
    monks following closely behind. Any damage inflicted on your army
    will be healed quickly (quicker with more monks). Sweep across the
    map from the east to the north, destroying buildings with the same
    technique as above and destroying onagers with your knights. If there
    is a point where many Huskarls come right at you, convert some of
    them (they are really easy to convert).
    Once you have cleared up the northern and eastern parts of the map,
    victory should be yours.
    Mission 3: Pope and Antipope
    Objectives: Convert the cathedral in Milan
    Do not underestimate this mission. You will be under attack by the
    River Guard early in the game, and the Milanese don't have a small
    army to guard their Cathedral. The battle will be tough, but of
    course it is possible.
    Start off by leading your army down the shore, exploring the area.
    You should come across a relic sometime during the trip. Immediately
    charge north. Capture the relic with a monk and send him back home.
    Let the other monks follow your army north. You should soon come
    across Crema (green) and several villagers. Convert as many of them
    as you can and send them home to build a Town Center and houses. Lay
    waste to the Town Center and the opposition (there are supposed to be
    pikemen and archers defending Crema). Convert as many villagers that
    come into sight. Sweep through the whole town until Crema is defeated.
    Then send your army back home.
    Start concentrating on your economy. Send some villagers to collect
    stone, while some others collect food and wood. Stone mines should be
    near the dock. When there is enough stone, build a castle, then
    create more villagers to collect gold (there should be gold mines
    northeast of the stone mines). Next, build a Barracks, a Stable, and
    a Siege Workshop. Start building a larger army. Build several Watch
    Towers near the dock, as enemy Galleons will often attack it. Create
    several Fires Ships to help guard it.
    When there are enough resources, go to the Imperial Age (1000F, 800G).
    Upgrade all of your troops and research Cannon Galleon at the Dock.
    Then create a Trebuchet and proceed down the riverbanks until this
    point on  the south side of the bridge where you might see a Castle.
    Destroy the castle, then destroy the dock with the Trebuchet. Keep
    some Fast Fire Ships handy so that you can destroy any resistance.
    Next, send villagers on a Transport to the northern edge of the map.
    Start traveling down that edge of the map until you reach land. Send
    your villagers southwest along the map until they reach a road. Then
    follow the road until you come to a part where the road has forests
    on both sides. Build a Castle, Stable, and Monastery here, since
    Milan (blue) is expecting you and it would be better to have a
    reserve of troops handy in the area. Break the gates (follow the road
    and you should see them) and charge your forces in. Don't send your
    monks in though, since the Milanese troops would be charging very
    soon. Instead, stay in the area and wait for the Milanese Teutonic
    Knights to charge. There are going to be tens of them, accompanying
    hand cannoneers or mangonels, so send your Paladins to the mangonels
    and cannoneers and let your Teutonic Knights do the rest.
    The battle will last minutes until the Milanese run out of resources.
    Destroy important military buildings and destroy the Milanese Castle
    (follow the road farther southeast), just to ensure that the Milanese
    can't create anymore Teutonic Knights. Once the coast is clear, send
    the monks to the Cathedral (I think its position was already revealed
    in the beginning of the game). Destroy the Archery Range and Stable
    beside it just so that no military units can be created anymore.
    Victory should come soon.
    Mission 4: The Lombard League
    Objectives: Construct a Wonder within the walls of Venice, Padua, or
    When the game starts, you are already being attacked by enemies. Send
    your villagers to the shore to the south and board transports. Then
    follow the river east until you see a large fleet. There are more
    villagers and even military units in transports that you see here, so
    just take the transports, escorted by fire ships, to he north. Follow
    the coastline and you should arrive at this river that heads north.
    Follow that river until you see villagers on the left side of the
    river mining stone. Release your villagers on the right side and
    build a Town Center, Castle, several houses, a Stable, and a
    Monastery. Get to work mining gold and use the Siege Onagers that
    come along with the captured transports to kill villagers mining
    stone across the river.
    Start collecting stone from this place too, as a Wonder needs 1000W,
    1000G, and 1000S. Venice is the nearest town (their gates should be
    shortly to the east of the gold mines where you set up camp), and
    their Castle is near the gates facing your encampment, so you better
    be prepared to defend yourself if you decide to attack his Castle.
    Start creating villagers and expand your economy across the river,
    where there is more land for farms. Build Watch Towers around the
    land that you use, so that you'll be alerted when enemies come
    If you have enough resources, start building up an army, upgrading
    necessary technologies. Be sure, though, that you'll have enough
    things in your stockpile when it is time to build a Wonder.
    Collecting resources can be really slow and irritating when you need
    1000S but find that you have only, say 100S.
    Next phase, is the attack. Use Trebuchets to destroy the gate and
    create an opening for your troops to rush into Venice. Next, use a
    Scout Cavalry to run into the opening and look for the Castle, if you
    haven't seen the position of the Castle yet. Attack the Castle with a
    Trebuchet and destroy the nearby buildings. You are now within the
    walls of Venice, and this should be the place to build the Wonder-
    close to home.
    Soon, there should be a note saying that Henry the Lion once again
    has betrayed Barbarossa and changes his diplomatic stance with you to
    enemy. Don't concentrate on attacking now. Get some villagers to a
    transport and ship them to the place near your outposts far east.
    There should be stone mines nearby, in case you don't have enough
    stone. In case you haven't done so already, build walls to close out
    invasion points and then build more Castles as Stone allows.
    Eventually, people will start coming to invade you.
    Before you build a Castle, make sure that the Town Center, Docks, and
    Siege Workshop at Venice are all destroyed. Otherwise, Bombard
    Cannons can be created from the Siege Workshop, and warships can be
    created at the Dock.
    Keep troops on stand in the area to make sure that nobody tries to
    invade your newly acquired land and destroy your Wonder. While your
    villagers are busy building the Wonder, keep your economy up and
    running, or an invasion can reduce your town to ruins without any
    resistance at all.
    Send at least 5 villagers to build the Wonder, as it may take only
    several minutes if you do so. Victory comes immediately after the
    Wonder is completed.
    Mission 5: Barbarossa's March
    Objectives: At least 10 troops must survive to reach the Hospitaller
    Pretty easy mission. There are two alternatives to what to do first.
    The first one, and the more time-consuming but action packed one,
    concerns going to Gallipoli (cyan), in the western point of the map.
    First, head to the western point of the map, killing any Mamelukes,
    Onagers, and Camels that you meet with the appropriate troops (e.g.,
    no Paladin vs. Camels match-ups). There should have been a point
    where you saw an abandoned house, which soon released several
    Mamelukes. This is where you should send all your troops to wait
    until the next segment. Send the Onagers to the west, until you see
    Gallipoli. Capture the Transport Ships and wait for the Saracen Navy
    to attack. Finish off as many ships as you could. About 75% of them
    should be downed in several seconds.
    The second segment, and the alternative, is to look for
    Constantinople, which is a short walk west. Find the gate, and make
    sure all of your troops stay far from it. Send the Scout Cavalry in
    to locate the Castle and the position of as many Bombard Towers as
    possible, the Castle, and the Wonder. Constantinople should soon send
    a reply that they will not accept any more Crusaders and becomes your
    enemy. Use the Trebuchets to destroy the gates and Bombard Towers,
    then the Castle. As for the Paladins, wait for the Cataphracts to
    charge out before killing them. Finish off Pikemen with your
    Crossbowmen or just ONE Elite Teutonic Knight. Though there are a
    handful of them, Pikemen don't do much damage to Elite Teutonic
    Knights, especially with three monks nearby. Once the Castle is down,
    send your Scout Cavalry (if they haven't been killed yet) or Paladins
    to the Wonder.
    Move your whole army to the boarding area near the Wonder once the
    Byzantines surrender, then locate your newly acquired ships. Send the
    Galleons out to the sea, where there should be several enemy ships.
    Board the ships, and make sure many of them survive because every
    unit counts! Without scouts, you won't know where Seljuk Turks are
    hiding or where they are waiting. Without Onagers, you can't get an
    easy way to the Hospitallers. Without Pikemen or Elite Teutonic
    Knights, Paladins would be devastated by Camels. Without Paladins,
    there is no cover for foot soldiers from Cavalry Archers. Without
    Monks, you can't heal. Most of all, without Trebuchets, don't expect
    to destroy any Turk Castles.
    Once you are ready, move your Transports across the river (just
    directly across) and there should be desirable landing grounds nearby
    (especially an inlet where there is lots of open space). Land your
    troops here and make your way south. You WILL come across Keeps if
    you move north, including a Monk and a small band of Seljuk Turks.
    Destroy all, and move east, then south when you near the edge of the
    map. There should be mountains here, and several more Keeps just
    south of the mountains. Send your Paladins in first to locate the
    Keeps and kill the resistance. Move the Trebuchets nearby and let
    loose your destruction!
    As you move south, there should be a certain opening like this:
    (C: Cliffs, T: Trees)
    If your Onagers are not dead yet, destroy the Trees and send your
    Scouts in immediately. There should be a band of Seljuk Turks (with
    Bombard Cannons) nearby. Once you locate them, send your Paladins in.
    Move your troops nearby just in case the guys get smart and begin to
    get the edge on your Paladins. Once they are dead, send your Scouts
    looking out for more passages south. There should be this place where
    there is a huge pack of wolves waiting. When they are revealed, it is
    time to let your Onagers do the attacking. Use attack ground, and
    don't right click on a wolf, because it may come after you. Anyway,
    once they are all dead, continue south. The Hospitallers should be
    If you don't have any more Onagers, you will have to continue south
    along a "straight" path from your direction earlier. You might come
    across a wall with Bombard Towers and a Castle reinforcing it. Send
    your Trebuchets to attack a Bombard Tower. There should soon be an
    earthquake, leaving the whole encampment in ruins. Charge through the
    hole and clear out all opposition. There should be a mountain to the
    east, and another Castle some distance behind it. Destroy it, and
    continue south, where there should be another Castle to destroy. When
    this is done, head east. You should see a land-bridge and soon, a
    Teutonic Knight (orange) and gates. You have reached your destination.
    Enter the encampment and send everybody to the Castle. Victory should
    be achieved soon.
    Mission 6: The Emperor Sleeping
    Objectives: Bring Barbarossa's body (in a barrel) to the Dome of the
                Rock in Jerusalem. Don't destroy the Dome of the Rock.
    This mission begins with you in command of a small army and villagers.
    Start by building a Castle with five or six villagers. Build a
    Monastery and create a monk to grab the relic just south of your Town
    Center. The Saracens under Saladin will give you only ten minutes
    until they attack. Get some villagers to work mining gold, herding
    sheep, and cutting down trees for wood. Once the Castle is done, send
    a Paladin and the builders near to the western point of the map.
    There you will find stone deposits, which can supply you for quite
    some time.
    In this mission, the key is economy. You will need a lot of wood,
    gold, and food to build up an attacking force. Do not even think
    about attacking Saladin because it will be very costly. Attack and
    clear out Damascus instead. By clearing up their city and destroying
    the southern walls, you will have access to the southeastern edge of
    the map. Jerusalem is on the southern point of the map. It will be
    difficult to attack Damascus, not to mention costly, but it is
    definitely easier than attacking Saladin.
    Convert as many War Elephants as you could. Your first targets once
    you enter Damascus should be the Town Center, Siege Workshops, and
    the Castle. The Town Center is southeast of the northern ate and the
    Castle is further southeast. Once these targets are done for, sweep
    the whole place clean, and convert any remaining War Elephants. Then
    clear out the southern walls (not the walls bordering Saladin's
    encampment, but the strip of wall near that place) and work your way
    to the eastern edge of the map. Once this is done, make for the
    southern point. There should be several monks in Jerusalem, so use
    Trebuchets to attack and open a hole in the walls before you charge
    in to the city and reduce most of it to ruins.
    This is the time when you should muster up a few troops to guard your
    Emperor in a Barrel on his journey to Jerusalem. Use a box formation,
    as the Emperor in a Barrel would be more easily defended that way.
    Use the same route that you did with the previous attack group and
    make your way to the Dome of the Rock. Attack any enemies that get
    too close, and make sure that all archers nearby are down or they can
    cause some trouble.
    Victory should come if you can get your Emperor in a Barrel to the
    walls of Jerusalem safely (as long as all resistance inside has been
    | 8. Other Tips and Hints |
    Markets allow the enemy to pay tribute to their allies if there are
    any and thus, provide them with resources for battle with you. It is
    better to deny the opponent resources and to leave them without
    anything to build up an army than to attack them while they are still
    high on resources.
    Once again, denying resources. You have to look for gold mines, stone
    mines, forests, and deep pastures where enemy villagers get their
    resources and take them out. It will hamper their economy and will
    inspire their army to attack you. If your defenses are ready, then it
    will be easy to take down the attacking party.
    If you can destroy the main Town Center(s) (Goths have several of
    these), identified by the many villagers, farms, and houses around it,
    then it will heavily hamper your enemy's economy. Usually, most of
    the villagers run to this Town Center when the Town Bell is rung
    (villagers garrisoning the Town Center), and thus, when less than 25%
    of the Town Center's HP is left, villagers will immediately
    ungarrison the building. It will be easy for your Paladins and
    Teutonic Knights to chase the villagers and clear them from play.
    Yes, you heard me right. Nothing is worse than enemies charging into
    your town before towers are up. It is hard to erect towers late in
    the game because then, your villagers can be killed more easily.
    Start off by building a Castle, a House, and Towers. Create more
    villagers to assist in building more towers. Once they are up, then
    start building military buildings, and an army. Remember that the key
    to a strong defense is a lot of men.
    And not with Teutonic Knights, but Paladins. These guys can wreck
    buildings really fast, and your defenses will be down before you know
    it. Paladins are faster and therefore, destroy Bombard Cannons and
    Trebuchets before a lot of damage is inflicted.
    The Castle produces unique units. Unique units are produced faster
    than normal units are, and inflict more damage. In addition, Castles
    are defensive buildings. They inflict a lot of damage, and it is best
    to take them out of play before they kill many of your troops.
    Relics automatically produce gold for your empire. More relics
    produce more gold faster. So capture as much of these early in the
    Even if Teutons have Heresy, Teutonic Knights are easy to be
    converted. If a soldier is converted, he dies. Any loss early in a
    battle, especially by a monk, weakens your army a little, in terms of
    attack strength.
    You start with a very small stockpile in a random map game. Therefore,
    get to work gathering resources immediately so that you can produce
    more villagers and build up your city.
    Among the tips in the Microsoft Inside Moves: Age of Empires II book.
    And I completely agree. If you even stop creating troops for a little
    while, it will give the enemy enough time to rebuild and prepare for
    your next attack. No opposition at all is always better.
    | 9. Contribute       |
    If there are any comments or anything you would like to contribute or
    add to this FAQ, please send an email to firestorm0033@netscape.net ,
    and you will get the proper credit. Once again, everything needs
    improvement, and there will be no final version of this FAQ until I
    receive no suggestions or tips.
    The Offensive Strategies section is currently incomplete (obviously),
    because the civilizations which I more often played were the Goths (I
    once played a solo versus three teams of two players each except one
    team with three, in which all were Goths, just to get the ideas for
    the Goth section), Britons, Vikings, Aztecs, and Japanese. Therefore,
    I didn't deeply "study" the other civs' tactics enough to write about
    them here.
    In addition, there might be upcoming sections on tactics and tips on
    playing each map. But I will definitely need a lot more suggestions
    and feedback from you, the readers, to fill that in. One section
    definitely to be coming will cover combat tactics regarding single
    enemy units. It will cover match-ups such as how to kill a Cavalry
    Archer with 2 Elite Teutonic Knights, or such match-ups that put you
    at a disadvantage (Teutonic Knights bad vs. archers).
    | 10. Other Questions  |
    If you have any other questions regarding gameplay or this FAQ, feel
    free to ask. Once again, the email is firestorm0033@hotmail.com and I
    believe I have placed it all over this FAQ already. Once I receive
    questions, this section will become the FAQ section and not the
    "Other Questions" section.
    In addition, if the directions I used on this FAQ (north, south, east,
    west) are confusing, tell me. I'm not sure if everybody interprets
    compass directions the same way I do. Anyway, this is how I see it:
                Left    <W   E>   Right
    | 11. Acknowledgements |
    - Most of all, God for having given me my talents. I wouldn't be
    writing this if I didn't have the talent to do so.
    - Microsoft and Ensemble Studios, for producing the great Age of
    Empires series. I big part of my holidays, vacations, and weekends
    has been devoted to playing Age of Empires, Rise of Rome, Age of
    Kings, and now Conquerors. If one of you guys happen to read this FAQ,
    keep 'em coming!!!
    - GameFAQs (CJayC) for posting this FAQ. The first update will always
    be at GameFAQs.
    - Neoseeker (Peter Judson) for asking me to put this up.
    - DLH.net (Bernd Wolffgramm) for asking me to put this up.
    - IGN.com (Stephen Ng) for asking me to put this up.
    - My parents for supporting me for many things I do.
    - <FedX> , an alliance of Age of Empires players with me as the
    leader. To all other members of <FedX>, thanks a lot for playing
    online with me.
    - Martin (Ostera Gonzalez), from Argentina, for telling me that my
    strategy of getting to Imperial Age as soon as I can is wrong, and
    for giving me other alternatives to doing that. Somehow, he's right.
    Thanks, man
    - Nick Klein for giving me a way to put murder holes and the Teutonic
    unique tech to advantage (see Defensive Strategies).
    - Kevin Yen, for introducing me to Age of Empires about 5 years back.
    Also, for being like a brother to me.
    - Christopher Lin, for helping me learn Age of Empires basics when I
    first played it. Secondly, for being like a brother to me.
    - Eric Huang, for lots of laughs in playing Age of Empires II. A lot
    of my tips here came from crazy mistakes that you made while playing
    Age of Empires II. My loyal friend, you are like a brother to me.
    - You, for having taken the time to read, study, or use this FAQ.

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