Britons
The Britons are a Western European civilization seeming in the Age of monarchs. Their exclusive unit is the Longbowman, from their chronicled use of the Welsh Longbow in their campaigns. Longbowmen are archers with higher attack and variety than every other archer in the game, even outranging palaces and Towers subsequent in the game. Their exclusive expertise Yeomen quotations the detail that the Britons very strongly relied on archery, therefore giving their base archers even more variety, as well as increasing their tower impairment. The Britons were known for their small villages dispersed across England, as well as their methods of encroaching on enemies with strongholds and therefore get lower Town hubs. Known as accomplished sheperds and heavily engaged in the wool trade, British shepherds work much quicker. For a time in England, all sports but archery were ostracised, therefore the Britons also games faster Archery varieties and longer extended foot archers. However, their need of access to Paladins or Hussars sets them back in periods of cavalry, significance that infantry are often still relied upon even in subsequent stages of the game.
The Britons are a Western European civilization seeming in the Age of monarchs. Their exclusive unit is the Longbowman, from their chronicled use of the Welsh Longbow in their campaigns. Longbowmen are archers with higher attack and variety than every other archer in the game, even outranging palaces and Towers subsequent in the game. Their exclusive expertise Yeomen quotations the detail that the Britons very strongly relied on archery, therefore giving their base archers even more variety, as well as increasing their tower impairment. The Britons were known for their small villages dispersed across England, as well as their methods of encroaching on enemies with strongholds and therefore get lower Town hubs. Known as accomplished sheperds and heavily engaged in the wool trade, British shepherds work much quicker. For a time in England, all sports but archery were ostracised, therefore the Britons also games faster Archery varieties and longer extended foot archers. However, their need of access to Paladins or Hussars sets them back in periods of cavalry, significance that infantry are often still relied upon even in subsequent stages of the game.
- Unique Unit: Long bowman (Foot archer with long range)
- Unique Technology: Yeomen (+1 Foot archer range; +2 tower attack)
- Town Centers cost -50% wood upon reaching the Castle Age
- Foot archers (excluding Skirmishers) have +1 range in Castle Age, +1 in Imperial Age (for +2 total)
- Shepherds works 25% faster
- Team Bonus: Archery Ranges work 20% faster
- Wonder: Aachen Cathedral
Byzantines
The Byzantine Empire are a to the east European civilization particularly active in Western Asia, and are also known as the East Roman Empire. The Byzantines mentioned to themselves as Romans and retain many characteristics of the academic Roman domain, such as their unique unit, the Cataphract, a kind of hefty cavalry that occurred to be present in Age of Empires I. The Cataphract is one of the few factual counter units to infantry, somewhat lower than Knights. Their exclusive expertise is Logistica, mentioning to the Byzantines' powerful infantry methods and grants their Cataphracts trample impairment to strike multiple foes at once. The Byzantines had a head start over their friends and arguably come to their zenith while the rest of Europe was in the Dark Age, and pay less to accelerate to the Imperial Age. Their capitol of Constantinople was famous for having deflected numerous invasions, and the Byzantines get harder buildings. Due to bearing on many of the customs of Rome such as their naval prowess and being the inventors of Greek fire, their blaze boats strike much quicker. As a defensive civilization, they also get cheaper contradict flats and free Town Watch. Being the bastion of Greek Orthodoxy, their Monks heal much quicker to hold with their defensive theme.
The Byzantine Empire are a to the east European civilization particularly active in Western Asia, and are also known as the East Roman Empire. The Byzantines mentioned to themselves as Romans and retain many characteristics of the academic Roman domain, such as their unique unit, the Cataphract, a kind of hefty cavalry that occurred to be present in Age of Empires I. The Cataphract is one of the few factual counter units to infantry, somewhat lower than Knights. Their exclusive expertise is Logistica, mentioning to the Byzantines' powerful infantry methods and grants their Cataphracts trample impairment to strike multiple foes at once. The Byzantines had a head start over their friends and arguably come to their zenith while the rest of Europe was in the Dark Age, and pay less to accelerate to the Imperial Age. Their capitol of Constantinople was famous for having deflected numerous invasions, and the Byzantines get harder buildings. Due to bearing on many of the customs of Rome such as their naval prowess and being the inventors of Greek fire, their blaze boats strike much quicker. As a defensive civilization, they also get cheaper contradict flats and free Town Watch. Being the bastion of Greek Orthodoxy, their Monks heal much quicker to hold with their defensive theme.
- Unique Unit: Cataphract (Anti-infantry cavalry)
- Unique Technology: Logistica (Cataphracts cause trample damage)
- Buildings have +10% HP in Dark Age, +20% HP in Feudal Age, +30% in Castle Age, +40% in
- Imperial Age.
- Counter units (Camels, skirmishers, pikemen) cost 25% less.
- Fire Ships attack 20% faster.
- Advance to Imperial Age costs -33%.
- Town Watch is free.
- Team Bonus: Monks +50% heal speed.
- Wonder: Hagia Sophia
Celts
The Celts were a centered European civilization who dominated much of Europe, such as Poland, Germany, Spain, France, and the British Isles. The Celts in Age of Empires II are the Celts of Scotland, Ireland and Wales in Western Europe. Their exclusive unit is the Woad Raider, a kind of infantry who covers himself in decorate made from the woad plant to make himself gaze more fearsome. Woad Raiders run very very quick, permitting them to overwhelm the usual infantry weaknesses versus archers and siege weapons. Their exclusive expertise is Furor Celtica, which refers to the Celtic warrior custom of channeling their emotions and anger and makes their siege weapons harder to murder. Being experts of guerilla warfare, Celtic infantry run faster. Because of their historical timber and metalworking, their Siege Workshops construct faster, their Lumberjacks work faster, and their Siege tools for fighting blaze much quicker. Like their friends the Britons, the Celts were historic skilled shepherds, and it is much more difficult for foes to rob their sheep.
The Celts were a centered European civilization who dominated much of Europe, such as Poland, Germany, Spain, France, and the British Isles. The Celts in Age of Empires II are the Celts of Scotland, Ireland and Wales in Western Europe. Their exclusive unit is the Woad Raider, a kind of infantry who covers himself in decorate made from the woad plant to make himself gaze more fearsome. Woad Raiders run very very quick, permitting them to overwhelm the usual infantry weaknesses versus archers and siege weapons. Their exclusive expertise is Furor Celtica, which refers to the Celtic warrior custom of channeling their emotions and anger and makes their siege weapons harder to murder. Being experts of guerilla warfare, Celtic infantry run faster. Because of their historical timber and metalworking, their Siege Workshops construct faster, their Lumberjacks work faster, and their Siege tools for fighting blaze much quicker. Like their friends the Britons, the Celts were historic skilled shepherds, and it is much more difficult for foes to rob their sheep.
- Unique Unit: Woad Raider (Fast infantry with bonus Vs buildings)
- Unique Technology: Furor Celtica (Siege Workshop Units +50% HP)
- Infantry move 15% faster.
- Lumberjacks work 15% faster.
- Siege weapons fire 20% faster.
- Sheep cannot be stolen if within one Celt unit's line of sight.
- Team Bonus: Siege Workshops work 20% faster.
- Wonder: Rock of Cashel
Chinese
The Chinese are an East Asian civilization founded on the Chinese of medieval times. The exclusive unit of the Chinese is the Chu Ko Nu, a base archer wielding the eponymous semi-automatic crossbow created by the Chinese that would load a new bolt when the last one was fired. Chu Ko Nu fire multiple projectiles at once and, if employed en masse, they can wreak havoc on infantry and even cavalry. Their exclusive expertise, Rocketry, reflects their breakthrough of gunpowder. It appears that the Chinese in Age of Empires II have a more crude comprehending of gunpowder, as Rocketry benefits their Scorpions and their Chu Ko Nu by giving them higher damage rather than benefit any of their gunpowder units. To contemplate the non-cannon uses of gunpowder, their Demolition Ships take more impairment to decimate and therefore they can reach their goals simpler. The Chinese are known for their technology and innovation, and for being one of the civilizations that endured the smallest during the Dark Ages, so they start with additional villagers and their village hubs support a higher community, though they have fewer assets to reimburse. eventually, the Chinese study all technologies more at low cost than any other civilization due to being the most (or one of the most) sophisticated civilizations on Earth throughout the timeframe of Age of Empires II.
The Chinese are an East Asian civilization founded on the Chinese of medieval times. The exclusive unit of the Chinese is the Chu Ko Nu, a base archer wielding the eponymous semi-automatic crossbow created by the Chinese that would load a new bolt when the last one was fired. Chu Ko Nu fire multiple projectiles at once and, if employed en masse, they can wreak havoc on infantry and even cavalry. Their exclusive expertise, Rocketry, reflects their breakthrough of gunpowder. It appears that the Chinese in Age of Empires II have a more crude comprehending of gunpowder, as Rocketry benefits their Scorpions and their Chu Ko Nu by giving them higher damage rather than benefit any of their gunpowder units. To contemplate the non-cannon uses of gunpowder, their Demolition Ships take more impairment to decimate and therefore they can reach their goals simpler. The Chinese are known for their technology and innovation, and for being one of the civilizations that endured the smallest during the Dark Ages, so they start with additional villagers and their village hubs support a higher community, though they have fewer assets to reimburse. eventually, the Chinese study all technologies more at low cost than any other civilization due to being the most (or one of the most) sophisticated civilizations on Earth throughout the timeframe of Age of Empires II.
- Unique Unit: Chu Ko Nu (Fast-firing crossbowman)
- Unique Technology: Rocketry (+2 Chu Ko Nu pierce attack, +4 scorpions)
- Start game with 3 extra villagers but -50 Wood and - 200 Food .
- Technologies cost -10% in Feudal Age, -15% in Castle Age, -20% in Imperial Age.
- Town Centers support 10 population instead of 5.
- Demolition Ships have +50% HP
- Team Bonus: Farms provide +45 food.
- Wonder: Altar of Heaven
Franks
The Franks are a Western European civilization appearing in the Age of Kings, historically having splintered off from the Teutons, and the Goths, who were farther splintered from the Vikings and Celts. therefore they have an infantry unit for their exclusive unit: the Throwing Axeman hurls his axe at enemies at a short variety, doing communicate impairment rather than pierce like Archers. Throwing axes were more well liked than bows in the densely forested components of northern europe from whence the Franks came from, and they even take their title from their throwing axe, the Francisca. Their unique expertise is the Bearded Axe to contemplate this, giving their Throwing Axemen more variety. The Franks could be glimpsed as the archetypal Medieval civilization. The Frankish monarch Charlemagne begun the custom of using armored cavalry who became renowned as Knights, and Frankish Knights battle valiantly with more HP and longer line of sight. palaces spot France, and the Franks have lower palaces to better emulate this. Finally, no Castle with a Knight as it's lord is complete without peasant work, and Frankish farms are upgraded for free.
The Franks are a Western European civilization appearing in the Age of Kings, historically having splintered off from the Teutons, and the Goths, who were farther splintered from the Vikings and Celts. therefore they have an infantry unit for their exclusive unit: the Throwing Axeman hurls his axe at enemies at a short variety, doing communicate impairment rather than pierce like Archers. Throwing axes were more well liked than bows in the densely forested components of northern europe from whence the Franks came from, and they even take their title from their throwing axe, the Francisca. Their unique expertise is the Bearded Axe to contemplate this, giving their Throwing Axemen more variety. The Franks could be glimpsed as the archetypal Medieval civilization. The Frankish monarch Charlemagne begun the custom of using armored cavalry who became renowned as Knights, and Frankish Knights battle valiantly with more HP and longer line of sight. palaces spot France, and the Franks have lower palaces to better emulate this. Finally, no Castle with a Knight as it's lord is complete without peasant work, and Frankish farms are upgraded for free.
- Unique Unit: Throwing Axeman (Short ranged infantry)
- Unique Technology: Bearded Axe (+1 Throwing Axeman range)
- Castles are 25% cheaper.
- Knights have +20% HP.
- Farm upgrades are free (Mill is required to receive bonus).
- Team Bonus: Knights have +2 line of sight.
- Wonder: Chartes Cathedral
Goths
The Goths are an to the east European civilization renowned for bringing Rome to its knees and traveling all over Europe, bringing devastation with them. The managers of the Goths and their Age of Empires II equivalents were the Huskarls, the Gothic exclusive unit. As the Goths were known for their raiding prowess, the medium infantry Huskarls have high pierce armor and shrug off impairment from fortifications. This furthermore makes them very powerful against archers, and they furthermore move fast sufficient to chase them down. The Goths were renowned as flexible nomads with mostly nonexistent prescribed government, so their unique expertise Anarchy permits their managers, the Huskarls, to be taught at the Barracks like normal infantry as early as the palace Age. Perfusion permits them to train infantry exceedingly very quick. As the Goths were renowned for being adept to mass fighters very rapidly, the most spammable units already accessible to all civilizations become even moreso thanks to their infantry costing less and their Barracks producing much quicker. As raiders, they get additional attack versus structures. Being nomads provided them other distinct benefits, and their villagers can hunt larger game competently and convey more beef. Finally, the Goths get a higher community limit than other civilizations to contemplate their ability to field detachments quickly.
The Goths are an to the east European civilization renowned for bringing Rome to its knees and traveling all over Europe, bringing devastation with them. The managers of the Goths and their Age of Empires II equivalents were the Huskarls, the Gothic exclusive unit. As the Goths were known for their raiding prowess, the medium infantry Huskarls have high pierce armor and shrug off impairment from fortifications. This furthermore makes them very powerful against archers, and they furthermore move fast sufficient to chase them down. The Goths were renowned as flexible nomads with mostly nonexistent prescribed government, so their unique expertise Anarchy permits their managers, the Huskarls, to be taught at the Barracks like normal infantry as early as the palace Age. Perfusion permits them to train infantry exceedingly very quick. As the Goths were renowned for being adept to mass fighters very rapidly, the most spammable units already accessible to all civilizations become even moreso thanks to their infantry costing less and their Barracks producing much quicker. As raiders, they get additional attack versus structures. Being nomads provided them other distinct benefits, and their villagers can hunt larger game competently and convey more beef. Finally, the Goths get a higher community limit than other civilizations to contemplate their ability to field detachments quickly.
- Unique Unit: Huskarl (Anti-archer infantry)
- Unique Technologies: Anarchy (Create Huskarls at Barracks), Perfusion (Barracks units created 50% faster)
- Infantry cost 33% less (starting in Feudal Age) (as of 1.0b, the help file has not been changed, but it could be found in the patch changelog).
- Infantry have +1 attack against buildings.
- Villagers have +5 attack versus wild boar.
- Hunters carry +15 meat.
- +10 to population limit in Imperial Age.
- Team Bonus: Barracks operate 20% faster.
- Wonder: The Mausoleum of Theodoric the Goth I
Japanese
The Japanese are an to the east Asian civilization on the island of Japan. Being an island civlization, the Japanese were renowned fishermen, echoed in the detail that their angling boats are much quicker and tougher. Their unique unit is the Samurai, a type of medium-heavy fast-moving infantry powerful against other exclusive units. The Samurai was the elite class in Japanese humanity, and needed dozens of years of teaching. The Samurai were armed with a Katana, an extra-sharp, slim bladed longsword, and a Wakizashi, a shorter type of the Katana. The Japanese were also renowned for woodworking and mining as well as teamwork. The Japanese relied on their infantry and naval warfare and not as much on their cavalry.
The Japanese are an to the east Asian civilization on the island of Japan. Being an island civlization, the Japanese were renowned fishermen, echoed in the detail that their angling boats are much quicker and tougher. Their unique unit is the Samurai, a type of medium-heavy fast-moving infantry powerful against other exclusive units. The Samurai was the elite class in Japanese humanity, and needed dozens of years of teaching. The Samurai were armed with a Katana, an extra-sharp, slim bladed longsword, and a Wakizashi, a shorter type of the Katana. The Japanese were also renowned for woodworking and mining as well as teamwork. The Japanese relied on their infantry and naval warfare and not as much on their cavalry.
- Unique Unit: Samurai (Anti-unique unit infantry)
- Unique Technology: Kataparuto (Trebuchets fire, pack/unpack faster)
- Fishing Ships have 2x HP and +2 armor.
- Fishing Ships work +5% faster in Dark Age, +10% in Feudal Age, +15% in Castle Age, +20% in Imperial Age.
- Lumber Camps, Mining Camps, and Mills are 50% cheaper.
- Infantry attack 25% faster (starting in Feudal Age).
- Team Bonus: Galleys have +50% line of sight.
- Wonder: Todai-ji Temple
Mongols
The Mongols were nomads from the steppes of centered Asia. They were fierce warriors who fought each other over pasture countries and raided evolved civilizations to the east and south. At the beginning of the thirteenth years, the Mongol clans united and started a crusade of foreign conquest. Following in the hoofprints of the Huns, their predecessors by a thousand years, they carved out the largest contiguous empire the world has yet seen.
The Mongols inhabited the flat lands south of Lake Baikal in up to date Mongolia. At its height, their domain stretched from Korea, across Asia, and into European Russia to the Baltic ocean seaboard area. They held most of Asia Minor, modern Iraq, up to date Iran, Afghanistan, Pakistan, Tibet, parts of India, parts of Burma, all of ceramic, and parts of Vietnam.The Mongols' utmost advantages lie in their cavalry archers and their siege weaponry. They furthermore have entire access to all regular infantry technology and all siege tools for fighting except for Bombard Cannons can be upgraded to their greatest level. This means that Mongol sport often encompass at least some (if not hordes) of Cavalry Archers and Mangudai along with siege rams topped up with champions. With their Drills improvement, a small group of Mongol siege rams can perform hit-and-run on isolated bases and resource assembling operations. Mangonels and Scorpions become unusually dangerous as well. Overall, the Mongols excel at mobility and fast devastation. However their protecting against is rather weaker, as their Watch Towers can only be upgraded one time and they lack Bombard Towers.
The Mongols were nomads from the steppes of centered Asia. They were fierce warriors who fought each other over pasture countries and raided evolved civilizations to the east and south. At the beginning of the thirteenth years, the Mongol clans united and started a crusade of foreign conquest. Following in the hoofprints of the Huns, their predecessors by a thousand years, they carved out the largest contiguous empire the world has yet seen.
The Mongols inhabited the flat lands south of Lake Baikal in up to date Mongolia. At its height, their domain stretched from Korea, across Asia, and into European Russia to the Baltic ocean seaboard area. They held most of Asia Minor, modern Iraq, up to date Iran, Afghanistan, Pakistan, Tibet, parts of India, parts of Burma, all of ceramic, and parts of Vietnam.The Mongols' utmost advantages lie in their cavalry archers and their siege weaponry. They furthermore have entire access to all regular infantry technology and all siege tools for fighting except for Bombard Cannons can be upgraded to their greatest level. This means that Mongol sport often encompass at least some (if not hordes) of Cavalry Archers and Mangudai along with siege rams topped up with champions. With their Drills improvement, a small group of Mongol siege rams can perform hit-and-run on isolated bases and resource assembling operations. Mangonels and Scorpions become unusually dangerous as well. Overall, the Mongols excel at mobility and fast devastation. However their protecting against is rather weaker, as their Watch Towers can only be upgraded one time and they lack Bombard Towers.
- Unique Unit: Mangudai (Cavalry archer with bonus vs siege)
- Unique Technology: Drill (Siege Workshop units move 50% faster)
- Cavalry Archers fire 20% faster.
- Light Cavalry and Hussars have +30% HP.
- Hunters work 50% faster.
- Team Bonus: Scout Cavalry, Light Cavalry, and Hussars have +2 line of sight.
- Wonder: Golden Tent
Percians
The Persians are a Middle East Asian civilization noted for beating the Roman domain some times. The Persians in the Age of Empires II are mostly based on the Sassanid Persian Empire. The Persians as a culture lived for many centuries when the Middle Ages started. It had been reassembled following the conquest by Alexander in the fourth century BC and the subsequent breakup of his domain in subsequent centuries. The Persians had been fighting the Romans since the third years AD.
The Persian Empire extended from Mesopotamia to India and from the Caspian Sea to the Persian Gulf, encompassing the up to date countries of Iraq, Iran, and Afghanistan. They battled the Romans, and later the Byzantines, for command of up to date Syria, Turkey, Palestine, Israel, Egypt, and Arabia. The capital of the Persian Empire was Ctesiphon, called Baghdad today. he Persians had a powerful cavalry and naval warfare, and have a bonus for village Centers and Docks. The Persian exclusive unit is the conflict Elephant, a kind of very-heavy cavalry. The conflict Elephant can take down some lightweight to intermediate cavalry and infantry, and even withstand a little siege fire. The War Elephant is powerful against structures, but its shortcoming is archers, hefty siege weapons and spear men.They will not construct Fortified Walls and their towers are mediocre. In supplement they are unable to research the Two presented Swordsmen and Champion upgrades for their infantry units.
The Persians are a Middle East Asian civilization noted for beating the Roman domain some times. The Persians in the Age of Empires II are mostly based on the Sassanid Persian Empire. The Persians as a culture lived for many centuries when the Middle Ages started. It had been reassembled following the conquest by Alexander in the fourth century BC and the subsequent breakup of his domain in subsequent centuries. The Persians had been fighting the Romans since the third years AD.
The Persian Empire extended from Mesopotamia to India and from the Caspian Sea to the Persian Gulf, encompassing the up to date countries of Iraq, Iran, and Afghanistan. They battled the Romans, and later the Byzantines, for command of up to date Syria, Turkey, Palestine, Israel, Egypt, and Arabia. The capital of the Persian Empire was Ctesiphon, called Baghdad today. he Persians had a powerful cavalry and naval warfare, and have a bonus for village Centers and Docks. The Persian exclusive unit is the conflict Elephant, a kind of very-heavy cavalry. The conflict Elephant can take down some lightweight to intermediate cavalry and infantry, and even withstand a little siege fire. The War Elephant is powerful against structures, but its shortcoming is archers, hefty siege weapons and spear men.They will not construct Fortified Walls and their towers are mediocre. In supplement they are unable to research the Two presented Swordsmen and Champion upgrades for their infantry units.
- Unique Unit: War Elephant (Slow but powerful heavy cavalry)
- Unique Technology: Mahouts (+30% War Elephant speed)
- Start game with +50 wood and food.
- Town Center and Docks have 2x HP.
- Town Centers and Docks operate +10% faster in Feudal Age, +15% in Castle Age, +20% in Imperial Age.
- Team Bonus: Knights have +2 attack versus Archers.
- Wonder: Palace of Ctesiphon
Saracens
The Saracens are a civilization from the locality of Modern-day Saudi Arabia and Syria.They are furthermore known as the Arabians and are the dominant tribe in the Arabian Peninsula. The Saracens are firmly an attack civilization since their bonuses are suited for infantry combat.The Saracens are a civilization with strong Camel flats. The Saracen Cavalry Archer also obtains a +3 strike bonus against structures. Their team bonus gives base archers a +1 strike increase against buildings. The Saracen cavalry is slightly inferior to other civilizations as they need the Cavalier/Paladin upgrade but all other cavalry technologies and flats are available. Their exclusive Unit is the Mameluke, a camel unit that throws scimitars from a distance. Mamelukes are powerful against other climbed on flats, and one time upgraded to Elite Mameluke, they are one of the best counters to cavalry in the game. Their exclusive expertise is Zealotry which supplies their camels and Mamelukes with +30 strike points, making them even more dominant against cavalry.The Saracens have a formidable armed detachment since they can make all Archer flats as well as every Infantry unit taught at the Barracks. These flats can provide great cover for their camel flats. The Saracens are also renowned for their powerful naval power, as their Galleys strike 20% faster than other civilisations’ galleys. They are adept to make all ships except for the very quick Fire Ship. Their transport ships are adept to convey twice the number of flats as other civilizations and have two times the total strike Points. They have all technologies at the Monastery accessible. Their economy is not especially powerful since they need the financial upgrades of Stone Shaft Mining, Guilds, and Crop Rotation. although, their Market trade cost is decreased by 5% as one of their civilization bonuses.
The Saracens are a civilization from the locality of Modern-day Saudi Arabia and Syria.They are furthermore known as the Arabians and are the dominant tribe in the Arabian Peninsula. The Saracens are firmly an attack civilization since their bonuses are suited for infantry combat.The Saracens are a civilization with strong Camel flats. The Saracen Cavalry Archer also obtains a +3 strike bonus against structures. Their team bonus gives base archers a +1 strike increase against buildings. The Saracen cavalry is slightly inferior to other civilizations as they need the Cavalier/Paladin upgrade but all other cavalry technologies and flats are available. Their exclusive Unit is the Mameluke, a camel unit that throws scimitars from a distance. Mamelukes are powerful against other climbed on flats, and one time upgraded to Elite Mameluke, they are one of the best counters to cavalry in the game. Their exclusive expertise is Zealotry which supplies their camels and Mamelukes with +30 strike points, making them even more dominant against cavalry.The Saracens have a formidable armed detachment since they can make all Archer flats as well as every Infantry unit taught at the Barracks. These flats can provide great cover for their camel flats. The Saracens are also renowned for their powerful naval power, as their Galleys strike 20% faster than other civilisations’ galleys. They are adept to make all ships except for the very quick Fire Ship. Their transport ships are adept to convey twice the number of flats as other civilizations and have two times the total strike Points. They have all technologies at the Monastery accessible. Their economy is not especially powerful since they need the financial upgrades of Stone Shaft Mining, Guilds, and Crop Rotation. although, their Market trade cost is decreased by 5% as one of their civilization bonuses.
- Unique Unit: Mameluke (Short ranged anti-cavalry cavalry)
- Unique Technology: Zealotry (+30 camel, Mameluke HP)
- Market trade cost is only 5%
- Transport Ships have 2x HP and carry capacity.
- Galleys attack 20% faster.
- Cavalry Archers have +3 attack against buildings.
- Team Bonus: Foot archers have +1 attack against buildings.
- Wonder: Mosque of Sammara
Teutons
The Teutons were a to the east European civilization known for their teamwork and powerful infantry. The Teutons main power are defense and economy. Their defensive organisations and village hubs both have bonuses. village Centers have an added +2 for their Attack, and a +5 for their Line of Sight. Towers can garrison twice the number of units than other civilizations and all tower technologies are accessible. With this bonus, Teutonic Keeps with full garrison of Archers can deal two times the amount of impairment contrasted to an commonplace Keep with full garrison. In addition, a Teutonic Bombard Tower with ten garrisoned Hand Cannoners only can fire up to two cannons simultaneously, dealing up to a whopping 240 impairment. They furthermore obtain Murder Holes for free thus eradicating the smallest variety of towers and palace. This presents their Towers an previous protecting against against Battering Rams. Their Monks are adept to mend at twice the expanse of other civilizations’ monks. Their ranches are 33% lower. Their units oppose conversion due to their group Bonus.Their Unique Unit is the Teutonic Knight, which is an extremely powerful but slow infantry unit owning a significant attack (also an strike bonus versus buildings), strike Points and Armor. It is nearly unaffected by Archer, Infantry and Cavalry attacks. Their exclusive expertise is Crenellations which gives palaces an added +3 variety and infantry flats that garrison in the palace can blaze projectiles. This makes their palaces very powerful.
The Teutons were a to the east European civilization known for their teamwork and powerful infantry. The Teutons main power are defense and economy. Their defensive organisations and village hubs both have bonuses. village Centers have an added +2 for their Attack, and a +5 for their Line of Sight. Towers can garrison twice the number of units than other civilizations and all tower technologies are accessible. With this bonus, Teutonic Keeps with full garrison of Archers can deal two times the amount of impairment contrasted to an commonplace Keep with full garrison. In addition, a Teutonic Bombard Tower with ten garrisoned Hand Cannoners only can fire up to two cannons simultaneously, dealing up to a whopping 240 impairment. They furthermore obtain Murder Holes for free thus eradicating the smallest variety of towers and palace. This presents their Towers an previous protecting against against Battering Rams. Their Monks are adept to mend at twice the expanse of other civilizations’ monks. Their ranches are 33% lower. Their units oppose conversion due to their group Bonus.Their Unique Unit is the Teutonic Knight, which is an extremely powerful but slow infantry unit owning a significant attack (also an strike bonus versus buildings), strike Points and Armor. It is nearly unaffected by Archer, Infantry and Cavalry attacks. Their exclusive expertise is Crenellations which gives palaces an added +3 variety and infantry flats that garrison in the palace can blaze projectiles. This makes their palaces very powerful.
- Unique Unit: Teutonic Knight (Slow but powerful infantry)
- Unique Technology: Crenellations (+3 Castle range; garrisoned infantry fire arrows)
- Monks have 2x healing range.
- Towers can garrison 2x units.
- Murder Holes is free.
- Farms cost 33% less.
- Town Centers have +2 attack and +5 line of sight.
- Team Bonus: Units are more resistant to Conversion.
- Wonder: Laach Abbey
Turks
The Turks are a Middle to the east civilization that came from centered Asia and later resolved in up to date day Turkey. The Turks were famous for winning numerous assaults in the Crusades and had a powerful cavalry. They furthermore utilised gunpowder quite effectively, evolving the first "gunpowder empire," having obtained it from their control of the fine thread street. They have a free improvement to use gunpowder flats, and more powerful yet smaller costing gunpowder flats. The gunpowder flats are furthermore created faster. Their exclusive unit is the Janissary, a type of gunpowder unit. The Janissary is powerful against infantry and archers. The Turks also have some free cavalry upgrades and much quicker gold miners.
The Turks are a Middle to the east civilization that came from centered Asia and later resolved in up to date day Turkey. The Turks were famous for winning numerous assaults in the Crusades and had a powerful cavalry. They furthermore utilised gunpowder quite effectively, evolving the first "gunpowder empire," having obtained it from their control of the fine thread street. They have a free improvement to use gunpowder flats, and more powerful yet smaller costing gunpowder flats. The gunpowder flats are furthermore created faster. Their exclusive unit is the Janissary, a type of gunpowder unit. The Janissary is powerful against infantry and archers. The Turks also have some free cavalry upgrades and much quicker gold miners.
- Unique Unit: Janissary (Hand cannoneer)
- Unique Technology: Artillery (+2 range Bombard Towers, Bombard Cannons, Cannon Galleons)
- Gunpowder Units have +25% HP.
- Gunpowder technologies cost 50% less.
- Chemistry is free.
- Gold miners work 15% faster.
- Light Cavalry and Hussar upgrades are free.
- Team Bonus: Gunpowder units are created 20% faster.
- Wonder: The Blue Mosque
Vikings
The Vikings were a North European civilization known for their comprehensive naval warfare and large infantry. The Vikings did not really wear spiked or horned helmets, but they refrained from trimming their head and facial hair to give the look of a large-scale, scary, and hairy beast. The Vikings were very good at naval warfare and methods, and even mastered the art of various kinds of sailing. They furthermore had strong selling and got many of their supplies from selling. The Vikings are one of the couple of civilizations to have more than one exclusive unit. Their Castle-based unit is the Berserker, an extra-powerful, redeveloping and very quick infantry unit powerful against other infantry and lightweightweight cavalry, and to an extent against buildings. Their Dock-based exclusive unit is the Longboat, a kind of swift conflict vessel that fires volleys of projectiles at other vessels. The Viking Longboat was a well-constructed slim boat that elegantly shot through the water.
The Vikings are mainly an infantry and naval civilization. Their infantry units obtain a 10% Hit Point bonus in the Feudal Age, which rises to a 15% strike issue bonus in the palace Age and then to a 20% Hit issue bonus in the Imperial Age. They have two exclusive flats, the first being the Berserker, called the Berserk in the game. The Berserk is a warrior equipped with an axe, made at a palace that redevelops its wellbeing over time. Their wellbeing regeneration rate can be increased with the expertise Berserkergang.
Their second exclusive unit is the Longboat which is a warship which fires many arrows at a time. All Viking boats cost 20% fewer resources, and their group bonus allows docks to be constructed for 25% less wood. The Vikings can produce all boats except for the blaze boat and very quick blaze boat. They lack most gunpowder flats, and will not make any camel units. Overall, their cavalry units are weak, but they can make strong archery flats such as the Arbalest. They have feeble tower defenses and can only improvement Watch Towers to Guard Towers. They are missing a number of upgrades at the Monastery making their Monks lower than most civilizations.
The Vikings have a strong finances. The Wheelbarrow and Hand Cart are free once accelerating to the Feudal and palace Ages respectively. They can research all financial technologies except for pebble Shaft excavation and Guilds.
The Vikings were a North European civilization known for their comprehensive naval warfare and large infantry. The Vikings did not really wear spiked or horned helmets, but they refrained from trimming their head and facial hair to give the look of a large-scale, scary, and hairy beast. The Vikings were very good at naval warfare and methods, and even mastered the art of various kinds of sailing. They furthermore had strong selling and got many of their supplies from selling. The Vikings are one of the couple of civilizations to have more than one exclusive unit. Their Castle-based unit is the Berserker, an extra-powerful, redeveloping and very quick infantry unit powerful against other infantry and lightweightweight cavalry, and to an extent against buildings. Their Dock-based exclusive unit is the Longboat, a kind of swift conflict vessel that fires volleys of projectiles at other vessels. The Viking Longboat was a well-constructed slim boat that elegantly shot through the water.
The Vikings are mainly an infantry and naval civilization. Their infantry units obtain a 10% Hit Point bonus in the Feudal Age, which rises to a 15% strike issue bonus in the palace Age and then to a 20% Hit issue bonus in the Imperial Age. They have two exclusive flats, the first being the Berserker, called the Berserk in the game. The Berserk is a warrior equipped with an axe, made at a palace that redevelops its wellbeing over time. Their wellbeing regeneration rate can be increased with the expertise Berserkergang.
Their second exclusive unit is the Longboat which is a warship which fires many arrows at a time. All Viking boats cost 20% fewer resources, and their group bonus allows docks to be constructed for 25% less wood. The Vikings can produce all boats except for the blaze boat and very quick blaze boat. They lack most gunpowder flats, and will not make any camel units. Overall, their cavalry units are weak, but they can make strong archery flats such as the Arbalest. They have feeble tower defenses and can only improvement Watch Towers to Guard Towers. They are missing a number of upgrades at the Monastery making their Monks lower than most civilizations.
The Vikings have a strong finances. The Wheelbarrow and Hand Cart are free once accelerating to the Feudal and palace Ages respectively. They can research all financial technologies except for pebble Shaft excavation and Guilds.
- Unique Units: Berserker (Regenerating infantry), Longboat (Warship with multiple arrow fire)
- Unique Technology: |Berserkergang (Berserks regenerate faster)
- Warships cost 25% less.
- Infantry have +10% HP in Feudal Age, +15% in Castle Age, +20% in Imperial Age.
- Wheelbarrow and Hand Cart upgrades are free.
- Team Bonus: Docks are 25% cheaper.
- Wonder: Borgund Stave Church