Age of Empires II: The Age of Kings

Platform

zScore

92%

Age of Empires II: The Age of Kings

Developer:Ensemble Studios Genre:Strategy Release Date: Download Games Free Now!

About The Game

Age of Empires II: The Age of Kings is the sequel to the award-winning, best-selling real-time strategy game Age of Empires. Age of Empires II spans a thousand years, from the fall of Rome through the Middle Ages in which players lead one of 13 civilizations into greatness. You start off small, with nothing more than a town center and a few peasants and from this meager beginning slowly add infrastructure to your civilization that either enhances your resource gathering or pumps out tons of varied military units. The game keeps the epic scope of Age of Empires' game play while evolving the combat and economic features.

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Age of Empires II: The Age of Kings

Age of Empires II: The Age of Kings Review

By Bret Ziesmer |

Two years ago, I sat down with Ensemble's original Age of Empires and walked away seriously disappointed. While trying to blend the historical and world building feel of Civilization with the well balanced real-time strategy power of Warcraft II, the developers seemed to miss the point of both. While the game certainly had a few high points, the fact that the game suffered from hideously bad pathing, a severe lack of unit (or race) creativity and boasted none of the play subtleties that make a game worth owning, ended up crippling the title so badly that it just couldn't stand up against the fine competition of the day. Now Ensemble is back for a second try at real-time civilization building offering up a load of historical scenarios, a scenario editor, better graphics and load of new units to entice gamers back to the license. While the result still isn't perfect, the team has come a very long way in a very short amount of time. The question is, did they put all of their effort in the right place?

At first glance, Age of Empires II still appears to operate very much like its predecessor. Each round revolves around collecting as many of the four basic resources (wood, food, gold and stone) as you can and using them to build an army to destroy your enemy. The units that you build this army out of are, with one new exception, still split into four basic types cavalry, archers, infantry and siege engines. As you advance through the various ages, you'll have the power to improve each one of these four unit types with new technologies and training styles, but for the most part, they still serve the same purpose on the battleground as they did in the first game. And, as in the last title, these technologies are simply purchased with resources gathered from the surroundings rather than requiring any sort of scientist units or buildings.

Power to the People

So what has changed? Plenty. Behind each one of these simple categories lies new game mechanics designed to enhance the experience of long term play. Let's start with the resource gathering. While there's not all that much that can be done with the standard RTS peons-gathering-the-goods feel (even Tiberian Sun and Homeworld are still stuck with it), Age of Empires II has done a very good job of keeping you involved with their labors by offering up plenty of technology options that can not only improve the quality and speed of a villager's work, but also increase their value to you as a whole. As with the first title, farms can be improved so that they can be harvested more times before needing to be rebuilt, new axes and saws increase the speed with which wood can be collected, mines can be improved so that gold and stone come in more quickly, but now there are new options as well. Once you've constructed a castle, you'll be able to research Sappers, which will give each of your villagers a strong bonus when they attack buildings, which makes them a useful combat tool when you don't have enough resources to build a siege engine. Better still, at anytime, you can ring your town bell and all of your villagers will stop what they're doing, rush into the town center and start taking potshots at attackers quite useful when you find yourself low on conventional troops. I managed several times to take out entire attacking groups with this tactic (later technologies improve your people's aim) not to mention the fact that I didn't lose an entire field full of workers simply because they were too stupid to get out of the way. Villagers now play an important role not only in the collection of resources, but also in town defense and even in combat. Don't get too cozy with them though, later in the game, you (as well as your enemies) will gain the ability to research spying (Treason in a Regicide game) which gives you the ability to see through the eyes of the enemy peasants. This last ability, although very expensive (200 gold for each villager the enemy has), is especially vile when someone uses it on you in a multiplayer game and often heralds the beginning of the end. The best defense against this tactic is to either ensure that your enemy doesn't have access to that much gold, or to have enough peasants on hand that he won't be able to afford the purchase of the technology.

Selective Service

One thing that disturbed me for a quite a little while about Age of Empires II is that, despite numerous complaints from... well everyone, each of the included 13 races are, on the face of things, pretty much the same. Fortunately, once I got into the game, I realized that this just isn't true anymore. In addition to the fact that each side has its own special unit that can't be built by anyone else and special attributes that make them more effective at various combat and economic functions, the different races don't have access to the same technology upgrades which limits their access to the various combat units available. Here's an example: Celts are the only race that can build Woad Raiders (their own special unit), but they have no access to the Camel, Heavy Camel, Arbalest, Hand Cannoneer, or Bombard Cannon. Their inability to research Plate Barding, Bracers and Ring Archer Armor mean that their Calvary and Archers will not be able to advance as far as others. The civilization's overall attributes allow them to build Siege Workshops 20% faster, allow their Siege Weapons to fire 20% faster and allow their infantry to move 15% faster than other civs. What this means on the battlefield is that the Celts are best equipped to make rapid assaults with their fierce infantry units and use their Siege Weapon advantage to destroy an enemy's combat structures before they can build more troops to stop them.

Restrictions on a civilization's research don't just fall under combat either. Certain cultures have a real problem when it comes to the construction of certain defensive or economic structures which, while it won't hurt them once they're on the battlefield, may make it a lot more difficult for them to get there in the first place. The Goths, for instance, can build gates, walls or any sort of guard tower, giving the enemy open access to their encampments. The Japanese have access to every type of infantry, archery and monastic unit and upgrade, but the fact that they can never develop Improved Mines or Crop Rotation may make it very hard for them to afford those units when it comes time to build an army. In the end, each of the different races is very well balanced with small differences that do a pretty good job of delivering the feel of particular civ. On the other hand, the fact that the units are still all pretty much the same keeps the game from ever delivering the same battlefield impact of Starcraft or Tiberian Sun.

Duking it Out

Once you land yourself in a battle, you'll discover another facet of Age's delicate balancing act. Each unit type on the field has at least one other unit type that it is really good at attacking and at least one unit that is its nemesis. Archers are excellent at wiping out infantry, particularly Militia units, but are destroyed in a hurry when attacked by Skirmishers. Cavalry can cause absolute mayhem when it hits a battlefield crowded with foot soldiers, but is halted by Pikemen or Camels. It's all very confusing at first, but it all makes sense and eventually you'll be responding to combat threats like a pro.

Another new addition to the combat engine is the inclusion of combat formations and individual or group attack stances. When marching into battle, you can select from five different preset formations: Line, Box, Staggered, Flank and Horde, or you can choose to create your own custom formations (which I didn't find all that useful). The preset formations are actually very useful and do a pretty good job of intelligently preparing your troops for battle. In the Line setup, your units walk in a double file and turn to face the enemy as a wall if attacked. As a Box, your soldiers will move to protect the weaker units by forming four human walls around them. This is particularly useful in the multiplayer Regicide mode when you need to move your king across the playing field. I didn't see much use for the Staggered formation until the first time I faced down a Mangonel and it wiped out most of my fighting force with a few shots. When Staggered, your units are spread out enough that they won't be completely devastated by an area of effect attack. Flank splits your group in two and attempts to surround whatever you are attacking and finally, Horde just moves your troops in a disorganized mass. I don't know what this last one is really good for, but it looks good when you're attacking an enemy with Woad Raiders. FREEDOM!!

Combat stances are also very helpful. By setting your units to defend, attack, or stay put, you can put an end to those horrifying moments when you realize that your town is under attack and your entire army wandered off across the continent because they saw a villager. In attack mode, your units act pretty much like they did last time, moving to attack nearby enemies and keeping after them until somebody dies. Defend mode works in a similar fashion units will engage the enemy when they see 'em, but won't go too far afield before they return back to their original starting point. In Stand Your Ground mode, units will attack the enemy, but won't move from their current position. The final mode, No Attack, has your units stay put, and they won't attack even if they're being attacked. I'm not sure what this is good for, but it's a lot of fun to watch. Other new troop options include Patrol, which lets you set patrol points so your troops can cover a wider area, Guard, which will have your troop stay within sight of a selected building or unit and attack anything that tries to hurt it, and Follow, which has your unit tag along behind anyone you click on.

One more new addition to the game's combat engine is the monk, a unit that is built in monasteries (I bet you knew that) and has both the ability to heal your troops and to convert enemy troops to your side. OK, so it's not entirely new. The monk basically replaced the priest from the original, but they do look a lot cooler. The monk's abilities massively affect the game's balance. Since there are units that heal, you can take a group of soldiers into an enemy outpost, destroy it, and still have enough power to plow further into their territory. The conversion ability is pretty powerful, but is balanced out by the fact that monks have to rest for a while after each conversion. At later technology levels, certain cultures gain the ability to improve their monks with Fervor, which makes them move faster (they're real slow to start with, Sanctity, which gives them more hit points, Redemption, which gives your monks the ability to convert enemy buildings (with certain exceptions), Atonement, which allows your monks to convert enemy monks, and Illumination, which decreases the amount of time monks need to rest after a conversion. Players who are concerned about such things can also develop Faith which will make all of their units more resistant to conversion. While I never really warmed up to the monk as anything but a medic, their conversion ability is useful when you want to grab an enemy unit that you don't have access to. The bottom line though is that monks are just too damn expensive (especially when you get done with all the research you need to make them truly effective) to use close to the front line.

In the end, my only real problem with the game's overall balance was the fact that the "produce a lot of troops and sling them at the front gate" strategy is still one of the most effective in the game. There's a certain strategic subtlety that games like Dark Reign and Starcraft inspire that is in many ways missing from Age of Empires 2, particularly in the single player mode. While this shortcoming never kept me from enjoying the game as a multiplayer exercise or in the historical campaigns, it was a pretty disappointing throwback (gather resources build troops sling at enemy repeat if necessary) to an era long since past when playing the random map missions.

Knowing is Half the Battle

One area that hasn't improved all that much over the original Age of Empires is the technology layout. While there are certainly a lot more techs to research this time around, the research progress is still very much linear and never really delivers the feel of the interconnectivity of knowledge that could be found in Civilization and Alpha Centauri. Militia become Men-at-Arms become Long Swordsmen simple because you spend a certain amount of resources to make them so. Once you have one, as long as you civilization is allowed the next, all you have to do is burn off some resources and voila, instant progress. If Age of Empires II was a more detailed and complex game strategically, this wouldn't be such a big deal, but as it stands it flattens the game a little bit.

The one bright spot here is the aforementioned curtailing of technology advances for certain civilizations. Here, less is more. By keeping certain technologies out of the hands of certain civilizations, Age manages not only to deliver the feel (through limitations) of a certain culture, but also to better balance the game. Still, I've already covered this ground, so let's move on.

Getting Your Friends Involved

As a multiplayer game, Age of Empires II really impressed me. The game ships with standard options for IPX, LAN, Modem and Serial cable competition, and also supports Internet play through the Zone. In addition to the standard Random Map and Deathmatch options, Age of Empires II also serves up an excellent new option called Regicide. In this game, both sides are given a king unit, a Town Center, a Castle, and a handful of villagers. The game continues until the king dies. While this may sound simple, there are dozens of different strategies to use here ranging from the very obvious (protect the king by placing him inside a dozen walls protected by a hundred troops) to the very dangerous (keep the king on the move so that the enemy can never find him).

Obviously listening to the frustration of gamers everywhere, Ensemble has also been kind enough to tack on a save feature for the multiplayer mode. Not only is it quick and easy to use, but it's set up so that the same number of players who were playing before have to log back on in order to open the game. This will discourage that nasty urge to jump in and cheat when your buddies aren't around.

Another multiplayer option is to take on your buddies in a custom scenario that you create yourself in the Custom Scenario Editor. This helpful little tool lets you set up your own landscapes and starting troop mixes so that you can recreate your favorite battles of history (or in my case to just create really funny battles). This little feature adds years onto the life of this product and I'm really impressed that they put it in without trying to sell an add-on pack.

Wrapping it All Up

Age of Empires II is a huge game, and there's still a lot that I haven't covered in detail here. We're already assuming that you're fairly comfortable with the historical campaigns since we covered them in depth over the course of the last month. For those that want to play catch up, you can read up on the Joan of Arc, Saladin, Genghis Khan, and Barbarossa campaigns by clicking on them.

Graphically, the game is light years ahead of its predecessor, with amazing attention to detail in every pixel. I'm a little bummed that every civilization doesn't have its own specific look (they're broken up into broad categories), but maybe that's too much to ask. All of the units move extremely well and I never saw any evidence of the pathing problems that plagued the original game. One negative that should be mentioned before closing though is the game's god-awful speech. While Age II boasts an excellent soundtrack, the voice actors in the game, who are supposed to be medieval French or Scottish commanders are terrible. This may not seem like all that big of a deal, but it's so bad that it's actually distracting. Worse still, these speeches are supposed to be your reward for finishing up a tough level. I found myself cringing towards the end of the level because I knew the pain was coming. When they need a Scottish accent, why can't they just ask a Scottish guy to do it?

Age of Empires II is an excellent game, but one that still doesn't stand up to the subtlety and depth of games like Starcraft. With that said, there's not much out there right now that a lot better. If you've been looking for a good multiplayer game or don't mind your strategy served up in a very straightforward way, there's a lot of fun to be had here.

-- Trent C. Ward

Age of Empires II: The Age of Kings Cheats

Press [Enter] to open the chat window. Then enter one of the following codes to activate its corresponding cheat.

  • 1,000 food: cheese steak jimmy's
  • 1,000 gold: robin hood
  • 1,000 stone: rock on
  • 1,000 wood: lumberjack
  • Commit suicide: wimpywimpywimpy
  • Control animals *: natural wonders
  • Disable Fog of War: polo
  • Full map: marco
  • Instant building: aegis
  • Lose campaign: resign
  • Saboteur unit: to smithereens
  • Shelby AC Cobra: how do you turn this on
  • Slay all opponents: black death
  • Slay select opponent: torpedo
  • Useless villager: i love the monkey head
  • Win campaign: i r winner

* But lose control of men.

Age of Empires II: The Age of Kings Game Walkthrough

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          /_ _||  || || ||/         || ||  ||
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                  '----`

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           -____-    ||-'    ,  ,/  ,-_-        _-_, _-_,
                           |/
                           '

    .---------------------------------------------------------------------.
    |    Age of Empires II FAQ   /   Version 4.4  /    Dec.  03rd, 2003   |
    |---------------------------------------------------------------------|
    |        Written by Jim Chamberlin <red_phoenix_1@hotmail.com>        |
    |                                                                     |
    |                 This FAQ covers the following games:                |
    |                                                                     |
    |                    ? Age of Empires II: Age of Kings                |
    |                    ? Age of Empires II: The Conquerers              |
    |                                                                     |
    | This document Copyright  2001 Jim Chamberlin. All rights reserved. |
    '---------------------------------------------------------------------'


       << Online Resources >>
       Ensemble Studios - Official Site       http://www.ensemblestudios.com/
       Through The Ages - Fan Site            http://www.throughtheages.com
       Planet Age of Empires - Fan Site       http://www.planetageofempires.com
       MrFixItOnline (MFO) - Fan Site         http://mrfixitonline.com/
       AOE2.com - Fan Site                    http://www.aoe2.com/
       Age of Kings Heaven - Fan Site         http://aok.heavengames.com/
       Age of Kings Database - Fan Site       http://aokdb.com/

         The above are the best of the best Age of Kings related sites.
         All of them have tons of downloads, interviews, etc. This list
         isn't kept up to date.

         Ensemble Studios will have Random Maps released occasionally,
         so I suggest that you check out the site for a new download!

                              _______________
.--------------------========= ANNOUNCEMENTS =========-------------------------.
|                                                               |
|       [All major Age of Empires news will be included in this section.]      |
|                                                                              |
|    Nov. 13th --- Since the last update, nearly two years ago, Ensemble       |
|                  Studios has released Age of Mythology and an expansion      |
|                  pack for it, so go and pick it up!                          |
'--------------------=================================-------------------------'


 =============================================================================
                               Table of Contents
 =============================================================================

   1.        Introduction

   2.        Changes in Age of Empires games.
           ? AoE: Rise of Rome to AoE II: Age of Kings
           ? AoE II: Age of Kings to AoE II: The Conquerers

   3.        Buildings
           ? Archery Range
           ? Barracks
           ? Blacksmith
           ? Bombard Tower
           ? Castle
           ? Dock
           ? Farm
           ? Fish Trap
           ? Foritified Wall
           ? Gate
           ? Guard Tower
           ? House
           ? Keep
           ? Lumber Camp
           ? Market
           ? Mill
           ? Mining Camp
           ? Monastery
           ? Outpost
           ? Palisade Wall
           ? Siege Workshop
           ? Stable
           ? Stone Wall
           ? Town Center
           ? University
           ? Watch Tower
           ? Wonder

   4.        The Units
        A.   Miscellaneous
           ? Missionary (TC ONLY)
           ? Monk
           ? Relic
           ? Trade Cart
           ? Villager
        B.   Infantry
           ? Berserk & Elite Berserk
           ? Champion
           ? Eagle Warrior & Elite Warrior (TC ONLY)
           ? Halberdier (TC ONLY)
           ? Huskarl & Elite Huskarl
           ? Jaguar Warrior & Elite Jaguar Warrior (TC ONLY)
           ? Long Swordsman
           ? Man- at- Arms
           ? Militia
           ? Pikemen
           ? Samurai & Elite Samurai
           ? Spearmen
           ? Teutonic Knight & Elite Teutonic Knight
           ? Throwing Axemen & Elite Throwing Axemen
           ? Two- Handed Swordsman
           ? Woad Raider & Elite Woad Raider
        C.   Archery
           ? Arbalest
           ? Archer
           ? Cavalry Archer
           ? Chu Ko Nu & Elite Chu Ko Nu
           ? Conquistador & Elite Conquistador (TC ONLY)
           ? Crossbowman
           ? Elite Skirmisher
           ? Hand Cannoneer
           ? Heavy Cavalry Archer
           ? Janissary & Elite Janissary
           ? Longbowman & Elite Longbowman
           ? Mangudai & Elite Magudai
           ? Plumed Archer & Elite Plumed Archer (TC ONLY)
           ? Skirmisher
           ? War Wagon & Elite War Wagon (TC ONLY)
        D.   Cavalry
           ? Camel
           ? Cavalier
           ? Cataphract & Elite Cataphract
           ? Heavy Cavalry
           ? Hussar (TC ONLY)
           ? Knight
           ? Light Cavalry
           ? Mameluke & Elite Mameluke
           ? Paladin
           ? Scout Cavalry
           ? Tarkan & Elite Tarkan (TC ONLY)
           ? War Elephant & Elite War Elephant
        E.   Siege Weapons
           ? Battering Ram
           ? Bombard Cannon
           ? Capped Ram
           ? Mongonel
           ? Onager
           ? Petard (TC ONLY)
           ? Scorpion & Elite Scorpion
           ? Siege Onager
           ? Siege Ram
           ? Trebuchet
        F.   Boats
           ? Cannon Galleon & Elite Cannon Galleon
           ? Demolition Ship & Heavy Demolition Ship
           ? Fire Ship & Fast Fire Ship
           ? Fishing Ship
           ? Galleon
           ? Galley
           ? Longboat & Elite Longboat
           ? Trade Cog
           ? Transport Ship
           ? Turtle Ship & Elite Turtle Ship (TC ONLY)
           ? War Galley

   5.        Technologies
        A.   Blacksmith (Origin)
           ? Blast Furnace
           ? Bodkin Arrow
           ? Bracer
           ? Chain Barding Armor
           ? Chain Mail Armor
           ? Fletching
           ? Forging
           ? Iron Casting
           ? Leather Archer Armor
           ? Padded Archer Armor
           ? Plate Barding Armor
           ? Plate Mail Armor
           ? Ring Archer Armor
           ? Scale Barding Armor
           ? Scale Mail Armor
        B.   Mill (Origin)
           ? Crop Rotation
           ? Heavy Plow
           ? Horse Collar
        C.   University (Origin)
           ? Architecture
           ? Ballistics
           ? Chemistry
           ? Heated Shot
           ? Masonry
           ? Murder Holes
           ? Siege Engineers
           ? Treadmill Crane
        D.   Monastery (Origin)
           ? Atonement
           ? Block Printing
           ? Faith
           ? Fervor
           ? Herbal Medicine (TC ONLY)
           ? Heresy (TC ONLY)
           ? Illumination
           ? Redemption
           ? Sanctity
           ? Theocracy (TC ONLY)
        E.   Barracks (Origin)
           ? Squires
           ? Tracking
        F.   Town Center (Origin)
           ? Hand Cart
           ? Loom
           ? Town Center
           ? Town Watch
           ? Wheelbarrow
        G.   Castle (Origin)
           ? Anarchy (TC ONLY)
           ? Artillery (TC ONLY)
           ? Atheism (TC ONLY)
           ? Bearded Axe (TC ONLY)
           ? Berserkergang (TC ONLY)
           ? Conscription
           ? Crenellations (TC ONLY)
           ? Drill (TC ONLY)
           ? El Dorado (TC ONLY)
           ? Furor Celtica (TC ONLY)
           ? Garland Wars (TC ONLY)
           ? Hoardings
           ? Kataparuto (TC ONLY)
           ? Logistica (TC ONLY)
           ? Mahouts (TC ONLY)
           ? Perfusion (TC ONLY)
           ? Rocketry (TC ONLY)
           ? Sappers
           ? Shinkichon (TC ONLY)
           ? Spies
           ? Supremacy (TC ONLY)
           ? Yeomen (TC ONLY)
           ? Zealotry (TC ONLY)
        H.   Mining Camp (Origin)
           ? Gold Mining
           ? Gold Shaft Mining
           ? Stone Mining
           ? Stone Shaft Mining
        I.   Lumber Camp (Origin)
           ? Double-Bit Axe
           ? Bow Saw
           ? Two-Man Saw
        J.   Market (Origin)
           ? Banking
           ? Caravan (TC ONLY)
           ? Cartography
           ? Coinage
           ? Guilds
        K.   Stable (Origin)
           ? Bloodlines (TC ONLY)
           ? Husbandry
        L.   Dock
           ? Careening
           ? Dry Dock
           ? Shipwright
        M.   Archery Range
           - Parthian Tactics (TC ONLY)
           - Thumb Ring (TC ONLY)

   6.        History

   7.        Civilization Comparisons

   8.        Specific Strategies and Tips
           - On the Road to Expert

   9.        Miscellaneous Tips and Strategies

  10.        Appendices
           - Cheats
           - Building Attributes
           - Research Times
           - Unit Training Times
           - Attack Rates
           - Movement Rates
           - Resources
           - Hotkeys

  11.        Downloads

  12.        Acknowledgements



 ==============================================================================
 1.                               Introduction
 ==============================================================================

   Age of Empires 2: Age of Kings is the sequel to the very popular Age of
 Empires title.  Age of Empires 2 (AOE2) was delayed for a while because they
 wanted to get everything right before they shipped it.  That was the reason for
 Age of Empires: Rise of Rome.  It was supposed to cure our crave for more Age
 of Empires, when they all knew we wanted Age of Empires 2.  Well, Rise of Rome
 did a pretty good job in serving as an appetizer.  Age of Empires II: Age of
 Kings has done very, very well in sales so far.

   Age of Empires II: The Conquerers (TC) has been released!  Go get it!

   I've altered this FAQ to cover TC as well, enjoy!


 ==============================================================================
 2.                       Changes in Age of Empires Games
 ==============================================================================

                   AoE: Rise of Rome to AoE II: Age of Kings

          [Taken From the Age of Empires II: Age of Kings Game Manual]

  * 13 New Civilizations - Each has a unique unit and a team bonus.

  * New Units - Including, Kings, Heroes, female villagers, knights, cannons,
    and exploding demolition ships.

  * New Buildings - Including impressive castles and gates that automatically
    open and close for you and your allies.

  * New Technologies - Including Conscription (increases military unit creation
    speed) and Town Watch (increases building Line of Sight).

  * Formations - Precision control of how your army moves and engages in combat.

  * New Multimedia Campaigns - Unique music and more than 300 pieces of original
    art enhance your game as you follow a soldier through battles featuring
    William Wallace, Joan of Arc, Saladin, Genghis Khan, and Frederick  Barbossa.

  * New Ways To Trade - Trade with other players over land and by sea; buy or
    sell resources at the Market.

  * Learning Campaign - Master the basics by helping William Walace rise from
    his humble beginnings to defeat the British.

  * Regicide game - Defend your king to win the game.

  * 8 New Map Types - Including the Arabia, Black Forest, Rivers, and Random,
    which allows the computer to pick a surprise map type for you.

  * Garisoning - Station units inside buildings for protection, healing, and
    surprise attacks.

  * New Combat Features - Order military units to patrol, guard, or follow and
    choose their combat stance.

  * Record and replay games - Watch your single- player and multiplayer games
    later.

  * Find Idle Villagers - Automatically locate villagers not assigned to a task
    using the "Idle Villager" button.

  * New Online Tech Tree - See what is available to your civilization and which
    units and technologies you've researched while in the game.

  * Improved Multiplayer Features - Save and restore multiplayer games; lock the
    game speed for all players; lock game teams so players can't change alliance
    during a game; signal allies.

  * Gather Points - New units automatically gather at a location or garrison
    inside a building.

  * Improved Interface - Units behind buildings and trees are visible; the mini-
    map has Normal, Combat, and Economic modes; chat interface is expanded; Help
    is integrated into the game.

  * User Profiles - Customize options and hotkeys and automatically save them
    game to game.

  * Online Encyclopedia - Extensive histories of 13 medieval civilizations;
    background on the Middle Ages, armies, weapons, and warfare.


                 AoE II: Age of Kings to AoE II: The Conquerers

         [Taken from the Age of Empires II: The Conquerers Game Manual]

  * Civilizations - Aztecs, Huns, Koreans, Mayans, and Spanish.

  * Units - Conquistadors, Eagle Warriors, Halberdiers, Hussars, Jaguar
    Warriors, Missionaries, Petards, Plummed Archers, Tarkans, Turtle
    Ships, and War Wagons.

  * Technologies - Bloodlines, Caravan, Herbal Medecine, Heresy, Parthian
    Tactics, Theocracy, and Thumb Ring.  In addition, each civilization
    can research a unique technology that improves its unique unit or team
    bonus.

  * Campaigns - Battle as Attila the Hun, El Cid, Montezuma, and other
    remarkable conquerers.  New difficulty settings let anyone play to win.
    Campaign objectives now include a "Scouts" tab that provides reconnaissance
    information about the map and your enemies.

  * New Game Types - King of the Hill, Wonder Race, Defend the Wonder.

  * Real World Maps - Based on geographical locations, such as Britain,
    France, Italy, and of course, Texas.

  * More Maps - Arena, Ghost Lake, Mongolia, Nomad, Oasis, Salt Marsh,
    Scandinavia, Yucatan, and Random Land.

  * Winter and Tropical Terrain - On winter maps, walk across ice and leave
    footprints in the snow.  On tropical maps, herd turkeys instead of sheep
    and fend off jaguars instead of wolves.

  * Last Man Standing victory condition - After defeating your enemy, team
    members turn on each other until one player wins.

  * Farms automatically replant - Queue Farms so they automatically replant
    after all the food has been gathered from them.

  * Ship formations - Ships move in formation just like land units.

  * Ram Garrisoning - Units can garrison inside Battering, Capped, and Siege
    Rams for protection and to increase the ram's speed and attack.

  * Smart Villagers - Villagers work smarter, build walls more intelligently,
    and automatically gather resources after constructing a drop-off building.

  * Smart Siege Weapons - Mangonels, Onagers, and Siege Onagers don't
    automatically attack if they would harm friendly units.

  * Improved Trading and Tributes - Buy, Sell, and Tribute lots of 500, or
    tribute everything in your stockpile.

  * Improved Chatting - See messages in each player's color.

  * Improved Diplomacy UI - See other player's stances toward you.

  * Friend or foe colors - Change player colors to see enemies in one color,
    allies in another.

  * Command Allied Computer Players - Use chat commands to order allied computer
    players to attack, tribute resources, and build an economy, military, or
    a Wonder.

  * Return to previous view - Press the BACKSPACE key to return to the previous
    location on the map.  For example, if the screen is centered on your army
    and you return back to your Town Center to tend your economy, press the
    BACKSPACE key to return to your army.  Press the key multiple times to
    display the last 10 locations.

  * Random teams option - Players who select a question mark (?) as their "Team"
    setting before starting a game are randomly placed on the teams of players
    who have chosen team numbers.  If all players select random teams, two
    teams are created.

  * Improved Game Recording - Record chat text and insert chapter markers so you
    can easily play back important battles.

  * Full-size Map Screenshots - Choose the reduction ratio and create a
    screenshot of the entire game world.

  * Improved map editor - New scenario triggers, including the ability to change
    unit names and attributes.

  * Customizable random maps - Create your own random map scripts that tell
    the computer what terrain, elevation, and resources to place when creating
    random maps.  To learn how to do this, see the Random Map Script Guide
    (RMSG.doc) in the Docs folder on The Conquerers Expansion CD.

  * There are many, many other changes.  Attributes and other various little
    statistics about a lot of units and buildings have changed.


 ==============================================================================
 3.                                 Buildings
 ==============================================================================

-------------
Archery Range
-------------

The Archery Range is used to create archers.  Archery Range units can be
garrisoned inside the Archery Range if you set a gather point there while the
units are being created.  They cannot reenter once ungarrisoned.  You must have
a Barracks before you can build an Archery Range.


--------
Barracks
--------

The Barracks is used to create and improve infantry.  Barracks units can be
garrisoned inside the Barracks if you set a gather point there while the units
are being created.  They cannot reenter once ungarrisoned.  You must have a
Barracks to build an Archery Range.


----------
Blacksmith
----------

The Blacksmith lets you improve the attack strength and armor of your infantry,
archers, cavalry, and towers.  You must have a Blacksmith to build a Siege
Workshop.


-------------
Bombard Tower
-------------

The Bombard Tower has extensive sight to track down enemies.  You must research
Chemistry and Bombard Tower (at the University) before you can build Bombard
Towers.  Because of the new architecture involved, preexisting towers do not
upgrade to Bombard Towers.  Acquiring this technology only allows you to build
Bombard Towers.


------
Castle
------

Costly and time- consuming to construct, the Castle is the strongest defensive
structure.  At the Castle you can create and upgrade your civilization's unique
unit and create the powerful Trebuchet siege engine.  Several important
military technologies can also be researched at the Castle.

A Castle supports 20 population units and can garrison 20 villagers or military
units (except siege weapons).  Units can be garrisoned at any time.  You can
garrison unique units by setting a gather point while the units are being
created.  Units garrisoned in the Castle heal more quickly than units garrisoned
in other buildings.


----
Dock
----

The Dock is used to build ships, research naval technology, and trade with other
civilizations.  It is also where Fishing Ships deposit food.  Dock units can be
garrisoned inside the Dock if you set a gather point there while the units are
being created.  They cannot renenter once ungarrisoned.


----
Farm
----

Farms provide a renewable source of food.  Farms are bult by vilagers, who then
gather food from them.  Each farm provides a limited amount of food before it
goes fallow and must be rebuilt.  To rebuild a Farm, select a villager, and then
right-click the expired Farm.  Before you build Farms, you must build a Mill.
Farms cannot be converted by enemy Monks.  You can farm enemy Farms that have
been abandoned.

You can increase the production of your Farms by researching Horse Collar, Heavy
Plow, and Crop Rotation (at the Mill).


---------
Fish Trap
---------

Fish Traps provide a renewable source of food.  Fish Traps are available in the
Feudal Age, after you build a Fishing Ship.  Fish Traps are built in the water
by Fishing Ships, which then gather food from them.  Only one Fishing Ship can
gather from a Fish Trap at a time.  Each Fish Trap providesa limited amount of
food before it collapses and must be rebuilt.  When a Fish Trap collapses, the
Fishing Ship, and then right- click the expired Fish Trap.


--------------
Fortified Wall
--------------

Fortified Walls are stronger than Stone Walls but expensive to upgrade and slow
to build.  In Age of Empires II, fortified Walls do not shoot at enemies.
However, the reinforced stone is difficult to breach without siege weapons.


----
Gate
----

Gates allow your units to pass through walls.  You can build Gates over existing
walls, and you can lock or unlock your Gates.  You might lock a Gate during an
attack to prevent it from opening accidentally when a friendly unit approaches.
Gates automatically open and close for you and your allies unless they are
locked.

Click on a Gate, and then click the LOCK GATE or UNLOCK GATE button in the lower-
left corner of the screen.


-----------
Guard Tower
-----------

The Guard Tower is an upgrade of the Watch Tower.  It is stronger and has greater
fighting ability.  Units can garrison inside for protection and to add additional
attack strength to the tower.  You can upgrade your Guard Tower to Keeps at the
University.


-----
House
-----

Houses support the population of your civilization.  The more Houses you have,
the larger your population can grow.  Each House supports 5 population units.
Before you can create new villagers, military units, ships, or Trade Carts, you
must have enough Houses to support them.  The population indicator (top of
screen) shows your current/supportable population.  It flashes when you need to
build more houses.


----
Keep
----

The Keep is an upgrade of the Guard Tower.  It is stronger and has greater
fighting capability.  Units can garrison inside for protection and to add
additional attack strength to the tower.


-----------
Lumber Camp
-----------

The Lumber Camp is used to deposit wood and research wood- gathering
improvements.  Build Lumber Camps near forests to gather wood faster.


------
Market
------

The Market lets you trade by land with other players, buy and sell resources,
and offer resources to other players as tribute.  It is also used to research
technology that improves your communication with allies and decreases the cost of
commodity trading and tributes.  You must have a Mill before you build a Market.


----
Mill
----

The Mill is used to deposit food and research technology that improves the food
production of your Farms.  Build Mills near sources of food to gather food
faster.  You must have a Mill before you can build Farms or a Market.


-----------
Mining Camp
-----------

The Mining Camp is used to deposit stone and gold and research your stone and
gold mining.  Build Mining Camps near stone or gold mines to gather these
resources faster.


---------
Monestary
---------

Monestaries let you create Monks and improve their ability to heal the wounded
and convert the enemy.  Monestaries cannot be converted by enemy Monks.  Relics
garrisoned inside a Monestary provide a continuous supply of gold for your
stockpile.  Monks can be garrisoned inside the Monestary if you set a gather
point there while the Monks are being created.  They cannot reenter once
ungarrisoned.


-------
Outpost
-------

Outposts are stationary watch points that give you advance warning of enemy
activity nearby.  They have a long line of sight, which can be made longer by
researching technologies at the Town Center.  Unlike the other towers, Outposts
do not attack or allow you to garrison units inside.


-------------
Palisade Wall
-------------

Palisade Walls are wooden walls that are cheap and fast to build.  You can
construct them on the battlefield as temporary barriers to slow down your enemies
and warn you of their approach.


--------------
Siege Workshop
--------------

The Siege Workshop is used to build siege weapons.  Siege Workshop units can be
garrisoned inside the Siege Workshop if you set a gather point there while the
units are being created.  They cannot reenter once ungarrisoned.  You must have
a Blacksmith before you can build a Siege Workshop.


------
Stable
------

The Stable is used to create and improve cavalry.  Stable units can be
garrisoned inside the Stable if you ste a gather point there while the units are
being created.  They cannot reenter once ungarrisoned.  You must have a Barracks
before you can build a Stable.


----------
Stone Wall
----------

Stone Walls are stronger than Palisade Walls but more expensive.  They slow down
your enemies and give you the chance to fend them off.  You can upgrade your
Stone Walls to Fortified Walls at the University.


-----------
Town Center
-----------

The Town Center is the hub of your civilization.  Each Town Center supports 5
population units inside for protection and healing.  Town Centers with garrisoned
units also fire arrows at enemy soldiers.  After you advance to the Castle Age,
you can build additional Town Centers near remote resources to expand your
civilization.  Town Centers cannot be converted by enemy Monks.

You can improve the damage and range of your Town Centers by researching
Fletching, Bodkin Arrow, and Bracer (at the Blacksmith); line of sight by
researching Town Watch and Town Patrol (at the Town Center); and hit points,
armor, and accuracy by researching Masonry, Architecture, and Ballistics (at the
University).


----------
University
----------

The University lets you research technology that improves your buildings, towers,
walls, and missile weapons.


-----------
Watch Tower
-----------

The Watch Tower is a simple stone tower that automatically attacks enemy units
and buildings within its range.  Units can garrison inside for protection and
to add additional attack strength to the tower.  You can upgrade your Watch
Towers to Guard Towers at the University.


------
Wonder
------

Building a Wonder of the World demonstrates the superiority of your civilization.
A Wonder is expensive and requires a lot of time to build.  In most games,
constructing a Wonder that stands for a certain period of time wins the game.


 ==============================================================================
 4.                                 The Units
 ==============================================================================


 ------------------------------------------------------------------------------
                                 Miscellaneous
 ------------------------------------------------------------------------------


--------------------
Missionary - TC ONLY
--------------------

Spanish unique unit.  Moves faster than a Monk, but has less line of sight and
range.  Also, a Missionary cannot pick up Relics.  Otherwise, it converts enemy
units and heals friendly units the same way as a Monk.  The Missionary may be
built at a Monestery once a Spanish Castle has been built.  (The Spanish have
two unique units; the other is Conquistador, a cavalry unit.)

Created at: Monestery
Strong vs: Teutonic Knoghts, War Elephants
Weak vs: Archers, Knights, Light Cavalry, Woad Raiders
Upgrades:  (All at Monestery)
          Convert some buildings, siege units - Redemption
          Movement Speed - Fervor
          Hit Points - Sanctity
          Convert other Monks - Atonement
          Greater conversion range - Block Printing
          Less Rejuvenation time - Illumination, Theocracy
          Units resist enemy Monks, Missionaries - Faith, Heresy


----
Monk
----

Slow and weak.  Converts enemy unis, ships, and some buildings to your
civilization (player color).  Heals wounded villagers, military units (except
siege weapons and ships).

Created At: Monestary
Strong Vs: Teutonic Knights, War Elephants
Weak Vs: Archers, Knights, Light Cavalry, Woad Raiders
Upgrades: (all at monestary)
          Convert some buildings siege units - Redemption
          Movement Speed - Fervor
          HP - Sanctity
          Convert other Monks - Atonement
          Greater conversion range - Block Printing
          Less Rejuvenation Time - Illumination
          Your units resistant to other Monks - Faith


-----
Relic
-----

Special objects placed randomly on the map.  Can only be moved by Monks.  When
garrisoned in a Monestary, generate gold for your civilization.  Cannot be
destroyed.


----------
Trade Cart
----------

Carries goods to foreign Markets and brings back gold as profit.  Distant Markets
are the most profitable.

Built at: Market
Upgrades: Your units resistant to other Monks - Faith (Monestary)

To use a Trade Cart:
Click on the Trade Cart, and then right- click a foreign Market.


--------
Villager
--------

Gathers wood, food, gold, and stone.  Builds and repairs buildings, ships, and
siege weapons.

Created at: Town Center
Upgrades: HP, armor, efficiency - Loom, Wheelbarrow, Hand Cart (Town Center)
          Attack - Sappers (Castle)
          Resource Gathering - Double- Bit Axe, Bow Saw, Two- Man Saw; Stone
          Mining, Gold Mining, Stone Shaft Mining, Gold Shaft Mining (Lumber
          Camp, Mining Camp); Heavy Plow (Town Center)
          Build Speed - Treadmill Crane (University)
          Your units resistant to other Monks - Faith (Monestary)

Villagers perform the economic work for your civilization.  They chop wood, mine
stone and gold, hunt, forage, fish, herd sheep, and farm.  They also construct
buildings and repair damaged buildings, ships, and siege weapons.  If necessary,
they can also engage in combat.  Villager gender is randomly determined when you
create a new villager.  They perform the same tasks regardless of their gender.


 ------------------------------------------------------------------------------
                                    Infantry
 ------------------------------------------------------------------------------


-----------------------
Berserk & Elite Berserk
-----------------------

Viking unique unit created in Castle Age.  Infantry unit that slowly heals
itself. (The Vikings are the only civilization with two unique units.  The
Vikings also receive a Longboat, which may be built at the Dock once a Viking
Castle has been built.)

Created at: Castle
Strong Vs: Skirmishers, Camels, Light Cavalry
Weak Vs: Archers, Scorpions, Cavalry Archers, Mangonels, Cataphracts
Upgrades: Attack - Forging, Iron Casting, Blast Furnace (Blacksmith)
          Armor - Scale Mail Armor, Chain Mail Armor, Plate Mail Armor
                  (Blacksmith)
          Sight - Tracking (Barracks)
          Speed - Squires (Barracks)
          Unit Creation Speed - Conscription (Castle)
          Your units resistant to other Monks - Faith (Monestary)


--------
Champion
--------

Strongest infantry unit (aside from sme civilizations' unique units); cheap and
quick to create.

Created at: Barracks
Strong Vs: Skirmishers, Camels, Light Cavalry
Weak Vs: Archers, Scorpions, Cavalry Archers, Mangonels, Cataphracts
Upgrades: Attack - Forging, Iron Casting, Blast Furnace (Blacksmith)
          Armor - Scale Mail Armor, Chain Mail Armor, Plate Mail Armor
                  (Blacksmith)
          Sight - Tracking (Barracks)
          Speed - Squires (Barracks)
          Unit Creation Speed - Conscription (Castle)
          Your units resistant to other Monks - Faith (Monestary)


---------------------------------------------
Eagle Warrior & Elite Eagle Warrior - TC ONLY
---------------------------------------------

Fast infantry with extensive line of sight, piercing armor, resistance to
conversion, attack bonus vs Siege Weapons and mounted units.  Civilizations
without cavalry (Aztecs and mayans) start the game with an Eagle Warrior
instead of Scout Cavalry.

Created at: Barracks
Strong Vs: Archers, Monks, Siege Weapons
Weak Vs: Infantry, Hand Cannoneers
Upgrades: HP - El Dorado (Mayan unique Technology at Castle)
          Attack - Forging, Iron Casting, Blast Furnace (Blacksmith; Garland
                   Wars (Aztec unique technology at Castle)
          Armor: Scale Mail Armor, Chain Mail Armor, Plate Mail Armor (Blacksmith)
          Sight: Tracking (Barracks)
          Speed: Squires (Barracks)
          Unit Creation Speed: COnscription (Castle)
          Unit resist enemy Monks, Missionaries - Faith, Heresy (Monestary)


--------------------
Halberdier - TC ONLY
--------------------

Stronger than Pikemen.  Attack bonus vs mounted units and War Elephants

Created at: Barracks
Strong Vs: Mounted units, War Elephants
Weak Vs: Infantry, Archers, Scorpions, Mangonels, Hand Cannoneers
Upgrades: Attack - Forging, Iron Casting, Blast Furnace (Blacksmith)
          Armor - Scale Mail Armor, Chain Mail Armor, Plate Mail Armor
                  (Blacksmith)
          Sight - Tracking (Barracks)
          Speed - Squires (Barracks)
          Unit creation speed - Conscription (Castle)
          Unit resist enemy Monks, Missionaries - Faith, Heresy (Monestery)


-----------------------
Huskarl & Elite Huskarl
-----------------------

Gothic unique unit created in Castle Age.  Infantry with substantial pierce
armor, virtually immune to archer fire.

Created at: Castle
Strong Vs: Archers
Weak Vs: Swordsmen
Upgrades: Attack - Forging, Iron Casting, Blast Furnace (Blacksmith)
          Armor - Scale Mail Armor, Chain Mail Armor, Plate Mail Armor
                  (Blacksmith)
          Sight - Tracking (Barracks)
          Speed - Squires (Barracks)
          Unit creation speed - Conscription (Castle)
          Your units resistant to other Monks - Faith (Monestary)


-----------------------------------------------
Jaguar Warrior & Elite Jaguar Warrior - TC ONLY
-----------------------------------------------

Aztec unique unit.  Attak bonus vs. other infantry.

Created at: Castle
Strong vs: Infantry
Weak vs: Archers, Mangonels, Hand Cannoneers, Cavalry Archers
Upgrades: Attack - Forging, Iron Casting, Blast Furnace (Blacksmith); Garland
                   Wars (Aztec unique technology at Castle)
          Armor - Scale Mail Armor, Chain Mail Armor, Plate Mail Armor
                  (Blacksmith)
          Sight - Tracking (Barracks)
          Speed - Squires (Barracks)
          Unit creation speed - Conscription (Castle)
          Units resist enemy Monks, Missionaries - Faith, Heresy (Monestery)


--------------
Long Swordsman
--------------

Stronger than Man- at- Arms; cheap and quick to create.

Created at: Barracks
Strong Vs: Skirmishers, Camels, Light Cavalry
Weak Vs: Archers, Scorpions, Cavalry Archers, Mangonels, Cataphracts
Upgrades: Attack - Forging, Iron Casting, Blast Furnace (Blacksmith)
          Armor - Scale Mail Armor, Chain Mail Armor, Plate Mail Arrow
                  (Blacksmith)
          Sight - Tracking (Barracks)
          Speed - Squires (Barracks)
          Unit creation speed - Conscription (Castle)
          Your units resistant to other Monks - Faith (Monestary)


-------------
Man- at- Arms
-------------

Stronger than Militia; cheap and quick to create.

Created at: Barracks
Strong Vs: Skirmishers, Camels, Light Cavalry
Weak Vs: Archers, Scorpions, Cavalry Archers, Mangonels, Cataphracts
Upgrades: Attack - Forging, Iron casting, Blast Furnace (Blacksmith)
          Armor - Scale Mail Armor, Chain Mail Armor, Plate Mail Armor
                  (Blacksmith)
          Sight - Tracking (Barracks)
          Speed - Squires (Barracks)
          Unit creation speed - Conscription (Castle)
          Your units resistant to other Monks - Faith (Monestary)


-------
Militia
-------

Most basic infantry unit; cheap and quick to create.  Only soldier created in
Dark Age.

Created at: Barracks
Strong Vs: Skirmishers, Camels, Light Cavalry
Weak Vs: Archers, Scorpions, Cavalry Archers, Mongonels, Cataphracts
Upgrades: Attack - Forging, Iron Casting, Blast Furnace (Blacksmith)
          Armor - Scale Mail Armor, Chain Mail Armor, Plate Mail Armor
                  (Blacksmith)
          Sight - Tracking (Barracks)
          Speed - Squires (Barracks)
          Unit Creation Speed - Conscription (Castle)
          Your units resistant to other Monks - Faith (Monestary)


-------
Pikeman
-------

Stronger than Spearmen.  Exceptional vs. cavalry.

Created at: Barracks
Strong Vs: Skirmishers, Stable units
Weak Vs: Swordsmen, Archers, Scorpions, Mangonels
Upgrades: Attack - Forging, Iron Casting, Blast Furnace (Blacksmith)
          Armor - Scale Mail Armor, Chain Mail Armor, Plate Mail Armor
                  (Blacksmith)
          Sight - Tracking (Barracks)
          Speed - Squires (Barracks)
          Unit creation speed - Conscription (Castle)
          Your units resistant to other Monks - Faith (Monestery)



-----------------------
Samurai & Elite Samurai
-----------------------

Japanese unique unit created in Castle Age.  Infantry with fast attack.

Created at: Castle
Strong Vs: Infantry, unique units
Weak Vs: Archers
Upgrades: Attack - Forging, Iron Casting, Blast Furnace (Blacksmith)
          Armor - Scale Mail Armor, Chain Mail Armor, Plate Mail Armor
                  (Blacksmith)
          Sight - Tracking (Barracks)
          Speed - Squires (Barracks)
          Unit Creation speed - Conscription (Castle)
          Your units resistant to other Monks - Faith (Monestary)


--------
Spearman
--------

Medium infantry unit.  Exceptional vs. cavalry.

Created at: Barracks
Strong Vs: Shirmishers, Stable Units
Weak Vs: Swordsmen, Archers, Scorpions, Mangonels
Upgrades: Attack - Forging, Iron Casting, Blast Furnace (Blacksmith)
          Armor - Scale Mail Armor, Chain Mail, Armor, Plate Mail Armor
                  (Blacksmith)
          Sight - Tracking (Barracks)
          Unit creation speed - Conscription (Castle)
          Your units resistant to other Monks - Faith (Monestary)


---------------------------------------
Teutonic Knight & Elite Teutonic Knight
---------------------------------------

Teutonic unique unit created in Castle Age.  Powerful armor; slow but difficult
to destroy.  Receives benefits of infantry armor.

Created at: Castle
Strong Vs: Swordsmen, Skirmishers, Stable Units
Weak Vs: Archers, Scorpions, Cavalry Archers, Mangonels, Monks
Upgrades: Attack - Forging, Iron Casting, Blast Furnace (Blacksmith)
          Armor - Scale Mail Armor, Chain Mail Armor, Plate Mail Armor
                  (Blacksmith)
          Sight - Tracking (Barracks)
          Speed - Squires (Barracks)
          Unit creation speed - Conscription (Castle)
          Your units resistant to other Monks - Faith (Monestary)


---------------------------------------
Throwing Axemen & Elite Throwing Axemen
---------------------------------------

Frank unit created in Castle Age.  Ranged attack.

Created at: Castle
Strong Vs: Barracks units, Shirmishers
Weak Vs: Archers
Upgrades: Attack - Forging, Iron Casting, Blast Furnace (Blacksmith)
          Armor - Scale Mail Armor, Chain Mail Armor, Plate Mail Armor
                  (Blacksmith)
          Sight - Tracking (Barracks)
          Speed - Squires (Barracks)
          Unit creation speed - Conscription (Castle)
          Your units resistant to other Monks - Faith (Monestary)


---------------------
Two- Handed Swordsman
---------------------

Stronger than Long Swordsman; cheap and quick to create.

Created at: Barracks
Strong Vs: Shirmishers, Camels, Light Cavalry
Weak Vs: Archers, Scorpions, Cavalry Archers, Mangonels, Cataphracts
Upgrades: Attack - Forging, Iron Casting, Blast Furnace (Blacksmith)
          Armor - Scale Mail Armor, Chain Mail Armor, Plate Mail Armor
                  (Blacksmith)
          Sight - Tracking (Barracks)
          Speed - Squires (Barracks)
          Unit creation speed - Conscription (Castle)
          Your units resistant to other Monks - Faith (Monestary)


-------------------------------
Woad Raider & Elite Woad Raider
-------------------------------

Celtic unique unit created in Castle Age.  Exceptionally quick infantry unit.

Created at: Castle
Strong Vs: Shirmishers, Camels, Light Cavalry
Weak Vs: Archers, Scorpions, Cavalry Archers, Mangonels, Cataphracts
Upgrades: Attack - Forging, Iron Casting, Blast Furnace (Blacksmith)
          Armor - Scale Mail Armor, Chain Mail Armor, Plate Mail Armor
                  (Blacksmith)
          Sight - Tracking (Barracks)
          Speed - Squires (Barracks)
          Unit creation speed - Conscription (Castle)
          Your units resistant to other Monks - Faith (Monestary)


 ------------------------------------------------------------------------------
                                    Archery
 ------------------------------------------------------------------------------


--------
Arbalest
--------

Quick and light.  Weak at close range; excels at battle from a distance.

Created at: Archery Range
Strong Vs: Barracks Units, Cavalry Archers, Monks, Teutonic Knights, War Elephants
Weak Vs: Shirmishers, Knights, Mangonels, Woad Raiders, Huskarls
Upgrades: Attack - Chemistry (University)
          Attack Range - Fletching, Bodkin Arrow, Braer (Blacksmith)
          Armor - Padded Archer Armor, Leather Archer Armor, Ring Archer Armor
                  (Blacksmith)
          Targeting - Ballistics (University)
          Unit creation speed - Conscription (Castle)
          Your units resistant to other Monks - Faith (Monestary)


------
Archer
------

Quick and light.  Weak at close range; excels at battle from a distance.

Created at: Archery Range
Strong Vs: Barracks Units, Cavalry Archers, Monks, Teutonic Knights, War Elephants
Weak Vs: Shirmishers, Knights, Mangonels, Woad Raiders, Huskarls
Upgrades: Attack - Chemistry (University)
          Attack Range - Fletching, Bodkin Arrow, Braer (Blacksmith)
          Armor - Padded Archer Armor, Leather Archer Armor, Ring Archer Armor
                  (Blacksmith)
          Targeting - Ballistics (University)
          Unit creation speed - Conscription (Castle)
          Your units resistant to other Monks - Faith (Monestary)


--------------
Cavalry Archer
--------------

Fast, with ranged attack.  Ideal for hit- and- run attacks.

Created at: Archery Range
Strong Vs: Swordsmen, Monks, Teutonic Knights, War Elephants
Weak Vs: Shirmishers, Archers, Light Cavalry
Upgrades: Attack - Chemistry (University)
          Attack Range - Fletching, Bodkin Arrow, Braer (Blacksmith)
          Armor - Padded Archer Armor, Leather Archer Armor, Ring Archer Armor
                  (Blacksmith)
          Targeting - Ballistics (University)
          Unit creation speed - Conscription (Castle)
          Your units resistant to other Monks - Faith (Monestary)


---------------------------
Chu Ko Nu & Elite Chu Ko Nu
---------------------------

Chinese unique unit created in Castle Age.  Archer with mediocre range with
causes great damage.  Can fire arrows very quickly.

Created at: Castle
Strong Vs: Barracks Units, Monks, Teutonic Knights, War Elephants, Cavalry Archers
Weak Vs: Shirmishers, Knights, Light Cavalry, Mangonels, Woad Raiders, Huskarls
Upgrades: Attack - Chemistry (University)
          Attack Range - Fletching, Bodkin Arrow, Braer (Blacksmith)
          Armor - Padded Archer Armor, Leather Archer Armor, Ring Archer Armor
                  (Blacksmith)
          Targeting - Ballistics (University)
          Unit creation speed - Conscription (Castle)
          Your units resistant to other Monks - Faith (Monestary)


-------------------------------------------
Conquistador & Elite Conquistador - TC ONLY
-------------------------------------------

Spanish unique unit.  Cavalry hand cannoneer.  Powerful close attack; not
accurate at range.  (The Spanish have two unique units; the other is the
Missionary, a Monk unit.)

Created at: Castle
Strong vs: Swordsmen, Monks, Teutonic Knights, War Elephants
Weak vs: Knights, Camels, Pikemen
Upgrades: Armor - Padded Archer Armor, Leather Archer Armor, Ring Archer Armor
                  (Blacksmith)
          Hit Points - Bloodlines (Stable)
          Speed - Husbandry (Stable)
          Unit creation speed - Conscription (Castle)
          Units resist enemy Monks, Missionaries - Faith, Heresy (Monestery)


-----------
Crossbowman
-----------

Quick and light.  Weak at close range; excels at battle from a distance.

Created at: Archery Range
Strong Vs: Barracks Units, Cavalry Archers, Monks, Teutonic Knights, War 
           Elephants
Weak Vs: Shirmishers, Knights, Mangonels, Woad Raiders, Huskarls
Upgrades: Attack - Chemistry (University)
          Attack Range - Fletching, Bodkin Arrow, Braer (Blacksmith)
          Armor - Padded Archer Armor, Leather Archer Armor, Ring Archer Armor
                  (Blacksmith)
          Targeting - Ballistics (University)
          Unit creation speed - Conscription (Castle)
          Your units resistant to other Monks - Faith (Monestary)


----------------
Elite Skirmisher
----------------

Ranged unit equipped with armor vs archer attacks.  Exceptional Vs. archers.

Created at: Archery Range
Strong Vs: Archers, Monks, Cavalry Archers
Weak Vs: Mangonels, Barracks units
Upgrades: Attack - Chemistry (University)
          Attack Range - Fletching, Bodkin Arrow, Braer (Blacksmith)
          Armor - Padded Archer Armor, Leather Archer Armor, Ring Archer Armor
                  (Blacksmith)
          Targeting - Ballistics (University)
          Unit creation speed - Conscription (Castle)
          Your units resistant to other Monks - Faith (Monestary)


--------------
Hand Cannoneer
--------------

Powerful close range; innacurate at range.  Keeps non-ranged units from closing
on other units.  Requires Chemistry.

Created at: Archery Range
Strong Vs: Barracks Units, Monks, Teutonic Knights
Weak Vs: Archers, Mangonels
Upgrades: Attack - Chemistry (University)
          Attack Range - Fletching, Bodkin Arrow, Braer (Blacksmith)
          Armor - Padded Archer Armor, Leather Archer Armor, Ring Archer Armor
                  (Blacksmith)
          Unit creation speed - Conscription (Castle)
          Your units resistant to other Monks - Faith (Monestary)


--------------------
Heavy Cavalry Archer
--------------------

Fast, with ranged attack.  Ideal for hit- and- run attacks.

Created at: Archery Range
Strong Vs: Swordsmen, Monks, Teutonic Knights, War Elephants
Weak Vs: Shirmishers, Archers, Light Cavalry
Upgrades: Attack - Chemistry (University)
          Attack Range - Fletching, Bodkin Arrow, Braer (Blacksmith)
          Armor - Padded Archer Armor, Leather Archer Armor, Ring Archer Armor
                  (Blacksmith)
          Targeting - Ballistics (University)
          Unit creation speed - Conscription (Castle)
          Your units resistant to other Monks - Faith (Monestary)


---------------------------
Janissary & Elite Janissary
---------------------------

Turk unique unit created in Castle Age.  Hand Cannoneer with lower and no minimum
range.  Powerful close attack; inaccurate at range.  Keeps non-ranged units from
closing on other units.

Created at: Castle
Strong Vs: Barracks Units, Monks, Teutonic Knights
Weak Vs: Archers, Mangonels
Upgrades: Attack - Chemistry (University)
          Attack Range - Fletching, Bodkin Arrow, Braer (Blacksmith)
          Armor - Padded Archer Armor, Leather Archer Armor, Ring Archer Armor
                  (Blacksmith)
          Unit creation speed - Conscription (Castle)
          Your units resistant to other Monks - Faith (Monestary)


-----------------------------
Longbowman & Elite Longbowman
-----------------------------

Briton unique unit created in Castle Age.  Powerful with long range.

Created at: Castle
Strong Vs: Barracks Units, Monks, Teutonic Knights, War Elephants, Cavalry Archers
Weak Vs: Shirmishers, Knights, Mangonels, Woad Raiders, Huskarls
Upgrades: Attack - Chemistry (University)
          Attack Range - Fletching, Bodkin Arrow, Braer (Blacksmith)
          Armor - Padded Archer Armor, Leather Archer Armor, Ring Archer Armor
                  (Blacksmith)
          Targeting - Ballistics (University)
          Unit creation speed - Conscription (Castle)
          Your units resistant to other Monks - Faith (Monestary)


-------------------------
Mangudai & Elite Mangudai
-------------------------

Mongol unique unit created in Castle Age.  Cavalry archer with attack bonus vs.
siege weapons.

Created at: Castle
Strong Vs: Swordsmen, Monks, Teutonic Knights, War Elephants, Siege Weapons
Weak Vs: Shirmishers, Archers, Light Cavalry
Upgrades: Attack - Chemistry (University)
          Attack Range - Fletching, Bodkin Arrow, Braer (Blacksmith)
          Armor - Padded Archer Armor, Leather Archer Armor, Ring Archer Armor
                  (Blacksmith)
          Targeting - Ballistics (University)
          Unit creation speed - Conscription (Castle)
          Your units resistant to other Monks - Faith (Monestary)


---------------------------------------------
Plumed Archer & Elite Plumed Archer - TC ONLY
---------------------------------------------

Mayan unique unit.  Stronger, faster, and better armored than other archers, but
have less attack.

Created at: Castle
Strong vs: Other Archers, Slow Units (Monks, Teutonic Knights, War Elephants)
Weak vs: Cavalry, Skirmishers, Other Fast Units (Eagle Warriors, Woad Raiders)
Upgrades: Attack - Chemistry (University
          Attack, Range - Fletching, Bodkin Arrow, Bracer (Blacksmith)
          Armor - Padded Archer Armor, Leather Archer Armor, Ring Archer Armor
                  (Blacksmith)
          Targeting - Ballistics (University), Thumb Ring (Archery Range)
          Unit creation speed - Conscription (Castle)
          Units resist enemy Monks, Missionaries - Faith, Heresy (Monestery)


----------
Skirmisher
----------

Ranged unit equipped with armor vs. archer attacks.  Exceptional vs Archers.

Created at: Archery Range
Strong Vs: Archers, Monks, Cavalry Archers
Weak Vs: Mangonels, Barracks units
Upgrades: Attack - Chemistry (University)
          Attack Range - Fletching, Bodkin Arrow, Braer (Blacksmith)
          Armor - Padded Archer Armor, Leather Archer Armor, Ring Archer Armor
                  (Blacksmith)
          Targeting - Ballistics (University)
          Unit creation speed - Conscription (Castle)
          Your units resistant to other Monks - Faith (Monestary)


-------------------------------------
War Wagon & Elite War Wagon - TC ONLY
-------------------------------------

Korean unique unit.  Heavily armored archery unit.  (The Koreans have two unique
units; the other is the Turtle Ship, a Dock unit.)

Created at: Castle
Strong vs: Infantry, Archers
Weak vs: Cavalry, Skirmishers, Pikemen, Camels
Upgrades: Attack - Chemisty (University)
          Attack, Range - Fletching, Bodkin Arrow, Bracer (Blacksmith)
          Armor - Padded Archer Armor, Leather Archer Armor, Ring Archer Armor
                  (Blacksmith)
          Targeting - Ballistics (University), Thumb Ring (Archery Range)
          Speed - Husbandry (Stable)
          Unit creation speed - Conscription (Castle)
          Units resist enemy Monks, Missionaries - Faith (Monestery)


 ------------------------------------------------------------------------------
                                    Cavalry
 ------------------------------------------------------------------------------


-----
Camel
-----

Excels at killing other mounted units

Created: Stable
Strong Vs: Knights, Cataphracts
Weak Vs: Infantry, Archers
Upgrades: Attack - Forging, Iron Casting, Metallurgy (Blacksmith)
          Armor - Scale Barding Armor, Chain Barding Armor, Plate Barding Armor
                  (Blacksmith)
          Speed - Husbandry (Stable)
          Unit creation speed - Conscription (Castle)
          Your units resistant to other Monks - Faith (Monestary)


--------
Cavalier
--------

Heavy and quick.

Created: Stable
Strong Vs: Archers
Weak Vs: Pikemen, Knights, Camels
Upgrades: Attack - Forging, Iron Casting, Metallurgy (Blacksmith)
          Armor - Scale Barding Armor, Chain Barding Armor, Plate Barding Armor
                  (Blacksmith)
          Speed - Husbandry (Stable)
          Unit creation speed - Conscription (Castle)
          Your units resistant to other Monks - Faith (Monestary)


-----------------------------
Cataphract & Elite Cataphract
-----------------------------

Byzantine unique unit created in Castle Age.  Heavily armored.  Attack bonus vs.
infantry.

Created: Castle
Strong Vs: Archers, Swordsmen
Weak Vs: Knights, Camels
Upgrades: Attack - Forging, Iron Casting, Metallurgy (Blacksmith)
          Armor - Scale Barding Armor, Chain Barding Armor, Plate Barding Armor
                  (Blacksmith)
          Speed - Husbandry (Stable)
          Unit creation speed - Conscription (Castle)
          Your units resistant to other Monks - Faith (Monestary)


-------------
Heavy Cavalry
-------------

Excels at killing other mounted units

Created: Stable
Strong Vs: Knights, Cataphracts
Weak Vs: Infantry, Archers
Upgrades: Attack - Forging, Iron Casting, Metallurgy (Blacksmith)
          Armor - Scale Barding Armor, Chain Barding Armor, Plate Barding Armor
                  (Blacksmith)
          Speed - Husbandry (Stable)
          Unit creation speed - Conscription (Castle)
          Your units resistant to other Monks - Faith (Monestary)


----------------
Hussar - TC ONLY
----------------

Stronger than Light Cavalry; attack bonus vs. Monks; resistant to conversion.

Created at: Stable
Strong vs: Archers, Cavalry Archers, Siege Weapons, Monks
Weak vs: Pikemen, Knights, Camels
Upgrades: Attack - Forging, Iron Casting, Blast Furnace (Blacksmith)
          Armor - Scale Barding Armor, Chain Barding Armor, Plate Barding Armor
                  (Blacksmith)
          Hit Points - Bloodlines (Stable)
          Speed - Husbandry (Stable)
          Unit creation speed - Conscription (Castle)
          Units resist enemy Monks, Missionaries - Faith, Heresy (Monestery)


------
Knight
------

Heavy and quick.

Created: Stable
Strong Vs: Archers
Weak Vs: Pikemen, mamelukes, Camels
Upgrades: Attack - Forging, Iron Casting, Metallurgy (Blacksmith)
          Armor - Scale Barding Armor, Chain Barding Armor, Plate Barding Armor
                  (Blacksmith)
          Speed - Husbandry (Stable)
          Unit creation speed - Conscription (Castle)
          Your units resistant to other Monks - Faith (Monestary)


-------------
Light Cavalry
-------------

Fast with greater line of sight than Scout Cavalry; resistant to conversion.

Created: Stable
Strong Vs: Archers, Mangonels, Cavalry Archers, Bombard Cannons, Monks
Weak Vs: Pikemen, Knights, Camels
Upgrades: Attack - Forging, Iron Casting, Metallurgy (Blacksmith)
          Armor - Scale Barding Armor, Chain Barding Armor, Plate Barding Armor
                  (Blacksmith)
          Speed - Husbandry (Stable)
          Unit creation speed - Conscription (Castle)
          Your units resistant to other Monks - Faith (Monestary)


-------------------------
Mameluke & Elite Mameluke
-------------------------

Saracen unique unit created in Castle Age.  Camel with ranged attack.  Excels vs.
other mounted units.

Created: Castle
Strong Vs: Monks, Barracks Units, Teutonic Knights
Weak Vs: Archers, Mangonels
Upgrades: Attack - Forging, Iron Casting, Metallurgy (Blacksmith)
          Armor - Scale Barding Armor, Chain Barding Armor, Plate Barding Armor
                  (Blacksmith)
          Speed - Husbandry (Stable)
          Unit creation speed - Conscription (Castle)
          Your units resistant to other Monks - Faith (Monestary)


-------
Paladin
-------

Heavy and quick.

Created: Stable
Strong Vs: Archers
Weak Vs: Pikemen, Knights, Camels
Upgrades: Attack - Forging, Iron Casting, Metallurgy (Blacksmith)
          Armor - Scale Barding Armor, Chain Barding Armor, Plate Barding Armor
                  (Blacksmith)
          Speed - Husbandry (Stable)
          Unit creation speed - Conscription (Castle)
          Your units resistant to other Monks - Faith (Monestary)


-------------
Scout Cavalry
-------------

Fast with extensive sight; resistant to conversion.

Created: Stable
Strong Vs: Archers, Mangonels, Cavalry Archers, Bombard Cannons, Monks
Weak Vs: Pikemen, Knights, Camels
Upgrades: Attack - Forging, Iron Casting, Metallurgy (Blacksmith)
          Armor - Scale Barding Armor, Chain Barding Armor, Plate Barding Armor
                  (Blacksmith)
          Speed - Husbandry (Stable)
          Unit creation speed - Conscription (Castle)
          Your units resistant to other Monks - Faith (Monestary)


-------------------------------
Tarkan & Elite Tarkan - TC ONLY
-------------------------------

Hun unique unit.  Cavalry that is particularly effective against buildings,
making Tarkans excelent vandals.

Created at: Castle
Strong vs: Buildings, Archers, Mangonels, Cavalry Archers, Siege Weapons, Monks
Weak vs: Pikemen, Knights, Camels
Upgrades: Attack - Forging, Iron Casting, Metallurgy (Blacksmith)
          Armor - Scale Barding Armor, Chain Barding Armor, Plate Barding Armor
                  (Blacksmith)
          Hit Points - Bloodlines (Stable)
          Speed - Husbandry (Stable)
          Unit creation speed - Conscription (Castle)
          Units resist enemy Monks, Missionaries - Faith, Heresy (Monestery)


---------------------------------
War Elephant & Elite War Elephant
---------------------------------

Persian unique unit created in Castle Age.  Slow, powerful, well armored, and
difficult to destroy.  Elite War Elephant causes area off effect damage, can
hit several adjacent targets automatically.

Created: Castle
Strong Vs: Archers, Swordsmen
Weak Vs: Pikemen, Camels, Monks, Mamelukes
Upgrades: Attack - Forging, Iron Casting, Metallurgy (Blacksmith)
          Armor - Scale Barding Armor, Chain Barding Armor, Plate Barding Armor
                  (Blacksmith)
          Speed - Husbandry (Stable)
          Unit creation speed - Conscription (Castle)
          Your units resistant to other Monks - Faith (Monestary)


 ------------------------------------------------------------------------------
                                 Siege Weapons
 ------------------------------------------------------------------------------


-------------
Battering Ram
-------------

Slow, lumbering; reduces enemy town to ruins.

Built at: Siege Workshop
Strong Vs: Archers, Cavalry Archers
Weak Vs: Stable Units, Barrack Units
Upgrades: Attack - Siege Engineers (University)
          Your units resistant to other Monks - Faith (Monastary)


--------------
Bombard Cannon
--------------

Powerful mobile anti- building siege weapon.  Requires Chemistry.

Built at: Siege Workshop
Strong Vs: Barracks Units, Archers, Monks, Skirmishers
Weak Vs: Stable Units, Woad Raiders
Upgrades: Attack Range - Siege Engineers (University)
          Your units resistant to other Monks - Faith (Monastary)


----------
Capped Ram
----------

Slow, lumbering; reduces enemy towns to ruins.

Built at: Siege Workshop
Strong Vs: Archers, Cavalry Archers
Weak Vs: Stable Units, Stable Units
Upgrades: Attack - Siege Engineers (University)
          Your units resistant to other Monks - Faith (Monastary)


--------
Mongonel
--------

Wheeled siege weapon used to attack a small mass of units.  Area of effect
attack.

Built at: Siege Workshop
Strong Vs: Barracks Units, Archers
Weak Vs: Stable Units, Woad Raiders
Upgrades: Attack - Chemistry (University)
          Attack Range - Siege Engineers (University)
          Your units resistant to other Monks - Faith (Monastery)


------
Onager
------

Wheeled siege weapon used to attack a small mass of units.  Area of effect
attack.

Built at: Siege Workshop
Strong Vs: Barracks Units, Archers
Weak Vs: Stable Units, Woad Raiders
Upgrades: Attack - Chemistry (University)
          Attack Range - Siege Engineers (University)
          Your units resistant to other Monks - Faith (Monastery)


----------------
Petard - TC ONLY
----------------

Demolition infantry unit armed with explosives.  Devastating to buildings;
ineffective against other units.

Created at: Castle
Strong vs: Buildings, Walls, Siege Weapons
Weak vs: Archers, Scorpions, Cavalry Archers, Mangonels
Upgrades: Attack - Siege Engineers (University)
          Unit creation speed - Conscription (Castle)
          Units resist enemy Monks, Missionaries - Faith, Heresy (Monestery)


-------------------------
Scorpion & Heavy Scorpion
-------------------------

Fires large arrow- like bolts.  Effective vs. large masses of units; shots hit
multiple units causing damage to all units they touch.

Built at: Siege Workshop
Strong Vs: Barracks Units, Archers, Monks
Weak Vs: Stable Units, Woad Raiders
Upgrades: Attack - Chemistry (University)
          Attack Range - Fletching, Bodkin Arrow, Bracer (Blacksmith)
          Tracking - Ballistics (University)
          Your units resistant to other Monks - Faith (Monastary)


------------
Siege Onager
------------

Wheeled siege weapon used to attack a small mass of units.  Area of effect
attack.  Siege Onagers can cut paths through forests.

Built at: Siege Workshop
Strong Vs: Barracks Units, Archers
Weak Vs: Stable Units, Woad Raiders
Upgrades: Attack - Chemistry (University)
          Attack Range - Siege Engineers (University)
          Your units resistant to other Monks - Faith (Monastery)


---------
Siege Ram
---------

Slow, lumbering; reduces enemy towns to ruins.

Built at: Siege Workshop
Strong Vs: Archers, Cavalry Archers
Weak Vs: Stable Units, Stable Units
Upgrades: Attack - Siege Engineers (University)
          Your units resistant to other Monks - Faith (Monastary)


---------
Trebuchet
---------

Powerful; destroys buildings, walls from a distance.  Canot fire on close units.
Must be packed to move, unpacked to attack.  Can cut paths through forests.

Built at: Castle
Strong Vs: Archers, Skirmishers
Weak Vs: Swordsmen, Stable Units, Mangudai, Woad Raiders
Upgrades: Attack - Chemistry (University)
          Attack Range - Siege Engineers (University)
          Unit creation speed - Conscription (Castle)
          Your units resistant to other Monks - Faith (Monastery)

To pack/unpack a Trebuchet: Click the Trebuchet, and then click the PACK or
UNPACK button.

To attack with a packed Trebuchet: Click the Trebuchet, and then right- click an
enemy target.  The Trebuchet moves within range of the enemy target, unpacks,
and begins attacking.


 ------------------------------------------------------------------------------
                                 Boats
 ------------------------------------------------------------------------------


-------------------------------------
Cannon Galleon & Elite Cannon Galleon
----- 
                    

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