Download here: http://gg.gg/wyjmi
*Age Of Empires Definitive Edition Strategy
*Age Of Empires 2 Definitive Edition Tips And Tricks 2
*Age Of Empires 2 Definitive Edition Tips And Tricks For Beginners
*Age Of Empires 2 Strategy Tips
*Age Of Empires 2 Definitive Edition Tips And Tricks Free
*Age Of Empires 2 Definitive Edition Tips And Tricks 4
Guide on how to unlock the Offense Is the Best Defense achievement.
Focus on mostly food and some wood first so you can age up asap. More on wood if you have a water map and can build docks. Fishing boats allow you to expand your population and gather food faster than all other methods, if available. The AI on a water map will always place a dock about every 7 min up to about 3 docks. Purchasing the Game. Age of Empires II: Definitive Edition on Steam; Age of Empires II: Definitive Edition on Windows 10; Tips for Optimizing your Age of Empires Experience.What We Have to Know about the AchievementOffense Is the Best Defense
Defeat all opponents before constructing a Wonder in the sixth Saladin mission “The Lion and the Demon”.The Opponents
To obtain this achievement, you have to win by defeating the five enemies of this mission, without building the Wonder.
Seems to be difficult, because you have to fight alone against five enemies (1 vs 5). But with a good unit management and fast attacks you should be able to complete it without any bigger problems.Jerusalem
Located in the southeast of the map.
The first enemy, that you will defeat in this mission.
There is not much to say about Jerusalem, because they will resign before they do something.
You can easily defeat him using only the 4 galleons, which you are given from the beginning.Knights Templar
Located in the northeast. Yellow starts with a Town Center, Towers, a castle and some paladins, that scout the area.
They create paladins, capped rams and teutonic knights (at the time you attack him, they still don’t create military units).
If you manage to kill his paladins at the start of your attack, it’s easy to destroy his base.Franks
Located in the north, near Yellow’s base.
He starts with a town center, siege workshop and 3 towers for defense.
He has 3 bombard cannons and 2 siege rams. At some point he’ll use it against you (around min 2-3). At the beginning he sends a group of paladins to explore the map, they might attack you.
He constantly creates hand cannoners, so be careful.Genoese
Located in the north (behind blue’s base). I consider Teal as the easiest enemy to beat with units.
Genoese only has towers as defenses, so it’s not difficult to defeat them.
They only prioritize on creating ships and villagers, they don’t have military units / buildings.Richard the Lionheart
The last enemy that you’ll defeat in this mission and the most difficult in my opinion for his defenses (towers, castles) and units, which he constantly spams.
Red starts with paladins, longbowmans, siege onagers and special trebuchets (heroes).
He tends to create a lot of units at the moment that you attack him (Siege Units, Cavalry and Longbowmans).
Be careful when you are going to attack him, it might become complicated.Information – Tips
*Don’t worry if your enemies attack your base, they send in small groups so your towers/castle can manage it easily.
*Mamelukes and trebuchets are the best units to use on this map.
*Attack your enemies quickly, before they start creating units.
*Around 26 minutes, your ally will give you a group of elephants, useful against Richard the Lionheart (Red).
*You have 100 max population, so balance your villagers & units carefully.
*Prioritize food and gold. A few villagers on wood is enough, stone isn’t useful in this mission.
You start with:
*Units / Quantity
*Villagers – 9
*Fishing Ship – 4
*Heavy Cavalry Archer – 4
*Mameluke – 7
*Archer of the Eyes – 6
*Galleon – 4
*Onager – 2
*Wood – 1500
*Food – 500
*Gold – 1000
*Stone – 1000Step One: Economy – Units / Jerusalem (1st Enemy)
Economy – Units
Note: You should do both things at the same time. I strongly recommend to use F3 (Pause) at the beginning because you can prepare all the things that you have to do without losing time.
You can pause and unpause anytime!, don’t be afraid to use it.
You’re starting with a big army – 4 galleons, 4 fishing ships and 9 villagers (6 near the town center and 3 in the gold camp).
You should do these things, before attacking the enemies:
*Send 4 villagers (near Town Center) to lumber and the other 2 villagers to build farms.
*Use your 3 villagers from the gold mine to build a new Town Center near there.
*Create 4 trebuchets (2 per castle) and send them to the north of your base.
*Create villagers (you only have 500 food in that moment).
*Send your 4 galleons to the east where Jerusalem is located.
*Send you army to the north and wait for your trebuchets.
When you have your trebuchets ready in the north, you can start the attack.
Remember:
Balance your economy, produce villagers (max 55 – 60) and military units(Mamelukes).
Food and Gold are essential for units and technologies, so focus on these resources.
When you have a good quantity of resources, reseach technologies for your mamelukes and trebuchets.Jerusalem
Take all your galleons and send them to the east, a few seconds later you can see a small passage that takes you to Jerusalem (Around 00:40 – 00:50).
When you reach his city, kill all the villagers (prioritize the villager that is building a blacksmith).
Two things can happen in that moment:
*If you manage to kill all of them, grey might resign immediately or within a few minutes (keep attacking his Town Center).
*If you couldn’t kill all his villagers, keep pressuring his base – attack his Town center. You can use Patrol in his Town center and your galleons can kill the villagers that he produces.
Grey will resign at some point in the game, so dont worry about it.Step Two: Going to the North (Attacking 3 Enemies)
Ahnlab safe transaction is already running. Now that we have everything to continue, you should start attacking yellow first.
The strategy is simple: defend your trebuchets, while they destroy buildings.
Tip: Before using your trebuchets, you can use your army and attack a yellow building to force their paladins to attack you. After that it’s easy to destroy Yellow’s base.
⠀
Around min 3 – 4 (game time) blue is going to send their Bombard cannons and Siege rams to attack you, so be prepared to destroy them before they attack your trebuchets.
After that, blue only tends to attack you with hand cannoneers.
If there are no enemies, you can use your units to attack their villagers and your onagers to destroy other buildings.
When you manage to destroy their defenses, it becomes easy to play aggressive.
If you want to destroy them faster, create more trebuchets / mamelukes and research technologies.
When you finished destroying their bases, try to find the villagers that escaped when you attacked them.
Notes
Your enemies resign when you destroy their important buildings, killed all their villagers and military units.
It’s not necessary to kill all the villagers, while you attack the bases. You can finish them off at the end.
If teal doesn’t resign when you destroyed his buildinds and villagers, you have to use your galleons and kill their ships near the coast.Step Three: Richard the Lionheart – Red (5th Enemy)
Now only 1 enemy remains. The most difficult to defeat, if you compare him with the others.
By now, red has a big army and tends to create units constantly, so you must be careful when you attack.
The best way to defeat red is to aggro theirs units outside (where you can attack them without receiving damage from the castles / towers), before starting the siege.
When you attack a building with your army, they attack with a variety of units (Onagers, Scorpions, Paladins and Longbowman) and start creating more units.
When you use your trebuchets, they will attack you with Rams and trebuchets (Heroes / Normal).
Around minute 25, your ally sends you a ship with elephants. Useful to tank damage, while your units try to destroy the base.
When you manage to destroy a big percent of his army [specially onagers and trebuchets (Heroes / Normal)], you can start attacking his castles to stop them to produce more units.
After destroying the castles, towers and the town center, it’s time to find the villagers. You have to explore the map to find them, red villagers tend to try to build a new town center or military buildings.
When all the enemies are defeated, you will obtain the achievement (and the victory too).You May Also Like:Nov 15, 2019
More AoE II Guides:
*All Cheat Codes.
*Chronological Order of Campaigns.
*How to Enable Enhanced Graphics Pack.
*Simple Fast Castle Build Order.
A complete guide to get you started with the Civs of Age of Empires II: Definitive Edition, their respective Tech Trees, and their individual counters.
Aztecs
Special Civilisation Bonuses:
*Villagers carry capacity +5
*All Military Units are created 15% faster
*Monks gain 5 HP for every tech researched at the Monastery
*Loom Tech free
*No Gunpowder or Cavalry Units
*Scout Cavalry is replaced by Eagle Warrior (or Eagle Scout depending on game version i.e Conquerors/Forgotten/African/Rajas)
Team Bonus: Relics generate +33% Gold
Unique Tech: Garland Wars - Increases Infantry attack by +4
Unique Unit: Jaguar Warrior (Anti-Infantry Unit)
Jaguar Warriors are one of the strongest infantry units in the game due to their improved attack bonus granted by Garland Wars. They are able to hold their own against every infantry unit in a 1v1 situation, including the Teutonic Knight, provided the Jaguar Warrior manages to make the first blow. Their main weakness is lack of pierce armor, making them vulnerable to archers and heavy cavalry.
Tips:
’Military units created 15% faster’ It also concerns Monks, which are not considered like military units. In short this bonus concerns all units except Villagers, Fishing Ships and Trade Carts/Cogs. And the real figure is: 1/(1*0.85) = 1.176 17.6% faster.
Aztec fully upgraded Champions are, with Elite War Elephants and Elite Teutonic Knights, the only melee units which can kill villagers in two strikes..
Britons
Special Civilisation Bonuses:
*Town Centers cost -50% Wood from the Castle Age
*Foot archers (except Skirmishers) have +1 range in Castle Age, +1 in Imperial Age (+2 range total)
*Shepherds work 25% faster
Team Bonus: Archery Ranges work 20% faster
Unique Tech: Yeomen - (+1) Range for Foot Archers, (+2) Attack for towers
Unique Unit: Longbowman (Long-range foot Archer)
The Longbowman boasts the greatest archer range in the entire game. Starting off at a base of 5, upgrades from the blacksmith, researching Elite Longbowman and Yeomen at the Castle will bring the Longbowman’s max range up to 12, thus out-ranging Castles, Towers, Mangonels, and Scorpions including rival Unique Archer units from other civilisations. They also have a higher attack than normal archers.
Tips:
The best strategy for using Longbowmen is in a group of at least 15. Using them in base defence behind walls with locked gates is another useful tactic. When on the battlefield, protect your Longbowman contingents with a combination of Infantry and Cavalry. Being archer units, Longbowmen won’t last long against as little as 5 knights .
’Yeomen: Foot archers have +1 range’ It also concerns Skirmishers, which make them pretty good (though Aztecs ones and Incas with their unique tech are arguably a bit better): even without Thumb Ring, Skirmishers actually don’t get a faster rate of fire from Thumb Ring, only an accuracy boost from 90% from 100% which is overshadowed by Briton’s +1 range.
Warwolf give Trebuchets a very small Blast Radius of 0.5 (same splash area as Logistics or Druzhina), but also 100% accuracy (on immobile units/buildings) as a secondary effect.
Longbowmen have less accuracy than standard archer-line:
*Archer: 80% accuracy
*Crossbowman: 85% accuracy
*Arbalest: 90% accuracy
*Longbowman: 70% accuracy
*Elite Longbowman: 80% accuracy
Byzantines
Special Civilisation Bonuses:
*Buildings gain +10% HPs in Dark Age, +20% Feudal Age, +30% Castle Age, +40% Imperial Age
*Camels, Skirmishers, Pikemen, Halberdiers are cost -25%
*Fire Ships +20% Attack
*Advance to Imp Age costs -33% (667 Food and 536 Gold instead of 1000 Food and 800 Gold)
*Town Watch Tech free
Team Bonus: Monks heal 50% faster
Unique Tech: Logistica - Cataphracts do trample damage
Unique Unit: Cataphract (Anti-Infantry Cavalry)
The Cataphract is the unit with the fewest weaknesses. They have a bonus attack against infantry units, making them an ideal defence force. Despite having a disadvantage when it comes to facing Heavy Camels and Mamelukes, the Cataphracts are effective against all units, making them a force to be reckoned with. Still, keeping some infantry with them would be wise seeing as Halberdiers can still be a threat to Cataphracts.
The Persian War Elephant will be able to defeat Cataphracts with ease thanks to their high attack and HP. Just make sure not to attack with less than 10. A large force of cataphracts can take down 5 war elephants without much difficulty, especially if there are several castles and monks in the general vicinity. Archers, Hand Cannoneers and Scorpions also have a slight advantage thanks to a lower pierce armour on the Cataphracts part.
Tips:
’Logistica: Cataphracts cause trample damage’ Also adds +6 to the Cataphract bonus against infantry (9 to 15 for non-elite/12 to 18 for elite); a fully upgraded Elite Cataphract kill a FU Gothic Halberdier in only two hits.
It is worth noting Cataphracts/Elite Cataphracts got 12/16 bonus defense against anti-cavalry/anti-unique units, making them immune against non-heavy Camels, Mamelukes, Samurais..and only taking small bonus damage from Heavy Camels and Pikemen.
Though it’s not a good idea to face large groups of Halberdiers with FU Elite Cataphracts as they still suffer from 16 bonus damage from halbs, go with Archers/Skirms or Hand Cannoneers to deal with them.
’Elite Cataphract upgrade: Upgrades your Cataphracts and lets you create Elite Cataphracts, which are stronger and better armored’ Both got exactly the same base armor: 2/1.
Berbers
Special Civilisation Bonuses:
*Villagers move +10% faster
*Stable units cost -20% (starting in castle age)
*Ships move +10% faster
Team Bonus: Genitour availible at Archery Range
Unique Techs
*Kasbah: Team castles work +25% faster
*Maghrabi Camels: Camel troops regenerate
Unique Units
*Camel Archer: Cavalry Archer with bonus against cavalry archers
*Genitour: Mounted Skirmisher
Camel Archers - The Berbers have the Camel Archer for their unique castle unit. Being a camel unit, it has an advantage against cavalry, but only of the archer variety i.e. Mangudai and Cavalry Archers. The best strategy would be to use them in small, quick battalions alongside anti-pikemen units. However, I’d recommend a contingent of heavy cavalry to deal with any units with high pierce armor as well as pikemen to deal with camels.
Genitour - Like the Italians, Vikings, and Koreans, the Berbers have two units specific to their civ, the first being the Camel Archer. The second, the Genitour, is a mounted skirmisher, a unit that’s effective against archers, mounted and cavalry. Best used in small battalions to utilize their speed, I’d suggest matching them with heavy cavalry to prevent problems with units possessing high pierce armor, or infantry and archers to deal with pikemen and your own pikemen to counter camels.
Tips:
The Berbers have one of the most powerful Castle Age Knight rushes in the game due to their 15% reduced cost. Their Camels and Hussar are also affected by this bonus and are backed up by full upgrades, giving a powerful advantage against other cavalry civilisations. Notably, the Berber Hussar line is cheaper than the Magyars, allowing the Berbers to go toe-to-toe effectively in ’trash unit’ wars. This Stable discount eclipses those of other civs while also affecting more units, and is not to be underestimated. Genitours are also a great asset in Trash Wars.
Burmese
Special Civilisation Bonuses:
*Free Lumber Camp Upgrades
*Infantry +1 Attack per Age (Starting in Feudal Age)
*Monastery techs 50% cheaper
Team Bonus: Relics are visible on the mini map
Unique Techs
*Howdah (Castle Age): Battle Elephants get +1/+2 armor
*Manipur Cavalry (Imperial Age): Cavalry and Arambai get +6 attack versus buildings
Unique Units
*Arambai: (A powerful, but inaccurate cavalry)
The Burmese Arambai is a cavalry archer with a powerful attack that is unfortunately negated by their horrendous accuracy. Through trial and error (with the assistance of Hardfoil), we decided that the best strength of the Arambai is served in small, quick cohorts that can engage and retreat swiftly from any entanglements they may encounter. Because of their pitiful accuracy, it is best to use them to attack large blocks of troops in order to maximize the damage they do across an area of effect. By far the simplest way to counter the Arambai is with excessive amounts of pikeman. Some of the infantry will certainly fall whilst moving to engage, but if enough, the pikemen will rip the Arambai to shreds.
Tips:
Their Monks are also exceptionally strong, with access to all Monastery technologies available (save for Heresy in order to give their Battle Elephants a more fleshed out counter) and they even get a 50% discount on them. Their team bonus also helps their Monks by revealing the locations of all Relics on the map, allowing the Burmese player and their teammates to quickly collect them and have a gold lead in the late game. This is especially useful on Arena maps, where the Burmese can quickly advance to the Castle Age behind the safety of their walls.
Bulgarians
Special Civilisation Bonuses:
*Militia line units are upgraded for free.
*Town Centres cost -50% stone.
*Can build Krepost.
Team Bonus: Blacksmiths work 50% faster.
Unique Tech: Can build Krepost.
Unique Unit: Konnik: Cavalry that keeps on fighting as a dismounted infantry when killed.
The strength of this unit relies on their durability, as they have to be killed twice, while they can also mess with the possible opponents’ response to cavalry. They can be created at Kreposts, which are a fortification similar to a Castle, but weaker and cheaper (about half the price of a Castle). The attack speed of the Konnik can be improved with their Castle Age unique technology Stirrups, who also improves the attack speed of the Scout Cavalry line. Regarding the Stable they have full upgrades for both the Paladin and the Hussar.
Unique technologies:
*Stirrups
*Bagains
Tips:
They are great at rushing, since their Militia-line infantry automatically upgrades upon advancing to the next age, while their team bonus enables their blacksmith to rapidly upgrade their units. Also, t
https://diarynote-jp.indered.space
*Age Of Empires Definitive Edition Strategy
*Age Of Empires 2 Definitive Edition Tips And Tricks 2
*Age Of Empires 2 Definitive Edition Tips And Tricks For Beginners
*Age Of Empires 2 Strategy Tips
*Age Of Empires 2 Definitive Edition Tips And Tricks Free
*Age Of Empires 2 Definitive Edition Tips And Tricks 4
Guide on how to unlock the Offense Is the Best Defense achievement.
Focus on mostly food and some wood first so you can age up asap. More on wood if you have a water map and can build docks. Fishing boats allow you to expand your population and gather food faster than all other methods, if available. The AI on a water map will always place a dock about every 7 min up to about 3 docks. Purchasing the Game. Age of Empires II: Definitive Edition on Steam; Age of Empires II: Definitive Edition on Windows 10; Tips for Optimizing your Age of Empires Experience.What We Have to Know about the AchievementOffense Is the Best Defense
Defeat all opponents before constructing a Wonder in the sixth Saladin mission “The Lion and the Demon”.The Opponents
To obtain this achievement, you have to win by defeating the five enemies of this mission, without building the Wonder.
Seems to be difficult, because you have to fight alone against five enemies (1 vs 5). But with a good unit management and fast attacks you should be able to complete it without any bigger problems.Jerusalem
Located in the southeast of the map.
The first enemy, that you will defeat in this mission.
There is not much to say about Jerusalem, because they will resign before they do something.
You can easily defeat him using only the 4 galleons, which you are given from the beginning.Knights Templar
Located in the northeast. Yellow starts with a Town Center, Towers, a castle and some paladins, that scout the area.
They create paladins, capped rams and teutonic knights (at the time you attack him, they still don’t create military units).
If you manage to kill his paladins at the start of your attack, it’s easy to destroy his base.Franks
Located in the north, near Yellow’s base.
He starts with a town center, siege workshop and 3 towers for defense.
He has 3 bombard cannons and 2 siege rams. At some point he’ll use it against you (around min 2-3). At the beginning he sends a group of paladins to explore the map, they might attack you.
He constantly creates hand cannoners, so be careful.Genoese
Located in the north (behind blue’s base). I consider Teal as the easiest enemy to beat with units.
Genoese only has towers as defenses, so it’s not difficult to defeat them.
They only prioritize on creating ships and villagers, they don’t have military units / buildings.Richard the Lionheart
The last enemy that you’ll defeat in this mission and the most difficult in my opinion for his defenses (towers, castles) and units, which he constantly spams.
Red starts with paladins, longbowmans, siege onagers and special trebuchets (heroes).
He tends to create a lot of units at the moment that you attack him (Siege Units, Cavalry and Longbowmans).
Be careful when you are going to attack him, it might become complicated.Information – Tips
*Don’t worry if your enemies attack your base, they send in small groups so your towers/castle can manage it easily.
*Mamelukes and trebuchets are the best units to use on this map.
*Attack your enemies quickly, before they start creating units.
*Around 26 minutes, your ally will give you a group of elephants, useful against Richard the Lionheart (Red).
*You have 100 max population, so balance your villagers & units carefully.
*Prioritize food and gold. A few villagers on wood is enough, stone isn’t useful in this mission.
You start with:
*Units / Quantity
*Villagers – 9
*Fishing Ship – 4
*Heavy Cavalry Archer – 4
*Mameluke – 7
*Archer of the Eyes – 6
*Galleon – 4
*Onager – 2
*Wood – 1500
*Food – 500
*Gold – 1000
*Stone – 1000Step One: Economy – Units / Jerusalem (1st Enemy)
Economy – Units
Note: You should do both things at the same time. I strongly recommend to use F3 (Pause) at the beginning because you can prepare all the things that you have to do without losing time.
You can pause and unpause anytime!, don’t be afraid to use it.
You’re starting with a big army – 4 galleons, 4 fishing ships and 9 villagers (6 near the town center and 3 in the gold camp).
You should do these things, before attacking the enemies:
*Send 4 villagers (near Town Center) to lumber and the other 2 villagers to build farms.
*Use your 3 villagers from the gold mine to build a new Town Center near there.
*Create 4 trebuchets (2 per castle) and send them to the north of your base.
*Create villagers (you only have 500 food in that moment).
*Send your 4 galleons to the east where Jerusalem is located.
*Send you army to the north and wait for your trebuchets.
When you have your trebuchets ready in the north, you can start the attack.
Remember:
Balance your economy, produce villagers (max 55 – 60) and military units(Mamelukes).
Food and Gold are essential for units and technologies, so focus on these resources.
When you have a good quantity of resources, reseach technologies for your mamelukes and trebuchets.Jerusalem
Take all your galleons and send them to the east, a few seconds later you can see a small passage that takes you to Jerusalem (Around 00:40 – 00:50).
When you reach his city, kill all the villagers (prioritize the villager that is building a blacksmith).
Two things can happen in that moment:
*If you manage to kill all of them, grey might resign immediately or within a few minutes (keep attacking his Town Center).
*If you couldn’t kill all his villagers, keep pressuring his base – attack his Town center. You can use Patrol in his Town center and your galleons can kill the villagers that he produces.
Grey will resign at some point in the game, so dont worry about it.Step Two: Going to the North (Attacking 3 Enemies)
Ahnlab safe transaction is already running. Now that we have everything to continue, you should start attacking yellow first.
The strategy is simple: defend your trebuchets, while they destroy buildings.
Tip: Before using your trebuchets, you can use your army and attack a yellow building to force their paladins to attack you. After that it’s easy to destroy Yellow’s base.
⠀
Around min 3 – 4 (game time) blue is going to send their Bombard cannons and Siege rams to attack you, so be prepared to destroy them before they attack your trebuchets.
After that, blue only tends to attack you with hand cannoneers.
If there are no enemies, you can use your units to attack their villagers and your onagers to destroy other buildings.
When you manage to destroy their defenses, it becomes easy to play aggressive.
If you want to destroy them faster, create more trebuchets / mamelukes and research technologies.
When you finished destroying their bases, try to find the villagers that escaped when you attacked them.
Notes
Your enemies resign when you destroy their important buildings, killed all their villagers and military units.
It’s not necessary to kill all the villagers, while you attack the bases. You can finish them off at the end.
If teal doesn’t resign when you destroyed his buildinds and villagers, you have to use your galleons and kill their ships near the coast.Step Three: Richard the Lionheart – Red (5th Enemy)
Now only 1 enemy remains. The most difficult to defeat, if you compare him with the others.
By now, red has a big army and tends to create units constantly, so you must be careful when you attack.
The best way to defeat red is to aggro theirs units outside (where you can attack them without receiving damage from the castles / towers), before starting the siege.
When you attack a building with your army, they attack with a variety of units (Onagers, Scorpions, Paladins and Longbowman) and start creating more units.
When you use your trebuchets, they will attack you with Rams and trebuchets (Heroes / Normal).
Around minute 25, your ally sends you a ship with elephants. Useful to tank damage, while your units try to destroy the base.
When you manage to destroy a big percent of his army [specially onagers and trebuchets (Heroes / Normal)], you can start attacking his castles to stop them to produce more units.
After destroying the castles, towers and the town center, it’s time to find the villagers. You have to explore the map to find them, red villagers tend to try to build a new town center or military buildings.
When all the enemies are defeated, you will obtain the achievement (and the victory too).You May Also Like:Nov 15, 2019
More AoE II Guides:
*All Cheat Codes.
*Chronological Order of Campaigns.
*How to Enable Enhanced Graphics Pack.
*Simple Fast Castle Build Order.
A complete guide to get you started with the Civs of Age of Empires II: Definitive Edition, their respective Tech Trees, and their individual counters.
Aztecs
Special Civilisation Bonuses:
*Villagers carry capacity +5
*All Military Units are created 15% faster
*Monks gain 5 HP for every tech researched at the Monastery
*Loom Tech free
*No Gunpowder or Cavalry Units
*Scout Cavalry is replaced by Eagle Warrior (or Eagle Scout depending on game version i.e Conquerors/Forgotten/African/Rajas)
Team Bonus: Relics generate +33% Gold
Unique Tech: Garland Wars - Increases Infantry attack by +4
Unique Unit: Jaguar Warrior (Anti-Infantry Unit)
Jaguar Warriors are one of the strongest infantry units in the game due to their improved attack bonus granted by Garland Wars. They are able to hold their own against every infantry unit in a 1v1 situation, including the Teutonic Knight, provided the Jaguar Warrior manages to make the first blow. Their main weakness is lack of pierce armor, making them vulnerable to archers and heavy cavalry.
Tips:
’Military units created 15% faster’ It also concerns Monks, which are not considered like military units. In short this bonus concerns all units except Villagers, Fishing Ships and Trade Carts/Cogs. And the real figure is: 1/(1*0.85) = 1.176 17.6% faster.
Aztec fully upgraded Champions are, with Elite War Elephants and Elite Teutonic Knights, the only melee units which can kill villagers in two strikes..
Britons
Special Civilisation Bonuses:
*Town Centers cost -50% Wood from the Castle Age
*Foot archers (except Skirmishers) have +1 range in Castle Age, +1 in Imperial Age (+2 range total)
*Shepherds work 25% faster
Team Bonus: Archery Ranges work 20% faster
Unique Tech: Yeomen - (+1) Range for Foot Archers, (+2) Attack for towers
Unique Unit: Longbowman (Long-range foot Archer)
The Longbowman boasts the greatest archer range in the entire game. Starting off at a base of 5, upgrades from the blacksmith, researching Elite Longbowman and Yeomen at the Castle will bring the Longbowman’s max range up to 12, thus out-ranging Castles, Towers, Mangonels, and Scorpions including rival Unique Archer units from other civilisations. They also have a higher attack than normal archers.
Tips:
The best strategy for using Longbowmen is in a group of at least 15. Using them in base defence behind walls with locked gates is another useful tactic. When on the battlefield, protect your Longbowman contingents with a combination of Infantry and Cavalry. Being archer units, Longbowmen won’t last long against as little as 5 knights .
’Yeomen: Foot archers have +1 range’ It also concerns Skirmishers, which make them pretty good (though Aztecs ones and Incas with their unique tech are arguably a bit better): even without Thumb Ring, Skirmishers actually don’t get a faster rate of fire from Thumb Ring, only an accuracy boost from 90% from 100% which is overshadowed by Briton’s +1 range.
Warwolf give Trebuchets a very small Blast Radius of 0.5 (same splash area as Logistics or Druzhina), but also 100% accuracy (on immobile units/buildings) as a secondary effect.
Longbowmen have less accuracy than standard archer-line:
*Archer: 80% accuracy
*Crossbowman: 85% accuracy
*Arbalest: 90% accuracy
*Longbowman: 70% accuracy
*Elite Longbowman: 80% accuracy
Byzantines
Special Civilisation Bonuses:
*Buildings gain +10% HPs in Dark Age, +20% Feudal Age, +30% Castle Age, +40% Imperial Age
*Camels, Skirmishers, Pikemen, Halberdiers are cost -25%
*Fire Ships +20% Attack
*Advance to Imp Age costs -33% (667 Food and 536 Gold instead of 1000 Food and 800 Gold)
*Town Watch Tech free
Team Bonus: Monks heal 50% faster
Unique Tech: Logistica - Cataphracts do trample damage
Unique Unit: Cataphract (Anti-Infantry Cavalry)
The Cataphract is the unit with the fewest weaknesses. They have a bonus attack against infantry units, making them an ideal defence force. Despite having a disadvantage when it comes to facing Heavy Camels and Mamelukes, the Cataphracts are effective against all units, making them a force to be reckoned with. Still, keeping some infantry with them would be wise seeing as Halberdiers can still be a threat to Cataphracts.
The Persian War Elephant will be able to defeat Cataphracts with ease thanks to their high attack and HP. Just make sure not to attack with less than 10. A large force of cataphracts can take down 5 war elephants without much difficulty, especially if there are several castles and monks in the general vicinity. Archers, Hand Cannoneers and Scorpions also have a slight advantage thanks to a lower pierce armour on the Cataphracts part.
Tips:
’Logistica: Cataphracts cause trample damage’ Also adds +6 to the Cataphract bonus against infantry (9 to 15 for non-elite/12 to 18 for elite); a fully upgraded Elite Cataphract kill a FU Gothic Halberdier in only two hits.
It is worth noting Cataphracts/Elite Cataphracts got 12/16 bonus defense against anti-cavalry/anti-unique units, making them immune against non-heavy Camels, Mamelukes, Samurais..and only taking small bonus damage from Heavy Camels and Pikemen.
Though it’s not a good idea to face large groups of Halberdiers with FU Elite Cataphracts as they still suffer from 16 bonus damage from halbs, go with Archers/Skirms or Hand Cannoneers to deal with them.
’Elite Cataphract upgrade: Upgrades your Cataphracts and lets you create Elite Cataphracts, which are stronger and better armored’ Both got exactly the same base armor: 2/1.
Berbers
Special Civilisation Bonuses:
*Villagers move +10% faster
*Stable units cost -20% (starting in castle age)
*Ships move +10% faster
Team Bonus: Genitour availible at Archery Range
Unique Techs
*Kasbah: Team castles work +25% faster
*Maghrabi Camels: Camel troops regenerate
Unique Units
*Camel Archer: Cavalry Archer with bonus against cavalry archers
*Genitour: Mounted Skirmisher
Camel Archers - The Berbers have the Camel Archer for their unique castle unit. Being a camel unit, it has an advantage against cavalry, but only of the archer variety i.e. Mangudai and Cavalry Archers. The best strategy would be to use them in small, quick battalions alongside anti-pikemen units. However, I’d recommend a contingent of heavy cavalry to deal with any units with high pierce armor as well as pikemen to deal with camels.
Genitour - Like the Italians, Vikings, and Koreans, the Berbers have two units specific to their civ, the first being the Camel Archer. The second, the Genitour, is a mounted skirmisher, a unit that’s effective against archers, mounted and cavalry. Best used in small battalions to utilize their speed, I’d suggest matching them with heavy cavalry to prevent problems with units possessing high pierce armor, or infantry and archers to deal with pikemen and your own pikemen to counter camels.
Tips:
The Berbers have one of the most powerful Castle Age Knight rushes in the game due to their 15% reduced cost. Their Camels and Hussar are also affected by this bonus and are backed up by full upgrades, giving a powerful advantage against other cavalry civilisations. Notably, the Berber Hussar line is cheaper than the Magyars, allowing the Berbers to go toe-to-toe effectively in ’trash unit’ wars. This Stable discount eclipses those of other civs while also affecting more units, and is not to be underestimated. Genitours are also a great asset in Trash Wars.
Burmese
Special Civilisation Bonuses:
*Free Lumber Camp Upgrades
*Infantry +1 Attack per Age (Starting in Feudal Age)
*Monastery techs 50% cheaper
Team Bonus: Relics are visible on the mini map
Unique Techs
*Howdah (Castle Age): Battle Elephants get +1/+2 armor
*Manipur Cavalry (Imperial Age): Cavalry and Arambai get +6 attack versus buildings
Unique Units
*Arambai: (A powerful, but inaccurate cavalry)
The Burmese Arambai is a cavalry archer with a powerful attack that is unfortunately negated by their horrendous accuracy. Through trial and error (with the assistance of Hardfoil), we decided that the best strength of the Arambai is served in small, quick cohorts that can engage and retreat swiftly from any entanglements they may encounter. Because of their pitiful accuracy, it is best to use them to attack large blocks of troops in order to maximize the damage they do across an area of effect. By far the simplest way to counter the Arambai is with excessive amounts of pikeman. Some of the infantry will certainly fall whilst moving to engage, but if enough, the pikemen will rip the Arambai to shreds.
Tips:
Their Monks are also exceptionally strong, with access to all Monastery technologies available (save for Heresy in order to give their Battle Elephants a more fleshed out counter) and they even get a 50% discount on them. Their team bonus also helps their Monks by revealing the locations of all Relics on the map, allowing the Burmese player and their teammates to quickly collect them and have a gold lead in the late game. This is especially useful on Arena maps, where the Burmese can quickly advance to the Castle Age behind the safety of their walls.
Bulgarians
Special Civilisation Bonuses:
*Militia line units are upgraded for free.
*Town Centres cost -50% stone.
*Can build Krepost.
Team Bonus: Blacksmiths work 50% faster.
Unique Tech: Can build Krepost.
Unique Unit: Konnik: Cavalry that keeps on fighting as a dismounted infantry when killed.
The strength of this unit relies on their durability, as they have to be killed twice, while they can also mess with the possible opponents’ response to cavalry. They can be created at Kreposts, which are a fortification similar to a Castle, but weaker and cheaper (about half the price of a Castle). The attack speed of the Konnik can be improved with their Castle Age unique technology Stirrups, who also improves the attack speed of the Scout Cavalry line. Regarding the Stable they have full upgrades for both the Paladin and the Hussar.
Unique technologies:
*Stirrups
*Bagains
Tips:
They are great at rushing, since their Militia-line infantry automatically upgrades upon advancing to the next age, while their team bonus enables their blacksmith to rapidly upgrade their units. Also, t
https://diarynote-jp.indered.space
コメント