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Created By Leada

As in Age of Empires, there are many civilizations to choose. As Age of Empires II is set further into the future. You control many different civilizations, and it is vital that you choose the right one for you. Below there will be the unique attributes of each of the civilizations. In Age of Empires II each civilization has a unique unit, which in some cases is the best. These unique units are trained at the castle.

Britons

Sheperds work 25% faster

Town Center cost 50% less wood

Foot Archers gain +1 range in Castle Age and an additional +1 in the Imperial Age (for +2 total)

Team Bonus – Archery units produced 20% faster

Byzantines

Buildings: +10% HPs Dark Age, +20% Feudal Age, +30% Castle Age, +40% Imperial Age

Camels, skirmishers, Pikemen cost -25%

Fire ships +20% attack

Advane to Imperial Age costs -33%

Team Bonus: Monks: 3 times heal speed

Celts

Infantry moves 15% faster

Lumberjacks work 15% faster

Siege weapons fire 20% faster

Sheep not converted if in 1 Celt unit's LOS

Team Bounus: Siege Workshops 20% faster

Chinese

Start +3 Villagers but -150 food

Technologies cost -10% Feudal Age, -15% Castle Age, -20% Imperial Age

Town Centers support +10 Population

Demolition ships +50% HPs

Team Bonus: Farms +45 food

Franks

Castles cost -25%

Knights +20% HPs

Farm upgrades free (require Mill)

Team Bonus: Knights +2 LOS

Goths

Infantry cost -10% Feudal Age, -15% Castle Age, -25% Imperial Age

Infantry +1 attack vs. buildings

Villagers +5 attack vs. wild boar

+10 population Imperial Age

Team Bonus: Barracks 20% faster

Japanese

Fishing ships 2x HPs; +2P armor; work rate +5% Dark Age, +10% Feudal Age, +15% Castle Age, +20% Imperial Age

Mill, lumber camp, mining camp cost -50%

Infantry attack 10% faster Feudal Age, 15% Castle Age, 25% Imperial Age

Team Bonus: Galleys +50% LOS

Mongols

Cavalry archers fire 20% faster

Light Cavalry +30% HPs

Hunters work 50% faster

Team Bonus: Scout Cavalry, Light Cavalry +2 LOS

Persians

Start +50% wood, food

Town Centers, Dock 2x HPs; work rate +10% Feudal Age, +15% Castle Age, +20% Imperial Age

Team Bonuses: Knights +2 attack vs. archers

Saracens

Market trade cost only 5%

Transport Ships 2x HPs, 2x carry capacity

Galleys attack 20% faster

Cavalry archers +3 attack vs. buildings

Team Bonus: Foot archers +1 attack vs. buildings

Teutons

Monks heal from 2x as far

Towers garrison 2x units, fire 2x normal garrison arrows

Murder Holes free

Farms cost -33%

Town Center +2 attack/+5 range

Team Bonus: Units more resistant to conversion

Turks

Gunpowder units +50% HPs researching gunpowder technology costs -50%

Gold miners work 15% faster

Chemistry free

Light Cavalry upgrade free

Team Bonus: Gunpowder units train 20% faster

Vikings

Warships cost -20%

Infantry +10% HPs Feudal Age, +15% Castle Age, +20% Imperial Age

Wheelbarrow, Hand cart free

Team Bonus: Docks cost -33%

Each civilization also has a unique unit which is made at the castle. In the table below we will tell you what that unit is.

Civilization Special Unit
Britons Long Bowman
Byzantines Cataphract
Celts Woad Raider
Chinese Chu Ko Nu
Franks Throwing Axeman
Goths Huskarl
Japanese Samurai
Mongols Mangudai
Persian War Elephant
Saracens Mameluke
Teutons Teutonic Knight
Turks Janissary
Vikings Longboat, Beserk

We hope that this can be used for quick reference when you may need it!!!.

 


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