Age of Empires II The Age of Kings For the PC Strategy Guide FAQ By Doomsayer13 and J.

Kirsch Contact us at doomsayer13@mailcity.com or rcherry@megsinet.net

================= Table of Contents ================= I. II. III. IV. V. VI. Introduction Version Release Contact Me Contributors Disclaimer General Information 1)Civilizations 2)Economics VII. Battle Strategies 1)Overview 2)Defensive 3)Offensive VIII. Units 1)Infantry 2)Foot Archers/Skirmishers 3)Mounted Archers/Knights (coming soon) 4)Cavalry 5)Siege Units 6)Water (coming soon) IX. Structure Descriptions (coming soon) 1)Production 2)Defensive 3)Upgrade structures 4)Special XI. Explanation XII. Battle Stories XIV. Conclusion ============== I. Introduction ============== Well, Hello all and welcome to our Age of Empires II: Age of Kings FAQ. I'm Doomsayer13, one of the co-authors of this Faq and I worked long and hard on this Faq and I hope you all like it. It is actually my first Faq, so I hope I came in with style. I must say that the game is indeed one of the better RTS games on the Internet and since there were no FAQ on Gamefaqs, my friend Jon Kirsch and I decided to write a FAQ complete with unit and structures descriptions, economic and battle strategies, and Campaign walkthroughs. And with that, I hope you enjoy our FAQ and find it to be of some use. ================== II. Version Release

New "Battle Stories" recently created. It has Unit and Structure descriptions. Heh. Contact Me ============== It's actually quite simple. Kirsch (rcherry@megsinet. We will get working on that as soon as we can.================== Version 0. If you need any specific help that isn't covered in the Faqs.com) He helped me test some units and sent in their results. but more will be added. any help that I can get is well appreciated. I actually couldn't have done it without his help. Nice guy. please mail me and tell me your suggestions in a polite manner. but when we see fit. We will. we'll happily place it in our Faq and give credit where it's due. Keep in mind that we have school to attend and things to do other than Faq write. Anyone who's nice enough to send something to us in. Kirsch. J. Contributors =============== Doomsayer13 (Doomsayer13@mailcity. really. or if you insult or demand us to do your bidding in an impolite manner. Incomplete unit descriptions. then you can always e-mail me or my co-author at doomsay13@mailcity. If you see anything that's wrong with our Faq or have any tricks or strategies that you could give us. I guess I shouldn't give that much praise to myself. ============== III. I simply will block your address and get on with my life. =============== IV.net) Co-author of the Faq. Please type so it's legible and in good ENGLISH. but if you help us out. so if you don't like some aspects of this Faq. drew that horrible ASCII art(which Kirsch deleted) and organized everything. He co-wrote most of the Unit descriptions and helped make second party decisions of what to put in the Faq. so we WILL update this Faq.8-ninth version of the Faq. I'll gladly put your name on this list and write you a letter of Thank you. 2000 . I formatted the FAQ. Disclaimer ============ This document is © Doomsayer13 and J.net and we will try to respond. -So far their aren't many Contributors. ============ V.com or rcherry@megsinet. not respond to questions that are explicitly answered in the Faq. I also like to read criticism on my Faq.com) Co-Author of the Faq. I'll always try my hardest to make this Faq the best it can be. Maximum_Dragon (Maximum_Dragon@hotmail. however. and I could really use your help. I wont even give you the satisfaction of being flamed.

and Franks will be explained in some depth. This Faq cannot be altered and changed in anyway when used.com without the knowledge or consent of the authors as well. If you want to use this FAQ on your website. Kirsch's Civilization Ratings (1-10) 1 = worst. In terms of units. reproduced. we thought it best to just describe the strategies of a few different civilizations which we think are most distinct.In no way should this Faq be rewritten.gamefaqs. giving credits to the authors and contributors. you have 13 civilizations to choose from. It's actually quite simple. 10 = best Britons: 2 Byzantines: 10 Celts: 5 Chinese: 6 Franks: 9 Goths: 7 Japanese: 3 Mongols: 5 (land only) Persians: 7 Saracens: 4 Teutons: 8 Turks: 5 Vikings: 4 (water only) The following civilization descriptions provide you with some general information on that civilization's attributes and unique units and how to use these most effectively.. each side has basically the same units/structures available with the exception of unique units that are explained later in the Units Section. All you need to do is ASK US first.gamefaqs. the Britons can build Archery Ranges 20% faster while the Chinese farms hold 45 more food. . But each civilization also has unique attributes and distinct advantages and disadvantages. Taking into account the fact that all civilizations have the same structures and buildings in common (except for one unique unit). sometimes I say no. When and if posted. Nor shall this Faq be posted on a website other than www. but it'll go a long way to ask us. Byzantines. All violators of the above are subject to prosecution under United States copyright Laws.com ===================== VI.. that's fine. Celts. I have clearly stated my e-mail address and my partner's e-mail for you. all you have to do is ask! The most recent version of this FAQ can be found at www. and retransmitted in anyway without the consent of the authors. The abilities of the Britons. General Strategies ===================== ---------------1) Civilizations ---------------In Age of Empires II. For example. Usually I say yes. the Faq MUST be in it's full form.

chase down pesky archers. mounted units are still the best way to go. infantry is what makes them so versatile and put them one step above other mounted units. If you wanted to take out a large army of infantrymen. Yet despite this advantage. infantry. sending in onagers or mangonels. if u need to take out some trebuchets or onagers ASAP. a combo of say 20 champions and 5-10 siege units can be quite effective. +20%HP Feudal Age. Byzantines ========== This civilization could very well be the most powerful in the game for two important reasons . you have very few useful advantages. Buildings having +10%HP Dark Age. skirmishers. archers in Age of Kings do not always fire accurately. that –50% town center cost and shepherds working 25% faster isn't all that helpful. I would still advise using some mounted troops b/c even with the speed bonus. In addition. you can save needed resources since upgrading to Imperial Age is 1/3 less expensive. camels are a good counter against siege units. Now you're probably thinking that pikemen. skirmishers are an effective counter against archers. if you want to take out a castle. champions are not the ideal when it comes to mobility. archers. The only remotely good civilization attribute you possess is a +1 Castle Age and +2 Imperial Age range bonus to foot archers. and towers more impervious to assault. will make your fortifications.Britons ======= As the Britons. then you would want to use siege onagers. or obliterate siege units with relative ease. That way you can defend yourself with champions rather than having to . an array of highly advantageous civilization attributes. You can have them fight off champions. In other words. Mounted knights or fast-moving infantry will be able to cut up your units despite their insignificant +1 or 2 range bonus. build a TON of elite cataphracts. and countering foot archers is extremely easy. Build these low cost units in large numbers. Depending on your target. then sending in 5 siege rams or 5 trebuchets would be better than say. a versatile unique unit. would be able to cut them down with ease. For instance. My advice to you is to use longbowmen as more of a diversion than anything else. Celts ===== This race's only major flaw is their pathetic unique unit. right? But that advantage is negated by the fact that Cataphracts receive an attack bonus vs. castles. Also. but they may be able to lure some of your enemies' units within range of the Castle's powerful arrow volleys. Their speed and strength vs. +30%HP Castle Age. Since infantry units are 15% faster and siege weapons fire 20% faster. and infantry units – and there is no truly effective counter against them. Almost every civ attribute here has definite pluses and uses throughout the game. and pikemen work well against mounted troops. and pikemen cost 25% less to build. Placing a few around your Castles not only will warn you of an attack. especially from longer distances. But there are many ways around this weakness – most notably the champion-siege unit combo(which is also discussed in more detail later in this faq). They cut down mounted units. Also you will want to build a barracks near each of your major castles. and #2. and camels. You may notice after looking under the civlization attributes. you will have to adjust this combo. who receive an attack bonus against mounted units. No matter what your strategy. What you have here are 3 different counter-units that can be used to neutralize almost anything your enemy sends against you. and be sure to upgrade them. the woad raider(the woad raider's apparent weaknesses are discussed later on in the units section).#1. At the same time. and 40%HP Imperial Age.

A booming economy would require at least 25 villagers. Later on. even if it is a much shorter trip for your trade carts. make sure to send roving units to see if your enemy is making the mistake of expanding too quickly. Don't go creating mines in unprotected or unexplored regions. it would be wiser to use them as support troops. I am a big fan of this civ's unique unit. Make sure there is at least a tower. Lastly. a combo of throwing axemen and cavaliers/paladins should make up the bulk of your forces. As you will find out later on. Franks ====== Next to the Byzantines. should be valued higher since it is required for the construction of powerful castles and impenetrable walls. like Cho ko nu. although in the mid game armies of pure axemen work alright. it's worth it. Battle Strategies ===================== . don't build a marketplace next to your ally's. Stone. unless you're playing an island map with very few trees. Keep in mind that although villagers are cheap. Note: When using trade carts. I know this is going to sound obvious. Key things to note include a 25% reduction in Castle cost. Also helpful are relics which you keep in your monastery and provide you with free revenue. Similarly. In other words. you will want to supplement your axemen with faster units. Other things to note include +20%Hps for Knights. UPGRADE those champions – believe me. but always build a mining structure next to what you want to mine ?. the longer the distance from your market to the foreign marketplace.rely on woad raiders. And of course. instead of paying 650 stone to build a castle. the throwing axemen. Knights will have 120HP instead of 100. only the throwing axemen and elite throwing axemen specialize in taking down fortifications and towers thanks to an added attack bonus vs. finding this resource won't be a problem. then with the press of a button you can cripple his economy early on. when your enemy gets siege onagers. buildings. the rarest resource. Simply put. It's really that simple. the more gold you will ultimately receive. you shouldn't have to worry about running out of this basic and essential commodity. ===================== VII. this civilization is the best there is to offer. -----------2) Economics -----------Villagers. you're only paying 488 stone. 20 or so on resources and the rest as builders. As for wood. Of all of the ranged units. If he is indeed taking such a gamble. and paladins will have 172Hp instead of 160. and Paladins. Again. know which resources are scarce and which are abundant and act accordingly. a castle. Build many and you shall reap the rewards of their toil. Cavaliers will have 144HP instead of 120. villagers. Gold on the other hand is much easier to come by – using the marketplace and trading carts you can get gold easily through trade. Since food is directly related to how much wood is available. A bare minimum economy consists 16 working villagers and 4 builders. or some other from of military presence near or around every mining area. Cavaliers. it pays to protect them. villagers. Expand logically and carefully as necessity and caution permits. A battalion of axethrowers become sitting ducks to any enemy onager that happens to be passing by. Essentially.

you might want to build towers around the castle to ensure an impenetrable defense. in this game your troops can easily become fodder for castles and towers. This section is designed to provide you with detailed information on the military aspect. and walls. stone walls must be built in order to impede enemy advances. They are fast. trebuchets positioned behind fortified walls can take out the attacker's trebuchets before he can unpack them. but in Age of Empires II. towers. buying upgrades. ----------2)Defensive ----------Okay. A player adept only in the art of offense may neglect the preservation of his economy and resources. ----------3)Offensive ----------The mark of a skilled player is his ability to coordinate an effective offense. Once you've gathered enough stone. one could mass a large army and go wipe out cities nonchalantly. they are not. Once fortified. Unlike most RTS (real time strategy) games. In this one. Victory can only be achieved by careful planning. The trebuchet can be a good defensive unit as well.---------1)Overview ---------Age of Empires II is a game of military and economic strategy. one can easily throw up an overwhelming defense so long as one has the villagers and resources to do it. making them very expendable. . Though primarily used for offense. Having powerful cavalry units nearby at all times increases your ability to adapt to whatever is going on around you. a good defense is a good offense. Usually. Always build a castle near essential resources or structures. In contrast. Whereas in Warcraft II or Starcraft. I can't tell you how important this is. there are three essential parts to any offensive. A good idea would be to have a pack of light cavalry around to help take out especially dangerous units like siege engines and Mangudai. An impenetrable defense takes mass amounts of stone. The elite cataphract is quite possibly the most powerful cavalry unit in the game. First. numerous castles. and a bonus attack vs. mainly because in the Dark and Feudal ages you're focusing on building essential structures. you will want to build a castle which will halt most enemy attacks. have considerable hp. and my advice is simply don't try it. In Age of Kings. The rush is rarely successful in this game. An offensive must be well-coordinated and requires considerable skill. the defensive walls in Age of Kings are very hard to penetrate. Age of Kings is a highly defensive game. A player skilled only in the art of defense may force a stalemate. The true player is one that can use a balance of two strategies to achieve victory. A castle should be fortified with archers to increase the rate of fire. but they only cost food. a high attack strength. In games like C&C they were worthless. Not only are the light cavalry fast. I know you've heard this before. gathering resources and what not. is MOBILITY. After that. you can't really get into a defensive stage before the Castle Age. Unlike in other RTS games. An offensive takes time and the utilization of various troop types.

elite mangudai.infantry units. OR. and properly position them. This will render your enemy's castle utterly useless. and siege engines can break this defensive juggernaut. Your trebuchets must be placed in very precise locations so that the defender's wall can be attacked from a safe distance. if you plan on using the standard combo. Trebuchets are unaffected and will continue to fire at anything in range(this is a good thing). build up your forces. Always use ADVANCED COMMANDS. . knights/camels. and trebuchets (Byzantine only) 4) heavy camels. Leave a significant force of cavalry back to protect your trebuchets. In contrast. put all your units on a defensive stance or use the "guard unit" command. Once the walls have been decimated. Knights and camels are viable options. Champions are also relatively inexpensive and worth the resources as they are immune to "counters". In my most humble opinion. and walls is nearly impervious to assault. Only a force of ranged horsemen. the #1 and #2 combos cost the fewest resources. Elite cataphracts and elite mamelukes cost a pretty penny once you consider the cost per unit and the cost of the elite upgrade. the #3-5 combos rank higher in power and mobility but are expensive to build. If you don't control your troops. keep in mind that upgrading from knights to cavaliers to paladins can cost a fortune. elite mamelukes. Don't expect this to be a walk in the park. This way your troops will pursue enemy units only a short distance and then return to their original position. either send in an overwhelming military force to take out your trebuchets. The rewards you reap will all depend on how long you're willing to wait and plan things out. use a combination of heavy horse archers and knights (knights should be in front. At this point your enemy will have one of two choices. and trebuchets (Saracen only) 5) paladins. with heavy horse archers behind to provide extra support) and have them destroy the defender's trebuchets. Also. The second ingredient to a good offense is CONTROL. Withdraw your attacking forces as soon as the defender's trebuchets have been dealt with. Every good offense requires a certain amount of PLANNING. Take just long enough to plan carefully and then execute thoroughly and professionally. abundant hps. The Standard OFFENSE VS The Standard DEFENSE: A garrisoned castle surrounded by trebuchets. only one civilization is blessed with such a unit. you won't be able to execute well. Cavalry units should remain alert in case the defender sends a force to engage your trebuchets. and speed. towers. suffering heavy casualties in the process. making them the most cost-effective unit in the game. Mongol light cavalry have +30% hps and require only 80 food. having good attack strength. heavy horse archers. Sadly. Of all of the combos. heavy horse archers. When besieging enemy fortifications. abandon the area and reestablish a position elsewhere. thus rendering pikemen and other "cavalry killers" obsolete. It takes time to scout out your enemy's defenses. these are the five best offensive combos: 1) light cavalry(+30% hp). Your trebuchets are now well protected and free to pound the castle at their leisure. and trebuchets (Mongol only) 2) champions(+15% infantry speed) and trebuchets (Celt only) 3) elite cataphracts. But there are alternatives. and trebuchets (all civilizations) Combo Analysis: The #5 combo is the standard offense because all of the units listed can be built by ALL civilizations.

200+ cc units are. it is necessary that I make certain distinctions. In other words. but for the Chinese civilization. A unit with cc (combined cost) of 0-100 is dirt cheap. For instance. a unit with a high piercing armor is almost immune to attacks from archers and other ranged units. Unique units are described in more depth. An attack and defense value in ( ) however. This is intended to provide the readers with extra information concerning units that I believe are vital or useful in achieving victory. if you see 80 food (30 food. Units with a rating of 7 or above will have a special "strategy tips" section included in their description. Chinese) that means that the standard price is 80 food. outrageous (but often insanely good). does not refer to one specific civilization. Using combined cost is a quick. A unit with cc of 125+ is costly. The first number represents that unit's regular armor class while the second number signifies that unit's piercing armor class. For instance. you will notice that the second value is in ( ). 20 gold -built at barracks . ========== VIII. Units ========== Author's Note: A rating of 1-10 has been assigned to each unit. Here's my rule of thumb. the attack or defense value in ( ) represents that unit's attack strength or armor class once that unit has been fully upgraded. In this case. ---------1)Infantry ---------Militiaman: 1 -attack 4 -defense 0/0 -hp 40 -60 food. champions (60 food + 20 gold) have a combined cost of 80. the price is only 30. All regular units have brief descriptions to give an idea of their strengths and weaknesses. easy method of finding which units are cheap and expendable and which units are costly and precious.Assessing Cost: One general way of evaluating a unit's price tag is by looking at its "combined cost". in a word. When you see two different values for a unit's attribute or rating. A unit's piercing defense rating is the number of damage points less that it will receive from projectiles. A unit with cc of 100-125 is medium. the value in ( ) is the exception for one particular civilization. Since each civilization has its own special attributes and abilities. Under the defense rating you will notice two numbers with a slash in between. Thus.

Champion: 7(8)(Celts) -attack 13(17) -defense 1/0(4/4) -hp 70(83 hp. medium strength. 20 gold -built at barracks Not too shabby. and way too costly. specialized. 20 gold -built at barracks In a word. Keep upgrading. 20 gold -built at barracks Just another stop on the way to champions. If you actually make any of these guys. Good against knights also. and don't look back. 25 wood (26 food. The first "cavalry-killers". a pikeman's potential is seldom realized. medium cost. Any food that you have should be spent in trying to get to the next age. Slow. Even so. Man-at-Arms: 6 -attack 6 -defense 0/0 -hp 45 (50 hp. Byzantines) -built at barracks In a word. Perfect for killing light cavalry. standard infantry unit. They're reasonably quick. men-at-arms are the best life has to offer. 19 wood. better attack. In Feudal Age. Byzantines) -built at barracks A step up from their predecessors. and excel against light cavalry/horse archers. 25 wood (26 food. weak. An all around OK unit. Spearman: 4 -attack 3 -defense 0/0 -hp 45 -35 food. Useful but often neglected. make the final leap and upgrade to champion status. better defense. 19 wood. Medium speed. More hp. pathetic. 2H Swordsmen: 5 -attack 11 -defense 0/0 -hp 60 -60 food. Viking) -60 food.In a word. Viking) . but long swordsmen are a far cry worse than most castle age units. then you deserve to be smacked. Long Swordsman: 3 -attack 9 -defense 0/0 -hp 55 -60 food. Good. Pikemen: 6 -attack 4(8) -defense 1/0(3/4) -hp 55 -35 food. decent.

The Celtic 20-punch is an attack force that consists of 20 champions and 3-5 trebuchets.-60 food. They will also be fast enough to avoid attacks from enemy onagers and mangonels. Your powerful champions have the mobility to take out anything that your enemy may send to halt your advance. Elite Axe Thrower: 9 -attack 8(12) -defense 1/0(4/4) -hp 60 -55 food. The only effective counter against the 20-punch is either overwhelming forces or a horde of champions. he will have lost considerably more resources than you. your Celtic trebuchets can take out castles and town halls with ease. 20 gold -built at barracks These guys form the backbone of most decent armies. so feel free to plunder and pillage as you like. Strategy Tips: . With the added speed. Skirmishers are also harmless against your forces. good hps. cost-effective. GOOD. horse archers. 25 gold -built at castle -unique unit* (Franks) Decent. knights. no one should have siege onagers yet(the most effective counter against your axe throwers). Strategy Tips: Place 6-8 axe throwers in each of your castles. and all other forms of horsemen are powerless to stop you. Castles. Be forewarned. In my most humble opinion *grin* the 20-punch is one of the most simple. The second counter works well except that his champions won't be as quick (your Celtic champs have +15% quickness remember) and the chances of him having 21+ champions is extremely remote. your champions will be able to chase down and kill enemy archers and horsemen. it's time for a change in tactics. Create a war party of them and raid enemy resource areas. With the increased rate of fire. Good dmg. Axe Thrower: 8 -attack 7 -defense 0/0 -hp 50 -55 food. This makes for the perfect offensive juggernaut. At this point in the game. Use them primarily for defense. 25 gold -built at castle -unique unit* (Franks) In a word. and potent offensive strategies in the game. There is no unit that can combat the 20-punch. Difficult to counter also. One of the strongest castle age units. that when your enemy gets onagers/mangonels. Only infantry unit that does piercing damage. awesome. My personal choice for best unit. Strategy Tips: The Celts are unique in that their infantry(+15% speed) and siege weapons(+20% fire rate) both receive special bonuses. They can dismantle towers and fortifications with unrelenting zeal. good armor – in a word. Only a fool would use the first counter because after the battle is over.

This is the amount of damage that upgraded elite axe throwers inflict. can wipe out axe throwers in droves. Essentially what we have here is a unique unit that is no better (in fact worse) than the champion. Have your horsemen scout out ahead for signs of onagers or mangonels. Need I say more? Ok. to pay $1 for something. so I suggest you take precautions against them. Champions also make a nice addition to the attack force. 40 gold -built at castle . If your horsemen encounter any other form of resistance. OR to pay $2 for that same something? If your answer is $2. but oh…wait…so can skirmishers which cost like 1/3 the resources…and knights…which are faster and have more hp. but pretty close to it. There really isn't much that axes can't smash. no defense – the only plus is the unit's attack. Can you see where I'm taking this? Only 2 units in the entire game can stand up to 12 piercing damage. 25 gold -unique unit* (Celts) Hehe. Woad Raider: 2 -attack 8 -defense 0/0 -hp 65 -65 food. what to say. Are woad raiders useless? Not completely. meaning defense against projectile weapons. Champions also have a higher armor class and do the same amount of damage. Why build elite woad raiders when you can build champions? Champions only have 10 less hps (Viking champions actually have more hps) and cost fewer resources. and you don't see any catapults nearby. 25 gold -unique unit* (Celts) These guys give me a reason to cry. namely catapults. he won't be around long enough to enjoy it. These guys make militiamen look halfway decent. Which is better. One slight problem – 95% of the time siege engines are protected by cavalry or infantry (unless your opponent is either a) a complete fool or b) a computer player on easy or easiest mode). But with 65 hp. then have your cavalry pull out and let the axe throwers get to work. Siege weapons. then elite woad raiders deserve you. now will he? Woad raiders specialize in taking out siege engines and archers.What to say. This is the saddest unique unit I have ever seen! Medium hp. Teutonic Knight: 5 -attack 12 -defense 5/2 -hps 70 -85 food. HA. whereas the elite woad raider upgrade costs a large fortune. and you deserve them. An army of axe throwers and light cavalry/cavaliers complement each other quite nicely. Elite Woad Raider: 3 -attack 13(17) -defense 0/0(3/4) -hp 80 -65 food. They can take out archers. Put a contingent of them in the front lines and they'll dice up the enemy with clockwork efficiency. let me explain this to you. Why are these guys so damn good? I'll tell you why – because most units don't have piercing armor. The champion upgrade costs a small fortune. Your knights should attack any catapults they come across.

An insane number of hps. Significant improvement in attack and defense. although their slow speed is somewhat of a handicap. however. Very high hps and armor for a castle age infantry unit. Huskarls: 4 -attack 10 -defense 0/4 -hps 60 -80 food. 40 gold -built at castle -unique unit* (Goths) Not a particularly impressive unit. Primarily good against uniques. 30 gold -built at castle -unique unit* (Japanese) New and improved. Samurai: 5 -attack 8 -defense 1/0 -hps 60 -60 food. They are good against archers. Defense remains the same. 30 gold -built at castle -unique unit* (Japanese) Kind of like pikemen in that they are specialized. Unstoppable against infantry. Great castle support. 40 gold -built at castle -unique unit* (Goths) Same number of hps as the champion and a lower attack strength. Elite Samurai: 6 -attack 12(16) -defense 1/0(4/4) -hps 80 -60 food. Pales in comparison to Teutonic Knights and other castle age uniques. Good piercing armor. Their slowness negates any real advantage. however.-unique unit* (Teutons) SLOW almost to the point of immovable. but their piercing armor is a wonder to behold. 40 gold -built at castle -unique unit* (Teutons) Built like a tank. but attack strength . Elite Huskarls: 5 -attack 12(16) -defense 0/6(2/8) -hps 70 -80 food. Respectable damage as well. Elite Teutonic Knight: 6 -attack 17(21) -defense 10/2(13/6) -hps 100 -85 food. Difficult to use effectively.

lose situation. 35 wood -built at archery range Best feudal age unit besides men-at-arms. Elite Skirmishers: 7 -attack 3 -defense 0/4 -hp 35 -25 food. Either he attacks the castle and gets pelted by . the elite skirmishers will be able to serve as good support for your defensive. 26 wood (Byzantines) -built at archery range Perfect support troops. Specializes in archer-killing. Good for feudal age skirmishes. Extremely poor accuracy and minimal attack power.soars. manpower. defense. and also cheap. Good combo unit. Good against archers. 45 gold -built at archery range Next step above archer. Crossbowman: 5 -attack 5 -defense 0/0 -hps 35 -25 wood. 35 wood -19 food. Be sure that you haven't placed them too close to your castle. Cheap and easy to create. Useful mainly as support troops. Great for castle sieges. This way your enemy will be in a lose. It wastes time. Skirmisher: 6 -attack 2 -defense 0/3 -hps 30 -25 food. but very cheap. 45 gold -built at archery range The first archer unit available. Make sure they're on stand ground command so they don't run off. and hp. -------------------------2)Foot Archers/Skirmishers -------------------------Archer: 4 -attack 4 -defense 0/0 -hps 30 -25 wood. Low attack. There is nothing more pointless than having 10 able skirmishers chase an enemy villager. Ideal skirmishing unit of course. but not much else. Only good for tower garrisons to increase tower arrow rate of fire and damage. tearing apart enemy uniques. and stands a good chance of getting your men killed as the villager may lure them into a trap. Enemy cavalry and infantry units that get through the castle's arrow barrage will suffer casualties from your skirmishers nearby. Once positioned near your castle. Strategy Tips: Just place 10 of these little buggers next to your castle.

Note: in order to handle enemy onagers/mangonels. buildings can be easily replaced. weak attack. battering down towers and . which means the possibility of friendly fire. This way your skirmisher force won't get crippled by splash damage. Here are the 3 types of siege units that you need to know how to use: 1)Trebuchets – good for long range. 2)Mangonels and Onagers – good for medium range. be sure to spread out your skirmishers a bit. destroying clusters of archers or infantry. . then garrison your skirmishers in the castle and act accordingly with mounted warriors. Attack enemy resource areas that have little or no defenses. Go after the villagers first. but not by much. 3)Battering Rams – good for close range. ------------------------3)Mounted Archers/Knights – coming soon --------------------------------4)Cavalry --------Scout Cavalry: 5 -attack 3 -defense 0/2 -hp 45 -80 food -non-combat unit* Mobile. Must be protected at all times. demolishing helpless towers and enemy structures. If you see the enemy is throwing some onagers at you. Inflicts splash damage. Fall back when enemy troops arrive. Has very poor mobility.spears. Remember. . Light Cavalry: 7 -attack 7 -defense 0/2 -hp 60 -80 food -non-combat unit* Quick. Especially adept at raiding enemy supply lines. Good for early exploration. Strategy Tips: Create a force of 10-12 light cavalry. More mobile than the trebuchet. or he attacks the skirmishers and gets pelted by arrows. Archers and Cavalry Unit Descriptions --------------5)Siege Weapons --------------Note: Remember that siege units are ALWAYS required for a good offensive. Low hp. perfect for blitzkrieg tactics. Send out a few of them to probe for weaknesses. Only requires food. Put your troops on "stand ground" so they don't get in the way. *Coming soon .

would not be the best choice if you're playing a land map. =================== XII. and Vikings. I put 5 scouts in one and 2 villagers (one male. opted to be the Turks. Once I had completed the houses. Castle Age: Cashen sent me a message requesting help. About two seconds later my scout had found 4 sheep. population 75(this was my first multi-player game). I quickly built 2 transport ships. Saracens. and so I had my 8 villagers on food detail begin farming near my town center. and 2 on gold. Genotome. Almost impervious to projectile weapons. excel more on land maps. My enemies. Explanation =============== The following stories are based on games that I have actually played. This gave me a total of 8 on food. =============== XI. the Mongols. The host asked if we were all ready. and 4 on gold. map type archipelago. with their light cavalry bonus and proficiency against siege weapons and infantry. I put 5 on wood. I built a shipyard and a couple of fishing boats to provide me with an extra source of food. discovering 2 more sheep a short while later. My sheep were all gone. Requires protection from enemy infantry and mounted units. I started out by constructing two houses and a lumber mill. I sat and waited. whose special attributes are geared towards water units. These accounts should give you an idea of different strategies to use. I decided to be Mongol just to make things interesting. size normal. In contrast. the Viking civilization. I stockpiled wood. As soon as I reached the Feudal Age. and told my 2 gold miners to get to work. and I knew that I had to do something. I sent my scout to find sheep. chose the Chinese and Japanese civilizations. gathering resources. In seconds. Cashen and Kellia2o2. My allies. you may want to choose one civilization or another and adapt your methods accordingly. As soon as my shepherds had killed the 4 starting sheep. I put them to work on the extra 2 sheep that my scout had found nearby. Titoo. Meanwhile. built a mining camp. hoping to get to castle age before my opponents. My allies and I exchanged messages about enemy positions and what not. Dark Age: Building feverishly. I sent him out to explore the map. 6 on wood. the game was underway. I bought 6 more villagers. I began upgrading to the next age. Next I built a barracks and mill. 5 on food. starting resources medium. For example. 2 on gold. one female) in the other. but I hoped that I might be able to sneak in a castle . Depending on the type of terrain. however. I kept exploring with my scout. Battle Accounts =================== 55 Things to Worry About I joined a 3 on 3 game hosted by Titoo. Feudal Age: At 500 food. Of the 13 total villagers. This was a desperate move. putting 3 on food. I promptly spent all 500 food on villagers. Thus far I had neglected to mine any stone.castles. and 55killer. 1 on wood. and kept one to build.

Titoo.before Genotome noticed. In the span of a few minutes. 55killer had launched a devastating assault on my island and destroyed my entire city. Unfortunately. I created a massive force of mangudai to support Cashen's troops. Although I had rebuilt a medium sized town. and trebuchets. killer55 decided to play dishonorably. My partner. the success of our first invasion was doubly important. Imperial Age: A joint offensive by Cashen and I led to Genotome's ultimate demise. my economy was weak. Needless to say. and a host of mangudai. forcing him to retreat into his fortified base at the northern tip of the island. About forty minutes after taking the first island. one by one. We were able to take out his castle handily with a force of mangudai. By sheer luck. My light cavalry. complete with a +2 armor upgrade and +30% hps. He attacked with 6 skirmishers and 6 men-at-arms (he had not bothered upgrading yet). we launched an all-out attack on killer's second island stronghold. he had all but wiped out Titoo's main city and outlying bases. then I would be able to take it out. Kellia2o2 had been defeated by Titoo and left the game. having no more than 10 villagers. hoping that our combined strength would be enough to overcome 55killer. This was met with bitter resistance from bombard towers. my ally was keeping him busy so he didn't have any more troops to spare. which is exactly what he tried to do. cavaliers. Cashen was powerful but had not expanded to any outlying islands. but I had only a lone horseman remaining. That and tributes from Cashen allowed me to pump out mangudai at a fairly constant rate. After vanquishing Geno. I unloaded the small army and the 2 villagers on the island and set to work immediately on a castle. and continued to pound Geno's two castles. so it was just me and Cashen now. which worked quite nicely. killer's castle. Titoo. each fortified with a castle. Titoo had only a few structures left. While Cashen and I were trying to finish off Geno. He and Cashen had been constantly fighting since the Feudal Age. and a counterattack of 20 berzerkers that had been garrisoned inside. was totally caught off guard. As our ships pummeled his castles and bombard towers. Taking off allies. he launched a surprise attack on his own partner. and together we bottled up Geno. My outnumbered light cavalry skirmished with his troops for a few minutes. . I could see an enemy siege workshop just within my range of sight. I unloaded some mangudai and let them wreak havoc on 55killer's economy. We allied up. achieving a small victory. If Geno realized what I was doing. My ally and I pretended nothing had happened. Since he had access to many times more resources. 55killer had bases on 3 separate islands. our forces were slaughtered. one light cavalry unit. The scales were slightly in killer's favor. and both were behind technologically. heavy camels. We began to fortify the area and mine out the island's resources. managed to push back Geno's troops while my two villagers ran for cover. The game lasted for another ninety minutes or so. things had not gone well elsewhere. I now had only my castle. killer's berzerkers were virtually helpless. However. It took a combined effort to capture killer's islands. he could send an army to come take me out. 2 villagers. The only relief was that I had stockpiled plenty of resources. the castle was complete less than a minute later. It took another fifteen minutes to finally take total control of the island. who had been concentrating on sending aid to Geno. Luckily. I quickly garrisoned my light cavalry unit and the 2 villagers and awaited reinforcements. But we then tried another attack using cannon galleons. my ally and I decided to make a deal with Titoo. and I estimated that if I could get my castle up in time. this was a big gamble.

where my new city and Titoo's new city were located. Certainly there is a lack of creativity among many gaming companies which have copied Warcraft II without including any true innovations. but not before we could devastate his entire island. Cashen. But one can always hope – and hope I shall (like until Warcraft III comes out). and hopelessly exhausting game that we had somehow managed to win. and his town center.It was at this time that 55killer launched a last all-or-nothing strike on Cashen's island. Since the days of Warcraft. his structures. I have always been a fan of RTS games and always will be. drawn-out. for this FAQ is as prone to criticism and the need for improvement as any essay or literary work. The carnage was rather immense as each side hacked at the other's main city. Who knows what new things will emerge as the RTS genre is delved into more deeply. we decided to attack killer's main island. destroying his economy. Titoo and I congratulated each other on a long. . 55killer typed a few unkind words and left the game. Rather than load our forces into transports and send them back to defend. His troops took out most of our cities. ================ XIII. That's what makes this so enjoyable and satisfying. Conclusion ================ Updates of this FAQ Strategy Guide are inevitable. We had an advantage in that our combined population limit (225) was greater than his mere 75. It's been fun making this FAQ.

Sign up to vote on this title
UsefulNot useful