Hello and welcome!This guide aims to be a reference for anything you might want to know about unit stats or civilizations. How long does it take for a Boyar to train? What bonuses do Saracens get? Do the Japanese get bloodlines?. Monks heal 1HP/0.4s, Missionaries 1HP/0.8s (So half as fast).

Age Of Empires Ii Strategy

Age Of Empires 2 Strategy Guide Pdf

Welcome to the Age of Empires II: The Age of Kings wiki guide. Need help conquering this game? You're in luck! IGN Guides has written an in-depth strategy guide that will help you in your quest. Sep 30, 1999  Age of Empires. Age of Empires is an epic real-time strategy game spanning 10,000 years, in which players are the guiding spirit in t.

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The following are different pieces of information that I've found out through my own research or heard about (Credit to ZeroEmpires, Resonance22 and SpiritOfTheLaw on youtube!) during my work on this guide, but that don't fit anywhere on the overview itself. It's a bit of a random selection, but there are some interesting mechanics or quirks that I think not many people know about.I tried to be relatively brief but still explain everything. 2.33For Towers and Castles it depends on how many extra arrows are fired of course.The Organ Gun is not affected by this.Extra arrows through garrisoned units:.

Formula with example:. Calculate the damage per second (dps) of the building and of the unit. This is the current attack value divided by reload speed (which you can find in my cheat sheet).Thus, a Castle has 11/2 = 5.5 dps (assuming it only has a single arrow) and an Arbalests has 6/2 = 3 dps (both without blacksmith upgrades). Divide unit dps by building dps to get the influence of one unit. Multiply by number of garrisoned units, round it down and you get the total number of extra arrows.In said example you get 3/5.5 = 0.5454.

Age of empires 2 strategy guide pdf torrent

This value is rounded down, so 1 Arbalests does not add anything, 2 Arbalests will add 1 arrow, 4 Arbalests 2 arrows etc. Blacksmith upgrades, Chemistry etc. Do change this dps value. The stronger the unit's dps (and the weaker the building's dps), the higher your number of extra arrows can get. Only archers, cav archers and gunpowder units will add extra arrows. Ranged units dealing Melee damage (Mameluke, Throwing Axeman, Gbeto) won't add anything. Note that Chu Ko Nu are really bad when garrisoned, because the formula takes the dps of their secondary arrows instead of their main one.

Villagers are an exception, they are factored in with a fixed dps value of 2.5 which is also the case for any Teuton infantry with Crenellations researched. Garrisoned Villagers are a huge damage boost in the beginning, but their influence decreases with more Tower upgrades researched. There is a special calculation for Bombard Towers: They will always get one less extra projectile than they should according to the formula.If you pack a Bombard Tower with five Hand Cannoneers, you should get one extra shot (theoretically, because it's not the case).Teutons though can garrison up to 10 units, so they have enough space for several cannonballs: 9 Hand Cannoneers or 7 ally Elite Janissary for 2nd, 10 ally E. Janissary for 3rd cannonball.Hidden Bonuses of aging up:There are several bonuses for buildings and some units when advancing. Scout Cavalry LoS increases by 2 with every age (even without Light Cavalry/Hussar upgrade). Eagle-line LoS stays capped at 6. Scouts get +2 attack in Feudal, Eagle Scouts +3 attack, +2 vs cavalry, +1 vs.

Camels&ships in Castle. Outpost LoS increases by 2 with every age.

All Buildings except Outposts, Towers, Castles and Walls will gain +1/+1 armor with every Age. (Most start with 0/7 and end up with 3/10, excluding other techs). Most Buildings will gain HP through the Ages.The usual number is 1200/1500/1800/2100 through the ages. In the base game, this only affected Barracks, Stables and Archery Ranges.In AK, this has been expanded to all buildings except Castles, Towers, Docks, TCs, Monasteries, Universities & Palisades (Might have missed one).Blacksmith and Market have 1800 HP in Feudal, 2100 in Castle/Imp.Stone Walls&Gates only have 900/1375 HP in Feudal but double it in Castle Age (to the original value in the base game).Drop-off buildings have 600/800/1000/1000 HP instead of a flat 1000 HP.Houses go from a flat 900 HP to 550/750/900/900. Blast Damage and Attack Ground:. Battering Rams have 0 Blast radius (so no blast damage).

Age

But Capped Rams have 1.5 and Siege Rams 2 Blast radius, which means they can destroy two layers of wall at once. If you want to double-wall for some reason, leave one tile of space between the walls. Capped/Siege Rams deal the same amount of damage in the whole radius, but it only applies to buildings. Mangonels have 1, Onagers 1.25 and Siege Onagers 1.5 Blast radius. 8. Unless you need to get up your building as soon as possible (e.g.

Tower, Castle, Town Center) it is better to split up builders.Repairing:. Buildings: A single villager repairs 750 HP/min, every additional one will add 375 HP/min to that. Siege/Ships: A single villagers repairs 187 HP/min, every additional one will add 94 HP/min to that. (1/4 of building repair speed). Fully repairing a building/ship/siege weapon costs half of its resources. Civ bonuses are applied e.g.

Incas pay 15% less stone. Techs like Masonry, Architecture and Hoarding increase the total number of Health Points. As it still costs the same resources to fully repair the building, you will effectively get more HP/cost when repairing.

The repair rate stays the same. Exception of 'fully repairing = half the construction prize' are Town Centers where you lose double their wood cost, but no stone (civ bonus does not work for Britons).

Furthermore, you need to have at least 1 stone to be able to start repairing.Farming and Fish Traps:Fish Traps and Farming are about equally fast food income. Wheelbarrow and Hand Cart put Farming ahead of Fish Traps, but with Gillnets researched, the gathering rate is again roughly equal. For Japanese, Fish Traps with Gillnets are even faster than farming.When farming, villagers collect from the left 2x2 square, which makes Farms placed on the right side of a TC or mill slightly more efficient, so it's usually a good idea to start placing them on the right first (unless this area is more vulnerable to attack). It's still worth it to fully surround Mills/TCs with farms.For Fish Traps, Fishing ships also usually collect from the left corner. However, if you place the Fish Trap right next to the dock and move the Fishing Ship on top, it can collect from it without moving, as seen here:With a bit of micro, you can fit a lot of Fish Traps around a Dock. Unless you are the Malay, make sure the Fishing Ships can still move though, as they can't rebuild the Fish Traps underneath them.Bugs or 'special features':. In order to reach ships on the shore more easily, villagers can repair from one tile away - this also works with buildings though, meaning that you can e.g.

Repair a tower that has been fully walled in. In the base game, if starting in Post-Imperial Age, Mamelukes will get extra anti-cavalry armor, so they will effectively only take anti-camel damage. This has been changed in the expansions. While they are being constructed, units can pass through a diagonal gate. Please rate, follow and share this to help spread it further! It would be a great deal of help to me as there's only so much I can do to make this better known on my own.Keep in mind you can share the link which should be a bit easier to remember.I'm happy to see this receive a 5-star rating, thank you to everyone who rated it:)Any help with this project, whether it's corrections or feedback is appreciated, just post a comment. Apart from that, I'm just happy to share it in the hopes it might help someone.

So sharing this with your friends is always good, also please rate/like/follow if you think this is useful, to make it more visible among the steam guides!Currently I have no plans to improve this further but I will try to maintain it for balance patches. I compared my values with several other sites/guides:The best out there:I can really recommend this site - it's quick and easy to look up, it has extensive info and is still being maintained.

It has been invaluable for making this guide.The tech tree overview is based on X2's steam guide here:This guide not only has a list of attack values, but lots of info and hidden secrets that most people don't know. Unfortunately, it seems like it is not being updated currently.Also a big thank you to C26000 and Ikosaeder, who have helped tremendously in correcting several errors and suggested a lot of improvements for this guide. Thanks Jine - some minor points:The armour for Imperial camels on p6 should be updated to match the change on p2According to the patch notes, karambits now cost 30F 15GThe rates for Mayan farmers will need updating on p7, and possibly the Slavs also. (I appreciate you may not have time to test the new rates though.)Also, I wasn't aware that attack bonuses against Mamelukes have been completely reworked (returned to AoC balance perhaps?) The patch notes just say -5 attack from Halberdier, but I hope you are right!

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