Age of Empires 2 - Age of Kings

Age of Empires 2 - Age of Kings

17.10.2013 15:27:59
C I V I L I Z A T I O N B O N U S E S
version 1.0
December 27, 1999
c i v i l i z a t i o n b o n u s e s

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CONTENTS
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i. Disclaimer
ii. Version Information
iii. Civilization Bonuses
iv. Credits


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i. Disclaimer
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This FAQ is for private and personal use only. It can only be
reproduced electronically, and if placed on a web page or site, may be
altered as long as this disclaimer and the above copyright notice
appears in full. This FAQ is not to be used for profitable/promotional
purposes; this includes being used by publishers of magazines, guides,
books, etc. or being incorporated into magazines, etc. in ANY way.
This FAQ was created and is owned by me, Blue Eye .
All copyrights and trademarks are acknowledged that are not specifically
mentioned in this FAQ. Please give credit where it is due.

The newest version of this FAQ can always be found at

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ii. Version Information
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1.0 - The first, and probably the last

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iii. Civilization Bonuses
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-Britons-
Unique Unit: Longbowmen

Strong vs.: Barracks units, Cavalry Archers, Monks, Teutonic Knights, War Elephants
Weak vs.: Skirmishers, Knights, Mangonels, Woad Raiders, Huskarls

*Archery Ranges create units 20% faster
*Town Centers cost 50% less
*Foot Archers +1 range in Castle Age, +1 range in Imperial Age (+2 total)
*Shepherds work 20% faster

-Byzantines-
Unique Unit: Cataphract

Strong vs.: Swordsmen, Archers
Weak vs.: Knights, Camels

*Monks heal %300 faster
*Buildings have:
+10% Health in Dark Age
+20% Health in Feudal Age
+30% Health in Castle Age
+40% Health in Imperial Age
*Camels, skirmishers, and pikemen cost 25% less
*Fire ships +20% attack
*Advancing to Imperial Age costs 33% less

-Celts-
Unique Unit: Woad Raider

Strong vs.: Skirmishers, Camels, Light Cavalry
Weak vs.: Archers, Scorpions, Cavalry Archers, Mangonels, Cataphracts

*Seige Workshops create units 20% faster
*Infantry move 15% faster
*Lumberjacks work 15% faster
*Siege weapons fire 20% faster
*Sheep are not converted if they are within one unit's Line of Sight

-Chinese-
Unique Unit: Cho Ko Nu

Strong vs.: Barracks units, Cavalry Archers, Monks, Teutonic Knights, War Elephants
Weak vs.: Skirmishers, Knights, Mangonels, Woad Raiders, Huskarls

*Farms have +45 more food
*Start with +3 villagers, but 150 less food
*Technologies cost:
10% less in Feudal Age
15% less in Castle Age
20% less in Imperial Age
*Town Centers support +5 population
*Demolition Ships have +50% HP

-Franks-
Unique Unit: Throwing Axeman

Strong vs.: Barracks units, Skirmishers
Weak vs.: Archers

*Knights have +2 Line of Sight
*Castles cost 25% less
*Knights have +20% HP
*Farm Upgrades are free (But you need a mill)

-Goths-
Unique Unit: Huskarl

Strong vs.: archers
Weak vs.: swordsmen

*Barracks create units 20% faster
*Infantry cost:
10% less in Feudal Age
15% less in Castle Age
20% less in Imperial Age
*Infantry have +1 attack versus buildings
*Villagers have +5 attack versus Wild Boar
*+10 population support in Imperial Age

-Japanese-
Unique Unit: Samurai

Strong vs.: Infantry, unique units
Weak vs.: archers

*Galleys have +50% Line of Sight
*Fishing ships have +100% HP, +2 armor and work rate:
*+5% faster in Dark Age
*+10% faster in Feudal Age
*+15% faster in Castle Age
*+20% faster in Imperial Age
*Mill, Lumber Camp, and Mining Camp cost 50% less
*Infantry attack:
*10% faster in Feudal Age
*15% faster in Castle Age
*25% faster in Imperial Age

-Mongols-
Unique Unit: Mangudai

Strong vs.: Barracks units, Monks, Teutonic Knights
Weak vs.: Archers, Mangonels

*Scout Cavalry and Light Calvary have +2 Line of Sight
*Calvary Archers fire 20% faster
*Light Cavalry have +30% HP
*Hunters work +50% faster

-Persians-
Unique Unit: War Elephants

Strong vs.: Swordsmen, Archers
Weak vs.: Pikemen, Camels, Monks, Mamelukes

*Knights have +2 attack vs. archers
*Start with +50 food and +50 wood
*Town Centers and Docks have +100% HP and create units:
*10% faster in Feudal Age
*15% faster in Castle Age
*20% faster in Imperial Age

-Saracens-
Unique Unit: Mameluke

Strong vs.: Barracks units, Monks, Teutonic Knights
Weak vs.: Archers, Mangonels

*Foot archers have +1 attack vs. buildings
*Market trade costs only 5%
*Transport ships have +100% HP and hold twice as many units
*Galleys attack 20% faster
*Cavalry archers +3 attack vs. buildings

-Teutons-
Unique Unit: Teutonic Knight

Strong vs.: Swordsmen, Skirmishers, Stable units
Weak vs.: Archers, Scorpions, Cavalry Archers, Mangonels, Monks

*Units more resistant to conversion
*Monks heal from +100% more distance
*Towers garrison +100% more units, and fire +100% more arrows
*Murder Holes technology is free
*Farms cost 33% less
*Town Centers have +2 attack and +5 range (When units are garrisoned)

-Turks-
Unique Unit: Janissary

Strong vs.: Barracks units, Monks, Teutonic Knights
Weak vs.: Archers, Mangonels

*Gunpowder units train 20% faster
*Gunpowder units have +50% HP
*Researching Gunpowder technologies cost 50% less
*Gold miners work +15% faster
*Chemistry technology is free
*Light Cavalry upgrade is free

-Vikings-
Unique Units: Berserk, Longboat

Berserk:
Strong vs.: Skirmishers, Camels, Light Cavalry
Weak vs.: Archers, Scorpions, Cavalry Archers, Mangonels, Cataphracts

Longboat:
Strong vs.: Demolitian Ships Cannon Galleons
Weak vs.: Fire Ships Bombard Cannons

*Docks cost 33% less
*Warships cost 20% less
*Infantry have:
*+10% HP Feudal Age
*+15% HP Castle Age
*+20% HP Imperial Age

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iv. Credits
-------------------------------------------------------------------------

This FAQ was created solely by Blue Eye. The e-mail address may be
found at the Disclaimer section of this FAQ. I would just like to
thank Microsoft for creating Age of Empires 2.

 
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