Age of Empires II: The Conquerors-Data of civilizations




Civilization
Description
Britons
Foot archer civilization.
Town Centers cost -50% wood in Castle Age.Foot archers (except skirmishers) have +1 range Castle Age, +1 range Imperial Age (for +2 total). Shepherds work 25% faster.
Unique Unit: Longbowman (archer).
Unique Technology: Yeomen (+1 foot archer range; +2 tower attack).
Team Bonus: Archery Ranges work 20% faster
Franks
Cavalry civilization.
Castles cost -25%.Knights +20% hit points.Farm upgrades free (require Mill).
Unique Unit: Throwing Axeman (infantry).
Unique Technology: Bearded Axe (+1 Throwing Axemen range).
Team Bonus: Knights +2 line of sight
Goths
Infantry civilization.
Infantry cost -10% Feudal, -15% Castle, -25% Imperial Age.Infantry +1 attack vs. buildings.Villagers +5 attack vs. wild boar; hunters carry +15 meat.+10 population in Imperial Age.
Unique Unit: Huskarl (infantry).
Unique Techs: Anarchy (create Huskarls at Barracks); Perfusion (Barracks work 50% faster).
Team Bonus: Barracks work 20% faster
Teutons
Infantry civilization.Monks healing range 2X.Towers garrison 2X units.Murder Holes free.Farms cost -33%.Town Center +2 attack, +5 line of sightUnique Unit: Teutonic Knight (infantry)Unique Tech: Crenellations (+3 range Castles; garrisoned infantry fire arrows)Team Bonus: units resist conversion
Japanese
Infantry civilization.
Fishing Ships 2X hit points; +2P armor; work rate +5% Dark, +10% Feudal, +15% Castle, +20% Imperial Age.Mill, Lumber/Mining Camps cost -50%.Infantry attack +10% faster Feudal, +15% Castle, +25% Imperial Age.
Unique Unit: Samurai (infantry).
Unique Technology: Kataparuto (Trebuchets fire, pack faster).
Team Bonus: galleys +50% line of sight
Chinese
Archer civilization.Start with +3 villagers but -50 wood, -150 food.Technologies cost -10% Feudal, -15% Castle, -20% Imperial Age.Town Centers support 10 population.Demolition ships +50% hit pointsUnique Unit: Chu Ko Nu (archer)Unique Technology: Rocketry (+2P Chu Ko Nu attack, +4P scorpions)Team Bonus: Farms +45 food
Byzantines
Defensive civilization.
Buildings +10% HPs Dark, +20% Feudal, +30% Castle, +40% Imperial Age.Camels, skirmishers, Pikemen, Halberdiers cost -25%.Fire ships +20% attack.Advance to Imperial Age costs -33%.
Unique Unit: Cataphract (cavalry).
Unique Tech: Logistica (Cataphracts cause trample damage).
Team Bonus: Monks +50% heal speed
Persians
Cavalry civilization.
Start with +50 wood, food.Town Center, Dock 2X hit points; work rate +10% Feudal, +15% Castle, +20% Imperial Age.
Unique Unit: War Elephant (cavalry).
Unique Technology: Mahouts (War Elephants 30% faster).
Team Bonus: knights +2 attack vs. archers
Saracens
Camel and naval civilization.Market trade cost only 5%.Transport Ships 2X hit points, 2X carry capacity.Galleys attack 20% faster.Cavalry archers +3 attack vs. buildingsUnique Unit: Mameluke (camel)Unique Technology: Zealotry (Camels, Mamelukes +30 hit points)Team Bonus: foot archers +1 attack vs.buildings
Turks
Gunpowder civilization.Gunpowder units +25% hit points; researching gunpowder technologies costs -50%; Chemistry free.Gold miners work 15% faster.Light Cavalry and Hussar upgrades freeUnique Unit: Janissary (hand cannoneer)Unique Technology: Artillery (+2 range Bombard Towers, Bombard Cannons, Cannon Galleons)Team Bonus: gunpowder units created20% faster
Vikings
Infantry and naval civilization.Warships cost -20%.Infantry +10% hit points Feudal, +15% Castle, +20% Imperial Age (not cumulative).Wheelbarrow, Hand Cart freeUnique Units: Berserk (infantry),Longboat (warship)Unique Technology: Berserkergang (Berserks regenerate faster)Team Bonus: Docks cost -25%
Mongols
Cavalry Archer civilization.
Cavalry archers fire 20% faster.Light Cavalry, Hussar +30% hit points.Hunters work 50% faster
Unique Unit: Mangudai (cavalry archer)
Unique Technology: Drill (Siege Workshop units move 50% faster)
Team Bonus: Scout Cavalry, Light Cavalry, Hussar +2 line of sight
Celts
Infantry civilization.
Infantry move 15% faster.Lumberjacks work 15% faster.Siege weapons fire 20% faster.Sheep not converted if in 1 Celt unit's line of sight
Unique Unit: Woad Raider (infantry)
Unique Technology: Furor Celtica (Siege Workshop units have +50% hit points)
Team Bonus: Siege Workshops work 20% faster
Spanish
Gunpowder and Monk civilization.
Builders work 30% faster.Blacksmith upgrades don't cost gold.Cannon Galleons benefit from Ballistics (fire faster, more accurately)
Unique Units: Conquistador (mounted hand cannoneer), Missionary (mounted Monk)
Unique Tech: Supremacy (villagers better in combat)
Team Bonus: Trade units generate +33% gold
Aztecs
Infantry and Monk civilization.
Villagers carry +5.Military units created 15% faster.+5 Monk hit points for each Monastery technology
Unique Unit: Jaguar Warrior (infantry)
Unique Technology: Garland Wars (+4 infantry attack)
Team Bonus: Relics generate +33% gold
Mayans
Archer civilization.
Start with +1 villager, but -50 food.Resources last 20% longer.Archers cost -10% Feudal, -20% Castle, -30% Imperial Age
Unique Unit: Plumed Archer (archer)
Unique Technology: El Dorado (Eagle Warriors have +40 hit points)
Team Bonus: Walls cost -50%
Huns
Cavalry civilization.
Do not need houses, but startwith -100 wood.Cavalry Archers cost -25% Castle, -30% Imperial Age.Trebuchets +30% accuracy
Unique Unit: Tarkan (cavalry)
Unique Technology: Atheism (+100 years Relic, Wonder victories; Spies/Treason costs -50%)
Team Bonus: Stables work 20% faster
Koreans
Tower and naval civilization.
Villagers +2 line of sight.Stone miners work 20% faster.Tower upgrades free (Bombard Tower requires Chemistry). Tower range +1 Castle, +2 Imperial Age
Unique Units: War Wagon (cavalry archer), Turtle Ship (war ship)
Unique Technology: Shinkichon(+2 range Mangonels, Onagers)
Team Bonus: Mangonels, Onagers +1 range

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