![]() Mahayana: Villagers and Monks take up -10% population space.Paiks: Rathas and elephant units attack 20% faster.Villagers generate 0.Age of Empires III: The Asian Dynasties Review Scout-line, Steppe Lancer, and mounted archers: +1/+1 armorīombard Tower, Bombard Cannon, and Cannon Galleon: +2 range Villagers: +6 attack, +2/+2 armor, and +40 hit points Replaces 40% of Castles' and towers' stone cost with wood ![]() Units become more resistant to conversion Up to 5 Town Centers each spawn 5 Serjeants ![]() Trebuchets and Mangonel-line: +15% attack Militia-line, Knight-line, and Centurions train 50% faster and receive +5 charge attack. +0.5 gunpowder projectile speed, +0.2 for Bombard Cannon and Bombard Tower Improved gunpowder unit accuracy against moving targets Siege Workshop units: +50% movement speedĪrcher-line costs 60 wood instead of 25 wood, 45 gold Population cap is not reduced when Houses are destroyed Skirmishers throw extra spear that deals 1 damage Town Centers fire 8 additional arrows always Spearman-line and Skirmishers: +2 pierce armor Trebuchets: +300% pack/unpack speed, +33% attack speedīallista Elephants and Scorpions fire extra half-strength bolt Kamayuks, Slingers, and Eagle-line: +1/+2 armorįoot archers (except Skirmishers) and Condottieri: +1/+1 armor Minimum range of Skirmishers and Slingers removed Relic and Wonder victories take +100 years longer +10% gold gather speed from all sources ( Gold Mines, trade, and Relics) Mangonel-line, Bombard Cannons: +0.45 blast radiusĬamel Riders and Elephant Archers: +4 melee armor Shotel Warriors and Camel Riders: -3 damage from mounted units Scout-line, Steppe Lancers, and Cavalry Archers: +100% training speedĪllied players can train up to 5 free Elite Kipchaks per CastleĮlephant units regenerate 30 hit points per minute Villagers generate 0.017 gold per second while working on FarmsĮxisting Villagers are converted into Flemish Militiaįlemish Militia can be trained at Barracksīombard Tower: +0.5 blast radius Ĭataphracts: have +0.5 blast radius, +6 attack against infantryĬastles heal 30 hit points per minute for allied infantry in a 7 tile radius Trebuchets: +100% accuracy against units, +0.5 blast radius Monks and Monastery upgrades' gold cost replaced by food Villagers and Monks take -10% population spaceĬamel units regenerate 15 hit points per minute Ratha and elephant units: +20% attack speed List of unique technologies = Available in the Castle Age = Available in the Imperial Age Civilization They are much more common in these games and thus are dealt with in the respective technology articles. Note that unique technologies also feature in Age of Mythology, Age of Empires III, and Age of Empires IV. Flemish Revolution and First Crusade do not start researched when starting a game in Post-Imperial Age. Native American civilizations can build Stables and train cavalry) at the cost of their characteristic upgrades that usually benefit their original playing style. Unique technologies can be disabled in favor of additional abilities and units via the " Full Tech Tree" option, thus granting a civilization access to contents that they normally cannot utilize (e.g. These technologies typically benefit one or more aspects of that civilization's characteristics and unique units. From The Forgotten and onwards, every civilization has access to two unique technologies, one in the Castle Age and one in the Imperial Age. In The Conquerors, every civilizations but the Goths (who had two) had access to exactly one unique technology. Unique technologies are technologies introduced in Age of Empires II: The Conquerors that are unique to a civilization and can be researched at the Castle.
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