Age of Empires 2: Age of Kings
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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
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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.
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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