Age of Empires 2: Age of Kings
帝国时代2

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另有一篇,点这里

C I V I L I Z A T I O N B O N U S E S

              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


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