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Cvilization HELP
The Stats of you you favorite Cvilizations
Throughout time, there have been many great civilizations that have demonstrated their brilliant military tactics and armed might in hard fought battles. Some were victorious and others did not survive to see another day.
Here is a list of all the great civilizations available in Age of Kings. Read all about their attributes and analyze how you can use these attributes to your advantage! Note: You can also find this information in your game manual. But if you've misplaced it or need a quick reference, just hop to this page.
BRITONS
Unique Unit: Longbowman
Team Bonus: Archery Ranges: 20% faster - Town Centers cost: -50%
- Foot archers: +1 range Castle Age, +1 Imperial Age (for +2 total)
- Shepherds work 25% faster
BYZANTINES
Unique Unit: Cataphract
Team Bonus: Monks: 3 times heal speed - Buildings: +10% HPs Dark Age, +20% Feudal Age, +30% Castle Age, +40% Imperial Age.
- Camels, skirmishers, Pikemen cost -25%
- Fire ships +20% attack
- Advance to Imperial Age costs -33%
CELTS
Unique Units: Woad Raider
Team Bonus: Siege Workshops 20% faster - Infantry moves 15% faster
- Lumberjacks work 15% faster
- Siege weapons fire 20% faster
- Sheep not converted if in 1 Celt unit's LOS
CHINESE
Unique Unit: Chu Ko Nu
Team Bonus: Farms +45 food - Start +3 villagers but -150 food
- Technologies cost -10% Feudal Age, -15% Castle Age, -20% Imperial Age
- Town Centers support 10 population
- Demolition ships +50% HPs
FRANKS
Unique Unit: Throwing Axeman
Team Bonus: Knights +2 LOS - Castles cost -25%
- Knights +20% HPs
- Farm upgrades free (require Mill)
GOTHS
Unique Unit: Huskarl
Team Bonus: Barracks 20% faster - Infantry cost - 10% Feudal Age, -15% Castle Age, -25% Imperial Age
- Infantry +1 attack vs. buildings
- Villagers +5 attack vs. wild boar
- +10 population Imperial Age
JAPANESE
Unique Unit: Samurai
Team Bonus: Galleys +50% LOS - Fishing ships 2x HPs; +2P armor; work rate +5% Dark Age, +10% Feudal Age, +15% Castle Age, +20% Imperial Age
- Mill, lumber camp, mining camp cost -50%
- Infantry attack 10% faster Feudal Age, 15% Castle Age, 25% Imperial Age.
MONGOLS
Unique Unit: Mangudai
Team Bonus: Scout Cavalry, Light Cavalry +2 LOS - Cavalry archers fire 20% faster
- Light Cavalry +30% HPs
- Hunters work 50% faster
PERSIANS
Unique Unit: War Elephant
Team Bonus: Knights +2 attack vs. archers - Start +50 wood, food
- Town Centers, Dock 2X HPs; work rate +10% Feudal Age, +15% Castle Age, +20% Imperial Age
SARACENS
Unique Unit: Mameluke
Team Bonus: Foot archers +1 attack vs. buildings - Market trade cost only 5%
- Transport Ships 2X HPs, 2X carry capacity
- Galleys attack 20% faster
- Cavalry archers +3 attack vs. buildings
TEUTONS
Unique Unit: Teutonic Knight
Team Bonus: Units more resistant to conversion - Monks heal from 2X as far
- Towers garrison 2X units, fire 2X normal garrison arrows
- Murder Holes free
- Farms cost -33%
- Town Center +2 attack/+5 range
TURKS
Unique Unit: Janissary
Team Bonus: Gunpowder units train 20% faster - Gunpowder units +50% HPs researching gunpowder technology costs -50%
- Gold miners work 15% faster
- Chemistry free
- Light Cavalry upgrade free
VIKINGS
Unique Unit: Longboat, Berserk
Team Bonus: Docks cost -33% - Warships cost -20%
- Infantry +10% HPs Feudal Age, +15% Castle Age, +20% Imperial Age
- Wheelbarrow, Hand card free
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