Infantry and Monk civilization

· Villagers carry +5
· Military units created 15% faster
· +5 Monk hit points for each Monastery technology
· Loom free

Unique Unit: Jaguar Warrior (infantry)

Unique Technology: Garland Wars (+4 infantry attack)

Team Bonus:
Relics generate +33% gold

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

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%
· Town Watch free

Unique Unit:
Cataphract (cavalry)

Unique Tech: Logistica (Cataphracts cause trample damage)

Team Bonus: Monks +50% heal speed

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

Archer civilization

· Start with +3 villagers but -50 wood, -200 food
· Technologies cost -10% Feudal,
-15% Castle, -20% Imperial Age
· Town Centers support 10 population
· Demolition ships +50% hit points

Unique Unit: Chu Ko Nu (archer)

Unique Technology: Farms +45 food

Team Bonus:
JRocketry (+2P Chu Ko Nu attack, +4P scorpions)

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

Infantry civilization

· Infantry cost -25% starting in Feudal 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

Cavalry civilization

· Do not need houses, but start
with -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

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 25% faster starting in Feudal Age

Unique Unit: Samurai (infantry)

Unique Technology: Kataparuto (Trebuchets fire, pack faster)

Team Bonus: galleys +50% line of sight

Tower and naval civilization

· Villagers +3 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 (+1 range Mangonels, Onagers)

Team Bonus: Mangonels, Onagers +1 range

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%

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

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

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. buildings

Unique Unit:
Mameluke (camel)

Unique Technology:
Zealotry (Camels, Mamelukes +30 hit points)

Team Bonus:
foot archers +1 attack vs. buildings

Gunpowder and Monk civilization

· Builders work 30% faster

· Blacksmith upgrades don't cost gold

· Cannon Galleons benefit from Ballistics (fire faster, more accurately)

· Hand Cannoneers and Bombard Cannons fire 15% faster

Unique Units: Conquistador (mounted hand cannoneer), Missionary (mounted Monk)

Unique Tech:
Supremacy (villagers better in combat)

Team Bonus:
Trade units generate +33% gold

Infantry civilization

· Monks healing range 2X
· Towers garrison 2X units
· Murder Holes free
· Farms cost -33%
· Town Center +2 attack, +5 line of sight

Unique Unit:
Teutonic Knight (infantry)

Unique Tech:
Crenellations (+3 range Castles; garrisoned infantry fire arrows)

Team Bonus:
units resist conversion

Gunpowder civilization

· Gunpowder units +25% hit points;
researching gunpowder technologies
costs -50%; Chemistry free
· Gold miners work 15% faster
· Light Cavalry and Hussar upgrades free

Unique Unit:
Janissary (hand cannoneer)

Unique Technology:
Artillery (+2 range Bombard Towers, Bombard Cannons, Cannon Galleons)

Team Bonus: gunpowder units created 20% faster

Infantry and naval civilization

· Warships cost -20%
· Infantry +10% hit points Feudal,
+15% Castle, +20% Imperial Age
(not cumulative)
· Wheelbarrow, Hand Cart free

Unique Units:
Berserk (infantry), Longboat (warship)

Unique Technology:
Berserkergang (Berserks regenerate faster)

Team Bonus:
Docks cost -25%



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