View manual text
Hotkeys
To
Press
Cycle through last 5 sound events
Cycle through idle villagers
Cycle through idle military units
Cycle through Barracks, Markets,
Archery Ranges, etc.
Middle mouse button or HOME key
PERIOD ( . ) key
COMMA ( , ) key
CTRL+B, CTRL+M, CTRL+A, etc.
Center view on selected unit
Return to the last 10 map locations
Assign group number to units
Select group assigned to this number
Select this group in addition to
currently selected units
SPACEBAR
BACKSPACE
CTRL+1–9
1–9
SHIFT+1–9
Display game time
Display online tech tree
Display score
Select all units of one type
Garrison selected unit(s)
Delete selected unit or building
Pause game
Display chat interface
Select Town Center
Insert chapters in a recorded game
Capture screenshots of your victory
F11
F2
F4
Double-click a unit of that type
ALT+right-click building
DELETE key
PAUSE key
ENTER key
H
F9
PRINT SCREEN key (bitmaps are
saved in the Screenshots folder)
Capture screenshot of entire game map
CTRL+F12 (bitmaps are saved in
the Screenshots folder)
To
Click a villager, then
Build House
Build Farm
Build Tower
Build building
Build military building
Rebuild expired Farm
Press B, then E
Press B, then F
Press B, then T
B, then hotkey for the building
V, then hotkey for the military building
Right-click Farm
*X05-72798*
MICROSOFTMIZROSOFTMICROSOFTMICROSOFTMICROSOFTMICROSOFTMICROSOFTMICROSOFTMICROSOFTMICROSOFTMICROSOFTMICROSOFTMICROSOFTMICROSOFTMICROSOFTMICROSOFTMICROSOFTMICROSOFTMICROSOFTMICROSOFTMICROSOFTMICROSOFTMICROSOFTMICROSOFTMICROSOFTMICROSOFTMICROSOFTMICROSOFTMICROSOFTMICROSOFTMICROSOFTMICROSOFTMICROSOFTMICROSOFTMICROSOFTMICROSOFTMICROSOFTMICROSOFTMICROSOFTMICROSOFTMICROSOFTMICROSOFTMICROSOFTMICROSOFTMICROSOFTMICROSOFTMICR
M
E X P A N S I O N
Information in this document, including URL and other Internet Web site references, is
subject to change without notice. The example companies, organizations, products, people
and events depicted herein are fictitious unless otherwise noted. No association with any real
company, organization, product, person or event is intended or should be inferred. Complying
with all applicable copyright laws is the responsibility of the user. Without limiting the rights
under copyright, no part of this document may be reproduced, stored in or introduced into
a retrieval system, or transmitted in any form or by any means (electronic, mechanical,
photocopying, recording, or otherwise), or for any purpose, without the express written
permission of Microsoft Corporation.
Microsoft may have patents, patent applications, trademarks, copyrights, or other intellectual
property rights covering subject matter in this document. Except as expressly provided in
any written license agreement from Microsoft, the furnishing of this document does not give
you any license to these patents, trademarks, copyrights, or other intellectual property.
© &
1997–2000 Microsoft Corporation. All rights reserved.
Microsoft, Age of Empires, The Age of Kings, DirectDraw, DirectPlay, DirectSound, DirectX,
MSN, Windows, Windows NT and the Windows logo are either registered trademarks or
trademarks of Microsoft Corporation in the US and/or other countries.
Developed by Ensemble Studios Corp. for Microsoft Corporation.
Genie engine technology © Copyright 1995–2000 by Ensemble Studios Corp. All rights reserved.
The names of actual companies and products mentioned herein may be the trademarks of
their respective owners.
0800 Part No. X05-72798
Contents
Chapter I: Getting Started
2
What’s new .............................................................................. 2
The Age of Kings changes ........................................................ 4
Installing & starting ................................................................. 5
Chapter II: About the New Features
6
New campaigns ........................................................................ 6
New game types ....................................................................... 6
Automatic Farm replanting ........................................................ 7
Garrisoning units inside rams ................................................... 7
Smarter villagers ....................................................................... 8
Improved trading & tributes ...................................................... 8
Improved chatting .................................................................... 9
Friend or foe colors ................................................................... 9
Commanding allied computer players ....................................... 9
Improved game recording ........................................................ 10
Full-size map screenshots ........................................................ 10
Chapter III: Units
11
Infantry ................................................................................... 11
Archers .................................................................................... 13
Cavalry .................................................................................... 14
Siege weapons ......................................................................... 16
Ships ....................................................................................... 17
Other units .............................................................................. 18
Chapter IV: Technologies
19
Economic & military technologies ............................................. 19
Unique technologies ................................................................ 21
Appendix
26
New Units & Technologies ...................................................... 26
Civilization Attributes .............................................................. 27
New Civilization Technology Trees .......................................... 30
Unit Upgrade Costs ................................................................ 40
Unit Attributes ........................................................................ 42
Technology Costs & Benefits .................................................... 45
Chapter I
G
tarted
etting Started
Age of Empires II®: The Conquerors Expansion continues the epic medieval
combat and empire-building of The Age of Kings® — with many new
challenges.
This manual assumes that you have played Age of Empires II: The Age of
Kings and explains only the new features in The Conquerors Expansion.
If you haven’t played The Age of Kings yet, the easiest way to master the
basics of the game is to play the William Wallace learning campaign (on
the main menu, click Learn to Play). You can also refer to The Age of
Kings manual for complete information about the game.
What’s new
Age of Empires II: The Conquerors Expansion includes these new features.
2
z
Civilizations – Aztecs, Huns, Koreans, Mayans, and Spanish. For
information about each civilization’s abilities, see Civilization Attributes in the Appendix. For historical information about each
civilization, click History on the main menu.
z
Units – Conquistadors, Eagle Warriors, Halberdiers, Hussars, Jaguar
Warriors, Missionaries, Petards, Plumed Archers, Tarkans, Turtle
Ships, and War Wagons. For information about the units, see
Chapter III.
z
Technologies – Bloodlines, Caravan, Herbal Medicine, Heresy,
Parthian Tactics, Theocracy, and Thumb Ring. In addition, each
civilization can research a unique technology that improves its
unique unit or team bonus. For information about the technologies,
see Chapter IV.
C hapter I - G etting S tarted
z
Campaigns – Battle as Attila the Hun, El Cid, Montezuma, and other remarkable
conquerors. New difficulty settings let anyone play to win. Campaign objectives now
include a Scouts tab that provides reconnaissance information about the map and
your enemies.
z
New game types – King of the Hill, Wonder Race, Defend the Wonder.
z
Real world maps – Based on geographical locations, such as Britain, France, Italy and,
of course, Texas.
z
More maps – Arena, Ghost Lake, Mongolia, Nomad, Oasis, Salt Marsh, Scandinavia,
Yucatan, and Random Land.
z
Winter and tropical terrain – On winter maps, walk across ice and leave footprints in
the snow. On tropical maps, herd turkeys instead of sheep and fend off jaguars instead
of wolves.
z
Last Man Standing victory condition – After defeating the enemy, team members
turn on each other until one player wins.
z
Farms automatically replant – Queue Farms so they automatically
replant after all the food has been gathered from them.
z
Ship formations – Ships move in formation just like land units.
z
Ram garrisoning – Units can garrison inside Battering,
Capped, and Siege Rams for protection and to increase
the ram’s speed and attack.
z
Smart villagers – Villagers work smarter, build walls
more intelligently, and automatically gather resources
after constructing a drop-off building.
z
Smart siege weapons – Mangonels,
Onagers, and Siege Onagers don’t autoattack if they would harm friendly units.
z
Improved trading & tributes – Buy, sell, and
tribute lots of 500, or tribute everything in your stockpile.
z
Improved chatting – See messages in each player’s color.
z
Improved Diplomacy U I – See other players’ stances toward you.
z
Friend or foe colors – Change player colors to see enemies in one color,
allies in another.
z
Command allied computer players – Use chat commands to order allied computer
players to attack, tribute resources, and build an economy, military, or a Wonder.
z
Return to previous view – Press the BACKSPACE key to return to the previous
location on the map. For example, if the screen is centered on your army and you
jump back to your Town Center to tend your economy, press the BACKSPACE key
to return to your army. Press the key multiple times to display the last 10 locations.
z
Random teams option – Players who select a question mark (?) as their Team setting
before starting a game are randomly placed on the teams of players who have chosen
team numbers. If all players select random teams, two teams are created.
3
z
Improved game recording – Record chat text and insert chapter markers so you can
easily play back important battles.
z
Full-size map screenshots – Choose the reduction ratio and create a screenshot of
the entire game world.
z
Improved map editor – New scenario triggers, including the ability to change unit
names and attributes.
z
Customizable random maps – Create your own random map scripts that tell the
computer what terrain, elevation, and resources to place when creating random maps.
To learn how to do this, see the Random Map Script Guide (RMSG.doc) in the Docs
folder on The Conquerors Expansion CD.
For more information about most of these features, see Chapter II.
The Age of Kings changes
The Conquerors Expansion includes several changes to
The Age of Kings civilizations, units, and technologies.
Civilization changes
The Conquerors Expansion includes these changes
to The Age of Kings civilizations.
z
Britons – Town Centers cost 50% less wood,
but only in the Castle Age and Imperial Age.
z
Byzantines – Team bonus: Monks heal
50% faster.
z
Chinese – Start with -50 wood.
z
Goths – Hunters now carry +15 meat.
z
Teutons – Town Centers have +5 line of sight (LOS) instead of +5 range.
z
Turks – Hussar upgrade free; gunpowder units +25% HPs, not +50%.
z Vikings – Docks cost -25%, not -33%.
In addition, each Age of Kings civilization can create the new units and research the
new technologies in The Conquerors Expansion. For information about the units and
technologies available to each civilization, see New Units & Technologies in the Appendix.
Unit changes
The Conquerors Expansion includes these changes to The Age of Kings units.
4
z
Cavalry Archer & Heavy Cavalry Archer – Move, fire, and are created faster.
z
Camel & Heavy Camel – Move faster.
z
Bombard Cannons – More attack vs. siege weapons; more hit points; fire faster;
no upgrade cost (except Chemistry).
C hapter I - G etting S tarted
z
Hand Cannoneers – Increased anti-infantry attack; no upgrade cost (except Chemistry).
z
Janissary & Elite Janissary – Attack increased.
z
Huskarls – Attack increased vs. archers; piercing armor.
z
Pikemen – Attack bonus vs. camels decreased.
z
Mangonel, Onager & Siege Onager – Move and fire faster; bonus damage vs. siege
units; don’t auto-attack if it may harm friendly units.
z
Samurai – Move faster; attack bonus vs. other unique units increased.
z
Scorpion & Heavy Scorpion – Pass-through damage and range increased but cannot
be upgraded with Fletching, Bodkin Arrow, or Bracer (at the Blacksmith).
z
Scout Cavalry, Light Cavalry & Hussar – Bonus attack vs. Monks; more resistant to
conversion by Monks and Missionaries.
z
Swordsmen, berserks, samurai & woad raiders – Have piercing armor.
z
Woad Raiders – Creation speed increased.
Other changes
The Conquerors Expansion includes these changes to The Age of Kings.
z
Town Center – Cost increased to 275 wood and 100 stone; takes longer to build;
Fletching, Bodkin Arrow, and Bracer (at the Blacksmith) improve Town Center
attack and LOS (not range).
z
Outpost – Cost decreased to 25 wood and 10 stone; LOS increased.
z
Relics – Generate more gold.
Installing & starting
You must have Age of Empires II: The Age of Kings installed before you can install
Age of Empires II: The Conquerors Expansion.
To install and start The Conquerors Expansion
Insert The Conquerors Expansion CD into the CD-ROM
drive, and then follow the instructions on the screen.
If Setup does not begin automatically or if you have trouble
starting The Conquerors Expansion, refer to the Readmex file
on The Conquerors Expansion CD.
5
Chapter II
A
bout the New Features
New campaigns
The Conquerors Expansion includes four new campaigns that let you
recreate historic battles waged by Attila the Hun, El Cid, Montezuma, and
other conquerors in a series of historically based scenarios.
To play the new campaigns
Click Single Player on the main menu, click The
Conquerors Campaigns, and then click the name
of the campaign you want to play.
New game types
The Random Map game in The Age of Kings is now called the standard
game, and the interface is simplified to make it easier to choose which type
of standard game to play.
To play a single player standard game
Click Single Player on the main menu, click
Standard Game, and then choose the Game you
want to play (Random Map, Regicide, Death
Match, scenario, or one of the new games below).
For information about starting a multiplayer game,
see The Age of Kings manual.
6
C hapter II - A bout the New Features
The Conquerors Expansion includes three new game types.
z
King of the Hill – To win, control the Monument in the center of the map for the
specified time period. To take control of the Monument from an enemy, kill all of the
enemy units near the Monument and move one of yours nearby. The map style greatly
affects this game. For example, on Coastal maps, you can defend with walls and
Castles; on Island maps, you can defend only with ships; on Ghost Lake maps, you
can defend only with land units.
z
Wonder Race – No combat; the first player to build a Wonder wins. All players are
allied and cannot change alliance or form teams. However, you can play a cooperative multiplayer game, where two players control the same civilization. There are no
walls, Siege Workshops, or Trebuchets.
z
Defend the Wonder – One player starts with a Wonder surrounded by walls and
defends it from enemy players to win. All players begin in the Imperial Age with all
technologies researched, large stockpiles of resources, and several villagers.
Automatic Farm replanting
Farms can now be queued at the Mill so they are automatically replanted when all of the
food has been collected from them and they expire. If there are Farms in the queue when a
Farm expires, you do not receive a “Farm expired” notification.
To automatically replant Farms
Click the Mill, and then click the Reseed
Farm button. Click multiple times to
replant several Farms.
Automatically replanting costs the same as building a new Farm, so you must have enough
wood in your stockpile for each Farm you add to the queue. You can use any of your Mills
to add or delete Farms from the queue. If all of your Mills are destroyed the queued Farms
continue to be replanted. If you research technology that improves your Farms, queued
Farms also benefit.
Garrisoning units inside rams
All foot units (infantry and archers) can garrison inside a ram; villagers, Monks, Petards,
Kings, mounted units, and siege weapons cannot. Garrisoned infantry and pikemen
increase the ram’s speed and attack vs. buildings. Units garrisoned inside a ram are not
damaged during an attack, and garrisoned archers do not attack.
Battering Rams and Capped Rams can garrison four units. Siege Rams can garrison six
units. A flag appears on rams with garrisoned units. Allied players can garrison units
inside each other’s rams (and ungarrison them at will). Units are automatically ejected if
the ram is destroyed, converted by a Monk or Missionary, or if allied players change their
diplomatic stance.
7
When a garrisoned ram is loaded aboard a transport ship, the ram and each garrisoned unit
count toward the ship’s capacity. For example, if three units are garrisoned inside a ram,
then four units are loaded onto the transport ship.
To garrison units inside a ram
Click a unit (or select a group), and then right-click a Battering Ram,
Capped Ram, or Siege Ram.
To ungarrison all units
Click a Battering Ram, Capped Ram, or Siege Ram, and then click the
Ungarrison button.
You can also ungarrison units individually or in groups using the CTRL
and SHIFT keys in the same way that you ungarrison units from
buildings.
Smarter villagers
Villagers are now smarter so resource gathering and wall building are easier.
z
Villagers automatically begin gathering resources that are nearby after building a Mill,
Mining Camp, Lumber Camp, or Town Center.
z
If a villager is carrying resources when you order it to construct a building, the
resources are deposited in your stockpile before the villager gathers a new resource.
For example, if a villager is carrying 8 food from hunting and you assign it to build a
Lumber Camp, the food is added to your stockpile before the villager begins chopping
wood.
z
When you send a group of villagers to a single Farm, the villagers automatically spread
themselves among any untended Farms nearby.
z
When two or more villagers are assigned to build a wall, they space themselves out so
the wall is built more quickly and efficiently. Also walls are now built starting from the
outside and working toward the middle so they end properly at the edge of water and
forests.
Improved trading & tributes
You can buy, sell, and tribute the resources in your stockpile in lots of 500 or tribute your
entire stockpile of a resource.
To buy, sell, or tribute lots of 500
Press the SHIFT key, and then click the button of the resource to buy,
sell, or tribute.
To tribute your entire stockpile of a resource
Press the CTRL key, and then click the button of the resource to tribute.
8
C hapter II - A bout the New Features
Improved chatting
Chat text is shown in each player’s color and there are two new ways to send messages to
specific players. As in The Age of Kings, you can begin a message with a semicolon (;) to
chat only with your allies. Now you can use an exclamation mark (!) to send a message
only to your enemies or an asterisk (*) to send a message to everyone.
Friend or foe colors
The friend or foe option uses a simpler color scheme to indicate which players are your
allies and which are your enemies. When you set the friend or foe option, colors are not
unique for each player. Instead, enemies are red, allies are yellow, neutral players are gray,
and your units are blue. The colors are determined by your diplomatic stance toward each
player (not theirs toward you).
To use the friend or foe colors option
On the main menu, click Options (or while you are in a game, click the
Menu button, and then click Options), then select Friend or Foe Colors.
Or press the hotkey (default ALT+G) during a game.
Commanding allied computer players
If you are playing a standard game (not a campaign scenario), you can use the Commands
button in the chat interface to send commands to allied computer players.
The computer player recognizes the following commands:
z
3: Food, please – Computer player tributes 100 food to you.
z
4: Wood, please – Computer player tributes 100 wood to you.
z
5: Gold, please – Computer player tributes 100 gold to you.
z
6: Stone, please – Computer player tributes 100 stone to you.
z
31: Attack an enemy now! – Computer player uses any available units to attack the
most dangerous enemy. If you have sent a “Wait for my signal to attack” command, the
computer will not attack until it receives this command.
z
32: Cease creating extra villagers – Computer player focuses on building its military.
z
33: Create extra villagers – Computer player focuses on building its economy.
z
34: Build a navy – Computer player focuses on building combat ships.
z
35: Stop building a navy – Computer player stops building combat ships.
z
36: Wait for my signal to attack – Prevents computer player from attacking until you
send the “Attack an enemy now!” message. The computer player automatically attacks
unless you send this command.
9
z
37: Build a Wonder – Computer player hoards resources and
attempts to build a Wonder when its stockpile is large enough.
z
38: Give me your extra resources – Computer
player sends you any resources it can spare.
z
42: What age are you in? – Computer
player tells you the age it has reached.
Improved game
recording
Recorded games now save chat messages,
and you can insert chapter markers so you
can easily find important battles when you
play back the recording.
To insert chapter markers
While recording a game, click the Menu button, and then
click Save Chapter (or press F9).
To jump between chapters during playback
Click the Next Chapter button or Previous Chapter button.
Full-size map screenshots
It is now possible to create a screenshot of the entire game map exactly as it appears on the
screen, including fog of war. You can save screenshots at any time during a single player
game, but you must wait until after a multiplayer game has ended to save screenshots from
it. In order to create a screenshot while using the map editor, you must either play or test
the scenario.
To reveal the entire game map
Type Marco (reveal map) and/or Polo (remove fog of war) in the chat
window. In a multiplayer game, the Allow Cheats option must be enabled to
use these commands.
To create a screenshot of a full-size map
Press CTRL+F12, and then click the button to select the reduction ratio
(1:3 is the largest image; 1:8 is the smallest).
The map image is saved in the Screenshots folder where you installed the game.
10
C hapter II - A bout the New Features
U
Chapter III
nits
The Conquerors Expansion includes several new units. For more
information about which units a civilization can research, see New
Units & Technologies in the Appendix.
Infantry
Eagle Warrior &
Elite Eagle Warrior
Fast infantry with extensive line of sight, piercing armor,
resistance to conversion, attack bonus vs. Monks, and a
slight attack bonus vs. siege weapons and mounted units.
Civilizations without cavalry (Aztecs and Mayans) start
the game with an Eagle Warrior instead of Scout Cavalry.
Created at
Strong vs.
Weak vs.
Upgrades
Barracks
archers, Monks, siege weapons
infantry, hand cannoneers
HP — El Dorado (Mayan unique technology at Castle)
Attack — Forging, Iron Casting, Blast Furnace
(Blacksmith); Garland Wars (Aztec unique
technology at Castle)
Armor — Scale Mail Armor, Chain Mail Armor,
Plate Mail Armor (Blacksmith)
Sight — Tracking (Barracks)
Speed — Squires (Barracks)
Unit creation speed — Conscription (Castle)
Units resist enemy Monks, Missionaries — Faith,
Heresy (Monastery)
The Aztecs prized fighting skills, and soldiers earned increased status in society through
distinction in combat and promotion in rank. One of the higher ranks was that of Eagle
Warrior. These fighters wore great colorful headdresses made of eagle feathers and costumes
that enhanced their military bearing. Because they were lightly armored and unencumbered, they were able to move quickly. They were the fast, light troops of the Aztec armies,
quickly pouncing on enemies. However, they proved to be at a great disadvantage in
combat against Europeans wearing steel armor and using steel weapons.
11
The best of the Eagle Warriors were promoted to Elite status. These were the champions of the Eagle Warrior
formations and led the attempts to disable and capture enemies.
Halberdier
Stronger than Pikeman. Attack bonus vs. mounted units and
War Elephants.
Created at
Strong vs.
Weak vs.
Upgrades
Barracks
Mounted units, War Elephants
infantry, archers, scorpions, mangonels, hand cannoneers
Attack — Forging, Iron Casting, Blast Furnace (Blacksmith)
Armor — Scale Mail Armor, Chain Mail Armor, Plate Mail
Armor (Blacksmith)
Sight — Tracking (Barracks)
Speed — Squires (Barracks)
Unit creation speed — Conscription (Castle)
Units resist enemy Monks, Missionaries — Faith, Heresy (Monastery)
The Halberd was a pike weapon invented in the Middle Ages for use against armored men, especially on
horseback. It consisted of a six-foot shaft with an axe head at the front, a spear point at the top, and thin point
at the rear. The spear was used to ward off cavalry. The thin rear point could be chopped down on an armored
man to penetrate the strongest armor. The axe head brought down with both hands could chop through armor,
arms, and helmets. Wielding the Halberd left the soldier exposed momentarily, so it was best used in formation
with other men at hand for protection.
Jaguar Warrior & Elite Jaguar Warrior
Aztec unique unit. Attack bonus vs. other infantry.
Created at
Strong vs.
Weak vs.
Upgrades
Castle
infantry
archers, mangonels, hand cannoneers, cavalry archers
Attack — Forging, Iron Casting, Blast Furnace (Blacksmith);
Garland Wars (Aztec unique technology at Castle)
Armor — Scale Mail Armor, Chain Mail Armor, Plate Mail
Armor (Blacksmith)
Sight — Tracking (Barracks)
Speed — Squires (Barracks)
Unit creation speed — Conscription (Castle)
Units resist enemy Monks, Missionaries — Faith, Heresy (Monastery)
Another rank of Aztec fighter was the Jaguar Warrior, who was more heavily armed and armored than the
Eagle Warrior. Their role was probably to be the heavy infantry of the army and to engage the enemy main
body. They likely had the advantage in combat against lighter troops that were caught off-guard or foolish
12
C hapter III - U nits
enough to engage the heavier Jaguar Warrior. These warriors wore jaguar headpieces and clothing that
represented jaguar fur. The jaguar was chosen as the totem for warriors because it was the fiercest predator in
the Central American jungles. In combat, they used an obsidian-bladed sword known as a macana.
Although it lacked the penetration power of steel weapons, the macana was able to keep a razor-sharp edge.
The best of the Jaguar Warriors were promoted to Elite status.
These were veterans of demonstrated skill who carried the best
weapons and were the best fighting soldiers available.
Archers
Plumed Archer &
Elite Plumed Archer
Mayan unique unit. Stronger, faster,
and better armored than other archers,
but have less attack.
Created at
Strong vs.
Weak vs.
Upgrades
Castle
other archers, slow units (Monks, Teutonic Knights, War Elephants)
cavalry, skirmishers, other fast units (Eagle Warriors, Woad Raiders)
Attack — Chemistry (University)
Attack, Range — Fletching, Bodkin Arrow, Bracer (Blacksmith)
Armor — Padded Archer Armor, Leather Archer Armor, Ring
Archer Armor (Blacksmith)
Targeting — Ballistics (University), Thumb Ring (Archery Range)
Unit creation speed — Conscription (Castle)
Units resist enemy Monks, Missionaries — Faith, Heresy (Monastery)
The natives of Central America had developed the bow and used it in combat. Their bow technology was not
far advanced, however, in comparison to the Asian composite bow or English longbow. Archers could be
ordered to wound when capture of enemies was more important than killing. Like all other Mayan warriors,
archers wore distinctive costumes so commanders could distinguish their troops and place the right group
where needed. The status of archers was low in comparison to other warrior ranks, so men of lower standing
and skill entered their ranks. Men of status and ambition joined the ranks of the Eagle Warrior where they
could have the opportunity to take captives.
The better skilled and experienced bowmen became Elite Plumed Archers. They were especially important
when absolute victory was required because they had the ability to kill enemies quickly and break enemy
army morale under a barrage of well-aimed arrows.
13
War Wagon & Elite War Wagon
Korean unique unit. Heavily armored archery unit. (The Koreans have
two unique units; the other is the Turtle Ship, a Dock unit.)
Created at
Strong vs.
Weak vs.
Upgrades
Castle
infantry, archers
cavalry, skirmishers, pikemen, camels
Attack — Chemistry (University)
Attack, Range — Fletching, Bodkin Arrow, Bracer (Blacksmith)
Armor — Padded Archer Armor, Leather Archer Armor, Ring
Archer Armor (Blacksmith),
Targeting — Ballistics (University), Thumb Ring (Archery Range)
Speed — Husbandry (Stable)
Unit creation speed — Conscription (Castle)
Units resist enemy Monks, Missionaries — Faith (Monastery)
The Korean kingdom of Koryo was often under attack from all sides — by China, by barbarian civilizations to the north like the Mongols, and by sea raiders. To survive, they needed a strong military. We have
hints from scant records that the Koryo were innovative warriors, perhaps being the first to use rockets in
combat and carriages of some type. Trains of these wagons could be arranged into temporary fortifications in
open areas, providing a mobile, yet substantial, defensive position against mounted enemies. So became the
war wagon, a classic chariot with scythed blades and mobile forts from which archers could fire with some
protection.
Cavalry
Conquistador &
Elite Conquistador
Spanish unique unit. Cavalry hand cannoneer. Powerful close attack; not
accurate at range. (The Spanish have two unique units; the other is the
Missionary, a Monk unit.)
Created at
Strong vs.
Weak vs.
Upgrades
14
Castle
swordsmen, Monks, Teutonic Knights, War Elephants
knights, camels, pikemen
Armor — Padded Archer Armor, Leather Archer Armor, Ring
Archer Armor (Blacksmith)
Hit points — Bloodlines (Stable)
Speed — Husbandry (Stable)
Unit creation speed — Conscription (Castle)
Units resist enemy Monks, Missionaries — Faith, Heresy (Monastery)
C hapter III - U nits
Spanish adventurers who set off to conquer the New World became known as Conquistadors. These men
were an assortment of disposed sons of the nobility and soldiers of fortune looking for adventure and loot.
Most were soldiers without employment. They arrived in the New World with a great technical advantage in
weapons over the natives who could not stand up to steel swords, firearms, and mounted lancers. The horse
was particularly terrifying to the first natives who encountered it. Mounted men were thought to be some sort
of new creature, half man and half four-legged beast. Thanks to the spread of European diseases before them
and advantageous use of native allies on occasion, ridiculously small armies of Conquistadors conquered
with relative ease the two great American civilizations, the Aztecs and the Incas.
Within the ranks of the European adventurers who invaded the New World there were soldiers of superior
ability and determination who became the Elite Conquistadors. These were the men who lead the charges
against seemingly insurmountable odds and triumphed due to their superior weapons and grim resolve.
Hussar
Stronger than Light Cavalry; attack bonus vs. Monks; resistant to
conversion.
Created at
Strong vs.
Weak vs.
Upgrades
Stable
archers, cavalry archers, siege weapons, Monks
Pikemen, knights, camels
Attack — Forging, Iron Casting, Blast Furnace (Blacksmith)
Armor — Scale Barding Armor, Chain Barding Armor, Plate
Barding Armor (Blacksmith)
Hit points — Bloodlines (Stable)
Speed — Husbandry (Stable)
Unit creation speed — Conscription (Castle)
Units resist enemy Monks, Missionaries — Faith, Heresy (Monastery)
In the 15th century the Hungarians deployed a corps of light cavalry soldiers that came to be known as
Hussars. They were excellent horsemen, trained to ride from their youth on the grasslands of the Hungarian
plain. They wore brightly colored uniforms that gave them added dash and distinction. On the march they
scouted and raided as needed. In an emergency they could charge in battle, but were usually too lightly
armed and armored to engage heavy cavalry or infantry. They were especially useful after an enemy routed
and had become disorganized because the fast Hussar could easily run over and cut down the undisciplined
troops. The bright uniforms and dashing demeanor were very attractive to other nations and Hussars were
prominent in later armies, especially during the Napoleonic era. A British Hussar unit was deployed in the
Korean War, although it was fighting in tanks by that time.
15
Tarkan & Elite Tarkan
Hun unique unit. Cavalry that is particularly effective against buildings,
making Tarkans excellent vandals.
Created at
Strong vs.
Weak vs.
Upgrades
Castle
buildings, archers, mangonels, cavalry archers, siege weapons, Monks
Pikemen, knights, camels
Attack — Forging, Iron Casting, Metallurgy (Blacksmith)
Armor — Scale Barding Armor, Chain Barding Armor, Plate
Barding Armor (Blacksmith)
Hit points — Bloodlines (Stable)
Speed — Husbandry (Stable)
Unit creation speed — Conscription (Castle)
Units resist enemy Monks, Missionaries — Faith, Heresy (Monastery)
The use of the stirrup by the Huns gave them a technological advantage against other armies when they
advanced toward the west in the 3rd century. They could set themselves in their stirrups and charge into a
target with a lance. The impact of the lance point transferred the force of the combined moving man and
horse, thanks to the stirrup. With rare exceptions (notably Alexander’s Companion cavalry) horsemen
prior to this had rarely been effective with a lance or spear. The appearance of thousands of barbarian
cavalry using spears so effectively forced dramatic change in warfare at the end of antiquity. The Roman
legions were forced to put more emphasis on cavalry in support of their legions and eventually hire
barbarian horsemen as mercenaries. Heroes of Hunnic, and later Mongolian, armies were known as Tarkans.
The best of the Hunnic light horsemen were Elite Tarkan warriors. They rode hard,
hit with surprise, and could withdraw as quickly if the situation was not
advantageous. The mobility of the Elite Tarkan warriors made them devastating
raiders, but their light cavalry status put them at a disadvantage against
heavily armored horsemen in close combat.
Siege weapons
Petard
Demolition infantry unit armed with explosives.
Devastating to buildings; ineffective against other units.
Created at
Strong vs.
Weak vs.
Upgrades
16
Castle
buildings, walls, siege weapons
archers, scorpions, cavalry archers, mangonels
Attack — Siege Engineers (University)
Unit creation speed — Conscription (Castle)
Units resist enemy Monks, Missionaries — Faith, Heresy (Monastery)
C hapter III - U nits
The primary use of gunpowder during the Middle Ages was as a propellant in firearms and cannon, but it
eventually found use as an explosive also. Explosive charges, called petards, could be used to damage or blow
down castle gates and other obstructions. The word petard comes from a French word for breaking wind. In
very dangerous situations, an armored man would carry the petard to the point of attack and light the fuse. If
the fuse malfunctioned or the charge went off prematurely for any reason, the bombardier was“hoisted by his
own petard,” which explains a phrase still used today when a plan or operation backfires.
Ships
Turtle Ship &
Elite Turtle Ship
Korean unique unit. Slow, heavily armored battleship; effective for
destroying other ships at close range. The Turtle Ship may be built at a
Dock once a Korean Castle has been built. (The Koreans have two
unique units; the other is the War Wagon, an archery unit.)
Built at
Strong vs.
Weak vs.
Upgrades
Dock
fire ships, demolition ships
Bombard Cannons, Monks
Armor — Careening (Dock)
Speed — Dry Dock (Dock)
Lower cost — Shipwright (Dock)
Units resist enemy Monks, Missionaries — Faith (Monastery)
Under attack by samurai Japan in 1592, the fate of Korea and perhaps China depended on breaking the
invader’s supply lines at sea across the Straits of Korea. Korean admiral Yi Sun-Shin won two great naval
victories off southern Korea with the aid of Turtle Ships, the first armored warships in history. These oarpowered ships had a low profile and mounted a battery of cannons on their broadside. Their sides and top
were rounded and shaped like a flat turtle shell. They were not well suited for use on the high sea but quite
useful in coastal waters where waters were relatively calm. The Japanese ships were at a great disadvantage in
combat against them. Most missile fire glanced off their rounded armor. They offered no openings for enemy
boarding parties. Unarmored enemy ships were quickly disabled by their cannon.
17
Other units
Missionary
Spanish unique unit. Moves faster than a Monk, but has less line of
sight and range. Also, a Missionary cannot pick up Relics. Otherwise,
it converts enemy units and heals friendly units the same way as a
Monk. The Missionary may be built at a Monastery once a Spanish
Castle has been built. (The Spanish have two unique units; the other
is Conquistador, a cavalry unit.)
Created at
Strong vs.
Weak vs.
Upgrades
Monastery
Teutonic Knights, War Elephants
archers, knights, Light Cavalry, Woad Raiders
(all at Monastery)
Convert some buildings, siege units — Redemption
Movement speed — Fervor
Hit points — Sanctity
Convert other Monks — Atonement
Greater conversion range — Block Printing
Less rejuvenation time — Illumination, Theocracy
Units resist enemy Monks, Missionaries — Faith, Heresy
As Europeans gradually came to understand that Columbus had opened the door to two complete
continents, they awoke to the desirability of converting the potentially immense native population to
Christianity. The Spanish, Portuguese, and other European nations sent monks called missionaries into the
New World to bring about conversion and salvation. To be a missionary required great faith, a strong
constitution, and great zeal. They often were required to plunge into the wilderness amongst peoples of
radically different cultures and beliefs. Many missionaries suffered despair, torture, and death at the hands of
natives who resisted the message being brought to them or identified the monks with the disease and conquest
that accompanied them.
18
C hapter III - U nits
Chapter IV
T
echnologies
The Conquerors Expansion includes several new
technologies that improve the economic and combat
abilities of your civilization. In addition, each civilization
now has a unique technology. For more information about
which technologies a civilization can research,
see New Units & Technologies in the Appendix.
Economic & military technologies
Bloodlines
Bloodlines (at the Stable) increases the hit points of all
mounted units.
Warriors in the Middle Ages required horses of different types for long movements, scouting,
draft animals, and carrying armored knights. Careful breeding of horses allowed the gradual
evolution of different horse bloodlines to meet these needs. Civilizations with access to large
grasslands were especially adept at breeding horses. In the Middle East and Asia, similar
attention was paid to breeding camels for racing speed or for stamina to withstand lengthy
marches as part of trade caravans.
Caravan
Caravan (at the Market) increases the speed of Trade Carts and
Trade Cogs so they gather gold faster.
Trade quickly rose from a simple peasant taking his cart to market to more sophisticated
enterprises of multiple carts or baggage animals traveling between cities. Caravans of trade
packhorses or other conveyances were more efficient because they were easier to manage
and guard over long distances. The word caravan is derived from Persian and usually
19
refers to trade parties traversing deserts or hostile regions. The most famous caravan trade route of the Middle
Ages was the Silk Road from China to Constantinople or the eastern Mediterranean coast.
Herbal Medicine
Herbal Medicine (at the Monastery) increases the healing speed of
units garrisoned inside buildings.
Although classical societies advanced the studies of anatomy and physiology, prior to the scientific and
industrial revolutions of the 18th and 19th centuries, medicine was an inexact science built on practical
knowledge. First oral traditions and then written accounts passed down remedies and procedures that had
been discovered through experience. The principal agent of healing was herbal medicine, the application or
digestion of herbal compounds whose curative powers had been discovered through experiment. The presence
of specialists in herbal medicine within a Middle Ages town or village was a boon to the inhabitants’ quality of life.
Heresy
Heresy (at the Monastery) causes units to die instead of being converted
by an enemy Monk or Missionary. You still lose the unit, but your enemy
doesn’t get it.
As the Middle Ages progressed, Christianity in Europe faced a number of challenges, including heresy. This
word came into use in the 13th century to define an opinion or doctrine that was contrary to church dogma.
New opinions popped up at an alarming rate. Philosophers studying the Bible suggested new interpretations.
Contact with pagan beliefs led to distortions of dogma in the hinterlands. Anyone who attempted to newly
interpret the lessons of the Bible risked being accused of heresy. Coming to believe in a heretical position was
seen by church leaders as a supreme sin, and many people condemned as heretics were burned at the stake.
Parthian Tactics
Parthian Tactics (at the Archery Range) increases the normal and
piercing armor of mounted archers.
The horse archers of Parthia, now part of modern Iran, were renowned for their ability to shoot arrows at
pursuers, whether the archers were in real or feigned retreat. Being able to shoot at enemies while withdrawing was very irritating to the enemy, especially when pursuers were too slow to close the gap. Although the
Parthians were an ancient people, their tactics were adopted by later civilizations that employed horse archers
and their name remained attached to the maneuver. The phrase“parthian shot” has come to mean any
comment made while exiting a discussion.
20
C hapter IV - T echnologies
Theocracy
Theocracy (at the Monastery). When a group of Monks (or Missionaries)
converts an enemy unit, only one Monk loses its faith and must rest
before attempting another conversion. Greatly enhances the power of a
group of Monks and reduces micro-management.
Civilizations that were a theocracy, or nearly so, were governed by officials thought to be receiving divine
guidance. When the people believed this to be true, the government could direct them to carry out almost
any command. In such a society, the religious leaders and monks had great power. When in contact with
civilizations of weaker religious beliefs, there could occur a rapid spread of conversion.
Thumb Ring
Thumb Ring (at the Archery Range) increases the rate of fire and
accuracy of archers.
The typical archer of the Middle Ages drew the bowstring back to his chest to fire. English longbowmen had
the ability to draw back to their cheek, increasing the power and distance of their shots. Archers from Asia
developed a thumb ring that made it possible to draw back to their ear or beyond. When this improvement
was added to their already very powerful composite bows, their weapons proved quite effective.
Unique technologies
Each civilization has a unique
technology that no other
civilization can research.
Typically, the unique technology
improves a civilization’s unique
unit or team bonus.
(Aztecs) Garland Wars
Garland Wars (at the Castle) increases
the attack of all infantry.
When the normal competition between cities and states did not produce enough sacrificial victims for rituals,
the Aztecs and their neighbors organized garland or flower wars for the purpose of increasing supply. The
warriors of these societies went off to these wars with enthusiasm, knowing this was their opportunity to win
glory and status.
21
(Britons) Yeomen
Yeomen (at the Castle) increases the range of archers and the attack of towers.
The longbow developed in Wales became a favored British weapon under Edward I, who quickly understood
how it could be effectively deployed. British longbowmen played havoc against French armies throughout the
Hundred Year’s War. British free men, called yeomen, were skilled and highly motivated by self-interest. The
pay and loot from a successful campaign in France could set up a man in business for life.
(Byzantines) Logistica
Logistica (at the Castle) gives Cataphracts trample damage.
The Byzantine civilization outlived its counterpart in Rome for more than one thousand years, mainly
through the adroit employment of smaller elite armies against more lightly equipped or less highly trained
enemies. Well-motivated troops, well-trained officers, strong military traditions, and sound military logistics
combined to create armies with fighting power disproportionate to their size. The backbone of their armies were their
cataphract cavalry who could engage enemies at a distance with archery or trample them down in a charge.
(Celts) Furor Celtica
Furor Celtica (at the Castle) increases the hit
points of Siege Workshop units.
The warriors of Celtic Britain gained a reputation as very
emotional fighters, capable of wide swings in their morale.
Furor Celtica, or Celtic Fury, was a state of highly charged
aggressiveness that all enemy armies sought to escape. If the
fury could be withstood, it might vanish suddenly and turn into panic.
If the Celtic leaders could manage and direct the fury of their soldiers, it was a daunting force multiplier.
(Chinese) Rocketry
Rocketry (at the Castle) increases the piercing attack of Chu Ko Nu and scorpions.
The Chinese are credited generally with the invention of the explosive we call gunpowder today. They used
it extensively to power rockets, both for entertainment and military use. Although they never developed an
accurate design, rockets could be used with great effect against enemies with no experience against these
alarming weapons. Rockets were noisy, smelly, and spewed fire while traveling at high velocity. They
damaged anything they hit and did collateral damage if they carried an explosive charge.
(Franks) Bearded Axe
Bearded Axe (at the Castle) increases the range of Throwing Axemen.
The bearded axe got its name from the extended length added to the bottom of the blade, making the blade far
longer than its connection to the haft. This axe was a further development of the Francisca, the throwing axe
22
C hapter IV - T echnologies
that gave the Franks their name. The bearded axe could be thrown or used hand-to-hand. Before the Franks
discovered cavalry, they fought in massed formations. As they approached the enemy the front ranks threw
axes. These disordered the enemy, caused some casualties, and stuck in shields, making them unwieldy. The
Franks then closed quickly for hand-to-hand fighting with additional axes or swords.
(Goths) Anarchy
Anarchy (at the Castle, in the Castle Age) allows Huskarls to be created at the Barracks.
(The Goths have two unique technologies; the other is Perfusion.)
The Goth tribal system worked well for a society that seemed always on the move, fighting here and settling
there, but never for long in either case. Their flexibility meant they could appear suddenly and without
warning, and vanish just as quickly. Their armies were never the best equipped because they lacked any
permanent industry, but no one felt safe if they were even rumored to be on the move.
(Goths) Perfusion
Perfusion (at the Castle, in the Imperial Age) increases the creation speed of Barracks
units. (The Goths have two unique technologies; the other is Anarchy.)
A migratory people like the Goths had the ability to put armies in the field quickly. Their whole civilization
was in a sense an army in the field. The youth of the Goths learned the skills of a warrior at an early age. The
entire male population could become fighters in hours. Rivals learned not to let the Goths get close, if
possible, and not to antagonize them if they did approach.
(Huns) Atheism
Atheism (at the Castle) makes Relic and Wonder victories take
longer for all players and reduces the cost of Spies technology.
The paganism or outright lack of faith of the Huns offended the Romans who
came to think of them as truly sub-human. The Huns, in turn, were
unencumbered by the laws of structured religions. Laws of social and
religious order were too restrictive for a civilization that was constantly on
the move. The Huns put little faith in monuments and artifacts, therefore,
focusing mainly on the here and now.
(Japanese) Kataparuto
Kataparuto (at the Castle) makes Trebuchets fire and pack/un-pack faster.
For most of the period when the samurai traditions dominated Japanese life the conduct of the individual
warrior was the focus of their culture. When more pragmatic men came to power, they put greater emphasis
on the effective employment of large armies, often including men of low social rank. New technologies were
embraced, most notably the firearm, but also better siege weapons to force enemies from strongholds. The last
great battle of samurai was forced by a siege that made a stronghold indefensible.
23
(Koreans) Shinkichon
Shinkichon Rocketry (at the Castle) increases the range of
Mangonels.
Although the Chinese are credited with the invention of gunpowder, many
believe it was the Korean kingdom of Koryo that first employed rocketry
and perhaps gunpowder as some sort of weapon. The chroniclers of this
period mention Koryo rockets and cannons as being very important to the
success of their armies. The long existence of the Koryo and Choson
kingdoms required a strong military because only the sea and the Amnok
River stood between them and a host of potential enemies.
(Mayans) El Dorado
El Dorado (at the Castle) increases the hit points of Eagle Warriors.
War is often most cruel and terrifying when markedly different cultures collide. The native populations of
South and Central America were shaken by the appearance of Conquistadors wearing armor, wielding steel
weapons, riding horses, employing war dogs, and using firearms. The blood sacrifices, rituals, and fanaticism
of the Americans unsettled the Spanish, in turn. The Mayans proved very tough opponents when whipped
into battle frenzy in defense of their hidden wealth.
(Mongols) Drill
Drill (at the Castle) increases the movement speed of Siege Workshop units.
One of the secrets to the great success of the Mongols was their great discipline in battle. Where more civilized
armies of the time had complex structures of hierarchy and traditions, the Mongols countered with endless
hours of practice on the plains and hunting grounds. The speed at which Mongol armies could move and
strike bewildered the more ponderous and heavily equipped armies they often fought.
(Persians) Mahouts
Mahouts (at the Castle) increases the speed of War Elephants.
Using elephants in battle was always a challenge because the animals have poor vision but keen smell, they
are relatively slow, and don’t like being injured. The Persians developed special training for the beasts and
their riders, called Mahouts, to improve their battle performance.
(Saracens) Zealotry
Zealotry (at the Castle) increases the hit points of camels and Mamelukes.
Strengths of the great Muslim armies were their speed and their absolute faith in their destiny. Their strong
religious beliefs calmed the natural fears of any warrior and gave them a sense of invincibility their enemies
could rarely match. The effect was armies that accomplished deeds out of proportion with their size and equipment.
24
C hapter IV - T echnologies
(Spanish) Supremacy
Supremacy (at the Castle) increases the combat skills of villagers, which makes them good
front-line builders.
The peasants of Spain lived especially hard lives in an era when life was not easy for anyone. The difference
was that Spain was a battleground for much of the Middle Ages as the Christian kingdoms in the north
strived to reconquer the peninsula from Saracens who had invaded in the 8th century. Spanish peasants were
therefore also warriors part of the time. This was a fact that the French army under Napoleon would learn
the hard way in the early 19th century.
(Teutons) Crenellations
Crenellations (at the Castle) increases the range of Castles and increases the attack of
Castles, towers, and Town Centers by allowing garrisoned infantry to fire arrows as if they
were villagers.
The Teutons carried their crusade mainly into Eastern Europe while others groups vied for the Holy Land.
The Teutons became especially adept at the art of building and using castles offensively to establish political
control of the countryside. A few knights and soldiers in a dominating castle could control the countryside for miles.
(Turks) Artillery
Artillery (at the Castle) increases the range of Bombard Towers, Bombard Cannons, and
Cannon Galleons.
Early firearms and cannons were operated by professionals and mercenaries who worked for the high bidder.
In the late Middle Ages, the high bidder was often the Turks who controlled important trade routes to the
East. This gave the Turks important experience with these new weapons that they used with effect against
Constantinople and other Christian citadels.
(Vikings) Berserkergang
Berserkergang (at the Castle) improves the regeneration rate of Berserks.
The extreme fit or form of madness that seemed to overcome Viking Berserks was known as the
Berserkergang. It was described as beginning with a chill, shivering, and chattering of teeth. Then the body
temperature seemed to soar, swelling the face and turning it red. Now fully enraged, a man attaining this state would
howl like a wild animal, go apparently mad (witnesses report the biting of a shield), and cut down everyone they met
indiscriminately.When the rage had passed, the Berserk fell into a torpor or depression that may have lasted for days.
25
A
ppendix
age
IV
II
III
IV
IV
III
dlin
es
Car
avan
Her
bal
Med
icin
Her
e
esy
Part
hian
Tac
tics
Thu
mb
Rin
g
The
ocra
cy
Bloo
New
Civilizations
Hal
berd
ier
Eag
le W
arri
or
Elit
e Ea
gle W
arri
Hus
or
sar
Peta
rd
New Units &
Technologies
units
z
Aztecs
III
III
z
z
z
z
z
z
z
Britons
z
Byzantines
z
z
z
z
Celts
z
z
z
z
z
Chinese
z
z
z
z
z
z
z
z
z
Franks
Goths
z
z
z
z
z
Huns
z
z
z
z
z
Japanese
z
Koreans
z
Mayans
z
Mongols
Persians
z
Saracens
Spanish
z
Teutons
z
Turks
Vikings
z
z
III
IV
III
IV
technologies
z
z
z
z
z
z
z
z
z
z
z
z
z
z
z
z
z
z
z
z
z
z
z
z
z
z
z
z
z
z
z
z
z
z
z
z
z
z
z
z
z
z
z
z
z
z
z
z
z
z
z
z
z
z
z
z
z
z
z
z
z
z
z
z
z
z
z
z
z
z
z
z
z
z
z
z
z
z
z
z
z
z
z
Note: Technology trees for all 18 civilizations are in the Techtree.pdf file in the Docs
folder on The Conquerors Expansion CD. To install Adobe Acrobat Reader so you can
view and print the trees, see the Readmex file.
26
Appendix
Civilization Attributes
A ztecs
* Changed from Age of Kings
C elts
Unique unit: Jaguar Warrior
(anti-infantry infantry)
Unique tech: Garland Wars
(+4 infantry attack)
Unique unit: Woad Raider
(fast infantry)
Unique tech: Furor Celtica
(+50% HP Siege Workshop units)
Team Bonus: Relics +33% gold
z Start with Eagle Warrior, not Scout Cavalry
z Villagers carry +5
z All military units created 15% faster
z Monks +5 HP for each Monastery
technology
Team Bonus: Siege Workshops 20% faster
z Infantry move 15% faster
z Lumberjacks work 15% faster
z Siege weapons fire 20% faster
z Sheep not converted if in 1 Celt unit’s LOS
B ritons
C hinese
Unique unit: Longbowman
(archer)
Unique tech: Yeomen
(+1 foot archer range; +2 tower attack)
Unique unit: Chu Ko Nu
(fast-firing crossbowman)
Unique tech: Rocketry
(+2 Chu Ko Nu pierce attack, +4 scorpions)
Team Bonus: Archery Ranges 20% faster
z Town Centers cost -50% wood in
Castle Age, Imperial Age*
z Foot archers +1 range Castle Age,
+1 Imperial Age (for +2 total)
z Shepherds work 25% faster
Team Bonus: Farms +45 food
z Start +3 villagers but -150 food, -50 wood*
z Technologies cost -10% Feudal Age,
-15% Castle Age, -20% Imperial Age
z Town Centers support 10 population
z Demolition ships +50% HPs
B yzantines
F ranks
Unique unit: Cataphract
(anti-infantry cavalry)
Unique tech: Logistica
(Cataphracts cause trample damage)
Unique unit: Throwing
Axeman (ranged infantry)
Unique tech: Bearded Axe
(+1 Throwing Axemen range)
Team Bonus: Monks +50% heal speed*
z Buildings +10% HPs Dark Age, +20%
Feudal Age, +30% Castle Age, +40%
Imperial Age
z Camels, skirmishers, Pikemen,
Halberdiers cost -25%
z Fire ships +20% attack
z Advance to Imperial Age costs -33%
Team Bonus: knights +2 LOS
z Castles cost -25%
z Knights +20% HPs
z Farm upgrades free (require Mill)
27
27
G oths
Unique unit: Huskarl
(anti-archer infantry)
Unique techs: Anarchy
(Create Huskarls at Barracks);
Perfusion (Barracks units created 50% faster)
Team Bonus: Barracks 20% faster
z Infantry cost -10% Feudal Age,
-15% Castle Age, -25% Imperial Age
z Infantry +1 attack vs. buildings
z Villagers +5 attack vs. wild boar;
Hunters carry +15 meat*
z +10 population Imperial Age
H uns
Unique unit: Tarkan
(anti-building cavalry)
Unique tech: Atheism
(+100 years Wonder/Relic victory time;
-50% Spies/Treason cost)
28
Koreans
Unique units: War Wagon
(cavalry archer); Turtle Ship
(armored war ship)
Unique tech: Shinkichon
(+2 range Mangonels, onagers)
Team Bonus: Mangonels, onagers +1
range
z Villagers +2 LOS
z Stone miners work 20% faster
z Tower upgrades free (Bombard Tower
requires Chemistry)
z Towers range +1 Castle Age,
+1 Imperial Age (for +2 total)
M ayans
Unique unit: Plumed Archer
(strong archer)
Unique tech: El Dorado
(+40 Eagle Warrior HP)
Team Bonus: Stable 20% faster
z Don’t need Houses but start -100 wood
z Cavalry Archers cost -25% Castle Age,
-30% Imperial Age
z Trebuchets +30% accuracy
Team Bonus: Walls cost -50%
z Start with +1 villager, Eagle Warrior
(not Scout Cavalry), -50 food
z Resources last 20% longer
z Archery Range units cost -10% Feudal
Age, -20% Castle Age, -30% Imperial Age
Japanese
M ongols
Unique unit: Samurai
(anti-unique unit infantry)
Unique tech: Kataparuto
(Trebuchets fire, pack/unpack faster)
Unique unit: Mangudai
(anti-siege cavalry archer)
Unique tech: Drill
(Siege Workshop units move 50% faster)
Team Bonus: galleys +50% LOS
z Fishing Ships 2X HPs; +2P armor; work
rate +5% Dark Age, +10% Feudal Age,
+15% Castle Age, +20% Imperial Age
z Mill, Lumber Camp, Mining Camp
cost -50%
z Infantry attack 10% faster Feudal Age,
15% Castle Age, 25% Imperial Age
Team Bonus: Scout Cavalry, Light
Cavalry, Hussar +2 LOS
z Cavalry archers fire 20% faster
z Light Cavalry, Hussar +30% HPs
z Hunters work 50% faster
Appendix
P ersians
T eutons
Unique unit: War Elephant
(cavalry)
Unique tech: Mahouts
(+30% War Elephant speed)
Unique unit: Teutonic Knight
(slow infantry)
Unique tech: Crenellations
(+3 Castle range; garrisoned infantry fire arrows)
Team Bonus: knights +2 attack vs. archers
z Start +50 wood, food
z Town Center, Dock 2X HPs; work rate
+10% Feudal Age, +15% Castle Age,
+20% Imperial Age
Team Bonus: units more resistant to conversion
z Monks heal from 2X as far
z Towers garrison 2X units, fire 2X normal
garrison arrows
z Murder Holes free
z Farms cost -33%
z Town Center +2 attack/+5 LOS*
S aracens
Turks
Unique unit: Mameluke
(ranged camel)
Unique tech: Zealotry
(+30 camel, Mameluke HP)
Unique unit: Janissary
(hand cannoneer)
Unique tech: Artillery
(+2 range Bombard Towers, Bombard
Cannons, Cannon Galleons)
Team Bonus: foot archers +1 attack
vs. buildings
z Market trade cost only 5%
z Transport Ships 2X HPs, 2X carry
capacity
z Galleys attack 20% faster
z Cavalry archers +3 attack vs. buildings
Team Bonus: gunpowder units train 20% faster
z Gunpowder units +25% HPs, researching
gunpowder technologies costs -50%*
z Gold miners work 15% faster
z Chemistry free
z Light Cavalry, Hussar upgrade free
S panish
V ikings
Unique units: Conquistador
(mounted hand cannoneer);
Missionary (mounted Monk)
Unique tech: Supremacy
(Villager combat skills increased)
Unique units: Berserk
(regenerating infantry);
Longboat (war ship)
Unique tech: Berserkergang
(Berserks regenerate faster)
Team Bonus: Trade Cart, Trade Cog
return +33% gold
z Builders work 30% faster (except
on Wonders)
z Blacksmith upgrades don’t cost gold
z Cannon Galleons benefit from
Ballistics (fire faster, more accurately)
Team Bonus: Docks cost -25%*
z Warships cost -20%
z Infantry +10% HPs Feudal Age,
+15% Castle Age, +20% Imperial Age
z Wheelbarrow, Hand Cart free
29
29
Items new to The Conquerors Expansion are outlined in
bold. Items this civilization cannot research are shaded.
STONE WALL
MONASTERY
MONK
MISSIONARY
HERESY
ATONEMENT
FERVOR
SANCTITY
REDEMPTION
HERBAL
MEDICINE
FAITH
ILLUMINATION
BLOCK
PRINTING
THEOCRACY
KEEP
FORTIFIED WALL
GUARD TOWER
DRY DOCK
ELITE LONGBOAT
GATE
LONGBOAT
PALISADE WALL
CAREENING
WATCH TOWER
FISH TRAP
OUTPOST
FISHING SHIP
DOCK
TURTLE SHIP
WAR GALLEY
DEMOLITION
SHIP
FIRE SHIP
LIGHT CAVALRY
HUSSAR
GALLEON
HEAVY
DEMO SHIP
FAST FIRE SHIP
ELITE
TURTLE SHIP
BLOODLINES
SCOUT CAVALRY
BOMBARD
TOWER
SHIPWRIGHT
CANNON
GALLEON
ELITE CANNON
GALLEON
WONDER
PALADIN
CHAMPION
CAVALIER
HALBERDIER
TWO-HANDED
SWORDSMAN
ELITE EAGLE
WARRIOR
HEAVY CAMEL
SQUIRES
CAVALRY
ARCHER
Imperial Age
PARTHIAN
TACTICS
HAND
CANNONEER
CAMEL
PIKEMAN
LONG
SWORDSMAN
EAGLE
WARRIOR
ELITE
SKIRMISHER
CROSSBOWMAN
THUMB RING
Castle Age
HEAVY CAVALRY
ARCHER
ARBALEST
KNIGHT
SPEARMAN
TRACKING
BARRACKS
MAN-AT-ARMS
ARCHER
STABLE
HUSBANDRY
GALLEY
TRANSPORT
SHIP
TRADE COG
SKIRMISHER
Feudal Age
ARCHERY RANGE
MILITIA
Dark Age
Appendix
30
MILL
FARM
LUMBER CAMP
MINING CAMP
VILLAGER
(FEMALE)
VILLAGER
(MALE)
Unique unit: Jaguar Warrior
(anti-infantry infantry)
Unique technology: Garland Wars
(+4 infantry attack)
LOOM
HOUSE
TOWN CENTER
Aztecs
HORSE COLLAR
HEAVY PLOW
GUILDS
CROP ROTATION
TRADE CART
CARAVAN
PLATE BARDING
ARMOR
BRACER
ARCHITECTURE
SIEGE
ENGINEERS
CHEMISTRY
TWO-MAN SAW
BANKING
BOW SAW
COINAGE
DOUBLE-BIT AXE
CARTOGRAPHY
GOLD MINING
MARKET
TREADMILL
CRANE
MASONRY
HEATED SHOT
CHAIN BARDING
ARMOR
BODKIN ARROW
MURDER HOLES
SCALE BARDING
ARMOR
FLETCHING
BLAST FURNACE
RING ARCHER
ARMOR
PLATE MAIL
ARMOR
BALLISTICS
UNIVERSITY
GOLD SHAFT
MINING
STONE SHAFT
MINING
STONE MINING
BLACKSMITH
IRON CASTING
LEATHER ARCHER
ARMOR
CHAIN MAIL
ARMOR
HAND CART
MANGONEL
ONAGER
HEAVY
SCORPION
CAPPED RAM
TOWN CENTER
TREBUCHET
ELITE JAGUAR
WARRIOR
SAPPERS
BATTERING RAM
SCORPION
FORGING
PADDED ARCHER
ARMOR
SCALE MAIL
ARMOR
WHEELBARROW
TOWN PATROL
SIEGE WORKSHOP
TOWN WATCH
CASTLE
ANARCHY
JAGUAR
WARRIOR
PETARD
BOMBARD
CANNON
SIEGE RAM
z Start with Eagle Warrior, not Scout Cavalry
z Villagers carry +5
z All military units created 15% faster
z Monks +5 HP for each Monastery technology
HOARDINGS
GARLAND
WARS
CONSCRIPTION
SPIES/TREASON
SIEGE ONAGER
Team Bonus: Relics +33% gold
31
31
Items new to The Conquerors Expansion are outlined in
bold. Items this civilization cannot research are shaded.
STONE WALL
MONASTERY
MONK
MISSIONARY
HERESY
ATONEMENT
FERVOR
SANCTITY
REDEMPTION
HERBAL
MEDICINE
FAITH
ILLUMINATION
BLOCK
PRINTING
THEOCRACY
KEEP
FORTIFIED WALL
GUARD TOWER
DRY DOCK
ELITE LONGBOAT
GATE
LONGBOAT
PALISADE WALL
CAREENING
WATCH TOWER
FISH TRAP
OUTPOST
FISHING SHIP
DOCK
TURTLE SHIP
WAR GALLEY
DEMOLITION
SHIP
FIRE SHIP
LIGHT CAVALRY
HUSSAR
GALLEON
HEAVY
DEMO SHIP
FAST FIRE SHIP
ELITE
TURTLE SHIP
BLOODLINES
SCOUT CAVALRY
BOMBARD
TOWER
SHIPWRIGHT
CANNON
GALLEON
ELITE CANNON
GALLEON
WONDER
PALADIN
CHAMPION
CAVALIER
HALBERDIER
TWO-HANDED
SWORDSMAN
ELITE EAGLE
WARRIOR
HEAVY CAMEL
SQUIRES
CAVALRY
ARCHER
Imperial Age
PARTHIAN
TACTICS
HAND
CANNONEER
CAMEL
PIKEMAN
LONG
SWORDSMAN
EAGLE
WARRIOR
ELITE
SKIRMISHER
CROSSBOWMAN
THUMB RING
Castle Age
HEAVY CAVALRY
ARCHER
ARBALEST
KNIGHT
SPEARMAN
TRACKING
BARRACKS
MAN-AT-ARMS
ARCHER
STABLE
HUSBANDRY
GALLEY
TRANSPORT
SHIP
TRADE COG
SKIRMISHER
Feudal Age
ARCHERY RANGE
MILITIA
Dark Age
Appendix
32
MILL
FARM
LUMBER CAMP
MINING CAMP
VILLAGER
(FEMALE)
VILLAGER
(MALE)
Unique unit: Tarkan
(anti-building cavalry)
Unique technology: Atheism
(+100 years Wonder/Relic victory time;
-50% Spies/Treason cost)
LOOM
HOUSE
TOWN CENTER
Huns
HORSE COLLAR
HEAVY PLOW
GUILDS
CROP ROTATION
TRADE CART
CARAVAN
PLATE BARDING
ARMOR
BRACER
ARCHITECTURE
SIEGE
ENGINEERS
CHEMISTRY
TWO-MAN SAW
BANKING
BOW SAW
COINAGE
DOUBLE-BIT AXE
CARTOGRAPHY
GOLD MINING
MARKET
TREADMILL
CRANE
MASONRY
HEATED SHOT
CHAIN BARDING
ARMOR
BODKIN ARROW
MURDER HOLES
SCALE BARDING
ARMOR
FLETCHING
BLAST FURNACE
RING ARCHER
ARMOR
PLATE MAIL
ARMOR
BALLISTICS
UNIVERSITY
GOLD SHAFT
MINING
STONE SHAFT
MINING
STONE MINING
BLACKSMITH
IRON CASTING
LEATHER ARCHER
ARMOR
CHAIN MAIL
ARMOR
HAND CART
ONAGER
HEAVY
SCORPION
CAPPED RAM
TREBUCHET
ELITE
TARKAN
SAPPERS
MANGONEL
TARKAN
ANARCHY
TOWN CENTER
BATTERING RAM
SCORPION
FORGING
PADDED ARCHER
ARMOR
SCALE MAIL
ARMOR
WHEELBARROW
TOWN PATROL
SIEGE WORKSHOP
TOWN WATCH
CASTLE
PETARD
BOMBARD
CANNON
SIEGE RAM
z Don't need Houses but start -100 wood
z Cavalry Archers cost -25% Castle Age, -30% Imperial Age
z Trebuchets +30% accuracy
ATHEISM
HOARDINGS
CONSCRIPTION
SPIES/TREASON
SIEGE ONAGER
Team Bonus: Stable 20% faster
33
33
Items new to The Conquerors Expansion are outlined in
bold. Items this civilization cannot research are shaded.
STONE WALL
MONASTERY
MONK
MISSIONARY
HERESY
ATONEMENT
FERVOR
SANCTITY
REDEMPTION
HERBAL
MEDICINE
FAITH
ILLUMINATION
BLOCK
PRINTING
THEOCRACY
KEEP
FORTIFIED WALL
GUARD TOWER
DRY DOCK
ELITE LONGBOAT
GATE
LONGBOAT
PALISADE WALL
CAREENING
WATCH TOWER
FISH TRAP
OUTPOST
FISHING SHIP
DOCK
TURTLE SHIP
WAR GALLEY
DEMOLITION
SHIP
FIRE SHIP
LIGHT CAVALRY
HUSSAR
GALLEON
HEAVY
DEMO SHIP
FAST FIRE SHIP
ELITE
TURTLE SHIP
BLOODLINES
SCOUT CAVALRY
BOMBARD
TOWER
SHIPWRIGHT
CANNON
GALLEON
ELITE CANNON
GALLEON
WONDER
PALADIN
CHAMPION
CAVALIER
HALBERDIER
TWO-HANDED
SWORDSMAN
ELITE EAGLE
WARRIOR
HEAVY CAMEL
SQUIRES
CAVALRY
ARCHER
Imperial Age
PARTHIAN
TACTICS
HAND
CANNONEER
CAMEL
PIKEMAN
LONG
SWORDSMAN
EAGLE
WARRIOR
ELITE
SKIRMISHER
CROSSBOWMAN
THUMB RING
Castle Age
HEAVY CAVALRY
ARCHER
ARBALEST
KNIGHT
SPEARMAN
TRACKING
BARRACKS
MAN-AT-ARMS
ARCHER
STABLE
HUSBANDRY
GALLEY
TRANSPORT
SHIP
TRADE COG
SKIRMISHER
Feudal Age
ARCHERY RANGE
MILITIA
Dark Age
Appendix
34
MILL
FARM
LUMBER CAMP
MINING CAMP
Koreans
LOOM
HOUSE
TOWN CENTER
VILLAGER
(FEMALE)
VILLAGER
(MALE)
Unique units: War Wagon (cavalry
archer); Turtle Ship (armored war ship)
Unique technology: Shinkichon
(+2 range Mangonels, onagers)
HORSE COLLAR
HEAVY PLOW
GUILDS
CROP ROTATION
TRADE CART
CARAVAN
PLATE BARDING
ARMOR
BRACER
ARCHITECTURE
SIEGE
ENGINEERS
CHEMISTRY
TWO-MAN SAW
BANKING
BOW SAW
COINAGE
DOUBLE-BIT AXE
CARTOGRAPHY
GOLD MINING
MARKET
TREADMILL
CRANE
MASONRY
HEATED SHOT
CHAIN BARDING
ARMOR
BODKIN ARROW
MURDER HOLES
SCALE BARDING
ARMOR
FLETCHING
BLAST FURNACE
RING ARCHER
ARMOR
PLATE MAIL
ARMOR
BALLISTICS
UNIVERSITY
GOLD SHAFT
MINING
STONE SHAFT
MINING
STONE MINING
BLACKSMITH
IRON CASTING
LEATHER ARCHER
ARMOR
CHAIN MAIL
ARMOR
HAND CART
ONAGER
HEAVY
SCORPION
CAPPED RAM
TREBUCHET
ELITE
WAR WAGON
SAPPERS
MANGONEL
WAR WAGON
ANARCHY
TOWN CENTER
BATTERING RAM
SCORPION
FORGING
PADDED ARCHER
ARMOR
SCALE MAIL
ARMOR
WHEELBARROW
TOWN PATROL
SIEGE WORKSHOP
TOWN WATCH
CASTLE
PETARD
BOMBARD
CANNON
SIEGE RAM
z Villagers +2 LOS
z Stone miners work 20% faster
z Tower upgrades free (Bombard Tower req's Chemistry)
z Towers range +1 Castle Age, +1 Imperial Age (for +2 total)
SHINKICHON
HOARDINGS
CONSCRIPTION
SPIES/TREASON
SIEGE ONAGER
Team Bonus: Mangonels, onagers +1 range
35
35
Items new to The Conquerors Expansion are outlined in
bold. Items this civilization cannot research are shaded.
STONE WALL
MONASTERY
MONK
MISSIONARY
HERESY
ATONEMENT
FERVOR
SANCTITY
REDEMPTION
HERBAL
MEDICINE
FAITH
ILLUMINATION
BLOCK
PRINTING
THEOCRACY
KEEP
FORTIFIED WALL
GUARD TOWER
DRY DOCK
ELITE LONGBOAT
GATE
LONGBOAT
PALISADE WALL
CAREENING
WATCH TOWER
FISH TRAP
OUTPOST
FISHING SHIP
DOCK
TURTLE SHIP
WAR GALLEY
DEMOLITION
SHIP
FIRE SHIP
LIGHT CAVALRY
HUSSAR
GALLEON
HEAVY
DEMO SHIP
FAST FIRE SHIP
ELITE
TURTLE SHIP
BLOODLINES
SCOUT CAVALRY
BOMBARD
TOWER
SHIPWRIGHT
CANNON
GALLEON
ELITE CANNON
GALLEON
WONDER
PALADIN
CHAMPION
CAVALIER
HALBERDIER
TWO-HANDED
SWORDSMAN
ELITE EAGLE
WARRIOR
HEAVY CAMEL
SQUIRES
CAVALRY
ARCHER
Imperial Age
PARTHIAN
TACTICS
HAND
CANNONEER
CAMEL
PIKEMAN
LONG
SWORDSMAN
EAGLE
WARRIOR
ELITE
SKIRMISHER
CROSSBOWMAN
THUMB RING
Castle Age
HEAVY CAVALRY
ARCHER
ARBALEST
KNIGHT
SPEARMAN
TRACKING
BARRACKS
MAN-AT-ARMS
ARCHER
STABLE
HUSBANDRY
GALLEY
TRANSPORT
SHIP
TRADE COG
SKIRMISHER
Feudal Age
ARCHERY RANGE
MILITIA
Dark Age
Appendix
36
MILL
FARM
LUMBER CAMP
MINING CAMP
VILLAGER
(FEMALE)
VILLAGER
(MALE)
Unique unit: Plumed Archer
(strong archer)
Unique technology: El Dorado
(+40 Eagle Warrior HP)
LOOM
HOUSE
TOWN CENTER
Mayans
HORSE COLLAR
HEAVY PLOW
GUILDS
CROP ROTATION
TRADE CART
CARAVAN
PLATE BARDING
ARMOR
BRACER
ARCHITECTURE
SIEGE
ENGINEERS
CHEMISTRY
TWO-MAN SAW
BANKING
BOW SAW
COINAGE
DOUBLE-BIT AXE
CARTOGRAPHY
GOLD MINING
MARKET
TREADMILL
CRANE
MASONRY
HEATED SHOT
CHAIN BARDING
ARMOR
BODKIN ARROW
MURDER HOLES
SCALE BARDING
ARMOR
FLETCHING
BLAST FURNACE
RING ARCHER
ARMOR
PLATE MAIL
ARMOR
BALLISTICS
UNIVERSITY
GOLD SHAFT
MINING
STONE SHAFT
MINING
STONE MINING
BLACKSMITH
IRON CASTING
LEATHER ARCHER
ARMOR
CHAIN MAIL
ARMOR
HAND CART
ONAGER
HEAVY
SCORPION
CAPPED RAM
TREBUCHET
ELITE PLUMED
ARCHER
SAPPERS
MANGONEL
TOWN CENTER
BATTERING RAM
SCORPION
FORGING
PADDED ARCHER
ARMOR
SCALE MAIL
ARMOR
WHEELBARROW
TOWN PATROL
SIEGE WORKSHOP
TOWN WATCH
CASTLE
ANARCHY
PLUMED
ARCHER
PETARD
BOMBARD
CANNON
SIEGE RAM
z Start with +1 villager, Eagle Warrior (not Scout Cavalry), -50 food
z Resources last 20% longer
z Archery Range units cost -10% Feudal Age,
-20% Castle Age, -30% Imperial Age
EL DORADO
HOARDINGS
CONSCRIPTION
SPIES/TREASON
SIEGE ONAGER
Team Bonus: Walls cost -50%
37
37
Items new to The Conquerors Expansion are outlined in
bold. Items this civilization cannot research are shaded.
STONE WALL
MONASTERY
MONK
MISSIONARY
HERESY
ATONEMENT
FERVOR
SANCTITY
REDEMPTION
HERBAL
MEDICINE
FAITH
ILLUMINATION
BLOCK
PRINTING
THEOCRACY
KEEP
FORTIFIED WALL
GUARD TOWER
DRY DOCK
ELITE LONGBOAT
GATE
LONGBOAT
PALISADE WALL
CAREENING
WATCH TOWER
FISH TRAP
OUTPOST
FISHING SHIP
DOCK
TURTLE SHIP
WAR GALLEY
DEMOLITION
SHIP
FIRE SHIP
LIGHT CAVALRY
HUSSAR
GALLEON
HEAVY
DEMO SHIP
FAST FIRE SHIP
ELITE
TURTLE SHIP
BLOODLINES
SCOUT CAVALRY
BOMBARD
TOWER
SHIPWRIGHT
CANNON
GALLEON
ELITE CANNON
GALLEON
WONDER
PALADIN
CHAMPION
CAVALIER
HALBERDIER
TWO-HANDED
SWORDSMAN
ELITE EAGLE
WARRIOR
HEAVY CAMEL
SQUIRES
CAVALRY
ARCHER
Imperial Age
PARTHIAN
TACTICS
HAND
CANNONEER
CAMEL
PIKEMAN
LONG
SWORDSMAN
EAGLE
WARRIOR
ELITE
SKIRMISHER
CROSSBOWMAN
THUMB RING
Castle Age
HEAVY CAVALRY
ARCHER
ARBALEST
KNIGHT
SPEARMAN
TRACKING
BARRACKS
MAN-AT-ARMS
ARCHER
STABLE
HUSBANDRY
GALLEY
TRANSPORT
SHIP
TRADE COG
SKIRMISHER
Feudal Age
ARCHERY RANGE
MILITIA
Dark Age
Appendix
38
MILL
FARM
LUMBER CAMP
MINING CAMP
Spanish
LOOM
HOUSE
TOWN CENTER
VILLAGER
(FEMALE)
VILLAGER
(MALE)
Unique units: Conquistador
(mounted hand cannoneer),
Missionary (mounted Monk)
Unique technology: Supremacy
(Villager combat skills increased)
HORSE COLLAR
HEAVY PLOW
GUILDS
CROP ROTATION
TRADE CART
CARAVAN
PLATE BARDING
ARMOR
BRACER
ARCHITECTURE
SIEGE
ENGINEERS
CHEMISTRY
TWO-MAN SAW
BANKING
BOW SAW
COINAGE
DOUBLE-BIT AXE
CARTOGRAPHY
GOLD MINING
MARKET
TREADMILL
CRANE
MASONRY
HEATED SHOT
CHAIN BARDING
ARMOR
BODKIN ARROW
MURDER HOLES
SCALE BARDING
ARMOR
FLETCHING
BLAST FURNACE
RING ARCHER
ARMOR
PLATE MAIL
ARMOR
BALLISTICS
UNIVERSITY
GOLD SHAFT
MINING
STONE SHAFT
MINING
STONE MINING
BLACKSMITH
IRON CASTING
LEATHER ARCHER
ARMOR
CHAIN MAIL
ARMOR
HAND CART
ONAGER
HEAVY
SCORPION
CAPPED RAM
TREBUCHET
ELITE
CONQUISTADOR
SAPPERS
MANGONEL
CONQUISTADOR
ANARCHY
TOWN CENTER
BATTERING RAM
SCORPION
FORGING
PADDED ARCHER
ARMOR
SCALE MAIL
ARMOR
WHEELBARROW
TOWN PATROL
SIEGE WORKSHOP
TOWN WATCH
CASTLE
PETARD
BOMBARD
CANNON
SIEGE RAM
z Builders work 30% faster (except on Wonders)
z Blacksmith upgrades don't cost gold
z Cannon Galleons benefit from Ballistics (fire faster, more accurately)
SUPREMACY
HOARDINGS
CONSCRIPTION
SPIES/TREASON
SIEGE ONAGER
Team Bonus: Trade Cart, Trade Cog return +33% gold
39
39
Unit Upgrade Costs
Note: Costs are base values and do not reflect civilization bonuses.
INFANTRY
UPGRADE COST
Man-at-Arms
100F, 40G
Long Swordsman
200F, 65G
Two-Handed Swordsman
300F, 100G
Champion
750F, 350G
Pikeman
215F, 90G
Halberdier
300F, 600G
Elite Eagle Warrior
800F, 500G
Elite Berserk
1300F, 550G
Elite Samurai
950F, 875G
Elite Teutonic Knight
1200F, 600G
Elite Throwing Axeman
1000F, 850G
Elite Woad Raider
1000F, 800G
Elite Huskarl
1200F, 550G
Elite Jaguar Warrior
1000F, 500G
ARCHERS
Crossbowman
40
125F, 75G
Arbalest
350F, 300G
Elite Skirmisher
250W, 160G
Heavy Cavalry Archer
900F, 500G
Elite Chu Ko Nu
950F, 950G
Elite Janissary
850F, 750G
Elite Longbowman
850F, 850G
Elite Mangudai
1100F, 675G
Elite Plumed Archer
500F, 1000W
Elite War Wagon
1000W, 800G
Appendix
Cost: F=food, W=wood, S=stone, G=gold
CAVALRY
Light Cavalry
Hussar
Cavalier
Paladin
Heavy Camel
Elite Cataphract
Elite War Elephant
Elite Mameluke
Elite Conquistador
Elite Tarkan
UPGRADE COST
150F, 50G
500F, 600G
300F, 300G
1300F, 750G
325F, 360G
1600F, 800G
1600F, 1200G
600F, 500G
1200F, 600G
1000F, 500G
SIEGE
Heavy Scorpion
Capped Ram
Siege Ram
Onager
Siege Onager
1000F, 1100W
300F, 250G
1000F, 800G
800F, 500G
1450F, 1000G
SHIPS
War Galley
Galleon
Fast Fire Ship
Heavy Demolition Ship
Cannon Galleon
Elite Cannon Galleon
Elite Longboat
Elite Turtle Ship
230F, 100G
400F, 315W
280W, 250G
200W, 300G
400F, 500W
525W, 500G
750F, 475G
1000F, 800G
WALLS & TOWERS
Fortified Wall
Guard Tower
Keep
Bombard Tower
200F, 100S
100F, 250S
500F, 350S
800F, 400S
41
41
Unit Attributes
* New/changed from Age of Kings
Note: Numbers are base values and do not reflect civilization bonuses.
Pts ack mor nge ed Special
Cost
Hit Att Ar R a Spe
Militia
60F, 20G 40 4 *0/1 0 S
Man-at-Arms
60F, 20G 45 6 *0/1 0 S Attack bonus vs. buildings
Long Swordsman
60F, 20G 55 9 *0/1 0 S Attack bonus vs. buildings
2H Swordsman
60F, 20G 60 11 *0/1 0 S Attack bonus vs. buildings
Champion
60F, 20G 70 13 *1/1 0 S Attack bonus vs. buildings
Spearman
35F, 25W 45 3 0/0 0 M Attack bonus vs. cavalry, War Elephants
Pikeman
35F, 25W 55 4 *0/0 0 M Attack bonus vs. cavalry, War Elephants
*Halberdier
35F, 25W 60 6 0/0 0 M Attack bonus vs. cavalry, War Elephants
*Eagle Warrior
20F, 50G 50 7 0/2 0 F Attack bonus vs. Monks, siege weapons
*E Eagle Warrior
20F, 50G 60 9 0/4 0 F Attack bonus vs. Monks, siege weapons
Berserk
65F, 25G 48 9 *0/1 0 S Attack bonus vs. buildings; heals over time
Elite Berserk
65F, 25G 60 14 *2/1 0 S Attack bonus vs. buildings; heals over time
Samurai
60F, 30G 60 8 *1/1 0 S Attack bonus vs. other unique units, buildings
Elite Samurai
60F, 30G 80 12 *1/1 0 S Attack bonus vs. other unique units, buildings
Teutonic Knight
85F, 40G 70 12 5/2 0 S Attack bonus vs. buildings
E Teutonic Knight
85F, 40G 100 17 10/2 0 S Attack bonus vs. buildings
Throwing Axeman
55F, 25G 50 7 0/0 3 S Attack bonus vs. buildings; ranged attack
E Throwing Axeman 55F, 25G 60 8 1/0 4 S Attack bonus vs. buildings; ranged attack
Woad Raider
65F, 25G 65 8 *0/1 0 M Attack bonus vs. buildings
Elite Woad Raider
65F, 25G 80 13 *0/1 0 M Attack bonus vs. buildings
Huskarl
80F, 40G 60 10 *0/6 0 M Attack bonus vs. buildings, archers
Elite Huskarl
80F, 40G 70 12 *0/8 0 M Attack bonus vs. buildings, archers
*Jaguar Warrior
60F, 30G 50 10 1/0 0 M Attack bonus vs. other infantry
*E Jaguar Warrior
60F, 30G 75 12 2/0 0 M Attack bonus vs. other infantry
INFANTRY
ARCHERS
Archer
Crossbowman
Arbalest
Skirmisher
Elite Skirmisher
Cavalry Archer
Hvy Cav Archer
Hand Cannoneer
Chu Ko Nu
Elite Chu Ko Nu
42
Appendix
25W, 45G 30
25W, 45G 35
25W, 45G 40
25F, 35W 30
25F, 35W 35
40W, 70G 50
40W, 70G 60
45F, 50G 35
40W, 35G 45
40W, 35G 50
4
5
6
2
3
6
7
17
8
8
0/0
0/0
0/0
0/3
0/4
0/0
1/0
1/0
0/0
0/0
4
5
5
4
5
3
4
7
4
4
M
M
M
M
M
F
F
M
M
M
Attack bonus vs. archers
Attack bonus vs. archers
Attack bonus vs. infantry; req’s Chemistry
Multiple fires between reloads
Multiple fires between reloads
Speed: S=slow, M=medium, F=fast, Cost: F=food, W=wood, S=stone, G=gold
ARCHERS CONT.D
Janissary
Elite Janissary
Longbowman
Elite Longbowman
Mangudai
Elite Mangudai
*Plumed Archer
*E Plumed Archer
*War Wagon
*Elite War Wagon
Pts ack mor nge ed Special
Cost
Hit Att Ar R a Spe
60F, 55G 35 *17 1/0 8 M
60F, 55G 40 *22 2/0 8 M
35W, 40G 35 6 0/0 5 M
35W, 40G 40 7 0/1 6 M
55W, 65G 60 6 0/0 4 F Attack bonus vs. siege weapons
55W, 65G 60 8 1/0 4 F Attack bonus vs. siege weapons
46W, 46G 50 5 0/1 4 F
46W, 46G 65 5 0/2 5 F
80W, 60G 150 9 0/3 5 F
80W, 60G 200 9 0/4 6 F
OTHER UNITS
Villager
Monk
*Missionary
Trade Cart
50F
25 3
0/0
0
100G
30 0
100G
30 0
100W, 50G 70 0
0/0
0/0
0/0
9
7
0
S Builds, repairs buildings; gathers
resources; adds attack to buildings
when garrisoned
S Converts units; heals at range
F Converts units; heals at range
M Trades with other Markets
80F
45 3
80F
60 7
80F
75 7
60F, 75G 100 10
60F, 75G 120 12
60F, 75G 160 14
55F, 60G 100 5
55F, 60G 120 7
70F, 75G 110 9
70F, 75G 150 12
200F, 75G 450 15
200F, 75G 600 20
55F, 85G 65 7
55F, 85G 80 10
60F, 70G 55 16
60F, 70G 70 18
60F, 60G 90 7
60F, 60G 150 11
0/2
0/2
0/2
2/2
2/2
2/3
0/0
0/0
2/1
2/1
1/2
1/3
0/0
1/0
2/2
2/2
1/2
1/3
0
0
0
0
0
0
0
0
0
0
0
0
3
3
6
6
0
0
M
F
F
F
F
F
F
F
F
F
S
S
F
F
F
F
F
F
CAVALRY
Scout Cavalry
Light Cavalry
*Hussar
Knight
Cavalier
Paladin
Camel
Heavy Camel
Cataphract
Elite Cataphract
War Elephant
Elite War Elephant
Mameluke
Elite Mameluke
*Conquistador
*Elite Conquistador
*Tarkan
*Elite Tarkan
Attack bonus vs. Monks; resists conversion
Attack bonus vs. Monks; resists conversion
Attack bonus vs. Monks; resists conversion
Attack bonus vs. cavalry
Attack bonus vs. cavalry
Attack bonus vs. infantry
Attack bonus vs. infantry
Attack bonus vs. buildings
Attack bonus vs. buildings
Attack bonus vs. cavalry
Attack bonus vs. cavalry
Attack bonus vs. buildings
Attack bonus vs. buildings
43
43
Unit Attributes (cont’d)
SIEGE
Scorpion
Pts ack mor ge ed Special
Cost
Hit Att Ar R a n Spe
75W, 75G 40 12 0/6 *7 S Bolts damage all they touch
Heavy Scorpion
75W, 75G 50 16 0/7
Bombard Cannon
225W, 225G *80 40 2/5 12 S
Requires Chemistry; min. range;
attack bonus vs. buildings, ships
Battering Ram
160W, 75G 175 2 0/180 0
S
Attack bonus vs. buildings
Capped Ram
160W, 75G 200 3 0/190 0
S
Attack bonus vs. buildings
Siege Ram
160W, 75G 270 4 0/195 0
S
Attack bonus vs. buildings
Mangonel
160W, 135G 50 40 0/6
7
S
Area of effect damage
Onager
160W, 135G 60 50 0/7
8
S
Area of effect damage
Siege Onager
160W, 135G 70 75 0/8
8
S
Area of effect damage
Trebuchet (packed)
200W, 200G 150 0
0
S
2/8
7
S
Bolts damage all they touch
Trebuchet (unpacked) 200W, 200G 150 200 1/150 16 S
Attack bonus vs. buildings, ships
*Petard
80F, 20G
50 25 0/2
0
M
Explodes; attack bonus vs. buildings
60
0
0/4
0
M
Harvests fish; builds Fish Traps
100W, 50G 80
SHIPS
Fishing Ship
Trade Cog
0
0/6
0
F
Trades with other Docks
100 0
4/8
0
F
Carries land units
Galley
90W, 30G 120 6
0/6
5
F
War Galley
90W, 30G 135 7
0/6
6
F
Galleon
90W, 30G 165 8
0/8
7
F
Fire Ship
75W, 45G 100 2
0/6
2
F
Fast Fire Ship
75W, 45G 120 3
0/8
2
F
Demolition Ship
70W, 50G 50 110 0/3
0
F
Explodes, damaging everything nearby;
attack bonus vs. buildings
Heavy Demo Ship
70W, 50G 60 140 0/5
0
F
Explodes, damaging everything nearby
Cannon Galleon
200W, 150G 120 35 0/6 13 M
E Cannon Galleon
200W, 150G 150 45 0/8 15 M
Min. range; attack bonus vs. buildings
Longboat
100W, 50G 130 7
0/6
6
F
Fire multiple arrows
Elite Longboat
100W, 50G 160 8
0/8
7
F
Fire multiple arrows
*Turtle Ship
200W, 200G 200 50 6/5
6
M
*Elite Turtle Ship
200W, 200G 300 50 8/6
6
M
Transport Ship
44
75W
Appendix
125W
Requires Chemistry; min. range;
attack bonus vs. buildings
Technology Costs & Benefits
* New from Age of Kings
BUILDING TECHNOLOGIES
Town Watch
II
Town Patrol
III 300F, 200G
75F
+4 building LOS
+4 building LOS
Masonry
III 175W, 150S
Increases building HPs/armor
Architecture
IV 200W, 300S
Increases building HPs/armor
Treadmill Crane
III 200W, 300S
+20% villager build speed
Hoardings
IV 400W, 400S
+1000 Castle HPs
ECONOMY & TRADE TECHNOLOGIES
Loom
I
50G
Wheelbarrow
II
175F, 50W
Hand Cart
III 300F, 200W
+10% villager speed; +50% villager capacity
Gold Mining
II
100F, 75W
+15% gold-mining speed
Gold Shaft Mining
III 200F, 150W
+15% gold-mining speed
Stone Mining
II
100F, 75W
+15% stone-mining speed
Stone Shaft Mining
III 200F, 150W
+15% stone-mining speed
Double-Bit Axe
II
+20% wood-chopping speed
100F, 50W
+15 villager HPs; +1/+1P armor
+10% villager speed; +25% villager capacity
Bow Saw
III 150F, 100W
+20% wood-chopping speed
Two-Man Saw
IV 300F, 200W
+10% wood-chopping speed
Horse Collar
II
Farm +75 food
75F, 75W
Heavy Plow
III 125F, 125W
Farm +125 food; +1 villager food capacity
Crop Rotation
IV 250F, 250W
Farm +175 food
Coinage
II
Decreases tribute fee to 20%
150F, 50G
Banking
III 200F, 100G
No tribute fee
Guilds
IV 300F, 200G
Decreases trading fee to 15%
*Caravan
III 200F, 200G
Trade Carts, Trade Cogs gather gold faster.
Cartography
II
Conscription
IV 150F, 150G
100F, 100G
See ally LOS and exploration
Spies/Treason
IV 200G/enemy See enemy LOS and exploration/see enemy
villager; 400G/use Kings’ locations
Sappers
IV 400F, 200G
+33% unit creation speed at Barracks, Stable,
Archery Range, Castle
Villagers +15 attack vs. buildings
45
45
Technology Costs & Benefits (cont’d)
MONK TECHNOLOGIES
Fervor
Sanctity
Redemption
III
III
III
Atonement
*Heresy
*Herbal Medicine
Illumination
Faith
Block Printing
*Theocracy
III
III
III
IV
IV
IV
IV
140G
120G
475G
+15% Monk speed
+50% Monk HPs
Convert buildings (except walls, Gates,
Town Centers, Monasteries, Castles, Farms,
Fish Traps, Wonders), all siege units
325G
Convert other Monks
1000G
Converted units die instead of becoming enemy
350G
Garrisoned units heal 4X faster
120G
+50% Monk rejuvenation speed
750F, 1000G +50% conversion resistance
200G
+3 conversion range
400F, 800G Only one Monk in a group must rest after a conversion
INFANTRY TECHNOLOGIES
Tracking
Squires
Scale Mail Armor
Chain Mail Armor
Plate Mail Armor
Forging
Iron Casting
Blast Furnace
II
III
II
III
IV
II
III
IV
75F
200F
100F
200F, 100G
300F, 150G
150F
220F, 120G
275F, 225G
+2 infantry LOS
+10% infantry speed
+1/+1P infantry armor
+1/+1P infantry armor
+1/+2P infantry armor
+1 infantry/cavalry attack
+1 infantry/cavalry attack
+2 infantry/cavalry attack
MISSILE/SIEGE TECHNOLOGIES
Fletching
II
Bodkin Arrow
III
Bracer
IV
Padded Archer Armor II
Leather Archer Armor III
Ring Archer Armor
IV
Ballistics
III
Murder Holes
III
Heated Shot
III
Chemistry
IV
46
Siege Engineers
IV
*Thumb Ring
*Parthian Tactics
III
IV
Appendix
100F, 50G
+1 attack/range for archers, galleys, Longboats,
Castles, towers, (attack/LOS for Town Centers)
200F, 100G +1 attack/range for archers, galleys, Longboats,
Castles, towers, (attack/LOS for Town Centers)
300F, 200G +1 attack/range for archers, galleys, Longboats,
Castles, towers, (attack/LOS for Town Centers)
100F
+1/+1P archer armor
150F, 150G +1/+1P archer armor
250F, 250G +1/+2P archer armor
300W, 175G Increase chance of hitting moving targets
200F, 200S No minimum tower/Castle range
350F, 100G +50% tower attack vs. ships
300F, 200G +1 missile attack (except gunpowder units);
enables gunpowder units to be created
500F, 600W +1 siege range (except rams); +20% siege unit
attack vs. buildings; +40% Petard attack
300F, 250W Archers fire faster; 100% accurate
200F, 250G +1/+2P cavalry archer armor
Cost: F=food, W=wood, S=stone, G=gold
CAVALRY TECHNOLOGIESOGIES
Husbandry
III
*Bloodlines
II
Scale Barding Armor
II
250F
+10% cavalry speed
150F, 100G +20 HP mounted units
150F
+1/+1P cavalry armor
Chain Barding Armor III
250F, 150G +1/+1P cavalry armor
Plate Barding Armor
350F, 200G +1/+2P cavalry armor
IV
SHIP TECHNOLOGIES
Careening
III
250F, 150G +1P armor; +5 Transport Ship capacity
Dry Dock
IV
600F, 400G +15% ship speed; +10 Transport Ship capacity
Shipwright
IV 1000F, 300G -20% wood to build ship
UNIQUE TECHNOLOGIES
*Garland Wars (Aztecs) IV
*Yeomen (Britons)
450F, 750G +4 infantry attack
IV 750W, 450G +1 foot archer range; +2 tower attack
*Logistica (Byzantines) IV 1000F, 600G Cataphracts cause trample damage
*Furor Celtica (Celts) IV
*Rocketry (Chinese)
750F, 450G +50% HP Siege Workshop units
IV 750W, 750G +2 Chu Ko Nu pierce attack, +4 scorpions
*Bearded Axe (Franks) IV
400F, 400G +1 Thowing Axemen range
*Anarchy (Goths)
III
450F, 250G Create Huskarls at Barracks
*Perfusion (Goths)
IV 400W, 600G Barracks units created 50% faster
*Atheism (Huns)
IV
500F, 500G +100 years Wonder/Relic victory time;
-50% Spies/Treason research cost
*Kataparuto (Japanese) IV 750W, 400G Trebuchets fire, pack/unpack faster
*Shinkichon (Korean) IV 800W, 500G +2 range Mangonels, onagers
*El Dorado (Mayans)
IV
750F, 450G +40 Eagle Warrior HP
*Drill (Mongols)
IV 500W, 450G Siege Workshop units move 50% faster
*Mahouts (Persians)
IV
300F, 300G +30% War Elephant speed
*Zealotry (Saracens)
IV
750F, 800G +30 camel, Mameluke HP
*Supremacy (Spanish) IV
400F, 250G Villager combat skills increased
*Crenellations (Teutons) IV
600F, 400S +3 Castle range; garrisoned infantry fire arrows
*Artillery (Turks)
450S, 500G +2 range Bombard Towers, Bombard Cannons,
Cannon Galleons
IV
*Berserkergang (Vikings) IV
500F, 850G Berserks regenerate faster
47
47
Ensemble Studios
Design
Greg “DeathShrimp” Street - Lead
Karen “Scout” Sparks
Sandy “Honcho” Petersen
Bruce C. “Bruck” Shelley
Programming
Angelo “Desperado” Laudon - Lead
Paul “winter” Bettner
Tim “Timotron” Deen
Mario “PlasticBrain” Grimani
Dave “Bigdog” Pottinger
Matt “The Optimizer” Pritchard
Art
Duncan “Reverend” McKissick - Lead
Jeff “Jaydub” Dotson
Herb “HellWood” Ellwood
Bryan “Bubbles” Hehmann
Duane “Saint” Santos
Chad & Eric “Walker Boys”
Scott “co0ter” Winsett
Production
Chris “Snore Monkey” Rippy - Lead
& Sound Director
Tony “Bossman” Goodman - Executive
Harter “HarterFaster” Ryan - Executive
Brian “Ryujin” Sullivan - Exec. & PR
Music
Stephen “Big Al” Rippy - Lead
Kevin “dr. cosmic” McMullan
Quality Assurance &
Playtesting
Mike “Captn” Kidd - Lead
Doug “Salidoug” Brucks
Rob “Xemu” Fermier
Brian “Zeus” Sousa
Joe Ybarra
John “MrPinchy” Evanson
Herb “Captain Insano” Marselas
David “DavetGit” Lewis
Trey “Yert” Taylor
Brad “The Crow” Crow
Mark “Marko Polo” Terrano
“Ghenghiz” Ian Fischer
Dusty Monk
David Cherry
Dave Kubalak
David “Ripman” Rippy
Sean “Lord Soth” Wolff
Paul “venOm” Slusser
Chris “VD” Van Doren
Thonny “Captain Nemo”
Namuonglo
Chea “TRUCK” O’Neill
Don “Fork Boy” Gagen
Admin
Madelynn “Lady” Arnold
Keira Erhard
Business
Jeff “Buck” Goodsill
Brian “Moonster” Moon
Bob “Fugu” Wallace
Network Management
Roy “Royster” Rabey
Jake Dotson
Web Support
Mike “Archangel” McCart
Legal Representation
General Counsel Associates,
LLP
Betsy “Brooklyn Cowgirl”
Bayha
Outside Directors
John Boog-Scott
John Calhoun
Thad Chapman
Microsoft
Program Manager
Tim “SlasherZ” Znamenacek
James McDaniel
Testing
Jamie Evans - Lead
Rick Lockyear - Playtest Lead
Douglas “Ugdo” Hall
Sean “King Kellogg”
Daland “Strider” Davis
Eric Lindman
Eric Meldrum
Thomas Courser
Reuben Radding
Matt “MEGAMAN” Alderman
Jason “Fulgore” Brown
Carl Bystrom
Playtest Team
Dennis “_M_D_K_” Stone
Brock “OoC_Malice” Meade
Michael “Staffa” Christensen
Kevin “The Sheriff” Holme
Juan “Genghis Juan” Lee-Pang
Multiplayer Test Team
Scott “Vril” Gerlach - Lead
Michelle “quirky1” Grisim
Bret James “GAUGE” Fenton
Kent L. “Net_Nerd” McCorkle
Shane W. “cOndEnsr” Nelson
Aleah “Sunshine” Wardrop
Product Planner
Steve Schreck
Localization Test
Suzanne Boylan
Aengus “Pidgeon Lord”
Jankowsky
Michael “Mickster(1798)” Ivory
Hardware Config Testing
Paul “Mr. Happypants” Gradwohl
Harold Ryan
User Education
Kelly Bell - Writer
Amy Robison - Editor
JoAnne Williams - Print Designer
Jennifer Epps - Artist
Setup Development
Randy Shedden
Chris “Cornholio” Haddan
RECON Playtesters
Adam “azero” Maloy
Bruce W. “Wiley” Carr Jr.
Jacob “Bataar” Fulwiler
Mike “Grant Axehilt” Engle
Pete “Von” Mayberry
Beth “Sabine” de Diego
Mark “ModestMouse” Shoemaker
Product Managers
Sebastien “Tintin” Motte
Pontus Frohde
Public Relations
Carlos De Leon
Andrew McCombie
Legal
Jeff Koontz
Localization
Yuko Yoshida
Paul “Gooner” Delany
Eric Kao
Ji Young Kim
Laurence K Smith
Management
Stuart “Yoda” Moulder
Edward “Ace” Ventura
Matt “UncleDaddy” Gradwohl
Craig “Doom” Henry
Jo Tyo
Eric Straub
Jordan Weisman
Doug Herring
Product Support
Steve “Surfer Dude” Kastner