
Age of Empires: Definitive Edition







This guide goes over the basics of each civilisations bonuses, tech trees, strengths and weaknesses at a more competitive level and is up to date to the latest patch (update 46777). Introduction Hi there, I thought I’d take the time to write a new guide giving a bit of a rundown for each of the civilisations in the game as the other civilisation guide here on Steam is out of date and there are several points that are somewhat off and not quite right for a few civs in my opinion. I’m far from a top tier player of the game and I mostly play AoE2 in the Age series, but I have a decent amount of knowledge of how the game is played at a slightly more competitive level. A lot of the discussion is going to assume that you’re taking the game a bit more seriously with my opinions being slightly more linked to how the game tends to be played at a slightly higher level in a 1v1 setting. For people that aren’t too familiar with the competitive side of the game I’ll give you a quick rundown. First off, games tend to be relatively short. This is because it’s quite hard to defend as walls can’t be built until being researched in the Tool Age and villagers are very weak. For those players familiar with AoE2, there isn’t a tech like Loom to make your villagers a bit tougher and you can’t garrison villagers in your Town Centre. Your Town Centre also can’t fire arrows so basically provides no form of defence. All these things make early rushes very effective on most maps other than maybe Islands. While walls are quite strong it often takes too long to actually get them into play for them to be effective. The second thing is that the most competitive unit in the Tool Age is usually the Slinger. This is mostly because you can build it from the Barracks as soon as you hit the Tool Age making them much faster to mass than Bowman or Scouts. It also heavily counters the Bowman and is reasonably effective at taking out buildings due to some extra bonus damage. The Stone Mining upgrade from the Market also gives +1 range and attack to the Slinger which actually gives it the same attack as the Bowman (though fires very slightly slower). Slingers are countered by Scouts, but Scouts are much more expensive (90 food vs. 40 food + 10 stone) and take a little longer to hit the field as they require a Stable. This means there will often already be too many Slingers in play for a Scout player to really have a chance to fight back. Axemen rushes can also be reasonably effective as you can build a few Clubmen while still in the Stone Age and upgrade them as soon as you reach Tool Age. This rush is slightly faster, but usually not as good at dealing a killing blow like a Slinger rush can as the Axeman lacks range. This tends to mean that the stronger civs in the game are ones that have bonuses that apply right from the beginning of the game. It’s quite rare that a more competitive game will reach the Iron Age and will also often be over before reaching the Bronze Age, but I’ll still discuss these parts of the game for each civ as not everyone is going to be playing at a top tier level. As an additional note, having access to chariot units is considered quite strong as they don’t cost gold, making them very useful if a game does end up going longer where gold is more likely to run out. The Chariot Archer is also a good unit in general. Assryian Bonuses: Villagers move 10% faster Archers fire 25% fasterPros: Decent starts from extra villager speed Very strong Chariot Archer Full Siege WorkshopCons: No Slinger Very few late game unit options No real bonus for water mapsThe bonus to villager speed the Assyrians get helps a reasonable amount early on as you will be able to much quicker scout for your early resources and will have a small increase in gathering efficiency due to less time spent moving when dropping off resources. It also helps defensively, allowing villagers to more effectively escape from early rushes that can sometimes mean keeping a villager or two alive when another civs’ villagers would get caught. The effect of the bonus somewhat diminishes once everyone has Wheel researched and the bonus also has no effect on the gathering efficiency of farmers making it much less meaningful later in the game. The bonus to archers is quite strong, but actually ends up not being very useful in the Tool Age as this is when the Slinger is most powerful. In fact a big weakness of the Assyrian is that they don’t get their own Slingers. Later in the game the bonus becomes a lot more useful though, with Assyrian Chariot Archers being very powerful in the Bronze Age even without Nobility. The bonus can make Horse Archers still decent early in the Iron Age if the game goes that far, though the lack of the Heavy upgrade hurts them if the game goes on for longer after that. In Bronze Age Assyrians have a good amount of choice for military options only lacking Improved and Composite Archers. Going into the Iron Age actually leaves you with much more limited options. Assyrians do get both the Legion and Cataphract, but the Legions lack all the Pierce Armour upgrades and the Cataphracts lack Nobility making them both sub-par. The only redeeming assets in the Iron Age are full access to the Market and Siege Workshop. Overall the Assyrian are slightly on the weaker side as they only really excel at one thing (the Chariot Archer) and don’t have a hugely strong eco bonus. Their biggest bonus is heavily countered in the Tool Age due to the popularity of the Slinger and not having the Slinger themselves can often put them in a tough spot. Babylonian Bonuses: Stone Miners work 20% faster and carry +2 stone Market technology costs are reduced by 30% Wall and Towers have 60% increased HP Priests rejuvenate 30% fasterPros: Strongest defences in the game Access to most of the technologies in the game Cheaper Market techs gives better access to eco upgradesCons: Slow starts with bonuses only really coming online in the Tool Age Not the best unit options in the Iron Age No real bonus for water mapsThe Babylonians are known for having very strong defences thanks to their increased wall and tower HP and faster stone gathering that helps you pay for those defences. On more closed maps this can be quite strong, but as discussed previously this can be worked around by early rushes. A weakness of the Babylonians in general is that they are very slow out of the gates, which puts them behind many civs in the game. The newest bonus of cheaper Market techs is nice (especially as they Babylonians have access to all of them), but is just another option that helps you invest in the long game which against better opponents won’t often come. The Priest bonus is very situational as you have to convert a unit and then hope the Priest is still alive long enough for it to regenerate and gain any advantage. The bonus also does nothing if you want to use the Sacrifice tech to instantly convert more expensive units in the Iron Age. This is definitely the worst of the three Priest bonuses. If they aren’t too far behind, the Babylonians do become quite strong in the Bronze Age where they have full access to the tech tree and their Market bonus should be having much more of an effect. Going to the Iron Age does leave you with much fewer options in terms of military as you only gain access to the Legion, Horse Archer, Heavy Catapult and Scythe Chariot. A lot of the time the best option with the Babylonians later on is going to be pushing forward with your towers. Because of their slowness in the early game Babylonian is another of the weaker civilisations in the game. If left alone their bonuses can make them hard to break, but against better players you’ll usually be on the back foot. Carthaginian Bonuses: Start the game with +50 of all resources Academy and elephant units HP increased by 25%, Camel Rider HP increased by 15% Fire Galley +25% attack Transport Ships move 25% fasterPros: Very strong start Tanky elephants can be hard for an opponent to deal with later in the game Fire Galley bonus makes them quite strong in late game naval battlesCons: No eco bonus after the start of the game Lull in the midgame before their later bonuses kick in No access to chariot unitsThe Carthaginians used to be one of the worst civilisations in the game as most of their bonuses only really became relevant in the Iron Age. The addition of their newest bonus of extra resources at the start of the game actually completely flips them to being one of the best in the hands of a strong player. It may not sound like much of an eco boost, but the amount of difference those resources make for getting a solid start to the game is huge. The extra 50 food means you can instantly queue up 5 villagers instead of 4 making it far less likely that you’ll get idle TC time early on and also allows slightly faster up times. An extra 50 wood is almost enough to cover your first couple of houses. The extra 50 stone means you can create 5 more slingers before having to collect stone, which makes their Slinger rushes much more competitive. The 50 gold is the least helpful part of the bonus, but will give you a small discount off something if a game does reach the Bronze Age. This bonus mostly excels by gaining fine margins early in the game so won’t be as strong for weaker players that aren’t quite as good at min-maxing their efficiency. Even in this case the extra resources are still a nice little boost. The other Carthaginian bonuses are ok, but only become relevant much later into the game, which is why they weren’t previously considered a very strong civilisation. They do lack most of the Storage Pit upgrades in the Iron Age, but the free bonus HP does make up for this and is more of a way of pushing you towards elephants and Centurions and away from some of the early Iron Age options that they have available. They also have access to the fully upgraded Helepolis which is always nice. The Carthaginians are also decent on water maps where their strong start helps them get onto the water quicker. The Fire Galley bonus can also be quite devastating later in the game especially after Alchemy has been researched. As mentioned, the Carthaginians are one of the stronger civilisations, but only really in the hands of a more experienced player that can make the most out of their strong start. Outside of this they still have the problem of being much more of a late game civilisation which can be quite punishing for players that don’t manage to get that extra edge early on. Choson Bonuses: Axeman, Short/Broad/Long Swordsman and Legion have +5/+15/+20/+60/+80 HP Storage Pit technologies costs are reduced by 40% Towers have +2 range Priests cost reduced by 30%Pros: Can be strong in drawn out Tool Age battles Highest range towers in the gameCons: No real eco bonus Heavily reliant on Swordsman line No access to chariot unitsThe Choson are another civilisation that struggles through lack of an early game bonus. The infantry bonus being changed to give Axemen some extra HP can slightly help their rushes, but they will usually be slightly slower than more competitive civs where speed is the main point of the rush. Their newest bonus to Storage Pit techs does give them a slight edge if the game continues into the Tool Age and beyond, but still falls behind many other eco bonuses in the game. The Choson also lack all Storage Pit techs in the Iron Age other than Metallurgy, which somewhat reduces the effect of the bonus. The lack of defensive techs is balanced out by the increase in HP for Barracks units and the Choson are more hurt by lack of unit choices they have in the late game than the Storage Pit. They do get the Helepolis, but lack Engineering making it less effective against civs that have the tech. The extra range on towers could in theory make the Choson pretty good at tower rushing as you’d just be able to outrange every other civ, though this isn’t a strategy I’ve seen utilised often in AoE1. It is still quite a nice bonus if the game does go late as the Choson do have access to the Ballista Tower (though lack Alchemy). Cheaper Priests is also not a terrible bonus as it makes using Sacrifice for instant conversions less costly in the late game. It also makes the unit more useable in general for the civ. This said, Priests aren’t generally used that much as Chariot Archers are quite common in the Bronze Age and resist conversion. The Choson are another of the weaker civilisations in the game as their best units are their Barracks units that tend to be some of the easier to deal with and they lack a strong early bonus to get themselves ahead. Their bonuses also seem to stretch them in a lot of different directions, which makes some of them only situationally beneficial. Changing one of their bonuses to something like having a cheaper Barracks would massively improve the civ. Egyptian Bonuses: Farm cost reduced by 20% Gold miners work 20% faster and carry +2 gold Chariot units have 33% increased HP Priests have +3 rangePros: Solid late game economy Some of the best chariots in the game Arguably the best priests in the gameCons: No Stone Age bonuses Very limited Iron Age unit optionsThe Egyptians have some fairly strong bonuses, but like many civilisations can fall slightly behind early in the game due to having no Stone Age bonuses. Their newest bonus of cheaper farms has done quite a bit to improve the civ as it makes for a much easier transition for your food economy in the Tool Age when you start shifting into farms. The bonus will save you a large amount of wood in a longer game and has the advantage that you get the wood saving straight away compared to the Minoan and Sumerian farm bonuses that take longer to kick in. The gold mining bonus is one of the weaker gathering bonuses in the game as there is nothing that actually costs gold until you get to the Bronze Age. It also doesn’t help much for their best units as chariots also don’t cost gold. The gold bonus seems more to encourage you towards using their Priests that have the considerable advantage of having +3 range. This makes Egyptian Priests far more effective at getting conversions as they can stay safer much further from the action. The Bronze Age is definitely where the Egyptians shine as this is where all their bonuses come online and are most effective. The only real downside here is lacking access to Cavalry, but they do get their stronger Chariots as well as access to the Camel Rider which mostly makes up for this. Moving into the Iron Age though, the Egyptians have a serious lack of unit options only gaining access to the Elephant Archer, War Elephant and Scythe Chariot. They’re also stuck with just the Bronze Age Stone Thrower in terms of siege. Here the Scythe Chariot has to do a lot of the heavy lifting. On water maps the Egyptians don’t have any early bonuses that will help them get onto the water sooner, but the cheaper farms will help free up more wood as the game goes longer. This makes them somewhat competitive here having access to the Juggernaut, all the relevant techs and only missing out on the Fire Galley. As said, the new farm bonus definitely helps the Egyptians out a lot giving them a much stronger Tool Age, but are still left behind the slightly stronger civs earlier on. Their bonuses are fairly solid though which puts them middle of the pack. Greek Bonuses: Town Centres work 10% faster starting in the Tool Age Academy units have 30% increased move speed and 20% reduced cost Ships have 20% increased move speedPros: One of the best Academies in the game Full access to siege and ships Strong boom in the Bronze AgeCons: No Stone Age bonus on land maps Very poor unit selection even in the Bronze Age No chariot unitsThe Greeks are very good at the things they do well and very poor at everything else, which at least gives them a clear idea of what they want to do in most games. On water maps the extra movements speed will slightly increase the efficiency of fishing boats and make their Fire Galleys much better at closing the distance on Triremes and Juggernauts making the Greeks decent on water maps. On land maps however, as with many civs, they don’t have too much to help them get ahead earlier on. Their newest bonus for Town Centre work rate is decent, but doesn’t really have a massive effect until you can get to the Bronze Age and put down extra TCs. It does technically kick in at the start of the Tool Age, but the bonus essentially lets you make 11 villagers in the time it takes another civ to build 10 which means it’s going to take a while for any advantage to be noticeable. On reaching the Bronze Age though you get access to the Greeks last bonus of cheaper and faster Hoplites. This makes them the most useable out of any civs as it overcomes the two biggest obstacles for the unit to usually be viable in the Bronze Age even if Hoplites from some other civs are stronger 1 for 1. This is about as far as it goes for Greek military though as they have among the worst Barracks, Archery Range AND Stable in the game. The only thing of note is access to Cavalry. This then carries over to the Iron Age as they only get the Centurion and Heavy Cavalry outside of siege. A lack of Metallurgy isn’t too bad for a Centurion that already has 30 base attack and is cheaper for the Greeks, but it does hurt the Heavy Cavalry. They do at least get full access to the Siege Workshop and all the relevant upgrades, so you’ll definitely be relying on this a lot in the Iron Age. The Greeks are still one of the weaker civilisations in the game despite the number of improvements that they’ve had since the launch of the Definitive Edition. The only thing that they really excel at is using the Hoplite in the Bronze Age, where the Hoplite is generally not considered too strong of an option if you’re opponent is prepared for it. They can be more competitive on water maps, but even here there are much stronger options. Hittite Bonuses: +1 attack to archers Stone Thrower line has 50% increased HP Warships have +2 range in the Tool Age or +3 in Bronze/Iron AgePros: Very strong Heavy Horse Archer and archers in general Extra ship range can make them very strong on water in the mid game Lots of strong military options in the Iron Age on landCons: No eco bonus or even fishing boat upgrade Lack of Trireme makes water bonus much weaker in Iron Age No SlingerThe Hittites have a very similar weakness to the Assyrians in that they both don’t get access to the Slinger, with the prominence of the unit also negating their own bonuses to the Bowman in the Tool Age. For the Hittites this is also further exacerbated by the fact that they have no eco bonus to speak of, whereas at least the Assyrians get faster moving Villagers. This puts the Hittites massively on the back foot early on. The +2 range for warships early in the game is quite strong when put to good use, so this can at least help you try to even things out on water maps. A lack of an eco bonus can mean you might still struggle against other civs that are simply able to amass bigger fleets. Though the +3 range is still very strong in the Iron Age, the fact that Hittites don’t get the Trireme mostly undoes any real benefit from the bonus at this point. The Trireme has 40 more HP, 4 more attack and 1 more range than the War Galley just for context. On land maps the Hittites do have access to a good amount of units, particularly in the Bronze Age. The +1 attack to archers also makes their Chariot Archers very strong here especially as they also get Nobility for the extra HP. The extra HP to Stone Throwers can situationally be quite strong as it allows them to take an extra hit from any other civs Stone Throwers making them difficult to deal with if you can stop your opponent getting into melee range. These strengths carry over to the Iron Age where the Hittites have access to all the Storage Pit and Government Centre techs giving them a good number of unit options, which is actually quite rare. The +1 attack to archers here continues to give you an edge for both their fully upgradeable Heavy Horse Archers and Elephant Archers making them some of the strongest in the game. The extra health on Heavy Catapults again makes them extremely hard for an opponent to deal with at this point. So the Hittites actually have one of the best late game militaries in the game and are also solid in the Bronze Age, they’re just massively undermined by having no eco bonus which will always put you behind a stronger civilisation. This makes them much more of a Death Match civ where they can be very good if that’s your preferred game mode. Macedonian Bonuses: All non-ranged units get +2 Line of Sight Academy units get +1 Pierce Armour in the Bronze Age or +2 in the Iron Age Siege Workshop unit cost reduced by 25% All units 4 times more resistant to conversionPros: Extra LoS makes early exploration much more effective One of the most powerful Academies in the game Don’t have to worry about wololoCons: No direct eco bonus No chariot units No bonus on water mapsThe Macedonians are quite an interesting civilisation. They lack a proper eco bonus, but the extra line of sight applies to villagers which means you can much more regularly find your resources faster and get yourselves setup nicely (remembering that you don’t get a starting Scout). This is obviously not on the level of some of the stronger eco bonuses in the game, but it will still regularly help you with how random map generation can be. It can also make things like Axeman rushes more effective as you will be better able to track down opposing villagers. The extra Pierce Armour on Academy units makes them extremely hard to deal with as it means that use of Archery Range units against them will be much less effective when combined with the extra upgrades at the Storage Pit. This covers one of the weaknesses of the units for Macedonians making their Hoplite very threatening in the Bronze Age. This is reinforced by Macedonian’s extra conversion resistance which also makes Priests much less of a threat. This means the only way to really counter the Macedonian Hoplite is with your own Hoplites until you can get to Iron Age and use something like the Ballista to deal with them. The Macedonian bonus to siege is quite nice in the Bronze Age as it allows you to much more easily field Stone Throwers that are usually fairly expensive at this point. The bonus does fall away in the Iron Age though as you don’t get access to either elite siege upgrades and they also lack the Engineering upgrade for the extra range. This means they’re much more quantity over quality at this point in the game. The Macedonian’s have decent options in the Bronze Age, though lack chariot units and Nobility for their Cavalry. In the Iron Age they get access to the Heavy Horse Archer, Cataphract and Armoured Elephant to add to their very strong Centurions. The lack of Nobility does hurt again here though and the Heavy Horse Archer is also missing the last range upgrade so these units should be considered more support units to your Centurions if needed rather than a core part of your army. To restate though, the Macedonians don’t have any direct eco bonus which prevents them from being one of the stronger civs, but the extra LoS can definitely help a stronger player get much more consistent Stone Ages. They are also the only civ in the game to not get the Temple, but Priests are not generally used that often so this isn’t considered too much of a downside. Minoan Bonuses: Cost of ships reduced by 30% Composite Bowman gets +2 range Farms have +60 foodPros: Very strong on water maps Access to all fully upgraded siege Have access to all Storage Pit, Market and Government Centre techsCons: No early bonuses on land maps No chariots units Very limited unit options in the Iron AgeThe Minoans are arguably the best civilisation in the game on water maps. Their large discount on ships makes them very hard to contend with, with both fishing boats and warships benefitting from the bonus. On land maps however the Minoans can struggle as their only other bonuses only really kick in once you reach the Bronze Age. The extra food on farms does save some wood in the long run, but you only start making any saving at the point where another civ’s farms would run out, which makes the bonus much slower to come into effect than the Egyptian farm bonus for example. It’s also just a straight up worse version of the Sumerian bonus. +2 range on Composite Bowmen does make them very strong in the Bronze Age, but the unit is one of the slower ones to tech into requiring to first hit the Bronze Age, then research Improved Bowman and finally upgrade to Composite Bowman. The Minoans do also get a decent unit selection in the Bronze Age, but in the Iron Age all you get is the Long Swordsman, Centurion and siege units. The Composite Bowman can still be useful in the Iron Age due to their bonus, but they definitely lose effectiveness compared to some of the stronger Iron Age units so using the Helepolis can be a better option for ranged damage. As said before, on water maps the Minoans are definitely near the top of the pack, but fall way down the order on land maps. This means you should mostly avoid the civ unless you know what map you’re going to be playing on. Outside of their cheaper ships, their other bonuses take too long to really make much of an impact. Palmyran Bonuses: Villager cost 75, but have +1 armour and pierce armour and work 25% faster Start with +75 food Camel Riders move 25% faster Tributes are free Trade Ships return more goldPros: Faster working villagers makes for an efficient economy Best farmers in the game Fast Camel Riders are strong against the popular Chariot ArcherCons: Early game is quite different to other civs that can make them hard to use well Missing quite a few Iron Age techs and upgrades Tribute and trade bonuses only relevant in team gamesThe Palmyrans are one of the stranger civilisations in the game as sometimes their villager bonus can seem like more of a hindrance then helpful. In theory you should be able to get an economic edge as you can create villagers at the same speed as everyone else, but each Palmyran villager works much faster. The reality is that you’ll often have idle Town Centre time early in the game as it can be difficult to gather enough food to keep constant villager production going. This is especially true if you don’t manage to find your berries quickly and makes them quite reliant on good map generation. The bonus really kicks in once you’ve got to late Tool Age and have a lot of farms setup. Palmryans have the best farmers in the game as no other civs have bonuses that increase farmer gather speed. When playing games using lower population settings the bonus is also exceptionally strong as you will be able to gather the same amount of resources as other civs with fewer Villagers, leaving more population space for military. The extra starting food was a much needed bonus to the civ, added in the Definitive Edition (initially +50 food). This makes it so you can queue up 3 villagers from the start of the game as in the Rise of Rome expansion you could only queue 2. The extra armour on the Villagers is also helpful against early aggression and means Palmyran Villagers can easily kill another civs Villagers 1v1 other than the Sumerian’s. Generally the extra HP bonus that Sumerians get on their Villagers is stronger as anything that does more than 3 damage will kill a Palmyran Villager faster, but will obviously fare better than most other civs. The extra speed for Camel Riders is quite a strong bonus as it makes them much more effective against mounted archers and is particularly useful against the Chariot Archer that is often a go to option for a lot of civs in the Bronze Age. They do also have access to all units in the Bronze Age, which means you can always try to get good unit match ups against an opponent backed up by your strong economy. In the Iron Age Palmyrans still do get access to a decent number of units, but a lot of them are missing key upgrades meaning you will mostly need your strong economy to pump out more units and go for a quantity over quality approach. Overall the Palmyrans can be a strong civilisation, but are very reliant on having a strong Stone Age which can make them quite hard to play for an inexperienced player. Due to the high cost of their Villagers it can often take a while for the increased gather rate to make a noticeable difference, which can put them behind some of the stronger civilisations that are often more simple to play. Persian Bonuses: Hunters work 30% faster and carry +3 food Elephant units are 25% faster Triremes fire 25% fasterPros: Hunter bonus can put you ahead early in the game Strong navy in the late game Good number of unit options in the Iron AgeCons: Hunter bonuses can be very dependent on map generation No chariot units Weak economy in the late gameThe Persians have the potential to be one of the strongest civilisations in the game with their hunter bonus being extremely strong early on. Unfortunately its effectiveness is very reliant on map generation as if you don’t find (or don’t have) decent hunt then the bonus becomes close to meaningless. If you get lucky though, Persians can get some of the quickest Tool Age up times making their early rushes very potent. In most situations this usually means it’s safer to go with some of the more consistent civilisations, especially since the other two Persian bonuses only come in when you get to the Iron Age. The Persians also lack 3 of the 4 Market upgrades in the Iron Age (everyone gets Coinage though), which combined with a lack of an eco bonus at this point makes their late game quite weak. Especially when you add in that they don’t have access to chariot units. Outside of the lack of chariots they do have a very good unit selection even into the Iron Age other than the strange caveat of completely lacking access to the Academy. The Archery Range units do lack Ballistics and the last range upgrade though, which can be a hindrance to their effectiveness. The movement speed bonus for elephants used to be much stronger and at the current 25% means that elephant units are still going to be slower than Barracks units and foot archers making the bonus not too strong. Fast firing Triremes however make Persian late game navies quite competitive, though like the archers this is somewhat offset by a lack of Ballistics and the last range upgrade. This said Persian Triremes are by far the best when it comes to damage output. So even though the Persians have some strong units in the Iron Age they lack a strong economy to back it up and mostly rely on getting a strong start from their hunter bonus. This means that they generally only really excel in the early game when they get good map generation that allows them to take advantage of the faster food income. Their later bonuses don’t do too much when compared to some of the economically stronger civilisations in the late game. Phoenician Bonuses: Woodcutters work 15% faster and carry +2 wood Cost of elephant units reduced by 25% Catapult Triremes and Juggernauts fire 25% fasterPros: Very strong early eco bonus Access to all units in the Bronze Age Effective on all map typesCons: Missing a lot of Iron Age Storage Pit techs Lack Iron Age siege Don’t excel at any one particular thingI think this is where my guide disagrees most with the other guide here on Steam as it claims the Phoenicians are a “very slow and ponderous Civ”. This is actually not true as the faster woodcutter bonus is one of the strongest eco bonuses in the game and is giving you an advantage very early on as soon as you start gathering wood. This is especially relevant on water maps where wood is at much more of a premium. The bonus is extremely versatile and will help boost your economy for almost any strategy and places the Phoenicians up in the higher tiers of competitive civs. If a game progresses into the Bronze Age the Phoenicians have access to the entire tech tree with the exception of Architecture at the Government Centre. The extra wood is particularly helpful if you want to go for chariot units here, but the open tree gives you a number of options if you wish to use them. In the Iron Age you do still get some decent options, but the lack of any Iron Age siege and missing all Storage Pit techs other than infantry pierce armour does hurt a little bit here. That said, having cheaper elephants does make these units much more accessible with the Armoured Elephant being a decent siege alternative. As mentioned before, the wood bonus also makes the Phoenicians very competitive on water maps in all ages. Their bonus to Catapult Trireme and Juggernaut fire rate also makes these extremely deadly if a game goes long enough for the units to become relevant. All in all the Phoenicians are definitely one of the strongest civilisations in the game as their eco bonus is simply so flexible and applies almost from the very start of a game. They may not have as distinct of an identity as many other civs, but they should definitely be considered by players that like to have a good number of options available to them. Roman Bonuses: Building costs reduced by 10%, except for towers, wall and wonders Towers cost reduced by 40% Swordsmen attack 33% fasterPros: Strong early eco bonus Access to all siege units Access to all Storage Pit techsCons: Very weak Archery Range Towers can only be upgraded once making the discount not that great laterEver since the release of Rise of Rome way back in 1998, the Romans have been considered one of the best civilisations in the game. This is mostly due to their reduction to building costs being a strong bonus that helps from the very start of the game and is useful on any map type. The bonus has been nerfed from 15% to 10% in the Definitive edition, but is still strong throughout the course of a game especially as the bonus also applies to farms. The cost reduction for towers has also been nerfed from 50% down to 40%, but still makes the Romans the most capable of using towers both defensively and aggressively in the earlier ages of the game. The bonus falls away in the Iron Age though, as the Romans don’t get access to either Guard or Ballista Tower and also don’t get Alchemy for the extra attack. The Romans last bonus puts their Swordsmen among the most powerful in the game, though it can be argued that the durability of Choson Swordsman makes them more useful by making them slightly better at getting into the fray. As said in the section for the Choson however, Swordsmen tend to be one of the easier units to deal with in the game, but at least the Romans have a decent eco bonus that will give them a much better chance of building up a bigger mass of units. In general the Romans have quite good access to a variety of military units other than a glaring weakness of their Archery Range that only has access to the Improved Bowman outside of the standard Bowman. This is made up for with full access to siege units in the Iron Age, but is definitely a weakness for the Roman Bronze Age. Strangely the Romans are also the only civ to get access to the Chariot, but not the Chariot Archer. My personal opinion of the Romans is that they are definitely strong, but possibly a little bit overrated. For a standard Stone Age build of 5 Houses, 2 Barracks, Storage Pit and Granary the wood reduction bonus is only saving you 64 wood. Comparing this to other bonuses like the Carthaginians starting with +50 wood as well as +50 to every other resource helps put this in perspective. The Roman bonus obviously has the advantage that it carries on through a whole game. Another way of looking at the bonus is that a 10% reduction is equivalent to an 11.1% increase in gather rate. This puts it behind the Phoenician 15% woodcutter bonus, which also applies to all wood not just wood spent on buildings. This said the Romans are still definitely a good civilisation with some decent options at basically every stage of the game. In my opinion they’re pretty much a straight upgrade from the Choson as they do mostly the same thing, but almost always better. Shang Bonuses: Villagers cost 40 food Start the game with -40 food Wall HP increased by 60%Pros: Very strong early eco bonus Full access to the tech tree up to the Bronze Age Access to all Storage Pit techsCons: Lack a few key Government Centre techs in the Iron Age Poor navy in the Iron Age with no Trireme or AlchemyThe Shang are the most consistently strong civilisation in the game with their cheaper villagers giving them a huge head start on other civs. Starting with -40 food does offset this for the first four villagers you make, but from then on you’re saving 10 food on every villager. In a standard build you will often go up to the Tool Age on 20 villagers at which point the bonus has already saved you 130 food and will continue to save you more food until you stop making villagers. This means the Shang will regularly be able to click to age up before other civs that will often have to idle the Town Centre for a short time to build up the 500 food to advance. Having full access to the tech tree up to the Bronze Age grants you a good amount of flexibility in your unit choice depending on your opponent. The Shang only really fall away in the Iron Age as here they don’t gain many unit options. They do get the Helepolis, but lack Engineering and also get the Heavy Horse Archer, but lack Alchemy. They do get access to fully upgraded Cataphract though. On water maps the strong early bonus will help you reach the Tool Age earlier, which means you’ll regularly be the first to get Scout Ship production going. Outside of this though, the Shang don’t really have any bonuses to their navy making a number of civs better when it comes to the water. This is especially true if a game reaches the Iron Age where the Shang’s only option is the Fire Galley that lacks the Alchemy tech. This probably makes Shang the weakest civ on water at this point. On land maps however, Shang are definitely at the top of the pile as their cheaper villager bonus is helping throughout the whole game and is always relevant. There’s a reason why this bonus is staggered for the Hindustanis in AoE2. Sumerian Bonuses: Villagers have +15 HP Stone Thrower line fires 30% faster Farms have +125 foodPros: Villagers harder to raid Decent economy later in the game Very powerful siegeCons: No early game eco bonus Underwhelming military units in the Iron AgeThe Sumerians are definitely one of the weaker civilisations, especially earlier in the game. Two of their bonuses only really do anything starting in the Bronze Age and the villager bonus only helps you lose less and doesn’t actually do anything to give the civilisation any real advantage. The +125 food to farms used to be much stronger, but is still fairly good being an increase of 50% on the base 250 food on a standard farm. This in some ways has the effect of making Sumerian farms 33% cheaper, but you only get any actual benefit at the point where a regular farm would need reseeding so it takes a long time to get a meaningful advantage. The bonus also diminishes once Market techs have been researched (with Irrigation the bonus drops to around a 23% food increase). The bonus to the Stone Thrower line is very strong, but it’s often difficult to get a good number of them on the field due to their high cost in the Bronze Age, making the unit only really an option in the Iron Age. Outside of their catapults though, the Sumerian military is somewhat poor. They do get decent options in the Bronze Age, but lack Cavalry and in the Iron Age they are missing quite a few key techs that make their options subpar. Their Scythe Chariots lack Metallurgy, their Heavy Horse Archers lack Craftsmanship and Sumerian Centurions are the weakest in the game (definitely not top tier as described in the other guide). To summarise, the Sumerians are probably the only civilisation to not really excel at any point in the game. Their bonuses take too long to become relevant and even when they do there are many civs that are better than them. Yamato Bonuses: Villager move 10% faster All cavalry and horse archer costs reduced by 15% Ship HP increased by 20%Pros: Decent starts from extra villager speed Best cavalry in the game Strong on all map typesCons: Limited unit options No Iron Age siege No chariot unitsThe Yamato are the only civilisation in the game to have all of their bonuses nerfed in the Definitive edition (some multiple times) and despite this are still one of the strongest civilisations in the game. They share the same villager bonus as the Assyrians, with the extra villager speed helping out a lot in the Stone Age. Unlike the Assyrians though, the Yamato get access to the Slinger which makes their transition to the Tool Age much stronger at a more competitive level. Despite lacking a lot of unit options at the Stable, the discount makes Yamato cavalry the strongest in the game. The discount also applies to Scouts which makes Yamato one of the few civs that can effectively use this unit to counter Slingers in the Tool Age. In the Bronze Age it also helps field larger armies of the usually very expensive Cavalry making the Yamato extremely strong if a game reaches this point. This then extends into the Iron Age where the Yamato have fully upgradeable Cataphracts and the discount also extends to their fully upgradeable horse archers. Outside of this though their options are not great, so if you’re looking for variety this is not the civ for you. Their Barracks is among the weakest in the game; they lack chariots for games where gold start running out and don’t get any Iron Age siege. They do at least get decent Centurions as an option that are only missing Tower Shield, though most of the time you’ll want to stick to their stronger mounted units. On water maps the Yamato are still a major contender thanks to their ship HP bonus making Yamato navies much more durable and amongst the best in the game. Arguably the Minoans are the only civ that are better when it comes to power on water, but Yamato are much better on land making them a bit more of a rounded civ. So while their start isn’t one of the strongest, it’s still solid and the unit discounts gives the Yamato a very clear game plan of powerful units to use throughout the whole game. Even though the discount was slightly nerfed (was 25% in RoR) improvements to the cavalry line have made the unit much more powerful and the bonus still very significant. Summary I'll just finish off by listing how regularly the civilisations tend to be picked at a more competitive level to give people an idea of the stronger and weaker civs at a glance. This isn't necessarily a tier list per se, but could be considered to be a rough idea of one. Regularly Used Shang, Yamato, Phoenician, Roman, Carthaginian Sometimes Used Persian, Macedonian, Egyptian, Minoan, Palmyran Rarely Used Sumerian, Choson, Assyrian, Hittite, Babylonian, Greek
《帝国时代》秘籍完全指南 《帝国时代》秘籍 *按下回车键输入秘籍。 •REVEAL MAP:地图全开 •NO FOG:移除战争迷雾 •HOME RUN:直接胜利 •RESIGN:直接失败 •DIEDIEDIE:摧毁所有单位 •HARI KARI:摧毁自己所有单位 •Kill#:摧毁玩家#的所有单位 •STEROIDS:加速建造和生产 •PEPPERONI PIZZA:获得1000食物 •WOODSTOCK:获得1000木材 •COINAGE:获得1000黄金 •QUARRY:获得1000石头 •GAIA:控制动物 •GRANTLINKSPENCE:将动物变为动物之王 •KING ARTHUR:将鸟类变为龙 •BLACK RIDER:将骑射手变为黑骑士,黑骑士死亡后会变成投石机•美杜莎:将村民变为美杜莎,美杜莎死亡后会变成黑骑士,黑骑士死亡后会变成投石机。 •黑暗之雨:将所有弓箭手变为复合弓箭手,复合弓箭手静止时会变成树木。 •重型火炮:将所有投石机和弩炮变为重型火炮。 •飞行荷兰人:将带投石机的三列桨战船变为飞行荷兰人。 •光棱步兵:光棱步兵 •爱因斯坦步兵:光棱步兵(核能版) •战俘:婴儿总统 •无限电力:婴儿总统2 •巨型爸爸:温瑟的Z型战车 •巨型妈妈:温瑟的另一辆Z型战车 •风暴比利: Zug 209 •转化:圣弗朗西斯 •洲际弹道导弹:弩炮获得更远的攻击范围 •霍哟霍哟:牧师获得更多生命值和移动速度 •飞斧战车:战车弓箭手获得更快的移动速度。JACK BE NIMBLE:弹弓可以发射村民和奶牛。

如何获取成就 如果有人需要这方面的帮助,可以问我,我会提供帮助。 步骤1)在此帖子下回复,说明你想要完成该成就 2)发送好友请求,我会接受并通过私信联系你 3)我会创建游戏房间并让你获胜 4)完成后,你可以解除好友关系,没关系 我想要什么回报? 什么都不要——我只是想帮忙。能帮助一些 fellow gamers 我很开心。 常见问题 我在等待,但你没有发送好友请求 请主动向我发送好友请求——这是出于组织安排的原因。你可以想象,帮助很多人会导致一些“组织混乱”。 我发送了好友请求,但你没有接受 可能是我的问题。如果之前我没回复你,可以再次在我的Steam个人资料或本指南中留言——可能是我漏掉了,抱歉。 说明一下:我会收到很多好友请求,出于账号安全和防诈骗考虑,我不会无故接受好友请求。这导致消息有点“泛滥”,我需要时间处理。 我真的很想帮到你。 不用这样——我只是帮你解锁了一个成就,也就花了我大约5分钟时间。 如果你想帮助我,那就以我的行为为榜样,去帮助Steam上的其他玩家吧。我们都在同一个平台,玩家之间就应该互相帮助。;) 其他帮助者: - turbolaser - LewdBot 来源: 讨论区:我最初在讨论区发布的帖子。 还有一些我已经帮助过的人。

《帝国时代:决定版》快速参考指南(面向《帝国时代2高清版》玩家) 主要差异: 1. 初始无侦察兵——仅拥有3名村民。开局需指派1名村民进行侦察 2. 无法驻军——遭遇攻击时,村民无法躲藏 3. 织布机——《帝国时代:决定版》中没有等效的早期升级,但村民强度略有提升 4. 房屋仅支持4人口——不同于《帝国时代2》的5人口 5. 无木栅栏或等效建筑——需在工具时代通过谷仓研究后才能建造城墙 资源—— 谷仓:仅接受浆果和农场产出的食物 储物坑:接受所有木材、黄金和石头。仅接受大象、岸鱼、鳄鱼、狮子和羚羊产出的食物城镇中心:任何资源都可以在城镇中心交付 狩猎:瞪羚(相当于鹿)以更大的群体生成,可以高效狩猎 农田:需建造市场后才能使用。市场需在工具时代才能建造。每个农田花费75木材(相比之下,第二时代的农田每个花费60木材) 没有绵羊或类似动物 浆果——保持不变! 狼——替换为狮子和鳄鱼。村民如果先投掷长矛,无需升级就能一对一杀死狮子和鳄鱼(鳄鱼速度较慢,你可能需要稍微微操村民后退) 野猪——替换为大象。大象拥有高每秒伤害,但比村民慢,这让你可以进行风筝拉扯 树木——拥有可变数量的木材通常情况下,每棵树产出40木材(对比《帝国时代2》的100木材) 铁匠铺升级在储物坑进行——从工具时代开始可进行升级 石器时代——黑暗时代 黑暗时代快攻——棍棒兵仅比村民稍强。在工具时代之前,很难对敌人造成实质性伤害 工具时代——封建时代 升级成本——500食物,与《帝国时代2》相同 市场——在工具时代解锁(需要谷仓) 是建造农场的必要建筑 拥有按资源类型划分的村民效率升级 木材效率升级还能提升弓箭手射程 投石兵——强力的反弓箭手/反防御工事单位,消耗食物和石头。在兵营训练。没有升级路线,意味着其强度在工具时代达到顶峰通常用于快攻 青铜时代至城堡时代 升级成本:800食物(无需黄金!) 车轮:市场的关键升级,可使村民移动速度提升30%并解锁战车 战车/战车射手:非常强力的【垃圾单位】,因为它们仅需消耗食物和木材即可建造。战车在马厩建造,战车射手在靶场建造 战车射手:木材升级可提升战车射手的射程,其他升级在储物坑进行 战车:在铁器时代可升级为镰刀战车(基本上是具有溅射伤害的圣骑士) 剑士:在青铜时代之前,玩家可以使用棒兵和斧兵。这些单位无法升级为剑士短剑兵可从青铜时代开始在兵营训练,其升级路线与《帝国时代2》的民兵类似。 学院——需要先建造马厩。可在学院训练强大但昂贵的步兵单位(如重装步兵、方阵兵、百夫长)。 市政中心 如果您正在快速发展——这应该是您在青铜时代建造的第一个建筑。 城镇中心——建造第二个城镇中心需要先有市政中心(仅需200木材!比《帝国时代2》便宜得多)。 功能类似大学。 后勤学——步兵为主的文明的关键升级。使兵营单位仅占用半个人口槽。 贵族制度——骑兵为主的文明的关键升级。镰刀战车升级前提条件 铁器时代至帝王时代 升级成本:1000食物、800黄金,与《帝国时代2》相同 狂热:类似西班牙的独特升级“霸权”和“织布机”,狂热能大幅提升村民的战斗力/战斗能力。它还提供速度加成,但会使资源采集效率降低50%
你是否想获得《帝国时代:决定版》的所有战役成就,却厌倦了常规的刷取方式? 那么本指南适合你! 步骤1:选择你想要获取成就的战役并开始游玩。 步骤2:按下回车键并输入“HOME RUN”,你将立即获胜。 步骤3:重复上述操作直至战役结束。 享受吧!这是获取所有战役成就的简单方法。 其他成就:按照海因里希一世先生创建的指南操作,以最快速度解锁其他成就。


你将找到在《帝国时代:终极版》的“希腊的荣耀”战役中以最高难度完成所有任务所需的一切。享受游戏!
1. 领土宣称 2. 卫城 3. 征服克里特 4. 特洛伊战争 5. 爱奥尼亚殖民 6. 雅典之围 7. 色诺芬远征 8. 亚历山大大帝 更多帝国时代决定版内容



《帝国时代》作弊码指南 - 【地图全开】:显示整张地图,包括所有地形和建筑。 - 【无战争迷雾】:清除战争迷雾,可查看地图上所有区域,包括未探索区域。 - 【Pepperoni Pizza】:立即为你的文明提供1000单位食物,这对维持人口至关重要。 - 【Coinage】:为你的国库注入1000金币,为各种用途提供资金支持。 - 【Woodstock】:向你的储备中输送1000单位木材,这对建造建筑和训练单位至关重要。 - 【Quarry】:在你的库存中存入1000单位石料,这对建造防御建筑和工事至关重要。- 【类固醇】:通过立即完成所有升级、建造和单位训练来加速你的发展。使用时需谨慎,因为它会影响所有玩家。 - 【赶尽杀绝】:通过消灭游戏中所有玩家及其文明来立即获得胜利。 - 【投降】:自愿退出比赛,承认失败。 - 【切腹】:触发自我淘汰,导致你的文明灭亡。 - 【本垒打】:在当前场景或任务中取得胜利。 - 【Killx】:将玩家x从游戏中淘汰,其中x代表玩家的位置。 - 【盖亚】:获得对环境和自然的控制权,作为交换放弃对自己文明的控制。- 【巨炮】:增强重型投石机的射程和伤害,提升其进攻能力。 - 【洲际弹道导弹】:将弩炮的射程增加100单位,使其能够远距离打击目标。 - 【霍哟霍哟】:提升牧师的速度和生命值,增强其在战斗和转化中的效能。 - 【美杜莎】:攻击时将村民转化为美杜莎,引发连锁反应生成强大单位。 - 【黑骑士】:将骑射手转化为黑骑士,这是一种拥有增强战斗能力的强大单位。 - 【黑暗之雨】:将复合弓手转化为潜行单位,使其能够融入环境并伏击敌人。- 【光子人】:召唤一名配备激光炮的光子人,能够迅速消灭敌方单位。 - 【飞行荷兰人】:将重型坦克转变为飞行荷兰人,赋予它们空中机动性和战略优势。 - 【老爹】:释放一辆配备火箭发射器的高速汽车,在战场上造成严重破坏。 - 【杰克敏捷】:使投石机能够发射各种投射物,根据朝向不同,可以是奶牛到超级村民等不同种类。 - 【E=MC²士兵】:为光子人配备核武器,显著提升其破坏能力。 - 【快速游戏】:提升单位移动速度,对骑兵和其他快速单位尤为有效。-【Upsidflintmobile】:加速战车射手,使其成为战场上强大且迅捷的对手。 (罗马崛起扩展包作弊码): -【convert this!】:召唤一名挥舞雷电的牧师单位,为你的军事战术增添新维度。 -【stormbilly】:召唤一个类似机甲战士的机器人,提供无与伦比的火力和韧性。 -【big momma】:释放白色变种的“大老爹”,配备毁灭性的火力和速度。 -【pow】:召唤一名骑着三轮车、手持枪械的婴儿,在战场上提供意想不到的火力。 -【king arthur】:将雄鹰转变为拥有巨大生命值的强大飞龙山。 -【grantlinkspence】:将动物转变为超级版本,赋予它们增强的能力和力量。【upsidflintmobile】:提升战车的速度和射速,使其成为战场上令人生畏的敌人。
《帝国时代:决定版》游戏流程简介: 包含所有决定版扩展内容的《帝国时代》游戏流程;已在Steam购买正版;平台为PC;界面语言为俄语,语音语言为英语。祝您观看愉快! Steam发行日期:2019年8月19日 类型:策略/RTS/3D 开发商:Forgotten Empires, Tantalus 发行商:Xbox Game Studios 帝国时代(决定版)游戏流程 |1| |无解说|
Прохождение Age of Empires (Definitive Edition) |2| |Без комментариев| Прохождение Age of Empires (Definitive Edition) |3| |Без комментариев| Прохождение Age of Empires (Definitive Edition) |4| |Без комментариев| Прохождение Age of Empires (Definitive Edition) |5| |Без комментариев| Прохождение Age of Empires (Definitive Edition) |6| |Без комментариев| Прохождение Age of Empires (Definitive Edition) |7| |Без комментариев| Прохождение Age of Empires (Definitive Edition) |8| |Без комментариев| Прохождение Age of Empires (Definitive Edition) |9| |Без комментариев| Прохождение Age of Empires (Definitive Edition) |10| |Без комментариев| Прохождение Age of Empires (Definitive Edition) |11| |Без комментариев| Прохождение Age of Empires (Definitive Edition) |12| |Без комментариев| Прохождение Age of Empires (Definitive Edition) |13| |Без комментариев| Прохождение Age of Empires (Definitive Edition) |14| |Без комментариев| Прохождение Age of Empires (Definitive Edition) |15| |Без комментариев| 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作弊码 要输入作弊码,只需进入游戏(当然仅限单人模式),点击“ENTER”键,然后输入代码。作弊码区分大小写。 作弊码列表: BIGDADDY:获得温塞特的Z型车,速度极快且拥有致命攻击。需要【城镇中心】。 BIG MOMMA:获得温塞特的另一辆Z型车,与前一辆类似,但车身为白色而非黑色。需要【城镇中心】。 BIG BERTHA:将所有投石机和弩炮升级为【超级大炮】,其威力更强。 PHOTON MAN:召唤【激光士兵】,他们身着太空服,移动速度快,建议部署五到六个效果最佳。需要【城镇中心】。 E=MC2 TROOPER:召唤【核弹士兵】,外观类似激光士兵,但发射一支具有巨大伤害的能量箭。射速较慢,射程为88,可在远距离造成致命打击。需要【城镇中心】。POW:生成婴儿总统,一个骑着三轮车、装备致命武器的婴儿。擅长消灭敌方士兵。需要城镇中心。 HOYOHOYO:生成一名移动极快、拥有600生命值的牧师。在神庙研究神秘主义之前生成,可使生命值翻倍至1200。 STORMBILLY:生成祖格209机器人,能向敌人发射激光。最佳使用方式是五台或更多一起行动。需要城镇中心。 DARK RAIN:将所有弓箭手转变为复合弓箭手,他们在静止时会变成树木。非常适合隐秘攻击。 BLACK RIDER:将所有骑射兵转变为黑骑士。该单位会获得酷炫的名称和描述,但其他方面没有太多变化。 FLYING DUTCHMAN:允许弹射器三列桨战船和主力舰在陆地上移动。ICBM:将弩炮和投石机的射程提升至100。 UPSIDFLINTMOBILE:战车射手的移动和射箭速度大幅提升。 MEDUSA:将村民变为美杜莎,这意味着他们可以复活两次。第一次死亡后,村民会变成黑骑士,第二次死亡后会变成重型投石机。此效果不适用于已有的村民,仅对使用秘籍后新创建的村民生效。使用该秘籍后,你创建的任何村民都无法采集资源。需要城镇中心。 JACK BE NIMBLE:投石机投掷村民而非石头。动画会根据攻击方向略有变化。 KING ARTHUR:所有鸟类变为会飞的恐龙,或者你也可以称它们为龙。 WOODSTOCK:立即获得1000木材。【意大利辣香肠披萨】:立即获得1000食物。 【铸币】:立即获得1000黄金。 【采石场】:立即获得1000石头。 【地图全开】:显示整张地图,包括资源和树木。但无法看到敌方单位。 【无战争迷雾】:移除战争迷雾,显示所有单位的位置。 【类固醇】:消除单位、建筑建造或升级的等待时间。对所有玩家生效,不只是你。 【认输】:如果你想立即失败。 【盖亚】:让你控制动物,但会失去对自己单位的控制。 【KILL1】:杀死一名玩家。你也可以使用KILL2、KILL3等(最多到KILL8)来消灭其他玩家(包括你自己)。 【DIE DIE DIE】:立即消灭所有其他玩家。 【本垒打】:立即获胜。 :)
















