
What the Tech Tree hides you... Introduction & Recommended links Hi medieval lovers! My name is Philippe Le Bon, I'm a 1860+ Steam/9xx Voobly french player on Age2HD at the moment, and I love playing with infantry. I've helped with some other cool guys with the balance of The Forgotten, and I'd like to use my past days and nights on AoE editing tools to reveal you all about what the Tech Tree hides you. It may not be useful for the lower and average players, but can make a difference for the 17xx rookies and the 1800+ good players out there; I'll try to make it as brief as possible for non-boring read. So let's get started! Favourite civilizations: Vikings Favourite players: So variable at the moment :) NEW: All the way down, this guide countains correct & tested values for all the attack bonuses! Recommended links: - My Steam Workshop page - AoC Advanced Noob Guide-v2.6 - AocZone: THE place to talk with AoC experts, vibrant and sometimes funny community from AoC lovers around the world. Also useful to find recorded games to improve (total random eg. you want an expert strategy to play Japanese on Baltic on an 1v1 setting), use the game search engine and you'll find out what you need[www.aoczone.net] - AoC 1.0c to AoF changelog Recommended AoC YouTube channels to get better at this game watching entertaining games: - TheViper channel (from Norway), overall, simply the greatest AoC player of the moment with Jordan_23, worth a watching at least just for his micro and his insane speed - ZeroEmpires channel (from England), good and entertaining commentator, plus he's kinda cute tbh - BBQTurkman channel (from Australia), arguably a good AoC player by Voobly standards, maybe destined to more confirmed guys, fine analysis, great videos about Dark Age/Drush/Scout Rush/Fast Castle, prolific talker as well - Resonance22Channel (from California, USA) Age2HD based streamer, intresting to watch because he plays while commentating, intuitive playstyle but he explain well what he's doing so it's very useful for new players, doesn't seem to like infantry but we can't blame him for that Common Tech Tree - Military buildings HP vary according to the age: Barracks have 1200 HP in Dark Age, 1500 HP in Feudal, 1800 HP in Castle, 2100 HP in Imperial. Same goes for Archery Ranges and Stables. - Archers, Skirmishers, Cavalry Archers, Hand Cannoneers and unique Archers (not the Janissaries nor Conquistadors), get an attack bonus against Spearmen which vary from 1 to 6 depending of the unit. - Skirmishers javelins get 3 bonus attack against all non-siege distant units (except Throwing Axemen); Elite Skirmishers get 4 bonus against them, and an additional +2 against Cavalry Archers (6 total bonus). - Archers are created in 35s whereas Crossbowmen/Arbalests are created in 27s. - Contrary to what the description suggests, upgrading to Crossbowman DOES NOT improve the unit armor compared to the Archer: likewise, upgrading to Arbalest DOES NOT improve the unit range and armor. - Cavalry Archers are created in 34s whereas their Heavy Cavalry Archer upgrade reduce their time creation to 27s. - Thumb Ring has absolutely ZERO effect on gunpowder units fire rate/precision. It doesn't improve Skirmishers rate of fire either but it increases their precision from 90 to 100%. - Tracking also give infantry +2 search radius, making their "enemyfinding" MUCH better. Not only a scouting purposes tech!! - All infantry (except Spear-line, Eagles and Kamayuks), get good attack bonuses against buildings. - Man-at-Arms, Long Swordsman, Two-Handed Swordsman/Champion get 4, 6, 8 bonus attack against Eagle Warriors, making them an excellent countering choice. Unique infantry (except Condotierro, Kamayuks, and Eagles themselves) also get similar bonuses against Eagles... - ...though (Elite) Eagle Warriors get a (+4) +3 bonus against Cavalry. Eagle Warrior/Elite also get 3/5 hidden damage bonus against Siege Weapons. (N.B: Non-Elite Eagle Warriors get a 3 bonus against Cavalry only in AoF, 2 only in AoC) - Starting in Castle Age, Eagle Warriors get 2 bonus attack vs. Cavalry, 1 vs. Camels; Elite Eagle Warriors get 4 bonus attack vs. Cavalry, 2 vs. Camels. - Eagle Warriors are created in 29 seconds whereas Elite Eagle Warriors are created in 20 seconds! Even faster than a 21s Champion. - Surprisingly enough as Camels, Ships and Petards share the same class, Spearmen-line get important bonuses against Ships and Petards. - All Warships get bonus damage against...Ships - Galleys are created in 60 sec whereas War Galleys are created in 36s, hence the importance going to Castle Age as quickly as possible when fighting for water. - War Galley tech: "Upgrades Galleys and lets you build War Galleys, which are stronger and better armored" War Galleys have the same pierce armor as Galleys: 6. - Elite Cannon Galleon: "Upgrades your Cannon Galleons and lets you build Elite Cannon Galleons, which have +2 range, +10 normal attack, and +100 attack against buildings." It's +75 attack. - Fire/Fast Fire Ships get an hidden 1 melee attack in addition of their 2/3 pierce attack - Fast Fire Ships move faster than Fire Ships: 1.43 instead of 1.35 speed - Scout Cavalry hitting Feudal Age get +2 attack, and its base speed jumps from 1.20 to 1.55. Faster than the 1.50 of Light Cavalry and Hussars. - Hussar: "Stronger than Light Cavalry" It's not only an HP increase, Hussars strike faster than Light Cavalry (1.9 to 2, the lower the better) and get 12 bonus damage against Monks compared to the 10 of Light Cavalry. - Paladins strike slower than Knights and Cavaliers (1.9 vs 1.8), but it's more than compensated by a +40 HP, +2 attack and +1 PA compared to Cavaliers - Contrary to what the unit description says, Light Cavalry is NOT faster than Scout Cavalry (1.5 vs 1.55 speed), Cavaliers are NOT better armored than Knights (same), Heavy Camels are NOT better armored than Camels (same) - Demolition Ship: "Pilot near enemy ships and detonate to wrest control of the sea from an entrenched opponent. Attack: 110 normal/140 heavy." => Actually they are not that good as their attack may foresee: when exploding a Demo Ship/Heavy Demo Ship in a 100 HP Fire Ship/120 HP Fast Fire, still there are 21/8 HP left on them. It's even worse on War Galleys and Galleons with 56/53 HP remaining on them. They can't perform efficiently if you don't mass them enough. - Military Team Bonuses like Barracks, Archery Ranges, Stables work 20% faster, and even Conscription, also reduces by this "%" the time technologies research in these buildings. - Villagers, like Long Swordsmen, recieve 3 bonus attack against buildings and even 6 extra bonus against "Stone Defense" (all buildings made of stone except Outposts, Castles and Wonders), making them excellent Watch Tower destroyers in Feudal, each villager hit doing 3 (base attack) + 3 (building bonus) + 6 (stone defense bonus) - 1 (Watch Tower armor) = 11 damage. - Loom: "Makes your villagers harder to kill by providing +15 hit points" It actually multiply your hit points per 1.6. An "unloomed" villager hit by a boar once will go from 18 to 28 HP, hit twice it will go from 11 to 17 HP, three boar hits and it'll be 4 to 7 HP. Of course full health villagers will be boosted from 25 to 40 HP. Worth noting: A villager with Loom beat a Militia or a Dark Age Scout Cavalry in an 1v1 situation. - Start putting farms at the right side of your TC/mill and continue sow them counterclock wise, because the most efficient spot of a farm (3x3 tiles) is the 2x2 spot in the left-bottom side of the farm.

1:效果极佳 6:效果最差 - 农场与捕鱼陷阱的效果对比:

- 趣闻1:游戏中建造速度最慢的单位是 bombard cannon( bombard cannon),即便研究了征召,建造时间仍需56秒;建造速度最快的单位是哥特近卫军(研究征召和灌注后),其建造速度仅需2.9秒! - 趣闻2:民兵、非波斯文明及未与波斯结盟文明的骑士/重骑兵/圣骑士、(精锐)龟船、(精锐)波雅尔是仅有的没有任何攻击加成、仅依靠基础攻击力的单位! - 多农民建造建筑:计算公式为3*T/(n + 2),其中T为单个农民建造该建筑所需时间,n为参与建造的农民数量。简单来说,我们都是数学不太好的人,所以直接总结如下: - 2名建造者一组完成时间为单个建造者的75% - 3名建造者一组完成时间为单个建造者的60% - 4名建造者一组完成时间为单个建造者的50% - 5名建造者一组完成时间为单个建造者的43% - 6名建造者一组完成时间为单个建造者的38% - 7名建造者一组完成时间为单个建造者的33% - 8名建造者一组完成时间为单个建造者的30% - 9名建造者一组完成时间为单个建造者的27% - 10名建造者一组完成时间为单个建造者的25%结论:尽可能分散你的建造者,除非你确实需要快速建造某个建筑(例如:快攻时的第一个靶场/马厩,封建时代的市场,城镇中心,城堡,塔楼推进) - 关于修理的所有信息: 修理速率(每秒修复生命值,已测试所有建筑) 1个村民:8秒修复100生命值 = 12.5生命值/秒/村民 2个村民:5秒修复100生命值 = 10生命值/秒/村民 3个村民:4秒修复100生命值 = 8.5生命值/秒/村民 4个村民:3秒修复100生命值 = 8.1生命值/秒/村民 修理成本 修理成本为建筑成本的一半,例如:修理只剩1点生命值的兵营将花费175木材/2 = 87木材,修理城堡则是650石头/2 = 325石头。城镇中心除外,其修复成本翻倍(551木材,即使是不列颠人也是如此),但开始修复只需1块石头,而非100或200块,这一点相当不错。 通用科技树 第二部分 - 攻城武器: 攻城槌/中型攻城槌/重型攻城槌对攻城武器有40/50/65点额外伤害,对所有建筑有125/150/200点额外伤害。 投石机/中型投石机/重型投石机对建筑有35/45/60点额外伤害,且所有投石机系列对攻城武器有12点额外攻击。 弩炮/重型弩炮对攻城槌有1/2点额外伤害,对战象有6/8点额外伤害。 火炮对攻城武器有20点额外伤害,对骆驼、船只和爆破兵有40点额外伤害。 - 关于攻城槌的更多信息:所有攻城槌都有2级 blast 效果,但它们的 blast 半径不同:攻城槌为0,中型攻城槌为1.5,重型攻城槌为2。实际效果:

攻城槌摧毁一格强化城墙:无溅射伤害(爆炸范围为0)

一头戴帽公羊撞击一格强化墙壁:造成中等范围伤害(爆炸半径1.5)

A Siege ram smashing one tile of fortified wall: immense splash damage (2 Blast Radius). In short: If you have to heavily wall your map for some good reason, NEVER, EVER bunch up stone walls stick together, but separate each line of walls from one tile each to make the next wall untouched from Ram splash damage that start straight from Capped Ram, else it's like paying your walls for double; a huge mistake I see even good players sometimes do. It is worth knowing that Siege Rams base speed is faster than the Battering/Capped ones, 0.6 vs. 0.5, and finally notice that all Rams are the only units to get negative melee armor (-3), which means that all melee attacks against Rams do actually +3 more damage. - Researching Chemistry give your Mangonels and Onnies +1 attack...but also make their projectiles around 20% slower! - Fletching/Bodkin Arrow/Bracer: "Archers, cavalry archers, galleys, Viking Longboats, Town Centers, Castles and towers have +1 attack and +1 range." => Town Centers don't get the +1 range from these upgrades. - Shipwright: Actually this technology is calculated using an "creation time" thing. Setting this value to 0.65 means Ships are created 1/(1*0.65) = 1.538 => 53.8% faster, which makes this tech a must in Imperial Galleon fights. - Fervor: "Monks move 15% faster." => It only applies on Monks who are carrying relics. (All Monks and Missionaries in AoF) - Hoardings: "Strengthens Castles by providing +1000 hit points." => The real effect is a +21% HP increase: your Castles will go from 4800 to 5808 HP without Masonry or Architecture, 5280 to 6388 HP with Masonry only, and 5808 to 7028 HP when Masonry and Architecture are researched. Byzantines Castles improve from 6720 HP in Imperial to 8131 HP. - Sappers: "Villagers cause +15 damage when attacking buildings." => It also give Villagers +15 extra damage against "Stone Defenses", as said above all buildings made of stone except Outposts, Castles and Wonders; it turns forward Villagers into excellent Gate and even Castle destroyers! (provided you got some military backup indeed) Fun fact: 20 FU Spanish Villagers destroy a Castle in only 42 seconds. - Masonry/Architecture: "Strengthens all buildings by providing 10% more hitpoints, +1 normal/ +1 pierce armor, and +3 building armor" => Palissade Walls, Stone Walls, Fortified Walls and Gates are not affected by these technologies. - Outposts get +2 line of sight at each new age. - Heated Shot: "Towers cause +125% damage to Ships; Castles cause +25% damage to Ships." (N.B: "Ships" also include Camels, Mamelukes and Petards, which share the same unit class) - Murder Holes: "Eliminates the minimum range of all towers (except Bombard Towers) so they can fire at enemies attacking their base." Lol it also concern Bombard Towers. - Watch/Guard Towers and Keeps have +2 attack against Spearman-line. => Towers actually cause +225% damage to "Ships", which is huge. Note that it only concerns the first arrow of the shot, and even without Heated Shot, all buildings which fire arrows get extra damage against "Ships"; Bombard Towers even get a 40 bonus vs "Ships". Though, the additional arrows (which are concerned by the Fletching/Bodkin Arrow/Bracer upgrades) also get some additional damage to "Ships" other than Heated Shot: 5 bonus damage on "Ships" for Town Centers, 7 Watch Tower, 9 Guard Tower, 10 Keep, 11 Castle. In short: It is highly unrecommanded to stay close to building fire with Camels, Ships and Saboteurs: even ungarrisoned Towers and Castles can kill a fully upgraded Heavy Camel in 2 to 6 hits. - All gunpowder units/buildings, Scorpions, Onagers, Throwing Axemen and Mamelukes are not affected by Ballistics despite their ranged attack. - Minimum range: Skirmisher-line/Slingers, all Towers and Castles one minimum range, Scorpion-line two minimum range, Mangonel-line three minimum range (an exceptional one minimum range if you or your teammates are playing as Koreans), Cannon Galleon-line three as well, and Bombard Cannons five minimum range. - Chemistry: "Missile units (except gunpowder units) have +1 attack strength" => For an unknown reason, it doesn't affect Town Centers and Castles. (Fixed in AoF) - Keep Upgrade: "Upgrade Guard Towers and lets you build Keeps, which are stronger and have more attack strength, range, and armor" => Alll towers have the same base range: 8. - "Sheep 100 food, Deer 140 food, Boar 350 food" => Actually these animals slowly rot away once they are dead (-0.25 food per second for Sheep, Turkeys, Cows, Llamas and Deers, -0.4 for Wild Boars/Javelinas), which means that you get around 90% of their food. Note that Deers and Boars are gathered faster than Sheeps: 0.408 food/s as opposed to 0.330 food/s. - Given an equal trade distance, with Caravan and Dry Dock researched, Trade Cogs gather 33.1% less gold than Trade Carts; though these merchant sailors move 51.8% faster.
阿兹特克 "军事单位训练速度加快15%" →该加成同样适用于僧侣,尽管僧侣通常不被视为军事单位。简而言之,此加成适用于除村民、渔船以及贸易车/贸易 cog 之外的所有单位。 实际提升比例计算为:1/(1×0.85)=1.176,即【17.6%】的训练速度提升。 - 阿兹特克的完全升级冠军剑士,与精锐战象和完全升级的精锐条顿骑士一样,是仅有的能够两击杀死村民的近战单位。
不列颠人 “自耕农:步弓手射程+1” 该加成同样适用于散兵,这使得散兵表现相当出色(不过阿兹特克散兵和拥有独特科技的印加散兵可能略胜一筹):即使没有指环科技,散兵也不会从指环中获得更快的射速,该科技只能将命中率从90%提升至100%,但这一提升被不列颠人的+1射程所掩盖。 战争狼科技为 trebuchet 提供0.5的极小爆炸半径(与后勤学或德鲁日纳独特科技的溅射范围相同),同时还附带对静止单位/建筑100%命中的次要效果。 长弓兵的命中率低于标准弓兵系列: 弓箭手:80%命中率 弩手:85%命中率 劲弩手:90%命中率 长弓兵:70%命中率 精锐长弓兵:80%命中率
拜占庭文明 【后勤学:圣骑兵造成践踏伤害】 此外,圣骑兵对步兵的加成+6(非精锐圣骑兵从9提升至15,精锐圣骑兵从12提升至18);完全升级的精锐圣骑兵仅需两次攻击即可击杀完全升级的哥特戟兵。 需要注意的是,圣骑兵/精锐圣骑兵对反骑兵/反独特单位拥有12/16的防御加成,这使它们对非重型骆驼、马穆鲁克、日本武士等单位免疫额外伤害,仅会受到重型骆驼和长枪兵造成的少量额外伤害。 不过,用完全升级的精锐圣骑兵对抗大量戟兵并非明智之举,因为戟兵仍会对其造成16点额外伤害,建议使用弓箭手/弩手或手炮兵来应对戟兵。精英铁甲骑兵升级:升级你的铁甲骑兵并允许你训练精英铁甲骑兵,它们更强大且拥有更好的护甲。两者的基础护甲完全相同:2/1。
凯尔特人 “攻城武器攻击速度提升20%” 实际上,所有帝国时代游戏中的攻击速度都是通过“攻击 reload 时间”来计算的。将该值设为0.8意味着凯尔特攻城武器的攻击速度为1/(1×0.8)=1.25,即提升25%。再加上他们40%的生命值加成,使得凯尔特人在诸如黑森林这类狭窄地形的地图上格外强势。 “靛蓝突袭者:凯尔特独特单位。异常快速的步兵。” 满级的精锐靛蓝突袭者基础速度为1.2,加上15%的文明加成后为1.38,而精锐雄鹰战士基础速度为1.3,加上10%的文明加成后为1.43。因此,与普遍看法相反,这种“异常快速的步兵”实际上比精锐雄鹰战士还要慢。
诸葛弩的训练时间为16秒(非《帝国时代2:被遗忘的帝国》版本中为19秒),而其精锐版本的训练时间为13秒!
法兰克人 掷斧兵对建筑的加成不如预期:非精锐/精锐掷斧兵仅为1/2,而在《帝国时代:终极版》中,民兵有2点加成(双手剑士和冠军剑士最高可达4点)。
哥特人 “封建时代开始步兵成本-25%” →实际为-35%(你没看错)。这就是为什么有经验的哥特玩家即使损失大量步兵也不在意,只要他们能守住阵地。因为假设一个维京对手在战斗中损失了相同数量的冠军剑士,即便有步兵+20%生命值加成和板甲,其损失的资源也比哥特人多35%……这差距相当显著。 灌注:“兵营单位训练速度+50%” →实际为100%(两倍),再加上其团队加成“兵营工作速度+20%”,实际训练速度提升140%。哥特人拥有【跑步机起重机】科技,可使建筑建造速度提升20%,其【胡斯卡尔】的基础训练时间为16秒,而冠军剑士则需要21秒,这也解释了为什么玩家们常说永远不要让哥特玩家发展经济…… 胡斯卡尔:“几乎对弓箭攻击免疫” 即便在完全升级后拥有10点穿刺护甲,每支命中胡斯卡尔的箭矢(即使是封建时代轻骑兵的2点攻击力标枪)也只会对其造成1点最低伤害。 注:这并非胡斯卡尔独有的特性,适用于所有护甲/穿刺护甲大于或等于所受攻击的单位或建筑。 注2:胡斯卡尔/精锐胡斯卡尔对所有弓箭手单位(弓箭手、轻骑兵、骑射手、火药单位等)拥有高达6/10点的攻击加成。
匈奴 - 城堡中训练精锐鞑靼骑兵需14(14)秒,而在马厩中研究了城堡时代【劫掠者】科技后,训练精锐鞑靼骑兵需26(24)秒。 - 作为非垃圾近战单位,鞑靼骑兵的攻击速度非常慢,为2.1。(除长矛系列外的步兵、侦察兵和轻骑兵为2.0,圣骑士和骠骑兵为1.9,其他单位多为1.8,少数为1.7、1.95等)。 简而言之:他们仅在摧毁建筑和击杀村民方面表现出色。
印加文明 “受铁匠铺升级影响的村民”仅适用于锻造术、铸铁术、高炉以及步兵防御类升级。 - (精锐)卡马尤克对骑兵单位有(12点)8点额外攻击,凭借1点射程,在紧密巡逻聚怪时,即使面对圣骑士也能造成毁灭性打击。不过,他们对雄鹰战士甚至建筑没有任何额外加成,使其成为真正独一无二的步兵单位。 - 投石兵对步兵有10点额外攻击,对长矛兵系列有+1点额外攻击,对攻城槌也有1点额外攻击。
印度文明 - (精英)象射手对建筑拥有3点额外攻击,对【石制防御建筑】(塔楼、石墙及城门)额外再增加3点攻击;象射手是唯一对建筑有额外伤害的弓箭手单位(玛雅弓箭手除外,但他们需要城堡时代独特科技【黑曜石之箭】才能获得该效果)。 - 由于某个bug,象射手未受到【帕提亚战术】应提供的对长矛兵+2攻击的加成。
意大利文明 - (精锐)热那亚弩手对骆驼/马穆鲁克获得【5点】(原为4点)额外伤害,对大象获得【14点】(原为10点)额外伤害,对所有其他骑兵单位获得【7点】(原为5点)额外伤害。 - 精锐热那亚弩手的训练时间比普通热那亚弩手快3秒(从22秒缩短至19秒),并且射速提升50%(装填时间从3秒缩短至2秒)。 - 意大利佣兵对火药单位获得10点额外攻击,对反步兵单位获得10点额外防御。此外,作为非垃圾步兵单位,意大利佣兵对雄鹰战士没有任何额外加成,这一点较为特殊。
【日本文明】的【步兵】从【封建时代】开始攻击速度提升25%。实际上,《帝国时代》系列中所有单位的攻击速度都是通过【攻击 reload 时间】来计算的。将该数值设为0.75意味着日本步兵的攻击速度为1/(1×0.75)=1.33倍,即快33%,这使得他们极具破坏力。在1v1的【冠军剑士】对战中,日本冠军剑士甚至能击败拥有【花环战争】+4攻击力的完全升级阿兹特克冠军剑士,或是拥有+20%生命值的维京冠军剑士。 他们的【武士】攻击速度更为惊人,其攻击间隔为1.9,而普通剑士步兵通常为2,因此武士是整个游戏中攻击速度最快的近战单位。 最后同样重要的是,攻击速度快33%的【长戟兵】使日本长戟兵的实力堪称顶尖,可能与【斯拉夫】(具有溅射伤害)和【凯尔特】(攻击速度快5%)的长戟兵不相上下。- AoF:矢狭间在未驻兵时会额外发射3支箭,总共发射4支,与未驻兵的城堡数量相同。 - 片镰枪使 trebuchet( trebuchet)的打包/展开速度提升4倍——从11秒缩短至2.75秒,并使其攻击速度提升33%。 - 趣闻:完全升级的日本戟兵可以击败完全升级的拜占庭圣骑士。
韩国文明 - 帝国时代:韩国团队加成将投石机系列的最小射程从3降低至1(与散兵相同),这一改动影响巨大,务必善用! - 战车对所有建筑额外造成5点攻击伤害。它们也是骑射手单位中唯一使用弩箭攻击的单位。 - 趣闻:龟船是唯一以铁弹攻击且基础最小射程为0的单位/建筑。
玛雅文明 为了对其进行削弱,玛雅农民的工作效率比其他文明慢22%(理论上,实际效果约为慢5%),这使得他们在后期的步兵海(无论是戟兵还是双手剑士)表现平平。幸运的是,他们的精英单位(羽箭手、精英雄鹰战士、攻城冲车)对食物的需求较低。 羽箭手/精英羽箭手对所有步兵拥有1/2点额外攻击力(对长矛兵为2/2点额外攻击力,精英羽箭手对哥德卫队造成至少2点伤害),这使他们在对抗步兵时表现出色。 - 城堡时代独特科技【黑曜石箭】为弓箭手、弩手和劲弩手提供对建筑+4点攻击力(对石制防御建筑,即石墙、塔楼和石门额外再+4点)……但羽箭手不享受此加成。
马扎尔人 - (精英)马扎尔轻骑兵对攻城武器额外造成5点攻击(共8点),且攻击速度略快于普通轻骑兵:仅1.8的攻击间隔(轻骑兵为1.9)
蒙古 “骑射手攻击速度提升20%” 实际上,帝国时代系列的所有攻击速度都是通过“攻击 reload 时间”来计算的。将该数值设为0.8意味着蒙古骑射手的攻击速度为1/(1×0.8)=1.25,即提升25%,这使得其他文明的骑射手几乎失去了存在的意义,不过匈奴骑射手因造价低廉、马扎尔骑射手因+1射程、土耳其骑射手因+20生命值,仍有出的价值。 此外,研究拇指环后,他们的蒙古突骑攻击速度甚至快于其骑射手,使其成为帝国时代2中最优秀的骚扰单位之一。 - 在帝国时代2:被遗忘的帝国中,蒙古突骑对攻城单位的加成仅对冲车有效。
波斯文明 - 城镇中心和码头的工作效率提升不仅影响单位建造时间,还会加快科技研发速度,包括时代升级!波斯的城堡时代研发比其他文明快约15秒,帝王时代快约25秒。 - 沸油科技使城堡对攻城槌的攻击力+9。
撒拉逊人 "桨帆船攻击速度提升20%" 实际上,所有帝国时代的攻击频率都是通过"攻击 reload 时间"来计算的。将该数值设为0.8意味着撒拉逊桨帆船系列的攻击频率为1/(1×0.8)=1.25,即攻击速度提升25%。抛开经济加成不谈,这使得撒拉逊在封建时代和城堡时代的海战中占据顶尖地位;不过在帝王时代,他们缺少造船匠科技可能会有些不利。 他们的桨帆船系列非常强大,甚至撒拉逊的战争桨帆船/大型战舰可以一对一击败维京长船/精锐长船。 "骑射手对建筑有+3攻击加成" 游戏数据中明确为+4。 "团队加成:步弓手对建筑有+1攻击加成" 游戏数据中明确为+2。马穆鲁克虽然是拥有远程攻击能力的近战单位,但被归类为骑射手,这意味着他们会受到【散兵(精锐)】造成的3(4)点伤害,使其成为最容易被克制的单位之一(会受到所有反骑兵单位、【武士】的额外伤害,并且由于本质上是骆驼单位,还会受到建筑箭矢的高额伤害)。此外,他们还会受到【维京狂战士】对弓箭手的伤害加成。
西班牙文明: - “建造者工作速度提升30%”:【除奇观外】,该加成降低至20%(与踏车起重机效果相同)。例如,在奇观竞赛中选择西班牙而非维京,不会获得额外优势。 - “加农炮帆船受益于弹道学(射速更快、精度更高)”:【实际情况】是,即使未研究弹道学科技,加农炮帆船也能获得弹道学效果。 - “手炮兵和 bombard cannons 射速提升15%”:【实际计算方式】《帝国时代》系列的射速均通过“攻击装填时间”来计算。将该数值设为0.85意味着西班牙手炮兵和bombard cannons的射速为1/(1×0.85)=1.176,即【实际射速提升17.6%】。尽管如此,值得注意的是他们的征服者内置了较低的射速,这意味着他们的征服者射速只比火枪手慢一点点(2.90对比2.85)。 - 传教士的治疗速度比僧侣慢两倍。
斯拉夫文明 "农民工作速度加快15%" 这只是理论上的效果,在实际游戏中,在经济和农场升级相同的情况下,你的农民在相同时间内大约能多收集7%的食物,具体数值取决于你的农场布局。 - 帝国时代的独特科技【 družina 】在小规模冲突到大规模近战中都非常强大,其溅射伤害会对所有相邻单位造成5点额外伤害(类似于拥有【 logistica 】科技的拜占庭甲胄骑兵),这使得斯拉夫冠军剑士成为游戏中最强的单位,甚至在大规模战斗中能够战胜日本冠军剑士。 不过要记住,哥特冠军剑士仍然是游戏中性价比最高的单位:52个斯拉夫冠军剑士的资源可以训练出80个哥特冠军剑士,这足以击败所有斯拉夫冠军剑士,即使哥特冠军剑士没有板甲。最后,凯尔特文明(+4速度+5%的冠军和生命值+20%的维京冠军仍然是对抗步行弓箭手的最佳选择。
条顿文明 - 塔楼容量翻倍并非意味着箭矢数量翻倍:最大箭矢数量仅从5增加到9。 【城镇中心+2攻击力】 实际一直是+1攻击力,可通过游戏数据或测试验证。注意在《帝国时代:决定版》中,此加成已被替换为城镇中心可额外驻扎10个单位并多发射5支箭矢。 【僧侣治疗范围翻倍】 不知为何,实际游戏中该效果并非总能生效。(在《帝国时代:决定版》中正常生效) - 《帝国时代:决定版》:铁甲科技为所有 siege weapons 提供4点近战护甲。 - 趣闻:在条顿 bombard tower 中驻扎至少9名手炮兵或7名精锐苏丹亲兵,可使其同时发射2发炮弹;若驻扎10名精锐苏丹亲兵,则会同时发射3发炮弹!(不过由于 bombard tower 本身没有溅射伤害,所以这一机制并无实际作用)
土耳其人 团队加成:火药单位建造速度加快20% 实际应为25%(建造时间系数从1调整为0.8)。令人意外的是,该加成适用于所有火药单位,但不包括精锐苏丹亲兵:普通苏丹亲兵的建造速度比精锐苏丹亲兵更快。(在《帝国时代:非洲王朝》中已修正此问题)
Vikings - AoF: Chieftains gives +4 attack against Cavalry. - Berserkergang makes Berserkers self-healing 2X faster - 1 HP per 1.5 s instead of 1 HP per 3 s -. - Longboats are created in 25s: 11s faster than War Galleys/Galleons. - Longboats fire a set of four arrows, the first one doing full damage, the three others doing only 1 attack. They are also the only War Ship to get a specific +4 bonus against...Rams. Comprehensive list of unit attack bonuses Version: AoE2 HD/AoC 1.0c/AoC with Userpatch 1.4. Values extracted using Advanced Genie Editor 3 and in-game confirmation: http://aok.heavengames.com/blacksmith/showfile.php?fileid=11002 Units in plural mean both non-elite and elite versions are concerned. Bonuses vs all infantry Hand Cannoneer 10 Jaguar Warriors 10 Cataphract 9 Elite Cataphract 12 Cannon Galleon/Elite Cannon Galleon 15 Logistica tech adds to Cataphracts +6 bonus vs infantry. Bonuses vs Eagle Warriors Spearmen-line 1 Plumed Archer 1 Elite Plumed Archer 2 Man-at-Arms 2 Long Swordsman 4 Two-Handed Swordsman 6 Champion 6 Berserk 2 Elite Berserk 3 Huskarl 2 Elite Huskarl 3 Samurai 2 Elite Samurai 3 Teutonic Knights 4 Throwing Axeman 1 Elite Throwing Axeman 2 Woad Raider 2 Elite Woad Raider 3 Bonuses vs Spearmen Skirmishers 3 Archer/Crossbowman/Arbalest 3 Mangudais 1 (w/ Parthian Tactics 3) Cavalry Archers 2 (w/ Parthian Tactics 6) Plumed Archer 3 Elite Plumed Archer 4 Longbowmen 2 Chu Ko Nus 2 Hand Cannoneer 11 (1 more than vs other infantry units) Bonuses vs Militia-line, Berserkers, Samurais, Teutonic Knights, Woad Raiders, Huskarls, Jaguar Warriors, Throwing Axemen Plumed Archer 1 Elite Plumed Archer 2 Bonuses vs Knights, Light Cavalry, Cavalry Archers, Missionaries Spearman 15 Pikeman 22 Halberdier 32 Camel 10 Heavy Camel 18 Mameluke 9 Elite Mameluke 12 Eagle Warrior 2 Elite Eagle Warrior 4 Cannon Galleon/Elite Cannon Galleon 15 Bonuses vs Cataphract Camel 0 Spearman 3 Pikeman 10 Halberdier 20 Heavy Camel 6 Cannon Galleon/Elite Cannon Galleon 15 Bonuses vs Elite Cataphract Pikeman 6 Halberdier 16 Heavy Camel 2 Cannon Galleon/Elite Cannon Galleon 15 Bonuses vs Camel-line, Ships, Saboteurs Spearman 9 Pikeman 16 Halberdier 17 Camel 5 Heavy Camel 9 Eagle Warrior 1 Elite Eagle Warrior 2 Bombard Cannon 40 Watch Tower 6 Guard Tower 9 Keep 10 Bombard Cannons 40 Bombard Towers 40 Heated Shot also increases Tower/Castle damage vs Camels Bonuses vs Mamelukes / Mamelukes when game starts at Post-Imperial Age Spearman 11 / 7 Pikeman 22 / 11 Halberdier 37 / 16 Camel 10 / 5 Heavy Camel 16 / 9 Elite Mameluke 1 / 0 Huskarl 6 Elite Huskarl 10 Skirmisher 3 Elite Skirmisher 4 Elite Eagle Warrior 2 Watch Tower 6 Guard tower 9 Keep 10 Bombard Cannons 40 Bombard Towers 40 Heated Shot also increases Tower/Castle damage vs Mamelukes Bonuses vs War Elephants Spearman 30 Pikeman 47 Halberdier 60 Mameluke 9 Elite Mameluke 12 Camel 10 Heavy Camel 18 Eagle Warrior 2 Elite Eagle Warrior 4 Scorpion 6 Heavy Scorpion 8 Cannon Galleon/Elite Cannon Galleon 15 Attack bonuses vs Foot Archers, Hand Cannons, Janissaries, Conquistadors Skirmisher 3 Elite Skirmisher 4 Huskarl 6 Elite Huskarl 10 Cannon Galleon/Elite Cannon Galleon 15 Attack bonuses vs Cavalry Archers, Conquistadors, Mangudais, War Wagons Skirmisher 3 Elite Skirmisher 6 (Only 4 vs Conquistadors) Huskarl 6 Elite Huskarl 10 Cannon Galleon/Elite Cannon Galleon 15 Attack bonuses vs Unique Units Samurai 10 Elite Samurai 12 Attack bonuses vs siege weapons Battering Ram 40 Capped Ram 50 Siege Ram 65 Bombard Cannon 20 Eagle Warrior 3 Elite Eagle Warrior 5 Mangudai 3 Elite Mangudai 5 Cannon Galleon/Elite Cannon Galleon 40 Attack bonuses vs Battering Rams/Capped Rams/Siege Rams Eagle Warrior 6/6/6 Elite Eagle Warrior 8/8/8 Hand Cannoneer 2/1/1 Janissary 2/1/1 Elite Janissary 3/2/1 Conquistador 4/3/2 Elite Conquistador 6/5/4 Cannon Galleon/Elite Cannon Galleon 40 Longboat/Elite Longboat 4 Attack bonuses vs Monks, Missionaries Eagle Warrior 8 Elite Eagle Warrior 10 Scout Cavalry 6 Light Cavalry 10 Hussar 12 Villagers vs buildings Buildings 3 6 extra attack vs Stone Defenses (Towers, Stone Walls & Gates) Sappers give +15 attack vs buildings, and even +15 extra vs Stone defenses Barracks Units vs buildings Spearman-line 1 Man-at-Arms 1 Long Swordsman 2 Two-Handed Swordsman 3 Champion 3 Unique Units Jaguar Warriors : +2 Woad Raider / Elite : +2 / +3 Throwing Axeman / Elite : +1 / +2 Huskarl / Elite : +2 / +3 Tarkan / Elite : +8 / +10 ( both get +12 against Stone Defenses aka Towers, Stone Walls & Gates) Samurai / Elite : +2 / +3 War Wagon : +5 War Elephant / Elite : +7 / +10 Conquistador / Elite : +0 / +2 Teutonic Knight / Elite : +4 Berserk / Elite : +2 / +3 Siege Units Battering Ram: 125 (+10 per garrisoned unit) Capped Ram: 150 (+10 per garrisoned unit) Siege Ram: 200 (+10 per garrisoned unit) Petard: 500, +100 bonus vs Castle, +900 bonus vs Walls and Gates Trebuchet: 250 Bombard Cannon: 200, +40 bonus vs Stone Defenses War Ships Galley/War Galley/Galleon 6/7/8 Fire Ship/Fast Fire Ship 2/3 Demolition Ship 220 Heavy Demolition Ship 280 Cannon Galleon/Elite Cannon Galleon 200/275 Longboat/Elite Longboat 8 Conclusion I hope this guide has been helpful to you...
2026-02-20 07:00:15 发布在
Age of Empires II (Retired)
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