Age of Empires II Why doesn't this happen when I play Mongols? |
- Why doesn't this happen when I play Mongols?
- Anyway to tone down elevation in Arabia?
- Armenians (Concept Civ)
Why doesn't this happen when I play Mongols? Posted: 02 Dec 2021 02:57 PM PST
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Anyway to tone down elevation in Arabia? Posted: 02 Dec 2021 03:17 PM PST It's impossible to plant TC's next to resources anymore. Some games are so hilly that you couldn't even put it on plains if you tried. [link] [comments] | ||
Posted: 02 Dec 2021 02:43 PM PST ARMENIANS Defensive Civ •Villagers receive +1 carry for each Town Centre Technology (This is similar to Aztecs but builds up over time and is a better Imp bonus) •Town Centre's can research technology and create units at the same time. (Slight Eco bonus making it possible to get Wheelbarrow in Feudal age at no loss of Vill products, can not create spears and vils at the same time tho) •Onager upgrade free •Spearman line +25%hp •Can place goats in mills to generate food (A unique eco bonus that's very situational, wouldn't be great on open maps as you need early food) Unique Unit Azakt (55food 35gold) Infantry unit that takes no bonus damage, high HP, Low armour. Fills the role of champion but also has potential to be a powerful unit with full Upgrades. HP 80 (100) Att 9 (12) Armour 0 (0) Pierce 1 (1) Speed 0.95 LOS 4 (5) Bonus vs buildings 4 (7) Unique Building Forts (275wood, 100stone) Upgrades Fortified Town Centre that fires high damage bullets (Anti-Infantry) Unique Tech •Forts (Upgrades Town Centres to forts which fire un-garrisoned, can build Forts) •Re-Engineering (Research any Infantry blacksmith or Monastery Techs 4 times, can not do same tech twice in a row, Monastery Tech effect apply only 50% effect) Units With extra upgrades Upgrade all infantry Armour 4x gives Halbs, Azakts & THS +4/+4 extra armour for +6/+6 total. (Only +2 attack) Upgrade all Infantry Attack 4x gives Infantry and Cavalry +4 extra attack for +6 total. (Leaves infantry with only +2/+2armour Upgrade any Monk tech 2x times max Example: Faith twice gives extra 50% conversion resistance (100% total resistance) Herbal med twice gives 6x faster healing (12x faster total) Sanctity twice gives +14 Hp (+29Hp total) Block Printing twice gives +2 range (+5range total) Note* Choosing Monk techs leaves Infantry with only +2 attack and armour. So your trading strong infantry for strong Monks You can choose any 4 just not the same one twice in a row meaning a max of 2 of any. Team Bonus Spearman can be created at Town Centres Pairing this with the TC bonus is a unique bonus for this Civ, extra defensive bonus helping you create extra spears to defend when being raided. TECH TREE Barracks - No Champion, No Arsons Range - No Arbalests, No Hand cannon Stables - No Camel, Lancers, Elephant Blacksmith - No Blast Furnace, No Plate Mail Armour Siege - Full Uni - No Heatshots Monastery - Full Castle - Full Summary I'd put this Civ in the S-tier defensively for building and military capabilities. Strong Halbs vs Cav Strong Siege vs Archers Strong buildings vs Infantry It's biggest Weakness is it needs time for the eco bonuses to kick in and also time to Fully upgrade its army. Makes it a semi turtle Civ but also has many great options with a decently open Tech Tree It's flexible tech Upgrades meaning you can commit to any unit in castle age and know you can get a lot of upgrades for which ever unit you have. Or tech switch to a strong support unit. With Cav & Infantry working well together but also Monk and siege in ImP is still a decent option. Knights become +6 attack Paladins w/ full armour Mangonels become free onagers w/ Full Upgrades Cav Archer Full Upgrades Monks become best late game monks possibly [link] [comments] |
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