Age Of Empires: The Age Of Kings - Strategy Guide (Page 01)
Below are the cheat codes, hints and help for Age Of Empires: The Age Of Kings - Strategy Guide (Page 01).
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Version 0.7
by Armaced
**************************************************
* Introduction *
**************************************************
This FAQ was written partly by me and partly by contributors to the message
boards. In the case where content was taken from the message boards (often
without editing), the author is credited by their gamefaq's tag. Please send any
feedback to armaced at gmail dot com.
**************************************************
* Table of Contents *
**************************************************
1. Version Control
2. Aging Up
3. Should I get this or Advance Wars?
4. How do I collect a relic?
5. Hiearchy Maps
6. Unit Caps
7. Units
8. Bonus Units
9. Civilizations
10. Technologies
11. Walkthrough
12. Easy Empire Points
13. Training Grounds
14. Glitches
**************************************************
* 1. Version Control *
**************************************************
* 0.7 Added obligatory ascii art header from (Serifcap). Added "Easy Empire Points"
chapter. Removed conversation segments from Civilizations chapter. Added
relic chapter.
* 0.6 Added Civilization chapter. Changed name of Advance Wars chapter.
Moved Version Control chapter to top. Corrected name: Stone Age -> Dark Age.
* 0.5 Completed Age 2 technologies. Added Age 3 technologies. Fixed bad
info in Unit Cap (Relic income does not raise Unit Cap). Added "Should I get
this or Advance Wars".
**************************************************
* 2. Aging Up *
**************************************************
You can find out what you need to get to any age by selecting "Age Up" from
your town center. If you are not ready, it will be red, but you can still
select it. When you do so, it will list how much food, gold, and research you
need.
For example, to age up from age 2 to age 3, you need
Food: 1000
Gold: 1000
Research: 7 age 2 technologies
You will need to build a Blacksmith near your town center to unlock most of the
Age2 technologies.
**************************************************
* 3. Should I get this or Advance Wars? *
**************************************************
Age of Empires is different than Advance Wars:Dual Strike, but Advance Wars
fans tend to like Age of Empires as well.
The major differences:
*Age of Empires lets you build buildings with your units, while Advance Wars
only lets you conquer pre-made buildings.
*Age of Empires incorporates history lessons, while Advance Wars is kind of
anime-futurish.
*Advance Wars has a map editor
*Age of Empires has no navy
*Age of Empires has both Black Map and Fog of War, while Advance Wars has only
Fog of War
*In Advance Wars, you must progress through the levels in Campaign mode in
order, while Age of Empires allows you to replay any level once it is beaten.
*Age of Empires has two resources: Food and Gold. They are replenished by
Mills, Farms, and Mines. Advance Wars has only money, which is replenished by
towns.
Both games are great. If you really can't decide, I would say go with Advance
Wars. If you love it, come back and try this one when your bank account
recovers.
**************************************************
* 4. How do I collect a relic? *
**************************************************
The relics resemble little broken orbs on the map. Once captured, they produce
gold income for your kingdom. Only Monks may capture relics, so you must first
advance to the castle age. Next, build a church near your town center and
train a monk. Send the monk to the relic and select "capture relic" from the
command screen. Then, have the monk cary the relic to a church and select
"donate relic". Once the relic is deposited in the church, you will receive
gold income from it each turn.
**************************************************
* 5. Hiearchy Maps *
**************************************************
* Dark Age
Villager < Militia < Cavalry
Note: no loop here - Cavalry rules in the dark age. However, the fuedal age
comes quick, and with it Spear Men, which make quick work of cavalry. I
usually skip building stables in the dark age, since they do not unlock the
Weaponsmith technology like barracks do.
* Age 2 - Fuedal Age
(Attack clockwise - example: "Cavalry" should attack "Men At Arms" should
attack "Spear Men" should attack "Cavalry")
Men at Arms
/ \
/ \
Cavalry ------- Spear Men
* Age 3 - Castle Age
Longswordsmen
/ \
/ \
/ \
Knights ----- Pike Men
**************************************************
* 6. Unit Caps *
**************************************************
The game will only allow you to have a certain number of units in play at any
given time. This is known as the Unit Cap. The unit cap is calculated by the
following formula:
(Food Income + Gold Income) / 100 = Unit Cap
It is important to note that the unit cap is calculated before technology
bonuses (such as Advanced Mining, Horse Collar, Shaft Mining, Heavy Plow, or
Crop Rotation) are applied. Also, the results are rounded up.
You can raise your unit cap by increasing your food or gold income in one or
more of the following ways:
* Build more farms
* Build more mills
* Build more mines
You can see your unit cap in the lower, left hand corner of the Empire Review
screen.
Example:
3/7
Villagers 1
Military 2
This says that your unit cap is 7. You currently have 3 units deployed, two of
which are military and one of which are villagers. You thus can train 4
additional units of any type before hitting the unit cap.
**************************************************
* 7. Units *
* by caenyien *
**************************************************
I will use this format:
Unit name
Unit type
Bonuses
Move
Attack
Defense
Sight
Range
Specials
Basics:
Franks
Age 1:
Unit name: Militia
Unit type: Infantry
Bonuses: +33% vs. siege +33% vs Building
Move: 7
Attack: 100
Defense: 100
Sight: 7
Range: 1
Specials: None
Unit name: Villagers
Unit type: Infantry
Bonuses: +33% vs. siege +33% vs Building
Move: 7
Attack: 50
Defense: 50
Sight: 7
Range: 1
Specials: Build
Unit name: Scout Cavalry
Unit type: Cavalry
Bonuses: +33% vs. Infantry +33% vs Ranged -50% Vs. Building
Move: 12
Attack: 100
Defense: 100
Sight: 10
Range: 1
Specials: Scout
Franks
Age 2:
Unit name: Archers
Unit type: Ranged
Bonuses: -50% vs. Building
Move: 7
Attack: 150
Defense: 100
Sight: 7
Range: 3
Specials: None
Unit name: Skirmishers
Unit type: Ranged
Bonuses: -50% vs. Building
Move: 7
Attack: 110
Defense: 110
Sight: 7
Range: 2
Specials: Skirmish
Unit name: Light Cavalry
Unit type: Cavalry
Bonuses: +33% vs. Infantry +33% vs Ranged -50% vs. Building
Move: 10
Attack: 150
Defense: 150
Sight: 7
Range: 1
Specials: Plains Charge
Unit name: Men-at-Arms
Unit type: Infantry
Bonuses: +33% vs. siege +33% vs Building
Move: 7
Attack: 150
Defense: 150
Sight: 7
Range: 1
Specials: None
Unit name: Spearmen
Unit type: Infantry
Bonuses: +33% vs. siege +33% vs Building
Move: 7
Attack: 100
Defense: 150
Sight: 7
Range: 1
Specials: Anti-Cavalry
* Age 3:
Unit name: Knights
Unit type: Cavalry
Bonuses: +33% vs. Infantry +33% vs Ranged -50% Vs. Building
Move: 10
Attack: 200
Defense: 200
Sight: 7
Range: 1
Specials: Plains Charge
Unit name: Camels
Unit type: Cavalry
Bonuses: +33% vs. Infantry +33% vs Ranged -50% Vs. Building
Move: 10
Attack: 200
Defense: 200
Sight: 7
Range: 1
Specials: Desert Charge, Scares Horses.
Unit name: Longswordmen
Unit type: Infantry
Bonuses: +33% vs Siege +33% vs Building
Move: 7
Attack: 200
Defense: 200
Sight: 7
Range: 1
Specials: None
Unit name: Pikemen
Unit type: Infantry
Bonuses: +33% vs Siege +33% vs Building
Move: 7
Attack: 150
Defense: 200
Sight: 7
Range: 1
Specials: Anti-Cavalry
Unit name: Viking Berserkers
Unit type: Infantry
Bonuses: +33% vs Siege +33% vs Building
Move: 7
Attack: 200
Defense: 200
Sight: 7
Range: 1
Specials: Frenzy
Unit name: Crossbowmen
Unit type: Ranged
Bonuses: -50% vs. Building
Move: 7
Attack: 200
Defense: 175
Sight: 7
Range: 3
Specials: No Move & Attack.
Unit name: Elite Skirmishers
Unit type: Ranged
Bonuses: -50% vs. Building
Move: 7
Attack: 150
Defense: 150
Sight: 7
Range: 2
Specials: Skirmish
Unit name: Horse Archers
Unit type: Ranged
Bonuses: -50% vs. Building
Move: 10
Attack: 150
Defense: 150
Sight: 7
Range: 2
Specials: None
Unit name: Throwing Axemen
Unit type: Infantry
Bonuses: 33% vs. Siege 33% vs. Building
Move: 7
Attack: 225
Defense: 250
Sight: 7
Range: 1
Specials: Skirmish, Woodsman
Unit name: Persian War Elephants
Unit type: Cavalry
Bonuses: 33% vs. Infantry 33% vs Ranged -50% vs. Building
Move: 7
Attack: 200
Defense: 250
Sight: 7
Range: 1
Specials: Causes Fear
Unit name: Celtic Woad Raiders
Unit type: Infantry
Bonuses: 33% vs. Siege 33% vs. Building
Move: 7
Attack: 200
Defense: 200
Sight: 7
Range: 1
Specials: Causes Fear
Unit name: Knights Templar
Unit type: Cavalry
Bonuses: 33% vs Infantry 33% vs Ranged -50% vs Building
Move: 10
Attack: 200
Defense: 200
Sight: 7
Range: 1
Specials: Plains Charge, Zeal
Unit name: Scorpions
Unit type: Siege
Bonuses: 50% vs. Building
Move: 7
Attack: 350
Defense: 250
Sight: 7
Range: 3
Specials: Units only, No Counter, No Move & Attack
Unit name: Battering Rams
Unit type: Siege
Bonuses: 50% vs. Building
Move: 7
Attack: 400
Defense: 325
Sight: 7
Range: 3
Specials: Buildings only, No Counter.
Unit name: Onagers
Unit type: Siege
Bonuses: 50% vs. Building
Move: 7
Attack: 275
Defense: 275
Sight: 7
Range: 3
Specials: No Counter, No Move & Attack
* Age 4
Unit name: Elite Throwing Axemen
Unit type: Infantry
Bonuses: 33% vs. Siege 33% vs. Building
Move: 7
Attack: 275
Defense: 300
Sight: 7
Range: 1
Specials: Skirmish, Woodsman
Unit name: Two Handed Swordsmen
Unit type: Infantry
Bonuses: +33% vs Siege +33% vs Building
Move: 7
Attack: 250
Defense: 250
Sight: 7
Range: 1
Specials: None
Unit name: Elite Pikemen
Unit type: Infantry
Bonuses: +33% vs Siege +33% vs Building
Move: 7
Attack: 200
Defense: 250
Sight: 7
Range: 1
Specials: Anti-Cavalry
Unit name: Archers
Unit type: Ranged
Bonuses: -50% vs. Building
Move: 7
Attack: 200
Defense: 200
Sight: 7
Range: 3
Specials: None
Unit name: Arbalests
Unit type: Ranged
Bonuses: -50% vs. Building
Move: 7
Attack: 250
Defense: 225
Sight: 7
Range: 3
Specials: No Move & Attack.
Unit name: Expert Skirmishers
Unit type: Ranged
Bonuses: -50% vs. Building
Move: 7
Attack: 190
Defense: 190
Sight: 7
Range: 2
Specials: Skirmish
Unit name: Hvy Horse Archers
Unit type: Ranged
Bonuses: -50% vs. Building
Move: 10
Attack: 200
Defense: 200
Sight: 7
Range: 2
Specials: None
Unit name: Cavaliers
Unit type: Cavalry
Bonuses: +33% vs. Infantry +33% vs Ranged -50% Vs. Building
Move: 10
Attack: 250
Defense: 250
Sight: 7
Range: 1
Specials: Plains Charge
Unit name: Heavy Camels
Unit type: Cavalry
Bonuses: +33% vs. Infantry +33% vs Ranged -50% Vs. Building
Move: 10
Attack: 250
Defense: 250
Sight: 7
Range: 1
Specials: Desert Charge, Scares Horses.
Unit name: Elite Berserkers
Unit type: Infantry
Bonuses: +33% vs Siege +33% vs Building
Move: 7
Attack: 250
Defense: 250
Sight: 7
Range: 1
Specials: Frenzy
Unit name: Elite Woad Raiders
Unit type: Infantry
Bonuses: 33% vs. Siege 33% vs. Building
Move: 7
Attack: 250
Defense: 250
Sight: 7
Range: 1
Specials: Causes Fear
Unit name: Trebuchets
Unit type: Siege
Bonuses: 50% vs. Building
Move: 7
Attack: 370
Defense: 350
Sight: 7
Range: 3
Specials: Min Range 2, No Counter, No Move & Attack
Unit name: Bombard Cannons
Unit type: Siege
Bonuses: 50% vs. Building
Move: 7
Attack: 325
Defense: 325
Sight: 7
Range: 3
Specials: No Counter, No Move & Attack
(Notes: You need to research 'Chemistry' To raise these.)
Unit name: Hand Cannoneers
Unit type: Ranged
Bonuses: -50% vs. Building
Move: 7
Attack: 300
Defense: 225
Sight: 7
Range: 3
Specials: No Move & Attack
(Notes: You need to research 'Chemistry' To raise these.)
Unit name: Champions
Unit type: Infantry
Bonuses: +33% vs Siege +33% vs Building
Move: 7
Attack: 300
Defense: 300
Sight: 7
Range: 1
Specials: None
(Notes: You need to research 'Arena' To raise these.)
Unit name: Paladins
Unit type: Cavalry
Bonuses: +33% vs. Infantry +33% vs Ranged -50% Vs. Building
Move: 10
Attack: 300
Defense: 300
Sight: 7
Range: 1
Specials: Plains Charge
(Note: You need to research 'Squire' to create Paladins)
Unit name: Heavy Scorpions
Unit type: Siege
Bonuses: 50% vs. Building
Move: 7
Attack: 400
Defense: 300
Sight: 7
Range: 3
Specials: Units only, No Counter, No Move & Attack
(Note: You need to Research Siege Engineers to raise these.)
Unit name: Siege Rams
Unit type: Siege
Bonuses: 50% vs. Building
Move: 7
Attack: 500
Defense: 375
Sight: 7
Range: 3
Specials: Buildings only, No Counter.
Unit name: Elite Monks
Unit type: Infantry
Bonuses: 33% vs Siege 33% vs. Building
Move: 7
Attack: 50
Defense: 200
Sight: 7
Range: 1
Specials: Improved Heal, Improved Convert
Unit name: Elite Knights Templar
Unit type: Cavalry
Bonuses: 33% vs Infantry 33% vs Ranged -50% vs Building
Move: 10
Attack: 250
Defense: 250
Sight: 7
Range: 1
Specials: Plains Charge, Zeal
Unit name: Elite Janissaries
Unit type: Ranged
Bonuses: -50% vs Building
Move: 7
Attack: 300
Defense: 225
Sight: 7
Range: 1
Specials: No Move & Attack
**************************************************
* 8. Bonus Units *
* by IronTusk *
**************************************************
Bonus units I've bought so far and what I think of them (granted, I'm only on
the Japan campaign):
-Dopplehander: Slightly stronger two handed swordsman, nothing too special
-Welsh Bowmen: I like these guys a lot
-Mons Meg: Haven't tried yet. Looks cool though
-Genoese Crossbowmen: Absolute pwnage. Get now.
-Swiss Pikemen: Really hurts mounted units bad
-Dark Ram: Levels buildings like nothing else. Also it rules at holding
chokepoints. Park it on a bridge and put a bunch of long range units behind it.
**************************************************
* 9. Civilizations *
* by treedweller15, et al *
**************************************************
--------------------
Franks
--------------------
This is a newbie oriented race, with disounts for Cavalry, Monks and Castles.
You have the offensive potential to rush up and flank, cheap mobile healing
forces and cheaper defensive monstrosities to fall back on should spearmen and
the like show up. Not only that, but Franks only have a few select expensive
units that have little impact on their overall typical strategy, making them
well-rounded.
Throwing Axemen are a powerful offensive unit, and they help teach newbs the
importance of flanking and terrain, thanks to their bonuses when attacking from
forests. Correct me if I'm wrong, but I also believe that they have the first
strike, making them a forgiving unit if not positioned correctly.
Joan of Arc is also a great hero for a newbie to learn the ropes of hero
management with as there's minimal risk to using her persons almost anywhere.
She can augment a large attack force well behind the front lines with Divine
Purpose, heal herself with astounding effiency, soften enemy defenses or deal
risk free damage to surrounding opponents, making Hero's and the like far less
daunting to deal with. She also has great defense, which is a definitive plus.
--------------------
Britons
--------------------
This race is certainly the ultimate ranged civ, with their only stiff
competition in this area being the Mongols. With discounts on common buildings
like the Archery range and the Church, they recieve ready access to powerful
Archers and healers. Though they do have powerful units at a range, they
definately have the potential to shield their hordes with cheaper
Longswordsmen, 2 Handers and Champions. This in mind, the Britons are pretty
well-balanced unit-wise, with the capabilities to stave off most strategies
with their typical units. However, their seige units are slightly more
expensive, so it's harder (though only slightly) for them to press the assualt
until the fire arrows upgrade.
Longbowmen are fantastic, and encourage this Civ to hang back a bit and turtle
up to enemy territory thanks to their Volley ability; it encourages them to
keep ranged units protected and healthy or garrisoned in towns and Castles.
Thanks to this unit, the Britons are pushed further into the defensive
category.
Richard is obviously meant to multitask, with an ability for almost any
occassion. He can encourage front units to assualt with greater ferocity,
increase the firing range of ranged units, train units for cheap on a TC when
it counts and deal direct and risk-free damage to enemies. Coupled together, it
would seem he's meant to stay back and benefit his army ahead of him thanks to
his lack of a mobile healing power, but I could be incorrect in this
obsevation. Overall, I see the Britons as a more defensive race with the
capabilites to defend strongholds, towns, and mountain vistas with stunning
ease, but they seem to have trouble when pressing forward into enemy territory.
--------------------
Mongols:
--------------------
Arn oddball race. They were strangely chosen to have a research discount,
making them more apt and able to tech and reach higher levels of units than
enemies, especially when taking into account Patron of the Arts. Despite their
potential to advance forward, they have excellent early game potential, with
cheaper stables, scouts, and light cavalry. This arrangement may seem
paradoxical, but it ensures the Mongols with constantly have a slight edge over
their enemies.
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