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Age of Kings is different to other
strategy games, for a start it has 13 races each with different and
unique strategies. So we will start by looking at each race and
going over what options you have when playing each race.
Britons
When playing Britons you should build
up your attack force based around archers with other sword infantry
to defend them. Their special unit the longbowman is the best archer
in the game and has the longest range. Their archers also get +1
range in the castle age and another +1 in the imperial age leading
to a total of +2 range. The other bonus's and neglectable. Attack
forces in the late game should compose of mainly Longbowman and
Arbalests with Champions to guard them. Their cavalry is weak with
no Paladins and their Siege is exceptionally weak, weaker than any
other races. So its suggested you just stick to your Archers and
Infantry. For defense they have all defense's except the Bombard
Tower, so the best option is probably just walls with Keeps and
Longbowmen behind the walls.
Byzantines
Are a privileged race, its special
unit the Cataphract is excellent against infantry, their buildings
have more Hit Points as they go through the ages, Monks heal 3x
quicker, Camels, Skirmishers and Pikemen are 25% cheaper and
upgrading to imperial is 33% cheaper. When it comes to their
standard units they have the best of all worlds. They have all the
Cavalry, all the Archers and all the Infantry they only lack the
Heavy Scorpion and Siege Onager from the Siege Warfare. And if youre
on a water map they also contain all the ships. Their defense if
awsome as they control power to build all defense weapons also. So
it really comes down to what type of things you like when youre
playing Byzantines, you can pick and choose as you go along.
Celts
Not missing too much, they lack Camels, Arbalests and Hand
Cannoneers and the Bombardment Cannon. They are also missing out on
Crop Rotation and Two Man Saw, so they will be shorter on wood than
other races, so try to build more items that require Gold and Food
instead of Wood. For defense they lack the range of bombard towers,
but still have adequate defense to get by. They get the Woad Raider
as their special unit. But the Woad Raider isnt that usuful as a
special unit as its weaker than the Champion and other races
infantry special units.
Chinese
Early in the game the Chinese get a big speed bonus by starting with
3 more villagers. This lets them get a real quick attack up and
ready to make a attack attempt in the feudal age to weaken enemy
players severely. They can also build less houses to boot as the
town centers support 10 population, Upgrading technologies is cheap
for the Chinese as they get -10% Cost in Feudal age, another -15%
off in Castle age and finally another -20% Cost in the Imperial age.
As farms produce +45 food they will also have a small amount more
wood than other races at the start. Although since they are missing
Crop Circle Rotation in the end game they will have less wood. But
by then wood isnt as much of a problem. The Chinese have all the
defense towers as well as all of the infantry, their archers are
only missing hand cannoneers and they are just missing the Paladin
from the Cavalry, their missing the more powerful Siege Onager and
Bombardment Cannon from the Siege Weapons as well. So they are
actually missing quite a few of the major units. Although their
Archers and Infantry should make up for that. Their special unit the
Chu Ko Nu is also the best Archer in the game.
Franks
The home of the throwing axe men. Nothing overly special about this
unit. Other than the fact that they are cool in the sense that they
throw axes. Knights get +2 line of sight and +20% hit points,
castles cost -25%, so you should be able to build plenty of castles
and throwing axe men. Farm upgrades are free, so you should enjoy
the plenty of not having to waste resources upgrading. As for their
standard units, they have paladins, but they are missing alot of
other weapons. To name the major ones, Camels, Arbalests, and Siege
Onagers. But overall no real misses. As almost no army have Siege
Onagers, Arbalests are only a bonus to real archery fans, and
archers are not that great anyway. Build plenty of paladins, pikemen,
onagers and heavy scorpions and champions if you need to.
Goths
The Huskarl, one of the below average unique units, it gets attack
bonuses vs. archers. Barracks are 20% faster, Infantry cost -10%
feudal age, -15% castle age and -25% in the imperial age. Infantry
get +1 attack vs. buildings. So be sure to pump out plenty of
Champions and Pikemen, and you can cram +10 units into you
civilization as when you reach Imperial age your population limit is
+10, so if your playing Goths you really want to be playing with a
75 unit limit. Villager also get +5 attack vs. Wild Boars. As you
should have guessed by now the Goths specialty is infantry, they
have all the infantry in the game and some great upgrades for them.
They lack camels, paladins and arbalests, that's about all. Other
than the cavalry the Goths are a decent army. Although they are the
only army to lack walls of any kind other than palisade. So be sure
to always be on the offensive from the feudal age with an early
rush.
Japanese
The Japanese special unit the samurai is another useless special
unit, or at least below average, although he does get attack bonuses
vs. other special units. The Japanese are a mixed bag, but ultimately
are the kings of the sea. Their galleys have +50% line of sight.
Fishing Ships have 2x Hit points and +2P armor. The Japanese work
rate is faster all round, with +5% in the dark age, +10% in the
feudal age, +15% in castle age and then +20% in the imperial age.
Mill, Lumber and Mining Camps cost 50% less. Infantry attack 10%
faster in feudal age, 15% faster in castle and 25% faster in
imperial. The Japanese really are kings of the sea as they can build
every boat as well as every boat upgrade except shipwright. The only
more sea worthy race are the Byzantines and they prefer their wide variety
of units. Other races come close but are never any more sea worthy.
Their infantry and archers are all complete, with arbalests and
champions as well as all upgrades. But the Japanese lack Paladins
and Camels, so their Cavalry is weak. Their siege is about average,
but they do have the major siege unit heavy scorpion.
Mongols
The Mongols Scout and Light Cavalry get +2 line of sight. Their
Cavalry archers fire 20% faster and light cavalry get +30% hit
points. Hunters work 50% faster, but that'll only benefit you if you
go hunting animals. Their special unit the mangudai as you've
probably guessed is a cavalry unit, but more to the point it is a
archery unit. Which gets bonuses vs. siege. So if you are looking
for anti siege the mangudai is a good choice. As you would expect
the Mongols are best at Archery and Cavalry. But they actually lack
Paladins. So maybe they are not so great at cavalry. They do have
all the archers and infantry you need for a basic army and a wide
variety of siege to back them up including the siege onager. They
have a good variety of defense too, but miss out on the Keep and
Bombard Tower so they are not really a defensive civilization. They
have all the ships but dont have the dry dock technology.
Persians
The Persians are a deadly bread, they contain the deadly arsenal of
the only rival to the paladin. The War Elephant. The beast which
costs 200 food and 75 gold. The same amount of gold as a paladin,
but this beast deals more damage and has got about 4 times us much
armor. That's the Persians special unit for you. Now onto their
fundamentals, their knights get +2 attack against archers. They
start off with +50 wood and food. Town Center and Dock have 2x the
Hit Points. Their work rate is +10% faster at feudal age, +15% at
Castle and +20% at imperial. So they get some substantial specialties.
The Persians are deadly with their array of powerhouses. They have
the Paladin, as well as camels to counter paladins. They are missing
the arbalest, but so what. Use crossbowmen and elite skirmishers
instead for your long range infantry. With a few hand cannoneers
too. They enjoy the power of the heavy scorpion as well as the
onager, shame they don't have siege onager. So all in all they are a
powerful land race. But when water comes into the mix, the Persians
are ready to kill kill kill. They come complete with every ship.
When you use the Persians you should be looking to use every
opportunity to your advantage. here is food for thought. Push Push
Push, build small bases near the enemy and storm them in the castle
age with 10 elephants. After than attack with your archers or
infantry, which should do great against those pike men he is now
building. Reinforcement of the fact that Persians are for
attacking lies in the fact that they cannot build fortifies walls,
keeps or bombard towers.
Saracens
Their unique unit the Mameluke gets attack bonuses vs. cavalry
and is also a cavalry unit it's self. Saracen foot archers get +1
attack vs. buildings, market trade cost only 5%, transport ships get
2X Hit points and 2x carry capacity. Their galleys attack 20% faster
and cavalry archers get +3 attack vs. buildings. From this you get
the impression that the Saracens are great in the water and at
archery. Lets see if this promise holds true with their standard
units. They are missing Shipwright and the Fast Fire Ship, so they
are still formidable in the water. As for archery they have all the
archers and all the upgrades, this holds true with the standard
infantry as well. As for cavalry they are missing the cavalier and
paladin, but they still have camels. For siege they only miss the
heavy scorpion. So overall they are a mixed bag. They have all
defense structures except for the bombard tower.
Teutons
The Teutons are a very defensive civilization, but are at the same
time a very strong aggressive civilization. Their town centers have
+2 attack/+5 range. This means you wont be able to rush a Teuton
player. Their monks heal from twice as far away, farms cost 33%
less, towers garrison twice as many units and fire twice as many
arrows. Murder Holes are free and units are more resistant to
conversion. The Teutonic Knight is their unique unit, and its also
the most powerful infantry unit in the game. The Teutons have all
the defense emplacements, they also have a variety of power units,
ranging from the Paladin to the Champion and the awesome teutonic
knight. Watch out for quick units though as Teutonic units are slow.
They pack alot of punch, but don't expect to be retreating. For
defense you can wall yourself in, use castles, towers and bombard
towers as well trebuchets. This should make your base near
impenetrable. For offense a huge force or teutonic knights and siege
weapons will give you a force to be reckoned with. You can also add
Paladins to help combat those nasty archers. But be careful, as
without Light Cavalry the teutons have little to stop cavalry
archers.
Turks
The Turks are the most advanced race in the game, they can build
gun powder units as early as castle age with the use of the
janissaries from the castle, being the masters of arms. Or gunpowder
in this case, the Turks can train gun powder units 20% faster,
gunpowder units get +50% hit points and researching gunpowder
technologies is 50% less. Chemistry is free, light cavalry upgrade
is free and gold miners work 15% faster. As you now know the
Janissary is the Turks special unit, armed with its gunpowder based
weapon it is mighty indeed. And with no minimum range on their
weapons they can still blow someone to pieces at close range. They
are quite good at defense the Turks, as they can build all the
defense emplacements and can also put Janissaries behind walls for
added damage. As you would expect the Turks are only mediocre until
the end of the game when they get the only good unit to come from
the archery for them the Hand Cannoneer. They are only missing the
Paladin from the Cavalry, so they should build camels to counter
paladins. This is key as the Turks are the only race without Pikemen,
so they need the camels to counter cavalry. Their infantry in
complete as is the case with most races. Their siege includes the
heavy scorpion and bombard cannon, but they miss the onager's. In
the sea they only miss out on the fast fire ship.
Vikings
Are blessed with 2 special units, the only race in the game with
2 special units. The longboat and the berserk. The longboat is only
marginally better than a War Galley, but its still better as it has
slightly further attack range and fire's more arrows. As for the
berserk its real only advantage is it heals itself over time. But
apart from that its a pretty weak special infantry unit. Vikings are
really a rather weak race, they do get decent bonuses though. Docks
cost 33% less, infantry get +10% hit points in the feudal age, +15%
in the castle age and +20% in the imperial age. The wheelbarrow and
hand cart upgrades are free. Their range of standard units is where
the Vikings are let down, they miss the keep and bombard tower for
defense, they miss all the camels and paladins. They miss out of
heavy cavalry archers and hand cannoneers, but they do get
arbalests. They get all infantry, and only miss out on the siege
onager and bombard cannon. So you'll need to focus on infantry and
siege with a few arbalests in their. They are weak in the ocean as
they lack any kind of fire ship. More
to come, including individual unit breakdowns, general and advanced
strategies for build order, attack and defensive play and much more.
These additions to this strategy guide will come shortly. |