======================================================================== Age of Empires: The Rise of Rome ======================================================================== Age of Empires: The Rise of Rome FAQ Version 1.2 For the PC/Windows By Scott Ong kangning@mbox5.singnet.com.sg http://www.geocities.com/TimesSquare/Frontier/5344/ ------------------------------------------------------------------------ <<< Disclaimer >>> This FAQ is meant for personal use only and can only be reproduced electronically. This FAQ should remained unaltered and the disclaimer remains unchanged. This FAQ is owned and made by me, Scott Ong (kangning@mbox5.singnet.com.sg). So don't try to get any ideas on it or I will get YOU! This FAQ cannot be sold for profitable purposes in any form! Age of Empires series are copyright of Microsoft. ------------------------------------------------------------------------ ___ / I \___________________________________________________________________ ------------------------------------------------------------------------ Revision History ------------------------------------------------------------------------ Version 1.0 - Contains the main document. Some of the sections are still incomplete. Version 1.1 - Complete the list of units. - Added List of Hot Keys except for the Fire Galley. As I am rather busy. - Added some more information. - Corrected the cheats [pepperoni pizza, quarry and woodstock] gives 1000 quantity of a particular supply. Thanks to GJTam@aol.com for the correction. - Added some civilisations' attributes such as penalty and the benefits. Version 1.2 - Added the list of technologies found in the game. But I haven't filled up some of the Tips section. - Make necessary ammendments for certain sections. Configure the layout to my style. - Added information regarding to each technology. - Expand Campaign mode by finishing the Ascent of Egypt Learning. - Added information on sending an e-mail to Scott. ------------------------------------------------------------------------ This FAQ can be found at the following address: GameFAQs http://www.gamefaqs.com/ Cheat Code Central http://www.cheatcc.com/ QUATZ Adoption Center http://www.geocities.com/TimesSquare/ Frontier/5344/ ------------------------------------------------------------------------ * Best viewed using Wordpad. This FAQ is under the protection copyright law. Any unauthorised usage of it will result to severe penalty. This FAQ is copyright of Scott Ong 1999-2000. This FAQ can be only reproduced electronically and it cannot be sold for profitable purposes! The most recent updates can be found at the above mentioned address. ____ / II \__________________________________________________________________ ------------------------------------------------------------------------ Author's Note ------------------------------------------------------------------------ It has been a while since I haven't update this FAQ. Anyway, I have added the list of all technologies and added more scenarios walkthroughs for the Campaign Mode. There is still a lot more of information to add to the FAQ. Remember to visit http://www.gamefaqs.com for its latest revisions. BTW, the last campaign for Ascent in Egypt Learning is extremely difficult! [as you need to consider the limit of food resources.]. I have also included the usage of Martyrdom, so check it out! Planning for next update: - perhaps scenario walkthroughs for the next campaign. - add the remainding tips. - civilization's technology tree. - and much more. [Scott] ------------------------------------------------------------------------ ____ / II \__________________________________________________________________ ------------------------------------------------------------------------ Table of Contents ------------------------------------------------------------------------ I Revision History II Author's Note III Table of Contents 1. Introduction 2. List of Units 3. List of Building 4. List of Technologies 5. Gameplay 6. Codes on the Game 7. Completing The Campaign Section 8. Sending a Question 9. Credits ------------------------------------------------------------------------ On with the new chapter of Age of Empires... _____ / 1.0 \_________________________________________________________________ ======================================================================== Introduction ======================================================================== Welcome to the expansion series of the Age of Empires: ________________________________________________________________________ ___ ____ _______ / _ \ / __ \| ____| / /_\ \| | | | |__ / _____ \ | | | __| _/ /_ _\ \|__| | |_____ /____/ \____\__/|________| ________ __ __ _____ ______ _____ _____ _____ |__ ___| | | || ___| | _ \ |_ _| / __ \ | ___| | | | |_| || |__ | |_| | | | | |__\__\| |__ | | | _ || __| | _ / | | \____ \ | __| | | | | | || |____ | | \ \ | | ____| | | |____ |_| |__| |__||______| |__| \_\ |_| \______/ |______| O F _______ _____ ___ ___ ______ | __ \ / _ \ | \ / || ___| | |__| || | | || \_/ || |__ | _ / | | | || \ / || __| | | \ \ | |_| || |\___/| || |____ |__| \_\ \_____/ |__| |__||_______| "Age of Empires: The Rise of Rome!" Logo created by Scott Ong ________________________________________________________________________ Experience all the conflict, intrigue, greed and power as you create the most feared celebrated civilization in the history. Wedge war on a grand scale with this highly anticipated add-on pack that extends Age of Empires into a new era of world domination. The Age of Empires: The Rise of Rome is the addition to the mostly anticipated strategy game Ages of Empires. The new series have consists of new technologies such as Logistics and Medicine. The Age of Empires Expansion requires you have to have the older version of Age of Empires. Well, here is the system requirements before you considered to buy the expansion pack of AOE. ------------------------------------------------------------------------ HARDWARE AND SYSTEM REQUIREMENTS ------------------------------------------------------------------------ o Multimedia PC with Pentium 90 or higher processor (Pentium 120 for Gigantic Maps) o Microsoft Windows 95 or later, or Microsoft Windows NT Workstation 4.0 with Service Pack 3 or later. o Microsoft Age of Empires 1.0 or later. o 16 megabytes (MB) of RAM for Windows 95 or later. 24 MB for Windows NT [and for Windows 95 or later for an 8-player multiplayer game. o 30 MB of avaliable hard disk space. o Local bus SVGA, 256-color video display with at least 1 MB of VRAM o Keyboard and Microsoft Mouse or compatible pointing device. o 2x CD-ROM drive (4x recommended) o Windows-compatible sound card with speakers or headphones to hear audio. o 28.8 Kbps (or faster) modem and Internet access for head-to-head play. ------------------------------------------------------------------------ CHANGES FROM THE PREVIOUS VERSION ------------------------------------------------------------------------ Since that it is an expansion from the previous version of AOE, we will always expect changes. Here is a list of changes: o Stone Throwers, Catapults and Heavy Catapults now received a limited predictive firing benefit from Ballistics, based on the target unit's speed. All slow units in range are hit, some medium units are hit and all fast units are missed. o Persian civilization no longer has the farming penalty o Some random maps contains cliffs. o Allied Town Centers are visible when you start an allied game. o The population indicator and timer appear at the top of the screen when you press F11 o The Hot Key to build a Swordsman is now Z o The Hot Key to build a Scout is now T o If you select the Full Tech Tree option before starting the game, you can't build Fire Galleys o In multiplayer games, there is now an in-game option to change the population limit using the Game Settings o Chat is automatically set to Allies Only in an allied multiplayer game. ------------------------------------------------------------------------ Well that's all let's proceed to the units. _____ / 2.0 \_________________________________________________________________ ======================================================================== List of Units ======================================================================== Units are the key in playing Age of Empires. Age of Empires has an innovative design of troops such as action of the troops. The list of the units can be found from your game manual. But I have also added the stats of special units such as animals, trees and berry bushes and the elite special troops! _____________________________ |-----------------------------| | List of Groupings | For the first time, I have added the |-----------------------------| bar codes [which I am going to call | | it]. Hopefully, this provides more |--- [2 - 1] Miscellaneous | easier way for people to read the |--- [2 - 2] Infantry | FAQ, after all my FAQs are quite |--- [2 - 3] Archers | wordy ^_^;) For example if you want |--- [2 - 4] Cavalry | to check on infantry units, just |--- [2 - 5] Seige Weapons | simply check the list of units |--- [2 - 6] Boats | rangning from between the intervals |--- [2 - 7] Gaia | [2 - 2] and [2 - 3]. |--- [2 - 8] Special Troops | |--- [2 - 9] Secrets Troops | |_____________________________| ________________________________________________________________________ [2 - 1 ] M i s c e l l a n e o u s ________________________________________________________________________ In the instruction booklet, there is no groups being assign to Villagers. Priest is considered as a military unit. I have try to figure a suitable group for them and decide to place them under the Miscellaneous Group. These units are very important as they could does something which other units can't do. For example, the villagers can gather materials such as Food, Wood, Stone and Gold [food is an exception whereby you could have fishing boats to do so]. The Priests are very important as they could heal hit points of units, thus saves you resources from making more units. ------------------------------------------------------------------------ [2 - 1 - 1] Villagers ------------------------------------------------------------------------ Age: Stone Prerequisites: Build Town Center. Cost: 50 food Hit points: 25 Attack: 3 Armor: – Range: – Speed: Medium Create at: Town Center NOTES: Villagers can be assigned different tasks (builder, farmer, fisherman, forager, gold miner, hunter, repairman, stone miner). Hunters and villagers used in combat have increased attack strength.Researching Stone Mining increases stone mining efficiency. Siegecraft increases stone mining efficiency and allows villagers to destroy walls and buildings. Gold Mining increases gold mining efficiency. The Wheel increases speed. Jihad increases combat strength. TIPS: - Villagers are very important as they possess great importance in gathering materials such as food, wood, stone and gold. That's your criteria in have the villagers as the main population. - Assign them in 4 main groups: <> WoodCutter - for gathering wood for your population. <> Hunter/Forager/Fisherman - for gathering food for your population <> Stone Miner - for gathering stone for your population <> Gold Miner - for gathering gold for your population. - Build technology buildings such as Granary and the Storage Pit near sources (forests, berry bushes, fishing sites, stone mines and gold mines) to reduce distance from the sites. Storage Pit could store: -> Wood, Gold, Stone, Food [from fishing and hunting] Granary -> Food [from farming and berry bushes] - Hunting Tips: When hunting, have about two villagers to hunt a gazelle as it will take one shot for it to go down. As you know you must attack the hit point of the gazelle before you can start gathering food from it. Try rear the gazelle near the storage site [Storage Pit or your Town Center], to do this, just simply approaches them. You can get up to 150 food from a gazelle. Refer to Gaia unit list for the stats of the gazelle. Lions and crocodiles are rather strong [has a total hit points of 20] but nab you only a mere 100 food. Elephants are much better have more hit points and have a huge amount of food about 300 food! Assign three more hunters to attack the Elephant. Stock at: Town Center, Storage Pit [it depends which is closer]. The hunter has four attack points How to hunt? please refer to the CAMPAIGN section. - Fishing Tips: When fishing, have about three villagers and pick a shallow site [ normally you will find Shore fish, which will nabs 250 food and has no hit points.] Fisherman has three atatck points. Villagers can cross shallow waters, you will see partially submerged pebbles on the ground. (crocodiles roam there too..). To do fishing in the seas, have villagers building the Dock and create more fishing boats. Shore fish is being collected at the faster rate compared to berry bushes. Stock at: Town Center, Storage Pit. How to fish, refer to CAMPAIGN section for more details. - Foraging Tips: When foraging, have three villagers and pick a berry bush to forage. [It will be better not to have to many villager forage at a single berry bush as it's kinda small ^_^;] Build a Granary near the foraging site. [this will cut down the distance for the villagers to bring to food to the Granary] Note that the food gather is really slow. - Farming Tips I quite dislike this idea.. The gathering of food is slow and you have to waste time in building a farm. I myself think that it will better to have fishing boats out to sea. However farms are rather important as the natural food resources are being used up eventually. So I would suggest that you build farms late in the game. - Cutting Trees Tips When chopping wood, have aleast 10 villagers for a forest. Trees found in the forest can give you 40 wood, whereas trees found standing alone will gives you 75 wood. Building a Storage Pit near the forests for easy traffic. Every tree has a total hit points of 25. It will take more than 8 hits for a tree to go down, before you can start to gather wood. Assign 4 villagers to a tree and you could gather wood at the fastest speed. Woodcutters has three attack points. - Mining Tips When mining for stone or gold, I would recommend you to have a group of miners for each resources which are rather important late in the game. Stone could allows you to build defensive buildings such as Watch Towers and Walls and Gold will allows you to research technology. Just keep on replenishing your supplies. ------------------------------------------------------------------------ [2 - 1 - 2] Priests ------------------------------------------------------------------------ Age: Bronze Prerequisites: Build Town Center, build Granary, build Market, build Temple. Cost: 125 gold Hit points: 25 Attack: – Armor: – Range: 10 Speed: Slow Train at: Temple NOTES: A Priest heals friendly and allied units and converts enemy units. If your diplomacy is set to Neutral or Enemy, your military units will attack Priests from other civilizations. Researching Astrology allows faster conversions. Mysticism increases hit points. Polytheism increases speed. Fanaticism speeds Priest rejuvenation after conversion. Monotheism allows conversion of enemy Priests and buildings. Afterlife increases range. TIPS: - Priests generally are good units in combat and healing. Priest needs to rejuvenate after a conversion is made. Have a Priest to convert a new. Converting a unit could also allows you to exceed the population limit. If the Priest has successfully finished a conversion, he could still heal lost hit points. - Never ever tried to convert units such as Chariots, Scythe Chariots, Boats and definately not the Chariot Archers. These are rather hard to convert. Tried to convert a Watch Tower and turns the enemies' defense to your attack. - A Priest can't heal oneself. Have them work in groups. ------------------------------------------------------------------------ ________________________________________________________________________ [ 2 - 2 ] I n f a n t r y U n i t s ________________________________________________________________________ I quite like Infantry units as the combat is realistic where you will hear the sounds of pain (when the warriors are being hit). The infantry units are best when comes to hand-to-hand combat and are quite cheap compared to cavalry units. Early infantry units like Clubman are quite useless except for the increased of hit points, but let's says if a villager has an one-to-one combat, whom will win? Before you can start to building military-technology buildings such as Archery Range, Stable, Academy, and Seige Workshop, you must build the basic building Barracks. There is now a new technology [in the expansion series, the Logistics] which makes creating infantry units are more favourable compared to Cavalry units. However they are quite weak against Cavalries [except the Slinger, as they will withstand more damage compared to other units which is +5 damage!]. All except for the Slinger are short-range [i.e. that's means that they can't attack when far from an enemy]. Mostly upgrades for infantry units can be found from the Storage Pit. Have them in the frontline (except for the Slinger) while the Archers at the back. ------------------------------------------------------------------------ [2 - 2 - 1] Clubman ------------------------------------------------------------------------ Age: Stone Prerequisites: Build Town Center, build Barracks. Cost: 50 food Hit points: 40 Attack: 3 Armor: – Range: – Speed: Medium Train at: Barracks NOTES: The Clubman is the weakest of the infantry units. The Clubman can be upgraded to the Axeman. Other infantry units include the Short Swordsman, Broad Swordsman, Long Swordsman, and Legion.Researching Toolworking, Metalworking, and Metallurgy increases attack strength. Leather Armor, Scale Armor, and Chain Mail increase armor. The Bronze Shield and Iron Shield increase piercing armor. TIPS: - This units are quite weak as they possess the same attack strength as the villagers! However their high hit points and the upgrades could make them a more worthable uint when comes to hand-to-hand combats when compared to the villagers. Have a one or two to guard your base when early part in the game. ------------------------------------------------------------------------ [2 - 2 - 2] Axeman ------------------------------------------------------------------------ Age: Tool Prerequisites: Build Town Center, build Barracks, upgrade to Battle Axe. Upgrade cost: 100 food Cost: 50 food Hit points: 50 Attack: 5 Armor: – Range: – Speed: Medium Upgrade of: Clubman Train at: Barracks NOTES: The Axeman has more hit points and attack strength than the Clubman. The Axeman cannot be upgraded. However, you can research the Short Swordsman, which is stronger than the Axeman.Researching Toolworking, Metalworking, and Metallurgy increases attack strength. Leather Armor, Scale Armor, and Chain Mail increase armor. The Bronze Shield and Iron Shield increase piercing armor. TIPS: - A better unit compared to the Clubman. This unit has an upgrade of +10 hit points and +2 attack power. This unit is very destructable when working in groups [when working adjacent with Archers Group] ------------------------------------------------------------------------ [2 - 2 - 3] Slinger (NEW) ------------------------------------------------------------------------ Age: Tool Prerequisites: Build Town Center, build Barracks Cost: 40 food, 10 stone Hit Points: 25 Attack: 2 Armor: - Range: 4 Speed: Medium Special: +2 attack vs. archers, +2 armor vs. missile weapons, Ballista, Helepolis; increased attack vs. walls and towers. Train at: Barracks NOTES: The Slinger is an infantry unit used to defend against early archer and Watch Tower attacks. Bronze Shield, Iron Shield, and Tower Shield increases piercing armor. Alchemy increases attack strength. Stone Mining and Seigecraft increase attack strength and range. Note that Slingers does not recieve armor upgrades from Leather Armor, Scale Armor and Chain Mail. TIPS: - Never have infantry units attack the Cavalry Group, but an exception is this unit. Have this unit work with the Archers Group. The Slinger has an exceptable range of 4. Assign these guys behind the walls. [Walls provide protection against infantry and cavalry attacks] The Slinger can does +2 damage to Archers, kept this to your advantage. However the Slinger has a mere 25 hit points which I will recommend a Archer than this unit. ------------------------------------------------------------------------ [2 - 2 - 4] Short Swordsman ------------------------------------------------------------------------ Age: Bronze Prerequisites: Build Town Center, build Barracks, research Short Sword. Research cost: 120 food, 50 gold Cost: 35 food, 15 gold Hit points: 60 Attack: 7 Armor: 1 Range: – Speed: Medium Train at: Barracks NOTES: The Short Swordsman is not an upgrade of the Axeman. It is a separate unit with more hit points, attack strength, and armor than the Axeman. The Short Swordsman can be upgraded to the Broad Swordsman.Researching Toolworking, Metalworking, and Metallurgy increases attack strength. Leather Armor, Scale Armor, and Chain Mail increase armor. The Bronze Shield and Iron Shield increase piercing armor. TIPS: - The begining infantry unit that uses swords as its main weapon. This unit is quite good and cheap [but it requires you to mine gold]. A decent attacking power of seven, make this unit destructive when comes to one-on-one combat. Never assign this unit against a Cavalry unit. Have them work it groups. ------------------------------------------------------------------------ [2 - 2 - 5] Broad Swordsman ------------------------------------------------------------------------ Age: Bronze Prerequisites: Build Town Center, build Barracks, research Short Sword, upgrade to Broad Sword. Upgrade cost: 140 food, 50 gold Cost: 35 food, 15 gold Hit points: 70 Attack: 9 Armor: 1 Range: – Speed: Medium Upgrade of: Short Swordsman Train at: Barracks NOTES: The Broad Swordsman has more hit points, attack strength, and armor than the Short Swordsman. The Broad Swordsman can be upgraded to the Long Swordsman.Researching Toolworking, Metalworking, and Metallurgy increases attack strength. Leather Armor, Scale Armor, and Chain Mail increase armor. The Bronze Shield and Iron Shield increase piercing armor. TIPS: - Same cost of the Short Swordsman, but these units can be more damaging, it have reached the Legion status. 9 attack points is considered rather damaging and it is still upgradable! ------------------------------------------------------------------------ [2 - 2 - 6] Long Swordsman ------------------------------------------------------------------------ Age: Iron Prerequisites: Build Town Center, build Barracks, research Short Sword, upgrade to Broad Sword, upgrade to Long Sword. Upgrade cost: 160 food, 50 gold Cost: 35 food, 15 gold Hit points: 80 Attack: 11 Armor: 2 Range: – Speed: Medium Upgrade of: Broad Swordsman Train at: Barracks NOTES: The Long Swordsman has more hit points, attack strength, and armor than the Broad Swordsman. The Long Swordsman can be upgraded to the Legion. Researching Toolworking, Metalworking, and Metallurgy increases attack strength. Leather Armor, Scale Armor, and Chain Mail increase armor. The Bronze Shield and Iron Shield increase piercing armor. TIPS: - This unit is also quite good, a better Short Swordsman. Great if you have them in groups and you will see them doing their worst. ------------------------------------------------------------------------ [2 - 2 - 7] Legion ------------------------------------------------------------------------ Age: Iron Prerequisites: Build Town Center, build Barracks, research Short Sword, upgrade to Broad Sword, upgrade to Long Sword, research Fanaticism, upgrade to Legion. Upgrade cost: 1400 food, 600 gold Cost: 35 food, 15 gold Hit points: 160 Attack: 13 Armor: 2 Range: – Speed: Medium Upgrade of: Long Swordsman Train at: Barracks NOTES: The Legion is the ultimate infantry unit. The Legion has many more hit points and more attack strength than the Long Swordsman. You must research Fanaticism before you can upgrade to Legion.Researching Toolworking, Metalworking, and Metallurgy increases attack strength. Leather Armor, Scale Armor, and Chain Mail increase armor. The Bronze Shield and Iron Shield increase piercing armor. TIPS: - The research may be a bit costly, but it definately worth it. You can train tons of it. The new technology, Logistics have made this unit a better one! You can train about 100 Legions if your population limit is 50! ------------------------------------------------------------------------ [2 - 2 - 8] Hoplite ------------------------------------------------------------------------ Age: Bronze Prerequisites: Build Town Center, build Barracks, build Stable, build Academy. Cost: 60 food, 40 gold Hit points: 120 Attack: 17 Armor: 5 Range: – Speed: Slow Train at: Academy NOTES: The Hoplite is the weakest of the elite infantry units. Upgrades include the Phalanx and Centurion. Researching Toolworking, Metalworking, and Metallurgy increases attack strength. Leather Armor, Scale Armor, and Chain Mail increase armor. The Bronze Shield and Iron Shield increase piercing armor. Aristocracy increases speed. TIPS: - The unit has a very high attacking power, but it was slow. Have the Archers do the back firing while you watches these units approaching them. -Very damaging- with being arranged in groups. ------------------------------------------------------------------------ [2 - 2 - 9] Phalanx ------------------------------------------------------------------------ Age: Iron Prerequisites: Build Town Center, build Barracks, build Stable, build Academy, upgrade to Phalanx. Upgrade cost: 300 food, 100 gold Cost: 60 food, 40 gold Hit points: 120 Attack: 20 Armor: 7 Range: – Speed: Slow Upgrade of: Hoplite Train at: Academy NOTES: The Phalanx has more attack strength and armor than the Hoplite. The Phalanx can be upgraded to the Centurion.Researching Toolworking, Metalworking, and Metallurgy increases attack strength. Leather Armor, Scale Armor, and Chain Mail increase armor. The Bronze Shield and Iron Shield increase piercing armor. Aristocracy increases speed. TIPS: - The upgrade does cost that much.. This unit is just a better Hoplite. 20 attack points can nearly finished off a villager. Again, have the Archers do the firing as these units approaches the enemy. ------------------------------------------------------------------------ [2 - 2 - 10] Centurion ------------------------------------------------------------------------ Age: Iron Prerequisites: Build Town Center, build Barracks, build Stable, build Academy, upgrade to Phalanx, research Aristocracy, upgrade to Centurion. Upgrade cost: 1800 food, 700 gold Cost: 60 food, 40 gold Hit points: 160 Attack: 30 Armor: 8 Range: – Speed: Slow Upgrade of: Phalanx Train at: Academy NOTES: The Centurion is the ultimate elite infantry unit. It has more hit points, attack strength, and armor than the Phalanx. You must research Aristocracy before you can upgrade to the Centurion.Researching Toolworking, Metalworking, and Metallurgy increases attack strength. Leather Armor, Scale Armor, and Chain Mail increase armor. The Bronze Shield and Iron Shield increase piercing armor. Aristocracy increases speed. TIPS: - The ultimate destructive weapon of all army. It can reduce damages with its starting 8 armor, thus costing the villagers does no damage. These units can just remove any force from the face of the earth. But it's slow speed, takes you to assign archers to do firing while this unit is approaching its target.. ------------------------------------------------------------------------ ________________________________________________________________________ [2 - 3] A r c h e r U n i t s ________________________________________________________________________ Archers are good units, in my own opinion. They work like the Centaurs in Brigandine. They can attack enemies even they are at a far distance from the enemy. Their speed are pretty average, but they can does damage without getting hurt, thus consuming more hit points. Have them at the backyard, firing arrows at the foe and watch the infantry troops approaching them for a fight. As you are further in the game, you get better units such as Horse Archers, which works like a sniper.... ------------------------------------------------------------------------ [2 - 3 - 1] Bowman ------------------------------------------------------------------------ Age: Tool Prerequisites: Build Town Center, build Barracks, build Archery Range. Cost: 40 food, 20 wood Hit points: 35 Attack: 3 Armor: 0 Range: 5 Speed: Medium Train at: Archery Range NOTES: The Bowman is the weakest of the archers. The Bowman cannot be upgraded. However, you can research the Improved Bowman, which is stronger than the Bowman. Other archers include the Chariot Archer, Elephant Archer, and Horse Archer. Archers fire arrows at enemy villagers, military units, boats, and buildings within their range. Researching Alchemy increases attack strength. Ballistics increases accuracy. Leather Armor, Scale Armor, and Chain Mail increase armor. Woodworking, Artisanship, and Craftsmanship increase range. TIPS: - The Bowman cannot be upgraded is one of weak points. However this unit is really worth to build early in the game as it does long range damage. ------------------------------------------------------------------------ [2 - 3 - 2] Improved Bowman ------------------------------------------------------------------------ Age: Bronze Prerequisites: Build Town Center, build Barracks, build Archery Range, research Improved Bow. Research cost: 140 food, 80 wood Cost: 40 food, 20 gold Hit points: 40 Attack: 4 Armor: 0 Range: 6 Speed: Medium Train at: Archery Range NOTES: The Improved Bowman is not an upgrade of the Bowman. It is a separate unit with more hit points, attack strength, and range than the Bowman. The Improved Bowman can be upgraded to the Composite Bowman. Archers fire arrows at enemy villagers, military units, boats, and buildings within their range. Researching Alchemy increases attack strength. Ballistics increases accuracy. Leather Armor, Scale Armor, and Chain Mail increase armor. Woodworking, Artisanship, and Craftsmanship increase range. TIPS: Improved Bowman has a better range compared to Bowman. But it is quite weak compared to infantry units. Stay a distance from the infantry and have them do the firing while the infantry approached the target. ------------------------------------------------------------------------ [2 - 3 - 3] Composite Bowman ------------------------------------------------------------------------ Age: Bronze Prerequisites: Build Town Center, build Barracks, build Archery Range, research Improved Bow, upgrade to Composite Bow. Upgrade cost: 180 food, 100 wood Cost: 40 food, 20 gold Hit points: 45 Attack: 5 Armor: 0 Range: 7 Speed: Medium Upgrade of: Improved Bowman Train at: Archery Range NOTES: The Composite Bowman has more hit points, attack strength, and range than the Improved Bowman. Other archery units include the Horse Archer and Elephant Archer. Archers fire arrows at enemy villagers, military units, boats, and buildings within their range. Researching Alchemy increases attack strength. Ballistics increases accuracy. Leather Armor, Scale Armor, and Chain Mail increase armor. Woodworking, Artisanship, and Craftsmanship increase range. TIPS: An upgraded version of Improved Bowman. It has better hit points, range and attack points. The Improved Bowman can be quite weak against full- upgraded improved Bowman. Same usage as Improved Bowman. [refer above for more information]. Thanks to these units, I managed to finish the Ascent of Egypt Learning. Their long range attacking power can destroy Sentry Towers without being hit. ------------------------------------------------------------------------ [2 - 3 - 4] Chariot Archer ------------------------------------------------------------------------ Age: Bronze Prerequisites: Build Town Center, build Barracks, build Archery Range, research Wheel. Cost: 40 food, 70 wood Hit points: 70 Attack: 4 Armor: 0 Range: 7 Speed: Fast Special: High resistance to conversion; triple attack against Priests. Train at: Archery Range NOTES: The Chariot Archer is a powerful archery unit that combines the speed and mobility of the Chariot and the attack strength of the Improved Bowman. Other mounted archery units include the Elephant Archer, Horse Archer, and Heavy Horse Archer. You must research the Wheel before you can train Chariot Archers. Researching Nobility increases hit points. Researching Alchemy increases attack strength. Ballistics increases accuracy. Leather Armor, Scale Armor, and Chain Mail increase armor. Woodworking, Artisanship, and Craftsmanship increase range. TIPS: This unit is quite good when you need to chase villagers! Not only it has range, it is quite lethal as it has a resistence to conversion and does triple damage to a Priest unit! Use them to destroy enemy Priests! Works well in conjuction with Composite Bowman. ------------------------------------------------------------------------ [2 - 3 - 5] Elephant Archer ------------------------------------------------------------------------ Age: Iron Prerequisites: Build Town Center, build Barracks, build Archery Range. Cost: 180 food, 60 gold Hit points: 600 Attack: 5 Armor: 0 Range: 7 Speed: Slow Train at: Archery Range NOTES: The Elephant Archer combines the hit points of the War Elephant and the attack strength and range of the Composite Bowman. Other mounted archery units include the Chariot Archer, Horse Archer, and Heavy Horse Archer. Researching Alchemy increases attack strength. Ballistics increases accuracy. Leather Armor, Scale Armor, and Chain Mail increase armor. Woodworking, Artisanship, and Craftsmanship increase range. TIPS: What is great about this unit? Well, the Elephant Archer has a whooping hit points of 600, which means it can last for a long time. However it is moving slow in speed. I will prefer a War Elephant compared to this unit. It is better if you focus on a troop of Composite Bowman compared to this unit. ------------------------------------------------------------------------ [2 - 3 - 6] Horse Archer ------------------------------------------------------------------------ Age: Iron Prerequisites: Build Town Center, build Barracks, build Archery Range. Cost: 50 food, 70 gold Hit points: 60 Attack: 7 Armor: 0 Piercing Armor: 2 Range: 7 Speed: Fast Special: +2 piercing armor against Ballista, Helepolis, and missile weapons. Train at: Archery Range NOTES: The Horse Archer is a fast archery unit with strong attack strength and range. The Horse Archer can be upgraded to the Heavy Horse Archer. Other mounted archery units include the Chariot Archer and Elephant Archer. Researching Nobility increases hit points. Researching Alchemy increases attack strength. Ballistics increases accuracy. Leather Armor, Scale Armor, and Chain Mail increase armor. Woodworking, Artisanship, and Craftsmanship increase range. TIPS: Great for destroying missile weapons such as Ballista and Helepolis. It is fast moving and a better off attacking compared to Composite Bowman and it does a hefty amount of damage plus it moves rather at a fast speed. ------------------------------------------------------------------------ [2 - 3 - 7] Heavy Horse Archer ------------------------------------------------------------------------ Age: Iron Prerequisites: Build Town Center, build Barracks, build Archery Range, research Chain Mail for Archers, upgrade to Heavy Horse Archer. Upgrade cost: 1750 food, 800 gold Cost: 50 food, 70 gold Hit points: 90 Attack: 8 Armor: 0 Piercing Armor: 2 Range: 7 Speed: Fast Special: +2 piercing armor against Ballista, Helepolis, and missile weapons. Upgrade of: Horse Archer Train at: Archery Range NOTES: The Heavy Horse Archer has more hit points and attack strength than the Horse Archer. You must research Chain Mail for Archers before you can train the Heavy Horse Archer. Researching Nobility increases hit points. Researching Alchemy increases attack strength. Ballistics increases accuracy. Leather Armor, Scale Armor, and Chain Mail increase armor. Woodworking, Artisanship, and Craftsmanship increase range. TIPS: Only improvement in its attacking power and hit points. I would consider the upgrade rather a bit costly. But this unit proves worth the time to reasearch. The Horse Archer can be used as a "sniper" to weaken infantry units while the infantry units approaches them. ------------------------------------------------------------------------ ________________________________________________________________________ [2 - 4] C a v a l r y U n i t s ________________________________________________________________________ The guys that are mounted on horses and elephants. These units are fast moving and has high hit points and decent attacking power. These units are very destructive against infantry units [fancy doing +5 damage, except for the slinger, worst of all they are fast-moving]. The early units of these group are good for scouting area for any visible foe for their fast-moving speed. ------------------------------------------------------------------------ [2 - 4 - 1] Scout ------------------------------------------------------------------------ Age: Tool Prerequisites: Build Town Center, build Barracks, build Stable. Cost: 100 food Hit points: 60 Attack: 3 Armor: 0 Range: – Speed: Fast Train at: Stable NOTES: The Scout is the weakest cavalry unit. The Scout cannot be upgraded. However, you can train Cavalry, which is stronger than the Scout. Other cavalry units include Heavy Cavalry, Cataphract, Chariot, and War Elephant. Researching Nobility increases hit points. Toolworking, Metalworking, and Metallurgy increase attack strength. Leather Armor, Scale Armor, and Chain Mail increase armor. TIPS: The Scout is meant for a purpose only.. that's to scout for uncovered areas. The Scout can allows you to remove shroud and fog. It is best to scout a place before you decide to set it as your base. ------------------------------------------------------------------------ [2 - 4 - 2] Camel Rider [NEW] ------------------------------------------------------------------------ Age: Bronze Prerequisites: Build Town Center, build Barracks, build Stable. Cost: 70 food, 60 gold Hit points: 125 Attack: 6 Armor: - Range: - Speed: Fast Special: +8 attack vs. cavalry and horse archers; +4 attack vs. chariots. Train at: Stable NOTES: The Camel Rider is used by desert civilizations to defend against cavalry attacks. Camel Riders do not receive a cavalry bonus against infantry. Nobility increases hit points. Toolworking, Metalworking, and Metallurgy increase attack strength. Leather Armor, Scale Armor, and Chain Mail increase armor. TIPS: Quite a good units when the Chariots are threathening the Priests. It has better hit points and better attacking power [about 14]. However when come to combat with Cavalry, it is still quite good, not mentioning serious injuries but not with Heavy Cavalry or Cataphract. ------------------------------------------------------------------------ [2 - 4 - 3] Chariot ------------------------------------------------------------------------ Age: Bronze Prerequisites: Build Town Center, build Barracks, build Stable, research Wheel. Cost: 40 food, 60 wood Hit points: 100 Attack: 7 Armor: 0 Range: – Speed: Fast Special: High resistance to conversion; double attack against Priest. Train at: Stable NOTES: The Chariot is a fast, two-wheel cavalry unit pulled by horses. You must research the Wheel before you can build the Chariot. Researching Nobility increases hit points. Toolworking, Metalworking, and Metallurgy increase attack strength. Leather Armor, Scale Armor, and Chain Mail increase armor. TIPS: Chariots are great chasers and can be lethal to Priests when combined with Chariot Archers. ------------------------------------------------------------------------ [2 - 4 - 4] Scythe Chariot [NEW] ------------------------------------------------------------------------ Age: Iron Prerequisite: Build Town Center, build Barracks, build Stabe, research Wheel, research Nobility. Upgrade Cost: 1200 wood, 800 gold Cost: 40 food, 60 wood Hit points: 120 Attack: 9 Armor: 2 Range: - Speed: Fast Special: High resistance to conversion; double attack against Priest. Scythed wheels damage adjacent enemy units Upgrade of: Chariot Train at: Stable NOTES: The Scythe Chariot is an upgrade of the Chariot. It has more hit points, more attack strength and more armor. Toolworking, Metalworking, and Metallurgy increase attack strength. Leather Armor, Scale Armor, and Chain Mail increase armor. The Scythed wheels works like in the case of the War Elephant. TIPS: Never ever surround this units as its scythed wheels can damage units surround it. It has a better hit points, a beginning armor of 2 and a hefty 9 attacking points. But the upgrade cost is rather costly. ------------------------------------------------------------------------ [2 - 4 - 5] Cavalry ------------------------------------------------------------------------ Age: Bronze Prerequisites: Build Town Center, build Barracks, build Stable. Cost: 70 food, 80 gold Hit points: 150 Attack: 8 Armor: 0 Range: – Speed: Fast Special: Cavalry charge bonus [+5 attack against Barracks units (except for Slingers)] Train at: Stable NOTES: Cavalry is not an upgrade of the Scout. It is a separate unit with more hit points and attack strength (including +5 attack against infantry, except for slinger) than the Scout. Cavalry can be upgraded to Heavy Cavalry. Other cavalry units include the Chariot and War Elephant. Researching Nobility increases hit points. Toolworking, Metalworking, and Metallurgy increase attack strength. Leather Armor, Scale Armor, and Chain Mail increase armor. TIPS: Cavalries are deadly killer units against infantry. It is best to research the armor first as it is hand-to-hand combat unit. Remember Cavalry has speed and also a starting HP of 150. Just imagining three villagers combined into this unit along with better speed. ------------------------------------------------------------------------ [2 - 4 - 6] Heavy Cavalry ------------------------------------------------------------------------ Age: Iron Prerequisites: Build Town Center, build Barracks, build Stable, train Cavalry, upgrade to Heavy Cavalry. Upgrade cost: 350 food, 125 gold Cost: 70 food, 80 gold Hit points: 150 Attack: 10 Armor: 1 Piercing Armor: 1 Range: – Speed: Fast Special: Cavalry charge bonus [+5 attack against infantry except for Slinger]; +1 piercing armor against Ballista, Helepolis, and missile weapons. Upgrade of: Cavalry Train at: Stable NOTES: Heavy Cavalry has more attack strength and armor (including +1 armor against missile weapons) than Cavalry. Heavy Cavalry can be upgraded to the Cataphract. Other cavalry units include the Chariot and War Elephant. Researching Nobility increases hit points. Toolworking, Metalworking, and Metallurgy increase attack strength. Leather Armor, Scale Armor, and Chain Mail increase armor. TIPS: Heavy Cavalry looks a bit more nicer compared to Cavalry and it has more attack strength and has equipped with armor. Not forget to mention when it has been upgraded to Cataphract. ------------------------------------------------------------------------ [2 - 4 - 7] Cataphract ------------------------------------------------------------------------ Age: Iron Prerequisites: Build Town Center, build Barracks, build Stable, research Cavalry, upgrade to Heavy Cavalry, research Metallurgy, upgrade to Cataphract. Upgrade cost: 2000 food, 850 gold Cost: 70 food, 80 gold Hit points: 180 Attack: 12 Armor: 3 Piercing Armor: 1 Range: – Speed: Fast Special: Cavalry charge bonus (+5 attack against infantry except for the Slinger); +1 piercing armor against Ballista, Helepolis, and missile weapons. Upgrade of: Heavy Cavalry Train at: Stable NOTES: The Cataphract is the ultimate cavalry unit. The Cataphract has more hit points, attack strength and armor than Heavy Cavalry. You must research Metallurgy before you can upgrade to the Cataphract. Other cavalry units include the Chariot and War Elephant. Researching Nobility increases hit points. Toolworking, Metalworking, and Metallurgy increase attack strength. Leather Armor, Scale Armor, and Chain Mail increase armor. TIPS: Deadly is the word that best fits this unit. It may quite cause a lot of money in upgrading this unit, but this certainly is best hand-to-hand units. [Centurions may have better attacking power and hit points, but it is slow moving, which make easy targets for Archery units.] This is the reason why Yamato is always a favourite civilization. ------------------------------------------------------------------------ [2 - 4 - 8] War Elephant ------------------------------------------------------------------------ Age: Iron Prerequisites: Build Town Center, build Barracks, build Stable. Cost: 170 food, 40 gold Hit points: 600 Attack: 15 Armor: 0 Range: – Speed: Slow Special: Trample damage to all adjacent enemy units; attack strength cannot be upgraded. Train at: Stable NOTES: The War Elephant is a cavalry unit with many hit points and special attack. The War Elephant causes trample damage to all adjacent enemy units. The War Elephant's attack strength cannot be upgraded because it already causes so much damage to other units. For example, if ten men attack a War Elephant, all ten men receive 15 points of damage, so that the War Elephant causes 150 points of damage per round. Researching Leather Armor, Scale Armor, and Chain Mail increases armor. TIPS: Ultimate destructive slow walking unit. This unit is deadly as it has an incredible amount of hit points. Only the Centurions or Seige Weapons can stand in its wrath, not mentioned suffering tedious damage. This unit is deadly as its trample damage does to all adjacent unit. It will be stupid to surround this unit. I would normally assign this unit along with Centurions to destroy the buildings along with Archery units does the back firing. ------------------------------------------------------------------------ [2 - 4 - 8] Armoured Elephant [NEW] ------------------------------------------------------------------------ Age: Iron Prerequisite: Build Town Center, build Barracks, build Stable, research Iron Shield Upgrade Cost: 1000 food, 1200 gold Cost: 170 food, 40 gold Hit points: 600 Attack: 18 Armor: 2 Range: - Speed: Slow Special: Trample damage against all adjacent enemy units; attack strength cannot be upgraded. Increased attacking vs. walls and towers; +1 armor against missile weapons, Ballista, Helepolis Upgrade of: War Elephant Train at: Stable NOTES: The Armoured Elephant is an upgrade of the War Elephant. The Armoured Elephant has Siegecraft, more attack strength, armor and piercing armor. Leather Armor, Scale Armor, and Chain Mail increase armor. TIPS: Better strength along with a bonus, increased of +1 armor against missile weapons. This unit is much more deadly as it is same as the War Elephant except it is more deadly. Same usage as the War Elephant. ------------------------------------------------------------------------ ________________________________________________________________________ [2 - 5] S i e g e W e a p o n s ________________________________________________________________________ Destructive weapons... This units can does damage ranging 40 ~ 70 and does more with upgrades. This units has range and are very damaging. I normally have them destroying structures and clearing forests to make way for other units. Their speed is kinda slow and thus it is essential to assign units to protect them. The area-based attacks not only does damage to the terrain, enemy foes and even your own troops. I have found out that it will be silly if you train all your units as seige weapons, once the infantry gets close to them, they are d-e-a-d. ------------------------------------------------------------------------ [2 - 5 - 1] Stone Thrower ------------------------------------------------------------------------ Age: Bronze Prerequisites: Build Town Center, build Barracks, build Archery Range, build Siege Workshop. Cost: 180 wood, 80 gold Hit points: 75 Attack: 50 Armor: – Range: 10 Speed: Slow Special: Fire rate once/5 seconds; small damage area; minimum range 2. Build at: Siege Workshop NOTES: The Stone Thrower is the weakest of the siege weapons. Upgrades include the Catapult and Heavy Catapult. Other siege weapons include the Ballista and Helepolis. Siege weapons are used to attack military units, buildings, towers, and walls. Researching Alchemy increases attack strength. Ballistics increases accuracy. Engineering increases range. TIPS: Here is the reason while medium walls/fortification are useful. These units can't have a hand-to-hand combat as its minimum range is 2. You can also make use of slow moving units such as Centurions and others to accompany it. Have this unit destroy a building until you see huge flames of fire and have the slow moving units along with Archery units to destroy it. [of course stop firing by then.] ------------------------------------------------------------------------ [2 - 5 - 2] Catapult ------------------------------------------------------------------------ Age: Iron Prerequisites: Build Town Center, build Barracks, build Archery Range, build Siege Workshop, upgrade to Catapult. Upgrade cost: 300 food, 250 wood Cost: 180 wood, 80 gold Hit points: 75 Attack: 60 Armor: – Range: 12 Speed: Slow Special: Fire rate once/5 seconds; medium damage area; minimum range 2. Upgrade of: Stone Thrower Build at: Siege Workshop NOTES: The Catapult has more attack strength and range and damages a larger area than the Stone Thrower. The Catapult can be upgraded to the Heavy Catapult. Other siege weapons include the Ballista and Helepolis. Siege weapons are used to attack military units, buildings, towers, and walls. Researching Alchemy increases attack strength. Ballistics increases accuracy. Engineering increases range. TIPS: Same as Stone Thrower except it has more range and attack strength. Note that the area damage is larger. Same usage as the Stone Thrower. ------------------------------------------------------------------------ [2 - 5 - 3] Heavy Catapult ------------------------------------------------------------------------ Age: Iron Prerequisites: Build Town Center, build Barracks, build Archery Range, build Siege Workshop, upgrade to Catapult, research Siegecraft, upgrade to Heavy Catapult. Upgrade cost: 1800 food, 900 wood Cost: 180 wood, 80 gold Hit points: 150 Attack: 60 Armor: – Range: 13 Speed: Slow Special: Fire rate once/5 seconds; large damage area; minimum range 2. Upgrade of: Catapult Build at: Siege Workshop NOTES: The Heavy Catapult has many more hit points and more range than the Catapult. You must research Siegecraft before you can upgrade to the Heavy Catapult. Other siege weapons include the Ballista and Helepolis. Siege weapons are used to attack military units, buildings, towers, and walls.Researching Alchemy increases attack strength. Ballistics increases accuracy. Engineering increases range. TIPS: Heavy Catapult is the "best" catapult unit you can get without using any cheats. It is rather strong with increased hit points and range. The area damage is deadly, so stop firing once it have finished its work. Refer to Stone Thrower for more information. ------------------------------------------------------------------------ [2 - 5 - 4] Ballista ------------------------------------------------------------------------ Age: Iron Prerequisites: Build Town Center, build Barracks, build Archery Range, build Siege Workshop. Cost: 100 wood, 80 gold Hit points: 55 Attack: 40 Armor: – Range: 9 Speed: Slow Special: Fire rate once/3 seconds; minimum range 3. Build at: Siege Workshop NOTES: The Ballista can be upgraded to the Helepolis. Other siege weapons include the Catapult and Heavy Catapult. Ballistas are used to attack military units, buildings, towers, and walls. Researching Alchemy increases attack strength. Ballistics increases accuracy. Engineering increases range. TIPS: A smaller version of Seige Weapons. This unit can fire a shot which does 40 hit points of damage in 3 seconds. But it will be vulunerable if it is being attack closely. Have units such as Infantry or Archery units to guard it. ------------------------------------------------------------------------ [2 - 5 - 4] Helepolis ------------------------------------------------------------------------ Age: Iron Prerequisites: Build Town Center, build Barracks, build Archery Range, build Siege Workshop, research Craftsmanship, upgrade to Helepolis. Upgrade cost: 1500 food, 1000 wood Cost: 100 wood, 80 gold Hit points: 55 Attack: 40 Armor: – Range: 10 Speed: Slow Special: Fire rate once/1.5 seconds; minimum range 3. Upgrade of: Ballista Build at: Siege Workshop NOTES: The Helepolis has more range and a faster fire rate than the Ballista. You must research Craftsmanship before you can upgrade to the Helepolis. Other siege weapons include the Catapult and Heavy Catapult. The Helepolis is used to attack military units, buildings, towers, and walls. Researching Alchemy increases attack strength. Ballistics increases accuracy. Engineering increases range. TIPS: Perhaps the ancient type of missile firing. This unit has a faster time rate and a +1 range compared to Ballista. Works well in conjunction with Cavalry units as it has no area damage compared to Stone Thrower/ Catapults/Heavy Catapult. ------------------------------------------------------------------------ ________________________________________________________________________ [2 - 6] B o a t s ________________________________________________________________________ Naval vessels are the only units that allows you to get food such as Salmon, Whale, etc. found in the sea. However since the sea is abundant of food, there is a need to fight against your opponents. Of course, naval vessels can also attack land units. I have found out that the Merchant ship is quite important sometimes. ------------------------------------------------------------------------ [2 - 6 - 1] Fishing Boat ------------------------------------------------------------------------ Age: Stone Prerequisites: Build Town Center, build Dock. Cost: 50 wood Hit points: 45 Attack: – Armor: – Range: – Speed: Medium Special: Boats are twice as resistant to conversion as other units. Build at: Dock NOTES: The Fishing Boat provides food by gathering fish and depositing them at the Dock. The cargo capacity of a Fishing Boat is greater than the carrying capacity of a villager. The Fishing Boat can be upgraded to the Fishing Ship. The Fishing Boat can carry 15 food per trip. TIPS: I would recommend to have at least 7 fishing boats if the random map is abundant of sea. It can gathered as much as 15 food per trip. Food in the sea does not rot unlike animals that are hunted. Food gathered from farms are extremely slow only 2 food per plough. Hence fishing boats are highly recommended. Besides it is still upgradable. ------------------------------------------------------------------------ [2 - 6 - 2] Fishing Ship ------------------------------------------------------------------------ Age: Bronze Prerequisites: Build Town Center, build Dock, upgrade to Fishing Ship. Upgrade cost: 50 food, 100 wood Cost: 50 wood Hit points: 75 Attack: – Armor: – Range: – Speed: Fast Special: Boats are twice as resistant to conversion as other units. Upgrade of: Fishing Boat Build at: Dock NOTES: The Fishing Ship has more hit points and is faster than the Fishing Boat. The Fishing Ship can carries 20 food per trip. TIPS: In Age of Empires: Rise of Rome, gathering food is one of most toughest tasks compared to others. The Fishing boat gather about 20 food per trip and travel much faster compared to the Fishing Boat. Remember to upgrade to this unit, so that you could optimize your resources. ------------------------------------------------------------------------ [2 - 6 - 3] Trade Boat ------------------------------------------------------------------------ Age: Stone Prerequisites: Build Town Center, build Dock. Cost: 100 wood Hit points: 200 Attack: – Armor: – Range: – Speed: Fast Special: Boats are twice as resistant to conversion as other units. Build at: Dock NOTES: The Trade Boat lets you trade with other civilizations to increase your stockpile of gold. The Trade Boat can be upgraded to the Merchant Ship. TIPS: Trading is quite important if your troops are not close to the gold mines, they allows you to trade other resources for gold such as wood/ gold/food by at an exchange rate of 20 per travel. ------------------------------------------------------------------------ [2 - 6 - 4] Merchant Ship ------------------------------------------------------------------------ Age: Bronze Prerequisites: Build Town Center, build Dock, upgrade to Merchant Ship. Upgrade cost: 200 food, 75 wood Cost: 100 wood Hit points: 250 Attack: – Armor: – Range: – Speed: Fast Special: Boats are twice as resistant to conversion as other units. Upgrade of: Trade Boat Build at: Dock NOTES: The Merchant Ship lets you trade with other civilizations to increase your stockpile of gold. It is faster and has more hit points than the Trade Boat. TIPS: The Merchant Ship proves its worth as it has acceptable speed and more hit points. It is quite fast in escaping. ------------------------------------------------------------------------ [2 - 6 - 5] Light Transport ------------------------------------------------------------------------ Age: Tool Prerequisites: Build Town Center, build Dock. Cost: 150 wood Hit points: 150 Attack: – Armor: – Range: – Speed: Medium Special: Boats are twice as resistant to conversion as other units. Build at: Dock NOTES: The Light Transport lets you transport up to five villagers, military units, or Artifacts across water. The Light Transport can be upgraded to the Heavy Transport. TIPS: Never ever have this unit upguarded! It serves as a transporting agent plus it can carries 5 units [no matter whether they are seige weapons, infantry units, cavalry units, priests, villagers, artifacts or archery units.] But remember that once it is destroyed, all units that were brought inside will be destroyed too. Have marine military units to accompanied it. If an Artifact in a transport is destroyed, it will be brought back to the original space. ------------------------------------------------------------------------ [2 - 6 - 6] Heavy Transport ------------------------------------------------------------------------ Age: Iron Prerequisites: Build Town Center, build Dock, upgrade to Heavy Transport. Upgrade cost: 150 food, 125 wood Cost: 150 wood Hit points: 200 Attack: – Armor: – Range: – Speed: Fast Special: Boats are twice as resistant to conversion as other units. Upgrade of: Light Transport Build at: Dock NOTES: The Heavy Transport lets you transport up to ten villagers, military units, or Artifacts across water. The Heavy Transport has more hit points, is faster, and carries more units than the Light Transport. TIPS: Heavy Transport generally is a better transport compared to Light Transport. It is faster and could carries 10 units across the sea. It serves as a transport, so have your naval vessels to guard it. ------------------------------------------------------------------------ [2 - 6 - 7] Scout Ship ------------------------------------------------------------------------ Age: Tool Prerequisites: Build Town Center, build Dock. Cost: 135 wood Hit points: 120 Attack: 5 Armor: – Range: 5 Speed: Fast Special: Boats are twice as resistant to conversion as other units. Build at: Dock NOTES: The Scout Ship is the weakest of the war vessels. Upgrades include the War Galley and Trireme. Other war ships include the Catapult Trireme and Juggernaught. War vessels fire at enemy villagers, military units, and boats within range. Researching Alchemy increases attack strength. Ballistics increases accuracy. Woodworking, Artisanship, and Craftsmanship increase range. TIPS: The Scout Ship is the starting war vessel you have. But it can be upgraded in a Trireme which will be deadly. It can also attacks units that are on the ground. Its firing rate is quite smooth and it can be a threat to the sea, even on the land. You need to have them to guard the Docks and the fishing region. ------------------------------------------------------------------------ [2 - 6 - 8] War Galley ------------------------------------------------------------------------ Age: Bronze Prerequisites: Build Town Center, build Dock, upgrade to War Galley. Upgrade cost: 150 food, 75 wood Cost: 135 wood Hit points: 160 Attack: 8 Armor: – Range: 6 Speed: Fast Special: Boats are twice as resistant to conversion as other units. Upgrade of: Scout Ship Build at: Dock NOTES: The War Galley has more hit points, attack strength, and range than a Scout Ship. The War Galley can be upgraded to the Trireme. War vessels fire at enemy villagers, military units, and boats within range. Researching Alchemy increases attack strength. Ballistics increases accuracy. Woodworking, Artisanship, and Craftsmanship increase range. TIPS: The War Galley is an upgraded version of the Scout Ship. It has an overall improvement over the Scout Ship. ------------------------------------------------------------------------ [2 - 6 - 9] Fire Galley [NEW] ------------------------------------------------------------------------ Age: Iron Prerequisites: Build Town Center, build Dock, upgrade to War Galley. Cost: 115 wood, 40 gold Hit points: 200 Attack: 24 Armor: - Range: 1 Speed: Fast Special: Boats are twice as resistant to conversion as other units. +5 damage from Ballista, Helepolis, +10 from other seige weapons Build at: Dock NOTES: The Fire Galley is a short range vessel used to defend other ships. Fire Galleys are superior to Triremes in one-on-one combat. Fire Galleys take additional damage from Ballistics, Helepolises, Stone Throwers, Catapults, Heavy Catapults and Juggernauts, whose heavy artillery can shatter the Fire Galley's burning fire pots and set fire to the ship. Research Alchemy increase attack strength. Note that you can build Fire Galleys if you select the Full Tech Tree option before starting a game. TIPS: The Fire Galley is a brand new addition to this sequel. Fire Galley are strong in attacks and can have combat one-to-one. It is short ranged, it possess high attacking power. Position it away from troops such as seige weapons as it is deadly. Of course, not forgetting the great vessel, the Juggernauts. ------------------------------------------------------------------------ [2 - 6 - 10] Trireme ------------------------------------------------------------------------ Age: Iron Prerequisites: Build Town Center, build Dock, upgrade to War Galley, upgrade to Trireme. Upgrade cost: 250 food, 100 wood Cost: 135 wood Hit points: 200 Attack: 12 Armor: – Range: 7 Speed: Fast Special: Boats are twice as resistant to conversion as other units; fire rate once/2 seconds. Upgrade of: War Galley Build at: Dock NOTES The Trireme has more hit points, attack strength, and range than a War Galley. The Trireme cannot be upgraded. However, you can research the Catapult Trireme, which is stronger than the Trireme. War vessels fire at enemy villagers, military units, and boats within range. Researching Alchemy increases attack strength. Ballistics increases accuracy. Woodworking, Artisanship, and Craftsmanship increase range. TIPS: Another overall improvement over the War Galley. There is only one downside as it can only fire once in 2 seconds. It could be weaker compared a rapid firing War Galley. Have them to do the final blow. ------------------------------------------------------------------------ [2 - 6 - 11] Catapult Trireme ------------------------------------------------------------------------ Age: Iron Prerequisites: Build Town Center, build Dock, upgrade to War Galley, upgrade to Trireme, research Catapult Trireme. Research cost: 300 food, 100 wood Cost: 135 wood, 75 gold Hit points: 120 Attack: 35 Armor: – Range: 9 Speed: Fast Special: Boats are twice as resistant to conversion as other units; fire rate once/5 seconds; small damage area. Build at: Dock NOTES: The Catapult Trireme is not an upgrade of the Trireme. It is a separate vessel with fewer hit points and a slower fire rate than a Trireme but it has much more attack strength, range, and is armed with a Catapult, which can fire at a location instead of at a particular unit. The Catapult Trireme can be upgraded to the Juggernaught. War vessels fire at enemy villagers, military units, and boats within range.Researching Alchemy increases attack strength. Ballistics increases accuracy. Engineering increases range. TIPS: With an attack strength of 35 within 5 seconds, I would rather choose Heavy Catapult over this. But since it is in the sea, there is no harm in training this troop. ------------------------------------------------------------------------ [2 - 6 - 12] Juggernaught ------------------------------------------------------------------------ Age: Iron Prerequisites: Build Town Center, build Dock, upgrade to War Galley, upgrade to Trireme, research Catapult Trireme, research Engineering, upgrade to Juggernaught. Upgrade cost: 2000 food, 900 wood Cost: 135 wood, 75 gold Hit points: 200 Attack: 35 Armor: – Range: 10 Speed: Fast Special: Boats are twice as resistant to conversion as other units; fire rate once/5 seconds; medium damage area. Upgrade of: Catapult Trireme Build at: Dock NOTES: The Juggernaught has more hit points and range and causes damage to a larger area than the Catapult Trireme. Like the Catapult Trireme, the Juggernaught is armed with a Catapult, which can fire at a location instead of at a particular unit. You must research Engineering before you can upgrade to the Juggernaught. War vessels fire at enemy villagers, military units, and boats within range. Researching Alchemy increases attack strength. Ballistics increases accuracy. Engineering increases range. TIPS: With more range and attacking area, this unit is deadly against naval vessels. However its slow movement pace needs units such as Trireme to guard it. ________________________________________________________________________ [2 - 7] G a i a ________________________________________________________________________ What does the Gaia group comprised of? They are just simply the "living things" that you will find in the terrain. They are stats of monsters such as gazelles, lions and elephants. Here is another piece of amusing news, that's I have also included the list of trees! x - You need enter the code, GRANTLINKSPENCE to transform them to the King class. Elephant King and Lion King appears most of the time, whereas the Gazelle King's appearance is seldom. * - No effect on the game. They are just flying creatures found through the sky. However sometimes, I have accidently click the Eagle and it says there is a total of 4 hit points.... The Dragon appears if you have entered the code, KING ARTHUR and it has 999 HP! ^ - Appears in Scenarios only. Their appearance is seldom. ------------------------------------------------------------------------ ================== Name: the name of the creature or structure -/-/- LEGEND -/-/- Hit Points: aka. Health Points ================== Production: What benefits they could nab you Method: the way to get the resources. ------------------------------------------------------------------------ THE LIST OF GAIA ------------------------------------------------------------------------ Here is the list of gaia that I have found while playing Age of Empires: Rise of Rome. Below includes their hit points, production [how much resources] and the method to get the production. Notes for hunting: =================== Note for hunting mammals, there is a rot rate for each animal hunt. Food will start to decrease by one if there is no villager to collect the food. The rot rate is about a reduction of 1 per second. Control of Ruins/Discoveries/Artifacts/Ruins/War Chest ======================================================= Discovery/Artifacts/Ruins/War Chest can be controlled by moving an unit close to it. Artifacts and War Chest can be moved by clicking the controlled Artifact/War Chest and move like other units. Fishing for humans =================== Villagers can only fish for food at fishing sites that are close to the shores or pebbles. Trees in the forests ===================== Trees located within forests only provide 40 wood [well, perhaps to due to sufficient space to grow ^_^;] ______________________________________________________________________ |----------------------|---------------|----------------|--------------| | Name | Hit Points | Production | Method | |----------------------|---------------|----------------|--------------| | Alligator | 20 | 100 food | Hunting | | Alligator King x| 100 | 100 food | Hunting | | Artifact | 1 | n/a | n/a | | Berry Bush | n/a | 150 food | Foraging | | Discovery ^| 1 | n/a | n/a | | Dragon* | 999 | n/a | n/a | | Double Pole Flag ^| n/a | n/a | n/a | | Eagle* | n/a | n/a | n/a | | Elephant | 45 | 300 food | Hunting | | Elephant King x| 60 | 300 food | Hunting | | Fish - Salmon | n/a | 250 food | Fishing | | Fish - Shore | n/a | 250 food | Fishing | | Fish - Tuna | n/a | 250 food | Fishing | | Fish - Whale | n/a | 250 food | Fishing | | Gazelle | 8 | 150 food | Hunting | | Gazelle King x| 16 | 400 food | Hunting | | Gold Mine | n/a | 400 gold | Mining | | Hawk* | n/a | n/a | n/a | | Lion | 20 | 100 food | Hunting | | Lion King x| 40 | 100 food | Hunting | | Single Pole Flag ^| n/a | n/a | n/a | | Stone Mine | n/a | 250 stone | Mining | | Tree - Ash | 25 | 75 wood | Chopping | | Tree - Beech | 25 | 75 wood | Chopping | | Tree - Oak | 25 | 75 wood | Chopping | | Tree - Palm | 25 | 75 wood | Chopping | | Tree - Pine | 25 | 75 wood | Chopping | | Tree - Spruce | 25 | 75 wood | Chopping | | Ruin ^| 1 | n/a | n/a | | War Chest ^| 1 | n/a | n/a | |______________________|_______________|________________|______________| ________________________________________________________________________ [2 - 8] S p e c i a l T r o o p s ________________________________________________________________________ Here you will find the most unique troops such as the Zenobia's Tower, Invisible Demon, Lion-Tame and much more. These units are only accessible through your own created scenarios and some of the campaigns. Basically, there are some of the units which can you can get it by entering the code, one good example is the Medusa. ------------------------------------------------------------------------ [2 - 8 - 1] The Heroes ------------------------------------------------------------------------ These are really the elite troops.. have advanced attacking power and some of them are really great. Even a War Elephant is also considered a hero... There may be errors as I have actually jotted this down on a piece of paper and it's in a mess (my handwritting is quite aweful). ------------------------------------------------------------------------ Name: Hero Alexander Occupation: Heavy Cavalry Hit Points: 400 Attack: 22 Armor: 1 Peircing Armor: 0 Range: 0 ------------------------------------------------------------------------ Name: Hero Amon Ra Occupation: Priest Hit Points: 150 Attack: 0 Armor: 0 Range: 12 ------------------------------------------------------------------------ Name: Hero Archimedes Occupation: Priest Hit Points: 25 Attack: 0 Armor: 0 Range: 0 ------------------------------------------------------------------------ Name: Hero Caesar Occupation: Cataphract Hit Points: 150 Attack: 5 Armor: 2 Peircing Armor: 0 +2 Range: 0 ------------------------------------------------------------------------ Name: Hero Corlis Occupation: Villager Hit Points: 100 Attack: 6 Armor: 0 Piercing Armor: 0 Range: 0 ------------------------------------------------------------------------ Name: Hero Hannibal Occupation: War Elephant Hit Points: 600 Attack: 20 Armor: 4 Piercing Armor: 1 Range: 0 +1 ------------------------------------------------------------------------ Name: Hero Hector Occupation: Heavy Cavalry Hit Points: 350 Attack: 25 Armor: 2 Piercing Armor: 1 Range: 0 +1 ------------------------------------------------------------------------ Name: Hero Hersifor Occupation: Villager Hit Points: 150 Attack: 9 Armor: 0 Range: 0 ------------------------------------------------------------------------ Name: Hero Jason Occupation: Short Swordsman Hit Points: 180 Attack: 20 Armor: 0 Piercing Armor: 0 Range: 0 ------------------------------------------------------------------------ Name: Hero Mark Anthony Occupation: Short Swordsman Hit Points: 300 Attack: 20 Armor: 6 Piercing Armor: 6 Range: 0 +6 ------------------------------------------------------------------------ Name: Hero Mor Havoc Occupation: Priest Hit Points: 180 Attack: 0 Armor: 0 Range: 12 ------------------------------------------------------------------------ Name: Hero Perseus Occupation: Composite Archer Hit Points: 100 Attack: 10 Armor: 3 Piercing Armor: 0 Range: 9 ------------------------------------------------------------------------ Name: Hero Scipio Occupation: Cataphract Hit Points: 250 Attack: 12 Armor: 2 Piercing Armor: 1 Range: 0 +1 ------------------------------------------------------------------------ Name: Hero Tiberius Occupation: Chariot Hit Points: 250 Attack: 15 Armor: 0 Piercing Armor: 0 Range: 0 ------------------------------------------------------------------------ Name: Hero Vercingetorix Occupation: Heavy Cavalry Hit Points: 350 Attack: 25 Armor: 2 Piercing Armor: 1 Range: 0 +1 ------------------------------------------------------------------------ Name: Hero Xerxes Occupation: Short Swordsman Hit Points: 200 Attack: 20 Armor: 3 Piercing Armor: 0 Range: 0 ------------------------------------------------------------------------ ------------------------------------------------------------------------ [2 - 8 - 2] Others ------------------------------------------------------------------------ Here you will also find troops such as Blind Lame Priest and much more. These units could only appear in Scenarios and Campaigns. The Exceptions are the Flying Dutchman and Medusa. ------------------------------------------------------------------------ Name: Blind Lame Priest | Just like an ordinary Hit Points: 25 | Priest unit, except for Attack: 0 | it's aweful range. BTW, you Armor: 0 | need to approach it as it Range: 2 | is stuck to the ground. ------------------------------------------------------------------------ Name: Cleopatra's Barge | It looks like the Flying Hit Points: 500 | Dutchman and Juggernaut. Attack: 60 | It can travel on lands and Armor: 0 | it has better stats Piercing Armor: 0 | compared to the Flying Range: 10 | Dutchman. ------------------------------------------------------------------------ Name: Flying Dutchman | It looks like a Juggernaut Hit Points: 200 | except that it can travel Attack: 40 | on lands and seas. You can Armor: 0 | get this troop by create Piercing Armor: 0 | a Juggernaut and enter the Range: 10 | code "Flying Dutchman" ------------------------------------------------------------------------ Name: Invisible Demon | It looks like a Heavy Hit Points: 180 | Cavalry except it is Attack: 20 | invisible on the terrain. Armor: 0 | Piercing Armor: 0 | Range: 0 | ------------------------------------------------------------------------ Name: Lion - Tame | It looks like ordinary lion Hit Points: 20 | except it can be controlled Attack: 3 | by you! Lions are quite Armor: 0 | good too as they are fast Piercing Armor: 0 | runners. Range: 0 | ------------------------------------------------------------------------ Name: Medusa | It looks like an ordinary Hit Points: 25 | villager, except that it Attack: 3 | can be transformed into Armor: 0 | Black Rider [Horse Archer] Piercing Armor: 0 | and Heavy Catapult when Range: 0 | killed. Note that it can't | gather materials like the | villagers do. ------------------------------------------------------------------------ Name: Mercenary | It looks like an ordinary Hit Points: 170 | Heavy Cavalry, except that Attack: 10 | it has better stats and Armor: 0 | has piercing armor. Piercing Armor: 0 | Range: 0 +1 | ------------------------------------------------------------------------ Name: Mirror Tower | It looks like the Ballistic Hit Points: 400 | Tower. It has 100 attack Attack: 100 | points! Armor: 0 | Range: 17 | ------------------------------------------------------------------------ Name: Raft | It is a transport vessel Hit Points: 40 | which can only take up 2 Attack: 0 | units at a time.. Armor: 0 | Range: 0 | ------------------------------------------------------------------------ Name: Zenobia's Tower | It looks like the Ballistic Hit Points: 1000 | Tower, except for it's high Attack: 40 | hit points and attack Armor: 0 | points. Range: 0 | ------------------------------------------------------------------------ ________________________________________________________________________ [2 - 9] S e c r e t T r o o p s ________________________________________________________________________ Using these units will definately causes the game to be more boring. It is also kinda funny in seeing robots, nuke troopers in ancient time. There are a couple of new units added to this family such as the BabyPrez [which gives a baby cry once you click it] and a Star Wars-like robot (Zug 209) ------------------------------------------------------------------------ Name: Nuke Trooper | A man dressed in white, Hit Points: 100 | armed with laser gun. Very Attack: 15 | damaging as it does about Armor: 10 | 30 points damage per second. Range: 15 | Also does long range Movement: Fast | attacks. Code: PHOTON MAN | ------------------------------------------------------------------------ Name: Nuke Trooper | Same nuke trooper just that Hit Points: 100 | he is armed with a rocket Attack: 300 | launcher. Does about a shot Armor: 10 | per 3 ~ 5 seconds. This guy Range: 88 | has also incredible range. Movement : Fast | Also does area attacks. Code: E=MC2 TROOPER | ------------------------------------------------------------------------ Name: Zug 209 | A robot-walker, has similar Hit Points: 100 | attributes with the Nuke Attack: 20 | Trooper but twice the damage Armor: 10 | and makes a noise. Does long Range: 15 | attacks and has a fire rate Movement: Fast | of a shot per second. Code: STORMBILLY | ------------------------------------------------------------------------ Name: Winsett's Z | The black car with a man Hit Points: 500 | holding a rocket launcher. Attack: 300 | High hit points but it is Armor: 10 | very easy to convert. About Range: 15 | every 5 seconds, it makes Movement: Very Fast | one shot. Also does area Code: BIGDADDY | attacks. ------------------------------------------------------------------------ Name: Winsett's Other Z | New white car with another Hit Points: 500 | rocket launcher. At about 3 Attack: 60 | seconds, it makes a shot. Armor: 10 | Also does area damage! Range: 15 | Movement: Very Fast | Code: BIG MOMMA | ------------------------------------------------------------------------ Name: Saint Francis | A priest that does not Hit Points: 25 | convert or heal. This unit Attack: 200 | has very damaging fire power Armor: 0 | and does area attacks. The Range: 10 | only weakness is it's slow. Movement: Slow | About 5 seconds and it makes Code: CONVERT THIS! | first shot. ------------------------------------------------------------------------ Name: BabyPrez | A baby ailen on a tricycle. Hit Points: 500 | It does a handsome amount of Attack: 50 | damage at moderate rate. It Armor: 10 | has also very high HP! Don't Range: 15 | look down on it as it was a Movement: Fast | baby... never judge a book Code: POW! | by its cover... ------------------------------------------------------------------------ Name: Big Bertha | A better Heavy Catapult with Hit Points: 200 | attacking power, wondered Attack: 65 | why can't find it in the Armor: 6 | Scenario Builder... Range: 16 | Movement: Slow | Code: BIG BERTHA | ------------------------------------------------------------------------ Name: Black Rider | A better Horse Archer. Press Hit Points: 68 | DELETE on a villager with Attack: 8 | MEDUSA code on and you will Armor: 0 | get this unit. This unit Piercing Armor: 2 | recieve upgrades from the Range: 7 | armor for Archers. It has Movement: Fast | a stealth camelflouge when Code: BLACK RIDER or MEDUSA | viewed from enemy. ------------------------------------------------------------------------ _____ / 3.0 \_________________________________________________________________ ======================================================================== List of Buildings ======================================================================== Here is the list of buildings found in Age of Empires: Rise of Rome. I have added information on what it allows you to train for military buildings such as Barracks. These buildings not only create units but also provide upgrades for units such as Cavalry to Heavy Cavalry. Research for Short Swordsman which eventually leads to the powerful Legions. ________________________________________________________________________ [3 - 1] T e c h n o l o g y ________________________________________________________________________ These are technology related buildings that allows you to get units and technology to increase the growth of your civilization. Of course you need to build the basic buildings such as Market before you can get intermediate buildings such as Government Center. ------------------------------------------------------------------------ [3 - 1 - 1] Academy ------------------------------------------------------------------------ Age: Bronze Prerequisites: Build Town Center, build Barracks, build Stable. Cost: 200 wood Hit points: 350 ------------------------------------------------------------------------ NOTES ====== The Academy lets you train elite infantry units, including the Hoplite, Phalanx, and Centurion. Researching Architecture increases the hit points and decreases the construction time of this building. TIPS ===== Academy will provide much more stronger hand-to-hand combat troops. These units may be slow moving but they does devastating damage. I would recommend you to get this once you have sufficient wood in your stock pile. ------------------------------------------------------------------------ [3 - 1 - 2] Archery Range ------------------------------------------------------------------------ Age: Tool Prerequisites: Build Town Center, build Barracks. Cost: 150 wood Hit points: 350 ------------------------------------------------------------------------ NOTES ====== The Archery Range lets you train archers, including the Bowman, Improved Bowman, Composite Bowman, Chariot Archer, Elephant Archer, Horse Archer, and Heavy Horse Archer. You must build the Archery Range before you can build the Siege Workshop. Researching Architecture increases the hit points and decreases the construction time of this building. TIPS ===== Archers are great defensive troops. I will always recommended you to build this first over a Stable [unless you are playing as Yamato]. The Archer Range is an important requirement in order to build a Seige Weapon. ------------------------------------------------------------------------ [3 - 1 - 3] Barracks ------------------------------------------------------------------------ Age: Stone Prerequisites: Build Town Center. Cost: 125 wood Hit points: 350 ------------------------------------------------------------------------ NOTES ====== The Barracks lets you train infantry, including the Clubman, Axeman, Slinger, Short Swordsman, Broad Swordsman, Long Swordsman, and Legion. You must build the Barracks before you can build the Archery Range, Siege Workshop, Stable, or Academy. Researching Architecture increases the hit points and decreases the construction time of this building. TIPS ===== Here you will get cheap and strong infantry units. Imagine paying only 35 food and 15 gold you can get a Short Swordsman/Broad Swordsman/ Long Swordsman/Legion. I will always try to create a couple of them first in the game to defending the base. They can destroy Catapults in seconds when combine with Bowmen for firing. ------------------------------------------------------------------------ [3 - 1 - 4] Dock ------------------------------------------------------------------------ Age: Stone Prerequisites: Build Town Center. Cost: 100 wood Hit points: 350 ------------------------------------------------------------------------ NOTES ====== The Dock lets you create boats, including the Fishing Boat, Fishing Ship, Trade Boat, Merchant Ship, Light Transport, Heavy Transport, Scout Ship, War Galley, Fire Galley, Trireme, Catapult Trireme, and Juggernaught. The Dock is also where fishing vessels deposit food and trade vessels deposit gold from trading. Researching Architecture increases the hit points and decreases the construction time of this building. TIPS: ====== Without this in a water battlefield, you will bound to lose out as you can't travel much. Naval vessels are deadly as they can also attack units on the land. But you really need a lot of wood. Normally you will see a cargo icon which has a maximum number of 100. It will start to drop when you perform a trade or create a naval vessel. ------------------------------------------------------------------------ [3 - 1 - 5] Government Center ------------------------------------------------------------------------ Age: Bronze Prerequisites: Build Town Center, build Granary, build Market. Cost: 175 wood Hit points: 350 ------------------------------------------------------------------------ NOTES ======= The Government Center lets you build additional Town Centers and research technologies that improve your buildings and military units, including Writing, Architecture, Engineering, Logistics, Aristocracy, Alchemy, Nobility, and Ballistics. Researching Architecture increases the hit points and decreases the construction time of this building. TIPS ====== A need for advance to Iron Age. It will provide the requirements for the ultimate upgrade. It has a couple of important technology, not forgetting that it allows your villagers to build another Government Center. ------------------------------------------------------------------------ [3 - 1 - 6] Granary ------------------------------------------------------------------------ Age: Stone Prerequisites: Build Town Center. Cost: 120 wood Hit points: 350 ------------------------------------------------------------------------ NOTES ======= The Granary lets you build walls and towers, including the Small Wall, Medium Wall, Fortification, Watch Tower, Sentry Tower, Guard Tower, and Ballista Tower. You must research the Granary before you can build the Market. Foragers and farmers can deposit food from Farms and forage sites at the Granary instead of the Town Center. Researching Architecture increases the hit points and decreases the construction time of this building. TIPS ====== Normally, I will have more than 1 Granary as you can deposit food in there from farming or foraging. The granary also allows you to research defensive buildings such as Walls and the rocking defensive barrier, the Towers. It is wisable to build farms to surround it [not to close or the farmers have to contour around the farm to deposit food.] or build near a forage site. ------------------------------------------------------------------------ [3 - 1 - 7] Market ------------------------------------------------------------------------ Age: Tool Prerequisites: Build Town Center, build Granary. Cost: 150 wood Hit points: 350 ------------------------------------------------------------------------ NOTES ======= The Market lets you build Farms, pay Tribute to other civilizations, and research technologies that improve your military units and the effectiveness of your villagers, including Woodworking, Artisanship, Craftsmanship, Stone Mining, Siegecraft, Gold Mining, Coinage, Domestication, the Plow, Irrigation, and the Wheel. You must build the Market before you can build the Government Center or Temple. Researching Architecture increases the hit points and decreases the construction time of this building. TIPS ===== The Market is essential as it allows you to build Farms [which is extremely important when the food collecting resources are running low]. The Market allows you to build tribute to your allies. Tribute is a must if you want to maintain an alliance with another civilization. The Market also allows you to research great technologies such as Woodcutting, etc. ------------------------------------------------------------------------ [3 - 1 - 8] Siege Workshop ------------------------------------------------------------------------ Age: Bronze Prerequisites: Build Town Center, build Barracks, build Archery Range. Cost: 200 wood Hit points: 350 ------------------------------------------------------------------------ NOTES ======= The Siege Workshop lets you build siege weapons, including the Stone Thrower, Catapult, Heavy Catapult, Ballista, and Helepolis. Researching Architecture increases the hit points and decreases the construction time of this building. TIPS ====== Siege Weapons have high attacking power and range. They are ideal for destroying buildings but their slow firing rate weakens them tremedously. ------------------------------------------------------------------------ [3 - 1 - 9] Stable ------------------------------------------------------------------------ Age: Tool Prerequisites: Build Town Center, build Barracks. Cost: 150 wood Hit points: 350 ------------------------------------------------------------------------ NOTES ======= The Stable lets you train cavalry units, including the Scout, Camel Rider, Cavalry, Heavy Cavalry, Cataphract, Chariot, Scythe Chariot, War Elephant and Armored Elephant. You must build the Stable before you can build the Academy. Researching Architecture increases the hit points and decreases the construction time of this building. TIPS ===== The Stable allows you to train cavalry units which civilizations such as Yamato can't survive without it ^_^; Cavalry units have speed and for the most of them has an edge over the infantry units. ------------------------------------------------------------------------ [3 - 1 - 10] Storage Pit ------------------------------------------------------------------------ Age: Stone Prerequisites: Build Town Center. Cost: 120 wood Hit points: 350 ------------------------------------------------------------------------ NOTES ====== The Storage Pit lets you research technologies that improve the armor and attack strength of military units, including Toolworking, Metalworking, Metallurgy, the Bronze Shield, the Iron Shield, Leather Armor for Infantry, Scale Armor for Infantry, Chain Mail for Infantry, Leather Armor for Cavalry, Scale Armor for Cavalry, Chain Mail for Cavalry, Leather Armor for Archers, Scale Armor for Archers, Chain Mail for Archers and Tower Shield. Hunters, fishermen, and miners can deposit meat, fish, stone, wood, and gold at the Storage Pit instead of at the Town Center.Researching Architecture increases the hit points and decreases the construction time of this building. TIPS ===== A must when you want to get resources quickly. Town Centers are expensive and hard to get. The Storage pit allows you to store food from fishing or hunting, gold from gold mining/ stone from stone mining and wood from clearing of trees. The storage pit allows you to research bonuses for attack and armor points. Sometimes also provide piercing armor. Build one near a forests/stone or gold mine to make effective collection of stone/wood/gold. Rear gazelles near the storage before dealt the final blow to reduce leakages. ------------------------------------------------------------------------ [3 - 1 - 11] Temple ------------------------------------------------------------------------ Age: Bronze Prerequisites: Build Town Center, build Granary, build Market. Cost: 200 wood Hit points: 350 ------------------------------------------------------------------------ NOTES ======= The Temple lets you train Priests and research technologies that increase their powers, including Polytheism, Mysticism, Astrology, Monotheism, Afterlife, Jihad, Fanaticism, Martyrdom and Medicine. Researching Architecture increases the hit points and decreases the construction time of this building. TIPS ===== What makes gold useful in Age of Empires: Rise of Rome? They allows you to get technologies which benefits Priests and villagers. Gold is essential for creating Priests [the only units that could heal wounded units.] ------------------------------------------------------------------------ [3 - 1 - 12] Town Center ------------------------------------------------------------------------ Age: Stone Prerequisites: Build Town Center, build Granary, build Market, build Government Center. Cost: 200 wood Hit points: 600 ------------------------------------------------------------------------ NOTES ======= The Town Center lets you create villagers and advance to the next Age. It is also where villagers can deposit food, wood, gold, and stone. The Town Center supports four villagers, military units, or boats. Priests cannot convert Town Centers. After you build a Government Center, you can build additional Town Centers to expand your civilization's dominance and build Town Centers closer to distant resources. You can also replace your Town Center if it is destroyed in combat. Researching Architecture increases the hit points and decreases the construction time of this building. TIPS ===== You should know what it does. It create villagers and allows all sorts of deposits. It is only building that allows you to proceed to the new age. ________________________________________________________________________ [3 - 2] N o n - T e c h n o l o g y B u i l d i n g s ________________________________________________________________________ The buildings does not creating of addition units, upgrades, research new units. This buildings proves housing, food or defensive purposes. Wonder is just a building that represents the might of an empire... ------------------------------------------------------------------------ [3 - 2 - 1] Farm ------------------------------------------------------------------------ Age: Tool Prerequisites: Build Town Center, build Granary, build Market. Cost: 75 wood Hit points: 50 ------------------------------------------------------------------------ NOTES ====== The Farm provides a reliable supply of food, which can be gathered by a villager. Because Farms produce food at a fixed rate, assigning more than one villager to work a Farm does not increase its productivity. Farms eventually go fallow, in which case you can build another one. Researching Architecture increases the hit points and decreases the construction time of this building. Domestication, the Plow, and Irrigation increase Farm production. TIPS ===== You need a market to build one farm. Farm initially provides 250 food. Here is the food rate after each technology is researched: 325 food - after researching Domestication 375 food - after researching Plow 400 food - after researching Irrigation Research does not causes existing farms to increase their food supply. ------------------------------------------------------------------------ [3 - 2 - 2] House ------------------------------------------------------------------------ Age: Stone Prerequisites: Build Town Center. Cost: 30 wood Hit points: 75 ------------------------------------------------------------------------ NOTES ======= A House supports up to four villagers, military units, or boats. You must have enough houses before you can create new units. If a House is destroyed, you do not lose the units it supported, but you must build new houses before you can build new villagers, military units, or boats. Researching Architecture increases the hit points and decreases the construction time of this building. TIPS ===== Housing is essential otherwise you will have limited troops. A house support four units [includes villagers, infantry, cavalry, priests, boats and seige weapons]. ------------------------------------------------------------------------ [3 - 2 - 3] Wonder ------------------------------------------------------------------------ Age: Iron Prerequisites: Advance to the Iron Age. Cost: 1000 wood, 1000 stone, 1000 gold Hit points: 500 ------------------------------------------------------------------------ NOTES ======= Building a Wonder can be a victory condition that wins the game or it can provide score points. You can build more than one Wonder. Researching Architecture increases the hit points and decreases the construction time of this building. BTW, it takes rather a long time to build a Wonder. Make sure you have gather sufficient units to defend it before decided to build it. TIPS ===== Wonders are huge buildings with 500 hit points! However it needed to be guarded as it is a victory conditions if it stands for 1000 years. Note that it will takes more than 100 minutes for 20 villagers to build a Wonder. The higher the hit points, the more time is taken to build a Wonder. ------------------------------------------------------------------------ [3 - 2 - 4] Small Wall ------------------------------------------------------------------------ Age: Tool Prerequisites: Build Town Center, build Granary, research Small Wall. Research cost: 50 food Cost: 5 stone Hit points: 200 Research at: Granary ------------------------------------------------------------------------ NOTES ====== The Small Wall is the weakest of the walls. Upgrades include the Medium Wall and Fortification. Walls are defensive structures that can be built around your empire or important areas. Villagers and military units cannot move through standing walls; however, they can attack the walls. Stone Throwers, Catapults, Heavy Catapults, Ballistas, and the Helepoplis are particularly effective for destroying walls. TIPS ====== Walls are great pillars of defense for Bowmen. They could serve as a great barrier against infantry units/cavalry. But Walls are pretty weak against seige weapons due to attacking power. The structure of the wall will change once it's linked up. ------------------------------------------------------------------------ [3 - 2 - 5] Medium Wall ------------------------------------------------------------------------ Age: Bronze Prerequisites: Build Town Center, build Granary, research Small Wall, upgrade to Medium Wall. Upgrade cost: 180 food, 100 stone Cost: 5 stone Hit points: 300 Upgrade of: Small Wall Upgrade at: Granary ------------------------------------------------------------------------ NOTES ====== The Medium Wall has more hit points than the Small Wall. The Medium Wall can be upgraded to the Fortification. Walls are defensive structures that can be built around your empire or important areas. Villagers and military units cannot move through standing walls; however, they can attack the walls. Stone Throwers, Catapults, Heavy Catapults, Ballistas, and the Helepolis are particularly effective for destroying walls. Researching Architecture increases the hit points and decreases the construction time of this wall. TIPS ====== Medium Wall is a much better defensive for having 300 Hit Points. It has a same usage of Small Wall but with better hit points. It will normally takes 10 hits for a seige weapons to destroy it. ------------------------------------------------------------------------ [3 - 2 - 6] Fortification ------------------------------------------------------------------------ Age: Iron Prerequisites: Build Town Center, build Granary, research Small Wall, upgrade to Medium Wall, upgrade to Fortification. Upgrade cost: 300 food, 175 stone Cost: 5 stone Hit points: 400 Upgrade of: Medium Wall Upgrade at: Granary ------------------------------------------------------------------------ NOTES ====== The Fortification is the ultimate wall. It has more hit points than the Medium Wall. Walls are defensive structures that can be built around your empire or important areas. Villagers and military units cannot move through standing walls, however, they can attack the walls. Stone Throwers, Catapults, Heavy Catapults, Ballistas, and the Helepoplis are particularly effective for destroying walls. Researching Architecture increases the hit points and decreases the construction time of this wall. TIPS ====== Well, an increase of 100 hit points compared to a Medium Wall, this will generally serves a better defense compared to others. BTW, it will be stupid to just construct one single wall! To make it effective, have a row of them and towers at the edges. Normally, I will start to fortify my base once I have acquired sufficient amount of resources. ------------------------------------------------------------------------ [3 - 2 - 7] Watch Tower ------------------------------------------------------------------------ Age: Tool Prerequisites: Build Town Center, build Granary, research Watch Tower. Research cost: 50 food Cost: 150 stone Hit points: 100 Attack: 3 Armor: – Range: 5 Special: Fire rate once/1.5 seconds. Research at: Granary ------------------------------------------------------------------------ NOTES ======= The Watch Tower is the weakest of the towers. Upgrades include the Sentry Tower, Guard Tower, and Ballista Tower. Towers are defensive structures that fire missiles at enemy villagers and military units within range. Researching Architecture increases the hit points and decreases the construction time of this tower. Alchemy increases attack strength. Ballistics increases accuracy. Woodworking, Artisanship, and Craftsmanship increase range. TIPS ====== Watch Towers are the same usage as archery units except they are immobile and have more hit points. Watch Tower is typically useful in guarding your base. ------------------------------------------------------------------------ [3 - 2 - 8] Sentry Tower ------------------------------------------------------------------------ Age: Bronze Prerequisites: Build Town Center, build Granary, research Watch Tower, upgrade to Sentry Tower. Upgrade cost: 120 food, 50 stone Cost: 150 stone Hit points: 150 Attack: 4 Armor: – Range: 6 Special: Fire rate once/1.5 seconds. Upgrade of: Watch Tower Upgrade at: Granary ------------------------------------------------------------------------ NOTES ====== The Sentry Tower has more hit points, attack strength, and range than the Watch Tower. The Sentry Tower can be upgraded to the Guard Tower. Towers are defensive structures that fire missiles at enemy villagers and military units within range. Researching Architecture increases the hit points and decreases the construction time of this tower. Alchemy increases attack strength. Ballistics increases accuracy. Woodworking, Artisanship, and Craftsmanship increase range. TIPS ===== A Sentry Tower that has not received any upgrades will be quite useless against Composite Bowmen. So better get upgrades to make it more useful. ------------------------------------------------------------------------ [3 - 2 - 9] Guard Tower ------------------------------------------------------------------------ Age: Iron Prerequisites: Build Town Center, build Granary, research Watch Tower, upgrade to Sentry Tower, upgrade to Guard Tower. Upgrade cost: 300 food, 100 stone Cost: 150 stone Hit points: 200 Attack: 6 Armor: – Range: 7 Special: Fire rate once/1.5 seconds. Upgrade of: Sentry Tower Upgrade at: Granary NOTES: The Guard Tower has more hit points, attack strength, and range than the Sentry Tower. The Guard Tower can be upgraded to the Ballista Tower. Towers are defensive structures that fire missiles at enemy villagers and military units within range. Researching Architecture increases the hit points and decreases the construction time of this tower. Alchemy increases attack strength. Ballistics increases accuracy. Woodworking, Artisanship, and Craftsmanship increase range. TIPS ===== It is getting a bit more stronger than the previous version. The longest range for archers are 7. Hence with a few upgrades, this unit can removed any infantry from the spot. Not mentioned Heavy Transport as it is long range attacks. Prove to be deadly when use to defense against naval vessels. ------------------------------------------------------------------------ [3 - 2 - 10] Ballista Tower ------------------------------------------------------------------------ Age: Iron Prerequisites: Build Town Center, build Granary, research Watch Tower, upgrade to Sentry Tower, upgrade to Guard Tower, research Ballistics, upgrade to Ballista Tower. Upgrade cost: 1800 food, 750 stone Cost: 150 stone Hit points: 200 Attack: 20 Armor: – Range: 7 Special: Fire rate once/3 seconds. Upgrade of: Guard Tower Upgrade at: Granary ------------------------------------------------------------------------ NOTES ======= The Ballista Tower is the ultimate tower. It has more attack strength than the Guard Tower. You must research Ballistics before you can upgrade to the Ballista Tower. Towers are defensive structures that fire missiles at enemy villagers and military units within range. Researching Architecture increases the hit points and decreases the construction time of this tower. Alchemy increases attack strength. Ballistics increases accuracy. Woodworking, Artisanship, and Craftsmanship increase range. TIP ==== Well with an improved attack power from 6 to 20, it is much more effective but quite weak when battle against groups for its reduced hit rate. Still proves to be a deadly unit for defense against naval vessels. ------------------------------------------------------------------------ _____ / 4.0 \_________________________________________________________________ ======================================================================== List of Technologies ======================================================================== Here you will find a complete list of technologies found in the game. I have also included my comments and added new technologies. I have group them according the research center. Technologies that can be found from the Storage Pit will be grouped under the group "Technologies from the Storage Pit". Technologies typically will make a civilization different from others, hence it is worth to note it. ________________________________________________________________________ [4 - 1] Technologies from the Storage Pit ________________________________________________________________________ Basically, all these technologies allows you to upgrade the attack points and armor points for the military group: infantry, cavalry and Archers. Certain technologies are required to allow you to get the final units such as the Cataphract, Armored Elephant and Heavy Horse Archer. These technologies are cheap and reaching from 100 food to the maximum of 250 food. Certain technologies required gold which ranges from 50 gold to 400 gold. These technologies are extremely important when comes to combat. ------------------------------------------------------------------------ [4 - 1 - 1] Toolworking ------------------------------------------------------------------------ Age: Tool Prerequisites: Build Town Center, build Storage Pit. Cost: 100 food Benefit: provides +2 attack for hand-to-hand units. Research at: Storage Pit ------------------------------------------------------------------------ TIPS ====== This technology is vital as it can get you better technologies as you advance through the next age. This technologies allows units such as infantry units and Cavalry units [except for the War Elephant and Armored Elephnat units]. This technology allows these units to inflicit +2 damage. This technology will give the edge in combat. Hand-to-hand units includes infantry, villagers and cavalry only. ------------------------------------------------------------------------ [4 - 1 - 2] Metalworking ------------------------------------------------------------------------ Age: Bronze Prerequisites: Build Town Center, build Storage Pit, research Toolworking. Cost: 200 food, 120 gold Benefit: provides +2 attack for hand-to-hand units. Research at: Storage Pit ------------------------------------------------------------------------ TIPS ===== This technology is accessible if you have researched Toolworking. After you have researched Toolworking, the icon disappeared and will be replaced by Metalworking. This technology actually nabs you another +2 attack for hand-to-hand units. Added the effect of Toolworking, this nabs a total +4 attack points for any infantry units and cavalry units (except for War Elephant and Armored Elephant] ------------------------------------------------------------------------ [4 - 1 - 3] Metallurgy ------------------------------------------------------------------------ Age: Iron Prerequisites: Build Town Center, build Storage Pit, research Toolworking, research Metalworking. Cost: 300 food, 180 gold Benefit: provides +3 attack for hand-to-hand units. Research at: Storage Pit ------------------------------------------------------------------------ TIPS ======= You must research Metallurgy before you can upgrade to the Cataphract. After you have researched both Toolworking and Metalworking, the icon of "Research Metalworking" will disappear and being replaced by Metallurgy as soon as you approaches the new Age. Added the effect of Toolworking and Metalworking, this nabs a grand total of +7 attack points for any infantry units and cavalry units (except for War Elephant and Armored Elephant) ------------------------------------------------------------------------ [4 - 1 - 4] Bronze Shield ------------------------------------------------------------------------ Age: Bronze Prerequisites: Build Town Center, build Storage Pit. Cost: 150 food, 180 gold Benefit: +1 infantry armor against Ballista, Helepolis, missile weapons and Slingers Research at: Storage Pit ------------------------------------------------------------------------ TIPS ===== Even though receiving armor upgrades from Leather Armor, Scale Armor and Chain, these armor still can't reduced the damage by missile weapons (Archers group, Towers, Scout Ship, War Galley and Trireme). Therefore, it is essential to research Bronze Shield. This increases piercing armor for any infantry unit. (including Slingers) ------------------------------------------------------------------------ [4 - 1 - 5] Iron Shield ------------------------------------------------------------------------ Age: Iron Prerequisites: Build Town Center, build Storage Pit, research Bronze Shield. Cost: 200 food, 320 gold Benefit: +1 infantry armor against Ballista, Helepolis, missile weapons and Slingers Research at: Storage Pit ------------------------------------------------------------------------ TIPS ======= A better piercing armor for infantry units, nab a total of +2 piercing armor. You must research Bronze Shield before you could research Iron Shield. All infantry units will recieve this armor upgrade and applies to Slingers too. So what's the use of this armor? Refer to the section on "Bronze Shield" for more details. This technology is required for Armored Elephant. ------------------------------------------------------------------------ [4 - 1 - 6] Tower Shield [NEW] ------------------------------------------------------------------------ Age: Iron Prerequisites: Build Town Center, build Storage Pit, research Bronze Shield, research Iron Shield. Cost: 250 food, 400 gold Benefit: +1 infantry armor against Ballista, Helepolis, missile weapon and Slingers. Research at: Storage Pit ------------------------------------------------------------------------ TIPS ======= A new technology for better piercing armor for infantry units nab a total of +3 piercing armor. You must research Iron Shield before you can research Tower Shield. ------------------------------------------------------------------------ [4 - 1 - 7] Leather Armor for Archers ------------------------------------------------------------------------ Age: Tool Prerequisites: Build Town Center, build Storage Pit. Cost: 100 food Benefit: +2 armor for Archery Range units. Research at: Storage Pit ------------------------------------------------------------------------ TIPS ===== Leather Armor add +2 armor Archery Range units. This helps to reduce damage by two. Remember armor is important as it helps to reduce attack points and allows the unit to withstand a higher amount of damage. This is the primary armor for archery units. ------------------------------------------------------------------------ [4 - 1 - 8] Scale Armor for Archers ------------------------------------------------------------------------ Age: Bronze Prerequisites: Build Town Center, build Storage Pit, research Leather Armor for Archers. Cost: 125 food, 50 gold Benefit: +2 armor for Archery Range units. Research at: Storage Pit ------------------------------------------------------------------------ TIPS ===== From the previous upgrade of Leather Armor, the Scale Armor provides another addition of +2 armor. This means a Clubman without upgrade will does zero damage on a Bowman! ------------------------------------------------------------------------ [4 - 1 - 9] Chain Mail for Archers ------------------------------------------------------------------------ Age: Iron Prerequisites: Build Town Center, build Storage Pit, research Leather Armor for Archers., research Scale Armor for Archers. Cost: 150 food, 100 gold Benefit: +2 armor for Archery Range units. Research at: Storage Pit ------------------------------------------------------------------------ TIPS ====== You must research before you can upgrade to the Heavy Horse Archer. The Heavy Horse Archer is a deadly sniper and I would recommend it to research this technology. This is tertiary armor for Archery units. ------------------------------------------------------------------------ [4 - 1 - 10] Leather Armor for Cavalry ------------------------------------------------------------------------ Age: Tool Prerequisites: Build Town Center, build Storage Pit. Cost: 125 food Benefit: +2 armor for Stable units. Research at: Storage Pit ------------------------------------------------------------------------ TIPS ===== Cavalry are deadly against infantry but they will not last for long against a group of them. Hence I recommend that you get this armor as soon as possible if you are playing as the Yamato. ------------------------------------------------------------------------ [4 - 1 - 11] Scale Armor for Cavalry ------------------------------------------------------------------------ Age: Bronze Prerequisites: Build Town Center, build Storage Pit, research Leather Armor for Cavalry. Cost: 150 food, 50 gold Benefit: +2 armor for Stable units. Research at: Storage Pit ------------------------------------------------------------------------ TIPS ===== Added a +4 armor which could reduce a Short Swordsman's attack to 3. The Scale Armor generally is an additioned to the leather armor providing more defense. ------------------------------------------------------------------------ [4 - 1 - 12] Chain Mail for Cavalry ------------------------------------------------------------------------ Age: Iron Prerequisites: Build Town Center, build Storage Pit, research Leather Armor for Cavalry, research Scale Armor for Cavalry. Cost: 175 food, 100 gold Benefit: +2 armor for Stable units. Research at: Storage Pit ------------------------------------------------------------------------ TIPS ===== A Cataphract without this, will not be considered as the most damaging unit. Defense is equally important with attacks. The Chain Mail, along with the previous class of armor, added a pillar of whooping +6 to defence for a cavalry. Hence do considering to spend some resources to get them while playing cavalry support civilization such as Yamato. ------------------------------------------------------------------------ [4 - 1 - 13] Leather Armor for Infantry ------------------------------------------------------------------------ Age: Tool Prerequisites: Build Town Center, build Storage Pit. Cost: 75 food Benefit: +2 armor for Barracks and Academy units. Research at: Storage Pit ------------------------------------------------------------------------ TIPS ===== While playing the Ascent of Egypt Learning, this armor is critically important as it will prolonged the life of Axeman and Swordsmen. An additional of +2 will make an Axeman to be deadly against most primary units. ------------------------------------------------------------------------ [4 - 1 - 14] Scale Armor for Infantry ------------------------------------------------------------------------ Age: Bronze Prerequisites: Build Town Center, build Storage Pit, research Leather Armor for Infantry. Cost: 100 food, 50 gold Benefit: +2 armor for Barracks and Academy units. Research at: Storage Pit ------------------------------------------------------------------------ TIPS ===== Another additional +2 armor to the current existing armor could easily make an infantry unit much more harder to kill. It will be way too strong to battle against villagers. ------------------------------------------------------------------------ [4 - 1 - 15] Chain Mail for Infantry ------------------------------------------------------------------------ Age: Iron Prerequisites: Build Town Center, build Storage Pit, research Leather Armor for Infantry, research Scale Armor for Infantry. Cost: 125 food, 100 gold Benefit: +2 armor for Barracks and Academy units. Research at: Storage Pit ------------------------------------------------------------------------ TIPS ===== The ultimate armor which removes the cavalry bonus along with a deflict of -1 attack point. But will not still last long for a Legion to battle against a Cataphract, but it will be a different case if it is a two-to- one. This makes the Logistics technology rather useful for people whom preferred to use infantry. Centurions will be even more deadly by the way. ------------------------------------------------------------------------ ________________________________________________________________________ [4 - 2] Technologies from the Government Center ________________________________________________________________________ Great technologies can be researched from the Government Center. This building allows to recieved upgrades on attacking power, increased hit points, increased speed, increased accuracy, increased range and allows building time to be shorten. Certain technologies allow you to research best units such as the Scythe Chariot, the Centurion, Ballista Tower and the ultimate navel vessel, the Juggernaught. ------------------------------------------------------------------------ [4 - 2 - 1] Architecture ------------------------------------------------------------------------ Age: Bronze Prerequisites: Build Town Center, build Granary, build Market, build Government Center. Cost: 150 food, 175 wood Benefit: +33% faster building construction time; +20% hit points of buildings and walls. Research at: Government Center ------------------------------------------------------------------------ NOTES ====== The art and science of designing and constructing buildings arose from the practical need to provide first shelter, then storage for food reserves, and then defenses for both. One of the specializations that appeared in the first towns was the builder whose skills and techniques continue to evolve today. Builders and architects worked with the materials available to construct buildings and fortifications. Over time new techniques of architecture improved the efficiency, strength, and utility of construction. TIPS ===== Typically this technology just increase 20% of hit points and reduce the construction time by 33%. Better get this as it helps to reduce the time, the Wonder is built. ------------------------------------------------------------------------ [4 - 2 - 2] Nobility ------------------------------------------------------------------------ Age: Bronze Prerequisites: Build Town Center, build Granary, build Market, build Government Center. Cost: 175 food, 120 gold Benefit: +15% hit points of cavalry units, Camel Rider, Chariot, Scythe Chariot, Chariot Archer, Horse Archer, and Heavy Horse Archer. Research at: Government Center ------------------------------------------------------------------------ NOTES ====== Within ancient tribal groups an early hierarchical structure centered around the strongman, who probably took power in a physical contest, led the group, and enjoyed special privileges. As populations increased, the hierarchy expanded. Layers of nobility, a class of society privileged due to fighting prowess or wealth, grew between the strongman, or king, and common people and slaves. The nobility served as administrators and sub-commanders of the army. Examples of nobility were the Persian satraps, who ruled provinces of the Persian Empire, and Alexander the Great's Companions, who commanded parts of his army and formed the core of his heavy cavalry squadrons. This technology is required for Scythe Chariot. TIPS ===== All troops that has horses/camel will be given a bonus hit points of 20% This technology will make the Yamato player to become more deadly. Remember that an increase in hit points always lead to an unit to last for a longer period. ------------------------------------------------------------------------ [4 - 2 - 3] Writing ------------------------------------------------------------------------ Age: Bronze Prerequisites: Build Town Center, build Granary, build Market, build Government Center. Cost: 200 food, 75 gold Benefit: Shared exploration with allies. Research at: Government Center ------------------------------------------------------------------------ NOTES ====== The advance of writing is benchmark technology often used to separate those cultures that were civilized from those that were barbaric. The key importance of writing is that it allowed information to be stored and passed on easily, thereby accelerating the accumulation and spread of knowledge. Writing is believed to have been invented between 4000 and 3000 BC in Sumeria. The first writing was in simple pictures called pictograms that gradually evolved into symbols representing the picture. Egyptian hieroglyphics first appeared between 3300 and 3100 BC, and are thought to have been inspired by cuneiform, the Sumerian symbolic writing. Writing appeared in China after 1600 BC. TIPS ===== Nothing much except you will uncover fog/reveal map when you are allied with another civilization. ------------------------------------------------------------------------ [4 - 2 - 4] Logistics [NEW] ------------------------------------------------------------------------ Age: Bronze Prerequisites: Build Town Center, build Granary, build Market, build Governement Center Cost: 180 food, 100 gold Benefit: Barracks units count as 1/2 unit toward population limit. Research at: Government Center ------------------------------------------------------------------------ NOTES ======= This means that you can essentially exceeds the population limit by training more Barrack units. For example if the population limit is 50 and you build 20 normal units, you can train 60 Barracks units (for a total of 80 units) without exceeding the population limit. The science of supplying armies on the march was called logistics. The Assyrians were the first great armry to employ logistics consistently, and thus allowed them to operate regularly at great distances from their home bases. Armies on campaign needed food, forage for animals, equipment, armor and weapons. In most cases, food was acquired from the countryside through the which the army was moving. But if any army was forced to retire. The tools of logistics were supply wagons, pack animals, depot, and troops to keep the roads open. The great conquerors of antiquity mastered logistics. TIPS ===== This technology could make a difference between the long war between cavalries and infantry. Infantry are strong when they are group together as the cavalry can only focus on one infantry only. Logistics make use of the phrase "the more the merrier" and it has proven. I have seen 2 Long Swordsmen defeat a Cavalry with little injuries. ------------------------------------------------------------------------ [4 - 2 - 5] Aristocracy ------------------------------------------------------------------------ Age: Iron Prerequisites: Build Town Center, build Granary, build Market, build Government Center. Cost: 175 food, 150 gold Benefit: +25% speed of Academy units. Research at: Government Center ------------------------------------------------------------------------ NOTES ====== You must research Aristocracy before you can upgrade to the Centurion. The Aristocracy was a privileged class, usually hereditary, that arose within many cultures. Aristocrats generally derived their power from control of farmland and the attendant infrastructure of people, towns, and manufacturing-supported food production. They kept power at the pleasure of the ruler, as long as they acceded to his wishes. Aristocrats may also have had military responsibility, especially when on the frontier of the kingdom or empire. In many cultures the aristocrats provided the senior officer corps or elite troops of the army. Commanders of the armies and navies of Athens, for example, were elected from among the aristocracy of landowners. TIPS ===== A typcially important technology when you want the cream of crop in infantry, the deadly Centurions. I guess what makes the Centurion slow moving perhaps due to long sword and heavy armor, they carry with them. Even though with Aristocracy researched, the Centurion is still a slow moving unit. ------------------------------------------------------------------------ [4 - 2 - 6] Alchemy ------------------------------------------------------------------------ Age: Iron Prerequisites: Build Town Center, build Granary, build Market, build Government Center. Cost: 250 food, 200 gold Benefit: +1 attack for Slingers, siege weapons and missile weapons. +6 Fire Galley attack, +2 Ballista/Helepolis attack Research at: Government Center ------------------------------------------------------------------------ NOTES ====== The beginnings of chemistry can be traced back to ancient attempts to make gold and silver out of base metals, to find a universal cure for disease, and to discover secrets of prolonging life. The experiments and secrecy of the alchemists gave them an aura of mystery and magic. Alchemists were both feared and sought out for help. In an ancient world of little scientific understanding, mystery and magic had power. TIPS ===== Archery units/seige weapons/Slingers can get a bonus of +1 attack points which make them much more useful compared to infantry in the later stages. But keep them out from the reach of infantry as they have crappy defenses and low hit points. A +6 attack for the Fire Galley will causes it to be more deadly. Another additional bonus meant for the expansion is the addition of +2 attack for the Ballista or Helepolis. ------------------------------------------------------------------------ [4 - 2 - 7] Ballistics ------------------------------------------------------------------------ Age: Iron Prerequisites: Build Town Center, build Granary, build Market, build Government Center. Cost: 200 food, 50 gold Benefit: Increases the accuracy of missile weapons and siege weapons by allowing a unit to fire where the target is predicted to be when the weapon strikes, as opposed to where the target is when the weapon is fired. Research at: Government Center ------------------------------------------------------------------------ NOTES ====== You must research Ballistics before you can upgrade to the Ballista Tower. The use of missile weapons for war presented challenges that hunting with the bow did not. Hunters stalked game and shot ideally at a stationary target. War targets were often armored, partially shielded, or moving. Effective use of the bow and other missile weapons required tactics and training. Bowmen of low skill were taught to fire in barrages at an area rather than at specific targets. Better-trained archers learned to shoot for specific parts of the target, including the horses of chariots or cavalry. Ballistics, the study of projectile flight, was derived from the name of an ancient missile weapon, the Ballista. TIPS ====== If you want to convert the Guard Tower to a Ballista Tower, you really need this technology. BTW, it also allows the seige weapons/missile weapons have better accuracy. Seige weapons includes all units that you can train from the Seige Workshop and missile weapons include Archery units along with Slingers. ------------------------------------------------------------------------ [4 - 2 - 8] Engineering ------------------------------------------------------------------------ Age: Iron Prerequisites: Build Town Center, build Granary, build Market, build Government Center. Cost: 200 food, 100 wood Benefit: +2 range for siege weapons. Research at: Government Center ------------------------------------------------------------------------ NOTES ====== You must research Engineering before you can upgrade to the Juggernaught. Ancient engineers were able to build remarkable structures even though the raw materials and tools with which they could work were often limited. The Egyptian pyramids, for example, were built of multiton stone blocks using only the fulcrum and lever, wedge, ramp, sledge, and rollers. The pyramid builders of 2600 BC used tools made only of wood and copper. Advances in engineering were slow and based primarily on practical experience until advances in mathematics, especially from the Greeks, led to new experimentation and techniques. TIPS ===== A technology that is required when you want to create the ultimate naval vessel, Juggernaught. It also add another 2 range for Seige weapons which could remove them from the woes of the Composite Bowmen. ________________________________________________________________________ [4 - 3] Technologies for the Market ________________________________________________________________________ Here you will find the list of Technologies for the Market. Typically, they are rather tedious to get but there are good technologies which helps to give you bonuses such as provide more food for each farm. ------------------------------------------------------------------------ [4 - 3 - 1 ] Artisanship ------------------------------------------------------------------------ Age: Bronze Prerequisites: Build Town Center, build Granary, build Market, research Woodworking. Cost: 170 food, 150 wood Benefit: +1 range for missile weapons; +2 woodcutting ability. Research at: Market ------------------------------------------------------------------------ NOTES ====== The discovery and use of first copper and then the much more useful bronze for tools and weapons was a dramatic leap in technology. Bronze, especially, possessed a hardness, strength, and ability to hold an edge that far surpassed the best stone tools, making it much more useful when working with stone, wood, hides, meat, and other materials. Cultures that used bronze had a decided economic and military advantage over those that did not. TIPS ====== With this technology researched, missile weapons such as Archery units will get an additional of +1 range and villagers will get +2 for their woodcutting ability, they will gather 14 wood instead of the previous 10 wood. ------------------------------------------------------------------------ [4 - 3 - 2] Coinage ------------------------------------------------------------------------ Age: Iron Prerequisites: Build Town Center, build Granary, build Market, research Gold Mining. Cost: 200 food, 100 gold Benefit: +25% gold mine productivity; free tribute to other civilizations. Research at: Market ------------------------------------------------------------------------ NOTES ====== The first true coins were minted in ancient Lydia, now part of modern Turkey. These first coins were made from electrum, a naturally occurring malleable alloy of gold and silver. Coins, and money in general, proved an important facilitator of trade and economic progress. Money acted as a storehouse of value, a medium of exchange, and a standard of value, as it continues to do today. Following the conquest of the Persian Empire, the concept of coinage was adopted by the Greeks and spread by them throughout the Hellenistic world. TIPS ====== If you want to maintain an ally with another civilization, tribute is extremely important. Coinage eliminates the fee [25%] which means you will be giving 100 food without an additional of 25 food. It also allows another 25% productivity in mining for gold which is really good. ------------------------------------------------------------------------ [4 - 3 - 3] Craftsmanship ------------------------------------------------------------------------ Age: Iron Prerequisites: Build Town Center, build Granary, build Market, research Woodworking, research Artisanship. Cost: 240 food, 200 wood Benefit: +1 range for missile weapons; +2 woodcutting ability. Research at: Market ------------------------------------------------------------------------ NOTES ======= You must research Craftsmanship before you can upgrade to the Helepolis. The discovery of inexpensive ways to make iron was as great a technological leap over bronze making as bronze was over stone. Iron surpassed bronze in every critical characteristic—hardness, strength, and ability to hold an edge before needing to be resharpened—plus one. Iron was much easier to acquire than were copper and tin, making it available to all cultures and for all uses. Historians consider the ability to make and use iron one of the distinctions between a barbaric and civilized culture. TIPS ===== Villagers will get 16 wood instead of the previous and becomes more effective. Missile weapons such as Archery units can get another additional bonus +1 range. This technology is required when you want to upgrade to the Helepolis. ------------------------------------------------------------------------ [4 - 3 - 4] Domestication ------------------------------------------------------------------------ Age: Tool Prerequisites: Build Town Center, build Granary, build Market. Cost: 200 food, 50 wood Benefit: +75 Farm productivity. Research at: Market ------------------------------------------------------------------------ NOTES ======= The revolution in agriculture involved both the development of farming and the domestication of animals. The ability to control and manage herds of milk- and meat-producing animals also served to free humans from the drudgery and desperation of continual hunting and gathering. Herding did not lead necessarily to a sedentary village life, however. The need to find pasture often meant that herding societies remained nomadic, at least for part of the year. Domesticated sheep and goats first appear in the archaeological record around 7500 BC in the Zagros Mountainsto the east of the Tigris and Euphrates River valleys. Cattle were domesticated around 6000 BC in both the Sahara and Egypt, perhaps near simultaneously. Domestication of cattle alone may have been responsible for a doubling of world human population in a few generations. TIPS ====== This technology will increase the farm productivity from 250 food to 325 food. Note that it does not affect existing farms. ------------------------------------------------------------------------ [4 - 3 - 5] Gold Mining ------------------------------------------------------------------------ Age: Tool Prerequisites: Build Town Center, build Granary, build Market. Cost: 120 food, 100 wood Benefit: +3 gold mining ability. Research at: Market ------------------------------------------------------------------------ NOTES ======= Gold washed down from hills and mountains was probably the first metal with which humans experimented. It was sufficiently soft and pure to be fashioned easily into objects of beauty for adornment and trade. The value of gold remained high as populations increased because the demand for it continued to exceed supply. Because of this value, the trail of gold was followed back to the source of the alluvial nuggets. Gold mining was developed to obtain ore from which the pure metal could be extracted. Many of the most beautiful objects that survive from antiquity are made of gold, including hundreds of items from the Egyptian Pharoah Tutankhamen’s tomb. TIPS ====== With Gold Mining researched, the villagers can get 13 gold each time instead of 10. Quite a good technology as it helps to increase productivity. ------------------------------------------------------------------------ [4 - 3 - 6] Irrigation ------------------------------------------------------------------------ Age: Iron Prerequisites: Build Town Center, build Granary, build Market, research Domestication, research Plow. Cost: 300 food, 100 wood Benefit: +75 Farm productivity. Research at: Market ------------------------------------------------------------------------ NOTES ====== One of the key steps in the agricultural revolution was understanding and managing irrigation. Observation of the natural world revealed eventually the relationship between planted seeds, good soils, sunlight, water, and resultant crops. Large-scale irrigation in both Mesopotamia and Egypt turned the rich but arid soils near the rivers into rich farmlands and made possible the rise of the first great civilizations on earth. Building the dams and channels to irrigate these lands required sophistication in government, construction, and engineering not seen previously in any society. TIPS ====== Well, this is really good as it gives addition of +75 which makes each farm giving 475 food! [which is almost 3 berry bushes!] ------------------------------------------------------------------------ [4 - 3 - 7] Plow ------------------------------------------------------------------------ Age: Bronze Prerequisites: Build Town Center, build Granary, build Market, research Domestication. Cost: 250 food, 75 wood Benefit: +75 Farm productivity. Research at: Market ------------------------------------------------------------------------ NOTES ======= The first agriculturists planted seeds by hand using digging sticks to open the ground. The invention of the plow made it possible to more easily prepare farmland for planting. The plow ripped open long rows for seeding, burying unwanted plants and cutting unwanted roots in the process. When pulled behind domesticated animals, such as oxen, food production per farmer and per acre again increased. The plow has continued to evolve since ancient times. For example, U.S. President Thomas Jefferson invented an improved version. TIPS ===== Plow is typically an add-on to the Domestication. Plow provides additional 75 food, which tally up to 400 food per farm. ------------------------------------------------------------------------ [4 - 3 - 8] Siegecraft ------------------------------------------------------------------------ Age: Iron Prerequisites: Build Town Center, build Granary, build Market, research Stone Mining. Cost: 190 food, 100 stone Benefit: +3 stone mining ability; villagers can destroy walls and towers. +1 attack and range for Slingers Research at: Market ------------------------------------------------------------------------ NOTES ======= You must research Siegecraft before you can upgrade to the Heavy Catapult. Despite the written records and depictions of cities and fortifications being stormed with the aid of siege equipment, starvation was the only certain and effective way to take strongholds before the gunpowder age. The defender of a strong position, with adequate troops, food, and water, had all the advantages. Physical assault of strongholds was a difficult proposition accomplished regularly only by those armies possessing siegecraft—the necessary equipment, resolve, leadership, élan, discipline, and skill. Examples from ancient history were the army of Alexander the Great that conducted 20 sieges over a ten-year period, most after the fall of the Persian Empire; the Hittites, the Assyrians, and the Romans. TIPS ====== A better technology when another addition of +3 stone mining. They will gather 16 stone each trip compared to the previous 13 per stone mining. It also allows villagers to destroy walls and towers. Note that it also add +1 attack and +1 range for the Slingers. ------------------------------------------------------------------------ [4 - 3 - 9] Stone Mining ------------------------------------------------------------------------ Age: Tool Prerequisites: Build Town Center, build Granary, build Market. Cost: 100 food, 50 stone Benefit: +3 stone mining ability. Research at: Market ------------------------------------------------------------------------ NOTES ======= Wood for building was scarce in most places where civilizations first arose. Vast forests just did not exist in these predominately arid regions. The principle building material for common uses was mud bricks, sun-dried at first and then fire baked. In some areas important structures such as temples, palaces, tombs, and fortifications were built of stone when it was available. Much information about ancient Egypt was preserved because of the permanence of stone. Equivalent structures in Mesopotamia collapsed into mounds of earth after many centuries of neglect and weathering. Acquiring non-wood building materials through brick making or quarrying was the object of Stone Mining. TIPS ===== Same as for Gold mining. Research Stone mining increase efficiency of stone mining as the villager will collect 13 stone instead of 10 stone per trip. ------------------------------------------------------------------------ [4 - 3 - 10] Wheel ------------------------------------------------------------------------ Age: Bronze Prerequisites: Build Town Center, build Granary, build Market. Cost: 175 food, 75 wood Benefit: +30% villager speed. Research at: Market ------------------------------------------------------------------------ NOTES ====== You must research the Wheel before you can build a Chariot or Chariot Archer. The use of the wheel for transport was discovered in Sumeria sometime after 3400 BC and derived from the potter's wheel that appeared first. The Sumerians learned that in a small cart, a donkey could pull a load equal to three times what it could carry on its back. The wheel revolutionized transport and had an important impact on the battlefield as well. By the Bronze Age, chariot archers were dominating warfare on the open plains. The wheel was apparently used only for children's toys in ancient America, probably because of the rough geography and the lack of an animal like the ox or horse. It is also required to build a Scythe Chariot. TIPS ===== The Wheel allows you to build Chariots, Sycthe Chariot, Chariot Archer when research. It also increases the speed of villager. ------------------------------------------------------------------------ [4 - 3 - 11] Woodworking ------------------------------------------------------------------------ Age: Tool Prerequisites: Build Town Center, build Granary, build Market. Cost: 120 food, 75 wood Benefit: +1 range for missile weapons; +2 woodcutting ability. Research at: Market ------------------------------------------------------------------------ NOTES ======= The small stone blades that characterized the New Stone Age (neolithic period) made possible finer techniques in many areas, including woodworking. The larger and more unwieldy stone tools of the past were capable of crude cutting and carving only. Better woodworking improved other tools and weapons, making possible the bow and arrow and spear thrower. TIPS ===== Missile weapons units such as Archery Units, Towers, Slingers will get an additional range and Villagers will gather 12 wood per trip instead of 10 wood. ________________________________________________________________________ [4 - 4] Technologies for the Temple ________________________________________________________________________ Technologies that are researched from temple normally benefits the Priests and villagers. A Priest can enjoy benefits such as movement increase by 30%, double hit points, etc. This technology generally consumes a lot of gold, so get a couple of gold miners/merchant boats to gather gold through mining/trading. ------------------------------------------------------------------------ [4 - 4 - 1] Astrology ------------------------------------------------------------------------ Age: Bronze Prerequisites: Build Town Center, build Granary, build Market, build Temple. Cost: 150 gold Benefit: Priests convert enemy units 30% faster. Research at: Temple ------------------------------------------------------------------------ NOTES ======= Ancient observers of the stars and the heavens noted the correlation between the sun, the seasons, and the success of crops. The study of celestial events was an early step in the attempt to understand and control the uncertainties of life and became an important part of many early religions. The sun god Ra, for example, was the most powerful of the Egyptian gods. Priests who could determine the start and end of the growing season, foretell the phases of the moon, and predict terrifying eclipses greatly enhanced their power in society. The power of astrologers increased when their subjects believed that the influence of the stars and planets on human affairs could be divined from celestial positions and aspects. TIPS ===== ------------------------------------------------------------------------ [4 - 4 - 2] Mysticism ------------------------------------------------------------------------ Age: Bronze Prerequisites: Build Town Center, build Granary, build Market, build Temple. Cost: 120 gold Benefit: Priest hit points doubled. Research at: Temple ------------------------------------------------------------------------ NOTES ====== Mysticism was a spiritual discipline that sought to achieve contact with gods or other perceived realities through contemplation, trances, or meditation. It was induced or enhanced by drugs in some cases, and it was part of many ancient beliefs. For religions seeking to explain the great unknown, the apparent ability to communicate through media unknown to the average person was a powerful selling point. Because people dream every night, it was a logical step to believe that a few members of the group could somehow make sense of dreams or see through the confusion to communicate with another dimension. TIPS ===== ------------------------------------------------------------------------ [4 - 4 - 3] Polythesim ------------------------------------------------------------------------ Age: Bronze Prerequisites: Build Town Center, build Granary, build Market, build Temple. Cost: 120 gold Benefit: Priest movement speed 40% faster. Research at: Temple ------------------------------------------------------------------------ NOTES ====== The first religions embraced a multitude of gods, each associated with one aspect of life. There might have been a sun god, a moon god, a god of the forest, a god of the river, and so on. The multitude of gods was useful in understanding how the world worked and in directing petition and prayer for specific help and relief. The existence of multiple gods increased the power of priests because each god had special needs and abilities that needed interpretation. The ancient Egyptians, for example, worshipped around 2000 gods. Many of these were only local deities, but others were held sacred throughout the country. TIPS ===== ------------------------------------------------------------------------ [4 - 4 - 4] Fanaticism ------------------------------------------------------------------------ Age: Iron Prerequisites: Build Town Center, build Granary, build Market, build Temple. Cost: 150 gold Benefit: Priests rejuvenate 50% faster after converting a unit. Research at: Temple ------------------------------------------------------------------------ NOTES ====== You must research Fanaticism before you can upgrade to Legion. Religion evolved to provide a spiritual foundation and understanding to life once humans became sufficiently intelligent to ponder the great terrifying questions of our existence. A disturbing byproduct of the spread of religion was fanaticism—the intense, unquestioning devotion to the ideas and leadership of other humans. Fanatics were capable of any act, even at great risk to their lives, and were especially dangerous enemies in war. TIPS ===== ------------------------------------------------------------------------ [4 - 4 - 5] Monotheism ------------------------------------------------------------------------ Age: Iron Prerequisites: Build Town Center, build Granary, build Market, build Temple. Cost: 350 gold Benefit: Priests can convert enemy Priests and buildings (except Town Centers and Wonders). Research at: Temple ------------------------------------------------------------------------ NOTES ====== The belief that there is only one God has evolved from the Persian religion of Zoroastrianism down through Judaism to many of the more popular religions of today. Whether monotheism is an advancement or not is a subjective question. The widespread popularity over time and the fervor of adherents indicates that monotheistic religions have more successfully met the requirements of a religion than other beliefs that have fallen aside. TIPS ===== ------------------------------------------------------------------------ [4 - 4 - 6] Afterlife ------------------------------------------------------------------------ Age: Iron Prerequisites: Build Town Center, build Granary, build Market, build Temple. Cost: 275 gold Benefit: +3 Priest range so they can convert units from farther away. Research at: Temple ------------------------------------------------------------------------ NOTES ====== An important question that ancient religions attempted to address was what happens when people die. Many religions held that there was an afterlife, a place or existence that continued once a person’s time on earth ended. The promise of an attractive afterlife was a powerful inducement for behavior that conformed to the goals of a particular religion. Fervent believers in an afterlife might give up their lives to serve their gods. Well-considered religions that offered a good return for acceptance, including an attractive afterlife, grew more in power and influence than those that did not. Christianity, for example, promised everlasting life to everyone of faith, not just to the rich buried in great tombs with servants and goods. TIPS ===== ------------------------------------------------------------------------ [4 - 4 - 7] Jihad ------------------------------------------------------------------------ Age: Iron Prerequisites: Build Town Center, build Granary, build Market, build Temple. Cost: 120 gold Benefit: Increases the attack, speed, and hit points of villagers and decreases their gathering efficiency. Research at: Temple ------------------------------------------------------------------------ NOTES ====== The word jihad can mean a crusade or struggle, and comes from the holy war of Islam directed against all that defied the word of God as written in the Koran. The equivalent of jihad can occur in any society brought to a peak of emotion by religious fervor or other means. The value of the jihad to society is that the people caught up in the emotion of the enterprise place their best interests, even their lives, second to the purpose of the crusade. The jihad was especially effective at a most desperate time when survival of the group hung in the balance. TIPS ===== ------------------------------------------------------------------------ [4 - 4 - 8] Martyrdom [NEW] ------------------------------------------------------------------------ Age: Iron Prerequistes: Build Town Center, build Granary, build Market and build Temple. Cost: 600 gold Benefit: Sacrifice Priest to instantly covert enemy unit (except Priest) Research at: Temple ------------------------------------------------------------------------ NOTES ======= Fervent believers who refused to renounce their religion at the risk of death were called martyrs. Witnessing the death of a martyr had a powerful effect on anyone of weak faith. The cause of Christianity, for example was strengthened by the spectacle of believers who willingly chose death over conversion to a pagan religion then accepted by the Romans TIPS ====== How to convert using Martyrdom? Here is the method: 1. Click a Priest and then right click the enemy to convert. 2. After the Priest satrts converting [you will hear "haiyoo.." [is that the correct rythm?], press DELETE, The priest will be killed and the unit is instantly converted. I haven't tested this on the heroes yet, but I myself believe that they do possess strong faith... ------------------------------------------------------------------------ [4 - 4 - 9] Medicine [NEW] ------------------------------------------------------------------------ Age: Iron Prerequistes: Build Town Center, build Granary, build Market, and build Temple Cost: 150 gold Benefit: Increase Priest healing rate Research at: Temple ------------------------------------------------------------------------ NOTES ====== Through trial and error, humans learned that certain herbs and plant products possessed medicinal qualities. The invention of writing made it possible to record this knowledge and pass it on to following generations by method other than oral transmission. The science of medicine progressed gradually improving quality and length of life. TIPS ===== _____ / 5.0 \_________________________________________________________________ ======================================================================== Gameplay ======================================================================== Here you will find a detailed section that teaches you about playing Age of Empires and Age of Empires: Rise of Rome. Here you will find a lot of useful information for playing AOE and AOE: Rise of Rome. _____ / 5.1 \_________________________________________________________________ ======================================================================== The Basics ======================================================================== Here I will cover units on the basics of playing the game, including moving an unit/group, ordering a command, etc. I have also added some tips in grouping and about diplomacy. ------------------------------------------------------------------------ [5 - 1 - 1] Moving an Unit / a group ------------------------------------------------------------------------ ** This applies to all units except for buildings and towers. ** Just simply click any unit. Next right-click the area where you wished the unit moves towards it. Moving an unit/ a group using Wave Points ========================================== Just simply select an unit. Next hold the SHIFT key and then right- click each point along the path. A waypoint marker appears. Next Release the SHIFT key and then right-click the last point of your path. The unit or group moves along the path that you have already created. ------------------------------------------------------------------------ [5 - 1 - 2] Ordering a Command ------------------------------------------------------------------------ ** This applies to all units except for buildings and towers. ** Just simply click any unit. Next right-click the area where you wished the unit to excute the command. * For the case of military units (except for Priest and buildings) ================================================================== Just simply click any infantry unit, archer unit, cavalry unit, boat unit, villagers and towers. Next right-click the unit that you wished to attack. The unit will move to it and attack. For the case of Archer units, they will start attacking when the enemy unit is within their range. For the case of the watch tower, it will shoot any enemy within the range. * For the case of Villagers ============================ When clicking a villager and next right-click the unit: 1. A tree: the villager will change his occupation into a woodcutter and could chop down trees for wood. 2. A berry bush: the villager will change his occupation into a forager and could forage berry bushes for food. 3. A lion/ a gazelle/ an elephant/ an alligator: the villager change his occupation into a hunter and could hunt these animals for food. 4. A shore fish: the villager will change his occupation into a fisherman and could fish for food. 5. A damaged building / a damaged boat: the villager will change his occupation into a repairman and could repair buildings/boats by restoring hit points. 6. A farm: the villager will change his occupation into a farmer and could farm for food. 7. A building site: the villager will change his occupation into a builder and could build buildings [you will see the outline structure of buildings with materials lying on the ground.] 8. An enemy unit: the villager will change back to "Villager" (if he was doing something else) and will attack the enemy. * For the case of Priests ========================== When clicking a villager and then right-click: 1. An enemy unit: the priest will be able to convert that unit [ regardless of any unit except for Wonder and Town Center] provided if he has sufficient rejuvenation. 2. An allied unit/ own unit: the priest will be able to heal lost hit points for that particular unit. Healing takes time, and this applies to convert, except it does not required rejuvenation. ------------------------------------------------------------------------ [5 - 1 - 3] Ordering an unit to stand ground ------------------------------------------------------------------------ Stand ground typically makes the units to be alert status where they immediately attack a unit once they have seen an enemy unit. Just click a military unit or boat. next click the Stand Ground button. The military unit or boat remains in the location. It only attacks an enemy villager, military unit, boat, building, or wall within its range. To clear the Stand Ground order, move the unit. Remember to check Diplomacy or the unit will not attack even though it is being attacked! ------------------------------------------------------------------------ [5 - 1 - 4] Ordering an Area Attack ------------------------------------------------------------------------ Area Attacks can damage an aerial based damage, effecting units that were within the area. The Stone Thrower, Catapult, Heavy Catapult, Catapult Trireme, and Juggernaught, which cause area of effect damage, can fire at a general area instead of at a specific target, such as a military unit or building. The area attack could remove any tree that is within its area. Just click a Stone Thrower, Catapult, Heavy Catapult, Catapult Trireme, or Juggernaught. Click the Attack Ground button, and then click a location on the map. This also applies to some of the secret units. ------------------------------------------------------------------------ [5 - 1 - 5] Grouping ------------------------------------------------------------------------ This is following an important command where it allows you to group the units into groups. Frankly speaking, grouping allows you to move the unit more faster compared to the click-and-drag over the units that you desired. Select a group of units ======================= To form a group, just simply drag the mouse pointer over the villagers, military units, or boats you want to group. Or hold down the CTRL key and click each unit. Create a Group of units ======================= To create a group. Select a group (as described above), and then click the Group button. When you click one member of the group, the other members are also selected. Disband a group a group of units ================================= To ungroup units. Click a member of the group, and then click the Ungroup button. This command allows you to disband members that you do not wished to assign to the group. Assigning a number to a group ============================== To assign a number to a group. First of all, select a group. next press CTRL and the number to assign to the group. For example, to assign the number 2 to a group, press CTRL+2. The number appears in the lower-left corner of each unit in the group. To select the group, press the number assigned to it. For example, to select group 2, press the 2 key. You can select groups ranging from 0 ~ 9 ------------------------------------------------------------------------ [5 - 1 - 6] Transporting an unit ------------------------------------------------------------------------ To get units from one shore to another, you really require to get a transport vessel such as the Light Transport. Well, I wonder when will there be a transport vessel on the land? Loading a transport vessel =========================== Build a Light Transport or Heavy Transport at the Dock. Next click a villager, military unit, or Artifact (or select a group), and then right-click the transport vessel to load. The units are loaded onto the transport. NOTE: when you have a group of six members entering a Light Transport, there will be one member left outside the vessel. There is an alternate method: First of all, click an unit that you wished to place it inside the transport vessel. Next right-click the vessel and the unit will approach the vessel. Unload a transport vessel ========================== To unload a transport vessel, click on the transport vessel. Next click the Unload button. Lastly, click a location on shore or in shallows. Alternate method: Just simply click the vessel and then right-click the shores of the land and the vessel will approaches there and unload. ------------------------------------------------------------------------ [5 - 1 - 7] Diplomacy ------------------------------------------------------------------------ Click the Diplomacy button on the menu bar. [the menu bar is located at the top-right hand corner]. Next select your diplomatic stance toward each of the other players: Ally – Your military units do not attack other players' buildings, villagers, military units, or boats. Neutral – Your military units attack all buildings and military units (but not villagers) who enter their sight. Enemy – Your military units (except Scouts) attack all buildings, military units, and villagers who enter their sight. ------------------------------------------------------------------------ [5 - 1 - 8] Allied Victory ------------------------------------------------------------------------ Click the Diplomacy button on the menu bar. Set your diplomatic stance to Ally for each civilization on your team. All players who want to pursue an allied victory must do this. Click Allied Victory. All players who want to pursue an allied victory must do this. ------------------------------------------------------------------------ [5 - 1 - 9] Tribute ------------------------------------------------------------------------ To pay tribute, just click the Diplomacy button on the menu bar. next click the resource(s) to tribute to a civilization (food, wood, stone, or gold). Each time you click the button, the civilization receives 100 of the item. If you have less than 100 of an item in your stockpile, the civilization receives the amount you have minus the 25 percent fee. The button shows the amount of the tribute. Your stockpile of each item (minus the tribute) is shown at the top of the column. To confirming in paying the tribute, click OK. The resources are deducted from your stockpile. NOTE: You need a market to do this. Of course, it's not possible without a merchant boat/ship. E.g. Let's said if you decide to pay a tribute of 100 gold, 25% of the fee will added (Coinage eliminate this fee), which means you have to pay 125 gold instead. From my past games experience, you can't really have an allied victory unless you pay tribute.. ------------------------------------------------------------------------ [5 - 1 - 10] Trading ------------------------------------------------------------------------ Trading allows you to get gold. It was much easier compared to Gold Mining. All you need is a Merchant Boat/Merchant Ship, Dock and a Market. You need to trade 20 quantity of food, wood or stone for 20 gold. Just simply select a Merchant ship and choose the supply that you wishes to trade for gold. Next right click the Dock where you want to perform a trade with. ------------------------------------------------------------------------ [5 - 1 - 11] Queue units ------------------------------------------------------------------------ Building an unit requires time. You can do multiple queue of units Adding units to a queue ======================== Just click on the building and then click the button of the unit that you wished to build. For example if you wished to train three Axeman, just simply click the Barracks, and click the "Train Axeman" button three times (you will see a small number appearing at the top right hand corner) Deleting units from a queue ============================ Just simply right-click the unit button. For example if you wished to remove an Axeman from the queue, just right-click the Train Axeman button once. To remove all units, just click the "Stop" button which is marked by a red cross Notes ======= If a building is queuing units, you cannot build other types of units there. For example, if you queue three Axeman at the Barracks, you cannot build other units there until three Axeman are built (or you have stop the queue) The population indicator will flashes [press F11] if you have reached the population limit or do not gave enough housing to build the next unit in the queue. If your building is destroyed or converted while producing queuing units, the resources for the units in the queue are returned to your stockpile (except for the unit that is currently in production) ------------------------------------------------------------------------ _____ / 5.2 \_________________________________________________________________ ======================================================================== Some other important information ======================================================================== Well here you will find all some miscellaneous bits of information where I can't classified else where. I have talk about some of the commonly missed bits such as how to understand the combat system of AOE and AOE: Rise of Rome ------------------------------------------------------------------------ [5 - 2 - 1] Unit Attributes ------------------------------------------------------------------------ Here you will see some explainations about the combat system works with the following attributes. _______________________________________________________________________ ------------|----------------------------------------------------------| Attack |How much damage a unit inflicts. For example a villager | |has an attack of 3 and he will take off 3 hit points from | |the enemy's total hit points. | | | ------------|----------------------------------------------------------| Armor |Reduces the amount of damage a unit suffers in hand-to- | |hand combat. For example, +5 armor reduces damage by 5. | | | ------------|----------------------------------------------------------| Piercing |Reduces the amount of damage a unit suffers from Ballista,| Armor |Helepolis and missile weapons (Includes Archer group, | |towers, Scout Ship, War Galley, Fire Galley and Trireme) | | | ------------|----------------------------------------------------------| Range |How far missile weapons fire. Certain units can only fire | |between specific distance. | | | ------------|----------------------------------------------------------| Hit points |How much damage a unit can suffer before it dies. To | |display a unit's hit points, click the unit. The colored | |bar that appears above a unit shows its general health | |(green = healthy, red = wounded). The unit's hit points | |are shown in the status box in the lower-left corner of | |the game screen (current hit points/maximum hit points). | |Priests can heal wounded units. | | | ------------|----------------------------------------------------------| Fire rate |How many seconds it takes a unit to attack again. | | | ------------|----------------------------------------------------------| Speed |How fast a unit moves. Certain units can move in a flash! | | | ------------|----------------------------------------------------------| _______________________________________________________________________| ------------------------------------------------------------------------ [5 - 2 - 2] The civilization attributes ------------------------------------------------------------------------ When you play the campaign mode or other modes, you will be face civilization bonuses and downfalls. A lot of AOE players felt that the Yamato Civilization is best as it cost you less to train cavalry and archer units. ______________________________________________________________________ /----------------------------------------------------------------------\ | Civilization | Attributes | |-------------------|--------------------------------------------------| | Ancient Choson | . Long Swordsman and Legion +80% hit points | | | . Tower +2 range | | | . Priest cost 30% less | |-------------------|--------------------------------------------------| | Assyrian | . Archery Range units have increased fire rate. | | | . Villagers 30% faster | |-------------------|--------------------------------------------------| | Babylonian | . Wall and tower hit points doubled | | | . Priest rejuvenation rate 30% faster | | | . +30% stone mining | |-------------------|--------------------------------------------------| | Carthaginian [NEW]| . Transport +30% | | | . Fire Galley +25% attack | | | . All Academy units and all elephant units +25% | | | hit points | |-------------------|--------------------------------------------------| | Egyptian | . +20% gold mining | | | . Chariot, Scythe Chariot, and Chariot Archer | | | +33% hit points | | | . Priest +3 range | |-------------------|--------------------------------------------------| | Greek | . Hoplite, Phalanx, Centurion 30% faster | | | . War ships 30% faster | |-------------------|--------------------------------------------------| | Hittite | . Stone Thrower, Catapult and Heavy Catapult hit | | | points doubled. | | | . Archery Range units +1 attack | | | . Warships +4 range (except Fire Galley) | |-------------------|--------------------------------------------------| | Macedonian (NEW) | . Academy units +2 armor vs. Slinger, Ballista, | | | Helepolis, missile weapons | | | . Units with no range +2 line of sight | | | . Seige Workshop units cost 50% less | | | . Units 4 times more resistant to conversion. | |-------------------|--------------------------------------------------| | Minoan | . Ships cost 30% less | | | . Composite Bowman +2 range | | | . Farm production +25% | |-------------------|--------------------------------------------------| | Palmyran (NEW) | . Free tribute | | | . Gold per trade trip doubled | | | . Villager cost 50% more, have armor, and work | | | 20% faster | | | . Camel Rider +25% faster | |-------------------|--------------------------------------------------| | Persian | . 30% hunting | | | . War Elephant, Armored Elephant, Elephant Archer| | | 50% faster. | | | . Trireme +50% fire rate. | |-------------------|--------------------------------------------------| | Phoenician | . War Elephant, Armored Elephant, Elephant Archer| | | cost 25% less. | | | . +30% woodcutting | | | . Catapult Trireme and Juggernaut +65% fire rate | |-------------------|--------------------------------------------------| | Roman (NEW) | . Buildings cost 15% less, except towers, walls | | | and Wonders. | | | . Towers cost 50% less | | | . Swordsmen attack 33% faster. | |-------------------|--------------------------------------------------| | Shang | . Villager cost 30% less | | | . Wall hit points are doubled | |-------------------|--------------------------------------------------| | Sumerian | . Villagers +15 hit points | | | . Stone Thrower, Catapult, Heavy Catapult +50% | | | fire rate. | | | . Farm production doubled | |-------------------|--------------------------------------------------| | Yamato | . Horse Archers, Scout, Cavalry, Heavy Cavalry, | | | Cataphract cost 25% less. | | | . Villagers 30% faster | | | . Ships +30% hit points | |-------------------|--------------------------------------------------| |______________________________________________________________________| ------------------------------------------------------------------------ [5 - 2 - 3] Hot Keys ------------------------------------------------------------------------ Just completed a random map game before writing these section. What are actually Hot Key's they save you the trouble of searching for the units that you wished to build or create. Finally I have finished my research and gotten the following keys except for the Fire Galley, I haven't enabled Full Tech Tree.... Miscellaneous Keys =================== Move [Hot Key: M]: Just simply click a movable unit and press M. Next click the ground where you want the unit to move. Space bar : Move to Town Center 0 ~ 9 : Moves to the specific group. If you wants to move to Group 1, just hit the 1 key. Enter : Enter cheat mode. ======================================================================== 1. Hot Keys for Villagers ======================================================================== ________________________________________________________________________ Villager |||||| Build - construct buildings, ______ ______ ______ |||||| [Builder] |Build ||Repair|| Stop | |||||| Repair - repair boats and | [B] || [R] || [S] | |||||| buildings [Repairman] |______||______||______| |||||| Stop - stops current command. |||||| _______________________________||||||___________________________________ Building by using Hot Keys =========================== Just simply click the villager, just press the key within the brackets. Just press the B key and you will be able to choose the type of building to build, enter the hot keys below. __________ __________ __________ __________ __________ |E |B |G |S |D | | House | Barracks | Granary | Storage | Dock | | | | | Pit | | |__________|__________|__________|__________|__________| __________ __________ __________ __________ __________ |A |L |F |T |W | | Archery | Stable | Farm | Watch | Small | __|\ | Range | | | Tower* | Wall* | |/ |__________|__________|__________|__________|__________| ------------------------------------------------------------------------ __________ __________ __________ __________ |* Watch Tower |M |C |P |N | | Sentary Tower | Market |Government| Temple | Town | | Guard Tower | | Center | | Center | | Ballista Tower |__________|__________|__________|__________| | __________ __________ __________ |* Small Wall |Y |K |O | | Medium Wall | Academy | Seige | Wonder | | Fortification | | Workshop | | | |__________|__________|__________| | ------------------------------------------------------------------------ Just simply click a villager and press B (that's build), next click on the button assigned for that particular command. ======================================================================== 2. HOT KEYS FOR PRIESTS ======================================================================== ________________________________________________________________________ Priest ||||| Heal - restore Hit Points for _______ _______ _______ ||||| other military units. | Heal | |Convert| | Stop | |||||Convert - convert a unit and | [E] | | [C] | | [S] | ||||| you will be able to |_______| |_______| |_______| ||||| use that unit. This ||||| requires rejuvenation ||||| Stop - Cancels the former ||||| command. ___________________________________|||||________________________________ ======================================================================== 3. Hot Keys for Building Units ======================================================================== Here you will find a list of hot keys which can be used to build the unit. Note that not all units can be build within the same time. You can't make a Short Swordsman and Legion at the same time as they are the same class. Legion originates from the Short Swordsman. Note that you can queue up units such as click on the Legion 5 times (provide that you have sufficient gold and food) and you can't also queue another barrack-type unit (such as Axeman, Clubman or Slinger). So use Hot Keys wisely! Just playing a Random Map using Full Tech Tree is rather tough.. so I can't find the Hot Key for the Fire Galley. Barracks ------------------------------------------------------------------------ Type of Unit Hot Key ------------------------------------------------------------------------ Clubman, Axeman T Slinger L Short Swordsman, Broad Swordsman, Long Swordsman, Legion Z Archery Range ------------------------------------------------------------------------ Type of Unit Hot Key ------------------------------------------------------------------------ Bowman T Improved Bowman, Composite Bowman A Chariot Archer R Horse Archer, Heavy Horse Archer C Elephant Archer E Stable ------------------------------------------------------------------------ Type of Unit Hot Key ------------------------------------------------------------------------ Scout T Chariot, Scythe Chariot R Cavarly, Heavy Cavalry, Cataphract C Camel Rider L War Elephant, Armored Elephant E Temple ------------------------------------------------------------------------ Type of Unit Hot Key ------------------------------------------------------------------------ Priest T Seige Workshop ------------------------------------------------------------------------ Type of Unit Hot Key ------------------------------------------------------------------------ Stone Thrower, Catapult, Heavy Catapult C Ballista, Helapolis B Academy ------------------------------------------------------------------------ Type of Unit Hot Key ------------------------------------------------------------------------ Hoplite, Phalanx, Centurion T Dock ------------------------------------------------------------------------ Type of Unit Hot Key ------------------------------------------------------------------------ Fishing Boat, Fishing Ship F Trade Boat, Merchant Ship R Light Transport, Heavy Transport T Scout Ship, War Galley, Trireme E Catapult Trireme, Juggernaught C Fire Galley ? _____ / 6.0 \_________________________________________________________________ ======================================================================== Codes for Age of Empires: Rise of Rome ======================================================================== An extra thanks to GameSages for the codes. This codes can be used, by press the ENTER key and you will see a box with the word "CHAT". Next type in the desired code, then press ENTER again. BTW, you can't have the units code if you don't have a Town Center.]. I would not recommend you to use them as they will definately spoiled your game. ------------------------------------------------------------------------ o BIG BERTHA Transforms Heavy Catalpults to Big Berthas [better units] ------------------------------------------------------------------------ o BIGDADDY Create a black-coloured car with a rocket launcher [Winsetti'sZ]. -Very easy to be converted!- Note: provided you have Town Center. ------------------------------------------------------------------------ o BIG MOMMA Creat a white-coloured card with a rocket launcher [Winsetti's other Z] -Very easy to be converted!- Note: provided you have Town Center. ------------------------------------------------------------------------ o BLACK RIDER Convert Horse Archers into Black Riders. Well, I don't know what it does but it will be invisible to the enemy, I guess. ------------------------------------------------------------------------ o COINAGE Added 1,000 Gold to your stockpile. ------------------------------------------------------------------------ o CONVERT THIS! Create a Pirest unit [Saint Franics] that gives out Lightning Bolts! Note: provided you have Town Center ------------------------------------------------------------------------ o DARK RAIN Transforms Bowman to Composite Bowman which could camouflage into trees when not moving. ------------------------------------------------------------------------ o DIEDIEDIE Causes all enemy units to die. ------------------------------------------------------------------------ o E=MC2 TROOPER Creates a Nuke Trooper with a rocket launcher. Note: provide you have Town Center. ------------------------------------------------------------------------ o FLYING DUTCHMAN Transforms Juggernaught into Flying Dutchman. Now the Flying Dutchman could travels on both lands and sea. ------------------------------------------------------------------------ o GAIA Allows you to controls the monsters such as Elephants, Lions and Gazelles but you will lost the controls of your villagers. ------------------------------------------------------------------------ o GRANTLINKSPENCE Transforms animals into kings-type animals [example: Elephant being transformed into Elephant King] ------------------------------------------------------------------------ o HARI KARI Commits suicide. You will automatically lost the game. ------------------------------------------------------------------------ o HOMERUN Wins the current campaign ------------------------------------------------------------------------ o HOYOHOYO Priests will become faster and stronger. ------------------------------------------------------------------------ o ICBM Helepolis/Ballista have 100x Range Points ------------------------------------------------------------------------ o JACK BE NIMBLE Catapults/Stone Thrower/Heavy Catpult will throws werid items such as cows or villagers. ------------------------------------------------------------------------ o KILLX Kill player X ------------------------------------------------------------------------ o KING ARTHUR Turns flying creatures [Eagles and Hawks] into HP: 999 Dragons. No effect on the game. You will see Dragons wandering around at the sky. ------------------------------------------------------------------------ o NO FOG Removes the fog of war. ------------------------------------------------------------------------ o PEPPERONI PIZZA Added 1000 Food to your stockpile. ------------------------------------------------------------------------ o PHOTON MAN Create a Nuke Trooper armed with a laser-gun at a high rate. Note: provided you have a Town Center. ------------------------------------------------------------------------ o POW! Create a BabyPrez with high attacking power! Note: provided you have a Town Center. ------------------------------------------------------------------------ o QUARRY Added 1000 Stone to your stockpile ------------------------------------------------------------------------ o RESIGN You resign from the battle. ------------------------------------------------------------------------ o REVEAL MAP Reveal the whole map ------------------------------------------------------------------------ o STERIODS Buildings and units are being created instantly ------------------------------------------------------------------------ o STORMBILLY Create a Zug 209 Robot [like the robot walkers at Star Wars] Note: provided you have a Town Center. ------------------------------------------------------------------------ o WOODSTOCK Added 1000 Wood to your stockpile. ------------------------------------------------------------------------ If you have any codes that is not found here, mail me. _____ / 7.0 \_________________________________________________________________ ======================================================================== Completing the Scenario Campaign ======================================================================== This is an area where begineers whom should start off from. For this section, I have included strategies/tips [mostly taken from the game] and added how I have handled the problem. You easily ended the section by pressing ENTER and typed "HOME RUN". For those whom want to finished the section without using codes, refer to the sections below. Presently, this section is still incomplete. It takes me some time to gather up all the materials for each campaign. Note that all the campaign walkthroughs not necessary guranttee 100% that it will work. Certain scenarios are easy whereas the preceeding ones are much tougher. I have also included the difficulty ratings. The more * it has, the tougher will be the scenario. [generally takes a longer time] ------------------------------------------------------------------------ 7-1 Ascent of Egypt Learning Campaign ------------------------------------------------------------------------ Name Period Difficulty |---- [7-1-1] Hunting 8,000 BC * |---- [7-1-2] Foraging 7,000 BC * |---- [7-1-3] Discoveries 6,500 BC ** |---- [7-1-4] Dawn of a New Age 6,000 BC *** |---- [7-1-5] Skirmish 5,500 BC ** |---- [7-1-6] Farming 5,000 BC ** |---- [7-1-7] Trading 2,000 BC *** |---- [7-1-8] Crusade 1,900 BC *** |---- [7-1-9] River Outpost 1,700 BC ** |---- [7-1-10] Wonder of the World 1,625 BC ****** |---- [7-1-11] Siege in Canaan 1,450 BC ***** [7-1-1] ------------------------------------------------------------------------ Name of Scenairo: Hunting 8,000 BC Objective: Create 7 villagers. Starting: 50 Wood, 30 Food, 0 Gold, 0 Quarry Units: 1x Town Center, 1x Villager. ------------------------------------------------------------------------ Exploring =========== As you begin the game, the map is being surround by a black fog, similar to strategy games like Command and Conquer. It is better to explore the map/terrain as you will be able to find sufficient space for building structures. However if your villager returns back to the Town Center. The area will be surrounded by the "fog of war". You will not be able to see enemy structures as they are being covered by the fog. Hunting ======== Around that island, you will find herds of gazelles which will provide the main source of food for your villagers. You need 50 Food to create a villager. Just simply click a villager. Next right-click the gazelle which you wished to hunt. It will takes 2 hit for the gazelle to go down. The villager will becomes a hunter with attacking power +1. The villager will start to hunt the animal, gathers food adn deposit it at the Town Center, where it is added to the stockpile [the villager will collect until 10 Food and approached the Town Center, depositing it there]. To create a villager, just simply select the Town Center and choose to create a Villager [that requires time...] Building Houses ================ As the maximum amount of villagers that the Town Center could hold is 4 villagers/units, so it will be essential to build a House. Each House costs 30 Wood. Actually, there is no need for you to cut down trees as there is already enough Wood in your stockpile for building a House. To get more Wood. Simply click the villager. Next right-click the tree that you want to cut down [trees at the forests have lesser Wood, so it is advisble for you cut down trees that stands on its own.] To build a house, simply click a villager. Next pick "Build" and select the House Icon on the next toolbar. Tips ===== - You must hunt the gazelles to increase your stockpile of food so that you can creat new villagers. As your population grows, you must build new houses before you can create new villagers. - Villagers can move around gazelles and herd them closer to the Town Center before hunting them. This decreases the distance the villagers must carry the meat to the Town Center, where it is added to your stockpile. - Food from hunting deteriorates overtime. so it is most efficient to assign more than one villager to gather the meat from the kill. - Beware from alligators - they tend to eat away villagers whom wonders near the shores Alligators can be hunted and provide food like the gazelle. Strategy ========= First of all, have that villager build a House. Next walk south and move towards the gazelle, the gazelle will run away.... Lure it near the Town Center before you start to kill it. It will take two hits before you can kill the gazelle. Note that this villager can't died as it will be Game Over if that happened. Next let's paid some attention to your toolbar found at the upper section of the screen. As you sees the villager brought the food to the Town Center, the Food stockpile will increase by 10. Wait for the Food stockpile reach 50, and start to create a villager. Once your second villager is being created, have him hunt the same gazelle [the more the merrier and meat can be taken from it at a faster rate.] Next you must kill the threat, the alligator found at the western side of the island. It will take 5 hits to go down. Now you can concentrate on building up your stockpile. Create a villager once you have reached 50 in your food stockpile. Do this until you have seven villagers and you will complete the scenario! ------------------------------------------------------------------------ [7-1-2] ------------------------------------------------------------------------ Name of Scenario: Foraging 7,000 BC Objective: Build 1x Storage Pit, 1x Granary, 1x Dock Starting: 0 Wood, 0 Food, 0 Gold, Quarry Units: 3x Villagers, 1x Town Center ------------------------------------------------------------------------ Gathering Wood =============== Before you can build anything, you required some wood in your stockpile. Just simply select a villager with the left click. Next right-click the tree [Palm, Tree Forest] which you want that villager to chop it down for food. Tree Forests has lesser wood compared to trees that stands on its own. Foraging for Food ================== As food is required for creating a villager, it is essential to forage as there are only berry bushes found on that deserted island. Just simply click a villager whom you have wished to sent for foraging. Next right-click the berry bush which you wants to forage from. Foraging is rather slow as the strength of a Forager is weaker than the strength of a Hunter. That's the downside...however Berry Bushes last for a longer time compared to meat of the gazelles, elephants, lions and alligators as it does not deteriote. Constructing Buildings ======================= To construct a building, you need materials such as wood [for the time being..] Make sure that you have sufficient supplies in your stockpile. If not, chop down more trees for wood. Just simply click a villager. Next click "Build" and choose the building which you have wished to construct. Next you will be given the transulcent "shape" of building. Just click it on the ground where you wished to build. Note that buildings can be build too far from the Town Center or your villagers. You can't overlapped buildings as the space has already been used for another building. So take note. Tips ====== - You must forage for food and chop wood to build houses in order to support new villagers. You cna then put the new villagers to work on chopping wood for building other buildings [Storage Pit, Granary and Dock] - Forage sites are plentiful across the rivers which you can cross the shallow waters [there are pebbles partially submerged.] - Villagers automatically deposit food from foraging yo the Town Center or the Granary, whichever is closer. Building a Granary near a forage site will reduce the distance that villager has to carry to a place where the food will be stocked. - Villagers will automatically deposit wood at the Town Center or the Storage Pit whichever is closer. Building a Storage Pit closer to Tree Forests is a good idea. Strategy ========= First of all, you need to get sufficient manpower so that you can complete the scenario at a faster rate. Forage some of the berry bushes located on the southeast of the Town Center. Do this until you have about 150 Food in your stockpile. Take note of the crocodile located at the seaside. Kill it. Gather sufficient wood from the Palm Trees about 150 Wood. Build a house and create 2 new villagers. Build a storage pit and assign some villagers to chop down wood from the Tree Forest at the northwest from the Town Center. Have the remainding villagers in getting food. After getting sufficient wood, build a Dock at the edge of the seaside [Docks can be build entirely on land ^_^;] Gather more wood. Next you need to build the granary and you will complete the scenario once you have finished it! Congratulations! ------------------------------------------------------------------------ [7-1-3] ------------------------------------------------------------------------ Name of Scenario: Discoveries 6,500 BC Objective: Find the 5 Discoveries, before the Libryans find them. Starting: 15 Wood, 90 Food, 0 Gold, 0 Stone Units: 1x Town Center, 1x Villager Enemies: 1x Town Center, 1x Scout Grouping Villagers =================== Finding getting all villagers to one spot very tiring. There is an easier way, that's to group them into teams. To group a team, first hold the left click and drag it to the from a box to select the villagers that you want to form a group. Next press CTRL Key and a number 1~9. For example you want to call the group of villagers Group 3. After that command, you can call the group by pressing "3" on the keyboard. This is an efficient way of group villagers, make work easier. Exploring the Map ================== As usual, feel free to explore, but beware of nature predators such as Lions and Alligators. The Libryans has a Scout which is much powerful compared to the villager. So it is recommended that you explore in groups. Refer to Section [4-1-1] for more details. Finding Discoveries ==================== That's the objective of this scenario. On the terrain, you find huge weird structures that looks like the remains of a strange monster. Just simply assign a character and walk over the discovery until you saw a blue flag [is marked that you have made a discovery]. Do this quicky before the Libryans found them. There are five of them. Here is the locations: 1. Discovery found northwest from the Town Center. There is a lion hiding in between the forests, beware! 2. Discovery found south from the the Town Center. There are a herd of gazelles found here. 3. Discovery found near the Enemy's Town Center. Beware the Scout and the Lion found there. The Enemy's Town Center is located east from your Town Center [it is being seperated by the cliff!] 4. Discovery found at the northeast of the map. It is being surrounded by forests and there is another herd of gazelles. Top right hand corner of the map. 5. Discovery found at the northeast of the map. Top left hand corner of the map. It is being surrounded by a Palm Trees and there is a lion plus an alligator... Tips ====== Well, just move in groups and your villagers will be saved. Just keep within 5 ~ 7 villagers per team as your villagers should be able to defeat the enemy troop. Strategy ========== This section is quite tough... as your foe has a strong military, a Scout. Make sure that your villagers always move in groups. Gathered some wood to your stockpile [sufficient to build a storage pit, a granary and two houses]. Build the Granary near the berry bushes found at the south from your town center. Note that there is an alligator near the shores and the Scout is somewhere there. So don't go too far.. Gather more manpower [8 villagers will be enough] Assign 4 villagers to kill the lion found at the forest northwest of the map. Don't bother to hunt it. Instead of gathering food, build a storage pit at the forest. Next stock up the food and create more villagers. Do this until you have twelve villagers. Assign six healthy villagers and head west, passing through the cliffs and kill that lion.[it take about 4 hits] Next kill off that Scout and you should be able to finish it without any casualties. Next target on the enemy's Town Center until it is destroyed and you will win the scenario! ------------------------------------------------------------------------ [7-1-4] ------------------------------------------------------------------------ Name of Scenario: Dawn of a New Age 6,000 BC Objective: Advance to Tool Age Starting: 0 Wood, 0 Food, 0 Gold, O Stone Units: 3x Villagers, 1x Town Center ------------------------------------------------------------------------ Fishing ========= Your villagers can become fisherman! Just click the villagers and right- click on the fishing site [you will see fishes popping out from it.] Fishermen can gather food at the twice of the rate of a forager! Note that you can do fishing on the shore. To do fishing at the sea, you need to build a dock. Build one and have a couple of fishing boats and have a great time in fishing! Advance to the next age ======================== You must acquired two Stone Age Buildings [Storage Pit, Granary, Dock and Barracks] and plus have 500 food in your stockpile. After meeting the requirements, select the Town Center and select the icon below the "Villager" icon. Note that you can't create any villagers while proceeding to a new age. Tips ===== - Have as many villagers as possible as you need! - Gather fish from the shores Strategy ========== For this scenario is rather special. Wood is more important than food! First of all, have two villagers concentrate on fishing the Shore Fish found at north of your Town Center. Have the other villager concentrate on chopping down Palm Trees for wood. After a villager have been created, assign the villager to build a House. Next assign that villager to chop down trees for wood. After the fisherman have finished the Shore fish site, concentrate on getting wood from the Palm Trees near the shores. Used up the food to create four more villagers! Next have the others build two Houses and a Dock. Assign every villagers to chop down trees for wood. Have the Dock to create fishing boats [they can get 15 food each time!]. Never ever stop chopping wood to build fishing boats. After the villagers has done finished chopping all the wood in that area, you can hunt that elephant found at the south of your Town Center [hopefully you have build a Storage Pit long ago..]. After sometime, you will have enough food in your stockpile, advance to the next age and victory will be yours! ------------------------------------------------------------------------ [7-1-5] ------------------------------------------------------------------------ Name of Scenario: Skirmish 5,500 BC Objective: Destroy the enemy tribe. Starting: 0 wood, 0 food, 0 gold, 0 stone Units: 4x Axemen, 3x Bowmen ------------------------------------------------------------------------ Grouping ========== There is a need to group your troops so that you would not have select a troop one by one. Just have all Axeman selected and hold down CTRL along with a number. Next select all Bowmen and give them another number. To call them just press the assigned number to select them. Engaging in Combat =================== The enemy troops are found with the vicinity of the hills. Just have the troops to move as a group. [One by one will suffer heavy casulties.]. The enemy troop comprises of 3x Axeman and 3x Bowmen. Tips ====== - Bowmen fires more damage when they are on hills, by attacking units on the ground. - The enemy troops are found in the hills located northeast of the map. - Just have the Axemen to approach the enemy first and have Bowmen fire at the back area. - Look at the radar screen as the enemy troop can hide in the trees. Strategy ========= Well, just do a great kill to bring victory to your hands. Have the Axemen approaches the enemy [one at a time] and have the Bowmen do the firing. Just move on top of hills to engage combat. There is a Axeman located the extreme southeast corner of terrain. [I have actually misses it.] Always look at the radar and look for red spots which represents the units of the enemy. [7-1-6] ------------------------------------------------------------------------ Name of Scenario: Farming 5,000 BC Objective: - Control the ruin - have 800 food in the stockpile Starting: 100 wood, 100 food, 100 gold, 100 stone Units: 3x Villagers, 1x Town Center, 3x Clubman, 3x House, 1x Granary, 1x Barracks ------------------------------------------------------------------------ Farming ========= Farming can be only be done from farms. To build a farm, you must have a Granary and a market and generally must be in Tool Age. Forage sites does not last forever which they will eventually depleted. There is no fishing sites or gazelles for you to hunt in this scenario, hence farm is the only method to achieve the 800 food target. You can raise the farm's production by researching Domesitication, Plow or Irrigation. Farms generally required wood [75 wood] to build. Once the food supply of a farm have dropped to zero, the farm will start to fade away. At moment of time, you need to rebuild a farm. Once a villager builds a farm, they will change into a farmer (unless you are using another villager to speed up the building.). Food from farming can only deposited to the Town Center but not to the Storage Pits (unlike food from hunting or fishing). They can be deposited into the Granary. It also makes sense to build farms close to the Granary. Upgrading Units ================ In this campaign, you will learn the importance of upgrading. The Clubman can be upgraded into an Axeman [cost 100 food]. Note that upgrading normally gives the unit attributes bonus, increase in attack, hit points and armor (for certain units). Repairing Buildings and Boats ============================== Generally, vessels and buildings will received damage upon attacked. These units can't restore the hit points by healing from the Priests [ which you will be using later] Instead they can be repaired by villagers. I would not recommend you to use to boats as there is only a stream of river in this campaign. [plus there is no fishing sites.] Controlling Ruins ================== The game will not just ended if the computer controls the ruin. How to control a ruin? Before ruins are unoccupied, their colouring is grey in colour. Once an unit of a civilzation has past within the area, the ruin will changes its colour to the civilization's colour. In this way, the ruin is termed under control by that particular civilization. I would use fast pace units such as the Scout. Strategy ========== You need to go a lot of exploration in this scenario. All of what you have learnt in the previous scenarios have come handy. Just simply use 100 food to create another two villagers, until you have at least 10 villagers or more. [of course, food has be obtained from forage sites.] Chop down the trees that are located close to the Town Center. [to save up space.] Just building sufficient houses to accomdate the new villagers. Now once you have sufficient wood, start to build a Market. Once the forage sites are used up, do the following: - start to build farms to keep an adequate supply of food. There may be a need to research domestication. - upgrade Clubman to Axeman [the Axeman has better statistics compared to the Clubman and it will be in your advantage]. The opponents will have a couple of strong units by now. - have remainding villagers to chop wood. [try to research woodcutting as it helps to make life more easier]. Wood can give you food indirectly. Building a couple of Storage Pits to provide easy access for villagers to deposit the wood into it. Once you have sufficient food and wood [ exceed 800 food], start to focus on the military. Train a couple of Bowman and Axeman. Well, you may like to focus on the defense by building a Guard Tower [which is needed to be researched from the Granary] But I will stick to the three attacking force Axemen/Scouts/ Bowmen. There will be a stream of river that separates the two civilization, station your forces there [where you find pebbles], to prevent enemy from entering your territory. Have Bowman located behind the Axeman to firing while the Axeman engages one-to-one combat. Just simply build the Archery Range along with a Stable and train a couple of Bowmen/Axeman/Slingers and a Scout. The ruins is found somewhere near the enemy's territory, about northwest from your civilization. Just reach there and victory will be yours. Normally the troop will withstand the damages while you need to just focus on the Scout. ------------------------------------------------------------------------ [7-1-7] ------------------------------------------------------------------------ Name of Scenario: Trading 2,000 BC Objective: Get 1000 gold and 1000 stone. Starting: 200 wood, 200 food, 0 gold, 200 Stone Units: 1x Town Center, 3x Villagers, 3x Houses, 1x Granary, 1x Storage Pit, 1x Dock ------------------------------------------------------------------------ Mining Stone ============= There is an abundant supply of stone located northeast from your base. Just have 4 villagers to create a Storage Pit there to mine for Stone. Note: this method is only way to get stone, unless you want to engage combat with the Minoians which has two Stone Throwers, about 6 Scout Ships. Do not use the stone to trade for gold as there is limited supply in this campaign. Trading ======== You need to have a Market along with a Trading Boat or Merchant Ship. You can trade food, wood or stone for gold. Note that in this scenario, you can't mine gold from mines. Gold can only be obtained from trading. Your Dock have a cargo symbol of 100. It will start to deplete once it starts to make a trade. You will trade a quantity of 20 at a time. where you need to pay a tribute fee of 5 each time you perform a trade. The further the dock is located from your dock, the better the cargo is. Tips: ====== - Have a strong hold of Scout Ships. The Minoians [brown civilizations] have a wide range of naval vessels. - Train Bowmen and Axeman [build Archery Range and Barracks] to protect your base from enemies. - You can choose to have at least 3 Merchant Boats for trading. - Build farms/fishing using fishing boats/hunting/foraging for food. - The quarry site [for mining stone] is located on the northeast side of the base. - There is a lion located within the forests in southern region. There is also two/three elephants along a herd of gazelles located at the southeast of the forests in the southern region. - The Minoians have 2x Stone Throwers, 3x Bowmen, 1x Dock and 6x Scout Ships which are scattered around the campaign map. [brown] Found southwest of the terrain. - The Librayans have 1x Dock, 1x Town Center, 3x Villagers and 1x Ballista [yellow]. Found southwest of the terrain. - The Carthoginions have 3x Villagers, 1x Storage Pit, 1x Town Center and a Dock. [red] Found southeast of the terrain. Strategy ========= Here is a tip for playing AOE: Rise of Rome. Always create a stronghold of villagers at the beginning of game. Establish at least 16 villagers. Now forage for food and use the food to create more villagers. Have 4 villagers focus on gathering food and about 3 villagers to gathered wood. Just create Scout Ships first before all naval vessels. [at least 4] Next start to gathered wood and create a Market. Build farms near the granary or you can choose to build another Granary. Research important technologies such as Stone Mining, Woodcutting, Domestication ASAP. Next start to build 2x Merchant boats and trade with the red civilization. [ have the Scout Ship to accompany them.] Trade Wood for gold. [make use of abundant trees found near your base.] Remember to build new houses to accomandate new units. Remember to kill the Lion found in the southern- east forests or it will create harvoc. East from here leads to the quarry site. Build a Storage Pit there and mine for stone. Now while everything is in place, its time to train military units. Train few Axemen and Bowmen and have them guard the base. Have more naval vessels and destroyed the ships owned by the Minoians [they will sooner or later change their diplomacy into enemy.]. There may be a need to destroy the Ballista owned by the Librayans. Don't ever destroyed the Docks as you can still trade with them even though that they are your enemies. Just accumulate 1000 stone and gold, eventually victory will be yours. ------------------------------------------------------------------------ [7-1-8] ------------------------------------------------------------------------ Name of Scenario: Crusade 1,900 BC Objective: Convert Ballista and bring to Town Center Starting: 100 wood, 100 food, 0 gold, 0 stone Units: 4x Villager, 1x Town Center, 1x Temple, 1x Priest, 1x Storage Pit, 1x Granary, 6x House, 1x Barrack, 1x Archery Range, 1x Market. ------------------------------------------------------------------------ Conversion =========== You need Priests to perform a conversion. Note that Priests can convert all units except for Wonders and Town Centers. They need to rejunvate time before they could perform another conversion. There is a hourglass that indicate this and it must be 100% before a Priest can perform a conversion. Priests can also heal Hit Points of human troops which also includes seige weapons. Boats and Buildings can restore its hit points, through repairing. Priest can't heal themselves and you need 125 gold to train one. Tips ===== - There is definately a need to create a second Priest. - Have at least 4 Axeman/Short Swordsmen and 4x Bowmen to destroy the enemies' Bowmen. Have one unit to lure the Ballista to your base and have two priests to convert it. - Scenario will end once the Ballista is destroyed. Strategy ========= The enemy troop comprises of 6x Archers, 1x Ballista, 1x Granary, 1x Storage Pit and 1x Town Center. As you begin the game assign the villagers to gather food and start to train units such as Axeman and Bowmen. You'll need them. Next create 2 more villagers to mine the gold mine located southwest to create a second priests. I think it is kinda hard to perform a conversion with one priest. Note that enemy's base is located southwest from yours. Villagers need to watch out for enemies! You can fish by employ villagers at the pebbles. Just simply eliminate the 6 Bowmen. Under any circumstances not ever destroy the Ballista. Just have a couple of lurers such as Axeman/Bowmen and have the two Priests to convert the unit. Have your remainding troops to accompany it back to the Town Center and victory will be yours soon. ------------------------------------------------------------------------ [7-1-9] ------------------------------------------------------------------------ Name of Scenario: River Outpost 1,700 BC Objective: Building a Town Center and 2x Towers on the Large Nile Island. Starting: 400 wood, 400 food, 0 stone, 0 gold Units: 5x Villagers, 3x Houses, 1x Storage Pit, 1x Town Center, 1x Granary. ------------------------------------------------------------------------ Transport an unit using a transportation vessel. ================================================ You need to get villagers to the Large Nile Island located west from your base. Note that there is 5 Guard Towers there. You need to destroy it before you can safetly assign your villagers there. Just simply build a Light Transport/Heavy Transport. Next click the villagers that you wish to board it. Right click the Transport and they will enter the ship. Click the Transport, followed by its Unload button. Click on the place where you want to unload. You can only brought 5 units at a time to there. Tips ===== - The enemy is located very close to your Dock. - Have War Galley [upgraded version of Scout Ship, for its longer range and attacking power.] - Destroy towers and monsters [3 lions, 3 alligators] there before sending your villagers there. - You need to build a Market in order to build a Government center which is essential to build another Town Center. Strategy ========= The moment you begin the game, assign current villagers to chop for wood, create 3 more villagers to aid them. Upgrade Scout ship into War Galley. Create 3 more Scout Ships/War Galley. Once you have 3 War Galley, attack the elephant found southeast of the base and hunt it. Next create more villagers. Create a Market and some villagers to farm for food. Once you have gotten sufficient wood, build a Government Center. Next create a Light Transport. Now have the 4 War Galley to attack the Towers and mammals found on the island. They are quite vulunerable against the War Galley. Attack and shot the five towers down. Destroy all the mammals on the island. Once the coast is clear, deliever five villager there and build a Town Center there. Next mine for stone and build two Towers [it doesn't matter which type of towers you building.]. Yep, you should be victorious! ------------------------------------------------------------------------ [7-1-10] ------------------------------------------------------------------------ Name of Scenario: Naval Battle 1,650 BC Objective: Recover stolen Artifiact and bring it to your Town Center Starting: 200 wood, 200 food, 200 gold, 200 stone Units: 5x Houses, 1x Granary, 1x Town Center, 3x Villagers, 1x Market, 1x Stable ------------------------------------------------------------------------ Research Technologies ====================== Technologies advancement is the key factor that differ your troops from others. For example if your troops have more attack points, hit points, armor points and range and battle with a same class unit, which will stand out? Generally, the unit that has more better statistics. Research technologies is critical important as it allows you to have stronger troops, gaining wood at faster pace, etc. Controlling Artifacts ====================== The Artifact can only be reached in other area. You need to get it by transport it to transport vessel. Note that once the transport vessel is destroyed, you can find it back at its original place. The Artifact will be automatically controlled by a civilization when one unit walk past it. Just make close so that it will change its color to your civilization's color. Next click on the artifact to move it. You need to control manually to the transport vessel. Tips ====== - Establish a strong naval forces. There is a huge sea barrier separating your civilization with the enemy. Destroy the Sentry Towers found on the island located at the northeast. - Establish a stronghold of troops such as Hoptile, Camel Rider, Short Swordsmen, Axeman, Composite Bowman, etc. - Create a lot of villagers as they are important to gather materials. - It is a must for you to build a Light Transport. - Destroy the towers with your naval vessels [War Galleys will be good enough] before allow your troops to embarked on the area. Strategy ========= Establish a stronghold of at least 15 villagers [noticed the number getting larger each time.]. Gather as many wood/food as possible and build a Market, create about 6 Scout Ships [upgrade to War Galley]. You can gather gold which is found in the southeastern side of your continent. Assign a few villagers to gather gold. Fishing will be also quite a good idea in getting food. Create about 3 fishing boats and have your vessels to guard them while they are fishing. Develop a strong infantry troops. Once you have about 8 War Galley, destroy the towers one by one [there are three on the eastern island]. Now target at the enemies' base. Destroyed any towers there [assign at least 3 War Galley against a Tower]. Once there is no towers, destroy the troops. By now, the enemy should be greatly weaken, deploy Composite Bowmen [they are deadly against villagers/cavalry] along with other infantry units. Destroy the wall and kill any enemy in sight. Once the troops are wipe out destroyed the small wall and move the Artifact to the transport vessel, bring it to the Town Center and victory will be yours. [7-1-11] ------------------------------------------------------------------------ Name of Scenario: A Wonder of the World 1,625 BC Objective: Build a Wonder Starting: 100 wood, 100 food, 100 gold, 100 stone Units: 6x Houses, 1x Granary, 1x Town Center, 2x Farms, 1x Stable, 1x Market, 1x Dock and 3x Villagers ------------------------------------------------------------------------ Building a Wonder ================== You need 1000 wood, 1000 gold and 1000 stone to build a wonder. Different Civilizations have different wonders. Once a wonder is started to begin its construction, the map will reveal its spot to all players. It is wise to establish a strong defense to prevent damages. Tips: ===== - Only the Canaanites [red] possess military strength, so you can don't care about the remaining civilizations. A Ballista from the Hittles will not kill you ^_^; - Build a strong infantry troops at the borders of the left to withstand any advancement of attacks from the Canaanites. - You can only gather wood and food from the huge island where your Town Center. It will be quite wiseable to fish for food. Remember to build a Dock as it is essential to complete this campaign. - Stone is abundant found from the east from your civilization. Remember to build a Transport vessel to bring villagers there. Build a Storage Pit, removes some of trees and start to mine for gold. - So gather up your defense is the first option as the Cannanites have a couple of destructive units such as Stone Throwers. So make use of Scouts, their speed could hit the Stone Thrower which requires a minimum of 2 range to attack and have the others to destroy the infantry troops. Have a strong naval force to withstand the force. I would recommend the following combinations: Composite Bowmen/ War Galley/Scout/Camel Rider. Strategy ========= First of all, get organized with your current villagers and until you have 8 villagers. Focus your attention on wood and food. Build a Archery Range along with Barracks to set up a small force to appose your enemy. Try to get Composite Bowmen [for their range which can destroy Stone Throwers and have your remainding attackers from different angles]. Build a Stable and create Scouts to attack the Stone Throwers. Focus on your naval forces too and attack the enemy's Scout Ships. Remember to destroy Transport vessels as all costs as it means the enemy is transportting it troops to your arena. Once the Cannaaties are greatly weaken, create more villagers and start a massive construction. You need to proceed to the Iron Age in order to build a Wonder. Gather up all the essential resources. Wood is abundant and Stone can be obtained from an island east from here. Next trade wood for gold and start farming once the forage site is used up. Have War Galleys to scout for enemies and remove any enemy threat. The docks of Minoans [brown] and Hittiles are located southeast from your Town Center. Just gather 1000 food and 800 gold to get to Iron Age. Next acquired more Merchant Boats to trade wood for gold. And the stone miners to work on the stone mines. You should be able to gather sufficient stock for the wonder. Focus to get more infantry to guard around the arena and have most of your villagers on build it. Once the Wonder is completed, victory will be yours. [7-1-12] ------------------------------------------------------------------------ Name of Scenario: Seige at Canaan 1,450 BC Objective: Destroy the Canaanite's Governement Center Starting: 200 food, 200 wood, 200 stone, 200 gold. Units: 3x Clubman, 3x Archer, 1x Barracks, 4x Houses, 3x Villagers, 1x Town Center ------------------------------------------------------------------------ TIPS ===== - Don't overspend your food. Start the game with 8 villagers and it should be sufficient to proceed to the next age. Station all military units towards the northeast direction. The enemy is huge compared to your beginning troops. - If you overspend your food, there is Shore fish located northwest from here but it will be dangerous as there are Sentry Towers guarding it. - Stone/Gold are abundant in the hilly areas of this terrains, but note that there are enemies guarding it. - Composite Bowmen with woodcutting researched will be deadly against Sentry Towers and most of the enemy forces. Short Swordsmen is highly recommend due to their strong attacks compared to Axeman. Chariot Archers are good if you have sufficient resources. - Gather wood from the southwest area. Remember the northeast from your Town Center, you will encounter a couple of Axeman, solve the problem first before sending your villagers there to build a Storage Pit near the forest located in the northeastern area. Strategy ========== Food is extremely precious here. The forage site seems be a lot but don't overspend it. Instead create four additional villagers with the food you intially got and work on getting food. Focus your defense in the northwest region from you base. Once you see a cliff, you will encounter enemy troops. It is typcially hard to defeat them with your beginning troops. Build a Storage Pit near the forest southwest from your base and have 3 villagers to gather food and the remainding villagers to gather food. Once the forage site is exhaust, you should get around 700+ food. Use the 500 food to proceed to the Tool Age and have the villagers focus on gathering wood. Research Battle Axe to enhance your current Clubman. Once you have reached the Tool Age. Build more houses, a Granary, a Market and a Farm. Along with an Archery Range. Farming is only method to get food. Create a small force and fight against the Clubmen and Bowmen of your enemy. Clear the area where you find stone and gold. It is time to gather stone and gold. Woodcutting is highly essential if you want an easy life. Next northeast from your base leads to a huge forest where you can get more wood. Next gather 800 food and proceed to next Age. [BTW, don't hesitate to research the technology for armor and attack found at the Storage Pit]. Once you have reach the Bronze Age. Work fast and research Short Swordsmen along with Composite Bowmen. Now its is combat time. Have the Composite Bowmen [I would get as many as six] to fire at the Sentry Tower. With Woodcutting, it is impossible for the Sentry Towers to reach them. Keep on firing and destroy the Towers while have the remainding groups of Short Swordsmen along with Axeman. They are great for destroyed any enemy threat. Remove the towers first at any cost and destroy any Bowmen/ Axeman at sight first. The Government center is surrounded by Medium Walls and send your infantry to destroy it. Well, you will get a movie clip for the work, you have done.. ------------------------------------------------------------------------ To be continued.. _____ / 7.0 \_________________________________________________________________ ======================================================================== Contact the Author ======================================================================== In order to avoid chaos for my mailbox, I have listed a series of rule before you contact the author. Please follow the following, in order to make life easier for me. ------------------------------------------------------------------------ Sending a Question ------------------------------------------------------------------------ This problem has given me much problems from my previous FAQs. I have tried my best to answer when possible. Also don't ask me questions which answers can be found in the FAQ. First of all, read the following before sending an e-mail to Scott: - remember to add in "AOE: Rise of Rome" as your subject in the subject field of the e-mail. I have gotten countless e-mails for FF8 and it will help me if you classified it with the game titles. - Next state your question as clearly as possible. If I find the e-mail quite hard to understand, I really don't know how to help it. - Make sure that words are not in CAPS lock [capital letters], which is quite rude, anywhere it doesn't matter to me. But try to avoid it when necessary. Once I got really in a bad mood that I delete all e-mails that written in CAPS lock.. - If a question is too frequently asked, I will add it to the FAQ under frequently-asked section. - Don't expect me to give answers which can be found in the FAQ. Or it will be useless for me to type it out so concisely. - BTW, unlike other FAQ writers, I have only one motive and that's to help you guys out there by writting the FAQ as concise as possible. [ in order to give the help that I could]. Well, the FAQ can be proved by judging the amount of e-mails. ------------------------------------------------------------------------ Most Frequently Asked Questions. ------------------------------------------------------------------------ - READ THIS BEFORE SENDING AN E-MAIL. Well, I do accept complaints and comments for my FAQs. I would prefer complaints as it allows me to know what changes can be done for the FAQ. If you have a comments, free to drop an e-mail. [it helps to urge me on!] Q: Can I post the FAQ for your website? A: Sure as long as the following steps are followed: - the disclaimer, including my name and format of the document is not altered. - No changes should not be made to the FAQ. - No HTMLizing of document unless permission granted from the author, as this is same as editing the document. - If you link to GameFAQs, don't link it directly to the FAQ, instead link it to the Age of Empires: Rise of Rome database at GameFAQs. Q: Where can I get the latest revisions of the FAQ? A: At GameFAQs. If you want your site to be added to the addresses where this FAQ can be gotten, you need to seek permission from me. Q: Can you sent me the FAQ? A: No. Otherwise, I would not have to post it to GameFAQs. Remember that this FAQ is a bit too huge to be posted via e-mail. Remember that you need to get the latest revisions yourself at GameFAQs. (http://www.gamefaqs.com) I know that some guys out there have problems in access to Internet due to personal reasons. But it can't be helped. Anyway, you can always count on a friend to get it for you. I felt quite sorry for WebTV users as they can access a maximum of 170 Kbs. Don't worry, I will try my best to keep this file small. Or I may spilt the FAQ in separate FAQs. Q: What other FAQs that you have written? A: Quite a lot, you can check it out at my Contributor page anyway. Q: Why you haven't answered my e-mail? A: There perhaps may be a few reasons: - school [I still got tons of assignments/projects/tests] - the answer can be found in the FAQ [if you haven't received the e-mail for two weeks]. I always check my e-mail during weekends/ holidays, unless I am really busy for that week. - Other things may coped up. Note that if you can't contact me, feel free to contact other FAQ writers for the particular game. But I will be free most of the time during school breaks. - I may be busying playing the game to uncover more secrets. ------------------------------------------------------------------------ _____ / 8.0 \_________________________________________________________________ ======================================================================== Credits ======================================================================== 1. Thanks to Microsoft and Ensemble for producing such a great game. 2. Thanks to GameFAQs for submitting the FAQ online. Thanks to Jeff "CJayC" Veasey for his support in hosting my FAQs online. 3. Thanks to the GameSages for most codes. 4. Thanks to Cheat Code Central for the code on the Big Momma. 5. Thanks to Microsoft Instruction Booklet which is bundled with the software. 6. Thanks to GJTam@aol.com for the corrections of the cheats that the food, quarry and wood cheats give 1000 each, not 100. ------------------------------------------------------------------------ T h a n k s f o r r e a d i n g Copyright 1999 - 2000 of Scott Ong