To start with, some special features (+'s and -'s) of most prominent
civilizations (for land maps only):
a) Aztecs:
·
Positives: One of the few civilizations which can face Goths even
in post imperial period because of faster production in military buildings,
faster economy (villagers carry +5 – makes a big difference, about 1 minute
even till castle age itself), garland wars and availability of last infantry
armor research making the champion and eagle warrior very effective &
players don’t feel lack of halberdier.
·
Negatives: Sometimes slow speed of movement as compared to cavalry
civilizations is felt when player wants to attack after fast castle/feudal.
Absence of last archer armor and poor dock restricts power in some scenarios.
But despite of this, Aztecs remains favorite for players who like faster
economy and infantry.
Bottomline – have 8-10 barracks with continuous
production/face Goths.
b) Celts:
· Positives: Very powerful,
simply destructive civilization because of immense siege power. Woad raiders
are a must to complement the siege. Siege engineers and presence of last
research of both attack and armor (infantry) make the attack more comprehensive
as champions can also be used if castles are not adequate. Hussars can be used
to break the Onager defense of enemy (esp. for Koreans).
· Negatives:
Speed of movement restricted because of siege plus handling economy needs
practice as balancing wood and gold becomes important with continuous
production of expensive siege units.
Bottomline – have 75-80 villagers with approx 20-25 food, 20 wood
and 35 (25 gold+ 10 stone) miners.
c) Chinese:
·
Positives: Best choice for Nomadic maps; Very useful team bonus
(+45 farm food especially till about 30 minutes). Since technologies cost
lesser, special attention should be paid as players tend to remember the
food/gold required for other civilizations. Upgrade to elite Chu ko nu may
appear expensive for just an increase of 5 hit points but the speed of firing
also increases (similar to Mangudai vs. heavy cavalry archer). Full black smith
provides ample options – champions, heavy camels, cavaliers, Arbalest and
Halberdier along with destructive scorpions and bombard towers. A truly
versatile civilization
·
Negatives: First 5-6 minutes in Dark Age require different
strategy than other civilizations as we start with 6 villagers and less food
and wood.
Bottomline – Exclusive power lies in diversification and changing
units (infantry – archery – cavalry – siege)
d) Franks:
·
Positives: Cheaper castles (especially useful for Gold Rush map).
Better knights - right from the castle age, in the initial knight rush in Green
Arabia map, enemy knights can be deceived if he is not aware of the hit points
of Franks knights. Very useful but less known are free farm upgrades!
·
Negatives: Very poor archery (no thumb ring, no parthian) but to
fight helbs & other anti cavalry units, champions can be used. Hussar is
absent so once gold is over, edge is lost to mongols/huns/goths/spanish. Being
a cavalry civilization, Hussar must have been given! Castle unit is throwing
axeman which is not that great, but when in big numbers, buildings &
infantry can be destroyed.
Bottomline - Consume gold & food heavily & rely on
Paladins + champs/axeman (as castles are cheap). Against mongols, early attack
is the only saviour.
e) Goths:
·
Positives: Deadly speed of infantry (cheaper, more attack against
buildings, +10 population, faster barracks, anarchy and profusion!!). Hussars
are also present along with HC :)
·
Negatives: For boom, atleast 40 farmers needed. If economy is not
sustainable, cavalry-cavalry archers can destroy. Poor archery (though not
needed with amazing Huskarls). Last armour research absent in infantry (again,
if it would have been there, Huskarls & champions would have been
unbeatable).
Bottomline - Eat food, build farms, build barracks and see the
magic!
f) Huns:
·
Positives: Easiest civilization to play (no houses - believe it or
not makes a great difference especially in first 25 minutes when wood is of
utmost importance). Cheap cavalry archers + pikes + siege - the combination has
been used since time immemorial to destroy the closest enemy in 3-3 or 4-4
maps. And when enemy is making archery/pike units, boom at home, start making
knights-cavaliers and eventually paladins in imperial. The castle cavalry
archers along with hussars make perfect army for post imperial. Basically a
complete civilization!
·
Negatives: Very poor castle unit (rarely used). Lack of champion
against goths, poor siege except siege ram to assist archers. Last archer
armour missing.
Bottomline - Archery - Stables - Archery - Stables (units to be
used in this sequence).
g) Mayans:
·
Positives: Best foot archer civilization (yes, better than Britons
or even Mongols). Resources last 20% longer, right from the first sheep/farm,
early castle 14-16 minutes can be executed easily for eagle raid in enemy base.
El-Dorado eagle warriors are very fast and destructive because of pierce armour
and 100 hit points though cavalry has bonus against them. But the awesome castle
unit - Plumbed archer are very quick and have bonus against cavalry &
cavalry archers. Plumber+eagle make a great combo. All archer research are
available.
·
Negatives: No champions - champions have bonus against eagle
warriors but archers can handle infantry. No cavalry (obviously)!
Bottomline -Right from castle, produce cross bow from 3-4 archery
ranges along with pikes from one barrack and keep attacking. Make Plumber
archers & eagles to face goths rush - handling is of prime importance.
h) Mongols:
·
Positives: My favourite civilization. Cavalry archers fire 20%
faster (mangudai even faster by about 15%). Hussars have +30 hit points (nearly
equivalent to a castle knight). Champions, Heavy camels and hussar very well
support the best castle unit of AOE 2 i.e. Elite mangudai. Nearly full siege
(esp Drill) except Bombard cannon.
·
Negatives: Sometimes against good cavalry players, with less
castles & gold deficieny, helbs become necessary which is biggest negative
of mongols. Mangudai takes long time to get created from castle, and if enemy
destroys castle, then one should quickly move to heavy cavalry archer+heavy
camels+hussar (as far as possible) against cavalry.
Bottomlime - Handling economy is very necessary,
food-wood-gold-stone all required in huge quantities. Face early attack with
camels-pikes and then go into imperial by 33-35 minutes with elite mangudai
research complete and 2-3 castles OR attack initially with Huns style by cav
archer + pike.
i) Persians:
·
Positives: Additional food & wood along with faster town
centre enables fast castle & early knight raid at enemy's base. Team bonus
is useful against archer civilizations. Full cavalry is given. Town centres
have 2x hit points - damaging TC in castle becomes very tough for enemy knights
& unknowingly they incur losses, if fletching research is done, TC becomes
really a big fort. Mining camp, lumber camp and mill have all researches
available.
·
Negatives: Poor infantry (not even double handed). Archery though
available is usually less used. Elephants very expensive on food and if helbs
are present, of very little use unless supported by HC/skirms.
Bottomline - Early attack, faster economy and paladin rush by
30-35 minutes!
j) Vikings:
·
Positives: Better infantry right from early stage, and wheel
barrow & hand cart are free (economy benefits a lot from these two esp
wheel barrow as players generally do this research at about 25-30 minutes).
Berserk and Berserkgang very useful, esp against archers when enemy uses them without
effective handling as their movement is quite fast. Arbalest+champions &
berserks make an effective combination.
·
Negatives: No helbs (though hit points of pikes are decent), no
hussar (why?!). Poor cavalry - wholly dependent on infantry & economy advantages.
Bottomline - Have 4 town centres by 20 minutes. Go early imperial
and have large army as economy can sustain from lesser number of farmers.
Details of attack bonuses among units and use of terrain while
attack/defence to follow.