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Civs

Aztecs

Unique Unit: Jaguar Warrior
Unique Tech: Garland Wars -- Infantry units +4 normal attack and +6 attack vs cavalry
Team Bonus: Gold generated by relics is increased by 33%
  • No Cavalry scout but get Eagle Warrior
  • Villagers get +5 carry capacity.
  • All military units are created 15% faster.
  • Every time you research a monk tech their monks will gain +5 hit points (85 hit point max).
A strong infantry oriented civ. Jaguar warriors can easily tear through opposing infantry. However, this is a non-cavalry civ so it does take getting used to.

Britons

Unique Unit: Longbowmen
Unique Tech: Yeomen -- +1 foot archer range, +2 tower attack
Team Bonus: Archery Range 20% faster
  • Town Centers cost -50%
  • Foot archers +1 range Castle Age, +1 Imperial Age(+2 total)
  • Shepherds work 50% faster

Britons are a strong attack oriented civ with very strong archers. They start quickly with their sheep bonus.

Byzantines

Unique Unit: Cataphract
Unique Tech: Logistica --- Cataphracts cause trample damage.
Team Bonus: Monks heal speed +50%
  • Buildings +10% HPs Dark Age, +20% Feudal Age, +30% Castle Age, +40% Imperial Age
  • Camels, skirmishers, Pikemen cost -25%
  • Fire ship +20% attack Advance to Imperial Age -33%

Byzantine are a good defensive civilization with strong counters to attackers and extra hit points for buildings. Byzantines have become even stronger in the expansion pack. Their cataphracts can take down just about anything including pikes.

Celts

Unique Unit: Woad Raider
Unique Tech: Furor Celtica -- +50% HP for Siege Workshop units
Team Bonus: Seige Workshop 20% faster
  • Infantry move 15% faster
  • Lumberjacks work 15% faster
  • Siege weapons fire 20% faster
  • Sheep not converted if in 1 Celt unit's line of sight

Celts are a fast infantry oriented civ. They boast strong siege weapons and can demolish buildings quickly.

Chinese

Unique Unit: Chu Ko Nu
Unique Tech: Rocketry -- +2 Chu Ko Nu pierce attack, +4 scorpion attack
Team Bonus: Farms +45 food
  • Start +3 villagers and -150 food, -50 wood
  • Techs: -10% Feudal Age, -15% Castle Age, -20% Imperial Age
  • Town Centers suport 10 unit
  • Demolition ships +50%HPs

A very fast developing civ with a strong edge in technologies.

Franks

Unique Unit: Throwing Axeman
Unique Tech: Bearded Axe -- +1 Throwing Axeman range
Team Bonus: Knights +2 LOS
  • Castle cost -25%
  • Knights +20% HPs
  • Farm upgrades free

A strong cavalry oriented civilization. Frank advantages lie in thier cheap castles allowing them to place strongholds all over the map.

Goths

Unique Unit: Huskarl
Unique Tech: Anarchy -- Create Huskarls at Barracks;
Perfusion -- Barracks untis created 50% faster
Team Bonus: Barracks 20% faster
  • Infantry cost -10% Feudal Age, -15% Castle Age, -20% Imperial Age
  • Infantry +1 attack vs buildings
  • Villagers +5 attack vs boar
  • +10 pop in Imperial Age

An infantry oriented civilization. As rush specialists, Goths have little in the way of defenses. They lack stone walls and all the advanced towers. This attack oriented civ fares poorly in the late game.

Huns

Unique Unit: Tarkan
Unique Tech: Atheism -- Relic and wonder wins twice as long; 1/2 price Spies
Team Bonus: Stable units train faster
  • No need for houses but start with 100 less wood
  • Cavalry archers 25% cheaper Castle Age, 30% cheaper Imperial Age
  • Trebuchets have higher accuracy
A raider type civ with a knack for taking down towns. Huns can field strong armies of cavalry. They also don't need houses allowing them to expand quickly.

Japanese

Unique Unit: Samurai
Unique Tech: Kataparuto -- Trebuchets fire, pack/set up faster
Team Bonus: Galleys +50% LOS
  • Fishing boats 2x hit points; +2P armor; work rate +5% Dark Age, + 10% Feudal Age, +15% Castle Age, + 20% Imperial Age
  • Mill, Lumber Camp, Mining Camp -50% cost
  • Infantry attack speed +10% Feudal Age, +15% Castle Age, +20% Imperial Age

A strong infantry-oriented civilization specializing against unique units. Japanes also possess a strong navy with the advanced capability of solid fishing booms.

Koreans

Unique Units: Turtle Boat and War Wagon
Unique Tech: Shinkichon -- Onagers +2 range
Team Bonus: +1 onager range
  • Tower upgrades free
  • Towers gain +1 range in castle age and an additional +1 range in imperial age.
  • Villagers mine stone 15% faster.
  • Villagers have +2 line of sight
A powerful civ on both land and sea. Turtle boats are very strong for naval supremacy. Koreans also have powerful onagers and war wagons.

Mayans

Unique Unit: Plumed Archer
Unique Tech: El Dorado -- Increases the hit points of the Eagle Warrior to 100
Team Bonus: Half price walls and palisades
  • No cavalry scout but get Eagle Warrior
  • Archer cost -10% Feudal Age, -20% Castle Age, -30% Imperial Age
  • Economy bonus -- resources last 20% longer
  • Start with 4 villagers
Mayans are a good economic civ because their resources last longer than other civs. Mayans also benefit from cheap archers allowing them to field large archer armies.

Mongols

Unique Unit: Mangudai
Unique Tech: Drill -- Siege Workshop units move 50% faster
Team Bonus: Scout Cavalry and Light cavalry +2 LOS
  • Cavalry archers fire 20% faster
  • Light Cavalry +30% HPs
  • Hunters work 50% faster

A good raiding civ. Mongols specialize in strong cavalry archers.

Persians

Unique Unit: War Elephant
Unique Tech: Mahouts -- War Elephants move 30% faster
Team Bonus: Knights +2 attack vs archers
  • Start +50 wood, food
  • Towncenter, Dock +50% HPs; work rate +10% Feudal Age, +15% Castle Age, +20% Imperial Age

A strong cavalry civilization. Backboned by the powerful War Elephant, they are tough to stop when not facing pikemen and camels.

Saracens

Unique Unit: Mameluke
Unique Tech: Zealotry -- +30% Camel, Mameluke HPs
Team Bonus: foot archers +1 attack vs buildings
  • Market trade costs 5%
  • Transports 2x HPs and carry capacity
  • Galleys attack 50% faster
  • Cavalry archers +3 attack vs buildings

A strong cavalry civilization with a full complement of siege weapons. Saracens are very good at repeling cavalry based attacks.

Spanish

Unique Units: Conquistador and Missionary
Unique Tech: Supremacy -- tough villagers
Team Bonus: +50% Trade profit
  • Building construction faster
  • Blacksmith upgrades require no gold
  • Cannon galleons benefit from ballistics
A good strong all around civ. Spanish have a powerful navy anchored by cannon galleons. They also have a competent mobile ground army with the rather quick Missionaries and Conquistadors.

Teutons

Unique Unit: Teutonic Knight
Unique Tech: Crenellations -- +3 castle range; garrisoned infantry fire arrows
Team Bonus: units more resistant to conversion
  • Monks heal 2x as far
  • Towers garrison 2x units, fire 2x arrows
  • Murder Holes free
  • Farm cost -33%
  • Towncenter +2 attack, +5 LOS

A solid civilization with powerful towers and town centers. While powerful at defense, they are strong but slow on offense. However, they can utilize their defense building for rather strong offensive purposes. In Conquerors, this advantage no longer applies as well. The range bonus has been eliminated and TCs cost more and take longer to build.

Turks

Unique Unit: Janissary
Unique Tech: Artillery -- +2 range Bombard Tower, Bombard Cannon, and Cannon Galleon
Team Bonus: gunpowder units train 25% faster
  • Gunpowder units +50% HPs, gunpowder techs -50% cost
  • Gold miners work 15% faster
  • Chemistry free
  • Light cavalry upgrade free

A strong ranged civ with excellent gunpowder units.

Vikings

Unique Units: Berserk, Longboat
Unique Tech: Bereserkergang -- Berserks regenerate faster
Team Bonus: Docks cost -20%
  • Warships cost -20%
  • Infantry +10% HPs Feudal Age, +15% Castle Age, +20% Imperial Age
  • Wheelbarrow, Hand Cart free

A strong infatry oriented civ. However, they are also a naval power terrorizing the seas in Longboats.


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