Age of Empires II - Civilization Bonuses - 2 - AoC - 1 of 2 Flashcards

Flashcards for learning civilization bonuses for each of the 45 civilizations in the Age of Empires II: DE. Set 1 - Age of Kings - The Conquerors Updated Dec 2024 (62 cards)

1
Q

Aztecs complete bonuses

  • Villagers
  • Military units
  • Monks
  • Start
  • Relics
A

– Start the game with an Eagle Scout.
– Villagers carry +3 extra resources.
– All military units are created 15% faster
– Monks gain 5 HP for every researched Monastery technology
– Start with +50 gold

Team Bonus: Relics generate +33% gold.

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2
Q

Aztecs villagers

A

– Villagers carry +3 extra resources.

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3
Q

Aztecs start

A

– Start with +50 gold.

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4
Q

Aztecs military units

A

– All military units are created 15% faster.

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5
Q

Aztecs monks

A

– Monks gain 5 HP for every researched Monastery technology.

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6
Q

Aztecs Team Bonus

A

Relics generate +33% gold.

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7
Q

Britons complete bonuses

  • Town Centers
  • Foot archers
  • Shepherds
  • Archery Ranges
A

– Town Centers cost –50% wood once the Castle Age is reached.
– Foot archers (except Skirmishers) have +1/+2 range in the Castle/Imperial Age.
– Shepherds work 25% faster

Team Bonus: Archery Ranges work 20% faster.

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8
Q

Britons town centers

A

– Town Centers cost –50% wood once the Castle Age is reached.

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9
Q

Britons foot archers

A

– Foot archers (except Skirmishers) have +1/+2 range in the Castle/Imperial Age.

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10
Q

Britons shepherds

A

– Shepherds work 25% faster.

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11
Q

Britons Team Bonus

A

Archery Ranges work 20% faster.

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12
Q

Byzantines complete bonuses

  • Buildings
  • Counter Units
  • Fire Ships and Dromons
  • Imperial Age
  • Town Watch
  • Monks
A

– Buildings have +10%/+20%/+30%/+40% HP in the Dark/Feudal/Castle/Imperial Age
– Camel Riders, Skirmishers, and Spearmen are 25% cheaper
– Fire Ships and Dromons fire 20% faster
– Advancing to the Imperial Age is 33% cheaper
– Town Watch and Town Patrol are free

Team Bonus: Monks heal 100% faster.

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13
Q

Byzantines buildings

A

– Buildings have +10%/+20%/+30%/+40% HP in the Dark/Feudal/Castle/Imperial Age.

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14
Q

Byzantines counter units

A

– Camel Riders, Skirmishers, and Spearmen are 25% cheaper.

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15
Q

Byzantines fire ships and dromons

A

– Fire Ships and Dromons fire 20% faster.

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16
Q

Byzantines Imperial Age

A

– Advancing to the Imperial Age is 33% cheaper

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17
Q

Byzantines town watch

A

– Town Watch and Town Patrol are free.

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18
Q

Byzantines Team Bonus

A

Monks heal 100% faster.

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19
Q

Celts complete bonuses

  • Infantry
  • Lumberjacks
  • Siege weapons
  • Herdables
  • Siege Workshops
A

– Infantry move 15% faster starting from the Feudal Age.
– Lumberjacks work 15% faster
– Siege weapons fire 25% faster
– Enemy herdables can be converted regardless of enemy units next to them

Team Bonus: Siege Workshops work 20% faster.

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20
Q

Celts infantry

A

– Infantry move 15% faster starting from the Feudal Age.

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21
Q

Celts lumberjacks

A

– Lumberjacks work 15% faster.

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22
Q

Celts seige

A

– Siege weapons fire 25% faster.

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23
Q

Celts herdables

A

– Enemy herdables can be converted regardless of enemy units next to them.

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24
Q

Celts Team Bonus

A

Siege Workshops work 20% faster.

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25
Chinese complete bonuses ## Footnote - Villagers - Start - Town Centers - Technologies - Demolition Ships - Farms
– Start game with three extra Villagers, but with –200 food and –50 wood. – Town Centers support 15 population and have +7 LOS. – Technologies are 5%/10%/15% cheaper in the Feudal/Castle/Imperial Age – Demolition Ships have +50% HP Team Bonus: Farmsstart with +10% food.
26
Chinese start
– Start game with three extra Villagers, but with –200 food and –50 wood.
27
Chinese town centers
– Town Centers support 15 population and have +7 LOS.
28
Chinese technologies
– Technologies are 5%/10%/15% cheaper in the Feudal/Castle/Imperial Age.
29
Chinese demolition ships
Demolition Ships have +50% HP.
30
Chinese Team Bonus
Farms start with +10% food.
31
Franks complete bonuses ## Footnote - Farms - Castles - Cavalry - Foragers - Knights
– Farm upgrades are free – Castles 15%/25% cheaper in Castle/Imperial – Cavalry has +20% HP (starting in Feudal – Foragers work 15% faster. Team Bonus: Knights have +2 Line of Sight.
32
Franks farms
– Farm upgrades are free.
33
Franks castles
– Castles 15%/25% cheaper in Castle/Imperial
34
Franks cavalry
– Cavalry has +20% HP (starting in Feudal).
35
Franks foragers
– Foragers work 15% faster.
36
Franks Team Bonus
Knights have +2 Line of Sight.
37
Goths complete bonuses ## Footnote - Infantry x2 - Hunt - Population - Barracks
– Infantry are 20%/25%/30%/35% cheaper in the Dark/Feudal/Castle/Imperial Age. – Infantry have +1/+2/+3 attack bonus against standard buildings in the Feudal/Castle/Imperial Age – Villagers have +5 attack against Wild Boars and carry +15 food from hunting. Hunt lasts 20% longer – +10 population cap in the Imperial Age Team Bonus: Barracks work 20% faster.
38
Goths infantry x2
– Infantry are 20%/25%/30%/35% cheaper in the Dark/Feudal/Castle/Imperial Age.
39
Goths infantry x2
– Infantry have +1/+2/+3 attack bonus against standard buildings in the Feudal/Castle/Imperial Age.
40
Goths hunt
– Villagers have +5 attack against Wild Boars and carry +15 food from hunting. Hunt lasts 20% longer.
41
Goths population
– +10 population cap in the Imperial Age.
42
Goths Team Bonus
– Barracks work 20% faster.
43
Huns complete bonuses ## Footnote - Houses - Nomad - Cavalry Archers - Trebuchets - Stables
– Do not need Houses, but start game with –100 wood. – On Nomadic maps, the first Town Center spawns a Hunnic Horse – Cavalry Archers are 10%/20% cheaper in the Castle/Imperial Age – Trebuchets are 35% more accurate against units Team Bonus: Stables work 20% faster.
44
Huns houses
– Do not need Houses, but start game with –100 wood.
45
Huns cavalry archers
– Cavalry Archers are 10%/20% cheaper in the Castle/Imperial Age.
46
Huns trebuchets
– Trebuchets are 35% more accurate against units
47
Huns Team Bonus
– Stables work 20% faster.
48
Japanese complete bonuses ## Footnote - Fishing Ships x3 - Mills etc - Infantry - Mounted archers - Galleys
– Fishing Ships have double HP, +2 pierce armor, and work 5%/10%/15%/20% faster in the Dark/Feudal/Castle/Imperial Age. - Mills, Lumber Camps, and Mining Camps are 50% cheaper – Infantry attacks 33% faster starting in the Feudal Age – Mounted archers +2 attack vs. archers (except Skirmishers) Team Bonus: Galleys have +50% Line of Sight.
49
Japanese fishing ships x3
- Fishing Ships have double HP - +2 pierce armor - work 5%/10%/15%/20% faster in the Dark/Feudal/Castle/Imperial Age.
50
Japanese mills etc
– Mills, Lumber Camps, and Mining Camps are 50% cheaper.
51
Japanese infantry
– Infantry attacks 33% faster starting in the Feudal Age.
52
Japanese cav archers
– Mounted archers +2 attack vs. archers (except Skirmishers).
53
Japanese Team Bonus
– Galleys have +50% Line of Sight.
54
Korean complete bonuses ## Footnote - Villagers x2 - Towers - Archers x2 - Infantry - Warships - Mangonels
– Villagers have +3 Line of Sight. – Stone Miners work 20% faster – Archer Armour and Tower upgrades are free (Bombard Tower requires Chemistry) – Archer and infantry units cost –50% wood – Warships cost –20% wood Team Bonus: Mangonel line minimum range reduced to 1
55
Koreans villagers x2
– Villagers have +3 Line of Sight.
56
Koreans villagers x2
– Stone Miners work 20% faster
57
Koreans archers x2
– Archer Armor upgrades are free
58
Koreans towers
– Tower upgrades are free (Bombard Tower requires Chemistry).
59
Koreans archers x2
– Archer units cost –50% wood.
60
Koreans infantry
– Infantry units cost –50% wood.
61
Koreans warships
– Warships cost –20% wood.
62
Koreans Team Bonus
– Mangonel line minimum range reduced to 1