Age of Empires II - Civilization Bonuses - 2 - HD Flashcards

Flashcards for learning civilization bonuses for each of the 45 civilizations in the Age of Empires II: DE. Set 2 - HD Edition - The Forgotten - The African Kingdoms - Rise of the Rajas Updated Dec 2024 (68 cards)

1
Q

Berbers complete bonuses

  • cavalry
  • ships
  • team bonus
  • villagers
A
  • Villagers move 5% faster in Dark Age, +10% faster from Feudal Age
  • Stable units are 15%/20% cheaper in the Castle/Imperial Age
  • Ships move +10% faster

Team Bonus Genitour available at the Archery Range.

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2
Q

Berbers villagers

A
  • Villagers move 5% faster in Dark Age, +10% faster from Feudal Age
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3
Q

Berbers cavalry

A
  • Stable units are 15%/20% cheaper in the Castle/Imperial Age
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4
Q

Berbers ships

A
  • Ships move +10% faster
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5
Q

Berbers team bonus

A

Team Bonus: Genitour available at the Archery Range.

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6
Q

Burmese complete bonuses

  • wood
  • elephants
  • infantry
  • monks
  • team bonus
A
  • Lumber Camp upgrades are free
  • Battle Elephants have +1/+1 armor.
  • Infantry units have +1/+2/+3 attack in the Feudal/Castle/Imperial Age
  • Monastery technologies are 50% cheaper

Team Bonus: Relics are visible on the map.

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7
Q

Burmese wood bonus

A
  • Lumber Camp upgrades are free
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8
Q

Burmese elephants

A
  • Battle Elephants have +1/+1 armor.
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9
Q

Burmese infantry

A
  • Infantry units have +1/+2/+3 attack in the Feudal/Castle/Imperial Age
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10
Q

Burmese monks

A
  • Monastery technologies are 50% cheaper
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11
Q

Burmese team bonus

A

Team Bonus: Relics are visible on the map.

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12
Q

Ethiopians complete bonuses

  • archers
  • age up
  • pikeman
  • team bonus
A
  • Archers fire 18% faster
  • Receive 100 gold and 100 food when advancing to the next Age
  • The Pikeman upgrade is free

Team Bonus: Towers and Outposts have +3 LOS.

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13
Q

Ethiopians archers

A
  • Archers fire 18% faster
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14
Q

Ethiopians age up

A
  • Receive 100 gold and 100 food when advancing to the next Age
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15
Q

Ethiopians pikemen

A
  • The Pikeman upgrade is free
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16
Q

Ethiopians team bonus

A

Team Bonus: Towers and Outposts have +3 LOS.

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17
Q

Incas complete bonuses

  • military units
  • villagers
  • houses
  • buildings
  • start
A
  • Start the game with an Eagle Scout
  • Military units cost -10%/-15%/-20%/-25% food in Dark/Feudal/Castle/Imperial Ages
  • Villagers benefit from Blacksmith infantry upgrades starting in the Castle Age
  • Houses support 10 population
  • Buildings cost –15% stone

Team Bonus: Start with a free Llama.

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18
Q

Incas military units

A
  • Military units cost -10%/-15%/-20%/-25% food in Dark/Feudal/Castle/Imperial Ages
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19
Q

Incas villagers

A
  • Villagers benefit from Blacksmith infantry upgrades starting in the Castle Age
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20
Q

Incas population

A
  • Houses support 10 population
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21
Q

Incas buildings

A
  • Buildings cost –15% stone
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22
Q

Incas team bonus

A

Team Bonus: Start with a free Llama.

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23
Q

Italians complete bonuses

  • technologies
  • fishing ships
  • gunpowder
  • age up
  • team bonus
A
  • Dock and University technologies are 33% cheaper
  • Fishing Ships are 15% cheaper
  • Gunpowder units are 20% cheaper
  • Advancing to the next Age is 15% cheaper

Team Bonus: Condottiero available at the Barracks.

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24
Q

Italians technologies

A
  • Dock and University technologies are 33% cheaper
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25
Italians fishing
- Fishing Ships are 15% cheaper
26
Italians gunpowder
- Gunpowder units are 20% cheaper
27
Italians age up
- Advancing to the next Age is 15% cheaper
28
Italians team bonus
Team Bonus: Condottiero available at the Barracks.
29
Khmer complete bonuses ## Footnote - buildings - elephants - houses - farmers - scorpions
- No buildings are required to advance to the next Age or to unlock other buildings - Battle Elephants move +10% faster - Villagers can garrison in Houses - Farmers do not require Mills or Town Centers to drop off food **Team Bonus:** Scorpions have +1 range
30
Khmer buildings
- No buildings are required to advance to the next Age or to unlock other buildings
31
Khmer elephants
- Battle Elephants move +10% faster
32
Khmer houses
- Villagers can garrison in Houses
33
Khmer farmers
- Farmers do not require Mills or Town Centers to drop off food
34
Khmer team bonus
Team Bonus: Scorpions have +1 range
35
Magyars complete bonuses ## Footnote - blacksmith - scout cavalry - villagers - team bonus
- Forging, Iron Casting, and Blast Furnace are free - The Scout Cavalry line is 15% cheaper - Villagers kill wild animals in one strike **Team Bonus**: Mounted archers are trained 25% faster.
36
Magyars upgrades
- Forging, Iron Casting, and Blast Furnace are free
37
Magyars scout cavalry
- The Scout Cavalry line is 15% cheaper
38
Magyars villagers
- Villagers kill wild animals in one strike
39
Magyar team bonus
Team Bonus: Mounted archers are trained 25% faster.
40
Malay complete bonuses ## Footnote - age up - fishing - elephants - infantry - docks
- Advancing in Age is +66% faster - Fish Traps are 33% cheaper and provide 3× food - Battle Elephants are 25% cheaper in the Castle Age, 35% cheaper in the Imperial Age - Infantry armor upgrades are free **Team Bonus**: Docks have double Line of Sight.
41
Malay age up
- Advancing in Age is +66% faster
42
Malay fish
- Fish Traps are 33% cheaper and provide 3× food
43
Malay elephants
- Battle Elephants are 25% cheaper in the Castle Age, 35% cheaper in the Imperial Age
44
Malay infantry
- Infantry armor upgrades are free
45
Malay team bonus
Team Bonus: Docks have double Line of Sight.
46
Malians complete bonuses ## Footnote - buildings - infantry - gold - university
- Buildings cost –15% wood (except Farms) - Barracks units have +1/+2/+3 pierce armor in the Feudal/Castle/Imperial Age - Villagers drop off +10% gold **Team Bonus:** Universities research +80% faster.
47
Malians buildings
- Buildings cost –15% wood (except Farms)
48
Malians infantry
- Barracks units have +1/+2/+3 pierce armor in the Feudal/Castle/Imperial Age
49
Malians villagers
- Villagers drop off +10% gold
50
Malians team bonus
Team Bonus: Universities research +80% faster.
51
Portuguese complete bonuses ## Footnote - gold - ships - foragers - economy - techs
- All units cost –20% gold. - All ships have +10% HP - Foragers generate wood in addition to food (0.33 wood per food) - The Feitoria becomes available for building in the Imperial Age **Team Bonus:** All techs (excluding Age ups) research 25% faster.
52
Portuguese gold
- All units cost –20% gold
53
Portuguese ships
- All ships have +10% HP
54
Portuguese foragers
- Foragers generate wood in addition to food (0.33 wood per food)
55
Portuguese economy
- The Feitoria becomes available for building in the Imperial Age
56
Portuguese team bonus
Team Bonus: All techs (excluding Age ups) research 25% faster.
57
Slavs complete bonuses ## Footnote - farmers - infantry - siege - monks - population
- Farmers work 15% faster - Supplies and Gambesons are free - Siege Workshop units are 15% cheaper - Monks move 20% faster **Team Bonus:** Land Military buildings provide +5 population.
58
Slavs farmers
- Farmers work 15% faster
59
Slavs infantry
- Supplies and Gambesons are free
60
Slavs siege
- Siege Workshop units are 15% cheaper
61
Slavs monks
- Monks move 20% faster
62
Slavs team bonus
Team Bonus: Land Military buildings provide +5 population.
63
Vietnamese complete bonuses ## Footnote - start - range units - free tech - economic upgrades - team bonus
- Reveal enemy positions at game start - Archery Range units have +20% HP - Conscription is free - Economic upgrades cost no wood and are researched 100% faster **Team Bonus**: Imperial Skirmishers are available at the Archery Range.
64
Vietnamese start
- Reveal enemy positions at game start
65
Vietnamese archery units
- Archery Range units have +20% HP
66
Vietnamese free tech
- Conscription is free
67
Vietnamese economy
- Economic upgrades cost no wood and are researched 100% faster
68
Vietnamese team bonus
Team Bonus: Imperial Skirmishers are available at the Archery Range.