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Random genral info:
Know the map. Intelligence is the most critical, and often the most overlooked, facet of multiplayer gaming. If you know where your enemy is, and he doesn't know where you are, you have a huge advantage. Every game starts with a Town Center, three Villagers, and a Scout unit. Use that Scout! The first order of business is to send that Scout out to expose as much of the map as possible. Use the waypoint feature (hold the Shift key down and right-click on each waypoint you want your unit to travel to) on the minimap in the lower right-hand corner to cover the maximum amount of territory. Right-click on your Town Center as the last point on the Scout's journey, so if it survives you can use it again.
One feature Age of Kings improves on is distinguishing each civilization from one another, all the way down to each one's sound cues. For multiplayer, however, the most important aspect about these differences is what each civilization is particularly good at. Team play is improved by having each civilization enhance one aspect for all its team members--allowing, for example, each team member's Archery Ranges to produce units 20 percent faster.
Because each civilization is distinctly different, you should first pick a civilization that matches your playing style as closely as possible. This allows you to become familiar with the ins and outs of gameplay comfortably, and as you play against other civilizations, you'll discover what each has to offer. That said, however, at the very least you should know what each civilization's strengths and weaknesses are.
Britons:
The Britons' unique unit, unsurprisingly, is the Longbowman, and the Britons are definitely geared towards a ranged-offensive style of play. Their Foot Archers have increased range; their Shepherds work faster; and their Town Centers are cheaper to build. However, due to their love for the Longbow, they have no gunpowder-based units, which can be telling in later stages of the game against gunpowder-enabled civilizations.
The Briton player will most likely scout for sheep at the outset of the game, and use that aspect to his or her advantage in initial food production. In the middle stages of the game, building multiple Archeries and Town Centers--creating, in effect, remote production-based military camps--will make the Briton player more effective offensively as well as reduce the chance of an enemy wiping the Britons out completely. Once the Briton player gets that Castle (or Castles, for accelerated Longbowman production) built, he or she will want to crank Longbowmen out as fast as possible. A Longbowman by himself is strong, but for added punch, Chemistry research can be added to the mix. Also, because the Britons get the full Archer-related Blacksmith technology tree, the player can develop all of those technologies. Don't forget about Ballistics, either. A squad of Chemistry and Ballistics-enhanced Longbowmen escorting a cluster of Chemistry and Ballistics-enhanced Mangonels is a town-killing force nearly beyond compare. The bonus that the Britons bring to their team is that Archery Ranges work 20 percent faster.
Byzantines:
The Byzantines' strengths are clearly geared towards a defensive or deterrent posture. Their buildings have 10 percent (in the Dark Age) to 40 percent (in the Imperial Age) more hit points; Camels, Skirmishers, and Pikemen--units that have been specifically designed to counter Cavalry and Archer units--are 25 percent cheaper to build; their Fire Ships, designed to counter warships of all types, do 20 percent more damage; and their advancement to the Imperial Age costs 33 percent less resources. Their unique unit is the Cataphract, a mounted hand-to-hand fighting unit. The Cataphract's specialty, of course, is countering Barracks units, giving the Byzantines an ideal, effective, and relatively inexpensive defensive unit for every possible combination of attacking forces. This comes at a price, however, which is that the Byzantine player is most effective in the late Castle Age, when the Imperial Age is near.
Defining a clear Byzantine strategy is difficult, however. Because the Byzantines have access to nearly the entire technology tree (they can use more technologies than any other civilization), they're easily the most flexible civilization in the game. With their hit-point bonus, their walls, Castles, and Wonders are nearly impregnable. Their land forces can be composed of any type, and with the full upgrade path available, these units can be powerful. Their only real weakness comes on the high seas--the Byzantine naval units, though capable, aren't up to the standards of, say, Viking Longboats. The bonus that the Byzantines bring to their team is that Monks heal three times as fast.
Celts:
This is a civilization geared completely towards offense, and the Celts are most effective in the earlier stages of a game. Their advantages are that their infantry move 15 percent faster; their Woodcutters work 15 percent faster; their Siege Weapons fire 20 percent faster; and their control of sheep is better--if a sheep is in one Celtic unit's line of sight, it remains under that player's control. The Celt player can be depended on to have massive waves of fast-moving infantry rolling through enemy territory as early as possible. In fact, by the time most other players are ready to mount an attack, the smart Celt player will have already constructed multiple Barracks and will have a considerable army. The Celts' lack of effective Archers is made up for by their quick-firing Siege Engines, and because they are one of four civilizations that can upgrade to Siege Onagers, they can easily carve a path through wooded areas to give their enemies a nasty surprise.
Their unique unit, the Woad Raider, is the fastest-moving infantry unit in the game, and can literally outrun everything except mounted units. The counter to infantry units--Archer units--is less effective against the Celts due to the Celtic units' speed; if you're up against a Celt player, be sure to research Ballistics as quickly as possible. The Celts' weakness comes from their inability to mount any kind of real defense. With their increased wood-harvesting speed, however, they can build a lot of structures to make up for this. Watch for multiple Town Centers from the Celts, as well. The bonus that they bring to their team is that their Siege Workshops build 20 percent faster.
Byzantines:
The Byzantines' strengths are clearly geared towards a defensive or deterrent posture. Their buildings have 10 percent (in the Dark Age) to 40 percent (in the Imperial Age) more hit points; Camels, Skirmishers, and Pikemen--units that have been specifically designed to counter Cavalry and Archer units--are 25 percent cheaper to build; their Fire Ships, designed to counter warships of all types, do 20 percent more damage; and their advancement to the Imperial Age costs 33 percent less resources. Their unique unit is the Cataphract, a mounted hand-to-hand fighting unit. The Cataphract's specialty, of course, is countering Barracks units, giving the Byzantines an ideal, effective, and relatively inexpensive defensive unit for every possible combination of attacking forces. This comes at a price, however, which is that the Byzantine player is most effective in the late Castle Age, when the Imperial Age is near.
Defining a clear Byzantine strategy is difficult, however. Because the Byzantines have access to nearly the entire technology tree (they can use more technologies than any other civilization), they're easily the most flexible civilization in the game. With their hit-point bonus, their walls, Castles, and Wonders are nearly impregnable. Their land forces can be composed of any type, and with the full upgrade path available, these units can be powerful. Their only real weakness comes on the high seas--the Byzantine naval units, though capable, aren't up to the standards of, say, Viking Longboats. The bonus that the Byzantines bring to their team is that Monks heal three times as fast.
Chinese:
The Chinese begin games differently than other civilizations--they have 6 Villagers instead of 3, but only 50 food. However, their Town Centers have a 10-unit capacity, allowing the Chinese player to begin harvesting immediately with all of his or her units, rather than taking the time to build houses. This head start, if used wisely, can keep an aggressive Chinese player ahead through the Feudal Age. The Chinese have other advantages in that they have a reduced cost for all technologies (10 percent lower in the Feudal Age, 15 percent lower in the Castle Age, and 20 percent lower in the Imperial Age) and their Demolition ships can take 50 percent more damage. The reduced technology cost is a benefit, but only markedly so upon reaching the Imperial Age, when things get truly expensive.
Their unique unit is the Chu Ko Nu, an Archery-based unit with a rapid-fire crossbow, which is countered by units that are effective against other Archery units--Skirmishers, Knights, and Mangonels. The Chu Ko Nu is also not as effective against fortifications as the Chinese player would hope. In practice, the Chinese player generally races into the Feudal Age, pausing to stock up on Villagers before making the plunge to build a Castle. Once there, the population surplus will have generated enough resources to enable the player to put up a Castle quickly and start cranking out the Chu Ko Nu. Watch for attacks from masses of Loom-enhanced Villagers as well. The bonus that the Chinese bring to their team is 45 more food units per Farm.
Franks:
The Franks are truly a Castle Age civilization. Their advantages are that their Castles cost 25 percent less to build; their Knights have 20 percent more hit points; and all Farm upgrades are free if a Mill is present. Thus, the Frank player will build a Mill immediately and take advantage of the food bonus, all the while powering his or her way to the Castle Age--when other bonuses kick in. Look for the Frank player to aggressively mine stone in order to build multiple Castles upon reaching the Castle Age, and buy all Cavalry upgrades at the Blacksmith.
Despite their lack of powerful Archers, the Frank forces are offensive on the whole, but only on land. Also, even though the Franks are able to build castles inexpensively, their other fortifications are somewhat lacking. Their unique unit, the Throwing Axeman, provides them with a much-needed ranged unit. They're able to access all the gunpowder technologies as well, so expect to see Paladins accompanied by and protecting a phalanx of Bombard Cannons when they're laying siege to towns. Their team bonus gives Knights a +2 sight range.
Goths:
Another infantry-heavy civilization, the Goths pay 10 percent less for infantry in the Feudal Age, 15 percent less in the Castle Age, and 25 percent less in the Imperial Age. Their infantry also receive +1 to their attacks against buildings; their Villagers receive +5 to their attacks against wild boar; and their population limit in the Imperial Age is ten units over maximum. Goth infantry, however, receive no speed, hit point, or attack bonuses--they can simply be built cheaper, and are more effective against buildings.
Expect the Goth player to build a Barracks or two early on, and perhaps one close to enemy towns to reduce travel time. The Goths do get Archers and mounted units, but their technology tree doesn't allow them to build the most powerful versions of either. The Goths' main strength is putting the pressure on enemies early in the game, and continuing to crank out those cheap infantry units to keep the pressure on. Towers with Murder Holes, protected by Archers, are the Goths' worst nightmare. Their unique unit, the Huskarl, is a pumped-up infantry unit with much-improved protection against piercing damage, giving at least some of their infantry a chance against Archers. The bonus that they bring to their team is a 20 percent reduction in Barracks unit-production time.
Japanese:
The Japanese have advantages that run mostly toward resource production and speed. Their fishing ships receive the largest quantity of bonuses--double the hit points, two additional points of piercing armor, and an accelerated work rate (5 percent faster in the Dark Age, 10 percent faster in the Feudal Age, 15 percent faster in the Castle Age, and 20 percent faster in the Imperial Age). Their Mills, Lumber Camps, and Mining Camps cost 50 percent less to build. Finally, their infantry attack faster, to the tune of 10 percent faster in the Feudal Age, 15 percent faster in the Castle Age, and 20 percent faster in the Imperial Age. Clearly, maps with extensive water areas are to their benefit, because they can sometimes forego farms completely in favor of fishing fleets.
The reduced cost of building collection points allows them to build twice as many buildings with the same amount of resources, and it's not uncommon to see a Lumber Camp, with a pair of Japanese Woodcutters hard at work on every stand of trees in the vicinity. The trade-off here is the lack of Castle and Imperial Age upgrades to these buildings, with the sole exception of the Two-Man Saw. The Japanese player's weakness, as with any infantry-based civilization, is his or her susceptibility to Archers and mounted units. The unique unit for the Japanese, the Samurai, is a fairly powerful infantry unit with improved piercing protection, but it isn't the powerhouse that other civilizations sport. The bonus that the Japanese bring to their team is a 50 percent increase in sight range for galleys.
Mongols:
The historical Mongols were a nomadic, steppe-dwelling civilization, and their advantages in Age of Kings reflect this. Their Cavalry Archers shoot 20 percent faster; their Light Cavalry receives 30 percent more hit points; and their hunters work 50 percent faster. The Mongol player will use the hunter bonus to his or her advantage early on by quickly amassing Villagers and coupling them with the Scout provided at the start to form hunting parties.
Expect the Mongol player to use Barracks units only for town defense, with supporting Archers providing balance. Multiple Stables and Archery Ranges are the norm, and the Mongols have few solid fortifications to speak of, so they'll churn out Cavalry units as fast as possible. The Mongols' unique unit, the Mangudai, is a powerful and heavily armored Cavalry Archer. The Mongols' weaknesses are that they lack Monastery-based technology--they have the weakest priests in the game--and they're denied access to economic technologies in the later Ages. The bonus they bring to their team is a +2 increase in sight range for allied Scout and Light Cavalry.
Persians:
The Persians' advantages are geared towards a quick-start strategy and rapid resource production. They begin the game with an additional 50 food and wood, and their Docks and Town Centers have both double the normal hit points and an increased work rate--10 percent faster in the Feudal Age, 15 percent faster in the Castle Age, and 20 percent faster in the Imperial Age. A skilled Persian player can be extremely difficult to kill on any map due to the toughness of these harvesting points, and is especially fearsome on maps with a lot of water.
Look for the Persians to construct multiple Town Centers in remote locations, rather than building a few Mining and Lumber camps; it's much more efficient to send one Villager to slap up a Town Center and simply make more Villagers onsite, especially because players can set their gathering point to the nearby resources. The Persians' unique unit is the War Elephant, a slow-moving but hard-to-kill town-destroying force. To counter them, Monks work nicely; there's nothing like converting a couple of these behemoths in the midst of an attack to throw some confusion in the ranks. The bonus the Persians bring to their team is giving Knights a +2 attack against Archers.
Saracens:
The civilization advantages given to the Saracens are a mixed bag. The Saracens' market trade cost is only 5 percent; their transport ships have double hit points and carrying capacity; their Galleys attack 20 percent faster; and their Cavalry Archers have a +3 attack against buildings. Thus, the Saracen player can employ a variety of strategies, and enjoy a slight advantage no matter which is chosen.
On water-based maps, be wary of the Saracen player attempting a Feudal Age attack--double-capacity transports can move quite a few troops over rivers and lakes in a big hurry. Also, their fast-attacking Galleys, coupled with the double hit points of the transports, make them particularly difficult to sink. Once the Saracen player makes it to the Castle Age, the unique unit--the Mameluke--becomes available. The Mameluke is a mounted Archer and, though it's susceptible to Archery units, fast-moving town-killing forces of Mamelukes and Cavalry Archers become a real possibility for the Saracens. The bonus the Saracens bring to their team is a +1 attack for Archers against buildings.
Teutons:
The Teutons' bonuses run towards the defensive, but this does not make them a defensive civilization. In fact, because their defenses are so good, they're often on the attack. Their Monks can heal from twice as far away; their Towers garrison twice as many units and fire twice as many arrows; the Murder Hole technology (allowing Towers to have no minimum range) is free; their Farms are 33 percent cheaper to build; and their Town Centers have a +2 attack and +5 range.
To prevent the Teuton player from "turtling" (building a defensive perimeter that is expensive or nearly impossible to penetrate), simply deny him or her access to stone. Because Towers require quite a bit of stone, and Castles require even more, the Teuton player without ample reserves of stone has to make a choice between building a defensive perimeter or being able to create the Teutons' unique unit--the Teutonic Knight. Fear the Teutonic Knight. Even though he's slow, he has the ability to take an incredible amount of punishment; in fact, in a one-on-one fight between a Teutonic Knight and a War Elephant, the Teutonic Knight will win half the time. In addition, he's highly resistant to conversion. The bonus the Teutons bring to their team is an increased resistance to conversion by Monks.
Turks:
The Turks are definitely not early-Age attackers, and their advantages reflect this: Their gunpowder units have 50 percent more hit points; gunpowder technology research costs half as much; their gold miners work 15 percent faster; the Chemistry upgrade is free; and the Light Cavalry upgrade is free. Thus, the Turk player is only average until that first Cavalry upgrade, but when he or she reaches the Imperial Age, the Chemistry and gunpowder technologies will awaken the killer instinct.
Also, the Turks' unique unit--the Janissary--is a gunpowder-using unit with no minimum range, making it extremely effective at both ranged and up-close attacks. The Turks' weak spot is gold; even though technologies are cheaper for the Turks, and their Miners work 15 percent faster, they need a lot of gold to field a force of gunpowder-using troops and Siege Engines. Look for multiple markets and monasteries, because the Turk player is fond of garrisoning Relics for the income. The bonus the Turks bring to their team is that gunpowder units train 20 percent faster.
Vikings:
The only civilization in the game to have two unique units--the Longboat and the Berserk, the Vikings also build warships 20 percent cheaper; their infantry have increased hit points (10 percent more in the Feudal Age, 15 percent more in the Castle Age, and 20 percent more in the Imperial Age); and they receive both the Wheelbarrow and Hand Cart technologies free.
The Viking civilization is definitely an offensive one, and the Town Center technologies go a long way in helping the Vikings amass the attacking army they need. The Vikings are particularly effective on water-based maps, and, based on the upgrades they choose, can have the most effective fleet in the game. Their infantry are both their strong point and weak point: The increased infantry hit points help them survive longer against the inevitable Archer defense, and they're skilled at bringing down Town Centers due to this; however, their infantry don't move any faster than normal, and their lack of Siege Engines means that much of their town-attacking forces may be lost on the way to the fight. The Berserk has the ability to slowly heal, making it devastating in the hands of an attentive Viking player. The other unique unit, the Longboat, fires a hail of arrows, making it excellent for coastline assaults. The combination of these two units makes defending against the Vikings a dicey proposition at best. The bonus they bring to their team is a 33 percent reduction in the cost of building Docks.
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