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User manual GAMES PC AGE OF EMPIRES II - THE CONQUERORS

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User guide GAMES PC AGE OF EMPIRES II - THE CONQUERORS

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Hotkeys To Press Cycle through last 5 sound events Cycle through idle villagers Cycle through idle military units Cycle through Barracks, Markets, Archery Ranges, etc. Center view on selected unit Return to the last 10 map locations Assign group number to units Select group assigned to this number Select this group in addition to currently selected units Display game time Display online tech tree Display score Select all units of one type Garrison selected unit(s) Delete selected unit or building Pause game Display chat interface Select Town Center Insert chapters in a recorded game Capture screenshots of your victory Capture screenshot of entire game map Middle mouse button or HOME key PERIOD ( . ) key COMMA ( , ) key CTRL+B, CTRL+M, CTRL+A, etc. SPACEBAR BACKSPACE CTRL+1­9 1­9 SHIFT+1­9 F11 F2 F4 Double-click a unit of that type ALT+right-click building DELETE key PAUSE key ENTER key H F9 PRINT SCREEN key (bitmaps are saved in the Screenshots folder) CTRL+F12 (bitmaps are saved in the Screenshots folder) Click a villager, then To Build House Build Farm Build Tower Build building Build military building Rebuild expired Farm Press B, then E Press B, then F Press B, then T B, then hotkey for the building V, then hotkey for the military building Right-click Farm *X05-72798* MICROSOFTMIZROSOFTMICROSOFTMICROSOFTMICROSOFTMICROSOFTMICROSOFTMICROSOFTMICROSOFTMICROSOFTMICROSOFTMICROSOFTMICROSOFTMICROSOFTMICROSOFTMICROSOFTMICROSOFTMICROSOFTMICROSOFTMICROSOFTMICROSOFTMICROSOFTMICROSOFTMICROSOFTMICROSOFTMICROSOFTMICROSOFTMICROSOFTMICROSOFTMICROSOFTMICROSOFTMICROSOFTMICROSOFTMICROSOFTMICROSOFTMICROSOFTMICROSOFTMICROSOFTMICROSOFTMICROSOFTMICROSOFTMICROSOFTMICROSOFTMICROSOFTMICROSOFTMICROSOFTMICR M EXPANSION Information in this document, including URL and other Internet Web site references, is subject to change without notice. The example companies, organizations, products, people and events depicted herein are fictitious unless otherwise noted. No association with any real company, organization, product, person or event is intended or should be inferred. Complying with all applicable copyright laws is the responsibility of the user. Without limiting the rights under copyright, no part of this document may be reproduced, stored in or introduced into a retrieval system, or transmitted in any form or by any means (electronic, mechanical, photocopying, recording, or otherwise), or for any purpose, without the express written permission of Microsoft Corporation. Microsoft may have patents, patent applications, trademarks, copyrights, or other intellectual property rights covering subject matter in this document. Except as expressly provided in any written license agreement from Microsoft, the furnishing of this document does not give you any license to these patents, trademarks, copyrights, or other intellectual property. ©& 1997­2000 Microsoft Corporation. All rights reserved. Microsoft, Age of Empires, The Age of Kings, DirectDraw, DirectPlay, DirectSound, DirectX, MSN, Windows, Windows NT and the Windows logo are either registered trademarks or trademarks of Microsoft Corporation in the US and/or other countries. Developed by Ensemble Studios Corp. for Microsoft Corporation. Genie engine technology © Copyright 1995­2000 by Ensemble Studios Corp. All rights reserved. The names of actual companies and products mentioned herein may be the trademarks of their respective owners. 0800 Part No. X05-72798 Contents Chapter I: Getting Started 2 What's new .............................................................................. 2 The Age of Kings changes ........................................................ 4 Installing & starting ................................................................. 5 Chapter II: About the New Features 6 New campaigns ........................................................................ 6 New game types ....................................................................... 6 Automatic Farm replanting ........................................................ 7 Garrisoning units inside rams ................................................... 7 Smarter villagers ....................................................................... 8 Improved trading & tributes ...................................................... 8 Improved chatting .................................................................... 9 Friend or foe colors ................................................................... 9 Commanding allied computer players ....................................... 9 Improved game recording ........................................................ 10 Full-size map screenshots ........................................................ 10 Chapter III: Units 11 Infantry ................................................................................... 11 Archers .................................................................................... 13 Cavalry .................................................................................... 14 Siege weapons ......................................................................... 16 Ships ....................................................................................... 17 Other units .............................................................................. 18 Chapter IV: Technologies Appendix 19 Economic & military technologies ............................................. 19 Unique technologies ................................................................ 21 26 New Units & Technologies ...................................................... 26 Civilization Attributes .............................................................. 27 New Civilization Technology Trees .......................................... 30 Unit Upgrade Costs ................................................................ 40 Unit Attributes ........................................................................ 42 Technology Costs & Benefits .................................................... 45 Chapter I G etting Started Age of Empires II®: The Conquerors Expansion continues the epic medieval combat and empire-building of The Age of Kings® -- with many new challenges. This manual assumes that you have played Age of Empires II: The Age of Kings and explains only the new features in The Conquerors Expansion. If you haven't played The Age of Kings yet, the easiest way to master the basics of the game is to play the William Wallace learning campaign (on the main menu, click Learn to Play). You can also refer to The Age of Kings manual for complete information about the game. What's new Age of Empires II: The Conquerors Expansion includes these new features. Civilizations ­ Aztecs, Huns, Koreans, Mayans, and Spanish. For information about each civilization's abilities, see Civilization Attributes in the Appendix. For historical information about each civilization, click History on the main menu. Units ­ Conquistadors, Eagle Warriors, Halberdiers, Hussars, Jaguar Warriors, Missionaries, Petards, Plumed Archers, Tarkans, Turtle Ships, and War Wagons. For information about the units, see Chapter III. Technologies ­ Bloodlines, Caravan, Herbal Medicine, Heresy, Parthian Tactics, Theocracy, and Thumb Ring. In addition, each civilization can research a unique technology that improves its unique unit or team bonus. For information about the technologies, see Chapter IV. 2 Chapter I - Getting Started Campaigns ­ Battle as Attila the Hun, El Cid, Montezuma, and other remarkable conquerors. New difficulty settings let anyone play to win. Campaign objectives now include a Scouts tab that provides reconnaissance information about the map and your enemies. New game types ­ King of the Hill, Wonder Race, Defend the Wonder. Real world maps ­ Based on geographical locations, such as Britain, France, Italy and, of course, Texas. More maps ­ Arena, Ghost Lake, Mongolia, Nomad, Oasis, Salt Marsh, Scandinavia, Yucatan, and Random Land. Winter and tropical terrain ­ On winter maps, walk across ice and leave footprints in the snow. On tropical maps, herd turkeys instead of sheep and fend off jaguars instead of wolves. Last Man Standing victory condition ­ After defeating the enemy, team members turn on each other until one player wins. Farms automatically replant ­ Queue Farms so they automatically replant after all the food has been gathered from them. Ship formations ­ Ships move in formation just like land units. Ram garrisoning ­ Units can garrison inside Battering, Capped, and Siege Rams for protection and to increase the ram's speed and attack. Smart villagers ­ Villagers work smarter, build walls more intelligently, and automatically gather resources after constructing a drop-off building. Smart siege weapons ­ Mangonels, Onagers, and Siege Onagers don't autoattack if they would harm friendly units. Improved trading & tributes ­ Buy, sell, and tribute lots of 500, or tribute everything in your stockpile. Improved chatting ­ See messages in each player's color. Improved Diplomacy U I ­ See other players' stances toward you. Friend or foe colors ­ Change player colors to see enemies in one color, allies in another. Command allied computer players ­ Use chat commands to order allied computer players to attack, tribute resources, and build an economy, military, or a Wonder. Return to previous view ­ Press the BACKSPACE key to return to the previous location on the map. For example, if the screen is centered on your army and you jump back to your Town Center to tend your economy, press the BACKSPACE key to return to your army. Press the key multiple times to display the last 10 locations. Random teams option ­ Players who select a question mark (?) as their Team setting before starting a game are randomly placed on the teams of players who have chosen team numbers. If all players select random teams, two teams are created. 3 Improved game recording ­ Record chat text and insert chapter markers so you can easily play back important battles. Full-size map screenshots ­ Choose the reduction ratio and create a screenshot of the entire game world. Improved map editor ­ New scenario triggers, including the ability to change unit names and attributes. Customizable random maps ­ Create your own random map scripts that tell the computer what terrain, elevation, and resources to place when creating random maps. To learn how to do this, see the Random Map Script Guide (RMSG.doc) in the Docs folder on The Conquerors Expansion CD. For more information about most of these features, see Chapter II. The Age of Kings changes The Conquerors Expansion includes several changes to The Age of Kings civilizations, units, and technologies. Civilization changes The Conquerors Expansion includes these changes to The Age of Kings civilizations. Britons ­ Town Centers cost 50% less wood, but only in the Castle Age and Imperial Age. Byzantines ­ Team bonus: Monks heal 50% faster. Chinese ­ Start with -50 wood. Goths ­ Hunters now carry +15 meat. Teutons ­ Town Centers have +5 line of sight (LOS) instead of +5 range. Turks ­ Hussar upgrade free; gunpowder units +25% HPs, not +50%. Vikings ­ Docks cost -25%, not -33%. In addition, each Age of Kings civilization can create the new units and research the new technologies in The Conquerors Expansion. For information about the units and technologies available to each civilization, see New Units & Technologies in the Appendix. Unit changes The Conquerors Expansion includes these changes to The Age of Kings units. Cavalry Archer & Heavy Cavalry Archer ­ Move, fire, and are created faster. Camel & Heavy Camel ­ Move faster. Bombard Cannons ­ More attack vs. siege weapons; more hit points; fire faster; no upgrade cost (except Chemistry). 4 Chapter I - Getting Started Hand Cannoneers ­ Increased anti-infantry attack; no upgrade cost (except Chemistry). Janissary & Elite Janissary ­ Attack increased. Huskarls ­ Attack increased vs. archers; piercing armor. Pikemen ­ Attack bonus vs. camels decreased. Mangonel, Onager & Siege Onager ­ Move and fire faster; bonus damage vs. siege units; don't auto-attack if it may harm friendly units. Samurai ­ Move faster; attack bonus vs. other unique units increased. Scorpion & Heavy Scorpion ­ Pass-through damage and range increased but cannot be upgraded with Fletching, Bodkin Arrow, or Bracer (at the Blacksmith). Scout Cavalry, Light Cavalry & Hussar ­ Bonus attack vs. Monks; more resistant to conversion by Monks and Missionaries. Swordsmen, berserks, samurai & woad raiders ­ Have piercing armor. Woad Raiders ­ Creation speed increased. Other changes The Conquerors Expansion includes these changes to The Age of Kings. Town Center ­ Cost increased to 275 wood and 100 stone; takes longer to build; Fletching, Bodkin Arrow, and Bracer (at the Blacksmith) improve Town Center attack and LOS (not range). Outpost ­ Cost decreased to 25 wood and 10 stone; LOS increased. Relics ­ Generate more gold. Installing & starting You must have Age of Empires II: The Age of Kings installed before you can install Age of Empires II: The Conquerors Expansion. To install and start The Conquerors Expansion Insert The Conquerors Expansion CD into the CD-ROM drive, and then follow the instructions on the screen. If Setup does not begin automatically or if you have trouble starting The Conquerors Expansion, refer to the Readmex file on The Conquerors Expansion CD. 5 Chapter II A bout the New Features New campaigns The Conquerors Expansion includes four new campaigns that let you recreate historic battles waged by Attila the Hun, El Cid, Montezuma, and other conquerors in a series of historically based scenarios. To play the new campaigns Click Single Player on the main menu, click The Conquerors Campaigns, and then click the name of the campaign you want to play. New game types The Random Map game in The Age of Kings is now called the standard game, and the interface is simplified to make it easier to choose which type of standard game to play. To play a single player standard game Click Single Player on the main menu, click Standard Game, and then choose the Game you want to play (Random Map, Regicide, Death Match, scenario, or one of the new games below). For information about starting a multiplayer game, see The Age of Kings manual. 6 Chapter II - About the New Features The Conquerors Expansion includes three new game types. King of the Hill ­ To win, control the Monument in the center of the map for the specified time period. To take control of the Monument from an enemy, kill all of the enemy units near the Monument and move one of yours nearby. The map style greatly affects this game. For example, on Coastal maps, you can defend with walls and Castles; on Island maps, you can defend only with ships; on Ghost Lake maps, you can defend only with land units. Wonder Race ­ No combat; the first player to build a Wonder wins. All players are allied and cannot change alliance or form teams. However, you can play a cooperative multiplayer game, where two players control the same civilization. There are no walls, Siege Workshops, or Trebuchets. Defend the Wonder ­ One player starts with a Wonder surrounded by walls and defends it from enemy players to win. All players begin in the Imperial Age with all technologies researched, large stockpiles of resources, and several villagers. Automatic Farm replanting Farms can now be queued at the Mill so they are automatically replanted when all of the food has been collected from them and they expire. If there are Farms in the queue when a Farm expires, you do not receive a "Farm expired" notification. To automatically replant Farms Click the Mill, and then click the Reseed Farm button. Click multiple times to replant several Farms. Automatically replanting costs the same as building a new Farm, so you must have enough wood in your stockpile for each Farm you add to the queue. You can use any of your Mills to add or delete Farms from the queue. If all of your Mills are destroyed the queued Farms continue to be replanted. If you research technology that improves your Farms, queued Farms also benefit. Garrisoning units inside rams All foot units (infantry and archers) can garrison inside a ram; villagers, Monks, Petards, Kings, mounted units, and siege weapons cannot. Garrisoned infantry and pikemen increase the ram's speed and attack vs. buildings. Units garrisoned inside a ram are not damaged during an attack, and garrisoned archers do not attack. Battering Rams and Capped Rams can garrison four units. Siege Rams can garrison six units. A flag appears on rams with garrisoned units. Allied players can garrison units inside each other's rams (and ungarrison them at will). Units are automatically ejected if the ram is destroyed, converted by a Monk or Missionary, or if allied players change their diplomatic stance. 7 When a garrisoned ram is loaded aboard a transport ship, the ram and each garrisoned unit count toward the ship's capacity. For example, if three units are garrisoned inside a ram, then four units are loaded onto the transport ship. To garrison units inside a ram Click a unit (or select a group), and then right-click a Battering Ram, Capped Ram, or Siege Ram. To ungarrison all units Click a Battering Ram, Capped Ram, or Siege Ram, and then click the Ungarrison button. You can also ungarrison units individually or in groups using the CTRL and SHIFT keys in the same way that you ungarrison units from buildings. Smarter villagers Villagers are now smarter so resource gathering and wall building are easier. Villagers automatically begin gathering resources that are nearby after building a Mill, Mining Camp, Lumber Camp, or Town Center. If a villager is carrying resources when you order it to construct a building, the resources are deposited in your stockpile before the villager gathers a new resource. For example, if a villager is carrying 8 food from hunting and you assign it to build a Lumber Camp, the food is added to your stockpile before the villager begins chopping wood. When you send a group of villagers to a single Farm, the villagers automatically spread themselves among any untended Farms nearby. When two or more villagers are assigned to build a wall, they space themselves out so the wall is built more quickly and efficiently. Also walls are now built starting from the outside and working toward the middle so they end properly at the edge of water and forests. Improved trading & tributes You can buy, sell, and tribute the resources in your stockpile in lots of 500 or tribute your entire stockpile of a resource. To buy, sell, or tribute lots of 500 Press the SHIFT key, and then click the button of the resource to buy, sell, or tribute. To tribute your entire stockpile of a resource Press the CTRL key, and then click the button of the resource to tribute. 8 Chapter II - About the New Features Improved chatting Chat text is shown in each player's color and there are two new ways to send messages to specific players. As in The Age of Kings, you can begin a message with a semicolon (;) to chat only with your allies. Now you can use an exclamation mark (!) to send a message only to your enemies or an asterisk (*) to send a message to everyone. Friend or foe colors The friend or foe option uses a simpler color scheme to indicate which players are your allies and which are your enemies. When you set the friend or foe option, colors are not unique for each player. Instead, enemies are red, allies are yellow, neutral players are gray, and your units are blue. The colors are determined by your diplomatic stance toward each player (not theirs toward you). To use the friend or foe colors option On the main menu, click Options (or while you are in a game, click the Menu button, and then click Options), then select Friend or Foe Colors. Or press the hotkey (default ALT+G) during a game. Commanding allied computer players If you are playing a standard game (not a campaign scenario), you can use the Commands button in the chat interface to send commands to allied computer players. The computer player recognizes the following commands: 3: Food, please ­ Computer player tributes 100 food to you. 4: Wood, please ­ Computer player tributes 100 wood to you. 5: Gold, please ­ Computer player tributes 100 gold to you. 6: Stone, please ­ Computer player tributes 100 stone to you. 31: Attack an enemy now! ­ Computer player uses any available units to attack the most dangerous enemy. If you have sent a "Wait for my signal to attack" command, the computer will not attack until it receives this command. 32: Cease creating extra villagers ­ Computer player focuses on building its military. 33: Create extra villagers ­ Computer player focuses on building its economy. 34: Build a navy ­ Computer player focuses on building combat ships. 35: Stop building a navy ­ Computer player stops building combat ships. 36: Wait for my signal to attack ­ Prevents computer player from attacking until you send the "Attack an enemy now!" message. The computer player automatically attacks unless you send this command. 9 37: Build a Wonder ­ Computer player hoards resources and attempts to build a Wonder when its stockpile is large enough. 38: Give me your extra resources ­ Computer player sends you any resources it can spare. 42: What age are you in? ­ Computer player tells you the age it has reached. Improved game recording Recorded games now save chat messages, and you can insert chapter markers so you can easily find important battles when you play back the recording. To insert chapter markers While recording a game, click the Menu button, and then click Save Chapter (or press F9). To jump between chapters during playback Click the Next Chapter button or Previous Chapter button. Full-size map screenshots It is now possible to create a screenshot of the entire game map exactly as it appears on the screen, including fog of war. You can save screenshots at any time during a single player game, but you must wait until after a multiplayer game has ended to save screenshots from it. In order to create a screenshot while using the map editor, you must either play or test the scenario. To reveal the entire game map Type Marco (reveal map) and/or Polo (remove fog of war) in the chat window. In a multiplayer game, the Allow Cheats option must be enabled to use these commands. To create a screenshot of a full-size map Press CTRL+F12, and then click the button to select the reduction ratio (1:3 is the largest image; 1:8 is the smallest). The map image is saved in the Screenshots folder where you installed the game. 10 Chapter II - About the New Features U nits Chapter III The Conquerors Expansion includes several new units. For more information about which units a civilization can research, see New Units & Technologies in the Appendix. Infantry Eagle Warrior & Elite Eagle Warrior Fast infantry with extensive line of sight, piercing armor, resistance to conversion, attack bonus vs. Monks, and a slight attack bonus vs. siege weapons and mounted units. Civilizations without cavalry (Aztecs and Mayans) start the game with an Eagle Warrior instead of Scout Cavalry. Created at Strong vs. vs. Weak vs. Upgrades Barracks archers, Monks, siege weapons infantry, hand cannoneers HP -- El Dorado (Mayan unique technology at Castle) Attack -- Forging, Iron Casting, Blast Furnace (Blacksmith); Garland Wars (Aztec unique technology at Castle) Armor -- Scale Mail Armor, Chain Mail Armor, Plate Mail Armor (Blacksmith) Sight -- Tracking (Barracks) Speed -- Squires (Barracks) Unit creation speed -- Conscription (Castle) Units resist enemy Monks, Missionaries -- Faith, Heresy (Monastery) The Aztecs prized fighting skills, and soldiers earned increased status in society through distinction in combat and promotion in rank. One of the higher ranks was that of Eagle Warrior. These fighters wore great colorful headdresses made of eagle feathers and costumes that enhanced their military bearing. Because they were lightly armored and unencumbered, they were able to move quickly. They were the fast, light troops of the Aztec armies, quickly pouncing on enemies. However, they proved to be at a great disadvantage in combat against Europeans wearing steel armor and using steel weapons. 11 The best of the Eagle Warriors were promoted to Elite status. These were the champions of the Eagle Warrior formations and led the attempts to disable and capture enemies. Halberdier Stronger than Pikeman. Attack bonus vs. mounted units and War Elephants. Created at Strong vs. vs. Weak vs. Upgrades Barracks Mounted units, War Elephants infantry, archers, scorpions, mangonels, hand cannoneers Attack -- Forging, Iron Casting, Blast Furnace (Blacksmith) Armor -- Scale Mail Armor, Chain Mail Armor, Plate Mail Armor (Blacksmith) Sight -- Tracking (Barracks) Speed -- Squires (Barracks) Unit creation speed -- Conscription (Castle) Units resist enemy Monks, Missionaries -- Faith, Heresy (Monastery) The Halberd was a pike weapon invented in the Middle Ages for use against armored men, especially on horseback. It consisted of a six-foot shaft with an axe head at the front, a spear point at the top, and thin point at the rear. The spear was used to ward off cavalry. The thin rear point could be chopped down on an armored man to penetrate the strongest armor. The axe head brought down with both hands could chop through armor, arms, and helmets. Wielding the Halberd left the soldier exposed momentarily, so it was best used in formation with other men at hand for protection. Jaguar Warrior & Elite Jaguar Warrior Aztec unique unit. Attack bonus vs. other infantry. Created at Strong vs. vs. Weak vs. Upgrades Castle infantry archers, mangonels, hand cannoneers, cavalry archers Attack -- Forging, Iron Casting, Blast Furnace (Blacksmith); Garland Wars (Aztec unique technology at Castle) Armor -- Scale Mail Armor, Chain Mail Armor, Plate Mail Armor (Blacksmith) Sight -- Tracking (Barracks) Speed -- Squires (Barracks) Unit creation speed -- Conscription (Castle) Units resist enemy Monks, Missionaries -- Faith, Heresy (Monastery) Another rank of Aztec fighter was the Jaguar Warrior, who was more heavily armed and armored than the Eagle Warrior. Their role was probably to be the heavy infantry of the army and to engage the enemy main body. They likely had the advantage in combat against lighter troops that were caught off-guard or foolish 12 Chapter III - Units enough to engage the heavier Jaguar Warrior. These warriors wore jaguar headpieces and clothing that represented jaguar fur. The jaguar was chosen as the totem for warriors because it was the fiercest predator in the Central American jungles. In combat, they used an obsidian-bladed sword known as a macana. Although it lacked the penetration power of steel weapons, the macana was able to keep a razor-sharp edge. The best of the Jaguar Warriors were promoted to Elite status. These were veterans of demonstrated skill who carried the best weapons and were the best fighting soldiers available. Archers Plumed Archer & Elite Plumed Archer Mayan unique unit. Stronger, faster, and better armored than other archers, but have less attack. Created at Strong vs. vs. Weak vs. Upgrades Castle other archers, slow units (Monks, Teutonic Knights, War Elephants) cavalry, skirmishers, other fast units (Eagle Warriors, Woad Raiders) Attack -- Chemistry (University) Attack, Range -- Fletching, Bodkin Arrow, Bracer (Blacksmith) Armor -- Padded Archer Armor, Leather Archer Armor, Ring Archer Armor (Blacksmith) Targeting -- Ballistics (University), Thumb Ring (Archery Range) Unit creation speed -- Conscription (Castle) Units resist enemy Monks, Missionaries -- Faith, Heresy (Monastery) The natives of Central America had developed the bow and used it in combat. Their bow technology was not far advanced, however, in comparison to the Asian composite bow or English longbow. Archers could be ordered to wound when capture of enemies was more important than killing. Like all other Mayan warriors, archers wore distinctive costumes so commanders could distinguish their troops and place the right group where needed. The status of archers was low in comparison to other warrior ranks, so men of lower standing and skill entered their ranks. Men of status and ambition joined the ranks of the Eagle Warrior where they could have the opportunity to take captives. The better skilled and experienced bowmen became Elite Plumed Archers. They were especially important when absolute victory was required because they had the ability to kill enemies quickly and break enemy army morale under a barrage of well-aimed arrows. 13 War Wagon & Elite War Wagon Korean unique unit. Heavily armored archery unit. (The Koreans have two unique units; the other is the Turtle Ship, a Dock unit.) Created at Strong vs. vs. Weak vs. Upgrades Castle infantry, archers cavalry, skirmishers, pikemen, camels Attack -- Chemistry (University) Attack, Range -- Fletching, Bodkin Arrow, Bracer (Blacksmith) Armor -- Padded Archer Armor, Leather Archer Armor, Ring Archer Armor (Blacksmith), Targeting -- Ballistics (University), Thumb Ring (Archery Range) Speed -- Husbandry (Stable) Unit creation speed -- Conscription (Castle) Units resist enemy Monks, Missionaries -- Faith (Monastery) The Korean kingdom of Koryo was often under attack from all sides -- by China, by barbarian civilizations to the north like the Mongols, and by sea raiders. To survive, they needed a strong military. We have hints from scant records that the Koryo were innovative warriors, perhaps being the first to use rockets in combat and carriages of some type. Trains of these wagons could be arranged into temporary fortifications in open areas, providing a mobile, yet substantial, defensive position against mounted enemies. So became the war wagon, a classic chariot with scythed blades and mobile forts from which archers could fire with some protection. Cavalry Conquistador & Elite Conquistador Spanish unique unit. Cavalry hand cannoneer. Powerful close attack; not accurate at range. (The Spanish have two unique units; the other is the Missionary, a Monk unit.) Created at Strong vs. vs. Weak vs. Upgrades Castle swordsmen, Monks, Teutonic Knights, War Elephants knights, camels, pikemen Armor -- Padded Archer Armor, Leather Archer Armor, Ring Archer Armor (Blacksmith) Hit points -- Bloodlines (Stable) Speed -- Husbandry (Stable) Unit creation speed -- Conscription (Castle) Units resist enemy Monks, Missionaries -- Faith, Heresy (Monastery) 14 Chapter III - Units Spanish adventurers who set off to conquer the New World became known as Conquistadors. These men were an assortment of disposed sons of the nobility and soldiers of fortune looking for adventure and loot. Most were soldiers without employment. They arrived in the New World with a great technical advantage in weapons over the natives who could not stand up to steel swords, firearms, and mounted lancers. The horse was particularly terrifying to the first natives who encountered it. Mounted men were thought to be some sort of new creature, half man and half four-legged beast. Thanks to the spread of European diseases before them and advantageous use of native allies on occasion, ridiculously small armies of Conquistadors conquered with relative ease the two great American civilizations, the Aztecs and the Incas. Within the ranks of the European adventurers who invaded the New World there were soldiers of superior ability and determination who became the Elite Conquistadors. These were the men who lead the charges against seemingly insurmountable odds and triumphed due to their superior weapons and grim resolve. Hussar Stronger than Light Cavalry; attack bonus vs. Monks; resistant to conversion. Created at Strong vs. vs. Weak vs. Upgrades Stable archers, cavalry archers, siege weapons, Monks Pikemen, knights, camels Attack -- Forging, Iron Casting, Blast Furnace (Blacksmith) Armor -- Scale Barding Armor, Chain Barding Armor, Plate Barding Armor (Blacksmith) Hit points -- Bloodlines (Stable) Speed -- Husbandry (Stable) Unit creation speed -- Conscription (Castle) Units resist enemy Monks, Missionaries -- Faith, Heresy (Monastery) In the 15th century the Hungarians deployed a corps of light cavalry soldiers that came to be known as Hussars. They were excellent horsemen, trained to ride from their youth on the grasslands of the Hungarian plain. They wore brightly colored uniforms that gave them added dash and distinction. On the march they scouted and raided as needed. In an emergency they could charge in battle, but were usually too lightly armed and armored to engage heavy cavalry or infantry. They were especially useful after an enemy routed and had become disorganized because the fast Hussar could easily run over and cut down the undisciplined troops. The bright uniforms and dashing demeanor were very attractive to other nations and Hussars were prominent in later armies, especially during the Napoleonic era. A British Hussar unit was deployed in the Korean War, although it was fighting in tanks by that time. 15 Tarkan & Elite Tarkan Hun unique unit. Cavalry that is particularly effective against buildings, making Tarkans excellent vandals. Created at Strong vs. vs. Weak vs. Upgrades Castle buildings, archers, mangonels, cavalry archers, siege weapons, Monks Pikemen, knights, camels Attack -- Forging, Iron Casting, Metallurgy (Blacksmith) Armor -- Scale Barding Armor, Chain Barding Armor, Plate Barding Armor (Blacksmith) Hit points -- Bloodlines (Stable) Speed -- Husbandry (Stable) Unit creation speed -- Conscription (Castle) Units resist enemy Monks, Missionaries -- Faith, Heresy (Monastery) The use of the stirrup by the Huns gave them a technological advantage against other armies when they advanced toward the west in the 3rd century. They could set themselves in their stirrups and charge into a target with a lance. The impact of the lance point transferred the force of the combined moving man and horse, thanks to the stirrup. With rare exceptions (notably Alexander's Companion cavalry) horsemen prior to this had rarely been effective with a lance or spear. The appearance of thousands of barbarian cavalry using spears so effectively forced dramatic change in warfare at the end of antiquity. The Roman legions were forced to put more emphasis on cavalry in support of their legions and eventually hire barbarian horsemen as mercenaries. Heroes of Hunnic, and later Mongolian, armies were known as Tarkans. The best of the Hunnic light horsemen were Elite Tarkan warriors. They rode hard, hit with surprise, and could withdraw as quickly if the situation was not advantageous. The mobility of the Elite Tarkan warriors made them devastating raiders, but their light cavalry status put them at a disadvantage against heavily armored horsemen in close combat. Siege weapons Petard Demolition infantry unit armed with explosives. Devastating to buildings; ineffective against other units. Created at Strong vs. vs. Weak vs. Upgrades Castle buildings, walls, siege weapons archers, scorpions, cavalry archers, mangonels Attack -- Siege Engineers (University) Unit creation speed -- Conscription (Castle) Units resist enemy Monks, Missionaries -- Faith, Heresy (Monastery) 16 Chapter III - Units The primary use of gunpowder during the Middle Ages was as a propellant in firearms and cannon, but it eventually found use as an explosive also. Explosive charges, called petards, could be used to damage or blow down castle gates and other obstructions. The word petard comes from a French word for breaking wind. In very dangerous situations, an armored man would carry the petard to the point of attack and light the fuse. If the fuse malfunctioned or the charge went off prematurely for any reason, the bombardier was"hoisted by his own petard," which explains a phrase still used today when a plan or operation backfires. Ships Turtle Ship & Elite Turtle Ship Korean unique unit. Slow, heavily armored battleship; effective for destroying other ships at close range. The Turtle Ship may be built at a Dock once a Korean Castle has been built. (The Koreans have two unique units; the other is the War Wagon, an archery unit.) Built at Strong vs. vs. Weak vs. Upgrades Dock fire ships, demolition ships Bombard Cannons, Monks Armor -- Careening (Dock) Speed -- Dry Dock (Dock) Lower cost -- Shipwright (Dock) Units resist enemy Monks, Missionaries -- Faith (Monastery) Under attack by samurai Japan in 1592, the fate of Korea and perhaps China depended on breaking the invader's supply lines at sea across the Straits of Korea. Korean admiral Yi Sun-Shin won two great naval victories off southern Korea with the aid of Turtle Ships, the first armored warships in history. These oarpowered ships had a low profile and mounted a battery of cannons on their broadside. Their sides and top were rounded and shaped like a flat turtle shell. They were not well suited for use on the high sea but quite useful in coastal waters where waters were relatively calm. The Japanese ships were at a great disadvantage in combat against them. Most missile fire glanced off their rounded armor. They offered no openings for enemy boarding parties. Unarmored enemy ships were quickly disabled by their cannon. 17 Other units Missionary Spanish unique unit. Moves faster than a Monk, but has less line of sight and range. Also, a Missionary cannot pick up Relics. Otherwise, it converts enemy units and heals friendly units the same way as a Monk. The Missionary may be built at a Monastery once a Spanish Castle has been built. (The Spanish have two unique units; the other is Conquistador, a cavalry unit.) Created at Strong vs. vs. Weak vs. Upgrades Monastery Teutonic Knights, War Elephants archers, knights, Light Cavalry, Woad Raiders (all at Monastery) Convert some buildings, siege units -- Redemption Movement speed -- Fervor Hit points -- Sanctity Convert other Monks -- Atonement Greater conversion range -- Block Printing Less rejuvenation time -- Illumination, Theocracy Units resist enemy Monks, Missionaries -- Faith, Heresy As Europeans gradually came to understand that Columbus had opened the door to two complete continents, they awoke to the desirability of converting the potentially immense native population to Christianity. The Spanish, Portuguese, and other European nations sent monks called missionaries into the New World to bring about conversion and salvation. To be a missionary required great faith, a strong constitution, and great zeal. They often were required to plunge into the wilderness amongst peoples of radically different cultures and beliefs. Many missionaries suffered despair, torture, and death at the hands of natives who resisted the message being brought to them or identified the monks with the disease and conquest that accompanied them. 18 Chapter III - Units

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