Age Of Empires 2 Strategy Guide Pdf

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Portuguese (Age of Empires II)/Strategy Age of Empires II) Edit. VisualEditor History Comments (4) Share. Civilization Tech tree Strategy.

From StrategyWiki, the video game walkthrough and strategy guide wiki Age of Empires II: The Age of Kings. Once again, the Age of Empires® game series sets a new standard for innovative technology and gameplay in real-time strategy (RTS) gaming. Picking up where Age of Empires II: The Age of Kings® leaves off, the latest installment, Age of Empires III, gives you command of a European power determined to explore, colonize, and.

An easy start would be to have 2 villagers on each side of your lumberpit on seperate tree's.thats just a start though, it gets harder to control with the more you have, and that leads me onto. • Look at your villagers working when you have 3 or more villagers just stopped because they cant access a resource you should move them to another resource. • Always check enemy units when you see them, this is so important there should be an entire section devoted just to this.

Stand Ground patrolling is how I first discovered patrols. I thought it was the only way you can patrol until I accidentally changed stances haha. When I was beginning 1v1 CBA wars, I started to think that it was useless: Every time I used it vs any other stance I would get♥♥♥♥♥♥♥ Later however, I found a really cool way in which to use it. Finer points of patrolling: And now, we reach the finer aspects of patrolling, of which I think there are only two. The first, and possibly foremost point of which (and for which I am both loved AND hated among the CS community) is.

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If the Relic is far from your base, consider giving the monk some protection. • There are many important buildings and technologies that become available in the Castle Age. Which ones you want to build depends on your civilization and playstyle again. Be sure to check out the University and Siege Workshop.

Stop villager production temporarily if necessary. You want to aim to reach the Imperial Age at around 29 minutes. During the transition, make Barracks, make Eagle Warriors and research the Infantry Armor upgrades.

The late-game stable is more than lacking, as the final upgrades for both the Light Cavalry and Knight-line are missing, and Camels are absent entirely. This creates an exploitable dependency on the Archery Range. They also lack Squires, which makes dealing with cavalry raids all the more difficult. At the Siege Workshop, they lack Heavy Scorpions, Siege Onagers, and Siege Rams, but their formidable and discounted Bombard Cannons and Organ Guns make up for this. Strategy Portuguese can be played as a booming civilization specializing in Gunpowder, which would make them share several tactical similarities with other late-game civilizations like the or the. They will suffer a disadvantage early in the game when going head-to-head with civilizations able to perform an early raid, while in the late-game they could become an almost unstoppable force.

This page contains a list of cheats, codes, Easter eggs, tips, and other secrets for Age of Empires II: The Age of Kings for PC. If you've discovered a cheat you'd like to add to the page, or have a correction, please. Cheat Faster This is a simple hint. Since there are so many cheats in the game, it may be difficult to execute them all quickly, especially when you’re using the same one over and over again.

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Next it sends a arrow/cannon ball TO THE PREDICTED point. If you move your unit back, when they shoot 2 tiles forward, you'll make the arrows miss. Defending: When defending do really tight close patrols, by patrolling units close together. Do 15 re-patrols like so: (U = units, X = re patrol point) UUUU -------------- X (this kind of distance, in game) When you do this, move them so that they will be facing the most likely enemy attack front. Ie, don't do something like this: (E = enemy) EEEEEEEEEEEE VV EEEEEEEEEEEE VV _______UU _______UU _______UU _______UU _______UU _______UU _______UU In the above situation, your units will get♥♥♥♥♥♥♥as he will have more vs less, EVEN THOUGH you have the same starting #'s. Retreating: Brahma asked this question, and I can't believe I did not address it- You retreat in two simple, but VITAL steps: 1. STOP your units (X hotkey for me) 2.

With these build orders it would be best to write them down or print them out on a peice of paper. Another method would be to remember it by heart, not all but some, you can pause the game and keep reading over the build order to keep on track. I recommend you play 2-5 games with a buddy on an all visable map until you got the build order down as much as you can get it. Than practice it on a normal reveal map a couple times before using it in action. A pro will not need to do this as much as a newer player these are just some tips so you can learn them easy. Mayan Castle Rush (for pocket) LOOM FIRST! Aztec Boom (for pocket) Villagers 1 - 3 make 2 houses then eat sheep Villagers 4 - 7 go to sheep Villagers 8 - 11 go to wood (first makes a Lumber Camp) Villager 12 makes a house then lure boar, sheep eaters kill the boar Villagers 13 - 14 go to wood Villager 16 makes mill and then goes to berries Villager 17 makes a house and then lures boar Villagers 18 - 20 go to berries Villagers 21 - 22 go to deer (first makes mill) Villagers 23 - 24 go to gold (first makes Mining Camp) GO TO FEUDAL AGE During transition, send 2 of your boar eaters to hunt deer and finish your sheep with the others.

Contents [] Strengths The biggest advantage the Portuguese have over any civilization is accuracy of gunpowder units. Thanks to, ballistics will give gunpowder units incredible accuracy and speed. Bombard Towers will be able to hit targets faster while and will be more precise against enemies moving towards them. The has a spray damage effect at range, so injuring infantry lines or rows of archers will be more effective. The second strength of the Portuguese is their navy.

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Hopefully you may get a lot out of this article - your style of game play and perhaps learn more about the game as a whole.' TOAO_DaVe Excerpt from this article: 'This article is a basic overview of what DM is, and why I, and thousands of others enjoy playing DeathMatch (DM) games. Hopefully this will help your knowledge of the 2nd, of the 3 halves of AoK (random map, deathmatch and scenario designing/scripting).

I rushed him with a 9:50 4 vil china feudal rush. I made 2 ranges near his base, and some spears. He feudaled at 10:10. This was the time when archers were predominant, so fighting with villagers could be extra dangerous because 5 archers vs less armor vils meant a lot of 'blood in the streets.' I had the hill, he spotted me.

Make sure you have enough forces to defend it! Collect all the Relics! There are special objects on the map called Relics (mencioned in Castle Age section).

They are formidable since they get all the blacksmith technologies available plus. For the Barracks they get Halberdiers and Champions with all the Blacksmith technologies available, they do, however, lack. It's worth pointing out as well a complete university which is really helpful. Finally they have a pretty good economy only with the lack of. Weaknesses The Portuguese navy lack the Fast Fire Ship and Shipwright upgrades, and the Caravels/Elite Caravals have less bonus attack against ships compared to their Galley-line counterparts, making them vulnerable against enemy Fire Ships/Fast Fire Ships even when massed. The Portuguese will likely need to boom in order to pay for the gunpowder units, even though the gold discount helps. Early-game, the civilization may pose a problem to newer players, since the reduction cost bonus at and is relatively minor, as the only units that costs gold during these ages are Archers and Militia-line infantry.

Age Of Empires 2 The Conquerors

Put units on NO ATTACK STANCE (O hotkey for me) Then just click wherever you wanna go. Reasons for this: Patrolled units go to the point you PATROLLED them to. Stopping them releases the units from this 'obligation'. They no longer do anything and wait for next order. No Attack Stance - Sometimes units will fight back if attacked. Probably a bug in AoC.

A Cavalry Archer Rush is not recommended, as they cannot be upgraded in the, and due to the lack of Parthian Tactics. They will also get access to their unique unit, the, which is a gunpowder unit available during the Castle Age, and acts like it was a small group of Hand Cannoneers firing several bullets at its targets at once. The Portuguese are immensely powerful on the water, being strong in all stages of the game. The gold discount makes their beefy warships cheaper, creating one of the strongest combination of civilization bonuses in the game.

As they work better in large groups, Heavy Demolition Ships can be a response to Caravels, thanks to their splash damage, so civilizations like Chinese (whose demolition ships are bulkier) and Berbers (whose Demolition Ships move faster) can counter masses of Caravels if properly micromanaged and supported. Masses of Korean Turtle Ships may also be a problem, thanks to their tankiness and high pierce armor. • Regarding naval warfare, they may have a disadvantage in early game against civilizations that can perform early Galley or Fire Galley rushes, such as Vikings, Byzantines, Persians, Malay, and Berbers, especially in the Feudal Age. Later on, as they lack Shipwright and Fast Fire Ship, they can be overturned by civilizations that have those upgrades for their navy (aside considering the Caravels) especially if the Portuguese don't make use of Feitorias to overcome a late game shortage on wood and gold in water maps. • The Feitoria may be a reliable source of Gold, Wood, Food and Stone in several situations (especially in super late game), and is also hardier to destroy by raiding units (like cavalry), but they are less efficient than 20 villagers (Feitorias take 20 population and are also quite expensive), while they also occupy a lot of space, so unless there is a good reason to deploy them is better to avoid using them. • Despite the fact that they have cheaper and more accurate Bombard Cannons, the rest of their Siege Workshop is mediocre, so civilizations with better siege (such as Ethiopians and Celts) can overturn them in several situations, especially in the Castle Age.

It was on Mongolia, we both walled and boomed, typical of a Mongolia game. We had relatively close armies, but I made the mistake of making units other than mangudai and trebuchets. With only those 2 units – and castles, I was utterly destroyed.

Lets go over a couple things when choosing a civilization Many games people choose random civilization. When you are allowed to pick what you want you should consider some things.

By pressing and holding down Ctrl, you can then press any number from 0 to 9 to assign the currently selected unit or units to this number. You can then just press the assigned number and it will select those units. Pressing the same number twice, will move your screen towards those units. You can re-assign any number as many times as you want. These numbers are very useful, and you will want to use them. I usually number my first scout 1, Town Center 2 and Dock 3 (if I have one).

What’s the main difference between 40 ranged and 40 close combat units? The 40 ranged all attack at the same time. On the other hand, the 40 close combat units will all wander and try to attack, but only those that are next to their enemy will be able to.

FireShip Rush Villager 1-2 - Build house, then sheep. Villager 3 - Build house, then sheep. Villager 4-6 - Sheep. Villager 7-10 - Build lumbercamp on a good wood spot. Villager 11 - Make house, then hunt boar. Loom Villager 12-20 - Food Villager 21 - Build second lumbercamp on a good wood spot.

Even the infantry of prominent infantry civilizations (such as Aztecs, Goths, Celts and Burmese) are vulnerable, especially if they are deployed in large numbers. Also, they fare well against foot archers (particularly skirmishers), especially if they are in packed formations, so civilizations like Mayans, Vietnamese, and Britons may have to protect their archery with other units. • The Caravel, being a ship that deal splash damage in a straight line (like the Scorpion) and having similar characteristics to the Galleon, can counter masses of enemy ships (especially in dense formations) if deployed en masse, so naval civilizations that may rely on numeric superiority to thrive (like the Vikings) will have a hard time against them (however, Longboats can be arguably in tie against caravels in mass battles due to their arrow-fire). They are also able to hit-and-run Korean Turtle Ships. • Regarding naval warfare, their ships are cheaper due to the gold discount, while at the same time have more HP and better armor (the latter due to the Carrack technology), so they have an advantage over civilizations that don't buff up the raw combat stats of their navy, like the Malay (who rely on Harbors to get an edge in naval encounters), the Persians (who rely on fast producing docks), Berbers (whose navy relies on movement speed, not attack or resilience) or Vikings (who rely on the cheapness of their navy early on). As Cannon Galleons benefit from Arquebus, they also gain an edge over civilizations reliant on coastal defenses in water maps (like the Malay, Koreans and Byzantines). They can create Feitorias for the late game, thus enabling a reliable and constant source of wood and gold, even when they are depleted from the map, so they also have an advantage against civilizations lacking the Shipwright upgrade.

Its the main drop method used by an average, to pro level player. I use most of the default hotkeys so you'll be able to use these ones too. Now you can press V or B to build any building, you don't have to use the exact letter you can use either one. B+B = Barracks B+A = Archery Range B+L = Stables B+K = Siege B+P = Palisade Wall B+W = Stone Wall B+V = Castle B+T = Tower B+J = Bombard Tower B+Z = Lumber Pit B+G = Mining Camp B+I = Mill B+D = Dock B+S = Black Smith B+M = Market B+U = University B+N = Town Center These are very common ones used, the hotkeys get much more in-depth and can be customized completely. You can even set your own hotkeys to each and every building. Having a quick and effective way to use hotkeys in games will make sure you keep moving at a good pace in any situation.

Make 3 docks with 2 vills. Make 2 houses. Get double bit axe. Build fireships from 3 docks all the time. Make villagers when you can.

LKS_Flammifer,, Excerpt from this article: 'This is the Japanese monk rush I’ve worked for some time on, I hope you find it interesting. Any comments and questions are welcomed but if you only want to say how dumb monk rushes are please post it in another thread.' Frozen_swe,, Excerpt from this article: 'I am frozen, I have around 1650 rating on voobly right now and have played for about 2 years. Most of that time I have not played online at all, but only watched a few record games on the weekends.

This post, combined with players’ anecdotal evidence, has come to form the generally accepted monk theory, and has provided the backbone to most strategic thinking of how monks work.' Gutter_rat, Excerpt from this article: 'In AOE and ROR, n builders took T/n time to construct a building where T was the time required for a single builder. When you needed to make several buildings at once, it was often best to have all your builders on one building at a time. The advantage of this was that you could start using buildings before they are all complete while still finishing the last building in the same amount of time as if you had split your builders up.'

ResourcesYou want to evaluate were they are located and how they can be protected A lot of times you will see a wood spot were archers can hit your villagers, you will think your villagers are good to go because your walled, WRONG!! Archers can kill those villagers without even noticing, a bad lumberpit spot can make or break the game. Gold can be towards your enemy making it vunerable to attack, you want to tower it, when you know your enemy is going to rush it, mass army at your gold spot, or drop a town center on it.

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