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

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
Q

Chinese complete bonuses

  • Villagers
  • Start
  • Town Centers
  • Technologies
  • Demolition Ships
  • Farms
A

– 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
Q

Chinese start

A

– Start game with three extra Villagers, but with –200 food and –50 wood.

27
Q

Chinese town centers

A

– Town Centers support 15 population and have +7 LOS.

28
Q

Chinese technologies

A

– Technologies are 5%/10%/15% cheaper in the Feudal/Castle/Imperial Age.

29
Q

Chinese demolition ships

A

Demolition Ships have +50% HP.

30
Q

Chinese Team Bonus

A

Farms start with +10% food.

31
Q

Franks complete bonuses

  • Farms
  • Castles
  • Cavalry
  • Foragers
  • Knights
A

– 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
Q

Franks farms

A

– Farm upgrades are free.

33
Q

Franks castles

A

– Castles 15%/25% cheaper in Castle/Imperial

34
Q

Franks cavalry

A

– Cavalry has +20% HP (starting in Feudal).

35
Q

Franks foragers

A

– Foragers work 15% faster.

36
Q

Franks Team Bonus

A

Knights have +2 Line of Sight.

37
Q

Goths complete bonuses

  • Infantry x2
  • Hunt
  • Population
  • Barracks
A

– 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
Q

Goths infantry x2

A

– Infantry are 20%/25%/30%/35% cheaper in the Dark/Feudal/Castle/Imperial Age.

39
Q

Goths infantry x2

A

– Infantry have +1/+2/+3 attack bonus against standard buildings in the Feudal/Castle/Imperial Age.

40
Q

Goths hunt

A

– Villagers have +5 attack against Wild Boars and carry +15 food from hunting. Hunt lasts 20% longer.

41
Q

Goths population

A

– +10 population cap in the Imperial Age.

42
Q

Goths Team Bonus

A

– Barracks work 20% faster.

43
Q

Huns complete bonuses

  • Houses
  • Nomad
  • Cavalry Archers
  • Trebuchets
  • Stables
A

– 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
Q

Huns houses

A

– Do not need Houses, but start game with –100 wood.

45
Q

Huns cavalry archers

A

– Cavalry Archers are 10%/20% cheaper in the Castle/Imperial Age.

46
Q

Huns trebuchets

A

– Trebuchets are 35% more accurate against units

47
Q

Huns Team Bonus

A

– Stables work 20% faster.

48
Q

Japanese complete bonuses

  • Fishing Ships x3
  • Mills etc
  • Infantry
  • Mounted archers
  • Galleys
A

– 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
Q

Japanese fishing ships x3

A
  • Fishing Ships have double HP
  • +2 pierce armor
  • work 5%/10%/15%/20% faster in the Dark/Feudal/Castle/Imperial Age.
50
Q

Japanese mills etc

A

– Mills, Lumber Camps, and Mining Camps are 50% cheaper.

51
Q

Japanese infantry

A

– Infantry attacks 33% faster starting in the Feudal Age.

52
Q

Japanese cav archers

A

– Mounted archers +2 attack vs. archers (except Skirmishers).

53
Q

Japanese Team Bonus

A

– Galleys have +50% Line of Sight.

54
Q

Korean complete bonuses

  • Villagers x2
  • Towers
  • Archers x2
  • Infantry
  • Warships
  • Mangonels
A

– 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
Q

Koreans villagers x2

A

– Villagers have +3 Line of Sight.

56
Q

Koreans villagers x2

A

– Stone Miners work 20% faster

57
Q

Koreans archers x2

A

– Archer Armor upgrades are free

58
Q

Koreans towers

A

– Tower upgrades are free (Bombard Tower requires Chemistry).

59
Q

Koreans archers x2

A

– Archer units cost –50% wood.

60
Q

Koreans infantry

A

– Infantry units cost –50% wood.

61
Q

Koreans warships

A

– Warships cost –20% wood.

62
Q

Koreans Team Bonus

A

– Mangonel line minimum range reduced to 1