Age of Empires II - Civilization Bonuses - 3 - DE - 2 of 2 Flashcards
Flashcards for learning civilization bonuses for each of the 45 civilizations in the Age of Empires II: DE. Set 3 - Definitive Edition - Dynasties of India - Return of Rome - The Mountain Royals Updated Dec 2024
Bengalis complete bonuses
- elephants
- age up
- cavalry
- ships
- monks
- trade
- Elephant units receive 25% less bonus damage and are more resistant to conversion
- All Town Centers spawn 2 Villagers when the next Age is reached
- Cavalry units +2 attack vs Skirmishers
- Ships regenerate 15 HP per minute
- Monks +3/+3 armor
Team bonus: Trade units yield 10% food in addition to gold.
Bengalis elephants
- Elephant units receive 25% less bonus damageand are more resistant to conversion
Bengalis villagers
- All Town Centers spawn 2 Villagers when the next Age is reached
Bengalis cavalry
- Cavalry units +2 attack vs Skirmishers
Bengalis ships
- Ships regenerate 15 HP per minute
Bengalis monks
- Monks +3/+3 armor
Bengalis team bonus
Team bonus: Trade units yield 10% food in addition to gold.
Dravidians complete bonuses
- age up
- fishing
- barracks
- siege
- skirms
- elephant archers
- docks
- Receive 200 wood when advancing to the next Age
- Fishermen and Fishing Ships carry +15
- Barracks technologies cost -50%
- Siege units cost -33% wood
- Skirmishers and Elephant Archers attack 25% faster
Team bonus: Docks provide +5 pop space.
Dravidians wood
- Receive 200 wood when advancing to the next Age
Dravidians fishing
- Fishermen and Fishing Ships carry +15
Dravidians barracks
- Barracks technologies cost -50%
Dravidians siege
- Siege units cost -33% wood
Dravidians skirms and elephants
- Skirmishers and Elephant Archers attack 25% faster
Dravidians team bonus
Team bonus: Docks provide +5 pop space.
Gurjaras complete bonuses
- start
- docks
- mills
- mounted units
- camels and elephants
- Start the game with a Camel Scout
- Starts with 2 Forage Bushes under the Town Center
- Can garrison Docks with allied Fishing Ships
- Can garrison Mills with herdable animals to produce food
- Mounted units deal +20%/+30%/+40% bonus damage in the Feudal/Castle/Imperial Age
Team bonus: Camel and elephant units are created 25% faster.
Gurjaras start x2
- Start the game with a Camel Scout
- Starts with 2 Forage Bushes under the Town Center
Gurjaras docks
- Can garrison Docks with allied Fishing Ships
Gurjaras herdables
- Can garrison Mills with herdable animals to produce food
Gurjaras mounted units
- Mounted units deal +20%/+30%/+40% bonus damage in the Feudal/Castle/Imperial Age
Gurjaras team bonus
Team bonus: Camel and elephant units are created 25% faster.
Hindustanis complete bonuses
- villagers
- camels x 2
- gunpowder
- light cavalry
- Villagers are 8/13/18/23% cheaper in the Dark/Feudal/Castle/Imperial Age
- Camel Riders attack 20% faster
- Gunpowder units have +1/+1 armor
Team bonus: Camel units and light cavalry units have +2 attack against standard buildings.
Hindustanis villagers
- Villagers are 8/13/18/23% cheaper in the Dark/Feudal/Castle/Imperial Age
Hindustanis camels
- Camel Riders attack 20% faster
Hindustanis gunpowder
- Gunpowder units have +1/+1 armor
Hindustanis team bonus
Team bonus: Camel units and light cavalry units have +2 attack against standard buildings.
Romans complete bonuses
- villagers
- warships
- infantry
- scorpions x2
- Villagers gather, build, and repair 5% faster
- Galley–line and Dromon +1/+1 armor
- Infantry receives double the effect from Blacksmith armor upgrades
- Scorpions cost –60% gold
Team bonus: The Scorpion–line’s minimum range is reduced to 1.
Romans villagers
- Villagers gather, build, and repair 5% faster
Romans warships
- Galley–line and Dromon +1/+1 armor
Romans infantry
- Infantry receives double the effect from Blacksmith armor upgrades
Romans scorpions x2
- Scorpions cost –60% gold
Team bonus: The Scorpion–line’s minimum range is reduced to 1.
Romans team bonus
Team bonus: The Scorpion–line’s minimum range is reduced to 1.
Armenians complete bonuses
- mule carts x2
- relics
- infantry x2
- warships
- Mule Carts cost –25%
- Mule Cart technologies are 40% more effective
- First Fortified Church receives a free Relic
- Long Swordsman and above, and Spearman line available one Age earlier
- Galley–line and Dromons fire one additional projectile each, which deal 1 attack and advertised attack respectively
Team bonus: Infantry have +2 Line of Sight.
Armenians mule carts bonuses x2
- Mule Carts cost –25%
- Mule Cart technologies are 40% more effective
Armenians relics
- First Fortified Church receives a free Relic
Armenians infantry x2
- Long Swordsman and above, and Spearman line available one Age earlier
Team bonus: Infantry have +2 Line of Sight.
Armenians warships
- Galley–line and Dromons fire one additional projectile each, which deal 1 attack and advertised attack respectively
Armenians team bonus
Team bonus: Infantry have +2 Line of Sight.
Georgians complete bonuses
- start
- churches
- damage
- mounted units
- buildings
- Start with a Mule Cart
- Fortified Churches provide +10% work rate to Villagers in a 19 tile square
- Units and buildings receive -20% damage (-40% instead of -25%) when fighting from higher elevation
- Mounted units regenerate 5/10/15 hit points per minute in the Feudal/Castle/Imperial Age
Team bonus: Repairing buildings costs –25%
Georgians start
- Start with a Mule Cart
Georgians churches
- Fortified Churches provide +10% work rate to Villagers in a 19 tile square
Georgians damage
- Units and buildings receive -20% damage (-40% instead of -25%) when fighting from higher elevation
Georgians cavalry
- Mounted units regenerate 5/10/15 hit points per minute in the Feudal/Castle/Imperial Age
Georgians team bonus
Team bonus: Repairing buildings costs –25%