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

1
Q

Bengalis complete bonuses

  • elephants
  • age up
  • cavalry
  • ships
  • monks
  • trade
A
  • 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.

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2
Q

Bengalis elephants

A
  • Elephant units receive 25% less bonus damageand are more resistant to conversion
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3
Q

Bengalis villagers

A
  • All Town Centers spawn 2 Villagers when the next Age is reached
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4
Q

Bengalis cavalry

A
  • Cavalry units +2 attack vs Skirmishers
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5
Q

Bengalis ships

A
  • Ships regenerate 15 HP per minute
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6
Q

Bengalis monks

A
  • Monks +3/+3 armor
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7
Q

Bengalis team bonus

A

Team bonus: Trade units yield 10% food in addition to gold.

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8
Q

Dravidians complete bonuses

  • age up
  • fishing
  • barracks
  • siege
  • skirms
  • elephant archers
  • docks
A
  • 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.

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9
Q

Dravidians wood

A
  • Receive 200 wood when advancing to the next Age
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10
Q

Dravidians fishing

A
  • Fishermen and Fishing Ships carry +15
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11
Q

Dravidians barracks

A
  • Barracks technologies cost -50%
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12
Q

Dravidians siege

A
  • Siege units cost -33% wood
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13
Q

Dravidians skirms and elephants

A
  • Skirmishers and Elephant Archers attack 25% faster
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14
Q

Dravidians team bonus

A

Team bonus: Docks provide +5 pop space.

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15
Q

Gurjaras complete bonuses

  • start
  • docks
  • mills
  • mounted units
  • camels and elephants
A
  • 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.

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16
Q

Gurjaras start x2

A
  • Start the game with a Camel Scout
  • Starts with 2 Forage Bushes under the Town Center
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17
Q

Gurjaras docks

A
  • Can garrison Docks with allied Fishing Ships
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18
Q

Gurjaras herdables

A
  • Can garrison Mills with herdable animals to produce food
19
Q

Gurjaras mounted units

A
  • Mounted units deal +20%/+30%/+40% bonus damage in the Feudal/Castle/Imperial Age
20
Q

Gurjaras team bonus

A

Team bonus: Camel and elephant units are created 25% faster.

21
Q

Hindustanis complete bonuses

  • villagers
  • camels x 2
  • gunpowder
  • light cavalry
A
  • 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.

22
Q

Hindustanis villagers

A
  • Villagers are 8/13/18/23% cheaper in the Dark/Feudal/Castle/Imperial Age
23
Q

Hindustanis camels

A
  • Camel Riders attack 20% faster
24
Q

Hindustanis gunpowder

A
  • Gunpowder units have +1/+1 armor
25
Q

Hindustanis team bonus

A

Team bonus: Camel units and light cavalry units have +2 attack against standard buildings.

26
Q

Romans complete bonuses

  • villagers
  • warships
  • infantry
  • scorpions x2
A
  • 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.

27
Q

Romans villagers

A
  • Villagers gather, build, and repair 5% faster
28
Q

Romans warships

A
  • Galley–line and Dromon +1/+1 armor
29
Q

Romans infantry

A
  • Infantry receives double the effect from Blacksmith armor upgrades
30
Q

Romans scorpions x2

A
  • Scorpions cost –60% gold

Team bonus: The Scorpion–line’s minimum range is reduced to 1.

31
Q

Romans team bonus

A

Team bonus: The Scorpion–line’s minimum range is reduced to 1.

32
Q

Armenians complete bonuses

  • mule carts x2
  • relics
  • infantry x2
  • warships
A
  • 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.

33
Q

Armenians mule carts bonuses x2

A
  • Mule Carts cost –25%
  • Mule Cart technologies are 40% more effective
34
Q

Armenians relics

A
  • First Fortified Church receives a free Relic
35
Q

Armenians infantry x2

A
  • Long Swordsman and above, and Spearman line available one Age earlier

Team bonus: Infantry have +2 Line of Sight.

36
Q

Armenians warships

A
  • Galley–line and Dromons fire one additional projectile each, which deal 1 attack and advertised attack respectively
37
Q

Armenians team bonus

A

Team bonus: Infantry have +2 Line of Sight.

38
Q

Georgians complete bonuses

  • start
  • churches
  • damage
  • mounted units
  • buildings
A
  • 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%

39
Q

Georgians start

A
  • Start with a Mule Cart
40
Q

Georgians churches

A
  • Fortified Churches provide +10% work rate to Villagers in a 19 tile square
41
Q

Georgians damage

A
  • Units and buildings receive -20% damage (-40% instead of -25%) when fighting from higher elevation
42
Q

Georgians cavalry

A
  • Mounted units regenerate 5/10/15 hit points per minute in the Feudal/Castle/Imperial Age
43
Q

Georgians team bonus

A

Team bonus: Repairing buildings costs –25%