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The Age Of Empires 2: The Age Of Kings

 

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Age Of Empires 2:The Age Of Kings

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Chapter I

Age of EmpiresŪ II: The Age of Kings™ is a game of combat and empire-building

that spans the time from the fall of Rome through the Middle Ages.

You control one of 13 civilizations, which you build into a powerful empire

that strives to dominate other civilizations before they conquer you.

G etting Started

What’s new in Age of Empires II

Age of Empires II: The Age of Kings includes these new features:

z 13 new civilizations — Each with a unique unit and a team bonus.

z New units — Including Kings, Heroes, female villagers, knights,

cannons, and exploding demolition ships.

z New buildings — Including impressive castles and gates that automati-cally

open and close for you and your allies.

z New technologies — Including Conscription (increases military unit

creation speed) and Town Watch (increases building line of sight).

z Formations — Precision control of how your army moves and engages in

combat.

z New multimedia campaigns — Unique music and more than 300 pieces

of original art enhance your game as you follow a soldier through battles

featuring William Wallace, Joan of Arc, Saladin, Genghis Khan, and

Frederick Barbarossa.

z New ways to trade — Trade with other players over land and by sea; buy

or sell resources at the Market.

z Learning campaign — Master the basics by helping William Wallace rise

from his humble beginnings to defeat the British.

Chapter II - Setting Up a Game

Chapter II

S etting Up a Game

Game types

After you’re comfortable with the basics of Age of

Empires II, you can play any of the following types of

games. Many players start with the campaigns and then

play single-player or multiplayer Random Map games. In

a single-player game, you compete against players

controlled by the computer. In a multiplayer game, you

compete against other human players across a local area

network or the Internet.

Campaign game

Join Joan of Arc, Genghis Khan, Saladin, or Frederick Barbarossa in a

series of historically based scenarios. You must win each game before

you can progress to the next one in the campaign.

To play a campaign

Click Single Player on the main menu, click Campaigns,

and then click the name of the campaign you want to play

If you are learning to play Age of Empires II, you may want to start with the

William Wallace learning campaign. Just click Learn to Play on the main

menu.

Random Map game

In a Random Map game, you play a different game every time because the map

is never the same. You can use the standard game settings or choose your own,

including the number of players and their civilizations, map type and size,

population limit, quantity of starting resources, starting age, and victory

condition.

Chapter III - Building Your Empire

Chapter III- Building Your Empire

Putting your villagers to work

Villagers are invaluable to your civilization. Their primary function

is to gather wood, food, gold, and stone from the land and deposit it

in your stockpile. They also construct buildings and repair damaged

buildings, boats, and siege weapons. In a pinch, they can even

engage in combat. Fishing Ships also contribute to population count

because their sole purpose is to fish for food.

The more villagers you have, the faster you can build up your

civilization. Researching the Wheelbarrow (at the Town Center)

makes villagers work faster.

When you put a villager to work, its name in the status area at the

bottom of the screen indicates its current task:

z Farmer — Gathers food from Farms and deposits it at the

Town Center or Mill. Researching technologies at the Mill

increases Farm production. Click a villager, and then right-click

an expired Farm to order the villager to automatically

rebuild it.

z Fisherman — Gathers food from fish near the shore and

deposits it at the Town Center or Mill. Fishing Ships also fish

for food and deposit it at the Dock.

z Forager — Gathers food from forage bushes and deposits it at

the Town Center or Mill, whichever is closer.

z Hunter — Kills deer and wild boar (use more than one villager

because boar can be dangerous) for food and deposits it at the

Town Center or Mill. Military units can also kill animals, but

no food can be gathered from the carcass.

Chapter IV - Military Tactics

Chapter IV

Reconnaissance

You can engage in combat on land and at sea. You can win most games by

defeating your enemies in military conquest, which you achieve if you are the

first player to eliminate the offensive (attack) capability of your opponents. You

must destroy all units and buildings but the following: towers, walls, gates, relics,

Fishing Ships, Fish Traps, Transport Ships, Trade Cogs, Trade Carts, Farms, and

sheep.

Your military units, warships, and towers automatically attack enemy units

within their line of sight unless you order them to attack a different unit or they

are set to No Attack.

Enemy buildings and walls are not visible until you explore the area of the map

where they are located. Once an area has been explored, buildings and walls

remain visible. However, changes to the buildings, such as age upgrades,

damage, and destruction are not visible unless the building or wall is within the

sight of a villager, military unit, or ship from your civilization. Enemy villagers,

military units, and ships are visible only when they attack or are within the

sight of a unit from your civilization. You cannot explore beyond the edge of

the map.

Researching Cartography lets allies share exploration so they can see what the

others have explored. For more information about Cartography, see Chapter VIII.

Terrain

In addition to providing resources, terrain has tactical and strategic uses in

combat. The types of terrain include:

z Water — Impassable by land units.

z Shallows — Water passable by land units and ships.

z Forest — Impassable. Use villagers, Siege Onagers, and Trebuchets to cut

paths through the forests.

z Cliffs — Impassable by villagers and military units, who must find a

different path. Units firing from above receive an attack bonus; units

below incur an attack penalty.

 

44 Chapter V - Diplomacy & Trading

Chapter V

D iplomacy & Trading

Choosing your allies & enemies

You can choose your diplomatic stance toward other players. Changing

your diplomatic stance does not change other players’ stances. For example,

if you set your stance toward another player to Ally, he may still have his

diplomatic stance toward you set to Enemy. He will attack; your units will

not. In general, if you change your stance to Enemy against a computer

player, the computer player will do the same thing.

Players can change their diplomatic stances during the game unless they

are locked.

To choose your diplomatic stance toward others

1 Click the Diplomacy button in the upper-right corner of the screen.

2 Select how you regard each player:

z Ally — Your units defend the units and buildings of allied players

as if they were your own. You cannot attack allied units or

buildings.

z Neutral — Your units ignore the units and buildings of neutral

players unless you order them to attack. If your units are attacked

by neutral units, your units defend themselves.

z Enemy — Your units attack the units and buildings of enemy

players who enter their sight. Scouts and Monks do not attack on

sight.

Chapter VI - Buildings

B uildings Chapter VI

The buildings you construct determine the types of soldiers you can create and

which technologies you can research to improve your civilization. For example,

you need a Barracks to create and upgrade infantry units and a Blacksmith to

improve their attack strength and armor. Economic buildings, such as the

Town Center and Mill, support your civilization and improve your economy.

For example, you use the Mill to deposit food and to research technologies that

improve your Farms’ food production.

You can improve the line of sight of all of your buildings by researching Town

Watch and Town Patrol (at the Town Center) and strength by researching

Masonry and Architecture (at the University). Towers and some other

buildings also have other technologies that improve them.

For more information about constructing buildings, see Chapter III. For

information about technologies to improve your buildings, see Chapter VIII.

Economic buildings

Economic buildings support your civilization

and improve your economy.

Town Center

The Town Center is the hub of your civilization.

It lets you do the following (for more information,

see Chapters III and IV):

z Create new villagers.

z Deposit all resources (wood, food, gold, and stone) into your stockpile.

z Advance to the next age.

z Research technology that improves your villagers and buildings.

z Ring the town bell to garrison villagers safely inside during enemy

attack.

U nits Chapter VII

Militia

Most basic infantry unit; cheap and quick to create. Only

soldier created in Dark Age.

Created at Barracks

Strong vs. skirmishers, camels, Light Cavalry

Weak vs. archers, scorpions, cavalry archers, mangonels,

Cataphracts

Upgrades 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)

Your units resistant to other Monks — Faith

(Monastery)

Local peasants and workers called up for military duty in times of emergency made up the

militia. These temporary soldiers were usually equipped with second-rate weapons and

armor. They returned to their normal occupations when the emergency had passed. Levies of

militia were often used as second-line troops when great lords assembled their vassals for a

campaign. The militia was available for less demanding fighting and other tasks in support

of the main army. England’s Harold Godwinson stood his ground in 1066 at Hastings with

only his vassals. If he had fallen back and called up the Anglo-Saxon militia, known as the

furd, some historians believe he would not have lost his kingdom to William the Conqueror.

For much of the Dark Ages there were only small professional armies in the West. Militia led

by strong leaders and their few retainers carried on much of the Dark Age fighting.

Infantry

Infantry are foot soldiers used for hand-to-hand combat. They are relatively

cheap and quick to create. They are typically effective against buildings and

cavalry archers but weak against towers and siege weapons. You can create and

upgrade infantry units at the Barracks and improve their attack strength and

armor at the Blacksmith.

 

Chapter VIII - Technologies

T echnologies Chapter VIII

Researching technology improves the abilities of your villagers,

soldiers, and buildings. For example, researching the Wheelbarrow

(at the Town Center) makes your villagers move faster and carry

more so they work more efficiently. Researching Scale Mail Armor

(at the Blacksmith) increases the armor of your infantry units so they

are harder to kill. Researching Town Watch (at the Town Center)

lets your buildings see the enemy from farther away so you have more

warning of their approach.

For more information about researching technology, see Chapter III.

Building technologies

Researching the following technologies improves your buildings,

walls, and towers.

Town Watch

Town Watch (at the Town Center) lets

your buildings see enemies from farther

away so you have more warning of their

approach.

Each town and community was responsible for its own defense for much of the

Middle Ages, relying on the local lord and his retinue of soldiers for protection. The

danger from bandits, raiders, or unfriendly neighbors was real. Communities

developed a town watch that scouted the nearby countryside regularly. The town

watch reported danger to give the community time to prepare what defense it could.

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