Age Of Empires 2 Town Center
The first modification pack for Age of Empires II that changes every civilisation in the game, Age of Chivalry: Hegemony is a unique and critically acclaimed project set in Western and Central Europe during the period 1100-1500.Now Updated to add support for the User Patch. Age of Empires 2 The Age of Kings Free Download for PC is a real-time strategy (RTS) video game developed by Ensemble Studios and published by Microsoft. Released in 1999 for the Microsoft Windows and Macintosh operating systems, it was the second game in the Age of Empires series.
Age of Empires 2: Age of Kings[edit]
Prima FastTrack Guide
Food Production[edit]
Early Preparation
Your most important goal in the game's opening minutes is to establish Villager flow—a continual buildup of Villagers. Build your entire strategy around keeping Villager production continuous. Lack of housing and low food reserves are the primary potential hindrances to Villager flow, so monitor these factors closely! Another obvious goal is to save the food you'll need to advance to the Feudal Age.
Sheep
Because it doesn’t require a mill, shepherding is a useful way to gather food, enabling you to herd all of the Sheep you find back to your Town Center. The hard part is simply finding the scattered livestock: there aren’t many Sheep and they're spread all over the map. You must keep your initial Scout moving as he seeks this highly sought-after food source.
Berries
Berries are now among the games slowest food sources. Don’t collect them until you’ve taken advantage of all of the Sheep in your area. If you go for the Berries first, your Villagers will collect more slowly than enemy Villagers.
Boars
Although an excellent source of food, hunting Boars can be a deadly chore for your Villagers. A common tactic is to attack the Boar, then run back toward your Village. Boars and Villagers run at the same speed, which makes luring the swine to Town Centers and Mills an effortless task. Just make sure to have Villagers waiting to help the poor soul doing the luring!
Deer
Hunting Deer differs from hunting Boars in that there's no danger involved and luring isn't an option. Hunting can be slower than many other forms of gathering food. Wait to hunt until Sheep and Berries fulfill the demands that Villagers place on your food reserves.
Shore Fish
Shore-fishing's gathering rate exceeds that of most other food sources, bringing in food at about the same rate as hunting. Shore Fish are spread out all over the map, however. A few locations on most maps offer three or more Shore Fish close together. Construct a Mill at these spots immediately.
Boat Fish
Building a small fleet of Fishing Ships during the Dark Age slows your Feudal and Castle times. Most players simply wait until after they reach Castle to exploit the naval economy. Players going for early boat-fishing should know that Boat Fish gather faster than Shore Fish.
Farms
Farms support a faster gathering rate. Farmers now gather food just as fast as Berry Pickers. Farms also get a price discount. These cheaper Farms are much easier to build in sufficient quantities to supply your growing empire.
Unlike other food sources, you're limited to one Villager per Farm. Massive amounts of wood must be chopped to set up many Villagers on different Farms. This tremendous logging project, like boat-fishing, has a negative impact on Feudal and Castle Ages.
Getting Started[edit]
The most decisive factor in most games is how quickly you can set up your village with adequate Food, Lumber, Stone, and Gold production. The following tips will help you advance to the Feudal Age and beyond before most of your opponents do.
Normal Opening
Begin by assigning the Scout to search the local surroundings for Sheep. He or she always finds four Sheep nearby. Two of your initial three Villagers should begin constructing a House immediately, while the third looks for Sheep, as well.
Don’t build a Mill or gather Berries yet. Place your first six Villagers on shepherding duty. Keep your Scout moving, exploring the local surroundings. Cover the coastline for Shore Fish and note any gold or stone. Send any Sheep you find directly back to your Town Center. Once you have six Villagers, set your Town Center Gathering Point on the closest trees.
Lumber Camp or Mill
If you’ve found a good supply of sheep (eight or so), build the Lumber Camp to increase Lumber Production. If you haven’t found enough Sheep, construct a Mill near the best secondary food source. Sometimes you can build a Mill among multiple food sources.
Once your population reaches eight, it’s time to build another House. As a rule of thumb, begin building a House when your current population is two fewer than you can support.
Now begin working on a Lumber Camp or Mill (whatever you haven’t built already). Your Scout should have uncovered all of the local resources by now, so placing it will be easy. Put a few Villagers on wood-chopping duty during this time frame.
You should have a healthy Villager population, one Mill, and one Lumber Camp in addition to your housing. Keep the Town Center Gathering Point selected on the latest food source you're gathering. Now construct a second Mill near a different food source. This position usually includes Shore Fish, because you don't need Mills for hunting. If you're playing on a map without water, you can skip this second Mill.
Luring Boars back to the Town Center now becomes a priority. Command a Villager to shoot the closest Boar with one arrow and then run back to the Town Center. Have five or six other Villagers waiting near the Town Center for the incoming Boar. Ambush the Villager-chasing Boar with the small horde of Villagers.
Mining Camps
Your growing Villager population should number about fifteen. Command your Scout to search unexplored territory for the enemy and any remaining Sheep. It’s also time to begin worrying about wood requirements for Mining Camps. Once your wood reserves are high enough, build your Mining Camps.
Farming
If you've exhausted all of the local food resources, you must begin farming. Don’t pass up any of the more difficult, but more productive, food producing methods like Hunting and Foraging, before you begin building farms.
Advancing to the Feudal Age
After your population passes twenty Villagers, consider advancing to the Feudal Age.
Defense[edit]
Dark Age[edit]
Town Center Garrisoning
The Town Center is the nerve center of your defense. Plan your defensive setup around this powerful building. Flee toward the Town Center whenever trouble surfaces. You can kill two birds with one stone by hiding Villagers in this safe building as you damage enemy troops.
Loom Upgrade
The Loom essentially doubles the punishment Villagers can take under enemy fire. Villagers are an empire's lifeblood, so this technology is mighty enticing for a mere fifty gold. It's much easier to fend off an early attack if you've researched Loom. Your Villagers have greater success reaching Town Centers under enemy fire and will fight well against weaker Feudal Age units, such as Skirmishers. Consider researching Loom just before upgrading to the Feudal Age or just after the upgrade finishes.
Palisade Walls
Now you can surround your growing village with Palisade Walls before the enemy even gets the notion of attacking. The walls are very cheap—only two wood per tile—although admittedly not particularly strong.
Feudal Age[edit]
Towers
Garrisoning Villagers or archery units can strengthen Towers, which, like other buildings that support garrisoning, offer a safe haven when the enemy attacks. Placing Towers in range of the Town Center effectively removes their minimum-range weakness. Fallout new vegas won't launch. Towers also have a weakness—minimum range. If the enemy begins attacking your Tower, simply garrison your Town Center. Or build two Towers that overlap and protect each others weak spots.
Stone Walls
Stone Walls stand tall at an impressive 1,800 hit points and very strong building armor. They're virtually invincible until Battering Rams come out during the Castle Age. Begin walling the area the moment you reach the Feudal Age. Walls delay enemy advances and tell you exactly where the attack is coming from.
Assign a small army of Villagers to begin walling right away and you'll finish far earlier. They can return to their usual tasks when the project is finished.
Castle Age[edit]
Defending Siege
Battering Rams are designed solely for building demolition. They're stacked with piercing armor, rendering arrow attacks ineffective. This nullifies the firepower from the three buildings that support garrisoning—Town Center, Tower, and Castle. You'll need melee units to deal with the opposing Battering Rams—enough to handle the enemy troops defending the Rams. Knights are quick enough to destroy Battering Rams before they cause too much damage, and fast enough to retreat back behind your walls from enemy Cavalry and Infantry, once the Rams have fallen.
Castles
The Castle is virtually insurmountable until the Imperial Age. Unless your entire army has been slaughtered and the enemy has multiple Battering Rams smashing down the front door, you can count on holding your position. Place these structures wisely: they'll turn the location into a strong point. The Castle's destructive firepower forces the enemy to consider attacking elsewhere and from a different direction. Furthermore, you can Garrison the Castle, which makes it virtually impenetrable.
Imperial Age
Age Of Empires 2 Town Center 2017
Any player who hasn't taken the offensive by the Imperial Age is probably in trouble. The Imperial Age completes a balance shift, giving the attack a distinct advantage. Units become stronger than structures, far more powerful than in earlier ages.
The principal difference, however, lies in the introduction of two powerful offensive units—the Trebuchet and the Bombard Cannon. These units outrange all defensive structures, rendering them vulnerable to their barrages.
Age Of Empires 2 Can't Build Town Center
Military units offer the only means of countering these offensive dynamos. Relying on defensive structures during the Imperial Age will doom you to failure.
Attack[edit]
Dark Age[edit]
It is extremely difficult to wage war during the Dark Ages. It is unlikely that the units you could afford to create this early in the game could withstand the firepower of your opponent’s Town Center, let alone any defenses that might have been erected. It is recommended that the Dark Age be a time of preparation for later ages.
Feudal Age[edit]
A Feudal Age death blow is rare in The Age of Kings. The attacker will face too many problems against enemy defenses. The goal of a Feudal Age strike, then, is to impede, not destroy. This paradigm shift forces early attackers to be more careful and coordinated. Choose your targets wisely and keep building your economy throughout your attack.
The number-one goal of Feudal Age strikes should be keeping the enemy from gathering gold and lumber. Your targets may flee toward the enemy Town Center for safety, but the Villagers who flee aren't gathering resources while they're garrisoned. Keep your forces away from the enemy Town Center; they won't last long under fire from a heavily garrisoned building. Keep your troops sweeping around the Town Center looking for additional mining and lumberjack operations. Squelch attempts to establish another flow of resources.
Castle Age[edit]
The Castle Age brings about the first of two major shifts toward the offensive. The two main additions to the offensive repertoire are Raiding units and siege weaponry. Raiding units rely on speed and guerrilla warfare tactics. Use Cavalry Archers and Light Cavalry to wear down your target. Siege weaponry, most notably Battering Rams, takes a less subtle approach by proudly bashing in the front door.
Raiding Parties
Cavalry Archers and Light Cavalry both possess the speed raiding tactics require. Each has enticing characteristics. The Cavalry Archer offers a ranged attack and blazing speed. Picking off farmers isn't quite as dangerous with these mounted Archers. The Light Cavalry showcases strength and superior vision. Finding enemy Villagers won't be a problem with Light Cavalry. Try not to confront the opposition with your raiding parties. Your only goal is to slaughter enemy Villagers.
Siege
Attackers get a new trump card in this age. Battering Rams finally allow them to overcome a garrisoned enemy Town Center with ease. Loaded with piercing armor, these razing machines simply shrug off the arrows. The enemy can't hope to stop a ram-supported army without a contingent of melee forces. As the attacker, your job is to prevent these hand-to-hand units from reaching the Battering Rams before they fulfill their destiny.
Imperial Age[edit]
The Imperial Age finalizes the shift of power to the offensive end of the spectrum. You no longer need to approach enemy structures with vulnerable Battering Rams, but can bombard them from a safe distance. The Trebuchet and the Bombard Cannon have better range than all of the defensive structures and force the enemy to engage them with ground troops.
Long-range bombardment usually turns into a huge positional war. Each side establishes a defensive encampment and slowly attempts to push into enemy territory using appropriate counterunits: if the enemy builds Cavaliers, counter with Pikemen and Monks. Because all players have access to siege units, the victor is usually the player who can defeat the enemy army. Defensive structures can only supplement an army; they can't hold positions themselves.
Introduction FoodStarting Defense Attack | Joan 1 Joan 2 Joan 3 Joan 4 Joan 5 Joan 6 | Genghis 1 Genghis 2 Genghis 3 Genghis 4 Genghis 5 Genghis 6 | Frederick 1 Frederick 2 Frederick 3 Frederick 4 Frederick 5 Frederick 6 | Saladin 1 Saladin 2 Saladin 3 Saladin 4 Saladin 5 Saladin 6 |
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