Age of Empires II HD: The Forgotten

Age of Empires II: The Forgotten Empires or Age of Forgotten Empires (often abbreviated to AoFE) is the second official expansion pack for Age of Empires II, over an dacade. It was first an fan-made mod but the Robot Entertainment released it as an official expansion pack in 2013. It features five new civilizations, (the Italians, Incas, Indians, Magyars and Slavs), new units and technologies, new maps, smarter AIs, a higher population limit, more screen-size possibilities, some bug fixes and several changes to old units, technologies, and bonuses to balance gameplay. It requires Age of Empires II HD to be installed.

Gameplay
The Gamplay of Forgotten empires is different like it has Different types of AIs other than the standard on to choose from such as the Barbarian which is alrounder, The Horde who are aggressive rusher or Principality who is a strong boomer etc. Major bug fixes of AIs are also made making them more challenging like, in The Conquerors, the AI was unable to hunt boars making them weaker but in AoFE this bug if fixed. The AI will also use different tactics against their opponent.

New game modes are also introduced Treaty and Capture the Relic. New maps are also introduced.

Campaigns
AoFE also includes four new campaigns. Those are:
 * Alaric: The trauma of the Hun invasion in the 4th century has shaped Alaric, the fearsome warrior king of the Goths. But can the beloved king secure a new homeland for his people in the territory of the collapsing Roman Empire?
 * Sforza: Always hungry for glory and wealth, Sforza wanders around 15th century Italy, offering his services to the highest bidder. Will he pick the right battles or make the wrong enemy? Take the fate of the young mercenary captain in your hands.
 * Bari: 400 years after the collapse of the Roman Empire, Italy is still up for grabs. Relive the tale of the port city Bari from the point of view of a Byzantine family, rising from the common soldiery to the nobility. Beware, for not only Bari is at stake, but also control of Southern Italy.
 * Dracula: History forged an incredible legend around the man who ruled Wallachia in the mid-14th century. Holding his ground against the vast armies of the expanding Ottoman Empire, his cruel tactics made him the most feared man in all of Eastern Europe. Shall his thirst for blood and the loyalty of his soldiers hold the Turks back for good

Miscellaneous Changes

 * Cartography is free to research, requires a market.
 * Cavalry Archers cost -5 gold
 * Palisade walls take +1 second to build
 * Stone walls take +3 seconds to build
 * Capped Rams garrison 5 units (from 4)
 * Fireships +20 HP
 * Demolition ships +10 HP
 * Building HP reduced in Dark and Feudal Age
 * Long swordmen +5 HP
 * Long swordmen (and up) +2 attack vs eagles
 * Long swordmen (and up) +1 hidden armor vs buildings
 * Trade cogs generate +10% gold
 * Monks holding relics suffer from anti-monk damage too now
 * Town Patrol costs -100 gold (300 food, 100 gold)
 * Murder holes costs -100 stone
 * Trebuchets can attack trees a lot better now
 * Onagers can kill trees
 * Outposts cost -5 stone
 * Petards cost -15 food (65 food, 20 gold)
 * Spear-line +2 attack vs camels
 * Stone walls -50% HP in feudal age
 * Fervor fixed (never worked in AoC)
 * Chemistry affects Castles and Town Centers
 * Heavy Camel upgrade -20 secs research time
 * Castles +1 LOS (range bug)
 * Villagers can be garrisoned inside rams

Aztecs

 * Free loom removed
 * Start with +50 gold
 * Jaguar warriors +1 pierce armor

Britons

 * Get Cannon Galleons
 * Longbowman creation time -1 sec
 * Receive Heavy Scorpions

Byzantines

 * None

Celts

 * Furor Celtica gives siege units +40% HP

Chinese

 * Town Center LOS +5 (moved from Teutons)

Franks

 * Foragers work +25% faster
 * Get squires
 * Throwing Axeman (non-elite) missile delay -2 (from 12 to 10, elite stays at 8)
 * Elite Throwing Axeman research cost -100 gold

Goths

 * Treadmill crane removed

Huns

 * Cannon Galleons removed
 * Huns cavalry archers cost -15% and -25% (castle and imp) -> reduced from -25% and -30%
 * Treadmill crane removed
 * Tarkan (non-elite) +10 HP

Japanese

 * Get bloodlines

Koreans

 * Turtle Boats -10% cheaper (180 wood, 180 gold)
 * War Wagon creation time decreased from 25 to 21 seconds
 * Fortifications (walls, towers, castles) built 25% faster
 * Team Bonus changed: Mangonels & Onagers minimum range reduced

Mayans

 * Base cost for Plumed archers increased to 50g, 50w

Mongols

 * Elite Cannon Galleons removed
 * (Elite) Mangudai Siege bonus mostly limited to Trebuchets and Rams: (+6) +4 vs Trebuchets, (+6) +4 vs Rams, +1 vs other siege, from (+5) +3 to all siege units.
 * Mangudai (non-elite) delay -50% (from 10 to 5)

Persians

 * None

Saracens

 * Market costs -75 wood

Spanish

 * Missionaries affected by Bloodlines

Teutons

 * Town Center LOS restored to normal (moved to Chinese)
 * Town Center garrison +10 units, maximum arrows +5
 * Town Center +2 attack removed
 * Teutonic Knight (non-elite) +10 HP
 * Team bonus fixed (didn’t work automatically in AoC)

Turks

 * Elite janissaries are now affected by the Turkish teambonus

Vikings

 * Team Bonus: Docks -15% cheaper (rather than -25%) (Docks cost 128 wood instead of 113 wood)
 * Viking ship cost now staggered per age: 10% cheaper in Feudal (81w-27g), 15% in Castle (76-25), 20% in Imperial (72-24)
 * Get treadmill crane
 * Berserk (non-elite) +4 HP
 * Longboats wood cost same as galleys
 * Berserkergang cost 850 food, 400 gold, from 500 food, 850 gold

Civilizations
Like The Conquerors Expansion, this expansion features five additional playable civilizations: Incas are Meso-American Civilization, hence they lack cavalry or gunpowder units of any type. But like the other Meso-American civilization they have the Eagle Warrior line. The Indians also lack the Knight line but their stronger camels fulfill this position.
 * Magyars: The people who created the nation of Hungary, the Magyars were initially nomads from the Eastern steppes. A cavalry civilization, their unique unit is the Magyar Huszar.
 * Indians: Many Indian kingdoms were active in the medieval period. In AoFE, they are a camel and gunpowder civilization and their unique units are the Elephant Archer and Imperial Camel.
 * Incas: The first civilization from South America and the most expanded in Middle Age, the Incas established a vast empire and conquered many other tribes before eventually succumbing to the Spanish. They are an infantry civilization and have two unique units; the Kamayuk and the Slinger.
 * Italians: The various cities of Italy were the sites of much technological, artistic, and military achievement during the middle ages. They are an archer and naval civilization, with the Genoese Crossbowman as their unique unit. They and their allies can also train Condottieri at their barracks.
 * Slavs: Representing the peoples of Russia, the Ukraine, Poland, Czechoslovakia and the Balkans. They are an infantry/siege civilization and their unique unit is the Boyar.

Units

 * Boyar
 * Condottiero
 * Elephant Archer
 * Eagle Scout
 * Genoese Crossbowman
 * Imperial Camel
 * Kamayuk
 * Magyar Huszar
 * Siege Tower
 * Slinger

Other Units

 * Camel
 * Cows
 * Centurion
 * Dolphin
 * Dragon
 * Eastern Swordsman
 * Legionary
 * Nordic Swordsman
 * Royal Janissary
 * Tiger
 * Wild camel

Technologies

 * In The Forgotten Empires, every civilization has two unique technologies: one in the Castle Age, and one in the Imperial Age. Both must be researched at the Castle.
 * Eagle Warriors must be upgraded from Eagle Scouts.
 * The new technology Gillnets are added to all civilizations.