Archery Range (Age of Empires II)


 * For the Age of Empires variant, see Archery Range (Age of Empires)
 * For the Age of Mythology variant, see Archery Range (Age of Mythology)

The Archery Range is first available in the Feudal Age, when it can produce both archer and anti-archer skirmisher units. In later ages, stronger and better ranged units can be produced, such as the Arbalest and the Hand Cannoneer. Although cavalry archers are considered as both cavalry and archers, they are created at the archery range.

Other archer units can be created by some civilizations as Unique Units from the Castle.

Overview
''Missile weapons like the bow carried over the Middle Ages from ancient times in most areas of the world. Northern Europe was an exception for many centuries because the dense forests of the region nullified the range advantage of bows. Throwing weapons like axes, javelins, and knives were more popular there. As the forests were cleared, use of the bow spread. Training with missle weapons took place at the archery range. The training of bowmen was especially favored in England, where every town had an archery range and competitions were held each week to encourage practice. From its large pool of archers, England could easily recruit several thousand expert longbowmen for armies going to France. As crossbows and early firearms came into use, men were trained to operate these weapons at a modified archery range.''



Units

 * Feudal Age - Archer - Skirmisher
 * Castle Age - Crossbowman - Elite Skirmisher - Cavalry Archer - Slinger (only for Incas)
 * Imperial Age - Arbalest - Heavy Cavalry Archer - Hand Cannoneer

Civilizations bonuses

 * A team containing Britons: Archery Range work 20% faster.
 * A team containing Slavs: Archery Range allows +5 population.
 * Aztecs: Archery Range units are produced +15% faster.
 * Spanish Archery Range are built 30% faster.
 * Byzantine Archery Range have 10%/20%/30%/40% more hp in Dark/Feudal/Castle/Imperial age. Town Watch (+4 LOS for buildings) is free.
 * Chinese Archery Range technologies and improvements cost -10% Feudal age, -15% Castle age, -20% Imperial age.
 * Maya: Archery Range units are 10%/20%/30% cheaper in Feudal/Castle/Imperial age.

Upgrades

 * Castle Age - Thumb Ring
 * Imperial Age - Parthian Tactics