(This list uses the Definitive Edition figures) |
Kronocracy (talk | contribs) No edit summary |
||
(172 intermediate revisions by 18 users not shown) | |||
Line 1: | Line 1: | ||
+ | {{TOCright}} |
||
− | {{TOCright}}A '''civilization bonus''' is an innate bonus in that applies to a player's [[civilization]] from the start of each game. Civilization bonuses are fixed. Thus, they cannot be lost or changed. They are featured in ''[[Age of Empires]]'' and ''[[Age of Empires II: The Age of Kings|Age of Empires II]]''. Together with a civilization's individual [[technology tree]], these bonuses are what makes every civilization special and determines its nature. |
||
+ | [[File:tech bonus prev aoe2DE.png|thumb|left|175px|In-game, the civilization bonuses are shown in the civilization's technology tree.]] |
||
+ | A '''civilization bonus''' is an innate bonus in that applies to a player's [[civilization]] from the start of each game. Civilization bonuses are fixed. Thus, they cannot be lost or changed. They are featured in ''[[Age of Empires]]'', ''[[Age of Empires II: The Age of Kings|Age of Empires II]]'', and ''[[Age of Empires IV]]''. Together with a civilization's individual [[technology tree]], these bonuses are what makes every civilization special and determines its nature. |
||
In [[Full Tech Tree]] games, all civilization bonuses are lost. |
In [[Full Tech Tree]] games, all civilization bonuses are lost. |
||
Line 5: | Line 7: | ||
In ''[[Age of Mythology]]'' and ''[[Age of Empires III]]'', civilizations distinguish themselves through different sets of [[unit]]s, [[building]]s, improvements, [[god]]s, and [[Home City Card]]s rather than through individual bonuses. |
In ''[[Age of Mythology]]'' and ''[[Age of Empires III]]'', civilizations distinguish themselves through different sets of [[unit]]s, [[building]]s, improvements, [[god]]s, and [[Home City Card]]s rather than through individual bonuses. |
||
+ | Every civilization has two to six bonuses affecting only the civilization itself, and one additional [[team bonus]] (except in ''Age of Empires IV'') that affects the civilization as well as all allies. A civilization bonus and another civilization's team bonus can stack, e.g. if the [[Malians (Age of Empires II)|Malians]] are allied with the [[Vikings]], their [[Dock (Age of Empires II)|Docks]] only cost {{resources|wood = 109}} (150 base cost - 15% civilization bonus - 15% Viking team bonus = 109). |
||
− | {{-}} |
||
+ | |||
+ | The list does not contain [[unique unit]]s, [[Unique technology|unique technologies]], [[unique building]]s, or any technology tree information, all of which can be found at the respective civilization's page. |
||
== ''Age of Empires'' == |
== ''Age of Empires'' == |
||
− | === |
+ | === {{1icons|Assyrians}} === |
+ | {{#lsth:Assyrians|Civilization bonuses}} |
||
− | * Villagers move 10% faster |
||
+ | * '''Team bonus:''' {{#sub:{{#lsth:Assyrians|Team bonus}}|1}} |
||
− | * Archers fire 25% faster |
||
− | === |
+ | === {{1icons|Babylonians}} === |
+ | {{#lsth:Babylonians|Civilization bonuses}} |
||
− | * Stone Miners work 20% faster and carry +2 stone |
||
+ | * '''Team bonus:''' {{#sub:{{#lsth:Babylonians|Team bonus}}|1}} |
||
− | * Walls and towers have +75% HP |
||
− | * Priests rejuvenate 30% faster |
||
− | === |
+ | === {{1icons|Carthaginians}} === |
+ | {{#lsth:Carthaginians|Civilization bonuses}} |
||
− | * Academy units and elephant units +25% HP |
||
+ | * '''Team bonus:''' {{#sub:{{#lsth:Carthaginians|Team bonus}}|1}} |
||
− | * Camel Riders +15% HP |
||
− | * Fire Galley +25% attack |
||
− | * Transport ships move 25% faster |
||
− | === Choson === |
+ | === {{1icons|Choson}} === |
+ | {{#lsth:Choson|Civilization bonuses}} |
||
− | * Axeman +5 HP |
||
+ | * '''Team bonus:''' {{#sub:{{#lsth:Choson|Team bonus}}|1}} |
||
− | * Short / Broad / Long swordsmen and Legion have +15/20/60/80 HP respectively |
||
− | * Towers +2 range |
||
− | * Priest cost -30% |
||
− | === |
+ | === {{1icons|Egyptians}} === |
+ | {{#lsth:Egyptians (Age of Empires)|Civilization bonuses}} |
||
− | * Gold Miners works 20% faster and carry +2 gold. |
||
+ | * '''Team bonus:''' {{#sub:{{#lsth:Egyptians (Age of Empires)|Team bonus}}|1}} |
||
− | * Chariot units +33% HP |
||
− | * Priests +3 range |
||
− | === |
+ | === {{1icons|Greeks}} === |
+ | {{#lsth:Greeks (Age of Empires)|Civilization bonuses}} |
||
− | * Academy units move 30% faster and cost -20%. |
||
+ | * '''Team bonus:''' {{#sub:{{#lsth:Greeks (Age of Empires)|Team bonus}}|1}} |
||
− | * Ships move 20% faster. |
||
− | === |
+ | === {{1icons|Hittites}} === |
+ | {{#lsth:Hittites|Civilization bonuses}} |
||
− | * All archers +1 attack. |
||
+ | * '''Team bonus:''' {{#sub:{{#lsth:Hittites|Team bonus}}|1}} |
||
− | * Stone Thrower, Catapult, and Heavy Catapult +50% HP. |
||
− | * War ships (except Fire Galley) +3 range. |
||
− | === |
+ | === {{1icons|Lac Viet}} === |
+ | {{#lsth:Lac Viet|Civilization bonuses}} |
||
− | * All non-ranged units +2 LOS |
||
+ | * '''Team bonus:''' {{#sub:{{#lsth:Lac Viet|Team bonus}}|1}} |
||
− | * Academy units +2 pierce armor. |
||
− | * Siege Workshop units cost -25%. |
||
− | * All untis 4 times more resistant to conversion. |
||
− | === |
+ | === {{1icons|Macedonians}} === |
+ | {{#lsth:Macedonians|Civilization bonuses}} |
||
− | * Ships cost -30%. |
||
+ | * '''Team bonus:''' {{#sub:{{#lsth:Macedonians|Team bonus}}|1}} |
||
− | * Composite Bowman +2 range. |
||
− | * Farms have +60 Food. |
||
− | === |
+ | === {{1icons|Minoans}} === |
+ | {{#lsth:Minoans|Civilization bonuses}} |
||
− | * Villagers cost 75 Food, but have armor and work 25% faster. |
||
+ | * '''Team bonus:''' {{#sub:{{#lsth:Minoans|Team bonus}}|1}} |
||
− | * Start the game with +50 Food. |
||
− | * Camel Riders move 25% faster. |
||
− | * Tributes are free. |
||
− | * Trade ships return 2x gold. |
||
− | === |
+ | === {{1icons|Palmyrans}} === |
+ | {{#lsth:Palmyrans|Civilization bonuses}} |
||
− | * Hunters work 30% faster and carry +3 food. |
||
+ | * '''Team bonus:''' {{#sub:{{#lsth:Palmyrans|Team bonus}}|1}} |
||
− | * Elephant Units move 20% faster. |
||
− | * Triremes fire 25% faster. |
||
− | === |
+ | === {{1icons|Persians}} === |
+ | {{#lsth:Persians (Age of Empires)|Civilization bonuses}} |
||
− | * Woodcutters work 15% faster and carry +2 wood. |
||
+ | * '''Team bonus:''' {{#sub:{{#lsth:Persians (Age of Empires)|Team bonus}}|1}} |
||
− | * Elephant units cost -25% |
||
− | * Catapult Trireme and Juggernaught fire 30% faster. |
||
− | === |
+ | === {{1icons|Phoenicians}} === |
+ | {{#lsth:Phoenicians|Civilization bonuses}} |
||
− | * Buildings cost -10%, except for towers, walls and Wonders. |
||
+ | * '''Team bonus:''' {{#sub:{{#lsth:Phoenicians|Team bonus}}|1}} |
||
− | * Towers cost -50%. |
||
− | * Swordsmen attack +33% faster. |
||
− | * Priest have 1% chance to resurrect on death and 2% chance to convert enemy when struck in combat. |
||
− | === |
+ | === {{1icons|Romans}} === |
+ | {{#lsth:Romans (Age of Empires)|Civilization bonuses}} |
||
− | * Villagers cost 40 Food. |
||
+ | * '''Team bonus:''' {{#sub:{{#lsth:Romans (Age of Empires)|Team bonus}}|1}} |
||
− | * Start the game with -40 Food. |
||
− | * Walls have +75% HP |
||
− | === |
+ | === {{1icons|Shang}} === |
+ | {{#lsth:Shang|Civilization bonuses}} |
||
− | * Villagers +15 HP. |
||
+ | * '''Team bonus:''' {{#sub:{{#lsth:Shang|Team bonus}}|1}} |
||
− | * Stone Thrower, Catapult, Heavy Catapult fire 30% faster. |
||
− | * Farms have +125 Food. |
||
− | === |
+ | === {{1icons|Sumerians}} === |
+ | {{#lsth:Sumerians|Civilization bonuses}} |
||
− | * Villagers move 10% faster. |
||
+ | * '''Team bonus:''' {{#sub:{{#lsth:Sumerians|Team bonus}}|1}} |
||
− | * All cavalry units and Horse Archers cost -20%. |
||
+ | |||
− | * Ships have +25% HP |
||
+ | === {{1icons|Yamato}} === |
||
+ | {{#lsth:Yamato|Civilization bonuses}} |
||
+ | * '''Team bonus:''' {{#sub:{{#lsth:Yamato|Team bonus}}|1}} |
||
== ''Age of Empires II'' == |
== ''Age of Empires II'' == |
||
+ | === {{2icons|Armenians}} === |
||
− | [[File:Berbersoverview.png|thumb|In-game, the civilization bonuses are shown in the civilization's technology tree.]] |
||
+ | {{#lsth:Armenians|Civilization bonuses}} |
||
− | Every civilization in ''Age of Empires II'' has two to five bonuses affecting only the civilization itself, and one additional [[team bonus]] that affects the civilization as well as all allies. Note that a civilization bonus and another civilization's team bonus can stack, e.g. if the [[Malians]] are allied with the [[Vikings]], their [[Dock (Age of Empires II)|Docks]] only cost {{resources|wood = 109}} (150 base cost - 15% civilization bonus - 15% Viking team bonus = 109). |
||
+ | * '''Team bonus:''' {{#sub:{{#lsth:Armenians|Team bonus}}|1}} |
||
+ | |||
+ | === {{2icons|Aztecs}} === |
||
+ | {{#lsth:Aztecs (Age of Empires II)|Civilization bonuses}} |
||
+ | * '''Team bonus:''' {{#sub:{{#lsth:Aztecs (Age of Empires II)|Team bonus}}|1}} |
||
+ | |||
+ | === {{2icons|Bengalis}} === |
||
+ | {{#lsth:Bengalis|Civilization bonuses}} |
||
+ | * '''Team bonus:''' {{#sub:{{#lsth:Bengalis|Team bonus}}|1}} |
||
+ | |||
+ | === {{2icons|Berbers}} === |
||
+ | {{#lsth:Berbers (Age of Empires II)|Civilization bonuses}} |
||
+ | * '''Team bonus:''' {{#sub:{{#lsth:Berbers (Age of Empires II)|Team bonus}}|1}} |
||
+ | |||
+ | === {{2icons|Bohemians}} === |
||
+ | {{#lsth:Bohemians|Civilization bonuses}} |
||
+ | * '''Team bonus:''' {{#sub:{{#lsth:Bohemians|Team bonus}}|1}} |
||
+ | |||
+ | === {{2icons|Britons}} === |
||
+ | {{#lsth:Britons|Civilization bonuses}} |
||
+ | * '''Team bonus:''' {{#sub:{{#lsth:Britons|Team bonus}}|1}} |
||
+ | |||
+ | === {{2icons|Bulgarians}} === |
||
+ | {{#lsth:Bulgarians|Civilization bonuses}} |
||
+ | * '''Team bonus:''' {{#sub:{{#lsth:Bulgarians|Team bonus}}|1}} |
||
+ | |||
+ | === {{2icons|Burgundians}} === |
||
+ | {{#lsth:Burgundians|Civilization bonuses}} |
||
+ | * '''Team bonus:''' {{#sub:{{#lsth:Burgundians|Team bonus}}|1}} |
||
+ | |||
+ | === {{2icons|Burmese}} === |
||
+ | {{#lsth:Burmese|Civilization bonuses}} |
||
+ | * '''Team bonus:''' {{#sub:{{#lsth:Burmese|Team bonus}}|1}} |
||
+ | |||
+ | === {{2icons|Byzantines}} === |
||
+ | {{#lsth:Byzantines (Age of Empires II)|Civilization bonuses}} |
||
+ | * '''Team bonus:''' {{#sub:{{#lsth:Byzantines (Age of Empires II)|Team bonus}}|1}} |
||
+ | |||
+ | === {{2icons|Celts}} === |
||
+ | {{#lsth:Celts|Civilization bonuses}} |
||
+ | * '''Team bonus:''' {{#sub:{{#lsth:Celts|Team bonus}}|1}} |
||
+ | |||
+ | === {{2icons|Chinese}} === |
||
+ | {{#lsth:Chinese (Age of Empires II)|Civilization bonuses}} |
||
+ | * '''Team bonus:''' {{#sub:{{#lsth:Chinese (Age of Empires II)|Team bonus}}|1}} |
||
+ | |||
+ | === {{2icons|Cumans}} === |
||
+ | {{#lsth:Cumans|Civilization bonuses}} |
||
+ | * '''Team bonus:''' {{#sub:{{#lsth:Cumans|Team bonus}}|1}} |
||
+ | |||
+ | === {{2icons|Dravidians}} === |
||
+ | {{#lsth:Dravidians|Civilization bonuses}} |
||
+ | * '''Team bonus:''' {{#sub:{{#lsth:Dravidians|Team bonus}}|1}} |
||
+ | |||
+ | === {{2icons|Ethiopians}} === |
||
+ | {{#lsth:Ethiopians (Age of Empires II)|Civilization bonuses}} |
||
+ | * '''Team bonus:''' {{#sub:{{#lsth:Ethiopians (Age of Empires II)|Team bonus}}|1}} |
||
+ | |||
+ | === {{2icons|Franks}} === |
||
+ | {{#lsth:Franks|Civilization bonuses}} |
||
+ | * '''Team bonus:''' {{#sub:{{#lsth:Franks|Team bonus}}|1}} |
||
+ | === {{2icons|Georgians}} === |
||
− | The civilization bonuses of all civilizations are listed below. Note that from time to time, civilization bonuses are changed by the developers. This list shows the bonuses in the current form. To see the changes and past versions, see the respective civilization's article. |
||
+ | {{#lsth:Georgians|Civilization bonuses}} |
||
+ | * '''Team bonus:''' {{#sub:{{#lsth:Georgians|Team bonus}}|1}} |
||
+ | === {{2icons|Goths}} === |
||
− | === [[Aztecs (Age of Empires II)|Aztecs]] === |
||
+ | {{#lsth:Goths|Civilization bonuses}} |
||
− | * Start the game with an [[Eagle Scout]]. |
||
+ | * '''Team bonus:''' {{#sub:{{#lsth:Goths|Team bonus}}|1}} |
||
− | * [[Villager (Age of Empires II)|Villagers]] carry +5 extra resources. |
||
− | * All military units are created 15% faster. |
||
− | * [[Monk (Age of Empires II)|Monks]] gain 5 HP for every researched [[Monastery (Age of Empires II)|Monastery]] technology. |
||
− | * Start with {{resources|gold = +50}}. |
||
− | * '''Team bonus:''' [[Relic (Age of Empires II)|Relics]] generate {{resources|gold = +33%}}. |
||
− | === |
+ | === {{2icons|Gurjaras}} === |
+ | {{#lsth:Gurjaras|Civilization bonuses}} |
||
− | * [[Villager (Age of Empires II)|Villagers]] move +10% faster. |
||
+ | * '''Team bonus:''' {{#sub:{{#lsth:Gurjaras|Team bonus}}|1}} |
||
− | * Stable units cost -15%/-20% in the [[Castle Age|Castle]]/[[Imperial Age (Age of Empires II)|Imperial Age]]. |
||
− | * [[Ships (Age of Empires II)|Ships]] move +10% faster. |
||
− | * '''Team bonus:''' [[Genitour (mounted)|Genitour]] available at the [[Archery Range (Age of Empires II)|Archery Range]]. |
||
− | === |
+ | === {{2icons|Hindustanis}} === |
+ | {{#lsth:Hindustanis|Civilization bonuses}} |
||
− | * [[Town Center (Age of Empires II)|Town Centers]] cost {{resources|wood = -50%}} once the [[Castle Age]] is reached. |
||
+ | * '''Team bonus:''' {{#sub:{{#lsth:Hindustanis|Team bonus}}|1}} |
||
− | * Foot archers (except [[Skirmisher (Age of Empires II)|Skirmishers]]) have +1/+2 range in the Castle/Imperial Age. |
||
− | * Shepherds work 25% faster. |
||
− | * '''Team bonus:''' [[Archery Range (Age of Empires II)|Archery Ranges]] work 20% faster. |
||
− | === |
+ | === {{2icons|Huns}} === |
+ | {{#lsth:Huns|Civilization bonuses}} |
||
− | * [[Lumber Camp (Age of Empires II)|Lumber Camp]] upgrades are free. |
||
+ | * '''Team bonus:''' {{#sub:{{#lsth:Huns|Team bonus}}|1}} |
||
− | * [[Infantry units (Age of Empires II)|Infantry]] units have +1/+2/+3 attack in the Feudal/Castle/Imperial Age. |
||
− | * [[Monastery (Age of Empires II)|Monastery]] technologies are 50% cheaper. |
||
− | * '''Team bonus:''' [[Relic (Age of Empires II)|Relics]] are visible on the map. |
||
− | === |
+ | === {{2icons|Incas}} === |
+ | {{#lsth:Incas|Civilization bonuses}} |
||
− | * [[Buildings (Age of Empires II)|Buildings]] have +10%/+20%/+30%/+40% [[Hit points|HP]] in the Dark/Feudal/Castle/Imperial Age. |
||
+ | * '''Team bonus:''' {{#sub:{{#lsth:Incas|Team bonus}}|1}} |
||
− | * [[Camel Rider (Age of Empires II)|Camel Riders]], [[Skirmisher (Age of Empires II)|Skirmishers]], and [[Spearman (Age of Empires II)|Spearmen]] are 25% cheaper. |
||
− | * [[Fire Ship (Age of Empires II)|Fire Ships]] attack 20% faster. |
||
− | * Advancing to the [[Imperial Age (Age of Empires II)|Imperial Age]] is 33% cheaper. |
||
− | * [[Town Watch (Age of Empires II)|Town Watch]] is free. |
||
− | * '''Team bonus:''' Monks heal 50% faster. |
||
− | === |
+ | === {{2icons|Italians}} === |
− | + | {{#lsth:Italians (Age of Empires II)|Civilization bonuses}} |
|
+ | * '''Team bonus:''' {{#sub:{{#lsth:Italians (Age of Empires II)|Team bonus}}|1}} |
||
− | * Lumberjacks work 15% faster. |
||
− | * [[Siege weapons (Age of Empires II)|Siege weapons]] fire 20% faster. |
||
− | * Enemy [[herdables]] can be converted regardless of enemy units next to them. |
||
− | * '''Team bonus:''' [[Siege Workshop (Age of Empires II)|Siege Workshops]] work 20% faster. |
||
+ | === {{2icons|Japanese}} === |
||
− | === [[Chinese (Age of Empires II)|Chinese]] === |
||
+ | {{#lsth:Japanese (Age of Empires II)|Civilization bonuses}} |
||
− | * Start game with three extra [[Villager (Age of Empires II)|Villagers]], but with {{resources|food = -200}} and {{resources|wood = -50}}. |
||
+ | * '''Team bonus:''' {{#sub:{{#lsth:Japanese (Age of Empires II)|Team bonus}}|1}} |
||
− | * [[Town Center (Age of Empires II)|Town Centers]] support ten [[population]] and have +5 [[Line of Sight|LOS]]. |
||
− | * [[Technology (Age of Empires II)|Technologies]] are 10%/15%/20% cheaper in the Feudal/Castle/Imperial Age. |
||
− | * [[Demolition Ship]]s have +50% [[Hit points|HP]]. |
||
− | * '''Team bonus:''' [[Farm (Age of Empires II)|Farms]] provide {{resources|food = +45}}. |
||
− | === |
+ | === {{2icons|Khmer}} === |
+ | {{#lsth:Khmer|Civilization bonuses}} |
||
− | * [[Archer (Age of Empires II)|Archers]] fire 15% faster. |
||
+ | * '''Team bonus:''' {{#sub:{{#lsth:Khmer|Team bonus}}|1}} |
||
− | * Receive {{resources|gold = 100}} and {{resources|food = 100}} when advancing to the next [[Age]]. |
||
− | * The [[Pikeman (Age of Empires II)|Pikeman]] upgrade is free. |
||
− | * '''Team bonus:''' [[Tower]]s and [[Outpost (Age of Empires II)|Outposts]] have +3 [[Line of Sight|LOS]]. |
||
− | === |
+ | === {{2icons|Koreans}} === |
+ | {{#lsth:Koreans|Civilization bonuses}} |
||
− | * [[Farm (Age of Empires II)|Farm]] upgrades are free. |
||
+ | * '''Team bonus:''' {{#sub:{{#lsth:Koreans|Team bonus}}|1}} |
||
− | * [[Castle (Age of Empires II)|Castles]] are 25% cheaper. |
||
− | * [[Cavalry units (Age of Empires II)|Cavalry]] has +20% [[Hit points|HP]]. |
||
− | * Foragers work 25% faster. |
||
− | * '''Team bonus:''' [[Knight]]s have +2 [[Line of Sight]]. |
||
− | === |
+ | === {{2icons|Lithuanians}} === |
+ | {{#lsth:Lithuanians|Civilization bonuses}} |
||
− | * [[Infantry units (Age of Empires II)|Infantry]] is 35% cheaper starting in the [[Feudal Age]]. |
||
+ | * '''Team bonus:''' {{#sub:{{#lsth:Lithuanians|Team bonus}}|1}} |
||
− | * Infantry has +1 attack against [[Armor class: Standard building|standard buildings]]. |
||
− | * [[Villager (Age of Empires II)|Villagers]] have +5 attack against [[Wild Boar]]s and carry {{resources|food = +15}} from [[hunt]]ing. |
||
− | * +10 [[population]] cap in the [[Imperial Age (Age of Empires II)|Imperial Age]]. |
||
− | * '''Team bonus:''' [[Barracks (Age of Empires II)|Barracks]] work 20% faster. |
||
− | === |
+ | === {{2icons|Magyars}} === |
+ | {{#lsth:Magyars|Civilization bonuses}} |
||
− | * Do not need [[House (Age of Empires II)|Houses]], but start game with {{resources|wood = -100}}. |
||
+ | * '''Team bonus:''' {{#sub:{{#lsth:Magyars|Team bonus}}|1}} |
||
− | * [[Cavalry Archer (Age of Empires II)|Cavalry Archers]] are 10%/20% cheaper in the Castle/Imperial Age. |
||
− | * [[Trebuchet]]s are 30% more accurate. |
||
− | * '''Team bonus:''' [[Stable (Age of Empires II)|Stables]] work 20% faster. |
||
− | === |
+ | === {{2icons|Malay}} === |
+ | {{#lsth:Malay|Civilization bonuses}} |
||
− | * Start the game with an [[Eagle Scout]]. |
||
+ | * '''Team bonus:''' {{#sub:{{#lsth:Malay|Team bonus}}|1}} |
||
− | * Start with a free [[Llama]]. |
||
− | * [[Villager (Age of Empires II)|Villagers]] benefit from [[Blacksmith]] infantry upgrades. |
||
− | * [[House (Age of Empires II)|Houses]] support 10 [[population]]. |
||
− | * [[Buildings (Age of Empires II)|Buildings]] cost {{resources|stone = -15%}}. |
||
− | * '''Team bonus:''' [[Farm (Age of Empires II)|Farms]] are built 50% faster. |
||
+ | === {{2icons|Malians}} === |
||
− | === [[Indians (Age of Empires II)|Indians]] === |
||
+ | {{#lsth:Malians (Age of Empires II)|Civilization bonuses}} |
||
− | * Fishermen work 15% faster and carry {{resources|food = +15}}. |
||
+ | * '''Team bonus:''' {{#sub:{{#lsth:Malians (Age of Empires II)|Team bonus}}|1}} |
||
− | * [[Villager (Age of Empires II)|Villagers]] are 10%/15%/20%/25% cheaper in the Dark/Feudal/Castle/Imperial Age. |
||
− | * [[Camel Rider (Age of Empires II)|Camel Riders]] have +1 pierce armor. |
||
− | * '''Team bonus:''' Camels have +6 attack against [[Armor class: Building|buildings]]. |
||
− | === |
+ | === {{2icons|Mayans}} === |
+ | {{#lsth:Mayans|Civilization bonuses}} |
||
− | * [[Dock (Age of Empires II)|Dock]] [[Technology (Age of Empires II)|technologies]] are 50% cheaper. |
||
+ | * '''Team bonus:''' {{#sub:{{#lsth:Mayans|Team bonus}}|1}} |
||
− | * [[Fishing Ship (Age of Empires II)|Fishing Ships]] are 15% cheaper. |
||
− | * [[Gunpowder unit]]s are 20% cheaper. |
||
− | * Advancing to the next [[Age]] is 15% cheaper. |
||
− | * '''Team bonus:''' [[Condottiero]] available at the [[Barracks (Age of Empires II)|Barracks]]. |
||
+ | === {{2icons|Mongols}} === |
||
− | === [[Japanese (Age of Empires II)|Japanese]] === |
||
+ | {{#lsth:Mongols (Age of Empires II)|Civilization bonuses}} |
||
− | * [[Fishing Ship (Age of Empires II)|Fishing Ships]] have double HP, +2 pierce armor, and work 5%/10%/15%/20% faster in the Dark/Feudal/Castle/Imperial Age. |
||
+ | * '''Team bonus:''' {{#sub:{{#lsth:Mongols (Age of Empires II)|Team bonus}}|1}} |
||
− | * [[Mill (Age of Empires II)|Mills]], [[Lumber Camp (Age of Empires II)|Lumber Camps]], and [[Mining Camp (Age of Empires II)|Mining Camps]] are 50% cheaper. |
||
− | * [[Infantry units (Age of Empires II)|Infantry]] attacks 25% faster starting in the [[Feudal Age]]. |
||
− | * '''Team bonus:''' [[Galley (Age of Empires II)|Galleys]] have +50% [[Line of Sight]]. |
||
− | === |
+ | === {{2icons|Persians}} === |
+ | {{#lsth:Persians (Age of Empires II)|Civilization bonuses}} |
||
− | * No [[Buildings (Age of Empires II)|buildings]] are required to advance to the next [[Age]] or to unlock other buildings. |
||
+ | * '''Team bonus:''' {{#sub:{{#lsth:Persians (Age of Empires II)|Team bonus}}|1}} |
||
− | * [[Battle Elephant]]s move +15% faster. |
||
− | * [[Villager (Age of Empires II)|Villagers]] can [[garrison]] in [[House (Age of Empires II)|Houses]]. |
||
− | * '''Team bonus:''' [[Scorpion]]s have +1 range. |
||
− | === |
+ | === {{2icons|Poles}} === |
+ | {{#lsth:Poles|Civilization bonuses}} |
||
− | * [[Villager (Age of Empires II)|Villagers]] have +3 [[Line of Sight]]. |
||
+ | * '''Team bonus:''' {{#sub:{{#lsth:Poles|Team bonus}}|1}} |
||
− | * [[Stone]] Miners work 20% faster. |
||
− | * [[Tower]] upgrades are free ([[Bombard Tower]] requires [[Chemistry]]). |
||
− | * Towers (except [[Bombard Tower]]s) have +1/+2 range in the Castle/Imperial Age. |
||
− | * [[Defensive structure|Fortifications]] are built 33% faster. |
||
− | * '''Team bonus:''' [[Mangonel]] line minimum range reduced. |
||
− | === |
+ | === {{2icons|Portuguese}} === |
+ | {{#lsth:Portuguese (Age of Empires II)|Civilization bonuses}} |
||
− | * [[Forging]], [[Iron Casting]], and [[Blast Furnace]] are free. |
||
− | * |
+ | * '''Team bonus:''' {{#sub:{{#lsth:Portuguese (Age of Empires II)|Team bonus}}|1}} |
− | * [[Villager (Age of Empires II)|Villagers]] kill [[wild animal]]s in one strike. |
||
− | * '''Team bonus''': Foot [[Archer units (Age of Empires II)|archers]] have +2 [[Line of Sight]]. |
||
− | === |
+ | === {{2icons|Romans}} === |
+ | {{#lsth:Romans (Age of Empires II)|Civilization bonuses}} |
||
− | * Advancing in [[Age]] is +80% faster. |
||
+ | * '''Team bonus:''' {{#sub:{{#lsth:Romans (Age of Empires II)|Team bonus}}|1}} |
||
− | * [[Fish Trap]]s are 33% cheaper. |
||
− | * Fish Traps provide unlimited [[food]]. |
||
− | * [[Battle Elephant]]s are 30% cheaper. |
||
− | * '''Team bonus:''' [[Dock (Age of Empires II)|Docks]] have double [[Line of Sight]]. |
||
− | === |
+ | === {{2icons|Saracens}} === |
+ | {{#lsth:Saracens|Civilization bonuses}} |
||
− | * [[Buildings (Age of Empires II)|Buildings]] cost {{resources|wood = -15%}} (except [[Farm (Age of Empires II)|Farms]]). |
||
+ | * '''Team bonus:''' {{#sub:{{#lsth:Saracens|Team bonus}}|1}} |
||
− | * [[Barracks (Age of Empires II)|Barracks]] units have +1/+2/+3 pierce armor in the Feudal/Castle/Imperial Age. |
||
− | * [[Gold Mining (Age of Empires II)|Gold Mining]] is free. |
||
− | * '''Team bonus:''' [[University|Universities]] research +80% faster. |
||
− | === |
+ | === {{2icons|Sicilians}} === |
+ | {{#lsth:Sicilians|Civilization bonuses}} |
||
− | * Start the game with an [[Eagle Scout]]. |
||
+ | * '''Team bonus:''' {{#sub:{{#lsth:Sicilians|Team bonus}}|1}} |
||
− | * Start the game with +1 [[Villager (Age of Empires II)|Villager]], but with {{resources|food = -50}}. |
||
− | * Resources last 15% longer. |
||
− | * Foot archers are 10%/20%/30% cheaper in the Feudal/Castle/Imperial Age. |
||
− | * '''Team bonus:''' [[Wall]]s are 50% cheaper. |
||
− | === |
+ | === {{2icons|Slavs}} === |
+ | {{#lsth:Slavs|Civilization bonuses}} |
||
− | * Cavalry archers fire {{tt|25%|the tech tree incorrectly states that it's only 20%}} faster. |
||
+ | * '''Team bonus:''' {{#sub:{{#lsth:Slavs|Team bonus}}|1}} |
||
− | * [[Light Cavalry (Age of Empires II)|Light Cavalry]] and [[Hussar (Age of Empires II)|Hussars]] have +30% HP. |
||
− | * Hunters work +50% faster. |
||
− | * '''Team bonus:''' The [[Scout Cavalry (Age of Empires II)|Scout Cavalry]] line has +2 [[Line of Sight]]. |
||
+ | === {{2icons|Spanish}} === |
||
− | === [[Persians (Age of Empires II)|Persians]] === |
||
+ | {{#lsth:Spanish (Age of Empires II)|Civilization bonuses}} |
||
− | * Start the game with {{resources|food = +50}} and {{resources|wood = +50}}. |
||
+ | * '''Team bonus:''' {{#sub:{{#lsth:Spanish (Age of Empires II)|Team bonus}}|1}} |
||
− | * [[Town Center (Age of Empires II)|Town Centers]] and [[Dock (Age of Empires II)|Docks]] have double [[Hit points|HP]] and work 10%/15%/20% faster in the Feudal/Castle/Imperial Age. |
||
− | * '''Team bonus''': [[Knight]]s have +2 attack against [[Armor class: Archer|archers]]. |
||
+ | === {{2icons|Tatars}} === |
||
− | === [[Portuguese (Age of Empires II)|Portuguese]] === |
||
+ | {{#lsth:Tatars (Age of Empires II)|Civilization bonuses}} |
||
− | * All units cost {{resources|gold = -15%}}. |
||
− | * |
+ | * '''Team bonus:''' {{#sub:{{#lsth:Tatars (Age of Empires II)|Team bonus}}|1}} |
− | * The [[Feitoria]] becomes available for building in the [[Imperial Age (Age of Empires II)|Imperial Age]]. |
||
− | * '''Team bonus:''' Free [[Cartography]] from the beginning of the game. |
||
− | === |
+ | === {{2icons|Teutons}} === |
+ | {{#lsth:Teutons|Civilization bonuses}} |
||
− | * The commodity trading fee is 5%. |
||
+ | * '''Team bonus:''' {{#sub:{{#lsth:Teutons|Team bonus}}|1}} |
||
− | * [[Market (Age of Empires II)|Markets]] cost {{resources|wood = -75}}. |
||
− | * [[Transport Ship (Age of Empires II)|Transport Ships]] have double HP and +5 carry capacity. |
||
− | * [[Galley (Age of Empires II)|Galleys]] attack 20% faster. |
||
− | * [[Cavalry Archer (Age of Empires II)|Cavalry Archers]] have +4 attack against [[Armor class: Standard building|standard buildings]]. |
||
− | * '''Team bonus:''' Foot [[Archer units (Age of Empires II)|archers]] have +2 attack against [[Armor class: Standard building|standard buildings]]. |
||
− | === |
+ | === {{2icons|Turks}} === |
+ | {{#lsth:Turks|Civilization bonuses}} |
||
− | * [[Farm (Age of Empires II)|Farmers]] work 15% faster. |
||
+ | * '''Team bonus:''' {{#sub:{{#lsth:Turks|Team bonus}}|1}} |
||
− | * [[Tracking]] is free. |
||
− | * [[Siege Workshop (Age of Empires II)|Siege Workshop]] units are 15% cheaper. |
||
− | * '''Team bonus''': Military buildings provide +5 [[population]]. |
||
+ | === {{2icons|Vietnamese}} === |
||
− | === [[Spanish (Age of Empires II)|Spanish]] === |
||
+ | {{#lsth:Vietnamese|Civilization bonuses}} |
||
− | * Builders work 30% faster. |
||
+ | * '''Team bonus:''' {{#sub:{{#lsth:Vietnamese|Team bonus}}|1}} |
||
− | * [[Blacksmith]] upgrades cost no [[gold]]. |
||
− | * [[Cannon Galleon]]s have better accuracy and faster cannonballs. |
||
− | * [[Hand Cannoneer]]s and [[Bombard Cannon]]s fire 15% faster. |
||
− | * '''Team bonus:''' [[Trade]] units generate {{resources|gold = +25%}}. |
||
− | === |
+ | === {{2icons|Vikings}} === |
+ | {{#lsth:Vikings|Civilization bonuses}} |
||
− | * [[Monk (Age of Empires II)|Monks]] have double healing range. |
||
+ | * '''Team bonus:''' {{#sub:{{#lsth:Vikings|Team bonus}}|1}} |
||
− | * [[Tower]]s [[garrison]] twice as many units. |
||
− | * [[Murder Holes]] are free. |
||
− | * [[Farm (Age of Empires II)|Farms]] are 33% cheaper. |
||
− | * [[Town Center (Age of Empires II)|Town Centers]] can garrison +10 units. |
||
− | * '''Team bonus:''' Units resist [[conversion]]. |
||
− | + | == ''Age of Empires IV'' == |
|
+ | {{Expand section}} |
||
− | * [[Gunpowder unit]]s have +25% HP. |
||
− | * Gunpowder technologies are 50% cheaper. |
||
− | * [[Chemistry]] is free. |
||
− | * [[Gold]] Miners work 15% faster. |
||
− | * [[Light Cavalry (Age of Empires II)|Light Cavalry]] and [[Hussar (Age of Empires II)|Hussar]] upgrades are free. |
||
− | * '''Team bonus''': Gunpowder units are created 20% faster. |
||
− | + | == Notes == |
|
+ | {{Reflist}} |
||
− | * Reveal enemy positions at game start. |
||
+ | <references group="note" /> |
||
− | * [[Archery Range (Age of Empires II)|Archery Range]] units have +20% HP. |
||
− | * [[Conscription]] is free. |
||
− | * '''Team bonus''': [[Imperial Skirmisher]]s are available at the [[Archery Range (Age of Empires II)|Archery Range]]. |
||
+ | {{Gameplay elements}} |
||
− | === [[Vikings]] === |
||
− | * [[Ships (Age of Empires II)|Warships]] are 15%/15%/20% cheaper in the Feudal/Castle/Imperial Age. |
||
− | * [[Infantry units (Age of Empires II)|Infantry]] have +10%/+15%/+20% HP in the Feudal/Castle/Imperial Age. |
||
− | * [[Wheelbarrow (Age of Empires II)|Wheelbarrow]] and [[Hand Cart]] are free. |
||
− | * '''Team bonus:''' [[Dock (Age of Empires II)|Docks]] are 15% cheaper. |
||
− | [[Category:Gameplay elements]] |
||
[[Category:Lists]] |
[[Category:Lists]] |
||
− | [[Category:Age of Empires]] |
||
− | [[Category:Age of Empires II]] |
Latest revision as of 14:22, 9 February 2024
A civilization bonus is an innate bonus in that applies to a player's civilization from the start of each game. Civilization bonuses are fixed. Thus, they cannot be lost or changed. They are featured in Age of Empires, Age of Empires II, and Age of Empires IV. Together with a civilization's individual technology tree, these bonuses are what makes every civilization special and determines its nature.
In Full Tech Tree games, all civilization bonuses are lost.
In Age of Mythology and Age of Empires III, civilizations distinguish themselves through different sets of units, buildings, improvements, gods, and Home City Cards rather than through individual bonuses.
Every civilization has two to six bonuses affecting only the civilization itself, and one additional team bonus (except in Age of Empires IV) that affects the civilization as well as all allies. A civilization bonus and another civilization's team bonus can stack, e.g. if the Malians are allied with the Vikings, their Docks only cost 109 wood (150 base cost - 15% civilization bonus - 15% Viking team bonus = 109).
The list does not contain unique units, unique technologies, unique buildings, or any technology tree information, all of which can be found at the respective civilization's page.
Age of Empires[]
Assyrians[]
- Villagers move 10% faster.
- Archers fire 11%/22%/33% faster in the Tool/Bronze/Iron Age.
- Siege units upgrades cost -50%.*
- Team bonus: Siege Workshops work 20% faster.
Babylonians[]
- Stone miners work 20% faster and carry +2 stone.
- Market technologies cost -30%.*
- Walls and towers have +60% hit points.
- Priests rejuvenate 30% faster.
- Chariot units have +1 pierce armor.*
- Team bonus: Builders work 10% faster.
Carthaginians[]
- Start the game with +50 of all resources*.
- Academy units and elephant units have +25% hit points, Camel Riders have +15% hit points.
- Fire Galleys have +25% attack.
- Transport ships move 25% faster.
- Nobility free (requires Government Center).*
- Team bonus: Academies work 20% faster.
Choson[]
- Axemen, Short/Broad/Long Swordsmen and Legionaries have +5/+15/+20/+60/+80 hit points.
- Storage Pit technologies cost -40%.*
- Towers have +2 range.
- Priests cost -32%.
- Team bonus: Buildings have +2 Line of Sight.
Egyptians[]
- Farms cost -20%.*
- Gold Miners work 20% faster and carry +2 gold.
- Chariot units have +33% hit points.
- Priests have +2/+3 range in the Bronze/Iron Age.
- Team bonus: Priests have +1 pierce armor.
Greeks[]
- Town Centers work 10% faster starting from Tool Age.*
- Academy units move 30% faster and cost -20%.
- Ships move 20% faster.
- Polytheism and Astrology free (requires Temple).*
- Team bonus: Markets cost -50%.
Hittites[]
- All archers have +1 attack.
- Stone Thrower, Catapult, and Heavy Catapult have +50% hit points.
- War ships (except Fire Galley) have +1/+2/+3 range in the Tool/Bronze/Iron Age.
- Wheel -50% cost and research time.*
- Team bonus: Towers provide +4 population room.
Lac Viet[]
- Foragers work 15% faster.
- Military units are created 25% faster.
- Archery Range units and Ballistae have +2 armor.
- Team bonus: Houses and Farms are built 50% faster.
Macedonians[]
- All non-ranged units have +2 line of sight.
- Academy units have +1 pierce armor in the Bronze Age, +2 in the Iron Age.
- Siege Workshop units cost -25%.
- All units are 4 times more resistant to conversion.
- Team bonus: Houses have +50 hit points.
Minoans[]
- Ships cost -15%/-20%/-25%/-30% in the Stone/Tool/Bronze/Iron Age.
- Improved Bowman-line +1/+2 range in the Bronze/Iron Age.
- Farmers work 10% faster.*
- Team bonus: Docks cost -20%.
Palmyrans[]
- Villagers cost 75 food (+50%), but have armor (+1/+1) and work 25% faster.
- Start the game with +75 food.
- Camel Riders move 25% faster.
- Tributes are not taxed.
- Trade units return +20% gold.*
- Team bonus: Technologies researched 30% faster.
Persians[]
- Hunters work 30% faster and carry +3 food.
- Elephant units move 25% faster.
- Scout Ship line fires 18%/25%/33% faster in the Tool/Bronze/Iron Age.
- Walls cost -20%.*
- Team bonus: Stables work 20% faster.
Phoenicians[]
- Woodcutters work 15% faster and carry +2 wood.
- Elephant units cost -25%.
- Catapult Trireme and Juggernaut fire 33% faster.
- Docks have +150 hit points, +4 line of sight.*
- Team bonus: Archers have +2 line of sight.
Romans[]
- Buildings cost -10% (except for towers, walls and Wonders).
- Towers cost -40%.
- Swordsmen attack 50% faster.[1]
- Ballistae and Helepolises have +1 range.*
- Team bonus: Priests +50% heal speed.
Shang[]
- Villagers cost 40 food (-20%).
- Start the game with -40 food.
- Walls have +60% hit points.
- Cavalry-line attacks 10% faster.
- Team bonus: Town Centers provide +4 population room.
Sumerians[]
- Villagers have +15 hit points.
- Stone Thrower, Catapult, and Heavy Catapult fire 45% faster.
- Farms provide +125 food.
- Camels have +1 pierce armor.
- Team bonus: Town Centers cost -25%.
Yamato[]
- Fishing Boats work 20% faster.*
- Mounted units cost -15%.
- Ships have +10%/+15%/+20%/+25% hit points in the Stone/Tool/Bronze/Iron Age.
- Stable and Archery Range upgrades cost -30%.*
- Team bonus: Stables and Archery Ranges cost -33% wood.
Age of Empires II[]
Armenians[]
- Mule Carts cost -25%.
- Mule Cart technologies are 40% more effective.[note 1]
- First Fortified Church receives a free Relic.
- Long Swordsman and above, and Spearman line[note 2] available one Age earlier.
- Galley-line and Dromons* fire an additional projectile. The additional projectile for the Galley-line deals 1 damage.
- Team bonus: Infantry have +2 Line of Sight.
Aztecs[]
- Start the game with an Eagle Scout.
- Villagers carry +3 extra resources.
- All military units are created 11% faster.[note 3]
- Monks gain 5 HP for every researched Monastery technology.
- Start with +50 gold.
Bengalis[]
- Elephant units receive 25% less bonus damage[note 4] and are more resistant to conversion.[note 5]
- 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.
Berbers[]
- Villagers move 5% faster in Dark Age, 10% faster starting in Feudal Age.
- Stable units are 15%/20% cheaper in the Castle/Imperial Age.
- Ships move 10% faster.
- Team bonus: Genitours are available at the Archery Range starting in the Castle Age.
Bohemians[]
- Blacksmiths and Universities cost -100 wood.
- Chemistry and Hand Cannoneer available in Castle Age.
- Spearman-line deals +25% bonus damage.[note 6]
- Fervor and Sanctity affect Villagers.
- Mining Camp technologies are free.
- Team bonus: Markets work 80% faster.
Britons[]
- Town Centers cost -50% wood starting in the Castle Age.
- Foot archers (except Skirmishers) have +1/+2 range in the Castle/Imperial Age.
- Shepherds work 25% faster.
- Team bonus: Archery Ranges work 10% faster.
Bulgarians[]
- Militia line units are upgraded for free.[note 7]
- Town Centers cost -50% stone (except starting Town Center).
- Blacksmith and Siege Workshop technologies cost -50% food.
- Team bonus: Blacksmiths work 80% faster.
Burgundians[]
- Economic upgrades (except Coinage and Banking)[note 8] cost -33% food and are available one Age earlier than other civilizations.
- Stable technologies are 50% cheaper. Cavalier upgrade available in the Castle Age.
- Gunpowder units gain +25% attack.[note 9]
Burmese[]
- Lumber Camp technologies are free.
- Battle Elephants have +1/+1 armor.
- Infantry units have +1/+2/+3 attack in the Feudal/Castle/Imperial Age.
- Monastery technologies are 50% cheaper.
- Team bonus: Relics are visible on the map from the game start.
Byzantines[]
- Buildings, Walls/Gates, and Farms have +10%/+20%/+30%/+40% hit points in the Dark/Feudal/Castle/Imperial Age.
- Camel Rider, Skirmisher, and Spearman lines are 25% cheaper.
- Fire Ships and Dromons fire 25% faster.
- Advancing to the Imperial Age is 33% cheaper.
- Town Watch and Town Patrol are free.
- Team bonus: Monks heal 100% faster.
Celts[]
- Infantry units move 15% faster starting from the Feudal Age.
- Lumberjacks work 15% faster.
- Siege weapons fire 25% faster.
- Non-Celt[note 10] herdable animals can be converted regardless of units next to them.
- Team bonus: Siege Workshops work 20% faster.
Chinese[]
- Start game with +3 Villagers, but with -200 food, -50 wood.
- Town Centers support 15 population (instead of 5) and have +7 Line of Sight.
- Technologies are 5%/10%/15% cheaper in the Feudal/Castle/Imperial Age.
- Demolition Ships have +50% hit points.
Cumans[]
- A second Town Center can be built in the Feudal Age.[note 12]
- Archery Ranges and Stables cost -75 wood.
- Siege Workshop and Battering Ram available in Feudal Age; Capped Ram upgrade available in Castle Age.
- Mounted units move 5%/10%/15% faster in Feudal/Castle/Imperial Age.
- Team bonus: Palisade Walls have +33% hit points.
Dravidians[]
- 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 population space.
Ethiopians[]
- The Archer line fires 18% faster.
- Receive +100 food, +100 gold whenever a new Age is reached.
- The Pikeman upgrade is free.
- Team bonus: Outposts +3 Line of Sight and stone cost removed.
Franks[]
- Farm upgrades are free.
- Castles are 15%/25% cheaper in the Castle/Imperial Age.
- Mounted units have +20% hit points (starting in the Feudal Age).
- Foragers work 15% faster.
- Team bonus: Knights have +2 Line of Sight.
Georgians[]
- Start with a Mule Cart.
- Fortified Churches provide +10% work rate to Villagers[note 13] in a 19 tile square.[note 14]
- Units and buildings receive -20% damage (-40% instead of -25%) when fighting from higher elevation.
- Mounted units regenerate 15% hit points per minute, starting in the Feudal Age
- Team bonus: Repairing buildings costs -25% resources.
Goths[]
- Infantry are 20%/25%/30%/35% cheaper in the Dark/Feudal/Castle/Imperial Age.
- Infantry have +1/+2/+3 attack bonus against standard buildings in the Feudal/Castle/Imperial Age.
- Hunters have +5 attack against aggressive huntables (Wild Boar, Javelina, Elephant, Rhinoceros) and carry +15 food. Hunt lasts 20% longer.
- Loom is researched instantly.
- +10 population cap in the Imperial Age.
- Team bonus: Barracks work 20% faster.
Gurjaras[]
- Start the game with a Camel Scout.
- Starts with 2 Forage Bushes under the Town Center.
- Can garrison Docks with allied Fishing Ships.[note 15]
- Can garrison Mills with herdable animals to produce food.[note 16]
- Mounted units deal +20%/+30%/+40% bonus damage in the Feudal/Castle/Imperial Age.
Hindustanis[]
- 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.
Huns[]
- Start the game with -100 wood, but with the population cap at the maximum.
- On Nomadic maps, the first Town Center spawns a Hunnic Horse.
- Mounted archers are 10%/20% cheaper in the Castle/Imperial Age.
- Trebuchets have +35% accuracy against units.[note 18]
- Team bonus: Stables work 20% faster.
Incas[]
- Military units cost -10%/-15%/-20%/-25% food in Dark/Feudal/Castle/Imperial Ages
- Villagers benefit from Blacksmith infantry upgrades starting in the Castle Age.
- Houses support 10 population.
- Buildings cost -15% stone.
- Team bonus: Start with a free Llama.
Italians[]
- Advancing to the next Age is 15% cheaper.
- Dock and University technologies are 33% cheaper.
- Fishing Ships are 15% cheaper.
- Gunpowder units are 20% cheaper.
- Team bonus: Condottieri are available at the Barracks.
Japanese[]
- Fishing Ships have double hit points, +2 pierce armor, and work 5%/10%/15%/20% faster in the Dark/Feudal/Castle/Imperial Age.
- Mills, Lumber Camps and Mining Camps are 50% cheaper.
- Infantry attack 33% faster starting in the Feudal Age.
- Mounted archers +2 attack vs. archers (except Skirmishers).
- Team bonus: Galleys have a +50% longer Line of Sight.
Khmer[]
- No buildings are required to advance to the next age or to unlock other buildings.
- Battle Elephants move 10% faster.
- Farmers don't carry food but rather add it directly to the stockpile without any drop-off, but work 5% slower.
- Villagers (and Kings) can garrison in Houses.
- Team bonus: Scorpions have +1 range.
Koreans[]
- Villagers have +3 Line of Sight.
- Stone Miners work 20% faster.
- Archer armor and tower upgrades are free (Bombard Tower requires Chemistry).
- Archer and infantry units cost –50% wood.
- Warships cost –20% wood.
- Team bonus: The Mangonel line minimum range is reduced to 1.
Lithuanians[]
- Each Town Center provides +100 food.
- Spearman line and Skirmishers move 10% faster.
- Each garrisoned Relic gives +1 attack to Knights and Leitis (maximum +4).
- Team bonus: Monasteries (and Fortified Churches) work 20% faster.
Magyars[]
- Forging, Iron Casting, and Blast Furnace are free.
- Scout Cavalry line is 15% cheaper.
- Villagers kill wild animals in one strike.[note 19]
- Team bonus: Mounted archers are trained 25% faster.
Malay[]
- Advancing in Age is +66% faster.
- Fish Traps are 33% cheaper and provide 3× food.
- Battle Elephants are 30% cheaper in the Castle Age, 40% cheaper in the Imperial Age.
- Infantry armor upgrades are free.
- Team bonus: Docks have double Line of Sight.
Malians[]
- Buildings cost -15% wood (except Farms and starting Town Center).
- Barracks units have +1/+2/+3 pierce armor in the Feudal/Castle/Imperial Age.
- Villagers drop off +10% gold.[note 20]
- Team bonus: Universities work +80% faster.
Mayans[]
- Start the game with an Eagle Scout.
- Start the game with +1 Villager, but with -50 food.
- Resources last 15% longer.[note 21]
- Foot archers (except Skirmishers) are 10%/20%/30% cheaper in the Feudal/Castle/Imperial Age.
Mongols[]
- Cavalry archers fire 25% faster.
- Light Cavalry, Hussars, and Steppe Lancers have +30% HP.[note 22]
- Hunters work 40% faster.
- Team bonus: The Scout Cavalry line has +2 Line of Sight.
Persians[]
- Start the game with +50 food, +50 wood.
- Town Centers and Docks have double hit points and work 5%/10%/15%/20% faster in the Dark/Feudal/Castle/Imperial Age.
- Parthian Tactics available in the Castle Age.
Poles[]
- Villagers regenerate 10/15/20 HP per minute in the Feudal/Castle/Imperial Age.
- Stone miners generate 33% gold in addition to stone.
- Team bonus: The Scout Cavalry line has +1 attack vs. archers.
Portuguese[]
- All units cost –20% gold.
- All ships have +10% hit points.
- Foragers generate wood in addition to food (0.33 wood per food).
- Team bonus: All technologies (excluding Age ups) research 25% faster.
Romans[]
- 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 and benefit from Ballistics.
- Team bonus: The Scorpion-line's minimum range is reduced to 1.
Saracens[]
- The commodity trading fee is 5%.
- Markets cost 75 wood.
- Transport Ships have double hit points and +5 carry capacity.
- Galleys attack 25% faster.
- Camel units +25% hit points.
- Team bonus: Foot archers have +3 attack against standard buildings.
Sicilians[]
- Start with +100 stone.[note 24]
- Castles built 50% faster, Town Centers built 100% faster.[note 25]
- Land military units (except siege weapons) receive 33% less bonus damage.[note 26]
- Farm upgrades provide additional +125% food.[note 27]
- Team bonus: Transport Ships have +5 Line of Sight and cost -50%.
Slavs[]
- Farmers work 15% faster.
- Supplies and Gambesons are free.
- Siege Workshop units are 15% cheaper.
- Monks move 20% faster.
- Team bonus: Barracks, Archery Ranges, Stables, and Siege Workshops provide +5 population.
Spanish[]
- Builders work 30% faster (20% for Wonders).
- Blacksmith upgrades don't cost gold.
- Cannon Galleon projectiles can track moving targets[note 28] and move faster.[note 29]
- Gunpowder units fire 18% faster.[note 30]
- Receive 20 gold for each technology researched.
Tatars[]
- Herdable animals contain +50% food.[note 31]
- Units[note 32] do +20% damage[note 33] when attacking from higher elevations (+50% instead of +25%).
- Parthian Tactics and Thumb Ring are free.
- Two Sheep spawn near newly-constructed Town Centers starting in the Castle Age.
- Team bonus: Mounted archers have +2 Line of Sight.
Teutons[]
- Monks have double healing range.
- Towers garrison twice as many units.
- Murder Holes and Herbal Medicine are free.
- Farms are 40% cheaper.
- Town Centers can garrison +10 units.
- Barracks and Stable units receive +1/+2 melee armor in the Castle/Imperial Age.
- Team bonus: Units resist conversion (half as effective as Faith).
Turks[]
- Gunpowder units have +25% hit points.
- Chemistry is free.
- Gunpowder technologies are 50% cheaper.[note 34]
- Gold Miners work 20% faster.
- Light Cavalry and Hussar upgrades are free.
- Scout Cavalry line gain +1 pierce armor.
- Team bonus: Gunpowder units are created 25% faster.
Vietnamese[]
- Archery Range units have +20% hit points.
- Reveal enemy initial Town Centers location at the start of the game.
- Conscription is free.
- Economic upgrades cost no wood and are researched 100% faster.
- Team bonus: Imperial Skirmisher upgrade is available at the Archery Range (requires the Imperial Age and Elite Skirmisher).
Vikings[]
- Wheelbarrow and Hand Cart free.
- Warships cost -15%/-15%/-20% in the Feudal/Castle/Imperial Age.
- Infantry have +20% hit points starting from the Feudal Age.
- Team bonus: Docks are 15% cheaper.
Age of Empires IV[]
This section needs expansion. You can help by adding to it. |
Notes[]
- ↑ As of DE CU11, the bonus actually makes every second blow of Short Swordsmen line commence twice as fast, as if the rate of fire (RoF) was 0.75 seconds instead of 1.5 seconds like a generic Short Swordsman; however, every first attack's RoF is set to normal 1.5 sec. It also counts in the attack delay (AD) of a Short Swordsman (0.75 sec., unchanged for Romans), so the first two blows of the initial attack (after the AD) are dealt with RoF of 0.75 sec. Thus, Roman Short Swordsman, after reaching its target (the animation of the attack has just started), deals damage with the following cooldowns (every "→" means the damage is dealt): 0.75 sec. delay because of AD → 0.75 sec. delay due to increased RoF mitigating AD → 0.75 sec. because of increased RoF bonus → 1.5 sec. generic delay → 0.75 sec. → 1.5 sec. → 0.75 sec, which combines for 5.25 sec.; generic civilization would have 8.25 sec. instead. This lead to a slightly higher actual bonus RoF for the first blows.
- ↑ This means that:
- Double-Bit Axe and Bow Saw provide +28% boost instead of +20%.
- All mining upgrades provide +21% boost instead of +15%.
- ↑ Hence, the Militia, Man-at-Arms, and Condottiero are excluded
- ↑ This is internally handled by the units, instead of the buildings. This means that this bonus applies to any buildings converted by the Aztecs, but not any buildings converted from the Aztecs (the opposite of standard behavior).
- ↑ "Bonus damage" is incoming damage of all armor classes except for melee or pierce damage. For more details, see Armor class (Age of Empires II).
- ↑ Minimum conversion interval increased by +3, and maximum conversion interval increased by +1. For more details, see conversion.
- ↑ Essentially, Bohemian spear units deal +25% attack vs mounted units. For more details, see Armor class (Age of Empires II).
- ↑ Man-at-Arms, Long Swordsman, and Two-Handed Swordsman upgrades are free.
- ↑ The affected technologies are:
- ↑ The bonus modifies all existing attack classes of the unit (e.g. Hand Cannoneer receives ×1.25 attack multiplier towards its pierce damage, anti-infantry damage, and anti-spearman damage). For more details, see Armor class (Age of Empires II).
- ↑ While commonly quoted as "enemy", the ability to convert herdable animals also works on allied and neutral players too. The ability does not work on other Celt players irrespective of their diplomatic stance. The ability is called "Dominant Line of Sight" behind the scenes.
- ↑ The bonus is applied after farm upgrades, so a Farm with Horse Collar researched starts with food.
- ↑ For any additional Town Centers built in the Feudal Age, the construction time is increased by 80% (2:30 → 4:30 minutes construction time); this includes the situation where the player has lost their starting Town Center. The debuff is removed instantly upon reaching the Castle Age, even for a Town Center whose foundation was laid in the Feudal Age.
- ↑ Similar to the Roman bonus, it includes constructing and repairing.
- ↑ The influence zone is a square, with the maximum distance being a chess-board distance of 8 tiles measured from all edges of the Fortified Church.
- ↑ The bonus works by allowing Docks to garrison ships. Docks naturally have 10 garrison space to allow newly created units to remain garrisoned by default. Among ships, only Fishing Ships have the permission (see Tasks in Genie Editor) to garrison. Combining all these and the standard rules for garrison, Gurjara Docks can garrison max 10 Fishing Ships of their allies.
- ↑ The formula used for this is:
- Food generated per minute , where
- Total Food of livestock stored across all Mills
- Natural Logarithm function
- ↑ The following units are considered light cavalry units: Scout Cavalry line, Magyar Huszar, Steppe Lancer, and Shrivamsha Rider.
- ↑ Meaning their accuracy against units is raised from 15% to 50%.
- ↑ Villagers have +30 attack bonus against the Predator Animal armor class, which ensures that they can kill any 25 HP predator in one strike, even when attacking from downhill.
- ↑ This bonus has three implications:
- Gold miners work 10% faster.
- Gold mines have +10% gold.
- Gold miners have +10% carry capacity.
- ↑ Due to the way this bonus works (lowered work rates are multiplied by higher resource gains), farming is ~2.5% / 5.5% / 2.5% slower with no upgrades / Wheelbarrow / Hand Cart, respectively (slightly lower difference with Heavy Plow researched) Source: Reddit – 'Some updated & completed Farming Workrate Values for the tail end of 2017'.
- ↑ Does not apply to the Scout Cavalry, only to its upgrades. The bonus is applied before Bloodlines, so a Mongol Light Cavalry has HP without Bloodlines and HP with Bloodlines.
- ↑ The Saracen team bonus displays +2 in the technology tree, even though it gives +3 attack against the standard building armor class. This is by design, since the description is meant to tell players about the effect in practice, not the value in the data files. Archers typically do a minimum damage of 1 against buildings. The +3 attack bonus against buildings results in an additional 2 damage being dealt to buildings; hence the +2 in the technology tree.
However, in some cases the extra damage is indeed +3, such as against buildings with low pierce armor (Outposts, palisades, and Gates). For example, a Feudal Age Saracen Archer (4 pierce damage) attacking an Outpost (0 pierce armor) deals 7 damage instead of 4.
The Saracen team bonus affects Skirmishers and Slingers because they are in the same unit class as the Archer-line. It does not affect Hand Cannoneers, because they have their own unit class. - ↑ Requires a Town Center to be built first.
- ↑ Requires a Town Center to be built first, which means it does not apply to the first Town Center on Nomadic starts.
- ↑ "Bonus damage" is incoming damage of all armor classes except for melee or pierce damage. It is also applied to Gaia damage, i.e. reduces the bonus damage of Wild Boars versus cavalry. "Land military units" excludes Monks. The bonus does not apply to hill bonus/cliff damage.
- The bonus is applied to units and is thus preserved for other civilizations upon conversion. Conversely, if a Sicilian Monk converts a non-Sicilian unit, the latter will not receive the bonus damage reduction.
- In practical cases, the bonus applies to (foot and mounted) archers, infantry, and cavalry. Note that while Petards are affected, normal Petards do not take any bonus damage to begin with. The bonus also applies to Flaming Camels and all Hand Cannoneers in scenario editor.
- ↑ For a total of 344 food after Horse Collar, 625 food after Heavy Plow, and 1019 food after Crop Rotation.
- ↑ Ballistics-like effect without the need to research the technology
- ↑ At 7 tiles per second instead of the regular 3 (unmentioned in the tech tree).
- ↑ Applies to Hand Cannoneers, Bombard Cannons, and Cannon Galleons. Does not apply to Conquistadors, but they have a base reload time of 2.9, the same as a Spanish Hand Cannoneer.
- ↑ Technically Villagers can extract +57% food assuming no rotting, but considering gathering by five to six Villagers and standard rotting rates, the average food collected is +50% over normal.
- ↑ Buildings are also affected.
- ↑ The bonus only applies to the primary projectiles of projectile units. As such, it does not affect Town Centers and only applies to the first projectile of other defensive structures and Mercenary Kipchaks. In a broader context, it applies to all projectiles of (converted) Organ Guns and Dromons, since all of their projectiles are primary.
- ↑ Since update 47820, the 50% cost reduction only applies to the Bombard Tower technology and the Elite Cannon Galleon upgrade. It also applied to the Cannon Galleon technology before it was removed from the game with update 47820 and to Hand Cannon and the Bombard Cannon technologies before they were removed in The Conquerors. It does not apply to Artillery or the Elite Janissary upgrade.