| “ | Players start in the Feudal Age with a small town and must quickly ready themselves for battle. | ” |
| —Age of Empires II description | ||
Empire Wars is a game mode introduced in Age of Empires II: Definitive Edition that was also added to Age of Empires: Return of Rome, Age of Empires III: Definitive Edition, and Age of Empires IV.
Age of Empires: Return of Rome[]
The mode is very similar to the Age of Empires II version. Every player starts in the Tool Age (by default) with a Town Center, a Granary, three Storage Pits, one Market, six Houses, eight Farms,a Barracks, and 25 Villagers, tasked with the following distribution:
- 12 on wood (distributed among 3 Lumber Camps)
- 13 on food (8 on Farms and 5 on Berry Bushes)
All civilizations will start with the standard resources of 200 food, 200 wood, 150 stone
Age of Empires II: Definitive Edition[]
The button image
Every player starts in the Feudal Age (by default) with a Town Center, a Mill, three Lumber Camps, one Mining Camp, six Houses, five Farms, and a Barracks, a Scout, and 27 Villagers, tasked with the following distribution:
- 4 on gold
- 12 on wood (distributed among 3 Lumber Camps)
- 6 on food (2 on Farms and 4 on Berry Bushes)
- 6 idle around a herdable animal under the Town Center
All civilizations will start with the standard resources of 200 food, 200 wood, 100 gold, 200 stone, with bonuses that affect these resources (like the Lithuanians +100 food). Civilizations with bonuses that apply on advance to the Feudal Age (like the Bengalis extra 2 Villagers) will also be present at start. Civilizations that have free technologies researched starting in the Feudal Age (like the Vikings' free Wheelbarrow) will start an Empires Game with those technologies immediately researched. Additionally, no neutral herdable animals will spawn.
On some maps, the start will vary. For instance, on Northern Isles, instead of 4 Villagers on Berry Bushes and a Mill, players will instead have 4 Fishing Ships on Fish and a Dock, as well as a Transport Ship. As well as being a game mode, Empire Wars can be enabled on any game mode under the Advanced Settings tab under the Game Setting when starting a new game.
Strategy[]
Generally speaking, Empire Wars bypasses the initial buildup stage of the game. As such, it creates a disadvantage for some civilizations that thrive in the early game due to early economic bonuses, such as the Japanese, Malians, and Tatars. Conversely, some civilizations that lack early economic bonuses and need to reach the Feudal Age or later to thrive are strong fits for this mode, including the Spanish and Turks.
Civilizations that start with free technologies perform extremely well in Empire Wars. Vikings with free Wheelbarrow, Franks with free Horse Collar, and Magyars with free Forging are all very strong and popular picks in Empire Wars. Similarly, civilizations with additional resources like the Lithuanians or Ethiopians will also benefit. Archer civilizations also do well on Empire Wars, as starting in Feudal Age avoids many of the problems that one normally encounters when going Archers, such as being up later than a player going Scouts.
Empire Wars games often times see heavy Feudal Age aggression, with either Scouts or Archers. Starting with a Barracks means players can drop a Stable or Archery Range almost immediately, and Spearmen can be trained to defend against Scouts very early. Since players start with no walls and military can be created quickly, players will try to rush their opponents economy to kill Villagers. This leads to fast, aggressive games.
While being aggressive early is normal for Empire Wars, it's not rare to see other strategies either. Much like normal Random Map games, players can Fast Castle, usually with a civilization such as Saracens with their Market bonus that can achieve this quickly. Players may also opt to go for fish on maps that have water. Starting with 200 wood and in Feudal Age means a Cuman player can drop a second Town Center within a minute of gameplay as well, though this is very risky as it leaves the player open to harassment by the opponent's army.
Changelog[]
- With update 36906, Chinese, Maya, and Inca start with the standard number of villagers and resources.
- With update 42848, players now start with 5 farms as opposed to the previous 8. One additional Villager starts on berries, wood, and gold.
- With update 42848, Aztecs start with the standard amount of gold.
- With update 42848, herdable animals no longer spawn on maps that start with the standard number of Villagers.
- With update 66692, starting resources are now applied like in random maps.
- With update 66692, Feudal Age advance bonuses are correctly applied at the start.
Huns With update 111772, the player now starts without both the -100 wood penalty and the pre-generated Houses.
Age of Empires III: Definitive Edition[]
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Unlike in Age of Empires II, every civilization starts with different resources:
| Civilization | Food | Wood | Coin | Export/Influence | Workers | Livestock | Wagons/Rickshaw/Travois/Unit |
|---|---|---|---|---|---|---|---|
| 1,200 | 400 | 100 | N/A | 12 Settlers | None | Outpost | |
| 900 | 300 | 500 | N/A | 12 Merchant | None | Outpost, Envoy | |
| 1,120 | 300 | 100 | N/A | 9 Coureur des Bois | None | Outpost, Kiowa Scout | |
| 1,100 | 200 | 400 | N/A | 5 Settler Wagons | None | Outpost | |
| 900 | 500 | 100 | N/A | 9 Yörük | None | Outpost | |
| 1,000 | 300 | 100 | N/A | 13 Settlers | None | Outpost | |
| 1,400 | 300 | 100 | N/A | 14 Settlers | None | None | |
| 1,100 | 300 | 100 | N/A | 12 Settlers | None | Outpost, War Dog | |
| 1,100 | 400 | 100 | N/A | 11 Settlers | None | Outpost | |
| 1,200 | 300 | 100 | N/A | 12 Settlers | None | Outpost | |
| 1,200 | 300 | 100 | N/A | 11 Settlers | 1 Cow | Outpost | |
| 1,000 | 400 | 100 | 180 | 12 Villagers | 1 Goat | Castle | |
| 1,100 | 300 | 100 | 180 | 13 Villagers | None | Castle, Orchard x2 | |
| 900 | 500 | 100 | 180 | 12 Villagers | None | Castle | |
| 1,200 | 400 | 100 | N/A | 12 Villagers | None | Warrior Priest | |
| 1,300 | 200 | 100 | N/A | 11 Villagers | None | Discovery Travois | |
| 1,200 | 200 | 100 | N/A | 10 Villagers | 1 Llama | None | |
| 1,100 | 200 | 100 | N/A | 12 Villagers | None | None | |
| 900 | 100 | 100 | 200 | 10 Villagers | 4 Zebu Cattle | Livestock Market Builder | |
| 900 | 100 | 100 | 200 | 8 Villagers | 3 Sanga Cattle | Livestock Market Builder | |
| 1,700 | 400 | 100 | N/A | 6 Settlers | None | Outpost, Architect x2 | |
| 1,200 | 400 | 100 | N/A | 12 Settlers | None | Outpost |
When a shipment arrives from the Home City, an additional Infrastructure Wagon arrives along with the shipment, allowing for fast expansion. Each shipment arrives faster too, speeding up games significantly. On reaching the Commerce Age, an additional shipment arrives, and several structures can be built before the normal age requirement.
Age of Empires IV[]
Like in Age of Empires III, every civilization has a unique start, but most share the same overall starting units and buildings:
- 1
Mill near the Berries - 1
Lumber Camp near Wood - 1
Mining Camp near Gold - 4
Houses - 20
Villagers already collecting resources
- 11 at Food (generally all on Sheep, see "Food Villagers distribution" column for variations)
- 5 at Wood
- 4 at Gold
- 4
Villagers in queue - 2
Scouts - 6
Herdable Sheep near Town Center - Starting resources: 100 food, 200 wood, 150 gold
Every civilization's changed/unique starting conditions are:
| Civilization | Buildings | Units | Food Villager distribution | Other |
|---|---|---|---|---|
| · 1 · 1 · +4 |
· 4 at Sheep · 7 at Berries |
· All Houses and Market within influence of House of Wisdom | ||
| · 1 |
· -1 |
· +150 olive oil · Houses located near different resources | ||
| · 1 · -2 |
· 1 · 1 · -1 · -1 |
· Sheep near Mill | ||
| · 1 |
· 3 |
· 4 at Sheep · 7 at Berries |
· Forestry, Efficient Production and Wheelbarrow research in progress | |
| · 8 |
· 8 on Farms · 3 at Sheep |
|||
| · +1 · 1 |
· +1 · +2 |
|||
| · 1 · 1 · -1 · -1 |
||||
| · 1 -2 +1 |
· +2 -2 +4 |
|||
| · 1 |
· |
|||
| · · · +1 |
· -1 · +1 |
|||
| · 1 · 1 |
· +1 No |
· Wood Villagers start out at Town Center and walk to wood | ||
| · 1 · +3 |
· +2 |
· All (11) at Cattle | · All Houses within influence of Pit Mine | |
| · No · 1 · 1 · 2 |
· +1 -1 -1 · 1 |
· | ||
| · 18 · 0 |
· 10 at Sheep | · 5 Gilded Villagers at Wood · 3 Gilded Villagers at Gold | ||
| · 1 · 1 |
· 30 Vizier XP | |||
| · · +1 · 1 |
· +1 |
Changelog[]
- Originally, the standard starting Villager count was 12 on food, 6 on wood, 5 on gold. With update 13.0.4178, 1 Villager was removed from each resource. Several civilizations also had their Villager distribution adjusted such that if they originally had one less Villager on one resource (such as food), they may now have one less on another resource (such as wood).
| Game modes in the Age of Empires series | |
|---|---|
| Main | Campaign (II) · Multiplayer · Random map · Deathmatch · Lightning · Regicide · Nomad · Co-op (Arena of the Gods) · D3 · Free-for-all · The Crucible |
| Additional | Battle Royale · Capture the Relic · Defend the Wonder · Dominion · Empire Wars · Historical map · King of the Hill · Sudden Death · Treaty · Turbo Random Map · Tycoon · Wonder Race |
| Limited time | Chaotic Climate · Chart a Course · Conqueror’s Cache · Full Moon · Map Monsters · Season's Feast |