Traditional Culture Encyclopedia - Traditional festivals - Analysis of the advantages and tactics of various races in Age of Empires 2
Analysis of the advantages and tactics of various races in Age of Empires 2
Features:
1. 3 more villagers, town center can support 10 population (5 more than other races) but 150 less food.
2. Technology development costs -10% (feudal era) -15% (castle era) -20% (imperial era).
3. 50% longer life for Chinese blasters.
Featured Weapon: Zhuge Crossbow
Troops Missing: Musketeer, Artillery, Rapid Spitfire, Elite Gunship, Ranger
Technology Missing: Engraving and Printing, Enclosure, Pedal Crane, Guilds, Wheel Crafting
China is still a fast-attacking nation, and although there are no cheaper peasants in the Generation, there are 3 more villagers right at the beginning to gather more resources, and to upgrade faster. Also, since China's town centers can support 10 people, China can start making housing only when the 3rd villager is produced (about 25 seconds), whereas other nations have to start making housing when the 1st farmer is produced, so even with low resource allocation, although the production of the second farmer is delayed, due to the advantage of doubling the number of farmers (6:3), and not having to spend a single farmer to build a house, it is still a fast-attacking nation. and not having to spend a peasant to build housing, the food disadvantage can be quickly caught up (1:30), and without losing balanced development, China in general can upgrade to the Feudal Age at least half a minute earlier than other nations. Especially his characteristic weapon Zhuge crossbow, is determined, because this weapon the more to the late role of the relatively smaller, blasting ship's life value of the life of 50% longer, and therefore can be greater close to the enemy ship to complete the mission. Because of the low cost of technology, you can quickly develop technology and rely on technological advantage to overwhelm the opponent. Like Shang in the same generation China's technology still belongs to a balanced nation, but due to the lack of firearms troop types, it is unfavorable in the later battles, so it is better to end the battle before the imperial era, meanwhile at the same time in the later time the anti-arrow ability of each troop type is very strong, Zhuge crossbow won't be easy to be effective, so China's strategy should be upgrading and developing technology as soon as possible in all aspects, meanwhile constantly interfering with the normal production of the other side, and strive to be the best in the Castle Age or even Feudal Age to crush the enemy.
2. Great Britain
Features:
1. Town center cost -50%.
2. Infantry archers (except spear throwers) range +1 (Castle Age) +2 (Imperial Age)
3. Shepherds are 25% faster
Featured Weapons: longbowmen
Troop Lacks: musketeers, artillery, heavy crossbows, heavy catapults, heavy siege rammers, gunships, elite gunships, rangers, camel soldiers, heavy camel soldiers
Technology deficiencies: salvation, atonement, fences, pedal cranes, wheeled work, turrets, drilling and quarrying
Production, because of the quickness of the sheep, you should find as many sheep as possible, because sheep farming is a very fast way to get food, so Great Britain can be used to get faster development in the early days, and into the castle era, you can take advantage of the cheapness of the towns and towns can be overhauled! After entering the Castle Age, they could take advantage of the cheapness of their towns to build up their town centers and gather resources (their town centers only cost 38 timber more than the resource gathering grounds). Britannia is also an offensive people, they are good at archery, especially their longbow soldiers can reach the same range as the castle, a large team of longbow soldiers is a living castle, and the price is also quite fair. Great Britain did not have camel soldiers, so when they encountered a French nation that relied on cavalry, they had no choice but to make lancers to resist. To sum up the above conclusion is to use the Great Britain nation, guard is unable to guard, only the use of shepherding advantage early to seize the first development, into the castle era, the use of cheap town centers to seize a variety of resources, suppress the opponent's development, the use of archers of the range advantage of constant harassment, weakening the enemy's production, so that the enemy can not organize a strong army, is the way to win, for the exploration of the map for the Great Britain The exploration of the map is even more important for Britannia players, as good scouting intelligence is needed to realize all of the above scenarios, so I'm wondering if Britannia would be more comfortable to use in a group mode (several people controlling the same nation)?
3. Teuton
Features:
1. Monk healing distance ×2
2. Defensive towers garrison size ×2, garrison firepower ×2
3. Free upgraded firing holes
4. Farming costs -33%
5. Town center firing distance +5, attack power +2
Features Weapons: Teutonic warriors
Troop types missing: crossbowmen, heavy mounted archers, heavy siege chariots, elite gunships, light cavalry, camel troopers, heavy camel troopers
Technology missing: horsemanship, drydocks, shipwrights, drilling and gold mining, gauntlets, architecture
Teutons are a typically defensive people, but can be taken by surprise with the range and power of their town centers. Launching the so-called base attack (see the article "Peasant Uprising in the Age of Emperors Ultimate Strategy" for more details, but don't take this risky tactic if the opponent is a master.) The cheap cost of farmland can be used to quickly organize production by cultivating large areas, so food is not a concern for the Teutons. The advantage of defensive towers can be useful in case of an enemy attack, and the healing speed of monks can benefit the Teutons a lot in the attack, so the Teutons are not a purely defensive civilization from this point of view (their defense is just really strong). The Teutons lack bow and arrow troops, they have a complete line of heavy cavalry, but lack camel and light cavalry and horse training, so the speed of the cavalry is a little inferior to other peoples, the Teutons also do not have drilling and gold mining in the minerals storehouse, the good thing is that the Teutons can take advantage of the defensive advantage of the dead as much as possible control of the gold resources, sooner or later, anyway, they will be their own, faster or slower, it doesn't matter. Very advantageous in late combat, but the Teutonic army's mobility is insufficient, their characteristic weapon is the Teutonic warrior, elite Teutonic warrior's life: 100, attack power: 17, armor: 10, shield: 2, except for Persian war elephants (but the price is much cheaper than war elephants can be), there is no melee soldier is their opponent (including the ranger), but because of its extremely slow movement speed, so it is very afraid of long-range attack troops like archers or mounted archers, so it's best to have cavalry protection when attacking. So Teuton's strategy is very simple is to patiently take advantage of the defense, constantly expanding the sphere of influence, and by virtue of the strong land forces and defensive buildings to hold the main road (that is, the so-called soldiers must fight for the place, and do not have to take the initiative to attack, so that the enemy to send death), only to the enemy's gold depleted or unable to bear to start attacking, you can be in the artillery under the cover of the cavalry, infantry composite group, with a certain number of musketeers (to supplement the lack of shooters) (to supplement the lack of shooters) as a mid-range defense, and easily defeat your opponent with an absolute advantage.
4. Frankenstein
Features:
1. Castle cost -25%
2. Knights' life +25%
3. Free farmland upgrades
Featured Weapons: Axe Throwing Warriors
Troop Type Shortage: Powerful Crossbowmen, Camel Troopers, Heavily-armed Camel Troopers, Elite Gunships, Heavy Stone Thrower
Tech Shortage: Drilling and Quarrying
Technology deficiencies: drilling and quarrying, guard towers, fortresses, turrets, escorts, archer's lock armor, protective belts, shipbuilders, salvation, atonement, engineers, two-man saws, guilds
The Franks are also a typically offensive people, and since they can only make watchtowers and lack all upgrades, France can't construct strong fortifications, and Frankish monks are just as bad as those of Great Britain, so don't count on them, but the free upgrades for farmland will allow Frank to farm steadily without having to worry about upgrades, and Frank's specialty lies in their knightly superiority, Frank's knights are the most powerful, and cavalry was the mainstay of the war until the advent of mechanized forces. So the advantage of mobile troops is enough for Frank to fight for supremacy, especially against those peoples who do not have camel soldiers, it is difficult to block the speedy knights with lancers alone, Frank's ranger is the most powerful in melee except for the Persian war elephants and the Teutonic warriors, and neither the Persian war elephants nor the Teutonic warriors are fast enough (one is afraid of monks, and the other is afraid of long-range weapons), so Frankish ranger is still the best to use. Another advantage of the Franks was the cheapness of their castles. You may not think this is important, but using castles to attack at a step-by-step basis was a very effective means of attack. In addition, Franks have gunpowder weapons, so Franks are still a very powerful nation in the late game. So for beginners, Franks are the better choice. Also Frank's axe-throwing warriors have both infantry offense and long range weapons, which is good in real combat. Frank's biggest fear is to meet the people who are good at making camel soldiers (Byzantine, Arab), so the Frank's troop advantage can not be utilized. But if the axe-throwing warriors are mixed into the knight formation, it can be quite a good complementary effect.
5. Byzantium
Features:
1. Building life value, Dark Ages +10%
Feudal Ages +20%
Castle Ages +30%
Empire Ages +40%
2. Price of Camel Troopers, Axe-throwing Troopers, and Spear-wielding Troopers -25%
3. Fire-breathing ships Attack +20%
4. Upgrade to Imperial Age Cost -33%
Special Weapons: Armored Cavalry
Special Weapons Missing: Heavy Crossbow, Heavy Stone Thrower
Technology Missing: Engineer, Blast Furnace, Stonemasonry, Architecture, Siege Technician, Pre-Heat Shot, Pedal Crane
Byzantium is a balanced nation between offense and defense, and its soldier types and technology is the most comprehensive, is a very easy to get started with the people, due to his camel soldiers, spear throwers, spearmen are very cheap, so can withstand the enemy's early cavalry + archery Rush, although there is no stonemason and architectural, but due to the Byzantine in the building life value of the advantage is enough to offset this shortcoming (and with the upgrade of town centers and automatically increase, do not need to spend extra money), the Byzantine lack of blower furnace, the Byzantines are the best in the world. Byzantium's cavalry and infantry, lacking blast furnaces, may be slightly inferior at the highest levels, but Byzantium's cheaper camel soldiers are a complete counterweight to the opponent's cavalry superiority, and the armor cavalry, which specializes in killing infantry, is the nemesis of the mighty infantry (e.g., Teutonic warriors, berserkers, and whatnot), and Byzantium has no shortage of all other types of soldiers except for the fact that it can't make two types of high-level siege weaponry. All other types of soldiers are not lacking (musketeers and artillery can completely replace these two), Byzantium's monks are the most powerful, he has all the upgrades, at the same time due to the low cost of upgrades to get the imperial era, Byzantium is even more of an advantage in resources, in naval battles, Byzantium is no slouch, they have all types of naval forces, in addition to their Spitfire attack 20% more powerful, which is enough to hold off anyone with a powerful Nation's large fleet attack. In Empire 2 Byzantium has no obvious weaknesses (and certainly no outstanding strengths, especially in the early days) or fear of a particular nation, so using Byzantium will certainly not be a losing proposition as long as you play it safe and develop it into the later stages.
6. Viking
Features:
1. Battleship cost -20%
2. Infantry life value Feudal Age +10%
Castle Age +15%
Empire Age +20%
3. Free upgrades to solo carts and wheelbarrows
Featured Weapon: Dragon-head Battleship, Berserkers
Troop types missing: heavy mounted archers, musketeers, camel soldiers, heavy camel soldiers, rangers, heavy stone throwers, artillery, spitfires, fast spitfires
Technology missing: horse trainers, shipbuilders, fortresses, turrets, salvation, sanctity, inspiration, steel armor for cavalry, foot cranes, drilling and quarrying, guilds
The Vikings are a typical offensive people, and their The way out lies in the use of one-wheeled wheelbarrows, wheelbarrows free upgrade advantage of rapid development of production, upgrading and launching an attack, they have two kinds of special weapons, leading warships is the king of sea battle, they are like the sea Zhuge crossbow, can launch several arrows at a time, but there is no fire-breathing ships will make the Viking Navy's defense is facing a big problem, the good thing is that due to the cheapness of the ships, the Viking can be inhibited from the beginning of each other on the sea The good thing is that due to the cheapness of the ships, the Vikings could suppress the opponent's development on the sea from the beginning, so that the enemy could not form a sea power at all. At the same time, with the power of gunships and leading warships mixed, can also be quickly dealt with. Berserkers can slowly self-heal, fight can fight and stop, replenish blood and then fight, is not very advantageous. Of course Berserkers aren't invincible, "Because of Viking's over-reliance on infantry, its armies lacked mobility, which made Viking forces weak when encountering large groups of shooters." So the Vikings were also a people who had to develop early while limiting the development of others, and if they let the other side's long-range weapons scale up, the situation was not good.
7. Gothic
Features:
1. Infantry cost: Feudal Age -10%
Castle Age -15%
Imperial Age -25%
2. Infantry attack on buildings +1
3. Villagers attack on beasts +5
4. Imperial Age Population cap +10
4. 10
Featured Weapon: Close Guard
Troops Missing: Power Crossbowmen, Camel Troopers, Heavy Camel Troopers, Rangers, Elite Gunships, Heavy Catapults, Heavy Siege Charges
Technology Missing: City Gates, Stone Walls, Enhanced Walls, Vigilant Towers, Fortresses, Artillery Towers, Dry Docks, Sieges, Rescue, Atonement, Engraving and Printing, Steel Armor for Cavalry, Steel Armor for Infantry, and Drilling and Mining for Gold
It is clear that the Goths are a nation that feeds on infantry, while due to the fact that Goth villagers are strong against beasts, the Goths don't have to worry about encountering wolves during long-distance calls for villagers (such long-distance calls are often the prelude to launching an early attack), and the Goths don't have a bad navy, with all the troop types except for the Elite Gunboats. However, the Goth's defense is surprisingly poor, with not even a stone wall and the ability to only build guard towers instead of upgrading them. Due to the lack of two of the most advanced armor technologies, Gothic infantry can only rely on numbers to win in the end, but if you meet a nation that relies on archery (China, Great Britain), the Goths will be dumbfounded, they do not have camel soldiers, and cavalry is not very strong, don't worry, Gothic's special weapon, the Knights, was designed for this purpose, and it is said that an upgraded Elite Knights can take 5 volleys from 20 Longbowmen (scary!). ), and the natural shield makes the Kintetsu a natural enemy of archers. Also Gothic infantry's special ability against buildings allows Goths to launch a fast attack in Feudal Age, quickly upgrade to Feudal Age, and create 15 swordsmen in a row, so if the opponent isn't adequately prepared (and builds archery towers like crazy), he's dead! Gothic priests are weak, so don't count on him, use him to replenish blood at best.
8. Celtic
Features:
1. Infantry movement speed +15%
2. Lumbering speed +15%
3. Siege weapon fire speed +15%
4. Sheep can't be converted within Celtic's field of view
Featured Weapon: Indigo Raider
Troop types missing: Power Crossbowmen, Musketeers, Camel Troopers, Heavy Camel Troopers, Heavy Catapults, Fast Spitfires, Elite Gunships, Artillery
Technology deficiencies: escorts, turrets, salvage, atonement, engravings, inspiration, archer's corsetry, gauntlets, cavalry steel armor, architecture, two-man saws, wheelwork
The Celtic siege weaponry was the best of all the peoples of empire 2. Not only was it full of troops. But also their firepower is fierce, one of the outstanding features of their infantry is their speed, and they have the full range of infantry and cavalry, especially their specialty weapon: the Indigo Raider, which is the fastest of the infantry. Also the speed of Celtic wood cutting is a major advantage, bearing in mind that logging was a persistent problem throughout the Empire series, with early development dependent on timber. Since fewer logging villagers can be used, more villagers can be freed up to gather other resources. Celtic archers are the worst, lacking not only powerful crossbowmen but also two of the highest level bow upgrade techs, plus Celtic monks are very poor. Also Celtic has no firearms. The Celts would be better off launching a surprise attack in the middle of the war, using the speed of their infantry and the firepower of their siege weapons to force their way through the enemy's towns, but of course still sending a certain number of cavalry to maneuver and cover. If we get into the later stages of the war, I'm afraid there's not much of an advantage for the Celts other than spoiling resources.
9. Turkey
Features:
1. Gunpowder troops +50% life value, research gunpowder technology -50%
2. Gold mining work faster +15%
3. Free research chemistry
4. Free upgrade light cavalry
Featured Weapon: Turkish Pro-Troopers
Troop types lacking: Powerful Crossbowmen, Elite Spear Throwing Warriors, Lancers, Rangers, Medium Catapults, Heavy Catapults, Fast Spitfires
Technology deficiencies: escorts, turrets, salvage, engravings, siege technicians, drilling and quarrying, wheelwork
Turkey can be described as a Gunpowder Nation, with virtually all of it's specialties being related to gunpowder (except for the free upgrade to Light Cavalry) and it's the only nation to enter the Castle Age to have firearms (its specialty weapon: Turkish proctors were musketeers.) Its technology is also very comprehensive, and what it lacks is almost always compensated for in other areas. In fact, Turkey's disadvantage is that it doesn't have much of an advantage in the early game (except for faster gold mining), but as soon as it enters the middle game (Castle Era), its advantage immediately manifests itself, just think of a team of heavy cavalry in Castle Era followed by a team of Turkish prots with better attack and range than archers, how can you resist?
10. Saracen
Features:
1. Market trade cost only 5%
2. Transport life x2
Transport capacity x2
3. Battleships attack 20% faster
4. Mounted archers attack buildings +3
Featured Weapon: Slave cavalry
Technology deficiencies: shipbuilders, turrets, engineers, architecture, guilds, warm-up fire, drilling and quarrying, wheeling
The Saracens' biggest weakness is the lack of paladins, and their cavalry is the worst of the lot (I lost a game my first time with the Saracens). In naval warfare, although the slave cavalry is camel soldiers, but also a kind of mounted archery, due to the lack of cavalry this kind of hair deep skin "meat shield", so that the Saracens in the attack is very difficult, of course, they can make the highest level of infantry and the best monks, but after all, the speed of the infantry is limited, can not be maneuvered to combat, there is no cavalry to cover the monks are very dangerous, so the Saracen is very dangerous, so it is not a good idea. Dangerous, so the Saracens are also best in the castle era for strategic duel, really can not be must be delayed until the ability to manufacture firearms before the duel, just ascended into the imperial era for a while of that period of time for the Saracens is the darkest. At this time, even China or Great Britain such a people can be in front of the paladin followed by a team of archers (zhuge crossbow or longbow soldiers) plus several stone throwers to erode the territory of the Saracens.
11. Mongolia
Features:
1. 20% faster attack speed for mounted archers
2. +30% life for light cavalry
3. 50% faster hunting
Featured Weapon: Mongolian mounted archers
Troop Deficiencies: Musketeers, rangers, artillery, fast firebreathers
Technology Deficiencies: Drydock, Fortress, Turret, Salvation, Holy, Engraving, Inspiration, Archer's Armor, Cavalry's Steel Armor, Architecture, Pedal Crane, Two-man Saw, Guilds, Rotation
Mongolian's distinguishing feature is its mobility, and its advantageous types of troops are all mobility, don't underestimate the light cavalry with +30% of their life value, which can be used as a sneak attack force, harassing the enemy. If you meet the enemy's heavy cavalry, you can not fight hard, you can lead the enemy to their own ambush circle, and use a large number of mounted archers plus camel soldiers to destroy the enemy. Mongolia is the most important thing is not to let the enemy successfully rise to the highest level, because Mongolia is not able to take the initiative to attack, can only attract the enemy out to eliminate. And if the enemy's long range attack weapons (artillery, muskets) are developed, Mongolia will have a hard time. Of course, Mongolia can also win with light cavalry if it can be dragged to a situation where both sides run out of ground gold, but this is rarely the case in real life, especially when it comes to 1vs1.
12. Japan
Features:
1. Fishing boats have x2 life and +2 armor;
Dark Age efficiency +5%
Feudal Age efficiency +10%
Castle Age efficiency +15%
Empire Age efficiency +20%
2. (Mills, Quarries, Gold Mining Warehouses, Lumberyards) Cost -50%
3. Feudal Era Infantry Attack Speed +15%
Castle Era Infantry Attack Speed +20%
Emperor Era Infantry Attack Speed +25%
Featured Weapons: Samurai
Troop Types Missing: Camel Troopers, Heavy Camel Troopers, Rangers, Heavy Demolition Ship, Heavy Siege Charge, Heavy Stone Thrower, Artillery
Technology deficiencies: turrets, fences, engineers, cavalry steel armor, architecture, preheated fire, foot cranes, drilling and quarrying, drilling and quarrying gold, guilds, and wheeled work
Unlike Generation 1, which was great with cavalry and battleships, Japan's infantry and monks are very good in Empire 2. It's featured weapon: Japanese Samurai has a bonus to the other Japan's specialty weapon: the Japanese Samurai has an attack bonus against all other nations (not one-on-one, but less total consumption), Japan is good for playing maps with water (even a small pond), as theirs is also very good at fishing boats, and due to the cheapness of the Resource Gathering Warehouse (which is the most commonly used building in the game, except for housing, Japan can save quite a bit of lumber). However, Japan's cavalry is not very good right now, and there is no artillery, so Japan will have little advantage in the later stages of the game, and Japan's strategy should be to utilize its advantage in resources to build up its own powerful corps early on, and crush its opponents in one fell swoop.
13. Persia
Features:
1. Starts with 50 more wood and food
2. Town centers, dockyards life value x2,
Productivity:
Feudal era +10%
Castle era +15%
Emperor era +20%
Featured Weapon: War Elephants
Troops missing: powerful crossbowmen, two-handed swordsmen, holy swordsmen, heavy siege chargers
Technology missing: shipbuilders, fortresses, turrets, enhanced walls, salvation, sanctification, atonement, enlightenment, gauntlets, siege technicians, pedal cranes
Persia is the only nation with war elephants in Empires 2, and even though they have terrible monks, a team of elephant soldiers If you're not sure, a few rangers will suffice. Persia's infantry is very bad (up to longswordsmen), but it doesn't really need it. If you encounter Byzantium and other camel-crazy nations, you can build some camels to fight back, knowing that camels have the advantage of attacking all cavalry (including light and heavy cavalry), elephants, and camel soldiers themselves. , Elephant Soldiers, and Camel Soldiers themselves), and as for the resource advantage that Persia starts with, it's still useful under standard resource conditions. Also the speed at which Persia's villagers and fishing boats can produce is helpful in its rapid development, as Persia is in great need of food. Therefore cutting off Persia's food sources would be the death of Persia.
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