Land units are now divided into seven classes, each with a vital role. The purpose of each class is amplified, as bonuses vs. other classes reach well above 50%! *Faith award – put all citizens under direct temple influence, convert enemies The Prophet – a citizen leader, the Prophet is best kept at home were it can boost the morale and loyalty of citizens and clergy. Each religious group has it's own architecture, unit style, bonuses, etc. like 'regions' in EE2. The religions: Dark Age religions: Monotheistic age religions: *Ancient Age *Polytheistic Age *Dark Age *Monotheistic Age
The game takes place over sixteen-hundred years, from 100 B.C. to 1,500 A.D. The ages are: Ancient Age, Polytheistic Age, Dark Age, Monotheistic Age, and finally - Rennaiseance.
By building temples and clergy units, and succeeding in economy and military, you may influence other civs – causing them to slowly convert: first to your architecture, then your religion, then they rebell, and finally – go under your control.
Temples provide 'Clergy' – a special population resource used to create clergy units. Each Temple increases the speed of nearby citizens, decreasing their chance to revolt or convert. Temples reduce influence. Overall, there are five clergy units in the game, each with it's own purpose.
Each age has four technologies, and four 'philosophies'. Temples research these techs. Each temple missioned to research a tech, will increase the research speed; which means you can devote several temples to one tech so it'll research faster. Techs research really slow. Each tech has a precentage bonus, such as "+20% archer attack", and two non-precentage bonuses, such as "enable sentry-tower attack ability". When the tech-research is 1/3 complete, one of the non-precentage bonuses is enabled. When the tech-research is 2/3 complete, the other non-precentage bonus is also enabled. When the tech is complete, the precentage bonus is enabled.
Your citizens may present you with one of six awards, for worthy acts. Each award gives a general bonus, plus a powerfull achievment when activated. You must own atleast 3 cities before you can win an award.
+1 morale +1fervor for all units. Cuts-off all enemy influence for 10 minutes when activated.
Empire award – win battles, build cities
+1 of each armor type for all land units. Instant-build wonder when activated.
*Navy award – win sea battles, build ships
-30% cost and build time for all ships, reveal all enemy ships and shipyards when activated.
*Economy award – build wonders, build cities, own resource-sources
+5000 wealth and food, +1000 wood and stone. Trade routes and cities yield more gold for ten minutes when activated.
*Leader award – gain 'kills' for leader, kill enemy leaders
+500 health for leader, +100% power for leader. Grants second leader when activated.
*Diplomacy award – gain allies, hold foreign trade-routes
No influence from allies. Obliterates tribute tax for ten minutes when activated.
Your nation may have a powerful leader, that can use three different abilities, and select and switch between three passive 'aura' style abilities.
The King – the king specializes in conquest and siege, as he bonuses cavalry and siege units.
The Saint – a powerful leader, the saint benefits infantry and archery units, as well as the research of technologies and philosophies.
There are two basic resources in the game: food, and wealth. Food is harvested from farms, which can only be created in cities' areas. Wealth is slowly generated at cities, and is produced by merchants traveling between markets. Three other resources exist in the game, wood, stone, and metal. These are harvested in small quentities from the wild.
Five campaigns, each consisting of more then six missions, includind Muhammad the Prophet, the 100 years war, the first crusade, Nobunaga, and many more.
Religion special:
Religion bonuses:
Included nations: Rome, Greece
Special units:
Religion special:
Religion bonuses:
Included nations: France, England
Special units:
Religion special:
Religion bonuses:
Included nations: Egypt, Persia, Nubia, Mali
Special units:
Archer Chariot – anti-siege
Religios special:
Religios bonus:
Included nations: Judea
Special units:
Religion special:
Religion bonuses:
Included nations: China, Japan
Special units:
Religion special:
Religion bonuses:
Included nations: Greece, Rome, England, France
Special units:
Legionnnher – infantry
Religion special:
Religion bonus:
Included nations: Egypt, Persia, Nubia, Mali
Religion units:
Shahyd – holy warrior
Religion special:
Religion bonuses:
Included nations: China, Japan
Religion units:
Hwacha – siege
Religion special:
Religion bonuses:
Included nations: Rome, France, England
Religion units:
Religion special:
Religion bonuses:
Included nations: Greece
Religion units:
Religion special:
Religion bonuses:
Included nations: Egypt, Nubia, Mali
Religion units:
Sheik – clergy
Camel Merchant - merchant
Religion special:
Religion bonuses:
Included nations: Persia
Religion units:
+25% wealth generation at cities
+25% attack for infantry
Religions:
Classical ->
*Legionnhier(Ancient-Dark) – infantry: expensive, strong, slow, high armor
*Centurion(Polytheistic) – infantry: expensive, weak, fast
*Trebuchet(Mono-Ren) – siege: medium cost, strong, slow, long-range
*Cardinal (Mono-Ren) – clergy: empowers citizens, speeding them
*Knight (Dark-Ren) – holy warrior: immune to conversion, extra-dmg vs. priests and other holy warriors – fast, high armor
+25% food harvest at farms
-25% philosophy research cost
Religions:
Classical ->
*Legionnhier(Ancient-Dark) – infantry: expensive, strong, slow, high armor
*Hoplite(Ancient-Poly) – anti-cavalry: slow, high attack, low pierce armor
*Trebuchet (Mono-Ren) – siege: medium cost, strong, slow, long-range
*Cataphracht (Poly-Mono) – cavalry: expensive, strong, high armor, high attack, slow
*Fighting Monk (Mono-Ren) – holy warrior: immune to conversion, extra-dmg vs. priests and other holy warriors: cheap, slow, weak
*Fire-Ship (Dark-Mono) – fighting sail: balanced.
+25% attack for archers
-25% cost and build-time for ships and shipyards
Religions:
Barbarian ->
*Axe-Thrower (Ancient-Dark) – archery: cheap, fast-trained, short-range
*Pikeman (Dark-Mono) – anti-cavalry: balanced
*Halberdier (Ren) – anti-cavalry: stronger Pikeman
*Knight (Dark) – holy warrior: immune to conversion, extra-dmg vs. priests and other holy warriors – fast, high armor
*Paladin (Mono-Ren) – holy warrior: improved version of the Knight
+10% cavalry speed
+2 influence
-20% cost and build time for gunpowder units
Religions:
Barbarian ->
*Axe-Thrower (Ancient-Dark) – archery: cheap, fast-trained, short-range
*Flammobalista (Mono) – gunpowder: though slow and expensive, this gunpowder unit gains a bonus vs. anti-cav, anti-siege, and walls
*Knight (Dark-Ren) – holy warrior: immune to conversion, extra-dmg vs. priests and other holy warriors – fast, high armor
*Crusader (Mono-Ren) – holy warrior: immune to conversion, extra-dmg vs. priests and other holy warriors: fast, special bonus vs. Muslims, Sunis, and Sheis.
-25% cost and build-time for wonders
-25% technology research cost
Religions:
Pagan ->
*Assasin (Ancient-Mono) – spy: the assasin remains cloacked when not in action, and can deal 'leaders' 75% dmg in one unique strike
*Archer Chariot (Ancient-Poly) – anti-siege: expensive, fast, medium attack and armor
*Camel Warrior (Dark-Ren) – cavalry: cheap, slow, good and attack and defense, uneffected by terrain
*Shahyd (Dark-Ren) – holy warrior: immune to conversion, extra-dmg vs. priests and other holy warriors: cheap, low armor, bonus vs. christians, catholics, and orthodox
*Sheik (Dark-Mono) – clergy: sheiks are 'monk' type clergy units, revealing nearby spies. They can settle in a temple to increase research speed and the temple's influence range
+25% wealth yield in trade routes
+10% attack for cavalry
+10% health and attack for anti-siege
Religions:
Pagan ->
*Immortal(Ancient-Poly) – anti-cavalry: medium cost, high armor, medium attack
*Assasin (Ancient-Mono) – spy: the assasin remains cloacked when not in action, and can deal 'leaders' 75% dmg in one unique strike
*Archer Chariot (Ancient-Poly) – anti-siege: expensive, fast, medium attack and armor
*Camel Warrior (Dark-Ren) – cavalry: cheap, slow, good and attack and defense, uneffected by terrain
*Shahyd (Dark-Ren) – holy warrior: immune to conversion, extra-dmg vs. priests and other holy warriors: cheap, low armor, bonus vs. christians, catholics, and orthodox
*Sheik (Dark-Mono) – clergy: sheiks are 'monk' type clergy units, revealing nearby spies. They can settle in a temple to increase research speed and the temple's influence range
+25% crush-armor for structures
Start game with leader
Religions:
Pagan ->
*Assasin (Ancient-Mono) – spy: the assasin remains cloacked when not in action, and can deal 'leaders' 75% dmg in one unique strike
*Archer Chariot (Ancient-Poly) – anti-siege: expensive, fast, medium attack and armor
*Camel Warrior (Dark-Ren) – cavalry: cheap, slow, good and attack and defense, uneffected by terrain
*Shahyd (Dark-Ren) – holy warrior: immune to conversion, extra-dmg vs. priests and other holy warriors: cheap, low armor, bonus vs. christians, catholics, and orthodox
*Sheik (Dark-Mono) – clergy: sheiks are 'monk' type clergy units, revealing nearby spies. They can settle in a temple to increase research speed and the temple's influence range
-25% cost and build time for markets and merchants
recieve free citizen for every barracks built
Religions:
Pagan ->
*Assasin (Ancient-Mono) – spy: the assasin remains cloacked when not in action, and can deal 'leaders' 75% dmg in one unique strike
*Archer Chariot (Ancient-Poly) – anti-siege: expensive, fast, medium attack and armor
*War Elephant (Ancient-Ren) – anti-siege: expensive, slow, medium armor, greatest amount of health, high attack
*Camel Warrior (Dark-Ren) – cavalry: cheap, slow, good and attack and defense, uneffected by terrain
*Shahyd (Dark-Ren) – holy warrior: immune to conversion, extra-dmg vs. priests and other holy warriors: cheap, low armor, bonus vs. christians, catholics, and orthodox
*Sheik (Dark-Mono) – clergy: sheiks are 'monk' type clergy units, revealing nearby spies. They can settle in a temple to increase research speed and the temple's influence range
-30% cost and build time for cities
+25% health for gunpowder units
Religions:
Confusian ->
*Scholar (Ancient-Poly) - clergy: scholars are 'monk' type clergy units, revealing nearby spies. They can settle in a temple to increase research speed and the temple's influence range
*Firelance (Dark-Mono) – gunpowder: one of the earliest forms of gunpowder use was like 'flaming arrows'. Bonus vs. anti-cav, anti-siege, and walls.
*Sabotioure (Dark-Mono) – gunpowder: suicide unit. effective both vs. buildings and on the battlefield.
*Turtle Ship(Poly-Mono) – fast-battleship: cheap, high armor, slow, low attack
*Hwacha (Mono-Ren) – siege: a more advanced form of the firelance, balanced.
*Shaolin Master - holy warrior: immune to conversion, extra-dmg vs. priests and other holy warriors: low armor, fast attack.
+20% food harvest from fishing
citizens may kill any animal with one hit
+10% attack for anti-cavalry
Religions:
Shintu ->
*Scholar (Ancient-Poly) - clergy: scholars are 'monk' type clergy units, revealing nearby spies. They can settle in a temple to increase research speed and the temple's influence range
*Samurai (Dark-Ren) - holy warrior: immune to conversion, extra-dmg vs. priests and other holy warriors: expensive, slow, high armor, fastest attack rate
*Ninja (Poly-Mono) – spy: cloacked when not acting. Can weaken the attack of defensive structures.
*Firelance (Dark-Mono) – gunpowder: one of the earliest forms of gunpowder use was like 'flaming arrows'. Bonus vs. anti-cav, anti-siege, and walls.
*Hwacha (Mono-Ren) – siege: a more advanced form of the firelance, balanced.
-25% build time and cost for scouts and spies
-25% build time and cost for all clergy units
+10% resistance for all units
Religion:
Jeudism
*Oracle (Ancient-Poly) – spy: oracles have a very small los, which grows when they stand in one place.
*Zealot (Poly-Ren) - holy warrior: immune to conversion, extra-dmg vs. priests and other holy warriors: the earlliest holy-warrior available in the game. Cheap and effective.
*Emissary (Dark-Mono) – clergy: emissaries work as healers, who can also bless units to battle. Invisible when not moving.
*Jewish Merchant (Dark-Ren) – merchant: Jewish Merchants generate a handfull of wealth, but can not travel between two player-owned markets. Another ability of the JM, is to travel between two markets of two different players, generating wealth for a third-party.
Type: worker
Cost: 50 food
Health: 100
Type: worker
Cost: 60 food
Health: 100
Type: clergy
Cost: 100 gold, 50 food
Health: 75
Age: Ancient+
Ability: convert
Type: spy
Cost: 50 food, 75 gold
Health: 70
Attack: 6 (hack)
Armor: 1 (mobility)
Abilities:
Gather Intelligence
Reveal Spies
Ages: Ancient, Polytheistic, Dark
Upgrades to ->
Type: worker
Cost: 50 wood
Health: 100
Armor: 0
Age: Ancient, Polytheistic,
Upgrades to ->
Type: naval transport
Cost: 100 gold, 100 food, 50 wood
Health: 80
Armor: 1 (crush)
Age: Ancient, Polytheistic
Upgrades to ->
Type: worker
Cost: 100 gold, 100 food, 100 wood
Health: 120
Armor: 2 (mechanical)
Age: Ancient+
Type: infantry
Bonus: vs. archery, gunpowder
Cost: 50 gold, 30 gold
Health: 60
Attack: 15 (hack)
Armor: 0
Age: Ancient, Polytheistic
Upgrades to ->
Type: archery
Bonus vs. cavalry, anti-siege
Cost: 50 gold, 50 food, 10 wood
Health: 60
Attack: 15 (pierce)
Armor: 0
Age: Ancient
Upgrades to ->
Type: cavalry
Bonus vs. infantry, cavalry, gunpowder
Cost: 100 gold, 60 food, 10 metal
Health: 80
Attack: 25 (lance)
Armor: 0
Age: Ancient, Polytheistic
Upgrades to ->
Type: siege
Bonus vs. buildings
Cost: 150 gold, 100 wood \50 stone
Health: 100\130
Attack: 40\65 (crush – rapid)
Armor: 0\1 (mechanical)
Age: Ancient\Polytheistic, Dark
Type: siege
Bonus vs. buildings
Cost: 150 gold, 50 wood, 50 stone
Health: 120
Attack: 60 (crush)
Armor: 1 (mechanical)
Age: Ancient
Upgrades to ->
Type: clergy
Cost: 150 gold, 150 food
Health: 80
Attack: 10 (hack)
Armor: 0
Abilities: heal, bless
Age: Polytheistic+
Type: clergy
Cost: 50 gold, 75 food, 40 wood, 40 metal
Health: 35
Armor: 0
Ability: empower (speedup citizens)
Age: Polytheistic+
Type: archery
Cost: 50 gold, 50 food, 20 wood, 7 metal
Health: 60
Attack: 18 (pierce – rapid)
Armor: 1 (hack)
Age: Polytheistic, Dark
Upgrades to ->
Type: archery
Cost: 50 gold, 30 food, 10 wood, 7 stone
Health: 65
Attack: 25 (pierce)
Armor: 1 (lance)
Age: Polytheistic, Dark
Upgrades to ->
Type: cavalry
Cost: 70 gold, 50 food, 10 wood, 10 stone
Health: 70
Attack: 25 (pierce)
Armor: 0
Age: Polytheistic
Type: siege
Cost: 150 gold, 75 stone, 10 wood
Health: 130
Attack: 60 (crush)
Armor: 2 (mechanical)
Age: Polytheistic
Upgrades to ->
Type: siege
Cost: 100 gold, 100 wood
Health: 100
Attack: 20 (+3 for every unit loaded in)
Armor: 1 (mechanical)
Age: Polytheistic, Dark, Monotheistic
Type: siege
Cost: 100 gold, 50 metal
Health: 80
Attack: 30 (pierce)
Armor: 0
Age: Polytheistic, Dark
Upgrade to ->
Type: fast battleship
Bonus vs. slow battleship and fast battleship
Cost: 100 gold, 100 food, 100 wood
Health: 130
Attack: 30 (pierce)
Armor: 0
Age: Polytheistic
Upgrades to ->
Type: anti-ship
Bonus vs. buildings and special ships
Cost: 200 gold, 100 stone
Health: 100
Attack: 70 (crush – rapid)
Armor: 1 (mechanical)
Age: Polytheistic, Dark
Upgrades to ->
Type: clergy
Cost: 100 gold, 100 food, 30 wood, 30 stone, 30 metal
Health: 110
Armor: 0
Abilities: reveal spies, research
Type: worker
Cost: 100 gold, 100 wood
Health: 100
Armor: 0
Age: Dark+
Type: naval transport
Cost: 100 gold, 100 food, 50 wood, 50 metal
Health: 80
Armor: 1 (crush)
Age: Dark+
Type: infantry
Cost: 50 gold, 50 food
Health: 70
Attack: 20 (hack)
Armor: 1 (pierce)
Age: Dark
Upgrades to ->
Type: infantry
Cost: 100 gold, 100 food, 50 metal
Health: 80
Attack: 30 (hack – slow)
Armor: 2 (pierce)
Age: Dark, Monotheistic
Upgrades to ->
Type: anti-cavalry
major bonus vs. cavalry
Cost: 50 gold, 50 food, 20 wood
Health: 60
Attack: 20 (strike)
Armor: 0
Age: Dark
Upgrades to ->
Type: cavalry
Cost: 100 gold, 50 food, 50 metal
Health: 120
Attack: 30 (lance)
Armor: 1 (mobility)
Age: Dark
Upgrades to ->
Type: siege
Cost: 150 gold, 50 wood, 100 stone
Health: 150
Attack: 60 (crush)
Armor: 2 (mechanical)
Ages: Dark, Monotheistic, Rennaiseance
Type: siege
Cost: 100 gold, 50 metal, 30 wood
Health: 100
Attack: 40 (crush)
Armor: 1 (mechanical)
Ages: Dark
Type: fast battleship
Cost: 100 gold, 100 food, 50 metal, 50 wood
Health: 150
Attack: 45 (pierce)
Armor: 2 (mechanical)
Ages: Dark
Upgrades to ->
Type: slow battleship
Cost: 200 gold, 100 stone, 300 wood
Health: 250
Attack: 80 (pierce – slow)
Armor: 3 (mechanical)
Ages: Dark, Monotheistic
Upgrades to ->
Type: clergy
Cost: 200 food, 200 gold
Health: 100
Armor: 2 (pierce)
Abilities: convert priest, convert leader, convert all spies, convert structure
Ages: Monotheistic+
Type: infantry
Cost: 100 food, 50 gold
Health: 80
Attack: 25 (hack)
Armor: 1 (pierce)
Ages: Monotheistic
Upgrades to ->
Type: anti-cavalry
Cost: 60 gold, 70 food, 30 wood
Health: 80
Attack: 25 (strike)
Armor: 1 (pierce)
Ages: Monotheistic, Rennaiseance
Type: archery
Cost: 100 gold, 100 food, 50 wood
Health: 80
Attack: 20 (pierce - rapid)
Armor: 0
Ages: Monotheistic, Rennaiseance
Type: archery
Cost: 70 food, 40 gold, 10 wood, 10 metal
Health: 70
Attack: 20 (pierce)
Armor: 1 (hack)
Ages: Monotheistic
Upgrades to ->