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The Conquerors(civilizations)

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Britons -

UU - Longbowman- An archer with  huge range. 12 with all the upgrades. Bad health though. Only 35.

Archery ranges 20% faster- Archers are the britons best unit as they get made faster and have great range.

Town Centers cost 50% less- This is good when you get to the Castle Age and start to expand your empire as a Town Center would be the first building you would ususally build.

Foot archers + 1 range Castle Age, +1 ranged Imperial- Another Archer teck and is not only good with longbowmen but all foot archers

Shepherds work 25% faster- Helps alot at the start if you do speedwork and is also good throught the game

Tib's Comment - The Elite Longbowman is the longest ranged archer in the game, and can have range up to 12.  As Briton Archery Ranges work 20% faster, this is clearly an archer civ.  Town centers are also cheaper, so the Britons have a good start in a Nomad game.   

Byzantines -

 

UU - Cataphract- A very good unique unit as the only unit that can defeat an Elite Catapharact 1 on 1 is a paladin

 

Monks heal 3 times faster- A good tech if you pull units back from an attack.

 

Buildings have +10% HP Dark Age, +20% Feudal, +30% Castle and +40% Imperial- good on stong buildings but on weaker ones like houses and mills  its pretty

useless.

 

Camels, skirmishers and spearmen cost -25%- A good tech and even better if up against the persiansas you will need alot of spears to take out the Elephants

 

Fire ships +25% attack- Good on water maps but completly useless on maps like Black Forest.

 

Imperial Age costs -33%- I think this is a brill tech and especally if you are playing Graves Blood.

 

Tib's Comment - The Byzantines have the best Fire Ships, and the building HP bonus is excellent.  There is no unit except paladins that can defeat a cataphract 1 on 1, and cataphracts have an attack bonus againt infantry.  The counter units are cheaper, and monks heal faster, making the Byzantines a good defenciv.  Imperial age costs 33% less, leaving resources to be spent on the amazing Byzantine tech tree.

 

Celts -

 

UU - Woad Raider- A very fast infanry but compared to other U.U its not too good

 

Siege Workshops 20% faster-If you go the Celts you have to make siege cause they got brill siege.

 

Infantry move 15% faster- I suppose this is not bad but not the graetest bonus.

 

Lumberjacks work 15% faster- I like this one as i allways have lots of people on wood.

 

Siege weapons fire 20% faster- Again with the siege. This means that a Celt siege would win a 1v1.

 

Sheep not converted if in Celtic LOS- Ok to tell the truth i dont understand this bonus.

 

Tib's Comment - The Celts are an infantry and siege civ.  Siege weapons mainly consist of wood, so you can see that the lumberjack bonus helps a lot.  Siege weapons and workshops fire/create 20% faster, giving Celtic siege weapons a good advantage.  Infantry also move 15% faster, with the Woad Raider being the fastest infantry unit in the game.

 

Chinese -

 

UU - Chu Ko Nu- A decent Archer with not bad range.

 

Farms +45 food- I like this bonus. I find it annoying how famrms run out so fast. (Hello AOM! The farms never run out:}

 

Start with +3 villagers but -150 food- Brill it saves you makin those 3 villigers you were gonna make right away anyway.

 

Techs cost -10% Feudal age, -15% Castle and -20% Imperial- A nice bonus as it applies for all techs.

 

Town Centers support 10 pop.- Good if you get attacked early and have to ring the town bell.

 

Demo ships +50HP- One word... POINTLESS!!!

 

Tib's Comement - The Chinese have a great economy, with extra farm food compensating for the -150 food at the start.  The extra villagers mean a quicker economy build up, and the cheap technologies are on the best bonuses of any civ.  Town Centers supporting extra pop could mean 1 less house, but that doesn't make much difference for me.  I find the demo ship bonus absolutely no use at all.  I mean they blow themselves up anyway. 

 

Franks -

UU - Throwing Axeman

Knights +2 LOS

Castles cost -25%

Knights +20HP

Farm upgrades free

Comment - The Franks have by far the best knights, with more HP and LOS.  It can make a difference at the end of some games when everyone uses Paladins.  Farm upgrades are free, which is the Frankish economy bonus.  The Throwing Axemen is excellent at taking out infantry.

Goths -

UU - Huskarl

Barracks work 20% faster

Infantry cost -10% Feudal Age, -15% Castle and -25% Imperial

Infantry +1 attack against buildings

Villagers +5 attack against wild boar

+10 population Imperial age

Comment - The Goths are just as good as the Celts when it comes to infantry, if not better.  We got faster barracks, cheaper infantry, better infantry attack v buildings, and two unique infantry technologies.  Anarchy lets Huskarls be made at the barracks, and Perfusion increases infantry production speed by a whopping 50%.  Huskarls are not the best infantry, but have amazing pierce armour to wipe out any archers.  The +10 pop in Imperial helps the Goths build more troops.

Japanese -

UU - Samurai

Galleys +50% LOS

Fishing ships 2XHP, +2 Pierce, work rate +5% Dark age, +10% Feudal, +15% Castle and +20% Imperial

Mill, lumber camp and mining camp cost -50%

Infantry attack 10% faster Feudal, 15% faster Castle and 25% Imperial

Comment - The Japanese have good infantry that attack faster and a good economy.  If you're like me and build lumber camps everywhere then the camp bonus helps a lot.  The Japanese can use Fishing Ships easily and effectively, before an enemy develops a navy. 

Mongols -

UU - Mangudai

Scout Cav and Light Cav +2 LOS

Cavalry archers fire 20% faster

Light Cav +30%HP

Hunters work 50% faster

Comment - Mongols practically can't live without cavalry.  Their cavalry archers have an advantage over other civs cav archers, and their light cav are the ultimate scouting unit.  The hunter bonus gives Mongols food much faster, and since only food is required to make the Scout cav line, you can see why they needed better hunters.

Persians -

UU - War Elephant

Knights +2 attack against archers

Start +50 wood and food

Town Center and Dock have 2X HP and work 10% faster Feudal, +15% Castle, +20% Imperial

Comment - The War Elephant is a heavy unit that moves very slowly, but has a high attack and is good at knocking down buildings.  Their starting bonus means they have a better economy at the beginning, and their knights can help take out those annoying hit 'n' run archers that keep bugging your elephants.  The Town Center and Dock work faster and have more health, so villagers and ships can be made faster. 

Saracens -

UU - Mameluke

Foot archers +1 attack against buildings

Market trade costs only 5%

Transport ships 2X HP, 2X carry capacity

Galleys attack 20% faster

Cavalry archers +3 attack against buildings.

Comment - The Saracen unique unit, the Mameluke, moves and kills fast. They have Camels as good as the Byzantines, with their unique tech Zealotry giving Camels and Mamelukes +30 HP. They have a good navy, and would be quite useful in a Team Islands game.  The Saracen cav archers rival that of the Mongols, and are equally as good killing enemy troops and as they are at razing buildings. 

Teutons -

UU - Teutonic Knight

Units more resistant to conversion

Monks heal from 2X as far away

Towers garrison 2X units, fire 2X as many arrows

Murder Holes free

Farms cost -33%

Town Center +2 attack +5 range (not in the Conquerors)

Comment - The Teutons are a hit 'n' dont run civ.  Teutonic Knights are very powerful, with elites having 17 attack and 10 armour.  They are also very slow though, which isn't surprising when they wear armour thicker your pal's belly.  They have monk bonuses, both for their own monks and against enemy monks.  Ever got frustrated when an enemy keeps converting your units?  Say no more!  The powerful TCs and towers are there to protect you.  

Turks - 

UU - Janissary

Gunpowder units train 20% faster

Gunpowder units +50%HP

Gunpowder techs cost -50%

Gold miners work 15% faster

Chemistry free

Light Cavalry upgrade free

Comment - Well lets think of one word that best describes the Turks..gunpowder.  The Turks revolve around gunpowder units and techs.  Their unique unit is the Janissary, which is (you guessed it) a gunpowder unit.  Gold miners get gold faster, which is very helpful on a gold rush map.  Chemistry (gunpowder again) is free, which is pretty good.  The Light Cav upgrade is decent, but why make Light Cav when you have gunpowder?

Vikings -

UU - Longboat and Berserk

Docks cost -33%

Warships cost -20%

Infantry +10% HP Feudal, +15% Castle, +20% Imperial

Wheelbarrow and Hand Cart free

Comment - A civ with two unique units eh?  The Vikings probably have the most powerful navy, with docks and ships being cheaper.  This benefits the Longboat, which is the fastest unit in the game.  Wheelbarrow and Hand Cart take a long time to research and this upgrade give Viking economy a boost, needed to maintain large amounts of infantry and warships.  The Berserk is helped by its extra HP and the fact that it heals.

 

 

The Conquerors(civilizations)