Age of Empires: Definitive Edition

Age of Empires: Definitive Edition

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Age of Empires: Civilisation Guide
By Psychedelic Adventurer
This guide covers the stats and capabilities of all Civs in Age of Empires: Definitive Edition and their respective Tech Trees.

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Intro











Hello everyone, and welcome to my latest guide.

This one will aim to be a reference for anything you might want to know about each civilisation, starting with thier Racial architecture (there is 4), Passive Civ Bonuses, and eventually, good strategies to perform with each Civ.

This is not Age of Empires 2, both in its lack of Unique units, and its sprites. This comes with a host of problems and imbalances, but if we accept that this game is but the embryo of what became Age of Empires II, arguably the best strategy game of all time, then I'm sure we can all get along and have a great time.

While AoE II's theme was very much focused on the medievil period, the original takes on the Ancient Classical epochs. This is reflected in both its choice of Civs, but its technology as well. So no Gunpowder, Trebuchets, and Bombards for you mid-maxxers, get rekt!

⠀⠀⠀⠀⠀⠀⠀Disclaimer: I'm going to label this guide [Under Construction], as there is a lot of extra stuff I want to add in future months. Namely, some advise on actual Civ strats and more in-depth analysis on Passive stat buffs. However, I'd like to get a little more time with the game before I can do that. So, in the mean time, I will just stick to their native buffs, and slowly implement
additional information to this guide.


My complete selection of guides
Basics
Unlike Age of Empires II, and III, the original does not feature a unique unit mechanic. This means that essentially, all factions features significantly less variance between them, for better or for worse. Each Civ instead has its own Passive faction buffs which increase their stats in a number of ares.

For example:

The Greek Civilisation have a passive buff to their Academy Units which allow them to train them 30% faster and 20% cheaper.

This automatically makes this a very aggressive faction as they can choose to rush in Early game or flood the enemy in the later Epochs. Think the Goths from AoE II.

This generally means that factions with stronger Civ bonuses, if we ignore player skill and micro of course, will win on that particular merit, since the stat advantage will start to count for more and more.
Greek Style
Greeks
Civ Perk
Academy units have +30% speed and are 20% cheaper
War ships have +20% speed

Strategy:

The Greek Civ are strong geared towards utilising their academy, with the second strongest Academy in the game (Next to Macedonians). They have access to all Academy units, as well as most of their upgrades, on top of an incredible buff to their cost and speed by their Civ bonus.

  • Greek Barracks and Archery Ranges have very little in the way of units after Tool age, and completely lose their effectiveness after that. This being the main weakness of the Greek Civ.

  • Greek Temples and Docks are however, also very good, with all units, and most upgrades being available.This coupled with the Greek's Civ bonus make them a decent force on the water. The only upgrades that are missing from the Temple (Monotheism, Zealotry, and Sacrifice) are not crippling to not have access to.

  • Upgrades: The Greek have access to all upgrades except Metallurgy. This is no great loss since by the Iron Age, you will be looking to bring out the Centurion, which has more than enough attack power, coupled with the Civ buff of 20% cheaper units, you should find yourself with higher numbers than the enemies of the same quality.
  • Economically, the Greeks have one of the strongest economies in the game. With all Market upgrades, you will be able to hold your own against any civ, with ones with strong Civ bonuses slanted to economy.

Overall: Very much a late game Civ. The Greek's poor early-game means you will be on the defensive until Bronze age at least, whereupon you may start to boom out and crush them with your strong economy. However, if you do somehow run out of Gold, you will have a hard time producing units, since almost of your units will require it.

Rating: 3/5
Minoans
Civ Perk
+2 Composite Bowman range
+25% Farm production
-30% Ship cost

Strategy:
  • In keeping with their island theme, the Minoans are a top tier naval faction, having access to almost every sea-based upgrade and unit in the game. Their Bonus to farms adds a small incentive to players who enjoy booming, but isn't necessarily big enough to warrant going for that strat every time.
  • Their bonus to Composite Bowman range makes for a reasonable bronze age rush tactic which you should exploit.The Minoans have access to slingers which make an effective ranged unit to harry the enemy during the tool age, but suffer in the Iron age as they do have access to Legions, so I advise not investing heavily into melee infantry unless pressed. There temple is also one of the worst in the game, having no access to upgrades or Civ bonuses, don't bother.
  • Minoan cavalry are also adequate but will quickly fall behind other Civs, as they do not get Chariots, or any other Iron Age level cavalry. Best used as a an early Bronze age unit to utilise until you have acquired composite bowmen.
  • In the Iron Age, the Minoans have a reasonable arsenal of weapons at their disposal. They have access to all siege weapons which will allow they greater variance if late game is drawn out. They can also easily hold their own with their centurions.
  • Economically, the Minoans can hold their own in all ages, with a strong early game (in sea based maps) by utilising their Civ bonus of cheaper fishing ships, as well as access to all economic upgrades.

Overall: Decent overall faction, but strongly slanted towards naval combat. On land, the Minoans will basically be carried by their very strong Composite Bowman, and good variety of siege units. Consider building forward bases to counter the slow movement speed of your long ranged units.

Rating: 4/5
Phoenicians
Civ Perk
All elephant units are 25% cheaper.
Villagers +15% woodcutting.
Catapult Triremes/Juggernaught fire rate increases by +30%.

Strategy:

A very slow and ponderous Civ, with a very nasty End-game; the Phoenicians are strictly an Iron Age civilisation. Although they do have some Bronze age utility, with access to Chariots and other cavalry units, there main strength lies in their strong Iron Age Technologies and their ability to churn out War Elephants. First you have to get their though.

  • One of the strongest Navies in the game. With a +30% rate of fire on Catapult Triremes and Juggernaughts. You will be looking to gain control of the sea as a line of resources, and to deny your opponent space.
Their largest weakness is both in their complete lack of Early-Game, and their complete absence of siege weapons, making it difficult to assault a turtle'd up player.

Rating: 3/5
Egyptian Style
Egyptions
Civ Perk
All Chariot units have +33% health.
Priest have +3 range.
Gold mining +20% efficiency

Strategy:

The Egyptians are a very strong Boom/Late-game civ with a strong Civ Bonus that directly effects their economy. Jointly however, its Civ Bonus does not relate to its main combat unit(s): Chariots, since they do not require Gold to be produced. Additionally, the Egyptians cannot field a strong Infantry or Cavalry force, with both types being blocked off heavily, outside of chariots and Short Swordsman, as well as a rudimentary Academy which can only field the Hoplite. This means you will have to rely heavily on your Archers, chariots, and access to all military upgrades to carry you through military engagements.

  • Tech buildings which produce Naval units and Priests also fair quite well. Even without any Civ buffs, the Egyptians will be able to hold off or beat any other non-naval faction with its large upgrade pool and access to most ships. Again, we find the Civ bonus does not help us here, with very little Gold needed to field a large navy.
  • Despite its lack of siege units also, the Egyptians have a very strong turtle playstyle due to their ability to build all towers and walls and fully upgrade them. Overall, the Egyptians will suit a micro intensive player that enjoys the fast games. Boom hard, maybe do a small equalization attack in tool/bronze, then race to iron and pump scythes like there's no tomorrow. If you are in the pocket (surrounded by other players and in the corner of the map in team games), you will be very well suited to abuse the early iron power of scythes and war elephants.

Rating: 3.5
Assyrians
Civ Perk
Egyptian styled structures
+25% Archer Fire Rate
+10% Villager Speed

Strategy:

In my opinion, the best rush faction in the game. With a +25% Fire Rate to Archers and
+10% Villager Speed, your early game will be significantly more efficient than other Civs, and once you hit Tool Age, you can really start to snowball with your Archers.

  • Their faster villagers allow to get ahead of other civilisations, both in research and resource gathering, at least for the early to mid game. This allows you to 'Fast Castle' (to use a term from AoE II) your enemy down. Blasting through to Tool Age, creating a small army of Archers, and harassing the enemy, weakening their economy, while bolstering your army as you fight.
  • Once you and your enemy nearly reach Bronze age however, you should consider switching to more diverse choices. The Assyrians can also field a very strong Infantry force to keep your archers from harm, as well as strong Calvary harassment line. Additionally, their access to a reasonable array of upgrade make it likely that you will win most engagements in a 1:1 ratio, barring a excess of counter units.
  • Heavy Catapults and Helepoli can be used to counter an enemy looking to destroy your infantry force with siege weapons, however, your lack of Engineering makes it difficult to out-maneuver a good micro intensive player, who will easily win siege engagements.
  • Their tech buildings are also reasonable, but ill suited to their playstyle, with a decent navy and a temple that has no glaring weaknesses. This play style is not conducive to the Assyrians playstyle.

Overall, an insanely powerful rush Civ that can also hold its own if the situation doesn't go according to plan, i.e. the Enemy is still alive and gets to Bronze Age. Best played in 1v1 scenarios, but suffers heavily in Death Match, where the standard Assyrian advantages not apply.

Rating: 4/5
Sumeria
Civ Perk
+50% Stone Thrower, Catapult, and Heavy Catapult rate of fire
+15 Villager hitpoints
Farms +125 food.

Strategy:

The anti Early game rush faction. The Sumerian's extra productivity in farms and villager hitpoints makes it less viable for the opponant to risk an early assault. Once the Tool Age is left behind, you will have access to a large array of late game units.
  • Militarily, the Sumerians have a large degree of versatility, with a great selection infantry and ranged units. Its Academy is also top tier, with access to the Centurion and a large amount of upgrades from both the market and Storage pit. They are however, missing Metallurgy and Iron Shield, which means you will struggle in engagements with top tier late game civilisations.
  • While you do have the ability to train War elephants, it is not worth the investment, as you can't upgrade them and can easily be shot down or worse, converted.
  • The Sumerian operate on a 'jack of all trades' mentality, especially past Tool Age. It is advantagous to either blow past past tool age to get your elite units, most of which will be the Heavy Horse Archer, Heavy Catapult, Scythe Chariot, and Centurions.
Overall, as a personal quirk, I find this civ to be unworkable and boring. Nothing in its arsenal extends well to one strategy, and if the oposing player has mid-maxxed correctly, you will be crushed underneath his more effienct army. They are at least workable on land maps, but will be absolutely destroyed in any naval engagement.

Rating: 2.5/5
Babylonian style
Babylonians
Civ Perk
Walls and Towers have +75% hit points
Stone mining +20% + Carry +2 Stone
Priest rejuvenation +30%

Strategy:

The Babylonians focus more on defense rather than offence, making them the most powerful turtle/Anti-Early game rush Civ in the game. Their increased Stone mining and additional hit points for defensive buildings make them far less susceptible to Clubman/villager rush. Through early game into Tool age, you should be focused on building up defenses to counter rushes, while building up a steady supply of resources from which to start building a bronze age army. Babylonians can field a strong military force, with some of the strongest tech units in the game.

  • Babylonian priests have the fastest conversion rate of any of their type in the game, as well as fully loaded infantry tree, up to the Legion (however, they do miss out on the Iron Age upgrades that will keep them from beating a top tier infantry Civ). Both their archer and cavalry selection, especially in the Bronze age, are also sizeable. However, you will find that after Bronze Age, you will be cut off from fielding the strongest units, save for the Horse Archer, Scythe Chariot, and some Iron Age upgrades.
  • Academy wise, the Babylonians are extremely lacking with very little to offer outside of Bronze age epoch level units. Don't bother. The same goes for their navy. In terms of Bronze age tech, they have access to everything, but when you hit Iron Age, you will find yourself cut off from the Trireme, Catapult Trireme, and Juggernaut, meaning you will be crushed in late game engagements.
  • Economically, the Babylonians can easily hold their own against anything but the strongest Boom factions in the game, having all tech upgrades which will help you blast through tool age, into Bronze age, which is where you will be strongest. Even afterwards, you will have a good chance of coming out on top.
Overall, the Babylonians are one of the strongest factions in the game, with a number of good strats. They do however, require a decent knowledge of build orders and efficient resource gathering, as most strats will require you to hit Ages before your opponent.

  • The forward base tower rush: Simply build a Bronze age army, and with the extra stone you have gather through your Civ bonus, push forward and build forward tower bases from which to stage assaults. If you do hit Iron age before your opponent, you will have the option of trying to overwhelm them with Horse archers.
  • The fast Iron Age rush strat. Simply blast through Bronze age as quick as possible, gaining as much of an army as possible while pumping as many villagers out as possible. When you hit Iron age, upgrade your villagers with Zealotry and Siege craft. You can now rush the enemy base and hope that your gambit pays off. Very strong in MP as the enemy will rarely have a counter to this unless he is well versed in Babylonian late game rush commitment strats.

Rating: 4/5

Persians
Civ Perk
Villagers hunt food 30% faster + carry +3 Food
War Elephants and Elephant Archers move 20% faster
Triremes attack +25% faster.

Strategy:

One of the most interesting Civs to play. The Persians offer a style that promotes fast booming economy in the early stages of the game, leading to a docile mid game, to a strictly offensive late game.

  • Militarily, the Persians are almost unique in the fact that they are almost entirely useless during the Bronze age, and yet still have access to some of the best units in the game, with the added bonus of a strong Civ bonus catered to it. Although they cannot train any unit from the Academy, they have full access to all of the strongest archers and cavalry in the game.
  • Although Persians lack well developed siege weapons in Iron Age combat, their Armoured Elephants can be used to supplement this role due to their high trample damage and their bonus siege damage against buildings. Most importantly, they can move war elephants and armoured elephants much faster than other civilisations, making them quicker than infantry and siege weapons. This bonus also applies to Elephant Archers whose faster speed can be used for hit-and-run tactics to some extent but are somewhat handicapped due to their inability to develop Ballistics and woodworking technologies beyond the Tool Age that improves accuracy and range.
  • Implementing a mixed Heavy Horse Archer, Elephant Archer, War Elephant and Cataphract rush or counterattack can be very effective if this combo is micromanaged properly. This can however, be counterd by a Priest heavy civ (Egypt/Babylon), but you can aliviate this by fielding your own, fully teched out Priests to counter convert.
  • Economically, the Persians have one of the strongest Boom starts in the game, through their very useful villager buff. They also have full access to all technologies available from the Storage Pit, as well as Domestication, Gold Mining, Stone Mining, and Woodworking from the Market.

Overall, the Persians can hold their own well on both land and water maps, with one of the strongest end-game Iron Age armies in the game, chief among them being the elephant rush.

Rating: 4/5
Hittites
Civ Perk
Archery units have +1 damage.
Siege units have +50% hit points.
War Galleys and Scout Ships have +3 range.

Strategy:

The Hittites are primarily an offensive civilisation on both land and water maps, but can also make a good defensive civilisation depending on the type of map they are used on. The Hittites are best played during the Bronze Age, where their civilisation bonuses can be used for maximum effect. They can deploy a far more dynamic and robust offensive strategy, since their civilisation bonuses for their ranged units can be combined together with a variety of melee units to produce a very strong late game attack.

  • Can field some of the most powerful archers in the game, thanks to their vast assortment of units and upgrades, as well as their Civ bonus. As you hit Bronze age, you will be at the height of your strength. Build a workshop and spam out some siege units back by some archers and chariot archers.
  • Once Iron Age is reached, the Hittites can field a varied army consisting of Armoured Elephants, Scythe Chariots, Heavy Horse Archers and Elephant Archers in addition to their siege weapons, which should form the backbone of any Iron Age Hittite military. In addition, all of the technologies that provide additional armour, attack and range coming from technologies in the Market, Government Center and the Storage Pit are available for research. Since their tech tree during the Iron Age is more open compared to other civilisations, the Hittites can adopt a wide range of strategies, from brute force offensive maneuvers to hit-and-run tactics.
  • In terms of Navy, the Hittites are also capable of wrecking house, especially in the Bronze age. After Iron Age, their naval power gradually becomes less effective upon the Iron Age since they cannot develop a Trireme or a Juggernaught, making them vulnerable to other civilisations that can create an armada out of the more advanced Iron Age navy. Most importantly, the role played by their long range War Galleys is replaced by the more powerful Heavy Catapult.

Overall, the Hitites are one of the strongest Civs in the game when played in team games. The extra defense allows for a more aggressive playstyle without fear of repercussion or overextension. Having full access to advanced Iron Age cavalry archers from the Archery Range and technologies from the Academy gives them almost unstoppable offensive capabilities, as well as full access to armour and weapon related technologies from the Storage Pit as well as all economic technologies from the Market.

Rating 4.5/5, (5/5 in team games)
East Asian style
Shang
Civ Perk
Villagers cost 40 instead of 50 food.
All walls have +75% hit points.

Strategy:
The Shang are a very weird Civ that simultaneously could be the best faction in the game, or the worst. The Shang do not have any special bonuses that are suited for combat, instead having super defence boom oriented bonuses. However, you also have access to some of the most powerful units in the game at Iron Age.

  • The Shang villager discount allows for absurd Boom strats that allow you to snowball a lot faster than your opponent.
  • You have some of the weakest base military in the game, with no starting civ bonuses for early rushes. However, you can train almost everything, including Heavy Horse Archer, Scythe Chariot, Cataphract and the Helepolis. They also have access to all of the Temple upgrades, all Storage Pit technologies, as well as all upgrades from the Market.
  • However, they suffer in prolonged siege combat, with no access to Ballistics, Alchemy, Engineering , as well as having no access to the Heavy Catapult.
  • The Shang excel in 'Random Map' and not 'Deathmatch', where an all out assault is not needed to win the game. However, they are the only Civ that have access to both the Cataphract and the Scythe Chariot upgrades. Despite having no military bonus, the Shang can make it up by massing Scythe Chariots and Heavy Horse Archers to deal with enemies. With the Villager cost reduction bonus, the player may consider performing the deadly Chariot Archer rush in the Bronze Age, which often results in a quick victory.
  • On water, you're boned. Don't bother.
Overall, great wild card Civ. Some people say the best Civ in the game. I can see that. Just not my taste. Things have to go exactly your way to work properly, but when they do. You win.

Rating: 3.5/5
Choson
Civ Perk
Short/Broad/Long Swordsmen and Legion have +15/20/60/80 HP respectively.
Clubman and Axeman +5 HP
Towers have +2 range.
Priests costs 30% less.

Strategy:
Another 'dual strat' Civ. The Choson can play either super offensive or super defensive, no in between, you have to commit.

  • Offensively, the Choson will be making use of their cheaper units. While it is unlikely that you can beat any faction if they have a similar army size to yours, you Civ bonus can mitigate this by simply allowing you to try and flood the enemy with sub-par troops. In Definitive Edition as well, the pop cap has been increased, so you are more likely to be able to flood their base.
  • Defensively... well, lets no go there. It doesn't work, trust me. Just build towers and hope you can boom hard enough to overwhelm in late game.
  • Unit wise, the Choson are missing a lot of variety in their units. This means you'll be relying heavily on your barracks. Be sure to build multiple forward bases comprised of towers and barracks to quickly build new armies. Remember, your troops will rarely ever win a fair engagement, so make sure to make it NOTa fair engagement; 2 Choson for every enemy unit.

Overall, the Choson are just kinda bad. They don't have Chariots, Elephant units, Composite Bowmen, Heavy Horse Archers, or Centurions. Your best bet is to brainlessly Zerg until the enemy is so tuckerd out that you will make them quit out of bordem.

Rating 2/5
Yamato
Civ Perk
+10% Villager speed.
-20% Cavalry and Horse Archer cost
+25% Ship hit points.

Strategy:
Another Civ that is pretty good in both Early game and heavy late-game.

  • Best served as a pocket faction in team games or simply playing towards being a naval power. The Yamato have access to their naval bonuses much earlier, allowing them to dominate the seas as soon as Scout Ships become available during the Tool Age. This advantage will wain towards the late Iron age, where some Civs have strong naval bonuses favouring late game.
  • On land - spam upgrade Heavy Horse Archer and Cataphracts. The discount bonus, combined with faster Villager speed often results in a Cavalry rush in the Bronze Age and Heavy Horse Archer raids in the Iron Age. Don't let th enemy get ahead, or you're toast.

Overall, ok civ. Not great, but not bad either, and can become an excellent tech choice for team games. Weaknesses include their deficiencies in land based end games, as they cannot build elite siege units, and their lack of good fortifications.
Also, their Temple upgrades suck.

Rating 3/5
Rise of Rome
Romans
Civ Perk
Swordsmen attack 33% faster
Buildings cost 10% less (except towers)
Towers cost 50% less

Strategy:
Like their RL counterparts, the Romans work well on both land and sea, provided they upgrade their units effectively. They primarilly work as a strictly offencive Civ and shouldn't ever allow themselves to be put on the back foot.

With the logistics upgrade in the Bronze Age, the Romans can implement a powerful rush strategy, swarming the enemy with their formidable infantry. Although they produce, thanks to a combination of the attack speed bonus as well as access to Chain Mail, the best Legions in the game. You should not be losing engagements if you applying your infantry correctly. Do not allow the enemy to start churning out counter units as the Romans cannot field a strong long ranged force to counter.

The Romans have full access to Iron Age technologies found at the Dock. One major drawback is that they lack crucial upgrades found at the Stable and the Archery Range, making them ineffective at quick rushes. The best cavalry they can train is the Scythe Chariot while the best archer they can produce is the Improved Bowman. This makes sure that their Bronze age rushes are not too OP.

Overall, the Romans are one of the most Civs to play for their sheer variety, and of the easier factions to play. I strongly recommend this faction to new comers of the game, you learn the counters very quickly.

Rating: 4.5/5
Macedonians
Civ Perk
Academy units have +2 pierce armor.
All siege units are 25% cheaper.
All units are 4 times more resistant to conversion.
Melee units have +2 line of sight.

Strategy:

Macedon is one of those civs that only has one of the two main units most commonly used in DM. However, unless that unit has an overwhelming bonus or another unit with an overwhelming rush bonus it turns out to be just average. That unit is the AE and unfortunately for Macedon, it doesn't have much after the first AE rush or anything to make the first AE more likely to succeed. HHA might work but it sure does sap your gold.
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  • A Macedonian Bronze attack is lethal if you get it right. Hoplites can be put on the field straight away and are very hard without upgrades - along with cheap siege they are not something you want to see approaching your base. Let the enemy get to Iron, though, and you will be relying on AEs, Centurions and Horse Archers in the absence of any decent siege.

Overall, play the Macedonians if you want to be different/masochistic,or to practice an AE rush. You need to make sure that your AE rush is first and you get towers and HHA quickly to back it up. Hopefully, you don't end up facing an army of cats when your first rush is over.
Best when: You are playing a siege dependant civ.
Rating: 2/5
Palmyrans
Civ Perk
Camel Riders move 25% faster.
Gold received per Trade Ship doubled.
Villagers work 25% faster and have armour.
Villagers cost 50% more food (75 Food).
Start the game with +50 food
Free Tribute

Strategy:

The Palmyans are designed to be a boom Civ with a strong economy. Push to Bronze age, where you gain superior cavalry in their bonuses to Camel Riders. You have a brief window where it is likely that you will beat the other powers to Bronze age, whereupon you may leverage your superior cav powers to rush them down. This is basically your only option.
If however, you do find yourself still pushing into the Iron age, you may leverage your strong siege units and Cavalry.

  • Play like the Franks from AoE2. Fast [Bronze Age] Castle to [Camel Riders] Knights, and go ham.

Overall, a faction with only a few options at any given time. A decent pick in random map mode, but by no means a high tier Civ.
Rating: 2/5
Carthaginians
Civ Perk
+25% movement speed for transport ships
+25% attack for Fire Galleys
+25% Elephant and Academy units hit points
Camel Riders +15% HP
Carthaginians players also start the match with +50 of each resource

Strategy:
The Carthaginian's strat is simple. Keep the enemy off of your settlement in the early and mid game with your higher tier navy, until you reach the Iron age that is, whereupon you can flip to a full doomstack of tanky late game units like the Armored Elephant and Helepolises.
  • The Carthaginian will be best situated in a balanced land/water map, with neither side too overbearing. Since the Carthaginian navy is better than average but not top tier, you will be able to decimate lower tier Civs, but will not be able to stand for very long in open water conflicts with top tier water Civs like the Minoans and Yamato. Consequently, maps with long rivers and lakes will be ideal for the Carthaginian to take advantage of, especially if the water acts as a moat around their base.

  • The Carthaginian army consists of late game units: War Elephants, Centurions and Helepolises. Hence, the total cost to train and build these units will be very high and so will dictate that you use them wisely. A well stratagised attack can easily overwhelm the player's economy even if played in a short Iron Age game, but if you lose a significant portion of your army and run out of Steam, you will likely face devastating results.

Overall, the Carthaginians operate on a very narrow spectrum since they need water to operate fully, but also do not have the naval longevity to outlast sea-fairing Civs. Hence, you will need to be able to move quickly and effectively to the next section of the strat, which is usually building a massive stack of late game units and crushing the enemy base.
They do not have an answer however, to high tier archers or generally speaking any long range engagements. Not a good choice for 'Random'.
3/5
Conclusion
There you have it people. I hope this guide helped you learn something about the Civs and their respective strats. I'm hoping AoE stays around and gets a decent player base on Steam. It may no ever reach the devine presence that its sequel acquired, but its still a very good game in its own right and deserves its place as well.

I hope you've enjoyed my guide. Click HERE for some of the my other work.

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25 Comments
Masshole 10 Oct, 2022 @ 8:50am 
This issue isn't strictly for when gold entirely runs out. It can happen when you don't have as much access to gold and the enemy will inevitably be able to build stronger armies. Can a civ keep up and continue to fight without abundant gold supply. This is why whenever I am Greek, I will send centurions to gold pits and mine gold to ensure my supply and starve the enemy.
Masshole 10 Oct, 2022 @ 8:43am 
One huge factor that should be considered is a civs ability to build military without gold. This is a common situation in late multiplayer games. When gold runs out, the civs that can build Scythe chariots will usually win. Even chariot archers is a huge advantage when other civs are hamstrung. For example, Greek has one of the best iron armies (fast/cheap centurions and siege), but once gold runs out they are stuck with tool age bowman, and a greek teammate becomes nearly worthless. This is why Roman is the best overall Civ, because their legions use very little gold and you can build scythe chariots. Egyptian is a great bronze civ with strong chariot archers, then somewhat weak in early iron (no siege), but they are by far the best civ for when gold is gone because of their strong scythe chariots and chariot archers that require no gold.
oldrepublic001 11 Apr, 2022 @ 3:20pm 
Love this guide! Keep making more.
Adam Jensen 007 1 Jan, 2022 @ 11:30am 
Very nice buddy! Just ne thing when you play Hittie the only problem is allies change their stance to enemy
Psychedelic Adventurer  [author] 21 Oct, 2021 @ 2:31pm 
Right. I’ll do a run through if I have time tomorrow. Thanks for letting me know guys. :Corinthian:
Salnax 21 Oct, 2021 @ 2:28pm 
What Anthrakhnosis said. 12 of the 16 civs got adjusted, with buffs being more common than nerfs.

Staring Eagle 30 Jan, 2021 @ 4:06am 
Thank you for the guide, it is very helpful!

"Greek Temples and Docks are however, also very good, with all units (except fire Gally) and most upgrades being available."

Actually, you can make fire gallies as the Greeks.
Coranhon 4 Dec, 2020 @ 12:52pm 
You should upgrade your guide, some civilizations got balanced
kelvinbora 20 Oct, 2020 @ 9:49pm 
Came here for strats on Carthaginians. Read through everything, got to the end, no Carthaginian info. Feels bad. Great analysis though
Psychedelic Adventurer  [author] 19 Mar, 2020 @ 2:10am 
(╯ ͠° ͟ʖ ͡°)╯┻━┻ [Insert 'Now I'm motivated' meme here].
Rise of Rome update is coming soon, no more slacking! :Corinthian: