Age Of Empires 2 Definitive Edition Guide

  • A complete guide to get you started with the Civs of Age of Empires II: Definitive Edition, their respective Tech Trees, and their individual counters. Aztecs Special Civilisation Bonuses – Villagers carry capacity +5 – All Military Units are created 15% faster – Monks gain 5 HP for every tech researched at the Monastery.
  • This guide covers the stats and capabilities of all Civs in Age of Empires: Definitive Edition and their respective Tech Trees.

Age of Empires II: Definitive Edition celebrates the 20th anniversary of one of the most popular strategy games ever with stunning 4K Ultra HD graphics, a new and fully remastered soundtrack, and brand-new content, “The Last Khans” with 3 new campaigns and 4 new civilizations. Choose your path to greatness with this definitive remaster to one of the most beloved strategy games of all time.

Age of Empires II: Definitive Edition game guide focuses on Berbers Civilisation. The guide will give you some strategical tips, special civilization bonuses, team bonus, unique unit for Berbers Civilization in Age of Empires II: Definitive Edition game. While writing this instruction, we pick up many pieces of information from several sites for you. We hope that this guide will help you.

Berbers

Special Civilisation Bonuses

  • Villagers move +10% faster
  • Stable units cost -20% (starting in castle age)
  • Ships move +10% faster

Team Bonus: Genitour availible at Archery Range

Unique Techs

Kasbah: Team castles work +25% faster

Maghrabi Camels: Camel troops regenerate

Unique Units

Camel Archer: Cavalry Archer with bonus against cavalry archers

Genitour: Mounted Skirmisher

Camel Archers – The Berbers have the Camel Archer for their unique castle unit. Being a camel unit, it has an advantage against cavalry, but only of the archer variety i.e. Mangudai and Cavalry Archers. The best strategy would be to use them in small, quick battalions alongside anti-pikemen units. However, I’d recommend a contingent of heavy cavalry to deal with any units with high pierce armor as well as pikemen to deal with camels.

Genitour – Like the Italians, Vikings, and Koreans, the Berbers have two units specific to their civ, the first being the Camel Archer. The second, the Genitour, is a mounted skirmisher, a unit that’s effective against archers, mounted and cavalry. Best used in small battalions to utilize their speed, I’d suggest matching them with heavy cavalry to prevent problems with units possessing high pierce armor, or infantry and archers to deal with pikemen and your own pikemen to counter camels.

Tips:

The Berbers have one of the most powerful Castle Age Knight rushes in the game due to their 15% reduced cost. Their Camels and Hussar are also affected by this bonus and are backed up by full upgrades, giving a powerful advantage against other cavalry civilisations. Notably, the Berber Hussar line is cheaper than the Magyars, allowing the Berbers to go toe-to-toe effectively in “trash unit” wars. This Stable discount eclipses those of other civs while also affecting more units, and is not to be underestimated. Genitours are also a great asset in Trash Wars.

This is the ending of Age of Empires II: Definitive Edition Berbers Civilization Guide. Hope it will help you. If there is wrong or you have suggestions, please let’s know and comment us. Have fun.

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

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!

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.

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 (except fire Gally) 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: 3.5/5

Minoans

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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
DefinitiveAll 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

Egyptions

Civ Perk
All Chariot units have +33% health.
Priest have +3 range.
Gold mining +20% efficiency

Strategy:

Assyrians

Civ Perk
Egyptian styled structures
+25% Archer Fire Rate
+10% Villager Speed

Strategy:

Sumerians

Civ Perk
+50% Stone Thrower, Catapult, and Heavy Catapult rate of fire
+15 Villager hitpoints
Farms +125 food.

Strategy:

Babylonians

Civ Perk
Walls and Towers have +75% hit points
Stone mining +20% + Carry +2 Stone
Priest rejuvenation +30%

Strategy:

Persians

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

Strategy:

Hittites

Civ Perk
Archery units have +1 damage.
Siege units have +50% hit points.
War Galleys and Scout Ships have +3 range.

Strategy:

Shang

Civ Perk

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Villagers cost 40 instead of 50 food.
All walls have +75% hit points.

Strategy:

Choson

Civ Perk

Age Of Empires Ii Definitive Edition Strategy

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:

Yamato

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Civ Perk

Age Of Empires 2 Definitive Edition Guide Download

+10% Villager speed.

Age Of Empires 2 Definitive Edition Strategy Guide

-20% Cavalry and Horse Archer cost

Strategy:

Age Of Empires 2 Definitive Edition Guide List

Written Psychedelic Adventurer

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