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FAQ/Walkthrough

by Armaced

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Version 0.8 
by Armaced 

**************************************************
* Introduction                                   *
**************************************************

This FAQ was written partly by me and partly by contributors to the message
boards on gamefaqs.com.  In the case where content was taken from the message
boards (often without editing), the author is credited by their gamefaq's tag.
 Please send any feedback to armaced at gmail dot com. 
 
**************************************************
* Table of Contents                              *
**************************************************
1.   Version Control 
2.   Will I like this game? 
3.   Aging Up 
4.   How do I collect a relic? 
5.   Hiearchy Maps 
6.   Unit Caps 
7.   Units 
8.   Bonus Units 
9.   Abilities 
10.  Civilizations 
11.  Technologies 
12.  Walkthrough 
13.  Easy Empire Points 
14.  Training Grounds 
15.  Glitches 
 

**************************************************
* 1.   Version Control                           * 
**************************************************

* 0.8     More differences from Advance Wars (technology, Amo, and Fuel). Broke
that chapter into "Will I like this game?" and added comparisons to the PC
version.  Rewrote the "Hiearchy Maps" chapter, making it more general and
adding a Heros segment.
* 0.75    Update on glitch info from Majesco (User names should be 4 characters
or more).
* 0.7     Added obligatory ascii art header from
http://www.network-science.de/ascii/ (Serifcap).  Added "Easy Empire Points"
chapter.  Removed conversation segments from Civilizations chapter.  Added
relic chapter.
* 0.6     Added Civilization chapter.  Changed name of Advance Wars chapter. 
Moved Version Control chapter to top.  Corrected name: Stone Age -> Dark Age.
* 0.5     Completed Age 2 technologies.  Added Age 3 technologies.  Fixed bad
info in Unit Cap (Relic income does not raise Unit Cap).  Added "Should I get
this or Advance Wars". 

 

**************************************************
* 2.   Will I like this game?                    * 
**************************************************

This version of Age of Empires borrows many elements from Advance Wars and its
PC heritage.  The end product is something unique and distinct from both
sources.  However, if you have played either or both of the source games, you
have an idea how this game plays.  This section compares the game to it's 
heritage.

------------------------------------------------------------
Should I get this or Advance Wars?
------------------------------------------------------------

Age of Empires is different than Advance Wars:Dual Strike, but Advance Wars
fans tend to like Age of Empires as well. 

The major differences: 
*Age of Empires lets you build buildings with your units, while Advance Wars
only lets you conquer pre-made buildings. 
*Age of Empires incorporates history lessons, while Advance Wars is kind of
anime-futurish.
*Advance Wars has a map editor
*Age of Empires has no navy
*Age of Empires has both Black Map and Fog of War, while Advance Wars has only
Fog of War
*In Advance Wars, you must progress through the levels in Campaign mode in
order, while Age of Empires allows you to replay any level once it is beaten.
*Age of Empires has two resources: Food and Gold. They are replenished by
Mills, Farms, and Mines. Advance Wars has only money, which is replenished by
towns.
*Advance Wars tracks statistics on the units like fueld and amunition, while
Age of Empires ignores these stats.
*Age of Empires has technology modifiers, allowing the player to research
technologies and "Age Up".

Both games are great. If you really can't decide, I would say go with Advance
Wars. If you love it, come back and try this one when your bank account 
recovers.

------------------------------------------------------------
I love Age of Empires II on the PC.  Will I like this game?
------------------------------------------------------------

As a fan of the PC version, you will probably miss the following features:

* Navy - no Navy is the DS version
* Wood and Stone as resources - DS version only has food and gold
* Ability to research multiple technologies simultaneously (one per appropriate
building) - DS lets you research only one per day, and you must have at least
one of the required buildings, so there is no need to have, say, two 
Blacksmiths
* Walls - No walls in the DS version
* Castles that fire arrows at enemies - in this version they just sit there.
* Petards - One of my favorite units - missing from this version
* Diplomacy - Gotta pick your teams before the game starts
* Multiplayer - This game has it, but since it is turn based, playing against a
human = a lot of waiting for them to finish their turn.
* Houses - here unit cap is determined by food/gold production, and it is very
limiting
* Some civilisations - this game has only British, Saracenes, Japanese,
Mongols, and Franks
* Sprawling towns - this version allows only a town center, four town buildings
in adjacent squares, and four towers in the corners
* Bombard towers - Ah, I miss those. Towers in this game are defensive only -
they don't fight back

I am sure I am missing some. However, I am a fan of the PC game, and I love
this game as well. Turn based is fun, and having it with me all the time is 
great. 

 

**************************************************
* 3.   Aging Up                                  * 
**************************************************

You can find out what you need to get to any age by selecting "Age Up" from
your town center. If you are not ready, it will be red, but you can still
select it. When you do so, it will list how much food, gold, and research you 
need.

For example, to age up from age 2 to age 3, you need
Food: 1000
Gold: 1000
Research: 7 age 2 technologies

You will need to build a Blacksmith near your town center to unlock most of the
Age2 technologies.
 

 

**************************************************
* 4.   How do I collect a relic?                 * 
**************************************************

The relics resemble little broken orbs on the map.  Once captured, they produce
gold income for your kingdom.  Only Monks may capture relics, so you must first
advance to the castle age.  Next, build a church near your town center and
train a monk.  Send the monk to the relic and select "capture relic" from the
command screen.  Then, have the monk cary the relic to a church and select
"donate relic".  Once the relic is deposited in the church, you will receive
gold income from it each turn. 

 

**************************************************
* 5.   Hiearchy Maps                             * 
**************************************************

* Basic hierarchy

Infantry > Pike/Spearmen > Cavelry > Infantry
So use cavelry to attack infantry, but those same cavelry will get dusted by
pikemen, so take those out with infantry.  

* Siege

Infantry > Siege > Buildings
Siege takes out buildings, but Infantry take out Siege units.  Cavelry can take
out siege units as well (or villagers, monks, ranged, or any unit capable of
attacking another unit), but infantry do the best work.

* Ranged

Cavelry (direct) > Ranged > Cavelry/Infantry/etc... (distance)
A good ranged unit (archers) can take out any other unit at a distance, but
suffers in direct combat.  For that reason, cavelry is best for taking out
ranged units, since they can get in close range fast.

* Villagers

Most everything > Villagers
Villagers lose to everyone in battle (usually in one turn), but you need them
to build buildings, and you need buildings to generate resources and other
units.  Attack stray enemy villagers - if you ignore them, they could build a
new towncenter even while you are laying siege to the old one.

* Monks

Monks are not meant for battle, and will lose to most units in direct combat. 
Studying "Sanctity" helps keep them alive.  Their healing ability can easily
turn the tide in a battle.  In combat, you should usually target the monks
first - otherwise the battle will be an uphill effort.

* Heros

Joan > Minamoto > Saladin > Richard > Joan

Khan is a ranged unit, who will lose to any of them at close range, but can
take any of them from a distance.

The heros all corespond to unit types
Joan of Arc : Infantry
Minamoto  : Pikeman
Saladin : Camel
Richard : Cavelry
Khan : Ranged

If you have already lost your hero, you can build one at a church (for a steep
price).  However, you can also take out heros with regular units - but
remember, hero's are strong, so be sure to exploit that hero's natural
weaknesses, and you will probably need a few of the apropriate unit to finish
the job.

Take out Joan with cavelry
Take out Richard with pikemen
Take out Minamoto with infantry
Take out Saladin with pikemen
Take out Khan with cavelry

Of course, you could use ranged against any of the heros.  Just keep the ranged
units guarded, and remember Khan can fight back. 

 

**************************************************
* 6.   Unit Caps                                 * 
**************************************************

The game will only allow you to have a certain number of units in play at any
given time.  This is known as the Unit Cap.  The unit cap is calculated by the
following formula:

(Food Income + Gold Income) / 100 = Unit Cap

It is important to note that the unit cap is calculated before technology
bonuses (such as Advanced Mining, Horse Collar, Shaft Mining, Heavy Plow, or
Crop Rotation) are applied.  Also, the results are rounded up.

You can raise your unit cap by increasing your food or gold income in one or
more of the following ways:
* Build more farms
* Build more mills
* Build more mines

You can see your unit cap in the lower, left hand corner of the Empire Review
screen.  

Example:
3/7
Villagers    1
Military     2

This says that your unit cap is 7.  You currently have 3 units deployed, two of
which are military and one of which are villagers.  You thus can train 4
additional units of any type before hitting the unit cap. 

 

**************************************************
* 7.   Units                                     * 
*      by caenyien                               * 
**************************************************

I will use this format:
Unit name
Unit type
Bonuses
Move
Attack
Defense
Sight
Range
Specials

Basics:
Franks
Age 1:

Unit name: Militia
Unit type: Infantry
Bonuses: +33% vs. siege +33% vs Building
Move: 7
Attack: 100
Defense: 100
Sight: 7
Range: 1
Specials: None


Unit name: Villagers
Unit type: Infantry
Bonuses: +33% vs. siege +33% vs Building
Move: 7
Attack: 50
Defense: 50
Sight: 7
Range: 1
Specials: Build


Unit name: Scout Cavalry
Unit type: Cavalry
Bonuses: +33% vs. Infantry +33% vs Ranged -50% Vs. Building
Move: 12
Attack: 100
Defense: 100
Sight: 10
Range: 1
Specials: Scout


Franks 
Age 2:

Unit name: Archers
Unit type: Ranged
Bonuses: -50% vs. Building
Move: 7
Attack: 150
Defense: 100
Sight: 7
Range: 3
Specials: None


Unit name: Skirmishers
Unit type: Ranged
Bonuses: -50% vs. Building
Move: 7
Attack: 110
Defense: 110
Sight: 7
Range: 2
Specials: Skirmish


Unit name: Light Cavalry
Unit type: Cavalry
Bonuses: +33% vs. Infantry +33% vs Ranged -50% vs. Building
Move: 10
Attack: 150
Defense: 150
Sight: 7
Range: 1
Specials: Plains Charge


Unit name: Men-at-Arms
Unit type: Infantry
Bonuses: +33% vs. siege +33% vs Building
Move: 7
Attack: 150
Defense: 150
Sight: 7
Range: 1
Specials: None


Unit name: Spearmen
Unit type: Infantry
Bonuses: +33% vs. siege +33% vs Building
Move: 7
Attack: 100
Defense: 150
Sight: 7
Range: 1
Specials: Anti-Cavalry


* Age 3:

Unit name: Knights
Unit type: Cavalry
Bonuses: +33% vs. Infantry +33% vs Ranged -50% Vs. Building
Move: 10
Attack: 200
Defense: 200
Sight: 7
Range: 1
Specials: Plains Charge


Unit name: Camels
Unit type: Cavalry
Bonuses: +33% vs. Infantry +33% vs Ranged -50% Vs. Building
Move: 10
Attack: 200
Defense: 200
Sight: 7
Range: 1
Specials: Desert Charge, Scares Horses.


Unit name: Longswordmen
Unit type: Infantry
Bonuses: +33% vs Siege +33% vs Building
Move: 7
Attack: 200
Defense: 200
Sight: 7
Range: 1
Specials: None

Unit name: Pikemen
Unit type: Infantry
Bonuses: +33% vs Siege +33% vs Building
Move: 7
Attack: 150
Defense: 200
Sight: 7
Range: 1
Specials: Anti-Cavalry

Unit name: Viking Berserkers
Unit type: Infantry
Bonuses: +33% vs Siege +33% vs Building
Move: 7
Attack: 200
Defense: 200
Sight: 7
Range: 1
Specials: Frenzy

Unit name: Crossbowmen
Unit type: Ranged
Bonuses: -50% vs. Building
Move: 7
Attack: 200
Defense: 175
Sight: 7
Range: 3
Specials: No Move & Attack.

Unit name: Elite Skirmishers
Unit type: Ranged
Bonuses: -50% vs. Building
Move: 7
Attack: 150
Defense: 150
Sight: 7
Range: 2
Specials: Skirmish

Unit name: Horse Archers
Unit type: Ranged
Bonuses: -50% vs. Building
Move: 10
Attack: 150
Defense: 150
Sight: 7
Range: 2
Specials: None

Unit name: Throwing Axemen
Unit type: Infantry
Bonuses: 33% vs. Siege 33% vs. Building
Move: 7
Attack: 225
Defense: 250
Sight: 7
Range: 1
Specials: Skirmish, Woodsman

Unit name: Persian War Elephants
Unit type: Cavalry
Bonuses: 33% vs. Infantry 33% vs Ranged -50% vs. Building
Move: 7
Attack: 200
Defense: 250
Sight: 7
Range: 1
Specials: Causes Fear

Unit name: Celtic Woad Raiders
Unit type: Infantry
Bonuses: 33% vs. Siege 33% vs. Building
Move: 7
Attack: 200
Defense: 200
Sight: 7
Range: 1
Specials: Causes Fear

Unit name: Knights Templar
Unit type: Cavalry
Bonuses: 33% vs Infantry 33% vs Ranged -50% vs Building
Move: 10
Attack: 200
Defense: 200
Sight: 7
Range: 1
Specials: Plains Charge, Zeal

Unit name: Scorpions
Unit type: Siege
Bonuses: 50% vs. Building
Move: 7
Attack: 350
Defense: 250
Sight: 7
Range: 3
Specials: Units only, No Counter, No Move & Attack

Unit name: Battering Rams
Unit type: Siege
Bonuses: 50% vs. Building
Move: 7
Attack: 400
Defense: 325
Sight: 7
Range: 3
Specials: Buildings only, No Counter.

Unit name: Onagers
Unit type: Siege
Bonuses: 50% vs. Building
Move: 7
Attack: 275
Defense: 275
Sight: 7
Range: 3
Specials: No Counter, No Move & Attack


* Age 4

Unit name: Elite Throwing Axemen
Unit type: Infantry
Bonuses: 33% vs. Siege 33% vs. Building
Move: 7
Attack: 275
Defense: 300
Sight: 7
Range: 1
Specials: Skirmish, Woodsman

Unit name: Two Handed Swordsmen
Unit type: Infantry
Bonuses: +33% vs Siege +33% vs Building
Move: 7
Attack: 250
Defense: 250
Sight: 7
Range: 1
Specials: None

Unit name: Elite Pikemen
Unit type: Infantry
Bonuses: +33% vs Siege +33% vs Building
Move: 7
Attack: 200
Defense: 250
Sight: 7
Range: 1
Specials: Anti-Cavalry

Unit name: Archers
Unit type: Ranged
Bonuses: -50% vs. Building
Move: 7
Attack: 200
Defense: 200
Sight: 7
Range: 3
Specials: None

Unit name: Arbalests
Unit type: Ranged
Bonuses: -50% vs. Building
Move: 7
Attack: 250
Defense: 225
Sight: 7
Range: 3
Specials: No Move & Attack.

Unit name: Expert Skirmishers
Unit type: Ranged
Bonuses: -50% vs. Building
Move: 7
Attack: 190
Defense: 190
Sight: 7
Range: 2
Specials: Skirmish

Unit name: Hvy Horse Archers
Unit type: Ranged
Bonuses: -50% vs. Building
Move: 10
Attack: 200
Defense: 200
Sight: 7
Range: 2
Specials: None

Unit name: Cavaliers
Unit type: Cavalry
Bonuses: +33% vs. Infantry +33% vs Ranged -50% Vs. Building
Move: 10
Attack: 250
Defense: 250
Sight: 7
Range: 1
Specials: Plains Charge

Unit name: Heavy Camels
Unit type: Cavalry
Bonuses: +33% vs. Infantry +33% vs Ranged -50% Vs. Building
Move: 10
Attack: 250
Defense: 250
Sight: 7
Range: 1
Specials: Desert Charge, Scares Horses.

Unit name: Elite Berserkers
Unit type: Infantry
Bonuses: +33% vs Siege +33% vs Building
Move: 7
Attack: 250
Defense: 250
Sight: 7
Range: 1
Specials: Frenzy

Unit name: Elite Woad Raiders
Unit type: Infantry
Bonuses: 33% vs. Siege 33% vs. Building
Move: 7
Attack: 250
Defense: 250
Sight: 7
Range: 1
Specials: Causes Fear

Unit name: Trebuchets
Unit type: Siege
Bonuses: 50% vs. Building
Move: 7
Attack: 370
Defense: 350
Sight: 7
Range: 3
Specials: Min Range 2, No Counter, No Move & Attack

Unit name: Bombard Cannons
Unit type: Siege
Bonuses: 50% vs. Building
Move: 7
Attack: 325
Defense: 325
Sight: 7
Range: 3
Specials: No Counter, No Move & Attack
(Notes: You need to research 'Chemistry' To raise these.)

Unit name: Hand Cannoneers
Unit type: Ranged
Bonuses: -50% vs. Building
Move: 7
Attack: 300
Defense: 225
Sight: 7
Range: 3
Specials: No Move & Attack
(Notes: You need to research 'Chemistry' To raise these.)

Unit name: Champions
Unit type: Infantry
Bonuses: +33% vs Siege +33% vs Building
Move: 7
Attack: 300
Defense: 300
Sight: 7
Range: 1
Specials: None
(Notes: You need to research 'Arena' To raise these.)

Unit name: Paladins
Unit type: Cavalry
Bonuses: +33% vs. Infantry +33% vs Ranged -50% Vs. Building
Move: 10
Attack: 300
Defense: 300
Sight: 7
Range: 1
Specials: Plains Charge
(Note: You need to research 'Squire' to create Paladins)

Unit name: Heavy Scorpions
Unit type: Siege
Bonuses: 50% vs. Building
Move: 7
Attack: 400
Defense: 300
Sight: 7
Range: 3
Specials: Units only, No Counter, No Move & Attack
(Note: You need to Research Siege Engineers to raise these.)

Unit name: Siege Rams
Unit type: Siege
Bonuses: 50% vs. Building
Move: 7
Attack: 500
Defense: 375
Sight: 7
Range: 3
Specials: Buildings only, No Counter.


Unit name: Elite Monks
Unit type: Infantry
Bonuses: 33% vs Siege 33% vs. Building
Move: 7
Attack: 50
Defense: 200
Sight: 7
Range: 1
Specials: Improved Heal, Improved Convert

Unit name: Elite Knights Templar
Unit type: Cavalry
Bonuses: 33% vs Infantry 33% vs Ranged -50% vs Building
Move: 10
Attack: 250
Defense: 250
Sight: 7
Range: 1
Specials: Plains Charge, Zeal


Unit name: Elite Janissaries
Unit type: Ranged
Bonuses: -50% vs Building
Move: 7
Attack: 300
Defense: 225
Sight: 7
Range: 1
Specials: No Move & Attack 

 

**************************************************
* 8.   Bonus Units                               * 
*      by IronTusk                               * 
**************************************************

Bonus units I've bought so far and what I think of them (granted, I'm only on
the Japan campaign):

-Dopplehander: Slightly stronger two handed swordsman, nothing too special
-Welsh Bowmen: I like these guys a lot
-Mons Meg: Haven't tried yet. Looks cool though
-Genoese Crossbowmen: Absolute pwnage. Get now.
-Swiss Pikemen: Really hurts mounted units bad
-Dark Ram: Levels buildings like nothing else.  Also it rules at holding
chokepoints. Park it on a bridge and put a bunch of long range units behind it.
 

 

**************************************************
* 9.   Abilities                                 * 
*      by najdorf                                * 
**************************************************

Some units have special abilities that come into play when attacking or
defending.  This chapter outlines some of them and their effects.

* Zeal: After any battle, you gain 20 HP (does not apply if you attack an
inanimate object such as siege engine, farm, building).
* Skirmish: Instead of defending as you normally would when attacked, you
attack first against any unit with a range of 1 (does not apply if enemy also
has Skirmish or has First Strike).
* Cause Fear: 

 

**************************************************
* 10.  Civilizations                             * 
*      by treedweller15, et al                   * 
**************************************************

--------------------
Franks
--------------------
This is a newbie oriented race, with disounts for Cavalry, Monks and Castles.
You have the offensive potential to rush up and flank, cheap mobile healing
forces and cheaper defensive monstrosities to fall back on should spearmen and
the like show up. Not only that, but Franks only have a few select expensive
units that have little impact on their overall typical strategy, making them
well-rounded.

Throwing Axemen are a powerful offensive unit, and they help teach newbs the
importance of flanking and terrain, thanks to their bonuses when attacking from
forests. Correct me if I'm wrong, but I also believe that they have the first
strike, making them a forgiving unit if not positioned correctly.

Joan of Arc is also a great hero for a newbie to learn the ropes of hero
management with as there's minimal risk to using her persons almost anywhere.
She can augment a large attack force well behind the front lines with Divine
Purpose, heal herself with astounding effiency, soften enemy defenses or deal
risk free damage to surrounding opponents, making Hero's and the like far less
daunting to deal with. She also has great defense, which is a definitive plus.

--------------------
Britons 
--------------------
This race is certainly the ultimate ranged civ, with their only stiff
competition in this area being the Mongols. With discounts on common buildings
like the Archery range and the Church, they recieve ready access to powerful
Archers and healers. Though they do have powerful units at a range, they
definately have the potential to shield their hordes with cheaper
Longswordsmen, 2 Handers and Champions. This in mind, the Britons are pretty
well-balanced unit-wise, with the capabilities to stave off most strategies
with their typical units. However, their seige units are slightly more
expensive, so it's harder (though only slightly) for them to press the assualt
until the fire arrows upgrade.

Longbowmen are fantastic, and encourage this Civ to hang back a bit and turtle
up to enemy territory thanks to their Volley ability; it encourages them to
keep ranged units protected and healthy or garrisoned in towns and Castles.
Thanks to this unit, the Britons are pushed further into the defensive 
category. 

Richard is obviously meant to multitask, with an ability for almost any
occassion. He can encourage front units to assualt with greater ferocity,
increase the firing range of ranged units, train units for cheap on a TC when
it counts and deal direct and risk-free damage to enemies. Coupled together, it
would seem he's meant to stay back and benefit his army ahead of him thanks to
his lack of a mobile healing power, but I could be incorrect in this
obsevation. Overall, I see the Britons as a more defensive race with the
capabilites to defend strongholds, towns, and mountain vistas with stunning
ease, but they seem to have trouble when pressing forward into enemy territory.

--------------------
Mongols: 
--------------------
Arn oddball race. They were strangely chosen to have a research discount,
making them more apt and able to tech and reach higher levels of units than
enemies, especially when taking into account Patron of the Arts. Despite their
potential to advance forward, they have excellent early game potential, with
cheaper stables, scouts, and light cavalry. This arrangement may seem
paradoxical, but it ensures the Mongols with constantly have a slight edge over
their enemies.

The Mangudai exemplify the Mongol's readiness in every situation, and are
incredibly mobile and have few weaknesses. They initially are quite weak, but
once they have a few upgrades (easy for the Mongols) they become a force to
reckoned with. They require few meatshields thanks to their first strike
ability, and can easily flank and harrass enemy lines. Plus, Mangudai will
likely be the first civ unique unit on the map thanks to their research 
abilities.

Ghengis Khan is, like his whole race, an oddball. He's one of two heroes with
10 movement, and he's the only one that can fire from a range. He is however
rather fragile, and has no healing abilities to speak of; this is partially
made up through his first strike abilities fortunately, making him a dreaded
sight on the field of battle. As hero powers go, his are quite good, but
definately narrow in application. Patron of the Arts is an incredibly useful
ability (especially in the early game) but it hurts his scouting and
harrassment potential through making him camp on top of a TC; its use really
depends on what kind of playstyle you adopt. Overwhelming Seige is quite nice,
and a great help when pushing for an early win or when seige units are
unavailable. Nomadic Travel is the perfect complement to a retreat or advance,
though it will leave Ghengis behind or vulnerable. Mongol Terror is nice, but
nothing special. As you can see, his powers are a mixed bag of situational
abilities, but his range, mobility and harrassment capabilites cannot be
overlooked. He's not a one dimensional hero however, and can help exemplify
teching strategies where every last bit of resources count. As a whole, I see
the Mongols as attempting to stay one step ahead of the opponent, thanks to a
naturally strong early game and easier access to technologies.

--------------------
Saracens
--------------------
A race I haven't had much playtime as, but nevertheless I will relay my
opinions on them. They seem to have a large focus on the acquisition of
resources, most noteworthy gold. This gives them access to a large variety of
expensive gold-heavy units such as monks, making them a race either about
numbers or quality. They have cheaper Markets making them more likely to mix in
Mercenaries and the like in their armies, making them rather unpredictable to
boot. This isn't even taking into account the fact that Markets lower the trade
rate, allowing them to their gold into vital food if a deficit ever comes up.
Cheaper stables, light cavalry and seige units don't hurt either, and make them
apt at pushing into enemy terrirtory with their economic superiority. This does
come at a price however, and more expensive higher tier infantry and cavalry
units do hurt a bit. Nevertheless a solid economy is the name of the game for
Saracens.

Mamelukes are a unit I particularily haven't had a whole lot of time with, but
they certainly are powerful and can take on enemy Cavalry with ease; this helps
make up for the late game cavalry deficit that most Saracen players will
encounter. Desert charge is rather useful when it comes up, but it isn't a deal
breaker for the already mobile and powerful unit.

Saladin himself is a great hero with excellent powers. His high movement,
attack and defensive capabilities make him an excellent anchor for offensive or
defensive formations. His first power, Benefactor, certainly has huge
implications for the Saracen player and gives them an undeniable early game
advantage for expanding and holding resources in the early game. Directly
adding 100 gold to the treasury every turn is more powerful than one would
initially think, as it allows for easier grabbing of resources which has
reprecussions throughout an entire game. This definately is worth keeping him
back for most the early game. Rain of Arrows and Aura are defensive powers, and
helps the economically inclined Saracens from losing important resources
through holding the enemy at bay. Hit and Run is quite useful, allowing Saladin
to send up a powerful strike force to flank enemies. So what keep Saladin in
check? Simple; he has a vulnerabilty to Anti-Cavalry abilities, making it a
risk to throw him forward. In fact, despite having a strong economy, Saracens
encourage a lot of Cavalry, especially through Mamelukes making this
vulnerability tough to overcome. A Saracen player must use the resources at
their disposal to leap over this barrier, so they're overall a very worthy civ.

So there's my opinions, feel free to refute them or agree. I know I left out
the Japanese, but I was tired and they're popular enough anyways >_>

--------------------
Japenese 
by Mr Strange and I_Cadfael
--------------------
A defensive player, falls back on discounts for mines, mills, & farm bonus. 
They can building up a force of calvary and Samurai, keeping off the enemy with
cheap pikemen and crossbowmen.

The hero is essentially a super-pikeman, which means you have little to fear
from fast units, which are always mounted. Combined with your solid healing
power, Japan is a strong contender for an early game assault, supported by
their hero.

Japan also has a tremendous siege ability, giving most of your units on the map
a huge bonus vs. buildings. This means that your hero can be supporting not
only the nearby attacking force he leads, but also your secondary forces which
are removing lightly defended mines and farms.

 

 

**************************************************
* 11.  Technologies                              * 
**************************************************

----------------------
Dark Age:
----------------------

* Loom
Prereqs: Town Center
Cost: 50f 150g
All Villagers get +25 DEF

* Town Scouts
Prereqs: Town Center
Cost: 50f 150g
Town Centers gain +4 Sight

* Leather Soles
Prereqs: Town Center
Cost: 50f 150g
Villagers gain +1 Move

* Weaponsmith
Prereqs: Barracks
Cost: 50f 150g
Militia gain +25 ATT

------------------------
Feudal Age:
------------------------

* Town Watch
Prereqs: Town Center
Cost: 95f 280g
Improves Town Center DEF by +20% and Sight by +2

* Wheel Barrow
Prereqs: Town Center
Cost: 125f 375g
Cost of buildings is reduced by 10%

* Advanced Mining
Prereqs: Mine
Cost: 95f 280g
+15% to Mine income

* Horse Collar
Prereqs: Mill
Cost: 95f 280g
+15% to food income

* Scale Mail Armor
Prereqs: Blacksmith
Cost: 95f 280g
+25% DEF for Infantry

* Scale Barding
Prereqs: Blacksmith
Cost: 95f 280g
+25% DEF for Cavalry

* Fletching
Prereqs: Blacksmith
Cost: 95f 280g
+25% ATT for Ranged Units

* Padded Armor
Prereqs: Blacksmith
Cost: 95f 280g
+25% DEF for Ranged Units

* Forging
Prereqs: Blacksmith
Cost: 155f 470g
+25% ATT for Infantry and Cavalry

* Tracking
Prereqs: Barracks
Cost: 95f 280g
+2 Sight for Infantry

* Cartography
Prereqs: Market
Cost: 95f 280g
+1 Sight for all units

------------------------
Castle Age:
------------------------

* Town Patrol
Prereqs: Town Center
Cost: 150f 450g
+2 Sight and +20% DEF for Town Center

* Hand Cart
Prereqs: Town Center
Cost: 150f 450g
Cost of Building is reduced by 10%

* Shaft Mining
Prereqs: Mine
Cost: 150f 450g
+15% to Mine income

* Heavy Plow
Prereqs: Mill
Cost: 150f 450g
+15% to food income

* Chain Mail Armor
Prereqs: Blacksmith
Cost: 150f 450g
+25% DEF to Age 3 infantry

* Chain Barding
Prereqs: Blacksmith
Cost: 150f 450g
+25% DEF to Age 3 Cavalry

* Bodkin Arrow
Prereqs: Blacksmith
Cost: 150f 450g
+25% ATT to Age 3 Ranged Units

* Leather Armor
Prereqs: Blacksmith
Cost: 150f 450g
+25% DEF to Age 3 Ranged Units

* Iron Casting
Prereqs: Blacksmith
Cost: 250f 750g
+25% ATT to Age 3 Infantry and Cavalry

* Conscription
Prereqs: Barracks
Cost: 150f 450g
Cost of Infantry is reduced by 15 food and 15 gold

* Husbandry
Prereqs: Stable
Cost: 150f 450g
Cost of Cavalry is reduced by 15 food and 15 gold

* Archery Tournaments
Prereqs: Archery Range
Cost: 150f 450g
Cost of Ranged Units is reduced by 15 food and 15 gold

* Mechanics Guild
Prereqs: Siege Workshop
Cost: 150f 450g
Cost of Siege Units is reduced by 15 food and 15 gold

* Banking
Prereqs: Market
Cost: 200f 600g
+ 5% gold Income and improved Trade Rate

* Merchant Network
Prereqs: Market
Cost: 150f 450g
Price for Mercenaries is reduced by 25%

* Redemption
Prereqs: Church
Cost: 150f 450g
Improves Heal ability of Monks and Elite Monks

* Fervor
Prereqs: Church
Cost: 150f 450g
Improves Convert ability of Monks and Elite Monks

* Sanctity
Prereqs: Church
Cost: 150f 450g
+25% DEF for Monks and Elite Monks

* Murder Holes
Prereqs: University
Cost: 95f 280g
+25% DEF for Towers

* Masonry
Prereqs: University
Cost: 150f 450g
+5% DEF for all buildings 

 

**************************************************
* 12.  Walkthrough                               * 
*      by MJEmirzian                             * 
**************************************************

Campaign 1 Mission 2: Sword of the Saint
Difficulty: 

To �make Jean de Metz proud�, just kill the introductory enemies in the manner
the tutorial instructs you to - you�ll hear them praise you after each one done
correctly. Afterwards just plow through the opposition to reach the castle in
short order.

Campaign 1 Mission 3: From Peasant to General
Difficulty: *

Build a base, a second peasant, and crank out some units. Work the peasants
around the map, attack Talbot to make him run, and then take the town hall out.

Campaign 1 Mission 4: Breakthrough to Orleans
Difficulty: *

You have overwhelming forces for this map, so no worries about dying. The relic
is randomly placed in a swamp somewhere on the map, and the hunting party is in
a forest by the road heading to the south gate of Orleans.

Campaign 1 Mission 5: Lifting the Siege of Orleans
Difficulty: **

Start cranking out units and a second peasant. Try to get out Pikemen whenever
they show up in the Market. You don�t need to worry too much about upgrading
Age or Research here. Attack the northeast castle first, while holding off the
northwest forces and eventually taking them out. 
Grab the farms, demolish the northeast castle, then mass units out to take all
three routes on. Send a large number of units west to take out the final castle
and rout the boss while plugging up the other two routes. The enemy has a lot
of units but yours are stronger, so don�t be afraid to open fire.
Reinforcements will continue from the four corners of the map, so keep a few
units handy to take them on from the NW and NE.


Campaign 1 Mission 6: Crowning of King Charles
Difficulty: **

The relic spawns randomly in a swamp area, so save your game and look for it.
Once you find it restart and go for it. You can build one peasant and one other
unit, but that�s about it - save the rest for reaching/building the cathedral.
Once it�s built, spam units and take on enemies on all sides. The boss attacks
from the mid-southwest, and he�ll run away if you take too long to kill him.

Campaign 2 Mission 1:
Difficulty: **

Split your forces NW and NE, then converge on the boss, killing him last. Send
8 units nw and 6 ne, as the nw fight is slightly tougher. Once you�ve got the
boss alone, send some injured units out to stand on the 4 bridges before 
finishing.

Campaign 2 Mission 2:
Difficulty: *

Head northeast to start razing enemy grounds, there�s no real opposition in the
map. It takes a while to reach age 3, scout the map for relics, capture them w/
monks, and take out the island castle to the northeast.

Campaign 2 Mission 3:
Difficulty: **

The point of this map is to stay healthy while taking enemies at a steady pace.
Head northeast to take on the enemies by the pass, then take out the enemies
coming towards you from the centre. Continue NE through the swamp (your mounted
units can cross for some reason), recruit the monk, then proceed to take out
enemy units in front of and around the temple. If you attack the temple all
enemies will rush to defend it, so be ready. Don�t expose yourself or bite off
more than you can chew.

Campaign 2 Mission 4:
Difficulty: ** 1/2

Rush forward to take out the initial spawn of armsmen and cavalry, then destroy
the buildings. On day 10 the Emperor will start advancing his samurai/monks so
stick your hero on the bridge to bottle them up (just have him heal himself).
Try to clog up the southwest path as well. Leave enemy units near death and
don't target their peasants.. you'll make an artificial bottleneck of units
that the AI is too stupid to remedy by suiciding or joining.

Campaign 2 Mission 5:
Difficulty: ** �

Mongol forces will arrive and charge west, then east, then west again. Build a
stables and towers, gather resources, and build up forces to confront the
attackers as they arrive. Paladins, elite samurai, elite monks, long range
siege/crossbows (for the elite Mangudai) and elite pikemen should do well. The
map doesn�t take very long but the fighting can be intense.

Campaign 3 Mission 1:
Difficulty: ** �

In order to finish by day 30, you�ll need to rush and wipe out the northern
enemy force, and apply pressure to the south to keep it from expanding. If you
let the south grow too far, they�ll be too entrenched to take out later. Have
Kahn and 2-3 other units up north slowly taking out new recruits and destroying
the barracks/town hall, while other units move south and claim
resources/attack. It will get messy - use the tactic of leaving enemies near
dead to block up their hiring of new units.

Campaign 3 Mission 2:
Difficulty: **

This map is more about luck than anything. Just keep trying to convert the
chieftains. Best to start northeast then work around ccwise. Nomadic travel is
useful here for running in and converting while protecting the monks.
 

 

**************************************************
* 13.  Easy Empire Points                        * 
*      by MNSpectre                              * 
**************************************************

There is a real easy way to accumulate empire points without plowing through
the single player campaign.

Just start up a hotseat game and instead of playing, just head straight for
each other and fight until one side loses all their units and the game ends.

You get 100 empire points for each "game".
 

 

**************************************************
* 14.  Training Grounds                          * 
**************************************************

If you find this game too hard, I think this is a good place to start getting
familiar with the concepts.  I am assuming you did well enough to make it
through the first three missions of the tutorial.

Start a game under the Empire Map section.  Use the Bridge map against one
opponent (Atilla) on Easy.  Make sure you turn off all options so you can see
the entire map, and make sure you select colors for the two teams that are easy
to distinguish (like red and blue, as opposed to blue and cyan).  

This is a pretty easy map where you can practice "Aging Up" quickly and get
familiar with the rock-scissors-paper nature of the battles.  

The strategy:

First turn:

* Build your first town center in a good location (near or on a road) as far
south as your initial villager unit can walk.
* Start sending your two initial militia units south picking up the free food
and gold (marked on the map by sheep and spilled bags of gold) along the way

The rest:

* Build a mill and a mine as fast as possible, and try your best to research
every turn.  Be careful that you don�t spend so much on research that you can
not build those first mines and mills, though.
* Be sure to build farms around your first mill before you build additional
mills.  Resources are tight in the beginning.  Mills cost more than farms, but
produce the same profit every turn.
* Build a couple extra units when you have the spare resources - leave one near
the town center building the farms and barracks, let one spread out to build
mines and mills on the remote resources, and send one south with your militia
units.
* Try to build a town center on the far side of the bridge - on the enemy�s
side.  You should be able to do this one or two turns after you reach the
feudal age.  This keeps the fight on their side while you get to soak up the
resources from your side every turn without contest.
* Once you get the new town center, build barracks next to it.  If the enemy is
sending cavalry at you, build spearmen - they cut through cavalry fast.  Follow
quickly with a stable and archery range.  
* Your old town center should never see battle, so build your blacksmith there.
 Also, when you reach the castle age, you can build your church and university
there.

This map should be pretty easy - practice beating it until you start getting
board, then you can try upping the enemy AI, adding additional opponents, or
new maps.  I find this is a good place to cut your teeth.
 

 

**************************************************
* 15.  Glitches                                  * 
**************************************************

There have been reports of glitches in the game.  Usually, these result in the
game freezing up, which can be annoying.  However, sometimes the game freezes
up while saving (almost always when using the "Save and Quit" function).  This
is particularly bad, because you should not attempt to restart the DS while it
is writing to the cart.  If the player attempts to restart the DS during a
freeze while saving, this will corrupt the game.

Most of the non-fatal glitches occur during battle animations - specifically,
archers counterattacking onagers.  To work around this bug, you can turn off
battle animations, or avoid such battles.

If you experience the "Save and Quit" freeze, do not restart the DS.  Instead,
try hitting buttons like a madman until you regain control.  Try leaving the
system alone for a few hours with the charger attached and see if the freeze
clears.  Basically, try anything you can think of short of restarting the DS or
removing the cart.

Things to avoid:
* Do not "Save and Quit"
* Have a User Name of at least 4 characters
* Do not turn off the DS on any game if there is any possibility that the DS is
still writing to the card.

callmesir reported an update from NGreder at Majesco.  Below is NGreder's post:

--------------------
A Word from Majesco
--------------------

Majesco is still investigating the topic. As new information comes in about
this particular issue, all of it will be posted here. We are paying close
attention to both the forums and the AOK issue at this time.  

Additionally in the short term we have a work around.  The issue seems to be
caused by use of the "save & quit" feature. Our suggestion at this time is to
not use the "save & quit" option.  Use the "save" option and when play
continues simply power down the DS.  

Again I would like to ask that you please be patient with us here at Majesco
during the time it takes to resolve this issue.

--------------------
Another Word from Majesco
--------------------
NGreder

Update on the Age of kings Issue. 
Update

Majesco has been investigating the issue in Age of kings. We have narrowed down
the problem a bit and have another work around for the issue.

The issue seems to be caused by having an empire name of 2 or 3 letters in 
length.

To Avoid the loss of data and the Black screen issue our current suggestion is
to edit your user profile.

Make sure the profile is more than 3 characters long (That�s 4 or more letters
or symbols)

This work around should prevent any data loss while playing age of kings.

Majesco would like to thank you for you patience and you patronage with us
during this time.
 

(((To edit your user profile select User Profile and then Edit)))