One great fact about AOE I was the diversity and historical correctness of the civilizations in the game. One could choose a civilization that met their preferences, whether it be a good infantry, navy, siege weapons, or food and resource gathering. AOE II, Age of Kings, seems to present the same enjoyable diversity. The original game had 11 civilizations(civs), and AOK will have 13 unique civilizations. 4 of the civs were called raider civs at the beginning of the development of AoK, who had movable town centers for merely pillaging, but Ensemble Studios decided to make those civs like all the others, perfectly playable civs with regular TCs, because "the raider civs just weren't that fun to play".
Only a couple civilizations are back(or rather survived) from the last game, which makes it even more intresting and historically correct.
Another great new idea about AOK is the new unique units. These are special units that are unique to each civilization, based on above average characteristics(mainly soldiers) of the civilization during the course of history. The unique units that have been released on the internet will be listed and pictured on this page.
Note: Unique units were previously called Superunits on this page, but we felt that Superunits would be confusing since that's what many people called the highest units in AoE(legion, centurian, armored elephant, cataphract, ext). So we felt it would be good to distinguish the two by calling the units like the "Persian War Elephant"(my personal favorite), unique units.
So, without further adeau, the civilizations:
1.The Byzantines(476 to 1453)
Unique Unit: Cataphract. Fast and powerful against infantry.
The Byzantine showcase has been released! Below is links, advantages, and my personal analysis.
Introduction
History
The Byzantines in AoK
Unique Unit
Strenghts and Weaknesses
The Dock
Non-Combat Ships
War Ships
More War Ships
Conclusion
Advantages:
1. Buildings and towers get more hit points than normal throughout the ages. 10% more in Dark, 20% in Feudal, 30% in Castle, and 40% in Imperial.
2. Skirmishers, camels, and pikemen cost 25% less.
3. Fire ships do 20% more damage per attack.
4. Imperial Age upgrade 33% cheaper.
Analysis: Although the Byzantines aren't EXCELENT in a certain area, they are very good and balanced in all areas. They have all units and superunits except for heavy scorpian ballistas and heavy onagers. They also have the most technologies out of the civs, lacking only 7 technologies. Their towns are usually well fortified and hard to kill with all their buildings and towers having more hps. They are also very unpredictable in what they will use, and can throw anything at you. The only thing they lack, besides the higher siege weapons, is an early economic advantage. But, once they get passed Feudal, they are very hard to stop. This civilization will be a very powerful one, either in the hands of a rookie, building different units, or a veteran, building numerous stratigical combinations. Watch out for the Byzantines in AoK. They will be powerful and unpredictable.
2.The Japanese(900 to 1868)
Unique Unit: Samurai. Attacks with a sword with great speed and damage.(Note: This was originally planned to have a bow as well, but was taken out for multiple reasons, including quick responce attacks.)
Analysis: Unlike the Japanese of AoE(Yamato), the Japanese in AoK doesn't rely as much on cavalry. Instead, their advantages come from having every infantry and archer unit, and every ship except for the demolition ship. They also have every technology obtainable for the monk(like the priest in AoE). But, this civilzation might not be advisable if you're looking at a game that will go well into the Imperial Age. They cannot get the highest cavalry(Paladin), and they lack siege equipment that is necesarry for invading large castles. In the same thought, they can't get higher level towers either. The Japanese will be a strong civilization in AoK, but be forewarned: organize and attack quickly!
3.The English(a.k.a.- The Britons)(500 to now)
Unique Unit: English Longbowmen. Extremely long range archer unit.
ANOTHER CIVILIZATION SHOWCASE RELEASED
The information is just as good as the Japanese info. Here are the links:
Introduction
Historical Context
The Britons in AoE2
Strengths, Weaknesses, and Unique Unit
A closer look at Briton units and the Stable
Campain Play and Final Thoughts
ADVANTAGES:
1.Town Centers cost 50% less
2.Shepherds work 25% faster
3.Archers on foot get +1 range bonus in Castle Age and another +1 range bonus in Imperial Age
Analysis: If archers are your thing, this is the civ for you. The British archers get range bonuses, and the unique, the Longbowman, has a greater range than any archer unit, and a greater range than any unit in the game except the trebuchet(and that includes fully upgraded towers!). You are usually pretty safe once you advance to the 2nd age, the first one that you can build an archery range. Those units can be upgraded through the ages. The main weakness of the Britons, however, is that they have no gunpowder units. Archers may have much more range than cannoneers, but don't cause nearly as much damage. The Britons also lack the more advanced units in the siege workshop. But, if you know how to use your archers, the Britons could make you powerful.
4.The Turks(1030 to now)
Unique Unit: Janissary. Disciplined troops who lived only for battle. They Terrified their opponents with sound(drums and horns) as well as their fighting prowess.
Introduction
A little history
The fall of the Seljuks and the rise of the Ottomans
The Turks in the Game
Strengths and Weaknesses
The Janissary
The Turkish Barracks
Conclusion
Advantages:
1.Bombard Cannons attack 25% faster
2.+50% hit points to hand cannoneers, bombard cannons, bombard galleys, and bombard towers.
3.Automatically gets Chemistry tech(needed for gunpowder units), and 1/2 off materials needed for gunpowder advances.
4.Gold miners are 15% more productive.
Analysis: If you're looking for a strong Imperial Age civ, *phew* have you found it! This civilization is pumped up on gunpowder weaponry and units. Age of Empires II's AI specialist Mario Grimani says it reminds him of playing Hittie in AoE, and those who play AoE know what that's like. From 3 out of 4 advantages having to do with gunpowder, to having every gunpowder unit in the game, to having a unique unit that is a souped up hand cannoneer, this civilization is loaded and ready to fire. But beware! This civilzation is definately a late bloomer. If you are attacked before the Imperial Age, you are as good as dead. The gold advantage will help your rush to Imperial, but you must be skilled to use this civ.
5.The Persians(200 to 714)
Unique Unit: Persian War Elephant. Great attack and a lot of hit points, but very expensive.
THE PERSIAN SHOWCASE HAS BEEN RELEASED!! Look below for informative links, advantages, and analysis.
Introduction
History Lesson
Persians in AoK
Unique Unit
The Archery Range
Basic Archer Units
Skirmishers
Cavalry Archers
The Galleon
Persian Pros and Cons
Advantages:
1. Starts off with 75 more food and 75 more wood than other civs.
2. Town Centers have double hit points, and builds 10% faster in Feudal, 15% faster in Castle, and 20% faster in Imperial.
3. Docks have double hit points, and works 10% faster in Feudal, 15% faster in Castle, and 20% faster in Imperial.
Analysis: The Persians will be a powerful, well diversed civilization. They have an amazing(but extremely expensive) unique unit, and they can get a good army of almost anything from their technology tree, except that they're lacking in infantry. Their advantages help them survive and get through the early ages, but they definately peak in Castle and Imperial. Persian players will thrive on land or water maps, due to their quick producing navys, and powerful ground unique unit. They are not a well fortified civilization, but their powerful armies will make up for that, making them a civilization to be feared by fellow gamers.
6.The Teutons(Germans)(919 to 1250)
Unique Unit: Teutonic Knight. Devastating hand-to-hand attack.
The Teuton showcase has been released. The links, advantages, and analysis are below.
Introduction
A little history
AoK's Teutons
Unique Unit
Blacksmith and Trade Ship
Teuton Pros...
...and Cons
Frederick Barbarossa campaign and Conclusion
Advantages:
1. When garrisoned, town centers have +2 attack and +5 range than TCs of other civs.
2. Farms cost 2/3 wood.
3. Towers get increased attack power: +3 arrows in Feudal, +2 more arrows in Castle, and one more in Imperial.
4. Monk has healing range of 8, whereas other civs monks have healing range of 1.
Analysis: Due to powerful town centers and towers, this civ is well fortified. It is hard to cripple a Teuton player's economy by killing off vills, because their town center has such a long range. And once they get towers put up, it is hard to even get within the walls of the town, especially with monks that can heal a Teuton miliary unit from a very safe distance. If used properly, the advantages of this civilization can provide a player with: larger navys and siege armies, due to more wood not used on farms, well fortified towns due to strong towers and TCs, and hard to kill armies, due to a powerful unique unit and long-range healing monks. All in all, the Teutons are a well balanced civilization that, even without having the best armies in the game, will be a powerful force in the hands of a skilled player, and one that is hard to kill, even in the hands of a rookie.
7.The Franks(509 to now)
Unique Unit: Axe Thrower. Strong attack, with more range than infantry, but less range than archers.
The 5th Civilization showcase has been released to the public, and the Franks are in the spotlight. Look at the links and breakdown below:
Introduction
A brief history
The Franks in AoK
The Franks unique unit
Showcase building-The Mill
The Franks Strengths and Weaknesses
The Joan of Arc Campaign
Conclusion
Advantages:
1. Castles are 25% cheaper.
2. The Frankish knight, cavalier, and paladin get 20 percent more hit points.
3. Automatically gets free farming upgrade upon reaching each new age.
Analysis: This civilization is amazingly military oriented, and any player, whether he is a beginner or a seasoned gamer, will like brutefully crushing opponents with the Franks power. They have the most powerful calvary in the game, and will be able to pump them out with the huge farming bonus. The Franks peak in Castle, however, much like the Japanese and the Chinese, they are not extremely strong in Imperial. They lack the highest siege equipment, highest towers, and archer upgrades, leaving them vulnerable to powerful archer civs like the Britons and Chinese. But even if the Franks aren't the most well-rounded civilization, they are definately a powerful military force not to be messed with, and I guarentee AoK fans will see many-a-slaughter by the hordes of Frankish cavalry.
8.The Saracens(613 to now)
Unique Unit: Mameluke. Great attack, even against heavily armored units.
Introduction
History
Saracens in AoK
More Advantages
Saracen UU: The Mameluke
Strengths and Weaknesses
The University
The Trebuchet
Conclusion
Advantages:
1. Market Commodity trade only 5% instead of 30%.
2. Transports have double hit points and carrying capacity.
3. Horse archers get +3 attack bonus against buildings.
4. Galleys attack 20% faster.
Analysis: The Saracens will prove to be a well balanced civilization. They get a good amount of technologies and units. They will be able to age faster and more easily get desired resources with the great market advantage. Plus, their two naval advantages will make them a very strong naval civ, putting them up there with the Byzantines, Persians, and Vikings. Also, with their strong anti-cavalry units and horse archers, they will have good land armies as well. Like the Persians, they lack great fortification, but a good Saracen player will be able to rule the seas and harass and finish off their opponent by land.
9.The Chinese(Sung)(960 to 1280)
Unique Unit: Chu-Ko-Nu. Crossbowmen capable of firing multiple bolts at once. Is cheap and does great damage but doesn't have much range or durability.
YOUR ATTENTION PLEASE!! The 4th Civilization Showcase has been released, and the featured civilization is the Chinese. Here are the links and analysis of the Showcase:
Introduction
Chinese History
The great Chinese Dynasties
China in AoK
Cultural Bonuses Continued
The Chinese Unique Unit
The Chinese Siege Workshop
Conclusion
Advantages:
1. Starts with 6 villagers instead of the normal 3, but only has enough food to build 1 more, whereas other civs have food to build 4.
2. Town Centers support 10 units instead of the normal 5.
3. Cheaper technologiess: technologies cost 90% of normal cost in Feudal Age, 85% of normal cost in Castle Age, and 80% of normal cost in Imperial Age.
4. Demolition ships have 50% more hit points.
Analysis: The Chinese in AoK seem to be similar to the Chinese(Shang) of AoE, with the case that a player using these civs tends to have more villagers overall than most other civs. The Chinese in AoK appear to be a civ that can attack in almost any age, but they reach their peak in early-mid game. With the population advantages, Chinese usually ages faster than other civs, and the cheaper technologies also frees up more resources for creating units, therefore making sure that the Chinese have a larger population of units all throughout the game. In conclusion, this civilization can appeal to both beginners and experts because they: are easy to get a villager jump start, almost always have more units than other civs, and have all the infantry, all the archers, and a strong cavalry.
10.The Mongol Hordes(1206 to 1405)
Unique Unit: Manguoai. No picture avaliable.
11.The Celts(500 to 1500)
Unique Unit: Woad Raider. Fast moving infantry with high HPs and good attack.
Introduction
History
The Celts in AoK
Unique Unit: The Woad Raider
Advantages and Disadvantages
The Monk
The Monastery
Conclusion
Advantages:
1. Infantry move 15% faster.
2. All siege weapons fire 20% faster.
3. Lumberjacks work 15% faster.
4. Sheep cannot be converted by others as long as the sheep is in 1 unit's line of sight.
Analysis: The Celts are a highly offensive civ that can rush with the best in early game or hang with the strong in Imperial Age. Their strong advantages help them build strong armies of siege and infantry. Although they lack most archers, their siege will make up for this. Also, they will produce siege faster with their better lumberjacks. Their infantry can chase down archers and ambush enemy siege equipment. All in all, the Celts will prove to be a well balanced civ that will be enjoyed by all skill levels and be used by those who love to attack.
12.The Vikings(500 to 1100)
The Vikings are the only civ to have two unique units and the only one to have a boat UU.
Unique Unit: Viking Longboats No picture avaliable.
Unique Unit: Berserker. No picture avaliable.
13.The Goths(200 to 714)
Unique Unit: Huskarl. Strong infantry unit with amazing piercing armor.
THE GOTH SHOWCASE HAS BEEN RELEASED. As always, please look below for links, advantages, and analysis.
Introduction
On to the history
The Goths in AoK
The Goth Unique Unit
Strengths and Weaknesses
The Stable
Stable Unit-by-Unit Descriptions
Heavy Cavalry
The Galleon
Conclusion
Advantages:
1. Infantry units are 10% cheaper in Feudal, 15% cheaper in Castle, and 20% cheaper in Imperial.
2. Infantry get a +1 attack bonus against buildings.
3. Villagers get an attack bonus against wild boars.
4. Gets +10 on population limit in Imperial Age.
Analysis: This civilization is one that requires skill and effort. Depending on how you play it, the Goths can be the most powerful civilization or the weakest one. If you like fortifying yourself and waiting until Imperial to attack, this is not the civ for you. Their towers, walls, and castles are the weakest in the game. The way to win with the Goths is to keep pumping out your cheap infantry and constantly harass your enemy throughout the game, making their economy weak and unstable. The wild boar(similar to the elephant of AoE) advantage allows you to spend more time building armies in Feudal. A strong player who knows how to constantly attack and make a large army of cheap infantry and Huskarls will be hard to stop as Goths. But a Goth player who tries to fortify their town and make an army late in the game should be easy to kill.
I will add more when time permits and more info becomes avalible. It appears as if the civilizations will be very intresting in AOK...