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Читы для Age of Empires: The Rise of Rome

Чит-файл для Age of Empires: The Rise of Rome

Age of Empires:
The Rise of Rome

 За игрой наблюдают: 1 человек

Выдержка из Энциклопедии игр

Разработчик:Ensemble Studios
Издатель:Microsoft
Издатель в России:Новый Диск
Модель распространения:розничная продажа
ISO статус:релиз состоялся 1 ноября 1998 года
Официальный сайт:Открыть (Открыть русский сайт)
Жанры:Add-on (Standalone) / Strategy (Real-time) / Isometric
Multiplayer:(8) модем, нуль-модем, LAN, Internet

Даты выхода игры

вышла 24 ноября 2005 г.
вышла 31 октября 1998 г.

FAQ [ENG]

Информация актуальна для
Contents:
1.	Civilization attributes
2.	Buildings
3.	Units
4.	Technologies
5.	Campaign Tips
6.	Cheat Codes


1.	Civilization Attributes

Assyria: Archer units fire faster; Villagers are 30% faster

Babylon: Wall and tower HP doubled; Priests regain faith 30% faster;
+30% stone mining speed

Carthage: Transport ships 30% faster; fire galley +25% damage; Academy
+ elephant units +25% hp

Chos: Long Swordman + legion +80 hp; +2 tower range; Priests cost 30%
less

Egypt: +20% gold mining speed; chariots +33% hp; +3 conversion range

Greece: Academy units 30% faster; warships 30% faster

Hititia: Double HP for catapult units; archer units +1 damage; warships
+4 range (not fire galleys)

Macedonia: Academy units +2 armor vs. missile weapons; non-ranged units
+2 line of sight; siege weapons cost 50% less; units 4x resistant to
conversion

Minoa: Ships cost 30% less; composite bowmen +2 range; farm production
+25%

Palmyra: Tribute free; 2x gold per trade; villagers cost 50% more, have
armor, and work 20% faster; camel riders 25% faster

Persia: +30% hunting speed; elephant units 50% faster; trireme +50%
fire rate

Phoenicia: Elephant cost 50% less; +30 woodcutting speed; catapult
trireme, juggernaught, and Flying Dutchmen +65% firing rate

Rome: Buildings except for towers, walls, and wonders cost 15% less;
towers cost 50%less; swordsmen +33% attack speed

Sha: villagers cost 30% less; 2x wall HP

Sumeria: villagers +15 HP; catapult units +50% fire rate; farm
production doubled

Yamoto: Horse archers, scout cavalry, heavy cavalry, and cataphract,
cost 25% less; villagers 30% faster; ships +30% hp

2: Buildings
Technology buildings:  (w=wood f=food g=gold s=stone)
                Age     Cost   HP   Purpose
Academy:        bronze  200W   350  Train Military Units
Archery range:  tool    150w   350  Train Archer Units
Barracks:       stone   125w   350  Train Infantry
Dock:           stone   100w   350  Build Ships
Gov. Center:    Bronze  175w   350  Research Technologies
Granary:        stone   120w   350  Hold Food; Research
Market:         tool    150w   350  Give Tribute; Research
Siege Workshop: bronze  200w   350  Build Siege Weapons
Stable:         tool    150W   350  Train Cavalry
Storage Pit:    stone   120w   350  Hold w, g, s. Research
Temple:         bronze  200w   350  Train priests; research
Town Center:    Stone   200w   600  Train Villagers; Advance Ages

Non-Technological Buildings
                Age     Cost   HP   Attack      Range
Ballista Tower: iron    150s   200  20          7
Farm:           tool    75w    50    -          -
Fortification:  iron    5s     400   -          -
Guard tower:    iron    150s   200   6          7
House:          stone   30w    75    -          -
Medium Wall:    Bronze  5s     300   -          -
Sentry Tower:   bronze  150s   150   4          6
Small Wall:     tool    5s     200   -          -
Watch Tower:    tool    150s   100   3          5
Wonder:         iron   1000w,s,g 500 -        -

3: Units

Note: If something is 'Strong' against something, it both takes less
damage from those sources and deals them more damage.

Misc.:
             Cost  HP  Attack Range Speed  Special
Villager:    50F   25    3     -     m     build\gather
Priest:      125g  25    -     10    s     -

Infantry:
Clubman:     50f   40    3     -     m   -
Axeman:      50f   50    5     -     m   -
Slinger:     40f10s 25   2     4     m   Strong vs. missile
Short Sword: 35f15g 60   7     -     m   -
Broad Sword: 35f15g 70   9     -     m   -
Long Sword:  35f15g 80   11    -     m   -
Legion:      35f15g 160  13    -     m   -
Hoplite:     60f40g 120  17    -     s   -
Phalanx:     60f40g 120  20    -     s   -
Centurion:   60f40g 160  30    -     s   -

Archers:
Bow:         40f20w 35   3     5     m   -
Imp. Bow:    40f20g 40   4     6     m   -
Comp. Bow:   40f20g 45   5     7     m   -
Chariot:     40f70w 70   4     7     f   Strong vs. Priests
Elephant:    180f60g 600 5     7     s   -
Horse:       50f70g 60   7     7     f   Strong vs. missile
H. Horse:    50f70g 90   8     7     f   Strong vs. missile
                                        
Cavalry:
Scout:       100f   60   3     -     f   -
Camel:       70f60g 125  6     -     f   Strong vs. Cavalry
Chariot:     40f80g 100  7     -     f   Strong vs. Priests
Sc. Chariot: 40f60w 120  9     -     f   Strong Vs. Priests*
Cavalry:     70f80g 150  8     -     f   Strong Vs. Barracks Units
H. Cavalry:  70f80g 150  10    -     f   Strong vs. Barracks + Missile
Cataphract:  70f80g 180  12    -     f   Strong vs. Barracks + Missile
W. Elephant: 170f40g 600 15    -     s   -*
A. Elephant: 170f40g 600 18    -     s   Strong vs. Walls + Towers*
*Adjacent enemy units take damage

Ships:  All ships 2x resistant to conversion

Fish Boat:   50w    45   -     -     m  -
Fish Ship:   50w    75   -     -     f  -
Trade Boat:  100w   200  -     -     f  -
Merc. Ship:  100w   250  -     -     f  -
L. Trans.:   150w   150  -     -     m  -
H. Trans.:   150w   200  -     -     f  -
Scout S.:    135w   120  5     5     f  -
War Galley:  135w   160  8     6     f  -
F. Galley:   115w40g 200 24    1     f  Weak vs. Missile
Trireme:     135w   200  12    7     f  -
Cat. Trir.:  135w75g  120 35    9     f  -
juggernaught: 135w75g 200 35    10    f  -

Siegecraft:  For speed, all are very slow.
             Cost    HP  Damage Range Rate   Damage Area  Min. Range
S. Thrower:  180w80g 75    50    10   1/5sec     small       2
Catapult:    180w80g 75    60    12   1/5sec     medium      2
H. Catapult: 180w80g 150   60    13   1/5sec     large       2
Ballista:    100w80g 55    40    9    1/3sec     target      3
Helepolis:   100w80g 55    40    10   1/1.5sec   target      3

4: Technologies

Storage Pit Research
               Cost       Benefit
Tool Working   100f       +2 infantry attack
Metal Working  200f120g   Same as above
Metallurgy     300f180g   +3 Infantry attack; required for cataphract
Bronze shield  150f180g   +1 infantry armor vs. slinger,archer, missile
Iron Shield    200f320g   Same as above; required for A. elephant
Tower Shield   250f400g   Same as above
L. Archer Armor 100f      +2 armor for archer units
S. Archer Armor 125f50g   Same as above
C. Archer Armor 150f100g  same as above
Leather Barding 125f      +2 armor for cavalry
Scale Barding   150f50g   same as above
Chain Barding   175f100g  same as above
L. Infantry     75f       +2 infantry armor
S. Infantry     100f50g   same as above
C. Infantry     125f100g  same as above

Government Center Research
Architecture 150f175w  -33% construction time; +20hp for buildings
Aristocracy  175f120g  academy units 25% faster; required for centurion
Writing      200f75g   allies share exploration
Logistics    180f100g  barracks units count as 1\2 unit
Nobility     175f120g  +15% cavalry hp; required for Scythe Chariot
Alchemy      250f200g  missile weapons,siegecraft, slinger attack bonus
Ballistics   100f50g   missile accuracy; required for Ballista tower
Engineering  200f100w  +2 Siegecraft range; required for Juggernaught

Market Research
Woodworking   130f75w  +1 missile range; +2 woodcutting speed
Artisanship   170f150w same as above
Craftsmanship 240f200w same as above
Stone mining  100f50s  +3 stone mining speed
Siegcraft     190f100s same as above; villagers can attack walls
and
towers; required for heavy catapult
Gold mining   120f100w +3 gold mining speed
Coinage       200f100g same as above; tribute is free
Domestication 200f50w  +75 farm production
Plow          250f75w  same as above
Irrigation    300f100w same as above
Wheel         175f75w  villagers 30%faster; required for chariots

Temple research
Astrology     150g     Conversion 30% more effective
Mysticism     120g     Priest hp doubled
Polytheism    120g     priest moves 40% faster
Fanaticism    150g     Priest regains faith 50% faster
Monotheism    350g     Priests can convert enemy priests and buildings
Afterlife     275g     +3 conversion range
Jihad         120g     + villager attack, hp, speed; - gathering speed
Martyrdom     600g     Press delete to instantly convert (not priests)
Medicine      150g     increases healing speed

5: Campaign Tips

1: EXPANSION RISE OF ROME

1: Birth of Rome
  Build your towers to the north first.  Build a storage pit on the
cliff side for quick stone gathering.  Also be sure to build a dock on
the shore north of your city to reach the LAST two towers built.  Do
not expect much interference once your towers are up.

2: Pyrrus of Epirus
  Mass your navy in one spot, but do not attack without triremes and
juggernaughts.  Siegecraft are essential to the attack.  I suggest,
however, that you simply use the fleet as a diversion.  Move you troops
along the path north of your city to Pyrrus' army's citadel.  The trick
is to build towers all along the path, so if you retreat all the units
following you will suffer severe damage.  The enemy army consists
mostly of elephants and cavalry.

3: Syracuse
  Move you villagers behind the forest and use it as cover.  Keep your
catapults near the area they originally were and use them to keep your
dock's area clear.  Move your ships around, toward the northern end of
the landmass your units are on, and order them to stand ground.  The
best way to get to Archimedes (he is in the area you have to invade) is
to head to the far west with many Balistae and Archers (some infantry
too) and battle up the hills to the area where Archimedes is surrounded
by walls, markets and government centers.  Use the archers and balistae
to attack the balistae in the walled in areas.

4: Metaurus
  The main threats are to the north and the south.  In the beginning,
the northern army has very little in the way of troops, so ignore them
temporarily.  A short way to the south are three more axe men and a
catapult.  Take them out immediately.  Then, take part of your army
north and kill all the villagers to the north.  To the south, infantry
will be more important than siege weapons.

5: Zama
  The best place for a wonder is just east of your city, between the
lake and the forest.  Build towers on all the cliffsides around your
city.  The weakest point in defense is to the far east.

6: Mithridates
  Your fleet will fall under attack almost immediately, so once the
first threat is defeated head slightly northwest.  Stay between the two
forests and build towers to protect either end.  Also disperse your
fleet and troops throughout the area.  When I say this, I mean still
avoid contact, but try to find advanced signs of attack.  When your
area seems stable, advance with catapults, balistae and a horde of
infantry and archers.  The area of the wonder is teeming with towers,
so be careful.

2: EXPANSION AVE CAESAR
1: Caesar vs. Pirates
  When you start out, you're just Caesar.  Don't worry, just run like
'heck' (kiddies might be reading this) to the west.  Don't think, just
run.  Soon enough, you will reach a small village, it then becomes
yours.  Run up next to a tower.  Now you're safe.  Next, you have to
build up a huge fleet, consisting of triremes and catapult triremes.
There are nine docks in all.  Three in the western corner, three in the
southern and three in the center (those might be a little off).  Take
out the ones in the center first, then the ones in the western half.
The ones in the southern section are the best defended, so bring that
huge fleet you've been building up just for this occasion.

2: Britain
  There are three ruins in total.  All three are across the river.  To
begin, move all of your units across the river.  Do this as quickly as
possible.  Once there move all your units except for priests and
transports away from your landing site.  Try to convert a villager and
build some method of getting more military units.  On the Western side,
expect to run into several priests, catapults, chariots and towers.
Expect more of the same in the center.  On the western side, however,
you only have to worry about axe men and a few cavalry, unless you gave
the red army time to cover them.  Then, expect still more of the same.

3: Alesia
  Like the hints say, complete your fortress as soon as possible.
Build about 15 villagers and set them to work building towers.  The
armies on either side of you are in the far corners.  The one to the
west is harmless for a great length of time.  The army in the east has
archers and long swordmen.  Don't forget about siegecraft and archers.
They can fire through the walls.  The armies on the inside of the
fortress only have two catapults, but multiple horseback archers.  The
actual enemy hero is in a fortification of small walls with four
mounted archers.  Balistae anyone?

4: Caesar vs. Pompey
  Don't waste time looking for a hero named Pompey.  There are two ways
to win this scenario: (1) build a massive army and fight your way
through a city and dozens of towers, taking heavy casualties such that
the victory is so hollow it is almost worthless, or (2) build some
transport ships and float merrily across the river.  Bringing with you
of course, enough siege equipment to level Washington D.C., siege
equipment that you built in the safety of a fortress surrounded by
towers.  The choice is yours.  One point of interest though, using the
cheat E=MC2 TROOPER, you can level the city from the comfort of your
own town center.

6: Cheat Codes

Press enter, then type in the corresponding codes below:
1000 gold                          COINAGE
1000 food                          PEPPERONI PIZZA
1000 stone                         QUARRY
1000 wood                          WOODSTOCK
Catapults fire civilians*          JACK BE NIMBLE
Chariot archers fire faster        UPSIDFLINTMOBILE
Commit suicide                     HARI KARI
Composite archers become stealthy  DARK RAIN
Control animals, not men           GAIA
Full map                           REVEAL MAP
Horse archers become black riders  BLACK RIDER
Invincible army                    ZEUS
Juggernauts can move on land*      FLYING DUTCHMAN
Priest have 600hp, speed6*         HOYOHOYO
Rocket launching car*              BIGDADDY
Kill all opponents                 DIEDIEDIE
Kill select opponent               KILL <1 - 8>  (ex. kill5)
Soldier wields laser blaster*      PHOTON MAN
Soldier wields nuclear weapons*    E=MC2 TROOPER
Quit game                          RESIGN
Instant building**                 STEROIDS
Upgrade balistae (range=100)       ICBM
Upgrade heavy catapults            BIG BERTHA
Win campaign                       HOME RUN

* My favorites
** Effects opponent as well

*Tip* When typing in a cheat, to enter it multiple times, highlight it,
and press ctrl+c.  Then press ctrl+v and enter, over and over again.

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