Version History
Hi and welcome to The Age Of Empires Civilization Guide. Here you will find
everything you need to know about the tribes in Age Of Empires. The tribes
from Rise Of Rome have been left out because I'm writing a FAQ just just for
them. All email regarding this or any other FAQ I've written, can be sent to
firstname.lastname@example.org . Enjoy!
 Version History
Version 1.0- 02/27/00-First Release
+40% Archery Range unit fire rate.
Villagers 30% faster.
*The extra speed of your villagers with this civ. gives you a huge advantage
over your opponents. You can get yourself set up and
ready to fight 30% more quickly than your opponent!!!*
The big bonus this tribe has is the +40% archery range fire rate and the +30%
is also pretty nice. In the Bronze Age a chariot rush is devastating, send in
a group of 15-20 chariot archers and there's nothing that the enemy can do to
stop you. You must archer rush with this tribe. So what if you don't have a
phalanx or a centurion! Make hoplites to create a front line to slow down the
enemy from getting to your archers.
Double wall and tower hit points. *only really good when your civ. is fully
+30% Preist rejuvinations. *OKish*
+30% Stone mining. *No good in deathmatch*
Basically a camping, build-a-wonder-tribe. With the double wall and tower
points plus the +30% stone mining you can fortify your town extremely well.
Babylonians only have hoplites and the cavalry and chariot for stable units.
They suck on the seas because they lack a trireme. If your playing with this
tribe just stay at your empire or rarely attack the enemy, work on building up
you defenses and world wonder.
+80% Long swordsman and Legion hit points. *Pretty good*
+2 Tower range.
-30% Preist cost.
When you look at it, Choson only have 1 weakness its farthest reaching unit is
still 2 squares short of the farther hitting catapults. THIS IS THE ONLY
DOWNFALL OF CHOSON. They got a great ground attack with huge support for the
already amazing infantry they can get. Think about it a amazingly cheap unit
that works so damn good since they have the 80+ hitpoints for legions and
longswordsmen. Also their priest are only rivaled by Egypt. They have the best
weapon for infantry support the balista. The catapult is stronger but tell me
which would you
say is better on sea a trimmie by itself against a jugg? The trimmie cause it
will always hit and it will only damage the enemy. The helopolista can waste a
elephant before it got to the front lines of the Legions which will handle it
easily anyways. That's if the elephant gets past conversion. I don't play
Choson unless all my opponents are short range civilizations. Any civilization
besides Sumerian and Hittite can be taken easily by Choson army. These 2
because they have the catapult advantages. The only civilization that can
really rival the Choson besides Hittite and Sumerians are the Egyptians.
+20% Gold mining. *No good in DM*
+33% Chariot and Chariot Archer hit points.
+3 Preist range
Their infantry suck and they only have the stone thrower. The +20% gold mining
and the +33% chariot bonuses make up for the infantry. The key with the
Egyptians is to make A LOT of elephants since they're the Egyptians most
powerful ground unit. The +20% gold mining will really help you pump out
elephants and priests. Another powerful aspect is that the chariots get +33%
hit points, this tribe kicks butt in the Bronze Age. Just rush the enemy town
with your chariot archers and chariots. In the Iron Age you have two pretty
huge advantages on defence and attacking. 1. You have elephants which are
pretty easy to pump out with +20% gold mining for attacking. 2. The +3
conversion range is really helpful in defending your empire. When an enemy
attacks send out your elephants first, have the enemy fight the elephants for
a while. While they are attacking the elephants , send out your priests, KEEP
THEM IN TOWER RANGE or they're toast. Convert every enemy you can, the enemy
will charge your priests but will be converted to your side by the time they
get to your priests because of the +3 conversion range. With 6-8 priests, for
the time it takes the first 1st priest to restore the enemies' faith, you will
have gone the other priests and are ready to convert another enemy with your
Hoplite, Phalanx, and Centurion 30% faster.
War ships 30% faster.
Bad on land, awesome on the high seas. On land they only have a bowman! Your
academy unit will get wasted even though they have +30% speed.
Greek stables are okay with a cavalry and heavy cavalry. Their strength is in
their navy. They can make every ship and a +30% speed bonus to warships. Take
two catapult triremes, group them, attack the enemy, dodge incoming fire, and
then fire back.
Double Stone Thrower, Catapult, Heavy Catapult hit points.
+1 Archery Range unit attack.
+4 war ship range.
Hittites are great on the sea, EXCEPT in the Iron Age, then they get wasted by
triremes. The key to winning with this tribe is to take out the enemies' dock
before the Iron Age. Then build tons of war galley's and surround the enemies'
coast line to make sure that they don't build another dock. On land the
Hittites kick butt! The double hit points the catapults get rules, just send
in a bunch of catapults into an enemy empire and spread the catapults apart so
that if one catapult is getting attacked another one can kill the unit that's
attacking the catapult(you can even leave the catapults unguarded).
-30% ship cost.
+2 Composite Bowman range.
+25% Farm production.
More coming soon
-30% Farm production.
War Elephant and Elephant Archer 50% faster.
+50% Trireme fire rate.
The elephant tribe. This tribe kicks with its supercharged elephants. They
move +50% faster. Don't worry about making stable units to take out a
catapult, just send in an elephant. The +50% trireme fire rate is really good.
The Persians have -30% farming and no ballista tower.
-25% War Elephant and Elephant Archer cost.
+65% Catapult Trireme and Juggernaught fire rate.
The Phoenician are pretty well rounded. The -25% elephant cost is pretty
good, this tribe makes a very good newbie tribe. Lacking the horse archer more
experienced players will not want to use this tribe. This tribe is a pretty
good on the sea with the +65% fire rate for the triremes.
-30% Villager cost.
Double wall hit points.
+15 Villager hit points.
+50% Stone Thrower, Catapult, Heavy Catapult fire rate.
Double Farm production.
The Sumerian are a very strong tribe. They suck on the sea so don't even think
about using them on water maps. But on land the Sumerian rule with the +50%
catapult fire rate. Also the double farm production is really good. When you
charge a city with a group of academy units, war elephants, and catapults
almost nothing will stop you. Take out those towers and pesky archers twice as
fast with your catapults. Also Sumerians can be used to get an
easy and quick win. Since Sumerian villagers are as as strong as clubmen its a
good idea to rush the enemy early with villagers. The way to do this most
effectively is by first finding out were berry bushes are then build a granary
right next to them. Have two villagers gather, build a house, and make a
villager. After you did that put the three villagers on the bushes and make
another villager. With your 5th and 6th villagers, put them on wood for houses
then every villager after builds a house and gather food of hunts.
-25% Horse Archers, Scout, Cavalry, Heavy Cavalry, Cataphract cost.
Villagers 30% faster.
+30% ship hit points.
This tribe would rock if they didn't lack one thing, the ballista tower! It
still is a great tribe without the ballista tower because of the -25% cost for
all horse units, and because of the +30% ship hit points. The key to winning
with this tribe is to keep your enemy on defense.
- Microsoft for a great game
- Me for writing this FAQ