Age of Empires II (2013) Guide

The best AoE2 Info Sheet for Age of Empires II (2013)

The best AoE2 Info Sheet

Overview

All the info you’ll need on just a few pages! An overview of all units with all hidden attack bonuses and armors. In addition there’s civ bonus overviews and tech trees. Print it out or have it on a second monitor and you’ll have a quick reference for nearly everything you need to know about units or civilizations!

Introduction

Hello and welcome!

This guide aims to be a reference for anything you might want to know about unit stats or civilizations. How long does it take for a Boyar to train? What bonuses do Saracens get? Do the Japanese get bloodlines? How big is the Tarkan’s anti-building bonus?
It’s all there, and on just a few pages optimized for printing.

Some might remember the Leaflet that came with the CD version – Now you can make your own, with even more information and up to date!
Just print it out on sturdy paper, glue it together and you’re good to go.
Or if you prefer, just keep the files (Maybe on a second monitor) around for quick reference

You can find the PDF files for downloading at [link]
Steam only allows pictures to be hosted.

I am also working on a mod to replace the in-game tooltips with actually useful information.
There are two version, for the base game and the expansions: [link]
[link]

This guide is mostly aimed at intermediate players who know the basics but haven’t yet memorized all unit counters, civ bonuses, and so on, but even experts may find a thing or two they didn’t know before. There’s a lot of theory being offered – but you’ll still have to do the practice yourself 😉

There is also a “last updated” version date in the top left corner of each picture so you can see if your is outdated.

If you like it, leave a like rating and save it as a favorite, this helps make it more visible and possible for others to find it as well.

If you like what I’m doing and have the money, you’re welcome to donate 🙂 Donate to Jineapple[www.paypal.com]

Here’s how a printed version looks

Pictures of the expansions dataset version

Here is the current version for the game with the expansions dataset (Forgotten, African Kingdoms, Rise of the Rajas).

Pictures of the base game/AoC version

This is the version both for the original AoC CD and the AoE 2 HD base game (There are no balance changes between those two)

Spacer because Steam messes up the formatting

Example Entry

Here’s an example entry with explanations to show how the spreadsheets should be read.


Column 1: Name of the unit. [x] is the number of units that can be garrisoned
Column 2: M(elee)/P(ierce) armor, reduces each type of damage by the given amount.
Column 3: Standard attack value, whether it’s M(elee) or P(ierce).
Column 4: Fire rate (FR). If the value is 3, it means 3 seconds will pass between two attacks of that unit (therefore lower is better). For ranged units, this is the time between the projectiles being shot (So there is no difference between the target being close or far away)
Column 5: Ra(nge) of attack and Line of sight (LoS).
– If the value is black, the unit has the noted amount of range.
– If the values are noted like this: 3-15, it means the unit has 3 minimum and 15 maximum range.
– Usually, the line of sight will be 2 tiles bigger than the range, so an archer with 5 range will have 7 LOS.
– If the value is red, it means the unit doesn’t have any range, and the LOS value is noted instead.
Column 6: Acc(uracy) of ranged units. This is how often a unit will hit exactly where it aims, in percent.
– However, a shot that „misses“ can still hit the intended or nearby units. If a shot hits a different unit that the one it was aimed at, it will do half the damage.
– How far off the shot can go depends on the „accuracy error width“. If a unit „misses“, the projectile can land in a square with a side length of the error width times the range.
As an example, the Elite Cannon Galleon has an accuracy error width of 0.1 and an accuracy of 50%. If it fires at a unit 10 tiles away, this means it will hit exactly where it aimed 50% of the time, and 50% of the time, it will hit in a square around that spot with a side length of (10*0.1 =) 1 around the original target, or up to 0.5 tiles away on the x and/or y axis.
– This error radius depends on the type of the unit: 0.33 for any archer type, 0.75 for gunpowder units and camel archers, 0.5 for Arambai, 0.2 for Trebuchets and 0.1 for cannon galleons/turtle ships

Column 7: Attack delay (AD) is the delay between a player’s attack command and the unit actually shooting (in seconds). A low value makes hit-and-run tactics much easier (E.g. this is one of the big advantages of the Elite Mangudai)

Column 8: Health Points (HP), pretty straightforward.

The colors in each row signify which class(es) the unit belongs to.
– For the Siege ram, the first cell is yellow, the next one light yellow – If you look at the column headers, you can see that this represents the „Siege“ and „Ram“ classes. (Related classes have similar colors). Any siege ram will take bonus damage from attacks against these classes.
– All different attacks are added together and in most cases, units will take the standard amount of bonus damage, but a few have bonus armor, signified in {} brackets for the class of the corresponding colour.

The columns after HP represent attack bonuses of the unit.
– The Siege Ram will do 65 bonus damage against „Siege“ and 200 against the „Buildings“ class
Note: All buildings are part of two „Building“ classes (khaki and light brown). Attack bonuses might belong to one or the other, while all armor bonuses are for the first class. Thus bonus damage against B2 (mostly from infantry or archers) is not affected by any bonus armor.
– In case a column says 0 attack bonus, it implies that it has 0 base attack bonus, but can be increased by a civ bonus or technology; Elephant archers have -2 archer armor and will take 2 extra damage from anti-archer attack, even if it is 0.

Example for damage calculation: Let’s have a Mangudai attack a Siege Ram.
-Mangudai has 6 pierce attack, the Siege Ram 195 pierce armor -> 0 damage (no negative damage possible).
-Mangudai has 1 attack bonus vs Siege Weapons and the Siege Ram has no bonus armor, so that’s 1 damage.
-Mangudai has 3 attack bonus vs „Ram“ class and the Siege Ram has 2 bonus armor, again we get 1 damage
-The Mangudai’s attack bonus against „Spearmen“ class does not apply.
All attacks added together result in 2 damage. (If the sum was 0, a minimum damage of 1 would be inflicted)

Columns after the attack bonuses:
Column 11: Movement Speed (MS), this is how many tiles a unit can move per second
Column 12: Cost (resources necessary to train a single unit)
Column 13: Build Time (BT), how long a unit takes to be trained / construction time a single villager needs for a building

Unless otherwise noted, values are without any civ bonuses, upgrades like blacksmith or unique techs

A few notes on the tech overview:

Techs that some civilizations are missing are in the main table, techs that all civilizations get in a secondary table underneath. Not mentioned are basic/unupgraded units that every civ gets (militia, archer, siege tower, battering ram etc.).
Also: Stable, Scout (+Knight for AoC), Scale/Chain Barding Armor are noted as available for every civ (or not mentioned to signify the same thing), however mesoamerican civs don’t get these for obvious reasons

If there’s something unclear, leave a comment and I’ll try to clarify 🙂

Monk mechanics

  • Monks heal 1HP/0.4s, Missionaries 1HP/0.8s (So half as fast). Garrisoning in buildings only heals 0.1HP/s (or 0.4HP/s with herbal medicine, still not great).
  • Illumination actually increases faith regenartion by 87.5%, from 1.6 points per second to 3 points per second.
  • In the base game, fervor only increases the speed of monks carrying relics, not of all monks.

Monk conversion
The conversion mechanic is quite complicated, for full information, you can see this forum post: [link]
Most of that doesn’t matter to gameplay that much though, I’ll give my summary with the most important points here:

A monk takes between 5-12 seconds to convert a normal unit, and about 18-29 seconds for a building
In that time, there’s roughly a 28% chance for conversion every 1.2s, for buildings it’s about a 9% chance per 1.2s.
If you use multiple monks for one conversion, they work independently, which means the min/max times for the conversion don’t change, but the chances for a conversion firing off soon after the min time increase.
Using two monks instead of one, or three instead of two makes a significant difference, but the improvement per monk quickly diminishes the more you add.

An important point: Switching conversion targets, or the target temporarily moving out of range does not reset the count of conversion time so far. This means that e.g. if a Monk converts a knight for 5 seconds, the knight goes out of range, and then comes back, the knight can be converted immediately in the next monk sec instead of requiring another 5 seconds minimum. This only stops if the monk stops chasing the unit because it is too far away (or you task it to something else).
This also applies when switching targets. If Monk A and Monk B convert Unit C together for 5 seconds and Monk B then switches to converting unit D, unit D can be immediately converted instead of needing a min time.

This is why the monk micro tactic of tasking all monks on one unit, deselecting one monk, targeting the next unit etc. works so well – part of the min time is eliminated. However, unless you have theocracy, you should click the ground or stop to avoid all monks losing faith on a succesful conversion about every 4-5 seconds.

Now, there are a few things that can affect conversion chances:

1. The scout- and eagle-line have a significantly lower chance of being converted. It’s somewhere around 4-5% per 1.2s

2. The teuton team bonus increases the minimum conversion time by 1s, maximum conversion time by around 2.5s and also halves the chances of your units being converted,
to around 13% per 1.2s

3. Faith increases minimum conversion time by 2.5s, maximum conversion time by 5s and lowers the chances of conversion to around 9% per 1.2s, roughly a third

Buildings are also affected by the teuton/faith bonus.

4. The spanish inquisition tech in the expansions lowers min/max time by 1 second,
but for buildings it reduces it by -7/-7. It also increases conversion chance for buildings by about 2%.
So this tech should be considered if you want to convert buildings with your monks.

Hidden Effects, Elevation, Multiple Arrows

The following are different pieces of information that I’ve found out through my own research or heard about (Credit to ZeroEmpires, Resonance22 and SpiritOfTheLaw on youtube!) during my work on this guide, but that don’t fit anywhere on the overview itself. It’s a bit of a random selection, but there are some interesting mechanics or quirks that I think not many people know about.

I tried to be relatively brief but still explain everything. If something is unclear or you have suggestions on how to better explain a particular point, leave a comment 🙂

Hidden effects:

  • Logistica not only causes Cataphracts to deal blast damage, it also increases their anti-infantry attack bonus by +6
  • Ballistics does not affect melee units with ranged attack (Mameluke, Throwing Axeman, Gbeto) or Gunpowder units (except the Bombard Tower, however the cannonball is slow enough to still be easily dodgeable)
  • Trebuchets have a fixed 80% accuracy against 1×1 and 2×2 buildings as opposed to the standard 15%
  • Bonus damage is calculated when the target gets hit. So if your Arbalests stands on a hill but dies before his arrow hits, it won’t deal 125% damage. (Very important for Japanese, do not pack your Trebuchet instantly; it is packed before the missile blasts in, and packed Trebuchets have no bonus damage against buildings!)
  • Farmers only work on the 2×2 square in the lower left corner of a farm. This means you should place the first farm on the top right corner of a mill/TC to lower the walking distance for increase efficiency.

Elevation:

  • If units/buildings are uphill relative to an enemy target, they will deal 25% more damage and take 25% less. Increasing the height difference won’t change anything. In case both are on the same floor level, no one gets bonus damage/defense.
  • If units/buildings are on what looks like the top a cliff, they deal 25% more damage but still take the same amount of damage. Number difference of several cliffs won’t change anything. Hill + cliff do not stack, in that case you only get +25% damage (cliff) and +25% defense (hill). In case both are on top of a cliff, no one gets bonus damage/defense.
  • The one standing on a hill deals +25% damage against another one on top of a cliff, but the latter also gets +25% damage (cliff bonus damage not only annulates hill bonus defense, but overwrites it completely).

Multiple arrows:

  • Only the first Arrow of a Castle/Tower benefits from a hill attack bonus (or penalty), which means Castles on a hill take less damage, but hardly deal more.
  • The first arrow of a Tower/Castle will actually just transmit the attack value of said Tower/Castle. The other arrows are extra “units” that may have different attack values.
  • The Guard Tower research will upgrade the Tower attack by 2, but additional arrow attacks only by 1. Bonus attack against ships is increased by 2 for both.
  • The Keep research increases attack and bonus attack against ships by 1 both for Tower and additional arrows.
  • The Blacksmith techs and Chemistry will affect all arrows
  • Arrowslits and Yeomen only affect the first arrow (which means Arrowslits + Yasama combined aren’t uber strong).
  • Heated Shot only affects the first arrow.
  • Only the first arrow of a Chu Ko Nu is affected by any tech.
  • If a unit fires multiple arrows, the reload speed gets slowed down. Instead of the theoretical values, I have added experimental values in the cheat sheet (ungarrisoned for Tower/Castle), however it’s difficult to properly measure this. Also note that for the amount of garrison arrows, only the theoretical values are used. All relevant units:
    Unit (extra arrows)
    Castle (4)
    Castle (20)
    Chu Ko Nu (2)
    Elite Chu Ko Nu (4)
    Longboat (3)
    Elite Longboat (3)
    Tower (4)
    Theoretical Value
    2
    2
    3
    3
    3
    3
    2
    Experimental Value
    2.33
    3.4
    3.65
    3.85
    3.25t
    3.25
    2.33

    For Towers and Castles it depends on how many extra arrows are fired of course.
    The Organ Gun is not affected by this.

Extra arrows through garrisoned units:

  • Formula with example:
    1. Calculate the damage per second (dps) of the building and of the unit. This is the current attack value divided by reload speed (which you can find in my cheat sheet).
      Thus, a Castle has 11/2 = 5.5 dps (assuming it only has a single arrow) and an Arbalests has 6/2 = 3 dps (both without blacksmith upgrades).
    2. Divide unit dps by building dps to get the influence of one unit. Multiply by number of garrisoned units, round it down and you get the total number of extra arrows.
      In said example you get 3/5.5 = 0.5454… This value is rounded down, so 1 Arbalests does not add anything, 2 Arbalests will add 1 arrow, 4 Arbalests 2 arrows etc.
  • Blacksmith upgrades, Chemistry etc. do change this dps value. The stronger the unit’s dps (and the weaker the building’s dps), the higher your number of extra arrows can get.
  • Only archers, cav archers and gunpowder units will add extra arrows. Ranged units dealing Melee damage (Mameluke, Throwing Axeman, Gbeto) won’t add anything.
  • Note that Chu Ko Nu are really bad when garrisoned, because the formula takes the dps of their secondary arrows instead of their main one.
  • Villagers are an exception, they are factored in with a fixed dps value of 2.5 which is also the case for any Teuton infantry with Crenellations researched. Garrisoned Villagers are a huge damage boost in the beginning, but their influence decreases with more Tower upgrades researched.
  • There is a special calculation for Bombard Towers : They will always get one less extra projectile than they should according to the formula.
    If you pack a Bombard Tower with five Hand Cannoneers, you should get one extra shot (theoretically, because it’s not the case).
    Teutons though can garrison up to 10 units, so they have enough space for several cannonballs: 9 Hand Cannoneers or 7 ally Elite Janissary for 2nd, 10 ally E. Janissary for 3rd cannonball.

Hidden Bonuses of aging up:
There are several bonuses for buildings and some units when advancing.

  • Scout Cavalry LoS increases by 2 with every age (even without Light Cavalry/Hussar upgrade). Eagle-line LoS stays capped at 6.
  • Scouts get +2 attack in Feudal, Eagle Scouts +3 attack, +2 vs cavalry, +1 vs. camels&ships in Castle.
  • Outpost LoS increases by 2 with every age.
  • All Buildings except Outposts, Towers, Castles and Walls will gain +1/+1 armor with every Age. (Most start with 0/7 and end up with 3/10, excluding other techs)
  • Most Buildings will gain HP through the Ages.
    The usual number is 1200/1500/1800/2100 through the ages. in the base game, this only affected Barracks, Stables and Archery Ranges.
    In AK, this has been expanded to all buildings except Castles, Towers, Docks, TCs, Monasteries, Universities & Palisades (Might have missed one).
    Blacksmith and Market have 1800 HP in Feudal, 2100 in Castle/Imp.
    Stone Walls&Gates only have 900/1375 HP in Feudal but double it in Castle Age (to the original value in the base game).
    Drop-off buildings have 600/800/1000/1000 HP instead of a flat 1000 HP.
    Houses go from a flat 900 HP to 550/750/900/900.

Blast Damage, Trading, Building, Repairing, Farming, Bugs

Blast Damage and Attack Ground:

  • Battering Rams have 0 Blast radius (so no blast damage). But Capped Rams have 1.5 and Siege Rams 2 Blast radius, which means they can destroy two layers of wall at once. If you want to double-wall for some reason, leave one tile of space between the walls.
  • Capped/Siege Rams deal the same amount of damage in the whole radius, but it only applies to buildings.
  • Mangonels have 1, Onagers 1.25 and Siege Onagers 1.5 Blast radius. Note that Siege Onagers (in Expansions normal Onagers, too!) can cut down trees.
  • Logistica (Byzantines) and Druzhina (Slavs) grants Cataphracts/infantry 5 true damage per attack (not affected by armor!) with 0.5 Blast radius.
  • Elite War Elephants have 0.5 Blast radius and deal half the damage they would do in a direct attack.
  • Bombard Cannons have 0.5 Blast radius, Petards 0.5 und Demolition Ship line 1.5/ 2.5/ 3.5
  • The intuition is misleading in case of Bombard Towers and (Elite) Cannon Galleons which have no Blast radius at all, so even slow moving targets can be missed easily.
    Trebuchets and (Elite) Cannon Galleons only deal half the damage when using Attack Ground, but Bombard Cannons do full damage.
    Thus using Ground Attack with Cannon Galleon is mostly useless, but it can a great tool for Bombard Cannons.
  • For some reason, if a ranged unit has Blast radius (e.g. Bombard Cannons or Britons Trebuchets with Warwolf) they won’t always deal 100% damage against their target when they hit.

Trading

  • Markets or Docks generate significantly more money the further they are apart. If the distance is doubled, the gold per trip more than doubles If you can protect it, a longer trade line is better.
  • Trading does not depend on diplomatic stance. You can trade with neutral markets, or even enemy markets (if they’d let you). If one of your teammembers resigns with his market still intact, you can delete his market to avoid the enemies using it.
  • In the base game, Trade Cogs move faster, but generate less gold per trip, for about the same amount of gold over time. In the expansions, trade cog income has been buffed by 30%.
  • You choose which of your allies markets your carts go to, but they choose which of your markets they use. They will choose the shortest trade route from that ally market you chose. The exception to this is if the cart has already reached the ally market at least once before a closer market is constructed, then it will stay on that trade route
  • If one of your markets gets destroyed, the trade carts will instead go the one of your markets that is closest to them (and change the amount of gold they’re carrying accordingly). If you do not have any markets left, they will stop where they are and lose any gold they were carrying.
  • If the ally market your carts trade with gets destroyed, they’ll return to your market (and drop off gold there if they were carrying it), then stop.
  • The same mechanics applies to Trade Cogs with Docks. This can negatively impact your water tradeline if you need closer docks to create Warships
  • Dry Dock increases Trade Cog Speed, but it also decreases the gold they get per trip to offset that speed increase by the same amount. This is also the case for the Berbers’ speed bonus.
  • Trade Cogs are bigger than trade carts, which means they are more likely to bump into each other. This brings down their gold gather rate more quickly in big numbers compared to trade carts. If there about equally good water or land trade lines, Trade Carts will be preferable in most cases (especially in the base game)

Building with multiple villagers:

  • If t is the build time for a building (with a single villager), and n is the number of villagers, the formula to calculate how long they need is 3*t/(n+2)
    You can think of it like this: Each villager after the first one works only 1/3 as fast (or each additional 3 villagers will do the same work as the first one). First one works full-time, two will need 75% of the time (3/4), three will take 60% (3/5), four 50% (3/6) etc.
  • As you can see in the table, Treadmill Crane compensates about one builder for small numbers.
    Time Left
    Number of vils
    With T. Crane
    75%
    2
    1.33
    50%
    4
    3
    33%
    7
    5.5
    25%
    10
    8
  • Unless you need to get up your building as soon as possible (e.g. Tower, Castle, Town Center) it is better to split up builders.

Repairing:

  • Buildings: A single villager repairs ~750 HP/min, every additional one will add ~375 HP/min to that.
  • Siege/Ships: A single villagers repairs ~187 HP/min, every additional one will add ~94 HP/min to that. (1/4 of building repair speed)
  • Fully repairing a building/ship/siege weapon costs half of its resources. Civ bonuses are applied e.g. Incas pay 15% less stone.
  • Techs like Masonry, Architecture and Hoarding increase the total number of Health Points. As it still costs the same resources to fully repair the building, you will effectively get more HP/cost when repairing. The repair rate stays the same.
  • Exception of “fully repairing = half the construction prize” are Town Centers where you lose double their wood cost, but no stone (civ bonus does not work for Britons). Furthermore, you need to have at least 1 stone to be able to start repairing.

Farming and Fish Traps:
Fish Traps and Farming are about equally fast food income. Wheelbarrow and Hand Cart put Farming ahead of Fish Traps, but with Gillnets researched, the gathering rate is again roughly equal. For Japanese, Fish Traps with Gillnets are even faster than farming.

When farming, villagers collect from the left 2×2 square, which makes Farms placed on the right side of a TC or mill slightly more efficient, so it’s usually a good idea to start placing them on the right first (unless this area is more vulnerable to attack). It’s still worth it to fully surround Mills/TCs with farms.
For Fish Traps, Fishing ships also usually collect from the left corner. However, if you place the Fish Trap right next to the dock and move the Fishing Ship on top, it can collect from it without moving, as seen here:
With a bit of micro, you can fit a lot of Fish Traps around a Dock. Unless you are the Malay, make sure the Fishing Ships can still move though, as they can’t rebuild the Fish Traps underneath them.

Bugs or “special features”:

  • In order to reach ships on the shore more easily, villagers can repair from one tile away – this also works with buildings though, meaning that you can e.g. repair a tower that has been fully walled in
  • In the base game, if starting in Post-Imperial Age, Mamelukes will get extra anti-cavalry armor, so they will effectively only take anti-camel damage. This has been changed in the expansions.
  • While they are being constructed, units can pass through a diagonal gate

Goals/Help

Please rate, follow and share this to help spread it further! It would be a great deal of help to me as there’s only so much I can do to make this better known on my own.
Keep in mind you can share the [link] link which should be a bit easier to remember.
I’m happy to see this receive a 5-star rating, thank you to everyone who rated it 🙂
Any help with this project, whether it’s corrections or feedback is appreciated, just post a comment. Apart from that, I’m just happy to share it in the hopes it might help someone. So sharing this with your friends is always good, also please rate/like/follow if you think this is useful, to make it more visible among the steam guides!

Currently I have no plans to improve this further but I will try to maintain it for balance patches.

Credits

I compared my values with several other sites/guides:

The best out there: [link]
I can really recommend this site – it’s quick and easy to look up, it has extensive info and is still being maintained. It has been invaluable for making this guide.

The tech tree overview is based on X2’s steam guide here:
[link]

This guide not only has a list of attack values, but lots of info and hidden secrets that most people don’t know. Unfortunately, it seems like it is not being updated currently.
[link]

Also a big thank you to C26000 and Ikosaeder, who have helped tremendously in correcting several errors and suggested a lot of improvements for this guide.

SteamSolo.com