Age of Empires II: Difference between revisions

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* [[Automatic Crossbows]]: Chu-Ko-Nu.
* [[Awesome but Impractical]]:
** The Trebuchets, when used against units. While immensely powerful, they are tragically inaccurate, fire slowly, and have to be manually unpacked and repacked to fire and move, respectively. They are extremely effective against buildings, though, to the extent of being [[Awesome Yet Practical]] when it comes to destroying an enemy's defencesdefenses. The Japanese in ''The Conquerors'' have a technology which makes them even more impressive, by firing and (un)packing incredibly fast.
** Petards in ''The Conquerors'', at least most of the time. Available in the Castle Age, and capable of dealing out huge anti-building damage quickly and easily. However, if you're using them around towers or castles, you're gonna lose two or three before they get there, and it's easy to run out of gold before you breach fortifications.
* [[Awesome Yet Practical]]: Each civilization has its own unique unit (the Vikings, Spanish and Koreans each have two). Some of them are a bit specialized, while others are very useful.
* [[Badass Normal]]:
** The Spanish villagers become outright dangerous once you research their unique technology, Supremacy.
** Any civilization with the "sappers" technology can do this as well, as sappers gives villagers +15 damage against buildings; AI players tend to ignore villagers attacking walls thus making a small group of villagers very effectieveffective at tearing down walls with this technology.
* [[Badass Spaniard]]:
** El Cid Campeador. In-game, it's possible to win almost the entire El Cid campaign by using only the eponymous character and a few monks to convert buildings and capture relics, without ''ever suffering a single casualty''.
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* [[Command and Conquer Economy]]: As in many other real-time strategy games.
* [[Computers Are Fast]]: Particularly important with scout units. Expect the computer to have explored most of the map before Castle age.
* [[The Computer Shall Taunt You]]: In addition to the taunts available in multiplayermulti-player, some campaigns feature specific taunts used by the enemies.
{{quote|''"What do a people who sleep in tents know about the word 'culture'?"''}}
* [[Conspicuously Public Assassination]]: In Genghis Khan campaign, killing the Persian Shah is the most advantageous way to get the war started.
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** The 5th scenario of the Joan of Arc campaign is even worse. You're invading Paris, but it's clear you're pretty much outnumbered from the start and will never survive on your own. So you have to wait for the King's reinforcements which...[[Dirty Coward|number only two men.]] The rest of the mission is pretty much an [[Escape Sequence]], oh, and [[Cutscene Incompetence|Joan is captured in the ending cutscene and]] [[Foregone Conclusion|burned at the stake.]]
** Pretty much the Aztec campaign in general in ''The Conquerors''.
** The stand alone Japanese scenario begins as a mission to rescue [[Oda Nobunaga]], but he is excecutedexecuted before your troops can arrive. (The rest of the mission is a [[Roaring Rampage of Revenge]])
* [[Final Death]]: Some unique units trigger your defeat when destroyed.
* [[Firewood Resources]]
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* [[The Hero Dies]]: Most campaigns feature the death of their namesakes. Joan of Arc, Barbarossa, Genghis Khan, Montezuma and El Cid die during their respective campaigns while Attila the Hun's death is announced during the campaign's ending cutscene. William Wallace and Saladin survive their campaigns, though.
* [[Hero Must Survive]]: Featured in most campaigns.
* [[Hit and Run Tactics]]: Used correctly, the horse archers in ''Age of Kings'' could whittle down entire armies without taking a scratch, shooting any melee units to death before tackling the now outnumbered archers. Combined with siege weapons and monks or missionaries, this took a [[Fragile Speedster]] force and made it into a [[Lightning Bruiser]] army from hell. Interestingly, there was an upgrade called Parthian Tactics in that game, though all it did was improve the armourarmor of your horse archers. Naturally, the Mongols excel at this, and have a horse archer special unit, and it was [[Truth in Television|one of the reasons of why they were such efficient conquerors]]. Hit-and-run horse archers were just ''unfair'' back then, and would still be a viable tactic today against anything short of a fleet of attack helicopters. This strategy works even better with spanishSpanish Conquistadores.
* [[Hoist by His Own Petard]]: Petards and Demolition Ships. The point of the units are to die, but do lots of damage in that death.
* [[Horse Archer]]: The preferred tactic of a few Asian civilizations.
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* [[Mercy Rewarded]]: Happens in El Cid's campaign - the Black Guards, despite being enemies with El Cid, reward him with religious technologies if El Cid spares their mosque. Since the mosque is a practically useless decorative building, there is no reason not to spare it. Another example of rewarded mercy would be to spare an enemy player's docks or markets for trading.
* [[Mighty Glacier]]: Persian's War Elephants and Teutonic Knights.
* [[Misplaced Wildlife]]: ''Age of Kings'' improves it by substituingsubstituting them with more wide ranged animals such as hawks, deer, wolves, sheep and wild boars, and the sequel ''The Conquerors'' introduces Mesoamerican maps with jaguars, turkeys and javelinasjavelins as substitutes of the lions, gazelles and elephants featured in the first game.
* [[Money for Nothing]]: Gold can be acquired indefinitely in two ways: using a monk to deposit a relic in a monastery or trading with friendly (or even hostile) markets and docks.
* [[Names to Run Away From Really Fast]]: La Hire.
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** Averted with Koreans, where the cannon towers still has ridiculously long range after research, making a line of Korean cannon towers nigh invulnerable too almost all attacks, even the often out of range British longbow.
* [[Ooh, Me Accent's Slipping]]: You'll occasionally hear an NPC in the Saladin campaign who sounds suspiciously like the narrator of the William Wallace campaign.
* [[Protection Mission]]: Plentiful in campaigns - most campaigns feature at least one protection mission. Appears in multiplayermulti-player as well - constructing a Wonder or collecting all relics essentially makes the rest of the game a protection mission. This is the entire point of Defend the Wonder - multiplayermulti-player mode.
* [[Purely Aesthetic Gender]]: From this game onwards, a town center told to produce a villager will randomly make either a male or a female. Males and females do exactly the same work.
* [[Reinventing the Wheel]]: Technologies are not saved between the scenarios - not even the ages. Society may easily devolve from "Imperial age" to "Feudal age" between scenarios.
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* [[Siege Engines]]: Catapults, ballistas, battering rams, and trebuchets.
* [[Silent Protagonist]]: William Wallace and Joan of Arc, plus Attila the Hun and El Cid Campeador in ''The Conquerors''.
* [[Speaking Simlish]]: This series gavesgave a nod to this by having two preset voice chat commands taken from the first game, one of which is the sound made when [[Most Annoying Sound|a priest tries to convert one of your units]]. Most units have soundbites of their native languages, though.
* [[The Starscream]]: Henry the Lion tries to betray Barbarossa ''twice''. {{spoiler|He stops later, though, and is telling the player about Barbarossa's story.}}
* [[Stuff Blowing Up]]: The [[Suicide Attack|Petards]] and Bombard Cannons.
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** When putting people inside Transport Ships. One of the most [[Egregious]] examples is to be the Persians and load your War Elephants onto transport ships. They do not look ''at all'' like they should fit.
** Also, units don't have separate sizes. This was lampshaded by an image of the Age of Empires king with the text "10 Elephants Fit in a Boat. 11 Archers Don't."
* [[Violation of Common Sense]]: Sheep are very useful in multiplayermulti-player for scouting.
* [[We Have Reserves]]: Tends to be a fairly common mindset for the CPU and occasionally the player with less expensive units. Overlaps with [[Zerg Rush]], as seen below.
** Gothic tactics heartily endorse this mindset since their infantry are both inexpensive and created with blazing speed once in the Imperial Age. Losing an army of Gothic infantry will still be costly but there will be another group ready to take their place in no time flat.
** Also occurs when your onagers or bombard cannons blast enemy units even when your own melee units are attacking them. Though most of the time this is due to [[Artificial Stupidity]].
* [[Wham! Episode]]: Nearly every campaign has one, but one of the most noticablenoticeable is [[Meaningful Name|La Noche Triste]] in the Aztec campaign. The Spanish have completleycompletely taken over Tenochtitlan, and are building a freaking Wonder, ([[Timed Mission|which will cause you to lose if completed]]) while you're reduced to a scattered bunch of ragtag warriors. And even when you retake the city, Montezuma dies. Pretty much sets the town for the [[Downer Ending]] that follows, though the next mission is a [[Hope Spot]].
* [[With Us or Against Us]]: The "Neutral" diplomacy setting is basically the same as "Enemy" with a few adjustments to automatic targeting of civilian units.
* [[You Have Researched Breathing]]:
** [[Lead the Target]]: The "Ballistics" upgrade.
** The Huns in ''The Conquerors'' can research ''atheism''. Everyone else needs to reasearchresearch ''faith''.
* [[You Require More Vespene Gas]]: Gold, Stone, Wood and Food.
* [[Zerg Rush]]:
** One of the most common tactics is to attack during the feudal age with large numbers of spearmen and skirmishers to prevent your opponent from being able to develop his economy. Most rounds are effectively decided within twenty minutes this way.
** If you progress to the Imperial Age and are running out of gold, you can try spamming a large number of units that cost no gold, i.e. hussars, halbardiers and elite skirmishers (or whatever your civilisationcivilization is capable of producing).
** A frequent online tactic is to play as the Huns, remain in the Dark Ages, and take advantage of the Hums' unique ability, to endlessly spam hordes of Militia before your opponent can get their defenses up.