History Characters / AgeOfEmpiresII

26th Mar '17 1:10:58 PM nombretomado
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!!Oda Nobunaga

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!!Oda Nobunaga
!!UsefulNotes/OdaNobunaga



* OdaNobunaga: Obviously. One of the cases where he's not [[HistoricalVillainUpgrade portrayed as a monstrous warlord]]. Not that we see much of him beyond the start, anyway.
20th Mar '17 7:47:04 PM GrafVonTirol
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* MagikarpPower: Zigzagged. Their early game is very weak given that they lack economic bonuses aside from the resources given at each age advancement. In feudal, they're not helpless given their faster firing foot archers that keep among the best as time goes by, but their strengths really take off around the Castle Age when they get the Spearman upgrade for free to keep Knight rushes at bay, and by Imperial they have all the siege upgrades as well as a greater blast radius from Torsion Engines, making this civilization potentially deadly towards the end. As a crutch however, their frontline is rather weak in the lategame given their lack of Champions or good cavalry.

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* MagikarpPower: Zigzagged. Their early game is very weak given that they lack economic bonuses aside from the resources given at each age advancement. In feudal, they're not helpless given their faster firing foot archers that keep among the best as time goes by, but their strengths really take off around the Castle Age when they get the Spearman upgrade for free to keep Knight rushes at bay, and by Imperial they have all the siege upgrades as well as a greater blast radius from Torsion Engines, making this civilization potentially deadly towards the end. The free resources are also rather useful for Castle Rush minded players. As a crutch however, their frontline is rather weak in the lategame given their lack of Champions or good cavalry.
20th Mar '17 7:45:37 PM GrafVonTirol
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* CrutchCharacter: Zigzagged with MagikarpPower. Very weak Dark and Feudal Age, very strong Castle Age once they build a Castle to train Shotel Warriors, but fall completely flat late Imperial Age due to a very weak frontline and very predictable gameplay style that is far more predictable than the Huns. They can still be relevant late game in team battles due to their variety of siege weapons they have access to.
** A recent tournament known as *Enter the Sahara* on aoczone.net has proven the true strengths of the Ethiopians. Their free resource bonus means they whiz through the Ages, and faster firing Archers dominate. If the enemy tries to use Knights to counter the Archers, they have free Spear line upgrades. In Imperial, they can defeat any non-American civ with faster firing Arbalests, instant Halberdiers, and that Siege Rams blow down city blocks thanks to their Unique Tech *Torsion Engine* before late game matters.


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* MagikarpPower: Zigzagged. Their early game is very weak given that they lack economic bonuses aside from the resources given at each age advancement. In feudal, they're not helpless given their faster firing foot archers that keep among the best as time goes by, but their strengths really take off around the Castle Age when they get the Spearman upgrade for free to keep Knight rushes at bay, and by Imperial they have all the siege upgrades as well as a greater blast radius from Torsion Engines, making this civilization potentially deadly towards the end. As a crutch however, their frontline is rather weak in the lategame given their lack of Champions or good cavalry.
5th Mar '17 9:33:01 AM MayIncon
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* GameplayAndStorySegregation: Huns build monasteries that look like Christian churches despite not being Christian (they also have Catholic-looking monks, but so do all non-American civs). More bizarrely, they have access to several religious techs (Fervor, Sanctity, Atonement, Heresy, Illumination and Faith), but their unique technology is Atheism.

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* GameplayAndStorySegregation: Huns build monasteries that look like Christian churches despite not being Christian (they also have Catholic-looking monks, but so do all non-American civs). More bizarrely, they have access to several religious techs (Fervor, Sanctity, Atonement, Heresy, Illumination and Faith), but their unique technology is Atheism. One explanation for this is that their campaign is set in Europe and they make use the buildings of those they conquered, as seen in their Wonder.
4th Mar '17 9:32:10 AM DarkPaladinX
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* NotTheIntendedUse: The Vikings are mostly meant to be played in Water Maps, but they are considered to be a viable competitive civilizaiton pick in land maps due to their strong early economic bonuses with free Wheelbarrow and Hand Cart. They can also do a viable, although suboptimal, Knight rush thanks to their said free Wheelbarrow and Hand Cart upgrades, hence allowing the Vikings to pump out Knights sooner than other civilizations despite having one of the worst cavalry in the game.
* OvershadowedByAwesome: The Vikings can ironically pull off a reasonable Knight rush, but Huns, Mongols, and Berbers can do this strategy better (not to mention, the said civilizations have access to key important techs that the Vikings don't have access to, Bloodlines and Husbandry in particular).


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* OvershadowedByAwesome: Much like the Viking Knight rush, the Malay have viable Battle Elephant rush thanks to their strong early game bonuses and cheaper Battle Elephants. The Khmer outclass the Malay in this kind of strategy because the Malay's cavalry is considered to be the worst.
2nd Mar '17 6:12:36 PM DarkPaladinX
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* CrutchCharacter: Conversely with the MagikarpPower status in team games, the Turks are also this in 1v1 situations. While the Turks get their powerspike in late Castle Age and early Imperial Age, once late Imperial Age comes when running out of gold is an issue, the Turks will fall off drastically due to them having an incredibly weak trash-line unless if the Turks secure several relics during the Castle Age.



* MagikarpPower: The Turks have late game bonuses such as increased gold mining does little use early in the game, since the civilizations have no pikeman or elite skirmisher upgrades, lousy and their mangonels have no upgrades. Along with them missing a few important technologies in the earlier ages. However, if Turk players manage to age up to late Castle Age and Imperial is where they get their power. For example, their unique unit, the Janissary is the one of the three Castle Age gunpowder units available (The other being the Spanish Conquistador and the Portuguese Organ Gun). Their gunpowder units are cheaper, have higher hp, and can be created faster. The Janissary is basically a stronger hand cannoneer with higher damage, better accuracy, and increased range. They also get free light cavalry upgrades, with expert Turk players advancing with hordes of Hussars, Bombard Cannons, and Jannissaries. Finally their unique technology "Artillery" increases the range of their Bombard Cannons, Cannon Galleons, and Bombard Towers.

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* MagikarpPower: The Turks are this in many teamgame situations. They have strong late game bonuses such as increased gold mining does little use early in the game, since the civilizations have no pikeman or elite skirmisher upgrades, lousy and their mangonels have no upgrades. Along with them missing a few important technologies in the earlier ages. However, if Turk players manage to age up to late Castle Age and Imperial is where they get their power. For example, their unique unit, the Janissary is the one of the three Castle Age gunpowder units available (The other being the Spanish Conquistador and the Portuguese Organ Gun). Their gunpowder units are cheaper, have higher hp, and can be created faster. The Janissary is basically a stronger hand cannoneer with higher damage, better accuracy, and increased range. They also get free light cavalry upgrades, with expert Turk players advancing with hordes of Hussars, Bombard Cannons, and Jannissaries. Finally their unique technology "Artillery" increases the range of their Bombard Cannons, Cannon Galleons, and Bombard Towers. The Turks considered to be one of the most reliable late-game civilizations in teamgames (along with Portuguese, Italians, and Vietnamese) due to the fact that securing gold isn't an issue with an established trade line, and the Turks are one of the most gold efficient civilizations in team games since many of their civilization bonuses have good synergy with each other.
10th Feb '17 5:31:45 AM MayIncon
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* MagikarpPower: The Turks have late game bonuses such as increased gold mining does little use early in the game, since the civilizations have no pikeman or elite skirmisher upgrades, lousy and their mangonels have no upgrades. Along with them missing a few important technologies in the earlier ages. However, if Turk players manage to age up to late Castle Age and Imperial is where they get their power. For example, their unique unit, the Janissary is the one of the two Castle Age gunpowder units available (The other being the Spanish Conquistador). Their gunpowder units are cheaper, have higher hp, and can be created faster. The Janissary is basically a stronger hand cannoneer with higher damage, better accuracy, and increased range. They also get free light cavalry upgrades, with expert Turk players advancing with hordes of Hussars, Bombard Cannons, and Jannissaries. Finally their unique technology "Artillery" increases the range of their Bombard Cannons, Cannon Galleons, and Bombard Towers.

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* MagikarpPower: The Turks have late game bonuses such as increased gold mining does little use early in the game, since the civilizations have no pikeman or elite skirmisher upgrades, lousy and their mangonels have no upgrades. Along with them missing a few important technologies in the earlier ages. However, if Turk players manage to age up to late Castle Age and Imperial is where they get their power. For example, their unique unit, the Janissary is the one of the two three Castle Age gunpowder units available (The other being the Spanish Conquistador).Conquistador and the Portuguese Organ Gun). Their gunpowder units are cheaper, have higher hp, and can be created faster. The Janissary is basically a stronger hand cannoneer with higher damage, better accuracy, and increased range. They also get free light cavalry upgrades, with expert Turk players advancing with hordes of Hussars, Bombard Cannons, and Jannissaries. Finally their unique technology "Artillery" increases the range of their Bombard Cannons, Cannon Galleons, and Bombard Towers.



* AnachronismStew: Prior to ''The African Kingdoms'', the Indians used the voice clips of the Indians of ''VideoGame/AgeOfEmpiresIII'', which depicts the Indians around the time of British colonization. Forgotten Empires thus gives us Indians who speak Urdu long before it existed and also say "Hello."

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* AnachronismStew: Prior to ''The African Kingdoms'', the Indians used the voice clips of the Indians of ''VideoGame/AgeOfEmpiresIII'', which depicts the Indians around the time of British colonization. Forgotten Empires ''Forgotten Empires'' thus gives us Indians who speak Urdu long before it existed and also say "Hello."



Infantry based civilization with building bonuses. They use the Mesoamerican artstyle. [=UUs=]: Kamayuk (Spearman with longer range, best used in massed formations), Slinger (ranged infantry with bonus attack against other infantry). Wonder: Machu Picchu's Temple of the Sun.

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Infantry based Infantry-based civilization with building bonuses. They use the Mesoamerican artstyle. [=UUs=]: Kamayuk (Spearman with longer range, best used in massed formations), Slinger (ranged infantry with bonus attack against other infantry). Wonder: Machu Picchu's Temple of the Sun.
6th Feb '17 9:21:25 PM GrafVonTirol
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* ACommanderIsYou: The Portuguese fall more into the lines of ''Economist'' (their unique building: Feitoria, gradually generates ''all'' resources at the cost of 20 population, which is more cost efficient than owning 20 villagers, not to mention, cheaper units in terms of gold) and ''Ranger'' faction (has access to all archer upgrades and the Organ Gun, not to mention that their gunpowder units will be affected by Ballistics via Arquebus).

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* ACommanderIsYou: The Portuguese fall more into the lines of ''Economist'' (their unique building: Feitoria, gradually generates ''all'' resources at the cost of 20 population, which is more cost efficient than owning 20 villagers, not to mention, cheaper units in terms of gold) and ''Ranger'' faction (has access to all archer upgrades and the Organ Gun, not to mention that their gunpowder units will be are affected by Ballistics via a Ballistics-esque Arquebus).









[[folder: Age of Kings Campaigns]]

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[[folder: Age [[folder:Age of Kings Campaigns]]
Campaigns]]






[[folder: The Conquerors Campaigns]]

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[[folder: The [[folder:The Conquerors Campaigns]]
Campaigns]]






[[folder: The Forgotten Campaigns]]

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[[folder: The [[folder:The Forgotten Campaigns]]



6th Feb '17 9:09:20 PM GrafVonTirol
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* FragileSpeedster: Mangudai are pretty fast, but their Unique Tech Drills will drastically speed up every siege engine made in the Siege Workshop. Resulting in Mangonels, Rams and Scorpions moving faster than infantry. On the other hand, the Mongols lack the important Imperial Age armor upgrade for their melee cavalry and archer units, but they make up for it with more HP for their Hussars and faster firing cavalry archers.

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* FragileSpeedster: Mangudai are pretty fast, but their Unique Tech Drills will drastically speed up every siege engine made in the Siege Workshop. Resulting in Mangonels, Rams and Scorpions moving faster than infantry. On the other hand, the Mongols lack the important Imperial Age armor upgrade for their melee cavalry and archer units, but they make up for it with more HP for their Hussars and Hussars, faster firing cavalry archers.archers and their having Parthian Tactics.







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!Tariq ibn Zayid (Berbers)

!Sundjata (Malians)

!Francisco de Almeida (Portuguese)

!Yodit (Ethiopians)



1st Feb '17 12:23:24 AM MayIncon
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* DoesNotLikeGuns: Like mentioned above, they are the only old world civilization with no gunpowder units of any kind.

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* DoesNotLikeGuns: Like mentioned above, they are the only old world civilization with no gunpowder units of any kind.kind prior to ''The Forgotten''.



* NoCampaignForTheWicked: Appear as antagonists in the third scenario of Genghis Khan's campaign (possibly the most popular of the campaign if not the whole game), but they never get to be playable in the campaign. Chinese campaigns are even rare in the fandom for some reason. The fan site ''Age of Kings Heaven'' even tried to correct this by making a contest of historically themed Chinese campaigns. Eventually they get their own scenario in Battles of The Forgotten.

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* NoCampaignForTheWicked: Appear as antagonists in the third scenario of Genghis Khan's campaign (possibly the most popular of the campaign if not the whole game), game) and the entirety of the Lê Lợi campaign, but they never didn't get to be playable in the campaign. have their own. Chinese campaigns are even rare in the fandom for some reason. The fan site ''Age of Kings Heaven'' even tried to correct this by making a contest of historically themed Chinese campaigns. Eventually they get their own scenario in Battles of The Forgotten.
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http://tvtropes.org/pmwiki/article_history.php?article=Characters.AgeOfEmpiresII