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* In Nomad maps [[note]]A random map where players start without a Town Center and no scout unit and only three villagers that are spread out throughout the map[[/note]], the Chinese are considered to be one of the strongest civilizations in this map mode because they start out with six villagers instead of three, meaning it's much easier to scout out the map to find resources and establish a base. They still start out without any food, but the extra villagers makes it significantly easier to find food sources.

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* In Nomad maps [[note]]A random map where players start without a Town Center and no scout unit and only three villagers that are spread out throughout the map[[/note]], the Chinese are considered to be one of the strongest civilizations in this map mode because they start out with six villagers instead of three, meaning it's much easier to scout out the map to find resources and establish a base. They still start out without any food, but the extra villagers makes it significantly easier to find food sources.


** Their unique unit, the [[AutomaticCrossbows Chu Ko Nu]] is arguably one of the strongest unique units in the game for various reasons. The Chu Ko Nu fires a volley of arrows that can shred some of the highest pierce armor units like skirmishers, Paladins (a LightningBruiser unit with very high pierce armor), and even ''siege rams''[[note]]This is because the extra arrows deal 0 melee damage, but the rams have ''negative'' melee armor, meaning a volley of Chu Ko Nu arrows will shred rams into pieces[[/note]]. Not only that, this is a unique unit that Chinese can easily mass up in their Castle, with a training time of a total of 13 seconds when it's Elite upgrade is researched. What prevents the Chinese from being completely a GameBreaker civilization with their unique unit, however, is their tech tree is [[JackOfAllTrades reasonably balanced around their unit]]; which is the Chinese [[GameplayAndStorySegregation do not get Hand Cannoneers or Bombard Cannons]], which allows more cost efficient answers to the Chu Ko Nu such as Huskarls and Siege Onagers.

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** Their unique unit, the [[AutomaticCrossbows Chu Ko Nu]] is arguably one of the strongest unique units in the game for various reasons. The Chu Ko Nu fires a volley of arrows that can shred some of the highest pierce armor units like skirmishers, Paladins (a LightningBruiser unit with very high pierce armor), and even ''siege rams''[[note]]This is because the extra arrows deal 0 melee damage, but the rams have ''negative'' melee armor, meaning a volley of Chu Ko Nu arrows will shred rams into pieces[[/note]]. Not only that, this is a unique unit that Chinese can easily mass up in their Castle, with a training time of a total of 13 seconds when it's Elite upgrade is researched. What prevents the Chinese from being completely a GameBreaker civilization with their unique unit, however, is their tech tree is [[JackOfAllTrades reasonably balanced around their unit]]; which is the Chinese [[GameplayAndStorySegregation do not get Hand Cannoneers or Bombard Cannons]], which allows allowing more cost efficient answers to the Chu Ko Nu such as Huskarls and Siege Onagers.


* In Nomad maps [[note]]A random map where players start without a Town Center and no scout unit and only three villagers that are spread out throughout the map[[/note]], the Chinese are considered to be one of the strongest civilizations in this map mode because they start out with six villagers instead of one, meaning it's much easier to scout out the map to find resources and establish a base. They still start out without any food, but the extra villagers makes it significantly easier to find food sources.

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* In Nomad maps [[note]]A random map where players start without a Town Center and no scout unit and only three villagers that are spread out throughout the map[[/note]], the Chinese are considered to be one of the strongest civilizations in this map mode because they start out with six villagers instead of one, three, meaning it's much easier to scout out the map to find resources and establish a base. They still start out without any food, but the extra villagers makes it significantly easier to find food sources.


** Their unique unit, the [[AutomaticCrossbows Chu Ko Nu]] is arguably one of the strongest unique units in the game for various reasons. The Chu Ko Nu fires a volley of arrows that can shred some of the highest pierce armor units like skirmishers or even ''siege rams'', a unit that generally has a high pierce armor [[note]]This is because the extra arrows deal 0 melee damage, but the rams have ''negative'' melee armor, meaning a volley of Chu Ko Nu arrows will shred rams into pieces[[/note]]. Normally, Chu Ko Nus are easily dealt with swarms of Paladins into their faces, but the Chinese can mass Chu Ko Nus relatively easily (it takes 16 seconds to produce a Chu Ko Nu, and only 13 seconds when the Elite upgrade is researched, and that doesn't factor into Conscription or other civilization bonuses like the Berber's team bonus that improve the work rate for Castles) and the unit is reasonably cheap as a unique unit, while Paladins are much harder to mass up and are very expensive as a unit. What prevents the Chinese from becoming fully GameBreaker as a civilization, however, is that their tech tree is reasonably balanced to be of JackOfAllTrades civilization. The Chu Ko Nu are balanced by not giving the Chinese gunpowder units, which is an [[GameplayAndStorySegregation acceptable historical inaccuracy]] from a gameplay perspective since it allows the Chu Ko Nu to be effectively countered by Huskarls and Siege Onagers in a cost efficient manner.

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** Their unique unit, the [[AutomaticCrossbows Chu Ko Nu]] is arguably one of the strongest unique units in the game for various reasons. The Chu Ko Nu fires a volley of arrows that can shred some of the highest pierce armor units like skirmishers or skirmishers, Paladins (a LightningBruiser unit with very high pierce armor), and even ''siege rams'', a unit that generally has a high pierce armor [[note]]This rams''[[note]]This is because the extra arrows deal 0 melee damage, but the rams have ''negative'' melee armor, meaning a volley of Chu Ko Nu arrows will shred rams into pieces[[/note]]. Normally, Chu Ko Nus are easily dealt with swarms of Paladins into their faces, but the pieces[[/note]]. Not only that, this is a unique unit that Chinese can mass Chu Ko Nus relatively easily (it takes 16 seconds to produce mass up in their Castle, with a Chu Ko Nu, and only training time of a total of 13 seconds when the it's Elite upgrade is researched, and that doesn't factor into Conscription or other civilization bonuses like the Berber's team bonus that improve the work rate for Castles) and the unit is reasonably cheap as a unique unit, while Paladins are much harder to mass up and are very expensive as a unit. researched. What prevents the Chinese from becoming fully being completely a GameBreaker as a civilization, civilization with their unique unit, however, is that their tech tree is [[JackOfAllTrades reasonably balanced to be of JackOfAllTrades civilization. The Chu Ko Nu are balanced by not giving around their unit]]; which is the Chinese gunpowder units, which is an [[GameplayAndStorySegregation acceptable historical inaccuracy]] from a gameplay perspective since it do not get Hand Cannoneers or Bombard Cannons]], which allows more cost efficient answers to the Chu Ko Nu to be effectively countered by such as Huskarls and Siege Onagers in a cost efficient manner.Onagers.


** Their unique unit, the [[AutomaticCrossbows Chu Ko Nu]] are arguably one of the strongest unique units in the game for various reasons. The Chu Ko Nu fires a volley of arrows that can shred some of the highest pierce armor units like Skirmishers or even ''siege rams'', a unit that generally has a high pierce armor [[note]]This is because the extra arrows deal 0 melee damage, but the rams have ''negative'' melee armor, meaning a volley of Chu Ko Nu arrows will shred rams into pieces[[/note]]. Normally, Chu Ko Nus are easily dealt with swarms of Paladins into their faces, but the Chinese can mass Chu Ko Nus relatively easily (it takes 16 seconds to produce a Chu Ko Nu, and only 13 seconds when the Elite upgrade is researched, and that doesn't factor into Conscription or other civilization bonuses like the Berber's team bonus that improve the work rate for Castles) and the unit is reasonably cheap as a unique unit, while Paladins are much harder to mass up and are very expensive as a unit. What prevents the Chinese from becoming fully GameBreaker as a civilization, however, is that their tech tree is reasonably balanced to be of JackOfAllTrades civilization. The Chu Ko Nu are balanced by not giving the Chinese gunpowder units, which is an [[GameplayAndStorySegregation acceptable historical inaccuracy]] from a gameplay perspective since it allows the Chu Ko Nu to be effectively countered by Huskarls and Siege Onagers, which are generally answered with Hand Cannoneers and Bombard Cannons respectfully.

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** Their unique unit, the [[AutomaticCrossbows Chu Ko Nu]] are is arguably one of the strongest unique units in the game for various reasons. The Chu Ko Nu fires a volley of arrows that can shred some of the highest pierce armor units like Skirmishers skirmishers or even ''siege rams'', a unit that generally has a high pierce armor [[note]]This is because the extra arrows deal 0 melee damage, but the rams have ''negative'' melee armor, meaning a volley of Chu Ko Nu arrows will shred rams into pieces[[/note]]. Normally, Chu Ko Nus are easily dealt with swarms of Paladins into their faces, but the Chinese can mass Chu Ko Nus relatively easily (it takes 16 seconds to produce a Chu Ko Nu, and only 13 seconds when the Elite upgrade is researched, and that doesn't factor into Conscription or other civilization bonuses like the Berber's team bonus that improve the work rate for Castles) and the unit is reasonably cheap as a unique unit, while Paladins are much harder to mass up and are very expensive as a unit. What prevents the Chinese from becoming fully GameBreaker as a civilization, however, is that their tech tree is reasonably balanced to be of JackOfAllTrades civilization. The Chu Ko Nu are balanced by not giving the Chinese gunpowder units, which is an [[GameplayAndStorySegregation acceptable historical inaccuracy]] from a gameplay perspective since it allows the Chu Ko Nu to be effectively countered by Huskarls and Siege Onagers, which are generally answered with Hand Cannoneers and Bombard Cannons respectfully.Onagers in a cost efficient manner.


** Their unique unit, the [[AutomaticCrossbows Chu Ko Nu]] are arguably one of the strongest unique units in the game for various reasons. The Chu Ko Nu fires a volley of arrows that can shred some of the highest pierce armor units like Skirmishers or even ''siege rams'', a unit that generally has a high pierce armor [[note]]This is because the extra arrows deal 0 melee damage, but the rams have ''negative'' melee armor, meaning a volley of Chu Ko Nu arrows will shred rams into pieces[[/note]]. Normally, Chu Ko Nus are easily dealt with swarms of Paladins into their faces, but the Chinese can mass Chu Ko Nus relatively easily (it takes 16 seconds to produce a Chu Ko Nu, and only 13 seconds when the Elite upgrade is researched, and that doesn't factor into Conscription or other civilization bonuses like the Berber's team bonus that improve the work rate for Castles) and the unit is reasonably cheap as a unique unit. What prevents the Chinese from becoming fully GameBreaker as a civilization, however, is that their tech tree is reasonably balanced to be of JackOfAllTrades civilization. The Chu Ko Nu are balanced by not giving the Chinese gunpowder units, which is an [[GameplayAndStorySegregation acceptable historical inaccuracy]] from a gameplay perspective since it allows the Chu Ko Nu to be effectively countered by Huskarls and Siege Onagers, which are generally answered with Hand Cannoneers and Bombard Cannons respectfully.

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** Their unique unit, the [[AutomaticCrossbows Chu Ko Nu]] are arguably one of the strongest unique units in the game for various reasons. The Chu Ko Nu fires a volley of arrows that can shred some of the highest pierce armor units like Skirmishers or even ''siege rams'', a unit that generally has a high pierce armor [[note]]This is because the extra arrows deal 0 melee damage, but the rams have ''negative'' melee armor, meaning a volley of Chu Ko Nu arrows will shred rams into pieces[[/note]]. Normally, Chu Ko Nus are easily dealt with swarms of Paladins into their faces, but the Chinese can mass Chu Ko Nus relatively easily (it takes 16 seconds to produce a Chu Ko Nu, and only 13 seconds when the Elite upgrade is researched, and that doesn't factor into Conscription or other civilization bonuses like the Berber's team bonus that improve the work rate for Castles) and the unit is reasonably cheap as a unique unit, while Paladins are much harder to mass up and are very expensive as a unit. What prevents the Chinese from becoming fully GameBreaker as a civilization, however, is that their tech tree is reasonably balanced to be of JackOfAllTrades civilization. The Chu Ko Nu are balanced by not giving the Chinese gunpowder units, which is an [[GameplayAndStorySegregation acceptable historical inaccuracy]] from a gameplay perspective since it allows the Chu Ko Nu to be effectively countered by Huskarls and Siege Onagers, which are generally answered with Hand Cannoneers and Bombard Cannons respectfully.

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* In Nomad maps [[note]]A random map where players start without a Town Center and no scout unit and only three villagers that are spread out throughout the map[[/note]], the Chinese are considered to be one of the strongest civilizations in this map mode because they start out with six villagers instead of one, meaning it's much easier to scout out the map to find resources and establish a base. They still start out without any food, but the extra villagers makes it significantly easier to find food sources.
** Their unique unit, the [[AutomaticCrossbows Chu Ko Nu]] are arguably one of the strongest unique units in the game for various reasons. The Chu Ko Nu fires a volley of arrows that can shred some of the highest pierce armor units like Skirmishers or even ''siege rams'', a unit that generally has a high pierce armor [[note]]This is because the extra arrows deal 0 melee damage, but the rams have ''negative'' melee armor, meaning a volley of Chu Ko Nu arrows will shred rams into pieces[[/note]]. Normally, Chu Ko Nus are easily dealt with swarms of Paladins into their faces, but the Chinese can mass Chu Ko Nus relatively easily (it takes 16 seconds to produce a Chu Ko Nu, and only 13 seconds when the Elite upgrade is researched, and that doesn't factor into Conscription or other civilization bonuses like the Berber's team bonus that improve the work rate for Castles) and the unit is reasonably cheap as a unique unit. What prevents the Chinese from becoming fully GameBreaker as a civilization, however, is that their tech tree is reasonably balanced to be of JackOfAllTrades civilization. The Chu Ko Nu are balanced by not giving the Chinese gunpowder units, which is an [[GameplayAndStorySegregation acceptable historical inaccuracy]] from a gameplay perspective since it allows the Chu Ko Nu to be effectively countered by Huskarls and Siege Onagers, which are generally answered with Hand Cannoneers and Bombard Cannons respectfully.



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* In team games, the strategy of "slinging," where one or more players produce minimal amounts of military themselves and tribute their resources to a teammate, to help them advance faster and unlock stronger military options before the other team can do the same. This is such a strong approach in high-level play that some tournaments take steps to nerf or even ban tributing in this way.


* Massing Factory units[[note]]Rockets for the British, Great Bombards for the Ottoman, Heavy Cannons for the rest[[/note]] in the original civilizations. Depending on the player's deck, reaching the Industrial Age allows the player to play either the Factory, Industrial Revolution or Robber Barron cards, each of which sends a Factory Wagon to the city. The Factory wagon turns into a Factory, which can be configured to generate either food, wood, coin, or a cannon in assembly line at a fixed rate which can be improved with a tech from this building... which only requires population space[[note]]7 for the Heavy Cannon and Great Bombard, 6 for the Rocket[[/note]]. Furthermore, their production time is reduced with the Mass Production tech, and unlike most artillery units, these units have no penalties against Cavalry. Granted, this makes Factories THE weakest point of that civ, especially since the card cannot be re-send upon entering the Imperial Age, but well-protected factories allowed to mass a lot of Factory units, and those units being protected by additional armies, allow the player to burn entire cities and armies to the ground.

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* Massing Factory units[[note]]Rockets for the British, Great Bombards for the Ottoman, Heavy Cannons for the rest[[/note]] in the original civilizations. Depending on the player's deck, reaching the Industrial Age allows the player to play either the Factory, Industrial Revolution or Robber Barron cards, each of which sends a Factory Wagon to the city. The Factory wagon turns into a Factory, which can be configured to generate either food, wood, coin, or a cannon in assembly line at a fixed rate which can be improved with a tech from this building...rate... which only requires population space[[note]]7 for the Heavy Cannon and Great Bombard, 6 for the Rocket[[/note]]. Furthermore, their production time is reduced with the Mass Production tech, Factory's own "Mass Production" tech (and if the map features an Incan village, the creation time can be further reduced with the "Incan Chasquis Messengers" tech), they can be further upgraded into the Imperial Age, and unlike most artillery units, these units have no penalties against Cavalry. Granted, this makes Factories THE weakest point of that civ, especially since the card cannot be re-send sent again upon entering the Imperial Age, and the long production time[[note]]115 seconds for Heavy Cannons and Great Bombards, 98 for Rockets[[/note]] means that players must turtle until their artillery army is ready, but multiple, well-protected factories allowed to mass a lot of Factory units, and those units being protected by additional armies, armies covering for their weaknesses, allow the player to burn entire cities and armies to the ground.

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* Massing Factory units[[note]]Rockets for the British, Great Bombards for the Ottoman, Heavy Cannons for the rest[[/note]] in the original civilizations. Depending on the player's deck, reaching the Industrial Age allows the player to play either the Factory, Industrial Revolution or Robber Barron cards, each of which sends a Factory Wagon to the city. The Factory wagon turns into a Factory, which can be configured to generate either food, wood, coin, or a cannon in assembly line at a fixed rate which can be improved with a tech from this building... which only requires population space[[note]]7 for the Heavy Cannon and Great Bombard, 6 for the Rocket[[/note]]. Furthermore, their production time is reduced with the Mass Production tech, and unlike most artillery units, these units have no penalties against Cavalry. Granted, this makes Factories THE weakest point of that civ, especially since the card cannot be re-send upon entering the Imperial Age, but well-protected factories allowed to mass a lot of Factory units, and those units being protected by additional armies, allow the player to burn entire cities and armies to the ground.

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* The Sioux Warchief is a cut above all other the other Explorers when it comes to viability in all phases of the game. At early stages, his fast speed means that he can scout much more quickly than other civilizations where he could potentially claim the treasures before other players even get their hands on it. Even later on in the game when you have already explored everything on the map, his aura of giving cavalry speed allow them to hit and run more effectively and when combined with his attack boosting aura from the home city, it makes them particularly excellent in dealing damage and destroying the opposing buildings.


* On the naval side, Triremes dominate the sea, being far stronger and faster than other naval units. Not helping that Triremes are a ''huge'' improvement over the pathetic War Galley and not all civilizations get them. It is also nigh-uncounterable, because Catapult Triremes attack too slow while Fire Galleys are too frail. Unlike the Galleons of ''Age of Empires II'', they can actually rip buildings to shreds when massed due to the lower hitpoints for buildings among other factors. Adding to their cheapness is that they only cost Wood, which you'll have more than enough of lategame.

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* On the naval side, Triremes dominate the sea, being far stronger and faster than other naval units. Not helping that Triremes are a ''huge'' improvement over the pathetic War Galley and not all civilizations get them. It is also nigh-uncounterable, because Catapult Triremes attack too slow while Fire Galleys are too frail. Unlike the Galleons of ''Age of Empires II'', they can actually rip buildings to shreds when massed due to the lower hitpoints for buildings among other factors. Ballista Towers could actually put up a fight against them, but reaching that stage is costly and not everyone has access to full tower upgrades. Adding to their cheapness is that they only cost Wood, which you'll have more than enough of lategame.


* The Huns in ''The Conquerors'' don't require houses like everyone else. This means that, in Deathmatch (when you start with a huge stockpile of resources), the tactic of "Build a few Barracks, spam-click build Militia Button, [[ZergRush and swarm everyone]]" ends up being this. Even in normal games this bonus ended up very powerful due to this game's wood-reliant economy. Unlike the Aztecs and Vikings, whose equally great bonuses are hindered by their [[KryptoniteIsEverywhere infantry]] focus ([[{{Irony}} yet they don't even get Halberdiers]], a powerful AntiCavalry unit) the Huns have faster-producing Stables, fully-upgraded [[LightningBruiser Paladins]] and the cheapest Cavalry Archers in the game to dispose most unit compositions. They are lacking in late-game sieging and their unique unit is less impressive cavalry but for the most of the game they are lethally viable.

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* The Huns in ''The Conquerors'' don't require houses like everyone else. This means that, that in Deathmatch (when you start with a huge stockpile of resources), the tactic of "Build a few Barracks, spam-click build Militia Button, button, [[ZergRush and swarm everyone]]" ends up being this. Even in normal games this bonus ended up very powerful due to this game's wood-reliant economy. Unlike the Aztecs and Vikings, whose equally great bonuses are hindered by their [[KryptoniteIsEverywhere infantry]] focus ([[{{Irony}} yet they don't even get Halberdiers]], a powerful AntiCavalry unit) the Huns have faster-producing Stables, fully-upgraded [[LightningBruiser Paladins]] and the cheapest Cavalry Archers in the game to dispose most unit compositions. They are lacking in late-game sieging and their unique unit is less impressive a rather unimpressive cavalry unit but for the most of the game they are lethally viable.



* The Goths' ability to ZergRush. They get two unique techs, one that lets them build their unique unit, the Huskarl, at Barracks [[note]]Instead of Castles (like most Unique Units) and the heavy investments in stone, villagers, and build-time that Castles require. Barracks can be produced quickly with cheap materials and only 1 or 2 villagers[[/note]], and another that massively boosts the speed at which Barracks produce units. Combine those with the rather hefty Conscription boost (further reduction of build-time for units) and several Barracks, and you've got hordes of Huskarls, which are designed to tank arrows, and get an attack bonus vs. buildings. This results in an army that can shrug off towers, town centers, and even castles -- and is [[WeHaveReserves replenished at lightning speed]].

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* The Goths' ability to ZergRush. They get two unique techs, one that lets them build their unique unit, the Huskarl, at a Barracks [[note]]Instead of Castles (like most Unique Units) and the heavy investments in stone, villagers, and build-time that Castles require. Barracks can be produced quickly with cheap materials and only 1 or 2 villagers[[/note]], and another that massively boosts the speed at which Barracks produce units. Combine those with the rather hefty Conscription boost (further reduction of build-time for units) and several Barracks, and you've got hordes of Huskarls, which are designed to tank arrows, and get an attack bonus vs. buildings. This results in an army that can shrug off towers, town centers, and even castles -- and is [[WeHaveReserves replenished at lightning speed]].speed]].
** This might have been the reason for the removal of Treadmill Crane (buildings are built faster) in ''The Forgotten'' and Arrowslits (Towers fire more arrows) in ''The African Kingdoms'' from their tech tree.



** This potentially cheap strategy didn't have a name until the [=HD=] rerelease in which it is called "Persian Douche" (which should technically be called Teutonic Douche since the Teutons pioneered it). The reason for the name is because the Persian [=TC=] has higher HP which allows them to survive the exchange of arrows with the enemy's [=TC=] and any hastily made attempts at a counter-attack. The strategy also works with the Britons (British Douche) because the Britons can build their [=TCs=] at a cheaper cost. Even though the Teutons [=TC=] no longer have the range boost bonus, it can still work since they have +2 Attack.
* The Persians' WarElephants; they're slow, but so powerful that outside of units they're specifically weak against (monks, pikemen, siege weapons, which any reasonable army will have ways of dealing with), they're virtually unstoppable. They are probably the strongest unique unit, which is good for the Persians, since they're otherwise kind of a limited civilization in-game.
* The various Korean onager bonuses allow them to outrange near enough anything and the onager's obscene firepower and area of effect damage means they will cause insane damage before anything can retaliate.
** The Korean war wagons also count, though seeming unlikely at first. Building ''one'' war wagon is a waste: expensive, slower and less range than a cavalry archer, doesn't make as clear damage as one or a scorpion and is easily overrun by a cavalry charge and destroyed. But ''mass'' enough war wagons, fully upgraded, combine them with onagers and no enemy units will be able to make a dent on them.
* British Longbowmen, once fully upgraded, can outrange ''any'' Castle except for a Teutonic Castle (a Castle's maximum range is 10-11 depending on the civilisation, the fully upgraded British Longbowman has 12 range, Teuton castles have 13). They can outrange ''any'' siege unit except for Bombard Cannons and Trebuchets (Trebuchets are damn slow and can't hit moving targets very well, Bombard Cannons barely manage to outrange British Longbowmen, are slower and not everyone can make them); they can even match, if not outrange, the aforementioned Korean Siege Onager. Suppose they are near the sea, and the enemy decides to use their navy to destroy the Longbowmen? Well, the Longbowmen can outrange ''any'' ship (except for the Cannon Galleon, which is also pretty dang inaccurate unless you're Spanish). They don't even need to worry about cavalry, because large numbers of them can shoot down entire hordes before they can do any serious damage.
** They are still poor at grabbing land or buildings though, so the enemy [[BoringButPractical can just riddle his or her base with a lot of Towers]], in a criss-cross pattern to make for the lousy non-upgraded range of the buildings.
* The Spanish in late game seem to excel at practically everything, with no flaws in infantry, ships, cavalry, monks and fortifications, and bonuses on gunpowder, trade, blacksmith technologies and ''villager attack''. They even get ''two'' unique units: the ''only'' gunpowder cavalry unit and the ''only'' monk cavalry unit in the game. They have bad archers that make them weak in the early game, but if you let them get to the Castle Age and beyond you'll get screwed. Guaranteed.

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** This potentially cheap strategy didn't have a name until the [=HD=] rerelease in which it is called "Persian Douche" (which should technically be called Teutonic Douche since the Teutons pioneered it). The reason for the name is because the Persian [=TC=] has higher HP which allows them to survive the exchange of arrows with the enemy's [=TC=] and any hastily made attempts at a counter-attack. The strategy also works with the Britons (British Douche) because the Britons can build their [=TCs=] at a cheaper cost. Even though the Teutons [=TC=] Teuton [=TCs=] no longer have the range boost bonus, it can still work since they have +2 Attack.
* The Persians' WarElephants; they're slow, but so powerful that outside of units they're specifically weak against (monks, pikemen, pikemen and siege weapons, which any reasonable army will have ways the Persians are perfectly capable of dealing with), countering with their great scout, knight and cavalry archer lines), they're virtually unstoppable. They are probably the strongest unique unit, which is good for the Persians, since they're otherwise kind of a limited civilization in-game.
* The various Korean onager bonuses allow them to outrange near enough anything and the onager's obscene firepower and area of effect damage means they will cause insane damage before anything can retaliate.
retaliate. This is the reason that the increased range bonus for onagers was changed to having no minimum range instead in ''The Forgotten'' expansion.
** The Korean war wagons also count, though seeming unlikely at first. Building ''one'' war wagon is a waste: expensive, slower and less range than a cavalry archer, doesn't make as clear damage as one or a scorpion and is easily overrun by a cavalry charge and destroyed. But ''mass'' enough war wagons, fully upgraded, combine them when combined with onagers and onagers, means that no enemy units will be able to make a dent on them.
* British Longbowmen, once fully upgraded, can outrange ''any'' Castle except for a Teutonic Castle (a Castle's maximum range is 10-11 depending on the civilisation, civilization, the fully upgraded British Longbowman has 12 range, Teuton castles have 13). They can outrange ''any'' siege unit except for Bombard Cannons and Trebuchets (Trebuchets are damn slow and can't hit moving targets very well, Bombard Cannons barely manage to outrange British Longbowmen, are slower and not everyone can make them); they can even match, if not outrange, the aforementioned Korean Siege Onager. Suppose they are near the sea, and the enemy decides to use their navy to destroy the Longbowmen? Well, the Longbowmen can outrange ''any'' ship (except for the Cannon Galleon, which is also pretty dang inaccurate unless you're Spanish). They don't even need to worry about cavalry, because large numbers of them can shoot down entire hordes before they can do any serious damage.
** They are still poor at grabbing land or buildings though, so the enemy [[BoringButPractical can just riddle his or her base with a lot of Towers]], in a criss-cross pattern to make for the lousy non-upgraded range of the buildings. \n In addition, Huskarls make a good counter due to being virtually immune to archer fire and having a fairly high movement speed.
* The Spanish in late game seem to excel at practically everything, with no flaws in infantry, ships, cavalry, monks and fortifications, and bonuses on gunpowder, trade, blacksmith technologies and ''villager attack''. They even get ''two'' unique units: the ''only'' gunpowder cavalry unit and the ''only'' monk cavalry unit in the game. They have bad archers that make them weak in the early game, but if you let them get to the Castle Age and beyond beyond, you'll get screwed. Guaranteed.




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* The Portuguese Feitoria is their unique building that takes up 20 population space and grants a trickle of every resource for every second. The game-breaking part came in that it cost 250 wood and gold and it generated 0.45 stone every second, meaning that several Feitorias together could generate enough stone for many Bombard Towers faster than other civilizations could by mining it and/or exchanging other resources for stone at the Market, thus allowing the player to build enough Bombard Towers to make their base virtually impenetrable. This was changed in Patch 4.8, where Feitorias were changed to cost 250 stone instead of wood, and their stone generation rate was reduced to 0.25 per second.


* [[ThisLooksLikeAJobForAquaman The Vikings on water maps.]] Cheaper Docks and warships along with a strong economy makes them able to mass warships before everybody else can.

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* [[ThisLooksLikeAJobForAquaman The Vikings on water maps.]] Cheaper Docks and warships along with a strong economy makes them able to mass warships before everybody else can. Having free access to Wheelbarrow and Hand Cart means that their Villagers get a headstart in gathering resources before the other civs can, and they don't need to halt Villager production to research those techs on the Town Center. This has also the unintended effect of allowing them to rush the enemy base with units that they're not good at such as Knights.


* British Longbowmen, once fully upgraded, can outrange ''any'' Castle except for a Teutonic Castle (a Castle's maximum range is 10-11 depending on the civilisation, the fully upgraded British Longbowman has 12 range, Teuton castles have 13). They can outrange ''any'' siege unit except for Bombard Cannons and Trebuchets (Trebuchets are damn slow and can't hit moving targets very well, Bombard Cannons barely manage to outrange British Longbowmen, are slower and not everyone can make them); they can even match, if not outrange, the aforementioned Korean Siege Onager. Suppose they are near the sea, and the enemy decides to use their navy to destroy the Longbowmen? Well, the Longbowmen can outrange ''any'' ship (except for the Cannon Galleon, which is also pretty dang inaccurate (unless you're Spanish). They don't even need to worry about cavalry, because large numbers of them can shoot down entire hordes before they can do any serious damage.

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* British Longbowmen, once fully upgraded, can outrange ''any'' Castle except for a Teutonic Castle (a Castle's maximum range is 10-11 depending on the civilisation, the fully upgraded British Longbowman has 12 range, Teuton castles have 13). They can outrange ''any'' siege unit except for Bombard Cannons and Trebuchets (Trebuchets are damn slow and can't hit moving targets very well, Bombard Cannons barely manage to outrange British Longbowmen, are slower and not everyone can make them); they can even match, if not outrange, the aforementioned Korean Siege Onager. Suppose they are near the sea, and the enemy decides to use their navy to destroy the Longbowmen? Well, the Longbowmen can outrange ''any'' ship (except for the Cannon Galleon, which is also pretty dang inaccurate (unless unless you're Spanish). They don't even need to worry about cavalry, because large numbers of them can shoot down entire hordes before they can do any serious damage.

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