The Cataphract is the unit with the fewest weaknesses. Unique Unit: Cataphract (Anti-Infantry Cavalry)
Unique Tech: Logistica – Cataphracts do trample damage Advance to Imp Age costs -33% (667 Food and 536 Gold instead of 1000 Food and 800 Gold).Camels, Skirmishers, Pikemen, Halberdiers are cost -25%.Buildings gain +10% HPs in Dark Age, +20% Feudal Age, +30% Castle Age, +40% Imperial Age.Longbowmen have less accuracy than standard archer-line: Warwolf give Trebuchets a very small Blast Radius of 0.5 (same splash area as Logistics or Druzhina), but also 100% accuracy (on immobile units/buildings) as a secondary effect. “Yeomen: Foot archers have +1 range” It also concerns Skirmishers, which make them pretty good (though Aztecs ones and Incas with their unique tech are arguably a bit better): even without Thumb Ring, Skirmishers actually don’t get a faster rate of fire from Thumb Ring, only an accuracy boost from 90% from 100% which is overshadowed by Briton’s +1 range. Being archer units, Longbowmen won’t last long against as little as 5 knights. When on the battlefield, protect your Longbowman contingents with a combination of Infantry and Cavalry. Using them in base defence behind walls with locked gates is another useful tactic. The best strategy for using Longbowmen is in a group of at least 15. They also have a higher attack than normal archers. Starting off at a base of 5, upgrades from the blacksmith, researching Elite Longbowman and Yeomen at the Castle will bring the Longbowman’s max range up to 12, thus out-ranging Castles, Towers, Mangonels, and Scorpions including rival Unique Archer units from other civilisations. The Longbowman boasts the greatest archer range in the entire game. Unique Unit: Longbowman (Long-range foot Archer) Unique Tech: Yeomen – (+1) Range for Foot Archers, (+2) Attack for towers Team Bonus: Archery Ranges work 20% faster Foot archers (except Skirmishers) have +1 range in Castle Age, +1 in Imperial Age (+2 range total).Town Centers cost -50% Wood from the Castle Age.In short this bonus concerns all units except Villagers, Fishing Ships and Trade Carts/Cogs. And the real figure is: 1/(1*0.85) = 1.176 17.6% faster.Īztec fully upgraded Champions are, with Elite War Elephants and Elite Teutonic Knights, the only melee units which can kill villagers in two strikes… Britons “Military units created 15% faster” It also concerns Monks, which are not considered like military units. Their main weakness is lack of pierce armor, making them vulnerable to archers and heavy cavalry.
They are able to hold their own against every infantry unit in a 1v1 situation, including the Teutonic Knight, provided the Jaguar Warrior manages to make the first blow. Jaguar Warriors are one of the strongest infantry units in the game due to their improved attack bonus granted by Garland Wars. Unique Unit: Jaguar Warrior (Anti-Infantry Unit) Unique Tech: Garland Wars – Increases Infantry attack by +4 Scout Cavalry is replaced by Eagle Warrior (or Eagle Scout depending on game version i.e Conquerors/Forgotten/African/Rajas).Monks gain 5 HP for every tech researched at the Monastery.All Military Units are created 15% faster.