Common Tech Tree

N.B

Worth noting

Fun fact 1:

Fun fact 2:

Building with multiple builders

All about repairing

- Military buildings HP vary according to the age: Barracks have 1200 HP in Dark Age, 1500 HP in Feudal, 1800 HP in Castle, 2100 HP in Imperial. Same goes for Archery Ranges and Stables.- Archers, Skirmishers, Cavalry Archers, Hand Cannoneers and unique Archers (not the Janissaries nor Conquistadors), get an attack bonus against Spearmen which vary from 1 to 6 depending of the unit.- Skirmishers javelins get 3 bonus attack against all non-siege distant units (except Throwing Axemen); Elite Skirmishers get 4 bonus against them, and an additional +2 against Cavalry Archers (6 total bonus).- Archers are created in 35s whereas Crossbowmen/Arbalests are created in 27s.- Contrary to what the description suggests, upgrading to Crossbowman DOES NOT improve the unit armor compared to the Archer: likewise, upgrading to Arbalest DOES NOT improve the unit range and armor.- Cavalry Archers are created in 34s whereas their Heavy Cavalry Archer upgrade reduce their time creation to 27s.- Thumb Ring has absolutely ZERO effect on gunpowder units fire rate/precision. It doesn't improve Skirmishers rate of fire either but it increases their precision from 90 to 100%.- Tracking also give infantry +2 search radius, making their "enemyfinding" MUCH better. Not only a scouting purposes tech!!- All infantry (except Spear-line, Eagles and Kamayuks), get good attack bonuses against buildings.- Man-at-Arms, Long Swordsman, Two-Handed Swordsman/Champion get 4, 6, 8 bonus attack against Eagle Warriors, making them an excellent countering choice. Unique infantry (except Condotierro, Kamayuks, and Eagles themselves) also get similar bonuses against Eagles...- ...though (Elite) Eagle Warriors get a (+4) +3 bonus against Cavalry. Eagle Warrior/Elite also get 3/5 hidden damage bonus against Siege Weapons.: Non-Elite Eagle Warriors get a 3 bonus against Cavalry only in AoF, 2 only in AoC)- Starting in Castle Age, Eagle Warriors get 2 bonus attack vs. Cavalry, 1 vs. Camels; Elite Eagle Warriors get 4 bonus attack vs. Cavalry, 2 vs. Camels.- Eagle Warriors are created in 29 seconds whereas Elite Eagle Warriors are created in 20 seconds! Even faster than a 21s Champion.- Surprisingly enough as Camels, Ships and Petards share the same class, Spearmen-line get important bonuses against Ships and Petards.- All Warships get bonus damage against...Ships- Galleys are created in 60 sec whereas War Galleys are created in 36s, hence the importance going to Castle Age as quickly as possible when fighting for water.- War Galley tech: "Upgrades Galleys and lets you build War Galleys, which are stronger and better armored"War Galleys have the same pierce armor as Galleys: 6.- Elite Cannon Galleon: "Upgrades your Cannon Galleons and lets you build Elite Cannon Galleons, which have +2 range, +10 normal attack, and +100 attack against buildings."It's +75 attack.- Fire/Fast Fire Ships get an hidden 1 melee attack in addition of their 2/3 pierce attack- Fast Fire Ships move faster than Fire Ships: 1.43 instead of 1.35 speed- Scout Cavalry hitting Feudal Age get +2 attack, and its base speed jumps from 1.20 to 1.55. Faster than the 1.50 of Light Cavalry and Hussars.- Hussar:It's not only an HP increase, Hussars strike faster than Light Cavalry (1.9 to 2, the lower the better) and get 12 bonus damage against Monks compared to the 10 of Light Cavalry.- Paladins strike slower than Knights and Cavaliers (1.9 vs 1.8), but it's more than compensated by a +40 HP, +2 attack and +1 PA compared to Cavaliers- Contrary to what the unit description says, Light Cavalry is NOT faster than Scout Cavalry (1.5 vs 1.55 speed), Cavaliers are NOT better armored than Knights (same), Heavy Camels are NOT better armored than Camels (same)- Demolition Ship:Actually they are not that good as their attack may foresee: when exploding a Demo Ship/Heavy Demo Ship in a 100 HP Fire Ship/120 HP Fast Fire, still there are 21/8 HP left on them.It's even worse on War Galleys and Galleons with 56/53 HP remaining on them. They can't perform efficiently if you don't mass them enough.- Military Team Bonuses like Barracks, Archery Ranges, Stables work 20% faster, and even Conscription, also reduces by this "%" the time technologies research in these buildings.- Villagers, like Long Swordsmen, recieve 3 bonus attack against buildings and even 6 extra bonus against "Stone Defense" (all buildings made of stone except Outposts, Castles and Wonders), making them excellent Watch Tower destroyers in Feudal, each villager hit doing 3 (base attack) + 3 (building bonus) + 6 (stone defense bonus) - 1 (Watch Tower armor) = 11 damage.- Loom:It actually multiply your hit points per 1.6. An "unloomed" villager hit by a boar once will go from 18 to 28 HP, hit twice it will go from 11 to 17 HP, three boar hits and it'll be 4 to 7 HP.Of course full health villagers will be boosted from 25 to 40 HP.: A villager with Loom beat a Militia or a Dark Age Scout Cavalry in an 1v1 situation.- Start putting farms at the right side of your TC/mill and continue sow them counterclock wise, because the most efficient spot of a farm (3x3 tiles) is the 2x2 spot in the left-bottom side of the farm.- Effectiveness of Farms vs. Fish Traps:The slowest created unit in the game is the Bombard Cannon, with 56s creation time even with Conscription; the fastest unit that can be created is the Gothic Condotierro (with Conscription and Perfusion researched), with a lightning speed of 2.9s!!The militia, the non-Persian/non-allied with Persians Knight/Cavalier/Paladin, the (elite) Turtle Ship, the (elite) Boyar are the only units who doesn't possess any attack bonus but only raw strength!: The formula is 3*T/(n + 2), T = time needed to build a building with one villager, and n the number of builders. It can be generalized, as we're all bad mathematicians, let's short that out:- A group of 2 builders finishes in 75% of the time that a single builder takes- A group of 3 builders finishes in 60% of the time that a single builder takes- A group of 4 builders finishes in 50% of the time that a single builder takes- A group of 5 builders finishes in 43% of the time that a single builder takes- A group of 6 builders finishes in 38% of the time that a single builder takes- A group of 7 builders finishes in 33% of the time that a single builder takes- A group of 8 builders finishes in 30% of the time that a single builder takes- A group of 9 builders finishes in 27% of the time that a single builder takes- A group of 10 builders finishes in 25% of the time that a single builder takesConclusion: split your builders as much as you can, except if you really need a building to be built fast (eg. first Archery Range/Stable in a flush, Market in a FC situation, TCs, Castles, Tower push)Repair rates (HP repaired per second, tested for ALL buildings)100 hp in 8 seconds with 1 ville = 12.5 hp/s/v100 hp in 5 seconds with 2 villes = 10 hp/s/v100 hp in 4 seconds with 3 villes = 8.5 hp/s/v100 hp in 3 seconds with 4 villes = 8.1 hp/s/vRepair costsRepair cost is half the building cost, eg. if you're repairing a Barracks with only 1 HP left it will cost you 175 wood/2 = 87 wood, a Castle 650 stone/2 = 325 stone.EXCEPT Town Centers where it costs double (551 wood, even for Britons), but you'll only need one stone to start repairing, not 100 or 200, so it's quite nice.