Rating and description of the races (Ancestors Legacy)
SlavsMixed army
Sometimes, has a sense of wasted and go not one but 2 (well in very rare cases, 3) type of units. A few units of one type, and multiple units of some other kind, helping and complementing each other. I stress that is not always justified... wasted is, if you carefully analyzed the racial composition of the enemy and his tims, and realized that's it is now better wasted in 2 of the units (and, quite importantly, in the quality of the units and it resources, you know...)
Slavs. How to build second units in a appendage to fundamental to the shchitnik.
By far the archers (on foot). Their friendly fire, not at all scary shchitnik (because they can raise their shields to their skill)
Also, you can try horse lancers - the surges at the enemy which is fighting the front line defenders
Horse archers, among the Slavs is weak even in the mix with shchitnik
Spearmen (Hiking) in case of horses from the enemy? - well, there is rather no than Yes
Vikings. Well here everything is clear-clear - (base) spearmen in appendage to shchitnik (which we will build later). Although these spearraiders the Vikings themselves are pretty weak, even if you pump them...
Archers - this mix with shchitnik also suggests (because shchitnik not afraid of friendly fire archers), but it is already pretty pricey-dolgovato (and the archers, Vikings cool - can develop your skills in melee - but expensive-long, and in the end, universal unit not fish and not meat)
The Berserkers, not the rule, even in the mix, because I can not retrait
Horses, the Vikings quite well, so weak
Perhaps the Vikings - the Nemtsova race at the moment (stupid to go in the opening in the lancers and then change them to the defenders, standard - shchitnik Vikings so thick defom perfectly withstand even the enemy's axes and horses - all the things that hatit shields)
The Germans. The combination of (base) jibs and steep lancers - will ensure the jibs break enemy shields, and the scape spearmen of the enemy's horses, and Haight spears all possible enemy axe fighters - i.e. a mix of melee, Hatami anything and everything ). Also, and he and the unit has useful skill (perhaps this is the best skill combination in the game) - surplus enemies run away from skill jibs, the enemy's archers and horses might be (the shop didn't get away from fatalities)) the skill of the spearmen. Defenders, the Germans do not have as a class - so both types of units, when they are pumped Leilani strictly Def (so they somehow can make the enemy's arrows - and that, even arrows from rurelec on the enemy's bases...). Drim-mix, if still not eating the enemy's arrows to them...
Livery + horses - too bad
Spearman + horse would be nice, but pricey-a bit long
Archers and crossbowmen. Unfortunately, here they were with a German Miesnieku effectively peacefest - well, no, the Germans shields, friendly fire is terrible here. And as independent units - neither one nor the rule at all. A pity - the Germans made these 2 units, but they don't play at all.
Vopschem, the Germans still justifies its proud title of the most interesting and non-linear gameplay race
The Anglo-Saxons. Well, there is, of course, to the archers, divisive setevikov (they are not afraid of friendly fire from archers). Siloviki hold the front, while archers shoot from behind. And because the archers is the main damage and combat power anlichan, then silovikov theirs can be pumped not to attack and Def.
Pikemen to stop enemy horses? - well, only in a very thin case, when the enemy too much most of these horses (though loved by many, against archers to build horses)
Axemen - neahti combination with archers will (friendly fire) and the debts Axemen Anglo-Saxons...
The result is:
Slavs
Strong (very strong) debut, defenders of hatat only livery the Germans and it is tolerated.
Good middle (always the crowd was already pretty pumped defenders, enemy units deposited weaker, the number of each enemy player less).
In Leyte (with Pro players), shchitnik of the Slavs they rule - and there is already pumped livery the Germans, and steep shchitnik Vikings (which make slawianowski as Tuzik warmer, if Viking already deposited), and the loss of the deposited armor units lost (vichevy again a hundred times, and not a lot of metal, even with slawianowski perk on the economy).
The Vikings
Normal (although mediocre because of the weak Vikings-raiders, which hatat slavyanovskie shchitnik) debut.
With proper game, powerful middle, and late (okay, even the German jibs, to thatit cool Viking defenders is very difficult - and more Viking defenders, and hatiti-I have nothing - the axe-Berserkers rule, the Anglo-Saxon Axemen it is generally a very rare bird on the battlefield).
The Germans
Good debut by jibs (although they are trying to hatiti weak spearmen Viking and Anglo-Saxon slingers). Normal middle livery and/or spearmen.
Normal late - though there is no shields against archers - but malesnica already pumped Def, but even horses can Kotz in Leyte have not the time traps, horses running freely ).
Perhaps the most flexible in terms of gameplay the race.
The Anglo-Saxons
Snooze (quite the word) the debut of lingerie.
Normal middle archers - they were killed by rain of arrows the whole enemy squads to play for the archers becomes easy and fun. (if snooze debut, drove the British in a defensive stance with a slow-growing economy)
A powerful late no ostanovimy heavy fire pumped lukara (which die like flies even siloviki raised their shields). While, IMO, the most unbalanced race.
Race against race
Slavs vs Slavs. Hatiti them to each other in General nothing - stupid-butting shchitnik vs shchitnik, about parity.
Slavs vs Vikings. Slavs powerfully thatat base of the Viking spearmen with their shchitnik, and later the Berserkers of the Vikings themselves are not very good (but retreat), although if you want them to thatit Slavs can. For example, there is very little advantage on the side of the Slavs, because hatadage debut.
Slavs vs Germans. The Germans clevery well hatat Slavs defenders, so here is the confident superiority of the Germans.
Slavs vs the Anglo-Saxons. Slavs always looking hatat archers and svingerov their shchitnik, there is a great preponderance of the Slavs (with the exception of Leith, the English before him, had lived and there they have theirs long-range archery barrage)
Vikings vs Vikings. Spearmen-the spearmen raiders vs the raiders, then the question is who will come in cool Viking defenders who will score almost anything and everything.
The Vikings vs the Germans. The Germans clevery well hatat Viking spearmen and raiders, and normally pechatat cool Viking defenders. And the Berserkers of the Vikings, will be met by a cool German lancers hatasa axes. Here the superiority of the Germans.
Vikings vs Anglo-Saxons. Viking spearmen of thatat of svingerov (though weaker than svingerov of hatat other race). English archers at least something to do against cool Viking defenders can do that only in late game. The preponderance of the Vikings.
Germans vs Germans. Here the question is what will come out in the cool German lancers, who immediately thatat enemy jibs.
The Germans vs the Anglo-Saxons. German livery well hatat svingerov English, German spearmen are weak to long-range fire of the English archers, however, they might be lashing out against them with his skill and finish. There are some advantage of the Germans.
The Anglo-Saxons vs Anglo-Saxons. Here the question is who will come at the archers, which (even weak Neprikasaemye) of thatat enemy's svingerov.
Slavs: 2 advantage, 1 parity
Vikings: 1 advantage
Germans: 3 odds
The Anglo-Saxons: 0 (only in Leyte - the advantage over all in General)
Why the Germans did not the cool race? - because medlennoi their construction and movement (all the basic units and all other races have the skill to bistrobar - and the German basic livery, not only do not have this skill, and even by themselves they are not quick run - only from the middle, it is possible to fix it vkachivaya the Germans in gear perk to fast travel)
I want to be a bit more clear, relative to the purpose of troops in General:
Mitovich
Strong spearmen/archers;
Weak - cavalry/Axemen(swordsmen);
Spearmen
Strong - cavalry/Axemen(swordsmen);
Weak - sitewiki/Archer(swordsmen);
Axemen (swordsmen)
Strong - mitovich/cavalry
Weak spearmen
Archers
Strong spearmen/Axemen(swordsmen)
Weak - siloviki
Cavalry (drums)
Strong - setevikov/toporikov
Weak - spearmen/archers
Dobrynkin
From the above, it turns out that the fraction (ceteris paribus) wins/loses:
Slavs 2/1
(The Anglo-Saxons, The Vikings / Germans)
Vikings 1/2
(The Germans / Slavs, Anglo-Saxons)
The Germans 1/2
(Slavs / Vikings, Anglo-Saxons)
The Anglo-Saxons 2/1
(Germans, Vikings / Slavs)
This is all true, but when the game initial troops, and given the purpose of troops. But in real battles, things are different...
Namely, there is still the cost of troops wood/iron and most importantly, many people overlook the FOOD!
So, the Slavs and Vika employment of any troops is always 15 food. While the Viking units are more powerful than the same of the Slavs (except cavalry). It turns out that the Vikings are easier to arrange a quick rashy, at the beginning of the game than the same Slavs. So the developers nerf the Slavs!
The Germans and Anglo-Saxons set all troops are 10 food (except for cavalry, it is 20 food). It turns out that the Germans are starting to spam units without any problems with the food, but they are all slow! And the Anglo-Saxons at the beginning are the weakest, although initial detachment from them is the cheapest. But if they can develop, then it can create problems for everyone else)))
PS Berserkers the Vikings a very good unit in the game 1v1 or 2v2, when there is no numerical superiority in troops. The same can't scared of the Germans that at the initial stages of the game, too, is useful!
Djonnikc, swordsman a bad term for this specific game, because clean the swordsmen (without shield, with one or two swords) in the game present, and shchitnik Slavonic and English shchitnik they, with swords in hand, and Viking shchitnik they with axes in hand )
Axes are strong against cavalry? - I would not say. Here the spears against cavalry is strong. Axes (including liverovskiy), great against shields.
Cavalry weak against archers? - if it is, again, stupid to read the description. In the real world, cavalry is one of the most effective means to stomp/finish off squads of archers and svingerov. But the archers/slingers in rushing like the wind horses, is not easy to get (as long as they bow lift Yes a sling to spin, already the hooves of carcasses trample them)). Although, grazing horses shot fast they are ) - if a horse noob and leaves the horses to paste in the middle of the map (instead of return them to base)
Djonnikc, and initial troops - more than half of the case. Even the troops of the 2nd Tihonovna, it is in fact the rebound. 3rd throwing, IMO only relevant to the Vikings - the others, even if you quickly it out, it's not it - the same Axemen of the British, the British can at least live with the start of the skating rinks have already been to pump 2nd throwing (and next, and 3rd), but... Axemen theirs, they rule anyway
The cost of troops wood/iron is very important. Iron usually always enough - and a lot of it goes to upgrade perks in gear. Therefore, teletema units - the rule here is that shchitnik Vikings (who are fuck what generally strikes), but also sometimes German horses - the rest all units require a lot of iron, it's pure devastation on the same hardware - the unit died, the iron has gone down the drain.
Food is important too, but the experience is not very different normal average number of units of different races because of it. Well, the Slavs, you can pray to Mokosh, and this will give plus 1-2 unit which can now contain - which is good of course, but it's not too much.
Viking units are more powerful than the Slavs? )) - what are the units then? )) Spearmen Viking (though weak in themselves), which hatat shchitnik Slavs? ) Berserkers which are designed to hatiti defenders, but the easy way is surrounded by the same shchitnik and achieve, because the Berserkers that stupid noretreat? Shchitnik Vikings certainly stronger than Slavic, but I'm sorry shchitnik Vikings this 3rd techlevel and a lot of iron - when at the time of their construction, Slavic shchitnik already pumped sickly, and the result is equal (until the very very distant of late, if he will do when you're already pumped and shchitnik Vikings).
Vikings to make a quick rush at the beginning of the game - worse than Slavs (who have the same skill on bistrobar). The nursery - the Germans, with their slow ) although it does not prevent them to play, IMO
Plus, the Vikings yet stupid (IMO) benefit the economy (in gear), which is way too much iron - so even strategically, to swing it is usually unprofitable (even 1st level) - if you go to him, proserity faster than it all kachaetsa ))
No, Slavs are not nerfed. This is perhaps the strongest race in the debut! (their haitat livery the Germans, but the Germans in the opening close behind because of its slowness, so that in the end it turns out equally - and the shchitnik Slavs do not care for svingerov English, which is not true of the jibs of the Germans) - and the fact that in late game they are weaker than the other, so will the Leith something... )
The Germans are not particularly different from other races in terms of how they can start spamming units. Prices, food, etc. - call all.
The Anglo-Saxons yeah, in the opening, they are very, very weak. As some plus sign - a bonus given that 1 unit of svingerov the capture of the village shooting Townhall as 2 melee unit. Also, the British are the cheapest traps - so in debut on the big map, it is on their shoulders is normally responsible for the construction of those traps - and milesnick other races, fighting for the British ). Although, spend a lot of resources on traps too badly and pissed off, because the British need and want in whatever was to pump as quickly as possible - to reach theirs, the Church, and to quickly increase the combat power of your archers to catch up in the rink with other races of lethal power. Well, in Leyte, the British is the death of all living things, Yes - but (as I like to say) if at all this is late ))
PS When playing 1x1 and 2x2 numerical superiority of troops is not uncommon - it's not about superiority in the number of units from any one player (so purely physically, in the opening will not work) - and when common for the troops of one of the player units piled together 2 of his enemies. Then the Berserkers, it's suicide by gun - not critrical they. And to lose units = big damage to the economy = loss )
Skil-Pugach which the jibs of the Germans - of course he steers, but not to the exorbitant extent ). Sometimes it is useful, but it also has disadvantage - those enemy troops who fled, then they come back and make a running pounce (charge) at jibs. In midle, as in to scare the enemy troops, it means to save them from destruction )) - sometimes the only skill it helps if the enemy has numerical superiority in the number of troops in combat (and/or power) - to scare off the surplus and stay to fight fewer enemy units
Dobrynkin
Regarding the power units Vikings/Slavs I judge strictly by appointment! And in General, just pay attention when storm first army first village, the Vikings ALWAYS have more soldiers in the ranks, although the Slavs have perk on the boards!!!
Now, about the Berserkers. Where in the game 1v1 the enemy can take advantage of 2-fold in the beginning?? If only tactically, teams dispersed to different locations. But in General, two equal-to skill players, will not allow this! But the lack of offensive, it is unambiguously negative, which is very much their nerfed! I am not arguing!
PS I don't have much enough in the cartoon, but I personally Vikings always easier to start a game than Slavs. But the Slavs really is easier to play in the second half. Their archers with perk on the volley very well mow foe))) and in General, variability is greater.
Koop races 2 players (as combats race)
Slavs + Slavs. Well, there will be a lot defenders - in principle a good idea, but their haitat Axemen. Also, the second Slav can go to the horse archers - they're weak. Will call it a coop, just normal.
Slavs + Vikings. Shchitnik+spearmen, ochatt and Axemen and horses and arrows. Good coop.
Slavs Germans. Shchitnik+livery, this combination will chatitsya spearmen against horses is not very good, also arrows will not care only shchitnik Slavs. Although next to the ground shchitnik Slavs + spearmen of the Germans, that the coop is already very strong. For my call this coop normal
Slavs + anglicane. The shchitnik do not care for the stones of svingerov takshta Koop this good.
Vikings + Vikings. A lot of weak spearmen-raiders of the Viking, co-op this IMO is weak
Vikings + Germans. Spearmen+livery (and then a bunch of spearmen 2 of these races) - first it's bad against arrows, but little in the opening (and then when a bunch of lancers, it's bad against defenders). Koop'm not much IMO
The Vikings + the British. Friendly fire of svingerov and the English spearmen of the Vikings. When will shchitnik Vikings the coop will be strong. For my, still call it the coop below average (debut, very important)
The Germans the Germans. The crowd jibs is bad against spearmen (though basic Viking they are weak), against horses (although there is little in debut), against the arrows/stones (in the opening, and can shoot the group of units of svingerov). Then, clevery+spearmen or lancers crowd - bad against arrows (well, we will consider here the steep slope of the spears of the Germans). In the average, IMO, Koop still lower middle
The Germans by the British. Friendly fire of svingerov and the British in the jibs of the Germans - and then, and the spears of the Germans. Although, cool spears of the Germans very well save svingerov/archers of the English against the enemy's horses. In the average, Koop, IMO rather weak.
British + English. Slingers/archers of great help to each other (even friendly fire if close came a detachment of the enemy, is normal for all svingerov/archers) - and then the second Englishman to go to his defenders and will be a good coop (the shchitnik do not care for friendly fire). But given the overall weakness in the debut of the all of these svingerov will call this coop is still just a normal
Slavs: 2 good coop, 2 normal
Vikings: 1 good coop
Germans: 1 normal co-op
The Anglo-Saxons: 2 good coop
Ie the Slavs - the co-op race.
Given that they are on the 2nd place for Hato (in the post above) - get great simpleyou race in
What the Slavs still not going? his ceiling which appears at the end of the middle, and pour
Djonnikc, during the assault on the village Slavic shchitnik can use their skill to raise their shields seem to protect from the arrows flying from Townhall village ;) (as against the arrows of the towers turrets in enemy bases, etc.). Viking spearmen, so I cannot, in themselves they are weak, in the amount of neahti
In the game 1x1 - do not argue, Berserkers rule against the defenders of the Slavs. But again, experienced Slav can use theirs noretreat )) - start battle, and change their units therein retreat and enemy Berserkers, and will stupidly be chopped in the same battle )). Their horses to trample on such, etc.. all need to try to contrive cool, and cover such besitran Berserkers ballistae ))
Overall rating races: )
Slavs: timpana race, a cool co-op with other races, good and Haight other races, and a bonus (prayer) to the food i.e. the current number of units
(but there is a ceiling development of this race in the rink)
Vikings: the coolest units-milinki (shchitnik in which it is possible to rapidly come passing Berserkers - Viking experienced a total death to the enemies starting from the middle; but on small maps, and you can Hatice enemy defenders Berserkers), and Bystrovskaya race (shchitnik run fast by yourself, but you can still pray to Thor on bistrobar all units)
(but the debut basic units-spearmen, still weak)
The Germans: hatada and the most flexible in gameplay race - correct all possible situations in the rink (also if you need the best horses, but also just in case Rangers azhno solid 2)
(though I run slowly, but in the opening it's not a big minus, and middle if you really need it is possible to pump bistrobar perk in gear)
The Anglo-Saxons: reincarna and the trapping race (Englishman in Tim is a great Vegas enemy's melee, almost free then, from a distance, which is very important - and the Rangers with traps combats just fine)
(but very weak and rotten debut)
Just yesterday the patch came out, there have cut class as simple trap - leaving only the trap with stakes
Rights manual:
Prices (shooting = level of technology base)
(dasaolu will, in the course of the games)
Slavs
Stink bug-swordsman: 50 wood, 10 iron (requires Barracks) - epcip 15 food, time, 19th; Gear of Veterancy (bonus to health): 100 wood, 50 iron (requires Barracks) - construction time 10
Poor health, a bonus to attack, good movement speed
The Skil Bistrobar (temporarily increases movement speed and reduces Def) - (nicho do not require)
Skill to Raise shields (against the arrows) to (though does not require)
Hatit: copies, bows
His Hatt: ax, axes
Spearman: 100 wood, 20 iron (requires a Barracks and tier 2) - 15 apcep food, time, 19th; Gear of Veterancy (bonus to health and Defu): 100 wood, 50 iron (requires a Barracks and tier 2) - construction time 10
Poor health, protivosemnye, good movement speed
Skill: ...
Skill: ...
Hatit: axe, axes
His Hatt: shields, Luke
Archer: 75 wood, 30 iron (requires Archery) - epcip 15 food, time, 19th; Gear Composite bows (slightly increases fire rate, and enlakaat skill Rain of arrows): 100 wood, 50 iron (requires Archery) - construction time 10
High rate of fire, weak morals
Skill: ...
Skill: ...
Hatit: copies, axes
His Hatt: shields, Luke
Horse Archer: 75 wood, 10 iron (requires Stables) - epcip 15 food, time, 19th; [no upgrade in Gear]
High rate of fire, can shoot while riding, mounted movement speed, poor moral, can't detect traps
Skill: ...
Skill: ...
Hatit: shields, axes
His Hatt: bows, spears
Horse Lancer: 100 wood, 10 iron (requires Stables and a shooting range 2) - 15 apcep food, time, 19th; Gear of Veterancy (increases attack): 100 wood, 50 iron (requires Stables and a shooting range 2) - construction time 10
Cool impingement, high damage, mounted movement speed, can't detect traps
Skill: ...
Skill: ...
Hatit: axe, axes
His Hatt: shields, Luke
(Ballista: no)
Catapult: 100 wood, 10 iron (requires a Forge and shooting range 2) - upkeep 4 food, construction time-19; [no upgrade in Gear]
Effective against buildings, large range, low movement speed
Skill: ...
Skill: ...
Hatit: axe, axes
His Hatt: shields, Luke
Silver unit body armor (boosts Def and reduces movement speed): 40 iron (nicho do not require)
Golden body armor unit (boosts Def and reduces movement speed): 80 iron (requires silver body armor unit)
Trap: 40 wood (nicho do not require)
House: 50 wood (nicho does not require) - construction time 10
Barracks: 75 wood, 10 iron (nicho does not require) the time of the 16th
Archery: 75 wood, 10 iron (requires tier 2) - construction time 16
Stable: 100 wood, 10 iron (nicho does not require) the time of the 16th
Forge: 75 wood, 30 iron (requires Tyr 3) - build time 16
Well: 50 wood (nicho does not require) - construction time 10
Church: 100 wood, 20 iron (requires tier 2) - construction time 16
Prayer at ...: ...
Prayer to Mokosh (bonus hapciu): ...
Prayer to Perun (bonus to attack and Defoe units): ...
Gear:
Tyr 2 (increases the Incas, health buildings, and unlocket new technologies): 100 wood, 50 iron (nicho does not require) - construction time-20
Shooting gallery 3: ...
Prosperity 1 (bonus income): 50 wood, 50 iron (requires Forge) - construction time 30
Prosperity 2: ...
Prosperity 3: ...
Strong armor 1 (increases Def of all units): 100 iron (requires Forge) - construction time 30
Strong armor 2 (increases Def of all units): 150 iron (requires a Forge and an upgrade of previously made Strong armor 1) the time of construction.
Strong armor 3: ...
Upgrade to composite bows 1 (increases the effectiveness of ranged attacks): 100 iron (requires a Forge and made earlier upgrade Gear Composite bows) - construction time 30
Upgrade to composite bows 2: ...
Upgrade to composite bows 3: ...
The Vikings
Spearmen: 50 wood (requires Barracks) - epcip 15 food, time, 19th; Gear of Veterancy (bonus to health): 100 wood, 50 iron (requires Barracks) - construction time-20
Weak impingement, good Def, high Hiking movement speed
The Skil Bistrobar (temporarily increases movement speed and reduces Def) - (nicho do not require)
Skill Ring of protection (protective ring of spears, and increases Def, slows movement) - (nicho do not require)
Hatit: axe, axes
His Hatt: shields, Luke
Berserker (an axe fighter): 75 wood, 20 iron (requires a Barracks and tier 2) - 15 apcep food, time, 19th; Cog Cult of Odin (enlakaat skill Frenzy): 150 wood, 45 iron (requires a Barracks and tier 2) - construction time 10
Cool impingement, weak protection from surges, high walking speed, can't retraite from the battle
Skill: ...
Skill: ...
Hatit: shields, axes
His Hatt: spears
Stink bug-with-axe: 100 wood, 30 iron (requires a Barracks and a shooting range 3) - epcip 15 food, time, 19th; Gear of Veterancy (bonus to damage): 100 wood, 50 iron (requires a Barracks and a shooting range 3) - construction time-20
Bonus impingement, great health, high Hiking movement speed
Skill: ...
Skill: ...
Hatit: copies, bows
His Hatt: ax, axes
Archer: 85 wood, 20 iron (requires Archery) - epcip 15 food, time, 19th; Gear of Veterancy (increases rate of fire and attack with arrows): 100 wood, 50 iron (requires Archery) - construction time-20
High rate of fire, high walking speed, weak morals, can develop (skill) to (average) melee
Skill: ...
Skill: ...
Hatit: copies, axes
His Hatt: shields
Scout (horseman): 50 wood, 20 iron (nicho does not require) - upkeep 8 food, construction time 14; a Gear of Veterancy (increases health, Def, attack, and damage): 100 wood, 50 iron (nicho does not require) - construction time-20
Cool impingement, mounted movement speed, can't detect traps
Skill: ...
Skill: ...
Hatit: shields, axes
His Hatt: bows, spears
Ballista: 75 wood, 5 iron (requires a Forge and shooting range 2) - 3 upkeep food, time, 19th; [no upgrade in Gear]
Effective against infantry and some fortifications
Skill: ...
Skill: ...
Hatit: copies, axes
His Hatt: shields
(Catapult: no)
Silver unit body armor (boosts Def and reduces movement speed): 60 iron (nicho do not require)
Golden body armor unit: ...
Trap: 50 tree
The house (Tent): 30 of wood (nicho does not require) - construction time 10
Barracks: 50 wood, 20 iron (nicho does not require) the time of the 16th
Archery: 50 wood, 50 iron (requires tier 2) - construction time 16
(Stable: no)
Forge: 100 wood, 50 iron (requires tier 2) - construction time 16
Well: 30 wood (nicho does not require) - construction time 10
Church: 50 wood, 20 iron (nicho does not require) the time of the 16th
Prayer to Loki (bonus burning buildings): ...
Prayer in the Torah (the bonus to speed movement of units): ...
Prayer to Odin (bonus to attack and Defoe units): ...
Gear:
Tyr 2 (increases the Incas, health buildings, and unlocket new technologies): 100 wood, 50 iron - built 20
Shooting gallery 3: ...
Prosperity 1 (bonus income): 100 iron (requires Forge) - construction time 30
Prosperity 2: ...
Prosperity 3: ...
Warehouses support 1 (bonus hapciu): 50 wood, 50 iron (requires Forge) - construction time 30
Warehouses support 2: ...
Warehouses support 3: ...
Fortified settlements 1 (increases health of buildings): 100 wood (requires Forge) - construction time 30
A fortified settlement 2: ...
A fortified settlement 3: ...
The Germans
Cleaver (an axe fighter): 50 wood, 10 iron (requires Barracks) - upkeep 10 food, time, 19th; Gear of Veterancy (bonus Defu): 100 wood, 40 iron (requires Barracks) - construction time-20
High health, low movement speed
Skil Scare (causes the enemy to portrait) - (only in battle)
Skill Holy wrath (defense of the enemy is greatly reduced for a short time) - (required by the Church; only in combat)
Hatit: shields, axes
His Hatt: spears
Lance: 75 wood, 25 iron (requires a Barracks and tier 2) - upkeep 10 food, construction time 25; Gear of Veterancy (bonus to health): 100 wood, 40 iron (requires a Barracks and a shooting range 3) - construction time-20
Weak impingement, good Def, good Def against ranged attacks
Skill: ...
Skill: ...
Hatit: axe, axes
His Hatt: shields, Luke
Archer: 75 wood (requires Archery) - upkeep 10 food, construction time 25; Gear of Veterancy (increases damage): 100 wood, 40 iron (requires Archery) - construction time-20
Bonus to health, weak morals
Skill: ...
Skill: ...
Hatit: copies, axes
His Hatt: shields
Crossbowman: 50 wood, 30 iron (requires Archery and made earlier upgrade the invention of the crossbow) - upkeep 10 food, construction time 25; the Gear is the Invention of crossbows (unlocket the possibility of building crossbowmen): 100 wood, 50 iron (requires a Forge and shooting range 2) - construction time-20; Gear of Veterancy (increases health): 100 wood, 40 iron (requires Archery and made earlier upgrade the invention of the crossbow) - construction time-20
High damage, can shoot instantly, weak morals
Skill: ...
Skill: ...
Hatit: copies, axes
His Hatt: shields
Horse Lancer: 75 wood, 25 iron (requires Stables and a shooting range 3) - upkeep 20 food, construction time 25; Gear of Veterancy (increases Def from ranged attacks): 100 wood, 40 iron (requires Stable) - build time 20
Bonus to health, high-Def, mounted movement speed, can't detect traps
Skill: ...
Skill: ...
Hatit: shields, axes
His Hatt: bows, spears
Ballista: 75 wood, 5 iron (requires a Forge and shooting range 2) - 3 upkeep food, construction time 25; [no upgrade in Gear]
Effective against infantry
Skill: ...
Skill: ...
Hatit: axe, axes
His Hatt: shields, Luke
Catapult: 90 wood, 10 iron (requires a Forge and shooting range 2) - upkeep 4 food, construction time 25; [no upgrade in Gear]
Effective against buildings, large range, low movement speed
Skill: ...
Skill: ...
Hatit: axe, axes
His Hatt: shields, Luke
Silver unit body armor (boosts Def and reduces movement speed): 20 iron (requires previously made to upgrade the Imperial Gear supply of steel)
Golden body armor unit: ...
Trap: 50 wood (nicho do not require)
House: 50 wood (nicho does not require) - construction time 25
Barracks: 90 wood, 10 iron (nicho does not require) - construction time 34
Archery: 50 wood (requires tier 2) - built 34
Stable: 100 wood (requires Tyr 3) - construction time 34
Forge: 50 wood (requires Tyr 3) - construction time 34
Well: 50 wood (nicho does not require) - construction time 25
The Church: 200 trees (requires Tyr 3) - construction time 34
Prayer at ...: ...
Prayer to ... (bonus to attack and Defoe units): ...
Prayer to ... (bonus hapciu): ...
Gear:
Imperial supply steel (enlakaat upgrades body armour units): 200 wood, 100 iron (requires a Forge and shooting range 2) the time of construction 20
Training of stamina 1 (increases movement speed): 40 wood, 35 iron (requires Forge) - construction time 30
Training of stamina 2: ...
Training of stamina 3: ...
Training set 1 (reduces cost of recruitment): 75 iron (requires Forge) - construction time 30
Training set 2: ...
Training set 3: ...
Solid construction 1 (reduces the cost of construction of buildings): 75 iron (requires Forge) - construction time 30
Durable design 2: ...
Durable design 3: ...
AngloSaxon
Slinger: 40 tree (requires Archery) - upkeep 10 food, construction time-20; Gear Celtic tradition (enlakaat skill Tactics gerila): 60 wood, 10 iron (requires Archery) - construction time 10
High movement speed, weak morals
The Skil Bistrobar (temporarily increases movement speed and reduces attack and Def) - (nicho do not require)
Skill Tactics gerilla mode (increases the vision range, accuracy, and range)
Hatit: copies, axes
His Hatt: shields
Archer: 60 wood (requires Archery and upgrade previously made the Invention of bows) - upkeep 10 food, while building 20; the Gear is the Invention of bows (unlocket the possibility of building archers): 75 wood, 30 iron (requires Archery) - time of the building 10; the Gear of Veterancy (increases health): 100 wood, 10 iron (requires Archery and upgrade previously made the Invention of bows) - construction time-20
High damage, large range, high Hiking mobility, weak morals
Skill: ...
Skill: ...
Hatit: copies, axes
His Hatt: shields
Lance: 75 wood, 20 iron (requires a Barracks and tier 2) - upkeep 10 food, construction time 30; Gear of Veterancy (increased protection against ranged attacks and movement speed): 100 wood, 10 iron (requires a Barracks and tier 2) - construction time-20
Weak impingement, good Def, high health
Skill: ...
Skill: ...
Hatit: axe, axes
His Hatt: shields, Luke
Stink bug: 80 wood, 10 iron (requires a Barracks and a shooting range 2) - 10 apcep food, construction time 30; Gear of Veterancy (bonus Defu): 100 wood, 10 iron (requires a Barracks and tier 2) - construction time-20
A bonus to protection from surges, high health, low movement speed
Skill: ...
Skill: ...
Hatit: copies, bows
His Hatt: ax, axes
The axe / bow: 75 wood, 25 iron (requires a Barracks and a shooting range 3) - upkeep 10 food, construction time 30; Gear of Veterancy (protection from ranged attacks is greatly increased): 100 wood, 10 iron (requires a Barracks and a shooting range 3) - construction time-20
Cool impingement, bonus to defense, high health
Skill: ...
Skill: ...
Hatit: shields, axes
His Hatt: spears
Ballista: 50 wood, 5 iron (requires a Forge and shooting range 2) - 3 upkeep food, construction time 30; [no upgrade in Gear]
Effective against infantry
Skill: ...
Skill: ...
Hatit: axe, axes
His Hatt: shields, Luke
Catapult: 100 wood, 10 iron (requires a Forge and shooting range 3) - upkeep 4 food, construction time-19; [no upgrade in Gear]
Effective against buildings, large range, low movement speed
Skill: ...
Skill: ...
Hatit: axe, axes
His Hatt: shields, Luke
Silver unit body armor (boosts Def and reduces movement speed): 50 iron (nicho do not require)
Golden body armor unit: ...
Trap: 30 wood (nicho do not require)
House: 50 wood (nicho does not require) the time of the 16th
Archery: 50 wood (nicho does not require) - construction time 25
Barracks: 100 wood, 30 iron (requires tier 2) - built 25
(Stable: no)
Forge: 75 wood, 40 iron (requires tier 2) - built 25
Well: 50 wood (nicho does not require) the time of the 16th
Church: 150 wood (requires tier 2) - built 25
Prayer at ...: ...
Prayer for good Luck (...): ...
Prayer to ... (bonus income): ...
Gear:
Tyr 2 (increases the Incas, health buildings, and unlocket new technologies): 75 wood, 20 iron (nicho does not require) - construction time-20
Shooting gallery 3: ...
Warehouses support 1 (bonus hapciu): 75 wood (requires Forge) - construction time 30
Warehouses support 2: ...
Warehouses support 3: ...
Specialized long-range weapon 1 (increases rate of fire for ranged units): 75 iron (requires a Forge and shooting range 2) the time of construction 30
Specialized long-range weapon 2: ...
Specialized long-range weapon 3: ...
Military training 1 (increases attack): 40 wood, 35 iron (requires Forge) - time to build 30
Combat training 2: ...
Combat training 3: ...