Games PC Age Of Empires Iii-collector S Edition Quick Reference Card
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User reviews and opinions
| mmarsh |
7:07am on Thursday, November 4th, 2010 ![]() |
| I got this drive to replace a slow 5400 rpm Seagate drive and is amazed at the screaming performance and its quietness. Working perfectly with Mac OS X 10.6.4 (Snow Leopard). Working perfectly with Mac OS X 10.6.4 (Snow Leopard). After 10 months. | |
| Decap_dk |
12:53am on Wednesday, June 23rd, 2010 ![]() |
| Good choice to have for a laptop, upgraded an old Hitachi Deskstar for this drive, and great difference in speed. Garbage item Only used about one month and it was broken. I had to back up data, reinstall OS and exchange the item with WD. | |
| Boertjie |
5:00pm on Sunday, May 2nd, 2010 ![]() |
| Loading proceeded without a hitch. Easy To Install,Fast,Quiet It is a good one if you use it w/ only Windows. But if you want to use both MAC & Windows it gets kinda difficult. | |
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Documents
Hotkeys
Cycle Idle Villagers Cycle Idle Military Units Cycle Explorers Cycle Wagons Cycle Ships Center View on Selected Unit Display Details on Selected Unit Assign Group to Units Select Group Assignment Select This Group Additionally Display Improvements Display Objectives Display Score Display Chat Menu Display Tribute Menu Display Player Summary Quick Save Quick Load Display In-Game Menu Display Game Time Capture Screen Shot Select All Units of One Type Garrison Selected Units Delete Selected Unit or Building Pause Game Display Chat Window Toggle Home City Screen Zoom In Zoom Out. , / ; SPACEBAR ALT CTRL+SHIFT+19 F2 F3 F4 F5 F6 F7 F8 F9 F10 F11 CTRL+F12 Double-click that unit Right-click the building DELETE PAUSE ENTER H Rotate mouse wheel forward Rotate mouse wheel backward
Military Units
By Civilization
Portuguese
Civilization Attributes
Unique Units: Cassador, Organ Gun Civ Bonus: Free Covered Wagon in every Age Explorers Spyglass reveals unexplored territory. Strong navy and light infantry; best Dragoons in the game. Unique Units: Rodelero, Lancer, War Dog Civ Bonus: Earns Home City Shipments faster War Dogs provide extra exibility early in the game. Home City offers unique improvements to buildings, soldiers, and navy. Three royal guard units: Lancer, Pikeman, and Rodelero. Unique Units: Coureur, Cuirassier Civ Bonus: Coureurs have increased resistance to attacks Cuirassier is the strongest cavalry unit in the game. Best civilization at forging alliances with Native American nations. Coureurs gather resources faster than other Settlers and can stand in as infantry. Unique Units: Abus Gun, Janissary, Spahi, Galley, Great Bombard Civ Bonus: Town Centers spawn Settlers More unique units than any other civilization. Millet system increases Settler limit and spawn rate. Access to artillery and gunpowder infantry in Age II, but they lack Pikemen, Crossbowmen, and Musketeers. Unique Units: Strelet, Cossack, Oprichnik Civ Bonuses: Can train Settlers and infantry in groups; low-cost military Begins the game with extra resources but fewer Settlers. Infantry and Settlers train in groups at a faster rate, but at greater expense. Infantry train out of Blockhouses, which can defend territory like an Outpost.
Ottom an
Infantry
Pike men Mu s kete e rs Cro s sb o wm Ro d en el e r os Skir mi s h er Hal b erd s i e rs Ca s s ad o res Stre l ets Dop p el s ol d n Ja n i e rs s s ar ie s Lon gb o wm en
Artillery
Falc o ne ts He a vy C ann Roc on kets Org an G uns Abu s Gu ns Gre at B o mb Gre ard s nad Culv iers e ri n s Mor t a rs
Cavalry
Hu s s a rs L an c e rs D ra goo ns Ruy te r s Co s s ac k s Opr i ch n iks Uhl ans War Wag ons Cav al ry Arc Spa h e rs hi s Cui ra s s i e rs
avel s G al l eon s G al leys Fluy ts Frig a te s Mon itor s
Spanish
Unique Units: Envoy, Ruyter, Fluyt Civ Bonuses: Settlers cost Coin; Banks produce Coin Settlers cost Coin, not Food, but are greatly limited in number. Banks generate Coin automatically. Envoy is a low-cost reconnaissance unit. Unique Units: Longbowman, Rocket Civ Bonus: Building Manor Houses spawns Settlers Fast-spawning Settlers create a strong economy. Upgrades to Musketeers and Hussars provides late-game strength. Longbowman is an expensive, accurate archer with rapid rate of re. Unique Units: Uhlan, Settler Wagon, Doppelsoldner Civ Bonus: Uhlans arrive at no cost with every Home City Shipment Settler Wagons from Home City cost more but gather faster than Settlers. Can dispatch mercenaries long before other civilizations.
British
Russian
Spanish British French Portuguese
Spanish British French Portuguese Dutch Russian German Ottoman
French
Ger m an
Town Center Arsenal Artillery Foundry Barracks/Blockhouse Dock Stable Factory Fort Outpost Field Hospital
T CTRL+R CTRL+A CTRL+B CTRL+D CTRL+S CTRL+Y CTRL+F CTRL+O CTRL+Q
Wall Trading Post Bank Market Capitol Church/Mosque Livestock Pen Mill Plantation House/Manor House
CTRL+W CTRL+P CTRL+K CTRL+M CTRL+Z CTRL+C CTRL+V CTRL+I CTRL+L CTRL+E
Dutch Russian German Ottoman
www.ageofempires3.com
& p 2005 Microsoft Corporation. All rights reserved. Microsoft, Age of Empires, DirectX, Ensemble Studios, the Microsoft Game Studios logo, The Age of Kings, and Windows are either registered trademarks or trademarks of Microsoft Corporation in the United States and/or other countries.
0810 Part No. X11-36638
Discovery Age
Levy Minutemen
Settler Town Center
Ransom Explorer Returns Explorer to Town Center
Sheep Livestock Pen
Selective Breeding Sheep Fatten Faster in Livestock Pens
Fishing Boat
Gill Nets Dock Faster Fishing Outpost
Blunderbuss Improves Villager Attack
Great Coat Improves Villager Hitpoints
Placer Mines Faster Mining
Gang Saw Faster Wood Chopping
Hunting Dogs Faster Hunting
Market
Trading Post
Colonial Age
Pikeman
Crossbowman
Musketeer Barracks
Hussar Stable
Grenadier
Artillery Foundry
Seed Drill Faster Farming
Armor Plating Improves Warship Hitpoints
Carronade Improves Warship Attack
Caravel
Long Lines Faster Fishing
Amalgamation Faster Mining
Log Flume Faster Wood Chopping
Steel Traps Faster Hunting
Mercantilism Free Coin
Gas Lighting Improves Building LOS
Town Watch Improves Unit LOS
Bastion Improves Wall Hitpoints
Priest Church
Fortress Age
Veteran Pikemen Improves Attack and Hitpoints
Veteran Crossbowmen Improves Attack and Hitpoints
Skirmisher
Veteran Musketeers Improves Attack and Hitpoints
Halberdier
Veteran Hussars Improves Attack and Hitpoints
Dragoon
Veteran Grenadiers Improves Attack and Hitpoints
Culverin
Falconet
Artificial Fertilizer Faster Farming Fort Fort Trains all Military Units
Percussion Lock Improves Broadside Attack
Galleon
Frigate
Frontier Outpost Improves Attack
Bookkeeping Faster Gathering from Plantations
Circular Saw Plantation Faster Wood Chopping
Heated Shot More Damage to Ships
Infantry Breastplate Improves Infantry Hitpoints
Socket Bayonet Improves Musketeer Hand Attack
Arsenal
Counter Infantry Rifling Improves Skirmisher Attack
Cavalry Cuirass Improves Cavalry Attack
Ranged Cavalry Caracole Improves Ranged Cavalry Attack
Gunners Quadrant Improves Artillery LOS
Industrial Age
Guard Skirmishers Improves Attack and Hitpoints
Guard Musketeers Improves Attack and Hitpoints
Guard Halberdiers Improves Attack and Hitpoints
Guard Hussars Improves Attack and Hitpoints
Guard Dragoons Improves Attack and Hitpoints
Guard Grenadiers Improves Attack and Hitpoints
Grape Shot Improves Attack and Hitpoints
Field Guns Improves Attack and Hitpoints
Howitzers Improves Attack and Hitpoints
Mortar
Revetment Improves Fort Attack
Star Fort Improves Fort Hitpoints
Monitor
Fortified Outpost Improves Attack and Hitpoints
Homsteading Faster Gathering from Plantations
Steam Power
Water Power
Canneries
Mass Production
Faster Faster Faster Faster Factory Factory Coin Factory Wood Factory Food Artillery Production Production Production Production
Factory
Heavy Cannon
Standing Army Infantry Training
Mass Cavalry Cavalry Training
Imperial Age
Imperial Skirmishers Improves Attack and Hitpoints
Imperial Musketeers Improves Attack and Hitpoints
Imperial Halberdiers Improves Attack and Hitpoints
Imperial Hussars Improves Attack and Hitpoints
Imperial Dragoons Improves Attack and Hitpoints
Imperial Grenadiers Improves Attack and Hitpoints
Imperial Culverins Improves Attack and Hitpoints
Imperial Field Guns Improves Attack and Hitpoints
Imperial Howitzers Improves Attack and Hitpoints
Imperial Gunboats Improves Attack and Hitpoints
Imperial Men-o-War Improves Attack and Hitpoints
Peerage Improves Explorer Hitpoints and Attack
Knighthood Improves Explorer Hitpoints and Attack
Blockade Prevents Enemy Home City Shipments
Spies See What Enemies See
Immigrants Extra Population Capitol
Excessive Taxation Gathers Coin Faster
Legendary Native Warriors Improves Native Warrior Hitpoints and Attack
Buildings
Large-Scale Agriculture Gathers Food Faster Deforestation Gathers Wood Faster Imperial Cannon Improves Attack and Hitpoints
Units Improvements

0805 Part No. X11-36640
www.ageofempires3.com
Credits
Writers & Content Experts: Bruce C. Shelley Greg Street Art Producer: Lance Hoke Progr am Manager: Brian Lemon Writer: Jon Seal Historian: James Henretta Editor: Brent Metcalfe Assistant Editors: Jack Turk Laura Hamilton Heidi WartelleVolt Design & Art: Jeannie Voirin-Gerde Jeremy Parton S&T Onsite
Information in this document, including URL and other Internet Web site references, is subject to change without notice. Unless otherwise noted, the example companies, organizations, products, domain names, e-mail addresses, logos, people, places, and events depicted herein are ctitious, and no association with any real company, organization, product, domain name, e-mail address, logo, person, place, or event is intended or should be inferred. Complying with all applicable copyright laws is the responsibility of the user. Without limiting the rights under copyright, no part of this document may be reproduced, stored in or introduced into a retrieval system, or transmitted in any form or by any means (electronic, mechanical, photocopying, recording, or otherwise), or for any purpose, without the express written permission of Microsoft Corporation. Microsoft may have patents, patent applications, trademarks, copyrights, or other intellectual property rights covering subject matter in this document. Except as expressly provided in any written license agreement from Microsoft, the furnishing of this document does not give you any license to these patents, trademarks, copyrights, or other intellectual property. & p 2005 Microsoft Corporation. All rights reserved. Microsoft, Age of Empires, DirectX, Ensemble Studios, the Microsoft Game Studios logo, The Age of Kings, and Windows are either registered trademarks or trademarks of Microsoft Corporation in the United States and/or other countries.
Table of Contents
Introduction Historical Contexts Strategy Overview Spanish British French Portuguese Dutch Russian German Ottoman Military Units by Civilization Military Unit Attributes Random Maps
Introduction
This players guide serves two main purposes: 1) to provide a glimpse inside the workings of Age of Empires III for fans who are interested in details like the strengths and weaknesses of each unit, map, and civilization; and 2) to offer insider tips on exploiting these strengths and weaknesses through strategy the very essence of gameplay in Age of Empires III. Lead Game Designer, Greg Street, describes the three main strategies of Booming, Rushing, and Turtling for the eight playable civilizations and touches on the advantages and disadvantages inherent in each civilization. Youll learn that some civilizations work best with one or two specic strategies, while other civilizations work equally well with all strategies. Greg also briey describes each of the games sixteen random maps, from New England to Patagonia. Along with having its own unique look-and-feelbased on geography, resources, and indigenous native populationyoull learn that each map may be more suited to one strategy over another. And although every map is randomly generated for each new game, the maps share common design elements. Age of Empires III is the fourth real-time strategy (RTS) game published in the past decade by Ensemble Studios. It embodies everything we have learned along the way. We hope this players guide increases your enjoyment of what we believe is a truly remarkable game.
Game Designer Ensemble Studios
Historical Contexts
These historical vignettes, while only a partial telling of the vast story of global commerce and empire from 1500 to 1850, were selected because they provide the inspiration for Age of Empires III. We encourage those who nd this discussion interesting to pursue further reading to enhance their understanding of these historic events.
investment in ships and men to make a voyage of discovery, but they were rebuffed. The Portuguese were convinced that their own plan to go east around Africa was the path to riches. Finally the rulers of the joint kingdom of Aragon and Castile, Ferdinand and Isabella, offered support and Columbus small otilla set sail 3 August 1492. Columbus sailed southwest and retted in the Azores before sailing due west along the 28 th Parallel. He expected to strike the legendary island of Antilia, with its famed seven cities, by the middle of September. When nothing appeared, he changed course to the southwest and sailed on doggedly, resisting the growing demands from his men to turn back. Land was spotted on 12 October 1492, and he and his crew went ashore in the Bahamas to claim it for Spain, ignoring the fact that it was already occupied by people he called Indians. He went on to explore more islands, including modern Cuba, Haiti, and Santo Domingo, before sailing home to report his discoveries in early 1493. Misjudging the circumference of the Earth by thousands of miles, Columbus believed that he had found islands off the coast of India, including Cipango (Japan), yet hid his disappointment at not being able to bring back gold and Asian goods. He returned the following year and, in the course of several voyages, sailed near Trinidad, Honduras, Panama, and the Venezuelan coast, and established the rst colony in the New World, on the island of Hispaniola, now Haiti and the Dominican Republic. His colony faltered, however, partly due to mismanagement and overly optimistic expectations. Many indigenous inhabitants died in slavery or in revolts, but the major cause of native depopulation was the diseases introduced by the Europeans. His colonists rebelled and at one point Columbus was taken back to Spain in chains. He died in 1506 largely forgot-
ten, but believing to the end that he had discovered a westward route to the riches of Asia. Though somewhat skeptical of Columbus claims, Spain did apply to the Pope for recognition of its right to the new lands, and this was duly conferred with a line drawn north-south through the Atlantic to separate areas of Spanish and Portuguese control. When a Portuguese voyager around Africa went off course and discovered the land later named Brazil, this dividing line was moved further west. The secret of the new discoveries could not be concealed, and soon others were sailing west. In 1497 John Cabot made discoveries in North America on behalf of England, including Newfoundland. He reported excellent shing grounds. Sailing for Spain, Italian Amerigo Vespucci mapped part of the South American coast, conrming the existence of an entirely new continent. A map maker named the continent America in his honor, and the name was eventually adopted for the entire region. By 1513 Vasco Nuez de Balboa had crossed the Isthmus of Panama and discovered the Pacic Ocean. In 1519 Ferdinand Magellan, a Portuguese navigator working for Spain, led a large expedition attempting to sail west to Asia around South America. Overcoming storms and attempted mutiny, they eventually discovered the strait now named after Magellan and reached the Philippine Islands, where Magellan was killed in a battle with local natives. Under a succession of commanders the expedition continued westward and eventually a single ship with eighteen men aboard, all that remained of the ve ships and 277 men who began, struggled into the harbor at Seville. Their limited cargo of spices, sold at a 10,000 percent prot, repaid the cost of the whole expedition. More importantly, they had circumnavigated the world for the rst time and opened the doors to further exploration.
The Americas
As the extent of the New World gradually unfolded, Europeans became aware of not only its size and wide variation in climate and geography, but also that the land was populated by a variety of tribal nations. Although these nations had not moved in the same technological direction as those of Europe, they nevertheless amazed the Europeans in many respects. For example, the capital city of the Aztecs, Tenochtitln, was far larger and arguably more magnicent than any city in Europe at the time. How and when the Americas were rst populated by humans is still debated. We do know that by 1492 indigenous populations spanned North and South America, with the largest concentrations in Mesoamerica and the Andes valleys. The large populations of the Aztec, Maya, and Incan cultures ourished because of agriculture, especially the growing of maize. The degree to which the cultivation of corn spread or failed to spread meant much lower population densities north of Mexico. Most of the peoples north of Mexico made little use of metal except for ornamentation, whereas the civilizations of pre-Columbian America did work gold and silver, but had no tools of bronze, iron, or steel. Only the Maya had developed a system of writing, though the Inca developed counting and recording systems. Native populations were fatally susceptible to diseases carried amongst them by the Europeans, especially smallpox. The implausible conquest of large civilizations by tiny bands of Spanish soldiers, allied with various indigenous peoples, was largely facilitated by epidemics of unprecedented scale. The estimates of Native American deaths due to disease is also a matter of great debate, compounded by the difculty in separating deaths due to genocide, war, and the eradication of traditional ways of life. Native populations may have fallen to 510% of their 1492 levels within 200 years. To the exploring Europeans, the great civilizations of the Aztec, Maya, and Inca were impressive. Though based on the accomplishments of preceding civilizations, they had worked out the religious and social organization of very large societies. Their cities and architecture were particularly remarkable, but of primary importance to the Europeans were their huge accumulations of precious metals and prized artifacts. Isolated and constrained by environmental impediments, the indigenous nations of the Americas were extremely vulnerable when the Europeans arrived. Nevertheless, had it not been for the effects of diseases introduced by the Europeans, the process and time line of conquest and settlement would have been much different.
When Columbus returned to Spain he tried to convince his masters that Asia and great wealth were just over the horizon. They remained skeptical, but explorers and settlers attempted to stake their claim in the West Indies, all with little success. It gradually became clear that the new lands were entirely new continents and that Asia was still far away. The rst island colonies failed when the natives, who served as farm laborers and miners, died from harsh treatment and disease, or in periodic revolts. The limited opportunities to mine gold on the islands were soon exhausted. Before long the islanders were reduced to a remnant of their former numbers, and slaves from Africa were imported to replace them. Columbus unsuccessfully urged the Spanish settlers to grow sugar, and Spanish interest in the region began to wane. Along the coast of Yucatan, Spanish explorers eventually encountered the Maya, who were different from the islanders, wearing cotton clothes, living in stone buildings, carrying better arms, and not easily intimidated. Through contact and trade, the Spanish learned of a much grander city of immense wealth in the interior, which they set out to nd. The Aztecs, who lived inland in the highland Valley of Mexico, extended their empire down almost to Yucatan, acting as overlords to local rulers. Hoping to buy off the Spanish, the Aztec king sent gifts. This proved a huge mistake, as it conrmed the wealth of the interior and attracted an invasion. In two astonishing and brutal campaigns, the Spanish quickly found and largely destroyed both the Aztec Empire in Mexico (in part by organizing subject peoples against their Aztec overlords) and the Inca Empire in the Andes. They hauled off a huge treasure of gold and precious objects and devastated the native populations, intentionally with weapons and inadvertently through the spread of disease. The news of these conquests electried Spain and revitalized its efforts at exploration and settlement. New expeditions searched for the sources of the Aztec and Inca gold, while others explored Brazil and areas in North America from Florida to California. Ultimately the Spanish concentrated on two types of locale: where they found precious metal like the mountain of silver at Potosi in Bolivia, or where they found large native populations they could exploit as laborers. They ignored most of the Caribbean islands because the islands lacked either critical resource, but they held a few as outposts for defensive purposes, such as Cuba, which became a major base. The majority of the early Spanish immigrants were aristocratic sons with little hope of inheriting land, and out-of-work soldiers. They were not looking to start farms, but rather seeking either wealth to take home or a large estate and laborers to work it. Initially (until around 1550), there was no signicant immigration of middle-class freemen and families looking for a new start. The Spanish installed themselves as the new aristocracy in most areas, lording it over native servants and slaves. The king in Spain provided the government bureaucracy, naval power, and soldiers for protection, in exchange for a hefty tax on all wealth shipped back to Europe. The Catholic Church had an important but secondary role in building this Spanish empire, seeking to save the souls of these new-found millions through conversion. The ow of gold and silver back to Europe made Spain the wealthiest and most powerful nation in Europe for a few centuries. Spain took on the role of military defender of the Catholic Church. It engaged in turning back the expansion of the Ottoman Empire in the Mediterranean and then attempted to contain the spread of Protestantism in the Netherlands and Germany. At home, the Inquisition sought to drive out all traces of both Islam and Judaism.
An Age of Exploration
The riches of the Americasreal or imaginedexercised a powerful attraction for the nations of Europe. Each sought greater wealth and power than the limited resources of Europe could provide. Their dreams of empire brought them into increasing contention for dominance of world resources and trade, which they hoped to translate into economic and military ascendance. Indigenous populations in the Americas stood little chance against the number of explorers and colonists who came seeking wealth, unable to resist European technologyor European microbes.
Britain
As Spains list of enemies in Europe grew, the ow of wealth from the New World to Spain became an irresistible target. Spanish shipping and towns were plagued by French, British, and Dutch privateers and navies, as well as outright pirates. The Spanish could not defend everything. Their inability to settle and hold the Caribbean left the islands open to seizure by their enemies. The failure of a yearly treasure eet, due to capture or storm, could force the crown into bankruptcy, as happened in 1557, 1575, and 1597. Spain borrowed heavily to ght its European wars and defend the colonial empire. The ow of wealth from the Americas slowed in the late sixteenth century as local costs rose, the mines became exhausted, and corruption spread. The conservatism of Spanish society meant that its economy, technology, and military fell behind its competitors. It became clear that Spain was no longer capable of ruling its overseas empire when it was conquered easily by Napoleon, who installed his brother as its new king. Although the kingdom of Spain was restored after the defeat of Napoleonic France, the damage overseas was done. One by one the Spanish New World colonies threw off colonial rule, but in most cases very little changed for anyone except the few people at the top. In 1492, England was a small, self-sufcient country, relatively literate and industrious, prospering from the wool trade and shing. It competed for trade against the Dutch and the German Hanseatic League in the North and Baltic Seas. Merchants from Bristol had been searching in the Atlantic for lands to the west as well as good cod shing, a major industry at the time. They quickly followed up on the news of Columbus discovery by sending expeditions of their own under John Cabot and later Henry Hudson that revealed part of North America and Newfoundland. When no Northwest Passage was found, their interest agged, but by the middle of the sixteenth century the English were heavily engaged in the Newfoundland shing industry. Early English interest in the New World focused on the rich ow of wealth from the Spanish colonies. The Protestant English got involved in many of the Spanish wars, particularly in the Netherlands, and jumped at the opportunity to prey on Spanish shipping and towns in the New World. Captains Drake, Frobisher, Hawkins, and others were a major irritation to Spain. From 1577 to 1580 Drake circumnavigated the globe and brought home an enormous haul of captured Spanish treasure. Late in the sixteenth century a few British investors were ready to establish a colony in North America. They were seeking to establish a source for products then being imported from the Mediterranean, such as hides, olive oil, wine, and spices. They assumed they could obtain them from lands of comparable latitude in America. They were also interested in establishing a base from which to intercept Spanish treasure eets passing near Florida. An early colony was established in 1584 on Roanoke Island (along the coast of modern-day Virginia, named in honor of Elizabeth I, Englands virgin Queen). This attempt was abandoned in 1586 because food supplies from England were insufcient and because relations with the indigenous people soon soured. A new colonization attempt was made in 1587, but war broke out with Spain in 1588, delaying relief of the Roanoke colony. When the English nally got back to Roanoke in 1590, they found the colony abandoned; the inhabitants fate remains a mystery. In 1607 the English established a new colony at Jamestown (also in modern-day Virginia). Though this colony struggled for many years, and was even temporarily abandoned, it hung on and eventually prospered, especially after the colonists began growing tobacco for export. Farther north, a group of English religious dissenters, the Pilgrims, established a colony at Plymouth, Massachusetts. This colony also took hold, increasing the English presence in North America. During the next 130 years more colonies were established, including one by Quakers in Pennsylvania, one by Catholics in Maryland, and one by philanthropists in Georgia as a haven for impoverished English men and women. The native populations in North America were relatively sparse, compared to those in Mexico and Peru. The English policy toward them was to push the natives out and take their lands. The North American populations fought back at times, but ultimately could not match the technology and sheer numbers of colonists. The English were also attracted to the Caribbean islands, which had been abandoned or ignored by the Spanish. The English followed the lead of the
The Ottoman Empire
The Ottoman Empire had existed since 1300, and, at its peak in the sixteenth and seventeenth centuries, was one the worlds most powerful empires, stretching from northern Africa through the Middle East, Asia Minor, the Balkans, and what is now southern Russia. The Ottomans nally took Constantinople in 1453 after many years of trying, thereby severing the citys long link with the West that had extended back to the ancient empire of Rome. By 1529 they had pushed to the gates of Vienna and toward the western Mediterranean basin. The Ottomans appeared unstoppable, but were actually near the limit of their expansion. Europeans had been making advances in technology that the Ottomans could not match. For example, the Turks had to purchase cannon from Europe and often had to hire European cannoneers. In 1683 they failed once more to take Vienna. At this point the string of successful Ottoman rulers came to an end, while the power and organization of their European enemies was growing. Much of the Ottoman Empires energy was dissipated in struggles over succession. The bureaucracy that ran the empire became unwieldy and often corrupt. The Ottomans fell behind in industry as well. The prots they enjoyed from the trade between Asia and Europe eroded as the Europeans learned to sail directly to the East Indies. The trade balance actually reversed as the Ottomans found they needed European goods more than Europe needed theirs. Eventually the Ottoman armies went into decline. The empire came to depend more on slave and captive soldiers, especially its famed Janissaries. The Europeans were generally content to let the Ottomans remain where they were, although the Russians fought for the plains north of the Black Sea. The Industrial Revolution left the Ottomans completely at the mercy of Europe. For a time the British even propped up the Ottoman Empire to keep it from being occupied by their enemies.
Contexts in Perspective
In reality, of course, history is no game; the joys of victory and the disaster of defeat have a profound impact on the lives of all involved, individuals and societies alike. The millions of Africans taken to the New World as slaves were involuntary participants in various nations schemes of empire; and whoever won the European race to explore and conquer the Americas, the indigenous populations they found there were almost annihilated in the process. Compared to the experiences of Africans and Native Americans, all of the European nations came out ahead, though some succeeded in winning by far the largest stakes. Again, we urge those who nd these events compelling to examine the wealth of historical material in order to arrive at a fuller understanding of these events than this limited narration can provide, starting with (but by no means limited to) the sources cited below.
Rushing
Rushing is the opposite of Booming. You ignore economy and focus on military early in the game. You want to attack an enemy player before they are ready and hurt their economy so much that you can then pass them up, or even take them out of the game immediately. Stop making villagers early so you can train military as early as possible in the Colonial Age. You arent likely to have a highly upgraded army, but you might be able to sacrice quality for quantity.
Turtling
Turtling is essentially Booming except that you devote many more resources to defense. You anticipate being Rushed, so you want to be ready for it. Turtling often assumes building defensessuch as walls, Outposts, or a stronger Town Centerbut could also involve devoting an early Shipment to soldiers who will remain close to your town to defend it. Like Booming, Turtling is generally easier and safer if you arent on the front lines. When Turtling, you should be able to fend off a Rush, but your economy is going to fall behind a pure Boom because you dont have as many villagers.
Spanish
The Spanish are adept Treasure collectors who make rapid Shipments. An Explorer with extra War Dogs can defeat tougher Treasure guardians and benet from an early accrual of resources. Playing as the Spanish, earning Shipments is your strongest if not sole advantage over the economies of competing civilizations. Focus on sending Settlers and Food Crates from the Home City, and erect a second Town Center as early in the game as possible. You need Food to produce Settlers, so pay attention to the map. Hunt on the Great Plains map, collect animal herds on the Patagonia or Texas maps, and sh on water maps. You have no inherent defenses against a Rush, so position one of your allies on the front lines.
Quick Shipments give the Spanish a strong Rush. You have the best Pikemen in the game, so invest in them heavily. Avoid using War Dogs in an early attack since nding Treasure doesnt benet you when Rushing. Instead, devote as many Settlers as you can spare to gathering Wood so you can build a pair of Barracks in the Colonial Age yet have a Wood surplus for Pikemen and Crossbowmen. Because Pikemen are weak against ranged attacks, beware of enemy Outposts or Crossbowmen. To compensate, add Hussars to your raiding party to vanquish ranged units. Pikemen cant catch Settlers, so target them on weaker buildings like Houses or Markets. Once you raze a few enemy buildings, retreat before you lose your entire army. Still, this strategy should leave your enemy crippled, allowing you to focus on your economy for a late-game attack.
British
Because the Spanish strength is Shipments, your best defense is units, not buildings. Crossbowmen are the best early defensive unit. Your Pikemen can deter a cavalry raid, but they are unlikely to accrue many kills. If you have Shipments of Wood Crates, you can try building walls and Outposts, but it depends a lot on whether youre on a defensive map. Fortunately, the Spanish do not have many weak buildings early in the game. At most you might lose a few Houses, but even that is unlikely with Crossbowmen or another ranged unit defending them. Remember to amass a large army before too late in the gameby the third and fourth Ages, your enemies will have artillery strong enough to pummel your defenses.
French have Pikemen and Crossbowmen, the foundation of a versatile Rush armybut it comes at the expense of more Coureurs. Rushing is, therefore, more difcult for the French than other civilizations. You should still erect a Barracks as early as possible, or a Stable if you prefer Hussar raiding instead. French Home Cities generally have many Native American upgrades. Since Native Warriors dont cost population, its possible to make an early raid using Native allies. Youll need plenty of Wood for a Trading Post to forge alliances with the Natives. You must defend your Trading Post or risk losing resources and experience points to your enemy. Another French Rush strategy involves getting to the Fortress Age quickly and then attacking with just a few Cuirassiers. Cuirassiers are powerful even individually, so a handful of them can leave a wake of destruction. Remember to keep an eye on your units; losing just three Cuirassiers to a few Dragoons is the equivalent of 1,000 resources lost.
Portuguese
The French are natural defenders because of the Coureurs combat advantage over other Settlers, so venturing outside your town to hunt or mine isnt as risky as it is for other civilizations. Maximize this benet with Market improvements such as Great Coat and Blunderbuss, or with the Home City Shipment of pioneers. Most enemies wont attack French Coureurs unless they have a large ranged infantry (typically Crossbowmen); instead, they may try attacking your buildings with Pikemen or Hussars. So spend some effort on early defenses, and then quickly transition to a full-edged Boom to maximize the number of Coureurs a Boom can produce. And enlist your Native Scout to help spot an incoming attack.
The Portuguese are exceptional at Booming. Given enough Food, they can spawn Settlers more quickly than other civilizations and at an even lower cost than the British Manors incur. When one of your Town Centers is idle, you are squandering your big bonus, so stockpile as much Food as you can. You cant send Settlers from your Home City, but you can send Food Crates. Livestock can pay off eventually if you can afford it, and the Portuguese also have Home City Shipments that benet early shing. If youre going for a straight Boom, position all your Town Centers together, while still protecting as many resources as possible. For example, you may want to place your second Town Center by a Mine or herd of Bison. You could also use the second Town Center to stake out a Trading Post site.
Rushing isnt a Portuguese strength, though they can use their second Town Center as a powerful forward base (especially for Home City Shipments) as long as it can still produce Settlers. You cant place this Town Center close enough to an enemy town to benet from the Town Center attack, but you can use it to defend your Barracks or Stables once they are built. Because other players dont expect a Rush from the Portuguese, this may just be a sufcient reason to try one. You can get early Settlers quickly, mitigating the economic toll from shifting to military production early in the game.
Placing your Town Centers fairly close together gives you all the defenses you need until the Fortress Age. Remember, Town Centers have strong defenses early in the game, but their power subsides over time, so you cant count on them alone to keep you alive indenitely. You also need to have enough Settlers garrisoned in each to maximize the Town Center attack. Spreading your Town Centers out farther (for instance, near the coast, Trading Posts, or allied towns) forces you to focus on defense more than normal because you probably wont have as many Settlers per Town Center as other civilizations. And because youll likely have fewer Houses than other civilizations early on, your Settlers are ripe targets, unless the enemy tries to destroy one of your Town Centers. Also, a Town Center is surprisingly effective against naval attacks, so dont hesitate to position your extra Town Center near the water on more naval-oriented maps such as the Caribbean or Amazonia.
The Dutch can accomplish an amazing Boom if they can get Banks built in time. Remember that Dutch Settlers cost Coin, so you need to look for Mines more than you hunt. The decision when to build early Banks is really key. Build too soon and you may not have enough Settlers to sustain your economy into the Colonial Age. Build too late and you may not be able to take advantage of a big bonus. Although shipping Chests of Coin early helps you spawn more Settlers, you wont require Shipments of Coin later in the game because Banks produce Coin so abundantly. So dont generate more Coin than you can usetributing and Market exchange do assess a resource penalty. Your Banks are prime targets because your enemies will quickly learn that, unlike Settlers, Banks cant run away.
Rushing can be risky for the Dutch because it usually means postponing Bank construction. They also lack a hard-hitting Colonial Age unit like the Musketeer. Hussar raids can be deadly, but your enemies will learn to expect that from a Dutch player. Even though your Skirmishers are more powerful than most Colonial units, they are expensive and can be easily countered by cavalry. You do have a strong scouting advantage with your Envoy. Use him to nd out where the enemies are and what kinds of troops they are building.
Russian
Playing defensively is natural for the Dutch because they have expensive buildings they need to preserve. Fortunately, they have some Home City Shipments that can help support such a strategy. The Dutch have two powerful defensive unitsSkirmishers and Ruytersthat can trounce an army of Musketeers and Hussars if correctly deployed. Because the Dutch can keep their economy centralized and have good ranged units, you should build a wall around your town when you can afford it. Even if a wall cant stop an attack, it will slow one down, alerting you to incoming enemy.
For Russians, as for most civilizations, the key to a Boom is getting Settlers quickly. Russians are limited by the cost of training three Settlers at a time. On the other hand, the Settler train rate is rapid. Gather as much Food as possible, but gather less Wood than other civilizations do in the rst Age. Erecting multiple Town Centers isnt too useful for a Russian player because you can train Settlers rapidly, in groups or individually. Portuguese or British players will likely spawn more Settlers in the earlier Ages, but left alone the Russians can make Settlers more quickly in later Ages when Food isnt such an issue. Focus on hunting early because its the fastest way to get Food. Berries are a useful backup because gathering them is safer than hunting. Also, avoid the Wood cost of Mills or Docks early in the game. Since you cant ship Settlers, Mother Russia will send you ample Food for spawning more of them.
Russians are a strong Rushing civilization. They can produce units quickly and overwhelm opponents with sheer numbers. For a more aggressive Rush, build your initial Blockhouse away from your town toward the enemy. A more defensive Rush keeps the Blockhouse near the Town Center to help defend your colony against an enemy Rush while your army is away. Many Russian players acquire Strelets early because they come in larger numbers than any other unit. Although a weak unit individually, Strelets wreak havoc because enemies often have trouble killing them fast enough. Dont forget that you can produce Musketeers quickly too, even if in fewer numbers than Strelets. Cossacks are another good choice for an early raid, though you dont get the block training benet that you do with Blockhouses. Without support, Grenadiers may not inict much damage in the Colonial Age; but if you combine them with Pikemen support from an ally, they are strong against buildings. Remember that your units are generally weaker than in other civilizations, so youll never win the unit upgrade arms race. Thats why Russians favor artillery; defend Falconets or Mortars with several Halberdiers late in the game and your infantrys lower hitpoints wont be a concern.
Simply because the Russians are strong on Rushing doesnt mean they are weak on Turtling (defence). The Blockhouse is a sound defensive building because it combines the ability to train units quickly with the attack of an Outpost. Dont hesitate to send an early Shipment of Strelets or Musketeers to help defend your town. If you are attacked by a formidable army, use your Blockhouse to spawn other infantry. But beware of Rushing players who may target your Blockhouse rst. Building a pair of Blockhouses will ensure greater safety for your settlement.
German
Booming isnt a German strength. German players can eventually Boom because of Settler Wagons, and they can eld an army of Uhlans at no cost to resources. Those who have many more resources than other players, may nd it a bit tricky to advance to the Colonial or Fortress Ages. Note that a Settler Wagon is worth two Settlers, so send them as often as you can. Protect your Settler Wagons and dont let them stray too far from your settlement. Germans have a very useful Home City improvement called Guild Artisans that boosts Settler Wagon gather rates several foldif you advance to the Industrial Age with several Settler Wagons, its a great Shipment to send.
Germans are natural Rushers because they get Uhlans often and early. Uhlans can dish it out, but with their low hitpoints they cant take it, so avoid getting them into a melee ght, especially against Pikemen. Crossbowmen are a great complement to Uhlans because they can eliminate defensive Pikemen or Musketeers. While the Germans lack Musketeers, the Doppelsoldner can have devastating effect even in small numbers, especially against tightly packed enemies. No matter what soldier you plan on training for an early raid, youre always going to have plenty of Uhlans. To upgrade them, build a Stable by the Fortress Age.
Ottoman
Germans benet from a few default defenses, including hordes of nearby Uhlans. Uhlans arent a match for Pikemen or Musketeers trying to destroy Houses, but they can devastate Crossbowmen or Strelets. Though expensive, Settler Wagons are a strategic asset. They pack the equivalent of two Settlers into one unit, making it easier to keep tabs on them. Germans do have some coveted Home City Shipments that let them defend their colonies and improve gathering resources for buildings such as Mills (which are easy to defend). Germans dont ght well in walled environments because some of their strongest units use only hand attacks. Dont discount the German Skirmishers who are quite powerful in the Fortress and Industrial Ages.
Ran ge
Military Units by Civilization
Military Unit Attributes
Spee d
Range: - long - medium - short - no Hitpoints: - heavy - medium - light - weak
Musketeers
Musketeers Janissaries
Skirmishers
Crossbowmen Longbowmen Strelets Skirmishers Cassadores
Hand Cavalry
Hussars Cossacks Uhlans Lancers Cuirassiers Oprichniks Spahis
(Based on hitpoints per cost, not just raw hitpoints)
Attack: - huge - big - medium - small
(Based on damage per cost)
Ranged Cavalry
Cavalry Archers Dragoons War Wagons Ruyters
Speed: - very fast - fast - moderate - slow Cost: - very - expensive - moderate - cheap
Artillery
Grenadiers Abus Guns Organ Guns Falconets Culverins Mortars Rockets Heavy Cannons Great Bombards
Grenadiers Abus Guns Organ Guns Other Artillery
(Actual price, not value)
Caravels Galleys Galleons Fluyts Frigates Monitors
Random Maps
Amazonia
The mighty Amazon River separates teams on this map. It may also divide Trade Routes and Natives or it may not. Tupi and Carib Natives live deep in the rain forests. Build a navy to control the river and you control the map; but keep an eye out for enemy Outposts and Cannon on the shores.
Carolina
The southeast coast of North America has plenty of Wood and a wide variety of Food sources. The ease of naval transport and lack of cliffs means you are never too far from your enemy. A Trade Route runs along the coast and contains four sites for Trading Posts. Carolina is the home of the Cherokee, who always have two villages on the map. You may also encounter one or two Seminole villages.
This map contains a vast marsh where dry land is scarce. You can only build on solid ground, but armies can travel across the wetlands, so beware of unexpected ambushes. Cherokee and Seminole villages occupy islands in the center of the map.
Great Lakes
On the Great Lakes map you can ght around the shores of a large freshwater lake, which is ringed by several Iroquois villages. Resources, including sh, are plentiful and controlling the single Trade Route is crucial. Build too close to the shore without controlling the water and you risk having your town shelled by enemy ships late in the game. Occasionally the lake freezes, which presents another tactical challenge.
Caribbean
While the islands of the Caribbean support only a few herd animals, the ocean offers a bounty of sh. Every player starts with an early warship, but the islands palm trees provide plenty of Wood so you can construct additional ships. You share an island with your teammates. There is always an additional island that contains a Trade Route. Carib settlements are scattered across all the islands.
Great Plains
Wide-open spaces, large herds of bison, plentiful ore Mines, and as many as six Lakota and Comanche villages offer a wide variety of potential strategies. The Trade Route may have multiple Trading Post sites. To supplement your late-game Wood gathering, control the dense forests near the edges of the map, or rely on the scattered clumps of trees out on the plains.
New England
Each team begins with an easily defended Iroquois village in the backeld; the ght is for control of the four Trading Post sites along the lone central Trade Route. Lakes and low stone walls provide natural barriers and choke points in which to trap enemies. Search the isles off the coast for hidden Treasures.
Rockies
Your team occupies one mountain rangeyour opponents the other. The victors will be the ones who control the central valley and the choke points. Forests and Treasures are more heavily concentrated in the center of the map. The Lakota have ventured up into the mountains and may be useful allies.
Pampas
A river divides the long plain of the Pampas. You and your allies are initially separated by this river, which contains several crossing points, but the location of your starting towns differs greatly. There are always four Trading Posts. Expect to nd a number of Maya and Tupi villages as well.
Saguenay
In this resource-heavy region, one team starts with ships, while the other team starts with an easily defended central position. Building Outposts near the local Cree and Lakota villages may help control sections of the map.
Patagonia
The Patagonian map contains no Natives, but does include six Trading Posts. Control the three posts you own and one belonging to your enemy, and victory is almost assured you. To maintain a steady supply of Wood, stay near the coast. A central lake offers tactical opportunities but may restrict movement along the western side of the map.
Sonora
A twisting Trade Route winds through this barren, desolate region. Many cliffs and canyons create choke points. Resources can be difcult to nd, though sometimes there are rich ore deposits in the center of the map. Search for Aztec and Maya villages on the edge of the map.
Coming Soon!
Texas is an open plain with scattered low cliffs. Expect attacks from every side. Two Trade Routes, each with two Trading Post sites, cut through the center of the map, separating the teams. There are always at least two Comanche settlements.
A large Inca city dominates the Andescontrol the city, and youll easily control the map. Neutral Huari Strongholds are scattered throughout, presenting challenges for unwary Explorers. Keep your eyes open for the three Trading Post sites. Seek herds of llamas for an early boost of Food.
Yucatan
The Central American jungles hide many lost Treasures. Each player starts with a nearby Aztec or Maya village. Use your ships to control the land on your side, or try to build a Dock on the far shore; construct more ships, and control both coasts. The dense forests mean you never run short of Wood, and herds of Tapir and Capybara offer unique hunting opportunities.
California
In California, sandy beaches to the west give way to rising cliffs and mountains to the east. The winding Trade Route may have three or four Trading Post sites. Expect to encounter Nootka and Inca villages.
Your enemys towns are close on this map, so be on your guard. Cross the central river, and then race to claim the Treasure-rich region to the north. Ore Mines are also plentiful on the northern half of the map; expect to struggle for resources until you have established a second town. The Trade Route is hard to completely control because each team has easy access to one Trading Post site. You can nd two Cree villages north of the river.
Northwest Territory
The Pacic Northwest is the home of the Nootka, hardy Native shermen. Rivers separate teams on this map and provide easily defended choke points. One safe Trade Route for each team provides supplemental income. The land west of the rivers might be a safe place for a second town.
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