Age of Empires II: Definitive Edition game guide focuses on Berbers Civilisation. The guide will give you some strategical tips, special civilization bonuses, team bonus, unique unit for Berbers Civilization in Age of Empires II: Definitive Edition game. While writing this instruction, we pick up many pieces of information from several sites for you. We hope that this guide will help you.
Berbers
Age of Empires II: Definitive Edition celebrates the 20th anniversary of one of the most popular strategy games ever with stunning 4K Ultra HD graphics, a new and fully remastered soundtrack, and brand-new content, 'The Last Khans' with 3 new campaigns and 4 new civilizations. Choose your path to greatness with this definitive remaster to one of the most beloved strategy games of all time. Lords of the West, the first new official expansion to Age of Empires II: Definitive Edition, is now available for pre-order and will be released with Xbox Game Pass for PC, Microsoft Store, and Steam on January 26th, 2021! Challenge your friends with two new Civilizations that include unique units and technologies for you to explore. Age of Empires II: Definitive Edition - Lords of the West is an upcoming expansion for Age of Empires II: Definitive Edition, set for release on January 26, 2021. It features two new civilizations based on historical kingdoms, the Burgundians and Sicilians, three new campaigns, and adds new achievements.
Special Civilisation Bonuses
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- Villagers move +10% faster
- Stable units cost -20% (starting in castle age)
- Ships move +10% faster
Team Bonus: Genitour availible at Archery Range
Unique Techs
Kasbah: Team castles work +25% faster
Maghrabi Camels: Camel troops regenerate
Unique Units
Camel Archer: Cavalry Archer with bonus against cavalry archers
Genitour: Mounted Skirmisher
Camel Archers – The Berbers have the Camel Archer for their unique castle unit. Being a camel unit, it has an advantage against cavalry, but only of the archer variety i.e. Mangudai and Cavalry Archers. The best strategy would be to use them in small, quick battalions alongside anti-pikemen units. However, I'd recommend a contingent of heavy cavalry to deal with any units with high pierce armor as well as pikemen to deal with camels.
Genitour – Like the Italians, Vikings, and Koreans, the Berbers have two units specific to their civ, the first being the Camel Archer. The second, the Genitour, is a mounted skirmisher, a unit that's effective against archers, mounted and cavalry. Best used in small battalions to utilize their speed, I'd suggest matching them with heavy cavalry to prevent problems with units possessing high pierce armor, or infantry and archers to deal with pikemen and your own pikemen to counter camels.
Tips:
The Berbers have one of the most powerful Castle Age Knight rushes in the game due to their 15% reduced cost. Their Camels and Hussar are also affected by this bonus and are backed up by full upgrades, giving a powerful advantage against other cavalry civilisations. Notably, the Berber Hussar line is cheaper than the Magyars, allowing the Berbers to go toe-to-toe effectively in 'trash unit' wars. This Stable discount eclipses those of other civs while also affecting more units, and is not to be underestimated. Genitours are also a great asset in Trash Wars.
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This guide covers the stats and capabilities of all Civs in Age of Empires: Definitive Edition and their respective Tech Trees.
Intro
Hello everyone, and welcome to my latest guide.
This one will aim to be a reference for anything you might want to know about each civilisation, starting with thier Racial architecture (there is 4), Passive Civ Bonuses, and eventually, good strategies to perform with each Civ.
This is not Age of Empires 2, both in its lack of Unique units, and its sprites. This comes with a host of problems and imbalances, but if we accept that this game is but the embryo of what became Age of Empires II, arguably the best strategy game of all time, then I'm sure we can all get along and have a great time.
While AoE II's theme was very much focused on the medievil period, the original takes on the Ancient Classical epochs. This is reflected in both its choice of Civs, but its technology as well. So no Gunpowder, Trebuchets, and Bombards for you mid-maxxers, get rekt!
Basics
Unlike Age of Empires II, and III, the original does not feature a unique unit mechanic. This means that essentially, all factions features significantly less variance between them, for better or for worse. Each Civ instead has its own Passive faction buffs which increase their stats in a number of ares.For example:
The Greek Civilisation have a passive buff to their Academy Units which allow them to train them 30% faster and 20% cheaper.
This automatically makes this a very aggressive faction as they can choose to rush in Early game or flood the enemy in the later Epochs. Think the Goths from AoE II.
This generally means that factions with stronger Civ bonuses, if we ignore player skill and micro of course, will win on that particular merit, since the stat advantage will start to count for more and more.
Greeks
Civ PerkAcademy units have +30% speed and are 20% cheaper
War ships have +20% speed
Strategy:
The Greek Civ are strong geared towards utilising their academy, with the second strongest Academy in the game (Next to Macedonians). They have access to all Academy units, as well as most of their upgrades, on top of an incredible buff to their cost and speed by their Civ bonus.
- Greek Barracks and Archery Ranges have very little in the way of units after Tool age, and completely lose their effectiveness after that. This being the main weakness of the Greek Civ.
- Greek Temples and Docks are however, also very good, with all units (except fire Gally) and most upgrades being available.This coupled with the Greek's Civ bonus make them a decent force on the water. The only upgrades that are missing from the Temple (Monotheism, Zealotry, and Sacrifice) are not crippling to not have access to.
- Upgrades: The Greek have access to all upgrades except Metallurgy. This is no great loss since by the Iron Age, you will be looking to bring out the Centurion, which has more than enough attack power, coupled with the Civ buff of 20% cheaper units, you should find yourself with higher numbers than the enemies of the same quality.
- Economically, the Greeks have one of the strongest economies in the game. With all Market upgrades, you will be able to hold your own against any civ, with ones with strong Civ bonuses slanted to economy.
Overall: Very much a late game Civ. The Greek's poor early-game means you will be on the defensive until Bronze age at least, whereupon you may start to boom out and crush them with your strong economy. However, if you do somehow run out of Gold, you will have a hard time producing units, since almost of your units will require it.
Rating: 3.5/5
Minoans
Civ Perk+2 Composite Bowman range
+25% Farm production
-30% Ship cost
Strategy:
- In keeping with their island theme, the Minoans are a top tier naval faction, having access to almost every sea-based upgrade and unit in the game. Their Bonus to farms adds a small incentive to players who enjoy booming, but isn't necessarily big enough to warrant going for that strat every time.
- Their bonus to Composite Bowman range makes for a reasonable bronze age rush tactic which you should exploit.The Minoans have access to slingers which make an effective ranged unit to harry the enemy during the tool age, but suffer in the Iron age as they do have access to Legions, so I advise not investing heavily into melee infantry unless pressed. There temple is also one of the worst in the game, having no access to upgrades or Civ bonuses, don't bother.
- Minoan cavalry are also adequate but will quickly fall behind other Civs, as they do not get Chariots, or any other Iron Age level cavalry. Best used as a an early Bronze age unit to utilise until you have acquired composite bowmen.
- In the Iron Age, the Minoans have a reasonable arsenal of weapons at their disposal. They have access to all siege weapons which will allow they greater variance if late game is drawn out. They can also easily hold their own with their centurions.
- Economically, the Minoans can hold their own in all ages, with a strong early game (in sea based maps) by utilising their Civ bonus of cheaper fishing ships, as well as access to all economic upgrades.
Age Of Empires 2 Definitive Edition Best Cavalry Civilization
Overall: Decent overall faction, but strongly slanted towards naval combat. On land, the Minoans will basically be carried by their very strong Composite Bowman, and good variety of siege units. Consider building forward bases to counter the slow movement speed of your long ranged units.
Rating: 4/5
Phoenicians
Civ PerkAll elephant units are 25% cheaper.
Villagers +15% woodcutting.
Catapult Triremes/Juggernaught fire rate increases by +30%.
Strategy:
A very slow and ponderous Civ, with a very nasty End-game; the Phoenicians are strictly an Iron Age civilisation. Although they do have some Bronze age utility, with access to Chariots and other cavalry units, there main strength lies in their strong Iron Age Technologies and their ability to churn out War Elephants. First you have to get their though.
- One of the strongest Navies in the game. With a +30% rate of fire on Catapult Triremes and Juggernaughts. You will be looking to gain control of the sea as a line of resources, and to deny your opponent space.
Their largest weakness is both in their complete lack of Early-Game, and their complete absence of siege weapons, making it difficult to assault a turtle'd up player.
Rating. 3/5
Egyptions
Civ PerkAll Chariot units have +33% health.
Priest have +3 range.
Gold mining +20% efficiency
Strategy:
Assyrians
Civ PerkEgyptian styled structures
+25% Archer Fire Rate
Age Of Empires 2 Definitive Edition Best Civilization 3
+10% Villager SpeedStrategy:
Sumerians
Civ Perk+50% Stone Thrower, Catapult, and Heavy Catapult rate of fire
+15 Villager hitpoints
Farms +125 food.
Strategy:
Babylonians
Civ PerkWalls and Towers have +75% hit points
Stone mining +20% + Carry +2 Stone
Priest rejuvenation +30%
Strategy:
Persians
Civ PerkVillagers hunt food 30% faster + carry +3 Food
War Elephants and Elephant Archers move 20% faster
Triremes attack +25% faster.
Strategy:
Hittites
Civ PerkArchery units have +1 damage.
Siege units have +50% hit points.
War Galleys and Scout Ships have +3 range.
Strategy:
Shang
Civ PerkVillagers cost 40 instead of 50 food.
All walls have +75% hit points.
Strategy:
Choson
Civ PerkShort/Broad/Long Swordsmen and Legion have +15/20/60/80 HP respectively.
Clubman and Axeman +5 HP
Towers have +2 range.
Priests costs 30% less.
Strategy:
Yamato
Civ Perk+10% Villager speed.
-20% Cavalry and Horse Archer cost
Strategy: