Age of Empires II
Civilization Attributes
New Features Áô
Technologies, Unit & Civ Relations ¡@

Unit Attributes: Archers

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Unit Attributes: Cavalry ¡@
Unit Attributes:Infantry ¿ï
Unit Attributes: Siege ¡@
Upgrade Costs ³æ

Technology Costs & Benefits Cavalry, Ship & Unqiue Units

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Technology Costs & Benefits Economy & Trade and Building Technologies

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Technology Costs & Benefits Monk, Missile/Siege & Infantry Technologies


Age of Empires II: The Conquerors - Technology Costs & Benefits
     Monk, Missile/Siege & Infantry Technologies

Cost: F=food, W=wood, S=stone, G=gold
*  New to the Conquerors

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Monk Technologies

Tech Age Cost ¡@
Fervor III 140G +15% Monk speed
Sanctity III 120G +50% Monk HPs
Redemption III 475G Convert buildings (except walls, Gates, Town Centers, Monasteries, Castles, Farms, Fish Traps, Wonders), all siege units
Atonement III 325G Convert other Monks
* Heresy III 1000G Converted units die instead of becoming enemy
* Herbal Medicine III 350G Garrisoned units heal 4X faster
Illumination IV 120G +50% Monk rejuvenation speed
Faith IV 750F, 1000G +50% conversion resistance
Block Printing IV 200G +3 conversion range
* Theocracy IV 400F, 800G Only one Monk in a group must rest after a conversion

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Infantry Technologies

Tracking II 75F +2 infantry LOS
Squires III 200F +10% infantry speed
Scale Mail Armor II 100F +1/+1P infantry armor
Chain Mail Armor III 200F, 100G +1/+1P infantry armor
Plate Mail Armor IV 300F, 150G +1/+2P infantry armor
Forging II 150F +1 infantry/cavalry attack
Iron Casting III 220F, 120G +1 infantry/cavalry attack
Blast Furnace IV 275F, 225G +2 infantry/cavalry attack

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Missile/Siege Technologies

Fletching II 100F, 50G +1 attack/range for archers, galleys, Longboats, Castles, towers, (attack/LOS for Town Centers)
Bodkin Arrow III 200F, 100G +1 attack/range for archers, galleys, Longboats, Castles, towers, (attack/LOS for Town Centers)
Bracer IV 300F, 200G +1 attack/range for archers, galleys, Longboats, Castles, towers, (attack/LOS for Town Centers)
Padded Archer Armor II 100F +1/+1P archer armor
Leather Archer Armor III 150F, 150G +1/+1P archer armor
Ring Archer Armor IV 250F, 250G +1/+2P archer armor
Ballistics III 300W, 175G Increase chance of hitting moving targets
Murder Holes III 200F, 200S No minimum tower/Castle range
Heated Shot III 350F, 100G +50% tower attack vs. ships
Chemistry IV 300F, 200G +1 missile attack (except gunpowder units); enables gunpowder units to be created
Siege Engineers IV 500F, 600W +1 siege range (except rams); +20% siege unit attack vs. buildings; +40% Petard attack
* Thumb Ring III 300F, 250W Archers fire faster; 100% accurate
* Parthian Tactics IV 200F, 250G +1/+2P cavalry archer armor