Age of Empires
II: The Conquerors - Technology Costs & Benefits |
Cost: F=food, W=wood, S=stone, G=gold
* New to the
Conquerors
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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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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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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 |