Wednesday, April 22, 2009

Brewers Yeast Allergy

Civilization, Hun .. Franks Goths


Huns, civilization offensive cavalry mainly handles main attack. single unit of Huns tarcano is very effective against buildings . The Huns are a favorite of many players civilizations by the fact that you should not build houses, and that this will save a total of 60 timber at the beginning of the game, in addition to further progress in the game other civilizations spend 120 4 wooden houses, but the Huns save that wood, in addition to the villager who allegedly built the houses will not this time and taking 10 or 10 wooden food instead of wasting time building. On maps of water is even better as a player Hun experienced a boom can easily fishing boats, also the time to expand throughout the map is much better and not have to worry about having a central base and so will be easier to rebuild again if the enemy destroys a part of our city.

The maximum benefit is undoubtedly the fact that early in the game, the microcontroller is excellent because you can follow the strategy without worrying about having to build houses, is this fact that the Huns are par excellence the unit that handles better on the offensive from any Age ..

Single Unit: Tarcano (cavalry antiedificios)
- Cost: 60 food and 60 gold
- points: 90 (150)
- Special: too large attack bonus against buildings



Cultural Bonuses - No need houses but start with -100 wood
- Horse Archers cost -25% Castle Age, Imperial Age
-30% - +30% aiming Throws Rocks

Unique technology: Atheism (victory or wonder relic +100 takes years, espionage and treason costs -50%)
Team Bonuses


stable units are created 20% faster

Torre Champion Tower bombing Wall fortified Eagle Warrior Elite archers ring for Heavy Scorpion onager siege tower bombing Siege Ram Crop rotation
Units ageofempires unavailable ageofempires unavailable Technologies ageofempires Buildings unavailable
Ballesta Carpenter naval watchtower
manual Gunner Redemption the tribute
Herbs
Guerrero eagle Block letters
Block letters
Camel Arm.
Armored Camel mesh armor plates
fast fire ship fortified Wall
Galleon Engineers artillery siege
watchtower
Primrose Tower tribute
Shot red
siege cannon Architecture
quarry Well

Tuesday, April 21, 2009

Sealy Sterlingshire Pillowtop




The Goths are a civilization with a powerful and effective infantry. The infantry of the Goths is created quickly, and have a bonus against attacks on buildings, this makes really good at attacking castles, towers and buildings of enemy soldiers. The Goths are highly offensive, extremely fast his infantry can trigger a rapid attack on the enemy base , siege weapons are poor but can support well their forces as they attack the enemy city. Goths are terrible in a matter of defense, no improvements have Torres and worst of all can not build walls . The Goths may have more troops and villagers due to his public subsidy that allows them to have ten more units in your population limit.

Goths are one of the civilizations that have the best infantry weapons of siege and when to destroy cities, mixed infantry weapons of siege to destroy a safe castle to finish before suffering a low . The huscarls elite single unit of the Goths is extremely strong against archers since they bear a large amount of damage perforación.Los Goths are relatively good at sea to enjoy all the units that are managed in the sea except the Galleon gunship Elite. In team games, the Goths further guide the use of Infantry, with Headquarters producing twenty percent faster their units.

Single Unit: huscarls (infantry antiarqueros)
- Cost: 60 food and 30 gold
- points: 60 (70)
- Special: Bonus attack against buildings and archers



Cultural Bonuses - Infantry cost -10%
Feudal Age - Infantry +1 attack
buildings - Villagers +5 attack against feral pigs, hunters have food +15
- Population + Imperial Age 10 in

Unique technology: Anarchy (create huscarls barracks)

Team Bonuses

The Barracks work 20% faster

Guerrero eagle elite heavy Tower tribute Tower bombing
ageofempires units unavailable ageofempires Technologies unavailable ageofempires Buildings unavailable
Ballesta finger tab watchtower
Guerrero eagle deliveries Tactics Tower tribute
Redemption Tower bombing
Camel Gate Atonement
Armored Camel Heresy Stonewall
Paladin Block letters fortified Wall Galleon
gunship Ladronera
siege onager leather bracelet
Siege Ram Arm. cab plates.
mesh armor plates
fortified Wall
Siege Engineers
watchtower
gold mining Pozo

Catchy Newsletter Titles For Teachers




The Franks have the most powerful and durable Cavalry in the game. The Axe Throwers can supply no problem crossbows, since this unit attacks away from other units. At sea, the Franks have a powerful fleet, since they have all ships except the Galleon Elite gunships and this allows naval deterrent against attack. Despite all this, are weak in a matter of Archery units, no crossbows and improvements for these units by the end of attack and defense in addition to these disadvantages there are others, such as your infantry has not improved speed, within buildings Towers bombing memorial and not on your list available buildings severely weakened by his defense ..

The Franks are more improvements that civilization is in question Cavalry, making it a dread civilization in Age of Castles, players who managed to skillfully francs riders mount quick attacks on the enemy base, killing villagers , archers, destroying buildings and fleeing the boobies that outnumber . Since the Franks built castles flights can build one near the enemy base, and there begin the attack, the castle provide protection to your units, in addition to throwing axemen can create quickly and thus end the cavalry or siege weapons try to tear down your castle . By combining the powerful Imperial Age cavalry that comes to have 192 points of resistance with gunpowder units make this an unprecedented combination, for if the enemy uses pikemen or camels to stop the cavalry with artillery manual was found ready to defend the troop of champions, this makes the Franks a civilization really good ..

Single Unit: axes Launcher (Ranged infantry)
- Cost: 55 food and 25 gold
- points: 50 (60)
- Special: attack bonus against buildings

Launcher Axes and Axe Thrower elite

Franks single unit created in the Age of Castles.

Created on: Castillo Fuerte

against: headquarters units, guerrillas

Weak against: Archers



This unit is excellent, although in reality is less potent than other infantry units when face melee, your ranged attack makes them different axes pitchers have a great bonus when attacking buildings, siege weapons and huscarls, other text I could read that pitchers of axes not under any archer unit even so I do not share that point of view, axes pitchers can cover great place for a goalkeeper after his cavalry protecting the boobies in what really are weak on is trying to replace this unit for some infantry, as their melee attack is virtually nil.

Improvements:

Attack - Forging, Iron Casting, Blast furnace (Blacksmithing)
Armor - Armor blades, chain mail, plate (Blacksmithing)
Vista - Tracking (Barracks) Speed \u200b\u200b
- Landowners (Headquarters)
unit creation speed - Cam (Castillo) Strengths



This civilization is really strong militarily speaking, the Franks have a small advantage in Age of castles, remember that moving age is necessary to have two old buildings that counts as a castle two buildings, can be cheaper to get the Imperial Age faster than the other civilizacones . The Franks also have a special ability to farm. This allows them to automatically get upgrades farms at the beginning of each age, which take longer to rebuild and save wood. Besides all this as I had described at the beginning the cavalry of the Franks is the most powerful in the game resisting 20% \u200b\u200bmore damage making them nearly unstoppable in a quick attack to any urban center. Disadvantages



The Franks have a great weakness, this is not to have several types of units improved, and although they have all archery units can not be counted with the latest improvements, within the range of Siege units are also weak since they do not have the latest improvements to these, but certainly where they are most vulnerable is at sea since the are really terrible and it would be a bad idea to use French in a battle to develop on a map with water .. Bonuses

Cultural

- Improved Farms free, but you have to build a mill.
- Castles cost -25%
- Riders, Knights and Paladins have 20% more hitpoints.

Unique technology: Join edge (+1 ax throwers range)

Team Bonuses

The line of sight of the cavalry units has improved +2.

Tower tribute Tower bombing Guerrero eagle elite blood purity archers ring for heavy Tower bombing
ageofempires Units unavailable ageofempires unavailable Technologies ageofempires Buildings unavailable
Ballesta finger tab
Tactics Alabardero deliveries
Guerrero eagle Landowners
Redemption Camel
Armored Camel Atonement
Hussar Block letters
Galleon gunship Lighting
Ariete theocracy siege
Arm.
leather bracelet
Arm. plate Cab.
Architecture

Price List For Jc Penney




The English are a civilization ranged attack and weapons of fire, along with the Byzantine civilization are more complete, has a unique unit, the Conqueror, a very powerful horse gunboat a group. also have another single unit which is called Missionary a monk mounted on a donkey, it moves faster than an ordinary monk but can not carry relics to the monastery and has a more limited scope than a normal monk ..

The English are great on land and at sea, c cavalry on a complete and very good because it has Paladins, Missionaries and Gunners horse, the perfect combination, cavalry accompanied Pathfinder, few units can stop it, besides its sturdy villagers can topple any building in Imperial Age.

unique units: Conquistador (manual gunner riding)
- Cost: 60 food and 70 gold
- points: 70 (90)

Missionary (monk mounted on a donkey)
- Cost: 100
gold - points: 30 (45)

cultural Bonuses

- Builders work 30% faster (except in Wonderland)
- improvements do not cost gold smithy
- Galleons gunships benefit from ballistics (more speed and accuracy)

Unique technology: Supremacy (villagers are better fighters)

Team Bonuses

- Wagon goods merchant hooker return +33% gold

Shot Crop rotation
Units ageofempires unavailable ageofempires Technologies not available ageofempires Buildings unavailable
Ballestero Tactics deliveries
Engineers Crossbow siege
Guerrero eagle red
Guerrero elite Eagle Crane
Scorpion Pit heavy gold mining
siege onager

Monday, April 20, 2009

L­ive View / – Axisapplet

Spanish Korean Chinese


Koreans are a civilization naval, towers and ranged attack. Automatic improvements in the towers and fireworks make it a great civilization in long games. Their unique unit, the vessel Tortuga is a kind of very powerful battleship doing feared and respected in battles that are carried by sea, many new players still consider it a weak civilization ..

This civilization is really good at advanced ages , as its powerful arsenal of war carts, asses and towers bombing just created to study the Technology Chemistry civilization makes it a nearly unstoppable. The disadvantage of this civilization is the fact that it has no Paladins, and do not have the latest upgrade of +2 to melee damage in the Blacksmith , at sea and had described above is one of the civilizations devastating for the entire game, especially for having e l turtle ship and access all the technologies of the spring ..

barcotortuga

Single Unit: War Wagon (arq.a horse)
- Cost: 80 wood and 60 gold
- points: 150 (200)

War Wagon and Wagon elite war

carretadeguerra unique Korean unit created in Castle Age. Wagon pulled by horses with alcanse minimum but high resistance to the arrows.

Created on: Castillo Fuerte

against: Archers , Invaders of Pasto.

Weak against: Cavalry , huscarls, boobies.

armored horse archers arrows resistant, this unique Korean unit is the most powerful in the game, when it comes to Age of empire is hard to kill unit, the huscarls and cavalry and with no insurance I doubt causing great damage , but if it's archers on foot or horseback, war wagons swept them so fast that nobody will notice.

Improvements:

Attack - Chemistry (University) Attack
, scope - Manufacture of arrows, leather punch and Bracelets (Blacksmithing)
Armor - Armor Padded Armor sane for cavalry ring for horse (Blacksmithing)
Marksmanship - Ballistics (University)
unit creation speed - Cam (Castillo)

single unit: Turtle Ship (ironclad warship)
- Cost: 160 Wood and 200 gold
- Points Life: 200 (300)

barcotortuga unique Korean unit created in the spring. Boat with an armor that gives a great defense, making it a feared unit in the sea.

Created at: Dock

Strong against: Galleons gunships, Buildings.

Weak against: Ship demolition

The ship had an armor covering the roof of the ship to protect sailors and rowers. This protection was of wooden planks that prevent the enemy board the ship. For the mouth of the dragon head on the front smoke and fumes were released to hide the ship from the enemy. Its appearance is similar to that of a turtle hence its name. Its use was widespread in naval battles led by Admiral Yi Sun Sin , especially in the battles of Noryang and Myeongyang, where the Japanese fleet suffered heavy losses that forced her to forget his dreams to invade Korea. Wikipedia



Strengths in young Koreans do not have significant advantages in the game, experienced players know that this civilization is not the best for an early attack, to highlight the strengths of the Korean within the game could be the fact that its units are really powerful unique addition to the advantage of have Towers bombing only to study chemistry technology, making it a strong civilization in the Imperial Age, the Koreans also have one of the most feared ships at sea, I mean turtle ship, a battleship very resistant and with a considerable attack power against armored efidicios and galleons. Disadvantages



No doubt the most outstanding weaknesses of this civilization is the disadvantage that their most powerful units are created to the Imperial Age, in addition to its high cost of improvements at the university and Castillo, many consider weaker civilization throughout the game as it lacks most improvements within the Blacksmith, in short the only Koreans are strong in the last Age, thanks to their expensive and powerful units, and its magnificent towers bombing defense. Bonuses

cultural

- Improved free tower (tower requires chemical bombardment)
- Range +1 tower in Castle Age, +1 Imperial Age (+2 total)
- Stonemasons work 20% faster
- Villagers with +2 line of sight.
- +1 catapults range of flat trajectory and asses

Unique technology: Shinkichon (+2 scope of catapults tray. Flat asses)

Bonuses

Team - +1 catapults range of flat trajectory and asses

Buildings Guerrero Guerrero eagle elite Purity of blood ship demolition Lighting Heavy Demolition Ship Miners Siege Ram Blast furnace heavy Crop rotation
ageofempires Units unavailable ageofempires unavailable Technologies ageofempires unavailable
eagle Tactics deliveries
Redemption Camel
Armored Camel Atonement
Paladin Heresy
Ladronera
heavy Scorpion
Arm. of cab plates.

Can I Put Opti-free Straight Into The Eye




Although Chinese civilization is a versatile, even more than other civilizations, not the best, and that no gunpowder, cavalry and siege units powerful. The Chinese handle traditional infantry units accompanied by archers, despite his little military power have a strong economy that allows them to rapidly developing technologies for a really low cost . At the beginning of the game the Chinese use their bonus, which is to have more villagers, and this reduces the creation of buildings and more rapidly in the collection of resources. This advantage loses its clarity when advanced in age, but experienced player always profited from it ..

Speaking of military, the Chinese have line Infantry Archery and complete, except the gunner manual, have the most cavalry units, including Camel, but can not create Paladins. Siege weapons as important as the onager and the Siege Siege Cannon are not in the list of available units for the Chinese, that is why they are not a civilization with awesome military power, but if we Infantry and unique units of Chinese, as is the case of Chukonu elite can cause great damage to the enemy. At sea, the Chinese are pretty good, but lacking the fire ship Fast and gunships Galleon Elite does not make a water power maps ..

single unit: Chu Ko Nu (archer fast)
- Cost: 40 wood and 35 gold
- points: 45 (50)

Chu Ko Nu and Chu Ko Nu elite
China
single unit created in Castle Age. Goalkeeper minimum range that causes great harm. You can shoot arrows very quickly.

Created on: Castillo Fuerte

against: Infantry , Arch horse, Monks, Teutonic War Elephants.

Weak against: Guerrillas, Paladins, evening primrose, grass and huscarls Invaders

great power unit with no problem replacing the gunners hand, although its range of fire is minimal and consequent poor quality cause damage since an impressive shot multiple times causing more damage per hit. The chukonu is a perfect substitute for the archers on foot, no matter how powerful they make are less well with the exceptional damage caused by their arrows. The chukonus are a vital complement to the infantry China, although as we have said on many occasions do not have a scope as well as an English goalkeeper, the harm it does support unit undoubtedly effective and high quality archers.

Improvements:

Attack - Chemistry (University) Attack
, scope - Manufacture of arrows, leather punch and Bracelets (Blacksmithing)
Armor - Armor Padded Armor sane for archers ring for archers (Blacksmithing)
Marksmanship - Ballistics (University)
unit creation speed - Cam (Castillo)

Strengths

China Civilization has a big advantage early in the game too big , at the beginning of the game is not necessary build new houses for the villagers to be created as the Town Centre can accommodate up to 10 villagers, besides the six through which villagers can start to begin to grow rapidly and thus moving from one to another age quickly . Other strengths of the Chinese is the low cost of technological improvements, the Chinese have access to all infantry units, all archery and almost all in the cavalry, with the exception of the Paladin. Within sea units have the demolition boat to be more resistant to the other lets you get the enemy before being eliminated, making this an interesting unit. Disadvantages



The weakness of the Chinese arrived in the last Age, the Imperial. It has no military superiority, nor a strong naval power . Nor has any weapons of siege. Be better to destroy the enemy before reaching the age where the Chinese imperial become a civilization relatively weak and unreliable for long-term battle in comparison with other civilizations. Bonuses

Cultural

- start with +3 villagers but -150 food, -50 wood
- Urban centers support 10 people
- Technologies cost Feudal Age -10%, -15% Castle Age, -20% Imperial Age
- The Boats Demolition and Heavy Demolition Ships are 50% more score

Unique Technology: Rocket (Chu Ko Nu +2 drilling and scorpions attack +4) Bonus



Equipment - Farms have + Food 45

eagle warrior Guerrero eagle elite siege engineers
ageofempires Units unavailable ageofempires unavailable Technologies ageofempires Buildings unavailable
Gunner Tactics manual deliveries
Landowners
Heresy
Paladin Block letters
Hussar Ladronera
fast fire ship
Galleon gunship Crane
siege onager Guilds
siege cannon Crop rotation

Thursday, April 16, 2009

Why Cant People Be Paid For Organ Transplants




The Celts are a defensive civilization, combines fast infantry weapons of siege powerful addition to his extraordinary productivity. The Celts may have the Infantry and Cavalry except for the Camels. Infantry moves 15% faster helping the troops to close the gap against siege weapons and archers when using the strategy of attack and run. The Celts have all naval vessels except the fire ship and absolutely all naval technology. The Celts do not have the siege guns, but all other guns are too good talking about resistance and its attack is 20% faster by making them highly lethal weapons. In the computer game aimed at using the forces of siege because of its speed and thus contribute to building siege weapons while your partner can create archers.

The Celts have advantages in the production of wood that can move quickly age. At the beginning of the game, this advantage is exploited constantly and allowing less dedication to the felling of trees and much more for food gathering. In old age this advantage can build farms and buildings faster also allows them to build siege machinery. This advantage, next to the existing siege weapons, leading the Celts to take the offensive by the technology.

Single Unit: Invasor pasture (rapid infantry)
- Cost: 65 food and 25 gold
- points: 65 (80)
- Special: attack bonus against buildings .

Invader Invader of pastures and grazing elite

Celtic single unit created in Castle Age.
infantry unit exceptionally fast.

Created on: Castillo Fuerte

against: Guerrillas, Camels and Cavalry light

Weak against: Archers, Scorpions, archers on horseback and cataphracts.

The invader of pastures despite being a special unit of this civilization, is a unit weak in almost all ranges, its greatest advantage is to move quickly , but even this can not reach and kill the archers on horseback or on the same horse. This unit should be improved in the Imperial Age to be a powerful unit, a long sword swordsman is as good as an invader of pastures in the Age of Castles, and of course a two-handed sword swordsman is even better . The elite invasive grasses made all the papers traditional infantry is more than acceptable against the archer on foot and with its speed asses .

Improvements:

Attack - Forging, Iron Casting, Blast furnace (Blacksmithing)
Armor - Armor blades, chain mail, plate (Blacksmithing)
Vista - Tracking (Barracks )
Speed \u200b\u200b- Landowners (Headquarters)
unit creation speed - Cam (Castillo)



Strengths A major strength of the Celts is certainly the speed with which attacks can be directed too fast for any enemy city and thus turning it into rubble in minutes. His bonus in the speed of the infantry and the shutter speed of siege weapons make these drives, powerful and feared by any enemy army. Celts in the economy has big bonuses, as is the case of timber harvesting even faster than any other civilization, to be exact 15% faster . In the Dark Ages have a special bonus, the shepherds be able to take control of the sheep from a greater distance. Disadvantages



The Celts do not have very clear weaknesses, I dare say that this civilization is used by more advanced players in the game, is a civilization with great control, and that can be used mixed with scorpions heavy infantry "to kill another invading infantry or cavalry and grasses mixed with the siege onager all types of archers . Although clearly not a civilization that has no weaknesses, perhaps its greatest weakness is the issue or weaknesses are his archers since they have the most advanced, nor have the latest improvements Armor Cavalry. So some advances have also Monastery and University, making his monks weak compared to others, this is the If the monks Aztecs. Bonuses

Cultural :

- Loggers work 15% faster
- Sheep not converted if in a unit LDV
Celtic - 15% faster Infantry
- Siege weapons fire 20% faster

Unique technology: Furor Celtic (machine shop units Siege +50% PR)

Team Bonus:

- Workshop 20% faster maq.asedio

unavailable unavailable Tower bombing Lighting Tower bombing
ageofempires Units ageofempires Technologies ageofempires Buildings unavailable
Ballesta finger tab
Gunner Tactics manual deliveries
Guerrero eagle Landowners Guerrero
elite eagle blood purity
Redemption Camel
Armored Camel Atonement
fast fire ship Block letters
Galleon gunship
siege cannon Theocracy
Arm. Archers ring for
leather bracelet
Architecture

Wednesday, April 15, 2009

Interior Painting Examples

Byzantine Celtic Aztec


The Romans are the most versatile all people with access to all units and warships. Are better able to acquire high-tech than any other civilization in Age II. They can employ any strategy either severely besiege, attack with light cavalry, or archers tactics of harassment. Not only that, as easily may also object to other units and are a civilization with good defense, because of their access to the entire defensive technology and Torres, as its great buildings are strong and resilient. While the Byzantines have no real disadvantages, nor have any particularly excellent unit, as the English or the Goths. The Byzantines could civilization to be a good beginning because I enjoyed with any of the available strategies .

A great strength that the Byzantines have is their cataphracts , a real murderer Infantry. This unit has a huge advantage over the enemy infantry , even against the best units, Knights of the Teutonic Knights and Samurai, they come to face down this unit. The Romans are the only civilization with contraunidades for Infantry. The Byzantines have all Warships, including Galleons gunships fire ships Fast and Heavy Demolition Ships.

Unit only: cataphracts (anti-infantry cavalry)
- Cost: 70, and 75 gold breath
- points: 110 (150)
- Special: Boonificacion against infantry attack.

cataphracts and elite cataphracts

Byzantine catafracta single unit created in Castle Age.
bonus against infantry.

Created on: Castillo Fuerte

against: Infantry and Archers

Weak against: Paladins, Mamluk and mass Alabarderos

The unit was cataphracts heavy cavalry in which both the rider and the horse carried armor . While it is true that the power of shock was more significant and almost complete invulnerability, suffered from notable shortcomings: Both the rider and the horse got tired quickly, moved more slowly than other horses and were unsuitable for a prolonged struggle the desert. Wikipedia

Improvements:

Attack - Forging, Iron Casting (Blacksmithing)
Armor - Armor blades, chain mail, plate (Blacksmith) Speed \u200b\u200b
- Livestock (Stable )
Speed building units - Cam (Castillo)

Strengths

Due to its advantageous construction, the Byzantines are a good defensive civilization. Its walls and buildings taller, give you time to recharge. Its towers, taller, allow long repel enemy attacks. This is due to have all the towers, including the bombing . We advise these defenses with Cavalry contraunidades and effective, to have a civilization able to repel attacks with aplomb any enemy civilization. Disadvantages



few weak points can be drawn from the Byzantines. They have all the units of infantry, cavalry and archers, and priests and ships have access to all progress, but despite this have no improvements in the Imperial Age Herreria . The Byzantines do not have any economic bonus in the early ages, but this weakness can apaliar defensas.Las with strong unique units are the Scorpions have not Heavy and evening primrose. Bonuses

Cultural

- Buildings +10% PR in High Middle Ages, Feudal Age +20%, +30% Castle Age, +40% in Imperial.
- Camel, Guerrillas and Pikemen cost 25% less.
- Light Galeras fire ships and attack 20% faster.
- The advance to the Imperial Age is 33% cheaper.

Unique technology: Logistics (the rampage cataphracts)

Team Bonus:

- Monks heal 50% faster

eagle elite Guerrero Miners Blast furnace Engineers siege
ageofempires unavailable Units Technology ageofempires unavailable ageofempires Buildings unavailable
Guerrero eagle Tactics deliveries
Scorpion Blood Purity
siege onager
Banks
Architecture
Shot red
Crane

La Material Al Desnudo




Aztecs , a civilization that managed infantry. Their unique unit is the jaguar warrior, very good against other infantry units, the Aztecs also have eagle warrior, this unit is very similar to Explorer horse at the age of the castles. This civilization can not build barns and your browser is the eagle warrior, despite this and no doubt is civilization that has the most powerful infantry in the game ..

single unit: Jaguar Warrior [anti-infantry infantry]
- Cost: 60 food and 30 gold
- points: 50 [75]
- Armor: 1 / 0 (2 / 0) - Attack: 10 (12)
- Special: Bonus big enough against infantry.

Jaguar Warrior Elite Jaguar Warrior

guerrerojaguar unique Aztec unit created in Castle Age. Infantry unit with a powerful Bunos against other units in the same range ..

Created on: Castillo Fuerte

against:

Infantry Weak against: Archers , Heavy Scorpions, Cavalry asses and


His role was heavy infantry of the army, facing the main body enemy. Had an advantage in the fight against lighter troops, who were caught by surprise and they were so unwise as to face the mighty warrior voluntarily jaguar. These warriors wore jaguar headdresses and clothing to simulate the skin of the jaguar. This cat was the fiercest predator in the jungles of Central America. In combat used an obsidian bladed sword called mace, although this was not capable of cutting steel weapons, the baton was a very sharp edge.

Improvements:

Attack - Forging, Casting of iron and blast furnace [Blacksmith]
Armor - Armor sheet, dimension mesh and plates [Blacksmith]
Vista - Crawling [HQ]
Speed \u200b\u200b- Landowners [HQ]
unit creation speed - Cam [Castillo]

Strengths

The Aztec have one of the best infantry in the game , as this has a bonus against all others, making it a strong civilization against others who handle the infantry as the main strategy, as is the case of the Goths . The Aztecs also have extremely good archers, warriors and monks eagle strong and versatile. The advantage of using infantry mixed with archers and monks made a civilization of the Aztecs feared in open maps. Speaking of the economy are of great advantage to have villagers who +5 food, improvements cost little and get to imperial age can increase his infantry +4 to their attack .. Disadvantages



Aztecs despite having almost all the improvements Blacksmith, of excellent champions and archers, not have a very important unit in the game, so, I mean the cavalry The disadvantage of not having this unit is remarkable when one is facing cavalry units attached to other equally powerful conquerors jenizarios, etc. .. Bonuses

cultural

- Villagers +5 ability to carry resources.
- military units created 15% faster.
- His monks earn 5 points of life every time you investigate an improvement.
- The team bonus is that gold relics generated a 33% faster.

Unique technology: floral Wars (+4 attack on the entire infantry)

Team Bonus:

- Relics generate +33% gold
- start with an eagle warrior, but without cavalry of
exploration - Villagers carry +5
- All military units created 15% faster
- Monks have +5 for each technology PR
monastery
Horse Archer finger tab Stable Heavy Cavalry Archers Purity of blood Paladin Armor dimension ship demolition Heavy Demolition Ship Tower bombing

ageofempires Units not available ageofempires unavailable Technologies ageofempires Buildings unavailable
Tactics deliveries donjon Gunner
manual tribute Tower Tower bombing
Alabardero
Camel Livestock
Armored Camel Ladronera
Rider Armor rings
Knight armor plates

Scout Cavalry armor plates
Hussar Banks
Architecture
tribute Tower
Galleon
Sierra Galleon gunship two hands
gunship elite Galleon Guilds
heavy Scorpion

siege cannon

Thursday, April 9, 2009

Anyone Masterbate In Front Of Family Members

Torres and monks


Monks
Torres and Torres

The
towers within the game are an extremely vital for the defense of any player.
At the beginning of the game, to be exact in the Middle Ages, you can only build an outpost that serves not to attack. When you reach Feudal Age can start building guard towers that have acceptable impact points and a moderate attack. In old age we can improve these towers for a stronger guard tower and later a donjon to get done more damage to the enemy. villagers can garrison towers and archers, and so in this way add strength to their attack. There are also Towers bombing and these are possible to create in the Imperial Age, the tower has the same scope but surely get to do more damage, these towers are perfect to attack weak units that can not withstand an attack from the barrel of the tower. The towers are resistant to the arrows of the archers but weak against infantry, siege rams, gun bombardment, the throws stones and galleon gunships ..

A skilled player knows you have to put towers in major resource centers even long before placing a camp to collect the resources available, although the weakness could be the fact that the towers have a minimum range so can not achieve drives that are at his feet, which is why reaching the age of Castles is recommended Matacanes use technology to eliminate the minimum range of the towers. The need to build towers stone, but as we all know all this scarce resource maps, usually provided there are an estimated ten thousand units of stone, so it is necessary and mandatory protect our stone mines as soon as possible or take over a mine enemy and get some advantage ..



Monks Monks are unique combat units. The monks can heal troops or convert enemy units in battle , but have no attack, are slow and die easily. monks all improvements need to be effective and increase their points of impact, extent of conversion and rapid in their movements. By using the strategy monks in gold cost us as improvements are very expensive, the monks are rarely used, but when faced with the Teutonic knights or elephants war is a great weapon that will help turn these units which are slow and take time to become the monk's no problem. But when executing an attack with monks to the units described above must ensure that they do not alcansen the monks, which is why we must join our monks cavalry archers or something to cover them while they perform conversions ..

monks against slow units are perfect because it gives them enough time to use the conversion, but the monks almost never be used against the archers, cavalry, archers and cavalry, as these units with the monks will sweep before they can convert, front the siege weapons are also useless to investigate the technology called Redemption , but not all civilizations get this improvement. If we use monks as attack should be remembered that we investigate the Enlightenment, the Holiness and Zeal Lyrics print, if not it would be best to use our monks only to recover the relics and heal our military ..


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Tuesday, April 7, 2009

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ships are vital components in a map with islands and water, without which the troops or units could not be transported from island to island , plus it must protect those ships carrying warships units, for sure the enemy will create their own units to thwart attacks on their base or transport of warfare units to their island. On maps of water fishing is a quick way to get food like sheep ground, and this means that if we are on a map where the main resource for obtaining food is the fish must build fishing boats and some war galleys to protect them and also the galleys not serve to fully explore the sea and thus gain important areas ostigar the enemy. This will give us an advantage in the game because fishing boats can destroy enemies, and maybe we'll win in the psychological field as your opponent may think many ships at sea to defend themselves and neglect the ground troops, but of course this is not 100% sure ..

The galley, the galley of war, the galleon and Viking dragon boat

The mainstay in the game where you should attack by sea is the line of galleys, as has a good range of fire and causes considerable damage, this unit is ideal against the galleon gunship and other boats that are not combat such as the fishing boat. This unit also is excellent for removing units that are clustered on shore and firing in a straight line. The weakness of the galley is the fire ship and the ship demolition is why when we move to a sea battle galleys we create A big attack to halt the demolition of vessels, which are easily removed by concentrating shooting full force on them, but can be fatal if the shots are ineffective against them ..

The fast fire ship fire ship and

The fire ship is an extraordinary complement to sea attacks as they have a deadly attack against the war galleys and galleons gunships, although this is very terrible against demolition vessels, which can make them removed from a quickly. The fire ship attack is a kind of stream of liquid fire with a very short firing range , so you should approach the enemy ships if they are to cause considerable damage.

The ship demolition and heavy demolition ship.

These units demolition from a logical point of view is a useful little unit, to ensure this is because I found that this unit does not do enough damage to a ship but it also takes two ships to bring him down. Using these vessels requires precision and practice, if you stop for a few seconds the advance of the vessel most likely is that we are giving the enemy time to sink our ship demolition. So in summary the only time you can use these ships in a way that is do damage when the enemy is distracted by other ships and when sused that directly attack the ships to destroy his fleet ..

The galleon galleon artillery and gunship elite

galleons gunships are a perfect weapon destroy any kind of buildings because they have a powerful shot and very good cause damage to buildings. But weak in the naval battle because the other ships can sail under the shot of his gun and approached him. However, if you want to destroy these weapons enemy islands protected by some fire-ships or galleys of war are great for this task because while eliminating the galleons gunships buildings the fire-ships or galleys will defend any enemy ship approaching them or attack. .


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Warships


This is the unit support any strike force is undoubtedly a complete unit with acceptable impact points, good armor and good offense. His only weakness may be the lack of speed. 's cavalry archers can kill infantry tactics to shoot and run, that's why speed is a point against infantry.

There are two lines of infantry: The swordsmen and lancers.

Note that the militia does not belong to any of these groups as it is simply a villager with some points of impact stronger than an ordinary villager ..

The warrior, the swordsman long sword, of Claymore, the champion, the invader of pastures, the pitcher of axes, the huscarls, the samurai, the knight of the Teutonic Order and the warrior in trance

strong infantry units are causing additional damage on buildings. Infantry from the beginning starts with very few guns, a paltry defense weaponry and sharp weapons, despite this improved when battles may end up in melee archers, fighters, camels, boobies and siege weapons. When facing infantry archers swordsmen must take them head on to cause damage, archery can hurt them at all, but there is a strong unit against the arrows, I mean the huscarls, but despite their resistance to the arrows this unit falls easily to the horse that is stronger and has more hit points. 's cavalry archers can kill no problem with large groups of infantry without ever suffering any damage in a battle where the number of units is the same.

The lancer, the booby and the yeoman

Lancers are units designed for easily kill the horse cavalry, the cavalry of camels and elephants, despite this against other units are weak and insignificant. Yet the advantage of this unit is that they get 18 points for injuring the cavalry, pikemen get 26 and injuring up to 30 elephants. This unit is very cheap because it only costs wood and food, so you can save gold to spend on other units, like the infantry suffer badly when faced with cavalry archers but the benefit of the Lancers also is against the cavalry archers. In the Feudal Age get a small increase in call tracking and vision in the Age of Castles a speed boost called Landowner ..


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Monday, April 6, 2009

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Infantry Light Cavalry, horse and camel ..


This is the most powerful unit in the game troops because it is quick, strong, tough, their points of impact are high, causing much damage to the enemy and is the only unit that moves quickly. Even archers are in trouble so fast that they are which can launch an attack on a group of archers in seconds without suffering much damage . The cavalry is undoubtedly the best unit to destroy siege weapons and archers on foot units. The cavalry is excellent for those times when you need a quick defensive force that can move quickly into enemy bases. The only unit that we have to fear when using cavalry in the game is the Lancer and the booby , since they have bonuses against cavalry. Within the game there are two lines of cavalry, the cavalry comes to horse and camel, the latter are simply weak counter units with special advantages against the cavalry horse .. Cavalry

exploration and light cavalry


The first line of cavalry is exploration cavalry, this unit is weak but light, falls easily to any type of infantry as has a very bad armor and its attack power is pathetic . In contrast, the light cavalry is far better because it has a better offense and better armor. The light cavalry is good against monks, since their resistance is better in comparison with other units . The light cavalry is ideal for destroying siege weapons and archers because of their speed, attack and hit points, However to other infantry and cavalry are particularly weak, and even much more if we speak of lancers and camels. This type of horse is very cheap and costs only food and because it is easy to produce ..

riders, knights, paladins and Byzantine cataphracts.

Jockeys are highly efficient units to attack the bases that are in a position far away from ours, since they get there quickly and can wreak havoc and disturbing the villagers of the enemy in the first minutes of age of castles . The cavalry is the unit that has the highest number of points of impact within play unit making it the most damaging. The riders have a good armor from the start with the points of attack and impact are perfect to end the siege weapons, monks, infantry and archers. The cavalry also to fear the camels and especially boobies, because both are units that have exorbitant advantages against them and because this can cause serious damage quickly when they are matched in number and much worse, if outnumbered, would become a horse carniseria ..

The camel, the camel with armor and Saracen Mameluke

Unit that has a powerful advantage against and war elephants against cavalry, camels have too many hit points and can bend like light cavalry if necessary, camels are also effective against monks and siege weapons, but have no armor plates , camels become an easy target for the archers and infantry. These camels are the only thing that is vital to fight against cavalry, camels are less expensive than the horse cavalry, but in reality very little. When faced with the horse cavalry is to produce best camels, but if we need some boobies gold settle the problem ..


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archers, fighters and artillery


These units are a special support unit to defeat an enemy infantry as the main strategy used. Archers can hurt enemy units from a distance , archers in groups can overwhelm the infantry long before this comes to hurt a goalie. The few advantages of the archers in the infantry is that the two units move at the same speed, this means that you can battle use "DNA hit run" that involves shooting and then fleeing the enemy, and thus kill the infantry without damage. The disadvantages may be archers that their arrows do not cause damage to buildings and much less to the siege weapons especially the rams, which are highly resistant to attack by this unit ..

Highlights: By using archers is extremely important to investigate ballistics technology, and all the technologies within the Blacksmith ..

There are three different units of archers: Archers walk, guerrillas and cavalry archers. There is also gunner on hand, but this does not fit any category ..

Archers walk

The archer, the archer, the archer of English long shot, the keeper of feathers Mayan and Chinese chukonu

These units are the difference between victory and defeat when units infantry and cavalry develop their battle. We talked about the advantages of archers which were the long-range shooting and ending infantry before this came to harm. The trouble is that the archers have few impact and its speed is slow shooting.

In a battle if the cavalry and infantry approaches a small group of archers, will be defeated without any resistance, which is why its best use is to cover the infantry or cavalry while they are in combat with other units. I've always said the best combination are archers and horsemen, because if the enemy spearmen or pikemen used to knock my units, archers are responsible for them apart from the road. The foot archers are great against infantry, monks, and sometimes against the Persian war elephants, but archers against the siege onager have assured defeat as archers shooting must stand still to slopes devastating attack of wild asses, other archer units are effective against a guerrilla , these units gain great advantage to archers hurt ..

The guerrillas and the guerrillas of elite


The guerrillas are quintessential counter-units against foot archers and cavalry archers as it causes great damage to these units. To start the game the guerrillas have the armor plates and therefore can avoid damage when facing archers, in fact to do a test which consists of 40 guerrillas confront Byzantine against 40 English archers latter lost hopeless. The wonderful thing guerrilleros es que solamente cuestan madera y comida . Pero claro ante otras unidades son muy pobres al tener pocos puntos de impacto, los guerrilleros también son efectivos contra los monjes y hacen daño de igual manera a los edificios como cualquier unidad de arquero. La estrategia mas fiable es crear guerrilleros de elite al enfrentarse a jugadores que utilizan ingleses o mongoles ya que estas civilizaciones son especialmente de arqueros, pero cuidado si un grupo de guerrilleros se enfrenta a la caballería o a los onagros de asedio, es muy mala decisión crear guerrilleros cuando el enemigo este mandando caballería..

Arqueros a Caballo

La caballería archers, heavy cavalry archers and Mongol Mangudai

's cavalry archers is the unit most complete game since these units combine the mobility of cavalry with remote release of foot archers , in a test done it is found that slightly more powerful since they have more points of impact in comparison with the other archers. With the mere fact that they move as fast as the cavalry, cavalry archers no problem destroying the infantry, monks and slow units, such as war elephants with tremendous ease, and that fire and away to shoot again without suffering major damage. Although powerful succumbs to the cavalry, but you can also use the trick to shoot and run and so the cavalry will cause less damage than expected ..

Despite all this, cavalry archers is weak against siege weapons and ineffective against buildings, despite having less mobility have aim that the archers on foot. The counter units are cavalry archers, spearmen guerrillas and camels, as all three earn points for attacking cavalry archers. The cavalry archers is expensive to operate and cost as much as the riders but these need wood instead of food. 's cavalry archers benefits from improvements in the smithy of the archers, not improvements cavalry. However, the cavalry archers benefit from the speed level of livestock .. Gunners

Manuals and Turkish Janissary

Although they have a very wide range of fire from the start even higher than any other unit of archers, unfortunately do not benefit from the level of firing range of any unit of archers in the blacksmithing, so the archers have better improved firing range, despite the hand-gunners that cause great damage to your enemy by shooting, 17 points of damage, not benefit from the improvements of attack. The bad thing is its gunners shot speed is too slow, almost half of that of an archer and occasions not harm the target by the lack of marksmanship as they usually fail one out of five shots , for this very reason gunner can not shoot the same amount of shots that the goalkeeper to stand before an enemy approaches them. This unit is expensive, and food costs rather than wood as well as archers, but although this is effective against buildings, infantry and cavalry, but in the wrong hands these units are very effective .. Emphasizing

above this unit is effective against infantry, cavalry, war elephants buildings and getting 10 points of damage per shot against the latter . The gunner on hand is much better attacking the archer infantry on foot, but if they have to face the improved ballesteros the best choice would be the archers and they cause a damage of 10 points and 17 hand gunners but the archer fires twice for each hand firing of artillery, plus the archer misses the mark always while the gunner fails one in five shots.


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