Detailed instructions for use are in the User's Guide.
[. . . ] Game Reference
Cycle through last 5 sound events Cycle through idle villagers Cycle through idle military units Cycle through Barracks, Markets, Archery Ranges, etc. Center view on selected unit Assign group number to units Select group assigned to this number Select this group in addition to currently selected units Display game time Display online tech tree Display score Select all units of one type Garrison selected unit(s) Delete selected unit or building Pause game Display chat interface Select Town Center Capture screenshots of your victory
Middle mouse button or HOME key PERIOD ( . SPACEBAR CTRL+19 19 SHIFT+19 F11 F2 F4 Double-click a unit of that type ALT+right-click building DELETE key PAUSE key ENTER key H PRINT SCREEN key (bitmaps are saved in the game install directory, e. g. , AoE0001. bmp, AoE0002. bmp)
Age of Empires II: The Age of Kings
Build House Build Farm Build Tower Build building Build military building Rebuild expired Farm
villager, Click a villager, then
Press B, then E Press B, then F Press B, then T B+hotkey for the building V+hotkey for the military building Right-click Farm
0102 Part No. X08-71534
Information in this document, including URL and other Internet Web site references, is subject to change without notice. [. . . ] Mills might be owned by a local lord, a monastery, or a local entrepreneur. The profits of mills led to conflict and competition, and the right to grind grain for a community had to be paid for and defended. They became part of the rising middle class of merchants and craftsmen that grew in importance as the Middle Ages progressed.
Farms provide a renewable source of food. Each Farm provides a limited amount of food before it goes fallow and must be rebuilt. To rebuild a Farm, select a villager, and then right-click the expired Farm. You can increase the production of your Farms by researching Horse Collar, Heavy Plow, and Crop Rotation (at the Mill).
The technology of farming was carried forward into the Middle Ages and improved. Northern European soils were often rich glacial deposits hidden under dense forests. Over the course of the Middle Ages, much of this land was cleared and converted into farms. Key technology improvements in farming were the improved horse harness, the heavy plow, and crop rotation. The new horse harness did not choke the animal and increased pulling power. Farms in Europe were largely communal affairs where each family received the produce of several rows in the field. The production of some rows went directly to the local lord as his rent
The Mining Camp is used to deposit stone and gold and research your stone and gold mining. Build Mining Camps near stone or gold mines to gather these resources faster.
Mining continued throughout the Middle Ages, especially for iron, salt, copper, tin, gold, coal, and silver. The invention of gunpowder greatly increased demand for
Chapter VI - Buildings
sulfur and saltpeter. By 500 AD, valuable surface deposits were rare and mines had to be driven into the earth. The desire to improve mining productivity and safety led to many important technology improvements. Early tramways for pulling ore carts out of mines foreshadowed railroads of the future. The demand for more powerful mine shaft pumps to pull out water and push in fresh air eventually led to steam engines.
The Lumber Camp is used to deposit wood and research woodgathering improvements. Build Lumber Camps near forests to gather wood faster.
The great forests of Dark Age Europe were an important natural resource that was converted into wood for building and firewood for fuel. With one man above ground and one in the pit, a long iron saw was used to rip boards from the log. In the Middle Ages, better technology was developed to use water or animal power to drive iron saws and increase productivity.
The Dock is used to build ships, research naval technology, and trade with other civilizations. Dock units can be garrisoned inside the Dock if you set a gather point there while the units are being created. [. . . ] Their value to sea coast communities increased as the demand for sea trade and war ships increased. Expert shipwrights built sturdier ships at a lower cost.
Chapter VIII - Technologies
Town Center House Mill Mining Camp Lumber Camp Dock Farm Fish Trap Market Blacksmith Monastery University Wonder
x Building Attributes
III I I I I I I II II II III III IV I II II III III II I II III I II III IV IV
Cost: W=wood, S=stone, G=gold
275W 30W 100W 100W 100W 150W 60W 100W 175W 150W 175W 200W 1000 W, S, G 175W 175W 175W 650S 200W 30S 2W 5S 5S 25W, 25S 125S, 25W 125S, 25W 125S, 25W 125S, 25W
2400 900 1000 1000 1000 1800 480 50 2100 2100 2100 2100 4800 1200 1500 1500 4800 2100 2750 250 1800 3000 500 1020 1500 2250 2220
ATTACK GARRISON RANGE
5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 11 0 0 0 0 0 0 5 6 7 120 15 0 0 0 0 10* 0 0 0 0 10* 0 0 10* 10* 10* 20 10* 0 0 0 0 0 5 5 5 5 6 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 8 0 0 0 0 0 0 8 8 8 8
Barracks Stable Archery Range Castle Siege Workshop Gate Palisade Wall Stone Wall Fortified Wall Outpost Watch Tower Guard Tower Keep Bombard Tower
* Units can be garrisoned here only if a gather point is set on the building while units are being created. Units garrisoned in towers, Town Centers, and Castles add attack and range.
Militia Man-at-Arms Long Swordsman 2H Swordsman Champion Spearman Pikeman Berserk Elite Berserk Samurai Elite Samurai Teutonic Knight Elite Teutonic Knight Throwing Axeman E Throwing Axeman Woad Raider Elite Woad Raider Huskarl Elite Huskarl
Pts ack mor nge ed Special Cost Hit A t t A r R a Spe 60F, 20G 40 4 0/0 0 S 60F, 20G 45 6 0/0 0 M Attack bonus vs. buildings, archers
Archer Crossbowman Arbalest Skirmisher Elite Skirmisher Cavalry Archer Hvy Cav Archer Hand Cannoneer Chu Ko Nu Elite Chu Ko Nu Janissary Elite Janissary Longbowman Elite Longbowman Mangudai Elite Mangudai 25W, 45G 25W, 45G 25W, 45G 25F, 35W 25F, 35W 40W, 70G 40W, 70G 45F, 50G 40W, 35G 40W, 35G 60F, 55G 60F, 55G 35W, 40G 35W, 40G 55W, 65G 55W, 65G 50F 30 4 0/0 35 5 0/0 40 6 0/0 30 2 0/3 35 3 0/4 50 6 0/0 60 7 1/0 35 17 1/0 45 8 0/0 50 8 0/0 35 15 1/0 40 18 2/0 35 6 0/0 40 7 0/1 60 6 0/0 60 8 1/0 25 3 0 0 0/0 0/0 0/0 4 5 5 4 5 3 4 7 4 4 8 8 5 6 4 4 0 9 0 M M M M M F F M M M M M M M F F
Attack bonus vs. [. . . ]