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GameSpot's Guide to Age of Empires (back to home page)This will open a small remote window for navigating this guide
General Tips and StrategiesThe Civilizations you can playThe Units you can commandThe Buildings you can raise (and raze)Campaign walk-throughsExpert tips from two AOE programmers!Table of Contents
Miscellaneous Units | Infantry | Archers | Cavalry | Siege Weapons
Boats and Ships
| Towers

The UnitsSoldiers Page 2 of 15
Miscellaneous Units

Villager
Villagers
Available in: Stone Age
Prerequisites: Build Town Center
Cost: 50 meat
Hit points: 25
Attack: 3
Armor: N/A
Range: N/A
Speed: Medium

Key Research: The market yields the important research that lets your villagers perform their tasks better. Undoubtedly the wheel is the key research item, letting your villagers move 30 percent faster. Beyond that, there are four research branches, one each for woodcutting, stone mining, gold mining, and farming. These are all helpful, though if you're not going to do much stone mining, for example, there is little need to research that branch.

The other major research building is the Temple. In the Iron Age you can research Jihad, which turns your villagers into better attackers, but at the expense of their ability to gather resources effectively.

Civilizations with bonuses for Villagers: Assyrian (+30 percent speed), Babylonian (+30 percent stone mining), Egyptian (+20 percent gold mining), Minoan (+25 percent farming), Persian (+30 percent hunting, -30 percent farming), Shang (-30 percent villager cost), Sumerian (+15 hit points for villagers).

Villager Tips: If you are low on wood, you can have several villagers work a farm. To get rid of a villager, select him and press Delete. (This works for any unit or structure.) Villagers can be handy to repair walls and towers when you're attacked.

Priest
Priest
Available in: Bronze Age
Prerequisites: Build Granary, Market, and Temple
Cost: 125 gold
Hit points: 25
Attack: N/A
Armor: N/A
Range: 10 (for conversions)
Speed: Slow

Key Research: The Temple can yield: Astrology (faster conversions), Mysticism (more hit points), Polytheism (increases speed), Fanaticism (increases Priests' rejuvenation after conversion), Monotheism (can convert enemy buildings and priests), and Afterlife (increases conversion range).

Civilizations with bonuses for Priests: Babylonian (+30 percent faith rejuvenation rate means they can convert more often), Choson (-30 percent priest cost), Egyptian (+3 conversion range).

Priest Tips: Priests are invaluable when you're building a Wonder and expect to be besieged. They can play havoc with the enemy outside the walls by converting key enemy units. You must constantly protect them, however, as they'll fall quickly to the sword. Keep in mind that chariot units are twice as resistant to conversion as other units. You can build walls around your city to protect your priests, but on the battlefield you must protect them with troops.

Make sure you assign hotkeys to your priests, so you can select them with the keyboard and rapidly target the enemy to convert them. Every second, a priest has a base 30 percent chance to convert a targeted enemy, which they'll continue to attempt until they're either successful or the enemy moves out of range. After a priest converts an enemy, his faith must rejuvenate before he can attempt another conversion. If multiple priests attempt to convert a single enemy, they each have a base 30 percent chance of being successful, but each will have to rejuvenate his faith no matter which priest is successful with the conversion.

Priests can also heal your troops. If you move your wounded units close together, you can assign your priest to heal one unit, then he will automatically proceed to heal the others one at a time.

But priests cannot heal ships, so use villagers to repair them.

Priest Killers: How do you deal with these pesky clergy? Chariots are especially resistant to conversion, dealing double damage to priests with their attacks. Chariot archers are just as resistant and deal triple damage. If you don't have either troop, use either fast troops, like scouts, or area-affect siege weapons.

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