Aztec (infantry and monks)
A. Villagers carry +5
B. the army's production speed is accelerated 15%.
C. Learning the skills of each monk can increase the life of the monk by +5.
National Characteristics and Basic Strategies of Conquerors: Persia
Persia (cavalry country)
A. Initial resources: wood and food +50
B.the health level is twice that of the town center and the wharf.
C villagers' work efficiency was+10% in feudal times,+15% in castle times and +20% in imperial times.
Featured arms: war elephant (cavalry, price 200F75G, upgraded elite 1600F 1200G, suitable for attacking buildings, and lethal to all nearby troops).
War elephant (health: 450, attack power: 15A: 1 shield: 2, range: 0)
Elite war elephant (health: 600 attack power: 20 armor: 1 shield: 3 range: 0)
After reaching full level (health: 620, attack power: 24 armor: 4 shields: 7 range: 0)
Featured technology: Elephant Watcher (300F300G, elephants move 30% faster)
Team reward: the attack power of cavalry on archers is +2.
Other considerations:
A. There is no weak crossbowmen in the shooting range, no two-handed swordsmen and champion swordsmen in the barracks, and no heavy slingshot in the siege weapons field.
B. there are no fortresses, turrets and reinforced walls.
C. There is no shipyard technology in the dock, no redemption, holiness, atonement, heresy and enlightenment technology in the monastery, and no spy/betrayal technology in the castle.
D The blacksmith shop has no wrist guard technology, and the university has no technology to strengthen city walls, siege technicians, turrets, forts and pedal cranes.
Commonly used gameplay:
A. Dark Age: People have always thought that Persia is a fast and excellent nation. The extra villagers (50 grains) are very practical whether they go to build barracks near their opponents' hometown or kill deer and steal pigs to find sheep, but you must upgrade the loom before considering such actions.
B. Feudal times: Because the initial resources are slightly more than other nationalities, Persia will upgrade to feudal times faster than other nationalities, so fasting is also a popular style of play in Persia. Villagers+10% work efficiency will make your economic advantage more obvious. Can develop the economy, constantly harass and even give opponents a fatal blow.
C. Castle Age: As a cavalry nation, it is of course necessary to take knights as the main attack unit. Because cavalry has +2 attack power on archers, we can consider producing fewer elephants, but they are used to attack the city rather than kill people. As for defense, consider using spearmen to defend against long swordsmen. Because the town center is twice as healthy, Persia is a difficult country to conquer.
D. Imperial Age: Persia in the imperial age was a first-class nation because of its comprehensive economy and technology. Jibing+heavy crossbows, Jibing+artillery, Ranger Sea, powerful clear sea and even more terrible war elephant sea (with crossbows) can make your opponents run away.
Summary: In order to keep up with the resources in the late Persian period, a population of more than 1 20 people is needed, and trade wagons are also essential in the group battle. Persian team rewards can make cavalry less dependent on archery guards and send enemy archers to the west faster. Besides, I have to mention the monk. Everyone thinks it is the bane of Persian elephants. However, in the real battle, just a few monks can't compete with the elite elephants of the brigade and other Persian arms. In short, when it comes to conquerors, Persia can rank first from darkness to imperial times.
Recommended combination: elite war elephant+heavy crossbow
National Characteristics and Basic Tactics of Conquerors (IV): Britain
4. Britain (Walking Bow Country)
A. The cost of the town center in the castle era -50% wood
B. The range of the footmen (except spearmen) in the Castle Age is+1, and that in the Imperial Age is+1 (cumulative +2).
C. Shepherd work is 25% faster.
Featured arms: long archer (foot archer, price 35W45G, upgraded elite 850F850G, long-range powerful shooter)
Longbow soldier (health: 35, attack power: 6 armor: 0 shield: 0 range: 5)
Elite longbowman (health: 40 attack power: 7 armor: 0 shield: 1 range: 6)
After full level (health: 40, attack power: 1 1 armor: 3 shields: 5 range: 12)
Featured technology: Yeomans (750W450G, range of step archer+1, range of tower +2)
Team Award: The shooting range is 20% faster.
Other considerations:
A. There is no ring in the shooting range. There are no Parthian tactics, musketeers, camel soldiers, rangers and powerful light cavalry in the stables. There are gunboats and turrets in the dock.
B There is no redemption, atonement and pagan technology in monasteries, turret and pedal crane technology in universities, drilling and quarrying in mines and crop rotation technology in mills.
C. There are no heavy catapults, heavy collision vehicles, heavy crossbows and artillery in the field of siege weapons.
Commonly used gameplay:
A. Dark Age: The advantage of shepherding allows Britain to keep strangers in the dark age, so as to make up for 500F faster and jump into the next era faster. However, if only four sheep are found at the beginning instead of the usual eight, Britain may become very poor.
B. feudal times: consider fasting. Fast shooting range efficiency can enable you to achieve your goal. But the obvious advantage of Britain is not feudalism, so if you are not sure, you'd better hurry up to the city!
C. Castle Age: During this period, crossbowmen (throwing spears) and pike tactics can be considered. Since the speed of promotion to the city is faster than that of other ethnic groups, you don't have to worry too much about the attack of siege weapons on you, or you should be equipped with some Qingqi or knights. Due to the reduction of wood cost in the town center, you can consider twin-city town center or multi-town center, which will make you produce villagers faster and make your economic advantages more obvious.
Longbow soldiers can consider a small amount of production, but it is not very useful in the castle era.
D. imperial age: of course, the main arms are elite longbowmen. Cheap cost, strong attack power, and the ability to attack the long range of the castle all make the elite longbow soldiers become first-class castle arms. What needs attention in this period is to dig more stones, and at the same time, because the longbowmen need wood gold, there is no conflict with the people in the town center at all, so you can steadily advance to the enemy's position. The basic force configuration is longbow+halberd+medium catapult, and the champion swordsman and halberd in defense can easily complete the task.
Summary: Britain is the strongest archer kingdom, but unfortunately there is no ring technology, which makes the long archer have a long range in the air, but the accuracy is not high. In actual combat, they belong to a medium-sized country, and they may have some defensive difficulties when they meet a powerful cavalry nation.
Recommended combination: elite longbow+halberd+CIC; Elite longbow+halberd+champion swordsman
National Characteristics and Basic Tactics of Conquerors (5): Frank
Frank (cavalry country)
A. Castle fee -25%
B. cavalry health +20%
C. Free upgrade of farmland in feudal times (mill needed)
Featured arms: Axthrower (infantry with long-range attack characteristics, price 55F25G, upgraded elite 1000F800G, suitable for attacking buildings).
Axe Thrower (Health: 50 Attack Power: 7 Armor: 0 Shield: 0 Range: 3)
Elite Axe Thrower (Health: 60 Attack Power: 8 Armor: 1 Shield: 0 Range: 4)
After full level (health: 60, attack power: 12A: 4 shield: 4 range: 5)
Featured technology: barbed axe (400F400G, attack distance of axe thrower+1)
Team reward: cavalry vision plus 2.
Other considerations:
A. There is no ring in the shooting range, Parthia's tactical skills, crossbowmen's weakness and barracks' lack of guard skills.
B. There is no blood in the stable, no camel soldiers, no powerful light cavalry, and no heavy slingshots and heavy collision vehicles in the siege weapons field.
C there is no shipyard technology, no elite gunboats, fortresses and turrets in the dock, no redemption and atonement technology in the monastery, and no engineering technology in the castle.
D. The blacksmith's shop has no archer's armor lock, wrist guard and blast furnace technology, and the university has no preheating shooting, turret and fortress technology.
E. There is no stone drilling industry in the mining area, no saws in the logging yard and no guild in the market.
F French Ranger's health after full level: 192, attack power: 18, armor: 5, shield: 7.
Commonly used gameplay:
A. Dark Age: There is basically no economic advantage, but if all the pigs and deer are killed, the advantage of farming in feudal times can be said to be very limited.
B. feudal times: feng kuai was not suitable for frank at all, so the best way was to quickly build a wooden fence and rise to the castle age!
C. Castle Age: The low cost of castles can help you build more castles and town centers. The main arms of this period should be axe throwers and knights, which can basically resist any combination of attacks.
D. Imperial Age: The castle storm in this period made the axe thrower form an unprecedented scale. It is better to build fewer rangers, because its training cycle is too long and the cost is expensive. You can consider the combination of elite axe hand and heavy crossbow. If you have four or five stables at the same time, you can also consider the combination of ranger and elite axe thrower, but pay attention to your gold storage. You'd better finish the battle before the gold disappears, or you'll arrive later.
Frank, who depended on gold for everything during the imperial period, would become very fragile.
Summary: Frank's strong stage is from the castle to the early imperial era, and later Frank will be vulnerable because of the lack of gold. If there is an alliance, do more trade cars! Throwing axes and halberds can effectively protect your rangers and giants from being destroyed by the enemy.
Recommended combination: elite axe thrower+halberd+heavy crossbow; Ranger+Elite Axthrower+Heavy Crossbow
National Characteristics and Basic Tactics of Conquerors (6): Korea
Koryo (tower and navy group)
A. Villagers' vision +2
B. stone collection speed is increased by 20%.
C. Free upgrade of the tower (turret only needs to learn chemistry)
D. Taling Castle Age+1, Empire Age +2
Featured arms: A. Chariot (archer, price 80W60G, upgraded elite1000F800g);
B. Turtle boat (200W200G, upgraded elite 100F800G, close-range sea killer)
A. Chariot (health: 150 attack power: 9 armor: 0 shield: 3 range: 4)
Elite chariot (health: 200 attack power: 9 armor: 0 shield: 4 range: 5)
After full level (health: 200, attack power: 13A: 3 shield: 8, range: 9)
B Turtle Boat (Health: 200, Attack Power: 50, Armor: 6, Shield: 5, Range: 6)
Elite Turtle Boat (Health: 300 Attack Power: 50 Armor: 8 Shields: 6 Range: 6)
After reaching full level (health: 300, attack power: 50, armor: 8, shield: 7, range: 6)
Featured technology: Shenli (800W500G, ejection range+1, 30 extra attacks on buildings)
Team reward: Slingshot range+1.
Other considerations:
A. There is no Parthian tactical technology in the shooting range, no bloodline technology in the stables, no camel soldiers and rangers, no blasting ships at the dock, and no elite gunboats.
B There is no redemption, atonement, heresy or technological inspiration in the monastery, and there are no fences, engineers, spies/traitors in the castle.
C. There are no heavy crossbows and heavy collision vehicles in the field of siege weapons.
D. The blacksmith's shop has no blast furnace, the cavalry has steel armor technology, and the mill does not rotate.
Commonly used gameplay:
A. Dark Age: Since South Korea has the fastest quarrying speed of 20% and the strongest arrow tower, it is possible to start digging stones in the dark age and then attack others with feudal towers.
B. Feudal times: although villagers' vision +2 had the advantage of quarrying at the same time, it had no economic advantage in the two most useful resources in the early days-grain and wood. Therefore, instead of attacking others with towers, it is better to build several towers in your own resource area to defend yourself. After all, South Korea is not a fast-paced country.
C. Castle Age: The most common way to play is to build a castle immediately after entering the city, because the attack power of Korean chariots cannot be ignored. If it is a naval battle, South Korea also has the sea overlord Korean turtle boat. In addition, Korean catapults can also be used as the main arms because of their long range, but they must be equipped with long guns to prevent cavalry from attacking. Another tactic is to use the cover of champions, halberds and chariots to let farmers keep building arrow towers, because South Korea's arrow towers can be upgraded for free, and their attack power is stronger than that of other nationalities, which will greatly save resources.
D. Imperial Age: The appearance of turrets will greatly enhance Korea's attack and defense. With the North Korean chariots upgraded to full level, they can storm outside the town center, and the attack power of heavy throwing and musketeers can not be ignored. In actual combat, there is basically no opponent to cooperate with Ji Bing and the champion.
Summary: Korea belongs to a typical increasingly powerful nation. Due to the lack of early resource advantages, the dark feudal era should focus on defense, and the castle era began to rank among the military powers, with almost no opponents in the imperial era. South Korea's weakness is to focus on the bow and arrow system. Due to the lack of blast furnace technology and top cavalry, it is somewhat fragile in front of the Ranger Sea, the Gothic Guard and Eagle Warrior with strong arrow defense. At this time, a certain number of halberds or champion swordsman musketeers can make up for its shortcomings.
Recommended combination: Korean chariot+halberd+champion swordsman; Heavy slingshot+halberd; The peasant tower riot guarded by the army is an alternative way of playing.
The National Characteristics and Basic Strategies of The Conqueror VII: Goth
Goths (infantry nation)
A. Infantry consumption in the Castle Age-15%, and in the Empire Age -25%.
B. Damage of infantry to buildings+1
C villagers attack wild boar by +5, and hunters carry food by+15%.
D. The largest population in the imperial era +5%
Features: Guard (infantry, price 80F40G, upgraded elite 1200F550G, suitable for attacking archers and buildings)
Guard (health: 60 attack power: 10 armor: 0 shield: 6 range: 0)
Elite Guard (Health: 70 Attack Power: 12A: 0 Shield: 8 Range: 0)
After full level (health: 70, attack power: 16A: 2 shield: 10, range: 0)
Characteristic technology: anarchy (450F250G, production barracks guard); Perfusion (400W600G, training speed in barracks is 50% faster)
Team Award: The training speed of barracks is 20% faster.
Other considerations:
A. There is no weak crossbowmen in the shooting range, no ring, Parthian tactical technology, no camel soldiers and rangers in the stables, no dock technology and no elite gunboats.
B there are no warning towers, forts, turrets, gates, city walls and siege weapons fields, and there are no heavy catapults and heavy collision vehicles.
C there is no technology of redemption, atonement, heresy and engraving in the monastery, and there is no technology of fence, spy/betrayal in the castle.
D. The blacksmith shop has no technology of cavalry armor and infantry armor, and the university has no technology of strengthening city walls, siege technicians, guard towers, forts and turrets.
E. There is no drilling and gold mining industry in the mine.
Commonly used gameplay:
A. the dark ages: the advantages of goth in the dark ages cannot be ignored. Needless to say, the speed of killing deer, the villagers' attack ability on wild boar +5, coupled with clever and fast exploration technology, can quickly kill the pigs in the opponent's hometown, thus completely destroying his attempt to fast.
B. Feudal times: The advantage of the rapid dispatch of troops by military camps may have fired the first shot of feudalism, but once the situation is not as favorable as expected, it is best to rise to the city as soon as possible. Because there is no wall, Goth is not suitable for defensive counterattack tactics.
C. Castle Age: The advantages of Gothic infantry began to appear in the castle age. Low cost enables you to mass-produce sword soldiers, spearmen and Gothic guards. If you cooperate with a certain number of light cavalry and siege equipment, it will be invincible
D. Imperial Age: Full-scale Gothic guards have four advantages-low cost, fast production, fast movement and strong ability to destroy buildings. With champion swordsmen, halberds, musketeers and powerful light cavalry, all immediate obstacles can be completely destroyed.
Summary: Without the city wall, the initial economic advantage was not obvious, which made Goth a weak second-rate nation before the feudal era. However, as long as it enters the castle era, Goth can be called the nightmare of the bow and arrow people. Strong arrow defense makes long archers and even crossbowmen at a loss when facing. Characteristic technology makes Gothic's "sea of people tactics" one of the most horrible tactics among conquerors. The only drawback is that this nation will have some difficulties in the face of a powerful cavalry nation, but the timely appearance of halberd soldiers can easily solve this problem for it.
Recommended combination: Gothic Guard+Powerful Qing Qi+Ji.
National Characteristics and Basic Tactics of Conquerors (8): Celts
Celtic (infantry nation)
A. the infantry moves faster 15%.
B logging speed is 15%.
C. The firing speed of siege weapons is increased by 20%.
D. the sheep in the field of vision cannot be transformed.
Features: Indigo Raider (fast infantry, price 65F25G, upgraded elite 1000F800G, suitable for attacking buildings)
Indigo Raider (Health: 65 Attack Power: 8 Armor: 0 Shield: 1 Range: 0)
Elite Indigo Raider (Health: 80, Attack Power: 13A: 0 Shield: 1 Range: 0)
After full level (HP: 80, attack power: 17A: 3 shield: 5, range: 0)
Features: Celtic fanaticism (750F450G, siege weapon unit +50% health)
Team bonus: production speed of siege weapons field +20%