The Saracens have a reduction of the trading fee to 5% as one of their civilization bonuses. For many civilizations, the 30% fee can be reduced to 15% by researching Guilds. However, this includes a 30% fee and each time a resource is sold, the price of that resource will be lowered for all players. The Market allows the player to sell food, wood, or stone for gold. The Spanish team bonus increases the amount of gold returned by trade units by 33% (Now 25%), and also in The Forgotten, the Indian unique technology, Sultans, allows Trade Carts to produce 10% more gold. Unlike in Age of Empires, trade does not require resources to be spent aside from the initial cost of the Trade Cart or Trade Cog. The farther the distance between the two docks, the more gold is generated. Trade Cogs travel between docks to generate gold.
The farther the distance between the two markets, the more gold is generated.
ALL AGE OF EMPIRES GOLD EDITION UNITS UPGRADE
The lowest cost for one of these Elite upgrade is 1,100 resources total (for the Mameluke) and the most expensive costs 2,800 resources (for the War Elephant). The cost of the Castle-based unique units' "Elite" upgrades varies significantly.Contrary to what the in-game Lithuanian and Polish technology trees state, the Winged Hussar is not a unique unit, but rather a regional unit available to two civilizations.Siege that blast fortifications and formations upgrade of the Bombard Cannonīrutal infantryman whose war hammer tears the armor from enemy units Siege that protect the units positioned behind them *Shared via the Cuman Mercenaries technology (Limited to 10 per player)Ĭavalry whose attack is increased every 40 secondsĪnti-cavalry infantry upgrade of the already existing Villagers The Last Khans (Definitive Edition) CivilizationĬavalry that turns into an infantry after deathĬavalry archer that fires multiple arrowsĬavalry whose attack is unaffected by armorĬavalry that generates gold when attackingĪnti-cavalry camel with self-destruct attack Ship that fires arrows with splash damageĬheap and weak infantry that only takes half a population spaceĪnti-archer javelineer upgrade of the Elite Skirmisher Note: The Huns can train Tarkans at the Stable after researching Marauders.Īnti-cavalry camel upgrade of the Heavy Camel Rider Note: The Goths can train Huskarls at the Barracks after researching Anarchy.Ĭheap, fast moving, archer with high hit points Slow, heavily armored infantry with powerful attack 15 Archers (including 8 cavalry archers)Īnti-infantry cavalry, resistant to attack bonusesįast attacking, anti-unique unit infantryįast attacking, anti-siege cavalry archerĪnti-cavalry camel with ranged melee attack.It is the only unit that has an attack bonus against unique units. It is worth noting that the Samurai possesses an attack bonus against all unique units (including itself) except Imperial Camel Rider, Imperial Skirmisher, and Houfnice, which are technically just unique upgrades. The upgrade is always available in the Imperial Age. Shared unique units are team bonuses.Īpart from the Imperial Camel Rider, Condottiero, Imperial Skirmisher, and Houfnice (three of which can be considered unique upgrades), all unique units are available in the Castle Age.Īll but six ( Slinger, Condottiero, Imperial Camel Rider, Missionary, Imperial Skirmisher, and Houfnice) unique units have an Elite version that possesses overall superior statistics. A team containing an Italian, Berber, or Vietnamese player will have access to the Condottieri, Genitours, or Imperial Skirmishers, respectively. Shared units, however, fill a different and broader niche since their nature means that they can be used by other civilizations in addition to their own by simply allying with their native factions. As the name suggests, a Castle unit can only be trained at a Castle (except Huskarl, Tarkan, Serjeant and Konnik - see the list below), while non-Castle units are created elsewhere ( Longboat, Turtle Ship, Missionary, Slinger, Imperial Camel Rider, and Caravel).
There are roughly three categories of unique units: Castle units, non-Castle units, and shared units. Since that was changed, the civilizations with two unique units gain the advantage of instant access to a unique unit once the Castle Age is reached.