| RANDOM NOTES | ||||||||||||||
| 1 | In team games, the enemy cannot see the flare on the mini-map. | |||||||||||||
| 2 | The page up and page down allows the chat log to be viewed. | |||||||||||||
| 3 | In -game
Team Communication: Press enter and type to speak only to team (default in team games) Press enter and type " * statement" to send a message to all players Press enter and type " # statement" to talk to send a message only to enemies |
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| 4 | If there are several unit types in one group and give a special formation, click the formation button twice (if 2 unit types in a group such as pikemen and Swiss pikemen) to avoid only the one selected type of unit from accepting the command. This must be performed even if all of the units have the same stances. | |||||||||||||
| 5 | If population space is not available for another factory cannon, the cannon will not wait until the required population space is free (for example, must have 7 population space free for a heavy cannon). The factory will start creating another and the time spent spawning will be wasted. Change the factory to a resource once population space is full. | |||||||||||||
| 6 | The fire pit will spawn units until population space is full. Once full, it will wait until at least one population space is available (even if the unit requires 2 population slots). If the dance is changed while waiting, and then changed back to spawn units, this time will be lost and must start spawning all over. | |||||||||||||
| 7 | The cavalry bonus damage vs. other cavalry only applies against hand cavalry. For instance, dragoons do not get bonus damage versus other dragoons, Ruyters, war wagons, cavalry archers, Manchu, etc. | |||||||||||||
| 8 | Mercenaries and other military home city shipments can be sent to base if at least 1 population space is available. | |||||||||||||
| 9 | Church and Native mercenaries can be sent anytime, population space does not matter. | |||||||||||||
| 10 | Native military units can be trained independent of the space. However, native units have population restrictions depending on the type of native. | |||||||||||||
| 11 | Minutemen take space once they are trained, but population space does not need to be available to summon them. On the other hand, Native Warriors require population space available in order to be spawned. | |||||||||||||
| 12 | How to Herd: Hold shift and shift click a settler on the other side of an animal pack (the animal closest to TC) and shift click attack it. After the animal is dead, wait approximately 10 seconds and repeat with the animal closest to the TC but do not kill it. This will cause the herd to run to the TC and can be repeated. If the herd is shot again before 10 seconds has passed, the animal or herd will not move (already spooked). Once the animals are herded closer to the TC, wait 10 seconds, then shoot another animal towards the direction of the TC, but do not kill it, and repeat. | |||||||||||||
| 13 | Silk road effects trading posts when upgraded and set to resources. | |||||||||||||
| 14 | The Native treaties card can be sent before a native TP is built. After a TP is constructed on a native location, the natives are sent. | |||||||||||||
| 15 | Widescreen Users: Alt + enter makes windowed mode into full screen or vise versa. It is easier to go to the Options / Graphics Options and deselect "Windowed Mode". | |||||||||||||
| 16 | Pressing Windows button (besides alt) minimizes the game to the desktop. | |||||||||||||
| 17 | When watching replays, go into the options menu and press ok (without changing any settings) to use a different zoom and scroll speed settings (on own settings). Holding alt + double tap 'c' does same thing. | |||||||||||||
| 18 | There are treasures which increase the explorer's HP / speed but on Saguenay, there is a lightly guarded treasure that increases the finder's speed. After killing the guardians, use a settler to claim the treasure and all settlers will receive a 25% faster walk bonus. This indirectly increases gather rates by decreasing the walk time between hunts as well as run away from raids faster. | |||||||||||||
| 19 | All units receive a 4x siege damage bonus versus unfinished buildings. Use explorer (15 * 4 = 45 siege damage) to damage an outpost or trade post while being constructed or a small army to quickly take down a fort being built. | |||||||||||||
| 20 | For every 10 Home City levels, 1 extra card is allowed in each deck. For example, a level 11 HC grants 21 cards in a deck, up to 25 cards maximum (level 50). | |||||||||||||
| 21 | The fire pit has a drop-off point like any other structure that creates units. This is important for the Aztecs when producing warrior priests at the fire pit. Selecting the fire pit and right clicking on it will task all newly created units from the fire pit, on the fire pit itself. Therefore a warrior priest spawned at the fire pit will automatically start dancing. Make sure a good drop-off point is set for the Alarm Dance when spawning Warriors so they can get into action as soon as possible. This is also useful when spawning healers, skull knights, and dog soldiers. | |||||||||||||
| 22 | It takes 2 seconds to go into stealth mode. | |||||||||||||
| 23 | While the Sioux can ship in Surgeons, the surgeons cannot build hospitals. | |||||||||||||
| 24 | A Native Farm also acts like a Livestock Pen, but only 10 units can be gathering at once. For example, if 7 villagers are farming, only 3 sheep can be fattening. | |||||||||||||
| 25 | At the top of the Home City screen (where deck is located / by pressing "H") is an XP counter. When this value is red and the green bar is full, the maximum in-game XP has been obtained (30K). | |||||||||||||
| 26 | When advancing to the Colonial age, the Fertility dance is worthless since no villagers or units can be made in discovery. If the fire pit is used during this transition, switch to the XP dance to get shipments early in colonial. | |||||||||||||
| 27 | Team cards cannot be sent twice from the same civilization on the same team | |||||||||||||
| 28 | Building Line of
Sight increases when aging up. The
progression is as follows: Aging to Colonial increases building LOS by 7 Aging to Fortress increases building LOS by 4 Aging to Industrial increases building LOS by 4 Aging to Imperial increases building LOS by 4 |
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| 29 | Captured treasure guardians cannot capture herded animals. | |||||||||||||
| 30 | The difference between a natunit and a natmercunit is the build limit. A natmercunit counts towards a separate population limit (not towards the 200 maximum and not towards the TP maximum if also available on the map). Typically the largest native mercenary shipment available. This limit is set in stone, if 30 natives are sent, all 30 must die before more can be sent. All of the TP technologies and upgrades will apply to the mercenary unit as well if they are available on the map. Natmercunits are sent from the HC while natunits are trained from Trading Posts. | |||||||||||||
| 31 | As a European civilization, Town Centers can be constructed with settlers obtained from the Aztec Team settler card. | |||||||||||||
| 32 | The starting water drop-off point can be changed to by left clicking the water drop off point, click change, and select new location in any area already explorer (not in areas covered by the fog of war). However, do not set the way point to close to the shore or large boat shipments will be wasted (i.e. 2 Tlaloc Canoes instead of 4). | |||||||||||||
| 33 | After a Native TP is constructed, Native Embassies can be built the entire game regardless if the Initial Native TP was destroyed. However, minor natives cannot be spawned until the trading post is reclaimed. However, advanced scouts as well as villagers from the Kinship Ties HC shipment can be spawned. | |||||||||||||
| 34 | Advanced Scouts can be trained from Native Embassies as well as Town Centers. | |||||||||||||
| 35 | Units that
can activate the stealth: 1.) Coyote Runner (with Age 2 "Silent Strike" card) 2.) Forest Prowler 3.) Jaguar Knight 4.) Sioux War chief (with Age 4 "Center of Power" card) 5.) Monk (Japan with Age 2 Monestary Technology "Intonjutsu Stealth") 6.) Native Scout 7.) Navajo Rifleman (Minor Native) 8.) Ninja Mercenaries 9.) Ninjitsu Zukai 10.) Shinobi-no-mono (also Shinobi from Shogun Tokugawa) 11.) Spy (also agents and assassins) 12.) Tashunke Prowler Units that can detect stealthed units: 1.) Envoy 2.) Explorer 3.) Explorer's Dog 4.) Mongol Scout 5.) Monks (all Asian explorers) 6.) Native Scout 7.) Ninja Mercenaries 8.) Ninjitsu Zukai 9.) Shinobi-no-mono (also Shinobi from Shogun Tokugawa) 10.) Spy (also agents and assassins) 11.) War Chiefs (all Native explorers) 12.) Spanish War Dog (no other pets can do this) Buildings that can detect stealthed units: 1.) Fort 2.) Town Center 3.) Agra Fort (India Wonder)[1] |
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| 36 | German TEAM cards do not give Uhlans by design. Non-TEAM cards, however, should give Uhlans. | |||||||||||||
| 37 | German "TEAM Cavalry Attack" does not affect Aztec Coyote Runners (balance issue). | |||||||||||||
| 38 | French "TEAM Hand Cavalry Attack" does not affect Aztec Coyote Runners (balance issue). | |||||||||||||
| 39 | Comanche minor native "Mustangs" technology does not affect Aztec Coyote Runners or Eagle Runner Knights (balance issue). | |||||||||||||
| 40 | German "Wallenstein Contracts" does not reduce "TEAM Hire Hessians" to 0 Coin (balance issue). | |||||||||||||
| 41 | German "Wallenstein Contracts" does not reduce "TEAM Hire 10 Cree Allies" to 0 Coin (balance issue). | |||||||||||||
| 42 | All Quick Search games are Classic (no Trade Monopoly). | |||||||||||||
| 43 | A Petard is considered both infantry and artillery. Therefore, by sending Engineering School (-40% artillery build time), Fencing School (-40% Infantry build time), and researching the Standing Army technology in the church (-25% infantry build time), it is possible to create instant build petards. | |||||||||||||
| 44 | If a Town Center is built close enough to the water, fishing boats can garrison inside. They act just like villagers, 9 damage each up to a maximum of 90 damage at 10 (50 can garrison). | |||||||||||||
| 45 | When using the Native civilization "Friendship" ability to convert animals, do not click the button twice. Doing so will cause the timer to reset and the War Chief to take extra damage. | |||||||||||||
| 46 | When allied with the computer, click on the "Chat to other players in the game" in the top corner of the mini-map. Click on "Set Strategy" and select "Focus on Economy." Then click on "Tribute Resources" and pick a resource and the computer will send. By selecting "Feed Resources over Time," the computer ally will send the selected resource every minute or so. Other options for AI strategy are available as well. | |||||||||||||
| 47 | To tribute resources to an ally, click on a resource under the population count. Then select the ally, the amount of resources, and press send. | |||||||||||||
| 48 | Bombarding an area (with Warship) where your explorer or WC has died will revive him (i.e. long range Monitor bombardment). | |||||||||||||
| 49 | If a hero (Explorer, Monk, or War Chief) dies on the water (i.e. in a boat), the hero will reappeared near the water spawn point (where water HC shipments are sent). | |||||||||||||
| 50 | A Canoe or Marathan Catamaran can hold 20 individual units. Every other Warship in the game (including Wokou Junk) can hold 50 individual units. The population that these units require is meaningless. For example, a Frigate can hold 50 Falconets (5 population each) or 50 Strelets (1 population each), it does not matter. The unit population is irrelevant to 50 maximum of each warship. | |||||||||||||
| 51 | Trample Mode: Positive: Area of effect, Negative: no resistance, 1/2 speed, 2/3 attack | |||||||||||||
| 52 | Cover
mode: allows a
unit to take half the range damage but do half siege damage and half speed in
the process. Therefore, they last
longer, but do less siege damage. Cover mode is useful if using pikes (or similar unit) to protect cannons. While waiting for incoming cavalry, they take less damage from light infantry (otherwise damage lost is not worth tradeoff). Since cover mode does not make them stand still, they will need to be moved back into position occasionally, but the reduced speed actually helps (no time to run off too far). |
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| 53 | Germany has a strong late game economy because the settler limit may be exceeded by building settler wagons from the mill (provided Germantown farmers HC card has been sent). However, the military population will be small. It is not possible to ship in additional settler wagons once 20 has been reached. However, 99 settlers + 20 settler wagons is possible. | |||||||||||||
| 54 | Bow Riders, cavalry archers, and eagle runner knights are abstract archers. Therefore, the Carib, Seminole, and Tupi technologies for archer damage (including the Carib +100% vs. settlers) affects them. Since most villager types have melee resistance, their ROF is faster, and ranged cavalry gets no bonus towards them, they have a potentially higher damage output than melee cavalry for raiding. | |||||||||||||
| 55 | Unit
population calculation: Divide the total resource cost by 100 and round to the nearest
integer. If the integer is > 0.5,
than it is calculated as follows (exceptions being arrow knights, minor
natives, outlaws, etc.): -If the unit costs gold and food and gold > food, population is rounded up. -If the unit costs gold and food and gold < food, population is rounded down. -If the unit costs gold and wood and wood > gold, population is rounded up. -If the unit costs gold and wood and wood < gold, the population is rounded down. |
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| 56 | When using Petards, only use enough to kill the building to avoid overkill. However, it is advised to bring at least one additional petard incase one or two is lost to enemy fire. The amount of petards required to destroy each building type is calculated in the "Building Summary" worksheet (expand the grouping button at the top). | |||||||||||||
| 57 | Use the "attack move" command to minimize path finding issues (i.e. cavalry). The units will not all attack one unit but rather attack the group. | |||||||||||||
| 58 | When attacking a building, do not directly right click on the building. Instead, move all the units close to the building and then attack. This will decrease the amount of time the units spend walking in circles to setup to attack. Instead they attack from the position they are standing in. | |||||||||||||
| 59 | When close to the enemy base, use explorer to capture cows that have strayed away from the buildings. If you determine you cannot steal the herd and bring them to your TC, kill the herd animal (cow, sheep, llama, etc.) by selecting the "kill unit" button. This button is located at the bottom of the screen in the shape of a skull. This will prevent the animals from fattening and they will have to use it immediately or watch them decay. | |||||||||||||
| 60 | Damage is calculated in-game by applying the damage multiplier first, and then subtracting the damage resistance. For example, a skirmisher does 15 base damage with a x2 multiplier to heavy infantry. To a grenadier (currently classified HI), with 50% ranged resistance, the skirmisher will do 30 damage, and then 50% resisted for a total damage of 15. | |||||||||||||
| 61 | On some units, the user interface will remove all of the multiplier bonuses under a "Guardian Attack". This is not the damage done while a unit is in Defend mode (guard), rather the damage done when the unit is fighting treasure guardians (no multipliers). | |||||||||||||
| 62 | The Asian hero stun ability disables guardians for 20 seconds. China stun recharges in 30 seconds, India and Japan and recharges in 60 seconds. The animals will not move and will go back to full health if not killed or being attacked. The recharge time for all hero abilities are as follows: | |||||||||||||
| Ability | Recharge (Sec) | |||||||||||||
| Crackshot | 90 | |||||||||||||
| Eagle Eye | 50 | |||||||||||||
| Friendship | 90 | |||||||||||||
| Roundhouse | 120 | |||||||||||||
| Sharpshooter | 60 | |||||||||||||
| Swashbuckler | 90 | |||||||||||||
| Spyglass | 120 | |||||||||||||
| Stun - China | 30 | |||||||||||||
| Stun - Japan / India | 60 | |||||||||||||
| 63 | When a unit type has multiple multipliers towards a unit classified in more than one classification, the effect is multiplied. For example, Samurai do 15% more damage to elephants and 75% more to cavalry. Since elephants are classified as cavalry and elephants, samurai have a 2.01 multiplier against these units. Another example is how heavy cavalry deal with light infantry and heavy infantry. The Naginata Rider does 1.5 towards light infantry and 0.67 to heavy infantry. The net effect is no bonus towards heavy infantry (base damage). | |||||||||||||
| 64 | The Age 2 Indian HC Shipment Dravidian Martial Arts grants 15% hand damage bonus to all units. All elephants (except the siege elephant which fires at range) also receive a boost to their siege damage. Infantry and camels which fires at a range of 6 is unaffected. | |||||||||||||
| 65 | Three Japanese Daimyos exist (Age 2 = Mototada, Age 3 = Kiyomasa, and from Wonder = Masamune). Each Daimyos unit grants a 10% damage aura to the total damage (not the base) with a 24 range. If acquire all 3 Daimyos, each aura does not stack with the others (i.e. 3 Daimyos does not equal +30% damage). However, the Shogun aura will work together. | |||||||||||||
| 66 | Unit damage is truncated in the user interface but is not rounded down. Fractions are used to calculate upgrades. | |||||||||||||
| 67 | Shogun and Daimyo do affect each other but not themselves. However one Daimyo will affect another Daimyo (but two Daimyo will not grant 20% damage aura, the auras do not stack). | |||||||||||||
| 68 | Incendiary Grenades arsenal technology and the British Improved Grenades HC shipment do not increase damage or the area of Arsonists or Udasi Temple Chakrams. | |||||||||||||
| 69 | Auras can be stacked for greater effectiveness. However, the method the auras stack is not linear. The auras are multiplied on top of each other creating a greater stacking effect. For example, a 10% HP aura combined with a 20% HP aura will stack to grant 32% HP to the total amount (auras do not work from the base amount (1.2 * 1.1 = 1.32). | |||||||||||||
| 70 | The Spanish Missionary aura Unction does not stack 5% per Missionary. Instead, it stacks according to the following formula that was generated and tested in-game: 100%*(1.05^N - 1), where N = the number of missionaries. | |||||||||||||
| Number Missionaries[2] | Aura Effect (+ Damage) | |||||||||||||
| 1 | 5.00% | |||||||||||||
| 2 | 10.25% | |||||||||||||
| 3 | 15.76% | |||||||||||||
| 4 | 21.55% | |||||||||||||
| 5 | 27.63% | |||||||||||||
| 6 | 34.01% | |||||||||||||
| 7 | 40.71% | |||||||||||||
| 8 | 47.75% | |||||||||||||
| 9 | 55.13% | |||||||||||||
| 10 | 62.89% | |||||||||||||
| 71 | Sioux teepee auras are stackable. However the area is small and it is hard to benefit from more than a couple at any given location. The aura effect does not stack 10% per teepee. Instead, it stacks according to the following formula that was generated and tested in-game: 100%*(1.10^N - 1), where N = the number of teepees. The range of the attack aura on teepees is 24 while the hit point effect of the same aura's range is only 10. | |||||||||||||
| Number Teepees | Aura Effect (+ % Damage)[3] | Aura Effect (+ % Hit Points)[4] | ||||||||||||
| 1 | 10% | 10% | ||||||||||||
| 2 | 21% | 21% | ||||||||||||
| 3 | 33% | 33% | ||||||||||||
| 4 | 46% | 46% | ||||||||||||
| 5 | 61% | 61% | ||||||||||||
| 6 | 77% | 77% | ||||||||||||
| 7 | 95% | 95% | ||||||||||||
| 8 | 114% | 114% | ||||||||||||
| 9 | 136% | 136% | ||||||||||||
| 10 | 159% | 159% | ||||||||||||
| 11 | 185% | 185% | ||||||||||||
| 12 | 214% | 214% | ||||||||||||
| 13 | 245% | 245% | ||||||||||||
| 14 | 280% | 280% | ||||||||||||
| 15 | 318% | 318% | ||||||||||||
| 16 | 359% | 359% | ||||||||||||
| 17 | 405% | 405% | ||||||||||||
| 18 | 456% | 456% | ||||||||||||
| 19 | 512% | 512% | ||||||||||||
| 20 | 573% | 573% | ||||||||||||
| 72 | Native Alliance and TEAM Native Warrior Societies (increases minor native population 20% and 30% respectively) does not affect Cree courier de bois villagers. | |||||||||||||
| 73 | The Age 3 Japan shipment "Peacetime Fishing" does not affect minor native canoes. However, Marathan Catamarans are affected. This must be a bug. | |||||||||||||
| 74 | The Age 3 Indian HC Shipment "Dukkha Suffering" decreases the speed of nearby units approximately 5% per Monk (does stack and decreases total, not base). | |||||||||||||
| Number Monks | Aura Effect (- % Speed)[5] | |||||||||||||
| 1 | 5.0% | |||||||||||||
| 2 | 10.25% | |||||||||||||
| 75 | The Age 3 Indian Monestary Technology "Terror Charge" Increases monk speed +0.25 and grants 5% speed aura each (stackable to ~10%) to all elephants (except minor temples - Sufi) with 24 range. | |||||||||||||
| Number Monks | Aura Effect (+ % Speed)[6] | |||||||||||||
| 1 | 5.0% | |||||||||||||
| 2 | 10.25% | |||||||||||||
| 76 | The Age 3 Japan HC Shipment "Stream of Enlightenment" decreases the attack of nearby enemy units approximately 5.6% per Monk (does stack and decreases total, not the base). The values below are approximate. | |||||||||||||
| Number Monks | Aura Effect (- % Attack) | |||||||||||||