Game PC Age of Empires User Manual

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ContentsContents
Contents
ContentsContents
Chapter 1: Playing the game......................................................... 1
About Age of Empires ..................................................................................... 2
Installing Age of Empires ............................................................................. 3
Starting Age of Empires ................................................................................ 4
Getting started .............................................................................................. 4
Choosing a game .............................................................................................. 7
Winning a game ................................................................................................ 8
Choosing a civilization ................................................................................ 1 2
Playing a random map, death match, or scenario .................................... 12
Playing a campaign ....................................................................................... 14
Playing a saved game ................................................................................... 15
Playing a multiplayer game ........................................................................ 15
Using the interface ..................................................................................... 2 0
Chapter 2: Exploring the map ..................................................... 23
Exploring ....................................................................................................... 24
Grouping villagers, military units, and boats ......................................... 24
Moving villagers, military units, and boats ............................................. 25
Transporting units across water .............................................................. 26
Terrain ........................................................................................................... 26
Chapter 3: Building your civilization ....................................... 27
Gathering resources ................................................................................... 28
Villager tasks .............................................................................................. 30
Creating villagers, military units, and boats ......................................... 31
Constructing buildings ............................................................................... 32
Repairing buildings and boats .................................................................... 33
Trading ........................................................................................................... 34
Chapter 4: Researching Technology ......................................... 35
About technology ......................................................................................... 36
Advancing through the ages ....................................................................... 37
Researching technology ............................................................................. 39
Upgrading military units, boats, walls, and towers ............................... 40
Chapter 5: Engaging in combat ................................................... 41
Engaging in combat ....................................................................................... 42
Diplomacy ....................................................................................................... 43
Allied victory ............................................................................................... 43
Tribute ........................................................................................................... 44
Healing villagers and military units ........................................................ 45
Converting enemy units ............................................................................... 45
Unit attributes ............................................................................................. 46
Chapter 6:
Creating and customizing scenarios and campaigns .......... 47
Using the scenario builder ......................................................................... 48
Using the campaign editor ........................................................................... 62
Chapter 7: Ancient Cultures ...................................................... 63
Assyrian culture (1800 to 600 BC) ............................................................ 64
Babylonian culture (1900 to 539 BC) ....................................................... 67
Ancient Choson culture (2333 to 108 BC) ................................................ 71
Egyptian culture (5000 to 30 BC) .............................................................. 74
Greek culture (2100 to 146 BC) ................................................................. 77
Hittite culture (2000 to 1200 BC) ............................................................. 82
Minoan culture (2200 to 1200 BC) ............................................................. 85
Persian culture (700 to 332 BC) ................................................................ 88
Phoenician culture (1200 to 146 BC) ........................................................ 9 2
Shang culture (1800 to 1000 BC) ............................................................... 95
Sumerian culture (5000 to 2230 BC) ......................................................... 99
Yamato culture (300 to 800 AD) ............................................................... 103
Appendix ....................................................................................... 107
Unit Attributes Table ................................................................................ 108
Technology Costs & Benefits Table ......................................................... 109
Building Attributes Tables ....................................................................... 110
Assyrian Technology Tree ........................................................................ 111
Babylonian Technology Tree .................................................................... 112
Ancient Choson Technology Tree ............................................................ 113
Egyptian Technology Tree ......................................................................... 114
Greek Technology Tree ............................................................................. 115
Hittite Technology Tree ............................................................................ 116
Minoan Technology Tree ............................................................................ 117
Persian Technology Tree .......................................................................... 118
Phoenician Technology Tree ..................................................................... 119
Shang Technology Tree ............................................................................. 120
Sumerian Technology Tree ........................................................................ 121
Yamato Technology Tree ........................................................................... 122
Index ............................................................................................. 123
Credits ......................................................................................... 126
To play the learning campaign
1 On the Age of Empires menu, click Single Player. 2 Click Campaign. 3 Type your player name, or click a player name in the Name list. 4 Click OK to display the list of campaigns. 5 Select the Ascent of Egypt Learning Campaign. Only the first scenario
is displayed. After you complete a scenario, the next scenario in the campaign appears at the end of the list.
6 Select the Difficulty Level (the skill of civilizations controlled by the
computer). The levels range from easy to hardest.
7 Click OK to start the scenario.
After the cinematic plays, the scenario instructions are revealed. To display the scenario instructions while you are playing the game, click the Menu button on the menu bar, and then click Scenario Instructions.
Setting up a game
Before you start a game, you must choose which type of game to play—single player or multiplayer, and random map, scenario, or campaign, as explained in “Choosing a game” in this chapter.
The type of game you choose determines what you must do to win the game, as explained in “Winning a game” in this chapter.
You can play one of twelve mighty civilizations, each with different strengths and weaknesses, as explained in “Choosing a civilization” in this chapter.
Starting on an unexplored map
The slow gradual
process of human
evolution and
technological
advance brought
our human
ancestors safely
to the end of the
last Ice Age
10,000 years ago.
As the ice
receded, the land
reentered a cycle
of gradually
increasing plant
and wildlife
abundance.
Humans by this
point had spread
around the world
and were
sufficiently
advanced to begin
dominating instead
of just surviving.
You start the game with a few villagers and a Town Center on an unexplored (black) map. Moving a villager into the black area reveals the map terrain. To move a villager, click the villager, and then right-click the location to move to. Enemy buildings and walls are not visible until you explore the area of the map where they are located. For more information, see “Exploring,” and “Moving villagers, military units, and boats” in Chapter 2.
As you explore the map, you discover resources to increase your stockpile of food, wood, stone, and gold. Villagers can chop trees for wood, forage berry bushes, hunt animals, and fish for food, as well as mine for stone and gold. To assign a
5
The first
archaeological
evidence of
human culture is
stone tools. The
oldest
discovered so far
date back 2.5
million years
and initiate the
period called
the Old Stone
Age
(Paleolithic).
villager a task, click a villager, and then right-click a work site, such as a tree, animal, or stone mine. For more information, see “Villager tasks” in Chapter 3. You can also increase your stockpile by trading with or receiving tribute from other civilizations, as explained in “Trading” in Chapter 3 and “Tribute” in Chapter 5.
Building your civilization
You use the resources (food, wood, stone, gold) in your stockpile to construct buildings, as explained in “Constructing buildings” in Chapter 3. You must build enough Houses to support the population of your civilization. Each House supports four villagers, boats, or military units. Each civilization can create a maximum of 50 villagers, military units, and boats, as explained in “Creating villagers, military units, and boats” in Chapter 3.
Advancing through the ages
The resources in your stockpile are also used to advance your civilization through the different ages. There are four ages: Stone Age, Tool Age, Bronze Age, and Iron Age. You typically start the game in the Stone Age and strive to advance to the Iron Age. To advance to the next age, you must have a Town Center and build two different buildings from the current age. Then click the Town Center, and click the Advance to Next Age button. For more information, see “Advancing through the ages” in Chapter 4.
As you advance through the ages, you can build new buildings and military units and research new technologies that benefit your civilization. For example, researching Leather Armor decreases the damage your military units receive in combat. The buildings, military units, and technologies that are available depend on which civilization you are playing. The technology trees for each civilization are in the Appendix.
Engaging in combat
Military units and villagers can engage in combat on land. War ships can engage in combat at sea. To win a game by military conquest, your civilization (or team) must destroy all enemy villagers, military units, war ships, and buildings. You do not need to destroy trade vessels, transport vessels, fishing vessels, Artifacts, Ruins, or walls. You can pursue an allied victory with other civilizations as explained in “Allied victory” in Chapter 5.
Wounded villagers and military units can be healed by a Priest as explained in “Healing villagers and military units” in Chapter 5. Enemy villagers, military units, buildings, and boats can be converted by a Priest, as explained in “Converting enemy units” in Chapter 5. Damaged buildings and boats can be repaired by a villager as explained in “Repairing buildings and boats” in Chapter 3.
6 Chapter 1: Playing the Game
Choosing a game
You can play single player and multiplayer games based on randomly generated maps, scenarios, or campaigns.
Campaign – Single player – A predesigned series of related scenarios that
chronicle the rise of one of the mighty civilizations of antiquity. New players should play the Ascent of Egypt learning campaign to learn the basics of Age of Empires. For information about campaigns, see “Playing a campaign” in this chapter.
Scenario – Single player or multiplayer – A predesigned game that is not part
of a campaign. For information about single player scenarios, see “Playing a random map, death match, or scenario” in this chapter. For information about multiplayer scenarios, see “Playing a multiplayer game” in this chapter.
Random map – Single player or multiplayer – A game based on a randomly
generated world map. You can change the game settings and the victory condition. For information about random maps, see “Playing a random map, death match, or scenario” in this chapter.
Random map (death match) – Single player or multiplayer – A variation of
a random map in which players start with stockpiles of 20,000 food, wood, stone, and 10,000 gold and then fight to the death. For information about death matches, see “Playing a random map, death match, or scenario” in this chapter.
Random map (score) – Single player or multiplayer –
A variation of a random map in which the victory condition is based on the players’ scores. For information about random maps, see “Playing a random map, death match, or scenario” in this chapter.
Random map (time limit) – Single player or
multiplayer – A variation of a random map in which the victory condition is based on who earns the highest score within the time limit. For information about random maps, see “Playing a random map, death match, or scenario” in this
chapter.
Cooperative game –
Multiplayer – A random map, death match, or scenario in which two or more human players share control of a single civilization. Each player can give unrestricted (and even conflicting) orders to all units. For information about cooperative games, see “Playing a multiplayer game” in this chapter.
Although the
oldest surviving
tools are made of
stone, it is
possible that
tools of organic
materials were in
use earlier and
have not survived.
Animal bones,
feather quills,
claws, and
objects of wood
or fiber could
have all been
used as tools
before stone.
7
Weapons are
technology.
They can be the
difference
between
survival and
extinction for
an individual, a
tribe, or a
culture. Human
predecessors
were clearly
advanced and
competing well
before they
developed the
first tools, but
the growing
technological
sophistication of
humans has been
the means of our
dominance over
all other
species, at least
so far.
Winning a game
In a random map or death match, you can win the game by achieving any one of the standard victory conditions: Artifacts (the first player to control and hold all Artifacts wins), Ruins (the first player to control and hold all Ruins wins), Wonders (the first player to build and hold a Wonder wins), or Conquest (the first player to conquer all enemies). Players can pursue any of the standard victory conditions to win. For example, player 1 might try to control all Artifacts, player 2 might try to build a Wonder, and player 3 might try to achieve military conquest. The first player to be successful wins the game.
Or, if you do not want to use the standard victory conditions, you can choose your own victory condition: Conquest (all players must try to achieve military conquest), Score (all players compete to achieve the specified score) or Time Limit (all players compete to achieve the highest score within the time limit).
To change the victory condition in a single player game, see “Playing a random map, death match, or scenario” in this chapter. To change the victory condition in a multiplayer game, see “Playing a multiplayer game” in this chapter.
Artifacts
Artifacts are objects akin to the Ark of the Covenant that were crafted by now-lost cultures and bring prestige to the civilization that possesses them. They can be captured from other civilizations in a game and carried away. Control of Artifacts counts toward your score. A random map contains five Artifacts or none.
In a random map with standard victory conditions, the first civilization (or team) to control all Artifacts for 2000 years wins the game. An Artifact is controlled by the last civilization to move a villager, military unit, or boat nearby. The color of an Artifact indicates which civilization controls it. The owner of the Artifact can move it on land or on a transport vessel. Artifacts cannot be destroyed. For example, if a transport vessel sinks with an Artifact on board, the Artifact appears on a nearby shore.
When a civilization controls all Artifacts, the other civilizations are notified and a countdown clock appears in the upper-right corner of the game screen. The color of the clock indicates which civilization controls the Artifacts. The first civilization to control all Artifacts for 2000 years (until the clock reaches zero, approximately 15 minutes), wins the game. If an Artifact changes ownership before 2000 years have passed, the countdown is terminated.
Ruins
Ruins are ancient structures resembling Stonehenge that were built by now-lost cultures and bring prestige to the civilization that controls them. Ruins cannot be moved. Ownership may be taken away by another civilization. Control of Ruins counts toward your score. A random map contains five Ruins or none.
8 Chapter 1: Playing the Game
In a random map with standard victory conditions, the first civilization (or team) to control all Ruins for 2000 years wins the game. Ruins are controlled by the last civilization to move a villager, military unit, or boat nearby. The color of a Ruin indicates which civilization controls it. Ruins cannot be destroyed.
When a civilization controls all Ruins, the other civilizations are notified and a countdown clock appears in the upper-right corner of the game screen. The color of the clock indicates which civilization controls the Ruins. The first civilization to control all Ruins for 2000 years (until the clock reaches zero, approximately 15 minutes), wins the game. If a Ruin changes ownership before 2000 years have passed, the countdown is terminated.
Wonders
A Wonder is the crowning achievement of civilizations who build one. Examples of historic ancient Wonders that have become icons for their civilization are the Egyptian Pyramids, the Great Wall of China, and the Athenian Acropolis. A civilization can build a Wonder after advancing to the Iron Age.
In a random map with standard victory conditions, the first civilization to build a Wonder that stands for 2000 years wins the game. When a civilization begins to build a Wonder, the other civilizations are notified and shown its location on the diamond-shaped map in the lower-right corner of the game screen. When the Wonder is completed, the other civilizations are again notified and a countdown clock appears in the upper-right corner of the game screen. The color of the clock indicates which civilization owns the Wonder. The first civilization to build a Wonder that stands for 2000 years (until the clock reaches zero, approximately 15 minutes), wins the game. If a Wonder is destroyed before 2000 years have passed, the countdown is terminated.
The earliest
preserved human
tools are fine-
grained stones
that have been
struck apart to
create sharp
edges.
A civilization can build more than one Wonder. Wonders standing at the end of the game (even if they were not the first Wonder to stand for 2000 years) provide the owning civilization with points, as explained in the Score section in this chapter.
9
The pace of
technological
change has
gradually
accelerated
over time,
although there
have been
periods of
relative
quickness and
slowness, or
even decline,
and a few
junctures where
the rate of
acceleration
shifted into a
higher gear.
There have been
at least two
dark ages in the
West where
technology and
knowledge
declined or was
lost  the first
beginning
around 1200 BC
and the second
around 400 AD.
The destruction
of the great
library in
Alexandria in
391 AD by
religious zealots
may alone have
set back our
knowledge by
several hundred
years.
Conquest
In a random map with standard victory conditions, you can win the game by achieving military conquest even if the other players are pursuing one of the other standard victory conditions (Artifacts, Ruins, or Wonders). If you do not want to play the standard victory conditions, you can set the victory condition to Conquest.
To win a game by military conquest, your civilization (or team) must destroy all enemy villagers, military units, war ships, and buildings. You do not need to destroy trade vessels, transport vessels, fishing vessels, Artifacts, Ruins, or walls.
Time Limit
If you do not want to play the standard victory conditions, you can set the victory condition to Time Limit. In a time limit game, you select the time limit after which the game automatically ends. A countdown clock is displayed in the upper-right corner of the game screen. The civilization (or team) with the highest score when the clock reaches zero wins the game. The team score is the average of all team members scores.
Score
If you do not want to play the standard victory conditions, you can set the victory condition to Score. In a score game, the game creator chooses the score to achieve. The first civilization (or team) to achieve the score or military conquest wins the game. In a score game, constructing Wonders and owning Artifacts and Ruins provides points but does not automatically end the game. The team score is the average of all team members scores. Score can be set as a victory condition or used simply as a measure of achievement.
10 Chapter 1: Playing the Game
The great civilizations of antiquity were those that achieved a high level of cultural and technological development. Greatness was also measured by influence over distance and over time. The Sumerian civilization, for example, was never particularly large but the importance of the wheel and writing, for which they are credited, was enormous. The Greeks, more than any other ancient culture, had the greatest impact on the modern world.
Greatness was somewhat dependent on military prowess. Most of
the important ancient civilizations were military powers at one
time and spread their culture by conquest. Those
cultures that did not develop a strong military did not usually last long enough to have a significant
impact on world events. A strong military ensured
longevity and the opportunity to become great.
Great civilizations left a lasting legacy of architecture, literature,
language, ideas, and technological innovation that influenced those
that followed. Age of Empires encompasses this definition of civilization
with its score system. The greatness of your civilization is measured by the
points you earn for a variety of achievements during the play of a game. The civilization score for your civilization can be compared to that of others in your game during play and at game end. Civilization scores are calculated for all players (human and computer) as the game progresses.
The first stone
tools may have
allowed humans
to butcher fresh
kills instead of
searching for
carrion.
To display civilization scores
The civilization scores are shown in the lower-right corner of the game screen.
To turn the display on or off, click the S button above the diamond-
shaped map in the lower-right corner of the game screen.
The scores are shown as civilization score/team score. The list of players is ranked by team score and then by civilization score. The team score is the average of all team members scores.
To display the details of your score, click the Menu button on the
menu bar, and then click Achievements.
For information about how scores are calculated, refer to the Technology Tree Foldout. The bonus points (such as most military units) can change ownership throughout the game. For example, if player 1 has 30 military units and player 2 has 35 military units, player 2 receives the 25-point bonus. However, if player 1 builds 6 more military units (or kills 6 of player 2s military units), player 1 receives the 25­point bonus.
11
Hunter-
gatherers were
probably not
unsettled
wanderers
taking what
came their way.
Their existence
and survival
depended on
systematically
exploiting the
resources
around them
according to
what has been
called an
optimal
foraging
strategy. They
moved to the
seashore to
harvest oysters
in season, near
the nut trees in
the fall, and
elsewhere to be
present when
fruits were ripe.
Choosing a civilization
Play one of historys twelve mightiest civilizations! Command the Greek phalanx, the worlds best infantry for hundreds of years. Lead the chariots of the Hittites, or Assyrians. Build up the vast agricultural empire of Egypt, Babylon, or Sumeria. Guide the Persians from their small enclave to prominence as a world power. Guide the Shang (China), Ancient Choson (Korea), or Yamato (Japan) for control of Asia. Dominate world sea trade as the Phoenicians or Minoans.
Each civilization has strengths and weaknesses and can research different technologies. For information about the special attributes of each civilization, refer to the Technology Tree Foldout. The technology trees for each civilization are in the Appendix and in the Docs folder on the Age of Empires disc.
The civilization you choose to play depends on the victory conditions of the game and the strengths and weaknesses of your opponents. For example, if a world has extensive seas, choose to play a civilization with advantages in ship building or speed (Yamato, Phoenician, Minoan). If you are competing with the Persians, prepare for eventual clashes with War Elephants. More than one player can choose the same civilization. In a multiplayer cooperative game, two or more players can choose the same player number and share control of a single civilization.
Playing a random map, death match, or scenario
A random map is a single player or multiplayer game based on a randomly generated world map. You can win the game by achieving any one of the standard victory conditions, or you can set the victory condition to Conquest, Score, or Time Limit.
A death match is a random map in which players start with stockpiles of 20,000 food, wood, stone, and 10,000 gold. You can win the game by achieving a military conquest, building a Wonder, or achieving the highest score.
A scenario is a predesigned game that is not part of a campaign. The victory conditions are revealed when you start the scenario. You can create custom scenarios using the scenario builder and share them with other players.
For information about playing a multiplayer random map, death match, or scenario see Playing a multiplayer game in this chapter.
12 Chapter 1: Playing the Game
To play a random map, death match, or scenario
1 On the Age of Empires menu, click Single Player.
2 Click Random Map, Death Match, or Scenario.
If you are playing a scenario, select the scenario to play, and then click OK.
3 Select the player settings:
Civ  Each civilization has special skills and can
research different technologies, as explained in Choosing a civilization in this chapter. More than one player can choose the same civilization.
Player  Starting position on the game map. To
change the setting, click the player number. The color of the player number corresponds to the color of the civilization.
Team  Players who want to start the game as allies
can select a team by clicking the Team number. A dash () in the Team box indicates no team. Players on the same team automatically have their diplomatic stance set to Ally and Allied Victory set. To change these settings during the game, click Diplomacy on the menu bar.
Number of Players  In a single player game, your opponents are
computer players.
4 If you want to change the scenario settings, click Settings. You can change
the following settings:
Map Size  (random map and death match only) The size of the map.
The larger the map, the longer the game.
Map Type  (random map and death match only) The distribution of land
and water on the map.
Victory Condition  The first civilization (or team) to achieve the
victory condition wins the game. For information about the victory conditions, see Winning a game in this chapter. Some scenarios contain individual victory conditions, which cannot be changed.
Starting Age  The age at which the game begins. For example, if the
game begins in the Bronze Age, the Bronze Age has just begun and all Stone Age and Tool Age technology has been completed. Nomad starts in the Stone Age and lets you choose where to build your Town Center. The default setting for a random map is Stone Age. To use the starting age a scenario was designed with, select Default.
Metal tools were
first made from
raw copper found
on the Earths
surface and
hammered into
useful or artistic
shapes.
13
The creation of
writing was one
of those
junctures after
which the
increase of
knowledge was
permanently
and rapidly
accelerated.
Writing greatly
expanded the
preservation,
spread, and
pass-through of
information.
Computers have
increased the
rate of
acceleration in
a similar
manner.
Difficulty Level  The skill of civilizations controlled by the computer.
The levels range from easy to hardest.
Resources  Determines the quantity of resources (food, wood, stone,
gold) in each players stockpile. The default setting for a random map is the lowest level of resources. To use the resource setting a scenario was designed with, select Default.
Fixed Positions  Determines whether civilizations in a random map
game begin the game in random positions on the map or in fixed (clockwise) positions based on their player number. Team members with consecutive player numbers are located adjacent to each other if you select Fixed Positions.
Full Tech Tree  Allows
all civilizations to research all technologies in the game. The special attributes usually associated with each civilization are removed.
Reveal Map 
Determines whether the map terrain is visible at the beginning of the game or revealed as you explore it.
5 Click Start Game.
Playing a campaign
A campaign is a predesigned series of related scenarios that chronicle the rise of one of the mighty civilizations of antiquity. You must play the scenarios in a campaign in sequence, using the settings and victory conditions with which each scenario was designed. New players should play the Ascent of Egypt learning campaign to learn the basics of Age of Empires.
You can create your own campaigns using the campaign editor, as explained in Using the campaign editor in Chapter 6.
To play a campaign
1 On the Age of Empires menu, click Single Player.
2 Click Campaign.
3 Type your player name, or click a player name in the Name list.
To add a new name to the list, click New, and then type a name.
To delete a name from the list, click the name to delete, and then click Remove.
4 Click OK to display the list of campaigns.
14 Chapter 1: Playing the Game
5 Select the campaign to play.
The scenarios in the campaign are displayed in the Select Scenario list. If you have not previously played the campaign using your current player name, only the first scenario is displayed. After you complete a scenario, the next scenario in the campaign appears in the list.
6 If more than one scenario is listed, select the
scenario you want to play.
7 Select the Difficulty Level (the skill of
civilizations controlled by the computer). The levels range from easy to hardest.
8 Click OK to start the scenario.
After the cinematic plays, the scenario instructions are revealed. To display the scenario instructions while you are playing the game, click the Menu button on the menu bar, and then click Scenario Instructions.
The map that appears before a campaign scenario shows the area where the current scenario takes place and the area(s) where previous scenarios in the campaign have taken place.
Playing a saved game
To play a saved game
1 On the Age of Empires menu, click Single Player,
and then click Saved Game.
-or-
From within the game, click the Menu button on the menu bar, and then click Load.
2 Select the saved game to play, and then click OK.
Playing a multiplayer game
You can play a random map or scenario with up to eight players connected across a network or the Internet and two players across a modem or serial connection. For information about sharing Age of Empires discs in a multiplayer game, see Starting Age of Empires in this chapter. The player with the most powerful computer should host the game.
Two or more players can play a cooperative game in which they share control of a single civilization. Each player can give unrestricted (and even conflicting) orders to all units. To play a cooperative game, players must select the same player number before starting a multiplayer game.
If a players connection is lost during a multiplayer game, the player cannot rejoin the game.
15
The conversion
by our
predecessors
from hunter-
gatherer to
herder-farmer,
circa 8000 BC, is
the great
dichotomy of the
human
experience. From
that point on,
the dominance of
our species, at
least to the
present, was
assured.
To select a multiplayer connection
1 On the Age of Empires menu, click Multiplayer.
2 Type your player Name.
3 Select the Connection Type. The connection types listed depend on the
hardware, software, and services you are using. Common connection types include:
••
IPX Connection for DirectPlay  Connect using a network that uses
••
the IPX protocol. If you do not know which protocol your network uses, check with your network administrator.
••
Internet TCP/IP Connection for DirectPlay  Connect using the
••
Internet or a network that uses the TCP/IP protocol. If you do not know which protocol your network uses, check with your network administrator.
••
Modem Connection for DirectPlay  Connect two computers using
••
a modem. Age of Empires requires a modem speed of 28.8 Kbps or faster.
••
Serial Connection for DirectPlay  Connect two computers using a
••
null-modem cable.
••
Microsoft Internet Gaming Zone  Selecting this option exits Age of
••
Empires, launches your Web browser, and connects to Microsofts Internet Gaming Zone. The Internet Gaming Zone is a quick and easy way to find other Age of Empires players. For information about creating and joining games on the Internet Gaming Zone, see the documentation provided on the Internet Gaming Zone.
4 Click OK, and then join or create a multiplayer game as explained in the
following sections.
Joining a multiplayer game
To join a multiplayer game
1 Select a multiplayer connection, as
explained in the previous section.
2 Click Show Games to update
the list of multiplayer games.
3 Follow the instructions that appear
on the screen for the connection type you are using.
If you are making a TCP/IP connection across a Local Area Network, in most cases you can click OK instead of entering an IP address.
4 Select the game to join, and then
click Join.
16 Chapter 1: Playing the Game
5 Select the player settings:
Civ  Each civilization has special skills and can
research different technologies, as explained in Choosing a civilization in this chapter. More than one player can choose the same civilization.
Player  Starting position on the map and
color of civilization. To change the setting, click the player number. To play a cooperative game, two or more players can select the same player number and share control of a single civilization. Each player can give unrestricted (and even conflicting) orders to all units.
Team  Players who want to start the game as
allies can select a team by clicking the Team number. A dash () in the Team box indicates no team. Players on the same team automatically have their diplomatic stance set to Ally and Allied Victory set. To change these settings during the game, click Diplomacy on the menu bar.
17
Agriculture
removed much of
the uncertainty
in obtaining
food. People no
longer had to
search it out
over large areas
 they found
places where it
could be
produced in
abundant
quantities year
after year and
fixed themselves
there.
6 The game creator controls the other game settings shown on the screen.
You can discuss the game settings with the game creator and other players by typing in the Chat box. To send your message, press ENTER. To chat with other players during a game, press ENTER or click the Chat button on the menu bar. For information about chatting, see Using the interface in this chapter.
7 When you are ready to begin the game, click Im Ready! The names of
players who are ready are shown in green. If you change your mind before the game starts, click the button again. The game does not begin until all players are ready and the creator starts it.
Creating a multiplayer game
To create a multiplayer game
1 Select a multiplayer connection, as explained at the beginning of this section.
2 Click Create.
3 Type a name for the game.
4 Follow the instructions that appear on the screen for the connection type you
are using.
5 Select the player settings:
Name  If you want to limit the number of players that can join the game,
close some of the positions. Closing a position that is filled by a player ejects the player from the game. Open indicates that the position is available for a human player. Computer indicates that the position is played by the computer. Closed indicates that position is not available.
Civ  Select a civilization for yourself and each computer player. Human
players choose their own civilization. Each civilization has special skills and can research different technologies, as explained in Choosing a civilization in this chapter. More than one player can choose the same civilization.
Player  Starting position on the map and color of
civilization. To change the setting, click the player number. To play a cooperative game, two or more players can select the same player number and share control of a single civilization. Each player can give unrestricted (and even conflicting) orders to all units.
Team  Players who want to start the game
as allies can select a team by clicking the Team number. A dash (-) in the Team box indicates no team. Players on the same team automatically have their diplomatic stance set to Ally and Allied Victory set. To change these settings during the game, click Diplomacy on the menu bar.
18 Chapter 1: Playing the Game
6 To display your IP address, click the IP button. Other
players can type in your IP address to connect to your game.
7 Click Settings to select a game to play (random map,
death match, or scenario). A list of scenarios appears showing the name and number of players for each scenario. Select the scenario to play. A description of the scenario appears in the Scenario Instructions window.
You can change the following settings:
Map Size  (random map and death match only) The
size of the map. The larger the map, the longer the game.
Map Type  (random map and death match only) The
distribution of land and water on the map.
Victory Condition  The first civilization (or team) to achieve the
victory condition wins the game. For information about the victory conditions, see Winning a game in this chapter. Some scenarios contain individual victory conditions, which cannot be changed.
Starting Age  The age at which the game begins. For example, if the
game begins in the Bronze Age, the Bronze Age has just begun and all Stone Age and Tool Age technology has been completed. Nomad starts in the Stone Age and lets you choose where to build your Town Center. The default setting for a random map is Stone Age. To use the starting age a scenario was designed with, select Default.
Difficulty Level  The skill of civilizations controlled by the computer.
The levels range from easy to hardest.
Resources  The quantity of resources (food, wood, stone, gold) in each
players stockpile. The default setting for a random map is the lowest level of resources. To use the resource setting a scenario was designed with, select Default.
Enable Cheating  Determines whether players can use the cheat
codes.
Fixed Positions  Determines whether civilizations in a random map
game begin the game in random positions on the map or in fixed (clockwise) positions based on their player number. Team members with consecutive player numbers are located adjacent to each other if you select Fixed Positions.
Full Tech Tree  Allows all civilizations to research all technologies in
the game. The special attributes usually associated with each civilization are removed.
Reveal Map  Determines whether the map terrain is visible at the
beginning of the game or revealed as you explore it.
8 When you are finished changing the settings, click Im Ready! so players
know the game settings will not change. All players must click the Im Ready! button before you can click Start Game. The names of players who are ready are shown in green.
The first
domesticated
grain is believed
to have been a
wild wheat that
grew in southern
Turkey. To make
the step of
domesticating this
plant, the early
gatherers had to
learn how to
harvest the grain
seeds, extract
the wheat kernel,
grind it, and bake
it, all before
they learned how
to grow the plant
and select it so
that it increased
in kernel size.
19
Stockpile counters  Display the quantity of resources (wood, food, gold, stone) in your stockpile.
Game map  To scroll the map, move the pointer to the edge of the game screen in the direction you want to scroll, or use the arrow keys.
Status line  Displays label for buttons with hot key, cost, and benefit (if applicable). Also displays roll-over Help for items on the screen.
Using the interface
Diplomacy button  Displays the Diplomacy dialog box so you can choose your diplomatic stance toward other
Age indicator  Displays the current age (Stone Age, Tool Age, Bronze Age, or Iron Age).
Next button  Displays more buildings that you can construct.
players.
Menu button  Displays the game menu so you can save a game, change game settings, display online Help, display your achievements, etc.
Chat button  Displays the Chat interface so you can send messages to other players.
S button  Displays player scores.
Status box  Displays hit points, attack, armor, piercing armor, and range of the selected unit. Also displays Priest rejuvenation percentage.
20 Chapter 1: Playing the Game
Command/Build/ Upgrade/Research Buttons  Displays
commands, buildings you can construct, units you can upgrade, and technologies you can research.
Diamond-shaped map  Displays the game map in smaller scale. Click a location, or drag the white box to display a location on the game map.
? button  Displays popup Help for items on the game screen.
Chatting
To chat during a multiplayer game
1 Click the Chat button on the menu bar, and then select which players should
receive the message: allies, enemies, everyone, or a particular player.
-or-
To display only the chat text box, press ENTER.
2 Type a message. To taunt your opponents with a
recorded message, type a number from 1 to 25.
3 Press ENTER to send the message.
Changing the game settings
You can change the game speed, music volume, sound volume, screen size, mouse interface, and roll-over Help used in the game.
To change the game settings
1 Start a game.
2 Click the Menu button on the menu bar.
3 Click Game Settings. You can change the following settings:
••
Speed  The higher the game speed, the faster villagers, military units,
••
and boats move. Game time also elapses more quickly than real time. Changing the game speed affects all civilizations.
••
Music Volume  Move the slider down to decrease the music volume.
••
••
Sound Volume  Move the slider down to decrease the volume of
••
sound effects.
••
Screen Size  The default screen size is 800 x 600.
••
••
Mouse Interface  The default setting is Two Buttons, which means
••
that the left mouse button is used to select a unit, and the right mouse button is used to execute a command.
For example, to instruct a villager to hunt using Two Buttons, you would left-click the villager and then right-click the animal to hunt. To instruct a villager to hunt using One Button, you would left-click the villager and then left-click the animal to hunt.
••
Roll-over Help  The default setting is On, which displays tips on the
••
status line when you move the cursor over items such as trees, foraging sites, buildings, etc.
Cattle are
considered the
most significant
domestication. In
addition to
providing meat,
milk, and hides,
they were also
valuable as
beasts of burden.
They pulled
wagons, greatly
improving land
transport. They
pulled plows,
greatly improving
agriculture. The
existence of
domesticated
cattle is thought
to have been
primarily
responsible for
the doubling of
population in the
Near East
between 4000 and
5000 BC.
21
Getting Help
Age of Empires provides online and popup Help.
To display online Help
The
agricultural
revolution made
possible the
first towns and
cities.
Dependable
local food
supplies
allowed
permanent
settlement, and
these
settlements
grew. People
built permanent
homes,
permanent
structures for
the production
and storage of
food, and an
entirely new
infrastructure
of civic
institutions
such as courts,
religious
centers, and
marketplaces as
the need for
these arose.
On the Age of Empires menu, click Help.
-or-
From within a game, press F1 or click the Menu button on the menu bar, and then click Help.
To return to the game from online Help, click the Game button.
To display popup Help
Click the ? button in the lower-right corner of the game
screen, and then click an item on the screen.
To display the online Help from popup Help, click the More Help button.
Saving and exiting
To save a game
1 Click the Menu button on the menu bar.
2 Click Save.
3 Type a name for the game, or select the game
to save.
Saved games are located in the Savegame folder where Age of Empires is installed.
To exit a game
1 Click the Menu button on the menu bar.
2 Click Quit Game.
To resign a multiplayer game
1 Click the Menu button on the menu bar.
2 Click Resign.
All units on the map become visible so you can observe the game, but you can no longer participate.
Hot keys
A list of hot keys is provided on the Technology Tree Foldout and in the Gameplay section of the online Help.
22 Chapter 1: Playing the Game
Chapter 2
Chapter 2
Exploring the map
Exploring the map
Exploring
As the great ice sheets receded, humans followed in their wake, exploring and settling newly uncovered lands modified by the changing climate. The world changed dramatically in a short period. Human populations multiplied, coalesced into groups, and began competing among each other, rather than with other species, for the best food and resources. The foundations of the first great civilizations were laid in some part by those groups that found and controlled the
best areas. Discovery and control of the Nile, Tigris, and Euphrates River valleys determined which of the wandering tribes in those regions would become Egypt, Sumeria, and Babylonia.
At the start of a typical Age of Empires game, exploration is vital. Sources of food and wood need to be found quickly. Artifacts and Ruins that are nearby should be controlled. Nearby geography may suggest where defenses should be built to stave off potential attackers. More distant resources should be noted for your eventual expansion. And learning the location of enemies helps you plan your attacks.
Unexplored areas of the map are black. Moving a villager, military unit, or boat into a black area reveals the map. You cannot explore beyond the edge of the map. Enemy buildings and walls are not visible until you explore the area of the map where they are located. Once an area has been explored, buildings and walls remain visible. However, changes to the buildings, such as age upgrades, damage, and destruction are not visible unless the building or wall is within the sight of a
villager, military unit, or boat from your civilization. Enemy villagers, military units, and boats are only visible when they attack or are within the sight of a unit from your civilization.
Researching Writing lets allies share exploration.
Grouping villagers, military units, and boats
Grouping lets you command several villagers, military units, or boats at the same time.
To select a group
Drag the pointer over the villagers, military units, or boats you want to group.
Or hold down the CTRL key and click each unit.
To create a group
Select a group (as described above), then click the Group button. When you
click one member of the group, the other members are also selected.
To ungroup units
Click a member of the group, and then click the Ungroup button.
24 Chapter 2: Exploring the map
To assign a number to a group
1 Select a group.
2 Press CTRL and the number to assign to the group. For example, to assign the
number 2 to a group, press CTRL+2. The number appears in the lower-left corner of each unit in the group.
3 To select the group, press the number assigned to it. For example, to select
group 2, press the 2 key.
Moving villagers, military units, and boats
How quickly villagers, military units, and boats move depends on the speed of the unit and the game speed, as explained in Using the interface (Changing the game settings) in Chapter 1.
Units near each other move in formation unless they are ordered to move to or attack an object, in which case they converge on the object. You can use waypoints to make units follow a defined path to their goal.
Researching the Wheel increases the speed of villagers. Polytheism increases the speed of Priests, and Aristocracy increases the speed of Academy units.
The first
important
breakthrough in
metallurgy was
the discovery of
smelting, the
process of
extracting metals
from ore under
high
temperatures.
This greatly
expanded the use
of copper,
because ore was
much more common
than raw copper
that could be
hammered. By
4000 BC, small,
simple copper
objects were
widespread in the
Middle East.
25
The earliest
archeological
evidence of
rafts and water
craft comes
from the upper
Nile in Egypt and
dates about 4000
BC. This evidence
is primarily
pictures on
pottery
fragments and
on walls within
ancient tombs.
Prior to 4000 BC,
there is no
direct evidence
of human water
travel.
To move a villager, military unit, or boat
Click a villager, military unit, or boat (or select a group), and then right-click a
location.
To move a villager, military unit, or boat using waypoints
1 Click a villager, military unit, or boat (or select a group).
2 Press SHIFT, and then right-click each point along the path. A waypoint marker
appears.
3 Release the SHIFT key, and then right-click the last point in the path. The unit
or group moves along the path you created.
Transporting units across water
Villagers, military units, and Artifacts can be loaded aboard a transport vessel and moved across water. Allied units can also be transported. Each transport vessel can carry a limited number of villagers, military units, and Artifacts in each trip.
To load a transport vessel
1 Build a Light Transport or Heavy Transport at the Dock.
2 Click a villager, military unit, or Artifact (or select a
group), and then right-click the transport vessel to load. The units are loaded onto the transport.
To unload a transport vessel
1 Click the transport vessel.
2 Click the Unload button.
3 Click a location on shore or in shallows.
Terrain
Terrain provides resources and has tactical or strategic uses in combat. The types of terrain include:
Water  Impassable to villagers and military units.
Shallows  Water that is passable to villagers, military units, and boats.
Forest  Impassable to villagers and military units.
Cliff  Impassable to villagers and military units. Provides a 25 percent chance
that the attacking unit will cause triple damage on each hit when the target is on the low side of the cliff.
Elevation  Provides a 25 percent chance that the attacking unit will cause
triple damage on each hit when the target is at a lower elevation.
26 Chapter 2: Exploring the map
Chapter 3
Chapter 3
Building your civilization
Building your civilization
The scattered
foraging groups
within a large
region may have
come together
regularly,
perhaps during
the bountiful
summer or fall
seasons, to
celebrate,
select mates,
and trade. Such
gatherings
would have been
also a likely
time for new
technologies to
be shared.
Gathering resources
Stone Age humans obtained the basic necessities of life (food, shelter, and clothing) by gathering food and raw materials or by killing animals. Providing the basics of life was a full-time job. Native Americans on the northern plains, for example, had several hundred different uses for parts of a slain buffalo. We can presume that Siberian hunters made similarly extensive use of slain woolly mammoths.
Advances in Stone Age tools and techniques gradually improved the lot of humans by making it easier to acquire resources (better weapons and skills), to make more efficient use of them (better tools), and to make it easier to store them (pottery, drying, salting) for later use. The advent of animal domestication and agriculture increased the rate of technological innovation by reducing the time needed for providing basics. Some of the new-found leisure time was spent developing even more innovations that led in turn to food surpluses, more efficient techniques, more leisure, and more innovation.
In Age of Empires, the four resources of food, wood, stone, and gold are the building blocks of your civilization. Stockpiles of these items are converted into buildings and people. Most importantly, resources are expended to advance to new technological ages and achieve new technology. The use of these resources represents the costs in time and innovation required to take an important step forward.
The resources in your stockpile are used to create villagers, train and upgrade military units and boats, construct buildings, research technologies, and advance through the ages. Villagers increase your stockpile of resources by farming, fishing, hunting, etc., as explained in the following section. You can also increase your stockpile by trading (as explained in Trading in this chapter) and by receiving tribute from other civilizations (as explained in Tribute in Chapter 5).
28 Chapter 3: Building your civilization
The resources in your stockpile are shown in the upper-left corner of the game screen. They include:
Wood  Used to construct buildings, boats, and some military units. You
increase your stockpile of wood by assigning villagers to chop trees.
Food  Used to create villagers, train and upgrade military units, research
technologies, and advance to the next age. You increase your stockpile of food by assigning villagers to hunt, forage, farm, and fish. Fishing Boats and Fishing Ships also fish for food. Berry bushes represent foraging sites, where ancient man collected fruits, nuts, roots, and wild grains.
Gold  Used to research technologies in later ages, create some military
units, advance to the Iron Age, and pay tribute to other civilizations. You increase your stockpile of gold by trading with other civilizations and by assigning villagers to collect gold from gold mines. In Age of Empires, gold represents all types of precious metals, including gold, silver, bronze, and copper.
Stone  Used to build and upgrade towers and walls and research some
technologies. You increase your stockpile of stone by assigning villagers to collect stone from stone mines. In Age of Empires, stone represents both stone and clay.
To display the resources at a work site
Click the work site. For example, to display the amount of gold a gold mine
contains, click the gold mine. The quantity of resources is displayed in the status box in the lower-left corner of the game screen.
Sources of food, wood, stone, and gold are depleted as the resources are gathered. For example, when a stone mine is depleted, it disappears. Researching Coinage increases gold mine production. Domestication, the Plow, and Irrigation increase Farm production.
29
The dense
populations of
towns increased
the incidence of
disease and
epidemics.
Measles, mumps,
smallpox, and
influenza spread
easily through
new towns. These
diseases are
thought to be
evolved versions
of diseases that
originally
afflicted animals
6000 to 8000
years ago.
Irrigation
incidentally
spread the
mosquito and the
diseases it
carried.
Villager tasks
Villagers perform a variety of tasks, including constructing and repairing buildings and increasing your stockpile of resources by hunting, chopping wood, mining, etc. Researching the Wheel increases the speed of villagers.
Villagers perform the following tasks:
Builder  Constructs buildings.
Farmer  Gathers food from a Farm. Food from farming is deposited at the
Town Center or Granary, whichever is closer. Researching Domestication, the Plow, and Irrigation increases Farm production.
Fisherman  Gathers food from fishing sites (jumping fish) near the shore in
streams and oceans. Food from fishing is deposited at the Town Center or Storage Pit, whichever is closer. Fishing Boats and Fishing Ships also fish for food, which they deposit at the Dock.
Forager  Gathers food from foraging sites (berry bushes). Food from
foraging is deposited at the Town Center or Granary, whichever is closer.
Gold Miner  Gathers gold from gold mines. Gold is deposited at the Town
Center or Storage Pit, whichever is closer. Researching Gold Mining increases gold mining efficiency, and Coinage increases gold mine production.
Hunter  Kills wild game (gazelles, elephants, lions, and alligators) for food.
Food from hunting is deposited at the Town Center or Storage Pit, whichever is closer. Military units can also kill animals, but food cannot be gathered from the carcass.
Repairman  Repairs buildings and boats damaged in combat.
Stone Miner  Gathers stone from stone mines. Stone is deposited at the
Town Center or Storage Pit, whichever is closer. Researching Stone Mining and Siegecraft increases stone mining efficiency.
Villager  Engaged in combat or not assigned a task. Researching Siegecraft
allows villagers to destroy walls and towers, and Jihad increases their combat ability.
Woodcutter  Chops trees for wood. Wood is deposited at the Town Center
or Storage Pit, whichever is closer. Researching Woodworking, Artisanship, and Craftsmanship increases woodcutting efficiency.
To assign a villager a task
1 Click a villager.
2 Right-click a work site. For example, to assign a villager to mine for gold, right-
click a gold mine.
The villager goes to the work site, gathers as much of the resource as he can carry, and deposits it at the Town Center, Granary, or Storage Pit (where it is added to your stockpile), and returns to the work site to gather more. Fishing Boats and Fishing Ships deposit food at the Dock.
30 Chapter 3: Building your civilization
The villager continues to perform a task until you assign a different task or until the resource is depleted. If a resource is depleted, he searches for a new work site of the same type within his sight and continues working. If the villager does not find a new work site, he becomes idle.
Creating villagers, military units, and boats
With new techniques and an improving tool kit, humans were able to expand into more demanding climates as the Ice Age ended. As humans spread and adapted, the need arose for better shelter from the elements as the seasons changed. Where natural caves and other sources of shelter did not exist, humans improvised. In ancient Russia, for example, large multifamily dwellings were framed with mammoth bones and covered with mammoth skins. As humans became more agricultural and sedentary, shelter became more elaborate and long-lasting.
Creating villagers, military units, and boats costs resources (food, wood, stone, and gold). You must also have enough Houses to build a new villager, military unit, or boat (one House supports four units). The Town Center also supports four units. If a House is destroyed, you do not lose the units it supported, but you must build new housing to support any new units.
Each civilization can support up to 50 villagers, military units, or boats. For descriptions of the villagers, military units, and boats you can build, refer to the Units section of the online Help.
To create a villager
1 Click the Town Center.
2 Click the Create Villager button.
After a brief training period, the villager appears beside the Town Center.
To train a military unit
1 Build a Barracks, Archery Range, Stable, Siege Workshop, Academy, or
Temple.
2 Click the building.
3 Click the button of the military unit to train. For example, to train a Clubman (at
the Barracks), click the Train Clubman button.
After a brief training period, the military unit appears beside the building.
31
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