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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
1On the Age of Empires menu, click Single Player.
2Click Campaign.
3Type your player name, or click a player name in the Name list.
4Click OK to display the list of campaigns.
5Select 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.
6Select the Difficulty Level (the skill of civilizations controlled by the
computer). The levels range from easy to hardest.
7Click 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 2s 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 historys twelve mightiest
civilizations! Command the Greek
phalanx, the worlds 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
1On the Age of Empires menu, click Single Player.
2Click Random Map, Death Match, or Scenario.
If you are playing a scenario, select the scenario to play, and then click OK.
3Select 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.
4If 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 Earths
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 players 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.
5Click 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
1On the Age of Empires menu, click Single Player.
2Click Campaign.
3Type 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.
4Click OK to display the list of campaigns.
14 Chapter 1: Playing the Game
5Select 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.
6If more than one scenario is listed, select the
scenario you want to play.
7Select the Difficulty Level (the skill of
civilizations controlled by the computer). The levels
range from easy to hardest.
8Click 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
1On 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.
2Select 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 players 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
1On the Age of Empires menu, click Multiplayer.
2Type your player Name.
3Select 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 Microsofts
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.
4Click OK, and then join or create a multiplayer game as explained in the
following sections.
Joining a multiplayer game
To join a multiplayer game
1Select a multiplayer connection, as
explained in the previous section.
2Click Show Games to update
the list of multiplayer games.
3Follow 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.
4Select the game to join, and then
click Join.
16 Chapter 1: Playing the Game
5Select 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 theTeam 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.
6The 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.
7When you are ready to begin the game, click Im 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
1Select a multiplayer connection, as explained at the beginning of this section.
2Click Create.
3Type a name for the game.
4Follow the instructions that appear on the screen for the connection type you
are using.
5Select 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
6To display your IP address, click the IP button. Other
players can type in your IP address to connect to your
game.
7Click 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
players 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.
8When you are finished changing the settings, click Im Ready! so players
know the game settings will not change. All players must click the ImReady! 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.
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
1Click 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.
2Type a message. To taunt your opponents with a
recorded message, type a number from 1 to 25.
3Press 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
1Start a game.
2Click the Menu button on the menu bar.
3Click 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
1Click the Menu button on the menu bar.
2Click Save.
3Type 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
1Click the Menu button on the menu bar.
2Click Quit Game.
To resign a multiplayer game
1Click the Menu button on the menu bar.
2Click 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
Exploringthe 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.
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
1Select a group.
2Press 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.
3To 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
1Click a villager, military unit, or boat (or select a group).
2Press SHIFT, and then right-click each point along the path. A waypoint marker
appears.
3Release 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
1Build a Light Transport or Heavy Transport at the Dock.
2Click 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
1Click the transport vessel.
2Click the Unload button.
3Click 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
1Click a villager.
2Right-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
1Click the Town Center.
2Click the Create Villager button.
After a brief training period, the villager appears beside the Town Center.
To train a military unit
1Build a Barracks, Archery Range, Stable, Siege Workshop, Academy, or
Temple.
2Click the building.
3Click 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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