Эпоха империй 2 дерево технологий

Technology (Age of Empires II)

Listed below are all technologies available for research in Age of Empires II.

Unit and building upgrades are not included.

Contents

Building technologies [ ]

Technology Age Building Cost Effect Time
Town Watch Town Center 75 food Buildings +4 Line of Sight 25
Town Patrol 300 food , 100 gold 40
Treadmill Crane University 300 food , 200 wood Villagers build 20% faster 50
Masonry University 150 food , 175 wood Buildings +10% hit points, +1/+1 armor, and +3 building armor 50
Architecture 300 food , 200 wood 70
Hoardings Castle 400 food , 400 wood Castle HP +21% 75
Conscription Castle 150 food , 150 gold Work rate of military buildings (except Siege Workshop) +33% 60

Economy technologies [ ]

Technology Age Building Cost Effect Time
Wheelbarrow Town Center 175 food , 50 wood Villager +10% speed, +25% carrying capacity 75
Hand Cart 300 food , 200 wood Villager +10% speed +50%, carrying capacity 55
Double-Bit Axe Lumber Camp 100 food , 50 wood Villagers chop wood 20% faster 25
Bow Saw 150 food , 100 wood Villagers chop wood 20% faster 50
Two-Man Saw 300 food , 200 wood Villagers chop wood 10% faster 100
Horse Collar Mill 75 food , 75 wood Farms +75 food 20
Heavy Plow 125 food , 125 wood Farms +125 food, Villagers +1 food carry capacity 40
Crop Rotation 250 food , 250 wood Farms +175 food 70
Gold Mining Mining Camp 100 food , 75 wood Villagers mine gold 15% faster 30
Gold Shaft Mining 175 food , 75 wood Villagers mine gold 15% faster 75
Stone Mining Mining Camp 100 food , 75 wood Villagers mine stone 15% faster 30
Stone Shaft Mining 175 food , 75 wood Villagers mine stone 15% faster 75
Caravan Market 200 food , 200 gold Trade Carts and Trade Cogs move 50% faster 40
Coinage Market 200 food , 100 gold Tribute fee 20% 70
Banking 300 food , 200 gold Tribute fee 0% 70
Guilds Market 300 food , 200 gold Trading fee 15% 50
Gillnets Dock 150 food , 200 wood Fishing Ships work 20% faster 45

Monastery technologies [ ]

Technology Age Cost Effect Time
Redemption 475 gold Monks can convert all siege units and most buildings 50
Atonement 325 gold Monks can convert other Monks 40
Herbal Medicine 200 gold Garrisoned units heal 6× faster 35
Heresy 1,000 gold Units converted by enemy Monks die instead of joining them 60
Sanctity 175 gold Monks +15 HP 60
Fervor 140 gold Monks +15% speed 50
Faith 750 food , 1,000 gold Units are harder for enemy Monks to convert 60
Illumination 120 gold Monk rejuvenation speed + 87.5 % 65
Block Printing 200 gold Monks +3 conversion range 55
Theocracy 200 gold Only one Monk must rest when several convert the same target 75
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Military technologies [ ]

Infantry [ ]

Technology Age Building Cost Effect Time
Tracking Barracks Free Infantry +2 Line of Sight 0
Supplies Barracks 75 food , 75 gold Militia line cost -15 food 20
Gambesons 100 food , 100 gold Militia line +1 pierce armor 25
Squires Barracks 100 food Infantry +10% speed 40
Arson Barracks 150 food , 50 gold Infantry +2 attack vs buildings 25
Forging Blacksmith 150 food Infantry/cavalry +1 attack 50
Iron Casting 220 food , 120 gold Infantry/cavalry +1 attack 75
Blast Furnace 275 food , 225 gold Infantry/cavalry +2 attack 100
Scale Mail Armor Blacksmith 100 food Infantry +1/+1 armor 40
Chain Mail Armor 200 food , 100 gold Infantry +1/+1 armor 55
Plate Mail Armor 300 food , 150 gold Infantry +1/+2 armor 70

Missile / siege [ ]

Technology Age Building Cost Effect Time
Thumb Ring Archery Range 300 food , 250 wood Archers fire faster and with 100% accuracy 45
Parthian Tactics Archery Range 200 food , 250 gold Mounted archers and Arambai +1/+2 armor and +2 attack vs Spearmen 65
Fletching Blacksmith 100 food , 50 gold Archers, Galleys, Castles, and Towers +1 range and attack. Town Centers +1 attack and Line of Sight. 30
Bodkin Arrow 200 food , 100 gold 35
Bracer 300 food , 200 gold 40
Padded Archer Armor Blacksmith 100 food Archers +1/+1 armor 40
Leather Archer Armor 150 food , 150 gold Archers +1/+1 armor 55
Ring Archer Armor 250 food , 250 gold Archers +1/+2 armor 70
Ballistics University 300 wood , 175 gold Archers, Galleys, and defensive structures fire more accurately at moving targets 60
Heated Shot University 350 food , 100 gold Towers +125% and Castles +25% attack against ships 30
Murder Holes University 200 food , 100 stone Eliminates minimum range of all buildings 35
Arrowslits University 250 food , 250 wood Watch Towers/Guard Towers/Keeps/Donjons +1/+2/+3/+3 attack 25
Chemistry University 300 food , 200 gold Missile units (including siege) +1 attack
Prerequisite for Hand Cannoneer, Bombard Cannon, Cannon Galleon and Bombard Tower (technology)
100
Siege Engineers University 500 food , 600 wood Siege weapons +1 range (except for Rams and Armored Elephants) and +20% attack vs buildings (Petards and Flaming Camels +40%) 45

Cavalry [ ]

Technology Age Building Cost Effect Time
Bloodlines Stable 150 food , 100 gold Mounted units +20 hit points 50
Husbandry Stable 150 food Mounted units +10% speed 40
Forging Blacksmith 150 food Infantry/cavalry +1 attack 50
Iron Casting 220 food , 120 gold Infantry/cavalry +1 attack 75
Blast Furnace 275 food , 225 gold Infantry/cavalry +2 attack 100
Scale Barding Armor Blacksmith 150 food Cavalry +1/+1 armor 45
Chain Barding Armor 250 food , 150 gold Cavalry +1/+1 armor 60
Plate Barding Armor 350 food , 200 gold Cavalry +1/+2 armor 75

Dock technologies [ ]

Technology Age Cost Effect Time
Careening 250 food , 150 gold Ship +1 pierce armor, Transport Ship +5 capacity 50
Dry Dock 600 food , 400 gold Ship +15% speed, Transport Ship +10 capacity 60
Shipwright 1,000 food , 300 gold Ships cost -20% wood and are created +54% faster 60
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Unique technologies [ ]

While all other technologies are available to multiple different or even all civilizations, unique technologies are only available to one single civilization. They were introduced in The Conquerors, where every civilization got one (two for the Goths) unique technology that was available for research at the Castle in the Imperial Age. The Forgotten gave every civilization a second unique technology (except the Goths) so that every civilization now has one in the Castle Age and one in the Imperial Age.

Miscellaneous technologies [ ]

Technology Age Building Cost Effect Time
Loom Town Center 50 gold Villager +15 hit points, +1/+2 armor 25
Feudal Age Town Center 500 food Advance to Feudal Age 130
Castle Age 800 food , 200 gold Advance to Castle Age 160
Imperial Age 1,000 food , 800 gold Advance to Imperial Age 190
Treason Castle 400 gold See enemy Kings for a short time (Regicide only)
Can be researched multiple times
1
Sappers Castle 400 food , 200 wood Villagers +15 attack vs buildings, +15 vs stone defense, +3 vs rams 10
Spies Castle 200 gold per enemy Villager
Min 200 gold , Max 30,000 gold
See enemy Line of Sight 1

Removed technologies [ ]

Technology Age Building Cost Effect Time Comments
Hunting Dogs Mill 40 food , 25 wood Hunters and Fishermen work 25% faster 15 Available only in the Forgotten mod, scrapped entirely
Tracking Barracks 50 food Increases the Line of Sight of all infantry units by +2 35 Made free
Cartography Market 100 food , 100 gold Grants the player their shared allies’ Line of Sight 60 Made free from start of the game on standard settings and free from the construction of Market elsewhere.
Hand Cannon Archery Range 450 food , 200 gold Requiring Chemistry, it grants the training of Hand Cannoneers once researched 50 Made free
Cannon Galleon Dock 400 food , 500 wood Requiring Chemistry, it grants the training of Cannon Galleons once researched 50 Made free
Bombard Cannon Siege Workshop 500 food , 250 gold Requiring Chemistry, it grants the training of Bombard Cannons once researched 100 Made free

Campaign-only technologies [ ]

Technology Age Building Cost Effect Time Comments
Marakkalam Vessels Dock 500 food , 400 gold Ships traveling in the deep sea no longer suffer attrition 70 Available only in Rising Star

Availability grid [ ]

The following tables show the availability of the technologies for every civilization. Technologies that are available to all civilizations are not shown in the table. The last two columns indicate the total available research count.

= Available
= Unavailable
= Unavailable, but fully covered by a civilization bonus

Economic, building, and Monastery technologies [ ]

Civilization C T
Aztecs 14 28
Bengalis 16 34
Berbers 15 34
Bohemians 17 31
Britons 14 31
Bulgarians 11 28
Burgundians 17 28
Burmese 16 32
Byzantines 16 32
Celts 11 26
Chinese 13 31
Cumans 12 26
Dravidians 10 26
Ethiopians 14 31
Franks 13 27
Goths 12 25
Gurjaras 15 29
Hindustanis 14 28
Huns 10 24
Incas 15 30
Italians 17 35
Japanese 14 33
Khmer 13 29
Koreans 13 30
Lithuanians 18 33
Magyars 13 31
Malay 14 31
Malians 17 32
Mayans 16 28
Mongols 9 24
Persians 13 31
Poles 13 29
Portuguese 16 34
Romans 12 24
Saracens 15 34
Sicilians 11 30
Slavs 14 30
Spanish 16 35
Tatars 10 26
Teutons 16 32
Turks 14 34
Vietnamese 13 30
Vikings 12 29
Civilization C T
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Military and ship technologies [ ]

Civilization C T
Aztecs 14 28
Bengalis 18 34
Berbers 19 34
Bohemians 14 31
Britons 17 30
Bulgarians 17 28
Burgundians 11 28
Burmese 16 32
Byzantines 16 31
Celts 15 26
Chinese 18 31
Cumans 14 26
Dravidians 16 26
Ethiopians 17 31
Franks 14 28
Goths 13 25
Gurjaras 14 29
Hindustanis 14 28
Huns 14 24
Incas 15 30
Italians 18 35
Japanese 19 32
Khmer 16 29
Koreans 17 30
Lithuanians 15 33
Magyars 18 31
Malay 17 30
Malians 15 32
Mayans 12 28
Mongols 15 24
Persians 18 31
Poles 16 29
Portuguese 18 34
Romans 12 24
Saracens 19 34
Sicilians 19 31
Slavs 16 30
Spanish 19 35
Tatars 16 26
Teutons 17 33
Turks 20 34
Vietnamese 17 30
Vikings 17 29
Civilization C T

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Age of Empires II Tech Tree

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