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The Abbasids add wings onto their House of Wisdom instead of erecting new landmarks, while the Chinese can build two landmarks per age and found dynasties which will grant you different bonuses for the rest of the game.
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The bulwarky Holy Roman Empire can slam down the Burgrave Palace, for example, capable of producing units in groups of five, while the Rus High Trade House generates its own deer, feeding into the Rus bounty mechanic through which they earn gold by hunting.Ī couple of the civs even have their own twists on age advancement. Your strategic path is further refined each time you advance an age, when you get to pick one of two civ-specific landmarks that will advance your empire in different directions. Even the relatively vanilla English have no less than 10 unique traits, in their case focused largely around agriculture and establishing defensive structure networks that grant speed bonuses to your units. Delhi’s use of garrisoned scholars instead of resources to research technologies turns the blacksmith into a kind of persistent research lab ticking along in the background while you get on with other stuff. I had a real blast with the Delhi Sultanate too, stomping my hapless AI enemies with War Elephants they had no answer for. The Mongols are the biggest wildcard, capable of packing entire towns up into carts and relocating to anywhere on the map. It’s not a huge number, but the visual and strategic variety between these factions is one of the most significant evolutions in the series.Īge of Empires 4 might not have the balanced esport appeal of AoE 2, but damn is it fun to experiment with the different civs and learn their unique ways. Damn is it fun to experiment with the different civs and learn their unique waysīut these sleek campaigns are just a foreword to the stories you’ll be crafting on the Skirmish maps with the eight eclectic civs on offer.
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