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Aoe2Sheet

Your #1 source of AoE II Tips, Tricks & Info

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Welcome to Aoe2Sheet!

In addition to the info sheet, here you can find all manner of interesting and/or useful information on the mechanics of Age of Empires II

These are pieces of information that I've found out through my own research or heard about (Credit to ZeroEmpires, Resonance22 and SpiritOfTheLaw on youtube!) during my work on this guide, but that don't fit anywhere on the sheet itself. It's a bit of a random selection, but there are some interesting mechanics or quirks that I think not many people know about.

Table of Contents

Game Controls

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Monk Mechanics

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Monk conversion

The conversion mechanic is quite complicated, for full information, you can see this forum post: https://www.aoezone.net/threads/how-monks-really-work-v-2-all-the-details.119879/ Most of that doesn't matter to gameplay that much though, I'll give my summary with the most important points here:

A monk takes between 5-12 seconds to convert a normal unit, and about 18-29 seconds for a building
In that time, there's roughly a 28% chance for conversion every 1.2s, for buildings it's about a 9% chance per 1.2s.
If you use multiple monks for one conversion, they work independently, which means the min/max times for the conversion don't change, but the chances for a conversion firing off soon after the min time increase.
Using two monks instead of one, or three instead of two makes a significant difference, but the improvement per monk quickly diminishes the more you add.

An important point: Switching conversion targets, or the target temporarily moving out of range does not reset the count of conversion time so far. This means that e.g. if a Monk converts a knight for 5 seconds, the knight goes out of range, and then comes back, the knight can be converted immediately in the next monk sec instead of requiring another 5 seconds minimum. This only stops if the monk stops chasing the unit because it is too far away (or you task it to something else).
This also applies when switching targets. If Monk A and Monk B convert Unit C together for 5 seconds and Monk B then switches to converting unit D, unit D can be immediately converted instead of needing a min time.

This is why the monk micro tactic of tasking all monks on one unit, deselecting one monk, targeting the next unit etc. works so well - part of the min time is eliminated. However, unless you have theocracy, you should click the ground or stop to avoid all monks losing faith on a succesful conversion about every 4-5 seconds.

Now, there are a few things that can affect conversion chances:

  1. The scout- and eagle-line have a significantly lower chance of being converted. It's somewhere around 4-5% per 1.2s
  2. The teuton team bonus increases the minimum conversion time by 1s, maximum conversion time by around 2.5s and also halves the chances of your units being converted, to around 13% per 1.2s
  3. Faith increases minimum conversion time by 2.5s, maximum conversion time by 5s and lowers the chances of conversion to around 9% per 1.2s, roughly a third
    Buildings are also affected by the teuton/faith bonus.
  4. The spanish inquisition tech in the expansions lowers min/max time by 1 second, but for buildings it reduces it by -7/-7. It also increases conversion chance for buildings by about 2%.
    So this tech should be considered if you want to convert buildings with your monks.
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Hidden effects

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Elevation

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Multiple arrows

Unit (extra arrows)Castle (4)Castle (20)Chu Ko Nu (2)Elite Chu Ko Nu (4)Longboat (3)Elite Longboat (3)Tower (4)
Theoretical Value2233332
Theoretical Value2.333.43.653.853.253.252.33

For Towers and Castles it depends on how many extra arrows are fired of course.
The Organ Gun is not affected by this.

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Extra arrows through garrisoned units:

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Hidden Bonuses of aging up:

There are several bonuses for buildings and some units when advancing.

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Blast Damage and Attack Ground:

There are several bonuses for buildings and some units when advancing.

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Trading

  • Markets or Docks generate significantly more money the further they are apart. If the distance is doubled, the gold per trip more than doubles If you can protect it, a longer trade line is better
  • Trading does not depend on diplomatic stance. You can trade with neutral markets, or even enemy markets (if they'd let you). If one of your teammembers resigns with his market still intact, you can delete his market to avoid the enemies using it.
  • In the base game, Trade Cogs move faster, but generate less gold per trip, for about the same amount of gold over time. In the expansions, trade cog income has been buffed by 30%.
  • You choose which of your allies markets your carts go to, but they choose which of your markets they use. They will choose the shortest trade route from that ally market you chose. The exception to this is if the cart has already reached the ally market at least once before a closer market is constructed, then it will stay on that trade route
  • If one of your markets gets destroyed, the trade carts will instead go the one of your markets that is closest to them (and change the amount of gold they're carrying accordingly). If you do not have any markets left, they will stop where they are and lose any gold they were carrying.
  • the ally market your carts trade with gets destroyed, they'll return to your market (and drop off gold there if they were carrying it), then stop.
  • The same mechanics applies to Trade Cogs with Docks. This can negatively impact your water tradeline if you need closer docks to create Warships
  • Dry Dock increases Trade Cog Speed, but it also decreases the gold they get per trip to offset that speed increase by the same amount. This is also the case for the Berbers' speed bonus.
  • Trade Cogs are bigger than trade carts, which means they are more likely to bump into each other. This brings down their gold gather rate more quickly in big numbers compared to trade carts. If there about equally good water or land trade lines, Trade Carts will be preferable in most cases (especially in the base game)

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Building with multiple villagers:

  • If t is the build time for a building (with a single villager), and n is the number of villagers, the formula to calculate how long they need is 3*t/(n+2)
    You can think of it like this: Each villager after the first one works only 1/3 as fast (or each additional 3 villagers will do the same work as the first one). First one works full-time, two will need 75% of the time (3/4), three will take 60% (3/5), four 50% (3/6) etc.
  • As you can see in the table, Treadmill Crane compensates about one builder for small numbers
    Time leftNumber of villsWith Treadmill Crane
    75%21.33
    50%43
    33%75.5
    25%108
  • Unless you need to get up your building as soon as possible (e.g. Tower, Castle, Town Center) it is more efficient to split up builders.

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Repairing:

  • Buildings: A single villager repairs ~750 HP/min, every additional one will add ~375 HP/min to that.
  • Siege/Ships: A single villagers repairs ~187 HP/min, every additional one will add ~94 HP/min to that. (1/4 of building repair speed)
  • Fully repairing a building/ship/siege weapon costs half of its resources. Civ bonuses are applied e.g. Incas pay 15% less stone.
  • Techs like Masonry, Architecture and Hoarding increase the total number of Health Points. As it still costs the same resources to fully repair the building, you will effectively get more HP/cost when repairing. The repair rate stays the same.
  • Exception of "fully repairing = half the construction prize" are Town Centers where you lose double their wood cost, but no stone (civ bonus does not work for Britons). Furthermore, you need to have at least 1 stone to be able to start repairing.
  • Villagers can repair from 1 tile away. On Userpatch, this only works for ships/siege, buildings are excluded from this
  • Garrisoned units will be ejected if the HP of the building drops below 20%, and you can't regarrison them until the HP is above that threshold

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Farming and Fish Traps:

  • With each stop at a farm, a farmer gathers 1/4 of his carry capacity. That's why a carry capacity increase is a direct boost to the farming rate
  • Fish Traps and Farming are about equally fast food income. Wheelbarrow and Hand Cart put Farming ahead of Fish Traps, but with Gillnets researched, the gathering rate is again roughly equal. For Japanese, Fish Traps with Gillnets are even faster than farming.
  • When farming, villagers collect from the left 2x2 square, which makes Farms placed on the right side of a TC or mill slightly more efficient, so it's usually a good idea to start placing them on the right first (unless this area is more vulnerable to attack, or is in the way of a deer push). It's still worth it to fully surround Mills/TCs with farms.
  • For Fish Traps, Fishing ships also usually collect from the left corner. Make sure the path from there to the dock is free. On the top and the right side of the dock, you can place the fishing ship between dock and fish trap. On the bottom and left side, you want to place the fish trap next to the dock, with 1 tile of space so the fishing ship can drop off. See here for an example:
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Map informations:

There are restrictions on where resources can spawn on a map. This can be useful to judge whether an enemy might be nearby or how far away your sheep/boar/deer can be. Note that this can change depending on the map script - most standard map follow similar rules, but there might be deviations

  • Starting sheep spawn 10-12 tiles away from the TC
  • Extra sheep and deer spawn 14-30 tiles away from the TC
  • Boars spawn 16-22 tiles away from the TC
  • Cliffs spawn a minimum of 22 tiles away from Town Centers
  • In most maps, Town Centers will be at an elevation of 0, so if you notice a crater there might be a TC at the middle
  • Neutral gold/stone piles usually have less tiles than player gold/stone (e.g. 3 tiles on Arabia). If you see these, wolves or relics you're usually away from player lands
  • Similarly you can look for player gold/stone piles or chopped trees, as well as straggler trees, these usually indicate there's a player nearby
  • If you want to analyze a specific map, it can be useful to look at the .rms script in a text editor to find the exact distances for resources.
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Miscellaneous:

  • When a building is destroyed, any resources spent in the queue for units or techs are refunded
  • When you have units garrisoned inside a building/another unit that is then destroyed/converted, your units will be ejected. The only exception is transport ships, you will lose your units in that case
  • All Gaia units share line of sight. This can occasionally be useful in a double boar steal, where only one boar needs to have your scout in his sight for both boars to continue the chase. Other gaia units like birds and wolves can theoretically also help during a boar steal.
  • Villagers will drop any resources when finishing a resource building, regardless if it fits the resource. This includes farms.
  • Farms are the only building that immediately appear to the enemy with 1HP. This can sometimes be used to snipe farms and make your enemy lose 60 wood.
  • For technologies that add a set amount of HP, like loom and bloodlines, if a unit is damaged already, its current HP will only be increased proportionally. So a Knight at 50/100 HP will be 60/120 after Bloodlines (instead of 70/120).
  • If you click an enemy's building you can see where it is rallied to on the minimap.
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Bugs or "special features"

  • In order to reach ships on the shore more easily, villagers can repair from one tile away - this also works with buildings though, meaning that you can e.g. repair a tower that has been fully walled in. This is fixed in Userpatch 1.5
  • In the base game, if starting in Post-Imperial Age, Mamelukes will get extra anti-cavalry armor, so they will effectively only take anti-camel damage. This has been changed in the expansions.
  • While they are being constructed, units can pass through a diagonal gate at the corners. If you want to avoid this, you can build palisades over the unfinished foundations
  • When a villager is boxing himself into a 1-tile space between resources and a resource building, he will idle after the construction instead of starting to gather like normal
  • There is a bug with the Mongol Nomads Unique Tech. You can start construction of a house (anything above 0HP), delete the foundations and still get 5 population space. This can save cost and map space.
  • Monks can "heal" farms and fish traps, but it costs the same wood amount as it would to repair them
  • In Age of Conquerors, the stone gate in the southwest-northeast direction only takes 30 seconds to build, even though it should be 70
  • Units can garrison into buildings through 1 layer of walls

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