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One of two meso-american civilizations introduced
in the expansion pack for Age of Kings, the Mayans bring with them a new
look and a new style of play. They are similar to the Aztecs in that they
have no access to cavalry units, giving them a substantially different
flavor to other civilizations from Age of Kings, and indeed others introduced
in the expansion pack. In contrast to the powerful Aztec infantry though,
the Mayans excel in archery. But how do they compare with other civilizations?
Civilization Bonuses:
The bonuses that the Mayans receive are as
follows :
- Starts with one additional villager and
Eagle Warrior (not Scout Cavalry) but less 50 food
- Resources last 20% longer
- Archery Range units cost -10% Feudal Age,
-20% Castle Age, -30% Imperial Age
Team Bonus : Walls cost -50%
Additional Villager
The first bonus causes the Mayans to begin at their population limit since
the town center only supports five units (4 villagers + eagle warrior).
In other words, they cannot instantly create another villager and are
best off researching the loom right away. This brings their villager count
into alignment with those of competing civilizations until the point where
the other civilization researches loom. From this point on, the Mayan
will have an extra villager which, as was proven by the Chinese in Age
of Kings, equates to a significant economic advantage over time. An extra
villager allows the Mayans the opportunity to rush enemies early, or match
them in advancing through the ages but with a stronger economy.
Resources last 20% longer
The longevity of resources affects the Mayans throughout the game. Extension
of natural food sources (which gather faster and do not require an investment
like farming does) allows the Mayans more flexibility when it comes time
to running a fast early build for a rush. It means they require less natural
food for early attacks as that food lasts longer making their reliance
on specific conditions less stringent (where other civilizations have
needed a certain number of sheep by a certain time to rush well, the Mayans
can be more relaxed about this since their resources last longer). When
dealing with gold and stone mines, the bonus gives the Mayan player a
significant boost in the late game as their gold and stone mines last
far longer than others. This not only gives them extra resources, but
it also means they are not forced to trade other resources for gold as
early or worry about extensive trade routes. Finally, there is also a
slight efficency in the gathering of wood, gold and stone at earlier stages
as villagers do not work through resources as fast and are therefore not
made to walk as far when dropping off.
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Cheaper Archery Units
Cheaper archers is a boon throughout the game and has serious implications
at each stage. The cheaper cost in Feudal means earlier rushes are viable
as less resources are required to build a substantial archer force, allowing
the Mayan to either reach Feudal with less villagers (equating to raw speed)
or reassign a villager or two to other tasks (strengthening their economy).
Cheaper crossbows in Castle Age allows more wood and gold to be spent on
siege, a significant part of the Mayan Castle Age force due to the lack
of knights. Cheaper arbalests in Imperial Age make the Mayan archer hordes
more affordable and much more economical against tactics such as champion
floods where, even though arbalests counter champions, the champions have
come out economically ahead because of the champions low cost. This also
provides an alternative to the slightly more costly unique unit of the Mayans,
the Plumed Archer. |
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Walls -50% cost
The team bonus of the Mayans is only a convenience, and will likely be
dismissed by many players. Half price walls is a nice thing to have, but
is hardly beneficial compared to the Mongol scouting bonus and the Viking
cheap dock bonus.
Unique Unit - THE PLUMED ARCHER
As mentioned above, the Mayan unique
unit is the Plumed Archer. Available only from the castle, it has more
hitpoints and is better armored than other archers, but does not do as
much damage as the elite British Longbowman for instance.
The attributes of the Plumed Archer (and its elite counterpart) are as
follows :
The elite upgrade for the Plumed Archer costs 500 food, 1000 wood. The
key thing to note here is that it costs no gold. This makes it
accessible fairly early in Imperial Age and comparatively "free" compared
with other elite upgrades with an associated gold cost.
The elite Plumed Archer itself is a very robust unit. Despite not dealing
out as much raw damage per shot as the elite longbowman, it is in fact
a stronger unit. Its additional hitpoints make it more resilient to attacks
from melee units and archer fire alike. Its base piercing armor of 2 makes
it much more resistant to other archer fire also (as well as skirmishers
for that matter). Finally, the Plumed Archer fires 25% faster than other
archer units and as a result it capable of dealing out damage faster than
other archer units.
When tested against what until now has been the best archer unit in the
game, the Post Imperial Elite Briton Longbowman, the Mayan Plumed Archer
demonstrated its strength. In several tests of 20 Elite Longbowmen vs
20 Elite Plumed Archers (a valid situation given their comparable cost),
the Plumed Archers arose victorious with roughly half their number remaining,
completely decimating the Longbowmen ranks. A new king of archers has
arisen.
Unique Technology - EL DORADO
The Mayan unique technology is named "El Dorado". It only effects their
semi-unique unit, the Eagle Warrior, giving it an additional 40 hitpoints.
This has an enormouse effect on the strength of the unit, making it much
more efficient in its roles as the paramount difference between calvary
and Eagles is the smaller amount of HP given to the Eagle. The additional
hitpoints along with the base piercing armor of 2 allow the Eagle to survive
a signicant amount of time under piercing fire (both archer and scorpion),
which in turns makes it much more capable in archer and siege killing
roles (those usually carried out by cavalry when using other civilizations).
Last but not least, it makes the Eagle able to stand up to building fire,
allowing the Mayan's the ability to knock out protected trebuchets.
Relatively expensive compared with other unique
technologies, El Dorado costs 750 food, 450G. However, this can
be considered an essential upgrade by Mayan players, as the Eagle Warrior
is the unit required to fill all cavalry roles, and is vastly more successful
doing this once the unique technology as been researched.
As a test of this, 20 Eagle Warriors were set against 25 Elite Briton
Longbowman several times, and each time the Eagle Warriors won with roughly
half their number remaining. The Eagle Warriors were also tested against
16 Celtic heavy scorpions (benefiting from Furor Celtica), and again the
Eagle Warriors won comfortably.
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Military Analysis
The Mayans have their own style of play,
subtlely different from other civilizations. This results from the units
that are and are not available to them.
The Barracks
The Mayans have a complete barracks throught the ages until they reach
Imperial Age. They are able to research the halberdier (essential for
defense against heavy cavalry) but do not get the Champion upgrade. This
means that if they pursue plain infantry, they are only capable of getting
the Two Handed Swordsman upgrade. While this unit is useful, it is largely
inferior to the Champion. As a result, Mayan players will avoid throwing
infantry up against other infantry in Imperial because they will more
than likely lose. The Mayan substitute here will be Elite Eagle Warriors,
also researched and built at the Barracks, likely backed with either cheap
archers, Plumed Archers or heavy scorpions when facing enemy infantry.
The Archery
Mayans receive the full compliment of foot archers all the way up to the
Arbalest in Imperial Age. Since they have no horse units they do not get
Cavalry Archers (nor the Parthian Tactics upgrade). Because Mayans do
not get gunpowder units, they also cannot build hand cannoneers. This
limits their archery options, and as such the Mayan has no replacement
for the raiding capabilities of cavalry archers. This may not be a huge
loss however since cavalry archers still remain expensive and not hugely
improved.
The Stable
The Mayans do not receive cavalry units, and similarly cannot construct
a stable. This is a significant point when playing Mayans - their lack
of cavalry units means they must find a replacement for the roles cavalry
usually occupy. In general this is done by the Eagle Warrior. While this
is reasonably well done once the unique technology is researched, the
Castle Age Eagle Warrior is rather weak compared to the knight of other
civilizations (although substantially cheaper) which makes it less appropriate
for a role similar to the knight in Castle Age attacks. It is more suitable
as support in such an attack. Due to its base piercing armor of 2, the
Eagle Warrior can survive some town center fire, but its lack of hitpoints
make it unsuitable for a pure Eagle Warrior attack.
The Siege Workshop
The Mayan siege workshop is fairly well stocked, missing only the siege
onager upgrade and bombard cannon upgrade. Mayans rely reasonably heavily
on siege in Castle Age, both on attack and defense, since they lack the
power of the knight in these roles. Their lack of Champions means that
elite Eagle Warriors will be prevalent, which are vulnerable to enemy
champions. This can be offset with the use of heavy scorpions, one of
the Mayan siege weapons available.
The Monastery
The Mayans have a reasonably substantial Monastery, with most of the technologies
available to them - they miss only Redemption (conversion of enemy buildings/siege)
and Illumination (regeneration). Their monks look different from those
of other civilizations (aside from Aztecs) but function the same. Missing
Redemption can be something of a loss in a monk heavy Castle Age attack,
but is generally not as useful as Sanctity or Fervor (and is more expensive).
The loss of Illumination is not hugely concerning.
The Dock
The Mayans have a range of warships identical to the Briton navy - they
can build every ship except for cannon galleons. This puts them at a disadvantage
on water-based maps as they have no way to remove coastal castles without
landing first. This means that galleon fleets will be largely employed
by the Mayan to make space for landings in Imperial if the Mayan cannot
land earlier. The Mayans receive no naval bonuses at all, making their
navy not particularly strong.
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Technology Analysis
The range of technologies available to
a civilization is as important as the military units it can build. The
Mayans, despite their lack of stable units and technologies, have a substantial
number of other technologies available.
Economic
Technologies
The Mayans do fairly well in this department, gaining every economic upgrade
except for gold shaft mining. The lack of this is slightly offset by the
fact that Mayan resources last 20% longer and so mining is more efficient
for longer.
Military Technologies
While the Mayans do not receive any of the stable unit technologies, they
receive every other upgrade at the blacksmith. This means their main units
are fully upgradable. They also receive every technology at the university
aside from bombard towers and siege engineers. The loss of siege engineers
is significant, making them far weaker in trebuchets wars, which is quite
a telling point in Imperial Age, and especially so in deathmatches where
large numbers of trebuchets are employed.
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Dominance by Age
Each civilization, due to its economic
and military characteristics, has varying degrees of strength throughout
the ages. This ebb and flow of dominance provides good direction on how
the civilization is best played, and the Mayans are no different.
Dark Age
Due to the extra villager bonus and their longer lasting resources, the
Mayans are very strong in the Dark Age, able to collect the necessary
resources to advance quickly. The longer lasting resources mean that their
food requirements are less stringent, making advancement easier. Also,
the inclusion of the Eagle Warrior instead of the Scout Cavalry makes
them stronger due to its superior line of sight, and fighting ability.
Feudal Age
The strong Mayan Dark Age economy transfers directly into a strong Feudal
Age, where another bonus comes into play. Firstly, their extra villager
ensures that if they reached Feudal Age at a similar time to a non-Chinese
opponent, they will have one extra villager working and therefore be economically
stronger. Their longer lasting resources make their villagers more efficient
in Feudal Age due to less travelling to offload resources and switching
between food sources. Their cheap archers also make the Mayans a strong
choice for a Feudal Age attack, requiring less resources to assemble an
archer based force than other civilizations. For these reasons, the Mayans
are one of the strongest Feudal Age civilizations.
Castle Age
At this stage, the power of the Mayans takes a substantial dip with the
introduction of the knight. The Mayans have no equivalent in early Castle
Age in terms of mobile power. The Eagle Warrior receives a +3 increase
to its attack rating, but has half the hitpoints of the knight and hits
far less powerfully (although the Eagle Warrior is far cheaper). The Mayans
rely heavily on either siege or researching the infantry line (which is
a dead-end with no Champions) to take down enemy buildings. However, supporting
these units is difficult without as Eagle Warriors are the only units
with the raw speed needed to reach mangonels quickly but they do not have
the hitpoints to survive long under piercing attacks (such as town center
fire) and they are reasonably expensive to throw under TCs in such a way.
It is in the best interest of the Mayan player to not remain in Castle
Age for an extended period of time as most other civilizations are stronger.
Imperial
Age
The power of the Mayans at the start of Imperial as they can research
their unique technology, making their Eagle Warriors far more effective.
However, other civilizations will be starting to produce champions, which
Eagle Warriors (even fully upgraded) struggle against. The Mayan player
will have to research Arbalests early so they can product hordes of cheap
archers while they start to amass Plumed Archers and Elite Eagle Warriors.
Post-Imperial Age
Once the Mayan has a fully upgraded force of halberdiers, Elite Plumed
Archers, Elite Eagle Warriors and trebuchets, they are very difficult
to stop. Much like the Britons in Imperial Age, their archer based force
is very difficult to stop when supported well (and halberdiers and Eagle
Warriors do this well). The Mayans are very strong in Post-Imperial once
they get established.
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The only entirely European civilization
added to the expansion pack for Age of Kings, the Spanish inherit the
same architectural styles as the other western european civilizations
from Age of Kings. Bearing extensive military lines, the Spanish army
is fearsome, but without an early bonus as potent as the Mayan extra villager,
they are slightly vulnerable to early attacks. Do they have what it takes
to weather the initial storm and bounce back?
Civilization Bonuses:
The bonuses that the Spanish receive are as follows :
- Builders work 30% faster (except on wonders)
- Blacksmith upgrades cost no gold
- Cannon galleons benefit from ballistics
(fire faster and more accurately)
Team Bonus - Trade Cart, Trade Cog return +33%
gold
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Builders work 30% faster
The fast building bonus is a valuable one for the Spanish, as it proves
to be effective throughout the game. From this outset, it allows the Spanish
to only allocate one villager to build the initial two houses which are
commonly constructed as they do so fast enough to have them constructed
by the time the next villager is created, thus avoiding any delay by being
"housed". This gives the Spanish the freedom to use the third starting villager
to either scout nearby if sheep/turkeys are not immediately visible, or
to immediately begin woodcutting until the nearby sheep/turkeys are returned
to the town center. Since it allows the Spanish to save time on building,
they may allocate their villagers to other tasks earlier, lending them an
economic advantage at least comparable with other civilizations such as
the Turks and Koreans. |
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The bonus also makes forward building slightly
easier as the faster construction of forward means less chance of being
discovered. This is also relevant when feudal rushing, because the build
time of the tower is significantly shorter, so as a result the Spanish
player can place a choking net of towers around an enemy faster than any
other civilization (and this applies when defending a Feudal Age attack
also, the Spanish can construct defensive towers faster than anyone).
The building bonus becomes particularly useful in the Castle Age when
new town centers are constructed. While the build time has been greatly
increased in AoK:TC, the Spanish barely notice this, as their town center
build time is only slightly longer than the old build time for town centers.
This means that the Spanish are significantly faster in placing their
early Castle Age town centers, and thus can begin booming faster than
any other civilization. This bonus also ensures Spanish are able to construct
castles, both defensive and offensive, much faster than others.
The following table summarizes some of the
faster build times for the Spanish.
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Tower |
Town Center |
Castle |
Military Buildings |
| Normal Conqueror's |
1:20
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2:30
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2:30
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:50
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| Age of Kings |
:50
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1:40
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2:30
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:50
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| Spanish |
1:02
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1:56
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1:56
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:39
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Worth noting is the build time required for a tower with multiple villagers.
When a Spanish player uses two villagers to build a tower, it takes 47
seconds to construct compared with 60 seconds for other civilizations.
In fact, if any other civilization uses 3 villagers to build a tower,
it takes 49 seconds for the tower to be built. This means that if a Spanish
player builds a tower beside an enemy goldmine with 3 or less miners,
the Spanish tower will be constructed before the enemy can build one for
defense.
Blacksmith upgrades cost no gold
While not effective until the Feudal Age, it does save Spanish players
a substantial amount of gold in upgrades, and in turn this allows better
distribution of villagers or the creation of more military as less gold
is consumed by upgrades. This is particularly useful for the Spanish who
have extensive military lines and potentially could research all upgrades.
Cannon galleons benefit from ballistics
The cannon galleon bonus is obviously only useful on water based maps,
particularly where coastal assaults are prevalent. This will allow Spanish
navies to literally level coastal establishments quickly, destroying both
buildings and mobile units alike. The bonus can be effectively used to
combat shore based trebuchets better, the higher rate of fire making cannon
galleons less prone to being sunk while bombarding the trebuchets since
they can destroy them at a faster rate.
Trade Cart, Trade
Cog return +33% gold
The Spanish team bonus proves to be virtually
useless in single player games, but in team games it is particularly useful.
It allows far better returns from trade routes, encouraging Spanish players
and their allies to establish trade routes earlier.
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Unique Unit - THE CONQUISTADOR
The Spanish are one of three civilizations
(the others being the Vikings and Koreans) to have two unique units. Only
built at the castle, the Conquistador is a mounted musketeer. Combining
both speed and power, it is a short-ranged unit that packs a lot of punch.
While not quite as powerful as the Janissary, it still provides the Spanish
with a strong gunpowder unit in Castle Age, upgrading to an equally useful
unit in Imperial Age.
The attributes of the Conquistador (and
its elite counterpart) are as follows :
The elite upgrade for the Conquistador is quite
expensive, costing 1200 food, 600 gold. The value of this can perhaps
be questioned because the Elite Conquistador only gains 15hp and +2 attack
from the upgrade (compared with the Elite Janissary upgrade which bestows
+5hp, +5 attack for a substantially lower cost). Considering this amount
of resources could almost buy the Paladin upgrade, Spanish players should
probably put this upgrade on hold if they choose to get it at all. If
the Spanish player is not using Conquistadors particularly frequently,
then the upgrade is most likely not worth the price.
The Conquistador is a particularly mobile and strong unit in terms of
raw attack, but it is not particularly resilient due to low hitpoints.
Also, its mobility comes at a price as it is vulnerable to pikes due to
it being a mounted unit. However, groups of Conquistadors are capable
of dispatching equal numbers of pikes reasonably quickly and have the
speed to escape larger groups if necessary. The Conquistador is also vulnerable
to skirmishers, but its high attack overcomes the skirmisher piercing
armor more readily than an archer making it less of a concern, and Conquistadors
are usually supported by the Spanish cavalry line anyway.
Unique Unit - THE MISSIONARY
The second Spanish unique unit is the
Missionary, a mounted monk. Created at the monastery, it has all the attributes
of a normal monk, except it trades off someone conversion/healing range
for greatly increased speed. This speed allows missionaries to gallop
along in the wake of Spanish heavy cavalry/conquistador armies and keep
pace with them rather than being left behind like normal monks. This allows
the Spanish to keep their fully upgraded paladins fully healed and ready
for battle. The Missionary compliments the Spanish Imperial army exceptionally
well.
The attributes of the Missionary (in its initial and fully upgraded states)
are as follows :
The Missionary benefits from the same upgrades
as normal monks, researched at the Monastery. The Spanish have access
to all monk upgrades if they desire. There are several important upgrades
that a Spanish player should consider researching for their Missionaries.
Firstly, the Spanish should probably research fervor. This cheap 30% increase
in speed allows the Missionaries to basically match paladins and conquistadors
for pace rather than slowing them down, making the force a lot more mobile.
Sanctity is also another important (and cheap) upgrade. The extra 20hp
makes a huge difference (especially since they only have 30hp initially),
and makes them much stronger when on the battlefield. With sanctity, they
stand up better to piercing fire (which in theory will be the main attack
they face since their role is to support heavy cavalry and the like).
Most of the other technologies can be considered optional, as they are
not worth the gold unless Missionaries are used heavily. Redemption (conversion
of enemy buildings/siege) and Atonement (conversion of enemy monks) are
useful for Castle Age attacks but not essential. Extra conversion range
in Imperial is also useful, and Theocracy would be useful if converting
a lot of units, but arguably cloning is better anyway (and free!).
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Unique Technology - SUPREMACY
The Spanish unique technology is named
"Supremacy". It affects all of their villagers, greatly increasing their
attacking ability. While not as dramatic as other unique technologies, it
does have its uses.
Quite cheap at only 400 food, 250 gold, Supremacy is hardly an essential
technology. However, in situations where a player might research Sappers
(which costs only 50 gold less), the Spanish player would likely research
Supremacy instead, giving their villagers increased attack against both
buildings (although it is markedly smaller) and enemy units. The Spanish
can research Sappers also if they wish, making their villagers quite useful
(and cheap) Imperial troops.
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Military Analysis
The Barracks
The Spanish receive all of the barracks units (aside from the Eagle Warrior),
including the new Halberdier. This gives the Spanish the potential to
use cheap infantry as opposed to heavy cavalry.
The Archery
One of their two military weaknesses of the otherwise strong forces, the
Spanish get no foot archer units beyond the basic Feudal Age archer. This
means they either have to rely on the more expensive (and generally less
economically viable) cavalry archer line, or wait for hand cannoneers
in Imperial Age. The main gap here is in the Castle Age where the Spanish
have no access to crossbows. This is not a large burden since knights
are capable of carrying out most tasks that crossbows perform (although
for a greater price), or cavalry archers (or to a lesser extent, elite
skirmishers) could act as a replacement.
The Stable
The Spanish have the full line of cavalry available to them, both heavy
and light. They do lack camels, but this is not overly problematic since
they do get halberdiers which are equally effective in killing cavalry
for no gold cost, only lacking the mobility that camels have. With the
full heavy cavalry line, Spanish can match any opposing cavalry except
Frank and come out on equal terms or ahead economically.
The Siege Workshop
The second noticeable weakness in the Spanish army, they lack both the
heavy scorpion and the siege onager. While the siege onager is not a huge
loss (the upgrade is especially expensive since the Spanish have so many
other troops to upgrade and the mangonel and onager do a comparable job),
the lack of heavy scorpion is a bigger problem. The heavy scorpion provides
a good counter to champions and pikes since they inflict a lot of damage
compared with archers (which the Spanish do not upgrade beyond Feudal).
They still have hand cannoneers to carry out the same role, but they are
vulnerable to skirmishers whereas scorpions are not.
The Monastery
The Spanish monastery is the strongest in the game. Not only do they receive
every monastery technology, but they also have the Missionary in addition
to normal monks. This large range of available technologies make their
monks (particularly their Missionaries) very useful.
The Dock
The Spanish have an extremely strong navy, with every ship and technology
available to them (aside from the Viking Longboat and Korean Turtle Ship
of course). The bonus to their cannon galleons makes their naval force
extremely potent in Imperial, comparable with the Vikings and Saracens
for example.
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Technology Analysis
The Spanish technology tree is just as
vital as its wide array of military units available. While fairly solid,
there are a few small gaps of note.
Economic Technologies
The Spanish miss two useful economic upgrades in the form of Gold Shaft
Mining and Crop Rotation. The former is significant because Spanish forces
rely a lot on gold, and so it is possible that trading might be more viable
due to this lacking technology. The lack of Crop rotation means that Spanish
are forced to spend more wood on farming, but it is not a huge loss.
Military Technologies
The Spanish are very strong in this department, able to upgrade all of
their troop lines fully. The large cost of such is greatly subsidised
by their gold free upgrades bonus. As a result, there is no reason why
a Spanish player should not have fully upgraded units in general. The
Spanish receive most university technologies (including the bombard tower)
but miss out on several.
Firstly they miss out on Siege Engineers, which
makes their already depleted siege workshop seem even less effective,
as well as making their trebuchets less effective.
Secondly they miss out on Treadmill Crane. This is insignificant however
since their builders construct 30% faster than others throughout the game
(which is a larger increase than Treadmill Crane provides anyway).
Lastly the Spanish miss Heated Shot, but since coastal towering is not
a prevalent strategy, this is unlikely to be missed much.
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Dominance by Age
The dominance of each civilization by
age indicates how they are best used. By examining the combination of
the aspects described above, we can gauge this dominance in terms of the
Spanish.
Dark Age
The Spanish do not receive a remarkable early game bonus as the Mayans
or Huns do, nor an economic bonus that makes resource gathering faster
in Dark Age. Their building bonus does save the Spanish some critical
early time which can be applied elsewhere (for instance, the Spanish only
require one villager to build each new house leaving the third to do something
else). The end result is that the Spanish are not particularly strong
beginners, lacking the raw speed of the rushing civilizations.
Feudal Age
The slow Spanish start progresses into the Feudal Age also. The Spanish
save some time in building, but in general are as slow as the Byzantines
economically. They do not lack any Feudal Age troops, but any archers
created would be a dead end since the Spanish cannot upgrade their archers
to crossbows in Castle Age. Their building bonus allows them to construct
towers quickly which is a useful trait in Feudal Age attacks (and the
defending of them), but aside from this, the Spanish hold little serious
power in the early ages.
Castle Age
Castle Age is where the Spanish really begin to wind up. Their building
bonus allows them to construct TCs a lot faster than any other civilization,
which gives them the strongest boom in the game. The Spanish Castle Age
army is reasonably strong with the introduction of Conquistadors and Missionaries
to support their knights and rams.
Imperial Age
The Spanish continue to flourish in Imperial, able to field fully upgraded
champions from the outset if they so choose. The research of chemistry
at the university gives them hand cannoneers also, which can also be cheaply
upgraded. The Spanish early Imperial army is reasonably tough.
Post Imperial Age
Once fully established, the Spanish have access to fully upgraded troops
from almost every military line. With fully upgraded paladins, Elite Conquistadors
and Missionaries, they have an extremely powerful and mobile force to
terrorize their enemies. However, to maintain such a force requires a
lot of gold, so the Spanish player relies heavily on the trade bonus or
is forced to capture a large quantity of gold from intermediate gold mines
to supply these units. However, if gold is plentiful, the Spanish army
is extremely powerful.
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