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Scoots 6 Sep 2, 2013 @ 11:02am
Civ bonus tech IDs
Hey guys,

I'm trying to map technology IDs to civ special bonuses as a resource for use in map making, and I've been having a bit of trouble with a few of them. What follows is what I've managed to piece together so far. If anyone is able to fill in any of the blanks, it would be much appreciated.

[Tech ID] Tech name
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Aztecs
[29] +5 monk health from Atonement
[30] +5 monk health from Sanctity
[31] +5 monk health from Fervor
[32] +5 monk health from Redemption
[33] +5 monk health from Faith
[36] +5 monk health from Illumination
[38] +5 monk health from Block Printing
[40] +5 monk health from Heresy
[41] +5 monk health from Theocracy
[42] (unknown)
[43] (unknown)
[44] (unknown)

Villagers carry +5, Military units created 15% faster, Loom free - specific IDs unknown

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Britons
[381] Town centres cost -50% wood in castle age
[382] Foot archers have +1 range in castle age
[383] Shepards work 25% faster
[403] Foot archers have +1 range in imperial age

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Byzantines
[283] Buildings +10% health in dark age
[284] Camels, skirmishers, pikemen, halberdiers cost -25%
[397] Fire ships +20% attack
[401] (unknown)
[417] Buildings +20% health in feudal age
[418] Buildings +30% health in castle age
[419] Buildings +40% health in imperial age

Town Watch free, -33% cost to advance to imperial - IDs unknown

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Celts
[385] Lumberjacks work 15% faster
[386] Siege weapons fire 20% faster
[393] Infantry move 15% faster
[405] Sheep not converted if in one celt unit's line of sight

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Chinese
[302] Start with +3 villagers
[350] 10% reduced tech cost in feudal age
[351] 15% reduced tech cost in castle age
[352] 20% reduced tech cost in imperial age
[396] Demolition ships +50% health
[425] Town centres support 10 population

----------
Franks
[287] Free horse collar
[288] Free heavy plow
[289] Free crop rotation
[290] Knights +20% health
[325] Castles cost -25%

----------
Goths
[327] Infantry +1 building damage
[344] Infantry cost -25% from feudal
[402] Hunters +5 attack to wild boar, carry +15
[406] +10 population in imperial age

----------
Huns
[358] Cavalry archers cost -25% in castle age
[359] Cavalry archers cost -30% in imperial age

Do not need houses but -100 wood, trebuchets +30% accuracy - IDs unknown

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Japanese
[306] Fishing ships +5% work rate in dark age, +100% health and +2 pierce armour
[339] Galleys +50% line of sight
[340] Mill, Lumber camp, Mining camp -50% cost
[341] Infantry attack 25% faster from feudal age
[422] Fishing ships +10% work rate in feudal age
[423] Fishing ships +15% work rate in castle age
[424] Fishing ships +20% work rate in imperial age

----------
Koreans
[442] Free guard tower in castle age
[443] Free keep in imperial age
[444] Free bombard tower after chemistry
[452] +1 tower range in castle age
[453] +1 tower range in imperial age

+3 villager line of sight, stone mining 20% faster - IDs unknown

----------
Mayans
[53] -20% archer cost in castle age
[56] -30% archer cost in imperial age

Archer cost -10% in feudal, +1 villager but -50 food, +20% resource duration - IDs unknown

----------
Mongols
[388] Light cavalry and hussar +30% health
[389] Hunters work 50% faster
[394] Cavalry archers fire 20% faster

---------
[342] Town centre +100% health
[349] Dock +100% health
[409] Town centre work rate +10% feudal age
[410] Town centre work rate +15% castle age
[411] Town centre work rate +20% imperial age
[412] Dock work rate +10% feudal age
[413] Dock work rate +15% castle age
[414] Dock work rate +20% imperial age

Start with +50 food and wood - ID unknown

---------
Saracens
[312] Cavalry archers +3 building attack
[337] Transport ships +100% health and +100% capacity
[355] 5% marcket tax
[404] Galleys attack 20% faster

----------
Spanish
[57] Cannon galleons benefit from ballistics

Build 30% faster, blacksmith upgrades cost no gold - IDs unknown

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Teutons
[314] Farms -33% cost
[333] (Unknown - think it may be free murder holes)
[336] Town centre +2 attack and +5 line of sight
[347] Monks +100% healing range
[353] Towers +100% capacity

Free murder holes - ID uncertain

----------
Turks
[95] Hussar free
[285] Free chemistry
[286] Cannon galleon +25% health
[300] Gold mining 15% faster
[301] Gunpowder units +25% health

Light cavalry free - ID unknown

---------
Vikings
[391] Infantry +20% health in imperial age
[392] Free wheelbarrow
[395] Warships cost 20% less
[400] Free hand cart
[415] Infantry +15% health in castle age
[416] Infantry +10% health in feudal age
Last edited by Scoots; Sep 2, 2013 @ 12:08pm
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Cysion 1 Sep 2, 2013 @ 12:13pm 
For civ bonuses, it's best to look in the technologies tab, rather than research tab. (I assume you're using Advanced Genied Editor 3). For instance, the Turkish free light cav, free chemistry and gunpowder upgrade bonuses are all in Tech ID 263. Whil the research IDs 95 & 285 are merely dummies.
Scoots 6 Sep 2, 2013 @ 3:07pm 
I wasn't - I was using the xml data file behind AoK:TS and a tech document I found, which I believe was used for the development of advanced genied editor.

Using AGE though, I've already managed to get some dark age civ detection for the civs I was struggling with by following the Civilizations tab into the Technologies tab. Thanks for pointing me at that.
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Date Posted: Sep 2, 2013 @ 11:02am
Posts: 2