This time, every army gets its own unique flag if a unit is selected, beyond a mere color change, including storyline factions like the Saxon Rebels in the Norman campaign. 1 maps in single-player as Blue (player) vs. Color-Coded Armies: As is series tradition, defaulting on 1 vs.Men-at-Arms, knights and lancers, war elephants), all of which are typically heavily armored. Regular crossbowmen are more expensive to produce and don't have the regular bow's rate of fire, but their bolts explicitly deal bonus damage against any units that tagged as "heavy" (eg.They are also ineffective against heavy infantry and heavy cavalry, whose armor they'll struggle to penetrate and do damage against. They are weak against the cavalry trash unit, the horseman, who not only have the health to soak up some arrows and the speed to close into melee, which all archers do poorly in, they also explicitly deal bonus damage against archers. and are a direct counter to the infantry trash unit, the spearman, as these are easily dispatched with a volley of arrows that are quickly nocked and loosed thanks to archers dealing bonus damage against them. Regular foot archers are treated as the ranged "trash unit" note A military unit that costs no gold or stone.Bows Versus Crossbows: The game features foot archers with regular bows (or in the case of the English, longbows) alongside crossbowmen, and this trope plays out in how each of these two types of archers have strengths and weaknesses.They have no base armor and, just like the spearmen, are vulnerable to foot archers, but their zweihänder not only deals a lot of damage per attack, it also hits multiple enemies within a small area-of-effect. BFS: The Holy Roman Empire gets the zweihänder-wielding Landsknecht as a unique light infantry unit, returning from III, where they are one of the German faction's unique units.They are not as heavily armored as the generic men-at-arms, but move faster as a result and have a Herd-Hitting Attack with their broad swings. Blade on a Stick: The Chinese gets the guandao-wielding palace guard as a unique replacement for the generic heavy infantry unit, the sword-and-shield-wielding man-at-arms.Base on Wheels: The Mongols are able to pack their buildings in order to move them elsewhere, fitting their nomad nature.On top of being able to supervise buildings to speed up resource gathering and unit production, the Chinese also have a unique taxation mechanic that gives them gold for every unit produced or resource delivery made this gold is deposited in their buildings until an Imperial Official comes to collect it. Badass Bureaucrat: The Chinese get the Imperial Official as a unique unit, acknowledging China's legendary historical civil service. ![]() ![]() The high rate of fire makes the zhuge nu devastating to many enemy units, but unlike in Age of Empires II is not as effective against armored siege weapons. Automatic Crossbows: Chu ko nu-wielding crossbowmen return from the second and third games as a unique unit for the Chinese, though the weapon, and the unit itself, is referred to by an alternate name for said weapon, the zhuge nu note " chu ko" being an older transliteration of " zhuge" the crossbow is named after Shu chancellor Zhuge Liang, who did not invent the crossbow, but made improvements to it.Arrows on Fire: The "Incendiary Arrows" tech from the University allows archers to loose these to deal bonus damage against siege engines and buildings.The Holy Roman Empire has a technology that trades their men-at-arms' swords for maces (which are also available in two-handed form if combined with the "two-handed weapons" tech), granting them bonus attack damage against heavy type units.Gunpowder units gain no extra attack vs heavy units but have high enough attack to make armor practically irrelevant. Armor-Piercing Attack: Crossbows deals extra damage to heavy type units like man-at-arms and knights.Annoying Arrows: Regular foot archers do very little damage against armored units, rendering them only effective against "trash units" like basic spearmen.
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