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Age 2 Design Document

This document provides an overview of AGE 2, a game engine. It outlines the document's purpose and organization. The version change summary section lists changes from the previous version, including updates to the document, features, and milestones. The vision statement section expresses the design goals for AGE 2, including creating an advanced, flexible game engine.
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© © All Rights Reserved
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Available Formats
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0% found this document useful (0 votes)
106 views136 pages

Age 2 Design Document

This document provides an overview of AGE 2, a game engine. It outlines the document's purpose and organization. The version change summary section lists changes from the previous version, including updates to the document, features, and milestones. The vision statement section expresses the design goals for AGE 2, including creating an advanced, flexible game engine.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 136

AGE

2
Version 5.0
17 July 1998

 AGE 2 Design Document Page 1

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
AGE 2............................................................................................................................ 1

i. Document Puro!e" Or#$ni%$tion"


Or#$ni%$tion" $n& Con'ention!............
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Document Versioning.........
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Otions......................
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Document !se "Online#...................
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ii. )er!ion
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%eature &e'intro(uction )c*e(ule.......................
)c*e(ule....................................
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+ilestone ,tems.....................
,tems...................................
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iii. )i!ion St$tement..................


St$tement................................
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Vision )tatement..................
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-itmus est...........
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1. Inter/$ce!...................
Inter/$ce!................................
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)ection /otes........................
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General ,nterace Design oncets........................
oncets.....................................
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Pre'Game ,nteraces.....................
,nteraces...................................
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,n'Game ,nteraces.....................
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Post'Game ,nteraces.....................
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+iscellaneous ,nteraces AGE2 E(itor......................
E(itor...................................
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General ,nterace Data.........................
Data.......................................
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2. A#e!................
A#e!..............................
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*e Ages in General.....................
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 A(3ancement *roug* *e Ages.............
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. Re!ource!..................
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&esources in General....................
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4asics o &esource +o(el........................
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. Tr$&e..........
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,nternal ra(e................
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Player'to'Player
Player'to'Player ra(e.................
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Programmer /otes.......................
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(. Com3$t.................
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omat !nit 4e*a3ior.....................
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Dilomacy Otions....................
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Dilomacy ,nterace Elements..................
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,. Cu4ture! $n& Ci'i4i%$tion!.............


Ci'i4i%$tion!...........................
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 AGE 2 Design Document Page 2

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
Player i3iliations...............
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ultures y Art )et.......................
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ulture Astracts.............
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&ai(er ultures...................
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5. Unit!....................
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!nits in General......................
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11. Bui4&in#!..........
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12. Tec*no4o#ie! $n& Tec*no4o#+ Tree........................


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ec*nology
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ec*nology
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1. Re4ic!.....................
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1. )ictor+ Con&ition!


Con&ition! $n& G$me Otion!.................
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)tan(ar( Victory on(itions....................
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Otional Victory on(itions....................
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1(. E$!ter E##! $n& C*e$t Co&e!......................


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10. Cinem$tic Art....................


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Oening inematic...................
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amaign utscenes....................
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 Alternate &eality
&eality utscenes "OP,O/#.........
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1,. Soun&!..............
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)tereo )oun(........................
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Oicial aunts..........
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,nternationalie(
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15. C$m$i#n!
C$m$i#n! $n& Scen$rio!..................
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Dynamic amaign )ystem....................
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1-. Su##e!tion!
Su##e!tion! $n& Re4$te& Outcome!...............................
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2. 6i!toric$4 D$t$......................


D$t$....................................
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 AGE 2 Design Document Page 6

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
21. Tec*nic$4 Seci/ic$tion........................................................................................................... .. -1
ec*nical Programming ,tems &e;uest or AGE 2............................................................................ 91
 A, &elate( as<s............................................................................................................................. .. 99
ommunications &elate( as<s...................................................................................................... 100
ommunications Programming ,ssues............................................................................................ 101
omman( -ine Parameters............................................................................................................ 102
+ac*ine )eciications.................................................................................................................... 107

22. De!i#n Protot+in#.................................................................................................................. 15

2. Mi4e!tone!................................................................................................................................ 1-

2. 7i!* Li!t Item!......................................................................................................................... 11


&oa(s.............................................................................................................................................. 110
)oun(.............................................................................................................................................. 110
,nterace......................................................................................................................................... . 110
Game yes................................................................................................................................. ... 110
+ultilayer Anti'*eat )ystem......................................................................................................... 110
=is*list ,tems rom Ao> Design +eeting......................................................................................... 110

A. Cont$ct In/orm$tion.................................................................................................................... 11

B. D$t$3$!e Fi4e N$min# Con'ention!........................................................................................... 11(


!nits................................................................................................................................................ 115
4uil(ings.......................................................................................................................................... 11$

C. De3u##in# Inut Bo8.................................................................................................................. 11-


%unction........................................................................................................................................... 119
!se.................................................................................................................................................. 119
,mlementation................................................................................................................................ 119
Ot*er ,mlementation...................................................................................................................... 119
/otes............................................................................................................................................... 119

D. AI E8ert S+!tem......................................................................................................................... 12

E. Form$tion D$t$........................................................................................................................... . 121


%ormation lasses ale................................................................................................................. 121
%ormat )eciier or %ormations Data %ile....................................................................................... 122

F. Bui4& Proce&ure........................................................................................................................... 120

E. Score Mo&e4................................................................................................................................. 125

In&e8.................................................................................................................................................. 12-

 AGE 2 Design Document Page 

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
i. Document Puro!e" Or#$ni%$tion" $n& Con'ention!

*e AGE 2 +aster Design Document is inten(e( to act as t*e central source (ocument or all *ases
an( asects o t*e oicial AGE 2 (e3eloment rocess.

 As many asects o t*e (esign ill in3arialy c*ange o3er t*e course o its e3olution rom a concetual
to a inis*e( state t*is (ocument is structure( to rea(ily a(at to an( resent c*anging inormation in
a co*erent an( unctional as*ion. o t*is en( all relate( inormation ill e comartmentalie( into a
numer o secialie( iel(s eac* ro3i(ing or t*e easy location o rele3ant (ata an( also minimiing
instances o contra(ictory statements 3ia reeate( inormation eing u(ate( in one location ut not
ot*ers. *e (ocument ill also e maintaine( in 3ersions "alloing regression *en necessary an(
ro3i(ing t*e aility to trac< c*ronological rogress# an( a Version *ange )ummary "outlining any
c*anges ma(e# ill e inclu(e( as art o eac* comlete (ocument.

 A((itionally lease note t*at ortions o t*e (ocument still en(ing inal agreement rior to
imlementation ill e i(entiie( y t*e rei: B"en(ing#B in t*eir title. Any (ecisions contingent uon
t*e accuracy o en(ing inormation s*oul( e (iscusse( it* memers o t*e AGE 2 team rior to
inaliation.

*is (ocument an( all o its relate( su(ocuments ill e maintaine( "rimarily# uon t*e Ensemle
)tu(ios ,ntranet. /ormally its content ill e altere( y ,an +. %isc*er "iisc*erCensemle'
stu(ios.com# *o ill comine inormation recei3e( rom all memers o t*e AGE 2 team into eac*
successi3e 3ersion. /e 3ersions ill e ma(e a3ailale to all memers o t*e AGE 2 team eac*
%ri(ay t*roug* email.

Please (o not ma<e c*anges (irectly to t*is (ocument or any o its su(ocuments. )uggestions or 
any content you eel s*oul( e a((e( re3ise( or e:clu(e( can e sent (irectly to ,an +. %isc*er or 
+ar< errano "mterranoCensemle'stu(ios.com#.

Document Versioning 

*e ma?or (ocument 3ersion numer ill correson( to t*e current milestone *ile t*e minor 
3ersion numer ill e u(ate( it* e3ery re3ision "ee<ly#. *e contents o t*e (ocument ill
correson( it* t*e (e3elomental state o t*e ro?ect at eac* milestone an( ill attemt to e as
accurate as ossile eteen t*ese.

Originally =or(@s 3ersion trac<ing utility as eing use( in t*e construction o t*is (ocument.
oe3er t*is eature cause( t*e (ocument@s ile sie to increase to a (egree t*at ma(e it
unaccetale or transmission or e(iting. *e use o t*is eature *as een (iscontinue( starting it*
30.5. A more eicient means o con3eying (ocument c*anges is eing engineere(.

Options

*e e:act imlementation o certain asects o t*e AGE 2 (esign is (een(ent on t*e
outcome o laytesting sc*e(uling team (iscussions an( so ort*. ,n instances *ere multile
"3iale# imlementations *a3e een suggeste( t*ese ill e resente( in t*e (ocument a long it* t*e

 AGE 2 Design Document Page 5

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
or( otion in t*eir *ea(ing. ,n general otions are liste( in or(er o t*eir current e:ecte(
rece(ence "i.e. t*e most li<ely otion is liste( irst.#

Document Use (Online)

*is (ocument is (esigne( it* t*e use o =or(@s F(ocument ma@ eature in min(. =*en
using t*e (ocument online e *ig*ly recommen( enaling t*is eature.

 AGE 2 Design Document Page $

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
ii. )er!ion C*$n#e Summ$r+

Document 

*e entire curse( (ocument *as een reritten.

Feature Re-introduction Schedule

,n or(er o riority

St$tu! Item
H 4attering &ams
H Ot*er !nits 4attering &ams
H )tatic I Pac<ing )iege =eaons
H Gat*er Points "rom 4uil(ings#
Gaia 4e*a3iors
=alls an( 4uil(ings )to +issile Attac<s
&elic "comat#
Gates
Garrisons
/a3al )ecial omats
Pro(uction ueues
,nternal ra(e
&elic "economic#
Ore relaces Gol(
Gat*ering Generates Gol(
O3erlan( ra(e I ra(e arts
/e Dilomacy +o(el
astles
!ni;ue !nits
)ecial !nit Attac<s an( Deenses
&ai(er ultures
ultural Dierences
%ormations
!nit -e3el )tate A,
>ings

K Otional items elo t*is ro K

4riery
%acings
&egrot*
,niltraitors

 AGE 2 Design Document Page 7

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

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Milestone Items

&e3ise( ormation seciication age 6


Gaia unit A, seciication age $5
,n'Game tec* tree seciication age 1$
%eature re'intro(uction sc*e(ule age 8
Game summary (islay seciication age 15

 AGE 2 Design Document Page 8

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
iii. )i!ion St$tement

Vision Statement 

To ;ee t*e 3e!t $rt! o/ t*e A#e o/ Emire! #$me 3ut e8ten& $n& e'o4'e it 9it*
!e4ecte& c*$n#e! $n& $&&ition!< imro'e& inter/$ce" /re!* 'i!u$4 4oo;" en*$nce&
t$ctic$4 com3$t =/orm$tion! $n& /$cin#>" ne9 tr$&e otion!" ne9 &i4om$c+ otion!"
$n& $ ne9 time erio& =D$r; A#e! t*rou#* E$r4+ Ren$i!!$nce> 9it* $rori$te
cu4ture!" 3ui4&in#!" unit!" $n& tec*no4o#ie!.

Litmus Test 

 All i(eas or otential (esign elements relate( to AGE 2 are su?ect to (iscussion among
memers o t*e AGE 2 team. oe3er comaring any concet to memers o t*e elo 3ision
statement s*oul( ro3i(e a general i(ea o a suggestionLs suitaility.

• AGE 2 9i44 not $4ien$te it! e8i!tin# $u&ience.


*e core elements *ic* ma(e Age o Emires a success ill not e c*ange( in AGE 2.
"E:amle o i(eas e:clu(e( y t*is Age o %lig*t )imulators Age o etris.#

• AGE 2 9i44 3ui4& uon it! re&ece!!or.


*anges ma(e rom t*e Age o Emires (esign to t*e AGE 2 (esign ill e e3olutionary rat*er 
t*an re3olutionaryM AGE 2 ill e:an( an( reine comonents o t*e Age o Emires (esign.
"E:amle o i(eas e:clu(e( y t*is irst erson ersecti3e comat &PG elements.#

• AGE 2 9i44 !tri'e to $c*ie'e com4etion on or $3out :u4+ 1--5.


%eatures a((e( to t*e (esign ill concei3aly e ac*ie3ale it*in t*e limits o t*e AGE 2
ro(uction time rame.
"E:amle o i(eas e:clu(e( y t*is 1$ it color ull 6D engine.#

• AGE 2 9i44 #ener$44+ ;ee 9it*in t*e 4imit$tion! o/ it! $ro8im$te *i!toric$4 time erio& .
E3ery eort ill e ma(e to accurately mo(el t*e elements o t*e 50 ' 150 AD time erio(
e:cet in cases *ere reality oul( sacriice gamelay.
"E:amle o i(eas e:clu(e( y t*is aircrat aliens sumarines atomic eaons.#

 AGE 2 Design Document Page 9

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1. Inter/$ce!

Section otes

• ome u it* a ne name or t*e ran(om ma game.


• ,mro3e t*e utility o t*e sa3e game unction.
• ,nut o:es s*oul( e same lengt* as inut iel(s.
• ,mro3e t*e *el interace.
• ra(e interaceM incororate na3al an( o3erlan( otions in a single !, s*are li<e controls.
•  A(( aility or local taunt muteM (isale taunt sen(ing *en locally mute(.

!eneral Inter"ace Design #oncepts

•  All user interaces ill e ren(ere( in a *ig*er "800 : $00 : 25$ color# resolution. *is ill e (one
e3en *en t*e user elects to *a3e t*e game itsel "i.e. t*e game in(o# (islaye( in *ig*er or 
loer resolutions.
• e:t use( in all interaces ill e *an(le( t*roug* rogrammatic ma te:t o3erlays to allo or a
simliie( localiation rocess.
• ,nteraces ill ma<e use o animate( icons.
• !sers ill e ro3i(e( it* a customiation eature t*at ill allo t*em to sa3e an( recall t*eir 
a3orite interace settings.
• !ser interaces ill e comine( an( streamline( alloing or ;uic< simle na3igation an( t*e
most comman(s issue( t*roug* t*e least numer o screens.
•  All interaces ill emloy a cursor ase( *el system using a "(elaye(# non'(islace( roll'o3er te:t
*el system.
• )tan(ar(ie( sie or all (ialogs N $0 : 80

$re-!ame Inter"aces

O'er'ie9

*e main AGE2 re'game "game setu# interace is (esigne( to resent t*e user it* a unctional an(
attracti3e interace t*at con3eys all necessary inormation it*out eing comle:. *e aearance o 
t*is interace ill e mo(ele( ater uil(ings an( 3illages o t*e me(ie3al time erio(. !sing a series
o asic game icons "layer numer ma tye etc.# layers ill e ale to select t*eir setu
reerences an( atc* as t*ese c*oices are relecte( in t*e aearance o t*e interace taestry.

• Pre'game interace s*oul( allo t*e setting (islay an( loc<ing o game see(.

Pre?G$me Inter/$ce Item" G$me See& Loc; =Otion$4>

*e AGE2 multilayer re'game interace ill ro3i(e a (islay or a game see( loc<. *e *ost ill
select a game see( rom among t*ose liste( in t*is (ialog an( *is selection ill e aarent to all
layers. =*en t*e game egins no layer ill e ale to alter t*e game see(.

 AGE 2 Design Document Page 10

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
Pre?G$me Inter/$ce Go$4!

• Goo( transition eteen tye selection an( game set'u.


• +a<e selections o3ious.
• )ome screens use ictures to select "game settings I layer res.#

In-!ame Inter"aces

O'er'ie9

*e in'game interace *as to rimary comonentsM a general static !, "a set o controls alays
(islaye(# an( a seciic con(itional !, "a set sace on t*e !, *ere 3arious controls can e lace(
as con(itions in t*e game (eman(#. *e general static !, consists o controls suc* as t*e score
(islay utton t*e menu utton t*e c*at utton an( so ort*. *e seciic con(itional !, (islays t*e
uil(ings t*at can e uilt *en a 3illager is selecte( t*e units t*at can e traine( at a uil(ing *en
t*e uil(ing is selecte( an( so ort*.

In?G$me Inter/$ce E4ement" U!er Inter/$ce Contro4!

!eneral Static UI %uttons

• +enu

Pro3i(es layer it* access to t*e olloing otions

• uit
•  Ac*ie3ements
• )cenario ,nstructions
• )a3e
• -oa(
• &estart
• Game )ettings
• el
•  Aout
• ancel

• Dilomacy

 Allos t*e layer to set relations an( triute resources it* ot*er layers in t*e gameM unctions as
in Age o Emires.

• el

*anges layer@s cursor to a *el cursor t*at can e clic<e( on arts o t*e !, to recei3e relate(
*el messages.

• *at

 AGE 2 Design Document Page 11

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
 Allos layer to selects layers or layer grous to c*at to I it* an( also allos 3ieing o t*e
c*at uer.

• Player )ummary I +ini'+a %ilter 

Eac* clic< cycles t*e layer summary (islay "loer rig*t corner o screen# an( mini'ma t*roug*
a series o (islay ilters. )ee t*e Player )ummary section o t*is (ocumment "age ::# or motr
inormation. *e ossile mo(es are

• /one

+ini'ma (islays as normal ut t*ere is no layer summary (islay.

• /ormal

+ini'ma (islays as normal an( t*e layer summary s*os t*e score "as in Age o Emires#.

• omat

+ini'ma is (islaye( in comat mo(e an( layer summary s*os comat statistics.

• &esource

+ini'ma is (islaye( in resource mo(e an( layer summary s*os resource statistics.

• ra(e

+ini'ma is (islaye( in comat mo(e an( layer summary s*os resource statistics.

Multiple Unit Selections &ith the Speci"ic #onditional UI 

Desire( imlementation o t*is eature is to e (etermine(.

Speci"ic #onditional UI %uttons' Militar Unit Selected 

• eal "only resent i selecte( unit is a +on<#.


• )to
• -aunc* %lare

Speci"ic #onditional UI %uttons' Siege Unit Selected 

• Pac< I !nac<

Speci"ic #onditional UI %uttons' Villager Selected 

• 4uil( Economic 4uil(ings


• 4uil( +ilitary 4uil(ings
• &eair 
• )to
• -aunc* %lare
• ancel
 AGE 2 Design Document Page 12

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
Speci"ic #onditional UI %uttons' Ship Selected 

• )to
• -aunc* %lare
• !nloa( "only aears i units are loa(e( aoar( selecte( s*i#.

Speci"ic #onditional UI %uttons' %uilding Selected 

• )et Gat*ering Point


• ancel
•  Any rainale !nits
•  Any &esearc*ale ec*nologies

In?G$me Inter/$ce E4ement" Mini?M$

*e mini'ma is art o t*e general static !, locate( at t*e ottom rig*t ortion o t*e interace. *is
(iamon( s*ae( (islay ill s*o t*e laying area to scale using "rimarily# loc<s o t*e aroriate
layer@s color suerimose( o3er a scale ma o t*e terrain to s*o t*e location o *is uil(ing an(
units. As it* t*e normal game (islay un(isco3ere( areas on t*e mini'ma ill remain lac< an(
ogge( areas o t*e mini'ma ill e artly oscure( y a gray o3erlay "it* t*e un(erlying terrain still
3isile#.

 A small *ite or(ere( rectangle ill alays e 3isile on t*e mini'ma reresenting t*e location an(
oun(aries o t*e current area eing 3iee( y t*e layer. *is 3ieing area can e maniulate( 3ia
t*e mini'ma y mo3ing t*e cursor to a ortion o t*e mini'ma an( let clic<ing. *is ill cause t*e
3ieing area "an( *ite or(ere( rectangle# to center on t*e clic<e( location. , a layer let clic<s an(
(rags *is cursor on t*e mini'ma t*e 3ieing area ill e (ragge( as ell ut alays centere( on t*e
layer@s cursor.

Players can issue location re;uiring comman(s "i.e. mo3e here uil( here etc.# 3ia t*e mini'ma as i 
it ere t*e actual laying area. *is is (one simly y clic<ing a location on t*e mini'ma rat*er t*an
on t*e actual laying area "note t*at t*e re(uce( scale o t*e mini'ma (islay o3iously reclu(es
t*is rom eing o3erly accurate#.

*e location o an( units in3ol3e( in any noteort*y acti3ity "i.e. a comat# ill e i(entiie( using a
3isual cue "accomanie( y au(io# on t*e mini'maM t*is ill consist o an initial o: t*at ill s*rin< to
outline t*e roug* location o t*e e3ent olloe( y a las*ing o t*e units in3ol3e( in t*e e3ent or its
(uration.

*e mini'ma *as our ilters eac* o *ic* correseon(s to a layer game summary (islay. A
utton ne:t to t*e mini'ma can e use( to cycle t*e ma an( game summary (islay t*roug* all o 
t*e ossile mo(es. One mini'ma ilter must alays e acti3e an( only one can e acti3e at any
gi3en time. *is is not true o t*e layer game summary (islay *ic* can e ma(e "y cycling
t*roug* t*e mo(es# ma(e inacti3e.

In?G$me Inter/$ce E4ement" Mini?M$ Fi4ter!

ormal Filter 

•  All layer units are s*on in t*eir rimary color transorm color.

 AGE 2 Design Document Page 16

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
• )electe( units are s*on in *ite
• errain is s*on in its normal color "i.e. lue or ater ron or green or lan( (ar< green orests
etc#
• *is ilter is ?ust li<e t*e Age o Emires (iamon( ma.

#omat Filter 

• -ig*t green reresents your layer one( comat units.


• +e(ium green reresents your layer one( non'comat units "is*ing oats 3illagers etc.#.
• Dar< green reresents your layer o ne( uil(ings
• -ig*t re( reresents enemy comat units.
• +e(ium re( reresents enemy non'comat units.
• Dar< re( reresents enemy uil(ings.
• ello reresents neutral I non'allie( units.
• -ig*t 4lue reresents allie( comat units.
• +e(ium 4lue reresents allie( non'comat units.
• Dar< 4lue reresents allie( uil(ings.
• *e mini'ma is ren(ere( in grayscaleM ater is lac< orest is (ar< gray an( all lan( is lig*ter 
gray.
• )electe( units are s*on in *ite.
•  Artiacts an( ruins N magenta.
• +ercs s*o as allies or enemies.
• Gat*ering Point reresente( y ulsing colore( (ot.

Resource Filter 

• +agenta reresents a resource t*at can e ic<e( u I orage( "anyt*ing gol( tra(e goo(s oo(
etc#
•  All oo( resources are (ar< yello.
• Dar< green reresents orests or oo( orage.
• Dar< re( reresents ore.
• Gray reresents stone.
• Player@s uil(ings an( or<ing units are urle.
• &e( or any enemy unit or uil(ing
• ,(le 3illagers are lig*t lue.
• +a (islays only un*ar3este( resources "i.e. not t*ose eing carrie( y 3illagers#.
• +a colors or terrain are normal.
• )electe( units are s*on in *ite.

Trade Filter 

• +o3ing tra(e units are s*on in urle.


• On tra(e uil(ings are s*on in (ar< green.
• ,(le tra(e units are s*on in lig*t lue.
• Ot*er tra(e sites are s*on in (ar< lue.
• Ot*er tra(e units are s*on in (ar< lue.
• *reat units an( uil(ings are s*on in re(.
• Outlas are also s*on in re(.
 AGE 2 Design Document Page 1

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
• )electe( units are s*on in *ite.

In G$me Inter/$ce E4ement" P4$+er G$me Summ$r+ Di!4$+

*e Player Game )ummary is lin<e( to a layer@s selection o a mini'ma ilter. *is (islay aears
*en t*e layer cycles t*roug* t*e ossile ilters y clic<ing t*e ma ilter utton. An a((itional ma
ilter "a (ulicate o t*e normal ilter# is  ro3i(e( in t*e cycle to allo layers to 3ie t*e mini'ma in
normal mo(e it* no Player Game )ummary Dislay acti3e. *is causes t*e cycle to e as ollos

1. /ormal +ini'+a %ilter it* no Player Game )ummary Dislay


2. /ormal +ini'+a %ilter it* )core Player Game )ummary Dislay
6. omat +ini'+a %ilter it* omat Player Game )ummary Dislay
. &esource +ini'+a %ilter it* &esource Player Game )ummary Dislay
5. ra(e +ini'+a %ilter it* ra(e Player Game )ummary Dislay

*e 3arious Player Game )ummary Dislays unction as ollos

$laer !ame Summar Displa' Score

*is mo(e s*os a stac< o all layer names an( t*eir relate( scores. ,n general t*e or(er layer
names are resente( in is ase( on t*e *ig*est scoreM allie( layers are groue( toget*er an(
arrange( in or(er o t*e *ig*est score it*in t*eir grou. /ames o layers no longer in t*e game
remain in t*is (islay ut *a3e a single line t*roug* t*em.

o t*e let o a layer@s name ill e sace or icons a re( (ot (enoting a a( connect see( an( a
turtle reresenting a a( mac*ine see(.

$laer !ame Summar Displa' #omat 

*is mo(e s*os t*e current numer o comat units a layer *as y tye.

$la er !ame Summar Displa' Resource

*is mo(e s*os t*e layer *is total numer o 3illagers an( is*ing oats along it* t*e numer o
t*ese t*at are currently i(le. 4elo t*e 3illager ortion o t*is (islay ill also e a column s*oing
t*e numer o "non'i(le# 3illagers currently or<ing groue( y tas<.

$laer !ame Summar Displa' Trade

ra(e units are not currently in t*e game. =*en a((e( t*e tra(e Player Game )ummary Dislay ill
s*o a layer@s current numer o tra(e units an( t*e numer o t*ese t*at are i(le. *e unctionality
o t*is (islay can currently e teste( using (e3eloer tools "&-# to lace ra(e arts.

In?G$me Inter/$ce E4ement" In?G$me Tec* Tree

 A utton on t*e layer@s !, ill ro3i(e access to an in'game tec* tree it* a general imlementation
as ollos

• !se a 50 : 50 icon to reresent uil(ings.


• !se a small te:t loc< or tec*s an( units.
• !se a 2 or 6 i:el or(er to s*o units tec*nologies an( uil(ings "i.e. re( or uil(ings lue or
tec*nologies green or units#.
 AGE 2 Design Document Page 15

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
•  All tec* tree items s*oul( e caale o *a3ing a roll'o3er (ro'(on te:t o: t*at can e use( to
ro3i(e a((itional relate( inormation.
• !se rig*t or (ar< s*a(es to s*o t*ings t*at can e uilt or researc*e( an( to s*o t*ings t*at
cannot yet e uilt or researc*e( resecti3ely.
• )u(ue any units uil(ings or tec*nologies t*at are not a3ailale to a seciic culture. Possily
use one itma s*on on a lac< ac<groun( an( rogrammatically c*ange t*e color o asente(
items to t*at o t*e ac<groun( to oscure t*em.

In?G$me Inter/$ce E4ement" Unit )i!i3i4it+

!nits ill e 3isile e*in( tall "oscuring# o?ects

• =*en a unit is artially or comletely *i((en y a taller o?ect in t*e Foregroun(@ "closer to t*e
ottom o t*e screen t*an t*e o?ect# its outline ill e s*on Ft*roug*@ t*e oscuring o?ect.

• *e outline ill e s*on t*roug* u to to le3els o oscuring o?ects "a tree in ront o a all in
ront o a sor(sman N or N a sor(sman e*in( to ros o alls#. *e unit ill not e (islaye(
i it is e*in( more t*an 2 o?ects.

•  An oscure( unit ill e selectale y clic<ing insi(e its outline area.

• )ome arts o a unit may not e outline( N t*oug* generally t*e entire unit ill e surroun(e( y
an outline "t*is is to allo or o3erlays suc* as t*e rai(er@s sac< o goo(s t*e <ing@s cron a
oat@s sail#.

•  All layer controlle( units ill e 3isile inclu(ing one( units allie( units an( enemy units.

• , ossile enemy one( an( allie( units ill e outline( in (ierent colors or in (ierent style
lines to e ale to tell t*em aart.

In?G$me Inte/$ce E4ement" Ot*er Fe$ture!

Map *Flare+ Feature

=*en a unit is selecte( an( t*e Flare@ is (one a secial message is sent to allie( layers in(icating
t*e Flare@ it* ot* a soun( an( a mini'ma in(ication o *ere t*e layer as *en lare as
selecte(. *e lare s*oul( stay on t*e mini'ma or 2 minutes.

*e lare &ill   e:ose "an( later og# terrain surrouning it to t*e layer@s allies. *ere is no limit to t*e
numer o lares a layer can launc*M i a layer is*es to use t*e lare to s*are -O) rat*er t*an
researc*ing s*are( -O) "cartogra*y# more oer to *im.

Map *Troule Spots+ Feature

*e re3ious 5 attles "any*ere a uil(ing or unit too< (amage# are in(icate( on t*e mini'ma.
*ese c*ange to a (im color ater 2 minutes an( (isaear ater  minutes. *ese are (islaye(
regar(less o t*e selecte( ilter.

Otional imlementation N t*e troule sots are in(icate( y successi3ely (ar<er s*a(es o t*e
Ftroule sot@ color N &e( or instance starting as in< an( a(ing to (ar< re( or sot Q5.

 AGE 2 Design Document Page 1$

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
Other Suggested In-!ame Inter"ace Features

• !, item or uni3ersal gat*er oints y tye.


• !, item or 3illagersM (ro all an( go i(le.
• !, item or 3illagersM cycle to ne:t i(le 3illager.
• !, item or mini'maM increase( ma (islay sie.
• !, item or mini'maM oom in I out control.
• !, item or unit 3isiilityM oscure( unit outline las*es *en se lecte(.
• !, item or layer summary (islayM to t*e rig*t o a layer@s score ill e a sace or icons a
small on(er icon s*oing t*at t*e layer *as uilt a on(er an( a small cron icon i a layer
*as <ille( or cature( a >ing.

$ost-!ame Inter"aces

AGE 2 Time4ine

urrently t*e AGE2 timeline is t*e same as t*at in Age o Emires. A secon( timeline 3ersion "one
*ic* reresents t*e same (ata in a slig*tly (ierent as*ion# is currently eing teste(.

Timeline Icons

imeline icons are not currently in AGE2. =*en t*ese are enale( t*e olloing e3ents ill cause a
reresentati3e icon to aear in t*e aroriate location on t*e timeline

1. %ue(al Age
2. +i((le Age
6. ,merial Age
. onstruction o =on(er 
5. Destruction o =on(er 
$. onstruction o astle
7. Destruction o astle
8. 4attle e3ent
9. &aing e3ent
10. )ear %eality
11. Accet %eality
12. Declare Ji*a(
16. >ill >ing
1. ature >ing.

$rogrammer otes

%ine timeline tec*nical (ata comliments o Da3i( -eis.

4attleI&aing e3ent (etermination


• ,+E )-,E &AE t*e is t*e rate at *ic* *istory e3ents an( oulation samles are ta<en. ,t is
25 sec.
• 4attle an( &aings e3ent (een( on to t*ings a numeric rate at *ic* stu occurs to state t*at a
attleIraing is occurring an( total amount *ic* seciies i t*e e3ent"attleIraing# is signiicant
enoug*t to e recor(er. )o or e:amle i t*e layer is <illing enoug* targets in any time slice t*en
a ossile attle is occuring.
 AGE 2 Design Document Page 17

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
• 4attle (etermination (een(s on to itemsM t*e numer o (eat*s t*e layer is causing er time
slice or t*e *it oints <ille( er time slice. A attle is signiicant *en a certain total numer o <ills
or a certain total *it oint <ille( is reac*e(. Once a attle is (etermine( to e sigiicant t*en as
long as attle is continuing at a certain rate no ne attle e3ents are mar<e(.
• &aing (etermination (een(s only on a raing rate an( a raing total no e:tra concern it* *it
oints o t*e uil(ings rae(.
• t*e actual 3alues o t*ese igures are at resent

,+E )-,E R 25 secon(s


4A-E >,-- &AE R 6 layer <ills
4A-E , PO,/ >,--ED &AE R 600 *it oints o layer <ills
4A-E >,-- OA- R $ total layer <ills
4A-E , PO,/ >,--ED OA- R $00 total *it oints o layer <ills
&AS,/G) &AE R 6 uil(ings (estoye(
&AS,/G) OA- R $ total uil(ings rae(.

• *e ao3e igures are in t*e (ataase an( can e rea(ily c*ange(TTTTT
• Only t*e 5 iggest attles an( raings or <eee( trac< o. i a larger e3ent comes in t*en a smaller 
e3ent is (iscar(e(.
• /ote t*at ot* attle an( raing (etermination <ee no trac< o geogra*ical area. )o it counts all
t*e layer <ills an( raings regar(less o ere t*e occur to (etermine i t*e layer *as *a( a
signiicant attleIraing e3ent. Also t*ey only trac< *at t*e layer is (oing not *at is eing (one
to *im.
• *e consi(eration o *it oints o t*e <ille( units as a((e( to e ale to trac< attles ere t*e
units are *ig* *it oint units so t*e numer o <ill is lo in any time slice. t*is s not a((e( to t*e
consi(eration o raings ecause , elt t*at t*at le3el o granularity as not nee(or raings.
• E3entualy t*ese e3ents ill so on t*e timeline it* a color transorme( icon to s*o *o you re
*uing ass on.

AGE 2 P4$+er Score $n& R$tin# Mo&e4

*e current AGE2 score mo(el is t*e same use( in Age o Emires. A ne score an( rating mo(el is
ort*coming "see )ection E )core +o(el#.

Miscellaneous Inter"aces' ,!. ditor 

*e current AGE2 e(itor is a slig*tly mo(iie( 3ersion o t*at in Age o Emires. *is e(itor ill
e3entually e re(esigne(.

Ne9 E&itor Function" Co+ $n& P$!te

• )electing t*e errain ta ill oen an interace oering t*e +a oy as a rus* tye. )electing
t*is rus* enales t*e coy an( aste system.
• o coy an area let clic< an( (rag o3er itM t*e area ill e mar<e( y a re( o3erlay.
• lic< oy )electe( Area to enale t*e maniulation uttons.
• lic<ing &otate -et &otate &ig*t %li -et I &ig*t or %li ! I Don ill cause t*e coie( area to
c*ange its acing.
•  Ater maniulation t*e user can lace t*e coie( area y mo3ing t*e re( o3erlay to t*e (esire(
location an( let clic<ing.

 AGE 2 Design Document Page 18

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
• /e areas can e coie( y clic<ing Goto oy +o(e an( reeating t*is rocess.
/ote only s;uare areas can currently e selecte( or coy an( aste unctions.

!eneral Inter"ace Data

Icon!

*ere ill e icons. )ome ill e animate(.

/olistic Icon List 

*e olloing is a list o all o t*e comman(s a layer ill e ale to issue "at some oint# *ile using
t*e AGE 2 !,. )ome o t*ese ill certainly e normal uttons (escrie( only it* te:t ut ot*ers ill
e icons.

 All icons are store( rames in .lc iles it* one ile er category.

General ,cons

"4/+D.lc#

Fr$me Icon
el
One age tec* tree (islay
)core
+ini'ma ilter N comat
+ini'ma ilter N resource
+ini'ma ilter N tra(e
+ini'ma ilter N normal
*at
Dilomacy Otions
 Ac*ie3ements Dislay
+ain +enu
)ituation )ummary
Go to gat*er 3ie
Go to retreat 3ie
1 -aunc* lare "to allies#
4asic units ta
)tance units ta
ommon units ta
ommon uil(ings ta
rain uil(ings ta
&esearc* uil(ings ta
Garrison uil(ings ta
2 A(3ance to age 2
6 A(3ance to age 6
 A(3ance to age 
5 %orm'u

 AGE 2 Design Document Page 19

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
$ Attac<
7 eal
8 )to
9 *arge secial attac<
10 )et i<es against c*arge secial attac<
11 )*iel( all secial attac<
12 &eair
16 +o3e
60 Go to gat*er oint
29 Go to retreat oint
28 )et gat*er oint
27 )et retreat oint
2$ &elease "(elete#
25 Guar(
2 Patrol
26 )cout
22 Aggression le3el one N aggressi3e
21 Aggression le3el to N reacti3e
21 Aggression le3el t*ree '' (eensi3e
19 Aggression le3el our '' assi3e
15 -oa( I !nloa( toggle utton or transort caale oats
1 -oa( I !nloa( toggle utton or semi'moile units an( uil(ings "ac< I
unac<#
4uil( military uil(ings
4uil( economic uil(ings
18 %orm'u
)et gat*er oint
)et retreat oint
)to
17 %orm line
1$ %orm column
5 %orm grou
 Disan( I ungrou
)et gat*er oint
6 &ing Alarm ell
2 Decomose I (elete uil(ing
1 Gate u I (on
0 Disan( oun(e(
69 Garrison ortrait N 3illager class
68 Garrison ortrait N riest class
67 Garrison ortrait N ootman class
6$ Garrison ortrait N mounte( class
65 Garrison ortrait N range( class
6 Garrison ortrait N relics class
66 Garrison all out
62 Garrison all out ally only
61 !n(isco3ere( tra(e route
$0 -an( tra(e routes 1
59 -an( tra(e routes 2
58 -an( tra(e routes 6
 AGE 2 Design Document Page 20

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
57 -an( tra(e routes 
5$ -an( tra(e routes 5
55 -an( tra(e routes $
5 -an( tra(e routes 7
56 -an( tra(e routes 8
52 -an( tra(e routes 9
51 -an( tra(e routes 10
$1 )ea tra(e routes 1
$2 )ea tra(e routes 2
$6 )ea tra(e routes 6
$ )ea tra(e routes 
$5 )ea tra(e routes 5
$ )ea tra(e routes $
7 )ea tra(e routes 7
8 )ea tra(e routes 8
9 )ea tra(e routes 9
50 )ea tra(e routes 10
ra(e Goo(s
Gol(
Ore
=oo(
)tone
"researc* items#
,+E-,/E ,E+ ,O/)
4uil( *ousing
)to construction
4uy ore le3el 1
4uy ore le3el 2
4uy ore le3el 6
4uy ore le3el 
4uy ore le3el 5
4uy ore le3el $
4uy ore le3el 7
4uy ore le3el 8
4uy stone le3el 1
4uy stone le3el 2
4uy stone le3el 6
4uy stone le3el 
4uy stone le3el 5
4uy stone le3el $
4uy stone le3el 7
4uy stone le3el 8
4uy oo( le3el 1
4uy oo( le3el 2
4uy oo( le3el 6
4uy oo( le3el 
4uy oo( le3el 5
4uy oo( le3el $
4uy oo( le3el 7
4uy oo( le3el 8
 AGE 2 Design Document Page 21

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
4uy oo( le3el 1
4uy oo( le3el 2
4uy oo( le3el 6
4uy oo( le3el 
4uy oo( le3el 5
4uy oo( le3el $
4uy oo( le3el 7
4uy oo( le3el 8
)ell ore
)ell stone
)ell oo(
)ell oo(
ra(e N not*ing a3ailale

4uil(ing ,cons

"K.lc#

Fr$me Icon
1 4lac<smit*
2 *urc*
6 Doc<
 %arm
5 on enter
$ on enter "ortiication ugra(e#
7 +ar<et
8 +ill
9 ra(e =or<s*o
10 !ni3ersity
11 Guar( oer
12 =all
16 Gate
1 4arrac<s
15 4arrac<s "arc*ery range ugra(e#
1$ astle
17 )iege =or<s*o
18 )tale

!nit ,cons

"K.lc#

Fr$me Icon
1 a3alry -ance ortrait
2 a3alry >nig*t ortrait
6 a3alry Pala(in ortrait
 Gaia Deer ortrait
5 Gaia %is* ortrait
$ Gaia a< ortrait
7 Gaia Outla ortrait

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8 Gaia =ol3es ortrait
9 ,nantry )earman ortrait
10 ,nantry 4erser<er ortrait
11 ,nantry )or(man ortrait
12 ,nantry Pi<eman ortrait
16 ,nantry ea3y )or(man ortrait
1 ,nantry o'an(e( )or(man ortrait
15 +isc Artiact art ortrait
1$ Villager +ale ortrait
17 Villager %emale ortrait
18 +issile Arc*er ortrait
19 +issile omoun( Arc*er ortrait
20 +issile a3alry Arc*er ortrait
21 +issile rossomen ortrait
22 +issile ea3y rossomen ortrait
26 +issile an( annoneer ortrait
2 )*i og ortrait
25 )*i %is*ing )*i ortrait
2$ )*i Galley ortrait
27 )*i Jun< ortrait
28 )iege +angonel ortrait
29 )iege o3ere( 4attering &am ortrait
60 )iege reuc*et ortrait
61 )iege 4omar( annon ortrait
62 )iege )corion 4allista ortrait
66 )ecial ,niltrator I )y ortrait
6 )ecial +on< ortrait
65 ra(e art ortrait
6$ !ni;ue ata*ract ortrait
67 !ni;ue *u'>o'/u ortrait
68 !ni;ue Der3is*es ortrait
69 !ni;ue Got* 4erser<er ortrait
0 !ni;ue Janissary ortrait
1 !ni;ue -ongoat ortrait
2 !ni;ue -ongomen ortrait
6 !ni;ue +oile )iege !nit ortrait
 !ni;ue +ultiurose a3 ortrait
5 !ni;ue )amurai ortrait
$ !ni;ue eutonic >nig*t ortrait
7 !ni;ue *roing A:emen ortrait
8 !ni;ue =oa( 4erser<er ortrait
9 >ing ortrait
50 ueen ortrait

Cur!or!

*ere ill e a cursor.

Font!

 AGE 2 Design Document Page 26

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*ere ill e onts.

Cre&it!

*ere ill e cre(its.

6ot;e+!

/ot0e Tale

@e+ B$!e S*i/t  Ctr4  A4t 


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 AGE 2 Design Document Page 2

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
%5
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 AGE 2 Design Document Page 25

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

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2. A#e!

The ,ges in !eneral 

 As it* Age o Emires AGE2 also ma<es use o our (istinct ages to gate a layerLs rogression in
t*e game y ma<ing certain tec*nologies uil(ings an( units a3ailale or researc* (uring eac* o t*e
olloing erio(s

• *e Dar< Age


• *e +i((le Age
• *e %eu(al Age
• *e ,merial Age

 ,d1ancement Through The ,ges

 AGE2 ill re;uire layers to meet a seciic set o rere;uisites eore t*ey are alloe( to enter into
an( ma<e use o t*e a(3antages in any age. As it* Age o Emires t*e AGE2 interace "on
enter# ill *a3e an a(3ance to ne:t age utton t*at ill allo t*e layer to (ictate *en *e s*oul(
rogress into t*e ne age. *is control ill alter its aerance "su(ue I unsu(ue# to relect its
a3ailaility ase( on t*e status o t*e rere;uisites.

 AGE2 ill use t*e same met*o( as Age o Emires to enale a(3ancement t*roug*t t*e 3arious ages.
*at is t*e layer must construct a numer o uil(ings rom t*e current age an( e:en( a seciie(
amount o resources to enter into t*e ne:t age as ollos

Dar0 to Feudal 

 Any to uil(ings an( 500 oo(.

Feudal to #astle

 Any to uil(ings 800 oo( an( 00 gol(.

#astle to !unpo&der 

 Any to uil(ings 1000 oo( an( 800 gol(.

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. Re!ource!

 All (ata in t*is c*ater ertains to t*e resource mo(el inten(e( or AGE2 an( not t*e current resource
mo(el in lace.

Resources in !eneral 

*e current resource mo(el in AGE2 is t*e same as t*at in Age o Emires. A ne resource mo(el a
slig*tly altere( 3ersion o t*at use( in Age o Emires ill e a((e( in t*e uture. *is ne mo(el ill
intro(uce a it* resource "ore# to t*e game an( ill remo3e gol( as a *ar3estale resource. ,nstea(
gol( ill e a;uire( t*roug* tra(e an( an automatic ee generate( y *ar3esting resources. Ot*er 
c*anges ill inclu(e resources t*at rene ut or t*e most art t*e asic unction o t*e mo(el ill
remain t*e same "i.e. to get oo( tas< a 3illager on a tree#.

%asics o" Resource Model 

Players generate ra materials y assigning 3illagers to *ar3esting I gat*ering tas<s. =*en suiceient
amounts o t*ese resources are gat*ere( t*e layer can use t*em to construct uil(ings train units
or researc* tec*nologies.

%or e3ery 50 units o a resource gat*ere( t*e layer a((s one unit o gol( to *is treasury "astractly
reresenting a orm o ta:ation#. &esources can also e con3erte( (irectly to gol( t*roug* internal
tra(e at a mar<etlace an( gol( can similarly e use( to urc*ase resources "see section .0 ra(e#.

/on'tra(itional resource gat*ering is ossile t*roug* sca3enging. Destroye( uil(ings "an( ossiily
some units# ill yiel( sal3age iles t*at can e *ar3este( or t*e goo(s t*ey contain "see section 11.0
4uil(ings#.

 As it* Age o Emires 3arious tec*nologies ill imro3e a layer@s aility to gat*er resources. /e
to AGE2 ill e secial con(itions t*at alter t*is aility as ell namely in relation to a layer@s in*erent
aility to generate gol(. One e:amle o t*is is t*e oeration o a relic *ic* can e use( to increase
a layer@s gol( income "see section 16.0 &elics#.

Rene9$34e Re!ource!

)ome resources ill rene as a game rogresses ro3i(ing or increase( amounts o t*ese resources
an( a more realistic laying en3ironment. &esources suc* as trees animals is* an( outlas ill e
mo(ele( as reneale in t*e game an( t*eir stoc<s ill relenis* i t*e layer (oes not (elete t*em
entirely. *ese resources ill relenis* at a set rate "t*eir e:ansion limite( y t*eir en3ironment so
t*at e3ergreen trees cannot onto a (esert or uil(ing or e:amle# an( to a set gloal ma:imum.
ertain reneale resources may aear un(er t*e -O) og o ar as t*ey relenis*.

%or inormation relate( seciically to t*e reneal o gaia un its in t*e game "(eer is* etc.# see
)ection 9.0 Gaia !nits.

Tr$n!/errin# Re!ource! =Tri3ute>

)ee section $.0 Dilomacy.

 AGE 2 Design Document Page 27

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F$rm!

)ee section 11.0 4uil(ings.

 AGE 2 Design Document Page 28

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CONFIDENTIAL
. Tr$&e

 All (ata in t*is c*ater ertains to t*e tra(e mo(el inten(e( or AGE2 an( not t*e current tra(e mo(el
in lace.

O1er1ie& o" Trade Model 

urrently t*ere is no tra(e mo(el "or e3en tra(e or t*at matter# in AGE2.

Internal Trade

Once layers *a3e uilt a mar<et t*ey can con(uct tra(e y means o t*e internal tra(e interace
*ic* aears *en t*is uil(ing is selecte(. *is interace consists o to ros o our uttons one
utton in eac* ro or eac* o t*e resources "oo( oo( stone ore#. )uerimose( o3er t*e to
uttons are t*e selling rices or eac* commo(ity an( o3er t*e ottom uttons t*e uying rice.

 A clic< o any uer sell commo(ity utton ill cause t*e layer to sell 100 units o t*e selecte(
resource rom *is in3entory an( recei3e t*e amount suerimose( o3er t*e utton in gol(. A clic< on
any loer uy commo(ity utton ill cause t*e layer to urc*ase 100 units o t*e selecte( resource
at t*e cost "in gol(# o t*e amount suerimose( o3er t*e utton. Players attemting to uy or sell
resources *en t*ey (o not *a3e enoug* o a commo(ity or gol( ill e gi3en a you cannot
message "uttons t*at *a3e no unction suc* as t*e sell uttons *en a layer *as less t*an 100 o 
a resource ill also e graye( out#. Players must also ay a 10` ee on any transaction "to co3er t*e
cost o mo3ing t*e commo(ities#.

4uying a lot o any resource ill cause an increase in t*e uying rice o t*at goo( se lling a lot o any
resource ill (ecrease its selling rice. As urc*ases an( sales inluence t*e rice o goo(s t*e
internal tra(e interace at t*e mar<et ill c*ange to relect t*e ne ricesM t*e rices suerimose(
o3er t*e uttons ill u(ate it* e3ery e:c*ange.

 All resources egin it* a 1 gol( to 1 unit 3alue ut any urc*ase or sale ma(e y any layer in t*e
game ill imact t*e rice o commo(ities. *ere is no limit to t*e rice a goo( can e (ri3en u to ut
a lot o 100 ill ne3er sell or less t*an 1 gol(. As time goes on t*e game ill sloly attemt to le3el
t*e rice o all goo(s ac< to t*e original 1 to 1 3alue "increase or (ecrease rices y 1 gol( er 10
secon(s#.

$laer-to-$laer Trade

Players can con(uct layer'to'layer tra(e o3er lan( or ater. O3er lan( tra(e is con(ucte( using t*e
tra(e cart unit uilt at t*e mar<et. O3er ater tra(e can e con(ucte( using t*e cog or any 3ariety o 
galley. ra(e units *a3e t*e olloing caacities

Unit C$$citie!

Unit B$!e C$$cit+ =tr$&e


#oo&!>

 AGE 2 Design Document Page 29

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
annon Galley 2
og 8
Galley 2
ra(e art 
=ar Galley 1

Player to layer tra(e is ase( on t*e transer o tra(e goo(s. ra(e goo(s are manuacture( at t*e
mar<etlace or (oc< automatically *en a layer@s tra(e unit is olloing a tra(e route an( arri3es
emty. ra(e goo(s cost 10 eac* o oo( stone ore an( oo( to manuacture. ra(e goo(s are an
in3isile resourceM t*ey are manuacture( as re;uire( at t*e aroriate location it*out (irection
rom t*e layer.

E3ery tra(e goo( ta<es 10 secon(s to manuacture. A mar<etlace or (oc< manuactures tra(e goo(s
on (eman( "starting *en an emty tra(e unit arri3es# an( (oes not stoc<ile tra(e goo(s. ra(e
units ill loiter aroun( a (oc< or mar<etlace *ile aaiting tra(e goo( manuacture. A (oc< or mar<et
ill manuacture only one tra(e goo( at a time an( "i multile tra(e units are aroun(# ill loa( it into
t*e 3essel closest to eing ull "i 3essels are e;ually ull it ill loa( t*em into t*e one it* t*e smallest
caacity irst#.

o con(uct layer to layer tra(e t*e layer uil(s a tra(e unit selects it an( clic<s on an aroriate
tra(e site "anot*er layer@s (oc< or s*is or anot*er layer@s mar<etlace or t*e tra(e cart#. *e
selecte( tra(e unit ill t*en aroac* t*e nearest (oc< or mar<et one( y t*e layer e ille( it*
t*e aroriate amount o tra(e goo(s an( *ea( or t*e targete( tra(e site. !on arri3al t*e layer@s
tra(e unit (ros its cargo in e:c*ange or an amount o gol( "no layer gets t*e (roe( tra(e goo(s#.
*e unit t*en returns to t*e (oc< or mar<etlace rom *ic* it originate( *ere t*e gol( it is carrying is
(eosite( in t*e layer@s in3entory. At t*is oint t*e tra(e unit ill loa( a ne cargo o tra(e goo(s
an( reeat its re3ious route.

Once or(ere( tra(e units ill continue on a route until gi3en ot*er or(ers or <ille(. , t*e tra(e location
t*ey are attemting to tra(e it* is (estroye( t*ey ill return to t*e mar<etlace *ere t*ey originally
recei3e( t*eir tra(e goo(s an( aait or(ers. , t*ey are attac<e( t*ey ill lee a certain (istance an(
t*en attemt to continue on t*eir route. , t*e tra(e cart is <ille( it lea3es e*in( a sal3age ile *ic*
can e illage( "as a uil(ing# or a ran(om amount o resources.

*e amount o gol( recei3e( in e:c*ange or tra(e goo(s is calculate( using a ase 3alue o 0 gol(
or eac* tra(e goo( carrie(. *is is t*en mo(iie( y t*e olloing (istance an( age mo(iiers

Con&ition Mo&i/ier  
losest reac*ale tra(e location is X10` ma sie aay. '70`
losest reac*ale tra(e location is 11 N 20` ma sie aay. '50`
losest reac*ale tra(e location is 21 N 60` ma sie aay. '60`
losest reac*ale tra(e location is 61 N $9` ma sie aay. I' 0`
losest reac*ale tra(e location is 70 N 80` ma sie aay. 100`
losest reac*ale tra(e location is 81 N 90` ma sie aay. 200`
losest reac*ale tra(e location is 91Y ma sie aay. 600`
-ocation eing tra(e( it* is 2 suerior ages "Age 2 layer tra(ing it* an Age  layer# '20`
-ocation eing tra(e( it* is 1 suerior age "Age 6 layer tra(ing it* an Age  layer# '10`
-ocation eing tra(e( it* is 2 inerior ages "Age  layer tra(ing it* an Age 2 layer# 20`
-ocation eing tra(e( it* is 1 inerior age "Age  layer tra(ing it* an Age 6 layer# 10`

,n t*e tale ao3e closest reac*ale tra(e location reers to t*e (istance eteen t*e to closest
tra(e locations eteen t*e layer an( t*e layer *e *as c*osen to tra(e it*. &eac*ale is (eine(
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as not re;uiring any interim transortation "i.e. a mar<et t*at oul( re;uire a tra(e cart to e loa(e( on
a s*i mo3e( across t*e ater an( t*en unloa(e( oul( not ;ualiy as reac*ale#. 4ot* t*e closest
reac*ale an( t*e inerior I suerior age mo(iiers are alie( ase( on t*e circumstances o t*e
game at t*e time t*e layer@s tra(e unit e:c*anges its cargo or gol(.

10` o all gol( generate( in tra(e goes to t*e mar<et o t*e layer eing tra(e( it*.

$rogrammer otes

ec*nical tra(e relate( (ata rom Da3i( -eis.

C$4cu4$tion o/ c*$n#e! in 9or4& rice!

• all uysIsells are in lots o 100 o any commo(ity. t*is amount is i:e(.
• *e uyIsell costs *a3e loer an( uer oun(s. *e loest rice is 1.0 gol( er lot o 100. *e
*ig*est rice is 9999.0 gol( er lot o 100. t*e starting uyIsell rices are set to 100 gol( er lot
o 100.
• *e amount t*at t*e orl( rice can c*ange ase( on eac* uyIsell also *a3e loer an( uer
oun(s. *e smallest a rice can c*ange is y 1.0. An e:amle is going rom 100.0 gol( to 99.0
gol( er lot o 100. *e largest (elta is 10.0 gol(.
• *e ormula or t*e rice c*anges is as ollos

rice c*ange R "A  )&" 4  "KriceW(elta## # *ere

rice c*ange R amount t*e orl( rice c*anges.


riceW(elta R t*e numer o c*anges I' rom t*e aseline o 0.0 to orl( rice i.e. t*is counts
t*e uysIsells o a commo(ity
 A 4  R constants (ein(e( in co(e. *ey are A R 0.0 4 R 10.0  R 250.0

*is is a s;uare root unction so t*e rice (elta is greatest or t*e irst e uysIsells. , 10 sells o
a commo(ity are (one t*e c*ange o t*e rice c*ange gets loer an( loer. /ote t*at i t*e oosing
action is (one i.e. uys t*e rice c*ange ill start going ac< u.

Commo&it+ Bu+Se44 #o4& '$4ue!

• )ell rices are t*e orl( commo(ity rice lus a ercent tra(e 3ig rate *ic* increase t*e rice
• 4uy rices are t*e orl( commo(ity rice minu a ercent tra(e 3ig rate *ic* (ecrease t*e selling
rice.
• *e tra(e 3ig rate is 10`.
• *e rices s*on o t*e uyIsell uttons on t*e +ar<et uil(ing !, relect t*e tra(e 3ig rate.

Commo&it+ tr$&in# 4imit! $n& t*eir re/re!* r$te

• layers can (o unlimite( sells.


• layer is limite( on t*e numer o uys *e can (o. *is limit is t*e numer o lags on t*eir est
mar<et. An e:amle is a 6 lag mar<et t*e layer can only (o 6 uys o oo(. an( 6 uys o ore
etc.

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• )ells o a commo(ity ill re(uce your limit to uy. %or e:amle t*e layer *as a 5 lag mar<et t*is
means *e can only uy 5 lots o oo(. *e layer uys 6 lots o oo( no *e can only uy to
more lots. , t*e layer t*en sells 2 lots o oo( *is y limit ill go u to  lots. )ells can also
(ri3e t*e uy limit ao3e t*e t*at o t*e mar<et. *e layer sells 10 lots o oo( an( *as a 5 lag
mar<et t*en *is uy limit is 15 lots.
our uy limit ill reres* o3er time to aroac* t*e limit imose( y your est mar<et. *e rate is (
!ec! /4$#! o/ 3e!t m$r;et . =*en e3er t*is time *as counte( o t*e layer uy limit ill go u or
(on y one to aroac* t*e limit o *is est mar<et. , your est mar<et c*anges t*en t*is time ill e
altere(.

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(. Com3$t

!eneral #omat Model 

F$cin#!

*is eature is currently (isale( in AGE2.

%acing roerties "rear an( lan<# ill e assigne( to aroriate AGE 2 unitsM units *ic* (o not *a3e
an organic (eense "i.e. cataults# ill not e assigne( acings an( attac<s against t*em ill e
resol3e( it*out mo(iier regar(less o t*e (irection o attac<. Attac<s against t*e rear acing ill (o
50` more (amage an( t*ose against a lan< ill (o 25` more.

• !nit an( comuter layer A, ill e mo(iie( to *an(le unit acing.


• , comman(e( units ill ace t*e unit t*ey are or(ere( to attac<.
• , let to t*eir on (e3ices units ill ace t*e most 3aluale target  resent er t*e A,.
• ,t ill not e necessary to mo(iy t*e interace to accommo(ate t*is eatureM layers ill ne3er 
*a3e to issue acing comman(s in(een(ent o a *ostile target.

Form$tion!

*is eature is currently (isale( in AGE2.

*ere are to lay otions or ormations in AGE2 an automatic ormation system an( a manual
ormation system ot* (etaile( elo. Players are ale to select t*e system t*ey is* to use eore
or (uring a game ut must researc* t*e lea(ers*i tec*nology to actually enale t*e use o  ormations
in t*e game. 4eore lea(ers*i is researc*e( no ormation otions are a3ailale an( all units mo3e in
masse( grous as in Age o Emires.

 All units are assigne( a seciic class "see t*e %ormation lasses ale aen(i: E or (etails# *ic*
is use( to (etermine *at ormations t*ey may e lace( in an( *at osition in a ormation t*ey
s*oul( ta<e. ,n t*e automatic mo(e t*e units selecte( an( or(ers issue( automatically (ictate t*e
ormation a grou o units ill e lace( in. ,n t*e e:ert mo(e *oe3er a user must issue or(ers to
set a ormation. *is is (one y irst selecting a grou o units t*e classes o t*ese are t*en c*ec<e(
against t*e re;uirements o eac* ormation an( t*ose ormations ossile are resente( to t*e user 
t*roug* t*e !,.

=*ile in a ormation selecting any unit o t*e ormation selects t*e entire ormation an( all or(ers
gi3en to it are gi3en to it as a *ole. *e !, ro3i(es aout ace an( *eel let I rig*t controls to
allo t*e layers to manually c*ange t*e acing o a ormation at ill "an( in lace#. A rea<
ormation utton is also a3ailale an( use to return t*e units o a ormation to a non'ormation state.

,n comat units in a ormation ill rea< ran<s an( mo3e to attac< enemy units. , t*is occurs an( t*e
enemy units are (eeate( all units in a ormation ill all ac< into t*eir original ormation olloing t*e
comat "*en no ot*er enemy units are in t*eir -O)#.

O t*e our ormations currently lanne( t*ere is none t*at e:clu(es any articular unit rom eing
lace( insi(e it "t*is (oes not mean t*at t*is ill not c*ange in t*e uture#. , units o (issimilar see(s

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are lace( in a ormation toget*er t*e entire ormation ill mo3e at t*e ace o t*e sloest unit.
%ormations orm as ollos

• -ine

-ines orm it* to general areas *earty units suc* as inantry an( ca3alry orm at t*e ront o a
line an( more 3ulnerale units suc* as mon<s 3illagers an( arc*ers orm at t*e rear. )tarting at a
central oint units ill orm in lines u to 10 units areast. , more t*an 10 o one o t*e to tyes
is lace( in a line ormation t*e line ill e (oule(. a3alry units ill orm in e;aul numers on
t*e ront lan<s o a line it* inantry eteen t*em. Vulnerale units ill orm in t*e rear ran<s
it* range( units gi3en orar( riority "s*orter range( units ill e lace( eore longer range(
units# an( ot*er "non'comat# units orming e*in( t*ese in no articular or(er.

-ine %ormation E:amle 1

Gi3en  arc*ers "A# 6 <nig*ts "@# 1 3illager ")# an( $ sor(smen "S# a line ill orm as
ollos

@SSSSSS@@
AAAA)

-ine %ormation E:amle 2

Gi3en 10 arc*ers "A# 10 comosite arc*ers "C#  <nig*ts "@# an( 8 3illagers ")# a line ill
orm as ollos

@@@@
AAAAAAAAAA
CCCCCCCCCC
))))))))

• olumn

 As it* t*e line ormation columns also orm it* stronger units at t*e ore. olumns ill orm in
lines u to 6 areast it* eac* ourt* unit creating a ne line. olumns ill orm in t*e or(er 
ca3alry inantry arc*er I missile ot*er. As it* line ormations t*e s*ortest range( missile units
ill e lace( closest to t*e ront o t*e ormation an( t*ose it* greater ranges e*in( t*em.

olumn %ormation E:amle 1

Gi3en  arc*ers "A# 6 <nig*ts "@# 1 3illager ")# an( $ sor(smen "S# a column ill orm as
ollos

@@@
SSS
SSS
AAA
A)

olumn %ormation E:amle 2

Gi3en 10 arc*ers "A# 10 comosite arc*ers "C#  <nig*ts "@# an( 8 3illagers ")# a line ill
orm as ollos
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@@@
@AA
AAA
AAA
AAC
CCC
CCC
CCC
)))
)))
))

• 4o:

4o:es orm in t*ree searate areas. ,n an outer ring ca3alry an( inantry units ill orm. ,n a
smaller ring e*in( t*is missile units ill orm. ,n t*e center rotecte( units "mon<s 3illagers
siege units or tra(e units# ill gat*er. *e sie o a o: ormation is artially (ictate( y t*e
numer o units lace( in it ut a lso ollos some asic gui(elines t*e missile unit ring ill alays
orm at least 6 tiles rom t*e rotecte( units an( t*e ca3alry an( inantry ring ill alays orm 6 at
least 6 tiles rom t*is. ,n a((ition missile units ill attemt to maintain a 2 tile seeration it*in
t*eir ring *ile inantry an( ca3alry ill attemt a minimum 6 tile seeration. , too many units
e:ist to allo t*is seeration t*e sie o t*e ring ill e:an( to allo it. *e o: ormation ill
attemt to lace units e;ually "i.e. i you *a3e  arc*ers in a o: ormation it ill lace one on
eac* si(e o t*e o:#.

4o:es are t*e only ormations t*at orce a unit A, routine on t*e units it*in. =*ile in a o: t*e
inantry an( ca3alry in t*e outsi(e ring ill lea3e t*eir stations only to attac< an e nemy unit it*in 5
tiles o t*eir location. Also missile units ill not erorm t*eir routine ac<'u'an('s*oot maneu3er 
an( ill gi3e targeting riority to t*e unit closest to t*e rotecte( units. , a o: is or(ere( to attac<
an enemy unit it ill not rea< u to (o so.

4o: %ormation E:amle 1

Gi3en  sor(smen "S#  arc*ers "A# an(  3illagers ")# a o: ill orm as ollos

) ) A S
S A ) )

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S

4o: %ormation E:amle 2

)*oing (istriution o unli<e units in une3en ;uantitiesM gi3en 10 sor(smen "S# 2 -ance
a3alry "L#  i<emen "P# 10 arc*ers "A# 2 crossomen "# an(  3illagers ")# a o: ill
orm as ollos

L S P S S

A  A S
S A
A

) ) A P
P A ) )

A
A S
S A  A

S S P L S

4o: %ormation E:amle 6

)*oing increase in ormation sie *en too many units e:ists to maintain minimum
seerationsM gi3en  sor(smen "S#  3illagers ")# an( 1 Arc*ers "A# a o: ill orm as
ollos

A A A A

A A

) ) S
S A ) ) A

A A

A A A A

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S

• =e(ge

*e e(ge orms using t*e same asic rules estalis*e( or ormations ut it* ca3alry an(
inantry ositions re3erse(. *at is inantry "i<emen are gi3en riority# lea( t*is ormation
olloe( y ca3alry olloe( y arc*ers "s*ortest range closest to t*e ront an( olloe( y
3ulnerale units. *is ormation egins it* one unit in a ro it* eac* ro increasing t*e total
numer o units in it until all units are in t*e ormation. =*en a line is orme( y a numer o 
unli<e units t*ese units ill (i3i(e t*eir osition to e e3en on ot* si(es o t*e ormation "or 
e:amle i<emen *a3e riority o3er sor(smen ut i t*ere are 2 let to lace in a column o 6
total an( t*e ne:t unit is a sor(sman t*e lacement ill e i<eman I sor(man I i<eman
rat*er t*an i<eman I i<eman I sor(man#.

=e(ge %ormation E:amle 1

Gi3en 5 i<emen "P# 2 sor(smen "S#  lance ca3alry "L# an( $ 3illagers ")# a e(ge ill
orm as ollos

P
PP
PSP
LSLL
L))))
))

=e(ge %ormation E:amle 2

Gi3en 7 sor(smen "S# 2 <nig*ts "@# 1 +on< "M# an( a Pac<e( reuc*et "T# a e(ge ill
orm as ollos

S
SS
SSS
@SM@
T

 ,utomatic Formations

*ere are t*ree asic ormations t*at are use( in AGE2@s automatic ormation mo(el t*e line t*e
column an( t*e o:. Any time a grou o units is selecte( t*ey ill automatically e lace( in one o 
t*ese ormations *en gi3en or(ers. Once units are lace( in a ormation using t*e automatic
ormations system t*e units ecome a grou an( as it* e:ert ormations selecting any one o 
t*ese selects t*e entire grou. ,n(i3i(ual units can e remo3e( rom an automatic ormation 3ia t*e
rea< ormation utton on t*e !,. Once an automatic ormation *as een ro<en t*e ramaining units
are no longer art o any ormation t*ey must again e selecte( an( issue( or(ers toget*er to *a3e
t*em reorm into a ormation. A((itional units can e integrate( into an automatic ormation y
selecting t*e ormation an( units to inclu(e( at t*e same time t*en issuing a comman(. A((itional
units can also e a((e( to a ormation y selecting t*e (esire( a((itions an( rig*t clic<ing on a unit in
t*at ormation. *e rules or *ic* ormation ill e selecte( are as ollos
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• -ine

!nits ill orm in a line *en gi3en or(ers to attac<. ,nantry an( ca3alry units ill orm at t*e ront
o a line "it* inantry in t*e center o t*e line an( e;ual numers o ca3alry at t*e lan<s# an(
arc*er units ill orm u e*in( t*em. Ater an attac< units ill remain in a line ormation
occuying t*eir ol( ositions "i.e. not illing t*ose 3acate( y t*e (ea(#. =*en or(ere( to mo3e
units in a line ormation ill ill in t*e saces 3acate( y lost units. !nits in a line or(ere( to mo3e
ten tiles or less rom t*eir resent location ill remain in a line ormation i or(ere( to mo3e a
greater (istance t*ey ill sitc* to a column "see elo#. A grou o units t*at as mo3e( in a
column ut *as since stoe( an( ecome i(le ill c*ange into a line ormation acing a(3anceing
enemy units *en t*ese aear insi(e t*eir -O) "acing riority gi3en to closest enemy I ul< o 
enemy#. A grou o units in a column ormation t*at are still in t*e rocess o mo3ing ill not orm
a line i an enemy is sig*te( "ut ill i t*ey arri3e at t*eir (estination an( t*e enemy remains
insi(e t*eir -O)#.

• olumn

!nits ill orm a column *en gi3en or(ers to mo3e. , t*e selecte( units are not currently in a
ormation or are memers o (ierent ormations t*ey ill automatically orm a column *en gi3en
or(ers to mo3e. oe3er i all o t*e selecte( units are currently o t*e same line ormation t*ey
ill orm a column only i gi3en or(ers to mo3e 11 or more tiles rom t*eir resent location "see
ao3e#. !nits in a line ormation ill orm it* mounte( units at t*e ore inantry in t*e mi((le
an( arc*ers an( ot*er units in t*e rear.

• 4o:

!nits ill orm a o: i a moile "inclu(ing ac<e(# siege eaon >ing or mon< is among t*e
units selecte( an( gi3en or(ersM a o: ormation orms onl   *en t*is con(ition is met an( any
or(er "mo3e or attac<# is gi3en. *e siege eaon >ing or mon< in a o: ormation ill alays
e lace( at its center. +issile units ill orm a ro: aroun( t*is unit or units an( all ot*er units ill
orm a o: aroun( t*e missile units. =*ile in a o: ormation missile units ill gi3e attac< riority
to t*e enemy unit closest to t*e rotecte( units in t*e center. All ot*er units ill attac< t*e closest
enemy unit attemting to rea< t*eir ran<s. All units in a o: ormation ill remain in a o:
ormation until issue( or(ers it*out a siege eaon >ing or mon< among t*em.

Manual (or 2pert) Formations

*e e:ert ormations otion is enale( y t*e layer in settings or in t*e re'game. *e e:ert
ormations system allos t*e layer ull control an( increase( otions in3ol3ing *is ormations. *ere
are our asic ormations ossile using t*e e:ert otion column line o: an( e(ge. *ese
ormations are orme( *en units are selecte( an( a orm or(er issue( 3ia t*e !,. ,n(i3i(ual units
can e remo3e( rom an e:ert ormation 3ia t*e rea< ormation comman( on t*e !,M t*is ill cause
all units to e:it t*eir currently assigne( ormation *ere t*ey can t*ey e maniulate( in(een(ently.
, a layer is*es to continue using a ormation minus selecte( units it must e ro<en t*e units
e:tracte( an( t*e ormation t*en reuilt. A((itional units can e a((e( to an e:isting ormation y
selecting t*e units to e a((e( an( rig*t clic<ing t*em on "unit in# a ormation.

#ustom Formations (O$TIO)

 An otion or inclusion it* t*e e:ert ormation systemM layers oting or e:ert ormations oul( e
ale to (esign an( use t*eir on ormations in t*e game.

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ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

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Formation %onuses (O$TIO)

 An otion or inclusion it* all ormationsM ormations oul( e gi3en artiicial onuses associate( it*
t*eir inten(e( oeration "i.e. units in a column ormation mo3e 10` aster#.

Seci$4 Att$c;! $n& De/en!e!

/one o t*e AGE2 secial attac<s are currently enale(.

Shield 3all 

*is alies to sor(smen an( *ea3y sor(smen units. =*en alert "acing a missile attac<# t*ese
units ill raise t*eir s*iel(s eore t*em. =*ile in t*is state t*ey recei3e an a((itional 1 ierce armor 
mo(iier. , t*e units attac< or mo3e t*is mo(iier is nulliie(. , t*e units are not acing a missile
attac< t*ey ill not e:ecute t*is (eense ut t*ey ill turn toar( t*e attac< so t*at t*ey may (een(
against a secon(.

$i0eman Lunge

Pi<emen *a3e t*e aility to close t*e last t*ree tiles eteen t*emsel3es an( a mounte( oe at a ace
;uic<er t*an t*eir normal mo3ement rate. *is is automatic an( *aens any time a i<e unit targets a
mounte( enemy an( closes to it*in t*is (istance.

Set ,gainst #harge

=*en i(le i<emen ill set t*eir i<es against a c*arge. , attac<e( y lance ca3alry *ile in t*is
state i<emen ill (o tri4e t*eir normal (amage on t*e irst attac<. , i<emen are mo3e( or gi3en
or(ers to attac< t*is onus is nulliie(. , t*ey are attac<e( rom t*e rear or lan<s t*is onus (oes not
aly.

#harge

-ance a3alry Pala(ins an( >nig*ts may c*arge oonents to inlict a (oule (amage attac<. *is
secial attac< is e:ecute( y selecting t*e aroriate unit or units clic<ing t*e secial attac< !,
utton an( selecting a target. *e selecte( ca3alry units ill t*en c*arge t*eir gi3en target.
 Alternately t*is or(er can e gi3en y (oule rig*t clic<ing t*e target. *arging units must e at least
2 tiles rom t*eir target to c*arge.

)imilar to t*e riests@ con3ersion attac< in Age o Emires t*e c*arge attac< may e (one only *en
t*ere is enoug* oer to e:ecute it. Ater a c*arge attac< units must rest or a erio( o time "$0
secon(s ase# eore t*e otion is a3ailale again. During t*is time t*ey may erorm all ot*er 
actions as normal. An in(icator ill aear on t*e !, to s*o a layer t*e rec*arge status o t*is
attac<. =*ile una3ailale t*e secial attac< utton on t*e !, ill e graye( out.

 Any c*arge attac<s targete( at i<emen *o are set against c*arge ill increase t*e i<emen onus
"normally trile (amage# to u$&ru4e (amage.

#on1ersion

,n AGE2 t*e mon< unit ill e ale to erorm a con3ersion attac< similar to t*at o t*e riest in Age o 
Emires. *is ill e t*e only attac< or t*is unit an( ill t*us re;uire no secial !,. As it* t*e riest

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ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
in Age o Emires t*e mon< con3ersion attac< ill e range( ill e ran(omly eecti3e an( ill
re;uire a rec*arge eteen multile attac<s.

$illage

Pillage is a secial attac< uni;ue to certain units o t*e rai(er cultures.

&ai(ers can steal assets rom enemy uil(ings y clic<ing on any o t*eir military units clic<ing t*e
secial attac< rai( utton on t*eir !, an( clic<ing on t*e location t*ey is* to illage rom. !nits t*us
assigne( ill mo3e toar( t*e targete( uil(ing an( illage.

Pillage ta<es a s*ort amount time to comlete "units ill e:ecute an attac< or illage animation (uring#
an( rear(s t*e illager it* an amount o a seciic resource. *e e:act amount o time re;uire( to
illage is (etermine( in t*e same manner as t*e mon<@s con3ersion c*anceM t*at is t*e illager *as a
er cent c*ance "in t*is case 66`# to successully illage an( eac* attac< *e ma<es "at t*e unit@s
set rate o attac<# allos t*e (ice to e rolle( again. !nsuccessull illage attemts result in (amage
to t*e target at 50` o t*e normal le3el. )uccessul illage attemts (o not cause (amage.

=*en successul resources are remo3e( rom t*e in3entory o t*e layer *o ons t*e uil(ing eing
illage( at a ran(om amount ranging rom 10 to 25 units er illager. &ai(er units tas<e( to illage ill
imme(iately attemt to return to t*eir closest ton center ater illaging an enemy uil(ing. &ai(er 
units carrying illage must return it to t*eir ton center eore t*e items are a((e( to t*eir in3entory "i 
a tri aoar( s*i is re;uire( or t*is rai(er units carrying illage (o not ta<e u a((itional sace.#

&ai(ers ill only e rear(e( it* illage i t*e layer oning t*e uil(ing t*ey *a3e targete( or 
illage *as t*ese resources in *is in3entory. ,tems a3ailale or illage at eac* uil(ing are as ollos

Bui4&in# Pi44$#e Item


 Arc*ery &ange Ore or Gol(
4arrac<s Ore or Gol(
4lac<smit* Ore
*urc* Gol(
Doc< =oo( or %oo(
ouse %oo(
+ar<et Any
+ill =oo( or %oo(
)iege =or<s*o =oo(
)tale %oo(
on enter Any
!ni3ersity Gol(
=on(er Gol(

&ai(ers carrying illage ill e i(entiiale t*roug* an o3erlay. *ese units ill not auto'attac< sig*te(
enemies an( i gi3en or(ers to attac< t*ey ill imme(iately (ro *ate3er t*ey ere carrying. ,n
a((ition i any rai(er is (amage( to 50` o *is *it oints or loer *e ill (ro *ate3er *e as
carrying. Droe( resources ill remain on t*e ma *ere (roe(M any illage caale unit or 
3illager ill e ale to ic< t*ese u.

&ai(ers cannot target unoccuie( "20` or loer P# uil(ings or illage.

&ai(ers can also target layer tra(e carts or illage. *e resource illage( in t*is case ill e
(etermine( ase( on *at t*e tra(e cart as carrying.
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ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
4idnapping 

>i(naing is a secial attac< uni;ue to certain units o t*e rai(er cultures.

&ai(ers can steal enemy 3illagers. *is is (one in t*e same manner as illage only it* an enemy
3illager targete( rat*er t*an an enemy uil(ing. +ost o t*e oerational rules are t*e same

• &ai(ers must return a <i(naee to t*eir ton center to con3ert t*e unit.
• , tra3el aoar( a s*i is re;uire( rai(ers carrying 3illagers still ta<e only one sace.
• &ai(ers ill (ro a <i(naee i (amage( elo 50` or i gi3en or(ers to attac< anot*er unit.
=*en (roe( <i(naees ill lee screaming toar( t*eir nearest ton center.

)ome (ierences

• Villagers targete( or <i(naing ta<e no (amage *en <i(nae(.


• Only enemy 3illagers can e targete( or <i(naing.
• Only mounte( rai(er units can <i(na enemy 3illagers.
• ,t ta<es no time to <i(naM t*e rai(er unit runs toar( its inten(e( target an( e:ecutes t*e
<i(naing *en it touc*es t*is target.

Enemy 3illagers returne( to t*e rai(er ton center ta<e a s*ort *ile to e in(octrinate(M t*is rocess
(oes not interrut any ot*er training or researc* eing (one at t*e ton center. , easile a !,
element s*oul( e a((e( to s*o t*e layer t*e status o any <i(naee con3ersions. =*en a
<i(naee *as een ully con3erte( t*e 3illager os out o t*e ton center as i uilt t*ere.

Ship Special ,ttac0s

• 4asic Oeration

,n AGE 2 t*e og an( Galley tye s*is can attac<. All o t*ese *a3e a set ase attac< t*at is
a(?uste( ase( on t*e numer o units garrisone( aoar( "?ust as toer attac<s are a(?uste( y t*eir 
garrison numer an( tye#. Galley units *a3e an in*erent attac< *ile og units (o not N i a og *as
no range( troos aoar( it *as no attac<.

,n age 6 t*ree tec*nologies ecome a3ailale t*e ram Gree< ire an( grale an( oar(. Eac* o 
t*ese costs t*e same "600 oo( I 200 gol(# an( ta<es t*e same amount o time to researc* "100 sec#.
Only one o t*e t*ree may e researc*e(. Once one is selecte( t*e ot*ers ecome una3ailale. , 
t*e researc* o one is cancelle( eore inis*ing all t*ree ecome a3ailale again. *e researc* o 
any o t*e t*ree tec*nologies imacts only t*e oeration o t*e 9$r #$44e+  units "not cogs#. )*is
gi3en secial attac< or(ers (o not also attac< it* t*eir normal attac< *ile attac<ing "so a galley
(oesn@t ire arros at anot*er s*i *ile ramming it#.

 All s*i secial attac<s ill *a3e a !, utton associate( it* t*e attac<. !se o t*is utton can e
a3oi(e( t*roug* cle3er mouse maniulation *en a 3essel is selecte( an( a target (oule rig*t
clic<e( any secial attac< ossile ill e initiate(.

• &am

*e ram ro3i(es s*is it* a secial attac< t*at (oes 50 oints o (amage to t*e target an(
10 oints o (amage to t*e attac<er. Once researc*e( any ar galley one( y t*e layer ill *a3e a
&am utton on its interace. lic<ing t*is utton an( a target ill cause t*e 3essel to mo3e toar(
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ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
an( ram its target. A s*i must e at least 6 tiles aay rom its target to initiate a ram. Ater a
ramming attac< t*e 3essel ill e a(?acent to its target an( ill *a3e to mo3e to a (istance o 6 tiles or 
greater to initiate anot*er ramming attac<. , a targete( 3essel lees t*e attac<er ill ursue.

• Gree< %ire

&esearc*ing Gree< ire causes a Gree< %ire utton to aear on t*e interace o all ar 
galley tye s*is. lic<ing on t*is utton an( clic<ing on a target s*i ill cause t*e layer@s 3essel to
close it* its target "to it*in 6 tiles# an( attac<. *is attac< ill cause (amage (irectly to any units
eing carrie( aoar( t*e targete( s*i. , any tra(e goo(s are aoar( one ill e lost in eac* Gree<
ire attac<. All units aoar( ill lose 20 *it oints er attac<. Once targete( a s*i attac<ing it*
Gree< ire ill continue to (o so until sun< or until t*ere are no units let aoar( to attac<. , a targete(
3essel lees t*e attac<er ill ursue. *e rate o ire or Gree< ire attac<s ill e $ secon(s.

• Gree< %ire argete( at =ater "otional#

, a layer selects t*e Gree< ire secial attac< an( targets a atc* o emty ater t*at
location "2 : 2# ill e co3ere( it* scary laming Gree< ire. *is ill continue to urn or 
60 secon(s. Players can target (ierent atc*es o ater at t*e same rate as t*ey can
normally attac< "6 secon(s er#. )*is assing t*roug* atc*es o urning ater ill ta<e
(amage as ollos

1. Eac* in(i3i(ual 2 : 2 atc* o urning ater is e;ual to one normal Gree< ire attac<
"so or e3ery atc* t*e s*i (ri3es t*roug* 1 tra(e goo( is lost an( e3ery unit aoar(
ta<es 20 oints o (amage#.
2. Eac* 6 secon(s sent in a urning ater tile is e;ual to one normal Gree< ire attac<
"so i a 3essel is ar<e( on a urning ater tile it loses 1 tra(e goo( an( e3ery unit
aoar( ta<es 20 oints o (amage e3ery 6 secon(s#.

/ote t*at t*is (amage is alie( to all units rien( an( enemy ali<e "ire not eing
(iscriminating#.

• Grale an( 4oar(

&esearc*ing t*is tec*nology causes a Grale an( 4oar( utton to aear on t*e ar galley
s*i interace. lic<ing t*is utton an( clic<ing a target causes a layer@s s*i to aroac* t*e
target. Once a(?acent to t*e target ot* s*is ecome loc<e( an( immoile. At t*is time ot*
s*is attac< one anot*er as normal *oe3er t*e attac<ing s*i ta<es (amage *ile t*e targete(
s*i (oes not. *e targete( s*i is gi3en 3irtual (amageM t*e attac< is calculate( as i ot* s*is
ere simly attac<ing one anot*er ut t*e targete( s*i (oes n ot aear to e ta<ing any (amage
to t*e layers.

*ere are no to ossile outcomes

1. *e attac<ing layer ta<es too muc* (amage an( sin<s. ,n t*is case eit*er t*e targete( s*i
or ot*er s*is aroun( *im (ole out too muc* (amage or t*e attac<er to *an(le. *e originally
targete( s*i is release( an( oerates as normal once again ut *as 20` o t*e total 3irtual
(amage sutracte( rom its Ps.
2. *e targete( layer ta<es too muc* (amage an( sin<s. ,n t*is case t*e targete( s*i *as
ta<en 3irtual (amage suicient to sin< it i it ere actual (amage. , t*is occurs t*e targete(
3essel *as 20` o t*e 3irtual (amage it recei3e( sutracte( rom its Ps ut t*e 3essel
ecomes t*e roerty o t*e attac<ing layer. Any units aoar( t*e 3essel are lost ut any
cargo remains.
 AGE 2 Design Document Page 2

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
Unit ,I Modi"ier5 ,lert State

!nit A, s*oul( e mo(iie( to allo units to *a3e an alert state. !nits ill enter into alert state
*ene3er an enemy unit is sig*te(. ,n t*e case o units caale o erorming t*e s*iel( all alert
state ill e entere( into i suc* units are attac<e( y missile units "arc*ers#. =*ile in alert state
military units ill ace t*e enemy military unit closest to t*em or or s*iel( all units toar( t*e
(irection o incoming arros. Pi<emen ill set or c*arge *en in alert state. /on'military units are
not imacte( y alert state an( ill not alter t*eir e*a3ior i an enemy unit alls insi(e t*eir -O).

G$rri!onin#

*is eature is currently (isale( in AGE2.

 AGE 2 ill allo selecte( structures an( s*is to *ouse a layer@s an( a layer@s ally@s military an(
ci3ilian units. *is is (one simly y selecting t*e units to e garrisone( an( issuing a comman( or 
t*em to mo3e to a seciic uil(ing. *e selecte( units ill t*en aroac* an( enter t*e uil(ing
"ro3i(e( t*at it allos or garrisoning#. A re(uce( sie green *ealt* ar ill aear ao3e t*e regular 
sie uil(ing *ealt* ar to (islay t*e numer o units currently garrisone( in a selecte( structure.

=*ile garrisone( insi(e a uil(ing or s*i units are rotecte( rom attac<. , t*e uil(ing or s*i is a
(eensi3e structure it* an attac< caacity range( units garrisone( it*in a(( to its in*erent attac< y
alloing it to ire 3ollies o multile arros or t*e (uration o t*eir stay. *is mo(iication to t*e attac<
is (etermine( y ta<ing t*e comine( attac< "(amage# o all garrisone( missile units an( comaring it
to t*e structure@s or s*i@s ase attac<. %or eac* multile o t*e structure@s or s*i@s ase attac<
ro3i(e( y a garrisone( arc*er anot*er arro ill e a((e( to t*e 3olley ire(. )o i a toer *as an
attac< o 10 an( 5 arc*ers eac* it* an attac< o  are garrisone( it*in t*e toer ill ire 6 arros
er 3olley "5 arc*ers :  (amage eac* R 20 I 10 or toer attac< R 2  1 ase toer attac< R 6 arros#.
*e range an( rate o attac< o t*e o?ect units are garrisone( it*in (ictates t*e range an( rate o 
attac< or all attac<s originating rom t*at o?ect.

Garrisone( units can e e?ecte( rom t*eir uil(ing or s*i 3ia a series o !, controls. 4uttons are
ro3i(e( *ic* (islay t*e classes o units garrisone( it*in t*e selecte( o?ect "t*ose ossile are
3illager riest ootman mounte( range( secial an( relics ut t*ese uttons are s*on on t*e !,
only *en a unit o t*at class is garrisone( it*in t*e selecte( o?ect#. )uerimose( o3er t*ese
uttons is a numer s*oing *o many units are currently garrisone( it*in t*e selecte( o?ect. -et
clic<ing any o t*ese uttons ill cause a unit o t*at tye to e e?ecte( rom *is garrison it* eac*
clic<M rig*t clic<ing ill cause all units o t*at tye to e e?ecte(. Only a layer@s on units are
(islaye( using t*ese uttons. A searate utton allie( units (islays t*e total numer o t*ese
garrisone( an( also allos e?ection. An all out utton causes all garrisone( units to e e?ecte(.
=*en a layer garrisons units in an ally@s structure or s*i selecting t*at o?ect ill ring u a !, or 
*an(ling *is garrison as i t*e units ere garrisone( in *is on uil(ing or s*i "an allie( units utton
ill not e ro3i(e( in t*is case#. !nits garrisone( in an ally@s uil(ing or s*i s*are its -O) as i it
ere t*eir on. O3iously s*is may not e?ect units rom t*eir garrison *ile at sea.

 All garrisone( units ill e automatically e?ecte( rom any structure i t*at structure is (amage( to 20`
or less o its total *it oints. *is is not true or s*is *ic* ill orce units to remain garrisone( until
t*ey reac* lan( *ere t*e units can e oloa(e( or t*e s*i is sun< at sea "<illing all aoar(#. !nits
garrisone( in an ally@s uil(ing ill automatically e e?ecte( rom it i a c*ange in (ilomatic status
occurs "t*e same ill *aen to units aoar( re3ious ally@s s*is as soon as t*ey come suiceiently
close to s*ore#.

 AGE 2 Design Document Page 6

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
=*ile garrisone( units ill *eal automatically at a ase rate e;ui3alent to 60` t*at o a mon<@s ase
aility. Various tec*nologies ill alter t*is rate as ill (ierent structure tyes.

!arrison $roperties

O?ects not liste( in t*e olloing tale (o not ermit garrisoning.

*e %ormations lasses ale "see )ection E# ro3i(es (escritions or t*e lasses Permitte(
column o t*e tale elo. /ote t*at unpac0ed   siege units are e:clu(e( rom t*e P class or t*e
urose o garrisoningM ac<e( siege units are alloe( ut ro3i(e no attac< eneit.

O3ect C4$!!e! Permitte& M$8 Unit! Mo&i/ier to B$!e 6e$4in# R$te


 Arc*ery &ange , A P > 10 10`
4arrac<s , A P > 10 10`
astle , A   P > 50 20`
astle ,mro3e( , A   P > 75 20`
*urc* , A P > 10 20`
Gate , A P > 10 0`
+ar<et , A P > 15 0`
)tale , A P >  10 10`
oer 4omar( , A P > 20 15`
oer Guar( , A P > 15 10`
oer >ee , A P > 20 15`
oer =atc* , A P > 10 0`
on enter , A P > 20 10`

Directed !arrison 6ection (O$TIO)

E?ecting units rom a garrisoning may cause rolems in certain circumstances "i.e. a toer a(?acent
to a all e?ecting units on t*e rong si(e o t*e all#. o counter t*is it may e necissary to emly
an e?ection system similar to t*at use( it* transort s*is *ere location inormation is re;uire(
eore units can e e?ecte(.

To&n %ell (O$TIO)

 AGE2 may ossily emloy a tec*nology t*at allos layers to ma<e use o a ton ell. =*en rung
"3ia a utton on t*e interace# t*e ell causes all a layer@s 3illagers to garrison in t*e nearest ossile
location. =*en t*e layer clic<s t*e ton ell a secon( time t*e ell is rung again an( all 3illagers e:it
t*eir garrison locations and return to their original tas0s.

Sie#e Unit!

*e AGE2 )iege units are or t*e most art un(amentally (ierent rom t*ose in Age o Emires.
*is is (ue rimarily to t*e act t*at moile siege units "suc* as Age o Emires@ stone t*roer an(
catault# (o not ma<e a reaearance in AGE2. ,nstea( t*e ma?ority o AGE2@s siege units must e
ac<e( to mo3e an( must e unac<e( at t*eir (estination to attac<. *is o3iously c*anges t*e
manner in *ic* t*ese units are use( in t*e game.

)iege units t*at must e ac<e( to mo3e aear in t*is as*ion ater traine( "t*at is i you train a
treuc*et it os out o t*e siege or<s*o as a ac<e( treuc*et#. o unac< a ac<e( siege
engine t*e unit is selecte( an( t*e ac< I unac< utton on its interace resse(. *e layer@s
cursor t*en ecomes a cycling icture o t*e assemle( siege engine. *is is use( to select a location
 AGE 2 Design Document Page 

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
or t*e siege unit construction in t*e same manner as lacing t*e oun(ation or a uil(ing. Once a
location *as een selecte( t*e ac<e( siege engine ill tra3el to t*e location an( egin assemling
itsel. o ac< t*e siege engine again t*e engine is simly selecte( an( t*e ac< I unac< utton
resse(. Ater a time t*e engine ill re3ert to a ac<e( unit.

)iege units t*at must e ac<e( an( unac<e( cannot mo3e rom t*eir location *ile assemle(.
*ey can sloly c*ange t*eir acing to attac< targets aroun( t*em ut at a rate too slo to eecti3ely
engauge most enemy units "t*is 3ariety o  siege unit is rimarily or use against enemy uil(ings#.

otes on the Mangonel' Treuchet' and Moile Siege Unit 

*ese units must e ac<e( an( unac<e(. *e ire only *en ully assemle( an( cannot mo3e
*ile (oing so. *ey can c*ange t*eir acing *ile assemle( to attac< enemy targets aroun( t*em.
*e +oile )iege !nit is actually semi'moile it ac<s an( unac<s muc* aster t*an eit*er t*e
+angonel or reuc*et.

otes on the Scorpion %allista' /and #annoneer' and %omard #annon

*ese units (o not nee( to e ac<e( or unac<e( ut are slo mo3ing an( *a3e a range an( attac<
t*at is generally inerior to t*e ac<ing siege units. *e )corion 4allista an( an( annoneer are
etter or use against enemy units t*an enemy uil(ings.

otes on the %attering Ram and #apped %attering Ram

*ese slo mo3ing *ul<s can ta<e a great (eal o (amage eore collasing ut can attac< only
uil(ings t*ey (o no (amage to units.

!raduated Siege 3eapon Damage (O$TIO)

)iege units can e ma(e to *a3e a gra(uate( (amage mo(el associate( it* t*eir attac<s. *is oul(
allo or attac<s it* increase( (amage at t*e oint o imact an( e3er (iminis*ing (amage le3els
ra(iating out rom t*is.

#omat Unit %eha1ior 

*e ma?ority o t*is eature is currently (isale( in AGE2.

Com3$t Unit AI =Seci/ic>

+ost AGE2 comat units ill *a3e a series o unit A,s associate( it* t*em t*at t*e layer can select
using t*e !, to get t*em to erorm certain secialie( unctions. *e unctions are as ollos

$atrol 

*e layer selects a unit or grou o units an( set a series o ayoints t*e selecte( units ill t*en
continuously atrol t*e area (eine(.

Scout 

!sing t*e !, t*e layer ill select a unit or grou o units gi3e t*em a scout comman( an( select t*e
location t*ey is* scoute(. Any selecte( units ill rocee( to t*is location an( orit it se3eral times to
 AGE 2 Design Document Page 5

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
unco3er une:lore( territory. )couting units ill scout t*eir location only or a s*ort erio( o time an(
must e gi3en a((ition scouting assignments i t*e layer is*es to use t*em to unco3er a((itional
territory. !nits tol( to scout ill (o so muc* less eiciently t*an layer manage( scouts.

!uard 

!nits tol( to guar( anot*er unit or structure "any o?ect may e guar(e(# ill aroac* it an( station
t*emsel3es near it. , t*eir target is moile guar(ing units ill ollo as it mo3es. Guar(ing units
(oule t*eir resonse ra(ius "t*e (istance rom t*e o?ect t*ey are assigne( to guar( t*at t*ey ill
allo an enemy unit to aroac* eore initiating an attac<# an( ill gi3e o3erall attac< riority to t*e
unit closest to t*e unit t*ey are guar(ing.

Follo& 

%ollo is a (eri3ati3e o t*e scout unctionM units assigne( to scout ut gi3en a seciic target ill ollo
"t*us t*is (oes not re;uire a searate !, utton#. !nits so assigne( ill ollo t*e unit *e is assigne(
to at t*e e(ge o *is line o sig*t an( ill not engage. !ses a scout or sy olloing an enemy unit
*ome.

Formations

)ee ao3e.

Com3$t AI =In*erent>

,n*erent omat A, (escries t*e asic in3oluntary logic use( y comat units to unction an( e:ecute
comman(s.

Missile Unit Fire and Retreat 

+issile units not in ormation s*oul( automatically ire an( retreat as comuter controlle( missile units
(o.

Target $rioriti7ation

o e (etermine(.

Mo1ement (Special #ircumstances)

!nits issue( or(ers to attac< an enemy unit or uil(ing s*oul( continue to mo3e toar( it i it is
(estroye( *ile t*ey are enroute. All units arc*ers inclu(e( s*oul( mo3e to a location rom *ic*
t*ey coul( *a3e attac<e( t*eir target *a( it still remaine(.

Order $rioriti7ation

Or(er rioritiation reers to t*e e*a3ior comat units ollo *en circumstances in t*e game
interere it* t*e or(ers t*ey *a3e een gi3en. %or e:amle *en a grou o units are tol( to mo3e to
a seciic location ut are attac<e( *ile enroute s*oul( t*ey continue toar( t*eir (estination or
(een( t*emsel3esT

*e or(er rioritiation mo(el or AGE2 is to e (etermine(.

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ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
Com3$t Unit St$nce!

*e unit stance "or aggression le3el# (eines *o a unit s*oul( (eci(e to attac< enemies t*at are in itLs
line o sig*t *en t*e unit is not erorming a user or(er. *e user can alays orce a unit to attac< an
enemy no matter *at t*e unitLs aggression le3el is.

 ,ggressi1e

!nit s*oul( or< li<e it (i( in Age o Emires. , it sees an enemy it ill run ater an( attac< t*e
enemy. ,t ill ollo t*e enemy until t*e enemy (ies or cannot e seen anymore. *en it ill loo< or
anot*er enemy.

De"ensi1e

*is is t*e Bstan( groun(B state. *e unit (oes not run ater an enemy. ,t only attac<s i an enemy is
it*in range ase( on t*e unit@s current location.

$assi1e

*e unit (oes not automatically attac< any enemies.

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0. Di4om$c+

Diplomac Options

B$!ic Otion!

3ar 

 A layer@s units ill attac< "on sig*t# units an( uil(ings elonging to a layer t*ey *a3e (eclare( ar 
against.

eutral 

 A layer@s units ill ignore t*e units an( uil(ings o a layer t*ey *a3e (eclare( neutrality it*.
Players can issue or(ers to attac< units t*ey *a3e (eclare( neutrality it* an( ill (een( t*emsel3es
i attac<e(.

 ,llied 

 A layer@s units ill ai( in t*e (eense o t*e units an( uil(ings o a layer t*ey *a3e allie( it* as i 
t*ey ere *is on. A layer cannot target or attac< t*e units or uil(ings elonging to a layer *e *as
allie( it*.

Seci$4 Otion!

*ese otions are not yet in AGE2.

Fealt 

*e (ilomacy interace ill allo layers to (eclare ealty to anot*er layer. %ealty causes t*e layer 
(eclaring to ecome a su?ect o t*e layer *e (eclares ealty to. 50` o t*e (eclaring layers
resources ill imme(iately e triute( to t*e layer ealty is (eclare( to an( control o t*e (eclaring
layer@s units ill t*ereater e cooerati3e "as i t*e layers ere o t*e same layer numer#. *e
layer *o *as (eclare( ealty ill e unale to ma<e any ot*er (ilomatic arrangements it* ot*er 
layersM all o *is (ilomatic settings ill alays matc* t*ose o t*e layer *e *as (eclare( ealty to. ,n
a((ition t*e layer (eclaring ealty ill not s*are t*e -O) o t*e layer *e *as (eclare( ealty to ut
t*e layer ealty is (eclare( to ill recei3e t*e -O) o any layer *o *as (eclare( ealty to *im "i t*ey
c*oose layers can set t*eir (ilomatic state to allie( it* a layer *o *as (eclare( ealty to t*em
to ro3i(e t*eir -O)#. Players in a ealty status cannot target one anot*er or attac<.

Once ealty *as een sorn a layer may not rescin( *is (ecision. A layer may terminate t*e ealty
status o any layer *o *as (eclare( ealty to *im t*roug* a utton on t*e interace an( t*is ill
return control o all units to t*e original oner cancel any s*are( -O) an( set ot* arties to
neutral. , a layer is eliminate( rom t*e game any layers *o *a3e (eclare( ealty to *im are
similarly ree(.

8ihad 

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*e (ilomacy interace ill allo layers to (eclare a ?i*a( against anot*er layer. Declaring a ?i*a(
ro3i(es t*e (eclaring layer it* a 20` attac< onus against units o t*e layer *e *as (eclare( t*e
 ?i*a( against. =*ile in eect a ?i*a( ill also enalie t*e layer *o (eclares it y ro3i(ing all ot*er 
layers "e:cet t*e one *o *as t*e ?i*a( (eclare( against *im# it* a 10` attac< onus.

Once (eclare( a layer cannot sto *is ?i*a( ut t*e elimination o t*e layer *o a ?i*a( *as een
(eclare( against ill sto t*e 10` attac< onus or ot*er layers. A ?i*a( can e (eclare( only once
er game. Players *o (eclare ?i*a(s against one anot*er eecti3ely negate eac* ot*ers@ onuses
ut still are enalie( it* t*e 10` attac< onus all ot*er layers recei3e against t*em.

Declaring a ?i*a( automatically laces t*e (eclaring layer at ar it* t*e layer *e *as (eclare(
against an( no ot*er (ilomacy otions are t*en ermitte( eteen t*ese layers.

Mercenaries

+ercenaries are not yet in AGE2.

,mlementation is 4D.

Tri3ute

riute is not currently mo(ele( in AGE2 in t*e as*ion (escrie( elo. urrently t*e Age o Emires
system is in lace.

!sing t*e (ilomacy interace layers ill e ale to triute goo(s to one anot*er. At t*e start o t*e
game a layer it* a mar<et ill e ale to triute goo(s to any ot*er layer it* 20` o t*e triute
lost as a ee or t*e triute. Players can researc* se3eral tec*nologies to re(uce t*is ee later in t*e
game. *e only e:cetion to t*is is it* gol( *ic* can e triute( y any layer it* a mar<et to any
ot*er layer at no enalty.

Diplomac Inter"ace lements

*e (ilomacy interace currently in AGE2 is not t*at (escrie( elo. urrently t*e Age o Emires
interace is in lace.

/ote uttons ill only aear in t*e (ilomacy (ialog i t*ey are a3ailale. , a layer *as no gol(
t*ere ill e no gol( triute utton. , *e *as (eclare( ealty to anot*er layer t*e uttons *e oul(
use to (eclare ealty to ot*er layers ill e asente(.

P4$+er Icon!

 At t*e let o t*e (ialog are icons or all layers in t*e game eac* it* a ac<groun( color 
correson(ing to t*e layer@s color. Player icons are arrange( in or(er o alliance it* allie( units
groue( "al*aetically y t*e layers@ names# at t*e to o t*e screen neutral units in t*e mi((le an(
*ostile units at t*e ottom. *e layer@s name ill alays e t*e irst in t*is list "as *e cannot go to a
neutral or a ar status it* *imsel t*is s*oul( ose no rolem#. Doule let clic<ing on any layer 
icon ill ring u a c*at o: to sen( a message to t*at layer only.

Di4om$c+ Icon!

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ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
o t*e rig*t o t*e layer icons are t*e 5 (ilomacy icons arrange( in t*e olloing or(er allie(
neutral ar ealty ?i*a(. Allie( neutral an( ar are ra(io uttons ressing any o t*em relaces t*e
one currently set in t*at layer@s ro. One o t*ese ill alays e acti3e in eac* layer@s ro telling
t*e layer *at *is status it* all ot*ers is at a glance.

*e ealty an( ?i*a( uttons to t*e rig*t o t*ese are normal uttons. Eit*er otion is (eclare( y
ressing t*e aroriate utton in t*e ro o t*e layer to e targete( or a ?i*a( or ealty (eclaration.

St$tu! S$ce

o t*e rig*t o t*e (ilomacy icons is a lan< column. =*en any layer (eclares ?i*a( or ealty a ?i*a(
or ealty icon ill aear in t*is sace in t*e color o t*e targete( layer. *us i you are t*e lue
layer an( you (eclare ealty to t*e re( layer a re( ealty icon ill aear in t*e column along your 
ro an( a lue one in t*is column along your oonent@s ro. )imilarly i you are t*e lue layer an(
you (eclare a ?i*a( against t*e green layer a green ?i*a( icon ill aear in your ro an( a lue one
in *is ro.

Tri3ute Icon!

o t*e rig*t o t*e status sace are t*e triute icons oo( stone ore oo( an( gol(. -et clic<ing any
o t*ese a((s 100 triute "s*it let clic<ing a((s 1000# to t*e layer *ose ro t*e icon is in. &ig*t
clic<ing sutracts 100 "s*it rig*t clic<ing sutracts 1000#. *e amount a layer *as set or triute is
suerimose( o3er t*e aroriate icon.

Mercen$r+ Contro4!

4D.

Contro4 Button!

 At t*e ottom o t*e interace are to uttons clear an( sen(. lear ill eliminate all c*anges ma(e
y t*e layer since t*e (ialog as last oene(. )en( sumits t*e c*anges "sen(s triute to ot*er 
layers an( c*anges (ilomatic stances# an( closes t*e (ialog.

 AGE 2 Design Document Page 50

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
,. Cu4ture! $n& Ci'i4i%$tion!

$laer #i1ili7ations

• 4ritons
• 4yantines
• elts
• *inese
• %ran<s
• Got*s
• Jaanese
• +ongols
• Persians
• )aracens
• eutons
• ur<s
• Vi<ings

#ultures  ,rt Set 

A!i$n Set

• *inese
• Jaanese

Ar$3ic Set

• Persians
• )aracens
• ur<s
• 4yantine

R$i&er Set

• +ongols
• elts
• Vi<ings

E$!tern Euroe$n Set

• eutons
• Got*s

7e!tern Euroe$n Set

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CONFIDENTIAL
• 4ritons
• %ran<is*

#ulture ,stracts

*e olloing tales are use( to <ee trac< o 3arious (ata aout t*e selecte( AGE2 cultures.

Ci'i4i%$tion 4ritons
Bonu! • ,mro3e( (ilomacy c*eaer orce( treaties.
Bonu! B$!i! *e Englis* ere ore3er ma<ing (ilomatic resolutions it* e3eryone t*ey
encountere(.
Pen$4t+
Pen$4t+ B$!i! Oensi3e enalty "t*eir tactics (een(e( on an enemy c*arging t*em#
actionalism N ,relan( =ales )cotlan( noles etc.
Uniue Unit -ongomen
7on&er  =estminster Aey
Arti/$ct
Tr$&e Item =ool

Ci'i4i%$tion 4yantine
Bonu! • ,mro3e( (eensi3e structures at a re(uce( cost.
• !se o Gree< ire
Bonu! B$!i! onstaninole as attac<e( or centuries an( (i( not allM its t*ic< alls ere
legen(ary. Early on one o t*e t*ings t*at re3ente( t*e +uslims rom
o3errunning t*e 4yantines as t*eir eecti3e use o Gree< ire esecially in
na3al engagements.
Pen$4t+ • Poor (ilomacy orce( treaties are more e:ensi3e.
Pen$4t+ B$!i! *e 4yantines reresente( eastern ort*o(o: *ristianity *ic* as oose(
y t*e oly &oman Emire. A sc*ism (e3eloe( eteen t*e 4yantines an(
t*e Paal oers in ,taly. /umerous lea(ers attemte( to reair t*is rea< ut
ere alays unsuccessul. *e 4yantines also ai( t*e Persians *uge
amounts o gol( in e:c*ange or eace.
Uniue Unit ata*racts
7on&er  *e agia )o*ia
Arti/$ct
Tr$&e Item ,cons

Ci'i4i%$tion elts
Bonu! • %erocity.
• *eaer military units.
Bonu! B$!i! *e elts ere renon or t*eir erocity in attle an( *a( no s*ortage o simle
a:emen to use as troos.
Pen$4t+ • &e(uce( unit (eense
Pen$4t+ B$!i! *e elts oten oug*t na<e(M are s<in ma<es oor armor.

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Uniue Unit =oa( 4erser<er 
7on&er  /one N &ai(ers
Arti/$ct
Tr$&e Item /one '' &ai(ers

Ci'i4i%$tion *inese
Bonu! • ,mro3e( tec*nology
• Poulation onus
Bonu! B$!i! *e *inese ere y ar t*e most a(3ance( an( oulus ci3iliation o t*is
time.
Pen$4t+
Pen$4t+ B$!i! *e *inese ere isolate( rom t*e rest o t*e orl( or muc* o t*is time
t*an<s to strong orces "rimarily t*e +ongols# in t*eir nort*.
Uniue Unit )emi'auto crosso "*u'>o'/u . 181 o Glossary.#
7on&er   Alter o ea3en .78 I 79 Arc*itecture o t*e =orl( *ina
Arti/$ct
Tr$&e Item )il< ?a(e

Ci'i4i%$tion %ran<s
Bonu!
Bonu! B$!i! *e %ran<s "e3entually t*e %renc* an( Germans rimarily# ecame <non or 
t*eir metalor<ing an( also or t*eir ca3alry. *e ormer as a trait more
alicale to t*e east %ran<s t*e latter one more t*e est.
Pen$4t+
Pen$4t+ B$!i! 4ot* t*e east an( est %ran<s ere lauge( y (ynastic strugglesM on any
occasion *en control as to e asse( on to a ne ruler t*ere as a *ig*
roaility o somet*ing close to a ci3il ar rea<ing out.
Uniue Unit  A:e t*roers
7on&er  *arlemagne@s alace c*ael at Aac*en see . 96 N 9 o Great Arc*itecture
o t*e =orl(
Arti/$ct *e rue ross
Tr$&e Item 4eer Glass

Ci'i4i%$tion Got*s
Bonu!
Bonu! B$!i! *e Got*s aeare( to t*e &omans as a numerous eole Ammianus rote
t*at t*ere ere more o t*em t*an san(s on t*e seas*ore.
Pen$4t+ • annot uil( alls.
Pen$4t+ B$!i! ,n t*eir attles against t*e 4yantines t*e Got*s ne3er *a( enog* troos to
garrison t*e tons t*ey cature( suiceientlyM to re3ent t*ese tons rom
ecoming enemy strongoints i t*ey ere lost t*e Got*s oul( (emolis* all
city alls "a ractice egun y otila#.
Uniue Unit 4erser<er 
7on&er 

 AGE 2 Design Document Page 56

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
Arti/$ct
Tr$&e Item

Ci'i4i%$tion Jaanese
Bonu! • 4etter military units
Bonu! B$!i! *e Jaanese *a( a caste society it* a (eine( arrior class.
Pen$4t+ • +ore e:ensi3e military units
Pen$4t+ B$!i!
Uniue Unit )amurai I 4us*i
7on&er  emle at /ara
Arti/$ct
Tr$&e Item

Ci'i4i%$tion +ongols
Bonu! • ,mro3e( sies
• )iege onus
• ,mro3e( lig*t ca3alry
Bonu! B$!i!
Pen$4t+ • +o(el t*eir orce( return some*o
Pen$4t+ B$!i!
Uniue Unit +oile siege unit
7on&er  /one N &ai(ers
Arti/$ct!
Tr$&e Item /one '' &ai(ers

Ci'i4i%$tion Persians
Bonu!
Bonu! B$!i!
Pen$4t+ • on3ersion rone
• Poor inantry
Pen$4t+ B$!i! =ors*ie( ire 4elisarius claime( t*e Persian inantry consiste( o armers
roug*t along to un(ermine alls an( illage t*e (ea(.
Uniue Unit +ulti'urose "arc*er I inantry# unit
7on&er  Palace o tesi*on
Arti/$ct! aret o *osis ,
Tr$&e Item )ices

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CONFIDENTIAL
Ci'i4i%$tion )aracens
Bonu! • E:cellent lig*t ca3alry
• %anaticism
•  A(atale culture
Bonu! B$!i!
Pen$4t+
Pen$4t+ B$!i!
Uniue Unit Der3is*es "mounte( erser<ers#
7on&er  +os;ue uilt y Omar "$67 on t*e site o )olomon@s emle# or t*e Great
+os;ue at )amarra "see . 16 o Great Arc*itecture o t*e =orl(#
Arti/$ct!
Tr$&e Item )oa Amer 

Ci'i4i%$tion eutonic >nig*ts


Bonu! • on3ersion resistance
• ,mro3e( >nig*ts
Bonu! B$!i!
Pen$4t+ • ,ncrese( uil(ing costs
Pen$4t+ B$!i! *e eutonic >nig*ts ere more concerne( it* <illing e3eryone in eastern
Euroe t*an uil(ing u an inrastructureM t*ey ere rimarily arriors an( uilt
little o note.
Uniue Unit eutonic >nig*t
7on&er 
Arti/$ct!
Tr$&e Item %urs

Ci'i4i%$tion ur<s
Bonu! • annon onus
• )iege onus
Bonu! B$!i!
Pen$4t+
Pen$4t+ B$!i!
Uniue Unit Janissaries
7on&er  *e )elimiye ")uleimaniye# at E(irne ". 10 Great Arc*itecture o t*e =orl(#
Arti/$ct!
Tr$&e Item

Ci'i4i%$tion Vi<ings
Bonu! • Deensi3e onus N c*ainmail
• )*i onus
Bonu! B$!i!
Pen$4t+
Pen$4t+ B$!i!

 AGE 2 Design Document Page 55

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CONFIDENTIAL
Uniue Unit -ongoat
7on&er  /one N &ai(ers

Arti/$ct!
Tr$&e Item /one '' &ai(ers

Raider #ultures

&ai(er cultures are not yet enale( in AGE2.

G$me St$rt

&ai(ers start games it* t*e stan(ar( t*ree 3illagers an( one ton center.

B$!ic Oer$tion

&ai(ers can gat*er resources an( increase t*eir oulation in t*e normal as*ion ut ill e muc*
more ro(ucti3e i t*ey rai( enemy assets.

$illage

)ee Pillage in )ection 5.0 omat.

4idnapping 

)ee >i(naing in )ection 5.0 omat.

Training 

&ai(er cultures can train 3illagers in t*e stan(ar( as*ion rom t*e ton center. o train military units
*oe3er re;uires t*at a 3illager e:ists. , a rai(er layer is*es to train a military unit *e must irst
garrison 3illagers at *is ton center "i t*ere are no 3illagers at t*e rai(er@s ton center t*e uttons
use( to train military units ill e graye( out.# One military unit can e traine( or e3ery 3illager in t*e
ton center relacing t*e 3illager *en inis*e(. &ai(er military units traine( in t*is as*ion are muc*
aster an( c*eaer to ro(uce t*at similar units o non'rai(er cultures.

,n a similar manner any rai(er military unit garrisone( at t*e ton center can e con3erte( into any
ot*er "as aroriate longoats cannot ecome ca3alry arc*ers# or t*e normal cost "as i it ere a
3illager eing con3erte(# ut it* no training time re;uire(.

&ai(er military units can e con3erte( ac< into 3illagers also. *is is (one 3ia a utton on t*eir 
interace an( (oes not re;uire t*at t*e unit e garrisone( in a uil(ing. &ai(er military units con3erte(
into 3illagers return none o t*eir original training cost to t*e layer an( t*e ull amount must e sent
on t*em again i t*e layer e3er is*es to transorm t*em ac< into military units.

Unit!

 All rai(er ci3iliations *a3e a Villager )earmen ransort 4oat an( %is*ing 4oat unit.

• *e elts *a3e a a3alry Arc*er an( =oa( 4erser<er unit.


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ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
• *e +ongols *a3e a a3alry a3alry Arc*er an( +oile )iege !nit u nit.
• *e Vi<ings *a3e a a3alry Arc*er an( -ongoat unit.

Bui4&in#!

 All rai(er ci3iliations *a3e only a on enter Doc< an( oer uil(ing. *e rai(er ton center *as
a oulation caacity o 50 "*ic* cannot e e:cee(e(#. *e rai(ers (o not *a3e *ouses an( may
only uil( anot*er ton center i t*e original one is (estroye(.

Tec*no4o#+ $n& A&'$ncement

R$i&er! &o not *$'e $#e!.

*ey (o *a3e a 3ery limite( selection o uni;ue tec*nologies relate( to t*eir secialie( units.

ec*nologies are 4D.

Seci$4

 All rai(er units are immune to con3ersion.

 AGE 2 Design Document Page 57

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
5. Unit!

Units in !eneral 

Unit Li!t

*is list (oes not inclu(e units lanne( or ut not yet in t*e game.

Arc*er+ R$n#e
 Arc*er 
 Arc*er omosite
a3alry Arc*er 
a3alry Arc*er ea3y
rossomen
rossomen ea3y

B$rr$c;!
Pi<eman
Pi<eman aler(man
Pi<eman ,ron )*an<
)earman
)or(man
)or(man *amion
)or(man ea3y
)or(man o'an(e(

C*urc*
+on<

Doc;
og
%is*ing )*i
Galley
Galley annon
Galley =ar

Sie#e 7or;!*o
4omar( annon
o3ere( 4attering &am
o3ere( 4attering &am ae(
an( annoneer 
+angonel
)corion 4allista
reuc*et

St$34e
a3alry >nig*t

 AGE 2 Design Document Page 58

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
a3alry -ance
a3alry Pala(in
)cout

To9n Center 
To9n Cente r 
Villager 

Unit Attri3ute!

*is list (oes not inclu(e units lanne( or ut not yet in t*e game.

ale
ale >ey

P it
it Poin
Points
tsMM t*e
t*e amo
amoununtt o
o (ama
(amage ge a unit
unit can
can ta<e
ta<e e
eor
ore
e (eat
(eat*.
*.
&O%
&O% &ate
&ate O %ireM
%ireM amou
amount nt o game
game time
time et
eteen
een attac<
attac<s.
s.
-O)
-O) -ine
-ine O
O )ig
)ig*t*tMM (ist
(istan
ance
ce a unit
unit can
can see
see or
or.
&/G
&/G &ang
&angeMeM (is
(istatanc
nce e o a unit
unit@s
@s atta
attac<
c<..
+OV
+OV +o3eme
+o3ementM ntM see(
see( at at *ic
*ic* * t*e
t*e unit
unit mo3e
mo3es. s.
)
) ost
ostMM res
resou
ourc rces
es re;
re;ui
uire
re(
( to
to tra
train
in unit
unit..
DE%
DE% Dee
Deens
nses
esMM t*e
t*e arm
armoror ose
osess sse(
e( y a unit
unit..
 A>
 A> Attac<M t*e (amage
(amage (one y a unit.

Unit 6P ROF LOS RNG MO) CST DEF AT@


 Arc*er 
 Arc*er omosite
4omar( annon
a3alry Arc*er 
a3alry Arc*er ea3y
a3alry >nig*t
a3alry -ance
a3alry Pala(in
og
o3ere( 4attering &am
o3ere( 4attering &am ae(
rossomen
rossomen ea3y
%is*ing )*i
Galley
Galley annon
Galley =ar
an( annoneer 
+angonel
+on<
Pi<eman
Pi<eman aler(man
Pi<eman ,ron )*an<
)corion 4allista
)cout
)earman
)or(man
 AGE 2 Design Document Page 59

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CONFIDENTIAL
)or(man *amion
)or(man ea3y
)or(man o'an(e(
reuc*et
Villager 

Per Ci'i4i%$tion Unit Bre$;&o9n

*e (istriution o units on a ci3iliation


ci3iliation y ci3iliation
ci3iliation asis *as yet to e (etermine(.

P4$nne& Unit!" Uniue

!ni;ue units are not yet in AGE2.

Eac* culture *as a "suer# unit t*at isis uni;ue to it. =it* t*e e:cetion o t*e rai(er
rai(er uni;ue units t*ese
are all traine( at a castle in t*e ourt* age "t*e castle eing selecte( to ro*iit t*e ractice o ;uic<ly
uil(ing a 3ast numer o suer units t*roug* osessing multile training
training locations#. *e rai(er uni;ue
units are uilt at t*eir ton center an( "or t*e Vi<ing# (oc< an( are a3ailale t*roug*out t*e game.
*e tec*nologies costs an( attriutes o t*e rai(er uni;ue units ill e a(?uste( to comensate or 
t*eir early a3ailaility.

Ci'i4i%$tion Unit Note!


4riton -ongomen
%ran<s A:e *roers
Vi<ings Vi<ing -o
-ongoats
elts =oa( 4erser<ers Art (eri3ati3e rom regular erser<er "ut lue#.
4yantines ata*racts
eutons eutonic >nig*ts Art (eri3ati3e rom regular <nig*ts ut on oot.
Got*s Got* 4erser<er Deri3ati3e.
)aracens Der3is*es &eligious anatics ca3 unit N mounte( erser<ers.
ur<s Janissaries )*oc< troos cature( *ite sla3es.
Persians +ulti'Purose a3 -ig*t ca3 units caale o ig*ting it* sor( or o.
*ine
*inesese )emi
emi'Aut
'Autom
omat
atiic ross
osso
o Art
Art (er
(eri3ati
ati3e o *ea3y
ea3y cros
cross
so
ome
men.
n.
Jaanese )amurai
+ongols +oile )iege !nit Art is a regular lig*t siege en
engine caale o mor*ing to
an( rom a transortale unit "*orse (on<ey etc.#.

P4$nne& Unit" Tr$&e C$rt

=*en t*e AGE2


AGE2 tra(e mo(el is in lace a ra(e
ra(e art unit ill e use( to con(uct o3erlan( tra(e. *e
tra(e cart ill use a cargo o3erlay to ma<e t*e times *en it is ull or emty aarent to t*e user.

Otion$4 Unit!" A4tern$te )i44$#er 

Possily a(( a secon( 3illager tyr to uil(


uil( rom t*e start o t*e game. *is tye oul( e a suer 
3illager a 3illager on *orseac< t*at coul( mo3e aster gat*er aster carry more an( cost more t*an
a regular 3illager
3illager.. *is oul( at least slig*tly
slig*tly mitigate
mitigate some o t*e (iiculti
(iiculties
es e:erience(
e:erience( it* t*e
larger ma sies an( oul( ro3i(e a ne strategic element in t*e early game.

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ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
Unit %eha1ior 

*e ma?ority o t*is eature is currently (isale( in AGE2.

Unit AI =In*erent>

,n*erent !nit A, (escries t*e asic in3oluntary logic use( y units to unction an( e:ecute comman(s.

)ee )ection 5.0 omat or !nit A, inormation seciic or comat units.

Mo1ement (Special #ircumstances)

!nits issue( or(ers to attac< an enemy unit or uil(ing s*oul( continue to mo3e toar( it i it is
(estroye( *ile t*ey are enroute. All units arc*ers inclu(e( s*oul( mo3e to a location rom *ic*
t*ey coul( *a3e attac<e( t*eir target *a( it still remaine(.

)imilarly 3illagers gi3en or(ers to uil( a uil(ing or *ar3est a resource s*oul( continue on to t*e
location at *ic* t*ey oul( *a3e uilt or *ar3este( i t*e uil(ing is comlete( or t*e resource
e:*auste( *ile t*ey are enroute.

Order $rioriti7ation

Or(er rioritiation reers to t*e e*a3ior comat units ollo *en circumstances in t*e game
interere it* t*e or(ers t*ey *a3e een gi3en. %or e:amle *en a grou o units are tol( to mo3e to
a seciic location ut are attac<e( *ile enroute s*oul( t*ey continue toar( t*eir (estination or
(een( t*emsel3esT

*e or(er rioritiation mo(el or AGE2 is to e (etermine(.

Trade Unit %eha1ior 

o e (etermine(.

Unit ,rt 

)ee )ection 4 Dataase %ile /aming on3entions or tec*nical inormation relate( to AGE2@s art.

A Note to Arti!t!

,t is (iicult to in( e:act reerence ictures or eac* unit. >ee in min( t*at units s*oul( generally
a(*ere to some aearing age relate( gui(elines

•  Age One units s*oul( e cla( rimarily in clot* or a((e( armor. *ey coul( also *a3e some
leat*er.
•  Age o units s*oul( e cla( rimarily in leat*er or stu((e( I ringe( leat*er armor. *ey coul(
also *a3e some c*ain mail items an( metal *elms.
•  Age *ree units s*oul( e cla( rimarily in c*ain main or scale mail armor. *ey coul( also *a3e
some late mail items.
•  Age our units s*oul( e cla( rimarily in late mail armor.
•  Arc*er units s*oul( generally e cla( in c*ain mail or lesser armor.
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ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
• 4erser<ers an( t*e a:e t*roer can ear less clot*ing t*an t*e ot*ers.
• Janissaries must *a3e t*eir (istincti3e *ats.
• =oa( erser<ers must *a3e t*eir (istincti3e tattoos ants an( n ec< tor;ues.
• Der3is* s*oul( *a3e a scimitar.
• ,niltrator I )y s*oul( e nin?a'is* "lig*t or no armor#.
• )amurai s*oul( *a3e (istincti3e Jaanese armor.
• eutonic >nig*ts an( )amurai are oot units.

*e Ensemle )tu(ios netor< location or source material is


S^AGE2^A&^APP&OVEDW)>EE) N units are liste( y tas< name.

 A((itional source material can e oun( in


S^AGE2^A&^AGE2 )A/)

A Seci$4 Note on Mon;!

*e +on< unit@s aearance s*oul( 3ary (een(ing on a layer@s religion selection

• *ristian mon<s s*oul( ear ron roes tie( it* roe "%riar uc<#.
• Pagan mon<s s*oul( e as *ristian mon<s ut it* a goat'*ea( mas<.
• +uslim mon<s s*oul( ear an o'*ite roe an( a small circular ca.
• 4u*((ist mon<s s*oul( e as +uslim mon<s ut it* no ca an( a al( *ea(.

Unit otes

Po!!i34e Unit!" 6ero!

*ese units are not yet in t*e game.

• an con3ert ot*er units "3ia  ersuasion or intimi(ation# ut cannot e con3erte( t*emsel3es.
• 4onus or units in range.

S*i!

)*is ill e ren(ere( as *ulls only. *ree sail sets "Euroean s;uare Araic triangular an( Asian
an# ill e uilt an( ill e rogrammatically a((e( to s*is in t*e game ase( on t*e culture o t*e
oner "at t*e time o construction#.

Po!!i34e Unit" In/i4tr$tor 

*is unit is not yet in t*e game.

,niltrators are units t*at are in3isile to all units in t*e game "e:cet ot*er sies#. *ey *a3e a large
line o sig*t an( can see units garrisone( in uil(ings "t*at is enemy uil(ings in t*eir -O) ill (islay
t*e *as* mar<s (enoting garrisone( units *en a layer selects t*at uil(ing#. o attac< an enemy
iniltrator t*e layer must *a3e a sy o *is on <eeing t*e enemy sy 3isile.

,niltrators may also lay a role in riery a ossile game mec*anic.

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Po!!i34e Unit" @in#!

*is unit is not yet in t*e game.

>ings are secial units t*at astractly reresent t*e layer in t*e game. *ey are etter t*an a3erage
inantry units an( t*ey ro3i(e a 1 onus to attac< an( (eense or all o t*eir units "not allie( units#
it*in a 5 tile ra(ius.

ueen units it* an i(entical unctionality may also e a((e( to t*e game.

 A 3ictory con(ition regici(e re3ol3es areoun( t*is unit see )ection1.0 Victory on(itions.

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-. G$i$ Unit!

!aia Units

Gaia units are units resent in t*e game ut not controlle( y any layer. +a sie an( tye ill to a
great (egree (etermine t*eir numers an( (istriution.

*e olloing are t*e gaia units lanne( or AGE2 not all are currently in t*e game

• 4ear 
• Deer "uc< an( (oe#
• Dol*in
• %is*
• a<s
• +ercenaries
• Outlas
• )eagulls
• =il( 4oar 
• =ol3es

!aia Unit Rene&al 

Gaia unit reneal is currently (isale( in AGE2.

*e oulation o gaia units "e:ceting mercenaries *a<s an( seagulls# ill e (ynamic in AGE2.
 All reneale gaia units ill *a3e a gloal oulation range an( reneal rate. , t*e gloal oulation
o a certain gaia unit tye alls elo seciie( le3els an( t*ere are gaia o t*at tye remaining "i.e. t*e
layer *as not <ille( all ( eer# t*en t*at gaia tye ill rene.

&eneal ill e ac*ie3e( t*roug* t*e slitting tec*ni;ue "i.e. one (eer starts to mo3e an( as it (oes
ecomes to (eer eac* o *ic* mo3e in oosite (irections to ecome in(een(ent units# or y
simly *a3ing t*ese units enter rom o'ma.

Gaia unit reneal ill e a slo an( controlle( rocess an( not one inten(e( to ro3i(e layers it* a
eretual suly o (eer or suc* "t*e i(ea *ere eing t*at <eeing a e gaia units aout imro3es t*e
aearance o t*e mas#. Potentially (angerous gaia suc* as ol3es or outlas also slig*tly
increase t*eir strengt* *en t*ey are not (ealt it* ully a((ing a (imension to t*eir gamelay.

!aia Unit %eha1ior 

%ear 

 As a ossile relacement or t*e il( oar t*e ear s*oul( *a3e same e*a3ior set "see elo#. , 
t*e ear (oes relace t*e oar t*e ear s*oul( *a3e orage sig*ts arms an( s*ore is* as locations
t*at it ill try to eat rom.
 AGE 2 Design Document Page $

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Dolphin and Fish

Dol*in an( is* s*oul( retty muc* ?um u an( (on to let eole <no t*at t*ey@re t*ere. Possily
t*ese s*oul( also sloly migrate aout t*e ma.

/a&0 

*e *a< s*oul( ly aroun( an( loo< *a<'li<e. ,t s*oul( a3oi( crossing at*s it* or ot*erise
uming into ot*er ir(s. *e see( at *ic* it mo3es s*oul( e erio(ically altere( to ma<e it loo<
li<e it is (riting on t*ermals.

Mercenaries

+ercenaries are not yet in AGE2.

+ercenaries are units t*at can e 3ia t*e (ilomacy interace *ire( to act on e*al o a layer.
*ese units ill emloy t*e same asic A, as normal comuter controlle( oonents ut a searate A,
ill e re;uire( to allo mercenary units to e3aluate oers. *is system is to e (etermine(.

 AA> %-AG O !)E


4,DD,/G N O%%E&ED O A-- P-AE&)

Outla&s

 As it* ol3es t*e outlas s*oul( oerate in a grou t*at consists o t*e original outlas lace( in a
clum an( any t*at are generate( to t*is clum y t*e rero(uction mo(el.

Outlas s*oul( try to a3oi( contact an( searc* out t*e ma or li<ely tra(e routes "i.e. t*e straig*t'line
territory eteen to mar<ets#. Once a li<ely location *as een (isco3ere( t*e outlas s*oul( set u
an amus* an( aait a ull tra(e cart. =*en a tra(e cart aroac*es t*ey s*oul( ut a e arros in
it *ic* ill cause t*e tra(e cart to sto. *e outlas ill t*en aroac* t*e tra(e cart an( steal its
cargo. Ater t*e t*et t*e outlas s*oul( run o to set u anot*er amus* an( t*e tra(e cart s*oul(
return to t*e 3icinity o its original mar<et. Once outlas are successul along a certain route t*ey
s*oul( attemt to continue e:loiting it.

Outlas s*oul( e ale to ma<e a (etermination o o((s in attle an( s*oul( a3oi( tra(e carts
accomanie( y o3er*elming enemy orces. )imilarly t*ey s*oul( a3oi( non'tra(e cart units in
general an( attemt to remain un(isco3ere(. , attac<e( t*ey s*oul( return ire or run aay "ase( on
t*e same (etermination o o((s#.

Seagull 

*e seagull s*oul( ly aroun( as t*e *a< ut s*oul( conine itsel to coastal areas. *e seagull
s*oul( also circle aroun( sc*ools o is* erio(ically an( occasionally ollo e*in( is*ing oats.

3ild %oar 

*e il( oar s*oul( mostly stan( aroun( ut occasionally mo3e a e tiles in a ran(om (irection. , a
orage sig*t or arm is it*in its -O) t*e oar s*oul( mo3e to t*e sig*t an( eat some o t*e oo(
erio(ically. ,t s*oul( not attac< unless attac<e(.

 AGE 2 Design Document Page $5

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3ol1es

 A starting grou o ol3es "or ol3es a((e( to t*e game rom t*ese# ill orm a ac< an( ill act
toget*er. =ol3es s*oul( an(er t*e ma ma<ing an eort to a3oi( "circle aroun(# tons. %rom time
to time t*ey s*oul( get *ungry an( see< oo( "(eer 3illagers il( oar ear etc.#M i encountere(
*ile *ungry t*ey s*oul( attac< in a ac< <ill somet*ing an( eat. , encountere( *en not *ungry
t*ere s*oul( e a c*ance o attac< ut it s*oul( e more li<ely t*at t*e ol3es ill a3oi( contact an(
mo3e on.

=ol3es ill *ol rom time to time. Players ill e ale to ?u(ge t*e se3erity o t*eir ol rolem
ase( on t*e re;uency o t*ese *ols.

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1. M$

Map Tpes

• oastal
• ontinental
• ilan(
• ,nlan(
• ,slan(s -arge
• +e(iterranean
• /arros
• ,slan(s )mall

Po!!i34e M$ T+e!

• &i3er (on t*e mi((le

Terrain

Terr$in Ti4e!

o e (etermine(.

Terr$in O3ect!

o e (etermine(.

Oscured Units

*e c*ange in scale (one or AGE2 *ic* ro3i(es or a more roortional uil(ing to unit scale
necessitates t*at t*ere e a ay to (islay units t*at are oscure( y o?ects in ront o t*em. *is is
(one y outlining oscure( units "in t*e controlling layer@s color# *en t*e units are oscure(M
artially oscure( units ill *a3e a artial outline. omman(s issue( it*in an outline ill e issue( to
t*e outline( unit rat*er t*an t*e o?ect oscuring it.

/ote t*at ot*er units (o not cause t*e units t*ey artially oscure to ecome outline(.

Oscured Unit Model Issues

• Outline( units remain (iicult to (etect (ue to colors emloye( an( sie o outline.
• Outline( units nee( to ro3i(e etter 3isual ee(ac< to s*o t*at t*ey *a3e een
selecte(.
• &esources oscure( y o?ects nee( to e outline( also.

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11. Bui4&in#!

Bui4&in#!

Bui4&in# 6P LOS CST


 Arc*ery &ange
4arrac<s
4lac<smit*
*urc*
Doc<
%arm
ouse
+ar<et
+ill
)iege =or<s*o
)tale
oer 4omar(
oer Guar(
oer >ee
oer =atc*
on enter 
!ni3ersity
=all %ortiication
=all Palisa(e
=all )tone

Bui4&in# Set!

*e East Euroean uil(ing set is a re'te:ture( 3ersion o t*e =est Euroean uil(ing set.

Generic
on enter 
4arrc<s
4lac<smit*
Doc<
%arm
ouse
+ill
=all Palisa(e

Ar$3" A!i$n" $n& 7e!t Euroe$n


 Arc*ery &ange 2
 Arc*ery &ange 6
 Arc*ery &ange 
4arrac<s 2
4arrac<s 6
4arrac<s 
4lac<smit* 2
 AGE 2 Design Document Page $8

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4lac<smit* 6
4lac<smit* 
astle
*urc* 6
*urc* 
Doc< 2
Doc< 6
Doc< 
ouse 2
ouse 6
ouse 
+ar<et 6
+ar<et 
+ill 2
+ill 6
+ill 
)iege =or<s*o 6
)iege =or<s*o 
)tale 2
)tale 6
)tale 
oer 4omar(
oer Guar(
oer >ee
oer =atc*
on enter 2
on enter 6
on enter 
!ni3ersity 6
!ni3ersity 
=all %ortiication
=all )tone
=on(er 

R$i&er 
on enter 
Doc<
&ai(er oer 

Bui4&in# Function!

#onstruction

*is eature set is not yet ully imlemente( in AGE2.

4uil(ings are constructe( y 3illagers. =*en selecte( t*e layer@s cursor is altere( into a transarent
srite o t*e uil(ing. *is can e mo3e( aroun( t*e ma an( ill cycle re( i it cannot e lace( at its
resent location.

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=*en irst lace( a oun(ation srite aears at t*e selecte( location. *is oun(ation s*oul( e
at*ale until a 3illager arri3es at t*e oun(ation an( egins at *ic* oint t*e uil(ing ill rogress
t*roug* ae3eral construction srites until comlete(. %oun(ation tiles are 3isile only to a layer "an(
not *is allies# until *is 3illagers egin or< on it. All units ill a3oi( uil(ing oun(ations an( at*
across t*em only i re;uire( or i t*e unit oul( e orce( to at* more t*an 10 tiles to a3oi( at*ing
across a oun(ation. %oun(ations can e lace( ato 3illagers an( t*ey ill t*ereater attemt to a3oi(
t*emM a layer@s or ally@s i(le 3illagers stan(ing ato a oun(ation ill mo3e "enemy un its ill not#.

+ultile 3illagers can e assigne( to t*e construction o a uil(ing to ma<e it uil( aster. Allies may
also tas< 3illagers it* assisting one anot*er in t*e construction o a uil(ing.

Repair 

*is eature set is not yet ully imlemente( in AGE2.

 As it* t*eir construction AGE2 uil(ings can e reaire( y eit*er a layer@s or a layer@s ally@s
3illagers "or any comination t*ereo# an( assigning multile 3illagers increases t*e see( at *ic* t*e
reair is con(ucte(. Villagers garrisone( in uil(ings must e e?ecte( rom t*em to egin reairs.

o assign a 3illager a reair tas< t*e layer selects t*e 3illager issues t*e reair comman( an(
selects t*e target structure y rig*t clic<ing on it. &eairs are (one at t*e same rate as construction
an( cost t*e layer a ;uarter as muc* in resources to reair "t*us a uil(ing t*at costs 100 oo( an(
200 stone to uil( oul( cost 25 oo( an( 50 stone to reair rom a t*eoretical 0`#.

, a 3illager is selecte( an( rig*t clic<e( on any uil(ing "normally t*e comman( to garrison t*at unit#
an( t*e targete( uil(ing *as een (amage( to 20` total *it oints or less remaining "*ic* (isallos
garrisoning# t*e 3illagers ill automatically attemt to reair t*is structure. /ote t*at t*ese 3illagers
ill not garrison in t*e uil(ing ater reairing it.

#omat 

*is eature set is not yet ully imlemente( in AGE2.

4uil(ings it* an in*erent attac< "toers castles etc.# ill target an( engauge 3isile enemy units an(
uil(ings as i static arc*er units.

4uil(ings an( alls ill also loc< all missile attac<s against a layer@s units *ile still alloing t*e
arros o a layer an( *is allies to ass. Gaia units may ire t*roug* alls an( uil(ings regar(less o 
oners*i.

!arrisoning 

)ee Garrisoning in )ection 5.0 omat.

$illage

)ee Pillage in )ection 5.0 omat.

Deconstruction

*is eature set is not yet ully imlemente( in AGE2.

 AGE 2 Design Document Page 70

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
Players may (econstruct t*eir on uil(ings y selecting t*em an( using t*e (elete <ey as in Age o 
Emires. Players (econstructing t*eir uil(ings in t*is manner recei3e no return o resources rom it
ut t*e (estroye( uil(ing ill lea3e e*in( a sal3age ile "as i it ere (estroye( y t*e enemy#. Any
researc* or training tas<s in rogress at a uil(ing at t*e time o its (econstruction are cancelle( as i 
t*ey *a( een stoe( seerately rom t*e (econstruction itsel "see &esearc* an( raining elo#.

4uil(ings (econstructe( *ile still oun(ations "ater lacement ut eore any or< *as egun on
t*em# ill return 100` o t*e resources re;uire( to uil( t*em to t*e user. 4uil(ings (econstructe(
*ile in t*e rocess o construction ill also return 100` o t*eir resources to t*e layer ro3i(e( t*at
t*e at*ale oun(ation system is in lace "see onstruction ao3e# ot*erise t*ey ill return 70`.
*e amount o resources returne( 3ia (econstruction is scale( y t*e (amage a uil(ing eing
(econstructe( *as asore( "or e:amle a uil(ing (amage( to 50` o its total P ill return only
*al t*e resources rom (econstruct as ( econstructing t*e same un(amage( uil(ing#.

Damage

*is eature set is not yet ully imlemente( in AGE2.

4uil(ings ill egin to s*o signs o (amage *en t*eir P are re(uce( to 75` total or less. At t*is
oint t*ey ill egin to smo<e. =*en (amage( to 50` or less t*ey ill urst into lame. =*en
(amage( to 20` or less uil(ings ill e?ect any units garrisone( cancel all researc* or training "as i 
(one in(een(ent o t*e (amge see &esearc* an( raining elo# an( cease any in*erent
e*a3iors "i.e. toers ill no longer attac<#. =*en (amage( to 0` total P uil(ings collase an(
cease to e:ist. Destroye( uil(ings lea3e a sal3age ile an( ruins e*in(M ot* o t*ese ill a(e as
game time rogresses.

Sal1age

*is eature set is not yet ully imlemente( in AGE2.

 A sal3age ile containing 60` o t*e resources originally use( to construct a uil(ing aears any time
a uil(ing is (estroye( or (econstructe(. *e resources in t*is sal3age ile ill gra(ually (iminis* at
t*e rate o 1 unit o resource er 10 secon(s o  game time.

&esource iles can e *ar3este( y 3illagers or illage caale units. ollecting rom a sal3age ile
re;uires only t*at one o t*ese units come in contact it* t*e sal3age ile itsel no or< nee( e (one
to collect t*e resources "as is t*e case it* mining an( so on#.

#apture

*is eature set is not yet ully imlemente( in AGE2.

 As mentione( in Damage *en (amage( to 20` or less uil(ings ill e?ect any units garrisone(
cancel all researc* or training "as i (one in(een(ent o t*e (amge see &esearc* an( raining
elo# an( cease any in*erent e*a3iors "i.e. toers ill no longer attac<#. Any uil(ing *ic* *as
een (amage( to 20` P or less ill ecome t*e roerty o t*e ne:t layer *o reairs it to a le3el
ao3e 20`.

Research and Training 

*is eature set is not yet ully imlemente( in AGE2.

 AGE 2 Design Document Page 71

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
Or(ers to con(uct researc* or unit training are issue( at uil(ings 3ia reresentati3e uttons on t*eir 
interace. =*en suc* an or(er is issue( t*e resources re;uire( are imme(iately remo3e( rom a
layer@s in3entory an( a er cent comlete status in(icator aears on t*e !, to (islay t*e rogress
o any researc* or training.

 Any controlle( cancellation o a researc* or training assignment "i.e. *itting t*e sto utton
(econstructing t*e uil(ing# ill return 100` o t*e resources re;uire( to egin t*e researc* or training
to t*e layer. Any uncontrolle( cancellation o a researc* or training assignment "i.e. t*e uil(ing is
(estroye( y t*e enemy# ill cause a loss o all resources in3ol3e(.

o ma<e it easy or t*e layer to locate an( use nely traine( units all units ill emerge rom t*e
uil(ing t*ey are constructe( in at t*e ottom o t*at uil(ing. *e ottom reers to *at most eole
call t*e $ o@cloc< osition or consi(ering t*e (iamon( s*aes *ome late. All nely traine( units
s*oul( attemt to emerge at t*is location irst. , t*is location is occuie( t*e unit ill t*en attemt to
emerge in t*e ne:t a3ailale sace mo3ing aroun( t*e or(er o t*e uil(ing in a counter'cloc<ise
(irection.

$roduction 9ueues

*is eature set is not yet ully imlemente( in AGE2.

lic<ing on a uil(ing caale o training units ill ro3i(e as art o its !, a selectale list o icons
reresenting all o t*e units t*at can e traine( at t*at location. )uerimose( o3er eac* unit icon ill
e a numer reresenting t*e numer o t*at tye o unit currently in t*e ro(uction ;ueue. -et
clic<ing any icon ill a(( one unit to t*e ;ueue rig*t clic<ing ill remo3e one "*ol(ing s*it *ile (oing
eit*er ill cause t*e ;ueues to e altere( in increments o 10#.

ueue( units are ro(uce( in t*e or(er t*ey are ;ueue( as t*e resources or t*eir ro(uction ecome
a3ailale. /ote t*at in(i3i(ual uil(ings are *an(le( in(een(ently so ;ueues rom (ierent uil(ings
ill oerate in tan(em.

 All o t*e resources re;uire( to ro(uce a unit are sutracte( rom t*e layer@s resource ool at t*e
time a unit egins ro(uction. , t*ere are insuicient resources or a unit@s ro(uction t*e ;ueue ill
ause until suc* time t*at resources ecome suicient.

!nits remo3e( rom a ;ueue (o not imact a layer@s resources in any manner t*ey are simly
remo3e(. !nits in ro(uction t*at are cancelle( also return all resources.

, ro(uction in ;ueue *as stoe( a message ill aear telling t*e layer t*at t*is is t*e case "t*e
message ill e relaye( to t*e layer as a normal c*at message an( ill e accomanie( y an au(io
annunciator#. ,n a((ition t*e resource causing t*e stoage ill e outline( y a re( o: on t*e user 
interace.

Pro(uce( units aear surroun(ing t*e uil(ing t*ey are traine( at uon comletion "unless a set
gat*ering oint (ictates ot*erise#.

&esearc* items an( *ouses "uilt at t*e ton center# cannot e ;ueue(. 4uil(ings can not e ;ueue(
using t*is system eit*er ut can still e set (on in multiles as er Age o Emires.

*ere ill e t*ree uttons on t*e main interace t*at ill *an(le t*e gloal start an( stoage o 
ro(uction ;ueues one eac* or units tec*nologies an( tra(e goo( manuacture. Eac* o t*ese ill
oerate as a toggle. *eir (eault setting is on an( a green rame ill surroun( t*em in t*is state. , 

 AGE 2 Design Document Page 72

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
clic<e( to c*ange to o t*is or(er ill e re(. =*ile set to t*e o state all goo(s o a utton@s tye
cease eing ro(uce(.

!athering $oints

*is eature set is not yet ully imlemente( in AGE2.

 Any uil(ing caale o training units ill *a3e a set gat*ering oint utton as art o its interace.
lic<ing t*is utton c*anges a layer@s cursor into a gat*ering oint lag *ic* can t*en e set (on
any*ere on t*e ma. Once lace( all units traine( "ater t*e lacement# ill roce(e toar( t*e
gat*er oint as i gi3en a comman( to mo3e t*ere "t*us 3illagers can e ma(e to automatically egin
gat*ering a resource y lacing t*eir gat*er lag ato a suly#.

, a uil(ing *as a get*er oint set selecting t*at uil(ing ill cause t*e associate( gat*er oint to
ecome 3isile on t*e game ma an( as a ulsing *ite (ot on t*e mini'ma. o mo3e a gat*er oint
t*e layer can select a uil(ing an( reissue t*e comman( or select t*e gat*er oint lag o?ect on t*e
ma an( (rag it to a ne location. o remo3e a gat*er oint t*e layer can eit*er set t*e uil(ing as
its on gat*er oint or select t*e gat*er oint lag an( (elete it.

4uil(ings cannot normally e selecte( in multiles ut AGE2 ill allo using s*it let clic< "or (rag# to
(o so. =*en multile uil(ings "t*at are caale o training units# are selecte( only t*e set gat*er 
oint utton ill e a3ailale on t*eir comine( !,. )etting t*is gat*er oint ill issue t*e same
gat*er oint to all o t*e selecte( uil(ings.

*ree *ot <eys ill also allo a gloal setting o gat*er oints y unit tye "3illager military s*i#M
t*ese *ot <eys are not yet (eine(. =*en tye( t*ese *ot <eys ill ro3i(e t*e layer it* t*e
aroriate gloal lag to lace. Placing a gloal lag (eletes all ot*er gat*er oints set or units o t*at
tye.

 A inal *ot <ey "also not yet (eine(# ill clear all gat*er oints o ot* 3arieties.

Bui4&in# Note!

Special %uildings' omadic %uildings

*is eature set is not yet ully imlemente( in AGE2.

*e uil(ings o rai(er cultures are all noma(ic it* t*e e:cetion o any (oc<s or toers. /oma(ic
uil(ings can 3ia t*eir interace e or(ere( to ac<. =*en or(ere( to ac< any researc* an( training
in rogress at t*e location is susen(e( an( t*e uil(ing egins t*e rocess o con3erting itsel into a
moile cart.

=*ile in t*is state t*e uil(ing ill not accet or(ers or ro3i(e t*e eneits o a normal uil(ing "i.e. a
ac<e( or ac<ing mill oul( not allo 3illagers to (ro oo( o at it#. *is cart can t*en e mo3e(
aout t*e ma an( using t*e same !, utton or(ere( to unac<. lic<ing t*e ac< I unac< utton
*en a noma(ic uil(ing is ac<e( ill cause t*e layer@s cursor to ecome a transarent srite o t*e
ully constructe( uil(ing. *is srite can t*en e mo3e( aroun( t*e game ma an( use( y t*e
layer to seciy a (esire( uil(ing location in t*e same as*ion as normal uil(ing lacement an(
construction. =*en a location *as een (eci(e( uon t*e ac<e( uil(ing ill mo3e to t*e set
location an( egin t*e rocess o unac<ing.

 AGE 2 Design Document Page 76

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
During its unac<ing a uil(ing ill e su?ect to t*e same restrictions it as *en ac<ing. =*en
t*is is comlete any susen(e( researc* or training ill resume an( t*e uil(ing ill again e
a3ailale or comman(s.

Special %uildings' 3onders

=on(ers currently unction as in Age o Emires ut re;uire researc* rior to ecoming a3ailale or
construction. =*en comlete t*e time a on(er must stan( *as een altere( ase( on game ma
sie. *e current a(?ustment is I' 5 minutes o game time or eac* ma sie ao3e or elo t*e
stan(ar( "large# in t*e game to a minimum o 5 minutes.

Special %uildings' !ates

*is eature set is not yet ully imlemente( in AGE2.

Gates ill allo units to ass t*roug* alls it*out re;uiring t*e (estruction o a segment. Players
can control t*eir gates y (oule clic<ing t*em eac* (oule clic< toggling t*em oen or close(.

Gates ill allo garrisoning an( *en manne( ill ecome automate(. A manne( gate ill oen or
*en any o t*e layer@s or layer@s ally@s units attemt to ass an( close any time an e nemy unit is
it*in t*e gate -O) "note t*at gates cannot see enemy iniltraitors#.

Special %uildings' #astles

*is eature set is not yet ully imlemente( in AGE2.

astles unction "asically# as large an( oerul toers *ic* allo a large numer o units to
garrison. *ey also ro3i(e non'rai(er cultures it* t*e aility to train uni;ue units "see !ni;ue !nits
)ection 8.0 !nits# in t*e ourt* age.

 AGE 2 Design Document Page 7

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
12. Tec*no4o#ie! $n& Tec*no4o#+ Tree

Technolog Tree

Technolog Inde2 

*e olloing tale lists all tec*nologies currently enale( in AGE2. *e oeration o t*e tec*nology is
(eine( in t*e te:t in arent*isis. ec*nologies t*at (o not *a3e a (escrition in arent*esis are
enaling tec*nologies tec*nologies t*at simly allo t*e construction o a articular unit or uil(ing in
t*e game.

No. Tec*no4o#+ $n& De!crition


1.  A(3ance to %eu(al Age
2. A(3ance to ,merial Age
6. A(3ance to +i((le Age
. Arc*er Armor 1 "2 normal armor or arc*ers#
5. Arc*er Armor 2 "2 normal armor or arc*ers#
$. Arc*er Armor 6 "2 normal armor or arc*ers#
7. Arc*er !gra(e 2 "1 (amage range an( line o sig*t or arc*ers#
8. Arc*er !gra(e 6 "1 (amage range an( line o sig*t or arc*ers#
9. Arc*itecture "20` uil(ing Ps 2 normal an( ierce armor or uil(ings#
10. 4omar( annon
11. 4omar( oer  
12. annon Galley
16. ae( 4attering &am
1. artogra*y "s*are( line o sig*t it* allies#
15. *ain ar(ing "2 normal I 1 ierce armor or mounte( sol(iers#
1$. *ain mail "2 normal armor or oot sol(iers#
17. *amion "ugra(e o an(e( )or(sman to *amion#
18. *emistry "1 (amage or all non'guno(er missile units#
19. ro rotation "2 armer carry caacity 50` oo( ro(uction or arms#
20. rosso
21. Engineering "20` uil(ing Ps 2 normal an( ierce armor or uil(ings#
22. %ait* "allos con3ersion o enemy units#
26. %lat ull "50` tra(e s*i carrying caacity#
2. %letc*ing "1 range an( line o sig*t or arc*ers#
25. %orging "2 *an( to *an( (amage#
2$. %ortiie( =atc*toer 
27. Great s*iel( "2 ierce armor or oot sol(iers#
28. Gree< %ire
29. Guno(er "allos guno(er units#
60. aler( "1 i<eman (amage 2 3s. ca3alry#
61. an( anon
62. ea3y a3alry Arc*er "ugra(e a3alry Arc*er to ea3y a3alry Arc*er#
 AGE 2 Design Document Page 75

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

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66. ea3y rosso "ugra(e rosso to ea3y rosso#
6. ea3y lo "2 armer carry caacity 0` oo( ro(uction or arms#
65. orse collar "2 armer carry caacity 60` oo( ro(uction or arms#
6$. usan(ry "20` ca3alry see(#
67. ,ron casting "2 *an( to *an( (amage#
68. ,ron )*an< Pi<e "1 i<eman (amage 2 3s. ca3alry#
69. >ee
0. >nig*t
1. -arge s*iel( "1 ierce armor or oot sol(iers#
2. +angonel
6. +e(icine
. +etallurgy "6 *an( to *an( (amage#
5. +ining "10` miner or< rate 2 miner carry caacity#
$. /ets "15` is*ing s*i or< rate#
7. Pala(in "ugra(e >nig*t to Pala(in#
8. Pi<e
9. Plate ar(ing "2 normal I 1 ierce armor or mounte( sol(iers '20` see(#
50. Plate mail armor "2 normal armor or oot sol(iers '20` see(#
51. )cale armor "2 normal armor or oot sol(iers#
52. )cale ar(ing "2 normal armor or mounte( sol(iers#
56. )corion 4allista
5. )*at +ining "10` miner or< rate 2 miner carry caacity#
55. )mall s*iel( "1 ierce armor or oot sol(iers#
5$. );uires "15` inantry mo3ement see(#
57. )tirru "allos lance ca3alry units#
58. )tone cutting "20` 3illager uil(ing see(#
59. on atc* "2 to line o sig*t or uil(ings#
$0. rac<ing "1 line o sig*t or inantry#
$1. reuc*et
$2. o'an(e( )or(man "ugra(e ea3y )or(man to o an(e( )or(man#
$6. !gra(e Arc*ers to omosite 4omen
$. !gra(e )or(man to ea3y )or(man
$5. =all 6
$$. =ar Galley
$7. =*eel 1 "15` 3illager mo3ement see(#
$8. =on(er Plans
$9. =oo(cutting !gra(e 1 "10` oo(cutter or< rate 2 oo(cutter carry caacity#
70. =oo(cutting !gra(e 2 "10` oo(cutter or< rate 2 oo(cutter carry caacity#

 AGE 2 Design Document Page 7$

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

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1. Re4ic!

Relics

4y (eault relics are a comonent in t*e asic AGE 2 game en3ironment. One relic is a((e( to t*e
game er layer eac* lace( on t*e ma at t*e start o t*e game
game in a ran(om location. /ote
lacement s*oul( e e;ualM i e (eci(e on 7 N 10 tiles rom starting ton center as our ase
arameter t*en
t*en one relic s*oul( e lace( it*in 7 N 10 tiles o e3ery ton center.

&elics start unclaime( an( immoile ut once locate( a layer can (irect *is mon<s to t*e relic to
claim it "ot*er units cannot mo3e or claim a relic N e:cetion rai(er military units can ic< u an(
mo3e relics ut recei3e no onuses rom
rom t*em#. !on arri3al t*e mon< ecomes
ecomes a relic carrier
caale o transorting t*e relic aout ut unale to erorm any ot*er tas< "i.e. t*e mon< can not
con3ert or *eal units *ile carrying t*e relic#.

, a relic carrier is <ille( t*e relic reaears on t*e groun(M suc* a relic continues to elong to t*e
layer *o originally claime( it an( ill remain in *is ossession until anot*er layer claims it it* a
mon<. , a relic carrier is release( "DE-# t*e mon< ill (ro t*e relic an( ste aay rom it ma<ing
too searate( an( easily i(entiie(
i(entiie( o?ects. =*ile immoile on t*e groun( a relic
relic t*at *as een
claime( ill continue to ro3i(e its normal eneits to t*e layer *o *as it in *is ossession "see
in(i3i(ual relics elo#.

 A relic mo3e( into


into a uil(ing estos
estos its eneits uon
uon t*ose also garrisone(
garrisone( in t*e uil(ing ut (oes
not imact any units outsi(e
outsi(e o t*e structure. =*en in a uil(ing t*e resence o a garrisone(
garrisone( relic ill
e in(icate( y means o an aroriate o3erlay
o3erlay ao3e t*at uil(ing "grail
"grail lag etc.# &elics
garrisone( insi(e c*urc*es generate a((itional income at t*e rate o 6 gol( er secon( er relic.

B$!e Re4ic

, carrie( into attle all non'siege groun( units it*in 7 tiles o a relic one( y t*em or an ally ill
recei3e 10` to t*eir (amage an( N10` to (amage(amage (one to t*em. Priests it*init*in 7 tiles o a relic *a3e
a 20` con3ersion onus *ile t*e units o t*e relic oner an( *is allies in t*e same ra(ius are 20`
more resistant to con3ersion.
con3ersion. Only one relic imacts t*e units
units surroun(ing itM a searman stan(ing
stan(ing
ne:t to our relics ill get t*e same onuses as a searman stan(ing ne:t to one.

Cu4ture Seci/ic Re4ic!

Eac* non'rai(er culture


culture *as a culture seciic relic. *is relic ro3i(es (oule t*e ase relic
relic onuses
or t*e layer *o controls itit an( is o t*e aroriate culture. *at is a *inese layer in ossession
ossession
o t*e *inese relic ill ro3i(e units it*in 7 tiles o it a 20` to t*e (amage t*ey (o an( a N20` to
(amage (one to t*em. *is onus (oes not imact allie( units units aroun( t*e relicM t*ese layers
layers recei3e
only t*e normal
normal a(3antages "10` I '10`#.

 AGE 2 Design Document Page 77

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

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1. )ictor+ Con&ition! $n& G$me Otion!

Standard Victor #onditions

*e stan(ar( 3ictory con(itions are t*e means y *ic* any "(eault setting# game can e on.

Conue!t

Players may in a game y eliminating all o an o onent@s oensi3e


oensi3e caaility.

*e layer is eliminate( *en t*ey *a3e no o""ensi1e attac<


o""ensi1e attac< caaility an( no means to ro(uce one.
, t*e layer (oes not *a3e a military unit military uil(ing a riest "mon<# unit or a 3illager t*ey ill
lose
lose un(er t*is
t*is 3ictory
3ictory con(iti
con(ition.
on. on centers
centers an( c*urc*e
c*urc*es s count as 3illage
3illagers
rs an( mon<s
resecti3
resecti3ely
ely an( ill <ee t*e layer rom eing eliminate(
eliminate( as long as t*ey are a3ailale.
a3ailale. %is*ing
%is*ing
oats toers "(eensi3e# tra(e units arms alls an( t*e li<e (o not re3ent a layer rom eing
eliminate(. /ote t*at a on(er counts
counts as a military uil(ing
uil(ing or t*is
t*is urose.

7on&er 

Players may in a game y uil(ing a on(er an( rotecting it or a set erio( o time.

 A on(er can e constructe( ater t*e researc*es re;uire( to uil( it are comlete ro3i(e( t*at t*e
layer initiating its construction *as suicient
suicient resources "see )ection 11.0 4uil(ings#.
4uil(ings#. Once comlete
t*e on(er must stan( or a set erio( o time "15 game minutes or a large sie( ma  or N 5
minutes or e3ery ma sie ao3e or elo a large ma resecti3elyM minimum 5 minute time#.

, a layer or grou o allies manage to trigger t*is 3ictory con(ition all layers ill e notiie( o t*e
act an( a timer ill aear on e3eryone@s !,.

Re4ic C$ture

Players may in a game y caturing an( *ol(ing all relics in t*e game or a set erio( o time.

, a layer or a comination o *is allies cature all relics t*ey ill in t*e game i t*ey retain
osession or a set erio( o time. As it* t*e on(er
on(er t*e time t*at t*ey must remain in ossession is
ase( on t*e selecte( ma sie.

, a layer or grou o allies manage to trigger t*is 3ictory con(ition all layers ill e notiie( o t*e
act an( a timer ill aear on e3eryone@s !,.

 A ossile otion ill e t*at t*e relics must all e *ouse( "in c*urc*es or all in t*e same c*urc*# to
trigger t*is 3ictory con(ition.

Optional Victor #onditions

Otion 3ictory con(itions are seciic con(itions


con(itions t*at can e toggle( on or o y layers in t*e re'
game.

 AGE 2 Design Document Page 78

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CONFIDENTIAL
Score

Players may in a game y eing t*e irst to ac*ie3e a seciie( score.

Players are gi3en oints or 3arious accomlis*ments


accomlis*ments in a game "see )ection E )core +o(el#. At t*e
start o a game layers may elect to lay to a seciic oint total "set y t*e layers in t*e re'game#.
*e irst layer or grou o allies "allie( scores are comine(# to ac*ie3e t*is score in.
in. =*en layers
aroac* t*e score re;uire( to in "it*in 20`# a arning message is (islaye( to all layers.

Re#ici&e

Players may in a game y <illing an enemy "or all enemy# <ing.

Players start it*


it* a >ing "or ueen# unit garrisone(
garrisone( in t*eir ton center "see )ection
)ection 8.0 !nits#. , t*e
<ing is <ille( in
in comat t*e layer *ose
*ose <ing as <ille( is
is eliminate( rom t*e game. *e layer *o
<ille( t*e >ing gets a Fcron@ notation on t*e score an( gets all o t*e gol( t*e layer *a( in t*eir 
materials stores instantly.
instantly. *e layer *ose <ing as <ille( *as all o t*eir
t*eir units an( uil(ings go to
neutral I unclaime( status.

Time&

Players may in a game y *a3ing t*e *ig*est score at t*e en( o a certain erio( o time.

O'er9*e4min# O&&!

Players may in a game y eliminating t*e 3ast ma?ority o an oonent@s oensi3e caaility.
caaility.

 A routine is use( to comare a  layer@s stan(ing in t*e game it* t*at o *is oonents@. *is routine
ill
ill ta<e alliances
alliances into account
account an( ill
ill e:amine o3erall
o3erall military
military an( economic
economic strengt*.
strengt*. , in t*e
comuter@s estimation a layer
layer *as no *oe o inning t*e game t*e layer ill
ill e eliminate(. *e
urose o t*is eature is to eliminate games *ere a single layer runs *is one remaining 3illager 
aroun( t*e ma to (eny *is oonent a in  or as long as ossile.

 A means o inorming
inorming t*e layer o an imen(ing loss 3ia
3ia t*is otion may nee( to e inclu(e(. Anot*er 
ossile otion is t*at t*is oul( not eliminate a layer rom t*e game ut instea( re3eal t*e osition
o all *is osessions on t*e mini'ma or all layers.

 AGE 2 Design Document Page 79

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
1(. E$!ter E##! $n& C*e$t Co&e!

• , religion mo(el is a(ote( an( 4u((*ist mon<s can ig*t N <ung'u 4'mo3ie Easter egg.
• =in(mills sin 3ery ast "li<e 1$: see(# an( lo units aroun( t*e oar(
• Dragon unit rom )orcerer lies aroun( an( torc*es uil(ings ran(omly.
• )ea monsters aear in t*e ater an( eat oats an( s*allos units occasionally.
• oly Grail N t*ey call me im.
• oly Grail N <iller unny loo< at t*e ones.
• + 5 it* ES sin< eature.

 AGE 2 Design Document Page 80

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
10. Cinem$tic Art

Opening #inematic 

*e (esign o t*e oening cinematic *as een inalie( an( or< on it is in rogress.

#ampaign #utscenes

o e (etermine(.

 ,lternate Realit #utscenes (O$TIO)

*e inal scenario o any o t*e camaigns inclu(e( it* t*e game ill e ase( uon a  attle t*at as
lost y t*e layer@s ci3iliation. *is ro3i(es t*e layer it* an oortunity to in a attle t*at as
*istorically lost an( t*us c*ange t*e course *istory oul( *a3e ta<en. o s*o a layer *o *e *as
altere( *istroy a closing cinematic consisting o a series o stills "a(ing in an( out ocusing on areas
o t*e still etc.# ill e s*on. Among t*ese ill e stills o a ma s*oing *o t*e layer@s 3ictory
*as rearrange( or(ers an( at least t*ree stills s*oing *o t*ings in t*e orl( oul( e (ierent "i.e.
G*engi >*an@s ace on a (ollar ill t*e /otre Dame mos;ue etc.#

 AGE 2 Design Document Page 81

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
1,. Soun&!

Stereo Sound 

)oun(s originating one tile o screen rom t*e rig*t or let are *ear( at *al 3olume rom t*e
aroriate si(e. )oun(s to t*e to or ottom are at *al 3olume centere(.

O""icial Taunts

o e (etermine(.

Internationali7ed Sound Speci"ications

Go$4

o *a3e t*e 16 ci3iliations in Age o Emires 2 reresente( y t*ere on language *en
comman(ing units (uring game lay.

Cont$ct

*ris &iy Ensemle )tu(ios. "972# 9$0'2700 :210. Email criyCensemlestu(ios.com

De4i'er$34e!

Eac* o t*e internationaliation grous selecte( y +icrosot s*oul( (eli3er t*e olloing
• omlete recor(ing o all or(s or *rases liste( elo.
• =ritten translation o all or(s an( *rases liste( elo.
• D'&O+ or Si (is< o recor(e( .a3 iles in seciie( ile ormat.
• %ile %ormat
•  All iles s*oul( e recor(e( as a .a3 ile.
•  All iles s*oul( e recor(e( in 1$it .1* mono.
•  All iles s*oul( also e (ulicate( an( resamle( to 1$it 22* mono.
•  All iles s*oul( ollo t*e naming con3ention seciie( elo.
•  All .1<* iles s*oul( e lace( in a (irectory calle( .
•  All iles recor(e( at 22<* s*oul( e lace( in a (irectory calle( 22.
• /o ile s*oul( e:cee( 125< in sie at 1$it .1* it* a target range o 100'115<
in 1$it .1*.
• =or(s an( *rases s*oul( closely resemle t*e tone an( inlection o t*ose in t*e original
 Age o Emires 1.
• =or(s an( *rases s*oul( e so<en in t*e manor o its (escrition seciie( elo.
• =or(s an( *rases may e relace( it* similar or(s i necessary. %or e:amle oo(
cutter coul( e sustitute( or lumer?ac<.

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)i44$#er 

*e list elo reresents Villager comman(s. *ese s*oul( eac* e recor(e( as oth +ale
an( %emale. /ote or emale recor(ing naming con3ention relace t*e irst m in t*e ile
name it* . %or e:amle es or a emale 3illager oul( e name( 3s1.a3.

7or& In/4ection De!crition Fi4e N$me =.9$'>


esT uestion Villager )elect Vms1
elloT uestion Villager )elect Vms2
&ea(y )tatement Villager )elect Vms6
omman(T uestion Villager )elect Vms
+iner )tatement Villager omman( +ine Vmm
-umer?ac< )tatement Villager omman( -umer?ac< Vml
%armer )tatement Villager omman( %armer Vma
4uil(er )tatement Villager omman( 4uil(er Vm
&eairman )tatement Villager omman( &eair Vmr  
%is*erman )tatement Villager omman( %is* Vmi
 Attac<b E:clamation Angry Villager omman( Attac< Vma
unter )tatement Villager omman( unt Vm*
%orager )tatement Villager omman( %orage Vmo
O> )tatement Villager +o3e Vmm1
es )tatement Villager +o3e Vmm2
orrect )tatement Villager +o3e Vmm6
, ill )tatement Villager +o3e Vmm
&un Aay E:clamation Villager retreat Vmr1

Mi4it$r+ Unit!

*e list elo reresents +ilitary comman(s. *ese s*oul( eac* e recor(e( only in a +ale
3oice. *is 3oice s*oul( e (eeer an( more aggressi3e soun(ing. *e 3oice s*oul( *a3e a
military eel to itM comman(ing an( imosing.

7or& In/4ection De!crition Fi4e N$me =.9$'>


esT uestion +ilitary )elect Vmms1
&ea(y )tatement +ilitary )elect Vmms2
omman(T )tatement +ilitary )elect Vmms6
es )tatement 3ery aggressi3e +ilitary Attac< Vmmm1
, ill )tatement 3ery aggressi3e +ilitary Attac< Vmmm2
O> )tatement 3ery aggressi3e +ilitary Attac< Vmmm6

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 Attac<b E:clamation 3ery aggressi3e +ilitary Attac< Vmma1
o 4attleb E:clamation 3ery aggressi3e +ilitary Attac< Vmma2
esb E:clamation 3ery aggressi3e +ilitary Attac< Vmma6
 Attac< ell ell +ilitary Attac< Vmma
%or t*e >ingb E:clamation +ilitary ell Vmmy1
%or t*e ueenb E:clamation +ilitary ell Vmmy2

Re4i#iou! Unit

*e list elo reresents &eligious !nit comman(s. *ese s*oul( eac* e recor(e( only in a
+ale 3oice. *is 3oice s*oul( e (eeer an( more assionate an( ersua(ing soun(ing.
*e 3oice s*oul( *a3e a coni(ent air to it.

7or& In/4ection De!crition Fi4e N$me =.9$'>


esT uestion Priest )elect Pms1
elloT uestion Priest )elect Pms2
&ea(y )tatement Priest )elect Pms6
omman(T uestion Priest )elect Pms
O> )tatement Priest +o3e Pmm1
es )tatement Priest +o3e Pmm2
orrect )tatement Priest +o3e Pmm6
, ill )tatement Priest +o3e Pmm
eal )tatement Priest eal Pcon3
on3ert )tatement Priest on3ert P*eal

@in# $n& Hueen

*e list elo reresents >ing an( ueen comman(s. *ese s*oul( eac* e recor(e( as
oth +ale an( %emale. *e >ing an( ueen s*oul( *a3e an aut*oritati3e 3oice oerul
ormal soun(ing an( comman(ing.

7or& In/4ection De!crition Fi4e N$me =.9$'>


esT uestion >ing )elect >s1
elloT uestion >ing )elect >s2
&ea(y )tatement >ing )elect >s6
omman(T uestion >ing )elect >s
O> )tatement >ing +o3e >m1
es )tatement >ing +o3e >m2
orrect )tatement >ing +o3e >m6

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CONFIDENTIAL
, ill )tatement >ing +o3e >m
o 4attleb E:clamation >ing &allying roos >r1
%or t*e >ing(omb E:clamation >ing &allying roos >r2
%or t*e ueenb E:clamation >ing &allying roos >r6
%or t*e >ingb E:clamation >ing &allying roos >r
Join +eb E:clamation >ing &allying roos >r5

L$n#u$#e!

• Jaanese
• *inese Ol(est Dialect
• German
• +ongolian
•  Araic
• +i((le Englis*
• -atin
• =els*I Galic
• %arsi

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15. C$m$i#n! $n& Scen$rio!

Dnamic #ampaign Sstem

o e (etermine(.

#ampaigns

Le$rnin# C$m$i#n

o e (etermine(.

Mon#o4 C$m$i#n

"Pre 120$# !niy <ing(omM estalis* caitol at >ara<orum.

"1208# 4attle o ,rtys*M o3ercome last resistance in +ongolia y (eeating >us*lu< "lea(er o /aiman
trie *o le( to see< reuge it* t*e >ara'>*itai artars#.

"1217# >us*lu< treac*erously o3ert*re t*e >*an o t*e >ara'>*itai in 121$ an( reare( or ar it*
Geng*is "*ose sies <et *im inorme( o t*is#. Geng*is@ armies ere tire( rom 10 years on
camaign an( *e sent only 2 toumans "20000 men# to (eal it* >us*lu<. *ese men manage( to
incite a artar re3olt an( >us*lu< as (eeate(.

"122 N 122$# *e angut "o sia# reuse( to assist G*engis it* *is ar against +o*amme( )*a*
an( orme( an alliance it* t*e *in. *is le( to ar an( in 122$ t*e +ongols met an( crus*e(
600000 angut ca3alrymen at t*e ello &i3er.

"122$# Victory o3er sia an( *inM sia emeror is <ille( in a mountain ortress ne sia emeror
surren(ers.

"1261# on;uest o t*e *inM t*e +ongols orme( an alliance it* t*e )ung an( siege( city o Pien
-iang ">aieng# t*us (eeating t*e *in.

"9 Aril 121# *e 4attle o -iegnitM =it* t*e +ongols ouring into eastern Euroe t*e c*i3alry t*ere
ere reare( rto ig*t (eserately. Prince enry t*e Pious o )ilesia gat*ere( an army o 0000
Germans Poles an( eutonic >nig*ts an( as to e reinorce( y >ing =enceslas o 4o*emia an(
*is 50000 troos. >ing =enceslas (i( not arri3e in time an(s t*e +ongols crus*e( Prince enry@s
army at -iegnit. *e +ongols t*en *ea(e( or ungary.

"11 Aril 121# *e 4attle o t*e )a?o &i3erM t*e +ongols *ea(e( or ungary an( >ing 4ela recei3e(
or( t*at t*ey *a( arri3e( on t*e oosite si(e o t*e )a?o &i3er. 4ela marc*e( eastar( rom Pest
an( siee( a ri(ge o3er t*e )a?o rom a small +ongol (etac*ment. *e ungarians orme( a *uge
ri(ge*ea( an( came un(er attac< on t*e 11t*. !sing ireor<s noise an( missile eaons a small
+ongol *ol(ing orce as ale to (istract t*e ri(g*ea(. ,n t*e re(an (ar<ness some 60000
+ongols *a( a(e( t*e )a?o to t*e sout*. =*ile t*e ungarians ere (istracte( t*ese +ongols
turne( to t*e nort* an( attac<e( t*e rear an( lan<s o t*e enemy. *e ungarian army collase(

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anice( an( le( N t*e +ongols ursue( until t*ey *a( utc*ere( t*e ma?ority o t*e retreating
ungarians "est. 0< N 70< men#.

"122# istorically t*e +ongols ere rea(y to us* into estern Euroe at t*is time. Just ater
*ristmas t*e crosse( t*e roen Danue an( egan across t*e Julian Als into nort*ern ,taly.
)e3eral est Euroean grous *a( *astily gotten (eensi3e orces toget*er ut t*ey oul( li<ely *a3e
een crus*e(. *e only t*ing t*at sa3e( estern Euroe as t*e nes t*at Ogatai "son an(
successor o G*engis# as (ea( orceing t*em all to return to +ongolia or t*e selection o a ne
>*a<*an. )cenario s*oul( e ase( on Ogatai not (ying at t*is time.

:$$ne!e C$m$i#n

"127# *e +ongol arma(a rom *ina "800 s*is an( aroun( 60000 men# arri3es o t*e Jaanese
coast. *e islan(s on t*e ay to >yus*u ere ;uic<ly o3errun. *e Jaanese ere conuse( y t*e
ne orm o comat N t*ey tra(itionally oug*t in a 3ery ritualie( manner it* 4us*i o similar ran<s
calling one anot*er out or single comat an( only t*e militaries eing in3ol3e(. *e +ongols an( t*eir 
>orean conscrits oug*t in masse( ormations an( massacare( ci3ilian an( sol(ier ali<e.

"127# *e surrise( Jaanese at t*e ront sent rantic re;uests or *el to >ama<ura.

"127# *e +ongols reac*e( >yus*u an( orce( t*e (een(ers t*ere to entrenc*.

"127# istroically t*e +ongols *a( t*eir s*is in t*e a<ata *arour an( ulle( out in searc* o a
sae ort earing nig*t'time rai(s *ile in enemy territory. *ey ere lo on sulies an( <ne t*at
t*ey oul( *a3e to gi3e u t*eir in3asion soon. A ty*oon t*en struc< an( (estroye( many o t*eir
s*is. *e +ongols returne( it* aroun( *al o t*e men t*ey *a( originally in3a(e( it* N most *a(
(ie( in t*e storms. *is scenario coul( e ase( on an alternate *istory *ere t*e layer (i( con(uct
a nig*t'time rai(.

"127 N 1281# Ater t*e irst +ongol attac< t*e go3ernment o >ama<ura or(ere( (eenses to e
reare( aroun( t*e a<ata 4ay inclu(ing a massi3e all.

"1281# *e secon( +ongol in3asion "000 s*is an( 200000 men# is aime( at a<ata. Di3i(e( in
to grous t*e smaller orce@s o3eran:ious comman(er arri3es a mont* eore t*e ot*er ortion o t*e
+ongol in3asion.

"1281# *e secon( an( larger ortion o t*e +ongol in3asion arri3es. istorically t*e )amurai laye(
a aiting game an( oul( *a3e lost. istory I myt* recor(s t*at t*e Emeror ma(e an oering at t*e
,se Gran( )*rine an( t*at a <ami<ae "Di3ine =in(# as t*e rear(. *is ty*oon (estroye( a 3ast
ortion o t*e +ongol orces an( sa3e( t*e (een(ers rom certain (oom.

Briti!* C$m$i#n

"800 N 850# =esse: un(er t*e control o >ing Egert is un(er constant Vi<ing attac<.

"8$$# -on(on is lost to t*e Vi<ings in 851. Alre( t*e Great no t*e <ing in =esse: ta<es it ac<
ater uil(ing a large na3y an( attac<ing t*e Vi<ings at sea.

"10$$# *e 4attle o astingsM

&emain(er to e (etermine(.

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CONFIDENTIAL
Ar$3 C$m$i#n

o e (etermine(.

 AGE 2 Design Document Page 88

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
1-. Su##e!tion! $n& Re4$te& Outcome!
*is section *as een mo3e( to a searate (ocument.

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CONFIDENTIAL
2. 6i!toric$4 D$t$

*is section *as een mo3e( to a searate (ocument.

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21. Tec*nic$4 Seci/ic$tion

Technical $rogramming Items Re:uest "or ,! .

/otes
• ,E+ A (escrition o t*e item. "+ 4)#
• P&,O&, A'+ust a3e 4')igniicantly imro3es ro(uct treat as a re;uire( item ut t*e
scoe is negotiale. 'As time ermits nice ut not crucial can e (roe( i nee(e(. D '
=is* -ist.
•  Agreement  liste( items can e (roe( to meet a milestone. "+ 4)  +icrosot#
• E),+AE Estimate in time resources etc. "A-#
• +,-E)O/E =*at milestone t*is eature ill aear as comlete. "A- & +#.

T+e T$!; Item Pri E!t Mi4e


 All A, AA1 A, *anges as (ictate( y ot*er game c*anges. A DP
omm. O1 Diagnose (roing layers. Patc*
omm. O2 Automatically c*ec< or games. A 1
omm. O6 A((ress Lre'game *angingL as (irect lay sen(s t*e  A Patc*
game inormation aroun( "mo3e it to engine'guarantee(
(eli3ery#
omm. O Dialogs ase( L(roingL o layers t*at are not 4 1
communicating or t*at are c*ronically slo.
omm. O5 Aility to sen( aroun( a layer (esigne( LitmaL 4 2
omm. O$ Aility in re'game to transer limite( sie iles suc* as  5
scenarios layer attle cries etc.
omm. O7 !se t*e DP5 a((ress s*ortcut met*o( or connecting D
it*out (ialog o:es.
omm. O8 ut
omm. O9 ut
omm. O10 &erite Game ommunications to remo3e use o  
DirectPlay AP, <ee ali3es.
omm. O11 *ec<sum t*e score inormation or Sone uloa(.
omm. O12 4etter layer connection'loss (etection.
omm. O16 Pac<et routing.
omm. O1 Deug control to simulate connection'loss.
omm. O15 Vote system or layer (ro.
omm. O1$ !, or<.
omm. O17 Ping gri( N (islays ing times or all layers to a ll  5
layers. Aears on t*e game screen or as a o'u
(ialog.
Dataase DA1 Aility to roll'ac< c*anges 3ersion t*e (ataase an( 4 1
use Lsource controlL on it.
Dilomacy D,1 ! 4 5

reaties eteen layers can e entere( into or a set


erio( o time say 5 minutes "e:resse( in years#.
Dilomacy D,2 +ulti'age( interace or LtreatiesL t*at t*e layer *as 4 5 1
agree( to "arros li eteen ages li<e a noteoo<#.
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Dilomacy D,6 Dilomacy iltering toggle.
%acing %A1 %acing (amage ' units ta<e a((itional (amage *en  A 1 1
attac<e( rom e*in( or rom t*e lan<.
%acing %A2 omuter A, ugra(e( to suort acing c*anges as art 4 DP
o its e3aluation o targets.
%ormations %O1 %ormation mo3ement N units *en lace( into a 4 DP
articular ormation ' say a column a all a triangle etc.
ill try to stay in t*at ormation as t*ey mo3e across t*e
ma. =e s*oul( suort at least ormation comat i not
a ull suort or ormation mo3ement. =ill re;uire
a((itional !, etc.
Gaia GA1 Persistent ire N srea(s to a(?acent comustiles 4 1
"c*ance# starts at 20` total *it oints remaining or less
some attac<s can cause imme(iate ire continues to
(amage o?ect until ut out "(amage le3el roug*t Y20`
total *it oints#.
Gaia GA2 &eneale resources suc* as trees an( animals t*at 4 1 1
reoulate.
Gaia GA6 )eagull Gaia N A, routine <ees t*em aroun( t*eir   4
territory "i.e. seciic o(y o ater#.
Gaia GA Gaia a< *as a 3ariale see( so t*at it aears to e 4
loating.
Gaia GA5 Gaia loc< o ir(s rises u rom a tree *en startle( or   
*en tree is elle( an( ly o'ma.
Gaia GA$ Vulture A, 4
Gaia A, G,1 %is* migrate an( relenis*. 4 1
Gaia A, G,2 Pre(atory a nimals t*at can L retreatL to n on'layer  at* 4 1
areas "li<e ol3es t*at attac< t*en retreat to t*e oo(s#.
Gamelay G+1 A ma'ase( camaign style interace a location on t*e 4 5
ma correson(s to attles cities an( e:isting castles at
(ierent time erio(s. Possily use iconic
reresentations "i.e. i3iliation# to c*ange t*e ma.
Possily use a Lerio( styleL ma or t*e o3er'ma t*at
c*anges o3er time s*oing t*e layers losses 3ictories
an( encroac*ment o enemies. L6DL style igures t*at
loo< li<e oo( coul( s*o u on t*e ma. Player coul(
select 3arious scenarios rom a camaign y clic<ing on
t*e ma. ")EE D!/E 2#
Gamelay G+2 4uil(ings can e (econstructe( "instea( o (elete(# to 4 1
reco3er ra materials.
Gamelay G+6 4uil(ings (econstructe( to LruleL t*at can e mine( or  4 2
oo( an( stone.
Gamelay G+ 4urning uil(ings inis* t*e current tas< an( (o not 4 1 1
accet ne tas<s until reaire(.
Gamelay G+5 ut
Gamelay G+$ Damage( uil(ings are less eecti3e at ro(uction until 4 1 1
reaire(.
Gamelay G+7 Doc<s can (econstruct s*is into lumer an( iron. 4 1
Gamelay G+8 +ercenary units can e L*ire(L to attac< a articular  4
layer an( can e coor(inate( or a articular attac< in
numer o years. Aroriate notiications *en t*e
attac< is starting an( *o it lays out. +ercenary units '
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rom time to time in t*e game mercenary units "comuter 
controlle(# ill oer to ig*t on your si(e or a limite(
time ossily t*ere is a LuttonL to contact mercenaries
once t*ey *a3e contacte( you. Per*as you *a3e
(eeate( t*e in3a(ers an( no *a3e earne( t*eir 
LresectL. *ey ill accet ayment "in a(3ance# in gol(
or tra(e goo(s an( ill t*en *ang out or a erio( o 
time. ou can comman( t*em retty muc* li<e your on
troos e:cet t*at t*ey may lea3e i t*ey ta<e *ea3y
loses.
Gamelay G+9 Player unit A, setting "unit aggression#.
Gamelay G+10 Pro(uction ;ueues.
Gamelay G+11 &ai(ers ' can carry o an( con3ert enemy 3illagers can  A 2 1
illage an( rae. Only cultures alloe( to *a3e moile
siege eaons an( noma(ic uil(ings. Get no on(ers
an( minimal a(3ances.
Gamelay G+12 &oa( uil(ing on commonly tra3ele( areas. 4 2 1
Gamelay G+16 &oa(s uilt to allo aster traic lo o goo(s. !nits 4 1 1
oul( stay more'or'less on t*e roa(s.
Gamelay G+1 )*is are multi'unction an( can carry a mi:ture o tra(e 4 1
cargo an( units. )*is <no t*eir LcaacityL or eac* an(
t*is is s*on on a Lrogress arL tye system or anot*er 
easy'to'use (islay.
Gamelay G+15 Villagers can ic< u goo(s oo( oo( stone etc. t*at 4' 1
*as een (roe( ?ust li<e t*ey are collecting ot*er 
t*ings "rom lumer?ac<ing or mining or e:amle# an(
carry it to t*e ton center. , t*ey are tas<e( or a
articular commo(ity t*at t*ey gat*er t*ey ill reer 
t*ese Lre'mine(L items i t*ey see t*em.
Gamelay G+1$ =alls t*at unction more as comat structures ' i.e. alls 4 2 1
loc< some missile ire units on t*e oosite si(e o 
attac<s rom alls only ta<e (amage rom siege engines
etc.
Gamelay G+17 ut
Gamelay G+18 +a?or attles aear on timeline "gauge it* F<ills er  4
minute@.#
Gamelay G+19 Gra(uate( area'o'eect or siege eaons ' so (irect *it
(oes H (amage one tile out (oes HI2 to tiles out (oes
HI.
Gamelay G+20 ,mlement uil(ing cature unction. 6
Gamelay G+21 )tan(ar(ie( traine( unit uil( mo(elM all traine( units
arear at t*e $ o@cloc< osition o t*e uil(ing t*ey are
traine( rom i t*is location is ostructe( t*ey aear in
t*e ne:t a3ailale location mo3ing countercloc<ise rom
$.
Gamelay G+22 &elics.
Garrison G&1 LGarrisoningL units an( unit e*a3iors ' i.e. units can e  A 61 1
Lstore(L in a castle or toer an( t*ey ire rom t*e toer i 
ossile. !nits store( in t*e garrison ill sloly *eal.
Garrison or LstorageL o troos in a uil(ing. A concet
*ere a toer or instance can *ol( 10 arc*ers. *e
toer oul( *a3e a strengt* o L10L as ar as iring an( a
 AGE 2 Design Document Page 96

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
longer 3isiility range t*an t*e arc*er. *e layer 
coul( at t*eir (iscretion Lturn outL t*e arc*ers rom t*e
toer. Also t*e arc*ers in t*e toer oul( ta<e (amage
roortional to t*e toer i.e. (amage( 10` i t*e toer 
is (amage( 10`. Possily *a3e t*em Lturn outL i t*e
toer is (amage( to 20` total *it oints or less
remaining an( (o *ate3er t*ey oul( (o as units.
Gra*ics GP1 Allo an o3erlay to e create( y t*e layer "one er   4 11 1
layer# it* t*eir articular LsymolL. *is o3erlay oul(
e lace( on large uil(ings on lags etc. Player oul(
*a3e a tool to (esign an( e(it t*is itma or ossily an
icon ormat coul( e use( y t*e layer. ,nterace 1
Game 5 E(itor 5
Gra*ics GP2 *ange cliing range to accommo(ate larger uil(ings  A
"larger t*an current 6 tile# re3ents uil(ings rom
(isaearing (uring scroll.
Gra*ics GP6 *ange ma sie to (oule t*e current "Age o Emires# 4 1 1
sie o t*e tiles. "&E)EA&#
Gra*ics GP ,mro3e erormance o Lsmo<eL it* t*e (it*er suort  +P
in t*e comression or srites.
Gra*ics GP5 ,ncrease ma sie. A 1
Gra*ics GP$ /e Loat mo3ementL to allo units to LoL on t*e ater   1 1
slig*tly "t*is may e a unit mo3ement an( not seciically
a gra*ics en*ancement# ' a3e o3erlay.
Gra*ics GP7 Organie gra*ics "(ataase#. A 6
Gra*ics GP8 &ealistic *orse i(get. 4 1
Gra*ics GP9 o color transormation. A 1
Gra*ics GP10 =or< out a ay to s*o units t*at are e*in( 3ery large  A 5 1
uil(ings "castles#. ,(eas ma rotation on 90I180 (egree
increments
Gra*ics GP11 !nits <ic< u a (ust or sray *en mo3ing in or across 
certain terrain tyes.
Gra*ics GP12 ut
-ocaliation -O1 A ay to e:tract e(it an( re'insert te:t in scenarios A 2
-ocaliation -O2 ut
Pat*ing PA1 Arro in(icator or mo3ing units "i.e. Gettysurg style.#  2
Pat*ing PA2 Gat*ering oints or ro(uce( units "y uil(ing#. 4 1
Pat*ing PA6 -ine'O')ig*t N increase( y 1 tile or eac* unit o    X1 1
ele3ation "simle#.
Pat*ing PA Otimie or units t*at go ac< an( ort* eteen to  DP
oints "i.e. 3illagers an( tra(e units.#
Pat*ing PA5 ut
Pat*ing PA$ !ser (rag an( (ro ayoints re'aearing.  2
)cen E( )E1 ut
)cen E( )E2 =*en testing scenarios ,L( li<e to e ale to c*oose t*e 4 X1
(iiculty le3el to test rom it*in t*e e(itor. urrently
 Age *en testing rom t*e e(itor (eaults to t*e (iiculty
le3el t*at as last laye( in a normal game. "*ris&#
)cen E( )E6 Aility to cut an( aste sections o a ma rom one to 4
anot*erM (o eit*er as a lassoe( section or a as a smaller 
ma into a larger. ,nclu(e maniulation utilities "li
rotate etc.#
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ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
)cen E( )E amaign score an( summary. 4
)cen E( )E5 ,mort I e:ort te:t utility or scenarios string tales etc. 6
)oun( )O1 BPitc*e( 4attleB terrain soun( ' to ma<e a more ric* 4 2
soun( or large attles *a3e a Lattle ac<groun(L soun(
e ase( some*at on t*e numer o units in comat on
t*e screen.
)oun( )O2 Aility to lay a soun( an( see a srite rom it*in t*e  2
(ataase instea( o launc*ing searate alications.
)oun( )O6 ut
)oun( )O ,mro3e( LterrainL soun(s t*at oul( e ale to cycle  A 2
t*roug* a list o (ierent soun(s to a(( a lot o 3ariety '
t*ese coul( e associate( it* articular uil(ings. *e
current terrain soun( system or tile tyes is a(e;uate or 
il(erness ' , oul( li<e t*e same acility or 
3illagesIcities as ell. *is ill e esecially imortant
to gi3e a eeling o LlieL to t*e castles an( ot*er uil(ings.
)oun( )O5 ,n(i3i(ual unit soun(s an( grou soun(s are searate ' 4 1 1
*en a single unit agrees to mo3e some*ere it *as a
single B*obB soun( *en a grou mo3es "say Y 5 units# it
ma<es a (ierent grou mo3e soun( li<e a lot o 3oices.
*e same comment alies to t*e Lmo3ementL soun( or 
a grou as oose( to an in(i3i(ual ' a grou o 10
*ea3y ca3alry ma<es a (ierent soun( t*an a single
scout *en mo3ing.
)oun( )O$ O'screen soun(s. *e soun( Le:ten(sL rom o screen 4 2
or some (istance ' so a attle ta<ing lace ?ust o 
screen can e *ear(. roos marc*ing in ill e *ear(
slig*tly eore t*ey aear. O screen soun(s s*oul( e
laye( at a re(uce( 3olume. "&E)EA&#
)oun( )O7 Play looe( soun(s esecially looe( terrain soun(s. 4 1
)treams gurgling or instance. "&E)EA&#
)oun( )O9 )ome or(s are seciic to t*e in(i3i(ual ci3iliation ' 4 1
aout 10 or(s eac* i3.
)oun( )O10 )oun( %onts use( in t*e game. "Gets a((itional 4 1
mar<eting mileage rom creati3e las# or +i(i. Possily
use soun( onts or soun( eects to re(uce P!I4us
loa( or laying soun(s eects. "&E)EA&#
)oun( )O11 )uort or stereo soun(s in t*e engine. 4 X1 1
)oun( )O12 *e game s*oul( not cut'o a soun( eore it lays 4 1
again ' i.e. ammering soun( in Age o Emires.
"&E)EA&#
)oun( )O16 !se o LanningL or on'screen soun(s. , t*e comat is  6
to t*e let o t*e screen t*e soun( is let c*annel anne(
to gi3e more stereo searation. Possily (i3i(ing t*e
screen into let center an( rig*t areas or anning
searation. On'screen anning *an(le( y t*e engine.
 Aility rom it*in t*e (ataase to select i a soun(
s*oul( e laye( in relation to screen lacement or not.
Dataase entry or anning.
esting E1 A eature t*at causes t*e game to auto'sa3e e3ery  A 1
Lerio(L say  minutes.
esting E2 A list o all LreortL tye comman( or(s i.e. %P)log etc. 4 5
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ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
t*at mig*t gi3e useul inormation or testing.
esting E6 Deugging inut o: t*at logs comments to a central ile. A 1
esting E ,mro3e( notiication "multilayer# t*at t*e game is eing  A 1
sa3e(.
esting E5 est *oo<s into t*e o?ect list I engine I etc. to enale  A 1
automatic testing.
esting E$ ut
ra(e &1 E3aluation o on'ma tra(e routes ' ase( on an(it 4 DP
acti3ity ris< o enemy attac< (ilomatic situation. "retty
muc* a tale (ecision it* some ran(omness or 
ersonality inluence#
ra(e &2 E3aluation o tra(e ris< ' tra(e routes ill *a3e an 4 DP
associate( ris< or o'ma tra(e. omuter layer ill
e3aluate le3el o ris< an( le3el o nee( an( (eci(e i it
s*oul( use o ma tra(e an( *ic* tra(e route. "retty
muc* a tale (ecision it* some ran(omness or 
ersonality inluence#
ra(e &6 O'ma tra(e. !nits "lan( an( sea# mo3e o'ma  A 6 1
"(isaear at t*e e(ge o t*e ma# an( are gone or a
erio( o time. *ey return to t*e ma ater t*at erio(
acing oosite t*e (irection t*ey let. *ey rocee( to
t*eir oint o origin
ra(e & ,mlement any uni;ue tra(e unit e*a3iors. 
ra(e &5 O'ma mo3ement to on'ma locations otions.
!, !,1 A Lsetting sa3eL or ran(om games N ossily more t*an 4 1
one setting sa3e ' so *en a user sets t*eir ma sie tile
set 3ictory con(itions etc. t*ey are reser3e( an( can
e acti3ate( at t*e clic< o a utton.
!, !,2 A ay to s*o roug*ly *o many units ere containe( in 4 2 1
anot*er unit i.e. s*oing LtagsL on a transort *ig*lig*t to
s*o t*e numer o units. 4eing ale to s*o t*e tyes
o units an( t*eir counts oul( e goo( in t*e Lo uL
inormation ' *at in Age o Emires is in t*e s;uare o:
to t*e let. Po'u anel or ot*er interace item t*at
s*os t*e content o a unit t*at can store ot*er units "i.e.
transort oat or garrison#. !nits can e comman(e( to
lea3e rom t*is interace. ' ,nterace s*oul( roaly
s*o iconic reresentations o t*e units.
!, !,6 A(( !, selector or Lgame sieL in numer o units.  0
!, !, ut
!, !,5 *anges re;uire( to imlement "4D# ne interace. 4 15 P&E 5 ,/
/e re'game interace oul( e more LgameL loo< an( 5 PO) 1
eel it* o?ects reresenting t*e interace elements.  A/,+AED
 Also animate( !, items
!, !,$ ot'<ey to ?um eteen comat sites "troule sots#. 4 1
!, !,7 ,mro3e t*e see( o t*e mini'ma "er +attP#  +P
!, !,8 ,mro3e( mini'ma t*at is selectale eteen a e 4 1 1
Lmo(esL. 1# omat mo(e ' one( units aear in one
color allies anot*er an( *ostile units in a t*ir( color.
4uil(ings are in (ar<er 3ersions o t*e color. errain is
s*on as gray or lan( lac< or ater an( ossily gray
s*a(es or ele3ation an( alls. 2# ra(e mo(e t*at
 AGE 2 Design Document Page 9$

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
s*os tra(e generation an( (eli3ery sites. )*os i(le
tra(e units in a secial color. )*os La3oraleL an(
L(isa3oraleL tra(e sites in (ierent colors. 6# &esource
ma s*os resources *ig*lig*te( an( or<ers gat*ering
resources as ell as i(le or<ers. &esource collection
oints "color co(e(T# can e s*on also. All ot*er units
can e s*on in lac< or gray or somet*ing. # /ormal
mo(e oul( e as Age o Emires. "comat mo(e only
or +1#
!, !,9 ,nterace suort or animation in t*e Lac<groun(L i.e.  0
non'selectale animation t*at loos.
!, !,10 ,nteraces suort animate( icons ' i.e. a lag t*at a3es  0
*en you select it in t*e interace.
!, !,11 +ini'ma in(icators o Ltroule sotsL t*at are easy to see 4 1
!, !,12 +ini'ma signal to sen( a LlareL to allies on t*eir mini 4 1
ma to re;uest assistance in(icate a oint o interest
etc. %lare mig*t s*o in las*ing green or yello or 
somet*ing instea( o t*e comat color.
!, !,16 +ulti'layer sa3e'game eature oul( allo layers to 4 6
sa3e t*e game "or *a3e it sa3e erio(ically# an( allo it
to e resume( i all o t*e layers ere a3ailale.
!, !,1 Pre3ious c*at messages are a3ailale in t*e c*at (ialog 4 1
!, !,15 )uort or Direct,nut <eyoar( "erormanceT '' D 1
&E)EA&#
!, !,1$ )uort te:t o3erlays or t*e interace to *an(le te:t on  0
mas. *is mig*t nee( to e a art o t*e )cen E(.
"+) &e;uest#
!, !,17 !ser conigurale *ot'<eys to (o seciic t*ings i.e. ?um D 2
to ton center is LL ut , can c*ange mine to LHL.
!, !,18 Victory con(ition arning soun( ' reeats at an inter3al 4 1
to let t*e layer <no a time( 3ictory con(ition is en(ing
"i.e. *en a =on(er is create( ' t*e 3ictory en(ing
soun( triggers e3ery  minutes or somet*ing#.
!, !,19 !nit outlines relect alliance "enemy R (iamon( on R 
o: etc.#
!, !,20 Go ,(le utton ta<es layer to ne:t i(le 3illager. 4
!, !,21 One'utton access to an online tec* tree ' ossily 
(islay o a static image or coul( e a comuter'(ran
tree.

!, !,22 ! 4

,n'game o3erlay (islays unit categories "military


3illager s*i etc.# acti3ities "guar( (uty i(le en route
etc.# an( numers assigne( to eac* e*a3ior. lic<ing
t*ese cycles t*roug* t*e aroriate units.
!, !,26 =*en you are 3ictorious you imme(iately get ounce( 
out o t*e game '' ,L( li<e to e ale to turn o og o ar 
an( turn on re3eal ma an( e ale to sur3ey t*e ma
an( see *at , as u against.
!, !,2 !, to *an(le gates in game.
!, !,25 Game settings (ialog Lsee( loc<L entry.
 AGE 2 Design Document Page 97

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
!, !,2$ +ini'ma scale relects on'screen scale
!nit A, A,1 B%armerB A, to allo a armer to con3ert a(?acent  A 2 1
grasslan( into armlan(. %armlan( oul( e Lor(erlessL
!nit A, A,2 A Lloc<ingL e*a3ior o units t*at re3ents aster or   4 DP
smaller units rom running t*roug* a loc<a(e. ,n Age o 
Emires a scout coul( run t*roug* a line o a:e'men i 
t*ere as e3en a small ga. , ossile , oul( li<e to
e ale to *a3e units ale to loc< an area an( mo3e to
close a ga i someone trie( to rea< t*roug*.
!nit A, A,6 L*argeL action ' unit *as a ast mo3e t*at (oes a((itional 4 1 1
(amage *en it connects. !nit resumes normal
mo3ement ater t*e c*arge an( cannot c*arge again or 
a time erio(. " ,-E D,)#
!nit A, A, Damage( units mo3e at a (ierent rate t*an *eale( units. 4 1 1
*ey *a3e a (ierent Lin?ure(L mo3ement animation.
"Y50` '' ,DE/,% A%%EED !/,)#
!nit A, A,5 Deen( e*a3ior t*at is more li<e *at t*e comuter   4
(oes in Age o Emires ' i you assign a sor(sman to
(een( an area it can mo3e aroun( to attac< ut ill
return to t*e (eense lace. ,.E. it ill ta<e an
a(3antageous attac< ut cannot e Llure( outL too ar y
*arassing troos. PA& O% G!A&D
!nit A, A,$ Dierent scouting soun(s *en a toer or scout sees an 4 2
enemy unit an( goes to LalertL status. ,mro3e(
notiication soun(s so t*ey (onLt get LlostL i you are
initiating a attle. Possily y (eining an LalertL state or 
troos ' an( you can get a soun( i t*ey are Lalerte(L ut
not *en t*ey are engage( in comat.
!nit A, A,7 %ollo e*a3ior ' a3oi(s contact it* enemy units or can 4 2
ollo a unit an( stay ?ust out o 3isual range.
!nit A, A,8 Guar( ' unit or uil(ing may e selecte(. *e unit ill 4 1 1
stay close to t*e guar(e( unit an( engage any attac<ers.
!nit ill return to t*e rotecte( unit ater engaging or i 
t*e unit aces (ierent attac<ers. "uses comuter A, or 
t*is#
!nit A, A,9 L/otiicationL o units in a grou *en one unit is in 4 Patc*
troule. !nits react to t*reats to a grou as a grou not
as in(i3i(uals.
!nit A, A,10 ut
!nit A, A,11 Patrol mo3ement' !, utton an( associate( unit A, t*at 4 2 1
ill allo a unit to mo3e t*roug* t*e set o ayoints y
going to ayoint 1 ater say ayoint 7 automatically.
!nit A, A,12 )cout mo3ement ' ill attemt to unco3er ne areas 4 2 1
sloly an( careully. oul( *a3e a secial mo3ement
rate.
!nit A, A,16 !ni;ue u nit a ctions *en g roue( " Volley  or a rc*ers 4 1
)et'against'c*arge or i<emen )*iel(all or ootmen#
grou secial actions I mo3es aear as interace items
*en a grou o t*e aroriate sie *as een selecte(.
!nit A, A,1 !nits can signal *en t*ey (isco3er a articular o?ect. 4
,.E. One scout e*a3ior mig*t e to loo< or Lgol(L. "*is
coul( e any o se3eral o?ects li<e oo( enemies '' only
 AGE 2 Design Document Page 98

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
uil(ings etc#. =*en it sees t*e selecte( item it ill sto
an( ma<e a articular soun( t*at is laye( or t*e user.
PA& O% )O!
!nit A, A,15 !nits nee( to e ale to see@ t*e center tile o a uil(ing  A
rior to attac<. "&E)EA& N any c*ange re;uire( to
suort larger uil(ingsT#
!nit A, A,1$ ero tye units *a3e t*e aility to con3ert ot*er units an(
cannot e con3erte( t*emsel3es.
!nit A, A,17 A, or comuter to manage gates.

 ,I Related Tas0s

,tems elo are liste( in or(er o riority.

T$!; ID T$!; St$tu!


En*ancements to ro3i(e actual strategyM e:ert system.
 Aility to use ormations ully.
 Aility to (eal it* unit acings.
 Aility to *an(le garrisoningM *at to insert or remo3e *ealing etc.
 Aility to manage reneale resources.
 Aility to *an(le ne siege tyes.
 Aility to *an(le c*arging s*iel( alls etc.
 Aility to etter reac* (eensi3e structures esecially alls.
 Aility to etter construct (eensi3e structures esecially alls.
 Aility to *an(le mercenary units.
 Aility to *an(le outla unit (eense.
 Aility to *an(le outla unit A,.
 Aility to *an(le unit Ais "guar( ollo e:lore etc.#
 A((itions to ro3i(e a realistic tra(e system.
 A((itions to ro3i(e a realistic (ilomacy system.
*anges to imlement t*e surren(er I o 3er*ealming o((s 3ictory con(ition.
 Aility to eecti3ely assault on(ers.
&a(ier unit e*a3ior.
*anges alloing P to un(erstan( all 3ictory con(itions.
-ittle ug i:es.
,n general a etter all'aroun( multilayer comuter layer.
ost migration in multilayer.
Pat*ing en*ancements "one c*anges#.
&e(uce P@s ocus on single (amage( unit.
 Allo P to uil( on multile islan(s.
,mro3e P late game erormance.
,ncrease attac< grou sie.
,ncrease li<eli*oo( o P uil(ing aroriate structures near attac< oints.
,mro3e P erormance in ran(om games.
,nclu(e a(3ance( (ilomacy logic.
,mro3e P resence in games.
an(le layers alling in P uil(ings.
,mro3e P resource gat*ering.
 Allo P to (o somet*ing useul it* ci3illians ater suicient gat*ering.
 AGE 2 Design Document Page 99

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
 Aility or P to use an( un(erstan( unit (eletion.
 Allo P to use taunts.

#ommunications Related Tas0s

Pri. T$!; E!t. Comment!


=D$+!
>
1 Automatically c*ec< or games. !se t*e DirectPlay 1'2 o(e may alrea(y
enumeration in DP5 to u(ate t*e list o Fgames to ?oin@ e in t*ere N not
screen. (iicult to (o.

1 &e3ie rai( ugs or e:isting system


2 A((ress Lre'game *angingL as (irect lay sen(s t*e 
game inormation aroun( "mo3e it to engine'guarantee(
(eli3ery#
&emo3e Dlay@s use o sen( s*are( (ata.
6 Diagnose (roing layers I uncomlete( games. 2
est =insoc<2
-earn t*e logging inormation
6 est it* DirectPlay $ runtime only.  )*oul( e no errors.
&e;uire( or  98
release.
 Dialogs ase( L(roingL o layers t*at are not 6
communicating or t*at are c*ronically slo. %or layers
e (etect are not reson(ing a (ialog oul( e
resente( to t*e *ost to allo t*em to (ro t*e layer.
=or< on !, (esign. )*oul( *a3e c*at o: suort in t*e
!,.

5 omile it* DirectPlay $ liraries. 1 Does not inclu(e


imlementation o 
any eatures o DP$.
5 est on =in98 1 Proaly (one y
+) N s*oul( not
resent any
rolems.
5 A(( aility to transer t*e Age2 layer *eral(ry "3ery small 6 Does not aly to
ile#. ,mlementation *ere oul( e a seciic ile Hac<.
associate( it* t*e current layer in a certain (irectory.
*e ile oul( e transerre( to all eers. *e iles oul(
e store( in a temorary cac*e (irectory t*at is cleane(
out eac* time t*e game starts. *e iles oul( e small
 N aout t*e sie o a coule o icon itmas "aout 1
>ytes#.
A more comle: system oul( e to only transer it i 
t*ey (i( not alrea(y *a3e t*at articular ile "ile is
i(entiie( y a G!,D or layer name#. *ese iles are
store( in t*e cac*e (irectory on t*e mac*ines N cac*e
can occasionally e cleane( o ol( iles N or er*as t*e
last 25 can e <et or somet*ing.
 AGE 2 Design Document Page 100

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
$ &elace (irect lay@s <eeali3e co(e it* our on system 5 +ay e (one at t*e
to i(entiy a ne *ost start t*e *ost an( notiy t*e same time as
layers t*at t*e *ost *as c*ange(. relacing t*e *ost
migration.
$ )tore comman(s or t*e re3iously rocesse( "or  
currently rocesse(# turn. *e F*ig*est@ rocesse( turn
layer oul( ass t*e F3ali( comman( set@ to all layers i 
t*e *ost migrates une:ecte(ly or i a layer (ros. All
layers u(ate t*eir current comman( set using t*e ne
set. Players resume rocessing. *is s*oul( re(uce t*e
numer o layers inci(entally (roe( i t*ey are
e:ecte( to e Fout o sync@ ecause t*e *a3e a (ierent
turn ,D.
$ )uort re'start o sa3e( games T
7 &elace (irect lay@s *ost migration it* our on system 6'$
using our on timings. +o3e t*e *ost to a running layer 
i t*e mac*ine i(entiie( as t*e *ost is (roe(.
8 Aility in re'game to transer limite( sie iles suc* as 5 Does not aly to
scenarios layer attle cries etc. Hac<.
8 &e(uce t*e sie o some messages t*at (o not nee( t*e 2
larger *ea(er.
8 &e(uce t*e sie o game comman(s "in game#. ,(entiy 2 Proaly an Angelo
an( ass only t*e nee(e( inormation. &e(uce t*e sie tas<.
o structures y using t*e smallest (ata tye t*at
reresents t*e (ata.
8 Pass only t*e c*ange( inormation aroun( in t*e re' 
game to alrea(y'?oine( layers. )lit t*e F,@m rea(y@
message into searate messages i.e. Fa3e D@ etc.
 Allo t*e *ost to re;uest t*e 3arious layer settings
instea( o assing t*em on t*e ,@m &ea(y. E3aluate t*e
ay re'game inormation is asse( aroun(. Possily (o
a ne system t*at uses in(i3i(ual messages rat*er t*an
t*e large Fgame settings@ to ass aroun( eac* c*ange.
+a<e sure game settings are not eing asse( *ene3er 
a layer goes rea(y or not rea(y N t*at only t*at layer 
inormation is asse( aroun(.
8 %i: t*e Fre game c*at (ros irst message@ rolem t*at 1'2
*aens on occasion.
8 ,(entiy rolems it* comuter layers using c*at 2
system.
HH ,mlement DirectPlay $ eatures t*at imro3e game T Does not aly to
erormance or reliaility. Hac<.
HH "OP,O/A-# *ec<sum t*e score inormation or Sone 1
uloa(. *is oul( e use( to re(uce c*eating y
uloa(ing orge( score inormation.
HH ",% &E!,&ED# &erite Game ommunications to 60'$5
remo3e use o DirectPlay AP,

#ommunications $rogramming Issues

 AGE 2 Design Document Page 101

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
IP L$unc* o/ G$me

,P -aunc* o t*e game *e *ost launc*es t*e game it* t*e ne comman( line arameters
O)W,PW-A!/ +y/ame Game/ame
*e client launc*es it* -,E/W,PW-A!/ +y/ame ia((ress

ICH Suort

o a(( t*e suort into , or age2

• Oen , an( rom t*e main , utton c*oose Preerences.

• )elect t*e ta ,nternet P*oneIGamesI*at an( clic< on t*e /e E:ternal utton. E:ternal
 Alication /ame is ,ge o" mpires .  E:ternal Alication E:ecutale is
75;age.;game;paulrungame<at  an( un(er omman( -ine enter -,E/W,PW-A!/
yourname `, "t*e yourname art an( t*e `, art s*oul( *a3e ;uotes aroun( t*em#.

• it t*e lient')er3er Alication utton. our E:ternal Alication )er3er E:ecutale is t*e same
as your E:ternal Alication E:ecutale "^age2^game^aulrungame.at# ut your )er3er
omman( -ine s*oul( e O)W,PW-A!/ yourname yourgame@s name "t*e yourname art
an( t*e yourgame@s name art s*oul( *a3e ;uotes aroun( t*em#.

• , )uort ill e later automate( 3ia a registry mo(iication "nee(s to e (one at installation o
 Age2#

#ommand Line $arameters

 PARAMETER BE6A)IOR SCOPE


1. 800I102I1280I1$00 )ets screen sie to t*e aroriate not acti3e in &,A-WVE&),O/
resolution. ,  t*at mo( is a3ailale
2. 84,V,DEO oggles 8 it 3i(eo.

.  A,)PEEDR %i: A, time inter3al or use *en using not acti3e in &,A-WVE&),O/
%,HED!PDAE. )et A, see( to QQ. %,/A-W&E-EA)E
.  A--P )ets all *uman layer osition in to not acti3e in &,A-WVE&),O/
comuter layers %,/A-W&E-EA)E
(.  A--P urns *uman layers into comuter not acti3e in &,A-WVE&),O/
layers. %orces all comuter layer %,/A-W&E-EA)E
game
0.  A--P1 urns *uman layers e:cet layer 1 not acti3e in &,A-WVE&),O/
into comuter layers. %orces all %,/A-W&E-EA)E
comuter layer game
,.  A--G&A)) ells ma generator to use all grass. /o not acti3e in &,A-WVE&),O/
eect rig*t no co(e is (isale( %,/A-W&E-EA)E
5.  A--O=P Allos comuter layers not acti3e in &,A-WVE&),O/
%,/A-W&E-EA)E
-. DA!D,OI D A!D,OI urns music on. urns on D music not acti3e in &,A-WVE&),O/
DWA!D,O turns o ot*er music %,/A-W&E-EA)E

 AGE 2 Design Document Page 102

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CONFIDENTIAL
 PARAMETER BE6A)IOR SCOPE
1. -,E/W,PW-A!/ -aunc* to ?oin an +P game.

11. O-O&-OG urn on color log (eugging. not acti3e in &,A-WVE&),O/


%,/A-W&E-EA)E
12. !4EO!-,/EI!4E Does not*ing. not acti3e in &,A-WVE&),O/
O!-,/EI!4EWO!-,/E %,/A-W&E-EA)E
1. !)O++O!)EI!)O+ urns on using t*e custom mouse. not acti3e in &,A-WVE&),O/
+O!)EI!)O+W+O!)E %,/A-W&E-EA)E
1. DAAR )et game (ata ile name. not acti3e in &,A-WVE&),O/
%,/A-W&E-EA)E
1(. DDE&&O&-OG urns on t*e (raing (eug log. Also not acti3e in &,A-WVE&),O/
only allos logging *en an error %,/A-W&E-EA)E
occurs. %ile name Baoe((log.t:tB an( t*e
(irectory is c^
10. DD%-!)-OG %orces logging to t*e (raing (eug log not acti3e in &,A-WVE&),O/
to get rote to t*e *ar( (ri3e. %,/A-W&E-EA)E
1,. DD-O>-OG urns on anot*er (ra system log. %ile not acti3e in &,A-WVE&),O/
name is Baoeloc<.t:tB an( t*e (irectory is %,/A-W&E-EA)E. Only acti3e i 
c^ DE4!GW-OGW-O is (eine(
15. DD-OG urns on t*e (raing (eug log. %ile not acti3e in &,A-WVE&),O/
name Baoe((log.t:tB an( t*e (irectory is %,/A-W&E-EA)E
c^
1-. DD/O%-!)-OG urns o t*e orce( rite to t*e *ar( (ri3e not acti3e in &,A-WVE&),O/
o logging to t*e (raing (eug . %,/A-W&E-EA)E
2. DE4!G-OAD -oa(s a sa3e game in (eugging mo(e. not acti3e in %,/A-W&E-EA)E

21. DE4!G)AVEGA+E urns o comression or sa3e games. not acti3e in &,A-WVE&),O/
%,/A-W&E-EA)E
22. DEVE-OPE& )ets game mo(e to (e3eloer N allos not acti3e in &,A-WVE&),O/
c*eating ;uic< uil( etc %,/A-W&E-EA)E
2. D,&ED&A= I Game ill use (irect(ra mo(e not acti3e in &,A-WVE&),O/
D,&E D&A= %,/A-W&E-EA)E
2. DO-OG)A!) urns on more logging. %ile name is not acti3e in &,A-WVE&),O/
BA,-og^@layer name@.logB. %,/A-W&E-EA)E
2(. D&A=-OG urns on s*ae (ra logging. %ile name not acti3e in &,A-WVE&),O/
is B(ralog`Q.t:tB %,/A-W&E-EA)E
20. D&A=-OGR urns on s*ae (ra logging an( set ile not acti3e in &,A-WVE&),O/
name to QQ. %,/A-W&E-EA)E
2,. D&OPPA>E) ells game to intentionally (ro ac<ets not acti3e in &,A-WVE&),O/
or (eugging. %,/A-W&E-EA)E. Acti3e only
 WDE4!G is (eine(
25. EconlogI EO/-OGI Econ-og urns on economic logging. %ile name is not acti3e in %,/A-W&E-EA)E
BaoeE-OGB. *e (irectory is c^
2-. EDGEO!-,/EIEDGE Does not*ing. not acti3e in &,A-WVE&),O/
O!-,/EIEDGEWO!-,/E %,/A-W&E-EA)E
. ED, )ets starting scenario ile to e(it. not acti3e in &,A-WVE&),O/
)cenario ile name to e(it R QQ. %,/A-W&E-EA)E
1. EH,R Automatically e:it game ater a certain not acti3e in &,A-WVE&),O/
time. ime R QQ. %,/A-W&E-EA)E
2. %A)V,E=I%A) Does not*ing. not acti3e in &,A-WVE&),O/
V,E=I%A)WV,E= %,/A-W&E-EA)E
 AGE 2 Design Document Page 106

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
 PARAMETER BE6A)IOR SCOPE
. %,-E%,&)I %,-E %,&)I %orces game to loo< or s*ae iles in not acti3e in &,A-WVE&),O/
%,-EW%,&) t*e game root (irectory instea( o t*e %,/A-W&E-EA)E
s*ae (irectory irst
. %,HED!PDAE )et orl( u(ate time to i:e( amount not acti3e in &,A-WVE&),O/
%,/A-W&E-EA)E
(. %,HED!PDAER )et t*e orl( u(ate time to QQ. not acti3e in &,A-WVE&),O/
%,/A-W&E-EA)E
0. %O&E800 %orces screen resolution to 800K$00 not acti3e in &,A-WVE&),O/
%,/A-W&E-EA)E
,. %!--)&EE/I%!-- Game ill run in ullscreen mo(e. Also not acti3e in &,A-WVE&),O/
)&EE/I %!--W)&EE/ turns on (irect(ra mo(e %,/A-W&E-EA)E
5. GA+R )ets starting sa3e game. %ile name R QQ.

-. GA+ED %orces t*e e:istence o a game D not acti3e in &,A-WVE&),O/


%,/A-W&E-EA)E
. G&O!/DO!-,/EIG&O!/D Does not*ing. not acti3e in &,A-WVE&),O/
O!-,/EI %,/A-W&E-EA)E
G&O!/DWO!-,/E
1. O)W,PW-A!/ )tart 3i(eoImenu system or +P games.

2. ,+A+!),I,+A urns on music. turns on ima music. not acti3e in &,A-WVE&),O/
+!),I,+AW+!), urns o ot*er music. %,/A-W&E-EA)E
. -oa((I -OADD4 -oa(s (ata ase iles

. -O44 loses e:isting coies o t*e game


)tarts loy +P game
(. -OGA,O/ urns on t*e game action logging. *e not acti3e in &,A-WVE&),O/
ile name Baoeact.t:tB. *e (irectory is %,/A-W&E-EA)E
c^.
0. -OGA, urns on logging o A,. %ile name is not acti3e in &,A-WVE&),O/
Baoeai.t:tB an( is lace( in c^ root %,/A-W&E-EA)E
(irectory
,. -OGA,R urns on A, logging o a seciic A, not acti3e in &,A-WVE&),O/
layer. %ile name is Baoeai.t:tB an( is %,/A-W&E-EA)E
lace( in c^ root (irectory
5. -OGO++I -OG O++I urns on communications (eugging log not acti3e in &,A-WVE&),O/
-OGWO++ %,/A-W&E-EA)E
-. -OGDE4!GR )eciies *ic* unit to log (eugging not acti3e in &,A-WVE&),O/
ino. %ile name is Baoeunit.t:tB an( is a c^ %,/A-W&E-EA)E
(irectory
(. -OGD,& )ets logging (irectory

(1. -OG%P)I -OG %P)I urns on t*e sIu(ate timeImemory not acti3e in &,A-WVE&),O/
-OGW%P) usage logging. %ile name is Bs.t:tB an( %,/A-W&E-EA)E. Acti3e only
is lace( in c^ (irectory  WDE4!G is (eine(
(2. -OG-OA- Oens t*e comment log to local not acti3e in %,/A-W&E-EA)E
(irectory. log ile name is Baoecomnt.t:tB.
(. -OG/A+E )ets logging iles osti: e:tension

(. -OG/E Oens comment log to netor< (irectory. not acti3e in %,/A-W&E-EA)E
log ile name is Baoecomnt.t:tB.
((. -OG/ER )et netor< at* or logging to QQ. not acti3e in &,A-WVE&),O/
%,/A-W&E-EA)E
 AGE 2 Design Document Page 10

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
 PARAMETER BE6A)IOR SCOPE
(0. -OGO!P!I -OG O!P!I urns on communications (eugging log not acti3e in &,A-WVE&),O/
-OGWO!P! %,/A-W&E-EA)E
(,. -OG&A/DO+ urns on t*e game (eug ran(om not acti3e in &,A-WVE&),O/
logging. Also turns on t*e 3isile ma %,/A-W&E-EA)E
log. %ile name or t*e ran(om is
Baoeran(.t:tB. %ile name or t*e 3isile
ma log is Baoee:log.t:tB. *e (irectory
or t*ese logs is c^.
(5. -OG!PDAEA/GE) -ogs 3arious o?ect ino li<e orl( not acti3e in &,A-WVE&),O/
location an( target %,/A-W&E-EA)E. Acti3e only
i DE4!GA/GE) is (eine(
(-. +a<eresI +a<eresI +A>E&E) 4uil(s game resource iles not acti3e in %,/A-W&E-EA)E

0. +%,-- Fixes horizontal line problem that not acti3e in &,A-WVE&),O/
may occur with some Matrox video
adapter confgurations
01. +,D,+!),I+,D, +!),I urns on music. urns on mi(i turns o not acti3e in &,A-WVE&),O/
+,D,W+!), ot*er music.
02. +)/  Fixes lock-up problem that may not acti3e in &,A-WVE&),O/
occur with some SoundBlaster A!
confgurations<
0. /OA,EA urns o A, c*eating not acti3e in &,A-WVE&),O/
%,/A-W&E-EA)E
0. /OAEAODE) Does /ot*ing not acti3e in &,A-WVE&),O/
%,/A-W&E-EA)E
0(. /OO++)PEED )et game see( control o. not acti3e in &,A-WVE&),O/
%,/A-W&E-EA)E. Acti3e only i 
)PEEDDE4!G is (eine(
00. /OP Allos no comuter layers not acti3e in &,A-WVE&),O/
%,/A-W&E-EA)E
0,. /ODHE> *ec<s i mac*ine is running greater not acti3e ,/ %,/A-W&E-EA)E
t*an (irectH 5.0 or greater. &,A-WVE&),O/
05. /O-OG)A!) urns o more logging not acti3e in &,A-WVE&),O/
%,/A-W&E-EA)E
0-. /O+O!)EI/O +O!)EI urns o custom mouse an( uses not acti3e in &,A-WVE&),O/
/OW+O!)E normal in(os mouse %,/A-W&E-EA)E
,. /O+!),I /O +!),I urns o game music.
/OW+!),
,1. /OPAAP )et no ca on at*ing not acti3e in &,A-WVE&),O/
%,/A-W&E-EA)E
,2. /OPA-,+, Allos at*ing to <ee c*ec< or at* not acti3e in &,A-WVE&),O/
%,/A-W&E-EA)E
,. /O&+A-+O!)EI /O&+A- urns o custom mouse.
+O!)EI /O&+A-W+O!)E
,. /O)O!/DI/O )O!/DI urns game soun(s o e:cet t*ose not acti3e in &,A-WVE&),O/
/OW)O!/D laye( in t*e cinematics
,(. /O)A&!PI/O )A&!PI urns o startu slas* screens. not acti3e in &,A-WVE&),O/
/OW)A&!P
,0. /OE&&A,/)O!/D urns o terrain soun(s not acti3e in &,A-WVE&),O/

,,. O/E4!O/IO/E )ets mouse interace to one utton mice. not acti3e in &,A-WVE&),O/
 AGE 2 Design Document Page 105

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
 PARAMETER BE6A)IOR SCOPE
4!O/IO/EW4!O/ %,/A-W&E-EA)E
,5. !,>1 )ets ;uic< start mo(e. not acti3e in &,A-WVE&),O/
%,/A-W&E-EA)E
,-. !,>4!,-D urns on ;uic< uil(. not acti3e in %,/A-W&E-EA)E

5. &A/DO+GA+ER )et ran(om game see( to QQ. not acti3e in &,A-WVE&),O/
%,/A-W&E-EA)E
51. &A/DO++APR )et ran(om ma see( to QQ. not acti3e in &,A-WVE&),O/
%,/A-W&E-EA)E
52. &E)W=A&/ ells game to gi3e a arning i resources not acti3e in &,A-WVE&),O/
iles are missing. %,/A-W&E-EA)E
5. &E)E/D1R )ets communications ac<et resen( time not acti3e in &,A-WVE&),O/
one. &esen( time R QQ.
5. &E)E/D2R )ets communications ac<et resen( time not acti3e in &,A-WVE&),O/
to. &esen( time R QQ.
5(. &!/-OG Oens t*e run log to ^ (irectory run log not acti3e in &,A-WVE&),O/
ile name is Baoerun.t:tB. %,/A-W&E-EA)E
50. )A%ED&A=-OG =rites more stu to t*e (ra log not acti3e in &,A-WVE&),O/
%,/A-W&E-EA)E
5,. )E/A&,O)R )et scenario (irectory to QQ. not acti3e in &,A-WVE&),O/
%,/A-W&E-EA)E
55. )/R )ets startu scenario ile. )cenario ile not acti3e in &,A-WVE&),O/
name R QQ. %,/A-W&E-EA)E
5-. )>,P)/)AVE oggles sa3ing game on out o syncs not acti3e in %,/A-W&E-EA)E

-. )-O=V,E=I)-O= Does not*ing. not acti3e in &,A-WVE&),O/


V,E=I)-O=WV,E= %,/A-W&E-EA)E
-1. )PEED1R )ets communications see( one to QQ. not acti3e in &,A-WVE&),O/
%,/A-W&E-EA)E
-2. )PEED2R )ets communications see( to to QQ. not acti3e in &,A-WVE&),O/
%,/A-W&E-EA)E
-. )!A&EO!-,/EI)!A&E Does not*ing. not acti3e in &,A-WVE&),O/
O!-,/EI)!A&EWO!-,/E %,/A-W&E-EA)E
-. )EP+ODE urns on communications ste mo(e or not acti3e in &,A-WVE&),O/
(eugging. )te t*roug* com turn one %,/A-W&E-EA)E. Acti3e only
y one.  WDE4!G is (eine(
-(. )&EA++!),I)&EA+ urns on music. urns on a3e music. not acti3e in &,A-WVE&),O/
+!),I )&EA+W+!), urns o ot*er music. %,/A-W&E-EA)E
-0. )&,/GR )et string tale ile name. not acti3e in &,A-WVE&),O/
%,/A-W&E-EA)E
-,. )/+)G )*os (eugging c*at message it* acti3e only in WDE4!G
sync ino.
-5. )/)OP oggles i games stos on a sync ailure not acti3e in &,A-WVE&),O/
%,/A-W&E-EA)E
--. ))E++E+O&I))E+ !se system memory or (raing. not acti3e in &,A-WVE&),O/
+E+O&I))E+W+E+O&

1. =O4!O/I=O )ets mouse interace to to utton mice. not acti3e in &,A-WVE&),O/
4!O/I=OW4!O/ %,/A-W&E-EA)E
11. !,P ells Ai to use inluence lacement or not acti3e in &,A-WVE&),O/
uil(ings %,/A-W&E-EA)E
 AGE 2 Design Document Page 10$

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
 PARAMETER BE6A)IOR SCOPE
12. !/P Does /ot*ing not acti3e in &,A-WVE&),O/
%,/A-W&E-EA)E
1. V,DEO+E+O&IV,DEO !se 3i(eo memory or (raing. not acti3e in &,A-WVE&),O/
+E+O&I V,DEOW+E+O& %,/A-W&E-EA)E
1. =,/DO= +a<es game or< in in(o not acti3e in &,A-WVE&),O/
%,/A-W&E-EA)E
1(. =O&-DR )et orl( D (irectory to QQ. not acti3e in &,A-WVE&),O/
%,/A-W&E-EA)E

Machine Speci"ications

M$c*ine Minimum Recommen&e& Minimum Recommen&e& Mu4ti4$+er 


Mu4ti4$+er  one one
+ +emory 62 62 62 62
&esolution : 800 : $00 : 800:$00 : 25$ 800 : $00 : 25$ 800 : $00 : 25$
olors at 25$ 102 : 7$8 : 25$ 102 : 7$8 : 25$
&esolution
Processor + 166 1$$ 1$$ 200

 AGE 2 Design Document Page 107

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
22. De!i#n Protot+in#

*is section *as een o3erta<en y e3ents.

 AGE 2 Design Document Page 108

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
2. Mi4e!tone!

*is section *as een remo3e( rom (ocument an( is suerse(e( y t*e comre*ensi3e Age2
sc*e(ule attac*e(

Age"#mpp

 AGE 2 Design Document Page 109

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
2. 7i!* Li!t Item!

*is section is (esigne( or t*e storage o all game concets t*at *a3e een remo3e( rom t*e (esign
roer ut *ic* coul( still ossily e imlemente( i time ermits.

Roads

&oa(s imro3e tra(e y alloing tra(e units to mo3e more ;uic<ly o3er t*e terrain.

• /eutral to all layers.


• 4uil( automatically.
• Progressi3e.
• Decay *en not use(.
•  Aearance an( ;uality (een(s on traic "matte( grass (irt at* etc.#

Sound 

 Attac< soun( is laye( in stereo "i.e. attac< rom area to t*e rig*t o your screen e;uals attac< soun(
laye( t*roug* rig*t sea<er etc.#

Inter"ace

,n a ran(om game "single an( multilayer# ,L( li<e to e ale to call u a screen once t*e game *as
starte( t*at tells me *at settings ere use( in t*e ma generation "ma sie ma tye i:e(
ositions onIo etc.#.

!ame Tpes

•  A orce( alliance "5 minute# game.


•  A castle game N layers egin it* castles.

Suggested #i1ili7ation %onuses

• ,mro3e( garrisoning. i3 can garrison H` more units in e3ery garrisonale structure.
• ,mro3e( ormations or ormation onuses. , e limit t*e tye o ormations a3ailale t*is ci3
gets more ormations to ic< rom or gets etter onuses "i.e. t*eir column goes 2H as ast as
normal al<ing *ereas ot*er ci3sL columns only go 1.5H as ast#
•  Automatic researc* items. Englis* automatically get c*emistry or somet*ing.
• Economic ,normation. ou get imme(iate u(ates *en somet*ing is sol( on t*e orl( mar<et. ,
(onLt really care *at t*is is ut e s*oul( really really em*asie t*e orl( mar<et y gi3ing
onuses or it to se3eral ci3s ,+O.
• +ore intelligent units. Villagers automatically a3oi( ol3es or somet*ing. Ot*er ci3s *a3e to
researc* t*is.
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CONFIDENTIAL
Multiplaer ,nti-#heat Sstem

De3ise an ironcla( anti'c*eat system.

3ishlist Items "rom ,o4 Design Meeting 

$egend%
Boldface indicates items that everyone likes
Italics indicates items that were shouted down
&ormal type indicates items on which there was signifcant debate#

1. Current/Max Pop somehow made visible


"# 'ndicate the owner o( a selected unit )instead o( *ust its nationality+# &,!% perhaps
making the unit colors more distinctive will solve this problem#
3. Production Queues
.# Secondary ob*ect display bug fx )Matt+
5. Anti-hack support for multiplayer (checksums, etc.)
/# Anti-torpedo support )Matt+
7. Multiplayer save includin! "le transfers
#. $ou can see trees bein! chopped down in fo! of war. %ix the dopple!an!er
0# &ew debug monitoring stu1 to track things like slowdowns
1&.1'#& resolution
22# command-line all-random game start
!. let "ost lock speed for #ultiplayer $%&' deemed unnecessary ecause we like
ha*in+ only the host choose speed
3. let "ost force andom ci* for #ultiplayer $%&' deemed unnecessary ecause players
can already pick andom.
1(.)mute / )nomute a*ects your own local system only
5. disale clis in +ame settin+s $%&' its possile that clis turn up too often as a
random possiility 
1+.sometimes stone appears within si!ht of the town center. ,dd - tiles to min
distance
17.let a buildin! become visible when viewed from the ed!e instead of ust the
middle
1#.recall/review old messa!es
1.add 0shoot at enemy but dont move2 option for catapults.
'&. 3isible cue to remind you that a Stand 4round catapult can5t move#
"2# 6oppleganger bug )Matt+
""# 7ontinue moving a unit towards a target8 even i( that target is destroyed or built
"9# all placement bug )Matt+
!/. 0uilders mo*e out of the way of uildin+s comin+ down
'3.4hen multiple buildin!s are selected 5example6 + barracks clickin! on
0clubman2 makes them all  build a clubman. 89:;6 if you run out of
resources none should be built
'+. 'n a mixed group8 i( you issue a command such as :attack ground; that some units
can5t do8 none o( the units do it# his is bad and should be fxed#
"<# here is a sound bug in mixed groups= i( one o( the units is a building8 you o(ten don5t
hear the :acceptance; sound when you give them an order#

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CONFIDENTIAL
'#.Make trade more productive in some way. 89:;6 su!!estions included
tradin! for stone lettin! you trade with your own docks and ust !ettin!
extra money via trade.
"0# 1et the "ost an certain units from the +ame (like catapults, say)
32. permit the ulidin+ of rid+es or shallows or somethin+ similar 
-1.when a transport is selected be able to see the units inside and disembark
only part of them. Perhaps one separate icon for each type of unit would be
su<cient.
9"# 4roup pathing bug )when multiple units are tasked to go somewhere and one guy
won5t move8 the *erk+
--.9ption to place team town centers to!ether at !ame start
-(.=ill birds 5for food> 9r ust to kill> 89:;6 need a cloud of feathers when the
bird is hit
9># &ew cli1 art8 in combination with the old art
-+.Make the diplomacy screen reciprocal so you can tell what the other !uy
thinks of you.
3. Alchemy catapult stones set trees on 4re
9?# @esearch item that lets human-controlled missile units back up while fring#
90# @esearch item that lets human-controlled units try to dodge catapult fre as part o(
unit A'
(&.,nother shield past ?ron
(1., land transport unit
."# he orseScout idea
(-.More 5o<cial taunts
((.,utomatically display town centers of all allies in a team !ame at start
(3.@how the random map type while in the !ame
(+.@how the map siAe while in the !ame
(7.@ee what units are !oin! to be selected while clickanddra!!in!
/. 1et *illa+er hide inside a tree to e an in*isile sentry. "a*e him fall out of the tree
when its attacked.
(.oads6 villa!ers build them they increase speed.
3&.More research items besides Drill.
5. Pop limit options for sin+leplayer +ames
3'.4hen a !roup is selected and you hit delete let all of them die at once
3-.@et up default chat mode to 0,llied2 in multiplayer !ames. ,lso list what
kind of chat youre usin! in t he minichat box 5i.e. ,llied ,ll etc.
3(.8ew terrain tile set
>># hile click-and-dragging8 some way to have it select only  military units or only 
villagers
3+.Doubleclick to select all units of same type like in @tarcraft
><# $et mixed groups show all the di1erent unit types at the bottom o( the screen# 7lick on
one to select *ust those#
3#.?f you doubleclick while tryin! to build a villa!er 5or whatever it turns o*
the build. :his sucks.
3.Better fo!ofwar 89:;6 Matt says we can make it 0more rounded2 but
thats all.
+&.Custom superunit artwork 
+1.;d!e of world distin!uishin! art
+'.Eions should not attack catapults or ballistas.
+-.Boat movement bu! 5they !et stuck. Make rivers wider so boats can ease
throu!h
+(.More facets for boats so they look better when turnin! around

 AGE 2 Design Document Page 112

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+3.Make player colors more distinctive
++.%ix the tribute screw on endof!ame scorin!
6. Passale foundations7or don5t let us build things too (ar away (rom our villagers#
+#.Eet the players see what the !ame setup is after the !ame starts.
+.8ew cheat units 5spaceship laser tower etc.
7&.Fave a chat box accessible at !ame end to discuss ones triumph or defeat
71.Printscreen option for endof!ame stu* 
7'.@ee wonders built on the timeline = see maor battles on the timeline 89:;6
presumably the latter means 0enemy town centers destroyed2 or
somethin!.
3. &urn on smoke trails
/. 8moke from urnin+ uildin+s
73.Eet the host set the teams in multiplayer 89:;6 players can always subvert
this after the !ame starts by usin! Diplomacy so this would really only let
!ames start faster which is !ood anyway.
</# Carameter Duick-launch game )Caul B+
77.Make the timeline text easier to read= Make the timeline more like
C?G?E?H,:?98s so it starts small then !ets fat etc.
7#.4hen a unit "nishes trainin! have a hot key to teleport you to that unit.
89:;6 seems !ood to teleport you to buildin!s that ust "nished
researchin! or to a place that ust had a "!ht start.
7.Make it easier to rebuild farms 5Iueue them>
#&.Better multiplayer code includin! winsock ' whatever that is 5Paul B
#1.Drop la!!in! player via vote as in ,!e'
#'.,dd a new 0:ribute ,ll2 button that !ives away everythin! you own.
#-.9nly the host can chan!e speed
/. &he scenario-creator interface is hideous, make it prettier 
#3.Jsercon"!urable hot keys
6. 9hen you resi+n, +i*e your ld+s to your allies
. In-+ame "elp
##.?dle villa!er noti"cation 5snorin! or somethin!
#.=ey to "nd the idle villa!er 5maybe the same as K7# above
&.@ound e*ect for research completion
:. ;illa+ers stop taskin+ when player drops
:!. <ont let the pop limit e e=ceeded y the common ploy of makin+ multiple uildin+s
09# Cut 4aia units on their own tab in the scenario creator
0.# Split buildings and units in the scenario creator
0># 7annibal cheat#

 AGE 2 Design Document Page 116

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
A. Cont$ct In/orm$tion

eam e'mail mailtoIIage2Censemlestu(ios.com

Game Design '


4ruce )*elley mailtoIIs*ellyCensemlestu(ios.com 87'259'7127
+ar< errano mailtoIImterranoCensemlestu(ios.com 972'9$0'2700 :'26
"Pager 21'897'091#

Design )ec ',an %isc*er 


mailtoIIiisc*erCensemlestu(ios.com 972'9$0'2700 :'265

Programming 'Angelo -au(on


mailtoIIalau(onCensemlestu(ios.com 972'9$0'2700 :'211

+usic  )oun( ' *ris &iy


mailtoIIcriyCensemlestu(ios.com 972'9$0'2700 :'210
 Art N 4ra( ro
mailtoIIcroCensemlestu(ios.com 972'9$0'2700 :'26
Pro?ect +anagement N arter &yan
mailtoII*ryanCensemlestu(ios.com 972'9$0'2700 :'2$8

Pro(uct +anagerment "+)# ' im Snamenace<


mailtoIItimCmicrosot.com 25'96$'5075

est -ea( ' Jamie E3ans "+)#


mailtoII?e3ansCmicrosot.com 25'706'2606

Press ")*an(ic<+)#
Gene3ie3e Ostergar( mailtoIIgostergar(Cs*an(ic<.com "25# 52'500
 A(am >a*n mailtoIIa<a*nCs*an(ic<.com "25# 52'500

 Age2 )uggestions mailtoII;uestionsCensemlestu(ios.com

 AGE 2 Design Document Page 11

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
B. D$t$3$!e Fi4e N$min# Con'ention!

Units

B$!ic Fi4en$me Structure

! R !nit Are3iation
 A R Animation o(e
O R O3erlay I )*a(o o(e
H R %ile E:tention

!!!!!WAO.HHH

2amples

• )*a(o or a al<ing <nig*t >/GW=0.HHH


• O3erlay 6 or a running outla O!-=W&0.HHH
• %i(get or a Pi<eman it* no s*a(o or o3erlay P>E+/W%/.HHH
• %i(get 2 or a Pi<eman it* no s*a(o or o3erlay P>E+/WG/.HHH

Unit A33re'i$tion T$34e

Unit N$me )*i %is*ing )*i %))P


a3alry >nig*t >/G Unit N$me
a3alry -ance -A/E Villager +ale V+A-E
a3alry Pala(in PA-D/ )*i Galley GA--
a3alry )cout )O! )*i Jun< J!/>H
Gaia Deer DEE&H )*i O +a ra(e 4oat O+4O
Gaia %is* %,)H )iege +angonel +A/GO
Gaia a< A=>H )ecial +on< +O/>H
Gaia Outla O!-= )ecial ,niltrator I )y ,/%,-
Gaia =ol3es =O-%H )iege )corion 4allista )4A-
,nantry 4erser<er 4&)&> )iege reuc*et &E4!
,nantry ea3y )or(man V)=D ra(e ara3an A&AV
,nantry Pi<eman P>E+/ ra(e art A&
,nantry )earman )P&+/ ra(e Don<ey DO/>
,nantry )or(man )=D+/ !ni;ue ata*ract AAP
,nantry o'an(e( )or(man )=D !ni;ue *u'>o'/u !>/
+issile Arc*er A&& !ni;ue Der3is*es DE&V,
+isc Artiact art A& !ni;ue Got* 4erser<er G4&)>
+issile omoun( Arc*er A& !ni;ue Janissary JA//,
+issile a3alry Arc*er V& !ni;ue -ongomen -/G4=
+issile an( annoneer A/& !ni;ue -ongoat -/G4
+issile ea3y rossomen H4O= !ni;ue +oile )iege !nit +O)!/
+issile rossomen H4O=+ !ni;ue +ultiurose a3 +PAV
)iege 4omar( annon 4A// !ni;ue )amurai )+!&,
)iege o3ere( 4attering &am 4&A+ !ni;ue *roing A:emen AHE+
)*i og OGHH !ni;ue eutonic >nig*t >/,

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!ni;ue =oa( 4erser<er =4&)>
Villager %emale V%+-E

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A&&ition$4 Unit A33re'i$tion!

• *ese are are3iations or units t*at *a3e not e inalie( ut *ic* re;uire (ataase entries or
testing.

Unit N$me
"ero# *arles +artel +A&
"ero# arol( aar(raa(e AA
"ero# rol t*e Ganger &G
"ero# Joan Darc JODA
"ero# =illiam =allace =,=A
annon Galley A/GA
ae( 4attering &am 4A&
>ing >,/GH
O'+a ra(e 4oat O+4O
)mall ra(e 4oat )&4O
ra(e Don<ey DO/>
=ar Galley =A&GA
$t$3$!e
Anim$tion Co&e

Anim$tion Co&e Anim$tion Co&e


 Attac< A /ull /
4uil( 4 &un I &
arry  *arge
Deat* D )ecial H
Deat* )till ) as<  "! an( V i
%i(get % "G  an( , i a((itional tas<s#
a((itional i(gets# =al< =

O'er4$+  S*$&o9 Co&e

Co&e Denote!
0 )*a(o
1N9 O3erlays "se;uential#
/ /ull N neit*er s*a(o nor o3erlay

%uildings

B$!ic Fi4en$me Structure

4 R 4uil(ing Are3iation
 A R Age o(e
) R )tate o(e
O R O3erlay I )*a(o o(e
 R i3iliation o(e
H R %ile E:tention

4444A)O.HHH
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2amples

• 4lac<smit* age one construction le3el one no o3erlay or s*a(o Asian 4-A1A/%.HHH

• astle age our null state s*a(o East Euroean


)-/0E.HHH

• =on(er null age null state no o3erlay or s*a(o =est Euroean


=/D&0/0=.HHH

Bui4&in# A33re'i$tion T$34e

De!crition N$me
 Arc*ery &ange A&&G
4lac<smit* 4-A
4arrac<s 4&>)
*urc* &
astle )-
Doc< DO>
%arm %A&+
%ortiie( on enter %=
=all Gate GAE
Guar( oer G&=
+ill +,--
+ar<et +&>
on enter &=
)iege =or<s*o ),=)
)tale )4-
ra(e =or<s*o D=)
!ni3ersity !/,V
=all =A--
=atc* oer ==
=on(er =/D&
ouse O!)

A#e Co&e

A#e Co&e
%irst Age 1
)econ( Age 2
*ir( Age 6
%ourt* Age 
/ull Age 0

St$te Co&e

St$te Co&e
onstruction -e3el One A
Destruction -e3el One V
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Destruction -e3el o =
Destruction -e3el *ree H
Dying 
&ule S
/ull /

O'er4$+  S*$&o9 Co&e

Co&e Denote!
0 )*a(o
1N9 O3erlays "se;uential#
/ /ull N neit*er s*a(o nor o3erlay

Ci'i4i%$tion Co&e

Ci'i4i%$tion Co&e
elt 
East Euroean E
%ar Eastern I Asian %
Generic G
+i((le Eastern I Ara +
+ongol >
Vi<ing V
=est Euroean =

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C. De3u##in# Inut Bo8

Function
*e (eugging inut o: allos layers to a(( comments to a central ool. 4ug reorts suggestions etc.
can all e logge( to t*is same area.

Use
*e user sen(s a normal c*at message t*at starts it* an Fb@ e.g. Fbt*e c*inese mill in age1 *as a urle
ac<groun(. *e user *its o<ay "or sen(# ?ust li<e a normal c*at message. A roerly ormatte( message
sen(s ac< a c*at message t*at says "in eect# -og message a((e( to )^-OG)^

Implementation
• omments are alays aen(e( to t*e ile it* t*e olloing inormation in )V ormat. " Date ime
3ersionQ layer name ci3 laying age t*ey are in game time user comments #.
• , t*e ile (oes not e:ist an error message aears
• , t*e ile is usy or in use etc. t*e rogram s*oul( try se3eral times "say u to 10 secon(s# eore
ailing t*e log an( notiying t*e user t*at t*eir comment (i( not go in t*e ile.
• ou s*oul( e ale to use a netor< ile name i.e. ^^/)WE/)6^)tu(ios2^Age2^-ogs to seciy t*e ile.
•  A ne registry entry )*are( -og Directory is use( to in(icate t*e (irectory *ere t*e comments ile is
locate(.
• *e ne registry entry s*oul( roaly go un(er
^>EW-OA-W+A,/E^)O%=A&E^+,&O)O%^GA+E)^AGE O% E+P,&E)^2.00 it* a /ame
o )*are( -og Directory

Other Implementation
 A searate (ialog o: is use( t*at allos t*e user to select a roa( category ")uggestion Art Gamelay
+usic ec*ree etc# or t*e rolem. *is

otes
 A tool e:terior to t*e game "i.e. Access or rystal &eorts or *ec< /otea(# ill e use( to manage t*e
rolem reorts an( ut t*em into &ai( P&'rac<er etc. /o management o t*e ile is nee(e( y t*e game.

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D. AI E8ert S+!tem

*is section mo3e( to a searate (ocument.

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E. Form$tion D$t$

Formation #lasses Tale

Per t*e tale elo AGE 2 units are assigne( a ormation class t*at (eines t*eir e*a3ior *en or(ere( into
a ormation "i.e. rotecte( class units mo3e to t*e center o a o: ormation missile inantry mo3e e*in(
inantry in a line ormation etc.#

/ote or uil(ing garrison uroses t*e rotecte( "P class# units e:clu(e siege eaons. *at is siege
eaons may not e garrisone( in uil(ings.

, ,nantry
 A +issile ,nantry
 a3alry
 +issile a3alry
P Protecte( I +isc
) )*i
> >ing
H Any

UNIT NAME ID OB:  CLASS


+issile Arc*er A&& 1 A
+issile omoun( Arc*er A& 2$ A
+issile an( annoneer A/& 10$ A
+issile ea3y rossomen H4O= 120 A
+issile rossomen H4O=+ 69 A
!ni;ue *u'>o'/u !>/ 65 A
!ni;ue -ongomen -/G4= 167 A
a3alry -ance -A/E 166 
a3alry >nig*t >/G 161 
a3alry Pala(in PA-D/ 176 
!ni;ue ata*ract AAP 28 
!ni;ue +ultiurose a3 +PAV 19 
+issile a3alry Arc*er V& 55 
,nantry 4erser<er 4&)&> 20 ,
,nantry ea3y )or(man V)=D 11$ ,
,nantry Pi<eman P>E+/ 185 ,
,nantry )earman )P&+/ 210 ,
,nantry )or(man )=D+/ 219 ,
,nantry o'an(e( )or(man )=D 259 ,
!ni;ue Der3is*es DE&V, $0 ,
!ni;ue Got* 4erser<er G4&)> 82 ,
!ni;ue Janissary JA//, 12 ,
!ni;ue )amurai )+!&, 208 ,
!ni;ue *roing A:emen AHE+ 221 ,
!ni;ue eutonic >nig*t >/, 2$1 ,
!ni;ue =oa( 4erser<er =4&)> 60 ,
+isc Artiact art A& 7 P
)iege 4omar( annon 4A// 8 P
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)iege o3ere( 4attering &am 4&A+ 22 P
)iege +angonel +A/GO 169 P
)ecial +on< +O/>H 15 P
)ecial ,niltrator I )y ,/%,- 122 P
)iege )corion 4allista )4A- 206 P
)iege reuc*et &E4! 275 P
!ni;ue +oile )iege !nit +O)!/ 17 P
ae( 4attering &am 4A& 66 P
>ing >,/GH 129 >
ueen !EE/ 4D >
)*i og OGHH 7 )
)*i %is*ing )*i %))P 7 )
)*i Galley GA-- 80 )
)*i Jun< J!/>H 12$ )
!ni;ue -ongoat -/G4 165 )
annon Galley A/GA 2 )
O'+a ra(e 4oat O+4O 1$8 )
)*i )mall ra(e 4oat )&4O 21$ )
)*i =ar Galley =A&GA 668 )
ra(e art A& 21 P
ra(e Don<ey DO/> 26 P
Villager %emale V%+-E 605 P
Villager +ale V+A-E 619 P

Format Speci"ier "or Formations Data File

%or (ocumentation uroses t*e ormations ile is calle( B%O&+A,O/).


B%O&+A,O/).HB
HB an( is in t*e ^Data^ (irectory.

II%ormation Data %ile


II
II)ynta:
II
II%O&+A,O/
II%O&+A,O/ L%ormation/ameAsA)ingleoncatenate(
L%ormation/ameAsA)ingleoncatenate()tringEnclose(,n)
)tringEnclose(,n)ingleuotesL
ingleuotesL
IIOrientation
IIOrientation loat loat loat "anonical Orientation o t*e B%rontB o t*e %ormation#
II/umyes
II/umyes H "*is ormation ill *a3e H (ierent tyes#
IIye0
II.
II.
IIyeH'1
II)ingleye
II)ingleye 0I1 ")ays *et*er or not t*is is a single tye ormation. , it is a
II single tye ormation t*en t*e tyes ao3e are t*e tyes t*at
II can e ut into t*is ormation. *e tyes in t*e slot listings
II must also e '1 i t*is is a single tye ormation#.
II4onus int int int int *e our onus 3alues or t*is ormation "!ni3ersal Attac< Deense
omman(er#
II+a:urnAngle
II+a:urnAngle int *e ma:imum angle "in (egrees# t*at t*is ormation is alloe( to turn at one
time
II/um)lots int *e numer o (eine( slots elo
IIint &I! int loat loat loat loat loat loat
II ")lotQ &R&e;uire(I!ROtional
&R&e;uire(I!ROtional ye,D HSOset
HSOset %orar(VectorM
%orar(VectorM *ere can e u to 255 (i tyes er
ormation#
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II
II/OE *is uses t*e stan(ar(
stan(ar( 6D coor(inate
coor(inate system
II Positi3e  comes out o t*is screen rig*t into your eyealls.
II "00# Positi3e S ''''Y
II P
II o
II s
II i
II t
II i
II 3
II e
II
II H
II
II _
II _
II _
II ^I

%O&+A,O/ L-ineL
,D 0
Orientation 0.0 0.0 1.0
/umyes 2
0
1
)ingleye 1
4onus 0 0 0 0
+a:urnAngle 5
+o3ementye 1
)ync%rames 0
/um)lots 10
0 & '1 0.0 0.0 0.0 0.0 0.0 1.0
1 & '1 '1.0 0.0 0.0 0.0 0.0 1.0
2 & '1 1.0 0.0 0.0 0.0 0.0 1.0
6 ! '1 '2.0 0.0 0.0 0.0 0.0 1.0
 ! '1 2.0 0.0 0.0 0.0 0.0 1.0
5 ! '1 '6.0 0.0 0.0 0.0 0.0 1.0
$ ! '1 6.0 0.0 0.0 0.0 0.0 1.0
7 ! '1 '.0 0.0 0.0 0.0 0.0 1.0
8 ! '1 .0 0.0 0.0 0.0 0.0 1.0
9 ! '1 '5.0 0.0 0.0 0.0 0.0 1.0

%O&+A,O/ LolumnL
,D 1
Orientation 1.0 0.0 0.0
/umyes 2
0
1
)ingleye 1
4onus 0 0 0 0
+a:urnAngle 90
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CONFIDENTIAL
+o3ementye 1
)ync%rames 0
/um)lots 10
0 & '1 0.0 0.0 0.0 1.0 0.0 0.0
1 & '1 '1.0 0.0 0.0 1.0 0.0 0.0
2 & '1 '2.0 0.0 0.0 1.0 0.0 0.0
6 & '1 '6.0 0.0 0.0 1.0 0.0 0.0
 & '1 '.0 0.0 0.0 1.0 0.0 0.0
5 ! '1 '5.0 0.0 0.0 1.0 0.0 0.0
$ ! '1 '$.0 0.0 0.0 1.0 0.0 0.0
7 ! '1 '7.0 0.0 0.0 1.0 0.0 0.0
8 ! '1 '8.0 0.0 0.0 1.0 0.0 0.0
9 ! '1 '9.0 0.0 0.0 1.0 0.0 0.0

%O&+A,O/ LArc*era3alry-ineL
,D 2
Orientation 0.0 0.0 1.0
/umyes 2
0
1
)ingleye 0
4onus 0 0 0 0
+a:urnAngle 90
+o3ementye 1
)ync%rames 0
/um)lots 20
0 & 0 0.0 0.0 0.0 0.0 0.0 1.0
1 & 0 '1.0 0.0 0.0 0.0 0.0 1.0
2 & 0 1.0 0.0 0.0 0.0 0.0 1.0
6 & 0 '2.0 0.0 0.0 0.0 0.0 1.0
 ! 0 2.0 0.0 0.0 0.0 0.0 1.0
5 ! 0 '6.0 0.0 0.0 0.0 0.0 1.0
$ ! 0 6.0 0.0 0.0 0.0 0.0 1.0
7 ! 0 '.0 0.0 0.0 0.0 0.0 1.0
8 ! 0 .0 0.0 0.0 0.0 0.0 1.0
9 ! 0 '5.0 0.0 0.0 0.0 0.0 1.0
10 & 1 0.0 0.0 2.0 0.0 0.0 1.0
11 & 1 '1.0 0.0 2.0 0.0 0.0 1.0
12 & 1 1.0 0.0 2.0 0.0 0.0 1.0
16 & 1 '2.0 0.0 2.0 0.0 0.0 1.0
1 ! 1 2.0 0.0 2.0 0.0 0.0 1.0
15 ! 1 '6.0 0.0 2.0 0.0 0.0 1.0
1$ ! 1 6.0 0.0 2.0 0.0 0.0 1.0
17 ! 1 '.0 0.0 2.0 0.0 0.0 1.0
18 ! 1 .0 0.0 2.0 0.0 0.0 1.0
19 ! 1 '5.0 0.0 2.0 0.0 0.0 1.0

%O&+A,O/ L=e(geL
,D 6
Orientation 1.0 0.0 0.0
/umyes 2
0
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1
)ingleye 0
4onus 0 0 0 0
+a:urnAngle 90
+o3ementye 1
)ync%rames 0
/um)lots 11
0 & 0 0.0 0.0 0.0 1.0 0.0 0.0
1 & 1 '1.0 0.0 1.0 1.0 0.0 0.0
2 & 1 '1.0 0.0 '1.0 1.0 0.0 0.0
6 & 1 '2.0 0.0 2.0 1.0 0.0 0.0
 & 1 '2.0 0.0 '2.0 1.0 0.0 0.0
5 ! 1 '6.0 0.0 6.0 1.0 0.0 0.0
$ ! 1 '6.0 0.0 '6.0 1.0 0.0 0.0
7 ! 1 '.0 0.0 .0 1.0 0.0 0.0
8 ! 1 '.0 0.0 '.0 1.0 0.0 0.0
9 ! 1 '5.0 0.0 5.0 1.0 0.0 0.0
10 ! 1 '5.0 0.0 '5.0 1.0 0.0 0.0

%O&+A,O/ L4o:L
,D 
Orientation 1.0 0.0 0.0
/umyes 2
0
1
)ingleye 0
4onus 0 0 0 0
+a:urnAngle 90
+o3ementye 1
)ync%rames 0
/um)lots 9
0 & 0 0.0 0.0 0.0 1.0 0.0 0.0
1 & 1 2.0 0.0 2.0 1.0 0.0 0.0
2 & 1 2.0 0.0 '2.0 1.0 0.0 0.0
6 & 1 '2.0 0.0 2.0 1.0 0.0 0.0
 & 1 '2.0 0.0 '2.0 1.0 0.0 0.0
5 ! 1 2.0 0.0 0.0 1.0 0.0 0.0
$ ! 1 0.0 0.0 2.0 1.0 0.0 0.0
7 ! 1 0.0 0.0 '2.0 1.0 0.0 0.0
8 ! 1 '2.0 0.0 0.0 1.0 0.0 0.0

 AGE 2 Design Document Page 12$ o 16$

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
F. Bui4& Proce&ure

1. ell e3eryone to not run Age 2 until you are (one. *is inclu(es rogrammerLs running rom V i t*eir
or<ing (irectory is set to ^age2^game. ou ant to (o t*is so no one ill *a3e any iles t*at you nee( to
or< it* loc<e(.

2. E(it t*e Brungame.atB ile in ^age2^game an( uncomment t*e irst line so *en anyone tries to run t*e
atc* ile it ill (islay a message an( e:it.

6. E(it t*e Bimort.atB ile in ^age2^(ata an( uncomment t*e irst line li<e ao3e.

. !(ate t*e 3ersion Q


' Version numers are in t*e olloing ormat 00.++.)).++DD *ere ++ is t*e milestone numer
)) is a se;uential numer starting it* 01 ++ is t*e mont* an( DD is t*e (ay. An e:amle 3ersion numer
is B00.02.01.060$B. Doing a secon( u il( or t*e same milestone on 6I11 oul( c*ange t*e 3ersion numer
to B00.02.02.0611B. Doing an initial uil(  or milestone 6 on 6I11 oul( c*ange t*e 3ersion numer to
B00.06.01.0611B.
' ,n main.c aroun( line 7 1 c*ange t*e 3ersion or ino.rogW3ersion
' ,n resource.rc "oen as Bte:tB... (onLt let V oen it as a resource ile# aroun( line 5 c*ange t*e
3ersion numer or %,-EVE&),O/
' ,n resource.rc aroun( line 75 c*ange t*e 3ersion numer or B%ileVersionB

5. 4uil( a ne Bemires2.e:eB rom t*e BAge 2B ro?ect


' +a<e sure you *a3e all t*e latest co(e
' +a<e sure all o your iles are c*ec<e( in
' )et t*e Bacti3e conigurationB on t*e Buil(B menu in V to Btrie ' =in62 &eleaseB
' &euil( all
' oy t*e release^trie.e:e to ^age2^game^emires2.e:e

$. 4uil( a ne Blanguage.(llB rom t*e BAge 2 -anguageB ro?ect


' +a<e sure you *a3e all t*e latest co(e
' +a<e sure all o your iles are c*ec<e( in
' )et t*e Bacti3e conigurationB on t*e Buil(B menu in V to B-anguage ' = in62 &eleaseB
' &euil( all
' oy t*e release^language.(ll to ^age2^game^language.(ll

7. 4uil( t*e gra*ics an( soun( resource iles


' %rom Para(o: oen t*e BmenuB orm
' lic< Be:ortB an( anser BnoB to auto'imort
' lic< Brenumer resource i(Ls an( e:ortB
' lic< Be:ortB an( anser BnoB to auto'imort again
' oy t*e K.rm iles rom ^age2^(ata to ^age2^game^resource "*ese K.rm iles ere create( rom
t*e ao3e stes#
' +o3e "not coy# all K.sl K.al K.col "e:cet or s*2sl.col# an( K.sin rom ^age2^game to
^age2^game^resource
' +o3e "not coy# all non'terrain soun(s rom ^age2^game^soun( to ^age2^game^resource... all
K.a3 iles it* names t*at (o not start it* ir( sna<e a3e or in(.
' %rom t*e ^age2^game (irectory run emires2.e:e an( ass in t*e comman( line arameter
B+A>E&E)B. *is ill ta<e se3eral minutes "aroun( 5 to 10#. ,t causes t*e game to uil( t*e B(ata^K.resB iles
*ic* *ol( all o t*e gra*ics an( soun(s. ou onLt e ale to tell it is (oing anyt*ing ut Bemires2.e:eB
ill e running in t*e ac<groun( "you can see it in t*e tas< list *en you ress ctrl'alt'(el#.
' Once t*e game actually starts ress trl'- to loa( t*e (ataase.

 AGE 2 Design Document Page 127 o 16$

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
8. !(ate t*e latest uil( o t*e game in B^age2^uil(B
' oy emires2.e:e an( language.(ll rom ^age2^game
' Delete t*e (ata su'(irectory an( coy in all t*e iles rom ^age2^game^(ata
' oy any scenarios t*e (esigners ant to inclu(e rom ^age2^game^scenario
' oy any camaigns t*e (esigners ant to inclu(e rom ^age2^game^camaign
' oy terrain soun(s an( music mi(i iles rom ^age2^game^soun(

9. +a<e sure it or<sb


' &un emires2.e:e rom ^age2^uil(
' )tart a ran(om game
' 4uil( a uil(ing or to
' rain a 3illager 
' ell some 3illagers to (o some tas<s
' )a3e t*e game to BtestB
' -oa( t*e game you ?ust sa3e(

10. lean u e:tra iles in t*e ^age2^uil(


' Delete K.no iles
' Delete t*e sa3egame^test.gam ile

11. Si t*e ile or +icrosot


' !se =inSi "or anot*er i rogram t*at can *an(le long ile names# to i e3eryt*ing t*at is in
^age2^uil( "inclu(ing su'(irectories#
' reate t*e i ile on our t site *ic* you can get to y rosing t*e netor< neig*or*oo(
selecting entire netor< t*en 4)). *e at* is ^^=1^===)tu(ios^%t^+s^Age2^4uil(s
' /ame t*e i ile BAge2W++DDB *ere ++ is t*e mont* an( DD is t*e (ay. )o t*e ile name  or a
uil( (one on 6I11 oul( e BAge2W0611.iB. , you nee( to (o more t*an one uil( on t*e same (ay ?ust
aen( a letter to t*e en( o t*e ile name starting it* BaB t*en BB etc. )o t*e secon( i or 6I11 oul( e
BAge2W0611a.iB

12. )en( an e'mail to im S. "timCmicrosot.com# Jamie E3ans "?e3ansCmicrosot.com# +ar< *omas "a'
mar<t*Cmicrosot.com# an( caron'coy arter &yan letting t*em <no t*at t*e uil( is on our t site an(
*at t*e name o t*e i ile is.

16. E(it t*e Brungame.atB ile in ^age2^game an( t*e Bimort.atB ile in B^age2^(ataB an( comment out
t*e irst line in eac* ile so eole can use t*e atc* iles again. Also let e3eryone <no t*ey can run t*e
game again.

*e ao3e is or (oing a ull uil(. , you ?ust nee( to u(ate t*e Bemires2.e:eB an(Ior t*e Blanguage.(llB ile
t*en you can s<i ste Q7 "t*e time consuming one# c*ange ste Q8 to only coy t*e emires2.e:e an(
language.(ll iles an( c*ange ste Q11 to only i t*ose to iles instea( o t*e entire (irectory.

 AGE 2 Design Document Page 128 o 16$

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
E. Score Mo&e4

o e (etermine(.

 AGE 2 Design Document Page 129 o 16$

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
F. 6ot;e+ In&e8

 Age 2 ot>eys
'''''''''''''

)elect 4uil(ing ot >eys


''''''''''''''''''''''
)elect on enter BB B&- B B&- /B
)elect 4arrac<s B&- 4B
)elect Doc< B&- DB
)elect )eige =or<s*o B&- >B
)elect )tale B&- -B
)elect *urc* B&- B
)elect ra(e =or<s*o B&- PB
)elect astle B&- JB
)elect 4lac<smit* /O/E
)elect +ill /O/E
)elect !ni3ersity B&- !B
)elect +ar<et B&- +B
)elect Arc*ery &ange /O/E

Villager ot >eys


''''''''''''''''''''''
4uil( Economic B4B
4uil( +ilitary BVB
&eair B&B
)to B)B
-aunc* %lare /O/E

Villager 4uil( Economic ot >eys


''''''''''''''''''''''
ouse BEB
+ill B,B
4lac<smit* B)B
Doc< BDB
+ar<et B+B
%arm B%B
*urc* BB
!ni3ersity B!B
onenter B/B
=on(er BOB

Villager 4uil( +ilitary ot >eys


''''''''''''''''''''''
4arrac<s B4B
 Arc*ery &ange BAB
)tale B-B
)eige =or<s*o B>B
Palise( =all BPB
)tone =all B=B
 AGE 2 Design Document Page 160 o 16$

ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY

CONFIDENTIAL
=atc* oer BB

4arrac<s ot >eys


''''''''''''''''''''''
)earman BB
)or(man BB
ea3y )or(man B)B
o'an(e( )or(man B)B
*amion B)B
Pi<eman BEB
,ron )*an< Pi<eman BEB
aler(man BEB

 Arc*ery &ange
''''''''''''''''''''''
 Arc*er BB
omosite Arc*er BAB
rossomen B&B
ea3y rossomen B&B
a3alry Arc*er BB
ea3y a3alry Arc*er BB

)tale ot>eys
''''''''''''''''''''''
)cout B)B
-ance a3alry BB
>nig*t B/B
Pala(in B/B

)eige =or<)*o
''''''''''''''''''''''
4attering &am B&B
ae( 4attering &am B&B
+angonel BAB
reuc*et BB
)corion 4allista B4B
an( annoneer BEB
4omar( annon BB

Doc< ot >eys


''''''''''''''''''''''
%is*ing )*i B%B
og BB
Galley BAB
=ar Galley B=B
annon Galley BB

*urc* ot >eys


 AGE 2 Design Document Page 161 o 16$

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CONFIDENTIAL
''''''''''''''''''''''
+on< BB

+isc ot >eys


''''''''''''''''''''''
+o3e
!ngrou B!B
)elect Grou 1'9 B1'9B
Delete !nit BDE-B
*at BE/E&B
)ee( ! BB
)ee( Don B'B
/e:t ,(le Villager B.B
ycle %ocus Area BO+EB
Goto )electe( o?ect )PAEB
&e3ie *at +essages &ein( PAGE !PB
&e3ie *at +essages %orar( BPAGE DO=/B
omman( Grou y /umer B&- 1'9B
omman( )elect Grou B),% 1'9B
omman( a )electe( BA4B
Soom in BA- %2B
Soom out BA- %6B

%ormation ot >eys


''''''''''''''''''''''
TTT B/B
4rea< %ormation B4B
%orm %ormation B%B
=*eel %ormation B&B
=*eel %ormation B-B
 Aout %ace BB
Outline B!B

De3eloer ot >eys


''''''''''''''''''''''
)*o )electe( ,DLs BA- ,B
)*o +a Pat*s BA- PB
)*o &en(er !(ate BA- )B
%orce &e(ra BA- B
oggle Ostruction +a BA- OB
oggle O?ect Dislay BA- AB
oggle )ystem Palette BA- HB
Vie Occlusion BA- +B

omman( Player 1 B&- %1B


omman( Player 2 B&- %2B
omman( Player 6 B&- %6B
omman( Player  B&- %B
omman( Player 5 B&- %5B
omman( Player $ B&- %$B
omman( Player 7 B&- %7B
omman( Player 8 B&- %8B
 AGE 2 Design Document Page 162 o 16$

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omman( Player 9 B&- %9B

&ecor( omment B&- %11B


ast Vote to Dro B&- %12B
)a3e Game B&- EB
GO-D B&- GB
)O/E B&- )B
=oo( B&- =B
%OO( B&- %B
O&E B&- OB
ool 4o: oggle B&- B
)a3e )cenario B&- VB
=rite +em ino to %ile B&- HB
Vie Gri( +o(e B&- SB

ancel BE)B
oggle )core B%B
oggle %P) B%5B
Visiility B%$B
%og o =ar B%7B
omm ino B%8B
 A, ino B%9B
loc< oggle B%11B
&e;uest )a3e B%12B

Deug Ping TT B&- JB


&estart Game B&- /B

IIomilation -ist Please ignore or no.....


!nit ot >eys
''''''''''''''''''''''
>nig*t B/B
-ance a3alry BB
Pala(in B/B
ea3y )or(man B)B
Pi<eman BEB
)earman BB
)or(man BB
o'an(e( )or(manB)B
 Arc*er BB
omosite Arc*er BAB
a3alry Arc*er BB
an( annoneer BEB
ea3y rossomen B&B
rossomen B&B
og BB
%is*ing )*i B%B
Galley BAB
4omar( annon BB
o3ere( 4attering &am B&B
)corion 4allista B4B
,niltrator I )y B)B
+on< BB
ra(e art BB
 AGE 2 Design Document Page 166 o 16$

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CONFIDENTIAL
-ongoat B-B
Villager "+ale# BB
annon Galley BB
ae( 4attering &am B&B
O'+a ra(e 4oat B%B
ra(e Don<ey BDB
=ar Galley B=B
)cout B)B
ara3an BB
 Arc*ery &ange BAB
 Arc*ery &ange6 BAB
 Arc*ery &ange BAB
4lac<smit* B)B
4lac<smit*2 B)B
4lac<smit*6 B)B
4lac<smit* B)B
4arrac<s B4B
4arrac<s6 B4B
4arrac<s B4B
*urc* BB
*urc*2 BB
*urc*6 BB
*urc* BB
astle BJB
astle BJB
Doc< BDB
&ai(er Doc< BDB
Doc<2 BDB
Doc<6 BDB
Doc< BDB
%arm B%B
Guar( oer BB
>ee BB
4omar( oer BB
+ill B,B
+ill2 B,B
+ill6 B,B
+ill B,B
+ar<et B+B
+ar<et6 B+B
+ar<et B+B
on enter B/B
&ai(er on enter B/B
on enter2 B/B
on enter6 B/B
on enter B/B
)iege =or<s*o B>B
)iege =or<s*o B>B
)tale B-B
)tale6 B-B
)tale B-B
ra(e =or<s*o B&B
ra(e =or<s*o B&B
!ni3ersity B!B
 AGE 2 Design Document Page 16 o 16$

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CONFIDENTIAL
!ni3ersity B!B
=atc* oer BB
=on(er BOB
Gate I lose( BIB
Gate I lose(2 BIB
Gate I lose(6 BIB
Gate ^ lose( B^^B
Gate ^ lose(2 B^^B
Gate ^ lose(6 B^^B
Palisa(e =all BPB
)tone =all B=B
%ortiication =all B=B
Pac<e( on enter B/B
ouse BEB
ouse 2 BEB
ouse 6 BEB
ouse  BEB
,ron )*an< Pi<eman BEB
aler(man BEB
Pac<e( +angonel BAB
*amion B)B
ea3y a3alry Arc*er BB

 AGE 2 Design Document Page 165 o 16$

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CONFIDENTIAL

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