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* BoringButPractical: While only lightly armored, Horsemen are very cheap to train and can still remain as viable raiders and general workhorse cavalry well into the late-game.

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* BoringButPractical: While only lightly armored, Horsemen are very cheap to train and can still remain serve as viable raiders and general workhorse cavalry well into the late-game.



* DeathFromAbove: Thanks to their size and reach, Counterweight Trebuchets are capable of attacks that bypass walls and most other obstacles.



* DrumsOfWar: The Mehter is a unique Ottoman cavalry unit that serves as a war drummer, enhancing the attack and defence of any nearby units.


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!!!Mehter
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* DrumsOfWar: The Mehter is a unique Ottoman cavalry unit that serves as a war drummer, enhancing the attack and defence of any nearby units.
* SupportPartyMember: While having no offensive capabilities, the Mehter is valuable for Ottoman armies, thanks to it buffs to friendly units.

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* RainOfArrows: While individual bolts may not be too effective against armored enemies, the Zhuge Nu can fire multiple ones at any given time until they're disposed of.



* DefogOfWar: English Men-at-Arms can build campfires, which, in addition to its natural line of sight, also boosts that of nearby allied units.

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* DefogOfWar: English Men-at-Arms Scouts can build campfires, which, in addition to its natural line of sight, also boosts that of nearby allied units.
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Man-at-Arms can construct campfires, granting +30% sight range to nearby units\\

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Man-at-Arms Scout can construct campfires, granting +30% sight range to nearby units\\



'''Landmarks''': Council Hall[[note]]Archery Range that produces units at double speed[[/note]]/Abbey of Kings[[note]]can produce the King, heals nearby friendly units that are out of combat[[/note]], King's Palace[[note]]acts as a Town Center with double health[[/note]]/White Tower[[note]]acts as a Keep with double production and research speed[[/note]], Berkshire Palace[[note]]acts as a Keep with all projectiles having a 15 tile range, all arrows fired will be incendiary[[/note]]/Wynguard Palace[[note]]produces a choice of four unit batches to train, including the unique Ranger and Footman[[/note]]\\

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'''Landmarks''': Council Hall[[note]]Archery Range that produces units at double speed[[/note]]/Abbey of Kings[[note]]can Kings[[note]]produces a free King upon construction and can produce the King, replacements, heals nearby friendly units that are out of combat[[/note]], King's Palace[[note]]acts as a Town Center with double health[[/note]]/White Tower[[note]]acts as a Keep with double production and research speed[[/note]], Berkshire Palace[[note]]acts as a Keep with all projectiles having a 15 tile range, all arrows fired will be incendiary[[/note]]/Wynguard Palace[[note]]produces a choice of four unit batches to train, including the unique Ranger and Footman[[/note]]\\

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the concept doesn't apply when soldiers from an invader work for the invaded


* AntiVehicle: Horsemen deal bonus damage to siege engines and are fast enough to close the distance and chase them down.



* LesCollaborateurs: Yuan Raiders are Mongol horsemen who have thrown their lot with the Chinese and excel against economic units.

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* LesCollaborateurs: AntiVehicle: Yuan Raiders deal bonus damage to siege engines and are Mongol horsemen who have thrown their lot with fast enough to close the Chinese distance and excel against economic units.
chase them down.



!!Sofa

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!!Sofa!!!Sofa



* JackOfAllStats: The Sofa is a 'medium' cavalry unit, in comparison to the Horseman (light cavalry) and Knight/Lancer (heavy cavalry). Compared to the Knight/Lancer, the Sofa is weaker in combat, but also cheaper and faster.

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* JackOfAllStats: The Sofa is technically classified as heavy cavalry (like the Knight/Lancer), but is also unoffically called a 'medium' cavalry unit, in comparison to between the Knight/Lancer and the Horseman (light cavalry) and Knight/Lancer (heavy cavalry). Compared to the Knight/Lancer, the Sofa is weaker in combat, but also cheaper and faster.



* AwesomePersonnelCarrier: Though it's mostly meant for destroying buildings, you can also use it as an effective troop transport by putting Varrangian Guards inside. Thanks to the Byzantines' unique bonus, doing so increases the thing's armor by one with each Guard inside, making it incredibly effective at bringing the Varrangians close to the enemy unscathed. As for the awesome part, it's basically a medieval APC with flamethrower.

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* AwesomePersonnelCarrier: Though it's mostly meant for destroying buildings, you can also use it as an effective troop transport by putting Varrangian Guards inside. of Varangian Guards. Thanks to the Byzantines' unique bonus, doing so increases the thing's Cheirosiphon's armor by one with each Guard inside, making it incredibly effective at bringing the Varrangians Varangian Guards close to the enemy unscathed. As for the awesome part, it's basically a medieval APC with flamethrower.

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* WorkerUnit: The Trader has no combat capacities whatsoever and instead travels between a home Market and either a Trade Post or another player's Market, gathering gold in the process (and potentially other resources with civilisation-specific bonuses).

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* WorkerUnit: The Trader has no combat capacities capabilities whatsoever and instead travels between a home Market and either a Trade Post or another player's Market, gathering gold in the process (and potentially other resources with civilisation-specific bonuses).




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* WoodenShipsAndIronMen: The Atakebune is a massive, imposing naval unit more akin to a floating castle than anything else.

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'incapable of combat whatsoever' is not a grammatically correct phrase


* WorkerUnit: The Trader is incapable of combat whatsoever and instead travels between a home Market and either a Trade Post or another player's Market, gathering gold in the process (and potentially other resources with civilisation-specific bonuses).

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* WorkerUnit: The Trader is incapable of has no combat capacities whatsoever and instead travels between a home Market and either a Trade Post or another player's Market, gathering gold in the process (and potentially other resources with civilisation-specific bonuses).



* AnnoyingArrows: The main weakness of archers is that their arrows only deal bonus damage against light-armored units, like Spearmen, and are ineffective against heavy units, like Men-at-Arms and Knights.

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* AnnoyingArrows: The main weakness of archers is that their arrows only deal bonus damage against light-armored lightly-armored units, like Spearmen, and are ineffective against heavy units, like Men-at-Arms and Knights.



* RenovatingThePlayerHeadquarters: Unique among other civilizations, the Abbasids and Ayyubids can only build ''one'' Landmark, namely the House of Wisdom. Instead, new wings are added to it as a prerequisites for advancing to the next Age, each giving distinct bonuses or units.

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* RenovatingThePlayerHeadquarters: Unique among other civilizations, the Abbasids and Ayyubids can only build ''one'' Landmark, namely the House of Wisdom. Instead, They advance in Age by adding new wings are added to it as a prerequisites for advancing to the next Age, House of Wisdom, each giving distinct bonuses or units.



* HealingFactor: The Shaolin Monk regenerates 1 hit point per second when not fighting.




!!!Donso
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* AntiCavalry: They wield large polearms that inflict bonus damage to cavalry and can brace their spears to stop any cavalry charges.
* JavelinThrower: If an enemy is not already adjacent to them, the Donso will throw a javelin before engaging in melee combat. The javelin still deals bonus damage to cavalry and renders the Donso more effective against ranged cavalry than the Spearman is.

!!Sofa
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* JackOfAllStats: The Sofa is a 'medium' cavalry unit, in comparison to the Horseman (light cavalry) and Knight/Lancer (heavy cavalry). Compared to the Knight/Lancer, the Sofa is weaker in combat, but also cheaper and faster.
* MookCommander: With Farima Leadership researched, friendly infantry near a Sofa move 15% faster.



* FireBreathingWeapon: The Cheirosiphon is equipped with Greek Fire, which remains over time and leaves burning ground that deals damage to anything caught in the blaze



* FireBreathingWeapon: The Cheirosiphon is equipped with Greek Fire, which sets buildings and the ground on fire, dealing damage to enemies that step on it.






* EliteMooks: Bannermen units are not only all Samurai, but are also more powerful than their melee, archer and cavalry equivalents.

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* EliteMooks: Bannermen units are not only all Samurai, but are also more powerful than their melee, archer and cavalry mundane equivalents.
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* MasterOfAll: Survive to the late game, and the Byzantines will bloom into this. They get a whopping 26% bonus to every resource's gather rate, giving them an endless stream of resource to spam units from. Their production buildings have a 100% bonus to unit production, ensuring that they can train new men faster than the opponent can kill them. Their castles get a 25% damage reduction thanks to cisterns, and their towers come with mangonels to deal massive damage to blobs, making them extremely hard to assault once they get their defense up. Their military can counter virtually anything their enemy can come up with, thanks to the mercenary system giving them special counters to everything. They have access to all of the best artillery in the game (minus the great bombard) thanks to Foreign Engineering Company, giving them access to both the anti-building Royal Cannon and the good anti-infantry Nest of Bees. Anything the opponent is good at, the Byzantines are never far behind. The only problem is surviving until that point.
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** '''Industrial''': The Byzantines have access to cisterns, which massively boost the gather rate and military production of any worker or building in their vicinity. While this bonus can take a while to get going, the Byzantines can churn out units like there's no tomorrow once they do. Further bolstering this are their Landmarks, which periodically produce free unit in the case of the Golden Horn Tower or occasionally spawn free extra units in the case of the Palatine School.

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** '''Industrial''': The Byzantines have access to cisterns, which massively boost the gather rate and military production of any worker or building in their vicinity. While this bonus can take a while to get going, the Byzantines can churn out units like there's no tomorrow once they do. Further bolstering this are their Landmarks, which periodically produce free mercenaries unit in the case of the Golden Horn Tower or occasionally spawn free extra copies of other units in the case of the Palatine School.



** '''Elitist''': Byzantine unique units tend to cost a fair bit more than the base units of other civs, which they make up for with greater stats. This is not always a straight upgrade, however. Only the Limitanei and Cataphracts are straight-up better than their base counterparts, while the Varangians trade some health for greater damage. The Cheirosiphon is situationally better than the base ram depending on whether they are garrisoned by Varangians or not. Furthermore, the Byzantine army roster is supplemented by mercenaries, who can get rid of any glaring hole in their base roster at the cost of being difficult to mass since they cost a lot in Olives and take a while to come out.

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** '''Elitist''': Byzantine unique units tend to cost a fair bit more than the base units of other civs, which they make up for with greater stats. This is not always a straight upgrade, however. Only the Limitanei and Cataphracts are straight-up better than their base counterparts, while the Varangians have to trade some health for greater damage. The Cheirosiphon is situationally better than the base ram depending on whether they are garrisoned by Varangians or not. Furthermore, the Byzantine army roster is supplemented by mercenaries, who can get rid of any glaring hole in their base roster at the cost of being difficult to mass since they cost a lot in Olives and take a while to come out.
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** '''Science''': The afforementioned cisterns also boost the research speed of their technologies, allowing the Byzantines to rapidly outtech their foes or play catchup if fallen behind.
** '''Elitist''': Byzantine unique units tend to cost a fair bit more than the base units of other civs, which they make up for with greater stats. This is not always a straight upgrade, however. Only the Limitanei and Cataphracts are straight-up better than their base counterparts, while the Varangians trade some health for greater damage. The Cheirosiphon is situationally better than the base ram depending on whether or not they are garrisoned by Varangians. Furthermore, the Byzantine army roster is supplemented by mercenaries, who can get rid of any glaring hole in their base roster at the cost of being difficult to mass since they cost a lot in Olives and take a while to come out.

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** '''Science''': The afforementioned aforementioned cisterns also boost the research speed of their technologies, allowing the Byzantines to rapidly outtech their foes or play catchup if fallen behind.
** '''Elitist''': Byzantine unique units tend to cost a fair bit more than the base units of other civs, which they make up for with greater stats. This is not always a straight upgrade, however. Only the Limitanei and Cataphracts are straight-up better than their base counterparts, while the Varangians trade some health for greater damage. The Cheirosiphon is situationally better than the base ram depending on whether or not they are garrisoned by Varangians.Varangians or not. Furthermore, the Byzantine army roster is supplemented by mercenaries, who can get rid of any glaring hole in their base roster at the cost of being difficult to mass since they cost a lot in Olives and take a while to come out.



* TheHunterBecomesTheHunted: Thanks to their InstantMilitia ability, Byzantine villagers can turn the table on raiding horsemen and hunt them down with spears instead.

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* TheHunterBecomesTheHunted: Thanks to their InstantMilitia ability, Byzantine villagers can turn the table on raiding horsemen and hunt take them down with spears instead.spears.



** For a faction that is described by the game as defense-focused, the Byzantines are arguably one of the least defensive factions. The problem comes from the fact that their strongest defensive bonuses, like the cistern's Praesidium influence and mangonel emplacements, only come to play in the late game and after heavy stone investments. Early on, not only do the Byzantines not have any significant defensive bonuses, they are also among the few civs to not have any military landmarks that can act as a keep, leaving them unable to obtain a defensive strongpoint by ageing up like many other factions. Even when the Byzantines do gain access to stone defense in Age 3, their reliance on stone to build cisterns in earlier ages often leaves them slightly strapped for it by that point, making them unable to get their defenses up as quickly as others. By contrast, civs like the Rus, Chinese and English all have access to powerful defensive landmarks on top of not needing stone to boost their gather rate, allowing them to afford a much more extensive and earlier defense.

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** For a faction that is described by the game as defense-focused, the Byzantines are arguably one of the least defensive factions. The problem comes from the fact that their strongest defensive bonuses, like the cistern's Praesidium influence and mangonel emplacements, only come to play in the late game and after heavy stone investments. Early on, not only do the Byzantines not have any significant defensive bonuses, they are also among the few civs to not have any military landmarks that can act as a keep, leaving them unable to obtain a defensive strongpoint by ageing up like many other factions. Even when the Byzantines do gain access to stone defense in Age 3, their reliance on stone to build cisterns in earlier ages often leaves them slightly strapped for it by that point, it, making them unable to get their defenses up as quickly as others. By contrast, civs like the Rus, Chinese and English all have access to powerful defensive landmarks on top of not needing stone to boost their gather rate, allowing them to afford a much more extensive and earlier defense.



* FoeTossingCharge: The Trample ability lets Cataphract plow straight through the enemy line, allowing them to reach the enemy backline and attack their siege or ranged units. A spearwall can stop this, but a big enough Cataphract charge can plow through that anyway.

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* FoeTossingCharge: The Trample ability lets Cataphract Cataphracts plow straight through the enemy line, allowing them to reach the enemy backline and attack their siege or ranged units. A spearwall can stop this, but a big enough Cataphract charge can plow through that anyway.
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* TheHunterBecomesTheHunted: Thanks to their InstantMilitia ability, Byzantine villagers can turn the table on raiding horsemen and hunt them down with spears instead.
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* '''Science''': The afforementioned cisterns also boost the research speed of their technologies, allowing the Byzantines to rapidly outtech their foes or play catchup if fallen behind.
* '''Elitist''': Byzantine unique units tend to cost a fair bit more than the base units of other civs, which they make up for with greater stats. This is not always a straight upgrade, however. Only the Limitanei and Cataphracts are straight-up better than their base counterparts, while the Varangians trade some health for greater damage. The Cheirosiphon is situationally better than the base ram depending on whether or not they are garrisoned by Varangians. Furthermore, the Byzantine army roster is supplemented by mercenaries, who can get rid of any glaring hole in their base roster at the cost of being difficult to mass since they cost a lot in Olives and take a while to come out.

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* ** '''Science''': The afforementioned cisterns also boost the research speed of their technologies, allowing the Byzantines to rapidly outtech their foes or play catchup if fallen behind.
* ** '''Elitist''': Byzantine unique units tend to cost a fair bit more than the base units of other civs, which they make up for with greater stats. This is not always a straight upgrade, however. Only the Limitanei and Cataphracts are straight-up better than their base counterparts, while the Varangians trade some health for greater damage. The Cheirosiphon is situationally better than the base ram depending on whether or not they are garrisoned by Varangians. Furthermore, the Byzantine army roster is supplemented by mercenaries, who can get rid of any glaring hole in their base roster at the cost of being difficult to mass since they cost a lot in Olives and take a while to come out.

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* ACommanderIsYou: Industrial/Science. One of the two central gimmicks of the faction is that they can build cisterns, which grant a hefty speed bonus to workers and buildings around them. This includes both unit production and research, so the Byzantines can churn out units like there's no tomorrow once they get their economy rolling. This is supplemented by several of their landmarks, which produce units for free. The other central gimmick is that the faction has a fourth resource, Olive Oil, which can be used to recruit unique units from other factions, so the already spammy Byzantines can spam even more units using only the bonus resource they get from gathering food.

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* ACommanderIsYou: Industrial/Science. One of the two central gimmicks of the faction is that they can build ACommanderIsYou:
** '''Industrial''': The Byzantines have access to
cisterns, which grant a hefty speed bonus to workers massively boost the gather rate and buildings around them. This includes both unit military production and research, so of any worker or building in their vicinity. While this bonus can take a while to get going, the Byzantines can churn out units like there's no tomorrow once they get do. Further bolstering this are their economy rolling. Landmarks, which periodically produce free unit in the case of the Golden Horn Tower or occasionally spawn free extra units in the case of the Palatine School.
* '''Science''': The afforementioned cisterns also boost the research speed of their technologies, allowing the Byzantines to rapidly outtech their foes or play catchup if fallen behind.
* '''Elitist''': Byzantine unique units tend to cost a fair bit more than the base units of other civs, which they make up for with greater stats.
This is not always a straight upgrade, however. Only the Limitanei and Cataphracts are straight-up better than their base counterparts, while the Varangians trade some health for greater damage. The Cheirosiphon is situationally better than the base ram depending on whether or not they are garrisoned by Varangians. Furthermore, the Byzantine army roster is supplemented by several mercenaries, who can get rid of any glaring hole in their landmarks, which produce units for free. The other central gimmick is that base roster at the faction has a fourth resource, Olive Oil, which can be used cost of being difficult to recruit unique units from other factions, so the already spammy Byzantines can spam even more units using only the bonus resource mass since they get from gathering food.cost a lot in Olives and take a while to come out.

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** For a faction that is described by the game as defense-focused, the Byzantines are arguably one of the least defensive factions. The problem comes from the fact that their strongest defensive bonuses, like the cistern's Praesidium influence and mangonel emplacements, only come to play in the late game and after heavy stone investments. Early on, not only do the Byzantines not have any significant defensive bonuses, they are also among the few civs to not have any military landmarks that can act as a keep at all, leaving them unable to obtain a defensive strongpoint by ageing up like many other factions. Even when the Byzantines do gain access to stone defense in Age 3, their reliance on stone to build cisterns in earlier ages often leaves them slightly strapped for it by that point, leaving their defensive work a bit delayed compared to everyone else. By contrast, the Rus, Chinese and English all have access to powerful defensive landmarks on top of not needing stone to boost their economy, allowing them to afford much more extensive and earlier defense. The Rus in particular even have the ability to train cheap militia units from their Kremlin landmark, making them extremely resistant to an early rush at very little investment. In comparison, the Byzantines' only unique countermeasure against an early rush is their [[InstantMilitia Akritoi]] ability, which is situationally useful at best (the ability is indeed good at shutting down an enemy tower rush) and a good way to kill off one's valuable villagers at worst.
** Furthermore, it's perfectly viable, if even recommended, to play the Byzantines as an aggressive faction; one of their Age I landmarks is the Hippodrome, which allows for the recruitment and buffing of horsemen as soon as the new age begins. Along with this, the Byzantines have two powerful technologies, Expilatores[[note]]gives increased damage against villagers and make them drop gold for horsemen[[/note]] and Trapezites[[note]]make any unit near a scout do more torch damage to buildings[[/note]], which turn horsemen into peasant killing machines that can also quickly destroy buildings. If the enemy's base defense proves too much, the Byzantines can in turn send in the Limitanei, whose ranged resistance allow them to just tank the Town Center's arrows while they burn it to the ground.

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** For a faction that is described by the game as defense-focused, the Byzantines are arguably one of the least defensive factions. The problem comes from the fact that their strongest defensive bonuses, like the cistern's Praesidium influence and mangonel emplacements, only come to play in the late game and after heavy stone investments. Early on, not only do the Byzantines not have any significant defensive bonuses, they are also among the few civs to not have any military landmarks that can act as a keep at all, keep, leaving them unable to obtain a defensive strongpoint by ageing up like many other factions. Even when the Byzantines do gain access to stone defense in Age 3, their reliance on stone to build cisterns in earlier ages often leaves them slightly strapped for it by that point, leaving making them unable to get their defensive work a bit delayed compared to everyone else. defenses up as quickly as others. By contrast, civs like the Rus, Chinese and English all have access to powerful defensive landmarks on top of not needing stone to boost their economy, gather rate, allowing them to afford a much more extensive and earlier defense. The Rus in particular even have the ability to train cheap militia units from their Kremlin landmark, making them extremely resistant to an early rush at very little investment. In comparison, the Byzantines' only unique countermeasure against an early rush is their [[InstantMilitia Akritoi]] ability, which is situationally useful at best (the ability is indeed good at shutting down an enemy tower rush) and a good way to kill off one's valuable villagers at worst.
defense.
** Furthermore, it's perfectly viable, if even recommended, to play the Byzantines as an aggressive faction; one of their Age I landmarks is the Hippodrome, which allows for the recruitment and buffing of horsemen as soon as the new age begins. Along with this, the Byzantines have two powerful technologies, Expilatores[[note]]gives increased damage against villagers and make them drop gold for horsemen[[/note]] and Trapezites[[note]]make any unit near a scout do more torch damage to buildings[[/note]], which turn horsemen into peasant killing machines that can also quickly destroy buildings. If the enemy's base defense proves too much, the Byzantines can in turn send in the Limitanei, whose ranged resistance allow them to just tank the Town Center's arrows while they burn it to the ground. Such early aggression will give the Byzantines enough breathing room to grow into the powerhouse they are in the late-game.


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* MultinationalTeam: Thanks to the mercenary system, the Byzantines have the most culturally-diverse roster seen in the game, allowing for such weird combinations as French knights, Indian elephants and Chinese cannoneers fighting side by side.
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* FoeTossingCharge: The Trample ability lets Cataphract plow straight through the enemy line, allowing them to reach the enemy backline and attack their siege or ranged units. A spearwall can stop this, but a big enough Cataphract charge can plow through that anyway.
* HerdHittingAttack: Rather than charging individual targets like normal knights, Cataphracts can charge through an entire blob, dealing minor damage to anyone caught in the path. This may not be much individually, but 50 Cataphracts simultaneously charging through a herd will deal at least ''500'' damage to everyone in it, enough to kill anything short of an elephant many times over.
* MightyGlacier: They are stronger and tankier than regular knights, but this comes at the cost of them being much slower.
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* CannonFodder: Thanks to their relatively low cost, quick training time and durability against ranged attacks, Limitanei are meatshields par excellence. On their own, Limitanei will die in droves to virtually any infantry due to Shield Wall crippling their damage output. When used as disposable speed bumps to hold the enemy in place, however, Limitanei will quickly prove their worth buying time for your ranged and siege units to blast the enemy into pieces.

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* CannonFodder: Thanks to their relatively low cost, quick training time and durability against ranged attacks, Limitanei are meatshields par excellence. On their own, Limitanei will die in droves to virtually any melee infantry due to Shield Wall crippling their damage output. When used as disposable speed bumps to hold the enemy in place, however, Limitanei will quickly prove their worth buying time for your ranged and siege units to blast the enemy into pieces.
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* CannonFodder: Thanks to their low cost (80 food and 10 wood, which are readily available in the late-game), quick training time and durability against ranged attacks, Limitanei are meatshields par excellence. What they lack in killing ability, they make up for in staying power, being vulnerable to neither cavalry nor archers thanks to Shieldwall, allowing them to be excellent speed bumps against enemy advance while friendly ranged units rain down fire on them.

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* CannonFodder: Thanks to their relatively low cost (80 food and 10 wood, which are readily available in the late-game), cost, quick training time and durability against ranged attacks, Limitanei are meatshields par excellence. What they lack On their own, Limitanei will die in killing ability, they make up for in staying power, being vulnerable droves to neither cavalry nor archers thanks virtually any infantry due to Shieldwall, allowing them to be excellent Shield Wall crippling their damage output. When used as disposable speed bumps against to hold the enemy advance while friendly in place, however, Limitanei will quickly prove their worth buying time for your ranged and siege units rain down fire on them.to blast the enemy into pieces.
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* CannonFodder: Thanks to their low cost, quick training time and durability against ranged attacks, Limitanei are meatshields par excellence. What they lack in killing ability, they make up for in staying power, being vulnerable to neither cavalry nor archers, allowing them to be an excellent speed bump against enemy advance while friendly ranged units rain down fire on the enemy.

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* CannonFodder: Thanks to their low cost, cost (80 food and 10 wood, which are readily available in the late-game), quick training time and durability against ranged attacks, Limitanei are meatshields par excellence. What they lack in killing ability, they make up for in staying power, being vulnerable to neither cavalry nor archers, archers thanks to Shieldwall, allowing them to be an excellent speed bump bumps against enemy advance while friendly ranged units rain down fire on the enemy.them.
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* CannonFodder: Thanks to their low cost, quick training time and durability against ranged attacks, Limitanei are meatshields par excellence. What they lack in killing ability, they make up for in staying power, being vulnerable to neither cavalry nor archers, allowing them to hold the line while friendly ranged units rain down fire on the enemy.

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* CannonFodder: Thanks to their low cost, quick training time and durability against ranged attacks, Limitanei are meatshields par excellence. What they lack in killing ability, they make up for in staying power, being vulnerable to neither cavalry nor archers, allowing them to hold the line be an excellent speed bump against enemy advance while friendly ranged units rain down fire on the enemy.

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I disagree with the Limitanei's description as "mighty". They are not mighty in any sense of the word. They only deal bonus damage against cavalry and mediocre damage against anything else, including archers. While the shieldwall ability is on, they move slower and attack slower without gaining any damage bonus in return. Any infantry unit and some ranged units can eat them alive while they are in their shieldwall stance.


* MightyGlacier: Thanks to their low cost, quick training time and durability against ranged attacks, Limitanei are meatshields par excellence. What they lack in killing ability, they make up for in staying power, being vulnerable to neither cavalry nor archers, allowing them to hold the line while friendly ranged units rain down fire on the enemy.

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* MightyGlacier: CannonFodder: Thanks to their low cost, quick training time and durability against ranged attacks, Limitanei are meatshields par excellence. What they lack in killing ability, they make up for in staying power, being vulnerable to neither cavalry nor archers, allowing them to hold the line while friendly ranged units rain down fire on the enemy.enemy.
* DoubleEdgedBuff: While their shieldwall ability is on, they gain ranged resistance at the cost of a slower movement and attack speed.



* StanceSystem: Limitanei can form Roman legionary-style shield walls for extra protection and durability at the expense of unit speed.

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* StanceSystem: Limitanei can form Roman legionary-style shield walls for extra protection and durability at the expense of unit speed and attack speed.


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* GlassCannon: Varangians have reduced hitpoint compared to regular men-at-arms. In return, they have slightly better damage and higher attack speed. Their status as this can be bolstered further with the Berserking ability, which temporary makes them even squishier in exchange for a higher movement speed and damage.
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** For a faction that is described by the game as defense-focused, the Byzantines are arguably one of the least defensive factions. The problem comes from the fact that their strongest defensive bonuses, like the cistern's Praesidium influence and mangonel emplacements, only come to play in the late game and after heavy stone investments. Early on, not only do the Byzantines not have any significant defensive bonuses, they are also are among the few civs to not have any military landmarks that can act as a keep at all, leaving them unable to obtain a defensive strongpoint by ageing up like many other factions. Even when the Byzantines do gain access to stone defense in Age 3, their reliance on stone to build cisterns in earlier ages often leaves them slightly strapped for it by that point, leaving their defensive work a bit delayed compared to everyone else. By contrast, the Rus, Chinese and English all have access to powerful defensive landmarks on top of not needing stone to boost their economy, allowing them to afford much more extensive and earlier defense. The Rus in particular even have the ability to train cheap militia units from their Kremlin landmark, making them extremely resistant to an early rush at very little investment. In comparison, the Byzantines' only unique countermeasure against an early rush is their [[InstantMilitia Akritoi]] ability, which is situationally useful at best (the ability is indeed good at shutting down an enemy tower rush) and a good way to kill off one's valuable villagers at worst.

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** For a faction that is described by the game as defense-focused, the Byzantines are arguably one of the least defensive factions. The problem comes from the fact that their strongest defensive bonuses, like the cistern's Praesidium influence and mangonel emplacements, only come to play in the late game and after heavy stone investments. Early on, not only do the Byzantines not have any significant defensive bonuses, they are also are among the few civs to not have any military landmarks that can act as a keep at all, leaving them unable to obtain a defensive strongpoint by ageing up like many other factions. Even when the Byzantines do gain access to stone defense in Age 3, their reliance on stone to build cisterns in earlier ages often leaves them slightly strapped for it by that point, leaving their defensive work a bit delayed compared to everyone else. By contrast, the Rus, Chinese and English all have access to powerful defensive landmarks on top of not needing stone to boost their economy, allowing them to afford much more extensive and earlier defense. The Rus in particular even have the ability to train cheap militia units from their Kremlin landmark, making them extremely resistant to an early rush at very little investment. In comparison, the Byzantines' only unique countermeasure against an early rush is their [[InstantMilitia Akritoi]] ability, which is situationally useful at best (the ability is indeed good at shutting down an enemy tower rush) and a good way to kill off one's valuable villagers at worst.

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