About: Monastery (Age of Empires II)   Sponge Permalink

An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

Monasteries mainly serve as a Monk production building. As Monks are important for supporting and healing troops players will normally build at least two Monasteries for that purpose. If the player is intending to use their Monks for offensive purposes like a Mush (Monk rush) they must have at least three (preferably four) Monasteries since the production of Monks is slow and the unit itself has slow movement. Also, technologies must be researched at the same time, first of all Sanctity and Fervor.

AttributesValues
rdfs:label
  • Monastery (Age of Empires II)
rdfs:comment
  • Monasteries mainly serve as a Monk production building. As Monks are important for supporting and healing troops players will normally build at least two Monasteries for that purpose. If the player is intending to use their Monks for offensive purposes like a Mush (Monk rush) they must have at least three (preferably four) Monasteries since the production of Monks is slow and the unit itself has slow movement. Also, technologies must be researched at the same time, first of all Sanctity and Fervor.
dcterms:subject
Intro
Wood
  • 175(xsd:integer)
PArmor
  • 22(xsd:integer)
LoS
  • 6(xsd:integer)
dbkwik:ageofempire...iPageUsesTemplate
Garrison
  • 10(xsd:integer)
Age
  • 22(xsd:integer)
Armor
  • 22(xsd:integer)
Name
  • Monastery
Type
  • Special
Available
  • All civilizations
Use
  • Train and improve Monks
Class
HP
  • 2100(xsd:integer)
Time
  • 40.0
abstract
  • Monasteries mainly serve as a Monk production building. As Monks are important for supporting and healing troops players will normally build at least two Monasteries for that purpose. If the player is intending to use their Monks for offensive purposes like a Mush (Monk rush) they must have at least three (preferably four) Monasteries since the production of Monks is slow and the unit itself has slow movement. Also, technologies must be researched at the same time, first of all Sanctity and Fervor. Some technologies in the Monastery also help against enemy Monks or are supportive for troops (Faith, Heresy, and Herbal Medicine) so it is advisable to also have a Monastery even if the player doesn't make use of Monks. Monasteries also have economic relevance. Each Monastery can hold 10 Relics, constantly producing gold with each one garrisoned. Especially in games with no teams Relics become important in the late game, as they are usually the only way left to get gold at all. Often, the player holding the most Relics wins a long game. Lastly, Monasteries can be of key importance in any game with standard victory condition. If a team holds all Relics in their Monasteries, a counter starts to count down from 200 years, similar to when a Wonder is built. If the enemy team (or teams) fails to ungarrison at least one Relic before the counter reaches zero, the game is won. If a team goes for a Relic win, it is advised to garrison all Relics in a single Monastery and massively defend that Monastery with defensive structures and heavy units, preferably ranged units, heavy cavalry, and siege equipment. In any case the defenses should be built before the last Relic is garrisoned. Optimally, the opposing team does not even notice the effort and is left surprised. If the game mode Capture the Relic is chosen, every player starts the game with an indestructible Monastery and attempts to garrison the only Relic (which is sitting in the very center of the map at the game start) in their Monastery. The first player to achieve that wins the game.
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