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Best Age of Empires II Civilizations
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19th Nov 2017
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Best Age of Empires II Civilizations

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#30. Khmer

Khmer are classified as a Siege and Elephant civilization in the game, thanks to their team bonus, their faster Elephants and their two Unique Technologies, that encourage them to exploit 2 different types of Elephants, as well as Scorpions, hinting that they are based on expensive units (somewhat similarly to the Slavs and Teutons, both possessing mighty, brute force units and siege). Their balanced tech tree, however, pushes them towards a jack-of-all-trades/generalist civilization, similarly to the Malians, Byzantines and the Chinese. In fact, they aren't as dependent on mighty, vulnerable-to-conversion (they lack both Heresy and Faith) units as possibly thought. But, they operate at a very different way than both balanced and "siege" civilizations, thanks to 2 quirks; the no-requirement bonus and the fact Villagers can garrison in Houses. This specific combination is unlike anything else ever implemented in Age of Empires II, and in fact, the Khmer might be the closest to an "unconventional" civilisation. Having no set chain of requirements, other than Age, means that they can eschew buildings a player doesn't feel like needing, in order to execute unpredictable maneuvers. Rushing, booming and even turtling (they only lack Bombard Towers and Arrowslits) can be considered, depending on civilization matchup, map settings, default age and alliances. They lack direct economic and early game bonuses, but their Villagers will be safe, as long as Houses are around, and no-requirement means that resources can be diverted away from certain structures towards anything else. One, if bold enough, can even totally ignore Mills or other essential structures. Elephants and Scorpions, among others, offer solid late level power and their balanced tech tree provides a wildly unpredictable army. They operate well with siege civilizations (especially Slavs and Teutons, see strategy section) and ones that provide team bonuses to generic unit lines (e.g. Goths or Huns) and the Chinese. They may struggle against ones with great Monks (Spanish, Aztecs) or great early game. The Khmer might be the most mentally challenging civilization to play, even harder than the Chinese, as they require both careful planning and extreme micromanagement to play properly, and to select the appropriate allies that can optimize gameplay. Despite these disadvantages, with unique actions including "house-hopping" (a Villager can build Houses in a way so that attacked Villagers can "hop" from House to House to shield themselves), building early Castles close to an enemy and (combined with the Slavs' team bonus) they can even construct "forward bases" (Villagers + Khmer houses + military buildings with population boost) close to enemy resources, in order to execute a form of attrition warfare (by harassing and starving a nearby enemy base).

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#30. Khmer

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Khmer are classified as a Siege and Elephant civilization in the game, thanks to their team bonus, their faster Elephants and their two Unique Technologies, that encourage them to exploit 2 different types of Elephants, as well as Scorpions, hinting that they are based on expensive units (somewhat similarly to the Slavs and Teutons, both possessing mighty, brute force units and siege). Their balanced tech tree, however, pushes them towards a jack-of-all-trades/generalist civilization, similarly to the Malians, Byzantines and the Chinese. In fact, they aren't as dependent on mighty, vulnerable-to-conversion (they lack both Heresy and Faith) units as possibly thought. But, they operate at a very different way than both balanced and "siege" civilizations, thanks to 2 quirks; the no-requirement bonus and the fact Villagers can garrison in Houses. This specific combination is unlike anything else ever implemented in Age of Empires II, and in fact, the Khmer might be the closest to an "unconventional" civilisation. Having no set chain of requirements, other than Age, means that they can eschew buildings a player doesn't feel like needing, in order to execute unpredictable maneuvers. Rushing, booming and even turtling (they only lack Bombard Towers and Arrowslits) can be considered, depending on civilization matchup, map settings, default age and alliances. They lack direct economic and early game bonuses, but their Villagers will be safe, as long as Houses are around, and no-requirement means that resources can be diverted away from certain structures towards anything else. One, if bold enough, can even totally ignore Mills or other essential structures. Elephants and Scorpions, among others, offer solid late level power and their balanced tech tree provides a wildly unpredictable army. They operate well with siege civilizations (especially Slavs and Teutons, see strategy section) and ones that provide team bonuses to generic unit lines (e.g. Goths or Huns) and the Chinese. They may struggle against ones with great Monks (Spanish, Aztecs) or great early game. The Khmer might be the most mentally challenging civilization to play, even harder than the Chinese, as they require both careful planning and extreme micromanagement to play properly, and to select the appropriate allies that can optimize gameplay. Despite these disadvantages, with unique actions including "house-hopping" (a Villager can build Houses in a way so that attacked Villagers can "hop" from House to House to shield themselves), building early Castles close to an enemy and (combined with the Slavs' team bonus) they can even construct "forward bases" (Villagers + Khmer houses + military buildings with population boost) close to enemy resources, in order to execute a form of attrition warfare (by harassing and starving a nearby enemy base).

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