Villager (Roman) | |||||||||
Roman Economy Unit | |||||||||
---|---|---|---|---|---|---|---|---|---|
Age Available | Copper Age | ||||||||
Damage | 5 | ||||||||
Hit Points | 150 | ||||||||
Speed | 6 | ||||||||
Sight Range | 12 | ||||||||
Train Time | 15s | ||||||||
Carry Capacity | 10 | ||||||||
Fruit Rate | 0.9 (0.75) | ||||||||
Hunting Rate | 1.3 (1.05) | ||||||||
Farming Rate | 0.9 (0.75) | ||||||||
Fishing Rate | 1.0 (0.8) | ||||||||
Wood Rate | 1.0 (0.8) | ||||||||
Mining Rate | 1.0 (0.8) | ||||||||
Build Rate | 1.0 | ||||||||
Repair Rate | 1.0 | ||||||||
| |||||||||
Armor vs. ranged | 0.3 | ||||||||
The Villager is a Roman Economy Unit in Age of Empires Online.
PvP Values which are different are put in brackets ().
Overview[]
- Basic worker unit & the most important and heavily used unit in the game.
- Can collect all forms of resources, construct buildings, and repair structures.
- Can garrison inside a Town Center, Guard Tower
- Can be utilized as a combatant, if necessary.
Special Abilities[]
- Gather: Villagers can gather all form of resources, including fishing spots close to shore. Without upgrades, each villager can carry a 10 points maximum of one resource.
- Build: Villagers can build most building that have been unlocked except for the Millarium, which is exclusive to the Engineer
- Repair: Villagers can repair ships, siege units, and buildings.
Upgrades[]
The following technologies can be used improved the abilities of the Roman Villager during a quest.
Loom | Hunting Dogs | Picker's Gloves |
Wheelbarrow | Plow | Pickaxe | Chisel | Handsaw |
Handcart | Pull Saw | Irrigation | Stone Saw | Placer Mining |
Stone Splitting |
Equipment Slots[]
Work Tools (Gear) | Cloth Armor | Laborer Gear |
Development[]
It was first shown in through the Project Celeste forum post Weekly Blog #13: Villagers, Age III TC, Pontifex 3D on August 31st, 2019. And they are expected to remain on par with the rest of villagers from other civilizations:
- Villagers are one of four Common Units, which are hardwired into the game code to be shared by all civs. Each Common Unit appears at the same Age and has the same statistics, regardless of civ, with almost no exceptions. One notable exception: while the standard Villager training time is 15 seconds, the Egyptian Villager takes 18 seconds. This penalty is likely linked to the fact that Egypt can continue to produce Villagers as it researches the next Age (Egypt ages up by building Temples) and that Priestesses of Ra can buff TCs and reduce the training time/increase gathering rates. Though Babylon ages up at the Ziggurat and thus can also produce Vils constantly, the original Devs appear to have decided not to increase their training time on account of its TC having to also train Ox Carts, which gums up Villager production.)
- Therefore, there is precedent for us to slightly manipulate the base villager statistics. Though to remain consistent to the game design, we really should do so only if necessary to offset some fundamental change to Roman Villager productivity.
- But as it turns out, it is necessary for us to scrutinize this otherwise unremarkable detail when designing the Romans. Though the Romans will age up at the TC just like most civs, the Roman TC plays a more heightened role that in part affects its Villager production: the Roman Town Center trains more than one unit.
- And as you can imagine, toggling any other Villager statistics (gather and construction rates, speed, health, damage, etc.) would have a dramatic impact on the viability of the entire civilization. We don’t touch those buttons without a significant and obvious reason. The Romans will be a slow-moving Age 4 powerhouse. Since we do not need to tweak its Villager to achieve that vision, we should not meddle with them at all.
- Ultimately, for reasons we will reveal later, we presently do not plan to alter the Villager statistics. But like many otherwise boring decisions we have discussed in this blog, in order to decide to not make a radical design departure with the Romans, we still need to analyze all possibilities and justify our actions (or inactions) in a way that remains true to the original design rules.