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Civs
Britons

Unique Unit: Long Bowman

Team Bonus: Archery Ranges: 20% Faster

         Town Centers cost: -50%
         Foot archers: +1 range Castle Age, +1 Imperial Age (for +2 Total)
         Shepherds work 25% faster
Byzantines

Unique Unit: Cataphract

Team Bonus: Monks: 3 times heal speed

          Buildings: +10% HPs Dark Age, +20% Feudal Age, +30% Castle Age, +40% Imperial Age
         Camels, skirmishers, Pikemen cost -25%
         Fire ships +20% attack
         Advane to Imperial Age costs -33%
Celts

Unique Units: Woad Raider

Team Bounus: Siege Workshops 20% faster

         Infantry moves 15% faster
          Lumberjacks work 15% faster
         Siege weapons fire 20% faster
         Sheep not converted if in 1 Celt unit's LOS

Chinese

Unique Unit: Chu Ko Nu

Team Bonus: Farms +45 food

         Start +3 Villagers but -150 food
         Technologies cost -10% Feudal Age, -15% Castle Age, -20% Imperial Age
         Town Centers support +10 Population
         Demolition ships +50% HPs
Franks

Unique Unit: Throwing Axeman

Team Bonus: Knights +2 LOS

         Castles cost -25%
         Knights +20% HPs
         Farm upgrades free (require Mill)
Goths

Unique Unit: Huskarl

Team Bonus: Barracks 20% faster

          Infantry cost -10% Feudal Age, -15% Castle Age, -25% Imperial Age
         Infantry +1 attack vs. buildings
         Villagers +5 attack vs. wild boar
         +10 population Imperial Age
Japanese

Unique Unit: Samurai

Team Bonus: Galleys +50% LOS

         Fishing ships 2x HPs; +2P armor; work rate +5% Dark Age, +10% Feudal Age, +15%
         Castle Age, +20% Imperial Age
         Mill, lumber camp, mining camp cost -50%
          Infantry attack 10% faster Feudal Age, 15% Castle Age, 25% Imperial Age

Persians

Unique Unit: War Elephant

Team Bonuses: Knights +2 attack vs. archers

         Start +50% wood, food
         Town Centers, Dock 2x HPs; work rate +10% Feudal Age, +15% Castle Age, +20%
         Imperial Age

Sarcens

Unique Unit: Mameluke

Team Bonus: Foot archers +1 attack vs. buildings

          Market trade cost only 5%
         Transport Ships 2x HPs, 2x carry capacity
         Galleys attack 20% faster
         Cavalry archers +3 attack vs. buildings
Teutons

Unique Unit: Teutonic Knight

Team Bonus: Units more resistant to conversion

          Monks heal from 2x as far
         Towers garrison 2x units, fire 2x normal garrison arrows
         Murder Holes free
         Farms cost -33%
         Town Center +2 attack/+5 range
Turks

Unique Unit: Janissary

Team Bonus: Gunpowder units train 20% faster

          Gunpowder units +50% HPs researching gunpowder technology costs -50%
         Gold miners work 15% faster
         Chemistry free
         Light Cavalry upgrade free
Vikings

Unique Unit: Longboat, Berserk

Team Bonus: Docks cost -33%

         Warships cost -20%
          Infantry +10% HPs Feudal Age, +15% Castle Age, +20% Imperial Age
         Wheelbarrow, Hand cart free