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Postimperial selection

Selection for the Starting Age.

Post-Imperial Age is a possible setting for the starting Age in random map and multiplayer games in Age of Empires II and Age of Empires III. It is not an Age by definition as it is not possible to advance to it through research. Rather, the term refers to a player starting in the Imperial Age with all technologies that are available to their civilization already researched. This setting is commonly used in Deathmatches.

Due to the nature or outcome of some technologies upon being researched, some technologies are not immediately researched.

Age of Empires II[]

ImperialageDE

By default, players will start with technologies from all of the prior ages already researched (for example, a player starting in the Castle Age will have all Dark Age and Feudal Age technologies).

Likewise, players who start in Post-Imperial start with all technologies researched, including Castle Age and Imperial Age technologies (except Spies). Note this setting is enforced in the Defend the Wonder mode.

The Xolotl Warrior receives special buffs in games with Post-Imperial start: +30 HP, +2 attack, and +2/+2 armor, making them almost equal to Viking Cavaliers (10 HP advantage).

Powerful post-Imperial civilizations[]

  • CivIcon-Celts Celts - Only in the post-Imperial Age are the Celts able to make full use of their various advantages for their siege units, including their faster firing rate, constant production from their faster working Siege Workshops, and researching Furor Celtica. These powerful siege units are backed up by solid and slightly faster infantry units, including Champions, Halberdiers, and Elite Woad Raiders.
  • CivIcon-Chinese Chinese - The Chinese in the post-Imperial Age are able to make full use of their diverse technology tree, which includes fully upgraded Halberdiers, Elite Skirmishers, Arbalesters, Cavaliers, and Heavy Camel Riders, along with extra powerful Heavy Scorpions with Rocketry. Rocketry also benefits their Elite Chu Ko Nu unit, a foot archer that does a fair job at countering siege units.
  • CivIcon-Japanese Japanese - The Japanese have arguably the best Champions and Halberdiers in the game due to their high attack rate. They also have a solid Archery Range with fully upgraded Arbalesters, Elite Skirmishers, Heavy Cavalry Archers, and Hand Cannoneers. Kataparuto also grants them more mobile and destructive Trebuchets. Furthermore, the Elite Samurai serves as a useful counter to many unique units.
  • CivIcon-Mayans Mayans - In the Imperial Age, Mayan Arbalesters, which are already fully upgraded units, become 30% cheaper, making them easy to amass. Their Eagle Warriors gain +40 HP with El Dorado, and their like their Halberdiers are fully upgraded. Other useful units include their Elite Skirmishers and Siege Rams. Their resources also last longer, prolonging the time they're able to produce gold-intensive units.
  • CivIcon-Teutons Teutons - In the Imperial Age, Teuton Barracks and Stable units gain +2 melee armor, granting their Champions, Halberdiers, and Paladins an edge over other civilizations'. Ironclad gives their siege units extra armor, making their Siege Onagers, Heavy Scorpions, and Bombard Cannons more viable archer substitutes in addition to their fully upgraded Hand Cannoneers.

Powerful post-Imperial units[]

Units which need a lot of technologies, expensive technologies, and/or long technologies, become viable because all these technologies are researched by default. These are the rarest units to see in 1vs1, due to very expensive and long research. Civilizations having access to these are very popular in Post-Imperial starts:

Skipped technologies[]

This section needs expansion. You can help by adding to it.

The technologies which do not start researched when starting a game in Post-Imperial Age are:

Age of Empires III[]

In Age of Empires III, all Home City Cards that are placed in a player's deck will be available instantly, as in Post-Imperial, the player has already reached the Industrial Age.

Unfortunately, games that start in the Post-Imperial-Age do not allow players to re-use cards, as with ones before the Imperial. In normal games, players who advance to the Imperial Age can utilize any unit cards that have already been shipped one more time. For example, if a shipment of three Settlers had already been sent e.g. in the Fortress Age, anyone who has reached the Imperial Age might send this one more time.

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