- Release Year: 2017
- Platforms: Windows
- Publisher: Microsoft Corporation
- Genre: Compilation
- Average Score: 84/100

Description
The Age of Empires II Bundle is a comprehensive compilation that includes the high-definition remaster of the classic real-time strategy game Age of Empires II, along with all its downloadable content expansions: The Forgotten, The African Kingdoms, and Rise of the Rajas. Set in the Middle Ages, players choose from 13 civilizations to gather resources, build towns, and conquer opponents across four historical ages—Dark Age, Feudal Age, Castle Age, and Imperial Age—spanning a millennium of strategic warfare and empire development.
Age of Empires II Bundle Reviews & Reception
pcgamer.com : A polished, wide-ranging update that brings the classic RTS into the modern age.
metacritic.com (84/100): The second instalment almost didn’t age, and its already great gameplay was perfected.
gamingtrend.com : Age of Empires II remains a remarkable strategy game made all the better by its numerous expansions and updates.
Age of Empires II Bundle Cheats & Codes
Age of Empires II: Definitive Edition
Enter cheat codes during a game by pressing ENTER and typing the code.
| Code | Effect |
|---|---|
| alpaca simulator | Spawns an Alfred the Alpaca unit |
| cameleon | Transforms camel units into Flaming Camels |
| catzor | Creates a Sharkatzor unit |
| furious the monkey boy | Spawns a Furious the Monkey Boy unit |
| how do you turn this on | Creates a Shelby Cobra that fires bullets |
| i don’t exist | Spawns a Penguin unit |
| i love the monkey head | Spawns a VMDL cheat unit |
| photon man | Spawns a Photon Man unit |
| put on your capes | Converts any infantry into Elite Teutonic Knights |
| to smithereens | Spawns a Saboteur unit |
| yes we khan | Turn all Mangudai into Genghis Khan in the Genghis Khan campaign |
| grab your pitchforks | Converts all Villagers into Flemish Militia |
| flemish reformation | Turns all Villagers into Monks |
| cheese steak jimmy’s | Gives 10,000 food |
| lumberjack | Gives 10,000 wood |
| robin hood | Gives 10,000 gold |
| rock on | Gives 10,000 stone |
| ninjaconnor | Gives 100,000 of all resources |
| ninjalui | Gives 100,000 of all resources |
| rowshep | Gives 100,000 of all resources |
| marco | Reveals map (toggle on/off) |
| polo | Removes fog of war (toggle) |
| aegis | Instant building, researching, resource gathering, and training that applies to all players, the AI included. |
| i r winner | Win the game instantly |
| natural wonders | Control nature |
| resign | Lose the game instantly |
| black death | All other players die, including allies |
| wimpywimpywimpy | Self-Destruction (Defeat yourself) |
| torpedo1 | Instantly defeats player 1 |
| torpedo2 | Instantly defeats player 2 |
| torpedo3 | Instantly defeats player 3 |
| torpedo4 | Instantly defeats player 4 |
| torpedo5 | Instantly defeats player 5 |
| torpedo6 | Instantly defeats player 6 |
| torpedo7 | Instantly defeats player 7 |
| torpedo8 | Instantly defeats player 8 |
| woof woof | Turns birds into Stormy Dogs |
| !mute | Silences taunts |
| !nomute | Undoes the !mute code |
| noui | Disables user interface. To get it back, type noui again. |
| Going Above and Beyond | Lets the player research the same technology up to 256 times, stacking the effects |
| Tech Tech One Two Free | All technologies are free |
| my cpu can handle it | The player’s population cap is increased to 1,000 |
| sharing is caring | The player’s resource income is distributed to allies |
Age of Empires II: HD Edition
Enter cheat codes during a game by pressing ENTER and typing the code.
| Code | Effect |
|---|---|
| cheese steak jimmy’s | gives player 10000 Food |
| robin hood | gives player 10000 Gold |
| rock on | gives player 10000 Stone |
| lumberjack | gives player 10000 Wood |
| ninjaconnor | 100000 of all resources |
| marco | Reveals map |
| polo | Removes fog of war |
| furious the monkey boy | get a furious monkey boy |
| to smithereens | Gives a sabouteur |
| how do you turn this on | gives a cobra car |
| i love the monkey head | you get a VDML |
| i don’t exist | Gives you a penguin-requires The Forgotten |
| alpaca simulator | creates an Alfred the Alpaca |
| wimpywimpywimpy | Destroy yourself |
| black death | Destroys all enemies |
| torpedo1 | destroys player 1 |
| torpedo2 | destroys player 2 |
| torpedo3 | destroys player 3 |
| torpedo4 | destroys player 4 |
| torpedo5 | destroys player 5 |
| torpedo6 | destroys player 6 |
| torpedo7 | destroys player 7 |
| torpedo8 | destroys player 8 |
| i r winner | you win 😀 |
| resign | you lose. |
| aegis | Units train instanly, buildings build instanly, gather resources instantly |
| woof woof | Turns all hawks in the map into flying black dogs with red capes. |
| natural wonders | gives player the control of all animals but lose control of everything else. |
Age of Empires II: The Age of Kings
Enter cheat codes during a game by pressing ENTER and typing the code.
| Code | Effect |
|---|---|
| cheese steak jimmy’s | Grants 1,000 Food |
| robin hood | Grants 1,000 Gold |
| lumberjack | Grants 1,000 Wood |
| rock on | Grants 1,000 Stone |
| ninjaconnor | Grants 100,000 of ALL resources |
| ninjalui | Grants 100,000 of all resources |
| rowshep | Grants 100,000 of all resources |
| aegis | Toggle instant building, research, gathering and training |
| i r winner | Win campaign |
| resign | Lose campaign |
| torpedo1 | Instantly defeats player 1 |
| torpedo2 | Instantly defeats player 2 |
| torpedo3 | Instantly defeats player 3 |
| torpedo4 | Instantly defeats player 4 |
| torpedo5 | Instantly defeats player 5 |
| torpedo6 | Instantly defeats player 6 |
| torpedo7 | Instantly defeats player 7 |
| torpedo8 | Instantly defeats player 8 |
| black death | Defeat all OTHER players, including allies |
| wimpywimpywimpy | Player concedes for immediate defeat |
| noui | Toggles visible UI |
| !mute | Silences taunts |
| !nomute | Unsilences taunts and negates above code |
| marco | Reveal map (toggle on/off) |
| polo | Removes Fog of War |
Age of Empires II Bundle: The Unrivaled Tapestry of History, Design, and Enduring Legacy
Introduction: The Digital Colosseum
To speak of Age of Empires II is to speak of a cornerstone. It is not merely a game but a digital colosseum where history is not just depicted but performed, a testament to the idea that real-time strategy could be both a rigorous intellectual exercise and a sweeping epic. The Age of Empires II Bundle, compiling the 2013 HD Edition with all its major DLCs (The Forgotten, The African Kingdoms, Rise of the Rajas), represents the most complete official iteration of the 1999 classic before the arrival of the Definitive Edition. This collection is more than a simple repackaging; it is a curated museum of medieval ambition, a snapshot of a living legend in its twilight HD era, and a critical case study in how a revered franchise is preserved, expanded, and at times, strained. My thesis is this: Age of Empires II remains one of the greatest games ever made not in spite of its age, but because of its foundational design philosophy—a philosophy of elegant asymmetry, historical pageantry, and player-driven narrative. However, the bundle’s evolution, particularly through its later DLCs, reveals the inherent tensions between honoring a legacy and chasing new audiences, offering a masterclass in both the preservation and the potential dilution of a classic.
Development History & Context: Forging an Empire from Code
The story of Age of Empires II: The Age of Kings is a classic tale of ambition meeting reality. Developed by Ensemble Studios under Microsoft, the sequel was greenlit before the first game even launched. The design team, led by Bruce Shelley, sought to evolve the Age of Empires formula by moving from the ancient setting to the Middle Ages—a period rich with recognizable civilizations, architectural styles, and historical figures. The initial vision was to reuse the Genie Engine and complete the project in a year. As programmer Matt Pritchard’s famous postmortem reveals, this was a profound miscalculation. The team quickly realized the scope required for a worthy sequel demanded more time, leading to the interim release of The Rise of Rome in 1998.
The two-year development cycle for The Age of Kings (with a team of 50 and a sub-$10 million budget) was a crucible of problem-solving and compromise. The team’s primary focus was to address the most criticized element of the first game: its pathfinding and artificial intelligence. They completely redesigned the movement system and, with industry veteran Mario Grimani, built a new AI that was powerful without “cheating”—a significant and praised achievement. The introduction of the trigger system for the scenario editor was revolutionary, enabling complex, story-driven single-player campaigns that went far beyond simple skirmish maps.
Yet, significant issues persisted, largely due to external pressures. Pritchard detailed the nightmare of working with Microsoft’s DirectPlay API, where undocumented bugs hampered networking development until it was too late. Furthermore, the promise of a streamlined patch process, made after the cheating scandals of the first game, was broken at launch; the first critical patch arrived 11 months later. Technologically, the team created a new terrain system with superior 3D presentation capabilities for the era, making AoK “a showcase for their improved talent,” though the lack of an art asset management tool created unnecessary workflow friction.
This context is vital for understanding the 2013 HD Edition and its subsequent DLCs. The 2013 remaster, spearheaded by original programmer Matt Pritchard at Hidden Path Entertainment, was not a ground-up rebuild. It was a fidelity upgrade: higher resolution support, widescreen compatibility, Steam integration, and Workshop support. Its Metacritic score of 68 reflects a consensus that it was a competent but minimal facelift of a masterpiece. The true value of the Bundle lies not in the HD remaster’s technical polish, but in its role as a platform for the official continuation of AoE II’s content lifecycle through fan-community collaboration.
Narrative & Thematic Deep Dive: A Millennium of Sagas
The Age of Empires II experience is fundamentally a narrative one, structured around its campaigns. The Bundle provides a staggering, almost overwhelming, historical survey spanning from the decline of Rome to the age of global colonialism. The storytelling philosophy evolved dramatically from the original 1999 release to the final DLCs of the HD era.
Original Game & The Conquerors (1999-2000): The five base campaigns (William Wallace, Joan of Arc, Saladin, Genghis Khan, Barbarossa) and four Conquerors campaigns (Attila, El Cid, Montezuma, Battles of the Conquerors) established the template. They are archetypal, focused, and largely linear. The William Wallace tutorial masterfully teaches mechanics through the Scottish Wars of Independence. Joan of Arc and Saladin offer poignant, human-centered stories within their historical conflicts. Genghis Khan and Barbarossa depict the relentless, sweeping conquests of empire-builders. The narrative delivery is straightforward—a narrator sets the scene, objectives are given, and the player enacts them. The theme is historical determinism: civilizations rise and fall through the interplay of leadership, geography, and technology.
The HD Era DLCs: Expansion and Experimentation: With The Forgotten (2013), based on a fan mod, the scope widens but quality becomes uneven. Campaigns like Alaric I and Bari are later reworked, indicating developmental growing pains. Francesco I Sforza and Prithviraj III offer solid regional stories, while Vlad Dracula leans into the legendary. The infamous El Dorado campaign, later removed, with its witch-summoning and fantastical elements, represents a jarring departure from the grounded historical fiction, a misstep that would echo later.
The African Kingdoms (2015) and Rise of the Rajas (2016) represent the creative zenith of the HD-era expansions. They are conceptually brilliant, finally bringing the vibrant, complex histories of Africa and Southeast Asia to the forefront of a major Western RTS. Tariq ibn Ziyad (Berbers), Sundiata (Malians), and Suryavarman I (Khmer) are not just new civs; they are gateways to worlds rarely explored in gaming. The narratives are more integrated, with characters like the formidable queen Judith of Ethiopia and the visionary Gajah Mada of Majapahit. The theme shifts toward post-colonial rediscovery, challenging the Eurocentric defaults of the original game.
The Narrative Fracture: “Chronicles” and the Departure from AoE II: The most significant and controversial narrative development comes not with a classic DLC, but with the Chronicles spin-offs (Battle for Greece, Three Kingdoms, Alexander the Great) released after the Definitive Edition. As meticulously detailed in the Steam guide, these represent a fundamental design and tonal shift. They feature expressive, joke-heavy voice acting, restrictive “rush” gameplay, and a focus on hero units—mechanics antithetical to AoE II‘s core RTS identity. The guide’s author, echoing a massive community sentiment, states: “No one asked for it. AoE has fans with 25 years of experience… they’ve long been demanding [content for] Japan, Korea, Hungary, and Rus’… But [the publisher] decided: here’s Greece (three times), Macedonia (twice)… set 10-15 centuries before the usual period.” This is the critical narrative legacy of the Bundle’s extended lifecycle: a triumphant expansion of historical scope in African Kingdoms and Rise of the Rajas, followed by a puzzling, commercially-driven pivot away from the established medieval setting and player expectations toward a Warcraft III-esque hero-focus in a different era.
Gameplay Mechanics & Systems: The Unshakable Bedrock
The genius of Age of Empires II is that its core gameplay is a perfect distillation of the RTS “gather, build, conquer” loop into a system of elegant, interlocking trade-offs. This foundation, untouched in the HD Bundle, remains peerless.
The Four Ages & Economic Engine: Advancing through the Dark, Feudal, Castle, and Imperial Ages is the game’s central pacing mechanism. Each age is a major upgrade gate, unlocking new units, buildings, and technologies. The resource triangle—Food, Wood, Gold, Stone—is brilliantly simple yet deep. Food sourcing evolves from foraging to farming; gold moves from mining to market trading and relics. The market price fluctuation mechanic adds a layer of economic strategy, rewarding players who can manipulate trade routes and cart/cog logistics for profit.
Civilization Asymmetry as Design Philosophy: The 13 original civs, expanded to 35+ with DLCs, are not mere cosmetic reskins. They are defined by their Architectural Style (Western/Central European, Middle Eastern, East Asian), Team Bonuses, and most critically, their Unique Units (UUs) and Unique Technologies. A Spanish Conquistador, a Mongol Mangudai, a Georgian Monaspa—each is a powerful, thematically appropriate unit that forces players to adopt specific strategies. This asymmetry creates infinite matchup variety and deepens the metagame. The DLCs masterfully continued this, introducing civs like the Malians (economic-focused, no infantry armor) and the Burmese (strong monks and unique elephant units).
Innovations that Defined a Genre: The Age of Kings introduced several now-standard features:
* Idle Villager Button & Town Bell: These two UI elements fundamentally changed economic management and defense. The bell’s “garrison-in” mechanic made villagers active participants in base defense, a brilliant fusion of economy and military.
* Improved Pathfinding & Unit Formations: While still imperfect compared to modern games, the overhaul from the first Age of Empires was monumental, allowing for more reliable army control.
* Monk/Relic System: A non-combat victory condition and a unique way to generate passive gold, adding a diplomatic/religious layer to map control.
* Wonder Victory: Building aWonder triggers a countdown, introducing a powerful “turtling” and race strategy.
Flaws Aged in Stone: The bundle preserves the original’s flaws. Unit differentiation, especially among siege and naval units, can be poor at range. The naval mechanics are famously underdeveloped and clunky, a consistent point of criticism (“complained only that they could not be assigned to naval units” – GamePro). The interface, while clean, lacks modern QoL features like build queues or sophisticated selection. The AI’s “no-cheat” policy, while principled, makes it relatively weak on higher difficulties compared to later RTS titles.
World-Building, Art & Sound: The Aesthetic of Antiquity
Age of Empires II’s enduring power is its potent, suggestive aesthetic. The original’s bitmapped, isometric sprites created a distinct, clean, and readable visual language. As Eurogamer’s Geoff Richards noted, the quality was surprising “considering they were all bitmapped.” Buildings like the Castle or Wonder are grand, imposing landmarks. The architectural styles do heavy lifting, immediately communicating a civilization’s cultural sphere. The HD Edition’s upscaling is competent but uninspired—it smooths edges but adds little artistic vision. The Definitive Edition’s 4K rebuild, while not in this bundle, showed what was possible.
The true artistic triumph is Stephen Rippy’s soundtrack. It eschews authentic period recreation for a fusion approach. “In-game” music blends cultural motifs (lutes, percussion, throat singing) into a cohesive, energetic medieval backdrop. “Pre-game” civ-specific themes are instantly iconic—the solemn Byzantine chant, the rhythmic Mongol throat singing, the proud Spanish guitar. This music doesn’t just accompany play; it makes each civilization feel distinct before a single unit is built. The sound bites in native languages—the Celtic “Agreed!” or the Mongol “For the Khan!”—were revolutionary for their time (“very influential in developing an era-enhancing atmosphere” – AllGame), giving units personality and rooting the game in a polyglot medieval world.
The campaign narrative presentation is a key part of the world-building. Original campaigns used static painted scenes and simple text. The HD DLCs, especially Rise of the Rajas, introduced fully voiced, animated cutscenes with character portraits, dramatically increasing emotional engagement. The shift to the Chronicles style—with its expressive, often comedic voice acting—was a deliberate attempt to modernize storytelling but felt jarringly out of place to a fanbase accustomed to a more solemn, historical tone.
Reception & Legacy: From Critical Darling to Living Relic
Initial Reception (1999-2000): Age of Empires II was a monumental critical and commercial success. It hold a Metacritic score of 92, won GameSpot’s Strategy Game of the Year, and swept the AIAS awards (Computer Strategy Game of the Year, Computer Game of the Year). Reviews uniformly praised its new features, polish, and depth. PC Gamer US famously called it a game that “polishes [the RTS genre]… and then polishes it some more.” Commercially, it sold 2 million copies within three months, topping charts in seven countries, and remained a top-seller for over two and a half years. It was, unequivocally, the king of historical RTS.
The HD Bundle Era (2013-2017): The HD Edition’s reception was mixed (68/100). Critics and fans agreed it was a minimal upgrade but welcomed the Steam Workshop, which revived the legendary modding scene. The subsequent DLCs were evaluated on their own merits. The African Kingdoms and Rise of the Rajas were praised for their ambitious scope and quality, filling glaring historical gaps. The Forgotten was seen as the weakest due to its uneven campaign quality. The Bundle, as a whole, was recognized as the definitive way to experience the “classic” AoE II before the Definitive Edition.
Enduring Cultural Impact & The Definitive Edition Shift: Age of Empires II’s influence is immeasurable. It directly shaped Star Wars: Galactic Battlegrounds (same engine), Empire Earth, and Cossacks: European Wars. Its design DNA—the four ages, the resource system, the civ asymmetry—became the template for historical RTS. Its resurgence during the COVID-19 pandemic (noted by PC Gamer) was a cultural moment, proving its timeless appeal and strong multiplayer community.
The release of Age of Empires II: Definitive Edition in 2019, with all HD DLCs included and vastly improved graphics, technically superseded the HD Bundle. However, the HD Bundle’s legacy is in its content lifecycle. For nearly two decades after its release, AoE II received official content, a feat unmatched by most games of its era. This was made possible by the symbiotic relationship between Ensemble/Hidden Path and the passionate modding community (e.g., The Forgotten Empires mod becoming official DLC).
The “Chronicles” Schism: The most significant part of the Bundle’s legacy is what came after its DLCs. The pivot to Chronicles and the Three Kingdoms DLC—with their hero mechanics, anachronistic settings, and “clownish humor”—represents a critical rift. As the Steam guide exhaustively argues, this was content no core fanbase requested, seen as an attempt to chase Warcraft or MOBA audiences at the expense of the established medieval setting. The lack of campaigns for requested civs like Russia, Korea, and a proper Japan, while内容 was spent on ancient Greece and fantasy-tinged Three Kingdoms, is viewed by many as a betrayal. It demonstrates the publisher’s view of AoE II not as a sacred historical canvas, but as a flexible “platform” to be milked, a stark contrast to the careful, historically-minded expansion of the HD DLCs.
Conclusion: The Unfinished Symphony
The Age of Empires II Bundle is a paradoxical artifact. It contains one of the most perfectly crafted strategy games ever made, a title whose mechanics have endured for 25 years with little fundamental change. Its core gameplay—that sublime loop of villager assignment, age advancement, and army composition—remains a masterclass in accessible depth. Its historical campaigns, from the tutorial grit of William Wallace to the grand sweep of Genghis Khan, created a generation of armchair historians.
Yet, the bundle’s extended shelf life tells a secondary story: the story of a franchise stretched to its limits. The HD Edition itself was a serviceable but modest preservation effort. Its DLCs, particularly The African Kingdoms and Rise of the Rajas, are commendable acts of inclusive historical expansion, correcting the Eurocentric bias of the original. They demonstrate that the AoE II formula could be used to tell compelling, fresh stories from underrepresented histories.
However, the later strategic direction—the Chronicles and the eclectic, often anachronistic final DLCs—reveals the tension between legacy and liquidity. To the historian, the Bundle represents the high watermark of fan-validated, historically-conscious expansion. To the modern publisher, AoE II became a brand with a captive audience, leading to content that sometimes prioritized novelty and cross-promotion over the coherent medieval tapestry that defined the series.
Therefore, the final verdict is layered. As a product, the Age of Empires II Bundle (HD + DLC) is an essential but transitional artifact. Its true place in history is as the bridge between the original masterpiece and the more polished Definitive Edition. Its value lies in collecting a specific, pivotal moment in the game’s long life: the moment when the community successfully lobbied for its revival and for the expansion of its historical horizons into Africa and Asia.
As a historical document of game design, it is indispensable. It showcases a classic RTS in its late-life form, complete with both the triumphant continuation of its core design philosophy and the first, unmistakable symptoms of franchise fatigue and creative misalignment. Age of Empires II itself is, and will likely remain, a top-20 all-time great. The Bundle, with all its glory and its later-controversial additions, is the complex, fascinating, and ultimately bittersweet story of how that great game was sustained, celebrated, and eventually steered into strange new waters. It is the story of a digital empire—its golden age, its flourishing provinces, and the curious, often bewildering, edicts issued from a distant capital that no longer fully understands the people it rules.