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from newest submissions : aoe2 https://ift.tt/3BpU89m
submitted by /u/peeking_duck4 [link] [comments] |
I had such a hard time getting to even Heroic Age because of his stupid Lure ability. I had a hard time herding goats because the map spawned them in stupid places. Does killing AI scouts even do anything?
Lategame, how many workers should I have on Food and Wood? At that point, there's no more gold mines, so I rely exclusively on the market for Gold. He kept trying to raid my market, but I hid it under like 8 towers and a Fortress.
I only won because I just sat in the place where he would build a market and slowly advanced into the base and flanked it.
It's not fun. The AI is ruthlessly efficient. I lost so many times because they would easily raid, and my counter raiding never paid off because they always had like 4 military buildings, and whenever I tried to destroy a building 9 workers would build another one. And I couldn't raid early against Poseidon, his militia made it impossible to do any meaningful damage to his town.
Feels good man
submitted by /u/Away-Society1867 [link] [comments] |
On the lobby browser I almost exclusively see Land Nomad lobbies. I don't think people are reluctant to play classic Nomad because when I create a lobby it fills quite fast.
But what is it so good about LN that classic Nomad doesn't have ? I don't understand.
On golden swamp you almost always have both rhinos spawn right next to each other on the swamp. which is making a nice circle thats super easy to be scouted, while you also always know when exactly you are close yo your enemy tc (shore line switches from jagged to straight). So it is super easy to just immediately run forward and lame one of your enemies rhinos.
While on golden swamp you have enough food that this is not super critical, it still is way too easy to lame.
I noticed since the Dukes update, my gates loses HP by themselves before they self destruct. Did anyone else notice this bug?
I forgot where I first saw this, I think maybe a T90 video, but I've been trying this funny whacky strategy where you do a dark age militia rush.....that never ends. You just keep producing militia constantly (along with villagers to slowly expand your horrible dark age eco).
Been having a surprising amount of success with this in ranked games, but then again I'm ~800 ELO so maybe no surprise
Its easy enough to counter if you can manage to wall up properly, go up to feudal and create towers and archers. At the same time, by this point you may have a lot of villagers and so you yourself could suddenly switch into a fast castle into knights or something.
Whenever I watch Hera I always see him decide his builds (or at least I see it commonly when he’s just chill playing) when he’s sending vils to berries. I always felt like I had to decide my build before the game because I have to know whether to send 3 or 4 to wood.
I watched Viper do the same thing, and he just sent 4 to wood and still decided scouts.
My question is, is 4 vils to wood on a scout build competitive, like could I wait to decide until I send to berries? Or is it just because they are that good that they can get away with it?
Hi all! I’m sure you’re asking: “Why did this guy quote Cavalry Archers in the title?” Because we’re not going to talk about Cavalry Archers themselves, but about units that resemble them (mounted and ranged unit) but are somehow not considered “Cavalry Archers” entirely. These are Conquistadors, Arambai, Mamelukes, and Genitours. We’ll see how changes in DE affected them and how they would fare if certain techs affected them. Conquistadors Conqs deal pierce armor and are affected by Stable (Bloodlines and Husbandry) and Blacksmith (Archer armor only) techs. They are not affected by Thumb Ring, Fletching/Bodkin/Bracer, Ballistics or Chemistry. Conqs have a strong base power, and they are very easy to upgrade, only needing 5 techs + the Elite upgrade for a Full Upgrade. Conqs in the beginning had these armor classes (main counters are in brackets): Cavalry (Pikes, Camels, Mamelukes, Genoese xbows, Kamayuk, Flem. Militia); Unique unit (Samurai); Archer (Skirmisher, Genitour, Huskarl). Later the Gunpowder unit armor was added (Condottiero, Winged Hussar). With the introduction of DE, Conqs were “nerfed” by adding them the “Cavalry Archer armor class”. What does it mean? That there are some units that deal an extra damage against them. Those are: Camel Archers (+4, +6 for Elite), Elite Genitours (+2) and Elite Skirmishers (+2, +3 for Imperial). The consequences of this are: That Berbers stomp Conqs with their UUs, and that Elite Skirms now are harder counters to them (see Table). Table legend: First number indicates the damage per shot, and number in brackets indicates number of shots to kill. It can be seen why Berbers are counter to Spanish (3rd biggest win rate for Berbers and worst win rate for Spanish), since the other strong option for Spanish (Paladins) is also countered by cheap Camels. Regarding Skirmishers, they even outrange Conqs, whose only option is to outrun them, which is of no use when you’re pushing. Before getting to the Elite Skirm upgrade + Bodkin, Conqs have a crazy power. They are undoubtedly the best early Castle Age Unique unit. But, after the Elite Skirm upgrade, any civ has the tool to counter Conqs (sorry Turks, you still have Jannies, HC and CAs for that). Even generic units outrange them by far, and by the time Conqs can shoot, they'd have taken damage.That’s why it is often said that Conqs fall off in Imperial Age. Arambai Arambai deal pierce armor and are affected by Stable (Bloodlines and Husbandry), Blacksmith (Archer armor only) techs, and Ballistics. They are not affected by Thumb Ring, Fletching/Bodkin/Bracer, Parthian Tactics or Chemistry. They are also very easy to upgrade, only needing 5 techs + the Elite upgrade for a Full Upgrade. Arambai’s armor classes are: Cavalry, Unique unit, Archer and Cavalry Archer. So everything that was said about Conquistadors, also affects them. The main difference is that they also get another armor that boosts attacks from anti-archers (Skirms, Genitours, Huskarls) still more. While Conquistadors held well standard range attack (like that of Xbows/Arbs and Cav Archers), Arambai only have 2 (3 for elite) pierce armor, thus making them shredded by ranged units. Having only 5 range doesn’t help either. But, as Conqs, they are one of the best raiders in AoE2. Ok, so Arambai have the Cavalry Archer armor and are not affected by Parthian Tactics. How would it affect their performance in Imperial Age? See the table. We’ll consider only ranged units, since the +1 melee armor would indeed affect melee fights, but not as much as +2 pierce armor against range: The units that would see mostly affected their damage to Arambai are foot archers without bonus damage against them (Arbs, Rattan, Longbows, Plumes, Slingers) and some mounted units, like HCA, Mangudai, Eleph archer and Ballistas. If Parthian Tactics affected Arambai, they would also resist more defensive building shots, and that could improve very much their raiding and building razing with Manipur Cavalry researched. Mamelukes Mamelukes deal melee armor and are affected by Stable (Bloodlines and Husbandry), Blacksmith (Forging/Iron Casting/Blast Furnace + Cavalry armors) techs, and the Saracen UT Zealotry, which grants them 20HP. Unlike Conqs and Arambai, they don’t get the Cavalry Archer armor. They get Camel, Unique unit, Archer and Mameluke (this makes Pikes and Camels deal additional damage to them) armors. It is (and forgive me Devs) a bit strange, since Mamelukes are not affected by anything that boosts ranged units, but they get the penalty of having the Archer armor class. This benefits Archer counters, like Skirms, Genitours and Huskarls, who are a problem for Mamelukes, since they are outranged by the first two, and have to hit-and-run not to get thrashed by Goth UUs. This strange issue could be directly solved by giving Skirms/Genitours/Huskarls a bonus attack against Mameluke armor class, and removing the Archer class to Mamelukes. Others could argue for Mamelukes having the Cavalry Archer armor class. This would undoubtedly benefit Camel Archers instead of Huskarls. But, if we open that door, we could also think that Mamelukes should be affected by Parthian Tactics. Next table shows the damage output of generic ranged units and counter units, if Mamelukes had different combinations of both Archer/Cav Archer armors and Parthian Tactics if considered Cav Archers: Here we see the master move of Devs with Mamelukes. Mamelukes without both armor classes are close to uncounterable (resist arrows and outrun or counter most melee units). If we give them only Cav Archer armor, the damage output of anti-archers increases, but the one who benefits more is the Camel Archer, and giving them Parthian Tactics leaves again only Camel Archers as the only counter unit. Both armor classes turn anti-archers into a too strong counter. Giving them Parthian Tactics would leave anti-archers in good balance against Mamelukes, but it would, in all cases, leave standard ranged units (arbs and HCAs – and most of UUs) very ineffective against them. Their current state has a very good balance, and, to me, the only question that arises here is if they should get a little decrease in their gold value (just to 80). Genitours Ok, this is the last one and the most complicated to assess, due to the fact that all Berber allies have access to them. Genitours deal pierce armor and are affected by Stable (Bloodlines and Husbandry), Blacksmith (both attack/range and armor) techs, Ballistics, Chemistry and Thumb Ring. They have Cavalry, Cavalry Archer, Archer and Unique unit armor classes. They are regarded as “mounted Skirmishers”. But which of the generic and Unique techs and bonuses affect them? Here’s a table including all Skirmisher and Cavalry archer affecting features. I will show if they affect Genitours and how would it affect: We can see that there are both techs/bonuses that affect Cav Archers and Skirmishers but do not affect Genitours. Parthian Tactics would give a 10 pierce armor (the same as Elite Huskarl) to civs featuring FU Cav Archers, like Saracens, Japs, Indians, Turks, Magyars and Tatars. The last 3 also have UTs that affect Cav Archers, but the Magyar one doesn't apply to Genitours (They would become crazy units with 75HP, 9 at, 8 range and 4/10 armor). I think that the crazy armor Genitours would get is the main reason why Parthian Tactics does not affect Genitours. The same could be said about Recurve Bow, which would be a great boost to a civ that already has the best trash unit in the game (when gold runs out, Huszar + Genitour would be broken). Not sure though, why Steppe Husbandry doesn't affect them. Lithuanian Genitours would also win a lot if Skirmisher features affected Genitours. As for Byzantine discount, there would be no problem, seeing that they lack Bloodlines and Elite Genitours would only have 55HP. They would support well Cataphracts against Archers/Cav Archers! So that's all! I hope I didn't make big mistakes and that you liked this 4 unit analysis. Tell me any thoughts you had while reading the thread! Have a nice day! [link] [comments] |
The Burmese have three bonuses:
- Lumbercamp upgrades free
- Infantry +1 attack per age
- Monastery upgrades 50% cheaper
What I don't understand is that they have good food units, (infantry, knights and elephants) yet no bonus to support that. They get a wood bonus instead. Are they meant to be played with monks, pike and siege? I feel like their bonuses don't synergise too well compared to a civ such as Franks (two food bonuses for food army). They had a clear game plan when Arambai were incredibly strong and back then the wood bonus made sense. Now their bonuses seem all over the place. Am I missing something?
How do you play them effectively on open 1v1 maps? I can see them going cav into elephants in team games but apart from that, what is their purpose?
submitted by /u/scoobydouchebag [link] [comments] |
submitted by /u/AltairianNextDoor [link] [comments] |
I found myself in a game vs Hausa fighting in his base, when I noticed there was a nice juicy cow chilling there. Taking some inspiration from u/FrameworkisDigimon I took a villager from my forward base, walked in mid fight, and sniped that cow.
I assume as long as you're in age 2 and can make military units/raid then it's fair game... Plus it is so much fun. Highly recommend if you get the chance!
I started to design a map in AOE2 DE and I decided to make it more alive by adding some units that are training using the triggers.
The thing is I don't know any good way to do it, maybe people use invisible units, maybe they change the range I don't know anyone has any piece of advice
How much value does this add to a unit? For example the Akan musks have mediocre stats but a one aoe. Does this make it worth using?
Another example is the Inca bola warriors.
With each patch it has been getting even more pathetic.
First of all, I apologize for my English.
It doesn't matter if the majority of the community prefers to play online, these guys disregard for the AI is absurd, especially if you take into account that playing against the AI on hard (no handcap) was a lot of fun at game launch last year.
That AI exerted a lot of pressure by building Forts near their base and spitting out troops with a lot of intensity and intelligently diversifying units.
However, I didn't play for months and only came back in April. Right away I had already realized how different and passive the AI was past year and no longer exerting pressure and building Forts.
Some said that there was a bug with the shipments and that they had disabled the AI ability to get cards from Home Cities, but that was a long time ago. They didn't fix it at the time, passed several hotfixes and nothing. They never even mention anything else about AI. They made a mess of bugging the AI and they don't fix it, they leave it anyway.
To make matters worse, I started playing again these days (I was 2 months without ) on account of the DLC African Royals, they not only hadn't fixed the AI, but it's EVEN worse.
Even more passive, always rush to Age 3, not exerting any attacks in the first few minutes. Still not building Forts, focusing insane now on making trading posts at any cost. Returned to focusing almost exclusively on Saloon/Desert Mercenaries units (as it was at the time of AOE 3 TWC), and sending out in large quantities, at the end of a match I just had, was the most recruited unit in stats (even worse than in the TWC).
It's too sad for those who like co-op comp stomp to see this situation.
This is going to kinda be weird deep dive but please bear with me. Back in the olden times (previous version of AOE2 and even the previous AOE2 HD release) I would always play single player skirmish with 4 or 5 other AI opponents. I'd ally with whomever was AI that was clearly winning. Then build a bunch of bombard towers all inside their city. Then when the other AI opponents were all dead I'd switch him back to an enemy and the bombard towers would kill his city from the inside and I'd win. It was hilarious and I loved doing this as a kid. I wanted to play a game of AOE2 DE recently and try to recreate this.
Then in game I realized I couldn't. I couldn't even ally with AI opponents at all. The option to do so is greyed out and doesn't react when I try to press the ally button at all. Is there something I'm missing here. Is there a way to turn that on. Or what if anything am I doing incorrectly here if this feature is still in game?
It nerfs house walling to some extent without upsetting the eco balance.
It doesn't stop players from pre walling, but it does really hurt players who double wall while busy being attacked. So you can still slow down an invasion but certainly not to the extent we currently have.
Negative melee armour only so the archer dominance in feudal isn't exacerbated.
You can still wall with other buildings but they aren't dirt cheap like houses
So after the long-awaited Polish representation, I don't really see what's next for AOE2.
My best bet for new civs is exploring Italy, or maybe polynesians?
I'm not really good on history when AOE2 is set, so imma need some help-
Any ideas for where the devs may take us next?
(bonus points for dual civs and DLC names)
So in a recent interview with Cysion alongside and a video on pronunciation guide, Ornlu (one of the AoE2 casters) mentioned that he studied East Asian history for his university degree (specifically Korean history). Which actually lead an interesting discussion, have there been examples of pro players and casters alike that occasionally show or shared some of their historical knowledge regarding AoE2 medieval history (particularly in regards to discussions about tech tree designs, civ bonuses, and unique units)? Because while AoE2 competitive scene has a lot of appeal to a lot of players, one of the biggest appeal of the Age of Empires franchise is real time strategy game that focuses on history. And I feel it's interesting if some pro players and casters have at least some historical knowledge on AoE2 history on why some civs are designed the way they are when it comes to civ gameplay design and tech tree balance (i.e. Bohemians not having cavalry archers due to the mountainous geography of Bohemia, poking fun of the Chinese civ not having Hand Cannoneers or Bombard Cannons despite being Chinese inventions, etc.).
I've been watching Aussie Drongo videos and wondered what would happen to these very fast rushes if you took out the livestock. Seeing no commentary on this anywhere, I decided to try it myself with my 950-1050 ELO opponents.
Now, it turns out this wasn't that easy to accomplish because it seems people at this ELO generally have a random civ, but after four games (not that many!) I found a Hausa player and promptly built a forward manor to send two settlers down to kill their cattle.
They resigned instantly. 1min39sec game.
They also called the tactic "cancer" which, honestly, I'm inclined to agree with... to avoid sacrificing too much eco, I deliberately used Brits to do this. But at the same time, it should be fairly easy to defend, I think, because it's so obvious. So I really want to know how players at a higher ELO would handle this.
submitted by /u/power0fdreams [link] [comments] |
Can i create untrainable units using trigers or somehow else in HD Edition?
I want to train Legionary in castle with instead of byzantines cataphract.
Hi, Im just about to start my first aoe2 game and I just cant decide which civ should be my main focus to learn the game and get decent to start multiplayer. I would welcome civilisation that cant do milion things to solve one situation, but just few things efectively to solve any situation, so I have easier time learning the game and not get overhelmed, while focusing more on macro then micro play, so probably some archer/artillery/cavalery archer focused?
Thanks for tips and advices, have a nice day :)
PS: Civilisations that catched my eye, but Im open to any other:
Bohemians, Mongols->like those two cultures, but Im not sure about Bohemians, cause they might get some hard hitting nerf soon
Japan-> often mentioned as noob civ for no-brainers
The game has been in a state of horrendous imbalance for MONTHS now.
Sweden broke the game, and then they were finally nerfed only to introduce two comparably OP civs that are breaking the ladder again. And it took them over a month and a half last time for a simple balance update.
Now it's been almost a month and we're still reeling from glaring balance issues that should have been rigorously tested beforehand and hotfixed as needed within days - doing small balance updates at a time.
It's like trying to buy a new investment property when you you're struggling to pay your bills.
Balance comes first, so why has ladder been absolutely broken for well over 3 months?
Also, the changes to Russia are proving to be a wash. More idle time and a weaker early game was a slightly stronger mid-game is not resulting in "better balance", they're still underpowered. Give back the 10 pop BH or give them 50f more at start, or both.
Let's say you want to climb the ladder at any cost. What all is acceptable on RM online games? What is BM? What isn't BM?
EXAMPLES:-
Laming boar
Laming sheep
Laming res by walling
TC DROP
Picking civ
Killing deer
Killing sheep
Not resigning and hiding vills
I generally don't do any of these, but I play for fun. But think all these are considered BM.
I was testing out a building strategy against the AI (Mayans). And at some point they started building a huge wall. First time ever I saw the AI do this.
It was right at the point they got all 5 relics on the map. Coincidence or programmed maybe?
I was wondering, how many resources/villager time are the various eco bonuses (Franks, Britons, Mongols, etc) worth?
A strange thing to ask, I know, but if I know the community well, someone has probably done the math already.
submitted by /u/AssertiveWall [link] [comments] |
Time for another weekly round of questions.
Talk about everything from build orders to advanced strategies.
Whatever your questions, the community is here to answer them.
So ask away!
Especially people who have played 1000s of games - do you lot get tired of using the same civ over and over? The joys of selecting random are waiting out there for you!
FU generic genitour or FU generic imperial skirmisher?
If we consider these two units as fully upgraded and generic. So without the Vietnamese hitpoints, without Sipahi, without atlatl...
Hi All, we are looking for someone who is interested in getting Masterpiece achievement. Please join our chat on steam, if you are interested. https://s.team/chat/HgzQkGvu
Since the African DLC was released I've played about 30 ranked treaty games and more than half have been on Atlas. Seems far too much to be a coincidence when there are 10+ treaty maps. Is this intentional by the developers for it to be so frequent or a bug of some sort? It's a good map but gets boring when it keeps coming up over and over haha.
Canberra, Cape of Storms, Forest Pond, Rockslide. River Belt, Hidden Treasures.
submitted by /u/RadiantRobot [link] [comments] |
submitted by /u/_Nakamura [link] [comments] |
A little while back I posted about creating an unfair 2v1 map for me and my friends. Someone suggested I not change things too much so that my friends are still able to learn normal aoe2 and not get in the habit of activating custom triggers. So, for our now-weekly aoe2 sessions* I've been creating custom scenarios to help do just that. Most so far have just been normal maps, just with a little tinkering to make them more digestible. For example, Arena with all but 2 straggler trees gone and deer moved around to make it easier to push them in and avoid situations where they're trapped or running all over the place. However, this week I've created something that pushed my boundaries in triggers and will, hopefully, begin their development in a key area: micro. We haven't played it yet, but here's the idea: set up a space with a few military units that respawn somehow so that (1) we don't have to worry about eco or anything else in a game other than military, (2) we can replay the scenario repeatedly without loading new games, (3) micro is the predominant strategy, and (4) we have fun. To that end, I created this (pics below). This was a huge learning process for me, and there are lots of things I would do different trigger-wise (and map gen wise) for next time, and I learned a bunch of stuff along the way. Each player's villager is only capable of creating palisade walls. They can build a wall in between their colored flags to choose that unit. E.g., player 3 builds it by the archers and then gets 5 archers spawned every round in the arena in the center. After the round is over, all units in the center are killed, and players can choose either different units, or in round 3 they can start upgrading their existing units. Options are 4x militia - two-handed swordsman, 5x archers - arbalesters, 3x scout cavalry - hussar, and 2x spearmen - halbedier. I did code an end which is manually triggered (object not in area + only one player's units left on the field = that player wins). What do y'all think? Any comments or criticism are gladly welcomed. And if you have any ideas for future scenarios I'd love to hear them. I will say the one major downside of this scenario is that player 1 (me) has to manually trigger phases (e.g. start round, proceed to unit/upgrade selection for next round, remove object to initiate final round). *I haven't played weekly aoe2 in probably 10 years. It's great to be able to say this again. [link] [comments] |
I was browsing my profile and checked out my statistics page. It says my campaign completion is 97% on Hard, but I recently completed all the campaigns on Hard. Does anyone know what's going on here?
It's also weird that somehow my completion is only 92%, how can that be lower than levels completed on Hard?
I find the Winged Hussar gimmicky. Sure, people have been asking for them (not even medieval, but that's another topic), but why swap the hussar upgrade for a new unit when you could instead add a new tech? Seems like a change in design for the game.
What I mean is, traditional AoE2 design values would be having a UT that gives the (already winged) base hussar more bonuses.
Case in point: Why don't the Turks get a "Sipahi" unit that replaces Heavy Cavalry Archers, instead of getting it as a tech?
So my friend has been experiencing this when I play with him and another friend and we cannot find a solution so I’m posting here. It happens literally every game we try but it runs no problem offline. Benchmark on our computers are over 1200 too so It doesn’t seem to be any pc spec issue. We tried LAN server too and he managed to last 30 minutes before he dropped to 1 frame. All 3 of our clocks stay blue the whole time and his stays blue even when dropping fps. Nobody feels the effects of his lag either. Anyone experience this and have a solution? We’re all on the same wifi btw
Edit: when pausing, he doesn’t see that it’s paused for a minute. Yet he still has a blue clock. I also played with 1 Guy a lot who had a laptop from early 2012 and he never had this issue though he would lag, but not like this
sorry if this discussion has bought up before, one of my favorite thing about AOM was heros. what do you guys think if every civ had one hero for each age up, like each age up you get one hero.. who provide either support or really good unite likable to tank 3 to 5 knight. I mean imagination is the only limit here.. you can have insane OP stuff if the dev is not careful.. but I feel like it would be a nice addition, but I'm sure veterans of this game will tell me why its a bad idea.. so yea just wanted to spark a discussion
what is the biggest pro/con you guys see in this?
I try to pick a strategy i want to try, and then i pick the civ that ill play from there, of course many times this is an epic fail, but i like trying different things, and at 1200 elo, we hardly ever see pike siege combos, so its something i regularly try. Im assuming there's a fair number of civs who's eco/military gives them some help. Im guessing the top contenders are:
Slavs
Celts
Bulgarians
Aztecs
Teutons
Vikings
And some civs that contribute towards going pike siege even if it isnt as big:
Burma (wood + good pikes)Japanese (small eco towards it + good pikes)
Im leaving out civs like malians (no siege engineers, bad late game pikes), porto (no squires + no eco until you actually start making siege, so a big lag on an already slow strategy)
Anyone else? Or are my constraints too stringent?
submitted by /u/AssertiveWall [link] [comments] |
It sexually broke me, no matter how good my micro is or how fast I conquer 3 front castles - tatars and teutons recapture them in literal seconds. Kinda feels like last Hunic mission where you had to figure which city to attack first, except here I have no clue where to start, taking furthest castles and rushing front ones looks promising. Give tips.
If you guys do a scout rush, how many scouts you using?. Do you go bloodlines, forging and plate boarding armor as upgrades? If so in what order? Or do you wait for full upgrades?
I play Sicilians 20 pop and go for 5 scouts, forging and bloodlines personally. Not sure if ideal so curious how on your thoughts on Sicilians or any other civ.
Over the past couple of months I’ve come here many times for advice on the game. After crashing down to under 500 Elo, I’m now very close to breaking 800.
All the advice from tips, builds, and videos to watch has actually made the game competitive and enjoyable for me again.
Thank you all, and looking forward to seeing some of you when I break +1000 💪
Hello,
I'm wondering if someone here would be interested in AoE training for $4 per hour? It's ultra cheap because I'm just looking for some money right now. I'll have to do it on HD because I'm on an old computer and using Linux (where I have only succeeded in running HD). I'm around 1730 on HD (around 1150 on DE I've been told) so if you're, say < 1000 then you can benefit from my expertise. It is pay after you learn so you can pay me after an hour of game. The HD game itself is cheap too.
So, I know that resource/map control is a large part of this game, but I absolutely despise those maps that completely revolve around it. I am talking mostly about center control maps and hybrid/water maps.
These maps include Golden Pit, Golden Swamp, Gold Rush, Atacama, Four Lakes, Islands, Nomad, Steppe, Mediterranean, Baltic, Frozen Lake and maybe others too. Most of the time there are so many of these maps in the pool that I can't ban them all unless I allow some other truly awful map. Some might say that Arena is a also one of these maps, but I disagree. On Arena, you can choose to neglect the center until imperial age. (Not that I usually do) You have enough resources so that you don't have to control the center in late castle age. Also, it is possible for both players to hold control over parts of the center, unlike with most of these maps. In other center control maps, if you don't have map control at that point, the game is over.
Why I don't like these maps? They all have a very one sided meta game with only a few viable civs and strategies. I like to go random civ for variety, but these maps usually make it really hard. The game often gets decided really early on by one fight or a series of fights. This is especially bad on hybrid maps. You lose the water, you lose the game. And water is the most boring part of the game anyways. I basically ban all water/hybrid maps except nomad. That one usually has to stay, even though it's all Persians. Sadly, it's almost a great map, but nothing fun is ever viable.
One reason I dislike these maps is that they don't suit my skill set at all. I have low apm and no micro skills so one all out fight relatively early into the game will always favor the opponent. If you have any idea, how a player like me could be competitive on these kind of high aggression maps, I would like to know. All my advantages go out of the window. Can't outwit the opponent, if there is only one viable strategy. Can't outmacro anyone, when in order to have eco, you need to control that one pile of resources. If both players are forced to do the same thing, it's only natural that the one with more mechanical skill wins.
I've considered dodging. What point is there to play a map you can't win on? My Elo gets carried by Arabia (Or now Runestones) and Arena, so I won't ever fall to a level in which I would start winning on these maps. I could also consider some cheese, but I don't usually enjoy that style of play nor excel in it.
If you think I have the wrong impression of any of these maps, please enlighten me.
Hi guys and girls! This is going to be a long, long post, and its my first one here, so sorry about that in advance. If you find it thought provoking or in any way helpful, I'd love to hear your opinion. Hope you enjoy it! :) GENERAL CHANGES
Knight line: include reskins for non european knights, but without much effort... they are already in the game!: African civs: Sundjata hero unit.
Eastern asian civs: Le Lai hero unit.
Southern asian civs: Envoy hero unit.
Also, Cavaliers and Paladins shouldn't be a generic unit, capable of being available to any civ, but rather a regional unit for the christian nations of Europe and Western Asia. Still, Knights are too much of an iconic unit for our game and our meta, so I thought we should only remove them from those civs which gain a new unit, not necessarily replacing it, but more like "compensating" such civs for the loss of knights. This change would look like this: Knight civs
Cavalier civs
^(\ I know, Vikings were not christians, at least not in their famous pillaging and raiding days. I chose to leave it as is because, despite having the Jarl model in the scenario editor, the vikings already get 2 unique units, and renaming knights to Jarls would technically give them a third. Also, reskinning a unit for a single civ creates too much confusion and gameplay is more important than absolute historicity, i believe (our game is already complex as is, especially to newcomers).)* Paladin civs
Mounted archer line: Cheaper and faster but less attack and range versions of Cavalry Archers for the Eurasian Steppe civs (Cumans, Huns, Magyars, Mongols and Tatars), available from the Feudal Age onwards. These civs lose access to the Knight line. Mounted archer (Feudal Age) ▶ Horse Archer (Castle Age) ▶ Elite Horse Archer (Imperial Age) Mounted Archer Cost: 70F, 30G | Training time: 30 seconds | Attack: 3 | Rate of fire: 1.9 | Frame delay: 25 | Attack delay: 0.65 | Range: 3 | Accuracy: 60% | Projectile speed: 7 | Hit points: 35 | Armor: 0/0 | Speed: 1.45 | Line of sight: 6 | Attack bonuses: +2 vs Spearman | Already in-game model: Subotai hero unit. Horse Archer Cost: 70F, 30G | Training time: 30 seconds | Attack: 4 | Rate of fire: 1.8 | Frame delay: 22 | Attack delay: 0.6 | Range: 4 | Accuracy: 70% | Projectile speed: 7 | Hit points: 40 | Armor: 0/0 | Speed: 1.45 | Line of sight: 7 | Attack bonuses: +2 vs Spearman | Already in-game model: Girgen Khan hero unit. Elite Horse Archer Cost: 70F, 30G | Training time: 30 seconds | Attack: 5 | Rate of fire: 1.75 | Frame delay: 20 | Attack delay: 0.55 | Range: 4 | Accuracy: 80% | Projectile speed: 7 | Hit points: 50 | Armor: 0/1 | Speed: 1.45 | Line of sight: 8 | Attack bonuses: +2 vs Spearman | Already in-game model: Kotyan Khan hero unit. Reasoning: I have always thought that a single generic Cavalry Archer unit doesn't reflect the variety and scope of medieval horse archery across the old world. Introducing a "light" version of Cavalry Archers for the civs more famed for their horse archery (the peoples of the steppes would diversify the game, creating a divide between the more "heavy cav" cavalry archers to the "light cav" horse archers. Also, they would fulfill a new niche, being available since the Feudal Age, thus avoiding the awkward transition to Cavalry archers that's in the game now, and further encouraging the Huns, Mongols, Cumans and Tatars to go for cav archers as soon as agression begins.)
Processing img 590j04ctadj71... Ghulam Cost: 40F, 55G | Training time: 24 seconds | Attack: 8 | Rate of fire: 1.9 | Frame delay: - | Attack delay: - | Range: - | Accuracy: - | Projectile speed: - | Hit points: 90 | Armor: 0/2 | Speed: 1.5 | Line of sight: 6 | Attack bonuses: +5 vs Archer, +3 vs Cavalry Archer Elite Ghulam Cost: 40F, 55G | Training time: 20 seconds | Attack: 10 | Rate of fire: 1.85 | Frame delay: - | Attack delay: - | Range: - | Accuracy: - | Projectile speed: - | Hit points: 120 | Armor: 1/3 | Speed: 1.55 | Line of sight: 7 | Attack bonuses: +8 vs Archer, +5 vs Cavalry Archer
Processing img mc38safdadj71... Savaran Knight Cost: 50F, 80G | Training time: 30 seconds | Attack: 12 | Rate of fire: 2.0 | Frame delay: - | Attack delay: - | Range: - | Accuracy: - | Projectile speed: - | Hit points: 100 | Armor: 1/2 | Speed: 1.45 | Line of sight: 4 | Attack bonuses: - | Armor classes: Cavalry +6 Elite Savaran Knight Cost: 50F, 80G | Training time: 30 seconds | Attack: 16 | Rate of fire: 1.9 | Frame delay: - | Attack delay: - | Range: - | Accuracy: - | Projectile speed: - | Hit points: 140 | Armor: 2/3 | Speed: 1.45 | Line of sight: 5 | Attack bonuses: - | Armor classes: Cavalry +9 CIVILIZATION BALANCEBerbers
Reasoning: A move away from the overwhelmingly common all in knight rush, Ghilmen are weaker in melee, but even better at raiding, so Berbers would now need to mix camels and maybe some siege before destroying their enemies in early Castle Age. A buff to their Camels goes in the same direction. Burmese
Reasoning: Just some help against strong archer civs, their clear nemesis. If it proves too strong, maybe free Siege Engineers would fit better. Britons
Reasoning: I think Britons are a perfect civ in regards to gameplay balance... But come on, Longbowmen where the backbone of their army and the icon of medieval England. These changes would bring Longbows from a beloved unit that you only see in Arena or in some team games to a staple of every Briton army... just as in real life. And I think given their tremendous advantage in range, losing Ring Archer Armor makes them vulnerable to a little more than just rams (which is almost the case by now. In my opinion, these changes would strengthen the Briton identity even more, as well as slightly nerf them in the "archer civ" pecking order, as they would still be one of the best, but not by as wide a margin as now (don't forget... Yeomen is really expensive, especially for the Castle Age!).) Burgundians
Reasoning: Flemish revolution... I know, they're not gonna change it. Just wanted to include this for those of us who really dislike these elements of "instant" things in our game... And this is coming from someone who has won several games by this tech alone when I should've lost. But it feels wrong. Celts
Gallowglass
Reasoning: Has anybody ever researched Stronghold? Look, I know that there's nothing really wrong with Celts, a beloved and iconic civ for the game. This is why I don't see this change as a necessity, but more of a a luxury for those of us that appreciate a little more historic realism... In addition to the great siege, this would represent the real historic celtic warriors with an iconic weapon, the Claymore, and a caste of proud and armored warriors, the Gallowglasses.
Cumans
Reasoning: The civ icon says it all... Cumans shouldn't be a Paladin civ, in my opinion, but a Steppe Lancer one. Cheaper, faster attacking Steppe Lancers (along with the cheaper Stables should contribute to expand the Cuman identity beyond the "weird civ with the 2 feudal TCs which kills or gets killed. Hard". It's really hard to balance this civ while conserving that 2 TCs identity (I really like that identity, just hard to balance it).) Huns
Reasoning: Ok, quite some changes for the most played civ of all time. But I believe they add to their identity instead of changing it. Steppe Lancers will be a tough cavalry unit, not as pop efficient as their current Paladins but much, much cheaper, and more alternatives for their mounted archery lineup adds another layer of strategic depth to the civ, at least in my opinion. Incas
Reasoning: I love Incas, but lets face it... They are the "dull eagle civ". They used to have a distict identity, what with the vill rush and all, but now, nothing. They feel really, really generic. So one solution could be doubling down on their great achievements in real life: giant Fortresses, brilliant architecture, mountain warfare and a great road system that spanned almost half of the Andes (the Qhapaq Ñan.) Indians
Reasoning: Indians whitout Elephants... Crazy, right? Indians has long been the most broken AoE2 civs in terms of identity and coherence. Yes, its almost a civ rewrite, but I think it does them justice, especially when I believe in the future we're probably get an expansion centered around India itself. If and when it arrives, this version of India is meant to represent the Rajputs (with a lot of other indian civs as possibilities, as the Delhians, Tamils, Bengalis, etc.. This civ should be an Elephant Civ, and you could now actually pair up Battle Elephants and Elephant Archers, but lacking Plate Barding Armor.) Italians
Reasoning: A small buff for Italians on land maps. Koreans
Reasoning: I fail to see when that team bonus is useful... And especially considering that its a team bonus, and team games rarely present the situation for this extremely situational bonus to be effective (except in really closed maps, I guess. Anyway, Shinkichon is very rare as well, what with koreans being an archer civ now. The new bonus would be more unique, while also representing the great intellectual pursuits that korean kings patronaged during the Middle Ages.) Malians
Reasoning: Flavor change, and also Malians are more an Infantry than a Cavalry civ anyway. Magyars
Reasoning: Magyars are almost a great civ, in theory, only lacking a real eco bonus. I know that giving them a solid early eco bonus would probably make them overpowered, so instead maybe a buff to early scouting and overall Dark Age quality of life, as well as easier transition to or from ranged to melee units, rounds them up as a very unique civilization: a nomadic, raider people that invaded Europe, and their later face, that of the Kingdom of Hungary (thus, the unique tech giving you the option to remain tied to the steppes, this influenced by the awesome Honfoglalás scenario.) Mongols
Reasoning: Nobody ever took advantage of Nomads. Instead, the hordes used to utilize recruits from conquered regions as shock forces to protect their mobile cavalry and cavalry archers, and called them Kharash. Also, Fully upgraded Champions is something that Mongols don't need and shouldn't have (yes, Champions without Plate Mail steal handle Eagles well enough.) Persians
Reasoning: I think that the devs, when designing the Persian civ, were mostly focused on the Sassanian Empire of late antiquity (despite the bombard cannons and hand cannoneers. As future expansions could add new central asian, persianate civs like the Ghaznavids, Ghurids, Samanids, etc (yes, AI names include their leaders representing the persian civ, but anyway), I think our good old persians should more closely resemble that great empire. Thus, their iconic Savaran knights, a counterparts to their rival byzantine cataphracts. I think this change opens up the arrival of new civs in Central Asia, distinguishing the Sassanian persians from the later centuries Persianate cultures.) Saracens
Reasoning: Saracens are in practice a bit too much on the archer side, and if the Indians become an Elephant civ, they should take their place as the top camel civ. To further this point, Mamelukes are great, but just too much expensive, and Madrasah isn't really a useful tech unless un Arena smushes. Free Bloodlines reflects the universal fame and praise received by arabian horses, and incentivizes cavalry play, be it with Camel Riders or with Ghilmen. Finally, the center of science, culture and development during most of the middle ages should get a bonus toward technology, and a focus on gold discounts could make mamelukes even more viable. Sicilians
Reasoning: I don't undestand this recent change for Sicilians. Aren't they supposed to be an infantry civ? Now their cavaliers are the best in the game, being really hard to counter by almost anything cost effective. Anyway... Changing the armor bonus from knights to infantry makes Sicilian (or Norman, as they should've been named Champs and Halbs be an intermediate point between the melee toughness of Teutons and the heavy pierce armor Malians. Makes their infantry even more flexible and encourages Serjeant play even more, giving the civ more of a clear identity.) Slavs
Reasoning: I think Orthodoxy is borderline useless, as units with so few HP as Monks don't get as much a benefit from armor. This change would highten the armor, add the possibility of relic play and really faster monks would make the tech more attractive. Spanish
Reasoning: Currently Spanish are too geared towards the latest stages of their medieval history, what with the conquerors expansion theme and the spaniard exploits in the Americas being highlighted. But arguably the most important period for this civ, and the most representative, is that of the famous Reconquista. It could be represented by an iconic unit from the time, the famous Almogávars (anti-cavalry skirms, for instance, but the Spanish already have 2 unique units, so buffing their Castles both strengthens their Conquistador play and gives more flavor to the civ. Also, Spanish dominion in Europe in the 16th century is represented by Supremacy, but I think that a minor tweak could make a nod to the allpowerful spanish Tercios that would dominate (and thus gain Supremacy) european battlefields for the better part of a century.) Tatars
Reasoning: No point in having Cavaliers when Keshiks are available. Just... they're a cav archer and light cav civ. Turks
Reasoning: Similar to the Tatars, only that Turks have their great gunpowder going for them. Cavalier is not needed and not historical, but beefier Ghilmen would replace that just fine, especially since they would be even better at raiding (something that they're already very good at with their extra pierce armor Hussars.) Vietnamese
Reasoning: I think skirms are mostly a 1v1 thing, and that knowing enemy positions at the start just screams "team bonus". Also, making their crossbows and skirms more adept at hitting and running, avoiding unwanted battles, just suits thematically with the civs identity.
1 » The Mountain KingsAs expansions appear to be shifting from the westernmost regions of the Old World and heading towards the East, the next logical area to explore and expand after Nort-eastern Europe is the Causasus region, a brucible between 4 worlds: eastern slavic Europe, the Byzantine Empire, the northern steppes and the Persian (and later Arabic) south. Thus, "The Mountain Kings", centered around the Caucasus region, adding 2 new civs, 3 new campaigns (one for each new civ, and one for the Byzantines*) and a new architecture set. \) By the way, I can't even begin to comprehend how arguably the most storied civ in the game has a fictional campaign set in another land, and in which the protagonists don't even identify themselves as byzantines... If you ask me, make this campaign about Belisarius, who has a really heroic story and interacted with innumerable civs across the Middle East and the Mediterranean, almost restoring the full glory of ancient Rome by himself.
Reasoning: Nerf walling actively this time, but without making it prohibitive: instead, becoming a heavier strategic decision. Needing Town Watch to strengthen palisades (especially against ranged units to a level slightly above the strength that they have now, you lose TC time and 75 food. And Arabia can get back to being a reasonable map :))
2 » Shields of the FaithContinuing the journey East (sort of) I think the game should shine a little more light on one of the most iconic medieval conflicts there is: the Crusades. The idea would be to introduce and present civs to expand the roster of islamic civs, kind of lessening the umbrella character which Saracens now have (yes, Franks and Burgundians, all right, but clump all arabian kingdoms and dynasties in a single civ in the same game? I think this shouldn't be). And this time, instead of focusing on a particular area of the map, I thought the expansion could be centered upon a concept: the peoples who defended their lands against the crusaders in the East (thus, the Seljuks*) and in the uttermost West (enter the Moors). \) Also, Seljuks could differenciate Turks (who are also a huge umbrella civ a little more: Seljuks for the early turkic peoples who were persianized and adopted Islam, and Turks for the Sultanate of Rum and the later Ottoman Empire (the gunpowder aspect makes it clear).)
3 » Sultans of the EastBridging the iranian plateau and north-western India, this expansion could focus on the late Persianate cultures and the muslim conquests in India, beginning to differenciate umbrella civs like Persians and, of course, the current Indians. So, in addition to adding Ghurids and Delhians to the game, you could also include a proper campaign for Sassanid Persia, unexplored until now.
Processing img nhpeyhwdvcj71... Cost: 35F, 75G | Training time: 10 seconds | Attack: 14 ▶ 18 | Rate of fire: 3.2 | Frame delay: 13 | Attack delay: 42 | Range: 6 | Accuracy: 70% ▶ 80% | Projectile speed: 7 | Hit points: 50 ▶ 65 | Armor: 1/1 ▶ 2/1 | Speed: 1.35 | Line of sight: 7 | Attack bonuses: +8 vs War Elephant, +6 vs Cavalry, +4 vs Camel ▶ +12 vs War Elephant, +9 vs Cavalry, +6 vs Camel
4 » The Indian PrincesContinuing on east, two more civs could round up the Indian subcontinent: Tamils (representing mainly the Chola Empire) and Bengalis (Pala Empire). Thus the game would have the original Indian civ (renamed Rajputs) representing Rajasthan, the Ghurids and Delhians representing the muslim conquerors that reshapred northern India in the Middle ages, and then the Tamils for South India and the Bengalis for the eastern gangetic plain, establishing a territorial link with the westernmost of the Southeast asian civs, the Burmese.
5 » Ascent of the EmperorsRounding up the Aoe2 lineup, we arrive at the far east of Asia introducing two empires on the borders of China: the Tibetan Empire and the Jurchens (the ancestors of the Manchu people, founders of the Jin empire). In addition to completing the roster of eastern asian empires, this expansion could include campaigns for the most neglected area of the world in terms of AoE2 campaigns: the Chinese (especially), Koreans and Japanese.
\) Cost: 30 wood (Tibetans only |) Training time: 20 seconds | Maximum food: 100 | Rate of fire: 2.0 | Line of sight: 3
One last civ to round up our game...At this point, we would be at 49 civs, and you know we can't stop at 49 :D There's one more area of the World that is quite unexplored (even though a campaign is set there, but it is a very, VERY monotonous campaign in terms of civs): Andean South America. It stands to reason that a new andean civ should be added, by several reasons. First, we need to reach 50 civs, and not 49. Second, most architecture sets apply to at least 4 civs, and the native american one applies to 3 at the moment. And third, there are 2 mesoamerican civs, and 1 andean civ, lonely and isolated. Just get their rivals in the game: the Chimú. (Oh, and fourth, another eagle civ would be great for the competitive scene, especially with civ drafts being so crucial nowadays). I don't know how to include this civ in any kind of themed expansions, I'm eager to know if you have any ideas about it! :)
Processing img tt2q7jg6uqj71... The Chimú are an infantry and monk civilization.
Cost: 60F, 50G | Training time: 18 seconds | Attack: 10 ▶ 14 | Rate of fire: 2.0 | Frame delay: - | Attack delay: - | Range: - | Accuracy: - | Projectile speed: - | Hit points: 75 ▶ 90 | Armor: 1/1 ▶ 2/1 | Speed: 1.1 | Line of sight: 6 | Attack bonuses: -
After all this many, many changes (hey, dreaming is free, right?) I believe we would have a game even more diverse and awesome than we already have, with a little touch of cultural diversity and a little bit less generic feel (xbows/knights most of the time). This was made with a lot of love for this wonderful game, which i've been playing on an off for 23 years now. I'm really looking forward to your feedback on this, as a big part of why I post this is to share with you so we can imagine together in what direction this wonderful game will go in the future. If you came this far, thanks for your commitment, age fans are the best! :) [link] [comments] |
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