First solo game against Pols I crushed them easily (Celts) bad opponent or are Pols weak? Thoughts?

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filth bag is at it again.. (im green, filth bag is red) he also walled btw, people can be such twats

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I spent 2 days trying to beat a Hard Poseidon AI as Zeus in Ghost Lake

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.

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When you get a map on ranked you don't like and the other person dodges the match

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Unlucky map gen, my opponent had no wood lines nearby.

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My idle rams decided to torture a poor farmer vil

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Why is there only Land Nomad lobbies rather than classical Nomad ?

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.

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Golden Swamp should move boars to the back

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.

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Huge Shipment Timing! Yukietty vs Lecastete!

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Why are my gates damaging themselves automatically?

I noticed since the Dukes update, my gates loses HP by themselves before they self destruct. Did anyone else notice this bug?

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Endless militia spam

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.

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The sweet, sweet feeling of beating a team of 123456 accounts

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Was watching last night's "Only Connect" when this came up

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Early game question

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?

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“Cavalry Archers”: Armor classes and Techs affecting them. How and why?

“Cavalry Archers”: Armor classes and Techs affecting them. How and why?

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.

https://preview.redd.it/y67d8lc21pk71.png?width=759&format=png&auto=webp&s=129ddcde82d7a0e4497f2320a24374c1e113649e

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:

https://preview.redd.it/px7i57h12pk71.png?width=545&format=png&auto=webp&s=1489d215e6c8aa242ed2861c2f7714e9729a97a2

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:

https://preview.redd.it/ig7swrkb2pk71.png?width=729&format=png&auto=webp&s=49ca36a76a31e5870d7b73cc1840a73afc98825b

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:

https://preview.redd.it/utxbpocr2pk71.png?width=676&format=png&auto=webp&s=01b466e320f5bb72daf4b1222b664ba26688eca5

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!

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How do you play Burmese?

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?

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Works everytime 24

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Messed up map gen against Celts. One woodline and all resources forward on hills

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Hey let's pit you against a guy with ONE THOUSAND elo more than you and to balance it out we gave him a team mate with 100 less rating. Balancing is so good that the almost 3k player xbows beat my skirms

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So when is it okay to kill hausa cattle?

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!

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After finishing all the official campaigns on hard difficulty I've decided to put them on the tierlist. Turns out most of them are really good!

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Alive map design

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

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Ranged aoe

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.

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Just a reminder that the Rise of the Rajas theme is still amazing

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I think i just got the highest k/d ratio humanly possible. Just DE Things (I did lose a couple of jaegers)

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For God's sake, can anyone explain what the hell these developers are doing with AI?

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.

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Question about ally mechanics in AOE2 DE

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?

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Give house foundations negative melee armour (like rams)

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

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New Civs?

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)

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Pro/Casters and AoE2 history knowledge

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.).

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Vill Rushing African Civ Livestock?

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.

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Wonder why beta testing of patches were discontinued??

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How to create untrainable units in scenario (HD Edition)?

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.

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Which civ have fewer option of what to do, but are very good at what they can do?

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

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Why are the devs not balancing the GLARING balance issues way sooner than they are?

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.

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Yeah, riiight.

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What is BM on ranked ladder?

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.

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Finally I saw the AI building a wall

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?

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Eco Bonus Resource Value

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.

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The snare effect catches all!

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There’s an AoE2 reference in Genshin Impact of all places

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Medieval Monday: Ask Your Questions and Get Your Answers

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!

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People who pick civs - why?

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!

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I can't believe my little event is now officially on AoEZone, together with events like the Red Bull Wololo

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Which is the better unit? Genitour or imperial skirmisher?

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...

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AOE2 - Masterpiece Achievement

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Made my GF try AOE today for the first time, T90 would be proud!

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Recently started making a list of loser allies who quit or die in games I’ve gone on to win

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Atlas treaty map

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.

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Time to add some of the EW2v2 maps to the EW TG pool

Canberra, Cape of Storms, Forest Pond, Rockslide. River Belt, Hidden Treasures.

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Sengoku Total Conversion mod has been released

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A little carnage against AI with friends, always fun!

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We're live with Group 7 and 6 of the Meta Plays Age of Mythology Monthly Tournament #4

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Fun (and helpful) custom scenarios with friends

Fun (and helpful) custom scenarios with friends

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.

unit/upgrade selection

fighting area - each round a new bear and boar spawn. there is also a looping trigger to task units behind the gates to move toward the center.

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Player profile completion percentage doesn't seem to match?

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Techs vs New Units

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?

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FPS drops to 1 after 20 minutes of an online game, no issues in offline though

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

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Nice relic

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what do you guys think if the random Maps/Skirmish gamemode had heros?

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?

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PREPARADA ?

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What are all the civs that have bonuses towards pike/siege? (for arabia)

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?

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If you wanted asymmetry this whole time then boy do I have good news for you!

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hi, as poland you can give light cav in imperial a bonus with aoe damage, does this count for wing hussars as well? thanks!

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Poles 3rd mission on vhard?

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.

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Scout rush composition

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.

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Thanks to the Community

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 💪

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AoE training for $3 per hour

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.

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This is fine.

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I really hate resource control maps.

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.

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What balance changes and new civs would you like to see in our game? Here's my 2 cents on the matter, looking forward to hear about yours!

What balance changes and new civs would you like to see in our game? Here's my 2 cents on the matter, looking forward to hear about yours!

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

ARCHITECTURE

  • Persians: change their architecture set from Middle Eastern ▶ Central Asian*.
  • Introduce a new Eurasian steppe architecture, based on the nomadic or semi nomadic origin of the Cumans, Huns and Mongols** (Yurts are already in the game and look great, the rest of the set could be inspired by their style, making cities look more like temporary encampments, especially for the Huns).

    \ Is it just me, or the Central Asian architecture set) IS inspired by persian buildings? Well, make it coherent then. Just my opinion : (also, cuman and tatar architecture, everytime I play them, give me a AoE 1 vive, feels like the old persian architecture.)

    \* Maybe Magyars could get this set until they research Apostolic Kingdom, adding even more flavor to the civ (see below).)

UNITS

Knight line: include reskins for non european knights, but without much effort... they are already in the game!:

African civs: Sundjata hero unit.

Ethiopians

Eastern asian civs: Le Lai hero unit.

Chinese ● Koreans ● Japanese ● Vietnamese

Southern asian civs: Envoy hero unit.

Burmese ● Khmer ● Rajputs (current Indians ● Tamils)

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

Burmese ● Chinese ● Ethiopians ● Khmer ● Koreans ● Japanese ● Malay ● Rajputs (current Indians ● Vietnamese)

Cavalier civs

Bohemians ● Britons ● Bulgarians ● Celts ● Goths ● Italians ● Poles ● Portuguese ● Sicilians ● Slavs ● Vikings\)

^(\ 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

Burgundians ● Byzantines ● Franks ● Lithuanians ● Magyars ● Spanish ● Teutons

NEW REGIONAL UNITS

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.)

  • Ghulam line: Fast horsemen with high pierce armor and attack bonuses vs archers for islamic civs (Berbers, Malians, Saracens and Turks), available from the Castle Age onwards. These civs lose access to the Knight line.

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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

  • Savaran Knight line: unique persian heavy cavalry with high speed and attack but lesser armor, resistant to bonus damage. Replaces the Knight line for Persians.

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 BALANCE

Berbers

ARCHITECTURE

  • Change their architecture set from Middle EasternAfrican.

UNITS

  • Gain access to the Ghulam line.
  • Lose access to the Knight line.

TECHNOLOGIES

  • Maghrebi Camels: Camel units regenerate HP ▶ Camel units regenerate HP, Camel Riders deal +25% bonus damage.

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

CIVILIZATION

  • Onager upgrade free.

Reasoning: Just some help against strong archer civs, their clear nemesis. If it proves too strong, maybe free Siege Engineers would fit better.

Britons

TECHNOLOGIES

  • Yeomen: Foot archers +1 range, Towers +2 attack ▶ Foot archers +1 range and +1P armor, Longbowmen can be trained at Archery Ranges.
  • Lose access to the Ring Archer Armor technology.

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

TECHNOLOGIES

  • Flemish revolution: replaced by the Jupons technology.
  • Jupons: Knights and Coustilliers +2P armor.

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

TECHNOLOGIES

  • Stronghold: replaced by the Claymore technology.
  • Claymore: Two-handed Swordsmen +1 range. Enables Gallowglass at Castles (heavy swordsman resistant to bonus damage).

Gallowglass

  • Cost: 70F, 45G | Training time: 8 seconds | Attack: 20 | Rate of fire: 3.35 | Frame delay: - | Attack delay: - | Range: 1 | Accuracy: - | Projectile speed: - | Hit points: 95 | Armor: 4/1 | Speed: 0.95 | Line of sight: 4 | Attack bonuses: - | Armor classes: +10 Infantry | Already in-game model: William Wallace hero unit.

UNITS

  • Lose access to the Champion upgrade.

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.

  • Lose access to the Paladin regional unit.

Cumans

CIVILIZATION

  • Steppe Lancers cost -10% in Castle, -20% in Imperial Age.

TECHNOLOGIES

  • Steppe Husbandry: Light Cavalry, Cavalry Archers, Steppe Lancers trained 100% faster ▶ Steppe Lancers attack 33% faster.
  • Steppe Husbandry: cost increased from 200F, 300W ▶ 550F, 450W.

UNITS

  • Gain access to the Mounted Archer line.
  • Lose access to the Knight line.

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

CIVILIZATION

  • Cavalry Archers cost -10% Castle, -20% Imperial Age ▶ Mounted Archers and Cavalry Archers cost -10% Feudal, -20% Castle, -30% Imperial Age.
  • Steppe Lancers +1/+1 armor in Castle and Imperial Age.

TECHNOLOGIES

  • Marauders: replaced by the Wagon Trains technology.
  • Atheism: replaced by the Scourge of God technology.
  • Wagon Trains: create Tarkans at Stables, land units move at the speed of the fastest unit in the formation.
  • Scourge of God: enemy relics generate -50% gold, mounted units +5 attack vs civilian units.

UNITS

  • Gain access to the Mounted Archer line.
  • Gain access to the Steppe Lancer line.
  • Lose access to the Knight line.

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

CIVILIZATION

  • Villagers affected by Blacksmith upgrades starting in Castle Age ▶ Villagers affected by Blacksmith upgrades starting in Castle Age, repair 30% faster.
  • Houses support 10 population ▶ Houses support 10 population, +50% HP.
  • Buildings cost -15% stone ▶ Buildings cost -20% stone.
  • Units receive don't receive additional damage from elevation bonuses.
  • Masonry, Architecture free.
  • Team bonus: Farms built 100% faster ▶ Repairing buildings costs -50%.

TECHNOLOGIES

  • Andean Sling: replaced by the Qhapaq Ñan technology.
  • Qhapaq Ñan: all land units move 10% faster.

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

CIVILIZATION

  • Stable units +1P armor in Castle and Imperial Age (+2 total) ▶ Stable units +1P armor in Imperial Age
  • Fishermen work 10% faster ▶ All gold income is 10% faster.
  • Elephant units attack 18% faster.
  • Team bonus: Camel units +4 attack vs buildings ▶ Elephant units +2 line of sight

TECHNOLOGIES

  • Sultans: replaced with the Warrior Dynasties technology
  • Shatagni: replaced with the Gajashaalas technology.
  • Warrior Dynasties: land military units (except siege weapons) cost -10%.
  • Gajashaalas: Elephant Archers can be trained at Archery Ranges, Elephant units trained 33% faster.

UNITS

  • Gain access to Knights.
  • Gain access to Battle Elephants and Elite Battle Elephants.

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

TECHNOLOGIES

  • Pavise: Foot archers and Condottieri +1/+1 armor ▶ Foot archers, Condottieri, Hand Cannoneers +2/+1 armor.

Reasoning: A small buff for Italians on land maps.

Koreans

CIVILIZATION

  • Team bonus: Mangonel-line minimum range reduced ▶ Unique technologies cost -20%.

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

UNITS

  • Gain access to the Ghulam line.
  • Lose access to the Knight line.

Reasoning: Flavor change, and also Malians are more an Infantry than a Cavalry civ anyway.

Magyars

CIVILIZATION

  • Archery Range technologies cost -50%.
  • Team bonus: Foot archers +2 LOS ▶ Herdables +2 line of sight, move 33% faster.

TECHNOLOGIES

  • Corvinian Army: replaced by the Apostolic Kingdom technology.
  • Apostolic Kingdom: gain a free relic and access to the Knight line, but lose access to the Mounted Archer line.

UNITS

  • Gain access to the Mounted Archer line.
  • Magyar Huszar and Elite Magyar Huszar: cost changed from 80F, 10G ▶ 90F.

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

CIVILIZATION

  • Cavalry Archers fire 25% faster ▶ Cavalry Archers and Mounted Archers fire 25% faster.

TECHNOLOGIES

  • Nomads: replaced by the Kharash technology.
  • Kharash: Pikemen cost -15 food and wood, trained 100% faster.
  • Lose access to the Plate Mail Armor technology.

UNITS

  • Gain access to the Mounted Archer line.
  • Lose access to the Knight line.

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

ARCHITECTURE

  • Change their architecture set from Middle easternCentral Asian.

TECHNOLOGIES

  • Mahouts: replaced with the Mard o Mard technology.
  • Mard o Mard: Savaran Knights +6 attack vs unique units.

UNITS

  • Elite War Elephant: moves 30% faster.
  • Gain access to Savaran Knights, which replace the Knight line.

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

CIVILIZATION

  • Market trade cost only 5%, Markets cost -100 wood ▶ Bazaar replaces Market* (Cost: 100W | Traits: Trade cost is only 5%, generates 5% of the gold that other player's Trade Carts generate with each trip).
  • Technologies cost -20% gold.
  • Bloodlines free.
  • Team bonus: Foot archers +2 attack vs buildings ▶ Caravan free.

    \) Cost: 100W | Traits: Work rate +25%. trade cost is only 5%, grants 5% of the gold that other player's Trade Carts generate with each trip.

TECHNOLOGIES

  • Madrasah: replaced by the Iqta technology.
  • Iqta: Mamelukes cost -15 gold.
  • Zealotry: Camel units +20 hit points ▶ Camel units +20 hit points, Camel Riders attack 33% faster.

UNITS

  • Gain access to the Ghulam line.
  • Lose access to the Knight line.

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

TECHNOLOGIES

  • Hauberk: Knights +1/+2 armor ▶ Barracks units and Serjeants +1/+2 armor

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

TECHNOLOGIES

  • Orthodoxy: Monks +3/+3 armor ▶ Monks +2/+2 armor, move 10% faster. Additional +1/+1 armor and +5% speed for each garrisoned relic (maximum 4 relics).

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

TECHNOLOGIES

  • Inquisition: replaced by the Reconquista technology.
  • Reconquista (600F, 250S): upgrades Castles to Alcázars*

    \) Cost: 650S | Traits: +25% HP (6000, +10 garrison capacity, fire 50% faster.)

  • Supremacy: Villagers stronger in combat ▶ Villagers stronger in combat. Halberdiers and Hand Cannoneers are immune to bonus damage.

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

UNITS

  • Gain access to the Mounted Archer line.
  • Lose access to the Knight line.
  • Flaming Camel: reduced cost from 75F, 30G ▶ 65F, 20G

Reasoning: No point in having Cavaliers when Keshiks are available. Just... they're a cav archer and light cav civ.

Turks

TECHNOLOGIES

  • Sipahi: Cavalry Archers +20 HP ▶ Cavalry Archers, Ghilmen +20 HP.

UNITS

  • Gain access to the Ghulam line.
  • Lose access to the Knight line.

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

TECHNOLOGIES

  • Enemy positions are revealed at the start of the game ▶ Imperial Skirmisher upgrade available in the Imperial Age.
  • Elite Skirmisher upgrade free.
  • Team bonus: Imperial Skirmisher upgrade available in the Imperial Age ▶ Enemy positions are revealed at the start of the game.

TECHNOLOGIES

  • Paper money: replaced by the Guerrilla Warfare technology.
  • Guerrilla Warfare: Foot archers and Skirmishers move 10% faster.

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.

IDEAS FOR FURTHER EXPANSIONS 

1 » The Mountain Kings

As 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.

GENERAL

  • Adds the Eastern Mediterranean architecture set to the game, shared by civs greatly influenced by byzantine greek culture: Armenians, Bulgarians, Byzantines and Georgians.
  • Rename the Mediterranean architecture set to Western Mediterranean, which more accurately reflects the civs that share it now: Italians, Portuguese, Sicilians (which should be Normans, by the way xD) and Spanish.

BUILDINGS

  • Palisade wall: hit points decreased from 150 ▶ 130 in the Dark Age and from 250 ▶ 220 in the Feudal Age. Also decrease their armor from 2/5 ▶ 1/5.
  • Palisade gate: hit points decreased from 240 ▶ 210 in the Dark Age and from 400 ▶ 350 in the Feudal Age. Also decrease their armor from 2/2 ▶ 1/2.

TECHNOLOGIES

  • Town Watch: Building LOS +4 ▶ Building LOS +4, Palisade walls and Palisade Gates +20% HP, +1/+1 armor.
  • Town Patrol: Building LOS +4 ▶ Building LOS +4, Palisade walls and Palisade Gates +20% HP, +1/+1 armor.

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 :))

NEW CIVS

https://preview.redd.it/cvp0qeof15k71.jpg?width=3333&format=pjpg&auto=webp&s=aba4fcc53313411735e35b33d654163714fb389b

2 » Shields of the Faith

Continuing 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).)

GENERAL

  • Turks: Renamed Ottomans.

NEW CIVS

https://preview.redd.it/3dm8anov15k71.jpg?width=3333&format=pjpg&auto=webp&s=e073b9e38482d9aeff359d050f92c37fa9014288

3 » Sultans of the East

Bridging 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.

CIVILIZATIONS

  • Indians: renamed to Rajputs. Changed their wonder to Chittorgarh Fort. Changed their unique unit from Elephant Archer ▶ Purbiya (camel hand cannoneer with attack bonus vs other cavalry).

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

TECHNOLOGIES

  • Gajashaalas: Elephant archers can be trained at Archery Ranges, Battle Elephants trained 33% faster ▶ Stables x2 HP, Battle Elephants trained 33% faster.

UNITS

  • Imperial Camel Rider: removed from the game.
  • Elephant Archer and Elite Elephant Archer: Removed as the unique unit of the Indians, and instead becomes a regional unit for all southern asian civs: Bengalis, Burmese, Delhians, Khmer, Malay, Rajputs, and Tamils.

NEW CIVS

https://preview.redd.it/8z25il1225k71.jpg?width=3333&format=pjpg&auto=webp&s=2518b167951f484f9c4f0b5c9e4f50b9dab87cf0

4 » The Indian Princes

Continuing 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.

NEW CIVS

https://preview.redd.it/0ijrl8hj25k71.jpg?width=3333&format=pjpg&auto=webp&s=56c136c1d6afa0eb941be3df0ba63bf27c6c6ca4

5 » Ascent of the Emperors

Rounding 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.

GENERAL

  • New herdable animal: Yak.

\) Cost: 30 wood (Tibetans only |) Training time: 20 seconds | Maximum food: 100 | Rate of fire: 2.0 | Line of sight: 3

NEW CIVS

https://preview.redd.it/if9qkov335k71.jpg?width=3333&format=pjpg&auto=webp&s=11ddcbb6dd07fa48d0db3fe2d98f4ff2223968cd

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! :)

CHANGES TO INCLUDE WITH THE CHIMÚ CIVILIZATION

  • Slingers: they are no longer a unique unit for Incas, but a regional units shared by Incas and Chimú. Also, base slingers are weaker, but available in the Feudal Age, and the stats for the current Slingers go for the new Elite Slinger (available in the Castle Age, making it akin to the Elite Skirmisher, anti-infantry instead of anti-archer).

Processing img tt2q7jg6uqj71...

The Chimú are an infantry and monk civilization.

CIV BONUSES 
  • Town Center technologies are researched at Mills (Loom, Wheelbarrow, Hand Cart) and Barracks (Town Watch, Town Patrol).
  • Slingers, Eagle Warriors cost -10% Feudal, -20% Castle, -30% Imperial Age.
  • Gillnets, Squires free.
  • Team Bonus: Infantry units +2 LOS.
  • Architecture set: Native American.
  • Wonder: Chan Chan Citadel.
  • Speech: Mochica.

UNIQUE TECHNOLOGIES 
  • Mallqis: Monks and Monastery technologies cost -15% per relic garrisoned (maximum 5 relics).
  • Spear-maces: Spearmen, Eagle Warriors ignore enemy armor.

UNIQUE UNIT 
  • Mochica Warrior: mace wielding heavy infantry that reduces enemy unit's speed with each attack*.

    ^(\ Each attack lowers the attacked unit's speed by 0.1 (the lowest speed enemy units can get is 50% of their current speed. Fully healed units regain their speed.)*

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: -

TECH TREE 

Archery Range

  • Archer line: Archer ▶ Crossbowman Arbalester | Skirmisher line: Skirmisher ▶ Elite Skirmisher | Cavalry archer line: Cavalry Archer Heavy Cavalry Archer | Horse archer line: Mounted Archer Horse Archer Elite Horse Archer | Gunpowder: Hand Cannoneer | Elephant archer line: Elephant Archer Elite Elephant Archer | Slinger line: Slinger ▶ Elite Slinger | Technologies: Thumb Ring - Parthian Tactics

Barracks

  • Militia line: Militia ▶ Man-at-arms ▶ Long Swordsman ▶ Two-handed Swordsman ▶ Champion | Spearman line: Spearman ▶ Pikeman ▶ Halberdier | Eagle warrior line: Eagle Scout ▶ Eagle Warrior ▶ Elite Eagle Warrior | Technologies: Supplies - Squires - Arson - Town Watch - Town Patrol

Stable

  • Scout cavalry line: Scout Cavalry Light Cavalry Hussar | Knight line: Knight Cavalier Paladin | Camel rider line: Camel Rider Heavy Camel Rider | Battle elephant line: Battle Elephant Elite Battle Elephant | Steppe lancer line: Steppe Lancer Elite Steppe Lancer | Ghulam line: Ghulam Elite Ghulam | Technologies: Bloodlines - Husbandry

Siege Workshop

  • Ram line: Battering Ram ▶ Capped Ram ▶ Siege Ram | Mangonel line: Mangonel ▶ Onager ▶ Siege Onager | Scorpion line: Scorpion ▶ Heavy Scorpion | Siege tower line: Siege Tower | Gunpowder: Bombard Cannon

Blacksmith

  • Archer armor: Padded Archer Armor ▶ Leather Archer Armor ▶ Ring Archer Armor | Ranged attack: Fletching ▶ Bodkin Arrow ▶ Bracer | Melee attack: Forging ▶ Iron Casting Blast Furnace | Cavalry armor: Scale Barding Armor Chain Barding Armor Plate Barding Armor | Infantry armor: Scale Mail Armor ▶ Chain Mail Armor ▶ Plate Mail Armor

Dock

  • Fire ship line: Fire Galley ▶ Fire Ship ▶ Fast Fire Ship | Demolition ship line: Demolition Raft ▶ Demolition Ship ▶ Heavy Demolition Ship | Galley line: Galley ▶ War Galley ▶ Galleon | Cannon galleon line: Cannon Galleon Elite Cannon Galleon | Technologies: Careening ▶ Dry Dock - Shipwright

University

  • Technologies: Masonry ▶ Architecture - Fortified Wall - Chemistry ▶ Bombard Tower - Ballistics - Guard Tower Keep - Heated Shot - Murder Holes - Treadmill Crane - Siege Engineers - Arrowslits

Castle

  • Technologies: Hoardings - Sappers

Monastery

  • Technologies: Redemption - Atonement - Herbal Medicine - Heresy - Sanctity - Fervor - Faith - Illumination - Block Printing - Theocracy

Eco techs

  • Mining camp: Gold mining ▶ Gold Shaft Mining - Stone mining ▶ Stone Shaft Mining | Mining camp: Double-bit Axe ▶ Bow Saw ▶ Two-man Saw | Market: Coinage ▶ Banking - Cavaran - Guilds | Mill: Horse Collar ▶ Heavy Plough ▶ Crop Rotation

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! :)

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