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    Thursday, July 2, 2020

    Age of Empires II Just got AoE 2 DE during the steam sale. First time playing a RTS game. Cheers!

    Age of Empires II Just got AoE 2 DE during the steam sale. First time playing a RTS game. Cheers!


    Just got AoE 2 DE during the steam sale. First time playing a RTS game. Cheers!

    Posted: 01 Jul 2020 11:51 PM PDT

    Friend of mine build this in our survival minecraft server today, looks pretty damn good.

    Posted: 01 Jul 2020 02:16 PM PDT

    When the walling villager thinks he has better stuff to do than walling! CHOPPA!

    Posted: 02 Jul 2020 06:51 AM PDT

    AOE2DE - How to gather resources using ally Town Center.

    Posted: 02 Jul 2020 01:50 AM PDT

    Just tried out the wanderer gamemode where your villagers spawn in random places on map without a Town Center. I accidentally used up all my wood building a dock, houses and a mill. I realized I couldn't build a Town Center and had no way to gather wood. I asked my allies and one of them named pipixia told me to gather wood and then garrison my villagers inside his Town Center. I didn't think it would work but when I tried it the resources actually went into my stockpile! Not sure if this is a feature or a bug but it works!

    submitted by /u/lemonny3663
    [link] [comments]

    Goths - The reputation and the stats don't match up

    Posted: 02 Jul 2020 06:44 AM PDT

    Right at the outset, let me call out that I'm new to Reddit and to AoE multiplayer - so forgive for overlooking any laws of the r/aoe2 land (I have taken the effort to familiarize myself, but still) and also for noobishness of my question(s).

    Now coming to the question - I often come across this idea from people on reddit, in streams/videos from pro players like Viper & Hera, in Quora, etc., that Goths are one of the lowest tier civs in the game that really need to be buffed up. However, when I look at the stats from aoestats.io, I get a different picture - Goths are consistently in the top 5 in win rates in all ELO categories upto 1650. In the 1650+ category, they're still top 10 by win rates. They also have one of the highest play rates across the board - so they keep getting picked consistently by people across the ELO spectrum.

    What am I missing here? Why would the popular opinion and the stats tell what appears to be fairly different stories?

    submitted by /u/sandyqbg
    [link] [comments]

    Throwing Saxmen

    Posted: 02 Jul 2020 05:21 AM PDT

    I was watching a replay of vipers stream and someone suggested that instead of axes, the Franks unique unit throws saxophones and I must say, I'm totally on board with this. Thoughts?

    submitted by /u/Bean_Bath69
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    Age of Empires 2 REMIX by MC Fennek ("a bit" old but deserves attention and I think it can put a smile on your face.)

    Posted: 02 Jul 2020 03:20 AM PDT

    I recently completed all campaigns on hard. Here are some thoughts on their difficulty and design.

    Posted: 01 Jul 2020 04:32 PM PDT

    Had a lot of fun with these and already miss them. There were some that were rather frustrating and some really wonky difficulty curves, but overall all of them had their strong points. I'll group them by expansion and roughly sort by difficulty to get some order in here:


    Age of Kings

    • William Wallace

    Difficulty 0/10, Fun 5/10

    It's a pretty good introduction campaign overall that strikes a good balance between introducing absolute noobs and giving players freedom to try stuff on their own. Many modern games give learners way too little room in tutorials. This one went through fairly quickly and was fun enough, but obviously not very interesting for decently experienced RTS players.

    • Joan of Arc

    Difficulty 2/10, Fun 8/10

    I suppose this is as classic and vanilla as it gets, and much of it is AoE at its best with building bases and tearing down castles.

    The Siege of Paris can be somewhat frustrating though as most of that mission consists of babysitting your units from running off in all directions, and the AI difficulty scaling is just not enough to provide a decent challenge. The difficulty curve however is well designed and the last mission finally puts on some pressure, although it weirdly fizzles out after a while.

    The only serious issue is that the new campaign narration is far less fun than the classic one.

    • Saladin

    Difficulty 3/10, Fun 7/10

    Saladin offers some varied and fun missions, but I somehow remembered it as far more challenging than it was. The campaign does a good job at highlighting the Sarazen's specialties, as units like Mamelukes perform well better here in than in multiplayer. You even get to use the galley bonus without making water too important.

    The Sarazens notably changed since the old days due to the archer bonus, but it fits in without major issues. I particularly noticed it in mission 2 where it lets you get rid of an enemy base faster, but I found that okay since that mission used to be amongst the harder ones.

    • Ghengis Khan

    Difficulty 4/10, Fun 10/10

    I love almost everything about this campaign. Every mission is memorable and make Mongols feel really fun - which may just be because Mangudai and Drill Siege Rams are amazing, but this campaign really lets you play it out to your heart's content. The first mission sets a nice tone with it's almost RPG-like quest feeling. The only slightly irritating one is the 4th with an akward split base at the start, and a difficult attack out of the blue that just may force you to restart once.

    • Barbarossa

    Difficulty 6/10, Fun 8/10

    This hit just the right difficulty for me. While I think that it highlights the Teutons' weakness to ranged units more than their strengths so may have to play around that in mildly awkward ways, it's still just solid good Age of Empires that manage to mix normal gameplay with fun mission design. Especially mission 1 remains one of my favourites for just that. And I always loved the narration of this one, it manages to connect multiple storylines into one cohesive story.


    Age of Conquerors

    • El Cid

    Difficulty 2/10, Fun 5/10

    This was honestly just too easy for me to enjoy, which is a shame because I think everything else about this campaign is really well done. In a weird twist the very first mission is actually the hardest as you have to ram down a crammed city, whereas the enemy just doesn't build enough stuff to challenge you offensively in any of the missions. Except for one major attack in mission 4, after which the enemy apparently just stopped trying against me.

    • Montezuma

    Difficulty 3/10, Fun 3/10

    Maybe I just because I sucked so badly when I played this back in normal AoC, but I remembered this to be much harder. Much like in El Cid the enemy just refuses to challenge you in all but one mission, which weirdly has some of the most intense early pressures instead. Other than El Cid, many of the missions just felt tedious because your enemies may not threaten you, but can have annoying unit combos to make your attacks difficult. Which is compounded by annoyingly small population limits and mission design that don't let you do fun stuff like eagle raiding. Sieging enemies down just isn't what makes this civ enjoyable imo.

    • Attila

    Difficulty 4/10, Fun 6/10

    In its best moments this campaign feels somewhat like Ghengis Khan. But somehow many of the maps feel a tad more empty and boring to me. Fun concepts like the attack on Constatinople, where you are supposed to make your gold from raiding, suffer from lackluster execution - in that case you need so much gold and there are so few enemies that you have to raze the entire enemy city anyway. What I reallly enjoyed for me where the deathmatch-like starts in some missions, especially in combination with the Steam achievement for completing the Catalaunian Fields in less than 30 minutes.

    The Forgotten

    • Sforza

    Difficulty 3/10, Fun 5/10

    Another campaign that made me wonder whether the AI was bugged in some of the later missions, which may just be because it is so bad at dealing with ranged units. I guess that means it managed to highlight the Italians' strengths? Overall a solid campaign, but somehow not very memorable to me, neither from the narration nor gameplay.

    • Alaric

    Difficulty 5/10, Fun 8/10

    This campaign notably has multiple missions that almost feel like standard 2v2s, and they're simply fun. The difficulty curve is also very well designed with a worthy finale, and it does a good job at displaying the fun of Goth spam. The steam achievement for the Rome mission was a serious challenge.

    • Pachacuti (Incans)

    Difficulty 8/10, Fun 6/10

    The defense in Field of Blood was the absolute highlight for me. Sadly I didn't are too much about it otherwise. I was pretty hyped to play some Kamayuks but somehow the campaign didn't seem to encourage that all, and Slingers didn't seem great either despite fighting the other American civs with so much infantry. So it was pretty meh overall. I liked the narration though.

    • Dracula

    Difficulty 8/10, Fun 5/10

    What frustrated me the most abou this campaign was the constant civ-changing. I feel like it made this campaign lack an identity. The missions seemed very eager to change things up dramatically, but it felt like a chaotic assortment and many of the mechanics didn't work out that well imo. I especially found the 2nd mission very annoying with this - it lets you freely build an economy but you rely on "conquering" production buildings. But ultimately there are no shortages and it just feels like an annoying gimmick. The most memorable mission to me is the 3rd one for it's insane difficulty if you don't follow the hints to a T. I also couldn't find the lumber camp (as I assumed it was behind the city walls) and thus got spammed to death by ships on the first tries. Only to be then followed up by a one-hour snoozefest that is probably the easiest mission of all.

    • Pritviraj

    Difficulty 8/10, Fun 8/10

    I loved the poetic/epic narration for this one. The gameplay is fairly tough on multiple missions. I was annoyed to have Indians introduced as a gunpowder unit by the tech tree only to then get dropped into a non-gunpowder campaign, but ultimately it does manage to highlight Indians very well imo, as this campaign made Elephant Archers playable even before the buff. The campaign has solid variety without feeling disjointed, and I particularly enjoyed getting thrown into a deathmatch-style game that keeps you on a tough but fair timer.

    The last mission however felt weirdly anticlimatic after being preceded by some way harder and more epic ones. And the baseless mission to reach the princess was a little meh.

    • Bari (Byzantines)

    Difficulty 9/10, Fun 9/10

    Challenging and fun, the gameplay made me care for a narration I didn't think I'd care about! Bari has some seriously challenging missions on map 1 and 4 and does a great job at highlighting the Byzantines. Normally campaigns aren't really a place to care much about trash units, but this campaign pulls that off very well. The only way to make this campaign any better is to give us a mission for cataphracts to shine. The finale is a pretty fun non-standard mission as well.


    African Kingdoms

    • Yodit

    Difficulty 7/10, Fun 7/10

    I like Ethopians as a civ, and going arbalest-siege makes it a bit easy vs AI. This campaign had some great ideas how to make scenarios fun by encouraging you to walk around and find missions, but then sadly actually punishes you for that on higher difficulty by triggering enemy attacks. So it kind of teaches you to just ignore those missions and wall up, which was a real shame. I would also have liked to get more opportunities to use Shotels effectively. But it was still pretty fun overall.

    • Sundjata

    Difficulty 7/10, Fun 7/10

    Solid campaign. Especially the castle-age restricted missions highlighted Gbetos pretty well, and Farimba is always fun (that "unmounted civilisation" jebait by the tech tree...). On the other hand the Malians' barracks bonus sadly felt completely wasted on this, since the campaign places a high demand on big strong armies over raiding. I liked the narration though.

    • Francisco Almeida

    Difficulty 7/10, Fun 4/10

    I am super torn on this campaign. On the one hand it had some really fun moments like the city destruction in mission 4. On the other hand the maps felt chaotic and disjointed and I somehow really didn't care about the narration, which just rushed through these so different places. It just didn't work well for me.

    • Tariq

    Difficulty 8/10, Fun 8/10

    This was a great campaign for me, especially the final mission. It's very grindy, but it really highlights the Berbers' profile as a gold hungry cavalry civ with a fun unique unit. It feels awesome to have such strong armies but also forces you to keep expanding for new gold. The 4th mission (crossing the pyrenees) is an interesting one, with a kind of frustrating mechanic but short enough to make it feel okay to just retry, while it feels rewarding to beat.


    Rise of the Rajas

    • Gaja Mada (Malay)

    Difficulty 10/10, Fun 7/10

    All of the Rajas campaigns are merciless grind fests. Some people hate it, but I'm quite okay with it since it feels pretty epic to throw 200 supplies with dozens of elephants across the map. The Mada campaign is especially water focussed, which I generally consider one of AoE2's weakest aspects. Nonetheless it works out quite okay for this campaign imo.

    • Le Loi (Vietnamese)

    Difficulty 10/10, Fun 7/10

    So yeah, long long grind fests. I quite liked the Mountain Siege, kind of hated the Three Prongued Attack. I ended up playing the latter again on Standard difficulty for the steam achievement that I missed on the first playthrough, and the difference is absolutely ludicrious. This campaign may have the best narrative thread of the Rajas, which I found a bit lackluster overall though.

    • Bayinnaung (Burmese)

    Difficulty 10/10, Fun 6/10

    The first mission was oddly frustrating because the space is so restricted. Especially mission 2 seemed impossible at first, until I scouted the right places and suddenly it became a cakewalk. The last mission... is just weird? Definitely challenging throughout. Would have liked more opportunities to play with smaller forces and make full use of Arambai though.

    • Survarman (Khmer)

    Difficulty 10/10, Fun 8/10

    Quite possibly the grindiest grindfest that ever ground, where most scenarios put you ready to boom against multiple enemies who will incessantly throw big armies at you. But between cheap elephants, mega-scorpions, and workaholic farmers, Khmer are just fun. And with slow elephant units there wouldn't be much point in designing missions around micro anyway I suppose. So rally your 30+ production building and spam away! One very enjoyable part about these missions is that they tend to reward early aggression without making the game too easy that way.

    Last Khans

    • Ivalyo (Bulgarians)

    Difficulty 8/10, Fun 8/10

    The mission design of this campaign is really good - really all of the Last Khans does an amazing job at this! I still can't bear myself to give it a higher rating just because it felt like it was the wrong civ for this campaign. Bulgarian units and bonuses could be so damn good in so many mission types, but not these one. I ended up feeling downright forced into generic cav archers for most of them. I thought it would be practically impossible to design a campaign where Konniks don't perform, but this one somehow managed just that.

    • Tamerlane (Tatars)

    Difficulty 8/10, Fun 9/10

    Again fun mission design, but this time it also does a great job at showing off the Tartars' uniqueness. The only issue I have is that some missions do a terrible job at giving hints when to boom and when to produce. They give you a ton of units but weak eco in some maps, so they tempt you to boom only to suddenly get overrun out of nowhere. In return many maps encourage early aggression.

    • Kotyan Khan (Cumans)

    Difficulty 9/10, Fun 10/10

    A fun and unique campaign for a fun and unique civ! Especially the 2nd mission appears downright infamous for being tough and weird, and they feel really rewarding to beat. The only annoying part is that it kept mixing ordinary cav archers into the Kipchaks which makes for really awkward micro.

    submitted by /u/Roflkopt3r
    [link] [comments]

    Announcement: Age of Empires 2 Helper (Alexa Skill/App)

    Posted: 02 Jul 2020 11:13 AM PDT

    I'm excited to announce the release of version 1.0 of the Alexa Skill: Age of Empires 2 Helper

    Want to know the unique unit and its counters of your opponent? Want to know the civilization info of your random civ? No more wasting time checking the tech tree mid-game, just ask the Age of Empires 2 Helper.

    Includes information on all 35 civilizations in Age of Empires 2 DE.

    In version 1.0, two features are supported:

    Civilization Info

    "tell me about {Civilization}"

    "tell me about the {Civilization}"

    Example:

    "Tell me about the Franks"

    Alexa will reply with

    Cavalry civilization

    • Castles cost -25%

    • Cavalry +20% hit points starting in Feudal Age

    • Farm upgrades free (require Mill)

    • Foragers work 25% faster

    Unique Unit:

    Throwing Axeman (infantry)

    Unique Techs:

    • Chivalry (Stables work 40% faster)

    • Bearded Axe (+1 Throwing Axemen range)

    Team Bonus:

    Knights +2 line of sight

    Unique Unit Info

    "what is the {Civilization} unique unit"

    "what's the {Civilization} unique unit"

    "what are the {Civilization} unique unit"

    "what are the {Civilization} unique units"

    "what is the unique unit of the {Civilization}"

    "what's the unique unit of the {Civilization}"

    "what is the unique unit for the {Civilization}"

    "what are the unique unit for the {Civilization}"

    "what are the unique units for the {Civilization}"

    "what's the unique unit for the {Civilization}"

    Example:

    "What is the unique unit of the Aztecs"

    Alexa will respond with

    "Jaguar Warrior. Infantry unit. Strong vs. infantry. Weak vs. cavalry and archers."

    Future plans/ideas:

    • "What counters {Unit}"
    • "What is the cost of {Unit/Technology}"
    • "How much [wood/food/stone/gold] does {Unit/Technology} cost"
    • "Do the {Civilization} get {Unit/Technology}"

    Requests

    • Please try it out and give me any feedback and/or ideas you have to improve.
    • If you're from an English speaking country other than the United States, let me know if you can or cannot enable the skill. I fear it is only available in the United States currently. If so, this will be my number 1 priority to fix.
    • If you repeatedly get "I did not understand what civilization you said" for a civilization, let me know what civilization you were trying to say and roughly what time you asked (with timezone) and I'll attempt to fix it.

    Known Issues

    Alexa currently struggles understanding "Khmer" and "Teutons". I'm working on improving this

    Link to Alexa Skill

    https://www.amazon.com/dp/B08C2K4H7R

    submitted by /u/BITBAWID
    [link] [comments]

    AoE2DE: How to Portuguese

    Posted: 02 Jul 2020 07:04 AM PDT

    Most underrated unit in you elo level?

    Posted: 02 Jul 2020 04:09 AM PDT

    In my elo (1200 TG) the Monk and Camel are rarely used. Yes sometimes people spam Camels but it is a rarity. People barely use them as a side unit. Monks are mainly used for relics and not much more than that.

    Myself, I love using both of them, especially defensively.

    What are your thoughts on this? And what unit do you think is (too) rarely used?

    submitted by /u/motonurse97
    [link] [comments]

    Chinese Archer flush / Chinese FC into unique Build Order request

    Posted: 02 Jul 2020 07:46 AM PDT

    Hi everyone, I couldn't find any BO for the Chinese, even though their start is significantly different from generic civs. What would be the best BO for both strategies?

    submitted by /u/PeerkeGerard
    [link] [comments]

    I played my second 1v1 ranked today and matched against a Top-100 Player?

    Posted: 02 Jul 2020 05:35 AM PDT

    Well, I wanted to start getting more into 1v1 since I mostly play Teamgames with friends. First game was normal, Played against someone ~1000 1v1 ELO. Second game i got crushed pretty hard, but i guess that should be expected playing someone with >1900 1v1 and >2.6k Team ELO.
    Apparently my Random map Elo started at 1950 after my first game, how is that possible? The only thing i can think of is HD Elo somehow transferred to DE 1v1 Elo, but that would be stupid as hell.
    Anyone had the same experience or any advice? Except just getting stomped for the next 20 games of course.

    submitted by /u/Shineox
    [link] [comments]

    Steppe Lancer Charge

    Posted: 02 Jul 2020 05:50 AM PDT

    Just browsing the Steam summer points shop...

    Posted: 02 Jul 2020 11:10 AM PDT

    1100+ Arabia meta ?

    Posted: 02 Jul 2020 11:06 AM PDT

    Hi guys, today I became a 1100 ELO player in 1V1, my goal is 1150 now. I wonder, what is the best meta for Arabia now ? I know a few build orders, but usually I go 31 pop drush (sometimes the players have very hard time microing this and I also add the man-at-arms upgrade even though my eco is not really built for it) into archers and after add knights. This usually works quite well for me, and I keep the opponent under good pressure. This denies my castle age, but usually I delay the opponents castle age too. I like adding mangos when pushing with archers after reaching castle age. Sometimes I loose this as I try to micro and manage eco and the opponent gets some good shots of his own mangonels, or I get too greedy with eco and the opponent outnumbers me. However, I spectated some games of players who had few hundred more points more than me, and they seemed to go for the drush and after full wall into castle and knights with siege push.

    I mainly go Celts and sometimes Franks. The paradox is that I seem to fail with meso civs, I just cannot get the feel for eagles and prefer knights.

    submitted by /u/prois99
    [link] [comments]

    Your favourite pick of 36th Civilization for AOE2 DE

    Posted: 02 Jul 2020 10:57 AM PDT

    Here are some most prominent empires (my picks) of middle ages:

    View Poll

    submitted by /u/HisBrilliance
    [link] [comments]

    AI is no substitution for Human players.

    Posted: 02 Jul 2020 10:35 AM PDT

    So I'm new to multiplayer, having played Aoe2 back when I was a kid and having recently bought DE.

    I started playing a couple standard games against the hard AI and got absolutely crushed. Then I decided to get into multiplayer as the campaigns weren't as fun as I remembered them.

    I learned a couple of build orders, originally played in the noob lobby's before moving to ranked, (A great move, "Noob" lobbies have players with 800 Elo to 1300 elo all considering themselves noobs, Ranked is much better for finding opponents around your level.)

    Now I'm not a great player, in fact I'm below average. I'm hovering around 970 I think, and I've only been playing maybe a month.

    Now, these crazy thunderstorms blew through and my modem literally exploded... So I'm out of luck on the internet front. To feed my addiction I'm back to playing the hard AI, only now I have a bit of perspective and the AI is horrendous.

    Just a few of the things I've noticed...

    The AI does almost no walling. They will build buildings... boy do they build buildings. But there is no strategy involved, they don't housewall, they don't palisade, they don't forward barracks and archery ranges, they leave huge gaps you can drive an army through.

    To note this, the wood lines are ALWAYS exposed. If I was inclined to scout rush or archer rush I will get tons of kills. A FC into Knights can give me 10-20 vil kills because the AI will literally leave an undefended lumber camp a mile away from the TC.

    They don't take fish. I played a four lakes 2V2 (practicing this months ranked maps) And I was the only one taking fish. Around 25 minutes the AI docked my lake and flooded galleons, but a post game analysis revealed that is all they did. The other 3 lakes had warships, but no fishing ships or missing fish. The lakes were still full!

    The AI doesn't care about Vils. Yours or theirs. An AI eco raid can be distracted by a lone house near your wood line. They won't walk past it like a reasonable player. Alternatively you can "camp" a killed deer and the AI will just send vils one by one to their deaths...

    Another bug I've noticed is the "flickering" TC. If you Castle drop near an AI TC, the AI will garrison vils when the Castle arrows hit the TC. It will then ungarrison vils, and by then the next arrows hit and the AI garrisons again. This causes a flicker effect where 15-20 vils are tied up garrisoning and ungarrisoning.

    The AI randomly abdicates games and deletes TCs for no reason... This one is really annoying. I was playing Migration, and landed 20 knights on the enemy island and started raiding his vils... next thing I know he's deleted both his TCs on the starting Island! Why???? Alternatively in the same game an Ally AI was harrassed hard on the continent, and deleted all of his Island TCs. Again why???? We won the 3v4, but why would he delete TCs so far away from the action under no threat?

    The AI doesn't prioritize resources. If you watch any high level analysis, you'll see a common theme. Controlling resources is the name of the game. If you Tower Rush you should deny Gold and stone, wood and berries as best you can. An enemy off of gold is no threat at all. In my above Migration game after he deleted his TCs, he never went back to secure resources. Huge piles of main gold and stone just... left there.. still surrounded by all of his other buildings. Castle Drops should be placed to protect or deny resources etc. the AI doesn't do this.

    I kind of can't believe how bad the AI is and how badly I was getting crushed before. All the AI is good at is pumping out buildings and units, but that's just... meaningless. The entire game revolves around resources, protecting and denying them, and protecting and killing the vils that gather them. The AI misses these essential points. It's entirely too easy to wall off an AI attack and then just counterattack with Calvary and destroy their unprotected eco.

    I haven't tried the two harder AI's yet, because of what I've seen in streamed games. At these levels it just seems like the AI is inhuman. Idle time doesn't exist, build orders are perfect and micro is immaculate. Pretty annoying getting microed to death in every fight, all while the macro is perfectly played. Every human player, even Viper has to manage the micro/macro aspect, but extreme AI doesn't.

    Just a bit of a rant. I wonder if you're guys experience matches mine. I really miss multiplayer and I don't feel as though I'm getting better playing the AI.

    submitted by /u/Owlsdoom
    [link] [comments]

    Really studpid question : would AoE2DE run on modern flagship phones?

    Posted: 02 Jul 2020 09:50 AM PDT

    Is boar stealing a thing?

    Posted: 02 Jul 2020 04:21 AM PDT

    I just saw an older video of spirit of the law, which analyzes whether the eagle scout or the cav scout is better. He then mentioned you can lure the boar and steal it from your opponent with the eagle scout pretty easy. Is this still possible in DE? Because in my first 50 games it never happened to me but if this works I think it would be a pretty big deal.

    submitted by /u/MutedInstruction4
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    Got obliterated. Mongols vs Franks arena

    Posted: 02 Jul 2020 12:33 AM PDT

    Ok, how to you counter Frank mass Paladin as a mongol player in arena?. Both players started out booming. I knew he was going for paladins so I went full heavy camels. We faced off at the middle with 55 heavy camels + few pikes vs about 60 paladins. My camels got completely obliterated under my own 2 castles. Aren't heavy camels supposed to be counters to paladins? How do you counter paladins as a mongol since they don't get halbs?

    submitted by /u/m0thercoconut
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    Help to make an AoE2 build guide

    Posted: 01 Jul 2020 11:20 PM PDT

    So as the title says I am interested in doing this and I know a lot of guides exist already but I don't find most of them extensive enough and by that I mean on how to transition from one unit into another. I also wanted to do parts where players decide to switch from full aggression into lower aggression and focus more on eco. Like going 2 range archers or 1 range archers and so on. Also focus on improvisation on these builds depending on civ and situation.

    I also wanted to cover non Arabia strats like builds on water maps and arena resources for which are harder to find and even do parts on when and how to use siege.

    Apart from these general strats I also wanted to do a part of wacky civ specific strategies.

    It would be really helpful if someone can help me list all sorts of strats and wacky strategies. If you have build orders even better. This project is entirely personal but if I do make a comprehensive guide I might put it up later.

    Thanks a lot!

    submitted by /u/N1n63nK1ii3r
    [link] [comments]

    29+2pop Malay FC into Elephants BO

    Posted: 01 Jul 2020 09:53 AM PDT

    Hello guys,

    I have come to share another build and get your feedback and thoughts: it is an optimized and less all-in version of HumzaCrumza's Malay Stampede (love the content btw). We advance a bit later, but avoid having any idle TC at all.

    Still the goals are the same: get into Battle Elephants ASAP by (ab)using the Malay's civ bonuses and rushing your opponent.

    29+2pop Malayphants

    pop: task

    dark age

    • 1-7: build a house, then eat sheep (6 total)
    • 8: build a house, then a lumbercamp, chop wood
    • 9-11: chop wood (4 total)
    • 12: lure boar, then subsequently eat both boars. keep these 7 under the TC eating either boars or sheep until advancing. force-drop off food to keep up villager production. control-grouping them helps.
    • 13: build a house, then a mill on berries
    • 14-17: take berries (5 total)
    • 18-21: add a house, then a second lumber camp, chop wood. (2 lumbercamps à 4 vils for 8 total)
    • 22-25: add a house, then a mill on deer, hunt deer (4 total).
    • 26-29: mining camp on gold, mine gold.
    • around this time, your 7 shepherds will run out of sheep. build 4 farms, send 2 to wood (preferably stragglers) and build barracks+house with the last one.
    • research loom, advance to feudal: at this point, you should have: 10 lumberjacks, 5 foragers, 4 hunters, 4 farmers, 4 miners and 1 builder.

    feudal age (ideal time: 27x25sec + 79sec = 12:34) [HD: 12:27]

    • queue two villagers, then take one villager off gold: build a stable with the miner and a blacksmith with your prior builder.
    • after completing the feudal buildings, add a farm whenever you reach 60 wood; you have two mills and your TC to build around. your feudal builder should continually add houses at this point.
    • 30: to wood
    • 31: to gold
    • advance to castle age (11 lumberjacks, 5 miners, 5- foragers, 4+ farmers, 4- hunters, 1 builder).
    • around this time, your foragers and hunters will run out of work. send them to wood first, but keep adding farms until you have about 20.
    • shortly after clicking up, save up some wood (no farms for a while) to add a second stable. if you start it before 33%, it should finish as you're hitting castle age.

    castle age (ideal time: 12:34 + 2x25sec + 108sec = 15:12) [HD: 14:56]

    • queue villagers and battle elephants in both stables
    • 32+ to wood/farms

    you have exactly enough economy to maintain one TC producing villagers and two stables producing elephants. whether you want to add eco (double bit axe, horse collar, 2nd TC) or blacksmith upgrades first, is up to you.

    Notes:

    • the normal two-house start also works. I simply like to delay the second house to avoid building it on gold/berries and potentially start walling.
    • this build mills the deer. If you can push all 4 of them, you can probably cut 1 villager or squeeze in double bit axe or horse collar in feudal.
    submitted by /u/Holenz
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