• Breaking News

    Wednesday, December 2, 2020

    Age of Empires II Civilization Match-up Discussion Round 10 Week 13: Britons vs Italians (3-year anniversary!!)

    Age of Empires II Civilization Match-up Discussion Round 10 Week 13: Britons vs Italians (3-year anniversary!!)


    Civilization Match-up Discussion Round 10 Week 13: Britons vs Italians (3-year anniversary!!)

    Posted: 01 Dec 2020 10:02 PM PST

    3 years straight of doing these weekly threads! Quick message at the bottom of the post :)

    Hello and welcome back for another Age of Empires 2 civilization match up discussion! This is a series where we discuss the various advantages, disadvantages, and quirks found within the numerous match ups of the game. The goal is to collectively gain a deeper understanding of how two civilizations interact with each other in a variety of different settings. Feel free to ask questions, pose strategies, or provide insight on how the two civilizations in question interact with each other on any map type and game mode. This is not limited to 1v1 either. Feel free to discuss how the civilizations compare in team games as well! So long as you are talking about how the two civilizations interact, anything is fair game! Last week we discussed the Saracens vs Vikings, and next up is the Britons vs Italians!

    Britons: Foot Archer civilization

    • Town Centers cost -50% wood starting in Castle Age
    • Archer-line and Longbowmen get +1/+2 range in Castle/Imperial Age
    • Shepherds work +25% faster
    • TEAM BONUS: Archery Ranges work +20% faster
    • Unique Unit: Longbowman (Powerful long-range foot archer)
    • Castle Age Unique Tech: Yeoman (+1 foot archer range; +2 Tower attack)
    • Imperial Age Unique Tech: Warwolf (Trebuchets 100% accurate; deal blast damage)

    Italians: Archer and Naval civilization

    • Advancing in Age costs -15%
    • Dock techs cost -50%
    • Fishing Ships cost -15%
    • Gunpowder units cost -20%
    • TEAM BONUS: Condottiero available at Barracks in Imperial Age
    • Unique Unit: Genoese Crossbowman (Anti-cavalry foot archer)
    • Unique Unit: Condottiero (Fast-moving, anti-gunpowder infantry)
    • Castle Age Unique Tech: Pavise (Foot archers and Condos get +1/+1 armor)
    • Imperial Age Unique Tech: Silk Road (Trade units cost -50%)

    Below are some match up-specific talking points to get you all started. These are just to give people ideas, you do not need to address them specifically if you do not want to!

    • Alright, so here we go, this would seem a tough one for Italians but let's put our thinking caps on! For 1v1 on open maps, Britons are generally considered a very powerful civilization, despite the relative buff to melee units vis-à-vis better pathing. Italians meanwhile, are not so much a bad civ as an underwhelming one. The cheaper age up is nice, but that is about all they have going for them until late-game - other than a broad tech tree. Despite being outranged by Briton archers, can Italians find a way to make use of their more flexible tech tree to grant them victory?
    • On closed maps, Britons can utilize their excellent boom, as well as not worry as much about the immobility of their army - and on maps like Arena and BF, maximize the limited area you need to attack/defend. Italians, meanwhile, can make certain aggressive plays happen with their cheaper age up, and potentially even go for a fast-Imp. Can a timing attack from Italians stop Britons before they get rolling?

    Thanks as always for participating! Next week we will continue our discussions with the Aztecs vs Portuguese. Hope to see you there! :)

    Previous discussions: Part 1 Part 2 Part 3

    Hey everybody - just wanted to say a quick thank you for being so active in your support for these threads! A lot of you may know me as that-other-caster-guy-you-watch-when-T90/Nili/Memb-aren't-online, but I actually started doing these threads *before* I ever started streaming. In fact, it was the initial success of these threads that led me to stream in the first place!

    Tbh, these threads do take a good 20 minutes of work to make each week, and although it's not that much, I wouldn't be doing this for 3 years if people weren't always very positive and active with thoughtful discussion. So yeah, thanks everyone - I am not stopping these anytime soon :) <3

    P.S. Bonus pic of my spreadsheet for these discussions. Blue = done, Red = not done, Purple = upcoming

    submitted by /u/OrnLu528
    [link] [comments]

    a story from a game I played recently

    Posted: 02 Dec 2020 05:50 AM PST

    Lives of AoE2 Campaign Heroes (Chart)

    Posted: 01 Dec 2020 10:08 PM PST

    Bruh ��

    Posted: 01 Dec 2020 07:50 PM PST

    Poor man's relic

    Posted: 02 Dec 2020 01:01 AM PST

    Spent the last 3 days coming up with this 28+1+1 Portuguese fast imp + boom build order. 4 feitorias by 21m. Excited to try it out.

    Posted: 01 Dec 2020 11:16 PM PST

    From the guy who made that Kataparuto meme:

    Posted: 01 Dec 2020 01:34 PM PST

    Reaching over 800 ELO was much harder than I thought. Countless games back and forth, win and lose. I always tend to get 49-50% winrate. Have been between 750 and 790 for several months. Worst thing, I feel I get better and often outsmart the opponent, microing more. But it's HARD to gain ELO.

    Posted: 01 Dec 2020 01:52 PM PST

    Is there a way to intentionally moonwalk?

    Posted: 02 Dec 2020 12:52 AM PST

    (title)

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

    Are there any programs that can run old recorded games ?

    Posted: 02 Dec 2020 04:28 AM PST

    title basically. i want to watch some games from previous patches, without downgrading the game.

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

    SotL video - How the AI pushes deer/ostrich/zebra

    Posted: 01 Dec 2020 03:39 PM PST

    Every Unique Unit Compared to History (FINALE - The Last Khans)

    Posted: 01 Dec 2020 04:21 PM PST

    Welcome back!
    This is the final part of the series, where we will look at The Definitive Edition civs.
    If you haven't seen the others, here they are:

    - Part 1

    - Part 2

    - Part 3

    - Part 4

    - Part 5

    - Part 6

    - Part 7

    I once again want to thank each and every one of you for the support you've given over the past few days. It really means a lot to me.

    The Last Khans civs are either very easy to understand, or very hard. I once again want to remind you that a lot of this is guesswork, and that I've never actually played aoe2 before, so a lot of these might actually be wrong.

    So without further ado, let's get started

    Bulgarians - Konnik

    Ability: Bulgarian unique cavalry unit that fights on as infantry when felled.

    What it Was: "Konnik" is the Bulgarian word for "Horseman"

    Significance to Bulgarians: The Bulgarian army was made up of Slavic Infantry, and Bulgar Cavalry. The Bulgars were a nomadic group in Central Asia that migrated to Eastern Europe, mixed culture with the Slavs there, and became the Bulgarian Empire.

    How the Game Relates it to History: I think that the Konnik's duality as both an infantry and cavalry unit shows the mix between the Bulgars and Slavs.

    Cumans - Kipchak

    Ability: Cuman unique cavalry archer with rapid-fire attack.

    What it Was: The Kipchaks were a nomadic group on the Eurasian Steppe, who formed a confederacy with the Cumans, who they were later conquered by.

    Significance to Cumans: The Cumans and Kipchaks formed a confederacy before being amalgamated into the Cumans.

    How the Game Relates it to History: Like the Mongols, the Kipchaks were skilled cavalry archers. I'm not sure if they could fire multiple arrows at once, but it sure as hell looks cool.

    Lithuanians - Leitis

    Ability: Lithuanian unique cavalry unit with attack that ignores armor.

    What it Was: The Leičiai (which is the plural form of Leitis) were a social class during the Grand Duchy of Lithuania. They often fought as soldiers, or helped the army by making supplies.

    Significance to Lithuanians: The Leičiai made up the core of Lithuanian society.

    How the Game Relates it to History: The bonus vs armor more has to do with Lithuania as a nation, rather than the Leitis itself. Lithuania's main enemies were the Teutons to the west(whom they defeated) and the Slavs to the east. Both of their UU's are heavily armored, so it would make sense that the Leitis gets a bonus vs. armor.

    Tatars - Keshik

    Ability: Tatar unique cavalry unit that generates gold when fighting other units.

    What it Was: The Keshiks were the elite guards of the Great Khan, and were also his elite troops.

    Significance to Tatars: The Tatars are supposed to represent the Khanates that weren't the Mongols or the Kipchak/Cumans. So a good unit that was used for (at least) most Khanates, would make sense for them.

    How the Game Relates it to History: The Nomadic Steppe Groups were notorious for raiding and pillaging. My guess is that the idea for the Keshik to generate gold is because they would pillage while fighting, and gain gold from it. I'm not entirely sure, however.

    Tatars - Flaming Camel

    Ability: Incendiary camel loaded with flammable hay and brush. Strong vs. mounted units, especially elephants. Weak vs. archers and infantry. Self-destructs when used.

    What it Was: It's a flaming camel, duh.

    Significance to Tatars: During the Battle of Delhi (1398), the Timurid army used camels carrying burning straws to frighten Delhi's war elephants and make them trample their own troops.

    How the Game Relates it to History: The Camels' bonus vs cavalry most likely comes from the idea that European horses were scared of camels. However, they have a significant bonus vs. elephants. This is because the flaming camels also scared the Indian War Elephants as well.

    So that's all of the expansions and civs. I really hope you enjoyed this, and might possibly do more content similar to this.

    Thank you so, so much for reading,

    - Polar

    submitted by /u/Crusader_2
    [link] [comments]

    Suggestion: Pair of quality of life changes that would help players -- showing creation/tech times and having a cancel hotkey.

    Posted: 02 Dec 2020 08:31 AM PST

    I think creation/tech times alone would be very helpful for new players. I know other games like SC2 have it. Even though the game speed can make the times hard to translate into actual time, it'd be really useful for people to have reference for trade off of things like Hand Cart vs more villagers, or comparing unit creation times. I know there's some quality of life changes that people might argue against (expanding auto scout to more units ... letting you auto queue units ... ) but this would be a simple yet very helpful change -- even for experienced players too likely.

    Second change just to bring it up again would be to have a specific cancel hotkey. Imagine you select all Stables and queue up 5 scouts when you wanted knights -- you could just cancel them all with one button click and queue what you wanted instead. Or maybe you realize you need the food for something else. Either way it's very useful.

    Yes I'd like to note these have been said before in multiple manners (creation time one for instance) and at least the creation time thing has been modded in, but these would be extremely helpful to be added to the actual game.

    submitted by /u/Skater_x7
    [link] [comments]

    Getting destroyed by 4 Huns in 4v4 team games

    Posted: 02 Dec 2020 04:14 AM PST

    Hi guys ! Yesterday I was playing team games (4v4) with a friend and we got absolutely destroyed 2 times on Lombardia by a team of 4 huns. (my profile with the games: https://aoe2.net/#profile-2423927)

    These guys seem to be doing it frequently... picking 4 huns or 4 cav civs. Their strat is rushing with scouts early feudal and then a non-stop flow of knights and cav archers.

    My question is the following: how do we counter this? We tried pikemen and a variety of units but they just trashed us....

    submitted by /u/junkerfes2
    [link] [comments]

    By request, I made an OBJECTIVELY CORRECT and totally-not-subjective tierlist for which civs have the best theme songs

    Posted: 02 Dec 2020 07:56 AM PST

    I persian douched the pocket while playing as pocket. My team had no idea i was doing this.

    Posted: 01 Dec 2020 08:20 PM PST

    Unit Idea: Shield Militia, Common Infantry Unit For Most Civilizations

    Posted: 02 Dec 2020 06:56 AM PST

    Is the AoE2 AI coded in LISP?

    Posted: 01 Dec 2020 10:52 PM PST

    In the recent SotL vid about how the AI is programmed to push deer, he showed some of the code used for the operation. I'm not much of a scripter, but it looked like LISP to me. Is that what the AoE AI uses, or something else that I'm not aware of?

    Here's the vid, btw - https://youtu.be/2zcNgUY1pNA

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

    Why doesn't Chemistry not increase Attack of Gunpowder units?

    Posted: 02 Dec 2020 12:27 AM PST

    I've never understood this.

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

    Coop campaigns

    Posted: 01 Dec 2020 11:23 AM PST

    Some friends and I got to talking about how fun a coop campaign would be. Does anybody on here know if there are some user made ones? If not I might have a project set out for me

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

    Lobbies make the game lag extremely.

    Posted: 01 Dec 2020 06:10 PM PST

    it wasn't much of an issue prepatch and with the old UI but it was there. like opening steam chat took a solid 15 seconds. but now with the new UI it's unplayable, it lags even when trying to leave a lobby due to the unnecessary powerpoint "fading" effect they added to every pop up menu.

    does anyone know a way to make lobbies work better? idk if it's lag or simply fps drops or stuttering.

    submitted by /u/chabon22
    [link] [comments]

    No comments:

    Post a Comment