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    Age of Empires II Civilization Match-up Discussion Round 12 Week 14: Chinese vs Malay

    Age of Empires II Civilization Match-up Discussion Round 12 Week 14: Chinese vs Malay


    Civilization Match-up Discussion Round 12 Week 14: Chinese vs Malay

    Posted: 25 Aug 2021 03:49 PM PDT

    Just don't mention the Spratly Islands in this match up...

    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 Huns vs Magyars, and next up is the Chinese vs Malay!

    Chinese: Archer Economy civilization

    • Start with +3 Villagers, but -50w, -200f
    • All techs cost -10/15/20% in Feudal/Castle/Imperial Age
    • Town Centers support 10 population; have +5 LoS
    • Demolition Ships gain +50% hp
    • TEAM BONUS: Farms gain +10% food
    • Unique Unit: Chu Ko Nu (Powerful foot archer that rapid fires several arrows per attack)
    • Castle Age Unique Tech: Great Wall (Walls and Towers gain +30% hp)
    • Imperial Age Unique Tech: Rocketry (Chu Ko Nu gain +2 attack; Scorpions gain +4 attack)

    Malay: Navaland Infantry civilization

    • Advance in Age +66% faster
    • Fish Traps cost -33%; provide 3x food
    • Battle Elephants cost -30/40% in Castle/Imperial Age
    • TEAM BONUS: Docks +100% LoS
    • Unique Unit: Karambit Warrior (Extremely cheap and weak infantry that only takes up .5 pop space)
    • Unique Building: Harbor (Dock upgrade that adds modest defensive capabilities)
    • Castle Age Unique Tech: Thalassocracy (Upgrades Docks to Harbors)
    • Imperial Age Unique Tech: Forced Levy (Swordsmen cost changed to 80f, from 60f/20g)

    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!

    • I think this is a pretty good one! For 1v1 on Arabia and other open maps, both of these civs find themselves in and interesting position in this match up. Both have fantastic economies, but they take a little while to really pay off, leaving them somewhat vulnerable in early Feudal. Chinese have the broader tech tree, but Malay have plenty of strong options themselves. How do you see this one going?
    • On closed maps, Chinese and Malay again find themselves in interesting situations. On a map like Regicide Fortress, Chinese are incredible due to an incredible economy with the unique starting resource distribution and powerful unique unit. However, on a map like Arena, Chinese tend to be on the weaker side due to their lack of answers to strong siege options. Conversely, Malay are amazing on Arena. How do you see the dynamics of closed maps favor each civ, respectively?
    • In team games, Chinese are definitely seen a bit more frequently due to their great team bonus and strong archer play. However, when it comes to archers and economy, Malay are pretty much just as good, and also possess gunpowder units in late game. Which civ has the edge when it comes to being a flank/archer civ?

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

    Previous discussions: Part 1 Part 2 Part 3

    submitted by /u/OrnLu528
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    Literally my first association when I watched the RBW5 Trailer.

    Posted: 26 Aug 2021 03:28 AM PDT

    Not quite as impressive a trap but definitely my peak AOE2 moment - also for once actually came at a game changing moment.

    Posted: 26 Aug 2021 03:34 AM PDT

    time to gg again

    Posted: 26 Aug 2021 03:26 AM PDT

    It's a trap!

    Posted: 25 Aug 2021 09:21 AM PDT

    RSW5 - ACCM out, Capoch in (Due to Covid restrictions, details in comment)

    Posted: 26 Aug 2021 07:02 AM PDT

    I like the new Arabia

    Posted: 26 Aug 2021 07:34 AM PDT

    If you've played Bayinnaug 5, you'll get it

    Posted: 26 Aug 2021 05:17 AM PDT

    How to save your hunting villager from a boar

    Posted: 26 Aug 2021 04:06 AM PDT

    Ain't it the truth:

    Posted: 25 Aug 2021 11:29 PM PDT

    Ain't it the truth:

    History channel after midnight!

    History channel after midnight

    submitted by /u/Age_of_Campaigns
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    Are you a clock-wise scouter?, anti-clock wise scouter? or none-the wiser?

    Posted: 26 Aug 2021 01:37 AM PDT

    I realized that in most of my games I have the tendency to scout around my base in an anti-clock loop (would say 90%) and was curious about other people, do you have a tendency like this?? .

    Of course this is heavily influenced by the position in which your scouts and initial sheep are spawned, and you will always go directly to the sheep after queuing vils and building the houses (generic civ) but I had realized that in some games I "forced" the scout to go anti-clock wise when maybe the more natural thing to do was to go on the other direction. Does this happen to you too? I'm genuinely curious.

    submitted by /u/L-Phanto
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    Becoming better at AOE2: Focus Training?

    Posted: 26 Aug 2021 02:40 AM PDT

    Hello,

    as a Low-Elo Player (~970) I'm always trying to improve my game. As a 35-year old, I also have to make time for playing AOE2 and can't just grind 8 hours a day and become better that way.

    So a few months back I just focussed on my dark age and practiced some build orders and feel like I heavily improved in that area (still not perfect, as little mishaps can throw me off a little bit). Also, when I compare myself to my fellow teammates, I feel that I'm better at pumping vils while attacking at the same time in feudal age, as I tried to make it a habit to produce vils. (In Castle Age, I struggle a bit in that area, but I'm trying.).

    There are still dozens of things I want to improve on, as the game gets much more complicated starting in castle age. Sometimes I feel that I want to do too many things at the same time and fail at things, I thought I had down.

    I wonder what the most effective way would be to improve. I want to focus on single aspects of the game e.g.: (not getting housed, better scouting, booming economy, always produce and so on and so forth.) I want to try to practice in short sessions (I thought, I could maybe practice in my lunch break for 20-30 minutes or right after getting up).

    Most guides say something like: "Play ranked and just set a goal (always produce) and just focus on that". Is this the only way? Or could I just open a game and practice always producing and keeping the economy going until that becomes a habit? I feel in "Ranked"-mode, I tend to be more focussed on the flow of the game itself than on certain areas of my game, because any attack could throw that off.

    So what's your opinion? Can you only improve while playing the game as a whole, or can you eliminate certain things from the game and have a kind of "training mode". (Especially from Castle Age on, I think in the early game it is absolutely possible as the Build Order mods prove.

    Many Thanks

    submitted by /u/Outside_Place7002
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    Some people just want to see the world burn @Hera

    Posted: 25 Aug 2021 06:33 PM PDT

    We need game improvements! Not more civs

    Posted: 25 Aug 2021 05:57 PM PDT

    As much as I love playing new civs I think their are some real issues that need to be addressed. I don't want to be negative or complain as I love AOE2… but I want this game to live up to its potential!

    submitted by /u/PoopLord69722
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    Give Genitours to Portuguese and Spanish?

    Posted: 25 Aug 2021 12:53 PM PDT

    Historically, Genitours (aka Jinetes) were used more by the Christian Iberians (Spanish and Portuguese) than by the Berbers, though the word does derive from the Berber "zenata." This is an inaccuracy that I'm sure bothers a fair few history buffs.

    Balance-wise, the Portuguese and Spanish are not very powerful on land maps, where the Genitour has its use, so giving them Genitours would not make them OP.

    So why not make the Genitour a limited/regional unit similar to Eagle Warriors and Steppe Lancers? The Berbers can keep their unique team bonus giving the Genitour to their teammates.

    submitted by /u/lmscar12
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    Poles guidance needed!

    Posted: 26 Aug 2021 04:03 AM PDT

    I have been a fan of Winged Hussars and was really happy when Poles were annouced as a DLC for the game. I tried using them once but failed miserably as they got severely cut down by stronger cavs and archers. I usually play for fun with friends or with AI and don't really play competitive. Could some please help me with a good strategy of how to use Poles? Beginner to intermediate level here just trying out some favourite civs based on history and past experiences..

    submitted by /u/SC90411
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    Persian architecture and future updates

    Posted: 25 Aug 2021 01:55 PM PDT

    Persian architecture and future updates

    I would like to raise something that has been bugging me ever since Definitive Edition released, why do the Persians use the Middle Eastern architecture and not the Central Asian one?

    Now you might reply with, "Well they are in the Middle East rather than Central Asia right?" and while they geographically are, their buildings greatly resemble the ones used by the Cumans and Tatars in-game. See the following examples:

    https://preview.redd.it/scn523qpfkj71.png?width=275&format=png&auto=webp&s=a5c67f1b9606099092cddfed6a2efffc48489137

    https://preview.redd.it/3afhh7h9ikj71.png?width=1000&format=png&auto=webp&s=82847065525b68f3cbc5f2cee4c698e7ced4c094

    The very reason that the Tatars even use this style, is because of their occupation of Samarkand (a Persian city). So the Persian architecture exists in the game as a full set, but the Persians do not use it.

    Why am I bringing this up now though? Well with the recent Dawn of the Dukes DLC, the Lithuanians gained the Winged Hussar, demonstrating that older civilisations that are not added in the specific DLCs are up for historically-based changes. And with the geographical trajectory of the DLCs slowly heading further East, a Middle-East DLC seems like it could be next.

    Hopefully someone who has influence on the game sees this post, and raises the proposition to people who can make the change (if anyone knows of somewhere better for me to post this, please let me know in the comments). I know there have been calls for historically-based changes before, but this is just an aesthetic change, not a balance one. The Persians are one of my favourite civs to play, and it is like an itch that I cannot scratch, knowing that their architecture does not look like what they used or even still use to this day. So hopefully some day they can be made to appear in their full glory, like other civs did that got changed over the updates.

    submitted by /u/Tyrann01
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    How to deal with a castle drop in arena or a similar booming map?

    Posted: 26 Aug 2021 01:19 AM PDT

    Hi guys, I recently started playing online unranked, I just do the normal FC boom strat on the arena. At first, I thought castle drop won't make a big impact cause the walls will hold for long and it also means that he had to invest a lot of vills on stone meaning his eco won't be as good as mine and I can survive the castle drop fairly well and beat him later. But I feel like the walls are dying too fast to the castles, they are doing 49 damage per volley. Are they supposed to do that much?

    I have played like 10 arena games so far and I've won only two, one which the other guy was also booming and I was able to do better than him and the other was a relic victory lol. But the games I've lost were all cause of castle drops. The build I go is 27 vils(approx 10-11 wood, 3 gold, remaining food) in Dark age to +2 vils(mostly to gold) in Feudal while building market and bs and then add 2 tc's in Castle age.

    First I tried to scout when the opponent is coming over to build to see if I can counter that but when I did then I realized I don't have any military to kill his vills, so I tried adding military buildings on the way up to castle age but then I find that I don't have enough wood to add tc's and farms, then I tried to build a castle of my own, since I don't have stone, I had to sell wood, food to get that stone and was able to get a castle(sometimes daut castle) but then my eco is in shambles and he overwhelms me with his military and siege. Once I tried to wall using houses and other military buildings but they died to rams and petards. Could you help me out with any advice?

    submitted by /u/Xander_Cage830
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    its that time again! obligatory samurai +1PA post!!

    Posted: 26 Aug 2021 08:10 AM PDT

    with the increasing number of better (and more useful UU) along with buffing across various civs, i think its time the elite samurai got some love, japanese arent top tier, so even if it pushes them up a notch they wont be OP..

    submitted by /u/peeking_duck4
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    Every time

    Posted: 25 Aug 2021 12:45 PM PDT

    This is the first time I tried an Aztec Drush, I am a low ELO boomer trying to learn new ways to play.

    Posted: 26 Aug 2021 08:02 AM PDT

    The Trailer of our new campaign (Rise of the Abbasids)

    Posted: 25 Aug 2021 08:25 AM PDT

    Civilisation Concept: The Welsh

    Posted: 25 Aug 2021 03:12 PM PDT

    This idea's been rattling around in my head for years now, but with the Lords of the West Longshanks campaign representing the Welsh as Britons, and the DLC splitting out new civilisations from old umbrella civs (Burgundians, Poles, etc.), I feel like now is a good time to post this.

    The Celts are a mess of a civ in general, but they really don't feature anything that fits the bill as Welsh, so here's my thoughts on how a Welsh civilisation could look in a new expansion. The numbers are approximate and finger-in-the-air and would obviously need playtesting - check the spoilers for my justification for each bonus.

    This civilisation represents the Medieval Welsh from the Early Middle Ages to their conquest by Edward Longshanks. They would speak Welsh with Old Welsh and Middle Welsh terms, rather than Modern Welsh, and their Monks should speak Latin like the Britons.

    Archer Civilisation

    Civ Bonuses:

    Villagers build wooden buildings 50% faster

    At first glance this might seem like a straight-up improvement over the Spanish bonus. For the Spanish, however, this also applies to stone walls, Castle, and Town Centres - which isn't the case for the Welsh. Indeed, lacking Treadmill Crane, the Welsh end up building stone fortifications slower than most other civilisations, and their stoneworks tend towards the frail too. This is to lead the player towards a more mobile style of play - rapidly redeploying and spreading across the map, and melting away from enemy attack to another fastness which takes shape quickly.

    Skirmishers no minimum range, +1 pierce attack in Castle, +2 in Imperial

    The primary military bonus for the Welsh, this means that Skirmishers end up drawing nearly level with generic Arbalesters in terms of damage output. Their lack of minimum range allows them to perform similar roles, but as a Trash Unit they do so cost-effectively. The Welsh lack Thumb Rings historically and so their archers in general shoot slower than other civs. Skirmishers are also less accurate and the Welsh have no traits to improve this.

    When the medieval Welsh took to war, the spear was their primary choice of weapon - and while bows featured heavily, crossbows generally did not. Used alongside round shields and later kites, skirmishing troops like the majority of native Welsh infantry made heavy use of thrown spears.

    Spearmen and Skirmishers regenerate health (same rates as Polish Villagers?)

    This bolsters the hit-and-run playstyle further. These units are traditionally weak, and when caught in a protracted engagement would be cut down quickly. By breaking away and returning later, the Welsh harry their opponents - much like other civilisations used mounted archers.

    Fishermen and Shepherds work 25% faster

    Much of Wales is coastal, and the mountains provide grazing for many local herds of cattle. This serves as an early-game economy bonus but tails off rapidly in the late-game.

    Unique technologies:Castle Age: Javelin Charge

    Skirmishers gain a weak charge attack, like Coustilliers

    Countering the Welsh's lack of Arbalest, this bonus allows Skirmishers to make real dents in enemy armies, but requires careful planning - otherwise, it grants a small occasional bonus in long fights too. This would be nowhere near the massive boost granted to Coustilliers.

    Welsh forces would crash into melee, but if they did not break the opponent at the first charge they would often fade away and following attacks would be made without vigour. This ensures that that first volley of javelins hits hard and allows the Welsh to capitalise on a charge.

    Imperial Age: Gwaywffyn

    Grants +1 melee range to spearmen and Herwr

    I expect this to be controversial. Balancing for Steppe Lancers was always difficult, and this suggestion would make Halberdiers able to absolutely mince cavalry by dogpiling them.

    The Herwr would be able to use the extra range to force engagements, but only for one extra hit - useful for chipping away at villagers or small forces of archers while enjoying the income of gold - more on that later.

    The Welsh's preference for the spear tended towards longer one-handed spears than many of their nearby counterparts which could be thrown or used in two hands in a pinch.

    Gwaywffyn (gway - uh - fin) is a word for spears, plural - the singular is gwaywffon (gway - uh - fon).

    Unique units:

    Herwr, available at Barracks from Feudal age

    Weak light infantry with Keshik-like gold-gathering bonus

    Fast speed (condottieri?), small bonuses against buildings, Eagle Warriorsmoderate pierce armour, no melee armour

    Slow to produce but faster every age, like Scouts

    High initial gold cost (40 gold 20 food)

    Upgradable to Elite in Imperial Age, greatly improving the unit's staying power with hefty gold investment

    In general I do not like the idea of civilisations having multiple unique units unless it's needed for the way the game works. In the case of the Herwr, the raiding potential of the unit is so much greater in the early-game - and more fitting in the early stages of the game - hence why they can be trained from Barracks in Feudal. This simply represents a Welsh raider, as endemic raid warfare was commonplace and most men would raid in the summer - not disimmilarly to the Vikings.

    Herwr literally means "raider".

    Saethydd

    Castle unique unit

    Short-ranged, high-power archer

    Attack deals a small amount of melee damage in addition to pierce, mitigating high pierce-armour units a little (akin to fire ship)

    Speed similar to plumed archers

    Poor armour, frail

    Cheap, but fast to create

    In the absence of widespread adoption of Crossbows, Wales eventually invented what would become the English Longbow. But prior to this, Gerald of Wales describes the Welsh archers using rough-looking bows, shorter but with extraordinary power.

    In-game these would be something like a Shotel or Karambit warrior with a short ranged pierce attack. I've granted them a small melee attack on top of the range (like a Fire Ship) in order that they have some recourse against Hurkarls and similar. One account has an arrow loosed from one of these bows penetrating a wooden door completely, so a shield is unlikely to grant much defence.

    Despite this, these units should be frail and light - not as a replacement to the Arbalest, but as an emergency defence force and a way to dent heavily armoured units for your spears and skirmishers to finish off.

    Team bonus: Skirmishers +2 LOS

    Most civs will make use of Skirmishers to some extent, unless they're Turks. This is a very basic bonus which will add a bit of value.

    Tech tree:

    Stable:

    scout > light cavalry

    Knight > cavalier

    No bloodlines

    Husbandry

    Wales used cavalry to some extent, but mostly in the form of light or scouting cavalry. Whether Cavalier is a good fit is debatable.

    Barracks

    Militia > man-at-arms > long swordsman

    Spearman > pikeman > Halberdier

    Herwr > Elite Herwr

    Squires

    Arson

    No supplies?

    The infantry core of this civilisation is majoritively focused on spears rather than swordsmen. Normannised fashions like kiteshields and later flat-topped shields did begin to proliferate in time, but with a significant lag compared to their English neighbours.

    Archery range

    Archer > Crossbowman

    Skirmisher > Elite Skirmisher

    Cavalry Archer

    No hand cannon

    No thumb ring

    No parthian tactics

    An archer civilisation without Arbalest? Skirmishers fill that role for the most part. The Saethydd also helps to support the archery range.

    Siege:

    Battering Ram > Capped Ram > Siege Ram

    Mangonel > Onager

    Scorpion

    Siege tower

    No bombard cannon

    Welsh sieges were often conducted via long campaigns and starving out the defenders, but they did also make use of rams. The Heavy Scorpion is unavailable for the same reasons as the Arbalest. The onager's inclusion is at least partially to allow for cutting through forests for sneak attacks...

    Blacksmith

    Infantry attack 1, 2, 3

    Infantry armour 1, 2

    Cavalry armour 1

    Archer attack 1, 2, 3

    Archer armour 1, 2, 3Bolsters the archer focus

    University

    Murder holes, Ballistics, Chemistry, Masonry, Arrowslits, Siege Engineers

    No Keep, bombard tower, heated shot, treadmill crane, or Fortified wall

    Monastery:

    All bar Heresy

    After all, Wales was Christian before England

    Castle:

    All bar Hoardings

    Dock:Galley > War Galley > GalleonFire Galley > Fire ShipDemolition Raft > Demo Ship > Heavy Demo ShipFishing shipTransport ShipTrade Cog

    GillnetsCareening > Dry DockNo Shipwright or Cannon Galleon

    Obviously there are minor techs I have missed but those would likely be adjusted more for game balance than historical reasons. Hopefully some of these ideas have some degree of merit - but if not, hopefully this sparks some interest in Welsh history!

    submitted by /u/4oursword
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    New to AoE2 DE (Starcraft 2 player) and having trouble setting up ideal keybindings..

    Posted: 25 Aug 2021 08:40 PM PDT

    I finally got this game and I'm really enjoying it thus far but I'm definitely wondering how to setup my hotkeys better...

    My biggest gripe are the "go to" building keys as well as the "select all" building keys. I'm not used to having both of these different types of keys for making units/getting upgrades, etc. I'm wondering what the best way is to set them up?

    By default they are mostly "ctrl+a, s, d, v" etc for the "go to" building keys, which aren't that bad really. However the "select all" building keys are really annoying and not ideal, such as "shift+control+v, b, g" etc.

    These keys seem really important for queueing multiple units, or quickly jumping back to where your rally point might be.

    I watched both Hera and TheVipers videos on their hotkey setups and it looks like neither one of them use "select all" building hotkeys. I don't see how this could be the case? How do they queue up multiple units efficiently if they're just going to one military building at a time?

    I understand you can put buildings on control groups, which I've been doing. But you cannot seem to queue units from different military buildings if they're in the same group. For example if I put all my Barracks, all my Stables, and Archery Ranges in the same control group I'm unable to even queue any units.

    Anyways, the game is fun so far but these hotkeys are really causing me to play very inefficiently.

    thanks

    submitted by /u/halfcabin
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    The Age of Empires website from January 1998. So many of my friends' parents got pissed at me because I kept installing the trial version on their computers lol.

    Posted: 25 Aug 2021 09:00 AM PDT

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