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    Age of Empires II Civilization Match-up Discussion Round 14 Week 7: Cumans vs Mongols

    Age of Empires II Civilization Match-up Discussion Round 14 Week 7: Cumans vs Mongols


    Civilization Match-up Discussion Round 14 Week 7: Cumans vs Mongols

    Posted: 29 Mar 2022 10:39 PM PDT

    Oh boy it's a Steppe battle - east side vs west side!

    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 Burgundians vs Sicilians, and next up is the Cumans vs Mongols!

    Cumans: Cavalry civilizaiton

    • Additional Town Center can be built in the Feudal Age
    • Siege Workshop and Battering Rams available in Feudal Age; Capped Rams available in Castle Age
    • Archery Ranges and Stables cost -75w
    • Cavalry move +5/10/15% faster in Feudal/Castle/Imperial Age
    • TEAM BONUS: Palisade Walls gain +33% hp
    • Unique Unit: Kipchak (Cheap, nimble, and weaker cav archer that fires multiple arrows at once)
    • Castle Age Unique Tech: Steppe Husbandry (Scouts, Steppe Lancers, and Cav Archers train +100% faster)
    • Imperial Age Unique Tech: Cuman Mercenaries (All team members can train 10 free Elite Kipchaks at the Castle)

    Mongols: Cavalry Archer civilization

    • Cav Archers fire +25% faster
    • Light Cavalry, Hussars, and Steppe Lancers gain +30% hp
    • Hunters work +40% faster
    • TEAM BONUS: Scout-line gain +2 LoS
    • Unique Unit: Mangudai (Deadly cav archer with bonus damage vs siege)
    • Castle Age Unique Tech: Nomads (Destroyed Houses do not decrease maximum population)
    • Imperial Age Unique Tech: Drill (Siege Workshop units move +50% faster)

    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!

    • Man, for two civs that are so similar in so many ways... they really play out quite differently! On Arabia, Mongols are certainly going to be the more comfortable pick for many players. Their lighting-quick opening can often give them the early advantage, and from there they can often buy enough time to close out the game with Mangudai. However, players like TheViper have been picking Cumans pretty often for 1v1 Arabia in tournaments. Their strength is pretty much the exact opposite of Mongols - surviving early game aggression to transition to a massive mid-late game economy. Which civ do you see with the edge for 1v1 Arabia and other open maps?
    • On closed maps, both of these civs have their notable strengths and weaknesses. The fast uptime potential for Mongols is not quite as useful, and Mangudai are such a slow unit to transition to that even on maps like Arena and BF they can be difficult to get out before you get steamrolled. Cumans, meanwhile, can more safely go for a boom or aggression, but must be careful to hit their timings correctly. If they cannot close out the game reasonably quickly, their late-game army is not quite as strong as Mongols. How do you see these civs faring on closed maps?
    • In team games, both civs can feel a bit awkward. On the one hand, team games tend to go late where Mangudai and siege can shine, but neither the pocket or flank roles really suit the Mongols all that well in helping them get there. Cumans, meanwhile, can go for early scouts from pocket to help their flank, but must be careful in adding the 2nd TC - lest their ally die due to the enemy pocket reaching Castle Age much more quickly. How do you see the dynamics of these civs working out in various TG settings?

    Thank you as always for participating! Next week we will continue our discussions with the Slavs vs Spanish. Hope to see you there! :)

    Previous discussions: Part 1 Part 2 Part 3 Part 4 Part 5

    submitted by /u/OrnLu528
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    Se stöörme!

    Posted: 30 Mar 2022 07:50 AM PDT

    I have a strong suspicion that my scout is working with the enemy

    Posted: 30 Mar 2022 10:12 AM PDT

    After years of lurking, I started playing online, and hit my first target after 300 games!

    Posted: 30 Mar 2022 10:29 AM PDT

    what do you think of this map

    Posted: 30 Mar 2022 04:05 AM PDT

    What if Paper Money instead was "Lumberjacks generate a tiny trickle of Gold"?

    Posted: 30 Mar 2022 01:02 PM PDT

    Paper Money is easily one of the worse off UT's in the game, as it only helps in team games, is a one-time use, and isn't even that much of an effect in the grand scheme of things if you and your allies have access to trade. Using in 1v1's tends not to be helpful except in extremely niche situations, so most players just don't get it.

    Then we look at Burgundian Vineyards, which lets their farmers generate a tiny trickle of gold. It's small, and you need time for it to pay for itself, but it's undoubtedly handy in a 1v1 when all the gold on the map is exhausted.

    Just out of theory, what if Paper Money was changed to instead give the Vietnamese a tiny gold trickle from their lumberjacks?

    It'd have to be even smaller than the trickle from Burgundian Vineyards since lumberjacks work faster than farmers, and you also need to pay for the farms and mills, whereas lumber camps only need to be rebuilt for convenience. But even if the trickle was tiny, generating gold by harvesting wood would definitely be useful.

    That said, I do wonder if Vietnamese should be the ones to get such a bonus. Paper Money sucks in its current form, but one also has to think about how powerful the Vietnamese late-game units are if they have gold access. Bulky Battle Elephants, Rattan Archers, Bombard Cannons, and Bombard Towers would all benefit from a gold trickle in post-Imperial trash wars. However, the devs may intend for the Vietnamese to have a weak trash war (no Blast Furnace, no Hussar), so having a gold trickle could counter that intended weakness.

    IMO, though, Paper Money being changed to a gold trickle from lumberjacks would be better than its current one-time-use form. It'd just have to be a very small trickle.

    That's my thoughts, though. What are yours? Should Paper Money be changed to this lumberjack gold trickle or not?

    submitted by /u/darkdill
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    T90 look-alike tells us about the Flemish Revolution

    Posted: 30 Mar 2022 01:24 PM PDT

    Has anyone had this bug before? My castles were invisible and I couldn't select them to make units.

    Posted: 30 Mar 2022 06:49 AM PDT

    UPDATED: Land Nomad (DE) Civ Tier List for 1v1s

    Posted: 30 Mar 2022 07:43 AM PDT

    If you added a blacksmith upgrade to a civ missing one. Which one would strengthen the civ the most?

    Posted: 30 Mar 2022 06:36 AM PDT

    My pick would be to add Blast Furnace to the Byzantines. Immediately makes them a much stronger late imperial civ combined with Paladin, cheap camels, and cheap Halbs.

    submitted by /u/Bystander227
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    Campaign Genocide Episode #33 Sundjata

    Posted: 30 Mar 2022 02:17 PM PDT

    Campaign Genocide Episode #33 Sundjata

    I like Malians. They have good Cavalry and Gbetos are awesome. As you may have noticed I like fast units that deal a lot of damage. This was one of the least frustrating missions in the run, but there were still some obstacles.

    #1 Running from the Sosso

    Relatively run-of-the-mill way to play the scenario with the exception that you return to Niani and clean everything in there. You only have Rams, but this mission ain't frustrating. The hard part is actually the beginning where you can save a lot of units by using Sundjata extensively and running around your TC. Once you build a Castle it's over.

    And obviously, I missed a Fishing Ship that I even knew about...

    https://preview.redd.it/imksunzm1lq81.png?width=1920&format=png&auto=webp&s=62a3a2dd50e82c382307f2b00bd9e5ea6a7eae20

    Nice graph.

    #2 Showing who's the Mansa

    Really easy to pull off genocide here. You just don't use the Relic cart. Pretty to fun to just mow down everything with Gbetos. Don't explore the blue ally too soon. Easier to save them when that happens. Walling one side helps as it funnels attacks into your Castle and you have more stone to build more Castles. By the way, those are some AoK levels of useless allies in terms of military...

    https://preview.redd.it/o0vfzhcx2lq81.png?width=1920&format=png&auto=webp&s=49bc61574e94f717dfa0c8f3b68a2dda24f2ad3c

    #3 The gold mines

    Heh. I cheesed this mission so hard. Remember the trick where I was dragging the allied Monk across the map in Francisco de Almeida #1? We are doing this on a much larger scale.

    Every Djenne Villager and everything Sosso Traders have will be destroyed with the starting force. We can get Villagers that will trigger Djenne's mobilization... later. So I obviously leave a tower in every camp. With this, we have a huge stockpile by the time we acquire them because at this point the gold mine in the eastern corner of the map has been sending us gold for ages.

    https://preview.redd.it/2y2yxr9k3lq81.png?width=1920&format=png&auto=webp&s=8a2f3a2904504f3c4014cad009b599bb70300a2d

    We can go full Gbeto again. And since we need Markets destroyed we are absolutely safe to scour the map. Djenne has a clowncar production, so this corner of the city needs some new buildings.

    https://preview.redd.it/4u925kry3lq81.png?width=1920&format=png&auto=webp&s=108d31d9af9cc525888496eef6d9066792733459

    And I miss a Villager the first time.

    https://preview.redd.it/eqgb79n84lq81.png?width=1920&format=png&auto=webp&s=4b993c2ea4fdf415ec2e699d7b055c522e61b441

    I forgot I need Camels for the Arab Traders, so I missed that secondary objective. Not that I needed it.

    https://preview.redd.it/tnng9y4f4lq81.png?width=1920&format=png&auto=webp&s=35b6b310cbadb1e2227f4d9852d9225bf5922320

    #4 Facing Sumanguru

    At first, I wanted to destroy my potential allies and Sumanguru too... but then I figured I would have no Trade and no Gbetos. I dislike the notion of lacking both. So, solid defense first. Allying with yellow and green after finishing secondary quests. Let them run rampant a bit and then turn on them once there are Castles in their base. They actually fight back. Heh. Save a Market to have a certain gold income and we are good.

    Sumanguru has a surrender threshold of sorts in this mission and he doesn't delete Trebs upon surrender so I missed this bastard the first time. Yeah, there is a pattern of me missing few units the first time in this campaign. (Exception being mission #2)

    https://preview.redd.it/3h3ch3805lq81.png?width=1920&format=png&auto=webp&s=0c54f6874b9ec5245fbd92d00d06bdf041810f9e

    https://preview.redd.it/3igphtr95lq81.png?width=1920&format=png&auto=webp&s=da1e41c75b60d9805940d68080fdd761cb3d3c69

    #5 Finishing the job

    First off, it's kinda funny that the objective of this mission states explicitly that Sumanguru is an evil ruler. It's the only mission where a mission objective describes the character of your enemy in such a fashion.

    This mission needed some growing pains for me to figure it out (I had to reload from scratch), but I eventually landed on this. Messing up Koumbi Saleh and stopping the Wonder through absolute Naval superiority and a landing with a Castle drop. Once inside Koumbi Saleh with the Castle out of Sumanguru's patrol range, we can use BBCs to tear down Koumbi Saleh and pick off everything that isn't Sumanguru's personal guard. Then Gbetos take a run at every non-Sumanguru unit with specific targetting (while sadly taking some losses) until only Sumanguru is left and he dies alone.
    I used BBC attack ground to spread his personal guard up a bit. And then I predictably missed two Arbs.

    This is the last attack position. Those fences came in handy.

    https://preview.redd.it/yk438u1r6lq81.png?width=1920&format=png&auto=webp&s=0beb605c08ee1e1f15a9c57fbf249f4ee8b4555a

    Here is me missing these two idiots.

    https://preview.redd.it/ijgwy4gw6lq81.png?width=1920&format=png&auto=webp&s=337ff1f411f632a17b1289bae9e652055f6a5df8

    Here is a pretty graph.

    https://preview.redd.it/sfr2ief27lq81.png?width=1920&format=png&auto=webp&s=0b4809161756a822c43314431c29e31813696d20

    Fairly easy run. I had more issues with the regular portions of the gameplay most of the time, which was... not much. But figuring finale of #5 and weakening Djenne in #3 was fun.

    MVPs

    #4 Sundjata in #1
    #3 BBCs in #5
    #2 Gbetos that picked off Sumanguru and his guards apart in #5
    #1 The starting 8 units in #3

    I am writing this while playing the Pyrenees. The only obstacle thus far was losing al-Ghafiqi because I went to a different tab to wait for his HP to regen and him dying to an Onager that caught up to other units. Which happened... twice. As of now.

    submitted by /u/iSkehan
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    Was told to cross post this here!

    Posted: 30 Mar 2022 08:16 AM PDT

    Can I get decent at the game with minimal hockey use?

    Posted: 30 Mar 2022 01:38 PM PDT

    Ik obviously it is very useful to use hot keys but when I'm playing I just am automatically clicking instead of using hot keys in games I'm specifically trying to use hot keys. I dont really have that much time to really get good but I love the game and was hoping for tips for casual player. Eg if only using couple of hot keys which few are most useful? Thanks!

    submitted by /u/Various-Rest-2450
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    Map concept: Palisade Arabia (and other Arabia-style variations?)

    Posted: 30 Mar 2022 01:53 AM PDT

    Why are all walled maps in their core map design so dull? Arena is just a forrest around a plain area, Hideout is just a plain area around a forrest, Hill Fort is a plain area on a hill. The best map-design is probably Fortress, but that one is super distorted because of the start and the Castle.

    I would like to see a map as complex and diverse as Arabia but tweaked for a small meta-change by adding palisade-walls. It would create a very different meta, perhaps buffing some weak civs such as Malay, Portuguese and Cumans, more FC-potential, more Unique Units, less need for Drush/M@A or Scouts. also buffing towers probably. But without changing much how the map itself is played throughout the later stages of the game.

    The general idea behind Arabia is a bit overlooked/underrated I feel like. Just scattered ressources all over the map, a decent but not infinite amount, some hills, very balanced. (I tried to analyse that before. Just realising this is kind of a repost here, lol.)

    Maybe other tweaks such as additional relics (perhaps protected by neutral army), a few spots with more additional ressources (like an 8-tile-gold in a corner or so), neutral Markets, further or closer TCs. Add something to Arabia and you have a new map that is automatically great.

    There are reasons that people prefer Arabia over all other maps and one of it is that most maps are too one-dimensional in their design. They lack the natural variety that the Arabia design brings with it.

    Btw: The Arabia variations that we have are all mindless and bad. Runestones adds nothing, but takes away variety and looks ugly. Yucatan and Cenotes are just full of useless water which make the map less dynamic without adding much. I think Lombardia is okay as a Fast-Castle-Arabia and probably a bit overlooked by the community, but also not an awesome idea and also slower and simpler than Arabia. Throw all of them into the bin and bring in cool Arabia-versions that actually add something.

    submitted by /u/Umdeuter
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    An idea to make Islands more interesting: Regrowable Trees

    Posted: 30 Mar 2022 03:39 AM PDT

    Normally, most AoE 2 matches end before wood ist starting to run out. However, it happens sometimes on Islands and these games end with an ugly and unwatchable stalemate. We all remember when Viper won on Islands because he had a supply of infinite food from Malay fish traps or when some other players won their game because they had Feitoria. The shortage of wood is a big problem on Islands because you need a lot of wood to make ships.

    What if there is a tree type in AoE 2 that regrows after some time? You know, in real life, trees can actually regrow. I only want regrowable trees on Islands and not on other maps like Arabia because the player should be rewarded if he has map control and hence more wood to chop.

    I am not sure if it's possible with the AoE 2 engine but it would be great.

    submitted by /u/Dudenleser
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    Non Unit Producing Buildings

    Posted: 30 Mar 2022 02:57 PM PDT

    Has anyone here experimented with building more than one blacksmith or university during games? Obviously the wood used to build them is marginal in the grand scheme of things. But I didn't know if it would be part of a valid strategy to have more than one to research techs faster or if it would just be a quicker way to burn through resources.

    submitted by /u/blumgd
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    Which unit/tech is a MUST have in a "good civ" and which ones are unnecesary?

    Posted: 30 Mar 2022 02:07 PM PDT

    For example paladins, top tier archers, an open technology tree, etc.

    submitted by /u/KaykaCanepa
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    How do you build a "dynamic" wall with houses and military buildings?

    Posted: 30 Mar 2022 12:17 PM PDT

    I see a lot of players incorporate buildings in their walls, but I have no idea how to start. Where should I place my buildings, and how far from the town center should they be?

    Whenever I try, my walls are never finished in time for the first enemy raids which is quite frustrating.

    submitted by /u/Glucksburg
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    Best civ for arabia 1vs1?

    Posted: 30 Mar 2022 09:51 AM PDT

    Met my first toxic opponent today after 5 months of on and off online play

    Posted: 30 Mar 2022 09:44 AM PDT

    In general though, I don't meet any type of toxicity. Occassional laming against me, which is part of the game, I don't mind, I just answer it by beating them and a "gg" before they text anything 11. Today, I had to pause for a moment, someone knocked on the door, came back to see the guy unpaused after saying "no". Not gonna lie, I was mildly shocked. Returned the favor by beating him though.

    Just a small rant 11

    submitted by /u/Scoo_By
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    Elephant Civilization (with an actual mod!)

    Posted: 30 Mar 2022 09:33 AM PDT

    Elephant Civilization (with an actual mod!)

    So I've been thinking...

    Since war elephants are originated from India, how about making War Elephant trainable in Indian stables but receive more bonus damage from pointy bois. Something like Battle Elephant but for Indians. Obviously the Persians can't have it as the UU but I created a replacement UU named Savar for them so you can get an idea of where i'm heading with reworking more than one civs. Maybe this UU can regenerate HP like the Berserks from Vikings.

    For balancing you can give Imperial Camel Rider to Saracens and trade for access to Knights so there's a viable alternative for Indians in early Castle before elephant spam. I think this idea is cool. Thoughts?

    -------

    Ok let's get serious. So I spent way too much time in creating a mod which reworks Indians as THE elephant civ, Saracens as THE camel civ, and Persians as... a cavalry civ. Changes listed below in details. To try it out, subscribe to both "Civ Redesign (UI)" and "Civ Redesign (Data)" mods, and restart the game. Remember to toggle the data mod at the top of Game Settings before every game (it resets to default automatically after each game).

    Civ Changes:

    Indians

    • Imperial Camel Rider Knight and Plate Barding Armor
    • War Elephants available in Stables since Castle Age. Receive -10 War Elephant armor and -5 Cavalry armor (so +15 damage from spearman line and +5 damage from camels). Speed 0.6 -> 0.7, LOS 4/5 (Elite) -> 7, training time 25s -> 28s.
    • Shatagni Mahouts (War Elephants move 20% faster)
    • Stable units +1/+2 PA Receive 200 food when a castle is built
    • Team Bonus -> Hand Cannoneers +10% accuracy

    Persians

    • UU changed to Savar (80F 50G, training time 20s)
    • Regenerate 20HP/min (same as Berserks before Berserkergang)
    • Regular: HP 100, Attack 12, Armor 1/2, Speed 1.35
    • Elite: HP 120, Attack 14, Armor 1/3, Speed 1.35
    • Kamandaran: Archer becomes 60W 70W
    • Mahouts Clibanarii (Savars + 3 melee armor)

    Saracens

    • Knight Imperial Camel Rider (Cavalry +18 -> +21, Camel/Ship +9 -> +10, upgrade cost 1200F 600G -> 1000F 600G)
    • Camels +10HP Camels +10HP in Castle and Imperial (+20 total)
    • Madrasah -> Monks +1 range (conversion)
    • Zealotry -> Docks work 100% faster
    • Elite Mameluke base HP 80 -> 90, so that it remains the same when FU

    Time for some screencaps.

    Indians (tech tree)

    Persians (tech tree)

    Saracens (tech tree)

    Indian War Elephant and Elephant archers in action

    Persian Savars in action

    If you've come this far, please be sure to try out the mod and tell me what you think about the changes! For bonus style points, look for "War Elephants with Mahouts" graphic mod (by an unknown author), and "Advanced UI" mod (by me).

    submitted by /u/henryaoc
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