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
- Se stöörme!
- I have a strong suspicion that my scout is working with the enemy
- After years of lurking, I started playing online, and hit my first target after 300 games!
- what do you think of this map
- What if Paper Money instead was "Lumberjacks generate a tiny trickle of Gold"?
- T90 look-alike tells us about the Flemish Revolution
- Has anyone had this bug before? My castles were invisible and I couldn't select them to make units.
- UPDATED: Land Nomad (DE) Civ Tier List for 1v1s
- If you added a blacksmith upgrade to a civ missing one. Which one would strengthen the civ the most?
- Campaign Genocide Episode #33 Sundjata
- Was told to cross post this here!
- Can I get decent at the game with minimal hockey use?
- Map concept: Palisade Arabia (and other Arabia-style variations?)
- An idea to make Islands more interesting: Regrowable Trees
- Non Unit Producing Buildings
- Which unit/tech is a MUST have in a "good civ" and which ones are unnecesary?
- How do you build a "dynamic" wall with houses and military buildings?
- Best civ for arabia 1vs1?
- Met my first toxic opponent today after 5 months of on and off online play
- Elephant Civilization (with an actual mod!)
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
Mongols: Cavalry Archer civilization
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!
Thank you as always for participating! Next week we will continue our discussions with the Slavs vs Spanish. Hope to see you there! :) [link] [comments] | ||
Posted: 30 Mar 2022 07:50 AM PDT
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I have a strong suspicion that my scout is working with the enemy Posted: 30 Mar 2022 10:12 AM PDT
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After years of lurking, I started playing online, and hit my first target after 300 games! Posted: 30 Mar 2022 10:29 AM PDT
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Posted: 30 Mar 2022 04:05 AM PDT
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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? [link] [comments] | ||
T90 look-alike tells us about the Flemish Revolution Posted: 30 Mar 2022 01:24 PM PDT
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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
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UPDATED: Land Nomad (DE) Civ Tier List for 1v1s Posted: 30 Mar 2022 07:43 AM PDT
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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. [link] [comments] | ||
Campaign Genocide Episode #33 Sundjata Posted: 30 Mar 2022 02:17 PM PDT
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Was told to cross post this here! Posted: 30 Mar 2022 08:16 AM PDT
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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! [link] [comments] | ||
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. [link] [comments] | ||
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. [link] [comments] | ||
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. [link] [comments] | ||
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. [link] [comments] | ||
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. [link] [comments] | ||
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 [link] [comments] | ||
Elephant Civilization (with an actual mod!) Posted: 30 Mar 2022 09:33 AM PDT
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