• Breaking News

    Tuesday, April 19, 2022

    Age of Empires II This is what I imagined xolotl warrior would look like

    Age of Empires II This is what I imagined xolotl warrior would look like


    This is what I imagined xolotl warrior would look like

    Posted: 19 Apr 2022 12:28 AM PDT

    New Spirit of the Law video investigating whether Wootz Steel is as overpowered as it sounds

    Posted: 19 Apr 2022 07:25 AM PDT

    Thank you Tristan

    Posted: 18 Apr 2022 10:29 AM PDT

    This was fake, but also eerily accurate to what we eventually got in Dynasties of India

    Posted: 19 Apr 2022 09:59 AM PDT

    Dynasties of India civs: A bit of brainstorming

    Posted: 19 Apr 2022 06:10 AM PDT

    Hi all! With the hype of the new DLC and the tech trees available, it'd be interesting to analyze the features of the new civs (I include Hindustanis as a new civ) and the options they'll bring us to the game. Of course, we still don't know several things, like new unit costs and upgrade costs, their stats, bonuses and mechanics/performance, but we can get an idea of how the gameplay of these civs could be. So let's discuss a bit what they look like! I want to read your comments about ideas that these tech trees bring to you

    Hindustanis (new Indians)

    First of all, there are major changes that affect their gameplay and performance. No faster working fishermen means they lose the biggest impact on early economy for African Clearing. They also lose their +1 pierce armor for Light Cav and Camels in Castle Age. I feel this is very important for 1v1 Arabia. These two units change a bit: Now they are both fully upgraded, and Camels get an extra by attacking faster (bye Knights!), while Hussars will get a small boost to their building razing (we'll see if Scouts can also become more dangerous in Feudal Age). Hindustanis' booming capacity remains unchanged, but now the option in Team Games for a tanky Elephant unit is lost. I feel that Camels attacking faster will make up for the lower bonus against buildings. The Caravanserai will also help in Team Games (and Campaigns, never forget them :P). Hindustanis' late game also is changed. It becomes a bit less geared towards Cav Archers, who lose Parthian Tactics (imo, this is good, because they were the only civ that got access to FU Hussar - 1 less melee armor – with FU HCA + BBC, all of this supported by a strong economy - stronger than Saracens'), but Gunpowder (especially Hand Cannoneers + BBC, although Cannon Galleons will also be grateful) gets a boost with the Civ bonus of extra armor and buff to Shatagni. Last but not least, Hindustanis get an Infantry UU. It is described as anti-Archer unit, which would address the issue of lacking Knights (and the extra pierce armor in castle Age or the free pierce armor in Imperial Age). Indians seem to remain """weak""" to Eagle civs.

    Gurjaras

    The extra bushes can act as a Tatar bonus to delay the Farm eco. The sheep garrisoning bonus, I'm sure it'll have a big impact on early micro (garrison them while Shepherds are working), because I'm sure garrisoning them will be a slower food generation than killing sheep. But for maps like Nomad and Megarrandom, where you can either find Sheep too late (when you have already a Farm/Fish eco) or an enormous amount of them, it can assure you a good food income. The Fishing Ship garrison will be very handy on water maps (very useful in Nomad).

    They will certainly feat a Unique gameplay with their Camel Scout available in Feudal Age. We had an interesting balance when Eagles beat Scouts 1v1 in Dark Age, but in Feudal Age Scouts won, and in Castle Age Eagles again won. With a Scout Camel there (its cost will be high, though), I'm sure all Scout civs will need to keep an eye on these guys, because, even with the slightly higher speed of Scouts, Camel Scouts can't be fooled like Spearmen when Scout rushing.

    The mounted units' extra damage means Camels (will Gurjaras need to pay to upgrade Camel Scouts to Camel Riders upon reaching Castle Age or will it be automatic?) will shred Cavalry (and other Camels!!!), but Scout-line will also kill monks faster (in fact, Light Cav will kill non-Sanctity Monks in two hits), and Elephant Archers (if they keep their stats), will also shred buildings faster. Does the extra bonus affect Siege Elephants? We also don't know how Shrivamsha Riders will fare, apart from dodging projectiles, but they sound as an anti-archer Cavalry, which feels scary for Xbows. Lacking Blast Furnace will affect Both Light Cavalry and Camels (I don't count UUs, because they will be balanced so that they don't miss it), but they seem to have some options to face different enemy comps. Both UTs seem strong, especially the Castle Age tech, that will affect lots of units (Elephant Archers = 75 food)!

    Dravidians

    A certainly unique tech tree for this civ, I feel it has certain similarities to Vikings (don't take this literally speaking): Bonus for water (including a UU), high level archers, Infantry that gets high power in mid-Imperial (including a UU) and a poor Stable, that still could be used in certain situations (Wootz Steel Light Cav could attack as a Farimba Light Cav if you have floating food). A question arises here: After researching Wootz Steel, will melee units deal less damage to negative armor units like Rams and Siege Towers, the same way as Leicai? My take on this tech is that it will cost like 2000 resources (like Druzhina).

    Dravidians can make a good use of their bonuses. For example, Nomad (they will also benefit from Docks giving pop space) and African clearing starts can be smoother (although maybe you'll need to force drop sometimes). But it occurs to me, that if you find an unwanted woodline with a pond in 1v1 Arabia, but it features some shore fish, fishermen could act as Hunters on unmilled deer. Extra wood when advancing can be used for Ships (water/hybrid) or a building (University for fast Ballistics), so it will be handy. And their m@a rush will find a small discount on m@a upgrade. With also cheaper Supplies, it's another civ that could go for an off-meta full m@a. But my feeling is that the star of the tech tree is the Skirm. These faster attacking guys will prevent most Archer civs from doing their thing, in a similar vein to Lithuanians. For late game, fully upgraded Arbalesters, Infantry and Elephant Archers seem good options. Wootz Steel Halberdier + Siege Onager looks scary! I also want to see in action that monster warship called Thirisadai. By the looks of it it'll have Turtle Ship cost (but I hope it fares better, I think Turtle Ships need a small buff). Will it be sufficient to add Dravidians to the top tier water civs? In any case, I still feel that they're like Vikings: a Naval civ that can fare well on Land maps.

    Bengalis

    I like the Elephant-themed tech tree, and I'm thinking if it'd be possible to go for them upon hitting Castle Age (m@a into Skirms/Archers into Elephant Archers or Scouts into Battle Elephants). My first impression is that, even with a four-vill lead, the economy would be very tight, and Monks, even if Elephants show a Light Cavalry conversion resistance, will still remain as good counters. Maybe Elephant Archers are more viable in that Scenario. We'll see, because we could end up finding new build orders for these civs! Arbalesters (I feel the Xbow play can be very smooth for Bengalis) are also there to complement their tree, and we have a special UU that seems strong (though micro intensive), so the chance of Castle dropping + UU seems quite good. The Imperial Age UT is 100% pro-Elephant: Get 150 vills + 50 Elephants, research the UT, and now you can train 15 more Elephants!

    With an eco + military bonus towards ships and a full Dock tree (except Heavy Demos), we'll see if we get another competitor to the big three in water.

    All in all, I see four unique civs with unique gameplays, I like the changes brought to Indians (Hindustanis), who were singled by u/OrnLu528 as the only civ that needed a Fundamental rework , and the addition of Elephant Archers as regional units. I'm eager to try them, though I'm a little tiny bit sad that we won't get a Persian Campaign (even though Babur is the Persian word for Tiger and his army, culture and style of ruling featured lots of Persian elements), but on the bright side, we get four (of course, Prithviraj needs to be won as Gurjaras) new Campaigns to enjoy. Congratulations to the team of devs who made this possible, I feel you've got the full support of most of the community.

    What is clear is that AoE2 is more alive than ever! Have a nice day!

    submitted by /u/Azot-Spike
    [link] [comments]

    "When you garrison the 4th relic." Made a rock/metal version of the Lithuanians' Theme from Age of Empires II. Let me know what you think!

    Posted: 19 Apr 2022 09:03 AM PDT

    New Hindustani Camels will be bonkers!

    Posted: 19 Apr 2022 10:30 AM PDT

    Assuming that the 25% attack rate increase is actually 33% (like other attack rate increases), Hindustani Camels will be insane!

    A Hindustani Heavy Camel is the best camel around now, beating a FU Saracen heavy camel with 15% hp left. It exactly ties vs FU Malian heavy camel, but the Hindustani Heavy Camel does better vs most other mounted melee units, so it is better. Add on top of this +2 vs buildings and you have one insane unit. Not to mention that the Hindustani Heavy Camel doesn't need any extra techs to be FU, unlike the saracen/malian ones.

    And then comes in the Imperial camel... assuming it's stats/cost remain the same (which I think makes sense to assume since the stat increases are very small). The imperial camel WRECKS every other melee mounted unit in the game. It beats every single FU Paladin in the game (Teuton, Frank, Lithuanian) with between 44-47% hp left. It even destroys a FU Elite boyar and wins vs a FU upgraded elite cataphract with 11% hp remaining.

    Edit: if my assumption about the 33% attack rate is wrong and the real one is 25%, then the conclusion stays the same but the "hp left" is a bit lower in the examples I gave.

    Edit 2: Azot-Spike correctly pointed out that Gurjara Camels will also have elite camels. In fact, it looks like the Gurjara heavy camels fall somewhere between Hindustani Heavy Camels and Imperial Camels. Imperial camels win vs Gurjara camels with 17% hp left but Gurjara heavy camels win vs heavy indian camels with 7% hp left.

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

    Tuesday Talking Points: Two Descriptions for Every Civilization

    Posted: 19 Apr 2022 06:44 AM PDT

    Tuesday Talking Points: Two Descriptions for Every Civilization

    https://preview.redd.it/er4311banhu81.png?width=645&format=png&auto=webp&s=0897e3849753676b3a2196e8ec62a63ce55b6200

    Summary: Adding descriptions so that all Age of Empires II civilizations are characterized by two military specialties, analyzing the results, and a request for feedback and constructive criticism.

    Background: With the upcoming addition of the Dynasties of India DLC, there will be 42 Age of Empires II civilizations, which provides a good opportunity to update my original Tuesday Talking Points post on this topic. Of the soon to be 42 civs, only 20 were described as specializing in two different areas by the developers in the Tech Tree. For example, Aztecs are described as an Infantry & Monk Civilization, while Britons are only described as an Archer Civilization, and to be verbatim, Foot Archer. Because I like organization and order, I wanted to add a description to those civilizations that only have one so that all civilizations would have two descriptions.

    Method: The first step is to make the list of all possible descriptions. These specialties are what are shown under the civ's name in the Tech Tree, and generally indicate that a civilization is known for that kind of unit. Below are the descriptions, with ones in Bold the descriptions that I added (descriptions to follow).

    Archer

    Camelry

    Cavalry

    Cavalry Archer

    Defense

    Elephantry

    Gunpowder

    Infantry

    Monk

    Navy

    Ranged Infantry

    Siege

    Skirmisher

    Spearmen

    Most of these are straight-forward, like an Archer civ would have good Archer units or bonuses that pertain to Archers, but don't necessarily need to have a Unique Unit that is an Archer. Defense is a very broad description that was originally used by the developers and could mean they have good towers, walls cost less, their buildings have higher HP, etc. For those civs with only one description, if I felt a civ did not have a clear second-best military option, I used my best guess as to which units are used by most players, relying on strategy guides.

    I broke out Camelry and Elephantry from Cavalry since those units have clear differences, and a case could be made that Cavalry should be further divided into Light Cavalry and Heavy Cavalry, but I thought that was maybe getting a little more pedantic than I already was. I had similar lines of thought when I separated Archer and Skirmishers, and Spearmen from Infantry, since again those units serve different roles. I felt like Ranged Infantry was different enough from Infantry to justify making it their own category, but I can see why some people might say it is not.

    I did not make Trash a category, although it arguably could be an adept description of several civ's specialties. I thought that was too general, and when I think of what a civ specializes in, it makes me think of their idealized best units for a knockout punch, not their ability to win a post-Imperial war of attrition. Similarly, this thought experiment was solely looking at what units a civ specializes in, and not more conceptual specialties like a Tower/Scout Rushing civ, or a Fast Castle one, or a Booming one, etc.

    As a final note before sharing the results, it was not the intention that these two descriptions would be the only things that the civ is good at. For example, the Koreans were originally described as a Navy and Defense civilization by the developers, but they have excellent Siege too, to the point I actually changed their description for my post. Teutons were originally just described as an Infantry civ, and in the current game they are a very good Cavalry civ, but I chose Defense as their second-best military option due to all their bonuses.

    Likewise, there are plenty of civs that are generalists and have several options, like Chinese, Byzantines, and Persians. In my original post I attempted to capture this by giving those civ's an "Economy" description, meaning they use their Economy to produce support units for their primary option, but many readers were confused by my intent so I chose to stick explicitly to military units. I'm sure someone will say that Goths are solely an Infantry civ and should be labeled just as Infantry, or Infantry & Infantry as a gag, but that was not the intent of this post.

    Results: So without further ado, here is my list of all civ's with two descriptions. Unless otherwise indicated by Bold letters, all descriptions are what the developers listed in the Tech Tree for each civ. If the second name is in Bold, that means that I added it to a civilization that previously only had one, or in the case of Berbers and Koreans, changed it from the original description.

    Aztecs – Infantry & Monk

    Bengalis – Elephantry & Navy

    Berbers – Cavalry & Camelry (changed from Cavalry & Navy)

    Bohemians – Gunpowder & Monk

    Britons – Archer & Spearmen

    Bulgarians – Infantry & Cavalry

    Burgundians – Cavalry & Spearmen or Gunpowder

    Burmese – Monk & Elephantry

    Byzantines – Defense & Cavalry

    Celts – Infantry & Siege

    Chinese – Archer & Defense

    Cumans – Cavalry & Cavalry Archer

    Dravidians – Infantry & Navy

    Ethiopians – Archer & Siege

    Franks – Cavalry & Ranged Infantry

    Goths – Infantry & Spearmen

    Gujaras – Cavalry & Camelry

    Hindustanis – Camelry & Gunpowder (formerly Indians)

    Huns – Cavalry & Cavalry Archer

    Incas – Infantry & Defense

    Italians – Archer & Navy

    Japanese – Infantry & Navy

    Khmer – Siege & Elephantry

    Koreans – Defense & Siege (changed from Defense & Navy)

    Lithuanians – Cavalry & Monk

    Magyars – Cavalry & Cavalry Archer

    Malay – Navy & Infantry

    Malians – Infantry & Camelry or Cavalry

    Mayans – Archer & Infantry

    Mongols – Cavalry Archer & Siege

    Persians – Cavalry & Defense

    Poles – Cavalry & Infantry

    Portuguese – Navy & Gunpowder

    Saracens – Camelry & Navy

    Sicilians – Infantry & Cavalry

    Slavs – Infantry & Siege

    Spanish – Gunpowder & Monk

    Tatars – Cavalry Archer & Cavalry

    Teutons – Infantry & Defense

    Turks – Gunpowder & Cavalry Archer

    Vietnamese – Archer & Skirmisher

    Vikings – Infantry & Navy

    Analysis

    1) Civs with Two Descriptions per Age of Empires II Game Version

    Here is a breakdown by Version of the civs that the developers originally gave two descriptions.

    Age of Kings (3/13) – Celts, Saracens, Vikings

    Age of Conquerors (3/5) – Aztecs, Koreans, Spanish

    The Forgotten (3/5) – Indians (now Hindustanis), Italians, Slavs

    African Kingdoms (2/4) – Berbers, Portuguese

    Rise of the Rajas (2/4) – Burmese, Khmer

    Last Khans (2/4) – Bulgarians, Lithuanians

    Lords of the West (1/2) – Sicilians

    Dawn of the Dukes (1/2) – Bohemians

    Dynasties of India (3/3) – Bengalis, Dravidians, Gujaras

    I'm not sure if there was a conscious effort by the developers to increase the percentage of civs they added that had two descriptions in the expansions, or it just is a coincidence that more civs in the expansions merited giving two descriptions. Some people may not care about something like how the developers describe a civ and ostensibly how they envision them playing, but I've long argued that these descriptions are important because while they are not hard and fast rules that define a civ they do help developers when adding new civs since they want to be sure they aren't crafting a new civ that specializes in and feels like one or more existing civ. Which brings me to my next point.

    2) Unique and Repeat Descriptions

    Overall I came up with 29 unique descriptions with 8 repeats, which are:

    Cavalry & Cavalry Archer (4) – Cumans, Huns, Magyars, Tatars

    Infantry & Navy (4) – Dravidians, Japanese, Malay, Vikings

    Cavalry & Infantry (3) – Bulgarians, Poles, Sicilians

    Cavalry & Camelry (2) – Berbers, Gujaras

    Cavalry & Defense (2) – Byzantines, Persians

    Infantry & Siege (2) – Celts, Slavs

    Infantry & Defense (2) – Incas, Teutons

    Gunpowder & Monk (2) – Bohemians, Spanish

    This is not to say that civs that share a description with another civ are exactly the same, since the developers included other bonuses, units, or playstyles to ensure variety, but it does show that some combinations are more prevalent than others.

    3) Unique Unit Not Always Civ Specialty

    There aren't many civs with a Unique Unit created at the Castle that is not the same type as one of their civ's specialties:

    Bengalis – Elephantry & Navy, UU – Ratha, Cavalry Archer

    Burmese – Monk & Elephantry, UU – Arambai, Cavalry Archer

    Ethiopians – Archer & Siege, UU – Shotel Warrior, Infantry

    Gujaras – Cavalry & Camelry, UU – Chakram Thrower, Ranged Infantry

    Hindustanis – Camelry & Gunpowder, UU – Ghulam, Infantry

    Incas – Infantry & Defense, UU – Kamayuk, Spearman

    Koreans – Defense & Siege, UU – War Wagon, Cavalry Archer

    Persians – Cavalry & Economy, UU – War Elephant, Elephantry

    Slavs – Infantry & Siege, UU – Boyar, Cavalry

    While a military unit probably would not be considered Defense, certain Unique Buildings could be, like the Krepost. An interesting specialty though is Navy, which could be a Unit or Building. Of the eight civs that specialize in Navy, four do not have a Navy Unique Unit, three do have a Navy Unique Unit, and Malay have a Navy Unique Building.

    4) "Main 3" Military Specialties

    If you consider the "Main 3" specialties in Age of Empires II to be Archer, Cavalry, and Infantry, six civs specialize in Archer, fourteen are Cavalry, and fifteen are Infantry. Subtracting the three that double up as Infantry & Cavalry and the one that is Archer & Infantry, these Main 3 military categories cover 31 of the 42 civs, or roughly 74%. For the remaining eleven civs that do not already fall into one of those Main 3 categories, Gunpowder is the most frequent specialty with five civs, followed by Elephantry, Navy, Monk, and Siege showing up three times apiece.

    Archer – 6

    Camelry – 5

    Cavalry – 14

    Cavalry Archer – 6

    Defense – 6

    Elephantry – 3

    Gunpowder – 5

    Infantry – 15

    Monk – 5

    Navy – 8

    Ranged Infantry – 1

    Siege – 6

    Skirmishers – 1

    Spearmen – 3

    Motivation and Conclusion

    What was my motivation for doing all of this? Besides my borderline obsessive-compulsive desire for organization, I am like a lot of people on this sub in that I like to think about new civilization concepts. I like reading any New Civ concept post on this sub (at least those that aren't made in jest or as memes), but I think I enjoy them far greater if they are well thought out, researched, and meet these criteria, in this order:

    #1) Did that civ exist in the general time frame of Age of Empires II (500 AD - 1500 AD)?

    #2) Is it clear the author of the concept did extensive research to justify civ attributes?

    #3) Does this civ do something differently than one of the existing civs?

    #4) Was there an attempt to make that civ balanced for gameplay?

    #5) Did that civ exist for several hundred years, or have a large impact on Medieval history?

    I hope that people know that AoE2 is largely based on history, and since this is a historical-based game, any new civ must fall into the general time frame of AoE2. But the second one on the list is also extremely important, because I feel like a lot of the New Civ posts I see are just modified versions of ones that already exist, or just low-effort posts. By organizing the civs this way, it is clear that there are niches that new civs should try to fit into. Ranged Infantry, Skirmishers, and Spearmen seem to be ones that could be applied to a variety of new civs in all areas of the world, while Camelry is confined to the Middle East and Elephantry is only for South and Southeast Asia (not Africa, there were no tamed African Elephants during the Medieval period. Hannibal and the Romans literally drove the North African Elephant to extinction by using them in war and circuses in Antiquity).

    And to address Ranged Infantry a final time, one of the reasons for including it was units that throw Tomahawks (Puebloans) or Throwing Sticks (Polynesians) have a corresponding and fitting description. But that is information for a later Tuesday Talking Point.

    Conclusion:

    So what do you think? Would you describe any of the civilizations differently than I did? What is your threshold for saying a civilization specializes in a type of unit? Did anything from the Analysis section surprise you, or are there other conclusions that you guys see? If you were using my 5 Criteria for New Civ concepts, would you order them differently? Are there types of units you think should be more prevalent in the game? Thank you for reading!

    Previous Tuesday Talking Point posts:

    A Mathematical Approach to Elephant Archer Buff Suggestion

    The 10 Regions of Age of Empires II, Special Regional Units with Unique Civ Upgrades, and Imperial Unit Upgrades for Current and New Civilizations

    Discussing possible Civilization Bonuses, instead of reading another 2000-word post

    Is Supplies really Cost-Effective for a Feudal Rush after only 10 units?

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

    Wootz steel and rams.

    Posted: 19 Apr 2022 12:05 PM PDT

    Rams have minus 3 melee Amor, wouldn't that make the wootz steel upgrade a downgrade in terms of fighting rams?

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

    aoe2 community nowdays

    Posted: 18 Apr 2022 01:22 PM PDT

    My thoughts playing the Norman campaign

    Posted: 19 Apr 2022 12:29 PM PDT

    scout rushing in today's meta

    Posted: 19 Apr 2022 09:05 AM PDT

    It seems like everyone is full walled or at least resource walled before your scouts arrive, and if they aren't, they have spears waiting, or make them to clean up your scouts before you can find any real damage. It makes going scouts feel like it's just delaying you castle age switch to knights who can actually break in and get kills. But not doing anything in fuedal is often a death sentence. Is FC viable enough on an open map to try to just go FC knights (assuming back gold and a safe woodline). Should we all just be going archers at this point? Is there something else I can do to make the scout rush more effective? It seems like every game vs Archer civs, I'm coming to castle age right as they are breaking into my base. It's always a photo finish that ultimately decides the fate of the match. It seems like a scout rush simply doesn't buy the time it should be. Making more scouts or skirms will just make you even later to castle and leaving you on the defensive longer. But not commiting enough to fuedal makes you really vulnerable between 19-22 min. It just seems like scouts are the wrong commitment, unless I'm focusing on the wrong goals or something

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

    When you come back from the game after 9 month...

    Posted: 19 Apr 2022 12:44 PM PDT

    5 losses and one win from a player resigning after 1min. It will be hard to get back on track!

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

    Camel scouts

    Posted: 19 Apr 2022 09:59 AM PDT

    Anyone have any idea how camel scouts will work? Can you upgrade them to normal camel riders?

    submitted by /u/PoopLord69722
    [link] [comments]

    Ideas for unique tech/bonuses/units (probably mostly bad lol)

    Posted: 19 Apr 2022 07:57 AM PDT

    I don't play a lot of multiplayer, and honestly in general am not sure about how these would be balanced, feel free to call these bad ideas lol, just shooting thoughts for fun. Interested to hear any thoughts on what civ they might be good for, or how they might play out balance wise.

    Unique units: "canoe archer": created at the dock, cheap, can gather fish at 50% rate of fishing ships, fires 1 arrow, and can travel on land, no attack on land and moves 50% slower on land. (The idea being you can move to other bodies of water/avoid attacks from more powerful ships, would be for a Native American or Oceania civ)

    Landsnecht: spearman type, can be bought at the market in castle age for 100 gold, 50 food, produces instantly. Moves faster and is better against infantry, very susceptible to enemy monks, max 10 at a time. (Last ditch effort to defend your base, if you still have some resources but your army was depleted elsewhere)

    Supply wagon: produced at the market, has no attack, produces 5 gold for every enemy unit killed within a certain radius of it. Costs 200 wood. Weak but moves quickly. Can. Be repaired. Can escort 1 villager (for quick repairs, or simply to escort a villager quicker.)

    Attack dog: can only attack villagers. Must have at least one of your own villagers within a certain radius of them to be able to move or attack, otherwise stands still. max of 5 dogs at a time. Weak, but dodges ranged attacks well. Produced at barracks.

    Unique techs or bonuses:

    Archery ranges cost 25 food per era, but fires 1 arrow per era.

    Villagers dropping resources to a Town center regenerate health each time they drop.

    recoup 100% of resources from your lost villagers; take 50% resources from killed enemy villagers

    villagers can drop resources at castle at 75% rate.

    Newly built TCs get 1 free scout unit.

    Monks count as 1/2 population, but cost 50 food.

    Piracy: 25% chance a defeated enemy ship becomes your own, at half health.

    Outposts can garrison 1 villager, or 1 archer, which does not fire any arrow ( keep an archer In one, jump out when you see an enemy villager or monk heading somewhere)

    Can drop all food types at dock

    Archers can be permanently converted to a man at arms for 25 gold (perhaps would be helpful if getting attacked by skirms)

    Unique buildings: lumber mill, can garrison 5 villagers, when a tree in its vicinity is finished, get 10 extra wood. Takes up more space.

    Trap: enemy units who pass through it can't move for 5 seconds, and lose a small amount of health. can only be built adjacent to economic buildings, only be seen by enemy scouts (must have a scout selected to see them. destroyed instantly by scout. Idea here being to add a bit of extra defense to your villagers, slowing an enemy attack).

    submitted by /u/No1RunsFaster
    [link] [comments]

    Thoughts on new DLC CIvs?

    Posted: 18 Apr 2022 09:26 PM PDT

    What interests me the most:

    Bengalis

    - ships regenerate: needed, if there are lengthy water battles.

    - More conversion-resistant elephants

    Dravidians

    - Urumi Swordsman: infantry version of Coustiller

    - Thirisadai: longboat, but fires bolts!

    - UT1: Regenerating Elephants

    - UT2: turning our infantry, elephants, and cavs into Leitis

    Feels like a combo of Malay + Vikings.

    Gurjaras

    - Shrivamsha Rider

    - Generating food from garrisoned herdables

    submitted by /u/hussar269c
    [link] [comments]

    TIL Why Condottieri are less of an infantry unit than sheep are

    Posted: 19 Apr 2022 01:00 PM PDT

    Now that you're already seated, welcome to my TED talk about Armor Classes!

    I wanted to share my insights into this topic as I was just browsing through this delightful wiki page: https://ageofempires.fandom.com/wiki/Armor_class_(Age_of_Empires_II))
    And even though the start might seem dry, it's really interesting to see how the devs implemented some of the damage interactions.

    1 The basics
    Leaving hill advantage, percent increasing damage buffs, precision etc. aside, let's consider the following simple example: A champion (13 melee damage) strikes Arbalester (2 melee armor). The resulting damage is therefore – after a swift substraction – 11. Easy!

    Now consider a Halberdier attacking a War Elephant (having armor classes: melee, cavalry, war elephant)

    • 6 melee attack vs. 1 melee armor
    • 32 Cavalry damage vs. 0 Cavalry armor
    • 28 War elephant damage vs. 0 War elephant armor

    Now we need to add together all substractions: (6-1)+(32-0)+(28-0)=65 resulting damage.

    Each damage value should of course always be at least 0, so I should've written "max(0, 6-1) + ...".

    (And the resulting damage is always at least one.)

    2 What you need to understand
    All armor classes are basically the same and ALL units/buildings technically have ALL armor classes! (no matter cavalry, melee, war elephant, pierce...)
    The important thing though is, that a Unit which is not "considered" to have a certain armor class has a corresponding armor value of 1000 (which is called base armor).

    So let's take a look again at our calculation from the Halberdier (who has a whole lot of other damage types as well) and War Elephant :

    • ...
    • 28 War elephant damage vs. 0 War elephant armor
    • 17 Ship damage vs. 1000 Ship Armor
    • 17 Fishing Ship damage vs. 1000 Fishing Ship Armor
    • 11 Mameluke damage vs. 1000 Mameluke Armor
    • ...

    You get the picture. The result is of course still 65 resulting damage!

    But although all units/building – technically – have all armor classes, not all units/buildings have all damage types. So an Archer for example does NOT do 0 melee damage and the list above is limited to all damage types the attacking unit does. (Otherwise this would have implications for the battering ram, as it has -3 melee armor and the Archer would do 3 melee damage to it.)

    But now to the fun and interesting part!

    3 The Leitis
    The Leitis is the UU of the Lithuanians and is advertised as ignoring the melee armor of units. The Leitis does no melee damage so it's technically correct, that the melee armor is ignored. The thing is, that it deals special "Leitis" damage and ALL units have 0 "Anti-Leitis" armor.

    4 The Condottiero and Hand Cannoneer
    The Hand Cannoneer deals (next to its pierce damage) 10 "infantry" damage. The devs wanted the condottiero to have the infantry armor class, but as it's a counter gunpowder unit, wanted it to ignore the Hand Cannoneer extra "infantry" damage. So what did they do?

    They introduced a Condottiero armor class (10 armor for Cond.) and all units except Hand Cannoneer (and another one) gained extra Condottiero damage calculated as min(10, melee damage).

    Example: Elite Cataphract attacks Condottiero

    • (13 melee damage against 1 melee armor)
    • 12 infantry damage against 10 infantry armor = 2
    • min(10,12)=10 condottiero damage against 0 condottiero armor = 10

    So with the min-formula the infantry damage of the Cataphract has been shifted to the condottiero damage and in the end it's 12 again, which the infantry damage was intended to be. The Hand Cannoneer on the other hand has no condottiero damage and its infantry damage is fully negated.

    4 Sheep and such
    Sheep and such have a base armor value of 0 instead of 1000. This means all damage types apply fully to it! This means sheep also have an infantry armor of 0...

    And now back to my far-fetched caption of this post: Whether a Unit is considered to be a certain type has always been linked to its armor classes. And if a Scout Unit with Infantry Armor 1000 is not considered an Infantry unit and a Champion and Halberdier with Infantry armor 0 are considered Infantry Units par excellence, then this is surely a continuous thing and a sheep with 0 Infantry armor can be considered more of an Infantry Unit than a Condottiero with 10 Infantry Armor. (But do not send your sheep to the enemy to fight as they're being autoconverted!)

    I could also tell you about the Fishing Ship armor/damage (which is why fire ships underperform destroying them, while galleys excel in this regard) and armor class 33, for which Organ Guns deal 1002 damage, but you can look this up in the link above, where I got all this information from.

    Thanks for reading!

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

    When I research Atheism, does my opponent get a notification?

    Posted: 19 Apr 2022 09:04 AM PDT

    I just learned that as of (rather) recently, Atheism reduces enemy gold income from relics. I never really played Huns but I want to play them more to get to know them.

    The tech sounds great, but I do want the mf'er on the other side of my screen to know that I just reduced their relic gold income. Do they get a notification and what does it say?

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

    how to best use Vietnamese bonus on nomad?

    Posted: 19 Apr 2022 01:54 AM PDT

    Title says it all really. I like the current nomad in the map pool and have been playing a few different civs to learn what works (700 elo). It strikes me that Vietnamese get a great advantage on nomad by not having to find the opponent but how to use that to full effect? I've tried 3 games so far and went Feudal MAA once and lost, Feudal archers and won and then most recently, used my knowledge bonus to tower rush their gold and won (but this felt a bit cheap). Thoughts on Vietnamese advantage on nomad maps?

    submitted by /u/Redditing12345678
    [link] [comments]

    urgent help needed!

    Posted: 19 Apr 2022 12:20 PM PDT

    About to hop on a game with a friend I've been planning for a while and I'm using my laptop which I don't normally.

    When in game the camera's view is extremely zoomed in. When playing on my pc it shows 2x as much, does anyone know what's happening here?

    (I'm fully zoomed out in game)

    Don't think I can play like this

    Any help is greatly appreciated

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

    I feel bad for my teammates

    Posted: 19 Apr 2022 12:14 PM PDT

    i came back after 1 year without playing and have a 2k rank in team games, playing with 1500 1x1 elo players even tho i am only 1100.

    idk what happened that this this gap exists, but every game i perform poorly compared to my teammate and all loses are generally because i dont par with the level of the other players.

    i resign instead of playing on most games, just because it isnt fun sloggin back from the dead in every single time, and this way at least i lose rank to at some point get even matches. and is not like i am getting attacked by 2 or 3 players at once while my team is doing something. generally im dying to a single guy with a well stabilished meta game that i dont have.

    there is some change in the way team games work that made this gap suddenly so drastic, or there isnt that much people playing team games?

    submitted by /u/rafamilk22
    [link] [comments]

    What new Real World maps should they add?

    Posted: 18 Apr 2022 05:22 PM PDT

    As a guy who mostly plays this game to indulge his history nerddom, sometimes I get frustrated when I don't have quite the right map to set up my perfect scenario. I also vastly prefer playing on real world maps for whatever reason. Here are some of my suggestions:

    • The Holy Land: Israel/Palestine/Canaan/that whole area. Kind of blows my mind that they don't have this one already, to be honest, given how many empires clashed over the region. In my mind, it would have the coastal plain on the left, and towards the right edge of the map would be the Sea of Galilee (with abundant fish), the Jordan, and the Dead Sea (no fish). Could also expand the map into southern Lebanon or even include the island of Cyprus.
    • Rio de la Plata: I think the geography of this area would be great for mixed land/naval battles, with a single large river splitting the land map in two, widening out into the sea, with strategic shallow crossings further upriver. Battle for control of the fords, or take the fight to the water directly. And of course, abundant gold deposits around the mouth of the river (since there's no silver in this game).
    • North American Great Lakes: This is probably pure provincialism on my part, as this is my home region, but I think it has a lot of potential. The various peninsulas, islands, and narrow straits and land bridges that pepper the Great Lakes region would give ample opportunity for a diverse array of strategies and viable playstyles on this map. Plus, it could be a great setting for any games involving a future hypothetical North American civ like the Iroquois or the Mississippians.
    • The Congo: Much like the Americas, we need more Africa on the real world map stage. The environment here would probably concentrate movement along the Congo River itself, as the dense jungle would make overland travel impractical without tree-flattening siege weapons (or lots of lumberjacks, I suppose). Obviously, the wilds would teem with dangerous wildlife, but abundant mineral wealth would await those daring and stubborn enough to venture into the jungle. Also similar to above, would be a good addition if they ever add a new African civ (such as, for instance, the Kongo).
    • Polynesia/Hawaii: I'm a bit of a sucker for water maps, if you can't tell. This one would be more focused on high amounts of naval action and probably involve lots of island-hopping as the islands are stripped of resources. More abundance to be found in the larger, more developed islands of the Hawaiian Archipelago...if you can maintain control of it!
    • The Moon: Fuck it, they have "Earth." Could do some fun crazy shit with this one too, like all units moving 50% faster or something. Not sure how you'd have trees, though.
    submitted by /u/MarioTheMojoMan
    [link] [comments]

    Fun maps in the base game to play with friend?

    Posted: 18 Apr 2022 11:09 PM PDT

    Hey everyone!
    Don't usually post here, playing this game for a long time etc.

    Normally, I play on custom maps with a group of friends. However, recently, a friend came back after not playing since Age of Conquerors, and we usually team up vs AI atm.

    What are some fun maps in the base game (Definitive Edition) we should play? I already love Acropolis and Black Forest personally. Any suggestions for great maps to try out that already exist in the game would be cool, because I just stared at the map selection last night, I really don't know what maps are worth playing.

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

    Best aoe2 campaign tournament round 6: The Last Khans

    Posted: 18 Apr 2022 10:00 PM PDT

    Now we move on to the HD edition of the game and the "dlc" that came with it. New civs and campaigns, and a replacement for El Dorado. Let us see who will be victorious.

    Previous Victors: Genghis Khan, Attila the Hun, Dracula, Francisco De Almeida, Le Loi

    View Poll

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

    Wootz steel: EA and siege elephants are technically cavalry? 🤣🤣

    Posted: 19 Apr 2022 07:38 AM PDT

    Technically wootz steel should not only affect them, but it should also allow all these units to ignore building armour?

    If aoe was made by games workshop, this is the type of nightmare wording they would have had to sort out.

    But I'm guessing it won't affect any of this.

    And I'm excited to try out the new civs, whether they are or ( more likely) are not OP

    submitted by /u/Helikaon48
    [link] [comments]

    No comments:

    Post a Comment