Age of Empires II MegaRandom is fun and a nice way to improve eco management, gamesense and counterplay |
- MegaRandom is fun and a nice way to improve eco management, gamesense and counterplay
- anyone else in Europe getting really bad lag recently?
- Nice!
- I saw people struggling against Siege Elephants, so here is some info about them. May no elephants molest you again.
- I learned you can control other players and Gaia by using Ctrl + Shift + F[1-9], F9 for Gaia. Are there any other fun hidden things out there?
- Share your best economic bonuses ideas
- Alternative resource drop-off mechanic
- Yet another DLC ideas thread
MegaRandom is fun and a nice way to improve eco management, gamesense and counterplay Posted: 22 May 2022 02:15 AM PDT I used to sleep on MegaRandom. Forced to play two this morning. Loved them. Highly recommend playing nomad or megarandom style maps if you're looking to improve; WITHOUT resorting to Mongols or Lithuanians 11, even though the FIRST ever megarandom map today was my Mongols vs their Hindustanis. In my defense, it was literally my first time. Just my opinion. Wanted to put it out there. Have a good day/night. Peace~ [link] [comments] | ||
anyone else in Europe getting really bad lag recently? Posted: 22 May 2022 01:41 AM PDT Last few games I've played there's been at least a few moments, mainly dark and fuedal age, where I lose a few seconds of game time because of a major lag. Very annoying in ranked where it all counts so much! [link] [comments] | ||
Posted: 22 May 2022 05:12 AM PDT
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Posted: 22 May 2022 04:31 AM PDT
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Posted: 22 May 2022 06:15 AM PDT Of course, the cheat codes on the fandom wiki are fun too. I enjoyed the "Going Above and Beyond" cheat. What other hidden and obscure things are fun to play around with? [link] [comments] | ||
Share your best economic bonuses ideas Posted: 22 May 2022 02:26 AM PDT With 42 civs, original and interresting economic bonuses are harder and harder to find, here some ideas : -economic upgrades are researched 200% faster : can be given to a civilization which was ahead of its time with agricultural technique, this bonus will not only earn you some tens of wood extra for each wood upgrade but make wheelbarrow and hand-cart research really fast enabling greedy strat such as instant whell and hand-cart each age -berries yield 200% more food: to a civ which relied heavily on fruit trees, it's a bonus that reward map control and tbh the idea of seeing a 2 mills meta seems really fun, it will also give the civ some extra interest on specific map which is important in order to see this civ being use in tournaments -forages generate gold (around 1g every 3 food): to civ a civ which was famous for his alcohol for exemple, similarly to the last bonus it reward map control and make it easier to achieve with for exemple a drush or a Maa opening, also makes the civ interresting on maps like kawasan -hunt yield more food (somewhere between +25% and 50%): a mix of the Tatar, mayan and Mongol bonus which help the civ being aggressive in feudal or help in a fast castle -stone piles give more stone (something like +25%) : to a civ which is famous for its numerous castles, this bonus will help the most in late game (it can also help in trushes) -shore fish and deep fish yield +50% food: similar to the Japanese bonus because it makes fishing boats efficient longer -villager kill give 20/15/10/5 gold : not sure it can be coded but it would be a really fitting bonus for a nomadic civ, while the bonus is not that strong it promotes an aggressive approach to the game and makeq them a really good hussar civ in late game What are your best ideas ? [link] [comments] | ||
Alternative resource drop-off mechanic Posted: 22 May 2022 01:40 AM PDT I was thinking of an alternative drop-off mechanic that could either work for a new civ (or regional system) and/or potentially reduce the pathfinding issues while maintaining strong similarities to the current system. Specifically, assume villagers work slower than they currently do and don't need to drop off resources anymore. In turn, the current resource dropping buildings boost their effectiveness within an area. E.g. a lumber camp increases the gathering rate by 20% within a 4-tile radius. To avoid stacking the bonus too much, villagers are only affected by the building closest to them. There are variations of this where the increased gathering rate tapers off within the radius, or that the drop-off need is only eliminated within the radius... As villagers don't need to drop off resources anymore, pathfinding issues should be reduced, but as resource buildings boost output, they should still be built close to resources and lumber camps should be rebuilt as currently. This obviously impacts technologies like hand cart and wheelbarrow which increase carrying capacity, which would need to be altered (e.g. increase the radius of the resource building effect). What do you think? [link] [comments] | ||
Posted: 22 May 2022 05:10 AM PDT Yes, we've had many DLC idea threads recently, but I thought I'd add mine anyway, because, why not? Here, I will be presenting to you six DLCs. I have previously suggested similar ones, but now they are with more detail - and even a spreadsheet! Conflicts in China First of all, CiC will introduce a whole new architecture set, North East Asian, which the Mongols will have, along with the two new civs, the Jurchens and the Tanguts. The Jurchens are a cavalry civ as shown by their unique unit, the Tiefutu, a fast melee cavalry. Their campaign will focus on Wanyang Liang, the Jin Emperor who fought wars against the Song Dynasty. The Defenders of the Caucasus Now firstly, I admit I stole this name from another suggestion on here, because it's very good. This DLC will see us get maybe the two most wanted civs, the Armenians and the Georgians. The Armenians' UU is the Ayrudzi, a Cataphract-like heavy cavalry, and the protagonist of their campaign will be Ashot of the Bagratid dynasty, who fought against the Byzantines and various emirs and sultans in the region. For the Georgians, their Khevsur is a heavy infantry, like a stronger Long Swordsman, and their David the Builder campaign will see the eponymous king drive the Seljuk Turks out of Georgia and the Caucasus. Both civs will introduce a new architecture set, Eastern Mediterranean, which will be shared with the Byzantines and the Bulgarians. For the pre-existing civ campaign, the Persians are the obvious choice, and another one long overdue a campaign. Khosrow II will see you fight against (and troll the shit out of) the Justinian-era Byzantine empire, as well as the White Huns and Turks. Emperors of Africa A lot of people want more African civs, and I agree they should be added. The Kanembu are literally a Chad civilisation. Jokes aside, their Kajagas are heavy cavalry and the campaign follows Dunama Dabbalemi's expansion of the Kanem-Boru empire into Berber and Saracen territory. The Somalis are the second new civ, and as they are a gunpowder civ, their unique unit is the Adal Cannoneer, similar to Turkish Janissaries. The campaign is centred around Mahfuz and his Adal Sultanate's conflicts against the Ethiopians. The Turks may look out of place in a DLC focussed on subsaharan Africa, but in addition to Suleiman the Magnificent's expansions into the Balkans, Mesopotamia and North Africa, he also assisted the Adal Sultanate against the Ethiopians, so a scenario on that will be featured. Rulers of the Pacific The two new civs for RotP are the Filipinos and the Siamese, both of the South East Asian architecture set. The Filipinos' UU is the Maharlika, a powerful Skirmisher-type unit, and their campaign sees Lapulapu conduct raids of piracy before fighting against Spanish invaders. The Siamese are yet another elephant civ, with their UU being the Elephant lancer. The campaign of Maha Chakkraphat is about the Ayyuthayan kingdom's defence against the Burmese. Now, the Koreans and Japanese are two others that are long overdue much deserved campaigns, but as there tends to only be one campaign focusing on pre-existing civs, and both didn't really interact with many other civs during their history from the period, I thought I'd give them Imjin, a joint campaign about the Imjin War in which you play the Japanese in the first three scenarios, then switch to the Koreans in the last two. The New World In the Mississippians we finally have two things: one, a civ that represents North America and two, a Mesoamerican civ with cavalry! Their Plain Rider is a light cavalry, similar to the Hussar in terms of strength. The campaign is centred around the city of Cahokia and its founding. It will be partially fictitious, but if the devs can make a fictitious campaign for a civ so rich in history like the Byzantines, why not one for a civ with little known history? The Zapotecs' campaign focuses on Tela and Theolao, a father-and-son chieftain pair who fought neighbouring tribes and Spanish invaders (I know, I know, very similar to Montezuma) and their Thunder Warrior is a fast heavy infantry similar to the Eagle Warrior. Naturally the Mayans are the pre-existing civ to get a campaign, and it will be on Hunac Ceel surviving a human sacrifice which he believes to be an act of god, leading him to conquer Chichen Itza and found the Cocom Dynasty. European Ambition This DLC is basically tying up all the remaining European loose ends. The two notable civs left to be added are the Livonians and the Serbians. The Livonians UU is Brother of the Sword, an infantry unit similar to the Teutonic Knight, and their campaign's hero is Albert of Riga, who converted people in modern day Latvia and Estonia by the sword to Catholicism (another "are we the baddies?" campaign). The Serbians campaign focus is on, of course, Dusan, the founder of the Serbian Empire and his conquests in the Balkans and Greece, with their UU being the Gusar (aka Serbian Hussars). And that leaves one last pre-existing civ to have their own campaign, the Vikings. Who else, but Harald Hadrada, and his many, many exploits and conquests across Europe? I may come back and add wonders and UTs for the new civs later on. But for now, let me know your thoughts. [link] [comments] |
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