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Jossar
Apr 2, 2018

Current status: Angry about subs :argh:


Age of Empires II, Age of Kings is a Real Time Strategy game originally developed in 1999 by Ensemble Studios as the sequel to the highly successful Age of Empires. The primary difference that defines the sequel is that rather than being set at the beginning of civilization leading into the late classical period, instead it displays cultures from all over the world during the period corresponding to what in European terms would be the Dark Ages until the Renaissance. In both cases, the games focus on the clash between empires as defined by the successful creation and management of an empire's economy, and then translating that engine of productivity into a military engine of destruction that brings down an entire army on your foes.

Or just build very pretty towns. This can be a very lovely game sometimes, and many have gotten lost in building up amazing works of architecture unaware that their opponent is about to send an army full of angry knights to beat the living tar out of them.



The game has itself been successful and received an Expansion pack: The Conquerors which added a number of new features and civilizations, including most notably several Mesoamerican ones. In addition, there has been an updated, high definition rerelease on Steam, improving the graphics and a number of game functions. In fact, three expansion packs have since been released: Forgotten Empires - A former fan expansion, and general all rounder in including more content in the game, Rise of the Rajas - An expansion pack primarily focusing on Indian and Southeast Asian empires, and African Kingdoms - which adds exactly what it says on the tin (as well as one or two Islamic and European empires that regularly interacted with Africa). This means that surprisingly for a 20 year old game, enthusiasm has never been higher among fans and new players alike.

FAQ and Comments

Hey, this isn't the first AoEII thread i've seen floating around!

Yes, the people in GBS have a cool and good thread located here: https://forums.somethingawful.com/showthread.php?threadid=3847545 and at least one attempt has been made at posting about AoEII in Games that i'm aware of. But I am a boring serious person and would like to at least try and provide something that will allow for a comprehensive organization of resources relating to AoEII rather than just a place to announce the occasional game.

The game has multiple modes, right?

I expect the majority of the talk here to revolve around advice or invites for games in Random Map mode, the standard "build your engine of destruction then set it loose" thing described above. However, even within Random Map there are a number of subvariants such as Regicide where the focus is not exclusively on destroying the other person's empire but killing a specific king unit, Deathmatch where you have a ton of resources, and several others.

Additionally the game comes with a number of predefined scenarios which set things up for particular historical conflicts or a series of linked scenarios connected together in a Campaign. These tend to have things change on the fly more due to event triggers and are typically limited to single player only, and are thus usually considered to be their own distinct thing.

Of course none of this deals with Mods. There are a LOT of player mods and Steam has only made it easier to get access to them. These can do anything from changing the map to fundamentally changing the game entirely. I expect to be describing mods in detail in another post, but for now keep an eye out for things like Lord of the Rings, Game of Thrones, Tower Defense, and Castles Blood Automatic (more commonly referred to as CBA) if you really want to change the game around or Diplomacy if you just want a neat map but the rules unchanged.

Where should I start?

If you're entirely new to the game, the tutorial is pretty good for getting things up to a basic understanding of the game. If you're looking for questions on a specific civilization to choose, I will be doing a more in depth post on the various empires below this one. If someone wants to discuss super heavy actions per minute stuff... well, I welcome the conversation, but I am nowhere good enough at this game to be giving advice on that.

Youtubers

Several people in the thread have been mentioning Youtubers as a good source of information, or high level games to watch for fun. I'm going to collect their suggestions for which to watch here in the OP.

The Viper, ZeroEmpires, and T90 Official are all high level players who post videos pretty regularly. If you learn best by watching or just want to have some fun watching high level play or a guy successfully managing to pull off a Monk Rush then check these out.

Spirit of the Law is one of the best and most accessable theorycrafting and mechanics guys in the game. He does some games too, but admits that he's here to tease out the inner workings of AoE2's systems more than anything else.

Norovo... honestly doesn't really post a lot any more, but I found his videos exploring some of the scenarios interesting, especially for CBA.

Do I need the expansion packs to play as the Incas/Berbers/Malay/etc.?

Yes and no. You can't make a multiplayer game with the expansion packs if you don't have them, but you can join a game with someone who does and gain all the benefits as long as you have the base game on Steam. Additionally, you can play one civilization per expansion pack for free on a rotating schedule in multiplayer.

I am an AoEII Veteran, what do the modern expansion packs add?

Warning, if you're an AoEII veteran, the HD edition itself changes some things around even without the expansion packs. Most of them are small balance fixes, but even a small change can create big changes in a player's strategy. Each expansion patch likewise changes small things for similar balance purposes. The team's probably done on the big changes for the near future, but keep informed before you play!

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General Expansion Additions

  • Spectator Mode and Twitch Streaming Integration

  • Improved AI (Better, but still not perfect.)

  • The Mesoamericans have a Feudal Age version of Eagle Warriors now called an Eagle Scout.

  • LudaKRIS map size that takes a Hussar over 6 minutes to cross, because someone thought this was a good idea!

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Forgotten Empires

  • Five new civilizations: Italians - an Archer and Naval civilization with cheaper gunpowder units, Indians - a Camel and Gunpowder Civilization with Elephants, Slavs - an Infantry and Siege civilization whose infantry can get area of effect damage, Magyars - a Cavalry civilization with some of the best trash cavalry in the game, and the Incas - an Infantry civilization whose unique unit has a longer range spear than the usual spearline.

  • Six new campaigns: Featuring Alaric, Sforza, Vlad the Impaler, Prithviraj, the city of Bari, and the search for El Dorado. Also includes a new set of individual scenarios under The Battles of the Forgotten. Unfortunately, since this was once a fan mod, these are NOT voiced.

  • Two New Modes: Treaty (imposed late start) and Capture the Relic.

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African Kingdoms

  • Four new civilizations: Berbers - a Cavalry and Naval civilization focusing on speed and a mounted Skirmisher, Malians - an Infantry civilization focusing on a strong overall economy and increased infantry armor, Ethiopians - an Archer civilization focusing on fast firing archers and a nonetheless quite good infantry unit, and the Portuguese - a Naval and Gunpowder civilization with a spread shot unique unit.

  • Four new campaigns: Featuring Tariq ibn Ziyad, Sundiata Keita, Francisco de Almeida, and Yodit.

  • Sudden Death Town Center Mode

  • A whole bunch of maps and extra scenario editing objects.

  • Two new units: a Siege Tower that your units can hide inside and a Fire Galley that brings fire ship equivalents back an age to Feudal.

  • Two new technologies: Arrow Slits for increased tower power and Arson, so your infantry can actually be justified in setting buildings on fire.

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Rise of the Rajas
  • Four new civilizations: Burmese - a Monk and Elephant civilization with cheap monk techs and free lumber upgrades, Khmer - a Siege and Elephant civilization which can go straight to the next age without buildings and faster elephants, Malay - a Naval civilization with a unique unit only taking up half a unit slot, and Vietnamese - an Archer civilization that focuses on anti-archer archers.

  • Four new campaigns: Featuring Gajah Mada, Suryavarman I, Bayinnaung, and Lê Lợi.

  • A whole bunch of new maps and terrain pieces, including amphibious terrain which can be traversed by boat or built upon like land.

  • Battle elephants introduced as a generic unit.

Is there a Discord?

Here.

Is there a Steam Group?

Here.

What's with the thread title?

There is an infamous problem with the way the Mill is shaped which prevents people from finding a simple and intuitive way to put farms down for maximum efficiency. There are a number of ways to get around this, but none that will look as neat as if you had just been allowed to place things down in a simple square. :argh:

Jossar fucked around with this message at 15:34 on Aug 12, 2018

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Jossar
Apr 2, 2018

Current status: Angry about subs :argh:
Jossar's Civilization Guide

Warning: I have done some research on these civilizations, but as I have mentioned before I am not a very good player. I cannot guarantee that this works for everyone, but is simply what I have observed. Everyone has their own preferences and is likely to work well with certain units in greater amounts than the "meta" standard and this is viable, as long as the civilization does not actively suck at what you are trying to use. Siege is generally useful for its role in Area Control unless your civilization has awful tech restrictions and it may be worth keeping around a few pieces even without being mentioned. Monks are usually support-y enough, that I won't mention them unless they are particularly synergistic with a civilization, so use at your own preference. Also, the situation in an individual game always takes priority over recommendations - if your opponent is trying some weird counter-intuitive strategy, you may need to use something you're weak in to fend them off at least once or twice.

For many civilizations there is a common theme: you are good at a particular thing, and your victory is secured by doing that thing and figuring out how to counter your opponent's reaction to it. This is a good strategic mindset to have on autopilot while you deal with the tactical challenges of a particular game.

All civilization guides are based on the latest edition of the game.

Base Game - which in the HD Rerelease includes The Conquerors

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Aztecs
  • Monk and Infantry Civilization
  • Unique Unit: Jaguar Warrior - an Anti-Infantry Infantry unit.
  • Unique Technologies: Atlatl - Attack and Range of Skirmishers and Genitours increased by +1. Garland Wars - Infantry Attack increased by +4
  • Start the game with an Eagle Scout instead of a Scout Cavalry.
  • Villagers carry +5 extra resources.
  • All military units are created 15% faster.
  • Monks gain 5 HP for every researched Monastery technology.
  • Start with +50 gold.
  • Team bonus: Relics generate +33% gold.

What You Build: Jaguar Warriors/Main Infantry, Monks.
What You Pair: Eagle Warriors, Siege, maybe Skirmishers
Where You Suck: Anti-Cavalry, Anti-Gunpowder, Defences
Jossar's Overview: The Aztecs are a powerful infantry civilization with a relatively strong economy. Unless you're a very timid player you even more than most should try to rush. The monks help diversify as do your relatively good siege options, but you may be faced with a lot of micro in order to make things work properly. Your lack of Cavalry isn't that bad, but you kind of need Eagle Warriors alongside your Jaguars to have speed. The biggest problem you face that isn't directly mentioned here is that since you don't have Halberdiers or Light Cavalry, you are going to struggle in a late game trash-fight. In the end, it usually comes down to whether or not an opponent can hold out against you long enough to beat you down with their own advantages.

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Britons
  • Foot Archer Civilization
  • Unique Unit: Longbowman - A longer range Archer that really shines in the Imperial Age.
  • Unique Technologies: Yeomen - Foot Archer Range +1, Tower Attack +2. Warwolf - Trebuchets gain AoE and 100% accuracy against standing targets.
  • Town Centers cost -50% wood starting in the Castle Age.
  • Foot archers (except Skirmishers) have +1/+2 range in the Castle/Imperial Age.
  • Shepherds work 25% faster.
  • Team bonus: Archery Ranges work 20% faster.

What You Build: Archers (of all kinds), Trebuchets
What You Pair: Trash Units (Skirmishers, Halberdiers, Scout Cavalry), maybe Champions
Where You Suck: Gunpowder (noticeable because of Archer weakness), Navy
Jossar's Overview: The Britons used to be regarded as one of the strongest Archer civilizations in the game. Nowadays that's a bit more contested, but they're still pretty far up there. What you do is smack people down from long range. You even get okay siege and cavalry, and a pretty good regular infantry line! They're never quite good enough to make you deviate from what you do best, but you have a lot of support options, perhaps more than directly listed here. You are the nerd with glasses who gets beaten up by big beefy dudes and siege weapons with pierce armor. Your biggest problem not mentioned directly is that you're kind of playing a defensive game until Imperial when you can pull an Agincourt and pile up 40 Longbowmen. In the end, it usually comes down to whether you can find a good counter to whatever your opponent is trying to squish your archers/trebuchets with. Also, as odd as it may seem for an island nation, don't get into a water fight since you will lose.

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Byzantines
  • Defensive Civilization
  • Unique Unit: Cataphract - Anti-Anti-Cavalry and Anti-Infantry Cavalry. Expensive, weaker to pierce damage, and still dies to Halberdiers.
  • Unique Technologies: Greek Fire - Fire Ships have +1 range. Logistica - Cataphracts gain AoE Trample damage and +6 attack against infantry.
  • Buildings have +10%/+20%/+30%/+40% HP in the Dark/Feudal/Castle/Imperial Age.
  • Camels, Skirmishers, and the Spearman lines are 25% cheaper.
  • Fire Ships attack 20% faster.
  • Advancing to the Imperial Age is 33% cheaper.
  • Town Watch is free.
  • Team bonus: Monks heal 50% faster.

What You Build: Navy, Cataphracts, Walls,
What You Pair: Foot Based Trash Units (Halberdiers and Skirmishers), maybe Camels, Monks.
Where You Suck: Special, see below.
Jossar's Overview: You like playing a tank in other games? The Byzantines are for you! Their specialty is turtling as hard as humanly possible until the late Imperial Age at which point they've gotten all their upgrades and then they slowly grind opponents out of existence with units designed to counter whatever your opponent brings to the table. Unfortunately, if you make a big mistake your good units are expensive and difficult to replace. In the end it usually comes down to whether you can find a way to actually finish the game once you've finished your prep or if you screw up so hard that it lets the opponent finish you instead.

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Celts
  • Infantry and Siege Civilization
  • Unique Unit: Woad Raider - Quickly produced, quick moving Anti-Siege and Anti-Building Infantry unit.
  • Unique Technologies: Stronghold - Castles and Towers fire 25% Faster. Furor Celtica - Siege Workshop units gain 40% more HP.
  • Infantry units move 15% faster.
  • Lumberjacks work 15% faster.
  • Siege weapons fire +20% faster.
  • Enemy herdables can be converted regardless of enemy units next to them.
  • Team bonus: Siege Workshops work 20% faster.

What You Build: Main Infantry Line/Woad Raiders, Siege
What You Pair: Halberdiers
Where You Suck: Archers, Defenses
Jossar's Overview: There's not much to say about the Celts that we haven't said so far, albeit in other contexts. Among the best Siege units in the game, with fairly competent Infantry (the speed bonus is surprisingly useful in a number of ways) and an econ bonus that helps advance anything involving wood. You have alright cavalry, even the whole paladin line, but it's not going to be your strongest suit. You actually have a surprisingly decent Navy because of techs and the woodcutting bonus, which is why it's said that the Celts can compete anywhere, so long as you're playing to their strengths. Of course if you don't know how to properly leverage mass siege unit tactics then you're sunk since even if it's only one part in your army, it's still important enough. In the end it usually comes down to whether you have a good enough army composition to counter your opponent's answer to your siege, but at least you're not as one note as the Franks.

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Chinese
  • Archer Civilization
  • Unique Unit: Chu Ko Nu - Archer that fires multiple weaker arrows rather than a single one. Fares best against units where dealing a lot of irreducible damage is better than bigger shots. (This coincidentally makes them an Anti-Anti Archer Archer.)
  • Unique Technologies: Great Wall - Walls and Towers have 30% more HP. Rocketry - Chu Ko Nu attack increased by +2, Scorpion attack by +4.
  • Start game with three extra Villagers, but with -200 food and -50 wood.
  • Town Center supports ten population (instead of five).
  • Technologies are 10%/15%/20% cheaper in the Feudal/Castle/Imperial Age.
  • Demolition Ships have +50% HP.
  • Team bonus: Farms start with +45 food.

What You Build: Archers, Scorpions, sort of?
What You Pair: Halberdiers
Where You Suck: Kinda Weird to Play
Jossar's Overview: The Chinese have a weirder playstyle compared to a lot of other civilizations - from their nonstandard villager heavy start, to their unique unit, to the fact that they're not really bad at anything - they just naturally lean Archer because their techs are slightly more favorable that way. Honestly in the midgame before all the techs come out you could be doing pretty much anything and it wouldn't be *wrong* as such. It's harder to give a definitive 100% true piece of advice on what goes well or wrong for this civilization, but to the extent that it's anything, it's about how good you are at adapting to a particular opponent.

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Franks
  • Cavalry Civilization
  • Unique Unit: Throwing Axeman - Infantry unit that attacks at range, but deals melee damage.
  • Unique Technologies: Chivalry - Stables operate 40% faster. Bearded Axe - Throwing Axemen have +1 range.
  • Farm upgrades are free.
  • Castles are 25% cheaper.
  • Cavalry have +20% HP.
  • Foragers work 25% faster.
  • Team bonus: Knights have +2 Line of Sight.

What You Build: Heavy Cavalry, Castles
What You Pair: Throwing Axemen, Gunpowder Units, (Main Infantry and Siege while you upgrade), maybe Light Cavalry.
Where You Suck: Archers
Jossar's Overview: Back to simple. The Franks take farms, use the food bonus to build a billion Paladins, support with gunpowder units and their unique unit, which they can pop out more of because you can spam more castles. You have the Barracks line, and you'll probably use it until you get your castles up and for trash fights, but the farm to cavalry funnel just works so well as long as you have the gold. Of course paladins are expensive, so if you dive, you dive hard. In the end, it usually comes down to whether you can run the Frank machine better than your opponent knows how to counter it (particularly the paladins).

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Goths
  • Infantry Civilization
  • Unique Unit: Huskarl - Slow moving Infantry unit with high pierce armor, usually Anti-Archer.
  • Unique Technologies: Anarchy - Huskarls may be trained at the barracks. Perfusion - Barracks operate at double speed.
  • Infantry are 35% cheaper starting in the Feudal Age.
  • Infantry have +1 attack bonus against standard buildings.
  • Villagers have +5 attack against Wild Boars and carry +15 food from hunting.
  • +10 population cap in the Imperial Age.
  • Team bonus: Barracks work 20% faster.

What You Build: Main Infantry/Huskarls
What You Pair: Trash Infantry
Where You Suck: Defenses (really bad), Navy
Jossar's Overview: Huskarls are pretty beefy, but honestly Gothic infantry in general is scary. Nobody outproduces the Goths, and i've had trouble against the AI playing them more than other civilizations because if they pop a Castle (or get Anarchy up, even a regular barracks) you're already dealing with a flood of troops. And if you're a good Goth player, you won't settle for just one troop production facility. Unfortunately, their defenses are really weak so if your opponents know what's coming they will work as hard as possible to smash you into the dust before you hit mid-Castle age and get the conga line going. Funny enough, I actually like the Goths because even though they follow a lot of other civilizations in having a really narrow gimmick, it's done so well and uniquely that it doesn't feel like any other civ. In the end, it usually comes down to whether or not you can outpace your opponents at the start, to keep a good enough balance of power until you can open the floodgates.

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Huns
  • Cavalry Civilization
  • Unique Unit: Tarkan - A cavalry unit with high pierce armor and bonus damage against buildings.
  • Unique Technologies: Marauders - Tarkans can be produced in Stables. Atheism - Wonder and Relic victories take an additional 100 years and Spies and Treason cost 50% less.
  • Start the game with -100 wood, but with the population cap at the maximum.
  • Cavalry Archers are 10%/20% cheaper in the Castle/Imperial Age.
  • Trebuchets have +35% accuracy against units.
  • Team bonus: Stables work 20% faster.

What You Build: Cavalry Archers
What You Pair: Cavalry, Trebuchets, Trash Mobs.
Where You Suck: Defenses, Infantry, moderately weak Siege?
Jossar's Overview: Huns are a civilization that is built around raiding. They have to be, since most of their unique stuff isn't really that great, although the Tarkans make okay units to replace siege. Cavalry archers raid best, and they're what you get bonuses on, though you might want to add 1-2 knights for extra punch/defense. You mess up your opponent in Castle Age by attacks on their economy so that their hampered setup can't withstand you when you make the Imperial Age push. Or just knock em out in Castle if you can. You can do a late game trash fight decently well, especially because you'll be sinking resources into Cavalry bonuses in general, but in the end, it usually comes down to how hard you trolled in the earlier ages of the game.

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Japanese
  • Infantry Civilization
  • Unique Unit: Samurai - Anti-Unique Unit Unique Unit with fast attack.
  • Unique technologies: Yasama - Towers fire two extra arrows. Kataparuto - Trebuchets pack and unpack 4x faster and fire 33% faster.
  • Fishing Ships have double HP, +2 pierce armor, and work 5%/10%/15%/20% faster in the Dark/Feudal/Castle/Imperial Age.
  • Mills, Lumber Camps and Mining Camps are 50% cheaper.
  • Infantry attack 25% faster starting in the Feudal Age.
  • Team bonus: Galleys have a +50% longer Line of Sight.

What You Build: Infantry,
What You Pair: A little of everything, really.
Where You Suck: Cavalry.
Jossar's Overview: The Japanese are very good at a lot of things, and you'll want to take advantage of that since there isn't quite one thing that's a perfect answer for you. However, the best thing in their lineup is definitely the infantry (in general). That attack bonus allows them to put out a lot more damage, and it's even better for the Samurai who are already really fast although they have a specific niche. In the end, it usually comes down to whether you can leverage those various factors into something that overcomes your opponent's specialties... unless you're facing another all-rounder in which case you're probably relying more heavily on your infantry bonus.

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Koreans
  • Tower and Naval Civilization
  • Unique Units: War Wagon - A cavalry archer with high HP and Pierce Armor, firing similar to a Scorpion, absent blast damage. Turtle Ship - High armor gunpowder warship.
  • Unique technologies: Panokseon - Speed of Turtle Ships increased by 15%. Shinkichon - Range of the Mangonel line increased by +1.
  • Villagers have +3 Line of Sight.
  • Stone Miners work 20% faster.
  • Tower upgrades are free (Bombard Tower requires Chemistry).
  • Towers (except Bombard Towers) have +1/+2 range in the Castle/Imperial Age.
  • Fortifications are built 33% faster.
  • Team bonus: Mangonel line minimum range reduced.

What You Build: Defenses, Archers
What You Pair: Siege, Infantry
Where You Suck: Cavalry, Economy
Jossar's Overview: Despite being a Naval civilization, the Koreans suffer from the fact that their best stuff really shows up later in the game, and even then there are better civilizations. It's certainly no weakness, but it's not their greatest strength. That would be the ridiculous amount of bonuses they get to towers and walls and in this respect their moniker is well earned. Their true strength in offense lies in the War Wagons. They do have reasonable options for Infantry, though it's not their specialty. In the end, it usually comes down to whether you can utilize their high quality units to do something more than just turtle for eternity.

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Mayans
  • Archer Civilization
  • Unique Unit: Plumed Archer - Fast, well armored, high HP archer with lower attack.
  • Unique technologies: Obsidian Arrows - Regular Archer line has a +6 bonus to damage against buildings and stone defenses. El Dorado - Eagle Warriors have +40 HP.
  • Start the game with an Eagle Scout.
  • Start the game with +1 Villager, but with -50 food.
  • Resources last 15% longer.
  • Foot archers are 10%/20%/30% cheaper in the Feudal/Castle/Imperial Age.
  • Team bonus: Walls are 50% cheaper.

What You Build: Archers
What You Pair: Eagle Warriors, Halberdiers.
Where You Suck: Countering High Pierce Armor/Only Okay Infantry?, Gunpowder.
Jossar's Overview: The Mayans have a pretty strong economy, some of the most cost effective archers in the game, and not a lot of real weaknesses. Flexible in terms of strategy if you need it, and have the potential to contest the water, although you'll likely lose here to a dedicated Naval civilization. In the end, it usually comes down to whether your opponent can exploit the fact that you don't have as good of an answer for Gunpowder or non-cavalry units with high pierce armor (since you do still have Halberdiers).

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Mongols
  • Cavalry Archer Civilization
  • Unique Unit: Mangudai - Cavalry Archer with bonus attack against Siege weapons.
  • Unique Technologies: Nomads - Population bonus obtained from building houses is retained, even if those houses are destroyed. Drill - Siege Workshop units move 50% faster.
  • Cavalry archers fire 25% faster.
  • Light Cavalry and Hussars have +30% HP.
  • Hunters work +50% faster.
  • Team bonus: The Scout Cavalry line has +2 Line of Sight.

What You Build: Cavalry Archers, Archers, Siege.
What You Pair: Light Cavalry, Skirmishers, Infantry
Where You Suck: Very Micro Heavy
Jossar's Overview: The Mongols are a very demanding but potentially very rewarding civilization. They can do a fairly decent job at everything except the heavy cavalry line (so they have a slightly weak late Castle Age) and do exceptionally well when using siege and cavalry archers. Unfortunately these are some of the most micromanagement intense heavy units in the game and unlike say the Celts who use siege but also infantry and Huns who use a siege cavalry unit along with their cavalry archers, you're just not at your best with the Mongols unless you're doing sick onager formation dodges and cav archer kiting all the time. In the end, it usually comes down to your technical proficiency and ability to manage multiple fronts in the game compared to your opponent.

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Persians
  • Cavalry Civilization
  • Unique Unit: War Elephant - Slow and durable cavalry unit with an attack bonus against buildings.
  • Unique Technologies: Boiling Oil - The first arrow shot by a castle in a barrage deals an additional +9 damage against rams. Mahouts - War Elephant Speed increased by 30%.
  • Start game with +50 food and +50 wood.
  • Town Centers and Docks have double HP and work 10%/15%/20% faster in the Feudal/Castle/Imperial Age.
  • Team bonus: Knights have +2 attack against archers.

What You Build: Cavalry, Navy
What You Pair: Light Cavalry, Skirmishers, Halberdiers, Hand Cannoneers
Where You Suck: Double Edged Elephants, Main Infantry
Jossar's Overview: The Persians have a pretty good economy on land and sea thanks to their bonuses, and the production even lets them have a fairly decent Navy just because of output potential. On land, it's all about the Cavalry. The War Elephants are their primary strength, but Paladins can perform well as well, and it may be necessary as Elephants can actually be countered pretty nastily by monks due to their slow speed. You do need something besides various different types of cavalry though, if only to counter the inevitable Halberdiers. In the end, it's a similar strategy as the Franks where you build a giant army of Cavalry + Support, though you trade some of the Franks pure efficiency for flexibility.

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Saracens
  • Camel and Navy Civilization
  • Unique unit: Mameluke - Anti-Cavalry Cavalry unit, which attacks with a melee attack at range and high speed. Also considered an Anti-Archer unit for some reason, but takes less damage from Spearman line.
  • Unique technologies: Madrasah - If a Monk is killed, 33% of the gold is reclaimed. Zealotry - Camel and Mameluke HP increased by 30.
  • Tribute fee only 5%
  • Transport Ships have 2x HP and carry capacity
  • Galleys attack 20% faster
  • Cavalry Archers have +3 attack against buildings
  • Markets cost -75 wood
  • Team bonus: Foot archers have +1 attack against buiings

What You Build: Mamelukes and Camels, Monks*, Navy
What You Pair: Siege, Cavalry Archers
Where You Suck: Spearman Line,
Jossar's Overview: There's a lot of different interesting things you can do with the Saracens - in fact, while a number of different civilizations have access to Camels, they're one of the few in the base game where it's worth using them all the time though that's mainly because the Saracens don't get Halberdiers as an option. They're one of the top tier Navy civilizations and if you're really feeling creative they're one of the pioneers of the Monk rush (although this tactic is mentioned more as a theoretical curiosity as it tends not to work so well in practice). Their endgame usually involves a rush of Mamelukes slaughtering anything that moves while Siege or Cavalry Archers reduces buildings to rubble. But this means they're dependent on expensive units and nothing that they produce is really tanky. In the end, it usually comes down to whether you've leveraged your miscellaneous resources to build a sufficiently strong horde of "alternate" cavalry.

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Spanish
  • Monk and Gunpowder Civilization
  • Unique Units: Conquistador - Mounted gunpowder unit, sort of like a cavalry archer with a gun. Missionary - Mounted Monk, cannot pick up relics and slightly inefficient in exchange for speed boost.
  • Unique technologies: Inquisition - Lowers the time needed for a successful conversion. Supremacy - Villagers gain +2/+2 armor, +40 HP, and +6 attack.
  • Villagers construct buildings 30% faster
  • Blacksmith upgrades do not cost gold
  • Cannon Galleons benefit from Ballistics (improved fire rate and accuracy)
  • Gunpowder units fire 15% faster
  • Team bonus: Trade units generate +33% gold

What You Build: Cavalry, Navy, Villagers (?)
What You Pair: Gunpowder Units, Monks
Where You Suck: Anti-Archery, No real answer to Trash.
Jossar's Overview: The Spanish are an interesting civilization that sort of highlights the expansion pack trying to build a civilization around things that didn't get as much attention in the original game. And it succeeds, mainly on the strength of some really powerful bonuses to those things. Also Supremacy has been used for some silly, silly things although you can't win a game with only villagers. In the end, it usually comes down to whether you can find the perfect sweet spot late enough in the game that you can break out all your toys, but before the game has descended into an all out Trash Unit fight.

EDIT: I have been informed by khwarezm that apparently the Spanish are much stronger at trash fights than I thought since they get a lot of good upgrades, and this actually may be a pretty high point for them. The part about the Conquistador remaining good remains true though.

quote:

Teutons
  • Infantry and Defensive Civilization
  • Unique Unit: Teutonic Knight - Slow, well armored, powerful melee unit.
  • Unique technologies:Ironclad - Melee armor of Siege units increased by +4. Crenellations - Castle Range +3, any garrisoned unit may shoot arrows.
  • Monks have 2x healing range
  • Towers can garrison 2x units
  • Murder Holes free
  • Farms cost are 33% cheaper
  • Team bonus: Units are more resistant to conversion

What You Build: Infantry, Defenses, Cavalry
What You Pair: Monks, Gunpowder Units, Siege
Where You Suck: Extremely Slow, Archers
Jossar's Overview: The Teutons are a civilization that moves slow as molasses and hits as hard as the Great Molasses Flood. They have some of the tankiest units in the game and can hit relatively hard, but rely on those defenses over the ability to dodge. They also tend to prefer really expensive units, which creates a further need for quality, since when it vanishes you're broke. In the end, it usually comes down to whether your wall is strong enough to take everything that comes at it and go forward to destroy the enemy.

quote:

Turks
  • Gunpowder Civilization
  • Unique Unit: Janissary - Gunpowder unit with higher atttack and melee armor.
  • Unique technologies: Sipahi - HP of Cavalry Archers and Genitours increased by 20. Artillery - Range of Bombard Towers, Bombard Cannons, and Cannon Galleons increased by +2.
  • Gunpowder units have +25% HP
  • Gunpowder technologies are 50% cheaper
  • Chemistry is free
  • Gold Miners work 15% faster
  • Light Cavalry and Hussar upgrades are free
  • Team bonus: Gunpowder units are created 20% faster

What You Build: Cavalry Archers, Gunpowder units
What You Pair: Camels, Light Cavalry
Where You Suck: Spearman line (no Pikemen even)
Jossar's Overview: The Turks are a civilization that can do a number of things decently well including Navy and an alright archer line, but the lack of even Feudal age upgrades to the Spearman line hurts them a lot - basically making them reliant on Camel for a good cavalry counter. Their bonuses are pretty straightforward about what they do best though - Light Cavalry, Gunpowder units and Cavalry archers. In the end, it usually comes down to whether you can avoid losing your expensive units via good positioning/range and have a good answer to your opponent's cavalry.

quote:

Vikings
  • Infantry and Navy Civilization
  • Unique Units: Berserk - Infantry unit with high attack and armor that can heal itself over time. Longboat - Warship that fires multiple arrows.
  • Unique Technologies: Chieftains - Infantry gain a +5 bonus attack against Cavalry, +4 against Camels. Berserkergang - Berserks regenerate twice the HP.
  • Warships cost -15%/-15%/-20% less in the Feudal/Castle/Imperial Age
  • Infantry has +10%/+15%/+20% HP in the Feudal/Castle/Imperial Age
  • Wheelbarrow and Hand Cart are free
  • Team bonus: Docks are 15% cheaper

What You Build: Navy, Infantry
What You Pair: Most things, but...
Where You Suck: General Late Game
Jossar's Overview: The Vikings are the unquestioned masters of the seas. They have a pretty competent land game as well, but they don't have anything special which lends itself to being poor closers. The flip side of Byzantium which wants to get to the late game but is similarly bad at closing. Still, if you're playing team games then everyone's existence is drastically improved by your presence. Just try to rely on a regular navy, as the Longboats tend to not be cost effective. In the end, it usually comes down to you holding a domineering enough position that your opponent never really reaches their comfortable end game.

Jossar fucked around with this message at 00:52 on Aug 15, 2018

Wipfmetz
Oct 12, 2007

Sitzen ein oder mehrere Wipfe in einer Lore, so kann man sie ueber den Rand der Lore hinausschauen sehen.
Any news about some AOE2: Definitive Edition?

Jossar
Apr 2, 2018

Current status: Angry about subs :argh:
So here's the thing. The Definitive Version for the original Age of Empires is available now... but only through the Microsoft Store for some reason. https://www.microsoft.com/en-us/p/age-of-empires-definitive-edition/9n2kmdvlk85d?rtc=1

What i've seen based on that and the limited comments elsewhere, is a general suspicion that the announced AoE II Definitive Edition is just Microsoft trying to put it on their store with new graphical bells and whistles.

Jossar fucked around with this message at 23:58 on Aug 11, 2018

Jossar
Apr 2, 2018

Current status: Angry about subs :argh:
Posted the first set of civ reviews from the base game and Conquerors. If you've got disagreements, feel free to voice them - I tend to jump around a lot and may not have as good a grasp on certain things as a diehard Spanish fan might, for instance.

Ratios and Tendency
Apr 23, 2010

:swoon: MURALI :swoon:


The Viper is probably the best AoC player and has tons of streams/vids if you want to watch high end games:

https://www.youtube.com/user/TheViperAOC

Poil
Mar 17, 2007

If you are at all interested in game mechanics and how they work the channel Spirit of The Law is great. Looking into if things actually work the way they seem. How good is a particular unit really? Which are the most important upgrades and why?

Jossar
Apr 2, 2018

Current status: Angry about subs :argh:

Poil posted:

If you are at all interested in game mechanics and how they work the channel Spirit of The Law is great. Looking into if things actually work the way they seem. How good is a particular unit really? Which are the most important upgrades and why?

I actually really like Spirit of the Law and most of my opinions on civilizations tend to be similar to those expressed in his excellent series of Civilization reviews. Appropriately, enough, since I did the first set he also set up a quiz that helps you figure out on a tech by tech/strategy basis which civ best suits your particular playstyle. It can be a little arcane for someone just starting the game, but it's useful if you want to confirm your preferences or try a civ revolving around something new: https://www.buildquizzes.com/Q4142C

C-Euro
Mar 20, 2010

:science:
Soiled Meat
I liked AoE1 more as a kid but I fully concede that AoE2 is the better game and I also enjoyed it quite a bit back then. I started getting an RTS itch a couple days ago so good timing with this thread! I remember liking Vikings, Chinese, and Spanish the most.

Also pro-click:
https://www.youtube.com/watch?v=1Czb64v3WMY

E: I am very bad at multiplayer though.

C-Euro fucked around with this message at 05:10 on Aug 13, 2018

Jesustheastronaut!
Mar 9, 2014




Lipstick Apathy
Really, really, love this game. First encountered it as a kid on a demo PC at the local CompUSA and fell in love with it on the spot. My brother and I still find time to play together and I'm so happy the community is still alive and new expansions are still coming out for this classic. Seriously, as far as RTS goes, this game did basically everything right, has aged better than newer RTS that tried to do 3D graphics (homeworld, WC3), and in my opinion is surpassed in balance and polish only by StarCraft 2





Edit: forums are hard

Jesustheastronaut! fucked around with this message at 02:13 on Aug 13, 2018

Lawman 0
Aug 17, 2010

hell yeah AOE

Bloodly
Nov 3, 2008

Not as strong as you'd expect.
Always like Age of Empires and similar RTS(Rise of Nations, Empire Earth, etc) in all forms, though I've always been universally terrible at them. I'm always too passive, or don't train enough, or train the wrong things, or don't explore enough and so on.

Fajita Queen
Jun 21, 2012


:holymoley::popeye:

The teal player is loving incredible :allears:

Orv
May 4, 2011

Age of Empires II - There Is No Sexual That A Galleon Is

C-Euro
Mar 20, 2010

:science:
Soiled Meat

The Shortest Path posted:

:holymoley::popeye:

The teal player is loving incredible :allears:

It's such a good match, people joke that wrestling and DBZ are soap operas for dudes but that match has better twists and turns than any of that other stuff.

Also Teal is how I've played every multiplayer RTS match that I've ever been in- build one of each building and a few of each unit as quickly as I can, get rolled by someone who built huge numbers of a couple of units, then spend the rest of the match running interference for whoever didn't kill me.

Jossar
Apr 2, 2018

Current status: Angry about subs :argh:
It turns out that I won't be able to fit all the civilizations in one post, since after all there are a lot! I'm therefore gonna break the rest up in posts by expansion pack.

Forgotten Empires

quote:

Incas
  • Infantry Civilization
  • Unique Units: Kamayuk - Infantry unit with a spear with extra tile length. Slinger - Anti-Infantry ranged unit (produced at Archery Range)
  • Unique Technologies: Andean Sling - No minimum range for slingers/skirmishers. Couriers - Kamayuks, Slingers, and the Eagle Line have +1/+2 armor.
  • Start the game with an Eagle Scout instead of a Scout Cavalry.
  • Free llama, a domestic unit harvestable for 100 food.
  • Villagers benefit from Blacksmith upgrades.
  • Houses support 10 population.
  • Buildings cost 15% less stone
  • Team bonus: Farms built 50% faster

What You Build: Eagle Warriors, Uniques. Defenses
What You Pair: Skirmishers, maybe Halberdiers
Where You Suck: Late Game
Jossar's Overview: The Incas sort of feel like what would happen if you took the Byzantines but instead of relying on a few Cataphracts supported by a mix of everything else, you built a lot of their unique units, Eagle Warriors, some siege and figure out where to deploy each of these as discrete blocks for maximum effectiveness. You similarly lack a real clincher, but a horde of Kamayuks apologizes or a multitude of sins and your units are cheap enough that you can put up a fight even after a screw up. In the end, it's usually about whether you crush your opponents before you're forced back into using the main line units for trash fights.

quote:

Indians
  • Camel and Gunpowder Civilization
  • Unique Units: Elephant Archer - Big bulky Cavalry Archer. Imperial Camel - an upgrade to the Heavy Camel (produced at the Stable).
  • Unique Technologies: Sultans - All forms of gold income (not just mining) increased by 10%. Shatagni - Hand cannoneer range increased by _1.
  • Fishermen work 15% faster and carry +15 food.
  • Villagers are 10%/15%/20%/25% cheaper in the Dark/Feudal/Castle/Imperial Age.
  • Camels have +1/+1 armor.
  • Team bonus: Camels have +6 attack against buildings.

What You Build: Camels, Elephant Archers
What You Pair: Hand Cannoneers, Archers
Where You Suck: Late Game Focus
Jossar's Overview: Exactly what it says on the tin - you have your Camels (arguably better than the Saracens) and you have your guns (and also your elephant archers). It's a pretty powerful combination - the hand cannoneers take out infantry, the camels take out cavalry, and the Elephant Archers take out everything else. In the end, it's usually about the same as the Spanish - whether you survive to the point where you can bring out all the big guns. Also being careful not to use your camels outside their niche uses.

quote:

Italians
  • Naval and Archer Civilization
  • Unique Unit: Genoese Crossbowman - Anti-Cavalry and Anti-Ship Archer. Condottieri - Fast moving Anti-Gunpowder Infantry unit (trained at the Barracks).
  • Unique technologies: Pavise - +1/+1 Armor for Foot Archers. Silk Road - Trade Carts and Trade Cogs cost half.
  • Dock technologies are 50% cheaper.
  • Fishing Ships are 20% cheaper.
  • Gunpowder units are 20% cheaper.
  • Advancing to the next Age is 15% cheaper.
  • Team bonus: Condottieri are available at the Barracks.

What You Build: Archers, Navy
What You Pair: Skirmishers, Gunpowder Units, Condottieri, Monks
Where You Suck: Infantry, Conventional Siege
Jossar's Overview: Surprisingly also a Gunpowder civilization, or at least it might as well be. Range is the name of the game with the Italians although it's not quite as singularly focused on one archer type as it is for the Britons. Your unique units tend to be more counter focused than all about that archer supremacy. Probably better to play the Italians on a water map though, since that makes Cannon Galleons and the like even more useful as a substitute for the things you're missing. In the end, it usually comes down to whether you can shoot an onrushing opponent before they get into close range and devastate your forces.

quote:

Magyars
  • Cavalry Civilization
  • Unique Unit: Magyar Huszar - A slightly stronger version of the regular Hussar (except for conversion resistance).
  • Unique Technologies: Mercenaries - Magyar Huszars cost no gold. Recurve Bow - Range and attack of Cavalry Archers increased by +1.
  • Forging, Iron Casting, and Blast Furnace are free.
  • Scout Cavalry line is 15% cheaper.
  • Villagers kill wild animals in one strike.
  • Team bonus: Foot archers have +2 Line of Sight.

What You Build: Light Cavalry,
What You Pair: Infantry (mainly early game), Cavalry, Archers
Where You Suck: Siege, Defenses
Jossar's Overview: The ultimate trash spammer and scout rush civ. Not only do you get Halberdiers and Skirmishers (with the Halbs even having the free upgrades), but you have amazing scouts and once the Huszars come into play you pretty much dominate the light cavalry field. Unfortunately, your siege game is pretty weak compared to the rest, but at least you don't have to worry about the enemy siege thanks the Huszars having ridiculous anti-siege bonuses on that front. In the end, it usually comes down to whether or not you overwhelm your opponent because if they can bring the fight to you, you don't have as good of an answer to what your opponents have probably brought to the table.

quote:

Slavs
  • Infantry and Siege Civilization
  • Unique Unit: Boyar - High attack, high melee armor Cavalry unit.
  • Unique technologies: Orthodoxy - Monks gain +3/+3 armor. Druzhina - Infantry deals AoE trample damage.
  • Farmers work 15% faster
  • Tracking is free
  • Siege weapons are 15% cheaper
  • Team bonus: Military buildings provide +5 population

What You Build: Infantry, Siege
What You Pair: Boyars
Where You Suck: Archers, anti-Archer, maybe Defenses
Jossar's Overview: Druzhina and a very good tech tree help to keep the Slavs an Infantry and Siege Civilization rather than just a Siege Civilization. The trample damage gets really nasty when you have a ton of infantry units stacked together - which is more easily accomplished as opposed to massing up Cataphracts. The cheap siege is also great as you are bringing a lot of it to the table, and most of it high quality. You have everything you need to get the job done, but a lot of your non-Infantry units can die really quick if they're up against the wrong things or if your opponent is great at micro/breaking through your lines. In the end, it usually comes down to your line discipline and having those Boyars start the break before the infantry literally crushes all that lies before it.

khwarezm
Oct 26, 2010

Deal with it.
Glad to see another thread, I remember making one a couple of years ago but it faded into obscurity :mad:. Can we talk about the other Age Of games here if it comes up?

Also Jossar do you mind if I comment a bit on your civ descriptions?

For the Aztecs Jaguar Warriors are super situational, basically you'll only send them out against specific civilizations who field their own powerful infantry, like the Goths. Mainline infantry (Militia to Champion line) are rarely seen overall except at the very earliest and very latest stages of the game since they are severely outclassed by archers and cavalry, as a result Jaguar Warriors rarely find the time to meet them. In addition to that a lot of the unique infantry units are too situational themselves to see much of them (the Teutonic Knight, for example, seems cool but is just too drat slow to really work in serious play), or they might be like the Gbeto who Jaguars are bad at handling since they are fast and hit from a range. The biggest use for Jaguars actually often seems to be match ups against other Native American Civs since they are good at dealing with Eagle warriors specifically. Overall the Aztec army should be heavily focused on Eagles and Archers since they are flexible and good at raiding while also relatively cheap and easy to produce, Archers in particular do most of the Jaguar's jobs better since they will gently caress militia-line and spearman-line units themselves.

More useful for the Aztecs are their monks, if you get some techs researched they get insanely tanky, with a few done they can tank a full damage Mangonel shot in Castle Age which is huge, that gives much better ability to survive and convert the units attacking them, if you watch pro games they generally say that a monk dying but being able to convert a knight or Mangonel before dying is basically worth it, and with the Aztecs they have much better ability to keep those monks alive to convert even more guys later.


When you're playing as the Persians, Elephants are cool looking and powerful, but they are so easy to counter it's just not really worth it against somebody who knows the game, really its all about the Paladins, they are second only to the Franks and the Persians have some other options besides.


I disagree that Spanish don't have an answer to trash, quite the opposite, a lot of players say that when things devolve into trash wars the Spanish are one of the best save for something like the Malay or Magyars, they are one of the very few, I think only actually, civilizations that can get every single generic upgrade for every single trash unit, so their Spearmen, Hussars and Skirimishers are the very best they can be without getting into civilization specific bonuses. That means they are really versatile in trash wars, especially since Supremacy effectively turns their villagers into powerhouse military units that are especially good at destroying buildings and are way harder to kill than normal. The fact that they don't have to spend gold on Blacksmith upgrades further assists their trash. Prior to that the Conquistador is one of the best raiding units in Castle age.


It's the Turks that are real hosed on Trash. Although their Hussars are good they are the only civ in the game that can't upgrade to Elite Skirmisher or Pikeman, they don't even get Onager, that means their armies are always super gold focused so they are really fixated on closing out the game in early imperial age when they have the full array of gunpowder available to them but still have gold to spend, when that gold is gone there is almost no way they can hope to win since their trash is so weak.

Just some things I've picked up over the years.

khwarezm fucked around with this message at 21:57 on Aug 13, 2018

Jossar
Apr 2, 2018

Current status: Angry about subs :argh:
Don't mind at all - I haven't played a lot of high level play, so if someone's picked stuff up that's probably more true to life.

The one thing I would argue is that if Champions aren't used that much then that might be a mistake. They're supposed to remain a cost-effective counter to stuff like pikes.

I don't mind talking about the other Age of games, but I can't really comment on any of them apart from Age of Mythology - although funny enough I originally discovered the series by playing the original Age of Empires as an extremely tiny child. If you want to list it, :justpost:.

Jossar fucked around with this message at 22:31 on Aug 13, 2018

Lawman 0
Aug 17, 2010

khwarezm posted:

Glad to see another thread, I remember making one a couple of years ago but it faded into obscurity :mad:. Can we talk about the other Age Of games here if it comes up?

Also Jossar do you mind if I comment a bit on your civ descriptions?

For the Aztecs Jaguar Warriors are super situational, basically you'll only send them out against specific civilizations who field their own powerful infantry, like the Goths. Mainline infantry (Militia to Champion line) are rarely seen overall except at the very earliest and very latest stages of the game since they are severely outclassed by archers and cavalry, as a result Jaguar Warriors rarely find the time to meet them. In addition to that a lot of the unique infantry units are too situational themselves to see much of them (the Teutonic Knight, for example, seems cool but is just too drat slow to really work in serious play), or they might be like the Gbeto who Jaguars are bad at handling since they are fast and hit from a range. The biggest use for Jaguars actually often seems to be match ups against other Native American Civs since they are good at dealing with Eagle warriors specifically. Overall the Aztec army should be heavily focused on Eagles and Archers since they are flexible and good at raiding while also relatively cheap and easy to produce, Archers in particular do most of the Jaguar's jobs better since they will gently caress militia-line and spearman-line units themselves.

More useful for the Aztecs are their monks, if you get some techs researched they get insanely tanky, with a few done they can tank a full damage Mangonel shot in Castle Age which is huge, that gives much better ability to survive and convert the units attacking them, if you watch pro games they generally say that a monk dying but being able to convert a knight or Mangonel before dying is basically worth it, and with the Aztecs they have much better ability to keep those monks alive to convert even more guys later.


When you're playing as the Persians, Elephants are cool looking and powerful, but they are so easy to counter it's just not really worth it against somebody who knows the game, really its all about the Paladins, they are second only to the Franks and the Persians have some other options besides.


I disagree that Spanish don't have an answer to trash, quite the opposite, a lot of players say that when things devolve into trash wars the Spanish are one of the best save for something like the Malay or Magyars, they are one of the very few, I think only actually, civilizations that can get every single generic upgrade for every single trash unit, so their Spearmen, Hussars and Skirimishers are the very best they can be without getting into civilization specific bonuses. That means they are really versatile in trash wars, especially since Supremacy effectively turns their villagers into powerhouse military units that are especially good at destroying buildings and are way harder to kill than normal. The fact that they don't have to spend gold on Blacksmith upgrades further assists their trash. Prior to that the Conquistador is one of the best raiding units in Castle age.


It's the Turks that are real hosed on Trash. Although their Hussars are good they are the only civ in the game that can't upgrade to Elite Skirmisher or Pikeman, they don't even get Onager, that means their armies are always super gold focused so they are really fixated on closing out the game in early imperial age when they have the full array of gunpowder available to them but still have gold to spend, when that gold is gone there is almost no way they can hope to win since their trash is so weak.

Just some things I've picked up over the years.

Amusingly if you have a berber ally you suddenly get one of the best trash units in the game.

khwarezm
Oct 26, 2010

Deal with it.

Jossar posted:

Don't mind at all - I haven't played a lot of high level play, so if someone's picked stuff up that's probably more true to life.

The one thing I would argue is that if Champions aren't used that much then that might be a mistake. They're supposed to remain a cost-effective counter to stuff like pikes.

I don't mind talking about the other Age of games, but I can't really comment on any of them apart from Age of Mythology - although funny enough I originally discovered the series by playing the original Age of Empires as an extremely tiny child. If you want to list it, :justpost:.

Well Champions best role is to kill trash, they cost a lot less gold than most other power units and don't get countered by any of the trash while having a high attack that tears through them. That's why I mentioned that militia units either show up at the very start of the game (dark age rush with militia, possibly transitioning into men at arms in the feudal age if they survive) and at the very end (trash annihilation with champions when gold starts drying up). The problem is that games often don't go on long enough to get to trash wars, so you have a massive period from Feudal to late Imperial where militia line units are almost always a bad choice, in addition to that they have so many upgrades that it can be very difficult to transition into them since it's common to get all the way to late Imperial and never upgrade even to men at arms so you have a lot of time and resources to invest to get up to Champion which makes them even less attractive.

Oddly the best civ for militia line is probably the Malay, even though they only get two handed swordsman their forced levy tech removes their gold cost which means you can endlessly poo poo out a trash unit way more powerful than all the others and almost always close things out in your favor, if you get to that stage that is.

Also, against Native American civs champions are good at killing Eagle Warriors.

khwarezm fucked around with this message at 23:00 on Aug 13, 2018

Black Balloon
Dec 28, 2008

The literal grumpiest



My first PvP game in something near a decade and a half, and man, I really forgot how hard this game can make you work if you want to balance good micro and macro. Thanks Ninjewtsu for the wake-up, and everyone should join the discord.

ninjewtsu
Oct 9, 2012

yes, everyone should join the discord, playing games against other people is a lot of fun, it'd be really rad if we could get some team games going

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

Jossar posted:

What's with the thread title?

There is an infamous problem with the way the Mill is shaped which prevents people from finding a simple and intuitive way to put farms down for maximum efficiency. There are a number of ways to get around this, but none that will look as neat as if you had just been allowed to place things down in a simple square. :argh:

What the gently caress is this nonsense. Even as an idiot 11 year old I could figure out the pinwheel and it looks plenty neat. :colbert:

Lawman 0
Aug 17, 2010

khwarezm posted:

Well Champions best role is to kill trash, they cost a lot less gold than most other power units and don't get countered by any of the trash while having a high attack that tears through them. That's why I mentioned that militia units either show up at the very start of the game (dark age rush with militia, possibly transitioning into men at arms in the feudal age if they survive) and at the very end (trash annihilation with champions when gold starts drying up). The problem is that games often don't go on long enough to get to trash wars, so you have a massive period from Feudal to late Imperial where militia line units are almost always a bad choice, in addition to that they have so many upgrades that it can be very difficult to transition into them since it's common to get all the way to late Imperial and never upgrade even to men at arms so you have a lot of time and resources to invest to get up to Champion which makes them even less attractive.

Oddly the best civ for militia line is probably the Malay, even though they only get two handed swordsman their forced levy tech removes their gold cost which means you can endlessly poo poo out a trash unit way more powerful than all the others and almost always close things out in your favor, if you get to that stage that is.

Also, against Native American civs champions are good at killing Eagle Warriors.

the malay basically exist to make every bad unit good lol

Poil
Mar 17, 2007

Autonomous Monster posted:

What the gently caress is this nonsense. Even as an idiot 11 year old I could figure out the pinwheel and it looks plenty neat. :colbert:
Yes, it's not even difficult. Unless you're trying to 200apm place them, at which point it doesn't matter how it looks.

ToxicSlurpee
Nov 5, 2003

-=SEND HELP=-


Pillbug
Roses are red,
Violets are blue.
Wolololo,
Now roses are too.

Feldegast42
Oct 29, 2011

COMMENCE THE RITE OF SHITPOSTING

ToxicSlurpee posted:

Roses are red,
Violets are blue.
Wolololo,
Now roses are too.

Poil
Mar 17, 2007

Changing the sound effect in AoE2 was really unforgivable. https://www.youtube.com/watch?v=b7CRQU67wBw

Kraven Moorhed
Jan 5, 2006

So wrong, yet so right.

Soiled Meat
Are there any mods around that change random map skirmishes substantially? All I'm seeing are scenarios and unit retextures, with the odd rebalance thrown in there and AI overhauls (and from the AI overhauls I've run into in other RTSes, I'm terrified of touching those). Seems to be a lack of new units, buildings, etc.

Poil
Mar 17, 2007

Spirit of The Law just uploaded a new video, full of mathematics and trees. https://www.youtube.com/watch?v=tkpOA1uuCkk

Black Balloon
Dec 28, 2008

The literal grumpiest



Spirit of the law is so good. I wish he would do more game recap stuff. It's soothing to listen to and he always has neat insights.

khwarezm
Oct 26, 2010

Deal with it.
Spirit of the law is fun to watch but some of the advice he gives for the game is kind of bad.

Black Balloon
Dec 28, 2008

The literal grumpiest



Yeah he's 100% not a pro player and he readily admits that he does not have a great understanding of practical usage of stuff, or how various units or mechanics are intertwined. But his content will absolutely help people understand the game better in order to prepare to optimize their play.

Jossar
Apr 2, 2018

Current status: Angry about subs :argh:
EDIT: Black Balloon said pretty much everything I was gonna say while I was posting, please ignore.

Jossar fucked around with this message at 00:04 on Aug 16, 2018

khwarezm
Oct 26, 2010

Deal with it.

Black Balloon posted:

Yeah he's 100% not a pro player and he readily admits that he does not have a great understanding of practical usage of stuff, or how various units or mechanics are intertwined. But his content will absolutely help people understand the game better in order to prepare to optimize their play.

Well the problem is that he sometimes over-applies the maths and doesn't consider the realities of play and leads himself and the viewer to dodgy conclusions.

This came up most notably when he made this video on when to get Wheelbarrow:
https://www.youtube.com/watch?v=ptOemyCGDDQ

That actually prompted Zeroempires to uncharacteristically make what was really obviously a response video, even though he was careful not to mention SotL specifically and was super nice the whole time, where he talked to theViper and showed how there's no dead set time to get wheelbarrow in actual games and it's basically entirely based on when a lull shows up in the game when it might be possible to sacrifice the resources and TC down time to get the upgrade. Unfortunately Zero took down that video for some reason so I can't show it but it kind of shows the limits of SotLs approach, he's too fixated on the numbers rather the way games actually tend to play out and though he's the most popular AoE2 youtuber he's not a great fit if you're trying to improve your game off of his advice, its better to learn about things like build orders and overall strategies like fast castle which he doesn't really cover.

khwarezm fucked around with this message at 00:31 on Aug 16, 2018

Black Balloon
Dec 28, 2008

The literal grumpiest



Absolutely, totally, 100% agree. The idea is that you begin learning pretty much any competitive game by first establishing a comfortable framework to work within, so you can understand and engage certain things first in order to give context to more advanced decisions you'll end up coming across. And he is good for that.

Edit: With the wheelbarrow thing specifically I think that just kinda supports everything we're both saying. From what I remember, he comes at it from a hard math standpoint, trying to find the optimum time to get it versus making more villagers without really taking much other practical opportunity cost into consideration. Naturally that's just not actually practical, but keeping certain numbers in mind from the video can at least provide you with an understanding of what it means to get the upgrade, and start you off towards understanding why you might want it at different points.

Black Balloon fucked around with this message at 01:37 on Aug 16, 2018

Jossar
Apr 2, 2018

Current status: Angry about subs :argh:
More civilizations!

African Kingdoms

quote:

Berbers
  • Navy and Cavalry Civilization
  • Unique Units: Camel Archer - Anti Cavalry Archer Cavalry Archer, with adequate performance against infantry/archers. Genitour - Mounted skirmisher (produced at Archery Range).
  • Unique technologies: Kasbah - Working speed of Castles improved by 25% for all teammates. Maghrabi Camels - Camel troops regenerate at 15 HP/min.
  • Villagers move +10% faster.
  • Stable units are 15%/20% cheaper in the Castle/Imperial Age.
  • Ships move +10% faster.
  • Team bonus: Genitour are available at the Archery Range.

What You Build: Cavalry, Camels/Camel Archers
What You Pair: Skirmishers, Gunpowder Units
Where You Suck: Infantry, particularly Spearline (except as a screen)
Jossar's Overview: Berbers have arguably the best camels in the game and a great trash unit which they can share with everybody and are well known for doing so (you see Genitours being talked about a lot more than Condottieri, for instance), though their lack of Halberdiers hurts them somewhat. You rely heavily on speed both in general strategy (see - scout/knight rushes) and for your army composition, though you need something slower than your horses to take down buildings most of the time. Their naval bonuses are alright, but the speed thing is kind of situational compared to the bonuses that other Naval based civilizations get. In the end it usually comes down to you riding in circles around your opponents or them having a good answer to your horses.

quote:

Ethiopians
  • Archers and Siege Civiliation
  • Unique Unit: Shotel Warrior - Fast and frail Infantry unit with high attack.
  • Unique Technologies: Royal Heirs - Shotel Warriors produced in half the time. Torsion Engines - Blast radius of siege workshop units increased. (except Siege Towers and Battering Rams, though upgraded versions do get it.)
  • Archers fire +15% faster.
  • Receive +100 food and +100 gold whenever a new Age is reached.
  • The Pikeman upgrade is free.
  • Team bonus: Towers and Outposts have +3 Line of Sight.

What You Build: Archers, Siege
What You Pair: Infantry
Where You Suck: Cavalry, except early.
Jossar's Overview: Free pikeman upgrade, strong archers and siege, and a unique unit that's quick to produce and can level Town Centers if you get enough of them in one place. What's not to like about the Ethiopians? Sure, your cavalry isn't great, but you were probably just going to use it to intercept enemy attacks on your siege (which you can do with trash anyway) or attack enemy siege and it can still do that. In the end it usually comes down to whether or not you can lay the smackdown on an opponent before they take advantage of the frailties that several of your units have.

quote:

Malians
  • Infantry Civilization
  • Unique unit: Gbeto - Infantry unit with a ranged melee attack. High attack and long range, but fragile.
  • Unique technologies: Tigui - Town Centers fire arrows without garrison. Farimba - +5 attack to Stable units.
  • Buildings cost -15% wood (except Farms).
  • Barracks units have +1/+2/+3 pierce armor in the Feudal/Castle/Imperial Age.
  • Gold Mining is free.
  • Team bonus: Universities research +80% faster.

What You Build: Infantry
What You Pair: Gunpowder Units, maybe Trash, Siege Onagers
Where You Suck: Late Game Finish
Jossar's Overview: Malians seem like the have a little bit of everything, but everything's also missing a little bit of something, especially near the end of the tree. So you have a great set of infantry... but there's no Halberdiers. You have good early game cavalry, but no Paladins/Hussars/Blast Furnace. You have a good Archer tree but it lacks Bracer. You have an okay siege tree, especially for Onagers, but not an exceptional one. Your unique unit feels like it's designed for hit and run rather than to clinch victory. In the end it usually comes down to whether you can kill your opponent early or leverage all the good parts into something that can take the win late.

quote:

Portuguese
  • Naval and Gunpowder Civilization
  • Unique Units: Organ Gun - AoE Spread Gunpowder Siege unit. Caravel - Basically a Scorpion on the water.
    Unique technologies: Carrack - Armor of ships increased by +1/+1. Arquebus - Gunpowder units gain the effects of Ballistics, and fire slightly faster.
  • All units cost -15% gold.
  • All ships have +10% HP.
  • The Feitoria (a building that produces resources and uses up population) becomes available for building in the Imperial Age.
  • Team bonus: Free Cartography from the beginning of the game.

What You Build: Gunpowder Units, Navy, Archers (especially early)
What You Pair: Infantry (to hold the line).
Where You Suck: Late Game Dependent
Jossar's Overview: Portugal can do alright early on, but their advantages tend to become more obvious the later/longer the game goes. Your economy is set for booming anyway, and the Feitorias can be useful for the long term... although they're not the end all be all until you start running out of gold. Just make sure that with all the gunpowder stuff you get that you remember to make some conventional stuff to protect them. In the end it usually comes down to whether you can field a giant gunpowder army of doom in time before you get rushed.

Jossar fucked around with this message at 13:24 on Aug 16, 2018

greententacle
Apr 28, 2007

Mr Bubbles
Anyone else played AoE1: Definitive edition? I found if I just started playing a game against ai opponents, the ai opponents would all resign early on in the game, and after searching, I haven't found any way to stop them doing that. So I just started playing through the campaigns instead. I was surprised at getting wiped out in the tutorial campaign on normal difficulty, but after some research online I read about how the ai works in the remake, I was able to get past that point.

You can change it to have 'classic' graphics, but it still uses the same ai. I just want to play the original unaltered AoE1, and have an easy way to own it legally & play it on a modern computer, without having to search for old cds.

Bloodly
Nov 3, 2008

Not as strong as you'd expect.
I've still got the old CD for AOE1 and Rise of Rome. It works perfectly fine. And the AI's very much a pain in the rear end regardless.

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Poil
Mar 17, 2007

greententacle posted:

Anyone else played AoE1: Definitive edition? I found if I just started playing a game against ai opponents, the ai opponents would all resign early on in the game, and after searching, I haven't found any way to stop them doing that. So I just started playing through the campaigns instead. I was surprised at getting wiped out in the tutorial campaign on normal difficulty, but after some research online I read about how the ai works in the remake, I was able to get past that point.

You can change it to have 'classic' graphics, but it still uses the same ai. I just want to play the original unaltered AoE1, and have an easy way to own it legally & play it on a modern computer, without having to search for old cds.
Sounds like how the AI was in AoE2 in vanilla but even worse. To simulate a human player it rage quits. Not fun.

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