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08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
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File: aoe 2 khan.jpg (91 KB, 608x785)
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Wake up boys! New expansion to AoE2 dropped!
>>
feel like pure shit just want more civs
>>
>>1729498
ChatGPT gave me 15 civ concepts

1. Vlachs
>Unique Unit: Străjer (infantry)
>Wonder: Bran Castle (1377, Romania)

2. Finns
>Unique Unit: Suomalainen (cavalry archer)
>Wonder: Turku Castle (13th century, Finland)

3. Jurchen
>Unique Unit: Nuzhen Cavalry (cavalry)
>Wonder: Shangjing Longhua Temple (12th century, China)

4. Tongans
>Unique Unit: Toa (infantry)
>Wonder: Ha'amonga 'a Maui Trilithon (1200, Tonga)

5. Tibetans
>Unique Unit: Khampa Rider (cavalry)
>Wonder: Potala Palace (1645, China)

6. Songhai
>Unique Unit: Gao Warrior (infantry)
>Wonder: Tomb of Askia (15th century, Mali)

7. Vandals
>Unique Unit: Asding Horseman (cavalry)
>Wonder: Baths of Antoninus (2nd century, Tunisia)

8. Kurds
>Unique Unit: Peshmerga (infantry)
>Wonder: Citadel of Erbil (c. 6000 BCE, Iraq)

9. Somalians
>Unique Unit: Issa Warrior (cavalry)
>Wonder: Fakr ad-Din Mosque (1269, Somalia)

10. Afghans
>Unique Unit: Zamburak (camel hand-cannoneer)
>Wonder: Buddhas of Bamiyan (6th century, Afghanistan)

11. Navajo
>Unique Unit: Code Talker (archer)
>Wonder: Canyon de Chelly (13th century, USA)

12. Maasai
>Unique Unit: Moran (cavalry)
>Wonder: Ol Doinyo Lengai (200, Tanzania)

13. Sami
>Unique Unit: Noaidi (monk)
>Wonder: Alta Rock Carvings (4200 BCE, Norway)

14. Inuit
>Unique Unit: Inukshuk (spearman)
>Wonder: Inuksuk Point (1200, Canada)

15. Nenets
>Unique Unit: Reindeer Archer (cavalry archer)
>Wonder: Yar-Sale Stone Labyrinths (3000 BCE, Russia)
>>
File: castelul-bran-1-2.jpg (75 KB, 417x498)
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>>1729532
Bran Castle actually would look pretty good as unique castle skin.
>>
>>1729477
WE
WUZ
II
The Age of Kangz 'n SHIEEETT!
>>
>>1729532
Now make AI come up with special bonuses and ideas for campaigns for these nations.
>>
>>1729532
>tibetans, china
>vandals, roman bath
>kurds, latest notable building 6000 bc
>navajo, ww2 unit
I laffed.
>>
>>1729532
You are like a little baby, watch this

1. Muisca
Unique Unit: Laughter Warrior (Anti-Cavalry Infantry)
Wonder: The Lost City of Hunza (10th century, Colombia)

2. Kuna
Unique Unit: Mola Blaster (Siege Artillery)
Wonder: The Hanging Gardens of San Blas (16h century, San Blas Islands)

3. Pazzi Clan
Unique Unit: Ivory Crossbowman (Ranged Infantry)
Wonder: The Medici Charnel House (15th century, Florence)

4. Yayoi
Unique Unit: Stonemason Champion (Infantry)
Wonder: Burial Mounds of Yoshinogari (3rd century BC, Kyushu Japan)

5. Alemannic Tribe
Unique Unit: Cheese Roller (Cavalry)
Wonder: Hochschildenspirale (6th century BC, Germany)

6. Wari
Unique Unit: Headhunter Archer (Ranged Infantry)
Wonder: The Pyramids of Túcume (7th century AD, Peru)

7. Thrace
Unique Unit: Getae Skirmisher (Light Infantry)
Wonder: The Tomb of Seuthes III (4th century BC, modern day Bulgaria)

8. Mitanni
Unique Unit: Horse Trainer (Supports Cavalry)
Wonder: The Palace of Washukanni (14th century BC, Syria)

9. Zapotecs
Unique Unit: Mezcal Brewmaster (Economic Unit)
Wonder: Monte Albán (6th century BC, Mexico)

10. Xiximes
Unique Unit: Scorpion Venom Skirmisher (Light Infantry)
Wonder: Cliff Dwellings of Semiñaku (15th century, Mexico)

11. Utsire Culture
Unique Unit: Bog Body Infantry (Infantry with Plague ability)
Wonder: Raised Stone Circle of Rødgården (1st century BC, Norway)

12. Maldivian Sultanate
Unique Unit: Dhoni Skirmisher (Boat Infantry)
Wonder: Coral Mosques of Malé (12th century, Maldives)
>>
>>1729532
>Reindeer Archer
what the hell
>>
>>1729532
How are Finns any different than Mongols, also lol 6000 BCE
>>
Why are high elo players so bad?
>>
>>1729600
Vlachs
Civ Bonuses:
>1. Străjer units have +1/+1 armor in Castle Age and +2/+2 in Imperial Age.
>2. Shepherds work 25% faster.
>3. Stone walls and towers cost -50% stone.
Unique Techs:
>1. Drăculești Legacy: Străjer units regenerate health over time.
>2. Carpathian Fortifications: Stone walls and towers gain +2/+2 armor.
>Team Bonus: Allies' herdables fatten 15% faster.
Campaign Title: **"Voices of the Carpathians"**
Scenario Ideas:
>1. Defend Bran Castle against invading forces.
>2. Lead a Vlach shepherd uprising against oppressive overlords.
>3. Navigate the treacherous Carpathian Mountains to secure resources.

2. Finns
Civ Bonuses:
>1. Forestry upgrades are free.
>2. Fishermen work 15% faster.
>3. Villagers have +2 line of sight.
Unique Techs:
>1. Sisu: Suomalainen units have +2 pierce armor.
>2. Hakkapeliitta Tactics: Cavalry archers have +1 range.
Team Bonus: Allies' Siege Workshops work 20% faster.
Campaign Title: **"Guardians of the North"**
Scenario Ideas:
>1. Establish trade routes across the Baltic Sea while defending against raiders.
>2. Lead the defense of Turku Castle against invading forces.
>3. Navigate the dense Finnish forests to rescue captured villagers.

3. Jurchen
Civ Bonuses:
>1. Nuzhen Cavalry move 10% faster.
>2. Farmers work 10% faster.
>3. Start with +150 food.
Unique Techs:
>1. Iron Cavalry: Nuzhen Cavalry deal +2 attack against infantry.
>2. Great Wall Tactics: Walls and towers have +1 range.
>Team Bonus: Allies' stables work 20% faster.
Campaign Title: **"Riders of the Steppe"**
Scenario Ideas:
>1. Lead a Jurchen cavalry charge to secure vital trade routes.
>2. Defend the Shangjing Longhua Temple from enemy incursions.
>3. Launch a surprise attack on enemy settlements using swift cavalry maneuvers.
>>
4. Tongans
Civ Bonuses:
>1. Toa units have +20% hit points.
>2. Fishing Ships have double carry capacity.
>3. Houses support 10 population.
Unique Techs:
>1. Ha'amonga Engineering: Toa units gain +2/+2 armor.
>2. Polynesian Navigation: Warships move 10% faster.
>Team Bonus: Allies' docks work 15% faster.
Campaign Title: **"Sons of the Pacific"**
Scenario Ideas:
>1. Establish a maritime empire by colonizing nearby islands.
>2. Defend the Ha'amonga 'a Maui Trilithon against foreign invaders.
>3. Navigate treacherous waters to trade with distant civilizations.

5. Tibetans
Civ Bonuses:
>1. Khampa Riders deal +1/+1 damage against cavalry.
>2. Monasteries work 20% faster.
>3. Stone miners carry +15 resources.
Unique Techs:
>1. Himalayan Defense: Fortifications cost -50% stone.
>2. Lama's Blessing: Monks regenerate health over time.
>Team Bonus: Allies' monks have +1 conversion range.
Campaign Title: **"Roof of the World"**
Scenario Ideas:
>1. Defend the Potala Palace from invading forces seeking to control the region.
>2. Lead a resistance movement against foreign conquerors in the Himalayan foothills.
>3. Secure valuable trade routes through the treacherous mountain passes.

6. Songhai
Civ Bonuses:
>1. Gold mines last 25% longer.
>2. Gao Warriors have +1/+1 armor.
>3. Market trade fees are reduced by 50%.
Unique Techs:
>1. Askia's Legacy: Gao Warriors regenerate health over time.
>2. Sahelian Warfare: Cavalry units have +1 pierce armor.
>Team Bonus: Allies' markets generate +20% gold.
Campaign Title: **"Sands of the Sahara"**
Scenario Ideas:
>1. Lead the Songhai forces in repelling foreign invaders from the Sahara Desert.
>2. Establish lucrative trade routes across the Sahel region.
>3. Unite the disparate tribes of the Sahel to resist colonial encroachment.
>>
7. Vandals
Civ Bonuses:
>1. Ships move 10% faster.
>2. Monks have +3 conversion range.
>3. Cavalry units have +1 attack against buildings.
Unique Techs:
>1. Vandal Raids: Infantry gain a chance to steal resources upon killing enemy units.
>2. Mediterranean Mastery: Warships have +1/+1 armor.
>Team Bonus: Allies' trade units generate +15% gold.
Campaign Title: **"Lords of the Mediterranean"**
Scenario Ideas:
>1. Lead the Vandals in sacking Rome and establishing a maritime empire in the Mediterranean.
>2. Navigate the Strait of Gibraltar to secure control of vital trade routes.
>3. Defend the Baths of Antoninus against Roman retaliation led by Belisarius.

8. Kurds
Civ Bonuses:
>1. Villagers move 10% faster.
>2. Archer units have +1 range.
>3. Universities work 20% faster.
Unique Techs:
>1. Kurdish Fortifications: Towers have double garrison capacity.
>2. Guerrilla Tactics: Archer units gain +1/+1 armor when garrisoned in buildings.
>Team Bonus: Allies' archery ranges work 20% faster.
Campaign Title: **"Mountains of Destiny"**
Scenario Ideas:
>1. Lead Kurdish resistance fighters in defending the Citadel of Erbil against invaders.
>2. Launch guerrilla attacks from the Zagros Mountains to disrupt enemy supply lines.
>3. Navigate the mountainous terrain to establish alliances with neighboring tribes and unify the Kurds.

9. Somalians
Civ Bonuses:
>1. Camel units have +20% hit points.
>2. Markets cost -100 wood.
>3. Trade units move 10% faster.
Unique Techs:
>1. Somali Pirates: Ships have increased line of sight and gain +1/+1 armor.
>2. Somali Merchants: Markets generate +50% gold.
>Team Bonus: Trade units generate +10% gold.
Campaign Title: **"Horn of Africa"**
Scenario Ideas:
>1. Lead the Somalian navy in raiding the Red Sea trade routes and establishing dominance over the Indian Ocean.
>2. Defend a Mosque against invading forces seeking to control the Somali coast.
>3. Establish trade alliances with distant civilizations to enrich the ports of Mogadishu and Berbera.
>>
10. Afghans
Civ Bonuses:
>1. Camels and cavalry archers have +1/+1 armor.
>2. Stone walls and gates are constructed 50% faster.
>3. Can train Zamburaks at the Archery Range.
Unique Techs:
>1. Afghan Tribesmanship: Villagers gather resources 10% faster for each allied town center.
>2. Mountain Strongholds: Towers gain +1 range and deal additional damage to infantry units.
>Team Bonus: Allies' cavalry archers have +1 attack against infantry.
Campaign Title: **"Guardians of the Hindu Kush"**
Scenario Ideas:
>1. Defend the Buddhas of Bamiyan against foreign invaders seeking to destroy them.
>2. Lead Afghan tribes in repelling Mongol incursions into the rugged mountain passes.
>3. Establish fortified strongholds along the Silk Road to protect lucrative trade routes.

11. Navajo
Civ Bonuses:
>1. Sheep provide +25% food.
>2. Archery Ranges and Stables cost -50 wood.
>3. Buildings have +1/+1 armor in the Feudal Age.
Unique Techs:
>1. Navajo Scouts: Units gain +2 line of sight and move 10% faster.
>2. Canyon Warfare: Archers and cavalry units deal additional damage when fighting within canyon terrain.
>Team Bonus: Allies' archery ranges work 20% faster.
Campaign Title: **"Sons of the Canyon"**
Scenario Ideas:
>1. Defend Canyon de Chelly against Spanish conquistadors seeking to subjugate the Navajo people.
>2. Lead Navajo warriors in raids against rival tribes to secure territory and resources.
>3. Navigate the rugged terrain of the American Southwest to establish trade alliances with neighboring civilizations.
>>
12. Maasai
Civ Bonuses:
>1. Pastoralists work 25% faster.
>2. Herding animals cost -50% wood.
>3. Infantry units have +1 attack against cavalry.
Unique Techs:
>1. Moran Training: Infantry units gain +1 pierce armor and move 10% faster.
>2. Warrior Rituals: Barracks units regenerate health over time.
>Team Bonus: Allies' villagers have +10% movement speed.
Campaign Title: **"Savannah Kings"**
Scenario Ideas:
>1. Lead the Maasai in defending their lands and cattle from encroaching colonial powers.
>2. Embark on cattle raids against rival tribes to assert dominance on the East African plains.
>3. Navigate the Serengeti to establish alliances with neighboring tribes and secure vital trade routes.

13. Sami
Civ Bonuses:
>1. Hunters gather food 15% faster.
>2. All units move 10% faster on snow maps.
>3. Skirmishers and spearmen have +1 pierce armor.
Unique Techs:
>1. Shamanic Blessing: Units regenerate health over time when in friendly territory.
>2. Northern Warfare: Skirmishers and spearmen deal bonus damage against cavalry.
>Team Bonus: Allies' archery ranges and barracks work 20% faster.
Campaign Title: **"Masters of the North"**
Scenario Ideas:
>1. Defend the Alta Rock Carvings against invading forces seeking to desecrate sacred sites.
>2. Lead Sami hunters in tracking and capturing elusive prey in the harsh Arctic wilderness.
>3. Navigate frozen rivers and treacherous terrain to establish trade alliances with the Finns.
>>
14. Inuit
Civ Bonuses:
>1. Fishing Ships have double carry capacity.
>2. Villagers gather food from hunting animals 15% faster.
>3. Ice-covered lakes and shallows are build-able terrain.
Unique Techs:
>1. Arctic Survival: Units move 10% faster and take reduced damage from arrows.
>2. Igloo Construction: Houses generate a small trickle of food.
>Team Bonus: Allies' fishing ships work 20% faster.
Campaign Title: **"Lords of the Frozen North"**
Scenario Ideas:
>1. Defend Inuksuk Point from rival clans vying for control of the Arctic coastline.
>2. Lead Inuit hunters in tracking and hunting polar bears and seals to sustain the tribe through the harsh winter.
>3. Navigate treacherous ice floes and frozen seas to establish trade routes with distant civilizations.

15. Nenets
Civ Bonuses:
>1. Reindeer Archers have +1 range.
>2. Herdables provide +25% food.
>3. Villagers gather food from herdables 10% faster.
Unique Techs:
>1. Tundra Tactics: Reindeer Archers gain bonus damage against cavalry and buildings.
>2. Shamanic Blessing: Units regenerate health over time when in friendly territory.
>Team Bonus: Allies' cavalry units have +1 pierce armor.
Campaign Title: **"Guardians of the Tundra"**
- Scenario Ideas:
>1. Build the Yar-Sale Stone Labyrinths as you are raided by rival tribes seeking to plunder ancient treasures.
>2. Lead Nenets reindeer archers in hunting migratory herds across the frozen tundra.
>3. Navigate icy rivers and blizzard conditions to establish trade alliances with distant civilizations.

AI isn't very creative, most of these are very similar
>>
Stop with the AI bullshit
No one gives a fuck what the machine thinks of.
>>
I'll be able to play and commit to posting (w/images) next month. Should liven the board up.
>>
Thanks Ghostmaster
>>
>>1729797
I've hoped AI would bring historical figures and events to base campaigns on. That's disappointing.
>>
>play custom scenario
>first 10 minutes are quiet
>suddenly full blown attack by 4 different enemies all at once with rams, cavaliers and bombard cannons
>>
Do you think Hindustanis camels are good enough replacement for knight-line to be worth leaning into even when opponent doesn't go cavalry or is it overall better to go for archers or other strategy?
>>
>>1730108
No, light cav have more attack. Crossbow/cav archers can work
>>
>>1729477
>Khan
That's clearly a samurai (Korean) and a depiction of an emperor of Vietnam, not a Khan (Chinese)
>>
>>1730114
Right, I should have check the stats first. Even with Hindustanis +20% to attack speed of camels it doesn't seem great.
>>
>>1730108
Camels are not knights or a knight-analogue.
>>
>I don't know if I will be able to host any more tournaments
It feels like everyone says this before, during and after their events, only Nili has quit for real. Watch T90 pull a titans league successor in a few months and then announce the next hidden cup
>>
>>1729532
>chatGPT doesnt include the USA
fuck chatGPT
>>
>>1730319
How is Memb paying for Warlords III? Like a week before he announced it, he was complaining that his channel isn't viable to run
>>
>>1730504
>How is Memb paying for Warlords III?
Most prizepools are Microsoft money. Tournament organizers pay people to do maps and admin tournaments and that's where they lose money I guess. In Nili's case with NAC, he was paying for their stays as well and I think bought everyone food.
>>
>>1730594
>In Nili's case with NAC, he was paying for their stays as well and I think bought everyone food.
Expensive, luckily redbull has fuck you money.
>>1730504
A lot of the prizepool is microsoft, Membs viewership increases a lot during tournaments so he should make back what he put in
>>
>>1730614
>Expensive, luckily redbull has fuck you money.
I am convinced someone high up in Redbull REALLY REALLY likes AoE2 to keep funding the tournaments, although I believe Wololo is also their highest viewed tournament for their channel so that helps.
>>
>>1730370
where do you think the Navajo are from
>>
>>1730687
They crossed the Bering Land Bridge.
>>
Why did Germs get these campaigns and scenarios?
>>
>>1730692
into what is now the USA
>>
I am still set on the game having a Polynesian civ, I don't see why it wouldn't work
Civ Bonuses
>Gain access to dock technologies one age earlier
>Trade cogs move faster
>For every 10 infantry units in a group, movement speed increases by 5%
>Your first dock produces a free Drua, a fast-moving transport ship with high line-of-sight and auto-scout
Unique Unit
>Māori Warrior: fast-moving infantry units armed with clubs. They deal increased damage against enemy villagers, killing un-loomed villagers in one shot
Unique Techs
>Aio'pio Fishtraps: docks provide a trickle of food
>Haka: infantry units regenerate health over time
Team Bonus
>Allied fishing ships gain +1/+1 armor
Campaign
>Centered around the exploration and colonization of the Pacific Islands, following the campaigns of Momo and Tuʻi-tā-tui as they conquered and unified Tonga and Samoa
>This could include establishing trade routes with South-East Asian civs in the post-Lapita period
Wonder
>Haʻamonga ʻa Maui or an Easter Island Mo'ai
>>
>>1730763
Why don't you at least play the game so you know why this is unworkable?
>>
>>1730763
Oh and I forgot one more bonus
>Skirmishers have no minimum range
>>1730769
Explain yourself
>>
>>1730770
If you were new, maybe, but you've been posting this for at least a year.
Why not put some effort in?
>>
>>1730763
>no food bonus per unit kill to represent cannibalism
gay
>>
>>1730773
Maybe something like
>10 food refunded when own villagers are killed
>>
>>1730772
I have definitely not posted this for a year, this is my second time ever posting it
>>
>>1730741
It's a unofficial third-party expansion. Most likely the company which made this didn't operated outside of Germany. The fact they didn't put their logo or name anywhere on the box as well tells you that they wanted to keep this thing low profile.
>>
>>1730774
i meant it more as maori getting 10-15food when they kill an enemy unit (military OR economic).
>>
>>1730838
I like it a lot
>>
>>1730769
what a belligerent response this is, saying nothing at all while implying that he is the fool instead of you
>>
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>>1730837
there was 4 of those thing made for aoe2 and 7 (only 5 shown on image) of those for aoe1
>>
>>1731536
For some reason, the way how Khan is written there with that distorted font amuses me greatly.
>>
hand cannoneer buff when?
>>
>>1730763
early dock upgrades is way too strong on water
a raiding unit that isn't available until castle age is useless
haka should be a bonus not a tech
>>
I would love so much if there was a nation with "thumb ring works on hand cannoneers" bonus.
>>
>>1731946
guns dont need thumb rings though.
>>
>>1731972
Neither do crossbows and javelins
>>
>>1731946
I already said the way to buff hand cannons is make ballistics apply to them normally and change arquebus to work like thumb ring

>>1731972
what about gas pedals?
>>
>>1731991
We don't need to buff handcannons retard
>>
>>1732011
Rude
>>
File: 1409034358906.gif (1.97 MB, 420x264)
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>Weakest part of my game is getting enough farms placed without grinding my gameplay to a halt
>Mfw this next patch
>>
>>1730763
I want the Polynesians so badly but I think that they might have to be too asynchronous to the rest of the civs in the game to be represented properly.

Here are my big issues
>Castle buildings are to a scale that no Polynesian building has ever been built, trying to scale a lodge or something up to that size would be more unbelievable and silly than the mongols great tent wonder, requiring a unique castle building replacing the castle, like a krepost but the main building
>I genuinely believe that Polynesians using the normal ships/ship skins is a level of egregious beyond mayan champions and middle eastern knights that can't be allowed. They simply aren't the Polynesians if they're using the wrong boats It cannot be fixed by having a Polynesian canoe be a unique unit alongside the main ones. I think the absolute best you can get away with is replacing the galley line with a smaller, faster, weaker, cheaper war canoe, and reskinning the rest, no dromon but give them a unique tech or bonus that helps ships out against building
>This is on top of the unique units and tech, meaning at least 5 unique elements, tying with the gurjaras for most unique elements, but one of the gurjaras unique elements is just an early version of the camel rider, it's really more like 4.5 and places the potential Polynesian 5 unique elements balance scheme firmly outside of the devs usual preferences for how to design a civ
>It would also absolutely not be worth doing if they don't do a new architecture set, and they haven't done a new one since the game launched, it would guarantee the Polynesian expac to be the most expensive one so far with VnV being #2 despite containing fucking nothing
>It would also be an architecture set used by 1 civ
>Options for civ 2 are limited, Melanesia is similar but lower tech and hard to justify, Maori and such are literally just Polynesians
>>
>>1730763
>>1732246
Also you're crazy if you think the Polynesian UU shouldn't be a Maori Wardancer
>Like a monk but instead of doing healing on nearby units it does it's war dance and buffs their damage
>Convert replaced with an intimidation dance that lowers the targeted units damage
>Does the dance and everything as it's animation

I think the cannabalism reference should reworked into Haka's mechanic, instead of a trickle of health restored over time make it health restored when they kill a unit. I also agree with the other anon that it should be a civ bonus though.
>>
>>1732246
We should 100% push for them in AOE3 and 4 and Mythology if they do expacs at all though.
AOE3
>Period appropriate anyway
>Very asynchronous game
AOE4
>Devs are woke so Polynesians could line jump
>Asynchronous enough to support the Polynesians needs
>-Age up buildings will be hard to come by
AoMR
>There's not really consideration for time period or viability of the technology of the civs going for head to head in this game
>It's asynchronous
>Qualifying is literally just based on how cool of a mythology you have
>>
>>1732011
well, i think we do
>>
>Ladies and gents!
>Welcome to another forest nothing!
>>
>>1732253
No AoE works with polynesians since they need water-heavy maps to feel at home.
>>
>>1732289
>What are the vikings
>>
>>1732355
A legacy european civ made back when the game took itself way less seriously than nowadays?
>>
>>1731946
Spanish: Gunpowder units fire 18% faster

You don't know much about gunpowder
>>
>>1732366
What about accuracy?
>>
>>1732370
Portuguese, 100% accuracy against stationary targets would probably nerf hand cannons
>>
Why is the hand cannonner autist so keen on talking about this unit?
It does its job, it's strong with civs that have a bonus, it doesn't need anything.
Why isn't anyone asking for buffs to other units who actually need them like Elephant Archers?
>>
>>1729532
>Kurds
Go Lithuania route and have Peshmerga hard-counter gunpowder like Leitis do with high armor for the bantz
>>
>>1732363
>vikings wouldn't be added today
genuine retard
>>
>>1732392
Elephant archers get buff every patch. How are they still bad?
>>
Am I crazy / Mandela-effected, or are the DE versions of HD campaigns all fucked up? I didn't see this discussed anywhere, but it really bothers me. Like, I just recently bought the game but I did pirate HD a while back and recall it having pure kino campaigns like Bari where you spend like 2 hours on the first no-build siege mission. The maps were huge, handcrafted and I sadly never beat them all. Now I try it in DE and its a small map that gives me a bunch of vils for the TC. Same with Dracula, Alaric and I think even the Hongfonglalas megamission that was super cool mini-campaign in HD. Is there a mod to get these campaigns back? Or do I need to search for a HD edition torrent?
>>
>>1732408
>>1732355
Vikings would definetly get added differently if they came out as DE civ. I think existance of Slavs sets a precedent for them remaining while other Scandi civs could be added. Like, Danes should really be a thing with the current standart for timeframe. Also the fact that Teutons are still the only German civ is stupid to the extreme. Southern Germans need representation, and either Bavarians or Austrians could do.
>>
>>1732411
Yeah, all HD campaigns got tweaked for DE. Some got even get completely reworked with a new set of missions like Sforza and Alaric. You can try browser mods list for orginal HD version. I think I saw some of them there.
>>
>>1732425
>Southern Germans need representation
Someone just make his 23andMe account?
>>
Recently got into the game, only played against AI so far. So far I've been enjoying Incas, Japanese, Chinese, and Portuguese, but I'm having trouble narrowing down just one to focus on and learn the game with. Are there any civs that really excel with a strong aggressive early game that then have lots of options to counter whatever the opponent responds with for the mid and late game?
>>
>>1732490
Ethiopians.
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>>1732392
Elephants are extremely hard to balance because they go from an expensive support unit in 1v1s to a near unstoppable main line unit in team games.
>>
https://youtu.be/7GbGbMaOLT4?si=egCV9WJ6n8c3Qt8L
hail to the king baby
>>
>messing around with "Going Above And Beyond" cheat
>pick ethiopians
>accidentally nuke the world
cool
>>
>>1732246
They built some pretty large stone structures in Yap and Nan Madol, and there were Latte Stones, Heiaus, Pā hillforts etc. You could do a bit of hand-waving to make an AOE2 castle out of those elements.
I know it won't happen, but it's fun to think about.
>>
I don't understand why in a series called age of empires everyone is obsessed with getting the most literal who kangdoms added as playable factions. I wouldn't have to worry about hand cannons in 2 if they hadn't ruined 3 with this kind of trash.
>>
>>1732532
They were a big deal
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>>1732514
>6h drive
Dare I do it...?
>>
>>1732392
it's just a shitpost
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>>1732637
Do it. The location looks beautiful at least.
>>
>>1732551
where's the empire though?
>>
>>1732700
we could ask same question about cumans, sicilians or vikings
>>
>>1732700
You're putting too much stock in a title.
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>>1732700
https://en.wikipedia.org/wiki/Tu%CA%BBi_Tonga_Empire
>>
>>1732551
>Zanzibar Islands
Forgive me....
>>
>>1732551
this doesn't even show their expansion east and their trade routes with south america which are basically proven at this point
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>>1732727
forgot pic
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>>1732392
because i like hand cannoneers. i would be open to other unit buffs (scorpion and siege tower buff) as well, but those arent my favorite units and someone else can be an autist for it.
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>>1732702
vikings became sweden just like teutons become hre
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>>1732751
>scorpion
Scorpions are fine as they are. If you really wanted to buff them you could make them move a little bit faster perhaps
>siege tower
They could make them move REALLY fast and ignore unit collision so they'd be the equivalent of a Starcraft medivac sans the healing
>>
>>1732794
Scorpions are getting buffed right now.
>>
>>1732843
Good
>>
The idea of farming out shitposts to ChatGPT just never occurred to me.
So here’s my civ list now that we know they’ll need something to make up for Victors & Vanquished’s low sales. I assume they have low sales.

Mon/Thai/Champa SEA tileset
Tarascan/Zapotec/Mixtec Mesoamerican tileset
Swiss/Scleveni/Kievan Rus CE/EE tileset
Tibetan/Jurchen/Tangut (whatever) EA tileset
Swahili/Kongo/Whatever African tileset
>>
>>1732908
Oh my god shut the fuck up
>>
>>1732551
No they weren't.
They only expanded to where there were civilization as they couldn't win any open conflict.
When Europeans, Asians, or Arabs arrived they got subjugated by a single warship with about 30 horny dudes who would rape entire villages.
I would add every single state in Eurasia
>>
>>1732916
you could say the exact same about every American civ
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>>1732917
The American civs picked are those with cities and nations, not just tribes and spearchuckers
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>>1732922
if you need a city or a nation, how are the mongols, the huns, the tatars, even the berbers allowed to be made?
>>
>>1732928
The mongols actually conquered cities and held them. Karakorum was the mongol capital with tens of thousands of citizens and had palaces.
The Huns as well captured cities and held them.
The Berbers had KIngdoms like Altava, Capsus, and Tripolis.
You're grasping at straws. Which cities did the Polynesians actually conquer and hold?
>>
>>1732932
the city of mnaduopa, qiwhabhi, and abyfuzyde to name a few
>>
>>1732932
>Which cities did the Polynesians actually conquer and hold?
Wallis, Futuna, Nanumea, Niutao, the Lau archipelago, all of Fiji, all of Samoa, Niue, all of Tokelau, and likely Rapa Nui
>>
>>1732939
Villages
But I'm guessing you look at a few wooden shacks and a shrine and think "opulent"
>>
>>1732949
>that reply
You really are talking out of your ass, aren't you?
>>
>>1732949
kek. i made all those names up, retard.
>>
>>1732952
lmao
>>
>>1732952
Their existence didn't matter, everyone with more than two functioning brain cells know that pacific tribes didn't build anything worthy of being called a city
>>
I think it'd be cool to have the Mapuche as the first american civ with access to a stable
>>
>>1732961
I think it would probably compete with the Inca campaign for most boring campaign in the game
>>
>>1732490
Khmer, Magyars
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>>1732515
I had no idea there were new cheats. Neat!
>>
>>1733082
>Putting a noob on Khmer
Shame on you.
>>
>>1729532
>Bran Castle
Irrelevant in the grand scheme of things. Give me Poenari (which actually is in the game but has a shit model) or the Arges monastery.
>>
>>1732490
Portuguese are perfect for what you want. You just need to use their full arsenal and not go Organspam instantly. Their eco bonus is good for a more balanced archer rush, which alone can end half of low elo games. Then if you don't manage to kill the oponent, you can use your Castle age units to keep the pressure and then transition to organ guns. This is also good learning experiance because you will need to learn how to manage your eco while raiding.

Other archer + good early eco civs are also an option. Also, instead of archer rush you could scout rush and use Magyars or Lithuanians similarly.
>>
>>1733122
Tbh he could just:
>Ban all non-fatslob maps
>Favorite arena
>3TC boom into elephant scorpion spam
>>
>>1733214
>Encouraging a noob to aim for degeneracy
You're a terrible influence. He should start out with Saracens or Byzantines on Arabia.
>>
>>1733228
Gonna veto that Saracens suggestion. Market abuse crutch civ that won't teach him to balance his eco.
>>
What about Tang/Song/Ming civs? Seems like we're running out of civs for the time period in general, and the remaining ones for the time period wouldn't fit really neatly into the game structure
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>>1733239
Dividing other civs seem like the best bet. Instead of an overarching "italian" civ (which can be left in, just like the hindustanis), make civs based on each individual city state I.e. Venice/Milan/Florence
>>
>>1733122
He asked for aggressive civs, Khmer is aggressive.
>>1733228
Byzantines is not very aggressive, its bonuses are for counter units. I would suggest Malians instead, cheaper buildings can go scouts, archers and man at arms. You have knights and camels, a meme unit that can dominate in certain matchups
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>>1732778
HRE is older than Teuton Order
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>>1732411
theres in the ingame workshop HD version of those campaign
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>>1733239
Maybe Timurids, but that would be really scraping the barrel. Scots could be a thing, but that's the same situation as Vikings vs Swedish/Danish, however they would have an obvious highlander unique unit that would just be giga-champions. Eco would add benefits to herdables, maybe they could start with a cow or something. Then add some monk slop to represent the religious split with England and center the campaign around the Rough Wooing since Wallace is already taken by the tutorial. Also would be a chance for a proper Briton campaign.
>>
>>1730837
So a paid mod?
>>
>>1733249
Teutons and the Teutonic order are two different things anon.
>>
>>1733367
That's like saying the USA and the Confederates are two different things.
>>
>>1732411
El dorado was fucking KINO, but reddit faggots want to play the same build and destroy missions for eternity.
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>>1733375
They are, but that's also not a good analogy.
>>
I'm surprised the developers and filthydelphia have been so silent on how negatively received the single player paid mod dlc has been. Usually they seem pretty thin skinned or quick to jump on whatever The Reddit wants, but over there a lot of the bitching seems to have dissipated. I was at least hoping for a Creative Assembly tier "If you don't buy the DLC we will drop the game" threat.
>>
>>1733600
They're not going to apologize. They got the message that DLC must include new factions with new units so be prepared for some sick SPLEETS.
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>>1733239
Jurchens, Mashriqis, SSA, a few other Asian civs, and an expansion of the Meso archetype.
Wouldn't be hard, eapecially if they looked at splitting the Malay, Chinese, and Khmer civs.
>>
how do you get people to pay for merges instead of spleets?
>>
>>1733350
If you want a proper Scottish campaign,I recommend Macbeth´s campaign from AoKheaven. It is the best custom campaign I have ever played.
>>
>Viper makes his own tournament so he can win
I hope ACCM takes this one, it would be embarrassing to lose in your own tournament
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>>1732514
>could go to one of the biggest AoE2 tournaments just by taking a train
>too lazy to go
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>>1733998
Damn I wish my country had trains.
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>>1733364
Funny you mention it because actually it wasn't so uncommon for such companies to just take free fan-made maps and other content from the Internet to put them in their paid expansions. It was a different time.
>>
https://www.youtube.com/watch?v=721E3tm3n0M

We won, Xolotl bros
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>>1733238
He can learn that as he plays. Just lean less on the bonus over time until you can play decently without it.
>>1733244
>He asked for aggressive civs, Khmer is aggressive.
Khmer is gimmicky as hell.
>Byzantines is not very aggressive
He should start with a good foundation, not mindless offense.
>Malians
Also fine.
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>>1733122
I mean the guy said he was playing Chinese, he can probably handle Khmer
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>>1734158
In what way are those two civs similar?
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>>1733998
Just buy that train ticket anon, the rest will fall into place
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I want a feature were you can recruit a hero in skirmish just for fun. They have lots of cool unique hero models in DE.
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>>1734214
Each civ could get one historical hero to be trained at the castle. It could be fun but probably completely unbalanced.
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The one gimmick I wish Khmers didn't have was the +1 range on scorpions
I didn't invest into Ballistas, Heavy Scorpion, Ballistics and Siege Engineers just to have them be outranged because of the Khmer team bonus and busted unique upgrades
I don't mind if I go 1:1 with Ballista Elephants but my Scorpions losing against their Scorpions just stings
>>
>>1734214
I just wanted the regular units to use hero models for accuracy.
We have so many cool ones.
>>
It'd be really cool if each civ had a unique Champion/2H Swordsman model, like the Romans
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>>1734270
>I didn't invest into Ballistas, Heavy Scorpion, Ballistics and Siege Engineers just to have them be outranged because of the Khmer team bonus and busted unique upgrades
Onagerlet issue
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>>1734285
That's 800 food and 500 gold that could've been used for more Scorpions and Legionaries!!
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>>1734289
Don't care + Skill issue + Didn't ask + No onagers
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>>1734270
>Investing into a unit like with the full knowledge that your enemy's units outrange yours
>Not having some idea how to deal with that
>Wasting 30 minutes to get your butt kicked
>>
>>1729797
>scenario ideas
>defend your wonder against enemy attack
>lead unique unit to attack enemy
>navigate [terrain feature] to establish trade

>>1729532
>10. Afghans
>>Wonder: Buddhas of Bamiyan (6th century, Afghanistan)
lmaooo
>>
>>1734298
In my defense, it was a team game and I was pushing up against two players but my friends were getting blasted by a portuguese player during the entirety of the game
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>>1734313
Get good in 1v1s, then use the skills gained there to trounce team games.
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>>1734270
>My scorpions are bad so make other scorpions bad
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>>1734372
I didn't say that
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>Siege and Redemption monks push but no atonement
WPs having a field day with these heathens
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>>1734443
he's back. we'll finally have pictures again instead of just civsplit discussion.
>>
>>1734214
Something like a mode more akin to DoW2 could probably work.

>civ-based hero unit who begins barely any better than a Militia, but gains power boosts to scale with each age and depending on the civ, may move closer to an archetype more befitting their character (archer, cavalry, cav archer, etc)
>maybe an odd aura buff to encourage taking them into battle, weapon change, or other mechanics
>odd unique tech from TC or Castle to improvise them directly
>some measure of gold is required to bring them back from death to your TC, that gets more expensive per age
>could have a regicide alternative
>>
>>1734443
>Resident infantryfag is back
>Playing Armenians
There goes that. I'll use something else.
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>>1734459
>some measure of gold is required to bring them back from death to your TC, that gets more expensive per age
5 minutes for respawn
>>
Can anybody point me to a resource that can get me started on creating custom skins for units in game? I'm hoping to create regional skins for the militia/spearmen/cavalry lines but there's literally 0 content available on how you can get started.

I know it's possible because the Romae ad Bellum mod creator did it, just don't know how.
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>>1734465
You sound like a massive cuck, mate.
>>
>Nerf archers
>Nerf Knights
>Ban Onagers
>make scorps and rams 2X expensive
>Buff Pikes
>Buff special units
>make castles 2X expensive
>Buff towers
>Buff militia


There you go. I have single handedly fixed the meta and made the game much more enjoyable thus adding millions to the company's revenue. When will the devs stop being retarded?
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>>1729477
Longswordsmen should have a charge meter that blocks ranged attack, any man with a shield could easily slay an archer but this is not reflected in the game. This is a deal breaking bug.
>>
>>1729477
Infantry should be overhauled completely. Barracks should produce peasant units that are cheap and easy to mass but weak. Castles should produce knightly infantry that have high armor/pierce armor to counter all units but be extremely expensive. Mace men should counter all infantry and be available in barracks. Ban archers.
>>
>>1734701
Would be if I'd ever played them.
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>>1734734
>Refuses to play a civ because some blockhead posted screenshoots of playing with that civ
Nah mate he's right, you're a massive cuck
Chadmaster making autists seethe
>>
>>1734737
Reading too much into it. I had several I wanted to go for and post images with, but I wanted to devote my time to just one.
For the sake of the thread having varied screenshots and the only two players not just posting Armenians, I decided on a different one.
>>
>>1734279
30 IQ fan base and min max protards claim they would find it "confusing", this game's potential is held back by the retards that play it.
>>
>>1734741
Also several mods already incorporate it, albeit with shifty low poly models, but devs refuse to make a positive change to the game because the dumbfuck pros constantly denounce it. Hang all """"pros""""
>>
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Only if you knew how comfy things are
I treasure these games and moments in which I can make a comfy little base or town to my heart's content
>>
People used to claim Poles were OP because they had 2 good economic bonuses and cheap knights. They still have those and can still go for that streamlined gameplan of good castle age food eco protected by castles into knight spam yet people see them as mid now

Similarly people complained about Gurjaras being able to hard counter most units too easily. Again, they still can do this but nobody claims they're OP anymore

Why is this? The civ I see people complain about now is Mongols with their steppe lancers. Steppe lancers are just knights with worse stats and don't face up well against knights or crossbow. This was the consensus until recently but now they're seemingly OP even though they haven't been buffed or anything. It just seems arbitrary what civs are considered OP
>>
>>1734870
Weren't both of those nerfed?
>>
>>1734870
First, you have to always ask yourself: who said that? did someone actually say it or am I just imagining things?
>>
>>1734875
The % amounts were nerfed slightly but the relevant bonuses are still there and are still pretty powerful I think. Being able to mine stone instead of gold in the early game, faster farm income rate and 30 gold knights are pretty good bonuses

Same with Gurjaras having shrivamsha riders, camels having extra bonus damage, said camels being massed quicker and both units then being able to have 25% reduced off their food cost

These were the bonuses in particular regarded as strong by the community and the only thing that has changed since is the % amounts being toned down slightly

>>1734900
People on Youtube and AoEZone like a year or two ago
>>
>>1734902
These "People on Youtube and AoEZone like a year or two ago", are they in the room with us right now?
>>
>>1734905
Are you really denying that people said Gurjaras and Poles were OP before each respective nerf because some Anon isn't going to dig through dozens of videos and posts to find people whose opinion you value justify it for you?
>>
>>1734701
>Walling in the gate
Its hilarious people still do this, you can just delete a wall and you will have entry/exit. Red should have properly walled him in otherwise this is just embarassing
>>
>>1734728
The nerf to knights is that players who play them are genuinely retarded.
>I MUST GO SCOUTS INTO KNIGHTS!
>>
>>1734929
I can attest to people saying both.
>>
>>1734870
Obuchs training time was increased, stone 2 gold was heavily nerfed, folwark farms were nerfed a little. If you look at the stats they are still decent on arena, getting a little better on Arabia because 100 wood folwarks helps with their feudal play, the wood will help you get more stables/ranges and a blacksmith quicker.
>>1734929
Gurjaras were actually OP, pikes can't catch up to shrivamsha and Chakram used to be able to just kill all. They should honestly increase the mill bonus and nerf shrivamsha in exchange
>>
>>1734459
I was thinking of something more like Empire Earth heroes where you got two types (Someone who just heals and someone who is more combat focused and give a morale bonus to nearby units)

But I just simply want the campaign heroes to be recruited in the castle but not have them too strong.
>>
>>1734929
I just want an explicit example so I know that guy isn't pulling something out of his ass
This is something that should be basic whenever an exchange occurs on an imageboard, whenever someone says something you always have to ask yourself first: "is whatever this person is saying actually true? did someone actually say that? did that actually happen?". Once you start asking that question you very easily can discern from trolls to people who want to talk about something in good faith
>>
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>>1734936
TO BE FAIR I also do the same thing, but only for vision, since often people ignore the house that give vision, deleting the section of the wall next to it, and allow me to see it coming, and in the past there were a few moments in which I actually took advantage of that deleted wall tile

Basically if you're expecting trushes or castle drops, you dont lose anything for doing so
Maybe even drop a walled Outpost to really see if they are mining stone or not
>>
>>1734959
I could link you several threads about the topic but most people here don't like the website I'd be posting. They're all 1-2 years old anyway.
>>
>>1734938
What's wrong with scouts into knights? is it because their counter is the same?
>>
>>1734728
>>Nerf Knights
I dont see a point to this given how OP archer-line is
>>
>>1734728
>not mentioning buff to handcannoneers
shit opinion.
>>
>>1735036
It's because it's the training wheel kiddie strat.
>>
>>1735046
Knights counter pikes and the only reason pikes are viable against knights is because they are more cost effective which is retarded because in late Castle/Early imp you have enough res to mass knights and curbstomp pikes or in early Castle you dont have enough res to mass pikes but still keep your options open to switch into something else. Pikes are basically useless, their only use is early Feudal to avoid scout rush or late game spam which is cancerous way to play.

The knight's inherent Buff is their mobility so a nerf to knights and Buff to pikes still makes them balanced because knights simply don't have to engage and can kite around pikes but not take them head on like the current meta which makes no sense.

Also I already mentioned a nerf to the archer line because archers and skirms are the most boring unit to play with + massing 20 archers destroys basically everything in the game. I'm sick of min maxing retards either going archer/skirm or knight spam it's just the same old strat 20 times in a row nowadays whoever invented build orders has positively RUINED the game.

We 100% need infantry to be more viable Gambeson was a step in the right direction but +1 PA is a joke it should've been atleast +3 and more expensive to balance it out while nerfing the fuck out of archers.
>>
>>1735099
>Knights counter pikes
Only true for retards that dont fully commit to the infantryfag grindset.

>while nerfing the fuck out of archers.
Like I have said many times before, nerf movement speed of archer-line and increase their animation frame delay and you got a balanced unit, militia-line is fine as it is rn.
Could use more movement speed tho.
>>
>>1735078
>handcannoneers
Handcannoneers will become more prominent when archers/knights are nerfed and infantry plays are encouraged right now HC are useless because you don't see any infantry before late imp and by late imp you don't have the gold to blow on massing HC but once infantry becomes more common HC come into play and as it stands HC shred infantry as is historically accurate.
>>
>>1735102
Then how will longswords come into the picture? Knights shred longswords and as it stands longswords require a lot of investment to be even remotely viable, militia line has literally no use in the game unless you're Malay they dont counter anything neither are they mobile(even with a slight mobility biff you're better off massing knights than LS) and they require too much res to become viable

>infantryfag grindset
Even 600 elos will decimate any army of pikes by simply mixing in a few skirms woth their knight push pikes are literally unplayable from early Feudal to Late imp
>>
>>1735094
So?
>>
>>1735106
>by simply mixing in a few skirms
Add a couple of LS
>>
I have never played Romans to date because having Romans as a playable civ in the Medieval ages alongside Byzantines and Italians is cheesy fan service and I refuse to enable such shoddy game design. I resign immediately in Feudal age when I see a Roman player, those who support such fan service are equally complicit.
>>
>>1735126
Counter-point: Hun campaign.
Cope.
>>
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On the topic of Romans: I love their Legionary unit, it has great flavour and I love sending them out on team games but I have found much more success doing Scorpion + Light Cav or Scorpion + Halberdier than Legionary + Centurion or even Scorpion + Centurion for a ghetto Paladin replacement
It saddens me so much that the one unit with a great model and great stats (5/5 armor in Castle Age) is overshadowed by the other, better options Romans have and I wish infantry in general would get buffed just so I could justify massing Legionaries more often
>>
>>1735136
I forgot to add: AND it doesn't fucking help that Scorpions are cheaper gold-wise than Archers. There's no reason to not go for Scorpions as Romans, their castle upgrade is so fucking good
>>
>>1735099
>Knights counter pikes
>Buff and Nerf being used as absolute terms
>Build orders ruined the game
>Infantry needs to counter archers
4/4 noob flags.
>>
>>1735116
I misunderstood his complaint. He's just dumb.
>>
>>1735136
>>1735137
Is the issue here the fact that you can't mass everything at the same time?
>>
>>1735145
Not in a 1v1, no, gold is limited and 30 gold Scorpions are too good to pass up
>>
>>1735142
>>Infantry needs to counter archers
Correct
>>
>>1735147
That'll fall off at a point.
>>1735151
Learn to use skirms, walls, and cavalry. They're actually made for that job.
>>
>>1735152
>Learn to use skirms
Does not work
>walls
Lame as fuck and also OP, shuts down any melee play, not like walls actually stop archers anyways.
>cavalry
Effortlessly gets microed down, can also put 50 archers in 1 tile and cavalry is useless
>>
>>1735170
>can also put 50 archers in 1 tile
How?
>>
>>1735172
Hug a forest or walk between two buildings with 1 tile gap
There, cavalry can't do shit
>>
>>1735170
>Does not work
Research armor and range techs.
>Lame as fuck and also OP, shuts down any melee play, not like walls actually stop archers anyways.
Mother of noob.
>Effortlessly gets microed down, can also put 50 archers in 1 tile and cavalry is useless
When they mass that far, you need high PA. FU Arbs lose to Plate Barding Paladins.
>>
>>1735174
Mangonels eat that.
>>
>>1735181
Mangonels are not cavalry
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>>1735180
>Research armor and range techs.
Still does not work, going skirms is just an invitation to get destroyed.
>Mother of noob.
I accept your concession.
>When they mass that far, you need high PA. FU Arbs lose to Plate Barding Paladins.
'Dude just commit more resources and time to counter a cheap, super cost effective unit lmao'
>>
>>1735182
You can make both at once. Welcome to RTS.
>>
>>1735183
>Still does not work, going skirms is just an invitation to get destroyed.
What do you mean when you say, "Doesn't work"? How are you losing now?
>I accept your concession.
Your complaint was that a tactic was too effective.
>'Dude just commit more resources and time to counter a cheap, super cost effective unit lmao'
50 arbs costs 3500 resources. They die easily, and so have to be replaced. When you max out pierce armor, you invest in getting access to a unit type that can beat that.
Which civ are you playing?
>>
>>1735184
Cool, we were talking about cavalry and cramming 50 archers in 1 tile, not mangonels.

>>1735185
>What do you mean when you say, "Doesn't work"? How are you losing now?
Skirms die to literally anything except archers and pikes to the point if you're forced to make skirms or any trash you're in a huge disadvantage, that's why having to go skirms is more often than not a death sentence
>Your complaint was that a tactic was too effective.
Effective at shutting down melee units, which is lame as fuck and shouldn't be a thing, quickwalling has been a net negative for the game, also walls does not counter archers, like, at all. At best you just slow them down.
>50 arbs costs 3500 resources
And you need to commit way more resources if you want to make paladins to counter arbs, to the point they can easily field halbs and still have spent way less time and resources than you going paladins

Not like you will live to make paladins, arbalests powerspike will kill you before you even get to paladins.
>>
>>1735187
>Cool, we were talking about cavalry and cramming 50 archers in 1 tile, not mangonels.
If they have a 50-archer mass, you should already have stone defenses up, a siege workshop, and fitting techs for your composition.
>Skirms die to literally anything except archers and pikes to the point if you're forced to make skirms or any trash you're in a huge disadvantage, that's why having to go skirms is more often than not a death sentence
You stop massing them at a point, and don't go forward with them.
>Effective at shutting down melee units, which is lame as fuck and shouldn't be a thing, quickwalling has been a net negative for the game, also walls does not counter archers, like, at all. At best you just slow them down.
Slowing them down is a big part of countering them, but archers also can't shoot through stone walls.
>And you need to commit way more resources if you want to make paladins to counter arbs, to the point they can easily field halbs and still have spent way less time and resources than you going paladins
Sure, and you could've teched into siege at any point, and can respond by adding skirms since they counter both units in that composition.
It's not as simple as putting units on the board, yeah.
>Not like you will live to make paladins, arbalests powerspike will kill you before you even get to paladins.
And if they don't, you'll kill them.
>>
>>1734956
>But I just simply want the campaign heroes to be recruited in the castle but not have them too strong

This sounds close to AoM Greeks. Which considering their playstyle, would also work fine in AoE II.
>>
halberdiers confirmed most useful unit
>>
>>1735228
did you not already know this?
>>
>>1735251
I thought hera would say it's hussars
>>
>>1735228
Also ugliest unit. They look like they wear a skirt, the heavy pikeman reskin is much better.
>>
>>1735187
>Skirms die to literally anything except archers and pikes to the point if you're forced to make skirms or any trash you're in a huge disadvantage, that's why having to go skirms is more often than not a death sentence
If the enemy is not making cavalry you are fine, you can use your own mangonels against his mangonels.
>also walls does not counter archers, like, at all. At best you just slow them down.
Wrong, an archer will only do 1 damage against walls, depending on how many archers he has it should buy you twenty seconds to a minute to prepare a response, you can house block to buy yourself even more time. I would rather archers outside my base than inside.
>And you need to commit way more resources if you want to make paladins to counter arbs, to the point they can easily field halbs and still have spent way less time and resources than you going paladins
Have big eco, love it when a mayans player goes fast imp and I am persians so I am also up quickly and can make savar
>>
>>1735277
Walls are a massive investment that require covering an entire base just to be effective. Which means you have to know before hand that the opponent is going archers and then orient yourself entirely into a defensive play style just to stall 10 archers that may head your way, it makes no sense especially when your opponent can pump out 1 ram to destroy your entire defence. There's a reason you don't see walls in literally any pro game, or even above 1000 eclothes are useless and only viable against AI.

>house wall
Cheap cheesy gimmick that should be outright banned as a tactic this is not how game is meant to be played

>have big eco
No. Nerf archers. Now.
>>
>>1735129
>introduce an entire immersion breaking civ to enhance one single campaign
Tard move.
>>
>>1735274
Why don't the tard devs sell skins for units in game? Are they fucking retarded?
>>
>RTS
>Immersion
Lol
>>
>>1735291
Still doesn't excuse Romans as a civ when the intro text to the game literally states "the Western Roman empire is fallen and the peninsula is up for grabs". Romans were never supposed to be a playable civ in a post Rome world and the devs shat all over the original games direction.
>>
>>1735302
>the devs shat all over the original games direction
>Things didn't stay the same after 26 years
Whoa.
>>
>>1735303
When the devs introduce USA with an F35 as their special unit I bet you'll be first in line to eat that slop up
>>
>>1735284
>There's a reason you don't see walls in literally any pro game, or even above 1000 eclothes are useless and only viable against AI.
Nigger pros are fully walled in almost every tournament game, walling doesn't have to be your only defence make skirms too
>>
>>1735337
He was talking about actual walls not houses and barracks which is what pros use, a sufficient number of archers(10-15) can still effortlessly punch through a house or palisade

>skirms
Yeah sure spec into 5 skirms only to have them wrecked by a single light cav

>make le pikes
Won't even make it out of the barracks without being peppered with arrows

>make le onager
No

>make le knight
Which brings us right back to the same bullshit knights/archers meta
>>
>>1729477
Is the new campaign DLC worth buying or is it a lazy cash grab like the fanbase claims it is?
>>
>>1735344
>he didnt make le hand cannoneer
honhonhon. what a le rookie.
>>
>>1735344
>Actual walls
Which they use in combination with other buildings.
>a sufficient number of archers(10-15)
If he is on one range it will take 6 minutes to get that many archers, if he is going for some fast crossbow play you don't want him to be able to get his six crossbowmen inside your base because that is instant gg, if he is going 2 range get armor and keep tracking his army
>>
>>1735352
HC are a joke that are not viable against anything that isn't infantry

>>1735355
I have a better idea. How about we nerf archers so I don't have to resort to min max bullshit gimmicks to counter braindead archer spam?
>>
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>>1735363
>>
>>1735363
Reduce fire rate by 5-10% keep everything else the same. Crossbows were dominant in the medieval era as they can go through armour, making them a little harder to micro gives other units a place in the meta
>>
If it was up to me I'd slice in half the damage of all archers and then put it all on a single, very expensive upgrade that's only available in imperial age
>>
I've never seen so many shitty proposition for balance changes in single thread in my entire life.
>>
How would you fix the fire ship as a concept? You need a short range ship option, but fire ships just weren't widespread historically. Do you make a ramming ship, even something like AoM has, or is there another option?
>>
>>1735449
Why do we need to change the fire ship? Historically there were only twelve paladins. Hussars using wings wasn't a widespread thing, nor were winged hussars light cavalry or a late-medieval thing. Celts, Vikings, Romans, Huns, ect. didn't exist as a contiguous civilizartion from the sixth to the sixteenth century.
I'm not saying that since there are inconsistencies with real-world history anything goes, nor am I saying that the game should remove all anachronism or logical inconsistencies. What I'm asking is why is this specific thing that is about as anachronistic as some other elements included for gameplay should be removed in particular.
>>
>Teutons' paladin upgrade now turns paladin into a crusader knight
Good or bad?
>>
>>1735436
I don't give a fuck if it's unbalanced as long as I stop seeing the same old variation of archer rush/knight push 20 games in a row, balance can Suck my Dick.
>>
>>1735481
Infact just finished playing a game where the retard showed up with 5 archers at my base 2 mins into Feudal I could've easily countered it but I just called him a cunt and quit cause fuck him
>>
>>1735482
Weak mental.
>>
I just played a 3 hour 5 man ffa against my faggot friends in which I cleaned up 3 fucking bases, destroyed like 10 castles and deforested 1/4 of the map and still lost because one of my faggot friends kept running away and making tcs in a corner away from my base while the other one pressured me from opposite side

My friends are such fucking faggots when it comes to ffa, whenever I kill someone it's cringe and because I'm using busted units and whenever they team up to wear me down until I can't keep up anymore it's cool and based
>>
>>1735481
So you are playing over and over against same metafags and you just can't counter them? Interesting.
>>
>>1735285
Shit take, you're a 'tard.
>>
>>1735516
The meta is broken and propped up by an archer/knight status quo that makes every game repetitive and predictable, turning the entire experience into a mechanical playbook where every instruction is sequential, set in stone and must be executed optimally. Just cause everybody seems to love bathing in pig shit doesn't mean I must partake too, do I punish these losers by wasting their time in the dark age setup and resiging as soon as I see an archer/knight in my field of vision. This is my way of rebelling against a system that reqrd niggerlicious gameplay.
>>
>>1735530
I'm with you but only because I want to see more MAA rushes
Archers and knights need to be gutted
>>
If you want to see more infantry then we need to build a wall and make arena great again
>>
>>1735534
Archers should have much higher training time in general. Crossbow tech should reduce it drastically so massing archers in feudal takes porportionally longer.
Archers in general should have much less accuracy, probably introduce a feudal age tech to bring it to current accuracy levels.
Knights are good but I just think infantry should have higher attack than cavalry.
Knights at 100hp 10atk are too mathematically perfect so I'd rather see Longswords with 11 atk instead.
>>
>>1735406
How the fuck are you still dying to archers retard
>>
>>1735666
Worst thing about current archer meta is to counter archers in early feudal you should amass more archers than your enemy, skirms in feudal while work well they delay your castle age too much.
>>
>>1735348
personally enjoyed it , tought it might be cause i never played the scenarios that used to be mods in the past
>>
>>1735708
And they're extremely easily counterable, 1 light cav can take out 5 elite skirms so claiming that skirms counter archers when you can vanquish the opponents massed skirms at the price of 200 food is ridiculous.
>>
>>1735666
This, also make archers slightly slower. And now we only have the knights to nerf.
>>
>>1735730
If Skirms have minimum range, so should all archers (maybe except some UU to make it different)
If Archers have no minimum range, so should skirmishers.
>>
REMOVE SKIRMISHERS
SKIRHISMERS NEVER EXISTED
>>
>>1735736
can we just remove the faggot from the thread instead?
>>
>>1735747
Ironically, there were way way more faggots in military throughout history than AoE2's "Skirmishers".
>>
>>1735756
Stupid piece of shit I hope you die, I was so excited that I got a reply maybe found a new friend, but instead it's just some schizo mass replying
>>
>>1735767
ill be your friend. when do you want to play aoe2?
>>
>>1735736
Throwing javelins was pretty common for pre-engagement softening up of enemies during the very early middle ages.
The problem is how they have such a huge role to fill in imperial, which doesn't make any sense.
They should've been upgraded into crossbows or handcannons, archer line goes for some sort of Longbow equivalent for just a few civs
>>
>Enemy arrives at your base with 3 MAA, 2 scouts, 3 archers and 2 skirms
What unit do you make? You're in feudal and you have 200 food/gold/wood.
>>
>>1735849
resign since he didnt let me go fast castle without attacking.
>>
>>1735730
Skill issue
>>
>>1735849
>Tower the gold
>Everyones on gold
>Your about to get clowned
>>
>>1735849
why you have only 200 gold/wood/food when enemy managed to spend 330 food and 175 gold on army?
>>
I am glad I haven't purchased the historical battles DLC
>>
>several comments i see around on AOE2 videos saying that next dlc is East asia/China
any proof of this or is it just wishful thinking from chinese players and Chinkeaboos?
>>
>>1735928
no proof, just guesses. the real next DLC will add the Benin empire with their UU being Spurdo.
>>
>>1735666
>Archers should have much higher training time in general. Crossbow tech should reduce it drastically so massing archers in feudal takes porportionally longer.
Go check the wiki, Satan. The game already does this.
>Knights are good but I just think infantry should have higher attack than cavalry.
They do, going on a resource basis, and both Armenians and Burmese have this benefit.
>>
>>1735849
>Enemy arrives with M@A (lel), proof of a stable investment, proof of a range, and gets walled out.
I make knights.
>>
>>1735928
He lured deers
>>
What do you reckon is the strongest water/islands civ? Vikings? Italians? Japanese?
>>
>>1736042
Malay, methinks.
>>
>>1736042
We need a strong African water civilization!!
>>
>>1736062
That would be the Berber civ.
>>
>>1736042
Portuguese. Turtle until they run out of wood. Ez
>>
>>1736100
Portuguese if it goes late
>>
>3 1000 elos get beaten by koreans
its over
>>
>>1736042
The upcoming Polynesian civ
>>
>>1736062
I've seen people proposing Somalians as next civ and honestly I wouldn't mind it.
>>
>>1736108
Does anyone even care about these
>watch me 1vX
videos? Literally just a money grift
>>
>>1736156
I do, it's fun.
>>
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>>1735928
Speculation after the devs said they got good feedback from spleeting/the campaigns for the Dynasties of India.
East Asia had only the the Mongol campaign and 4 Historical Battles (and 3 more V&V) so it's pretty open for events.
The only empires without dedicated campaigns for themselves are the Slavs/Magyars (Dracula + 1 + 1V&V scenarios), Vikings (1 + 4V&V scenarios), Japan (2 + 2V&V scenarios), Turks (3 scenarios), Mayans (1 scenario), Korea (1 scenario), Chinese (1 scenario), and Celts (if you don't count the tutorial)
>>
>>1736317
South American expansion featuring new architecture sets for Inca and their friends.
North American expansion featuring even newer architecture sets for Lakota, Iroquois and Navajo.
>>
>>1736349
Might as well add USA with UU Abrams tank
>>
>>1736349
>North American expansion featuring even newer architecture sets for Lakota, Iroquois and Navajo.
Going to be a trash campaign for the same reason 90% of the non Eurasian campaigns, utter lack of civ diversity.
The New World only really gets interesting as you enter the 17th century
>>
>>1736317
>>1736349
>>1736355
>>1736373
all of this should be scrapped in favour of regional skins
>>
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>1736349
I'l give you the Mapuche, there are no other relevant SA that can't be represented
Lakota, Navajo, and Iriquois are for Age3's asymmetry. How would they play? Infantry civs with an eagle warrior variant and no castles? They only get horses during Age3's period (i think the Cherokee and Navajo should get expansions there)
I will support Polynesianfag, Africa expansionists, and Chinese, Spanish, Celtic, Viking, and Teuton spleeters before we add abos without any stonework fortifications who add nothing but bloat to a game about the medieval era. Play American Conquest
>>
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>>1736473
>>1736349
Obviously meant for (you)
>>
>>1736317
Romans might as well be an easter egg civ but I kind of hope they do get at least something that isn't in AoE 1.
>>
>>1736492
We already have scenarios and campaigns set during the waning days of the Roman Empire. Having a campaign or Scenario where you would have to defend the Western Empire from barbarian hordes would be based
>>
>I don't want units that are fast and can run away from my infantry
>I don't want ranged units that can out micro my infantry
>I don't want to make siege
>I just want to rally champs into my opponent's base and win because that makes me the superior player
guess the elo
>>
>>1736627
Show yours
>>
Did you use the tree meat gathering bug girls?
>>
>>1736644
Only when I remember about it so like never.
>>
>>1736627
Correct.

>elo
Appeal to authority.
>>
>>1736627
Give knights 1 less line of sight(Except franks), make it so scout cav has 6 in future ages so he has to upgrade to light cav if he wants the line of sight from his starting scout and also gut the schwarma rider. This will slightly nerf the knightfags main advantage in that he can choose when to fight. To balance this make archers slower so the knightfag doesn't just lose to archers. Now the counter triangle is a little more balanced
>>
>>1736696
He's bringing it up because you're dumb, not because he cares.
>>
>>1736317
Slavs should be split into Vlach and Rus
>>
>>1736746
They are already split to Poles, Czechs and Lithuanians, what more do you want for your unimportant noncountries?
>>
Stop adding civs for a few years.
They can add just new skins and campaigns for a decade and I will keep giving them my money.
>>
>>1736850
No.
Kanuri civ now.
>>
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>>1736850
not until we reach this
>>
>>1736492
a Majorian campaign would fit with the timeframe that the AOE2 Romans represent if we were to give them a campaign
>>
>>1736864
>wankas
>>
>>1736864
>Albanians
Stopped reading there.
>>
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>>1736864
More soup than a fucking STALKER mod.
>>
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What's a fairly "neutral" civ or a few civs that are good for a beginner to learn core concepts on? I'm not interested in exploiting bonuses or OP unique units, just flexible gameplay with a fairly generic tech tree.
>>
>>1737036
Try Saracens, they don't have any economy bonuses to rely on, so you will learn how to manage your eco in the most pristine way.
>>
>>1737036
Byzantines since civ really around countering your opponent with cheap counter.
Portuguese, poles, malians are jack of all trades civs with wide options and fairy simple bonuses.
>>
What is the best Indian campaign and why, Sars?
>>
>>1736864
>Māori
>Tongans
ok this is BASED
>>
>>1736864
>Habsburgs
Like the royal house itself or are we to take them as austrians or something, because we already have dutch, spanish, italians and bohemians.
There was probably more Habsburgs than Ryukyuans, so I guess you could make an argument for the family being a civ.
>>
>>1737036
Franks, weak on the ranged options but you have a solid opening game plan, good eco so you can add skirms or pikes, two infantry counters one unlocked in imp and one unlocked in castle age. Franks is the most beginner friendly civ in the game
>>
>>1736944
Albanians make more sense than Ainu
>>
>>1737158
Ainu are cool with me because I've seen them in an anime
>minor civilization, gypsies = unexcited reaction
>minor civilization, Japan = excited big O face
>>
>>1737036
Most of the original age of kings civs are pretty neutral. The more time that has passed, the weirder the new civs have gotten, generally.
>>
>>1737036
Byzantines, byzantines, byzantines. Their tech tree is one of the most complete in the game, allowing you to experiment with different playstyles instead of being shoehorned into using a specific strength.
>>
>>1737036
Magyars
>>
>>1737036
Italians, Vietnamese.
>>
In our world where regular archers have more range and damage, what niche do Composite Bowmen fill?
>>
>>1737332
Not dying to huskarl/ghulam/tarkans
>>
>>1737351
Why the fuck would I make composite bowmen against those when I get 100 hp champions? Also the elite upgrade for CB is dogshit, nobody asked but I really wanted to mention it.. Good thing it's dirt cheap.
>>
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>>1737332
To hard counter paladins, hussars, eagles and huskarls at range without having to commit to melee units that can also get easily countered
The fact you can easily kill high PA from distance with ranged units is a bigger deal than people think, also compbowmen makes up for excellent siege defenders since they shut down hussars pretty hard

The only thing you need to watch for is enemy archers, cavalry archers and siege, since compbowmen hard counter almost any melee but sucks vs other ranged units, add a few skirms and LCs.

t. plays with Armenians a lot
>>
>>1737332
>The Composite Bowman has a shorter range than other foot archers in the game, including Crossbowmen, and has an armor-ignoring mechanic. In reality, the Mongol and Turkish recurve composite bows are generally considered the longest-ranged bows, and had generally weaker projectiles compared to crossbows or English self-warbows (longbows), as composite bows could be usually used only with lighter arrows due to their smaller size, while crossbow quarrels and longbow arrows were heavier by design, and did more damage on impact.
>Medieval Armenian armies were in fact famed for their cavalry; for example, the heavily-armored Ayrudzi who were often recruited from nobles' youngest sons.

How do we fix this? Which civ should get armor ignoring bows? It should be still bows, crossbow bolts will never be as strong as the strongest bow shot arrows.
>>
>>1737374
Ranged support is good, the advantage of ranged units over melee units is you can keep them alive longer. Also you generally don't get elite with compbows just bracer chemistry
>>
>Saladin mission 2
>I have to hunt down Reynauld's Bandits all over the map (2 knights randomly hiding in the corners of the map)
FUck you
>>
>>1737394
Why "fix" it? Teutonic knights weren't the most heavily armored fighters in the world. Frenchmen don't spontaneously generate axes to throw. Having long pikes isn't a uniquely Incan thing.
It's for gameplay. I mean it's not like they haven't invented stuff before either. War-Wagons deffinitely were on the korean battlefield, and huskarl is deffinitley a gothic word and concept.
>>
>>1737394
They already had Georgians with their cavalry, wouldn't release 2 cav civs in the same DLC.
Granted, I'd be fine if Armenians had steppe lancers and decent cav archers at least.
>>
>>1737392
I don't want to oversimplify your explanation but aren't you just saying that CB are a ranged unit that excels against melee units? isn't that just about every ranged unit?
>>
>>1737508
>Why "fix" it? Teutonic knights weren't the most heavily armored fighters in the world.
They are wearing chainmail. Chainmail offers great protection against cutting but is weak to bodkin arrows.
>>
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>>1737512
Yes, and this plate-wearing fellow is definitely just armored 4/13-ths of a teutonic knight if struck by spear, sword or axe.
>>
>>1737526
Looks like just a bunch of plates on a brigandine to me, easy to find places to cut
>>
>All visible cup
>T90 goes for a forward castle in decider game
RIP T90
>>
* opens archers into knights *
>>
>>1737510
Armenians with steppe lancers would be really cool
>>
In the same vein as the question above about the Composite Bowmen, what is the role Obuchs fill? being a marginally better Champion that's a bit more difficult to mass? with so many anti infantry units and tools available for all civs, I can never justify the price of Obuchs when for a mere 10 extra gold I could make a Knight instead or for 25 extra food make a Winged Hussar instead
>>
>>1737511
>isn't that just about every ranged unit?
I'd like to see you handling a doomstack of hussars, paladins, huskarls and eagles with regular archers.
Go on, I will wait.
>>
>>1737609
Steppe Lancers should be called just Lancers and given to a few other civs where it would make them more interesting. Maybe replacing the knights for a civ or two.
The same should be done to Elephant Archers and Siege Elephants, given to Persians and SEAs.
I wouldn't be against Eagle Warrior for African civs either.
>>
Nerf archers. Now. Infantry was the core of any Medieval army, seeing a squadron of archers and seige steamrolling your base is immersion breaking and extremely niggerlicious.
>>
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>>1737251
In case anon doesn't know what those are:
>>
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Are any of the data mods in DE working at all cause no matter which mod I download, I always get this error. I hope it doesn't forces me to get the other DLC's to have the correct number of civs.
>>
>>1737071
>>1737084
>>1737146
>>1737251
>>1737276
>>1737279
>>1737281
Thanks anons, I'll try playing them in a roster and see which ones I like.
>>
I hate it when my light cavalry runs frozen on the spot while the rest of the group charges ahead
>>
>>1737698
Cry harder bitch nigga
>>
>>1737698
shouldve used hand cannoneers bro
>>
>>1737626
You can't run cavalier into halbs forever
>>
G O T H S
O
T
H
S
>>
New DLC ideas, you say? I've got them! But thinking of unique units is very tricky....

Dynasties of the Defenders
>Tanguts: Cavalry and Archer civ (Western Xia Dynasty, 1038–1227) - Wonder: Western Xia Mausoleum
>Khitan: Cavalry and Archer civ (Liao dynasty, Western Liao, Eastern Liao, 907–1234) - Wonder: Pagoda of Fogong Temple
>Jurchen: Infantry and Archer civ (Jin dynasty, 1115–1234) - Wonder: Chengling Pagoda

Shields of the Carpathians
>Serbs: Defensive civ (Kingdom of Serbia 1217–1371) - Wonder: Gračanica Monastery
>Croats: Naval civ (Kingdom of Croatia, Dalmatia, 925–1526) - Wonder: Church of St. Donatus
>Vlach: Infantry civ (Principality of Wallachia, 13th–19th century) - Wonder: Curtea de Argeș Cathedral

African Legacies
>Songhai: Cavalry and Camel civ (Songhai Empire, Dendi Kingdom, 14th–16th century) - Wonder: Agadez Mosque
>Swahili: Naval and Trade civ (Swahili City-States, Kilwa, Mombasa, Malindi, Zanzibar, 8th–15th century) - Wonder: Kilwa Kisiwani
>Kongolese: Defensive civ (Kongo Kingdom, 14th–19th century) - Wonder: Manikongo's Palace

Empires of the Highlands
>Tibetans: Monk and Archer civ (Tibetan Empire, Nanzhao, Khotan, Guge, 7th–17th century) - Wonder: Samye Monastery
>Kurds: Archer civ (Hasanwayhid Dynasty, Ayyubid Sultanate, 9th–13th century) - Wonder: Ishak Pasha Palace
>Afghans: Gunpowder and Camel civ (Qarlughids, Khwarezmian Empire, Ghurid Dynasty, Karrani Dynasty, 9th–17th century) - Wonder: Ghazni Minarets
>>
>>1738320

Masters of the Coast
>Vandals: Naval and Cavalry civ (Vandal Kingdom, 5th–6th century) - Wonder: Carthage in ruins
>Aragonese: Naval and Monk civ (Crown of Aragon, 12th–15th century) - Wonder: Torre de San Martín
>Somalians: Naval and Archer civ (Ajuran Sultanate, Warsangali Sultanate, 13th–17th century) - Wonder: Fakr ad-Din Mosque

Conquerors of the Seas
>Javanese: Naval and Archer civ (Srivijaya Empire, Majapahit Empire, 7th–16th century) - Wonder: Borobudur Temple
>Tongans: Naval and Infantry civ (Tu'i Tonga Empire, Tu'i Manu'a Empire, Tu'i Kanokupolu Empire, 10th–16th century) - Wonder: Haʻamonga ʻa Maui
>Tagalog: Naval and Infantry civ (Tondo Confederation, Maynila, 10th–16th century) - Wonder: Torogan

Lords of the Savannah
>Kanuri: Cavalry and Infantry civ (Kanem Empire, Bornu Empire, 9th–19th century) - Wonder: Gidan Rumfa
>Shona: Infantry and Archer civ (Great Zimbabwe, Mutapa Empire, 11th–17th century) - Wonder: Great Zimbabwe
>Soninke: Cavalry civ (Empire of Ghana, Wagadou, 6th–16th century) - Wonder: Kumbi Saleh
>>
Nobody is reading your dumb ideas, spam this shit somewhere else.
>>
My mum read it.
>>
>>1738320
Afghans could use a Camel version of the Conquistador.
Some civ should get Trash Camels too.
>>
If I see another post with new civs I shall kill myself
>>
Everyone! Let's band together and not post any new civilizations! Through power of friendship, we will keep anonymous alive.
>>
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>>1738320
>Tanguts
Okay
>Khitan and Jurchen
Combine into one
>Serbs and Croats
Combine into one
>Vlach
Okay
>African Legacies
Good
>Tibetans
Chinese opposition to an identity, combine with Tanguts
>Kurds
Okay
>Afghans
Persians and Hindustani
>>1738322
>Vandals
Goths
>Aragonese
Represented by Spanish
>Somalians
Combine with Swahili
>Javanese
Represented by Malay
>Tongans and Tagalog
Combine into one
>Kanuri
Combine with Songhai
>Shona
Combine with Kongolese
>Sonike
Represented by Mali

I can only see one Central Sahel, one deep Jungle, and one East Coast Africa civ added without being seeing as too much bloat. We could add dozens of different tribes all over but, at this point in the game, you've got to centralize and apply some broad strokes without going Southwest Forest Bantu vs Northeast Forest Bantu
>>
>>1738658
I'd suggest merging a few civs, we don't need this many.
Just blend in their tech trees and take as many units out as necessary (no cav archers for britons for example)
>>
AoE2 devs should go all in autistic with official total conversion mods that function like RoR.
I miss Age of Chivalry Hegemony...
>>
I fucking hate it in here
>>
>>1738724
RoR sucks though. I thougth it plays like AoE1 but it feels completely different.
I don't know how they managed to do this because it looks really good on first glance
>>
>>1738724
>another Age of Chivalry enjoyer
That makes 2 of us, DE port when?
>>
>>1738823
RoR is fucking great. Playing AoE1 with formations and shift-clicking is just too good.
>>1738875
It's been a decade since I last played it, I remember waiting for the HD conversion that never came to be.
>>
new civilization idea
Zerg
>Can only build units out of 1 building
>Have all the OP units in the game
>Get free scouting by spreading something called 'creep' which also boosts unit speed
>To build a building, you lose 1 worker
Unique Buildings
>All of them
Unique Units
>All of them
Team bonus
>Other zergs can build on your creep too

please subscribe if you want to hear more civilization ideas.
>>
>>1738663
what happens in the white space of India?
>>
>>1738957
Marathas
>>
>>1738944
this just reminds me how shit units are in aoe compared to starcraft. a zergling costs 25 resources compared to 80 for scout and is way faster and stronger while only having 10 hp less and requiring less tech to build.
>>
>>1738663
Aragonese should exist for the same reason Burgundians do
>>
How come the Byzantines don't speak Greek?
>>
>>1739004
Marathas weren't a formidable force in the time period of the game(900-1600) they only rose to prominence after the bongs first landed in India. Not sure what that patch is, can't find much info on it online
>>
>>1738663
Looking at this colored map really puts things into perspective how white supremacy dominates AoE2. I am shaking my heads.
>>
>>1729532
Kill yourself
>>
>>1739369
It's the difference between actually writing down your history and not doing that.
>>
Actual list of civs that matter

East Asian campaign pack dlc
>Jurchen civ and campaign
>China campaign
>Korea campaign
>Japan Campaign

Central European civ and campaign pack
>Austria civ and campaign
>Switzerland civ and campaign
>Saxony civ and campaign

Balkan battle royale pack
>Serbian civ and campaign
>Croat civ and campaign
>Magyar campaign
>Turk campaign

There should honestly be a campaign for every principality of the HRE before you consider giving another campaign to some semi tribal civ that consider two story buildings a marvel of engineering
>>
>>1739510
SHUT THE FUCK UP
NOBODY CARES
STOP POSTING
>>
>>1739515
Pygmy hands typed this
>>
>>1739519
He's right tho
>>
>>1739519
STOP POSTING
I DONT CARE FOR YOUR STUPID LITERAL WHO CIVS
I DONT CARE FOR YOUR CIV SPLITTING
SHUT THE FUCK UP
>>
>>1739515
>>1739524
Oh sweet, schizo hours.
>>
>>1739531
On the contrary, I'm the sanest man in this thread
I just got feed up with the idiotic civ spleeter behaviour here.
>>
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Remenber the times in which we actually talked about the game here, and not about spleeting literal who civs?

No? Yeah, me neither.
>>
>>1739538
>Ghostmaster massing infantry again
Nothing has changed
>>
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>>1739541
Why would I change?
>>
>>1739510
>Serbs and Croats before Vlach
>>
>>1739538
HC5 and eceleb faggots killed all interest in the game here so the only person left on the entirety of 4chan who still plays this game is (You).
No, not even me for now.
Spleeters never played in the first place.
>>
>>1739538
I just play the campaigns; Just finished the 1453 scenarios yesterday
Fetih was hard to get the achievement for, but the Greek side was relatively easy after you finally understood how Constantinople is set up
>>
>>1739538
How is blue already out did he resign or DC, how are your units on the other side of the map, looks like yellow and red are already fucking things up for grey.
>>1739612
Stop complaining and 14
>>
>>1739569
The Vlachs just aren't that interesting except for the time peroid already covered in the Dracula campaign.
Meanwhile Serbia and Croatia have a rather intense time period where they found themselves caught between empires like the Byzantines, the Carolingian empire, the Venitians, and later Turks and Austrians. Not to mention fighting one another. It also means the addition of Austrai makes more sense.
>>
>>1739538
Been playing a lot of infantry civs recently, Malians, Burmese and Bulgarians, always going for double barracks in Dark Age to get a big lead on militia on the way to feudal, followed by a Blacksmith for the infantry upgrades and straight into spamming longswords.
Use the MAAs to destroy any archery range foundation you see.
>>
>>1739734
>Double barracks in dark age
Whats your uptime like?
If your 2 barracks get scouted your opponent is probably going to go for archers which will hard counter unless he is doing a meme strat like Roman maa himself. You should make some skirms as well because 100% man at arms army is pretty easy to counter, bonus for Bulgarians is you can research Fletching plus armor quicker and at half the price so those 2 upgrades will cost the same as a regular civs fletching cost
>>
>>1739734
That's 17 on food for two racks+TC, at what minute does that eco happens
>>
>>1739812
what's so meme about Roma MAA?
>>
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>>1739662
>How is blue already out did he resign or DC, how are your units on the other side of the map
Blue tried to aggressive foward walling with a MAA rush, I simply waited to get more MAAs with backup of purple, 1vs2 absolutely demolished him.
Then my MAAs proceed to harass blue woodline, killed his spears, enabled my mate's +1 PA turk scouts to absolutely demolish the few archers he could field.
Then he resigned, beelined for green, he had 3 TCs and a castle, when I saw the first mame, I simply fucked off and went harass somewhere.
Teal was well entrenched and couldn't do shit, so I went to grey and found all these recently placed farms. Had a field day. Heh.

Lesson learn: Never throw away your units for free. Also celtic infantry is best, can be used for harass unlike regular slow infantry.

>>1739734
Incredibly risky, if the enemy goes fast feudal into 2 ARs (which is not that uncommon nowadays) you will absolutely die, he will be walled off, he will repair the ARs, maybe even towering them, he will field archers and that's game.
The only times I'd advice going double rax is on unorthodox, team oriented open maps, and only if your entire team will back up with you infantry all in. Coastal Forest, Lombardia, Mountain Ridge, Seize the Mountain, etc.
If it's a regular 2vs2 on each flank then going double rax is very bad, at most, go MAAs + skirms. Only celt MAAs manage to be viable, kind of.
>>
Mangudai DECONSTRUCTED in smart mathematical analysis by Spirt of the SotL
>>
>>1740103
I only tried this in 1v1s, but if the enemy has 2 ARs already I'm already at a ton of MAAs. The swordsmen either shred the building foundations down or the players will try to delete and build elsewhere.
Scouting is essential to prevent ARs from ever going up. Send every 4 MAAs up to their base whenever possible, the key is to make the enemy anxious by having all buildings outside of TC range taking damage. Specially effective if the enemy is walling early in Dark Age.
>>1739812
>>1739901
I don't usually look at timings too much but for that build I go up at around 20 vills to keep militias being made as feudal is being researched.
It's great to have some vills on wood and I didn't find an exact value so far but it pays off to be flexible and go for a AR instead of blacksmith as 1st feudal building sometimes.
I like to spread the barracks apart to not draw too much attention.

Incas are quite good at this.
>>
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>>1740179
>20 pop feudal with constant maa production
HOW
>>
>>1740184
Don't let food decay, go one animal at a time, use a bunch of vills per sheep and boar, get all your deer
Get stragglers first and don't build a lumber camp until they're all gone.
>>
>>1739436
That explanation really falls out the window when you look at China and Egypt.
>>
>>1740184
I think the trick is that his macro is awful so he doesn't notice that he can't actually afford to produce constantly
>>
>>1740350
He wither post a rec or this is the answer
>three militia
>maa upgrade
>vill production
>Ideally both eco upgrades
Those CAN be skipped tho but that will be a nasty castle age
>>
*either post a rec
>>
>>1740321
Both Egypt and China is considered very important even in Europe though.
You would be hard pressed to find a school child who hasn't been taught about Ancient Egypt or China.
We do have less written accounts from them though. Egypt because the language was forgotten by the locals, only to be rediscovered by Europeans. And the Chinese had a tendency to burn a lot of libraries whenever a new dynasty rolled around. Just look at how many ancient artifacts got ruined by the cultural revolution.
Because of this we know more about Punic wars than we know about Zhou dynasty history. A lot of it being considered mythological.
>>
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Grim.
Force random fucking sucks.
>>
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>tfw having a hard time vs Hard AI
how the hell do I manage my vils after around 75 pop?
>>
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>>1740533
By practicing. A lot.
>>
Give me one reason why I shouldn't main Chinese for every single map type
>>
>>1740533
Keep grinding, you'll get better eventually unless you are handicapped.
>>
>>1740533
Get bow saw right away, get wheel barrow when you can afford it and have many farms. Build your first town center on wood, you are going to need more lumberjacks as you expand and the TC will give you faster access and secure it a little more. Also build farms if you are booming or going for infantry or cavalry
>>
>>1740507
LMAO
force random is the fucking best
>>1740533
It's just overwhelming now that you are starting, just have fun practicing your macro
>>
I think it would be funny if they added a Chinese campaign, but it was Kublai Khan and structured like the Babur campaign, with the first level playing as Mongols and fighting the Toluid Civil War, then switching to Chinese for his conquest of Korea, the Southern Song, and invading Vietnam and Japan
>>
>>1732490
Thanks for your advice anons, did 10 games and ended up at 1200. Ended up loving Malians from an anon's suggestion a lot.
>>
>>1740758
>force random is the fucking best
No it's shit
>>
>>1740987
Malians is a top 5 civ right now, it was decent and above average before but the gold bonus they gave to Malians really buffed the civ, you get gold faster and a little more on your mines. How are you opening up games, man at arms is fun but scouts or archers is probably more consistent, you should probably choose the opening that will counter the opponents opening the most like Man at arms vs Franks. Play a few games with mid civs(see https://aoestats.io/) instead to get a more accurate estimate of ELO, and keep on playing the game, maybe post recs if you want critique on your gameplay.
>>
>>1741000
Enjoy democracy
>>
>>1741018
https://youtu.be/Wx7zI1W_5JI?si=yiHNtW2MKT4AbSNL
I did not vote enforce random!
>>
>>1741000
>waaaa waaaa why can't I pick my civ on arena for the gazillion time?
>>
>>1741024
Yes.
Not like Armenians are actually OP or anything.
>>
>>1741017
>Malians is a top 5 civ right now
Yeah, Malians felt very strong. A great tech tree and good eco bonuses that work from the start.
>How are you opening up games,
I've mostly been going scouts/archers and flip flopping between the two depending on the civ I'm facing. I mostly fought Britons (who I'd go scouts against and it worked every time) and Franks (who I'd go archers against since I figured my scouts would lose to their scouts, though man at arms would probably work better thinking about it). I lost 2 of my games, one to early scout pressure and another to getting out produced on knights in castle age. When should you open archers, against infantry civs?
>Play a few games with mid civs(see https://aoestats.io/) instead to get a more accurate estimate of ELO
That's fair, I'll do my next 10 games on Ethiopians and see where I land.
>maybe post recs if you want critique on your gameplay.
Are the replays sharable, or should I just record my gameplay?
>>
>>1741067
You should be able to download your recs from AoE2.net.
Archer opening is very good against civs that open man at arms like Celts, Goths etc...
Malians have got some advantages for a knights war, the monastery is a little cheaper so try adding monks to convert his knights and also you can make 2 or 3 knights to try to raid and then switch into camel. If you go camel the opponent can go knight pike, so I would recommend adding in gbeto against that comp
>>
>>1741067
>Are the replays sharable, or should I just record my gameplay?
You would have to somehow link the file here. Maybe it's small enough for catbox. Other than that, best bet is to record it. Trying to watching someone else's recorded game is a pita anyway.
>>
>>1740350
>>1740354
The point is to reach their base with a ton of MAA and keep them coming nonstop, your base doesn't need the best eco imaginable, making villagers is secondary to making more swordsmen. Around 18 MAA + armor upgrade and you can comfortably rival TCs. Burmese need 15.
>>
>>1741465
Town Center HP = 2400
Town center melee armor(feudal) = 4
Man at arms attack = 6 + 2 bonus damage
2400/4 = 600 attacks
18 men at arms is nowhere near enough, and if he is Persians he is just laughing at you
>>
Did you guys know about this? They were going to make monk designs regional for DE but they scrapped it...
>>
>>1741794
Why was it scrapped? They apparently wanted black villagers for Malians and Ethiopians back in HD too. At least for the latter I can only guess it's to stop converted villagers changing skins when they change jobs like what Native American monks do in regards to relics.
>>
>>1741906
I don't see why they wouldn't be able to change it so that the skin didn't change. Units aren't given upgrades when they're converted, surely they could also keep whatever model ID they're assigned
>>
>>1741932
It's usually because converted Villagers and Monks force an 'update' to their stats when they change jobs, possibly due to the engine now considering them as technically different units. Think not unlike like how AoE 1 villagers lose what they gathered when they change jobs.

>A Celts player converts a Chinese gold miner and assigns him as a Lumberjack, he now gathers wood faster
>A Spanish player converts a Berber farmer, has Supremacy, and makes her a stone miner, she then now builds faster and has additional stat boosts from the tech
>An Aztec monk converts a Spanish monk and the latter grabs a relic, his garb changes to the Native American one and he gets all the Aztec player's benefits including max HP

This is especially apparent in the Montezuma campaign. Can't say I've ever tried it with Bengali Rathas when they change weapons. In any case, Age of Mythology afterwards would handle all stat changes from conversions by only using the new owner's own bonuses and techs, though it is mostly only relevant in the campaigns since only a handful of things change sides otherwise.
>>
>>1741932
>Britons vs Malians new slavery meta strategy
>>
Tatoh needed to fimp, cumans can't beat camel archer
>>
>>1741794
Lithuanians do have the building graphics ingame, it can be built in one of the campaign missions, even.
>>
>>1741653
So grabbing the attack upgrade is an absolute must for this. Might be the reason why Burmese felt very good at this. Maybe Armenians are even better with feudal longswords.
The idea is to keep sending more dudes nonstop to replace the losses, unless they got super early fletching, you won't die so easily and these days players often don't garrison all vills now with the new buttons because they don't want to lose efficiency.
>>
>>1741989
Still waiting for that game rec, just curious, come on now
>>
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>>1741986
i think it's too far removed from a monastery to translate
were the lithuanians even still pagan at this point in history?
>>
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>>1741794
>T posing monks
I'm afraid of the holymen
>>
>>1742005
Yes. The christianization of Lithuania really didn't start for real until late XIV century.
>>
>>1742005
Lithuanians started Chriatianization in the 13th century with the Northern Crusades and its last pagan king was baptized in 1386. Of course. That didn't get rid of Baltic paganism overnight, so conversion of locals continued into the 15th century
>>
>>1741794
I remember seeing some voobly games casted by T90 that had the Mediterranean style in them, was that a mod?
>>
>>1742349
The Forgotten started out as a mod that had Italians. But Kangz and Rajas civs were also all backported from HD to CD at some point as 'Wololo Kingdoms', to basically play the former's content and balance in a more stable online environment since HD was not considered reliable for it.
>>
>>1741794
>No inquisition Monk
ZEROEMPIRES GIVE ME BACK MY UNIQUE SKIN REGIONS
>>
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>plan on scout rushing my opponent
>his scout takes a stroll through the front of my base and sees my stable
>when I'm at his door he's almost fully walled and has 4 spears on the only entrance to his base
cheater
fucking cheater
I deserve that win, I made those 4 scouts with so much effort
nigger
>>
>>1742005
It should be more of a constructive than this, otherwise it looks like it should be traversable like a town centre
>>
Make knights 3X expensive
Reduce archer firing rate by half, increase cost by 2X

Meta = fixed
>>
>>1742973
Honestly I would reduce the stats and price of Knights equally to something like 70 hp 7 attack 40 food and 50 gold just so counter units like Pikemen have an easier time against them
>>
Terrible suggestions
>>
>>1740504
>Both Egypt and China is considered very important even in Europe though.
Not what we were discussing.
>>
TheViper uses too many exclamation marks in his Youtube video titles
>>
>>1743156
>not using DeArrow to reduce the exclamation point spam
>>
>>1743240
Didn't know about this, I will use with sponsorblock and clickbait remover for youtube, nice
>>
Tatoh winning RBW:L and its consequences have been spectacular for the human race.
>>
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We're getting AoM Retold before October from the look of it. Or at least that's Microsoft's plan. I hope they won't rush out buggy mess.
I wonder what Vietnamese are thinking about using RoR version of AoE1. Even if it's the most up to date version I don' know how it was received among pro AoE1 players.
Also no love for AoE3. The only AoE skipped. And all dlcs to the DE were about adding factions for multiplayer. Sad!
>>
>>1743027
>Just make this gold unit work the same as a goldless unit
Knights are fine in stats, they should just require a research to become available, and both archer training time and crossbow tech should be higher.
>>
>>1743498
archer line already was nerfed this way and it lead to current knight meta.
>>
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Overlap between aoe2 players and the subreddits they visit.
>>
>>1743322
El Reinado de Tatoh...
>>
>>1743411
Oh snap, nice!
>>
>>1743605
We actively bully trannies in their DMs, aoe2 community is notorious for that. Also go back trannie
>>
>>1743605
What vidya community doesn't have trannies? Honest question.
>>
>>1743605
It's not hard to deduce that half this thread is autistic trannies
>>
Why is this website so obsessed with faggot shit
>>
>>1743631
Trannies are men who think they're women, 4chan users are autists who think they're normies. They find them relatable.
>>
>>1743553
Archer line should be nerfed FURTHER in this way and knights should also take a shitload of time to create. I'd go as far as saying Stables and Archery ranges should cost 200 Wood instead of 175.
>>
>we need to slow the game down
Good god you people are fucking bad
>>
knight/archer spammers have ruined the game and should be hanged
>>
Nobody is stopping you from maa/skirm and ending the game in feudal
>>
>>1743739
you won't be happy unless somewhat 100vs100 spears poking each other for half hour will become meta, devs could nerf knight so badly that you can only recruit single knight per stable and you would still complain.
>>
>>1743710
Absolutely not, I'd argue for all buildings to have less HP in general.
>>
Is full maa a good play against market niggers?
https://www.youtube.com/watch?v=TFKZCiIUgcM&t=242s
>>
Also, is mass pikes a good play against monks? The other player will need to address the issue and if they get converted they will be fighting against other pikes
>>
wheres the mexican ghostmaster? we need more gameplay pictures for people to bitch about.
>>
>>1743962
He's not going to post with if you have that attitude
>>
>>1743970
what if i say pretty please? :)
>>
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>>1743971
Alright fine.
What topic you wanted to complain about today?
>>
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>>1743977
should i start with 1v1 ranked or teamgames ranked? ive only played skirmish so far, but thought i'd try out some ranked.
teamgames interest me more, but im worried about people dropping early or encountering a bunch of teamstacks. maybe 1v1s would be better to start, but then theres smurfs to maybe worry about.
>>
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>>1743989
If ELO worries you this much, host unranked lobbies and duke it out with players, you might find either noobs or pros but if you lose or win, no score will change.
Once you will realize ELO is a borderline useless number that you should not let affect you mentally, then start with 1vs1s.
I'm not going to sugarcoat it, you most likely get shitstomped during unranked and first matches, since most likely you will face stronger opponents than players on your level, but once you got kicked down to your proper ELO level, you will start having proper matches. Smurfs will always be an issue and there's not much you can do besides improving at the game.

If you want to do team games, then I HIGHLY suggest you get a team games friend, because playing with randos fucking SUCKS.
Team game arabia are the most aggressive and execution heavy team ganes, but also the most stale, gets boring fast
BF, after the first clown fiesta in the first minute, is relatively a boom to imp map, shenanigans can happen but not often, if you hard wall up. You can try Michi but gets boring fast unless you enjoy boom simulator.
Arena is more of my thing, and while I'm biased, it's kinda fun, you really need to have your fast feudal and fast castle game on point, and guess what your opponent will do. Countering teuton trushes and castle drops are must have skills to have.
Then you have unorthodox team games map like Lombardia, Seize the Mountain, Coastal Forest and Mountain Ridge that are very fun but very team reliant, you need a coordinated 4 team game.

But honestly, just play the game man, shit will happen, victories will be had, you will never improve if you never try. Take the defeats on the chin like a big boy and you will get throught eventually.
>>
>>1743992
i know i'll get my ass kicked for awhile to go down in elo. i just didnt want to finally fall enough just to get every third or fourth game against a smurf.
>need a friend
RIP. i think i'll try out 1v1s later this week and get ass-raped for awhile.
>>
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>>1743994
Sorry but I have to be brutally honest.
Then again, you MAYBE will NOT face Smurfs, maybe you will face legit players.

Also, I highly recommend you know and memorize China time. If you play during China day/night, you will be most likely face Chinese players. If possible, try to play during odd China hours.
You will understand when you play ranked.
>>
>>1743997
>during china day/night
that doesnt narrow it down. do you just mean 9am-8pm china time on the weekends and 3-8pm (i presume their schools get out around 3, idk) weekdays is going to be filled with chinks?
>>
>>1744004
Around 8 pm and 3 am China time, you will encounter the most chinks at that time, and even more during weekends.
Tho this is an issue for team games, I think for 1vs1s it's whatever.
>>
>>1744021
>3am
damn, the chinks are serious gamers if theyre getting up that early for aoe2 before school/work.
>>
>>1744025
nah, they does it just to annoy rest of players.
>>
>>1743962
Celtfag post literally from hyperborea
>>1743994
Try playing against the extreme AI and get comfortable defeating it and then take good care of your timings, macro and overall build orders. I really don't think smirf at that level are a thing, is just that the low Elo is such diverse place when it comes to mechanical ability.
After 1000 games (500 wins and 500 loses) take a step back and see your progress
>>
I heard Burgundians are fun, should I just buy that and the other two $5 DLC packs for the civs? I only just got this game but I really like it and even got a friend to play it with me.
>>
>>1743977
>Ghost lowest score
Nothing changes
>>1743989
smurfs aren't as common as you think, you only have yourself to blame in 1vs1
>>
>>1743997
What's wrong with Chinese players?
>>
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>>1744165
>Lords of the West
Burgundians play like spoiled rich kids, getting early eco techs and some power spikes with an otherwise gold-intensive army.
Sicilians build funny towers that train a hardy infantry unit, but are generally played as a cavalry civ.
Campaigns will be a bit more fun if you've gone through the Age of Kings ones.
>Dawn of the Dukes
Poles have access to a solid unique infantry unit and gold-discounted Knights. Farm bonus is strong but placement relies on a unique mill.
Bohemians weaponize gunpowder earlier, with boosts to support units.
As a set, it's probably the best for campaigns; play it in chronological order.
>Dynasties of India
Neither of these can train Knights, and elephants replace their cav archer and ram lines.
Bengalis play around elephants, monks, and a unit with ranged and melee stances.
Dravidians eat pretty well with infantry and navy bonuses, but have an infamously bad Stable.
Gurjaras have a different game start that instead preserves sheep, and more or less reward playing using hard counters. Playable in the Prithviraj campaign for free.
>Return of Rome
Romans have strong infantry that benefit from their UU's aura buff. Also, Scorpions getting like three different bonuses.
AoE I ported to II DE with three newer campaigns for that game is the meat and bones of this DLC otherwise.
>The Mountain Royals
These civs have camps replaced by mobile carts and make bigger Monasteries.
Armenians can get early infantry upgrades and an infantry healer, supported by anti-armor archers and some amplified eco techs.
Georgians lean towards cavalry and a slew of defensive perks. Churches make their villagers work a lot faster.
>Victors and Vanquished
Only bother if you've exhausted everything else for campaigns. Very mixed bag.
>>
>>1744169
Language barrier
>>
>>1744169
1. They are Chinese and
2. the lag is insane
>>
Is ballista elephant broken? In a 4v4 team game if you cant break the Khmer player before Castle he'll just boom till you suddenly have 60 Ballista Elephants wrecking havoc on the field. Those elephants can take out a paladin horse twice their number with ease.

Had this happen to my team once and since then we've adopted the strategy too, keeping the Khmer player safe until he can field Balistas. In games where the Khmer player isn't on flanks the outcome is pretty much decided by mid Castle, nothing can counter Khmer Ballistas once they get rolling.
>>
>>1744345
Roman Scorpions melt Ballista Elephants
>>
>>1744349
Easily countered by 10 light cav
>>
>>1744345
Most games are decided before there is 60 ballistas on the field, celts would wreck a ballista stack
>>1744352
lol no
>>
>>1744167
>>Ghost lowest score
Say that after getting trushed
Also post your own screenshoots.
>>
>>1744345
We could have this discussion about every civilization, every civ can field big ass undefeatable death ball if you give them time.
>>
>>1744413
What's the deathball for poles?
>>
>>1744415
Archers of course
>>
>>1744415
>1v1
A million cavaliers
>TG
They have jack shit
>>
>>1744415
Obuch + arbs, hussars + arbs
>>
>>1744352
>10 light cav killing massed roman scorps
how retarded are you
>>
>>1744502
Skill issue, learn to micro noob. 10 LC destroy scorpions ez
>>
>>1744165
>he has aoe2 friends
lucky.
>>
>Lets build a wall to keep those dirty peruvians out
Got in anyway, he forgot about the sides, castle age eagles feast on villagers
>>
>>1744575
dumping few eagle warrior straight in enemy economy minute in castle age is always fun.
>>
>>1744579
I waited for eagle 2 for more damage
>>
>>1744165
All of the civs are fun enough to be worth getting if you get paid in USD.
To give my take:
>Burgs
Franks for people who want to be respected. High skill floor, and requires both close attention to unit micro and a learned understanding of every eco tech and imperial-age unit line.
Has possibly the best wood economy of any early castle age civ.
>Sicilians
Cheesy gimmick civ that can be turned into a very strong conventional civ, but whose balance will always be dictated by 850 elo players. The farm bonus is especially noteworthy.
>Poles
Cheeser cav civ with decent enough options beyond that and a respectable vill survival bonus. Finicky farm bonus, but it's not bad, and the UU can be either the best or the worst thing you've ever seen, depending on the matchup and how confident you are with arb micro.
>Bohemians
Great at what they do, so long as you don't forget you have access to cavalry. Hussite Wagon cheese is popular nowadays, but it's still a supplementary unit. Tons of potential for micro abuse with bonuses leaning towards forward archers/siege/pikes/monks and strange quickwalls via blacksmiths/unis. Early hand cannoneer can become a nightmare for mesos, and chembows with free gold upgrades are a menace.
>Gurjaras
Berbers remade by knight-hating extremists. Pick up this civ if you know the game inside and out and worship MbL.
>Dravidians
If you get somewhere with this, you'll be highly respected no matter what you do. Naval/Infantry civ. Play Malays first.
>Bengalis
Elephants for the Elephant civ, now with usable knights and cav archers. I'm optimistic here. Has something for everything, including water maps.
>Romans
Very straightforward Infantry/Siege civ that wants to end the game before Imp.
>Armenians
Like Romans, but with flexible eco hacks, special infantry options, relic-hoarding, and anti-PA archers.
>Georgians
Monaspalol. Enjoy your freelo.
>>
File: 4710248102893810238012.png (2.55 MB, 1439x809)
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>Archers get cleaned up in feudal age
>Still insists on playing archers
>Has the audacity to 3 tc boom off of this
You are getting castles, rams and conquistadors and you are going to like it, Spanish are the superior real life civ too
>>
>>1744662
I've forgotten: How do Aztecs fight Conqs?
>>
>>1744663
rams and skirms I guess?
>>
>>1744663
By having 80 hp monks in castle age
>>
>>1744663
On low numbers, monks, camels can work too
In high numbers, crossbows and/or skirms with ballistics, add a few meatshields to tank conq fire
Light cavalry can also chase down conqs but it is very food inefficient

Ballistics is a must have, buy time with monks or camels and then switch to ballistic archers
>>
>>1744673
>On low numbers, monks, camels can work too
>camels
Teach me your wisdom, Mesoberber.
>>
>>1744681
Just... Make camels or monks?
I'd actually priorize getting husbandry and bloodlines on camels, blacksmith wont do much for you given the damage output of each unit
And monks, priorize monk numbers, a group of conqs will 1 shot a monk regardless of upgrades (aztecs being the only exception to the rule here), "otherwise you need to have your micro game on point
Hotkey every monk individual so you quick convert a lot of individual conqs at the same time.
The other approach would be to just chill behind walls, get town watch for LoS and just threaten conqs with converts if they approach you.
Sorry to tell but monks vs conqs is a matter of getting monks out asap and having good micro and mechanical skills, not as much as strategy.

The only strategy you can employ is to have map control in late feudal to early castle. Often what kills you are not necessarily the conqs themselves, but the castle parked on your frontyard.
Deny foward castle drop and you are halfway defeated the Spaniard.
Same reasoning why denying castle drops are HUGE in arena.
>>
>>1744695
The post you originally replied to asked about Aztecs specifically. Trying to mass camels as Aztects seems difficult.
>>
https://www.ageofempires.com/news/age-of-empires-ii-definitive-edition-update-111772/
new patch
no handcannoneer buff like we were all hoping for, but there were some other nice buffs in it.
>>
>>1744710
Oh. Guess I'm retarded then.
Monks and ballistic skirms, Atlat ballistic aztec skirms shuts down conqs super hard.
But honestly everything I said still applies.
The only thing am unsure about the bonus hp monks thingy, which given conqs focus fire damage output, I'd still priorize monk numbers over tanky monks
>>
>>1744713
>All scout units can auto-scout
Will this be meta breaking?
>>
>>1744720
No. There's no reason it even would be. It's a random movement option.
>>
great patch, game crash in queue.
>>
>>1744720
maybe if you are turbo lazy, autoscout is horribly ineffective.
>>
>autofarm
>autoscout
What next? auto deer pusher or alarm if you are 3 pop away from being housed?
>>
>>1744746
Autoscout is often better than letting your scout go idle. I think this will be mostly helpful in the campaign.
>>
>>1744695
>Hotkey every monk individual so you quick convert a lot of individual conqs at the same time.
That's interesting, I've been playing for decades and never thought of handling monks like that.
>>
>>1744768
Related
https://youtu.be/q879j3ydfw8?si=qr8xEXkQ5rFwZ6Rc
>>
Is the meta to keep your herdables as Gurjaras or just kill them for the early food
>>
>>1744720
if i train 10 scouts and send them all off, do they go different directions or retrace each other's steps?
>>
>>1744817
TheViper eats them in late feudal
>>
>>1744820
Auto scout always defaults to the bottom right corner of the map first I think
>>
>>1744817
Hold them until you have immediate need of an additional food source, or until shortly before you go to farms.
>>
>>1744817
I think I'm mentally ill because I am unable to convince myself that there isn't more value in just holding them forever. Killing them makes an infinite food source finite.
>>
>>1744834
It's a momentum deal. You get about as much food from the latter 5 sheep as you do from setting half of a villager onto food. The remaining 3 are the other half. At some point, you may choose between moving to farms or just having no food (especially since only one vill can gather from a farm at a time). That's when the value of this will become obvious.
>>
>https://docs.google .com/document/d/1cOxwbjKAvEntnKvUS_P9FapgG028rcnFmc01rteqm_I/edit#heading=h.9r9yndhc5px3
HOLY AUTISM , this guy really want pic like >>1736864 to be the civ select screen
>>
>>1744834
Its not an infinite food source if you die
>>
i'm not clicking on your advertisement
>>
>>1745113
>Crusader Kingdom dlc idea
>List noble houses
AH yes lets open that rabit hole
>>
>>1737394
Manchu bows were famed for their large size and heavy arrows. Maybe the chinese/tibetans could get composite bowmen?
>>
>>1745154
Arbalest was invented in France so franks should get arbs, oh you can give organ guns to brits and remove trebs from meso civs.
>>
Middle control = domination
Khmer have galleon and bracer, don't be afraid to go water with them
>>
>>1745191
Is that megarandom?
>>
>>1745134
>artificial kingdom as a civ
>noble houses as a civ
Smartest civ spleeter. Fucking idiots
>>
>>1745158
meso civs should get gunpowder for free in imperial age
>>
>>1745191
erm, if you watch the hidden cup game, middle control didnt matter.
>>
>>1745212
It's a new random map.
>>
https://www.youtube.com/watch?v=Uqz89ugr-Ng
>>
>>1745289
Buy an ad >:(
>>
>>1745292
Faggot, SotL is kino
>>
>>1745295
Just a prank bro
>>
>>1745289
i dont like it, but im not that mad about it being in the game. i liked seeing funny farms.
i do dislike autoscout for more than 1 unit at a time and think he poses a valid point about them maybe moving to a seek and destroy option which i would absolutely hate.
he says other RTS games have that option, but i have never seen it from the dozens of RTS games i've played.
>>
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>>1745306
I dont buy it.
Fuck off.
>>
>>1745308
I buy yo mama for cheap haha libs owned again
>>
Stupid fucking chink paused the game and never came back, -16 puntos I hope the shitty chink gets banned
>>
>>1745307
Wasn't seek and destroy a thing for Supreme Commander? I know it was in some mecha and tank rts.
>>
>>1745307
Seek & Destroy would be an absolute non-starter. That's a petition and a half.
>>
File: 20240502011339_1.jpg (579 KB, 1920x1080)
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I'm watching some low elo players and I love what I see, too bad I didn't last in 800 elo too long.
>>
You go three range crossbow, I go three range cav archer, we are not the same.
>>1745670
Double the ELO equals half the fun, it must suck to be Hera (excluding all the monetary benefit)
>>
>>1745716
TAC mexicans
haha
>>
>>1745716
must be suck to keep grinding over and over same 19 pop scout rush not for fun but to gain that not so precious elo.



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