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/aoeg/ - Age of Empires General: The last Chieftains edition

last thread: >>2326883

Im currently playing the Arariboia campaign, after being done with Lautaro. And i must say, im actually having fun with this campaign. The flow and the design of the maps is so much better, theres so much more triggers and epic cutscenes, and it makes me so freaking mad because the Lautaro campaign in contrast feels like some shitty custom campaign from 2011. And even worst, they turned the biggest victory of an american tribe vs an european invader into a fucking Pocahontas movie. As a chilean im platinum mad for what they did. Fuck Forgotten Empires, im leaving a negative review on steam.
>>
https://www.youtube.com/watch?v=4uXxCFMCjxw

Also SotL tested the new balance of ships, Hulks pretty much destroy everthing. And a hulk + fireship army is just unstoppable.
>>
There's so much unit spam in the last chieftans campaigns. I honestly miss 75 unit popcap.
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>>2355290
catapult galleon is a poor man’s cannon galleon, but catapult galleon (proto-chinese) outperforms the cannon galleon? how the fuck is that supposed to work
>>
>>2355335

simple
one is designed from a complete gameplay balance perspective
the other is designed to pander to all the chinese playerbase and their stupid money because "CHINA N°1 MEDIEVAL SUPERPOWER"
>>
*Makes 20 cannon galleons on 4 lakes*
Gl hf
>>
Lautaro died thinking about a crunchwrap that's crazy
>>
Reminder that 1299 is low elo
>>
>>2355500
1302 here. been thinking about going pro...
>>
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Here's your viking spleet, you rike?
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>>2355619
I'm against vikingspleet, but, if done, only two are needed: just a Denmark-Norway (Norse) and Swedish-Geats (Varangians) because those people groups (ie, civs are besides 3K) weren't diverse identities, mostly political
>>
>>2355290
>hulks, which are boarding ships, counter turtle ships, which are dedicated anti-boarding ships
huh?
>>
>>2355290
Hulk + galleon is better, of course if you no micro patrol a stack of galleons into the hulks of course they die. In feudal age fletching galleys kill hulks in 15 shots, imp galleons kills in 13.5 shots, you have good damage output you just need a frontline so you can protect your galleys. Byzantines are a little different, fire galleys are almost equal to hulks until attack upgrades come in
>>
>>2355287
Lautaro was pretty annoying and Mapuche voicelines are so awful I can't stand playing them
If I ever hear a
>Mary Mary
again, I'll fucking snap.

Tupi voices are much better, with the female villager being top 5 sexiest females. The narration is quite bad though.

Muísca campaign was the best, THE SON OF THE SUN is such a compelling character, loved him even if the main dude was bland.
>>
>>2355290
>And a hulk + fireship army is just unstoppable
Isn't that hard countered by demos, shore defenses, monks, etc
>>
>>2355780
Mary Mary is so annoying it got stuck in my head and I don't even have the DLC, just from watching people play Mapuches.
Their battle cry is even worse, the one where the VA sounds like he's lowering his volume by the end.
>>
>>2355500
Its like top 25% but this game is mostly played by boomers who refuse to learn build orders or hotkeys and bank 1000 wood by feudal age. It's not hard to get past that elo.
>>
Spleet Celts (Irish & Scot)
Spleet Khitian (Tangut & Khitian)
Spleet Aztec (Mexica & Zapotec)
Spleet Maya (Maya & Tarascan)
Spleet Slavs (Scleveni & Rus)
Spleet Khmer (Khmer & Mon & Thai)
Spleet Ethiopia (Abyssinia & Adal & Oromo)
Spleet Saracen (Syrian & Egyptian & Iraqi & Arab & Yemeni)
Spleet Inca (Wari & Polynesians & Inca)
Spleet Japan (Taira & Tokogawa & Takeda & Minamoto & Hōjō & Oda & Otomo)
>>
>>2355835
>Spleet Aztec (Mexica & Zapotec)
>Spleet Maya (Maya & Tarascan)

I want these solely because we need more Eagle Warrior civs. Losing Incas in that pains me greatly and none of the new civs stupidly has no Eagle Warrior at all which is an enormous shame.
>>
Replace xbow with LB and arbs with ELB, and give britons a new castle unit. Some type of special halberdier could be kino, but idk.
It's basically never worth it to go for LBs as it is, only in TG and on forward castle playstyles.
>>
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when will they buff handcannoneers?
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>>2355841
No, stop ruining old civs.
Revmap Forgotten onwards civs instead, like Vietnamese.
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>>2355840
this, and update their architecture set
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>>2355835
Unique Unit ability Idea

>Ambushers
The Unique unit does not appear on the minimap.

Obviously it'd still give attack warnings, but a higher chance of catching people of guard with strategic movements.
>>
>>2355939
How about no?
>>
>>2355825
nobody floats wood in feudal after 1000 elo, they float it in castle age
>>
does hera live in some sort of 3rd world ghetto?
>>
I spent some time today refining my ideas for Vlachs
>Defensive civ
>Get pastures and fortified churches
>Spears take -40% bonus damage
>Spears, Skirms and Light cav attack 20% faster starting from Feudal
>Fortified churches +2 range
>Pastures upgrades free
>Team Bonus: archers deal +2 against cavalry
>UU: Calaras (fragile Cav Archer strong against cavalry and gunpowder, weak against infantry and archers)
>UT Castle: Scorched Earth (enemy units receive additional damage near your own damaged buildings - not DoT or other crap like that, more like your own units getting hill bonus against enemy units near your damaged buildings)
>UT Imperial: Night Raids (Light Cav and Cav Archers including UU heal for 30% of damage inflicted)
>Barracks: no 2H, no gambesons
>Archery Range: no HCA
>Stable: no Pala
>Blacksmith: missing last melee attack, last inf and last cav armor
>Uni: no fortified walls, no keep, no architecture (overall meant to have weak conventional defenses which the boosted fortified church is meant to compensate for, both because of its novelty but also because it has a historical basis - Ottomans demanded that both Moldavia and Wallachia tear down existing fortifications and were forbidden from building new ones so Vlach voievods used to fortify churches instead and justify those as "minor defenses to deter raiders and bandits")
>Navy: not sure yet but really crappy and generic
>>
>>2356197
Oh yeah, I should've clarified that UT imp only applies against "human" units, so it doesn't work against navy, siege, buildings
>>
>>2356197
>Another lightcav attack speed bonus
>Another cavalry lifesteal bonus
>Weird ass castle UT

Cool team bonus though, but it just pushes the civ towards a ton of different directions.
Also Pastures + Churches might be interesting.
>>
>>2355290

WHY IS THE HULK NOT A SLOW DEFENSIVE UNIT like Pikemen against the Fire Ship's cavalry or something
>>
>>2356203
Yeah, it's a bit weird because it turns out coming up with new stuff and worrying about balance and trying to avoid completely unique gimmicks is hard.
Basically I wanted to accomplish 3 things which I view as core to the civ identity:
>Meant to be a fragile civ both offensively and defensively that can't really win easily in a straight fight so instead relies on good trades, trash units and a mix of potent raids and very annoying to fight on their own home turf
>Implement both pastures and fortified churches as making the regional buildings more common would expose players to them more and make them less weird to play against + we do have solid historical basis to give Vlachs both
>Since cavalry was used extensively by everyone in the region and I envisioned this as a 3 civ DLC with Serbs and Dalmatians/ Sclaveni/ Whatever I wanted to give each one a different type, Serbs would get a heavy cavalry and the West Balkan civ needs the Stradioti, no other real choice desu than a cav archer
The idea with both UTs is that they are significant but situational bufrs to the Vlachs that would force the other player to prevent the Vlachs from fighting on their own terms, much like how Ottomans eventually dealt with them. As long as the Vlachs decide where and how you fight them they win but if you deny them the opportunity to harass you or be a general pain in the ass you can win since they are a fragile civ designed to slow you down and bleed you out.
>>
>>2355290
>>2355758
>Warship with a close range melee attack. Strong vs. Fire Ships. Weak vs. Galleys.
My ass. Was playing the Saladin campaign the other day and in the last two scenarios a couple of hulks were capable of shredding every fireship and galley effortlessly.
>>
i'm coming back after 2 years, are georgians still insufferable?
>>
>>2355939
>The Unique unit does not appear on the minimap.
Only pro players look at the mini map anyway
>>
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what do Albanians have to their medieval history besides Skanderberg (who was Serbian) and being Byzantine/Turkish subjects
its like the Vlachs and Dracula
>>
>>2356275
Czechs are Slavs? I thought they were central Europeans sort of like Southern Germans. I forgot the official name of the race.
>>
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>>2356280
Bohemians
>>
>>2356109
There are plenty of players above 1k who have market economy,1500 and below is complete shitter territory, micro/one trick civs can only carry you so far.
>>2356155
Is Argentina 3rd world ghetto?
>>2356247
>Doesn't know about 3 kingdoms yet
>Doesn't know about champis
>>
>>2356290
>Bohemians
Thats not a race but sure
>>
>>2356155
his skin color tells you the answer
>>
I really like how civs in AoE4 actually have unique mechanics instead of a couple different units and modifiers. Would be cool to have a RoR-style DLC for it since I'm generally biased against all civilizations after antiquity.
>>
>>2356393
2
>>
What do you guys think of this civ design I just came up with?

>Civ (Archer & Monk Civilization):
- Monks +1/+2 range (In Castle Age/Imperial Age)
- Units (10 pop space) can garrison and heal inside monasteries (2x the speed vs a Town Center)
- Towers (incl BBTs) costs -50s
- Wood cutters drop off 10% extra
- TEAM Bonus: Trade Carts +2/+1 Armor

>UTs:
- Castle: Palisade Walls gain 200% HP, +1/+1 Armor
- Imperial: Archer-line & Towers receive +2 attack against Infantry
>>
were burmese always labeled as "infantry and cavalry civilization"? I could've sworn the techtree showed them as "elephant and monk civilization"
>>
>>2356371
The Czechs migrated into and lived in Bohemia for most of their recordable history
Calling them Czechs instead of Bohemians is a modern ethnonymic development
>>
>>2356437
Monk range is probably something that should not be messed with. Garrisonable monasteries is just fortified churches. Dropping off more wood is not a very interesting eco bonus and imp tech is kinda useless. Castle age tech, cheap towers and team bonus are interesting bonuses.
>>
>>2356109
I've seen people float 1k wood in feudal at like 1400 elo when coaching. You overestimate how good 1000 elo players are
>>
>>2356472
>Monk range is probably something that should not be messed with.
Why not?
>Garrisonable monasteries is just fortified churches.
No, because Fortified Churches shoot arrows and boosts eco etc. And I don't think they heal up units.
>Imp tech is kinda useless.
It would help a lot against Eagles, Champis, Huskarls, Ghulams, Champskarls, well all infantry units actually and is a way to get around not having Hand Cannoneers. I think techs that are situational and not great in every matchup or game are the best.
>>
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Why the hell the incas have those mapache wood totems in their UI?
>>
>>2356477
>Why not?
Have you never played the game, 10 range monks convert everything inside arena and out of arena too, there is a reason why block printing is an imp tech
>>
>>2356486
They only have 1 additional range in Castle Age. Briton Crossbow have 1 extra range too, which is way better and more useful in most situations.
>>
>>2356479

because the UI is for regions, not for specific civs
same why Mapuches have Incas stone walls despite never building any
>>
>>2356530
NTA but I was going to correct you since I was 100% sure UI was unique for each civ in AoE2 and was architecture specific in AoE1 only but apparently they didn't bother with unique UIs for DE and I just never noticed 11
Kinda weird DE specific downgrade
>>
>>2356821
the faded picture in the center panel is unique for each civilization
>>
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>>2356364
>YOU HAVE 1499 ELO YOU NOOB FUCK!!!
>>
>>2356477
Monk range increase might be fine if the civ misses out on redemption/attornment, they would be able to convert stuff without them being able to fight back on closed maps.

Fortified churches heal at double the rate of castles.

I guess I didn't really think about high pierce armor infantry.
>>
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There's a fun potential civ bonus that's always been buzzing in my head for years, I already know it's great but you guys should be made aware of it too:
>Castles can serve as drop-off points for all resources
I will be signing autographs out front
>>
>>2357170
>barracks can act as a food drop off point
>archery range can act as a wood drop off point
>stables can act as a gold drop off point
thank you, thank you, i'll be here all week
>>
>Posts garbage ass idea for a civ
>Haha wouldn't these civ bonuses be funny
We don't need anymore civs and frankly nobody gives a shit it but you want to feel like a reddit intellectual by suggesting obscure literal who civs
>>
lmao games with the new civs usually end below 20 (real time) minutes
faggots kept asking for more dark age action and now they are complaining, almost as if people don't really know what they want
>>
>>2357170
Delhi in Age4 can do an upgrade to turn their keeps into TC's, I always forget to use it effectively
>>
>>2357234
they just made it too strong, its getting hit with a significant nerf in a week. I think its still going to be strong, just more fair now and can actually be countered without going champi yourself.
>>
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https://www.youtube.com/watch?v=AfBeEV9vHzo

They literally destroyed the champi warrior

>reduced attack
>reduced speed
>cost increased
>trained much slower
>upgrades cost more in feudal and castle age
>builds outposts slower
>no extra LOS so they are actually one of the worst early scouts in the game
>removed any bonus vs buildings

hope you are happy assholes, now the southamerican civs have no opening in dark age
>>
>>2357303
Good.
>>
>>2357303
>noooo my OP cheese strat is nerfed, I'm going to lose 300 elo!!!
>>
>>2357309

bro is not the dark age strat, you cant even open with champis even like you were making a maa rush, because they wont train fast enough to arrive to enemy base before they already have archers ready.
>>
Newfag here
What was more busted, cumans at release, khitans at release or champi civs at release.
>>
>>2357317
Meant to "?" at the end.
>>
>>2357317

cumans by far because at the time, patches came every 3 months, and unlike the champi rush you couldnt stop the cumans from double walling their base and just booming to castle with 20 steppe lancers

it hasnt even been 3 weeks and they are already fixing the SA civs

Khitans were also terrible but because the 3K was so unpopular there wasnt that many khitans pickers on the ladder
>>
>>2357131
>Monk range increase might be fine if the civ misses out on redemption/attornment, they would be able to convert stuff without them being able to fight back on closed maps.
There's always a way to fight back. You could say the same about Briton Crossbow with their extra range. "Well Mangonels can't hit them anymore". That's just not true. Also monks are a niche unit. But OK thanks for your thoughts anyway.
>>
>>2357317
champis > cumans > khitans
>>
>>2357317
Huns
>>
>>2357303
they really raped the Incas this DLC, removed eagles and swordsmen and got this dogshit unit instead that is now completely useless, and slingers got way harder to make in the midgame since they're so food heavy now

Inca literally cannot do anything except straight archers now, there are no other viable options until imp, the american civ that used to be the flexible counter-focused one is now the most limited in options

and we didn't even have to pay for the DLC to get violated like this

FUCK CYSION AND FUCK FORGOTTEN EMPIRES
>>
>>2357303
the design of the champi warrior was retarded in the first place. I remember an anon here asking for a dark age unique unit, I hope he sees why shit like that is always a bad idea.
Should have just given them militia instead of trying to be quirky
>>
>>2357204
fug off
>>
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Castle dropper has no concept of "sunk cost fallacy"
>>
>>2357170
Thracians in Chronicles can drop off at towers and castles
>>
>>2357371
Jeeted & Flushed, sensual victory fragrance by TheGhostmaster™
>>
>>2357400
post hand and Elo rating
>>
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Siege tower jumpscare

>>2357400
My god will you ever shut the fuck up?
>>
>>2357424
I actually find jeetmasterposting funny, sorry not sorry
Also
>Fortified Wall
Does that ever make an actual difference
>>
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>>2357463
>Does that ever make an actual difference
Usually yes but not in this case in particular
>>
>>2357424
>My god will you ever shut the fuck up?
My god will you ever stop immigrating into the first world?
>>
>>2357483
>argentina
>first world
maybe in 1940
>>
>>2357483
That's more of your thing, since you are indian
>>
>>2356275
>Slavs_explained.png
Surely, all of you my fellow slavs find this incredibly cringe?
>>
>>2357360
yeah i'm actually really mad, they were my favourite meso and now i'll prob never touch them again since i have no interest in this champi warrior
>>
>>2357360
>slingers got way harder to make in the midgame since they're so food heavy now
and they aren't nearly as anti infantry as they were, which made them unique and fun
they honestly fucking suck now, trash slingers are trash indeed



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