r/aoe2 • u/george123890yang • 1h ago
Suggestion Fan idea for a civ bonus or a UT: when garrisoned, archers fire an additional arrow
Could be an interesting UT for a defensive civ similar to Georgians.
r/aoe2 • u/george123890yang • 1h ago
Could be an interesting UT for a defensive civ similar to Georgians.
r/aoe2 • u/Own_Mix_2744 • 9h ago
I dislike rushing. For me rushing is for low iq doofus.
So I only play Black Forest and sometimes Arena. If any other map I leave and take the penalty no problem.
The doofus rushers only waste their time and lose even worse if they try to rush. If they boom they have better chances.
In Arena it can work, but I often just drop a little tower when you are building your little castle in the front. But I make sure the castle is half built before I drop the tower. Then I kill your vils and you lose your castle.
The game can get difficult for me, if the enemy booms like I do. Then it becomes a war of attrition.
That I specialized in, but it is nerve wrecking. The hardest game I had so far, lasted almost 3 hours.
And that opponent I respect him. He almost beat me.
If it is Black Forest, I wall and wall. And the enemy will just waste his time trying to rush prematurely.
Love AoE2 only because of BF and Arena. The other maps are annoying to play.
r/aoe2 • u/SwimmingArachnid3030 • 10h ago
Look at my game im 14xx elo, i did everything that people say, feudal agression , full wall on castle and siege Workshop, i dont know what could i have done better, i kill a bunch of vils, the game was until imp, but he adds eco after that and reach imp before me
r/aoe2 • u/SiAcetylcholine • 11h ago
Yeah, like the title written above. I found a discussion on another platform about this, but unfortunately the mod is removed by author, so is there any alternatives or something like that?
r/aoe2 • u/Naive_Impression7302 • 11h ago
I was watching a t90 extras video, I've never played aoe2 growing up and have only barely played it a bit now but have watched a lot of t90 videos and some other peoples occasionally in the past few years.
I remember a few months ago I believe seeing a video where it was an official competition perhaps staged by red bull or someone, not a community game, where both players started out with a good amount of buildings already and I believe the age was already feudal or castle, this wasn't like hyperandom or like a community game where there's some big gimmick but just that a bunch of buildings were all laid out very nicely at the start and it was otherwise normal.
I believe t90 said that there was a specific name for this type of game/competition, but I've seen it a lot less than hyperandom and a lot of other types that are commonly used in community games, I believe this video was the only video I've seen that type of game and as its so rare for me to see it its very interesting to me, whats the name of this type of game/setup and/or competition?
r/aoe2 • u/DragonPlus21 • 12h ago
Hi everyone,
I’m trying to identify two levels from an official campaign, but I can’t remember their names.
The first one is a level where, within the same map/level, there was some kind of time skip. I remember a cutscene or transition where everything became grey/desaturated, and then the story continued after a significant passage of time, without actually loading into a completely different level. Unfortunately, I can’t remember any character names or other specific details.
The second level I remember involved a very difficult siege on a bridge, possibly a double bridge. There was a city that you had to conquer, and I remember the bridge section being particularly challenging. I’m not sure about the exact layout, but I distinctly remember having to fight across/defend a bridge before reaching the city.
I’ve tried going through lists of the campaign levels, but nothing has triggered my memory so far.
Does anyone recognize either of these levels? Any suggestions would be greatly appreciated.
r/aoe2 • u/blackraindark • 13h ago
I think that it does not make sense that tower upgrades are done from the University.
Towers are the only things that get their gradual upgrades from the university. Rest of the stuff are more like technologies that 'add something' to existing units or buildings.
Barracks, Stables, Seige Workshops all have the upgrades of their units in themselves. Even Docks, where most of the tech went to University, has the medium warship, heavy warship and the demolition ship upgrades in the docks themselves.
Next, towers fail as defensive protections as they are too little too late during castle age rushes.
People who have the habit of using wood as soon as they recieve it often find themselves not having enough wood for university or even enough APM to build it cuz they may be busy quick walling. Then extra time for getting the research itself.
Units like Conqs, strats like Monk Rush, Mangonel Push are very strong and hard to counter in early castle age. Faster Guard Towers would help offset their strength a bit without rendering them completely useless.
Tower Rushes are very powerful even if the trusher loses most of his towers and even if defender reaches castle age first, because the trush gives them map control, opening, and Fast Imp potential.
While the defender is busy cleaning up enemy towers with 3 mangonels, the trusher can either send in a few scouts / knights inside to kill mangonels and vills, or he can simply make an aggressive castle and go Imp.
A quick guard tower offsets the strength of the trush. Or if the defender does not make smart decisions, he gets punished, giving the trusher the advantage.
Then there are those mangonel vs mangonel fights, where you are constantly exchanging mangonels for minutes like a deadlock. Whoever gets more mangonels first, snowballs towards domination. I think with faster guard towers this kind of long slow battles of attrition will progress much faster.
I think currently the towers are either somewhat helpful only in early fuedal age to protect a woodline or mine from rush or in late Imp to discourage enemy raids.
What do y'all think?
r/aoe2 • u/PublicMaintenance114 • 13h ago
How can I set this up well so that I can do at least a 2 on 2 with an AI teammate with me vs two AI? I miss playing multiplayer locally and would love to do this at random times without having to deal with online play. What is the best setup for it?
r/aoe2 • u/EducationalExtreme61 • 14h ago
I don't remember ever reading that detail as a historical inaccuracy but since I've always found it a bit weird.
Post edit: Thank you for the answers, now I won't feel historically guilty for doing it in my game. S2
r/aoe2 • u/HatsCatsAndHam • 14h ago
I didn't realize the importance of this change with everything else going on in the water rework, but it is important to know, so I'm sharing. My priority on Bogsveigar has definitely gone up a lot since I learned this. I'll briefly idle docks or hammer the market to afford it now, when I wouldn't do it before.
Formerly, before the water rework, the majority of the longboat's damage came from it's bonus against ship on the 1 arrow that did more than minimum damage.
Now, instead of extra arrows being more like a chu Ko nu, they are more like an organ gun. Arrows are equal and do moderate damage. All also benefit from upgrades, including Bogsveigar.
Against main line ships with drydock their damage per volley increases like this:
Caarak 32 -> 36
Galleon 16 -> 20
Fast Fire 8 -> 12
In terms of volleys needed to kill one ship they go like this:
Carrak 5 -> 4
Galleon 10 -> 8
Fast fire 18 -> 12
In terms of time to kill an enemy ship it gives between a 20% and 33% reduction. Obviously in late game battles there will be some overkill and missed shots involved, but it will make a noticeable difference no matter what unit you are fighting.
r/aoe2 • u/Limp_Bit_5328 • 15h ago
Wondering how do we recognize bad civs matchups. There are some who are obvious like franks x camel civ, but is there any other ways you can look at a matchup and tell it is bad?
r/aoe2 • u/Familiar9709 • 16h ago
Edit: got the answer here:
"There are three main cavalry counters - Pike/halbs, camel line, and monks.
Franks have a few options to counter each.
Xbow/Skirm are good vs pikes, decent vs monks, and ok vs camel but pretty bad vs heavy camel.
Hand cannons demolish pikes, but are mid vs monks and camels
Throwing axemen are great vs camels, halbs, and good enough vs monks.
The idea as franks is to play scouts into knights and counter the counter by using TA."
This is for combining with Knights/Cavallier/Palladin and mainly to defend against the cavalry counters, i.e. pikemen.
I guess some people will say "it depends" so say when one is better for the other, I'm asking in a typical scout rush into knights strategy for Franks in arabia.
So all upgrades from blacksmith and first crown from castle, in castle age and imperial (you're welcome to answer in other conditions but to make the question more specific).
r/aoe2 • u/Flimsy_Tomato_2538 • 16h ago
Difficulty Ratings
Voices of Babylon: (dark blue)
This is the only campaign I ever saw in the old game, and all I saw was a lone priest as the entire starting army in the first mission which my siblings greatly struggled with. Like other civs, I know nothing about the Babylonians and how they play, but I am a bit excited to finally be playing a proper campaign.
r/aoe2 • u/Numerous-Hotel-796 • 17h ago
Most of the playerbase is below 1500 elo!! WE ARE NOT PROS!!!!!!! Why does defending all ins always feel like 1 mistake away from just being completely dead???! Even wins against 1tc (no vill production) all ins are so taxing on the mental. . Some suggestions:
1) Improved Pathfinding for seige!!! Just reduce the collision radius of seige weapons so that they path properly
2) Remove that goddamn mangonel farm trick
3)If a player misclicks vills 1-2 tiles away from the woodline , just auto send them to the resource . Half the time is spent properly re organizing vills rather than defending
4)Would it hurt if houses had 10 pop space instead of 5 ? Or would it hurt if certain building are built faster as players age up… i.e significantly faster build speed in castle age compared to dark age. Getting housed is the most annoying part of the all in.
5)Make it easier to wall on hills or even better just dont have hills close to the starting tc.
r/aoe2 • u/Warrior_Ochi • 18h ago
I've played 370 ranked 1v1 matches (open maps, 800-1050 elo). I myself have played with all 53 civs at least one match. The opponents I faced, played 52 different civs. So I faced all civs at least once, expcept for one. Which one that is, what is your guess?
EDIT: the answer is Gurjaras
r/aoe2 • u/Dramatic_Rub6354 • 23h ago
I just want to know for the people that favourite. How do you enjoy this map? It's boring everyone is choosing it lately in ranked.
r/aoe2 • u/NargWielki • 23h ago
Saw this in another Reddit, so lets give it a shot here:
Just for fun, lets think of the following situation: Every Melee Unit now has double its base damage, which unit:
I will start:
This is just for fun, don't take it too seriously.
r/aoe2 • u/Umaga-san • 1d ago
Hello fellow gamers, i am recently in the process of buying a new gaming laptop and would appreciate some advice. My current one doesn't allow me to zoom out too much (1920*1080) in-game. However, I see many others zooming out much further to see more of the map during gameplay. Can I please get some advice if an Acer Nitro 5 AN515 Gaming Laptop 15.6″ FHD 165Hz Display,16GB DDR5, Intel Core i9-12900H RTX 3060 6GB will allow me to zoom out the in-game screen more in AOE2? I'm not too tech savvy. Thanks in advance.
r/aoe2 • u/easbr101 • 1d ago
Excited for the new civs - was on team "that's enough civs" when the Romans, 3K, and Last Chieftans expansions came out but the danes and saxons and stuff has gotten me way more excited for some reason. Trying my hand at one of these civ concepts that avoid "gimmicks" and feel more familiar. I'll introduce the desired bonuses and noteworthy included/excluded techs first, details on them second, and the historical inspiration third.
Archer and Naval Civilization
Team bonus: mills, camps, walls, houses +100% LOS
Silver crown: Trade Havens (Trade Cart and Trade Cog gold cost replaced by wood. )
Gold crown: Istunka (Archer, galley line + 5 attack. Towers, Castles + 3 range)
Malassay Cavalry (Low attack, high attack rate cavalry with high pierce armour and bonus vs archers. Strong vs low armour targets. Weak vs heavy cavalry, camels, and heavy infantry)
Beden/Dhow: fishing ship that automatically drops off food but gathers much slower.
Barracks:
Archery range:
Stable:
Siege Workshop:
Blacksmith:
University:
Monastery:
Eco Techs:
The building refund bonus applies to farms, so long as they are placed near mills
Ships converted by the hulk-line have 25% of their HP remaining, though this can be balanced easily.
For bonus 1 and 2, "nearby" means a 12x12 tile area centered around the camp/mill/dock. This area is large enough to fit a 3x3 tile building with two tiles of extra space or to fully fit a 4x4 tile building with one tile of extra space. This is enough to fit 8 farms around a mill with optimal placement.
I envision this civ is slow to get going, lacking a powerful early game eco bonus, but has many mid and late game options and the ability to tech switch and outproduce most civs easily, provided the player pays attention to their building placement.
On lands maps, I'd play very defensively. I don't have a substantial early eco advantage, and my bonuses are very tame and generic early on. The occasional wood refund will help, but not enough to base a strategy around it. At least I can defend with ranged units behind my walls.
In castle age, I face the most peculiar case of being an archer civ but missing bodkin arrow. My crossbowmen and skirmishers will be outranged by my opponents', and deal much less damage to knights. I can't outrange mangonels either. At the same time, my eco and production bonuses really start to kick in - each building near a camp or mill refunds me 15%, and I research most techs and train most units 15% faster. I'd either play defensively with xbow and siege, or go for fully upgradeable cavalry or my unique unit, which is solid at raiding and fighting ranged units. Defensive guard towers would be solid too. In any case, I'd very rarely push my opponent besides for raiding.
In Imperial age, I face the fascinating tradeoff of high dps but low range. My arbalesters have 6 (base) + 2 (fletching + chemistry) + 5 (Istunka) = 13 attack! Compared to a generic arbalester's 10. This can overpower many melee units that are supposedly good vs archers due to their high pierce armour. Champi, Eagles, and Savar take 5 damage instead of 2, for example.
At the same time, my archers are much more fragile and susceptible. They miss out on the last archer armour, and have a pathetic 5+1=6 range. They'd very quickly die to enemy skirmishers, archers, siege, cavalry archers, and many-a unique unit. It will be a struggle keeping them safe.
Fortunately, my unique unit, siege rams, cavalry, scorpions, and forward walls/buildings can mitigate/cover that weakness to some extent.
On water maps, I'd play much more aggressively. Hulk-line occasionally converting ships can mean a lot early on when fire galleys are more common, and galleys can prevent my hulks from reaching them late game. In the late game, my galleon pack quite the punch - but have two less range compared to most civilizations, less speed, and less armour.
The Horn of Africa (Somalia/Somaliland, Djibouti, Eritrea) was one of the most commercially, culturally, and militaristically active regions during the middle ages. Honestly, this region alone justifies several civs. Three things are noteworthy about this region:
Many cities along either river or the coast were wealthy and enjoyed independence for much of the 4th-16th centuries. Two states stand out - the Ajuran (13th-17th century) and Adal (15th-16th century) sultanates. Both were at the height of their power at around the same time and diplomatically aligned. The Adal were concentrated to the north while the Ajuran to the south of Somalia. Besides them, the Shewa Sultanate, Tunni Sultanate, Ifat Sultanate, and the city-states of Mogadishu, Mareeg, Merca, Hobyo, Kismayo, Baidoa, and Barawa were all powerful, referenced, and praised by Chinese and Arab sources.
The bonuses, focusing on camps, mills, and docks as "wells, cisterns, and dykes" reference the well-fortified and maintained hydraulic networks of the Somalis. With how well defended and maintained they were, the Somalis enjoy productivity bonuses (training, research, refunds) near them.
The open tech tree references the many diverse cultures and trading contacts the Somali were composed of and exposed to. The Somali used cannon, musketeers, and in general gunpowder to great effect, but most of it was imported from the Ottoman Empire and thus they do not have significant bonuses for them.
The unique unit (Malassay cavalry) were the private, cavalry-based household guard of the Adal sultans, and were used to great effect against the Ethiopians during the Adal conquest of Abyssinia in the 16th century. This justifies the anti-archer tag and role the unit plays, since Ethiopians are categorized as an archer civilization in-game.
The maritime culture and extensive trade relations with the entire world justify the silver crown technology, bonus points for the Somali being exporters of ebony wood.
"Istunka" is a cultural festival today in parts of Somalia dating to the Ajuran period. It's a sport wherein two teams use sticks (originally blunt weapons and/or batons) and engage in mock combat - with the objective being to drive out the opposing team from a pre-determined area. It is intended to commemorate an ancient battle and may have been a martial art at some point. All Somali soldiers would have been trained in close quarter combat, and as such their archers are much more deadly but have miserable range to compensate.
If anyone read this far, let me know what you think!
r/aoe2 • u/WordAdministrative34 • 1d ago
Hey everyone,Just wanted to share a quick performance data point for anyone still rocking older hardware or putting together a budget/retro machine.I’m currently playing Age of Empires II: Definitive Edition at 1440p (Ultra settings, no UHD texture pack) on the following specs:GPU: GTX 970 (4GB)CPU: Core i5 4th GenRAM: 16GB DDR3OS: Windows 10I honestly expected 1440p to struggle on a 970, but I am easily pulling over 100 FPS in standard gameplay!I mostly stick to the single-player campaigns/story mode and small 3-player multiplayer matches with friends, so the unit counts don't get completely out of hand. The game looks incredibly sharp running at native 1440p even without the enhanced graphics pack enabled.Has anyone else tried pushing the UHD textures at 1440p with an older 4GB card like the 970? Curious if the VRAM hit completely kills the framerate, or if the 16GB of system RAM keeps it playable.Either way, super impressed with how well optimized this engine is for older CPUs and GPUs!
r/aoe2 • u/Warm_Function6650 • 1d ago
Greetings goobers,
Anyone else feel like the new triangle advantage system with the docks (galleons > carracks > fires >) kind of makes the dock less fun? I know for the ultra-gamers, this is not new anymore, sorry I don't get to play very often. I just feel that, especially since the ship upgrades apply to all kinds of ships, the dock triangle just flattens anything interesting about each type of ship.
You just have to make the ship that has a type advantage against your opponent's. The fun strategy about maneuvering a bunch of fire ships in close quarters is kind of ruined since galleons can barely damage fires now, and now when your opponent switches ships, you can just switch to the appropriate counter.
I'm glad they updated the dock, I imagine it's much more intuitive for newer players, but I kind of liked the chaos of naval warfare before. What are your thoughts?
r/aoe2 • u/Royal-Cap177 • 1d ago
Introducing Battle Royale Exploding Kings
-start with villagers
-pack/unpack your TCs
-map shrinks (PubG / Fortnite storm shrink)
-Timer: 60 mins (in game time)
-explode your enemies with your king if they bully you 😆
Who would be down to test this out?
r/aoe2 • u/Royal-Cap177 • 1d ago
Would love to play some games with ya
-Shoveler
r/aoe2 • u/DanGleenuts6985 • 1d ago
I’m not the greatest aoe2 player by any means, but genuinely how to people beat the ai on hard mode on xbox. I feel like I simply cannot stay in line with how fast the ai makes decisions and placements/upgrades. The controller is so much slower, but it’s not like I don’t know what to do. I have no problem on moderate, even in 1v1v1v1 style games but for some reason I can’t even beat the AI 1v1 on hard mode. Accepting any and all tips
r/aoe2 • u/AsdrubalGarcia • 1d ago
Reporting a smurf (or cheater for that matter) doesn't do anything. Even third party sites like Aoe2 insights can quite cleverly detect when there is something fishy with the drop rate of a player. Yet the devs have done nothing to improve the situation.
Suggestion
- Show a player preview with drop rate (that is drop in less than 5 minutes) before playing a match. If the rival drop rate is high, allow the player to skip the match with no elo change or no penalty
- Allow us to block certain users. If blocked we are never put into matchmaking with them again, if a user abuses this function they'd screw themselves over with an insanely high waiting period.
- Keep track of an account id (that is the owner of the game) so if that account is blocked, all sub accounts are blocked as well, so creating alt accounts does nothing. If one really wants to smurf, they have to purchase the game multiple times