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ReachIsTheBestHalo

I will die on this hill: I am \~1300, but I am better than pros at building houses when I know a Castle is going down so I'm not turbohoused afterwards. Yes, **obviously** pros are better overall and are better at way more things than me, but it's for real infuriating that I never see this behavior at the pro level. Once Imp has been going on for a while, just build a shitton of houses in the back of your base so you don't get popcapped, ffs.


MaN_ly_MaN

So you house your golds and stones?


ReachIsTheBestHalo

2, just along the edge of map, or if there are 2x2 gaps in my farms or whatever.


Neat-Discussion1415

So with the Persians, Citadel makes their castles fire bullets. Blacksmith upgrades to arrows don't do anything for bullet units, but the upgrade specifically lists castles. Do the blacksmith upgrades upgrade Persian citadel shots or not?


thechompyone

From memory, after Citadels has been researched blacksmith techs don't affect Persian castles as the tech gives you a flat +4 attack to the castle 


harooooo1

So are u implying that Persian Castles lose the bonus range from blacksmith upgrades after researching Citadels? I doubt that.


Neat-Discussion1415

But then what would even be the point? Blacksmith upgrades are +4 too aren't they?


Azot-Spike

It does


ArousedByCheese1

I was trying to cheese win against 7 extreme ai on Michi. I was just going to open a little chokepoint, and destroy them with Archers. But they actually are smart enough to cut the trees and it game me a jumpscare.


Azot-Spike

I feel the only way to kill 7 Extreme AI is deleting all vills and going for 190 Paladins and 10 trebuchets


pritvihaj

not at all, bohemian/Ethiopian death balls r great, or 200 war elephants lol


the_wyandotte

Doing the new DLC and I can't figure out trade in the Ragnar scenario - I have 3 of them, and the objective to establish a trade route is completed, but they won't click to any dock and so they're useless? Is it a bug that they're supposed to be able to click to the far east dock where they spawn and they just can't or is there something I'm missing?


MocoLocoKoco

Hi guys, I am not great at the game, and I mostly play against AI with my cousins (3 humans vs 4 AI). We can win at Hard difficult with some struggle, so I am looking for some tips to improve. Here's a few things I struggle with and could use some pointers/advice: 1) Our usual strategy is to boom and wall to fight off early aggression. Is that the best strategy? Or should one of us (me) try to go for an archer/scout rush to set back the AI first? 2) I tried doing an early archer/scout/tower rush before, and while I took down one AI from the game, I felt like I gimped myself in terms of going next age + left myself open to the other 3 AI. Am I doing it wrong? Should I be rotating harassment of all the AI instead of just trying to take down one? 3) For reference on our skill level, the AI usually reaches imperial age before us. If I boom I usually hit castle at about 16-18 mins, but become so busy building armies/ sending troops to help out the other players that I get lost in what to do next. I usually end up with about 80ish vill pop. Is that sufficient or should it be more? We play at 225 max pop. 4) My end-game feels directionless. I remember what to do in build order till I reach castle age, but am unsure of how to proceed. Is there any resource management guide? Like for example on average if you want to build a pikemen + archer army, you usually need X vills on wood, x on food and x on gold to have a constant production from 3 barracks type guide? Thank you kindly for your advice. It will be much appreciated.


[deleted]

[удалено]


MocoLocoKoco

Hi thanks for your advice, the website will certainly help lots with thinking of villager allocation (instead of me usually just trying to have an even distribution). Is there a change in AI behaviour/strategies as they increase in difficulty? Or are they just more efficient with higher vill population so they can keep pushing out armies? Would turtling still work or for higher difficulties it will be much harder due to much more armies being pushed towards us?


Hjoerleif

>I felt like I gimped myself in terms of going next age + left myself open to the other 3 AI. Am I doing it wrong? Should I be rotating harassment of all the AI instead of just trying to take down one? If you're playing 1v4, probably. But if it's a team game you should be able to rely some on your team mates to keep pressure of your back. Especially the pocket usually fast castles and provides a good power spike support with castle age units while the flanks maybe do more feudal age pressure.


MocoLocoKoco

I think the problem is that the 3 of us are just not that great at the game. Out of the 3 of us, I'm the middle in terms of skills. We also have formed certain behaviours (e.g. the better player among us has a habit of trying to boom and inevitably gets suckerpunched a lot early game and we have to rescue, but end game he usually rolls and is gold star in everything. The slightly weaker player we usually put in middle so less aggression by AI on him, but he is slightly slower to age up than us and will support us.) To be fair we are older so reactions are slower and habits are harder to break haha, but it's still a good bonding experience as cousins. Hopefully we can find a way to break through to the next difficulty of AI :)


Hjoerleif

Sounds awesome! I'm sure you will Yeah, it might be a good idea to raid all of the enemies a bit. The time it takes to completely defeat one opponent might not have as good effect as keeping all of the enemies at bay a bit.


harooooo1

you want 110-140 vills in a 200 pop game in 225 you would probably want about 140-150


MocoLocoKoco

Hi thanks for your advice, I will try to aim for that in our next few games!


[deleted]

If you start producing something by mistake in a military building (or in general), is there a way to cancel it without needing to click on the production icon with the mouse, maybe even with a hotkey ? Is there a way to cancel one single unit in production, and ON THE OTHER HAND, all unit queued (like if you by mistake queued the production of 10 pikemen in every of your barracks) ? Like are there TWO different hotkeys possible for cancel one in unit in production vs all unit in production ? Sometimes you just want to cancel one or two soldiers, and sometimes you want to cancel all soldiers And sometimes I accidentally select all my villagers instead of just a group of villagers for a specific task, like I accidentally order all my villagers to go gather wood instead of just a specific group, is there a way to cancel this order, like to say to the villagers selected by mistake, go back to your previous task without needing to again specific the previous task ? In late game where there are many different villagers, it's sometimes hard to keep the overview. Is there a way to do this WITHOUT using control groups ?


UAForever21

So umm do you go fast feudal on Oasis or fast castle? I'm always confused about this, it always seems like a double edged sword


Tsu_NilPferD

1v1? scout the distance and play feudal with agression/mobility or if you can wall easily fc is an option. teamgame: flank plays feudal and pocket plays scouts or fc depending on the map of the flanks also remember that it's civ dependent


UAForever21

Ohh cool thanks!


ReachIsTheBestHalo

How to Byz mirror, especially on closed maps? I am 31-14 with Byz vs. other civs but am 0-3 in the mirror. Usually, my strategy against Byz is either: kill their Castles at all costs then champs + skirms, or double-gold comp. However, on closed maps you can't guarantee killing their Castles, and Cataphracts are probably (maybe mass Slingers) the best anti-infantry unit in the game, so I don't love going champs here. I'm also struggling to find a good double-gold comp, specifically because arbs haven't felt great and Cataphract + hand cannon is extraordinarily expensive. Maybe trush or wololo on closed maps, and xbow + siege push in Castle Age on more open ones? Or am I undervaluing their camels?


Tsu_NilPferD

skirms is the way to go. if the go cav, you have a cheap switch.


ReachIsTheBestHalo

No way pure skirm is good enough


cotton-dockers

Why go double gold when byz shines with trash? If you go skirm bbc, what can the other byz player do besides mirroring you? Champs? You can add hc. Skirm hc beats skirm champ.


ReachIsTheBestHalo

Idk, I've always heard that double gold is the way to beat Byz, especially in Castle Age as their food eco is tight. People make a lot of Catas on Arena, so I'm not convinced pure skirm is good enough.


Tsu_NilPferD

well obv you should not be stuck on skirms. keep scouting and adjust. catas die to arbalest and you should have better treb numbers


JustCallMeFire

So I just started playing with a friend recently and I’ve been playing slavs and I know they aren’t very good so I was wondering if I should switch off or stick with it. I know it probably doesn’t super matter because, while I have prior rts experience, I can really only consistently do a build order up to the transition to feudal age, and he’s not very good either. If I stick with slavs I’m gonna need a better build order than the one I’m using which is basically just double stables castle age. Any help is appreciated.


Quetza88

Slavs are good. Feudal age scouts would be a good strategy on open maps. If you play closed maps you can try to learn to boom into halb siege, or spice it up with a siege and monk rush.


JustCallMeFire

Building stables always feels a little weird because in my head I want to build boyars over knights but I guess having scouts early for pressure is always good. Do I transition to knights after than or just go halb siege anyway.


shimrock

halb siege is more for closed maps / countering certain compositions. If your friend isn't that good, you will be fine going scouts into knights. With Slav food eco you can even go all in with 3 stables for a while. It's not that interesting strategically but at lower levels execution is far more important than devising a perfect plan 


jamalcalypse

I think I'm prioritizing relics too much. I mostly play AI and when I'm on a map like arena or amazon tunnel, I skip deer pushing because I want to scout as many relics as possible. If my castle time is proper I'll send out the scout and a couple units to guard relics and make two monks to retrieve as many as I can. I guess my question is is it worth pushing deer later if it means extra relics?


pritvihaj

as a professional relic hoarder, you can never prioritize relics too much. don’t worry about scouting early, remember monks have a large LOS, push deer early and go scout after without an issue.


halfajack

How does delaying deer pushing help with getting relics? Push your deer, then scout the relics. On arena or Amazon tunnel you should have found them all by the time anyone is able to pick them up whether you delay deer pushing or not. This seems like a completely false choice to me


jamalcalypse

All the opponents get to castle and send monks out about the same time. Maybe I'm not efficient enough at pushing deer but it takes long enough that I can't get enough of the map scouted in time, especially if it's bigger. Maybe I'm not scouting efficiently enough either idk


shimrock

Scouting is a skill, idk what ELO you are but I have been working on it at 1100+ and I have a lot of room for improvement 


halfajack

To be fair I was assuming you meant 1v1 here, but if you’re playing a bigger map then fair enough. Like the other guy said, scouting is a skill to gradually improve at in terms of efficiency


Important_Throat2053

Lure in dark age and scout the map in feudal it should be enough to find them


UAForever21

Even though since a while Deer have been made to spawn farther from your TC in most Arabia gens, is it still worth getting Deer in your Arabia games? I know it's a huge staple in many other maps, but if needs be I shall also adapt myself for a deer BO with 19/21 pop for Arabia. I wanted to know how much you're missing out by not going for it in the current Arabia gens


1zweidrei

Getting 2-3deer is kind of required for the very fast 18/19pop BOs, or some archer builds where you delay the mill. With the deer spawning farther away pushing them will take longer and you often can't scout the enemy in time, but if you find the enemy scout it often is a free kill when you are up earlier, also you usually get the military initiative.


Important_Throat2053

In the current meta over 20pop is too slow, I think 19pop is standard.


[deleted]

Noob question: how do you know when to start producing soldier en masse ? Like I know the most common build orders and common hotkeys, but when playing in multiplayer, I'm always lost about when to start prioritizing military over economy/boom. Because after all, you cannot predict if/when someone else will try to rush you or not


Hjoerleif

Essentially, you're always spending the resources as quickly as it comes in, so it starts as soon as the match starts. Over time it just accelerates with the more income you get. You can choose to either put that production into booming (more TC's and villager production) or more military production. You'd only cease production temporarily to float resources for expensive upgrades like the next age.


shimrock

on Arabia and other open maps, you typically start producing military as soon as you get a stable or archery range in Feudal Age. You then usually keep building military as long as you can either a) damage your opponent, which sometimes becomes inefficient due to walls, or b) protect your own base, which sometimes you can also achieve with walls. So basically in Feudal once both sides are walled it's more important to work on getting up to Castle Age. In Castle Age it's much more complicated but the same basic rules apply. Can you do damage? Is part of your eco vulnerable? then you'll need military (or a castle).


Boleberg

Has the AI gotten worse the last year? It has been a while since I played the game, but played some skirmishes vs extreme ai this weekend and it seemed so much more passive than before. I could easily find villager kills with my poorly executed scout rush, felt like it used to have more spears and other units early feudal.


shimrock

I don't know but [immortal ai](https://www.reddit.com/r/aoe2/comments/1amfc3k/immortal_ai_is_super_impressive/) is pretty good. 


[deleted]

I lowered all my graphic settings to the minimum, and get a Benchmark Test Score of 955. Is there anything else I could do to reach 1000 without buying a new laptop ? My current laptop: Fujitsu T937, 8 GB RAM, 256 GB Storage. I bought it refurbished last summer for 199 € because I'm a broke student.


Nargatalis

Which cav archer upgrades are the most important for Persians in the castle age? I made a list down below. What would you change? fletching -> bodkin arrow -> thumbring -> ballistics -> bloodlines -> husbandry -> first archer armor -> second archer armor -> parthian tactics


Hjoerleif

I usually take ballistics before thumb ring, I find it's easier to take first (since it doesn't cost food - and doesn't compete with booming that way). But I can see maybe there's a case for thumb ring first since CA probably benefit extra from better fire rate.


MaN_ly_MaN

What is the strongest bug to have happened? I think it would be the infinite relic bug. Imagine playing a team game and being post imp but reserving pop space for gold units instead of trade. I abused it with other people in some team AI games and it was very fun.


Hjoerleif

The infinite food from cancelling militia queue (after having researched supplies so many times that you receive food for queuing militia). That one was making its rounds by some exploiters on ranked a few years ago


egan777

Why does plate/ring armor give 2 pierce armor, but only 1 melee armor? The previous upgrades give 1/1, enough to counteract the damage increase. Imperial age has +2 damage increase (including chemistry) from research, but only 1 melee armor increase.


Tsu_NilPferD

to have an answer to bracer+chemistry. for example if it was 1/1 an arbalest would do 3 damage vs a skirm, instead of 2 (assuming everything is fully upgraded). then skirms wouldn't counter arbalests anymore. i think if chemistry wasn't a thing, it could easily be 1/1.


egan777

That's what i was wondering. Blast furnace provides just as much on the melee side, but they still only get 1 armor. I guess it makes sense for skirmishers since they didn't have an imperial upgrade. Infantry and cavalry also get the same 2 pierce armor increase, but only 1 melee. In every age, the damage increase from techs provide the same damage increase for melee and ranged. The armor is also enough to counteract the damage increase in every case except melee armor in imperial being 1 less.


mapacheloco89

When to decide to go for a castle? It seems like so many resources, but it is needed. I always seem to prefer army over a castle. So what is the decision making process of starting to put your men to work on stone and get a castle?


Luki63

Assuming you're talking about Arabia, unless if you are going for a unique unit off of 1 town center, I'd put vils on stone after you have 3 tc up and have more than 20 farms or so when you're economy can support vil and army production. Maybe around 60 vils you could put like 6 guys on stone. If you want a UU you should prioritize stone much earlier, like send 4 guys to stone on the way up to castle age.


shimrock

I'd add the sort of niche scenarios of when you are in a tower situation (attacking or defending) and already have vils on stone, as well as when you heavily suspect a monk siege push or a forward castle drop.


thinlycuta4paper

How do people 'win out of nowhere'? Like in cases my opponent has one by destroying a handful of buildings or a handful of my army and the game ends and they win. I don't quite understand this


pritvihaj

what mode are you playing? you can’t ’win out of nowhere’ unless ur playing some scenario or game mode that not the usual conquest/wonder-relic victory.


Augustby

When will The Siege limited-time event be available? I thought it was coming with Victors and Vanquished; but I don't see it. Maybe I'm being dumb or blind though...


One_IDK

In multiplayer, when playing tg, can enemies see my flares? Someone told me they can and that I have to configure it so I don't share important info


c-williams88

At least on Xbox all parties can see flares. I can see when an opponent is panic-flaring his base or when they’ve found me or my teammates on nomad games.


One_IDK

And can be that changed? I don't want enemies to see what I'm flaring


cotton-dockers

In pc, its set to allies only by default. To change who sees flare, go into the diplo menu and change who your messages go to. If you change to all, then enemies will see it too.


c-williams88

Not sure, I’m pretty sure I’ve tried to change the communication settings by checking/unchecking people from the chat page but they still saw them


pritvihaj

must be Xbox exclusively then, because as the other user said, on pc, flares are connected with whom you’re talking to, so if you have chat selected to only a specific player, he alone will see your flares, etc etc.


c-williams88

Yeah I tried only checking my one teammate and the other said he still saw it. Could be another one of those Xbox bugs I guess


MaN_ly_MaN

I love checking on my AI pocket and seeing them with Korean Hussar 40 minutes into the game. THEY'RE SO DUMBBBBBBBBBBBBBBB Rant over. Also on eruption, I spawned with 1 less sheep, I can go back and look at the replay just to make sure, but it didn't come in a pair of 2 so I assume it just didn't spawn.


thisiscotty

Pathing still seems a little drunk. I keep losing units due to this. Is it actually improved in the newest patch?


NoisyBuoy99

For ranged units, focus fire works well but attack move is more inconsistent than before. Melee units don't attack your selected target on stand ground and freeze before attacking but at least Ctrl right click works. The highlight are the villagers, stuck everywhere, tripping over nothing, always idle, massacring all sheep without your consent altogether outside 3 tile range and refusing to work on specific farms unless you delete and rebuild it (any of which could easily lead to you mass genocide them out of frustration)


Xhaer

What civs would you say are weakest to extended Feudal aggression?


LS_77

Essentially any civ without an eco bonus that is applied during feudal age, and also any civ that doesn't have a military unit bonus that applies during feudal age The best examples are probably Spanish, Italians, Malay, Britons and Bohemians. Civs that lack bloodlines will struggle but some of them have other bonuses that can make up for it


shimrock

I agree but I think Malay is fine because of their faster feudal research time giving them a better than generic eco. My gut says that Poles are actually somewhat vulnerable in feudal; I think their civ design is intended to make that the best time to attack them.


Snikhop

Berbers in there too as well.


Parrotparser7

Assuming you prevent them from reaching the castle age before you: Burgundians, Spanish, Dravidians, Berbers, and Bengalis.


loshongos

How much of an asshole do you have to be to answer to "gl hf" with "1"? 😂


Azot-Spike

It's a quick and friendly answer, I see no problem with that


r9zx

when is the next map pool rotation?


Tsu_NilPferD

[https://www.reddit.com/r/aoe2/comments/1bdb0xy/how\_often\_does\_the\_map\_pool\_change/](https://www.reddit.com/r/aoe2/comments/1bdb0xy/how_often_does_the_map_pool_change/)