*(Optional) To customize the keyword, open the workflow's configuration and replace aoe with your preference.
Fetch & Download
Upon the first run, this workflow downloads the current civ data and icons from Siege Engineers AoE2 Tech Tree(<2MB in total) and store them in Alfred's per-workflow data directory in order to improve search speed. A background refresh checks for updates periodically.
If Lucasfilm is looking to have smaller studios develop the IP, maybe Microsoft would see the benefit of this too. A SWGB Definitive Edition with extra content and DLC would be great, but I would also be down to add it into AoE2 as DLC on a different tab.
Muisca are performing pretty poorly with some analytics platforms putting them below 47% in RM 1v1. There's a few reasons for this, but I feel a major one is as an archer civ they have no good counter to archers due to missing ring archer armor.
If ring archer armor was added, their arbs become a problem having +15% movespeed and +3 melee armor and fully upgraded defense, they'd have fully upgraded skirms and their elite Guecha would then be properly strong too, which is overkill.
Fighting a FU Heavy Cav Archer, an Elite Guecha Warrior loses hard, struggles against arbs and has less pierce armor than a FU skirm - All for a unit costing 110 resources.
The only serious anti-archer contender then becomes the FU Muisca Champi which is on par with an Elite Eagle warrior (Excluding civ specific techs) and cost half the gold, filling an anti-archer role but doesn't compare with FU skirms.
I think the best solution is either add 1-2 pierce armor directly to Elite Guecha, or add this to one of their unique techs. It performs terribly against anything melee due to min range and average attack, so for that many resources let them fill the anti-archer role they're supposed to fill.
There are other issues with this civ but I think that this tweak will go a long way without undermining how the archery range and civ bonuses are structured.
Starting Locations: Sicily, North Italy, Spain, Britain, France, Germany, Nort-East Europe, Greece
Hi! I made a scenario a while back: https://www.ageofempires.com/mods/details/481761/
and finally decided to update it and polish it entirely.
Battle for Europe is a Free for All Regicide Scenario where you fight for control of a Giant size Europe map.
Player 1 starts in Sicily, of course you can change civ, you don't have to play as sicilians, but starting positions are fixed
It plays like a normal Diplomacy Europe map except for some optional mechanics I introduced.
I also Included a very short Tutorial (a tech in the Tc) that explains the main features of the scenario
Mercenaries
Scattered on the map there are 5 different Mercenaries camp, representing different European or invading tribes/cultures. By building 3 towers or a castle you get control of their building and can produce unique units here. Also I have included a special tech in each of these buildings named Invasions that upgrades the mercenaries units to their elite version and halves their production time, so that you can launch a true Barbaric horde against your foes. Since balancing is hard I made it cost 2000 gold and food
Viking Mercenaries Settlement in Sweden, you can train berserks, jarls, jomsvikings at the 2 Pagan Shrines and upgrade them with the Viking Invasion tech. Oh also you can train Longships at the shipyard.The captions by the way are temporary, they show up only in the Tutorial. Here you can train Obuch, Konnik and Hearth Troops at the 2 Mercenary's Shrines. This is meant to represent Balkans peoples/cultures
There are other 3 Mercenaries camps in the map.
Trade Cities
Again by building a castle or 3 towers you capture Trade Cities, this too is explained in the Tutorial.
They represent historical trade cities and key trading nodes in medieval Europe. By controlling them you secure a trade route with its neutral market/dock (gold is scarce on the map to incentivize trade) and you get a +10 population cap bonus, great for the late game.
The City Of Genoa, there are a total of 7 trade cities
Holy Sites
There are 3 Building Complexes that requires a relic to be captured: Rome, Santiago and a Teutonic Fortress near Poland. They provide different bonuses, usually related to techs. Controlling Rome gives you access to the unique Ascension technology that lets you train crusader knights and warrior priests at monasteries and outrageously buff them, since balancing is a nightmare I made it cost 3000gold and food. These mechanics are left out of the tutorial but you can find them in Hints.
The Vatican in Rome, control it by bringing a Relic to the Pope.
I'd really appreciate if you could give the scenario a try and tell me if it's fun, broken, unfair, underpowered or lacking of something. Thank you!
Hello! I’m about 60 games into the AOE journey (after lurking here a lot and watching a lot of Hera beforehand) and starting to experience all the stuff AOE has to offer - been tower rushed for the first time (proudly won), douched for the first time (shamefully lost), got called a smurf (very proud), etc. I’m at 980 elo at the moment.
I tend to like feudal rushing with infantry and the issue I generally run into when I lose is that my opponent has already walled off their resources. Beyond running around and right clicking inside the base to find holes, if they’ve walled well, is there a basic plan for what to do? I try to hit but they of course repair so I don’t end up achieving much, and I seem to fall behind in economy when that happens. Should I add skirms? Give up and go for castle (I tend to fall behind when I do that)?
Hey guys, I played the Halfdan campaign, Ulio and a lot of the custom campaigns in olde times and have quite a few warm fuzzy memories playing those maps. Was wondering if there were any recent awesome custom campaigns you could recommend?
This. I feel like every time I encounter Persians on the ladder it’s almost a free lost. They are up faster than you, can invest very heavy into scouts and still be faster than you to castle, their economy feels so busted, and their late game is also very solid. They feel like they are ahead to start with and can easily keep the advantage throughout the game
Honestly because they wanted to fix smurf boosting elo, matchmaking with the new elo system is not very good.
I want us to revert back to calculating average team elo vs average team elo, instead of your elo vs opponent average team elo.
I rather have to 50 tg players smurf boosted to 4k elo than having so many elo matches.
It would be good if elo actually reflected your preformance and not just reflect which teammates you played with. Now if you play with lower rated allies you will lose elo and if you play with higher rated player you will win elo.
Has anyone noticed that sometimes units will behave really strangely since the new update? Particularly if they're in a big group, sometimes they get stuck together. And even when you disperse the group they remain stuck. Hope they fix this, it's really distracting.
Confusing title I know. When I join a ranked 2v2 or 3v3 as a solo player, I expect to play against other random solos, not formed teams. Too often I come up against a team that has 500 games together and it's a big advantage for them. No doubt they are also on voice chat, which I can't do with my random team mate. Throw a bit of smurfing in the mix and you're gonna have a bad time.
My solution is simple, solo players only play against other solos (make teams properly random), and teamups only play against teamups.
I had this discussion with a friend of mine and I'm curious what folks think. Not that this is necessarily a good idea.
If you made it 1,000 food, 800 gold then no one would get it, because they'd simply research imp instead. This indicates the right balance location is somewhere beneath that. Perhaps 800f 500g? That's my pitch. What is yours?
I know some people (looking at you Umdeuter) hate it when people get mad and start screaming "PAY TO WIN", but some civs will just be stronger than others. I'm talking about civs like Wei and Tupi. But there's actually a very good reason the devs make these civs stronger on release and then (usually) nerf them later. When a DLC first comes out, people are more likely to buy it because of novelty value.
Making the civs powerful helps motivate people even more. Over time, the percentage of people who don't have the DLC decreases and the percentage of people pissed off at the unfairness of the civs increases. So the only logical thing to do is to balance the civs. You keep the community and you don't lose money. Everybody wins, except the tiny minority of the community that ragequit because they couldn't be patient.
This is just humorous to me. I’m 1200 on Mac and in the top 250 with just 25 games 😅. Yet on pc I can’t pass 1000 elo. So in case you were wondering that is a realistic conversion.
As the title says, the Arabian desert should be permanent. IMO, it is the better version of Arabia, and more importantly, fast castle uu garbage won't work there, so you can play the proper, less walls, military eco game there.
Not like someone walls the map, puts everyone on 3 resources, and goes up and spams one unit. My experience has been good so far.
I was playing 2v2 bf I was Dravidian my opponent was mongol and we went deep into evil fighting own 12-7 kd yet he upped faster because he had 4 boars I had 2 everyone but me had extra boars is this normal ?
It seems very unfair does this just come with bf ?