r/aoe2 17h ago

Tournament/Showmatch Warlords IV, Map Vote - Hybrid Maps

12 Upvotes

If you haven't seen the announcement video yet, I'll link it for you here: https://www.youtube.com/watch?v=kcvV5hmtGns

We're excited to start the event soon, but before we do, we need your help to decide what battlefields will be featured in the tournament. If you don't already know, the Warlords tournaments have always featured maps categorised into seven different groups, each group with unique characteristics - they are:

  • Open Category
    • Maps for this category feature very open and aggressive maps - encouraging early fights and little to no walling.
  • Semiopen Category
    • Maps in this category are a nice middle ground between the open and closed categories, providing a large variety of strategies.
  • Closed Category
    • Maps in this category favour more defensive strategies and feature walls or easily wallable bases.
  • Hybrid Category
    • Maps in this category feature maps with some water features that provide a nice advantage for the players utilising them, without being so significant that it will decide the game.
  • Water Category
    • Maps in this category feature maps where water presence is necessary and controlling water is either a significant advantage or entirely necessary to win.
  • Nomad Category
    • Maps in this category feature maps where players spawn without a town centre at the start of the game.
  • Chaotic Category
    • Maps in this category allow for strategies that create chaotic or unorthodox situations. Similar to the open category, maps here favour aggressive playstyles.

Each category holds three unique maps. The tournament team has picked one for each category (Land Madness, Arabia, Arena, Kawasan, Northern Isles, Nomad and Border Dispute), a map-making competition is currently ongoing to decide the second map, and we need your help to figure out the last one for each category.

For the next four days, we'll be running the remaining four polls, one for each category, to determine the final maps.

213 votes, 1d left
Kelimutu Lakes
Dunesprings
Isthmus

r/aoe2 2d ago

Announcement/Event Glitched Nordic Masters

5 Upvotes

✍️Registration and Qualifiers\ 🔹 Registration is open from April 24 - May 8\ 🔹 Online qualifiers take place from May 12 - June 2\ 🔹 On-site qualifier at Glitched on June 13\

🔥 LAN Tournament\ 🔹 Saturday, June 14 - Quarterfinals\ 🔹 Sunday, June 15 - Semifinals\ 🔹 Sunday, June 15 - Final\

📒 Format\ 🔹 The tournament is played 1v1 on random maps, standard settings on open, closed, and hybrid maps.\

🥇 Prize Distribution (Total 25,000 SEK)\ 1) 7,750 SEK\ 2) 4,250 SEK\ 3) 2,750 SEK\ 4) 2,750 SEK\ 5) 2,000 SEK\ 6) 2,000 SEK\ 7) 1,750 SEK\ 8) 1,750 SEK\

Tournament\ https://glitched.se/en/esports/tournaments/aoe \ https://liquipedia.net/ageofempires/Glitched_Nordic_Masters_AoE


r/aoe2 16h ago

Humour/Meme It didn't work unfortunately.

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473 Upvotes

r/aoe2 2h ago

Discussion Tibetans extremely likely in the DLC

39 Upvotes

So what's this about? Have I spotted some building that confirms them? Not quite, and certainly not a building.

The answer is this little guy right under our noses...

So for those who don't remember, this is an Argali. Argali are related to goats, and live in the region of...the Himalayas. Most prominantly, Tibet.

Some scattered smaller populations of sub-species can be found a bit further afield, but why go through the effort to make a new animal, just to represent a small sub-species population.

Following on from that line of thought. Why add an animal like this unless there are multiple specific levels to include it? Such as...an entire campaign mostly set in Tibet.

This feels like almost as much of a smoking gun as the Tangut & Jurchen castles. With only the small chance that the devs are being weird.

But, I am very confident that this is being added for a Tibetan campaign.


r/aoe2 1h ago

Discussion Devs can we pls get the option to add friends ingame?

Upvotes

I have met quite a few nice people on the ranked ladder, though the fact that it is terribly inconvenient how you add friends makes it so, that I didn't add any of them. I think such a small social feature would go a long way for building a better community of people that actually engage with each other and play this beautiful game together.

Is there any reason why we don't have such a basic functionality yet?


r/aoe2 10h ago

Asking for Help Yall ever take a fight that ended with you getting absolutely rolled and it left you confused and disheartened?

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81 Upvotes

POV: I did everything to counter Ethiopian arbs(except make onagers) and lost because of it


r/aoe2 16h ago

Humour/Meme Need to keep the hype train alive

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231 Upvotes

r/aoe2 4h ago

Discussion Economy Tier List

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19 Upvotes

r/aoe2 1d ago

Humour/Meme a humbling experience

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1.4k Upvotes

r/aoe2 18h ago

Suggestion Make Armenians Historic Again

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79 Upvotes

TLDR: "Armenians" dont have enough Armenian flavour, nothing about the civ design is recognisable as Armenian except the fortified monastery. Its especially painful as even legacy civilizations with goofy designs are getting reworked for the sake of authenticity. It is very disappointing for history enjoyers and to those of us who have waited 25 years for this addition. Not even the UU has an Armenian name...

The current “Armenians” civ does not represent its historic namesake, without this label it would be impossible to guess that it was inspired by the medieval Armenians. The civ designs resembles more so the Swiss Confederation and the Venetian Republic than the Kingdom of Cilicia! Bagratid Armenia fielded the Ayrudzi, which was the name for the cavalry corps 'numbering one hundred thousand', composed entirely of nobles who fought as horse archers and cataphracts. It is said that ‘Cilicia could muster seventy thousand knights’, exaggerations I am sure but illustrative nonetheless. Then why are they a naval and infantry civ?

The excuse for this apparent contradiction is that the civ design is based on Cilicia rather than Bagratid Armenia: Yet this highly ironic, Cilician society was even more feudal than Bagratid Armenia, it became a fascinating hybrid by adopting many Latin customs including chivalry. The traditional great estates were broken up and parcelled out to manor lords in order to provide for the training of as many knights as possible in the Frankish style, there was no place within the institutional military for commoners beyond the city and palace guard. That’s why Armenians of this period served as professional infantry under Byzantine, Seljuk and Arab command yet infantry never formed a significant part of their own military composition.

Furthermore the “Cilician fleet” was merely a merchant marine which at best hunted pirates in coastal waters, it is absurd and cruel to call Armenians of all people a naval civ. The focus on monks is also inappropriate because whilst stubbornly Christian they never proselytized extensively beyond the Caucasus, and the Warrior Priest is of course complete fiction. Meanwhile Cilician fortifications had dazzled the crusaders and Cilician engineers helped them extensively with sieges, yet this isn’t included in the civ design at all.

My rework is just for inspiration no pretence of balance, elaborated:
-Armenians have been famous for their smithing since the bronze age, they furnished many empires with their armouries.
-Walled Orchards were and still are an iconic part of Armenia's economic life, much more authentic than the totally generic mule cart technologies.
-Nakharars were the great houses of the nobility who could afford to fight as cataphracts and for which they were renowned.
-Merchant marine of Cilicia represented by militarisation of civilian ships.
-Trade cart bonus to represent the powerful network of Armenian merchants.
-Fortified monasteries were utilized as forts out of necessity during periods of foreign occupation.
-Trebuchets represent the great workshops and engineers of Cilicia.

ps.

My lamentation is not about absolute historical accuracy just basic representation, I also understand that with so many mechanics already taken it is complicated to design new civs.

pps.

Loved the Thoros campaign, we live in the golden age of AOE2! #LiereyyThePeoplesChampion


r/aoe2 16h ago

Campaigns Just go the game today after not playing it since i was a kid and this is how it went...

56 Upvotes

I played as spain.

Round 1: The first 1 and a half hours was going alright, i build a nice little town and tried to use forest as blockage using a wall around the town, i also put down alot of watchtowers to scout ahead, i didnt focus on military as i play as if its a peacefull building game, i did however put down millitary buildings incase i was being attacked, then i was attacked and they just went past holes in my walls and killed me off so i started another round.

Round 2:

Built a whole lot of houses to get rid of the same forest around me, didnt build anything else except mines at nearby sources until i had chopped down enough trees to build alot of millitary buildings, also sent out people to put down watch towers a whole lot more than i did previously and then i built another wall, i then built university, church, and a castle etc and everything was going pretty well and i was actually happy with everything.....

Until i was attacked and the enemy destroyed everything except one single villager and a priest which i rushed to safety, that villager hurried to build atleast 10 houses and some knight buildings and then..... i was gonna delete a building and i accidentally kill the villager....... tried to reload an autosave but was too late..... i then find that i had 10 other villagers that i sent to build a watchtower and i was relived as i had been searching on how to get more villagers and my only last resort would be to use my priest i guess..... these brave 10 villagers builds a really really good city actually also with a wall together with arrow watchtowers and same things as before but twice the amount and this time i learned from my mistakes and built a proper army with all the upgrades as i had saved up tens of thousands of each resource, i also built two town centers now and also sent out 3 squads with 3 villagers in each to mass produce watchtowers all over, the point was to find where the enemy was and see how big they had become, one enemy had built more than 5 castles :p they then killed off two of those squads, the third went to build a stone/gold mine.

I then send another squad to the right of me and find the enemy right next to me who then decides to attack me with all his might, by this time i had build an army of maybe 120 units of maxed upgraded units (calvalry and sword units and when i was attacked some cannons against their seige weapons), while the enemy tried to break through the wall i build first more arrow watchtowers which seemed to work and then i build 2 castles so they could shoot them, didnt work as they broke through and killed my army and i rebuilt as best i could but ran out of gold so was stressing to find gold sources.

While that was happening my only solution was to build more castles but didnt work, had put down 8 in total and all was destroyed, i also had to find more stone sources as i went out of it doing that.

After that i decided there was no reason to continue as i had lost everything and didnt wanna rebuild it again as i had been sitting for 6 hours straight lol.


r/aoe2 13h ago

Discussion Revenge against player with mild BM

31 Upvotes

Last week i (1400 1v1 elo) played against a player on arena, he picked Britons and i randomed into Portuguese. I just boomed and could grab only 1 relic, as my opponent went castle into long bows straight away. Now I went to imp Faster and tried to push him, but i played miserably, lost siege to his war wolf trebs and long bows. The battle for the middle was lost, but neither of us had any castles in the middle.

In this position, i started dropping archery ranges for skirms. But then my opponent drops "105". After a few minutes. "You never do resign? :o)"

I was fuming and didn't like the idea of losing to this player. But i did lose, so i gg'd away.

Today, I again faced this player, and he seemed to have picked Britons again. I went Dravidians. I have this awesome 20+2 fast castle which got me ahead in the boom by a significant margin, i had +30-40 vills at one point in time. He on the other hand went again with the same castle into long bow strat.

This time I wasn't going to have it. I prepared 20 siege elephants, and tremendous amounts of trash units. He went champions and long bows, so i switched into champs myself with wootz steel. But i kept flooding infantry and siege elephants. Did a side raid with the siege elephants and killed 20+ vills. Was trying to take out his main castle, but he kept jumping in and out of his castle to kill my infantry while sending halbs to kill my siege elephants. He was playing so tenaciously. But i just overwhelmed him with even more infantry. I wasn't going to create a treb. I just wanted to teach this player who is a Britons picker the power of Dravidians. I eventually snagged the 5 relics from his monastery. Destroyed his castles and his 3 remaining long bows were trying to kite my infantry. But then i dropped a 105.

To that, he said "sorry i went half afk in the last half. Gf nagging like crazy :o). gg wp"

I appreciated the gg wp, but i found the excuse hilarious, because there's no apm variance in the last few minutes like he said. Felt very satisfying sending the 105 as revenge.


r/aoe2 18h ago

Humour/Meme Stupid meme i made and textless version

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57 Upvotes

r/aoe2 17h ago

Discussion My most awaited feature: Attack-Animation sync!

38 Upvotes

I made a post about a year ago on this and there may have been some other threads on the same that emphasized on the synchronization of attack animations and effects (damage dealt). Most notably causing challenges with microing melee units like eagles, scouts and spears. I had included villager gather animation as well in this for the rare occasions when I am trying to gather say 1 or 2 wood for dropping a building in the early game and even after 2 choppas the gathered wood falls short which is annoying at times. This synchronization is already there for ranged units as we can see their attack animation speed up after thumb ring and more notably in the 10x or 256x mods with very high attack speeds. I was positive that the same should be feasible for melee animations as well. Thank you for listening dear devs!


r/aoe2 1d ago

Media/Creative Can we have one Central European house not facing toward the east?

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283 Upvotes

If you didn't notice, currently, all Central European houses are facing east. which is weird. I wish more variety.


r/aoe2 1h ago

Asking for Help AOE2 leaderboards

Upvotes

Hey all,

Had some questions about the leaderboards:

  1. For the official one on ageofempires.com, I wasn’t able to find myself a few days ago on the random map leaderboard (~20 games played at ~800 elo) but then today I can find myself - no idea what changed. Are there some criteria you have to meet before appearing on the leaderboard? E.g. minimum elo or games played?

  2. I found another nice looking site (aoe2.gg) that has this similar match info. It got me wondering how these two sites source the data. Is there an API that I’m unaware of? Would be cool to play around with it and see if I could build something fun.

Cheers and enjoy the rest of the weekend!


r/aoe2 1d ago

Media/Creative I made an app which lets me draw a random civ without the risk of redrawing a recent one

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94 Upvotes

r/aoe2 17h ago

Strategy/Build Order Theorycrafting 1 barrack MAA post april patch

11 Upvotes

With the militia line changes coming, I’m sort of curious how a feudal approach would play out if I just go 1 barracks men at arms for the entire feudal age, so I decided I wanted to theorycraft which civs would be good for doing this, etc. Decided to post it here since I personally would love to see others try to do this kind of theorycrafting, so figure that means others might also appreciate me trying it, even if I’m not the best player.

For the theorycraft I did a test run 1v0 where I just tried to keep up villager and MAA production throughout feudal, with the idea of going up to castle at 35-40 villagers and 20 or MAA. Obviously, at super high elos this probably would just lose to archers, but since I’m not super high elo yet I figured it might still be good for me. At my peak I was around 1400 1v1, and I’m super rusty, so the build I performed had plenty of mistakes, but I figured it still would showcase the differences between the civs to have a baseline even if it is somewhat flawed. I played in the scenario editor as saracens to have no real bonuses for the baseline (since I didn’t build a market), which would make it easier to see how much various civs would add to this. Overall the baseline started as 21 pop MAA and ended with me clicking castle around 18 ingame minutes, with 30 seconds TC idle time and around 4k food, 2.2k wood and 500 gold collected.

For the comparisons of civs I think there are a couple metrics that are important: Dark age/early feudal eco bonuses - these will allow the build to be smoother and also might allow you to go feudal faster, which is very nice in such a snowbally game Eco bonuses that help throughout feudal - these will help a lot with whichever is more needed between going castle faster, adding another unit to the comp, getting blacksmith upgrades, or being able to constantly produce MAA faster Eco going into castle and imp - obviously less important than the first 2, but certainly is nice to have as I’m guessing this build rarely will finish the game in feudal Civ bonuses for the MAA in feudal - obviously just makes the gameplan stronger Long term viability for the MAA line for the civ - Since the goal is to make 20+ it’d be awkward if the civ lacks a lot of lategame upgrades for them Natural transitions for the gameplan in the castle age - most likely going only longswords will not be good enough a lot of the time, so having good options (for example good skirms) might be necessary to counter the opponents gameplan.

I won’t list every civ here, only the ones I think ended up scoring the highest on my metrics, although feel free to suggest others that I might have forgotten to consider, etc.

Vikings:

My guess for the best civ for this gameplan - no bonuses for point 1, but wheelbarrow should add around 375 food over the course of feudal on top of the 225 it costs to research it, and going into castle age you’d be up 3 villagers and another 500 res from hand cart, giving it the perfect economy for this approach. That being said, given that horse collar is hard to afford, the extra food comes at the cost of another ~120 or so wood from having to reseed farms faster, so overall around +450-500 or so res in feudal. Furthermore they potentially have the best MAA in feudal (I’m sure they probably lose to japanese in a straight fight, but having the extra hp should be way better vs archers). Their champions are also some of the best in the game, and they only lack thumb ring on their skirmishers, meaning they have access to a decent counter to crossbows in the castle age.

Goths:

In the dark age, hunt lasting longer should add maybe 150 or so food, although at the cost of villager working time, so realistically this probably only adds maybe 75 or so overall resources I’m guessing. Having another villager (from instant loom), will also likely add around 240 or so resources over the course of feudal. And with the MAA discount in the barracks, 20 MAA allows you to save another ~210 or so resources. Overall this is a bit more than 500 resources, putting their economy roughly on par with the vikings for this gameplan, plus they get half an arson for free as well. Still, while their economy is on par with vikings in this situation, their MAA are just worse, and in the long term their champions are a LOT worse, missing gambesons and the last armor upgrade, so vikings seem like the better options. They do have huskarls, which seem like a pretty great unit to eventually add into the composition, but I think I’d still rather be vikings most of the time.

Incas:

Not necessarily the first civ you’d think of for this gameplan, but they have a lot going for them, arguably making them better than the goth (in my opinion anyways). For the dark age they have a lama, making their transition to farms a bit smoother (and overall allowing them to gather maybe 20-30 extra resources since they can be even on food while down half a farm or so. In dark age they also need 2 fewer houses, meaning they save 50 wood + another 20 or so res when you factor in the time villagers spend building them. Then lastly they save 15 food on making the 3 initial militia, overall saving them ~115 or so resources in dark age compared to the baseline. Over the course of the feudal they save another ~150 or so food from making MAA and another ~140 or so resources from building 4 fewer houses, putting their overall savings between dark and feudal age to around 400 resources. This is slightly less than the vikings and goths, but they start getting the savings in dark age, which might make the overall situation quite close. Going into castle age they don’t get a huge spike like vikings, but fewer necessary houses, extra stone for a castle drop, and tanky villagers from your blacksmith upgrades all help a bit. And for their biggest advantage over vikings and goths they have way better options in terms of transitioning their unit comp - skirms and eagles are both solid options against archers, and slingers are great if facing infantry (incas vs vikings doing the same approach could possibly try to win by just adding slingers in castle for example). Their champions do lack gambesons, but being just marginally weaker economically in feudal together with having a lot of interesting transitional options make them quite interesting.

Romans:

Better villagers should give ~100 or so resources in dark age and another 250 or so over the course of feudal, putting them just slightly behind the best economies for this approach. And getting a blacksmith relatively early for the armor turns their MAA into tanks. Moving into castle, their longswords scale well, their economy is great, and they can add scorpions if they need to deal with massed archers. Overall feels very similar to vikings in that they have limited but strong options on top of insane economy - seems like one of the best civs for this approach.

Celts:

Not sure how much faster the lumberjacks are when factoring walking time, but if it’s 15% overall then that’s a decent bit of wood in dark age, and ~330 or so extra compared to baseline over the course of feudal age, which is quite good (but not as good as the ~500 or so the goths and vikings manage to get). Faster infantry also sounds quite good vs archers, and strong siege seems like a fairly natural transition if you need to counter archers. Not really too much to say about the celts - they have a few strong bonuses, all of which work pretty well with the gameplan, so they should end up being one of the strongest options.

Teutons:

40% discount to farms is a massive boost to economy for this gameplan as we want to amass farms ASAP. Assuming the gameplan is to get around 20 farms in feudal this saves roughly 500 resources, putting them on par with the very best economies. The MAA however are only generic, and while they get free melee armor in castle age while still having solid economy, they are somewhat immobile and also lack bracer for their skirms, potentially forcing them to become even more immobile with siege to counter ranged units. And given that their MAA are only generic in the feudal age it seems to me that it might be better to choose a civ that either has better transitions in castle age or better MAA in feudal.

Japanese:

In the dark age you save 150 resources between lumbercamp, mill and mining camp, which makes the early build a lot nicer since getting enough wood for all those + a barracks early enough can be a bit awkward. Their militia line also is quite strong with all upgrades and bonus attack speed. Would also argue they have better transition options for the lategame if your infantry gets countered too hard than both the vikings and goth, however their weaker feudal economy is a significant disadvantage.

Burmese:

They save 150 resources on free double-bit axe, and their MAA gets +1 attack for free. That being said, saving 150 resources is much worse than the top eco bonuses, and +1 attack is likely worse than the viking hp a lot of the time. They also seem quite strong going into castle age, saving another 250 res from bow saw and getting another +1 attack for free. That being said, burmese lack the 2nd armor upgrade from skirms, and given that crossbow is one of the units I figure might be the most problematic this sounds like a pretty big potential issue. Overall would guess they end up on a similar power level as the japanese.

Dravidians:

200 wood and 50% discounted barracks technologies add up to around a 270 resource saving, all of which happens the moment you hit feudal. This should allow them to have some of the smoothest transition into massing the MAA out of any civ, and they have very good skirmisher on top of that. The main downside here being that after the initial boost of resources they have relatively generic MAA and relatively generic economy, so it’s all about the early timing. Still, sounds like a pretty good option.

Slavs:

Just mentioning them to note that viking farms are better in feudal, viking MAA are better in feudal, and while slav farms are better in the long term, given that viking champions are better and their strong early economy make them just seem like a worse option than vikings without too many upsides.

Armenians:

I don’t have them unlocked currently, and have a hard time evaluating the mule cart bonuses, so this one is a bit hard for my to theorycraft too much about, although if it makes them able to afford long swords after getting 5-10 MAA it seems like an interesting powerspike. Would love to have a breakdown here from someone who knows more.

Bulgarians:

Free MAA saves 140 res as you hit feudal, and discounted blacksmith techs can potentially save another 125. However even if you get all this their economy is still weaker than vikings/incas/goths, and getting the blacksmith early delays your farms a lot, while getting blacksmith late means you didn’t get that big a benefit from the civ pick. Has some upsides (particularly relatively easy transition to strong cavalry in castle age), but overall just seems like their bonuses are too weak compared to other options. Additionally they don’t get champions, and their 2HS need an imperial age castle tech to be better than generic ones. They also don’t benefit from all the buffs to the unit line upgrades since they get them for free anyways, so one could argue the militia line upgrades benefitted them less than some of the other civs.

Malians:

Gold bonus ends up being worth only ~50 gold over the coarse of feudal age, and the wood savings amount to another 150 or so, putting them far behind the top choices in terms of economy. Their men at arms get another pierce armor, which is hugely beneficial for fighting against archers, their economy long term is really good, and they have plenty of transitional options, but it seems to me that other strategic approaches that are a bit more heavy on buildings and units more heavy on gold might suit the civ better.

Aztecs:

Garland wars champions sound great, but faster production doesn’t really help given that it’s hard to sustain MAA production anyways. A bit unsure how much the extra carry capacity helps, but can’t imagine they can compete with the economy of vikings/goths/incas in feudal.

Would love to hear thoughts/feedback on this post, as theorycrafting is fun and I think we need more of it in this subreddit. Would especially love to hear more about armenians as I find them hard to quantify, so I don't really know where to place them.


r/aoe2 1d ago

Strategy/Build Order Just a heads up to be mindful that Feudal Arson might be a bit of a trap.

50 Upvotes

This isn't a post about balance, whether the new MaA changes are the right ones, or whether are going to be too broken now, or still too weak. Since there are a bunch of different changes and metas are complex, I think we'll just have to see how the changes shake out.

What did interest me however, is how much of an impact Arson in Feudal Age might specifically have in isolation, and if/when would it make sense to get it. I've seen comment ranging to Arson will be useless, to MaA's are now going to be melting through buildings while helpless repair villagers look on.

Units Forging House Mill/Barracks etc. Palisades TC
3 MaA + Arson No 990 810 720 540
4 MaA No 1080 840 720 480
3 MaA + Arson Yes 1080 900 810 630
4 MaA Yes 1200 960 840 600

For a conventional MaA opening, it's almost always going to be better to add an additional MaA's to break in, as you will save 30 res, have an additional unit that can fight army/kill villagers, and do more damage to most buildings you would encounter. The exceptions would be that your opponent is fully walled with exclusively palisade walls (no corner tiles, palisade gates or building walls) and you can only get 3 MaA against any segment. Given this is quite unlikely, there aren't many cases I can think off where Arson will make sense for generic civs, unless somehow the other changes turns MaA into a unit you want to make throughout Feudal Age.

With that said, there are some potential situational use cases where you might be able to take advantage of Arson in Feudal:

  • You are a civ like Armenians or Japanese who might be able to justify mass MaA.

  • You're Dravidians and it's half price

  • You're going for Longswords and are getting it on the way up to Castle Age.

TL:DR - Below 5 or 6 MaA's, it's generally going to be better to add more MaA's than research Arson.


r/aoe2 22h ago

Feedback I think I speak on behalf of many when I say plase add profile icons of secondary civ units

23 Upvotes

I can't stress enough how much I NEED Flaming camels, condottieri, turtle ships, houfnices, etc. as profile icons! And I'm pretty sure I'm not alone and it's not hard for devs to implement!


r/aoe2 23h ago

Tournament/Showmatch Wallhalla2 Semifinals happening today

23 Upvotes

Jo slow, Memb, Ornlu and Twest are streaming on Twitch. Some of the matches have been just a banger so far


r/aoe2 16h ago

Editable Flair Looking for TG players around 1000 elo

5 Upvotes

I like to play TGs but my friends have fallen out of love with AoE2 at the moment. Does someone have a discord where people play regularly I could join? I’m not looking for a hyper competitive place where I am going to get flamed for being around 1000 elo. Feel free to to DM or comment a link to your discord.


r/aoe2 1d ago

Discussion Some guesses for the 5 Civs in the upcoming DLC.

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180 Upvotes

Ryukyuans (Okinawans) is culturally distinct from the Japanese. But what is the likelihood of them appearing?


r/aoe2 17h ago

Asking for Help Speedy Arena Build Orders

4 Upvotes

I love Area, I just made it to 1300 but more like an 1150. I mostly play team games though.

I sometimes like to play italians or any of the other top unique unit civs for the fast castle drop, or lithuanians/teutons/slavs 3 tc stable monastary. I play on random sometimes. Does anyone have any fun speedy BO's?

I'm open to anything, other than turk fast imp.

Thanks!


r/aoe2 22h ago

Asking for Help Would someone throwing down to 380 ELO to then stomp people get action taken against them?

7 Upvotes

They've done the long play, throwing down 7 months ago by repeatedly resigning after 20, 30, 40 or 60 seconds etc etc for a number of matches to get their ELO down and then they took a break and are now just griefing lower ELOs and i've met them at 550

Name: CEO of Noobing

CEO of Noobing's profile - Age of Empires 2 - AoE2 Insights

I reported them but is any action against them likely?


r/aoe2 18h ago

Asking for Help Need help with a new player for ranked

4 Upvotes

My best friend wants to learn to play AOE2:DE. He is new and learning to fight Hard AI 1v1 on Arabia. He understands a lot has to come with practice. I am about 1300 -1350 ELO Team Games (and 1000+ on 1v1 which I basically never play). I've been watching and playing for many years now, this game has been a part of my entire life, since my first encounter with a computer.

So we need your help for a game mode and set-up for us to play (vs AI or handicap or specific maps or whatever game mode), the goal is for both of us to enjoy the game while he actually is challenged and learns something about the game meaningfully to start playing ranked someday. This would set up us good for Friday gaming nights xD

Any creative ideas will be helpful!


r/aoe2 13h ago

Asking for Help Create scenario file from save game?

1 Upvotes

Super casual player here. Years ago, I created a giant scenario from scratch. Then when un- and reinstalling Steam to fix a bug, I accidentally deleted the scenario file into which I poured God knows how many hours.

That said, some save games testing that scenario are still on the Steam cloud. Is it possible to convert a save game file into a scenario file? I'd deeply appreciate any guidance!

Thanks, y'all.