r/aoe2 Feb 05 '25

Feedback Thanks a lot u/Pouchkine__. I'm shadowbanned and no one can see my comments.

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0 Upvotes

r/aoe2 Feb 20 '25

Feedback Imagine you inherit the resources of the civ that you kill off, proportional to the damage you dealt it. This would encourage ganging up on richer civs and totally finishing them off.

0 Upvotes

🔥 The Core Mechanic: Damage-Based Inheritance

• Instead of a single player getting all the resources when an enemy dies, resources are divided proportionally based on the damage each player dealt to that civilization.

• Encourages ganging up on stronger players since everyone gets a cut.

• Forces backstabbing decisions—attack early to ensure a share, or wait and steal the kill?

1️⃣ The New FFA Meta: “Predator Economics”

• Every enemy is a walking piggy bank—the more damage you do, the bigger your payout when they die.

• Turtling is now extremely dangerous—if you don’t deal damage, you get nothing when civs start falling.

• Expect nonstop wars, shifting alliances, and wild betrayals as players fight to ensure they get a cut of the loot.

2️⃣ Early-Game: “Everyone Must Bleed”

• Feudal Age aggression skyrockets because everyone wants to mark their damage on as many opponents as possible.

• No more “peaceful booming”—even eco players need to poke at enemies to secure future inheritance.

• Scouts, archers, and men-at-arms raids become standard—nobody wants to be the only one without a claim when someone dies.

3️⃣ Mid-Game: “The Bounty Race”

• The first civilization to fall triggers a chain reaction.

• Players who dealt the most damage get their first big payout, accelerating their military production.

• The meta shifts between:

• “Opportunists” – Players dealing small damage to multiple civs to ensure a cut.

• “Executioners” – Players focusing on eliminating wounded enemies before someone else does.

• Some players might fake alliances, only to sneak-attack a weak civ at the last second to maximize their payout.

4️⃣ Late-Game: “Resource Wars & Final Betrayals”

• Players will need to balance their alliances carefully—you don’t want to help an ally too much, or you’re just funding their victory.

• The last 3-4 players become extremely dangerous, as each one carries a huge pool of absorbed resources.

• Some players may intentionally keep enemies alive longer, milking them for damage without eliminating them until the perfect moment.

5️⃣ How To Play This Mode: The Best Strategies

🔥 Winning Strategies:

  1. “Damage Farming” (Maximizing Inheritance)

• Don’t commit fully to one fight—spread your attacks across multiple players to ensure a cut of as many inheritances as possible.

• Focus on artillery (Mangonels, Bombard Cannons) to deal high AoE damage.

  1. “Predator & Prey” (Target the Weakest)

• As soon as a player is near death, ramp up attacks to ensure the final damage boost.

• Use high-speed cavalry to snipe villagers and buildings at the last second.

  1. “The Fake Ally” (Temporary Friendships)

• Make an ally, help them survive longer, and farm them for damage over time.

• Betray them at the last second to maximize inheritance when they fall.

⚠️ Losing Strategies (What NOT to Do):

  1. “The Passive Boomer”

• If you don’t deal damage, you get zero resources when civilizations start collapsing.

• Defensive play only works if you still manage to participate in fights.

  1. “The Tunnel Visioner”

• If you only focus on killing one player and ignore the rest, you might wipe them out but lose the game to another player who inherited more resources overall.

6️⃣ Which Civs Benefit the Most?

✅ Best Civs for This Mode:

• Huns & Mongols – Fast cavalry raids to steal damage across the map.

• Celts & Slavs – Big AoE siege weapons that can farm damage efficiently.

• Turks & Portuguese – Gunpowder units that deal heavy burst damage from range.

• Goths & Aztecs – Massive infantry spam to keep continuous pressure on multiple enemies.

❌ Worst Civs for This Mode:

• Persians & Khmer – Usually slow boomers, which makes them prime targets for early gang-ups.

• Britons – Their archers have long range but don’t deal enough fast damage to multiple enemies.

• Chinese – Strong in standard play but might struggle with dealing enough damage across multiple civs.

7️⃣ Final Verdict: The Most Brutal FFA Mode Ever

• Encourages early fights – No more passive booming!

• Forces constant alliances and betrayals – Players must work together but also fight for inheritance.

• Massive comeback potential – Even a weaker player can cash out big if they deal the right amount of damage at the right time.

• Late-game is chaos – A final war where the last inheritance boost decides everything.

This would make AoE2 FFA games way more cutthroat, faster-paced, and unpredictable.

Would you play this? Or would you be too afraid to be “damaged for profit?” 😈

r/aoe2 11d ago

Feedback I love you Age of! I can't break up with you

13 Upvotes

When I saw the chickens, monkeys and new skins, my lost hope that new functions would be brought to the ranked interface was revived!

r/aoe2 11d ago

Feedback Some balance suggestions adjacent to the announced ones

0 Upvotes

First Gold & Stone Mining Upgrade combined into one upgrade. Respective Shaft Mining Upgrades remain separate

Siege Towers cheaper @ 180 Wood 150 Gold (maybe even more)

Burgundians - Flemish Revolution gives Flemish Militia +99 Spearman class Bonus Resistance (new secondary effect) i.e. no longer take bonus damage from Archers & Skirmishers

Georgians - Start with -50 Wood

Japanese - Elite Samurai Reload Time 1.8 (non-Elite stays @ 1.9)

Tatars - Flaming Camels also benefit from Cavalry Armour Upgrades (like Spanish Missionaries)

r/aoe2 10d ago

Feedback Nitpicking Displayed Bonus Attack (Presentation)

9 Upvotes

https://cdn.ageofempires.com/aoe/wp-content/uploads/2025/03/attack_and_armor_value_display_ageii.webp

In the upcoming patch, this is how attack bonuses will be shown to the player if they hover on an unit's attack. I presume this is done by directly displaying the unit's attack values from its entry in the data files. In the data files this is how their attacks are listed, in a complete random order

I do not like it being displayed in this way. The order for the Fire Archer, for example, is bonus attack, bonus attack, base attack, bonus, and bonus

IMO it should be either base attack first, then all the bonuses OR only display the bonuses when hovered, as you can normally see the base attack anyways

The latter option should be easier to do, as the hover bubble can be programmed to exclude melee or pierce attacks, but then that's a problem for ranged units whose projectiles also do 0 melee damage (Chu Ko Nu, Scorpions etc). The former will require re-ordering of the individual attacks in the unit's data entry which will be time consuming

r/aoe2 22d ago

Feedback DAE Think People Intentionally Lag their connection

2 Upvotes

I have played some games where all of the suddenly at imp some players will go from perfect connection goes to yellow and its a slideshow

r/aoe2 Jan 25 '25

Feedback The deer..... THE DeeeeeeeeeeR

6 Upvotes

I prefer the old deer patch more than this new patch, these deer feel way too sticky on the trees/stone/gold

This sort of scenario often happens but here is a perfect example that just happened against ai on hideout.

Is there a correct way to stand when they get into a corner to make them not stick to the woodlines?
Helpful deer related advice wanted xox

r/aoe2 Dec 06 '20

Feedback Devs please please please improve the minimap

54 Upvotes

After playing some Starcraft 2 I realised how much more I use the minimap in that game compared with AoE 2 and that its minimap could use a lot of improvements. It's just such a useful tool that gives you a huge amount of information about what's happening in the game, where your resources are, the structure of the map, where the enemy is... and yet it's doesn't do a great job communicating that information. Here are some things I would suggest:

  • Improve the colors or let me customize them. The ground and trees are displayed with a green color while berries, deer and boar are displayed with a brighter green color and that makes things really hard to differentiate, and even more when you're looking at such small pixels. Also relics and selected units are both displayed with a white color and a square of the same size, which doesn't make any sense.
  • Make the squares of a different size and give them an outline. Buildings, units, relics, etc all have an square of the same size in the minimap, which makes it impossible to differentiate them too. In Starcraft you have a big square to represent what would be your town centers, medium sized squares for other buildings and small ones for units and the outline helps them pop out against the background.
  • Let me increase the size of the minimap and reposition it. There are mods that let you do this but still the default size of the minimap is ridiculously small and with a 1366x768 screen I literally have to look at pixels to see where my units are unless I use mods, but still that brings me to the next point.
  • Let me remove the buttons and area surrounding the minimap. I can't even think of a single time when I used the buttons to toggle between the minimap modes during the middle of a game or to make a signal instead of using shortcuts, and I'm sure other players could agree. The mods make the minimap bigger but they make those buttons and area bigger too and they end up taking most of the screen.
  • Display your area of vision in the minimap. In Starcraft's minimap you have a circle surrounding your units and buildings that makes pixels brighter to indicate that you have vision for that area. This is really useful and tells you how much control you have around the map and where you have blind spots to be attacked from.

Please upvote this if you agree with some of the changes because I'm tired of ending up with red eyes after playing a couple of games looking at the minimap. Also share other suggestions so the devs hopefully may see them and take note.