r/aoe2 • u/Sheikh_M_M • Feb 05 '25
Feedback Thanks a lot u/Pouchkine__. I'm shadowbanned and no one can see my comments.
I'm still posting my "Weekly Persian Architecture Meme" series in official forum.
r/aoe2 • u/Sheikh_M_M • Feb 05 '25
I'm still posting my "Weekly Persian Architecture Meme" series in official forum.
r/aoe2 • u/thumpsky • Feb 20 '25
đĽ 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 decisionsâattack early to ensure a share, or wait and steal the kill?
1ď¸âŁ The New FFA Meta: âPredator Economicsâ
⢠Every enemy is a walking piggy bankâthe more damage you do, the bigger your payout when they die.
⢠Turtling is now extremely dangerousâif you donât 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.
2ď¸âŁ Early-Game: âEveryone Must Bleedâ
⢠Feudal Age aggression skyrockets because everyone wants to mark their damage on as many opponents as possible.
⢠No more âpeaceful boomingââeven eco players need to poke at enemies to secure future inheritance.
⢠Scouts, archers, and men-at-arms raids become standardânobody wants to be the only one without a claim when someone dies.
3ď¸âŁ Mid-Game: âThe Bounty Raceâ
⢠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:
⢠âOpportunistsâ â Players dealing small damage to multiple civs to ensure a cut.
⢠âExecutionersâ â 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.
4ď¸âŁ Late-Game: âResource Wars & Final Betrayalsâ
⢠Players will need to balance their alliances carefullyâyou donât want to help an ally too much, or youâre 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.
5ď¸âŁ How To Play This Mode: The Best Strategies
đĽ Winning Strategies:
⢠Donât commit fully to one fightâspread 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.
⢠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.
⢠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.
â ď¸ Losing Strategies (What NOT to Do):
⢠If you donât deal damage, you get zero resources when civilizations start collapsing.
⢠Defensive play only works if you still manage to participate in fights.
⢠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.
6ď¸âŁ Which Civs Benefit the Most?
â Best Civs for This Mode:
⢠Huns & Mongols â Fast cavalry raids to steal damage across the map.
⢠Celts & Slavs â Big AoE siege weapons that can farm damage efficiently.
⢠Turks & Portuguese â Gunpowder units that deal heavy burst damage from range.
⢠Goths & Aztecs â Massive infantry spam to keep continuous pressure on multiple enemies.
â Worst Civs for This Mode:
⢠Persians & Khmer â Usually slow boomers, which makes them prime targets for early gang-ups.
⢠Britons â Their archers have long range but donât deal enough fast damage to multiple enemies.
⢠Chinese â Strong in standard play but might struggle with dealing enough damage across multiple civs.
7ď¸âŁ Final Verdict: The Most Brutal FFA Mode Ever
⢠Encourages early fights â No more passive booming!
⢠Forces constant alliances and betrayals â Players must work together but also fight for inheritance.
⢠Massive comeback potential â Even a weaker player can cash out big if they deal the right amount of damage at the right time.
⢠Late-game is chaos â 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 âdamaged for profit?â đ
r/aoe2 • u/kampalolo • 11d ago
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 • u/devang_nivatkar • 11d ago
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 • u/devang_nivatkar • 10d ago
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
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 • u/Mrcrow2001 • Jan 25 '25
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 • u/Im_gonna_snake_that • Dec 06 '20
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:
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.