Disclaimer:
My idea wouldnât remove AoE1DE from existence. It would still be there, playable and purchasable.
The game gets very little support right now anyway so nothing will change for the original AoE1DE.
Some thoughts about the balance
I donât want the AoE1 civs to be fully balanced against the AoE2 civs. That would require a lot of changes, it would take a lot of that away what makes AoE1 good and it would be extremely difficult.
But I want them to be somewhat balanced. So it is somewhat feasible in casual lobby to mix AoE1 with AoE2 for example for coop. 2 AoE1 civs vs 2 AoE2 AIs for example.
Also to make scenarios more playable. A Roman Legion shouldnât completely obliterate Gothic infantry while being half population and costing less resources.
Units
AoE1 units start of at similar strengths then AoE2 units but end up a lot stronger in late Iron Age,
Iâm ignoring range and speed here because they are not directly comparable.
Rate of Fire also is relatively different between the game. Most AoE1 units are at 1.5 while AoE2 ones are at 2.0.
Villagers have the same stats in both games:
- 50 Food
- 25 HP
- 3 attack
- 0/0 armour
Loom makes AoE2 villagers a lot stronger though:
Infantry
Letâs compare the Axe+Sword lines from AoE1 (letâs pretend itâs one unit line instead of 2) with the Militia line from AoE2.
Age I
Clubman
- 50 Food
- 40 HP
- 3 attack
- 0/0 armour
Milita
- 60 Food 20 Gold
- 40 HP
- 4 attack
- 0/1 armour
AoE1 has the slight edge in this case because the clubman is 30 resources cheaper and only has 1 less attack.
Age II
Axeman
- 50 Food
- 50 HP
- 5 attack
- 0/0 armour
Man-at-Arms
- 60 Food 20 Gold
- 45 HP
- 6 attack
- 0/1 amour
Axemen have the edge on paper because of their lower cost. The higher attack of the Man-at-Arms is worth more then the more HP of the Axeman though.
But now technologies start playing a role.
Man-at-Arms get +1 attack, +1/+1 armour and -15 Food cost while Axemen get +2 attack and +2/+0 armour.
With upgrades a Man-at-Arms will lose a 1v1 against an Axeman but they are a lot better against archers thanks to their 2 piercing armour.
Age III
Now the comparison starts getting complicated because the AoE1 line is a new unit line and it already has 2 versions in Bronze Age. I will take the second unit for comparison in this case.
Broad Swordsman
- 35 Food 15 Gold
- 80 HP
- 9 attack
- 1/0 armour
Long Swordsman
- 60 Food 20 Gold
- 60 HP
- 9 attack
- 1/1 armour
Now the AoE1 unit is not only stronger but also cheaper.
With upgrades the difference gets even bigger.
You get +4 attack and +4/+1 armour in AoE1 while only getting +2 attack and +2/+2 armour in AoE2.
AoE1 units are a lot weaker against archers though.
Age IV
Now the difference gets massive
Legion
- 35 Food 15 Gold
- 140 HP
- 13 attack
- 2/0 armour
Champion
- 60 Food 20 Gold
- 70 HP
- 13 attack
- 1/1 armour
Including upgrades the gap widens.
AoE1 gets +7 attack and +6/+3 armour and even -0.5 population cost.
AoE2 gets +4 attack and +3/+4 armour.
That means that the AoE1 unit has 2 less ranged armour but all other stats are a lot better.
Archer
This comparison is a little harder because the main archer line of AoE1 starts and ends in Bronze Age.
Therefore I will compare the Composite Bow with both the Crossbow and Arbalester.
Composite Bowman
- 40 Food 20 Gold
- 45 HP
- 5 attack
- 0/0 armour
Crossbowman
- 25 Wood 45 Gold
- 35 HP
- 5 attack
- 0/0 armour
Arbalester
- 25 Wood 45 Gold
- 40 HP
- 6 attack
- 0/0 armour
Upgrades are kind of the opposite as for infantry in this case.
AoE1 archers only get +1 attack and +6/+0 armour while AoE2 archers get +4 attack and +3/+4 armour.
In a direct competition AoE2 archers would destroy AoE1 archers because of the ranged armour.
Cavalry
Age III
Cavalry
- 70 Food 80 Gold
- 150 HP
- 8 attack
- 0/1 armour
Knight
- 60 Food 75 Gold
- 100 HP
- 10 attack
- 2/2 armour
Knights look stronger then Cavalry considering the cost difference.
With upgrades itâs get more complicated. Knights get +20 HP for example. The other upgrades are similar to the Infantry ones.
Notably the AoE1 cavalry gets no ranged armour from any technology.
Also the AoE1 cavalry has an attack bonus against all infantry but the Hoplite line.
Age IV
Cataphract
- 70 Food 80 Gold
- 240 HP
- 12 attack
- 5/3 armour
Paladin
- 60 Food 75 Gold
- 160 HP
- 14 attack
- 2/3 armour
Paladins hold up a lot better against their AoE1 counter part compared to infantry.
Cataphracts have an attack bonus against Infantry (excluding Hoplite line) though.
Conclusion
AoE1 is balanced around units having a lot less ranged armour and a lot more melee armour.
At the end +7 attack and +6 armour is the same as +4 attack and +3 armour.
But on the ranged side itâs a little different. Only infantry get ranged armour in AoE1 while ranged units only get +1 damage overall. But cavalry gets 3 base ranged armour.
Piercing damage is worth a lot more in AoE1 compared to AoE2 where both meele and ranged damage are worth the same.
AoE1 Iron Age units generally have more HP then AoE2 Imperial Age units while the attack is more comparable.
Upgrades are worth a lot more in AoE1 compared to AoE2. Units start of with similar stats but get a lot stronger in the last Age.
Buildings
AoE1 Buildings only receive 20% of the damage (ignore 80%) this makes their HP worth 5x as much.
This also applies to bonus damage. Therefore I will add a 5x to all building HP here.
House
AoE1
- 30 wood
- 4 population
- 375(75) HP
AoE2
- 25 Wood
- 5 population
- 500/750/900/900 HP
AoE2 houses are more 2x as durable while costing less and providing more population.
Town Centre
AoE1
- 200 Wood
- 3000(600) HP
- 0 garrison
AoE2
- 275 Wood 100 Stone
- 2400 HP
- 15 garrison
AoE1 TC are more durable then AoE2 TC but they are missing the garrison feature.
AoE2 TC even cost Stone making them a lot more expensive.
Generic Building
AoE1
- 125-200 Wood
- 1750(350) HP
AoE2
- 175-200 Wood
- 1200/1500/1800/2100 HP
Most buildings have a little HP in AoE2 compared to AoE1 in the late game.
Tower
Guard Tower
- 150 Stone
- 1200(240) HP
- 6 attack
Ballista Towers are harder to compare.
Keep
- 50 Wood 125 Stone
- 2250 HP
- 8 attack
- 5 Garrison
Here itâs 1,875x the HP for AoE2 which is relatively much. Price is comparable.
AoE1 ranaged attack is worth more so Iâll say they are even on that.
The Garrison makes the AoE2 towers more useful though.
AoE1 towers donât receive bonus damage from anti building attacks which makes them a lot more durable against siege.
Wall
Fortified Wall
- 5 Stone
- 2000(400) HP
- 0/5 armour
Fortified Wall
- 5 Stone
- 3000 HP
- 12/12 armour
AoE2 walls have 1.5x as much HP and a lot more armour and the best walls are available an Age earlier.
Siege
Here AoE1 only has the catapult as a real siege unit that also functions as an AoE anti archer unit. So it combines Onager and Terbuchet/Bombard Cannon.
Iâm ignoring the range here. Just assuming it can outrange a building.
Heavy Catapult
- 180 Wood 80 Gold
- 60 +140 attack (+50 vs. towers)
Siege Onager
- 160 Wood 135 Gold
- 75 +60 damage
Bombard Cannon
- 225 Wood 225 Gold
- 40 +200 attack (+40 stone defence)
Trebuchet
- 200 Wood 200 Gold
- 200 +250 attack
The Heavy Catapult has quit a lot of damage considering that AoE1 buildings usually have less HP. The Bombard Cannon has barely more damage then it while costing considerably more.
Every civilisation has access to the Trebuchet in AoE2 while in AoE1 they only have access to the Stone Thrower (that only has 10 attack less then a Heavy Catapult but is very fragile and has very low AoE damage)
AoE1 doesnât have rams but it has Elephants. AoE2 has Siege Elephants now so letâs compare.
Armoured Elephant
- 170 Food 40 Gold
- 600 HP
- 18 +35 attack (+35 vs. Towers)
- 2/1 armour
Siege Elephant
- 135 Food 95 Gold
- 250 HP
- 4 +105 attack
- -2/150 armour
AoE2 Siege Elephants (that only fill that one role) only have 2x he attack vs. Buildings. Siege Elephants are nearly immune to arrows though.
My ideas
Units
Speed, Range and RoF
Movement speed, frame delays and Rate of Fire are changed to be closer to AoE2.
Means most units go from 1.5 to 2.0.
All other units are changed accordingly. So they all take 1/3 longer to attack again.
Archers have more range in AoE1 compared to AoE2, this should also be corrected by reducing the range off all archers by 2.
Hitpoints
The highest Iron Age upgrades of all units should get reduced to nearly 1/2 of the HP while Stone Age units stay the same.
Because the Rate of Fire of all units got reduced that means that units will die similarly quickly compared to normal AoE1.
Tool Age
Axeman 50 â 45 HP
Bowman 35 â 30 HP
Scout 60 â 50 HP (Maybe +1 attack to make up for that)
So 10-15% less HP.
Bronze Age.
Short Swordsman 60 â 50
Broad Swordsman 80 â 55
Improved Bowman 40 â 30
Composite Bowman 45 â 35
Cavalry 150 â 100
Iron Age
Long Swordsman 100 â 60
Legion 140 â 80
Heavy Cavalry 150 â 100
Cataphract 240 â 150
Elephants (War/Armoured/Archer) 600 â 300
Armour/Weapon upgrades
Meele armour upgrades are changed from +2+2+2 to +1+1+1 like in AoE2.
The armour upgrades now also include +1+1+1 ranged armour.
Shield upgrades for Infantry should probably be kept.
Meele attack upgrades are changed from +2+2+3 to +1+1+2.
New Ranged damage upgrades are introduced providing +1+1+1 damage.
The overall balance wouldnât change. With the same amount of upgrades the units till make the same relative damage.
Armour changes
Cavalry and Elephant units get more base ranged armour or their armour upgrades are changed to include more ranged armour.
Buildings and Siege
Building HP can mostly stay the same.
The footprint of most buildings should be increased though.
Towers should be rebalanced and be classified as normal buildings + stone defence.
Stone Throwers have the same range (10) as fully upgraded Age 3 defence but get outranged by 1 by fully upgraded Age 4 defence.
All civilisations but Choson that donât have access to Catapults (that have 12 range) have access to the Engineering technology in Age 4 which gives them +2 range.
Garrison
The ability to garrison units and letting them shoot (villagers and archers) makes TC and towers a lot more valuable in AoE2. They donât only help protecting weak units but also give them the opportunity to attack from safety.
Towers are relatively weak in AoE1 so adding garrison to them wouldnât change the game all that much. Especially when given the generic building tag that gives catapults a bonus damage against them.
For Town Centres thatâs a different story. They are already cheaper and more durable then their AoE2 counterpart.
I would change the HP to 2000(400) increase the cost by 50 Stone and add 5 garrison to the building.
This way the Town Centre wouldnât be as defensive as in AoE2. With less HP and only being able to garrison 5 units. It would still be cheaper, costing less Wood and half as much Stone.
Gates
Just add them. Easy. I donât think that would be an issue.
New Units
AoE1 leaks counter units. Most units donât have any damage modifiers.
Therefore I would introduce a few counter units that allow to be more flexible.
(Elite) Spearman
- Same stats as AoE2 Spearman and Pikeman.
- Available in Bronze and Iron Age (not Tool Age).
- No Equivalent to Halbardier.
- New visuals
(Elite) Skirmisher
- Same stats as the AoE2 version.
- Available in Bronze and Iron Age (not Tool Age).
- New visuals
New Upgrades
Heavy Axeman
- 50 HP (+5)
- 9 attack (+4)
- Available in Iron Age
Axillary Archer
- 35 HP (+5)
- 4 attack (+1)
- No range increase
- Available in Iron Age
Light Cavalry
- 60 HP (+10)
- 7 attack (+4)
- Available in Iron Age
Those 3 units should give civilisations a chance that donât have access to Chariots to compete in trash wars.
Heavy Camel Rider
- +1 attack +10 bonus against cavalry
- +20 HP
- Available in Iron Age
Elite Composite Bowman (canât think of a better name)
- 40 HP (+5)
- 6 attack (+1)
- Available in Iron Age
Those upgrades are there to make those units viable in Iron Age without making them very strong.
Economy
I havenât calculated the numbers so itâs hard to tell how much should be changed.
The resources on the map will be changed to the default AoE2DE ones including sheep and everything.
Trees, mines, huntables, fish, etc. will all have as much food as they do in AoE2DE.
Cost of some technologies and Age ups might have to be adjusted.
Resource collection rates, carry capacities and the impact of technologies are very hard to judge.
And we havenât talked about the Wheel yet.
I might revisit this later after doing some testing ingame.