They can add new diplomacy options.
Vassal and tributary. They activate after are chosen in diplomacy menu as ally status.
Tributary civ pays tribute to its suzerain regularly.
Suzerain civ can control certain number of military units of vassal civ. These units don’t change their color but vassal civ can’t control them. I saw this in a BfG campaign in a false flag attack mission. Player can control different color units same time and it seems interesting.
When diplomacy status is changed from tributary/vassal to ally/neural/enemy, tribute paying stops and vassal civ takes control of its military units again.
It can be funny in single player games. Players can force their rivals to obey themselves instead of destroy them.
This will not be useful for MP games at all.Changes need to be universal not aimed at specific scenarios.
Isn’t Gambesons already in the game for infantry? Adding Battle Drills would give plus attack
Yes, giving swordsmen +1/+1 as part of gambersons will make them play the role of an all rounder like knights. It should be available to civs which lack bloodlines and rely on infantry.
Its is better to give +1 attack to long swords for free just like how last patch gave +1 attack for champion upgrade. More bonuses like battle drills will again bloat the militia line which has too many upgrades compared to knights or even archers. If battle drills is such a necessary tech, then it should go into imperial age making swordsmen cost 30% less gold which is the same gold cost Goths pay. It will allow a transaction at the market at bottomed out prices to train a single swordsman for civs that get the tech. Making them trainable late game as well without switching completely to trash units.
3K has thoroughly killed all pretense of historical authenticity and the hope that devs would listen to feedback.
I still enjoy reading the discussions but it has never seemed more futile.
Battle Drills is a terrible tech. Chronicles added this and effects only 1 unit-line. Suffers same issue similar to removed Supplies tech. Would’ve made a difference if it was more universal but it wasn’t.
Can we add “Sudden death map in ranked” if community is for it?
Poll - Can 1 map in ranked be Sudden Death? - Age of Empires II: DE / II - Discussion - Age of Empires Forum
Yes, it won’t make sense in MP games and I’m not offering this for specific scenarios but SP skirmish games.
Would love axemen, anti-infantry spear unit and maybe a pike square “unit”.
Agreed, too many techs kept militia unviable. But it helps to balance them. The new tech ‘Battle Drills’ can also be implemented as a +3 cavalry attack bonus for all infantry against all cavalry. This way infantry can play a niche role for cvis that get the tech.
Best thing to do would be making it more universal. Like Pikes and Infantry UU. Otherwise its pretty much a bad tech.
Agreed!
From the Armenians and Mayans gameplay, one thing is apparent. Infantry needs HP more than attack to be able to deliver the finishing blow. A bloodlines kind of tech for infantry could be useful as well. It will be good for civs that lack halb or champion upgrade or if the civ lacks palladin or similar tanky options.
“Battle Drills tech” - All Infantry +10 HP
Hello everyone,
I’ve been looking through the forums for a specific section about in-game stats, but I haven’t been able to find one. Apologies if I’ve just misread or missed something!
It feels like the statistics have remained the same or very similar across different versions. I think adding more detailed stats could be a great way to help players analyze their performance and improve their game.
For instance
- A breakdown of how many units you’ve killed from each specific opponent* This would be super helpful in team games to see who you’ve been most effective against. Same with the buildings.
- Total villager idle time.
What do you guys think? Are there any other stats you’d want to see added?
Thanks!
Make the peacock opens its feathers and dance by using secondary idle animation.
So would Huns lose the bonus to not need to build houses, or would Hun yurts work like the Goth bonus that gives them 5+ max pop?
I would like to see the economic/resource system developed in greater depth. Water, for example, as a crucial factor in food production, is unfortunately completely missing.
I also think it would be cool if different terrains had varying degrees of fertility, requiring players to either provide irrigation or rely on alternative food sources. A form of animal husbandry in a dedicated building, for instance, would also be an interesting alternative. However, animals also need to be fed and raised before they can be slaughtered for food. In other words, raising a goat takes longer and also requires some food.
Another interesting resource-related feature would be forestry operations for reforestation (within a specific area) and to prevent wild animals from becoming extinct. For example, new trees and wildlife would continuously appear in the area over a certain period. Of course, this would happen much more slowly than the trees being felled and the animals being hunted and processed.
The ideas are undoubtedly based on the game “The Settlers”. But I think it would be cool if the resource system wasn’t quite as shallow as it is now.
This is a build and destroy game not a city builder,game should not be made more complex for emmersion.
Admittedly, varying levels of fertility would probably be too much. But livestock farming as an alternative to agriculture (with the advantages and disadvantages of both food sources) and forestry to cultivate wildlife and trees as renewable resources would certainly fit into the basic concept of a city-building game.
The theme of water as a resource is probably too complicated to integrate, even though aqueducts and wells are available as objects.
For tree as renewable resources you can add bamboo farm for some asian civilizations.
A tree plantation is certainly up there on my wish list for AoE/AoM in general. It is strange that the easiest to collect resource can just run out entirely with no alternative way to get it.
There are multiple different ways to get gold (trade, relics, selling resources) but only really one way to get wood. (Selling food and then buying wood is pretty inefficient and the wood price rises indefinitely).
The plantation should obviously be less efficient. I suggest 0.5x collection rate compared to trees, making it very unattractive when you still have trees on the map.