Halbediers cannot counter elephants if the population of both team sides is maxed out.
Halbediers can only counter elephants if htey greatlty outnumber them Therefor make
War elephants = 3 pop
Battle elephants = 2 pop
This would balance the game. And make land battles more playable
War Elephants need castles, take 25 seconds to train, halbs are trained from barracks which means they can be replaced almost 3x faster than elephants with forward placement
With that logic you end up with AOE3 with very small armies as cavalry artillery… take up a lot of space.
Your base supposition is if the opposing side is maxed out. How about you don’t let them reach that ? If a civ relies a lot on power units, keep pressuring it.
And yes you’ll lose much more halbs than the other side loses elephants but in the end what matters are the expanded resources.
Elephants also are countered very well by monks, and most civs that have elephants do not have heresy. IIRC only the Malays have it and they have the weakest and cheapest battle elephant.
War elephants are one thing, but halbs devastate battle elephants already. Its a near fight, but the trash unit DOES beat a premium heavy cav unit in even numbers.
What next? Make knights lose to even numbers of halbs ??
Let’s reserve multi pop slots for the failed AoE3/AoE4 experiments
That said, the game is balanced for 200 pop. Pretty low #, imo, so yeah, both players are going to easily hit max pop more often than not, where deleting a bunch of villys will be the path to more military. I’d prefer the game get re-balanced for 300 or 400 max pop as the solution since hardware/tech is better now than the year 2000 and both players hitting max pop in the same game will be less frequent (and, so, your scenario will be, as well), but that will never happen
The only exception taking more than 1 in the AOE2 engine is… the cruiser in SWGB, that has a massive long-ranged AOE blast while being a flying unit so ignoring terrain and only being vulnerable to a select few anti-air units, and considering its range and damage only rushing it with fighters will have an effect. It takes up 2 pop spaces. It makes a mangonel look like a pea shooter, it’s not in the same league as a war elephant.
the thing that waranted the multiple pop slots per unit in aoe3 was to make up for a) infinite resources basically, and b) aoe3 has a lot of extremely powerful units that are only balanced by being limited in how many can be made
aoe2 did so instead with resources being ultimately limited (trade in aoe2 can be attacked and cut off unlike safely in base aoe3 plantations and mills)
They could have balanced the game around having more cheaper and weaker units (just look at Cossacks, infinite resources and you command thousands at once), but I guess they prefered a reduced unit count as to not be too heavy on CPUs. 3D animations with ragdoll physics probably were taxing at the time (still mostly single cores, and the rare high-end 2 cores were mostly to put all other processes away from the game, it wasn’t parallel CPU work yet).
No it wouldn’t. Elephants cost 3x the resources, elite upgrade cost is insanely high. If your opponent made 50+ elite battle elephants and you’re unable to spam halbs out of 20 barracks to clear them out, it means you played poorly. This doesn’t mean elephants should get more pop space. Elephants are barely usable in standard rm 1v1. They’re a deathmatch and closed map tg niche unit.
the devs need to see this. How did this go unnoticed by the developers!? The game is totally unbalanced at this state. Ships outranging land unit, elephants only costing 1 pop where there;’s no counter to them. THis is MadNeSS!!