Introducing Alternative Imperial Age Techs for Greater Flexibility and Balance in Age of Empires II

The early game balance in Age of Empires II is difficult to alter, but inspired by the landmarks in Age of Empires IV, I think perhaps we could introduce an alternative Imperial Age tech (referred to as “Crown” here), allowing players to choose between two options, giving civilizations more flexibility and choice. Overall, the strength of the second Crown could be slightly lower than the original, ensuring that the maximum potential of each civilization remains unchanged while improving their lower bounds. Note: the idea is that if you upgrade to the new Crown, you cannot upgrade the original Crown, so the effects won’t stack.
For examples:

  1. Britons: [Chevaux-de-frise] Elite Longbowmen gain a shield every 30 seconds, which can block one melee attack from cavalry.

    • Idea: The Warwolf technology is often used on closed maps. The new Crown addresses the issue of Longbowmen having no practical use on open maps.
  2. Byzantines: [Defense Network] Units garrisoned in defensive buildings can auto-repair, and troops within the range of these buildings have a 20% increase in attack speed.

    • Idea: Currently, the Cataphract and Logistica are mostly ornamental in many matches. The new Crown directly enhances positional warfare capabilities, providing significant benefits in trash wars.
  3. Chinese A: Chu Ko Nu attack +2.
    Chinese B: [Ballista] Scorpions gain +4 attack, and units hit by Scorpions suffer continuous damage (1 HP/second).

    • Idea: Enhances China’s late-game capability against heavy cavalry archers.
  4. Celts: Woad Raiders gain the ability to dodge projectiles, up to 3 times.

    • Idea: Celtic Fury is rarely used on open maps. Currently, Celts need to improve their late-game unit options on open maps. The new Crown allows Elite Woad Raiders to have a decisive effect in multiplayer games.
  5. Franks: Knights and Light Cavalry can slowly regenerate health when not in combat (20 HP/min).

    • Idea: This Crown can be chosen in matches where there isn’t an opportunity for a large-scale Paladin rush or in 1v1s, enhancing combat effectiveness during the Castle Age.
  6. Goths: Heavy Cavalry units gain a trample damage effect, dealing damage within a radius of 0.5 and inflicting one-third of their base damage.

    • Idea: This provides an opportunity to use a Goth cavalry boom on open maps, giving Goths a chance to appear, despite their weak economy.
  7. Japanese: When a Samurai dies, nearby friendly units gain a 20% damage boost for 5 seconds (cannot stack).

    • Idea: Improves Japan’s late-game combat power on open maps, ensuring they maintain an advantage until the Samurai are eliminated.
  8. Mongols: Trade Carts carry an additional 10% wood, 10% food, and 5% stone.

    • Idea: Drill is seldom used on open maps. The new Crown improves the late-game economy, allowing a full focus on cavalry archers.
  9. Persians: Stables can produce War Elephants, and when a War Elephant dies or is converted, 50 food is refunded.

    • Idea: Makes it possible to produce War Elephants on a small scale for open map battles.
  10. Saracens: Camels and Mamelukes gain +1 armor.

    • Idea: There’s not much to say; Counterweights is one of the least useful Crowns, and Mamelukes are currently too weak.
  11. Teutons: Teutonic Knights gain a 50% speed boost for 5 seconds after standing still for 10 seconds.

    • Idea: Aims to rescue the pitiful appearance rate of Teutonic Knights, the Teutons’ mascot.
  12. Turks: Janissaries’ attacks reduce the target’s armor/pierce armor by 1 , which can be restored after healing.

    • Idea: Elite Janissaries’ combat effectiveness on closed maps is slightly weak, making them less powerful than Turkish Cavalry Archers, hence needing a minor buff.
  13. Vikings: Gain 25 food and 25 gold for each building destroyed.

    • Idea: When fighting with Arbalests or Champions, the new Crown can enhance sustainability.
1 Like

I believe you have jumped right from Age of Kings 1999 directly to Aoe4 and making such a suggestion. Game now has 32 more civs and some of the bonuses you’ve mentioned exist. Like Cavalry regeneration is a Georgian bonus, Trade cart generating food is Bengali team bonus. Vikings already get resources from raids with Chieftains. If you’re aware of the new civs and still want to diversify the options of legacy civs, that’s a terrible idea. Most of these civs are already the strongest in their respective category of maps and it makes no sense to give them additional strong options.

2 Likes

I don’t like the idea of having to choose between either of 2 techs, as it locks you out of the other, without possibility of going back for the rest of the game. Even the Flemish Revolution, of all techs (and it’s one of the most controversial ones), allows you to bounce back from it if it was a bad call. It would be a big departure from what AOE2 is, and I’m not a fan of such features in more recent games.

Yes picking any tech has an opportunity cost as those resources may have been better used elsewhere, but it doesn’t put hard limits on what you can do.

Actually, I have been played aoe2 DE for more than 5000 hours

Your conservative thinking will cause the game to stagnate.