Age of Empires 2 is focused on the Middle Ages. The most modern units are 15th knights in plate armour and hand cannons (plate armour is actually newer then hand cannons) while Age of Empires 3 directly jumps to late 17th century musketeers with bayonets.
The 16th century and early 17th century are not really represented by either games.
Since this Spin-off pick up where AoE2 ends there will be some differences:
- The civilisations from the Spin-off are stronger then the base AoE2 civs
- The tech tree has more differences compared to Chronicles
- The tech tree starts with stronger units then AoE2
Big Tech tree differences:
- No Archery Range
- All siege weapons use gunpowder
Ages
- Feudal Age
- Castle Age
- Renaissance
- Imperial Age
Maybe the first 2 should have different names but it would also make clear that this mode takes part after AoE2.
-
Feudal Age
Only one military unit, the same as AoE2 Dark Age. -
Castle Age
Has similar units compared to the AoE2 Castle Age but no siege units. -
Renaissance
Similar to AoE2 Imperial Age but with more Gunpowder units, especially Siege units. -
Imperial Age
Has overall stronger units then AoE2.
Military Buildings
New units are bold.
New names are place holders, feel free to suggest something better.
I try to not reuse any existing names (though they can be existing Scenario Editor exclusive units) so some names are a little longer.
Old units will get new names like in Chronicles but I keep the old names here so you know what units I’m talking about.
Barracks
- Man-At-Arms → Long Swordsman → Two Handed Swordsman - Champion
- Pikeman → Halberdier
- Long Pikeman → Imperial Pikeman
Gunsmith
- Crossbow → Arbalester
- Arquebusier → Musketeer
- Dragoon → Imperial Dragoon
Stable
- Knight → Cavalier → Paladin
- Scout Cavalry → Light Cavalry → Hussar → Imperial Hussar
Artillery Foundry
- Culverin → Imperial Culverin
- Bombard Cannon → Imperial Bombard Cannon
- Falconet
- Petard → Saboteur
Military Units
Swordsman Line
- Same as in AoE2
- New Technology to give them AoE damage
- Man at Arms in Feudal Age
- Long Swordsman in Castle Age
- Two Handed Swordman in Renaissance
- Champion in Imperial Age
Pikeman Line
- Same as in AoE2
- Starts with the Pikeman in Castle Age
- Ends in Renaissance, no Imperial Age upgrade
- Represent soldiers using weapons like Halberds that were build to counter cavalry
Long Pikeman Line
- Basically a Kamayuk
- Higher base attack but lower bonus vs. Cavalry then normal Pikeman Line
- Starts in Renaissance Age
- They have 1 range
- New Technology to give them bonus armour in formations like Chronicles Hoplites
- Cost Gold
- No Spearman Armour Class
Crossbow Line
- Same as in AoE2
- Starts with Crossbow in Castle Age
- No Imperial Age upgrade
- Likely will be visually replaced with an Archers since that’s more historically correct
- Not sufficient to counter the Long Pikeman Line without civilisation bonuses
- No Thumb Ring available!
Arquebus Line
- Similar to Hand Cannon but more general purpose
- Do some bonus damage vs. Infantry
- Considered an Archer and Gunpowder unit for bonus damage
Dragoon Line
- Gunpowder Cavalry
- Starts in Renaissance
- Bonus damage vs. Cavalry
Knight Line
- Same as in AoE2
- Knight in Castle Age
- Cavalier in Renaissance
- Paladin in Imperial Age
Scout Line
- Same as in AoE2
- New technology to give them bonus damage vs. Archers/Arquebus
- Scout Cavalry at the beginning of the game
- Light Cavalry is a free upgrade in Caste Age
- Hussar in Renaissance
- New Imperial Hussar upgrade in Imperial Age
Culverin
- Long range anti Artillery Artillery
- No AoE damage
Bombard Cannon
- Same as in AoE2
- Imperial Bombard Cannon is stronger as Houfnice
Falconet
- Imperial Age Artillery
- Does AoE damage
- Good vs. Infantry and Archers/Arquebus
- Decent vs. Buildings
Petard
- Same as in AoE2
- Now has an upgrade available in Imperial Age
Regional units
Buckler Swordsman
- Fast but cheap Infantry for raiding
- Kind of similar to an Eagle Warrior
- No bonus damage vs. Monks or Cavalry
Cavalry Archer
- Same as in AoE2
- Need probably some new technology for them to make them more of a raiding units then a mainline solider unit
Rifleman
- Soldier equipped with an early hunting rifle
- Low DPS and fragile but long range
- Good second line support unit
Zamburak
- Camel mounted gun
- Replaces Dragoon for Middle Eastern, Persian and Indian civs
- Bonus damage vs. Infantry instead of Cavalry (because Camel Riders exist)
Camel Rider
- Same as AoE2
- Imperial Camel Rider is not unique anymore
- Does bonus damage vs. Cavalry of course
Grenadier
- Short range siege unit
- Fragile but strong in larger numbers
- Better against units then against buildings
Defensive Buildings
Tower
- Available from Castle Age
- Same stats as a Guard Tower
- Can be upgraded to shoot bullets
- Can be upgraded to get more HP and armour
Bombard Tower
- Available in Renaissance
- Can be upgraded to get more HP and armour
Castle
- Same as in AoE2
- Available in Castle Age
- Limited to 1 before Renaissance
- Trains unique units starting in Renaissance
- Research unique technologies
- Can be upgraded to shoot bullets
- Can be upgraded to Fort in Imperial Age
- No Trebuchet
- No Petard
Wall
- Same as in AoE2
- Stone Wall from Castle Age
- Fortified Wall from Renaissance
Other Buildings
Blacksmith
- Handgun attack upgrades instead of Archer upgrades
- Infantry and Cavalry upgrades are the same
University
- Available in Castle Age
- All Castle Age AoE2 techs available in Castle Age
- All Imperial Age AoE2 techs available in Renaissance
- Gunpoweder units (besides Bombard Cannon and Ship) benefit from Ballistics
- No Chemistry required for Gunpowder units
- New technologies
New technologies
Zweihänder
- Available In Renaissance
- Man-At-Arms Line does 0.5 AoE Damage
- Not Trample damage like Drauzhina
- Effectively making them like 2x as strong
Pike Formation
- Available In Renaissance
- Pikeman give each other +1/+1 armour when close to each other (does not stack)
Logistics
- Barracks units cost 0.5 population
- Technology already exists in AoE1
Wheellock
- Available In Renaissance
- Dragoons gain a charged attack
Flintlock
- Available in Imperial Age
- Arquebus reload faster
Cavalry Charge
- Available In Renaissance
- Scout Line gets bonus damage vs. Archers/Arquebus
- Scout Line can dodge projectiles
Wall guns
- Available In Renaissance
- Towers, Town Centres and Castles shoot bullets instead of arrows
Advanced Fortifications
- Available In Renaissance
- Towers and Bombard Towers get additional HP and Armour
Fort
- Available in Imperial Age
- Castle upgraded to Fort
- More HP and Armour
- Main attack is a cannon ball instead of bullets/arrows
- Garrisoned units shoot bullets if Wall Guns is researched else they should arrows
Blunderbuss
- Available in Imperial Age
- Villagers gain ranged attack
Removed technologies
- Gambesons (Free in Feudal Age)
- Supplies (Free in Feudal Age)
- Thumb Ring (Replaced by Flintlock)
- Parthian Tactics (Replaced by Wheellock)
- Keep
- Arrow Slits (Replaced by Wall guns)
Economy
Unchanged
- Almost everything is the same as AoE2
- Feudal Age → Castle Age
- Castle Age → Renaissance
Trade Workshop
- Available in Imperial Age
- Allows players to trade with themselves
- Provide half as much Gold as trading with allied markets
- Allow Trading for Food and Wood instead (Chosen at each Trade Workshop)
- Cost Stone to build
Dock and Monastery
Undecided on those for now.
I want to try out Chronicles before I make a Water concept.
Thoughts
Crossplay
The civilisations from this Spin-off are clearly stronger then normal AoE2 civilisations. They basically skip the Feudal Age and start in the Castle Age.
People have to be aware off this balance difference when they want to mix civilisations. Different AI difficulties and handicaps are some balance options.
Crossplay can be an important aspect of many scenarios. Civilisations from the base game like Aztecs can fight Spanish from this Spin-off or base game Byzantines vs. Spin-off Ottomans.
Ranked
The civilisations from this Spin-off need their own queue.
The civilisations are supposed to be balanced compared to each other.
Trash War
There are only 2 generic Trash Units. Hussar and Halberdier
But it’s possible to trade in a 1v1!
Main counters
Long Pikeman > Hussar
Hussar > Arquebus
Arquebus > Long Pikeman
- Swordsman are mostly strong vs. Pikeman thanks to their AoE damage
- Knights are a good all round unit but they are less powerful compared to AoE2 mostly thanks to better Cavalry Counters
- Dragoons are one of those new cavalry counters. With micro they can be used against Infantry too
- The Falconet is the Artillery that counters Infantry and Archers
- Culverin are an alternative to Cavalry when it comes to countering Artillery
Civilisation differences
- The new technologies are not available to all civilisations of course. The availability of them decided on what focus a civilisations has.
- There should be regional units too. I ignored them in my concept.
- Every civilisation has unique units and unique technologies of course
Potential civilisations
- Chinese, Koreans, Japanese in an Asian DLC
- French, Spanish and British in Western European DLC
- Ottomans, Persians and Mughal in Gunpowder Empire DLC
- Holy Roman Empire, Swedes and Dutch in 30 years war DLC
- Morocco, Mamluks and Omani in North Africa DLC
- Russians, Poland-Lithuania and Cossacks in Eastern European DLC
- And many more
What not to add
- The USA
- Technology from after 1700
- Home cities
- Colonialism
- Civilisations without Gunpowder (like Aztecs)
What’s your opinion?
Other then “I hate everything that is not Middle Ages!” or “I hate everything that could be a competition to AoE3!”.
Edit
- Added the Spearman Line from AoE2 (staring at Pikeman)
- Added the Archer Line from AoE2 (starting at Crossbow)
- Removed Heavy Crossbow
- Moved the Scout Line one Age down to match the other units and gave them a new Imperial Age upgrade
- Added some regional units
- Rifleman are not a regional unit
- Added logistics technology
- Gambesons and Supplies are now free