Unit Tech Tree Overhaul

This may be a controversial take but I would like constructive feedback on this idea I have for AoE2 and get the community’s take on this. First off, this game is iconic and I think that it’s no mistake it’s probably the top edition of the franchise. I am proposing an overhaul to the current unit tech tree as it relates to military units. Having played both AoE2 and AoE4, I think there’s some optimization that AoE4 does better than AoE2. The following is a combination of what works in AoE2, what works in AoE4, and some flavor that is connected to player feedback regarding immersion, balance, and more. Here is my proposal:

Key: D, F, C, I = Age available

*= Optional for dif Civ’s tech trees

Ranges of unit levels indicate compromise a/o uniqueness to dif civs.

Barracks:

-New Swordsman Line: 2-3 unit levels (Food + Gold)

*M@A (F) > Veteran/Hardened M@A (C) > Elite M@A (I) (replaced by regional heavy infantry)

-Spearman Line: 3-4 unit levels (Food + Wood)

SPM 1(D) > SPM 2(F) > SPM 3(C) > SPM 4 (I)

-*Eagles/Shock Infantry = Unchanged (Food + Gold)

Note: compromise could be to just remove champion and have 4 militia line units but spears seem more accurate historically. Could have overlap with spears being 3 levels and ending in castle then swords start feudal/castle to imp?

Range:

-New Archer Line: 3-4 unit levels (Food + Wood)

*A. 1 (D) > A. 2 (F) > A. 3 (C) > A. 4 (I)

-*New Crossbowman Line: 2 (Base + Elite) (Food + Gold)

CBM (C) > Elite CBM (I)

-*Skirmisher Line: 2 (Base + Elite) (Food + Wood)

Skirm 1 (F) > Elite Skirm (C)

-*Cav Archer: 2 (Base + Elite/Heavy) (Wood + Gold)

CA (F) > H/E CA (C)

-*Camel Archer: 2 (Base + Elite/Heavy) (Wood + Gold)

CML A. (F) > H/E CML A. (C)

-*Handcannoneer: 1 Base (elite as civ bonus) (Food + Gold)

HC (I)

*- Civs would not have access to ALL 6 ranged units but instead a combination of some, either 2-4. Camel Archer is a regional unit add on.

Stable:

Light Cav Line: 3 unit levels (Food)

Scout > Horseman > Light Cav (could stay same as AoE2)

Heavy Cav Line: 2 unit levels (Base + Elite) (Food + Gold)

Knight/ SL / Lancer (F) > Elite Knight/ SL / Lancer (C)

*Camel Rider Line: 2 unit levels (Base + Elite) (Food + Gold)

CR (F) > H/E CR (C)

*Stables would be separated into Light Cavalry and Heavy Cavalry like they are now. Each stable would have ONE version of each. IE Steppe civs would have Steppe Lancer and Light Cavalry as stable options. Camels are regional unit add ons. Example, Saracens would have Camel Riders, Lancers, and Light Cav.

Overall, this would allow for more distinct but not TOO distinct civ rosters with anywhere between 6-10 units represented based on civ region, type, etc. Would obviously need to be balanced so that civs could counter units effectively. Civs with specific bonuses or focuses on different units could have access to more units, units earlier, etc. Also allows for regional specific units and to replace either base units with unique regional units like AoE4 or add them to civ tech trees. Like with the Savar and Legionary, those units would still be in game and would have other units like them. Trash units add Archers to the mix. Thoughts?

1 Like

Someone can make a mod with this idea.

archers in dark, cav archers and lancers in feudal? are you masochistic by any chance?

1 Like

you need to define the roles of each unit for it to have a purpose, just listing a bunch of units without doesn’t explain their usefulness or justification

lol yeah my bad those are mistakes. Those can be moved to their respective ages:

IE

Archers 1-3 Feudal to Imp
Cav Archers Base + Elite Castle and Imp
SL / Knight/ Lancer line Base + Elite Castle and Imp

Fixed it

Totally a fair point! I felt like the original post was already pretty long so I didn’t include that. After reflecting more on the overhaul system I proposed, there are a lot of aspects that I like about it. MOST units would serve the same purpose they already do in game right now. The only difference would be that Archers use bows and specialize in countering light infantry (could be massed and do damage to other units with moderate effectiveness) and could be used by any civ! I like the idea of them being a trash unit so that have use all game long. That said, my issues are now with defining the role of the crossbow which in AoE4 is effective against knights and heavy infantry. I also would hate parting with the Skirmisher, as it’s a fun unit. That unit would either have to be turned into a gold unit or be an additional trash unit. Its role would be to counter ranged units and soft counter light infantry like irl.