@AssyrianAxeman said: @Amphiprion6 Attack-Move has been confirmed i think, its has its time and place. (Like campaigns where you have overwhelming odds and they have little in the way of defenses, or as a way to cover large areas in those, end of game 1 villager hold-outs.
Yes it has been confirmed by a dev at the pc gamer E3 panel right here . I personally like it. I dont think you can get away with a complete ai overhaul and leave stuff like that out. But then again I dont think the remaster has to be close to the original in that aspect. If I want janky control, self-colliding units and unnecessary micro I can play the original
I really want this to be a good RTS that I can play for more than 2 hours and I think all that really adds to that.
I would say a big no to hoplite line nerfs. Its expensive, its hard to manage, moves quite slow. I always wasted greek or other phalax oriented civ with Minoans. They aren’t overpowered if you know to counter them.
Egyptian priests were the most annoying back then, they were pretty nasty to fight against.
I don’t know what to say about slingers upgrades in bronze age. They do get the storage pit upgrades thou and are still viable against archers. I don’t see the need for an upgrade for them.
Balista, Helepolis are fine too, not every civilization has advantages with it.
Faster technologies rate? I think nobody wants this to turn into a fast paced 15 min round game.
Melee units bug was only an animation bug if I remember right, they were not dealing any damage but simply looping the attack animation.
Hoplite line is the most powerful mele line, but it can be really stopped if you have some archer line. But tried a lot of times in scenario editor the cost of gold and food vs the creation of units hoplite line wins far away, specially if you put some archery line. I didn’t tal about civilizations, just neutral units.
The same thing. I don’t talk about civilizations, just for neutral units. Improve natural priests rate convertion, cost/creation rate, nerf egiptian priests.
****So, the real unbalance of the original game results in if you use egiptians, you have no choice, make priest, because yolo (like an example). That’s not the point. If you are egiptian, you “can” use better priests, but when priest are naturally bad in other civs but overpowered on one civ, the variations of strategy and metagames declines for one choice kind of game. the same with older AoE2, using flushes of spearmans and skirkmishers.
Slingers are not a good choice on bronze age. They need a natural upgrade making him more versatile against cavalry or siege lines. 25 HP is nothing when u realize that a single cavalry attack 12. It’s like skirkmishers again, i prove a lot of times in scenario and the same thing. The tribute cost and creation rate in barracks (when u should make a swordman) shows that is better idea to make swordline and archery line against archery and mele line. So, Slingers aren’t usefull in bronze age. PS. Upgrade could be (25HP to 30 HP and 3 attack).
Helepolis have balistics and attack 40HP. Its stupid in consideration of balance game. For 2 reasons: Upgrading helepolis is the most boring task in the world. The upgrade time is very slow, slower than upgrading 2 times imperial age on AoE2. When they get the upgrade, you basically win. There’s a lot of civilization than can’t do anything dealing with those siege units
It’s not about “i think”. In %, in 15 min you still in tool age, with a few units and no upgrades (generally for the not pro people). This makes the game slower and really low competitive, killing the Time factor (talking about pro players)
Is not a animation bug. A swordman can kill your villager even your villager scapes and stands 5-7 tiles away.
Before seing the civilization bonus, is more important to balance natural units, make the game more progresive and the metagame gives a change of manage every situation, take advantage until you lose the battle (you can’t do anything if enemies have scouts 5+2 attack in tool age and destroys your market and villagers on food… that was instalose). Then, when all the units where balanced, we can see how we can manage civs bonuses.
I would say a big no to hoplite line nerfs. Its expensive, its hard to manage, moves quite slow. I always wasted greek or other phalax oriented civ with Minoans. They aren’t overpowered if you know to counter them.
Egyptian priests were the most annoying back then, they were pretty nasty to fight against.
I don’t know what to say about slingers upgrades in bronze age. They do get the storage pit upgrades thou and are still viable against archers. I don’t see the need for an upgrade for them.
Balista, Helepolis are fine too, not every civilization has advantages with it.
Faster technologies rate? I think nobody wants this to turn into a fast paced 15 min round game.
Melee units bug was only an animation bug if I remember right, they were not dealing any damage but simply looping the attack animation.
Hoplite line is the most powerful mele line, but it can be really stopped if you have some archer line. But tried a lot of times in scenario editor the cost of gold and food vs the creation of units hoplite line wins far away, specially if you put some archery line. I didn’t tal about civilizations, just neutral units.
The same thing. I don’t talk about civilizations, just for neutral units. Improve natural priests rate convertion, cost/creation rate, nerf egiptian priests.
****So, the real unbalance of the original game results in if you use egiptians, you have no choice, make priest, because yolo (like an example). That’s not the point. If you are egiptian, you “can” use better priests, but when priest are naturally bad in other civs but overpowered on one civ, the variations of strategy and metagames declines for one choice kind of game. the same with older AoE2, using flushes of spearmans and skirkmishers.
Slingers are not a good choice on bronze age. They need a natural upgrade making him more versatile against cavalry or siege lines. 25 HP is nothing when u realize that a single cavalry attack 12. It’s like skirkmishers again, i prove a lot of times in scenario and the same thing. The tribute cost and creation rate in barracks (when u should make a swordman) shows that is better idea to make swordline and archery line against archery and mele line. So, Slingers aren’t usefull in bronze age. PS. Upgrade could be (25HP to 30 HP and 3 attack).
Helepolis have balistics and attack 40HP. Its stupid in consideration of balance game. For 2 reasons: Upgrading helepolis is the most boring task in the world. The upgrade time is very slow, slower than upgrading 2 times imperial age on AoE2. When they get the upgrade, you basically win. There’s a lot of civilization than can’t do anything dealing with those siege units
It’s not about “i think”. In %, in 15 min you still in tool age, with a few units and no upgrades (generally for the not pro people). This makes the game slower and really low competitive, killing the Time factor (talking about pro players)
Is not a animation bug. A swordman can kill your villager even your villager scapes and stands 5-7 tiles away.
Before seing the civilization bonus, is more important to balance natural units, make the game more progresive and the metagame gives a change of manage every situation, take advantage until you lose the battle (you can’t do anything if enemies have scouts 5+2 attack in tool age and destroys your market and villagers on food… that was instalose). Then, when all the units where balanced, we can see how we can manage civs bonuses.
**I hope civs had team bonuses.
You can easily beat hoplites with archers with some micro. Hoplites are also very vulnerable to priests. And even if you can’t fight them, you can just walk around them and destroy the enemy economy. I feel like the hoplite balance is good.
Priests are very useful against hoplites and elephants and cost effective against any melee units except the chariot and perhaps trash. They are not supposed to be effective against all types of units and I think the current balance is fine.
I agree that some improvements to the slinger in bronze age would be good, as archers and especially chariot archers tend to dominate the game. The problem is not that slingers die quickly to cavalry, as that’s how it’s supposed to work.
Helepolis rate of fire is decreased in the UPatch that is used as the base for the balance changes in DE and that should hopefully help make them less overpowered. But they are even now quite well countered by catapults.
In 15 minutes good players will be in bronze age already. I personally don’t find the early game boring and I don’t think it needs to be changed.
In all my years on AoE1 I have never seen that happen. I have sometimes seen melee units get stuck to the attack animation, but in those cases they never deal any damage.
The most important thing with unit balance is that every unit counters something and every unit is countered by something. Hoplites and priests certainly work in this regard. The problems are units like the chariot archer that has no effective counters in the bronze age and the helepolis that’s only proper counter, the catapult, is not available to all civilizations.
I personally don’t find the early game boring and I don’t think it needs to be changed.
Its realy boring to see. If we want an atractive game with hight level player, make the game more fast is necessary (but i think is not what want devlopper).
I personally don’t find the early game boring and I don’t think it needs to be changed.
Its realy boring to see. If we want an atractive game with hight level player, make the game more fast is necessary (but i think is not what want devlopper).
Higher speed is not necessary for high level play. In AoE2 the best players don’t play with the highest speed settings either. Higher speed means less control over what is going on which is worse for high level play. But is was and most likely will be possible to change the game speed to suit what you like.
You can easily beat hoplites with archers with some micro. Hoplites are also very vulnerable to priests. And even if you can’t fight them, you can just walk around them and destroy the enemy economy. I feel like the hoplite balance is good.
Priests are very useful against hoplites and elephants and cost effective against any melee units except the chariot and perhaps trash. They are not supposed to be effective against all types of units and I think the current balance is fine.
I agree that some improvements to the slinger in bronze age would be good, as archers and especially chariot archers tend to dominate the game. The problem is not that slingers die quickly to cavalry, as that’s how it’s supposed to work.
Helepolis rate of fire is decreased in the UPatch that is used as the base for the balance changes in DE and that should hopefully help make them less overpowered. But they are even now quite well countered by catapults.
In 15 minutes good players will be in bronze age already. I personally don’t find the early game boring and I don’t think it needs to be changed.
In all my years on AoE1 I have never seen that happen. I have sometimes seen melee units get stuck to the attack animation, but in those cases they never deal any damage.
The most important thing with unit balance is that every unit counters something and every unit is countered by something. Hoplites and priests certainly work in this regard. The problems are units like the chariot archer that has no effective counters in the bronze age and the helepolis that’s only proper counter, the catapult, is not available to all civilizations.
The main problem of older players (including me) is the fact that they think the game is already perfect. Now, including the uPatch, the game still unbalanced per se. Think about the RTS in 1997… rts had a very slow gameplay, because some terms like “metagame” or “build order” still primitive for all people. That’s why the game is naturally slow (for enjoying campaigns and friendly vs multiplayer). You can see the diference between the build order and the metagame on AoE2 and AoE1. I don’t say “make a AoE2 in AoE1” but you understand that AoE2 fixes all the unbalanced features of AoE1. Now, you can pass in 13 min to bronze age if you play in 1.5 speed (that’s not the idea) and play with explored map (that’s not the idea) just if you are a good player (same).
Another reason. AoEDE is a new game and must have improved features. People changed and the metagame can be upgraded for actual standars of RTS. a Slow game could kill the game (Same thing happened with Starcraft recently)
About 6)… well, idk why you want refute a technical fact. If the problem happens to someone why you can refute that?
You can easily beat hoplites with archers with some micro. Hoplites are also very vulnerable to priests. And even if you can’t fight them, you can just walk around them and destroy the enemy economy. I feel like the hoplite balance is good.
Priests are very useful against hoplites and elephants and cost effective against any melee units except the chariot and perhaps trash. They are not supposed to be effective against all types of units and I think the current balance is fine.
I agree that some improvements to the slinger in bronze age would be good, as archers and especially chariot archers tend to dominate the game. The problem is not that slingers die quickly to cavalry, as that’s how it’s supposed to work.
Helepolis rate of fire is decreased in the UPatch that is used as the base for the balance changes in DE and that should hopefully help make them less overpowered. But they are even now quite well countered by catapults.
In 15 minutes good players will be in bronze age already. I personally don’t find the early game boring and I don’t think it needs to be changed.
In all my years on AoE1 I have never seen that happen. I have sometimes seen melee units get stuck to the attack animation, but in those cases they never deal any damage.
The most important thing with unit balance is that every unit counters something and every unit is countered by something. Hoplites and priests certainly work in this regard. The problems are units like the chariot archer that has no effective counters in the bronze age and the helepolis that’s only proper counter, the catapult, is not available to all civilizations.
The main problem of older players (including me) is the fact that they think the game is already perfect. Now, including the uPatch, the game still unbalanced per se. Think about the RTS in 1997… rts had a very slow gameplay, because some terms like “metagame” or “build order” still primitive for all people. That’s why the game is naturally slow (for enjoying campaigns and friendly vs multiplayer). You can see the diference between the build order and the metagame on AoE2 and AoE1. I don’t say “make a AoE2 in AoE1” but you understand that AoE2 fixes all the unbalanced features of AoE1. Now, you can pass in 13 min to bronze age if you play in 1.5 speed (that’s not the idea) and play with explored map (that’s not the idea) just if you are a good player (same).
Another reason. AoEDE is a new game and must have improved features. People changed and the metagame can be upgraded for actual standars of RTS. a Slow game could kill the game (Same thing happened with Starcraft recently)
About 6)… well, idk why you want refute a technical fact. If the problem happens to someone why you can refute that?
I’m not saying that the original balance is perfect. There are plenty of things that could be improved. It’s true that in AoE2 it is possible to reach Castle Age much faster than you can get to Bronze Age in AoE1, but Tool Age military is already not used very much and making it easier to go up fast would make them even less viable as your opponent would probably already have Bronze Age units by the time you get there. If you think that the early game is too boring, I think a better idea would be to make Tool and Stone Age military cheaper or stronger, so that you can’t just ignore it and go straight to Bronze.
And about 6), I never tried to refute it. If you say that has happened to you, I believe you. I only said I have never seen it happen myself.
If you think that the early game is too boring, I think a better idea would be to make Tool and Stone Age
military cheaper or stronger, so that you can’t just ignore it and go straight to Bronze.
I think early game is boring (i watched some aoe1 pro games and is f**** boring). I think if we need to make the game more fast (and we need it imo), the best way is to improve the speed recolte. We need more interaction between player during the first 10 min.
@Amphiprion said:
I think early game is boring (i watched some aoe1 pro games and is f**** boring). I think if we need to make the game more fast (and we need it imo), the best way is to improve the speed recolte. We need more interaction between player during the first 10 min.
Why not start in bronze age or play death match then?
You can easily beat hoplites with archers with some micro. Hoplites are also very vulnerable to priests. And even if you can’t fight them, you can just walk around them and destroy the enemy economy. I feel like the hoplite balance is good.
Priests are very useful against hoplites and elephants and cost effective against any melee units except the chariot and perhaps trash. They are not supposed to be effective against all types of units and I think the current balance is fine.
I agree that some improvements to the slinger in bronze age would be good, as archers and especially chariot archers tend to dominate the game. The problem is not that slingers die quickly to cavalry, as that’s how it’s supposed to work.
Helepolis rate of fire is decreased in the UPatch that is used as the base for the balance changes in DE and that should hopefully help make them less overpowered. But they are even now quite well countered by catapults.
In 15 minutes good players will be in bronze age already. I personally don’t find the early game boring and I don’t think it needs to be changed.
In all my years on AoE1 I have never seen that happen. I have sometimes seen melee units get stuck to the attack animation, but in those cases they never deal any damage.
The most important thing with unit balance is that every unit counters something and every unit is countered by something. Hoplites and priests certainly work in this regard. The problems are units like the chariot archer that has no effective counters in the bronze age and the helepolis that’s only proper counter, the catapult, is not available to all civilizations.
The main problem of older players (including me) is the fact that they think the game is already perfect. Now, including the uPatch, the game still unbalanced per se. Think about the RTS in 1997… rts had a very slow gameplay, because some terms like “metagame” or “build order” still primitive for all people. That’s why the game is naturally slow (for enjoying campaigns and friendly vs multiplayer). You can see the diference between the build order and the metagame on AoE2 and AoE1. I don’t say “make a AoE2 in AoE1” but you understand that AoE2 fixes all the unbalanced features of AoE1. Now, you can pass in 13 min to bronze age if you play in 1.5 speed (that’s not the idea) and play with explored map (that’s not the idea) just if you are a good player (same).
Another reason. AoEDE is a new game and must have improved features. People changed and the metagame can be upgraded for actual standars of RTS. a Slow game could kill the game (Same thing happened with Starcraft recently)
About 6)… well, idk why you want refute a technical fact. If the problem happens to someone why you can refute that?
I’m not saying that the original balance is perfect. There are plenty of things that could be improved. It’s true that in AoE2 it is possible to reach Castle Age much faster than you can get to Bronze Age in AoE1, but Tool Age military is already not used very much and making it easier to go up fast would make them even less viable as your opponent would probably already have Bronze Age units by the time you get there. If you think that the early game is too boring, I think a better idea would be to make Tool and Stone Age military cheaper or stronger, so that you can’t just ignore it and go straight to Bronze.
And about 6), I never tried to refute it. If you say that has happened to you, I believe you. I only said I have never seen it happen myself.
I agree that. Making a good Stone and Tool age could probably change all the stats, costs, etc. for units. I think it would make the game more attractive about action and strategy in those two ages. Seeing this i think the following (some ideas):
General:
General civilization bonus restructucturing (1). They must be balanced and fair.
Balance all stats since stone age. Now the units have new balanced HP, attack, armor, etc. since stone age, so stats could have more precise progression. Reason: When you play AoE2 in feudal age and you get +1 attack for mele units (for example) against a 40HP villager unit, this bonus really impact in game, but in classic AoE1 in tool age you get +2 attack for mele unit against 25HP unit, is too exagerated and badly impact in strategy game.
Correction of resources location and make a starting resource location (for improve better metagame, build order).
Garrison option* (idk if it would be really necesary, i think we can make stronger villagers, or faster or make better build grid line, better defensive buildings, etc.)
Improve sinergy in stone, tool age. Changing tribute costs, creation rate, technology rate and improving bonuses to units. So, you can do a good rush and good build defense or counter unit defense.
Make a tactical water military units. I don’t agree the excess of new units, so ships may have different balances depending civilization bonuses. (1)
Buffs: (some ideas)
Stronger tower line and more effectiveness against ships. They should really impact in-game.
Restructuring slinger line. Slinger should have a little upgrade in bronze age or something for being more competitive in bronze age and tool age (I say about this just for getting sinergy on circular counter lines).
Faster priest creation/ more efective converting cavalry line and carriot archery line/ less to hoplite line for being stronger against priests pressure (upgradeable in goberment center, could be). Nerf egyptian priest bonus, but read (1).
Restructuring technologies from market. Improve technologies from market (2). So, market should be really necessary in the impact of economy and the mid/late game. Make interchange of resources like AoE2.
Faster general technologies except military basics upgrades and storage pit. Faster elite units upgrade speed rate. (basically for getting a nonstop game that can have 15 min-1 hr duration 1v1 if too equal players skill conditions, but always improving and upgrading things) (3)
Improve villager technologies making them stronger. (3)
Villager technologies on TC, so villagers must be stronger than classical game as it advances in game time.
Nerfs:
Hoplite line and restructuring. The escence of hoplite line is create a superstrong anti mele-cavalry unit created from his own building, so i think they should be more expensive and should have lower creation rate, maintaining the powerfullness escence and having more priest resistance. *My idea is you can have a hoplite on mele line within for get good cavalry resistance. So that line now is strong agains’t cavalry but not so much against archers that they can clean hoplites, but the cost of academy and hoplite weakens the progression of your other lines so you may balance in game what decition you can choose, idk.
PS: I think is a good idea to make hoplites stronger to convertion, because if your enemy convert easely a super strong units your mele line could die in two steps and cavalry + hoplite will crush everything.
Balista, Helepolis nerfed attack, quick speed creation/upgrading and they shouldn’t have balistics.
Correction of attack and armor improves on storage pit (less attack, armor bonus) (explained in general)
Nerf gold and stone rate on initial game (2). So villagers should need more the influence of market
Corrections for metagame
Fixes
Improve AI of units movement routes
Fixing original attack range of mele units (they still attack even the target are far away)
Fixing spaces of buildings, tress for getting a good grid line and specific tiles.
There are some good suggestions there, but also a couple not so good ones. You want priests to be stronger against chariot archers, but weaker against hoplites. Chariot archers are exactly the kind of unit that is supposed to counter priests. Priests should not be viable against them. Instead priests should be used against units like the hoplite. Hoplites should not be good against priests and if you try to use them for that, the result should be the enemy getting all you hoplites.
If you make all units viable against all other units, it no longer matters what kind on units you make and at that point you could just as well have only one unit in the game. For good balance, all units should have clear counters and all units should clearly counter something.
I agree that. Making a good Stone and Tool age could probably change all the stats, costs, etc. for units. I think it would make the game more attractive about action and strategy in those two ages. Seeing this i think the following (some ideas):
General:
General civilization bonus restructucturing (1). They must be balanced and fair.
Balance all stats since stone age. Now the units have new balanced HP, attack, armor, etc. since stone age, so stats could have more precise progression. Reason: When you play AoE2 in feudal age and you get +1 attack for mele units (for example) against a 40HP villager unit, this bonus really impact in game, but in classic AoE1 in tool age you get +2 attack for mele unit against 25HP unit, is too exagerated and badly impact in strategy game.
Correction of resources location and make a starting resource location (for improve better metagame, build order).
Garrison option* (idk if it would be really necesary, i think we can make stronger villagers, or faster or make better build grid line, better defensive buildings, etc.)
Improve sinergy in stone, tool age. Changing tribute costs, creation rate, technology rate and improving bonuses to units. So, you can do a good rush and good build defense or counter unit defense.
Make a tactical water military units. I don’t agree the excess of new units, so ships may have different balances depending civilization bonuses. (1)
Buffs: (some ideas)
Stronger tower line and more effectiveness against ships. They should really impact in-game.
Restructuring slinger line. Slinger should have a little upgrade in bronze age or something for being more competitive in bronze age and tool age (I say about this just for getting sinergy on circular counter lines).
Faster priest creation/ more efective converting cavalry line and carriot archery line/ less to hoplite line for being stronger against priests pressure (upgradeable in goberment center, could be). Nerf egyptian priest bonus, but read (1).
Restructuring technologies from market. Improve technologies from market (2). So, market should be really necessary in the impact of economy and the mid/late game. Make interchange of resources like AoE2.
Faster general technologies except military basics upgrades and storage pit. Faster elite units upgrade speed rate. (basically for getting a nonstop game that can have 15 min-1 hr duration 1v1 if too equal players skill conditions, but always improving and upgrading things) (3)
Improve villager technologies making them stronger. (3)
Villager technologies on TC, so villagers must be stronger than classical game as it advances in game time.
Nerfs:
Hoplite line and restructuring. The escence of hoplite line is create a superstrong anti mele-cavalry unit created from his own building, so i think they should be more expensive and should have lower creation rate, maintaining the powerfullness escence and having more priest resistance. *My idea is you can have a hoplite on mele line within for get good cavalry resistance. So that line now is strong agains’t cavalry but not so much against archers that they can clean hoplites, but the cost of academy and hoplite weakens the progression of your other lines so you may balance in game what decition you can choose, idk.
PS: I think is a good idea to make hoplites stronger to convertion, because if your enemy convert easely a super strong units your mele line could die in two steps and cavalry + hoplite will crush everything.
Balista, Helepolis nerfed attack, quick speed creation/upgrading and they shouldn’t have balistics.
Correction of attack and armor improves on storage pit (less attack, armor bonus) (explained in general)
Nerf gold and stone rate on initial game (2). So villagers should need more the influence of market
Corrections for metagame
Fixes
Improve AI of units movement routes
Fixing original attack range of mele units (they still attack even the target are far away)
Fixing spaces of buildings, tress for getting a good grid line and specific tiles.
Srry for my english lol. I just give rain ideas
Hoplites are relatively weak, even as Greek. I’ve played tons of multiplayer games at a pretty high level and the only time I used hoplites was when I was crushing my enemy so hard and I didn’t really know what else to do with my resources. You can even stop an hoplite attack with tool age bowmen.
Also if you know how to do it, you can reach the bronze age within 15 minutes and if you have a great civ and map you can even do it in 14 minutes or even earlier if you are really efficient and only care about the short quick strike. Example:
Also, there is already plenty of action in the tool age. Tool age wars are a fairly common thing in multiplayer AOE. Or a game where one players tries to defend and get to bronze age, while the other puts pressure with tool age units to gain the advantage. Example:
@“Ren Majestic” said:
I agree that. Making a good Stone and Tool age could probably change all the stats, costs, etc. for units. I think it would make the game more attractive about action and strategy in those two ages. Seeing this i think the following (some ideas):
General:
General civilization bonus restructucturing (1). They must be balanced and fair.
Balance all stats since stone age. Now the units have new balanced HP, attack, armor, etc. since stone age, so stats could have more precise progression. Reason: When you play AoE2 in feudal age and you get +1 attack for mele units (for example) against a 40HP villager unit, this bonus really impact in game, but in classic AoE1 in tool age you get +2 attack for mele unit against 25HP unit, is too exagerated and badly impact in strategy game.
Correction of resources location and make a starting resource location (for improve better metagame, build order).
Garrison option* (idk if it would be really necesary, i think we can make stronger villagers, or faster or make better build grid line, better defensive buildings, etc.)
Improve sinergy in stone, tool age. Changing tribute costs, creation rate, technology rate and improving bonuses to units. So, you can do a good rush and good build defense or counter unit defense.
Make a tactical water military units. I don’t agree the excess of new units, so ships may have different balances depending civilization bonuses. (1)
Buffs: (some ideas)
Stronger tower line and more effectiveness against ships. They should really impact in-game.
Restructuring slinger line. Slinger should have a little upgrade in bronze age or something for being more competitive in bronze age and tool age (I say about this just for getting sinergy on circular counter lines).
Faster priest creation/ more efective converting cavalry line and carriot archery line/ less to hoplite line for being stronger against priests pressure (upgradeable in goberment center, could be). Nerf egyptian priest bonus, but read (1).
Restructuring technologies from market. Improve technologies from market (2). So, market should be really necessary in the impact of economy and the mid/late game. Make interchange of resources like AoE2.
Faster general technologies except military basics upgrades and storage pit. Faster elite units upgrade speed rate. (basically for getting a nonstop game that can have 15 min-1 hr duration 1v1 if too equal players skill conditions, but always improving and upgrading things) (3)
Improve villager technologies making them stronger. (3)
Villager technologies on TC, so villagers must be stronger than classical game as it advances in game time.
Nerfs:
Hoplite line and restructuring. The escence of hoplite line is create a superstrong anti mele-cavalry unit created from his own building, so i think they should be more expensive and should have lower creation rate, maintaining the powerfullness escence and having more priest resistance. *My idea is you can have a hoplite on mele line within for get good cavalry resistance. So that line now is strong agains’t cavalry but not so much against archers that they can clean hoplites, but the cost of academy and hoplite weakens the progression of your other lines so you may balance in game what decition you can choose, idk.
PS: I think is a good idea to make hoplites stronger to convertion, because if your enemy convert easely a super strong units your mele line could die in two steps and cavalry + hoplite will crush everything.
Balista, Helepolis nerfed attack, quick speed creation/upgrading and they shouldn’t have balistics.
Correction of attack and armor improves on storage pit (less attack, armor bonus) (explained in general)
Nerf gold and stone rate on initial game (2). So villagers should need more the influence of market
Corrections for metagame
Fixes
Improve AI of units movement routes
Fixing original attack range of mele units (they still attack even the target are far away)
Fixing spaces of buildings, tress for getting a good grid line and specific tiles.
Srry for my english lol. I just give rain ideas
Hoplites are relatively weak. You can even stop a hoplite attack with tool age bowmen as long as you have enough.
AOE is not that slow. In games with better players, people usually reach the bronze age within 15 minutes. If you have a good map and civ you can even do it in 14. If you really want to go for the quick strike you can bronze even faster with a weaker economy to really be able to give the first strike.
Example:
Also, the tool age is full of strategy. Tool wars with axeman, slinger and bowmen are already fairly common. Or games where one player tries to defend and reach the bronze age, while the other tries to attack him in the tool age to try and gain an early game advantage. Tool age rushes usually start at around 9 minutes into the game.
Example:
Furthermore: slinger upgrades would definitely be good. Correction of resource location should not be added I think. The fact that maps are truly random really add to the experience. But perhaps this could be some toggle.
The market already has a big impact on the economy, for instance if you do not do your woodcutting upgrades or you do not upgrade wheel, your will severely cripple your economy in comparison to others. But I guess you are perhaps refering about the ability to buy gold like in AOE 2? Which I think could work.
99% of classic aoe RM games (“usual”) are played with thoses units :
Villagers
Bowmen
Chariot archer
Charriot
Cavalery
Catapults
Horse archers
Legions
Ships
Fish boats
All others units are too bad or too expensive that why there can’t be a debate about power of helepolis or hoplites because they are too expensive and got easy counters