Not only that, the pathfinding of AoE 1 units is horrible…That’s why I prefer to play AoM (if I prefer something more like AoE 2) or AoEO (if I prefer something more like AoE 3)…
Yeah,the Short Swordsman would have to be the Axeman’s upgrade.
Or AoE Online…I’m playing a lot of AoE 1, AoM and AoEO…
I’d be in favour of a rebalancing of the Granary, Storage Pit and Town Center to keep all of them relevant throughout the game.
Granary becoming the deposit point for all food types. Currently, being just for berries and farms, there’s only ever a need to build one or two, and it’s also counter-intuitive for new players that only some food types go in the food building.
Town Center having a stone cost. Currently, TCs just cost a little more wood than the Storage Pit, which seems unreasonable as TCs can do everything the Storage Pit does (except research military buffs), and create Villagers, and age up, and deposit all resource types, and have more hitpoints, and now even garrison Villagers. The result is that you never build any more Storage Pits once you’re able to build TCs. But if TCs cost an additional, limited resource, you now have a tactical choice between which building will be more useful in that location. I realise this is an AoE2-ification, but it’s like that for a good reason.
Generally though, yeah I’d prefer not to AoE2-ify the game except where there’s a really good reason. Let it be its own thing. Gates and land trade are important additions, but no need for UUs, UTs, herdables, lumber/mining camps, castle equivalents or garrison arrows, IMO.
Your game is dated an not fun to play for AoE3 players.
This is an AoE2 DLC for technical reasons first. I think it’s mostly targeted at Asian AoE1 players that’s why they are afraid to change too many things.
I would personally also add the 50 Stone cost, reduce the garrison to 5 but add an attack to it.
This way the TCs can’t be spammed like before but they are also not as strong as AoE2 ones.
Since lot of games end in Tool Age, there must be done something that helps players to stay alive bit. I would personally add attack ability to TC in bronze age via tech, but that would not help to survive in Tool Age.
My second idea would be to introduce wooden/palisade walls with 100 HP, 2 pierce armor and cost 5 wood to make walling easier. I think it should be from Tool Age and small wall tech could unlock it.
Third idea would be to that tower techs from granary would make TC fire:
Watch tower tech: 3 damage per 3 villager max to 5 arrows, range 5.
Sentry tower tech: 4 damage per 3 villager max to 5 arrows, range 5.
Guard tower tech: 5 damage per 3 villager max to 5 arrows, range 5.
Since some civs lack guard tower upgrades their TCs will be weaker in Iron Age.
This is like forced rule, I wish there would be something which makes it naturally more possible. And if not mistaken in D3 mode you can’t build walls and towers.
I agree with you. I’d prefer a better overall design instead of those forced rules.
Also the TC spam in Bronze Age is a little to extreme in my opinion too.
Also there is nothing like Loom that increases the survivability of villagers.
Speed from wheel increases villager speed and therefore their survivability and then there is iron age tech which makes villager far more stronger, of course they could reduce its carry capacity penalty to make it more appeasing.
Adding stone cost to TCs is the reason why I want to make spamming TCs from Bronze bit harder.
I haven’t really thought this through, but what if you could only build a new TC in Iron Age, unless you lose the TC; or at least limit the number that can be built. I am very used to a 50 pop cap, so TC spamming was not a big thing.
I wish the Jihad erm Zealotry tech was a toggle after researching. Losing your economy should be optional but after the frenzy everyone goes back to work.
Also a loom counterpart could help early game villager survival.
I’m mainly an AoE2 player and there are quite a few thing from AoE3 that I would love to see in AoE2, such as an equivalent to minor civilization settlements and treasures (and treasure guardians), or from a cosmetic point of view the less static gaia units. It makes interacting with the map way funnier. Home cities and revolutions would probably not work, however.