Top 5 AoE1 Technologies For AoE2

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  • Опубліковано 18 тра 2024
  • We look back at the original Age of Empires (and Return of Rome) to look at several technologies that are more interesting than their AoE2 counterparts, or that might inspire future AoE2 technologies.
    #aoe2 #ageofempires #ageofempires2
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КОМЕНТАРІ • 44

  • @papermaniac
    @papermaniac 9 днів тому +7

    new verb learned " karambitize"

  • @Enkelados35
    @Enkelados35 11 днів тому +15

    The "somehow Rome returned" killed me lol

  • @thomasfplm
    @thomasfplm 10 днів тому +5

    8:15
    I thought of something similar as either a building, like a farm for trees, or a building that would slowly spawn trees around it.

  • @quasibrodo923
    @quasibrodo923 11 днів тому +9

    Might be worth doing a similar video for aom, aoe3, and/or aoe4. What from any of those games would be most interesting if added to aoe2.

    • @AdmiralWololo
      @AdmiralWololo  11 днів тому +3

      Great idea, I had been considering AoM already because of Flemish Revolution, but AoE3/4 are also great choices, although I know very little about them.
      Also planning on doing a more general video on the types of future mechanics that I think are best fits for AoE2.

  • @Atganos9217
    @Atganos9217 11 днів тому +4

    A video about future civ bonuses that aren't in the game yet would be also interesting to watch. Not long ago I made a poll post on AoE 2 reddit about which bonus would be the strongest and the "Cavalry Archers have +1/+2 range in the Castle/Imperial Age" is winning with "Cavalry armor upgrades are free" coming in second

    • @AdmiralWololo
      @AdmiralWololo  11 днів тому

      Absolutely, I will be doing several of these broken down by type (e.g. Top 10 Future Eco Bonuses, Future Unique Techs, Top 5 Archer bonuses, etc). I already have one for Top Eagle Civ Bonuses (although I don't ever expect so many more eagle warrior civs).

  • @SteveNoBeard
    @SteveNoBeard 10 днів тому +2

    5:38
    Dropped his soup and died of shame
    I like the idea of techs/bonuses extending resources, especially that forestry idea. How about lumber camps regrow trees in a radius of 2 around themselves, at a slow rate (1 a minute?)
    I can imagine it giving a nice boost in the late game of wood starved maps like Islands, gives utility to those lumber camps that get left scattered around the map

    • @AdmiralWololo
      @AdmiralWololo  10 днів тому +1

      I can always count on you to find the most important parts of my videos. 😂
      That kind of regrowth is interesting, although I feel it could scale too powerfully with multiple lumber camps - say you have 10, even regrowing 1 tree a minute each is 1K wood/minute. Although the regrown trees could have less wood, and it's hard to argue that's OP outside of islands, where we already have the Feitoria.

    • @SteveNoBeard
      @SteveNoBeard 10 днів тому

      @@AdmiralWololo Yeh, my bad
      Some real back of the toilet paper maths on my behalf
      Thought about it afterwards, wondered if I was doing too much acid ... or too little

  • @collaide
    @collaide 9 днів тому +2

    Combo techs could be interesting as a civ bonus though... Kinda the Aztec monk HP bonus.
    For instance:
    - Archer-line units have +2.5% speed for each tech researched from the lumber camp.
    or
    - Woodcutters and miners work 1% faster for each blacksmith tech researched

    • @AdmiralWololo
      @AdmiralWololo  7 днів тому +1

      Yep, the blacksmith tech one is similar to one I proposed a while ago on the forums (It was just Forging-Line techs though, and 3% faster)

  • @a.delafrancesca1459
    @a.delafrancesca1459 10 днів тому +1

    I'm really enjoying your video! It appeared in my feed and the theme seemed very interesting to me. While watching, I liked how you aproached the topic, it felt interesting. Thank you and keep it up!

  • @tamaskosa4456
    @tamaskosa4456 9 днів тому +1

    New favourite word: "Karambitize"

  • @youcanthandlethetruth5433
    @youcanthandlethetruth5433 11 днів тому +2

    Nice this showed up 3rd on my feed after viper and heras latest videos. This should do well

  • @mikesully110
    @mikesully110 10 днів тому +2

    AOE3 had cards that you unlocked in sequence, so you unlocked 15% faster wood card at level 10, then 20% faster wood at 25. But for the DE they did away with the age up system (thankfully) so they needed a way to differentiate the cards, why would you pick the 15% one when the 20% one exists? What they did there was make the 15% faster wood/mining/berry gather cards also make the resources last 15% longer too while the 20% cards were straight gather rate bonuses and nothing else.
    So there is precedent for it in AOE games. While in AOE3 everyone goes for the 20% card every time because resources are so abundant in that game anyway and there are gold "plantation" farms too in AOE2 it would be interesting as a single player game if banking/coinage made gold last 10% longer because it meant your civ could keep better track of it or whatever. As those techs are useless in SP even during missions where you can tribute to allies it's often not worth paying the 500 res for the tech just for the one off payment of 1000 gold or whatever

    • @AdmiralWololo
      @AdmiralWololo  7 днів тому +1

      Yeah the card system in AoE3 was something I found kind of strange, but some of the effects were cool

  • @Zenith4759
    @Zenith4759 11 днів тому +2

    Honestly Zealotry could be a good blueprint for making Flemish Revolution not suck--give Flemish Militia the ability to collect resources at a slower rate and treat it as an upgrade to villagers instead of a one time thing. Balanced correctly, it would make it a situationally useful upgrade instead of a "win/lose instantly" button.

    • @AdmiralWololo
      @AdmiralWololo  11 днів тому +2

      I definitely agree, but I doubt the devs would put the effort in to make gathering sprites for flemish militia. But yes, this is one of several ways to make it more palatable.

    • @quasibrodo923
      @quasibrodo923 10 днів тому +4

      Honestly I think the biggest problem with FR is it’s very all or nothing. Sure you CAN make Flemish militia afterward but you basically need to win the game with Flemish revolution so what’s the point.
      Seems to me that it’d make most sense is to allow the player to “retrain” vills into Flemish militia after researching Flemish revolution. That’d give the player the option of converting no vills and just making them from the barracks, converting some portion perhaps multiple times, or going all in.
      Then instead of Flemish revolution being a “click here to see if you win the game button”, there’s actually strategic depths as to when and how many vills you convert. From a ui standpoint idk how that conversion would work.

    • @AdmiralWololo
      @AdmiralWololo  10 днів тому +2

      @@quasibrodo923 Would definitely be more interesting that way. One possibility is effecting it within the aura of the researching Castle, or all Castles, or to have a per-unit upgrade button (like the Ratha's toggle button) to turn selected villagers into Flemish Militia.

    • @quasibrodo923
      @quasibrodo923 10 днів тому +1

      ​@@AdmiralWololo I think the per unit upgrade makes most sense. Reason is, if you're going to invent a whole new mechanic I'd rather it see more use than just one UT. I think another good place for a "retrain" mechanic would be for a CA civ to retrain archers to CA upon reaching castle age. I think not tying it to a castle aura allows for most flexibility. I've for a while considered whether it should be necessary to garrison units that are being retrained, but archers out on the field get upgraded just fine. Also garrisoning would feel pretty clunky I think. I think it probably makes most sense that some percentage but not all of the original resource and train time (probably 80ish%) would count toward the retraining, and the specific percentages could be tweaked case to case for optimal balance. I think Gurjara Camel Scouts could also be a use case. RN camel scouts are too expensive for a feudal age unit. Maybe you'll make some on your way up to castle age, but that's about it. Instead if you made the camel scout cheaper, and allow it to be retrained to a camel rider in castle, then you actually make the camel scout usable.

  • @isaacdobson8760
    @isaacdobson8760 10 днів тому +1

    nice video. Hope you get lots of views

  • @sergigomezquintana4316
    @sergigomezquintana4316 10 днів тому +1

    I really liked the AoE1 temple tech Sacrifice (Martyrdom), more as the concept rather than actuall gameplay benefit.

    • @Duke_of_Lorraine
      @Duke_of_Lorraine 10 днів тому

      It would be absudly powerful for Bohemians with their trash monks

    • @AdmiralWololo
      @AdmiralWololo  7 днів тому

      Yeah IIRC that was removed eventually. There are a lot of cool concepts that don't always translate well into gameplay

  • @ChrisNihilus
    @ChrisNihilus 10 днів тому +1

    I agree that it's just a waste for some techs to have no application on 1v1 (like Coinage) but also techs that have no effect on some maps (like Heated Shots on land maps).
    Each of those techs should have a secondary effect.

    • @AdmiralWololo
      @AdmiralWololo  7 днів тому

      Yeah, heated shot could do something for towers besides anti-ship damage, since generic Keeps are not that good.

  • @pax6833
    @pax6833 10 днів тому +1

    For #2, what if we got another barracks tech that had 2H Swordswman as an unlock prerequisite. The effect could, for a food cost, increase your total pop space by 10. This would keep karambits special but also allow you to spam a little bit more infantry.

  • @R3stor
    @R3stor 10 днів тому +1

    And in AoE1 lions attacked gazelles occasionally. Bring that back to AoE2

    • @mercenarymudcrab
      @mercenarymudcrab 10 днів тому

      Yeah, that was a little immersive thing... I guess it not in AoE2 to balance multiplayer. Also slain predators would have - although very fast decaying - food to gather.

    • @Duke_of_Lorraine
      @Duke_of_Lorraine 10 днів тому

      This meant your deer would randomly not be available depending on where wolves spawn relative to them. Such randomness wouldn't be widely acclaimed

    • @AdmiralWololo
      @AdmiralWololo  7 днів тому +1

      Would be interesting, but would definitely mess up some builds. Maybe they could have special Editor predators that only attack deer on certain maps with lots of hunt.

  • @chingamfong
    @chingamfong 5 днів тому +1

    3:07 aoe2 has subtle "techs make some aspect worse", by trade off some generic tech with UT or bonuses. Such as bengalis paik but missing thumb ring on ratha, mongol hussar bonus but no armor, etc.

    • @AdmiralWololo
      @AdmiralWololo  4 дні тому

      True, the War Galley upgrade also makes ships a little larger and harder to micro. So there's some room for this type of design, but best to keep it subtle.

  • @crito3534
    @crito3534 10 днів тому +1

    Logistics is my favorite , as it plays around the population mechanic, making it somewhat more interesting. In AoE2 and RTS in general, pop mechanic is nothing more than a nuissance.

  • @pandaprewmaster325
    @pandaprewmaster325 11 днів тому +1

    Real

  • @SvanTowerMan
    @SvanTowerMan 10 днів тому

    Urbanization is already present in the game as an Inca bonus, and in fact long predates the tech.

    • @AdmiralWololo
      @AdmiralWololo  10 днів тому +1

      True, I mentioned near the beginning that most of these effects exist already, though sometimes not as techs. I should have been clearer that this included Urbanization.

  • @chrzaszcztrzcinowy5035
    @chrzaszcztrzcinowy5035 10 днів тому +1

    Armenians also have healing speed bonus

    • @AdmiralWololo
      @AdmiralWololo  10 днів тому

      True, although for their Warrior Priests only, and not their monks.

  • @tomasangel797
    @tomasangel797 10 днів тому

    4:52 in a way this already exists in the game (Inca civ bonus).

    • @AdmiralWololo
      @AdmiralWololo  10 днів тому

      True, but as with everything here I meant as a tech effect. I should have been clearer about it in that section