already starting to look like a pro. all mines gather at the same rate with the exception of coal and salt, the only difference between them is the amount of coin. coal is faster than normal mines salt is slower than normal mines, also has a huge amount of coin (20,000) absolutely gobsmacked that indians didnt ride horses
that level always makes me so anxious because the moment youre caught youre on a timer, as a kid i had to restart so often because i wasnt used to saving a lot nor was i fast enough to get away from them
6:41 after consulting cultural leaders on the oneida and lakota nations the devs determined that most native americans did not mine, instead bartering and trading for goods as they did not want to do damage to the land. in the 07 version they were swinging those picks like miner max
The mining thing was a change in DE from what I gathered it's all to do with historical reasons of natives protecting the land or something like that but from a game play perspective they needed them to be able to make gold so this is what they cane up with
advanced market might be one of the worst cards to ever be made, aside from some weird build orders with lakota/france, its so bad, 100 wood worth of resources and then slightly better trade rates... youre better off shipping 300 wood and get some upgrades manually. if only it would give you free tier 1 upgrades, then it would be worth it...
sheeps get fat faster when on farms , never saw a ship eat gold to get fat , do you ? haha.they got there becaus of spawnflag. Best for wardance is unit production speed, when u wanna get villgers fast as possible. at start 5 after 10 more units, add 5, tthen go 25 ( max ), the speed of xp can be good if you have a strategie and want those cards come out fast. Damage can be good if you have huge armee and wanna get into big battle. otherwise getting units out faster > damage for 10 units. healers always good to have 1 or 2, they could be very good for defence missions to heal everybody back to full health for next wave.
12:18 I always think of the space whales from treasure planet churches trickle XP, because i know that's one you'll want to know 38:38 the historical battles are one offs but you can coop them.
i hope youre doing all the campaigns, and the scenarios and some multiplayer :D yeah somehow they made a really easy final mission for this, even the previous one is harder than this.
you should see Coureur des Bois from the french, with the right shipments you can easily get 500Hp... for reference a musketeer, a basic 100 resources unit, has 150hp in age 2.
some legendary vill pulls in this campaign food gather rate for sheep is the fastest 2/s and can be increased to 8/s with cards hunts top out at around 1.5 without cards mills and berries are slowest but easiest to manage food is the fastest gathering resource, there are some cards that convert all food into more or less of another resource 35:40
Been playing the game roughly along with you and this was easily the second hardest map besides another one you haven't gotten to yet. The AI REALLY loved attacking me with canons from atop the ridges and bulldozing my base from out of my range.
i love this level 11:52 24:35 its just a longer route, its safer since theres no wolves, you can actually let a few scouts through it just makes the army advance one more spot each time. star wars galactic battleground, theres a pretty good star wars mod for aoe 2, lets you build ATAT's as siege 33:51 WTii performs a pull trick you can bind the abilities to q but you have to make the dreaded journey into the hotkeys tab, if you go to: Hotkey Groups> Command panel hotkeys set row 2 column 1 to q, set row 3 column 1 to q, might cause issues with some units but there wouldnt be many.
the character's name used to be kenyenke (ken-yen-kay). i'm guessing they changed it due to cultural reasons like the name not being accurate. instead of redubbing the the new name they cut off the old one so you can hear it whenever soemone says his name. pretty funny imo
14:40 you can just use the grid hotkeys and it will be the Z key. 16:10 yeah in the original campaign you can get away with spamming anything you want but later campaigns specially the asian one, its gonna be a lot harder XD
If you want to know what unit counters what there is: Infantry Cavalry Artillery Each has a heavy and light version, the general rule of thumb is that the light version counters the heavy version. eg light infantry such as crossbows or skirmishers counter heavy infrantry, musketeers or the even heavier melee infantry. if your not sure which is heavy and which is light at a glance, light units tend to have less health, higher range and are usually faster ergo light. There is also a rock paper scissors between the unit types: cavalry counter artillery, artillery counters infantry, infantry counters cavalry. The game applies these counters through multipliers, light infantry will have their base damage and a higher multiplier against heavy infantry, usually 2x but can be increased to 3 or greater with techs and cards. units may also have a lower multiplier against some units to reduce their damage, so those light infantry will have a 0.5x multi against heavy cavalry meaning they do far less damage to them. Units will usually have different multipliers on their ranged attack and on their melee so its good to check if one is better than the other when fighting certain units, eg you want to make you muskets bayonet rush the cav for extra damage. On top of this you may also notice that units have a resistance type next to their speed, the types are: Melee Ranged Siege They will reduce the damage type by the listed percent, sometimes only 10% sometimes significantly more, with the heavy and light unit types listed prior, heavy units tend to have melee armor and light units tend to have ranged armor. but there are always exceptions to these rules, this game is very good at making them. Siege armor is much more rare making siege damage very strong.
Thanks for letting me know, I'm not sure why it's putting it in a scuffed order since I do it in order myself as I upload them but will take a look soon!
culv is long range anti artillery, they do very little damage to everything else. since you can batch train in aoe3 you want to train 1 unit at a barracks or stable and then catch the batch when its about to pop, pumping it up to 5 units. it means you dont have to dump all of your resources in at the start and gives your eco a bit more liquidity.
I have a huge problem with undead in this game, you get so few points of ressurecting every week, but the amount you can ressurect is fairly large for every fight, especially later on in the game, which means you can only realistically ressurect once a week. I think we should get more points per week to ressurect and that we cant ressurct as many per fight. So if we fight we dont really gain more army we more replenish our losses. I mean once you have 800 points per week, a minor skirmish can easily generate 8 wights for ressurecting from the enemy troops, and even that is more then you actually can ressurect.
/ is normally the find explorer hotkey by default, if its been remapped you can click on the two swords to the top right of the minimap (all army select)
Musketeers are good against cavalry. You should not use cavalry against them. Against Musketeers you need some skirmishers, and cavalry has more health, so it can be used to attack artillery.
Take this as constructive criticism, but this map shouldn't have lasted more than 30 min, you gotta start getting better micro, because the amount of units you wasted was brutal