Today, I bring you another video, packed with useful information! From optimizing traders' routes, to fast farm building and much, much more, after watching this, you'll be ready to dominate on the battlefield!
This is my favorite AOE4 video to date. I never even thought to shift click from production buildings and so many of these tips revolved around that simple principle lol.
Thanks for not complaining about the state of the game like everyone else and posting good content. I think people are being impatient with the patches, but maybe it's just me.
Just the perception of patience made gave devs give us Warcraft 3 Reforged and Battlefield 2042. I think we owe it to the games we care about to learn from that. People truly haven't been salty enough about low quality game releases and support over the last ten years
Great! I'd like to add another tip, one I don't see people taking advantage of: you can queue a garrison order. If you're building an outpost with one or more villagers on a dangerous spot, you can give the build order and shift click the "Take Shelter" icon. That way they'll instantly and automatically occupy the outpost once it's done, which can be life saving! Works for keeps and other buildings too, of course. I often use that defending against ram pushes as well. Attack the ram and shift click "Take Shelter", so they'll retreat into the TC once the ram is destroyed, avoiding idle vills in the middle of a raid.
@@FollowGrubby Exactly! At least I think it's G by default. I fumbled around with my hotkeys a little lol but yes, they look for the nearest place to hide afterwards, so once the outpost/Keep is finished, that's where it is!
Thanks for all these tips! Looking forward to reaping in some faster cash with my Abbasid traders. There is a small issue with the fishing boat waypoints. If you shift+click an additional waypoint after the fish (the way you did for your military ships) fishing ships will rally there, too, after the initial patch of fish is depleted. They will not automatically look for new fish. For the vill TC micro you can also set a waypoint, send them out with F, instantly regarrision and send back out with G. This way you don't have to give the additional command while your vills are out. If I remember correctly this also works for rams i.e. their last "job" was torching a ram and they should always jump out on top of the ram and torch it instantly. Archers in range will only get one salvo off if you regarrison instantly, essentially trading all your torches for 1 villager. It's one of the only ways to defend expansion TCs efficiently. It might be obvious, but you can do a lot with shift commands. Some of my most used are move/ shift+v to run and hold position. Very nice for scouts or infantry to avoid them running in automatcally. Also great for rams. Their aggro range feels way too large sometimes. Move / shift+a is very nice for sending cavalry around a flank and attacking into the eco. Also great for running away and just queueing up the next raid. Building an outpost or keep followed by a shift+g instantly garrisons all vills. All of these come in very handy to use my very limited apm more efficiently :)
Hey Grubby, so I have to say at this point youve grown to be my top Aoe4 source and you sure will continue to be so! I’ve startet by watching your casts, then educational stuff after There was no more of that, I even preferred Ur gameplay over other casts - your principles while casting ( only 1 pov), analytical skills and clear articulation is just unparalleled to me! And now just when I went on the hunt for a well made tips and tricks video to improve further on - I see you having my back once again. Long story short I just want you to know I’m glad we have u posting consistent quality content - keep it up, you have my thanks!
Great tips! The fishing ones in particular! Hated how my fishing ships would always collect fish right next to a dock but then travel across the map to another dock.
I loved this video! Would be awesome if you create a similar one were you explain your hotkeys and your normal workflow when organizing military units. I still struggle a lot being able to add or take away the right amount of units from a control group. Or sometimes I split some groups and then lose sight of some units around the map and have no idea how to select or focus them again quickly to be part of another group.
Hi Grubby, really fantastic tips! So useful. I'd really love a video on micro and army control tips. Example issues I have are: * Sometimes my siege inexplicably chooses not to fire at all, or just walk towards the enemy target in a suicide mission instead of shooting. I've especially found this on high ground cliffs, where they can't shoot down or up at the enemy sometimes. * When kiting with archers / longbows it seems like it works perfectly with right click to target fire, but when I use A click to kite like I would in SC2 the archers bug out * How to micro hulks, how to keep them spinning and winning while also being clumped together and all firing, or advancing and keep chasing an enemy without losing shots
this made me realize I have no idea what I'm doing. I'm still not sure how to automate stuff but this was a big help. I'll mess around with tutorial and art of war more
With the moving sheep under the TC a second time you should be a bit cautious. For each sheep in the second line 5 villagers can work without movement, and three with 0.5 tiles walking distance per one way trip. They all need at most 4 trips, so we are wasting 4 * 3 * 0.5 * 2(back and fourth), a total 12 tiles of movement at most. If all those 8 villagers have to walk a few tiles around the TC to get to the next perfectly placed sheep you can easily waste more than you are saving so make sure to put those perfectly paced sheep right next to the other perfectly placed sheep. There are like a million caveats to this(villagers woking on the first line blocking villagers working on the second line make them much more inefficint than in my example and...) but you get the idea.
@@FollowGrubby I put all my sheep way under the TC, and when the sheep get finished off I noticed vills start to go idle because vills can't get around to both sides of the sheep. Doh! Best to start moving vills to other tasks then when the sheep run low.
about (Un)garrissoning Villagers , u can select TC and press "tab" then click on resource or somewhere , the command same as F , benefit is you dont need to change your rally point
Thanks for the tips! Tested them out and the only one that wasn't working for me was shift queuing multiple relic pickups, the monk didn't seem to end up standing outside the monastary holding a relic instead of dropping it off and going to get the next one. Not much of an issue though as this is the tip I see myself using the least. Also, for the traders setting a new home market correctly adjusted their gold for the new trip distance ather than setting it to zero, so don't be afraid of using that command
Great video! I only see a problem (I tested that just now) with the way you set rally points for both fishing boats and military ships. If you do it this way, i.e., you set a rally point on a source of fish and then shift set another rally point somewhere else, the fishing boats will go fishing first, but actually go to the second rally point and go idle as soon as this one source of fish runs empty (instead of searching for another fish source as desired). Btw you could do the same thing with a TC: you can make vills and scouts and set rally points this way, but the villagers will go to the "scout rally point" as soon as the one tree that they were initially sent to harvest is finished.
This is OK I think, you find idle boats and just put them back to work. I guess it's a choice between two evils (initial efficiency, and later efficiency)
My solution: i put the military waypoint not further away than 1 screen from the fishingspot. when i come to select the produced military units i make a fast boxselect on the fishingboats and rightklick the fish again. As the boats are at the fishingspot for way more time than traveling dropping off the fish, this works 90% of the time for me. Just dont over do this, like when check back every 10 seconds...
Would like to see: groups during the game and how they evolve. I see a lot of people assign Number hotkyes to builds units etc and they change and evolve during the game. They will start with 1 2 3 for many uhits/buildings but then change. understanding this along with all the other tips tricks and info about making groups, how to add etc.. I cant seem to get this down well and dont understands the best way to do it. Nice video here! Like really great. I never comment. Thank you for this!
Thank you for the video. Very useful tips. Would be great to see another video like this from you, with tips on micro management during the battles and control groups of units.
Thank you for the video! I was most usefull. 7:40 Damn. It was so much easier then you have separate unit models in the selected units frame at the bottom of the screen. Well, time to learn new ways.
Thank you so much for this, grubby! I'm still fairly new to the game and gonna practice more with these tips in mind so I can get to par with my friends.
GRUBBY...this is a great video. I like how you explain clearly in detail everything. You give the reason why such action is not favorable in the game setting. Keep up the grind...your videos are the best 👌 When I get asked which is the best source to learn about Aoe4...your name is at the top.
Awesome tips! Especially liked the market tips. Up until now, I've been deselecting closer markets in favor of new markets further away when training new merchants. Mind blown about saving a market trip - will try that too. I'm still not sure how to make merchants continue their trip when they get raided though. Some merchants are going to the trade post and some are carrying resources back to the home market. Right now I select them all, right click them on my home market and then shift right click back on the trade post but I suspect they may waste a trip.
Tested what happens when merchants get raided. The moment you issue a move command to a merchant to tell it to hide, etc, it loses all the gold they were potentially holding - which is very disruptive. To put them back to work once they're safe, you select the merchants and right click once on the neutral trading post/ally market. No point sending them back to your home market first cause they would have lost any gold they were holding.
20:40 If the traders hold goods in a current trade route to a home market. If you change it mid-way to the new home market location, the amount that they carry will change( and will not reset to Zero).
All thes tips are frkn awesome, especially these market tips! I was always struggling as french spawning way to close to a neutral market! For people who maybe do not know, neutral markets give 20% more resources than allied markets. and the french feudal landmark is bugged atm, and do NOT gain an extra 20% resources as the tooltip displays. Well done Grubby!
@@lucaxtshotting2378 because i had to send 5 villagers wo make 5 markets far away, now i only need one as a new home, while i can creat 5 markets safely close fast to my base, while still maintaining full profit of the range. (even more because first trip is free as grubby explained)
@@lucaxtshotting2378 I knew I could give them a new home, but that was if the traders already were created. With this trick you dont need to manage your traders at all (except defending them ofcourse)
This is an in between stage of a partial bug fix by Relic; you used to be able to straight-up see it in the fog of war, now that's removed but you can still see it as you queue build a building, indeed. Hopefully it gets fixed too.
Does the part about the Traders saving a trip still apply or did they change that...? It appears to be changed. With Trade Post on one corner and only one market on another corner, I'm getting 71 gold EACH way for 142 round trip. (Doesn't appear to be benefit to adding second market next to Trade Post.)
Awesome video. I would love to know if there is any ways to validate the integrity of wall off. It can be very dangerous if there is an gaps in the wall, perhaps because of an unobserved gap in terrain or if the wall did not quite connect to the edge of the map. I am curious if there are any quick ways to use unit pathing or other game mechanics to detect this. Thanks!
8:30 - Hm, when I click Ctrl+W, my view focusses on that villager and doesn't stay at where I am atm. Haven't found where I can change that, any idea? Thanks in advance, great content.
I have invented a new meta-breaking trick for trade gold in team games. It requires micro at every drop-off but doubles the rate. - choose two locations as far apart as is safe. - you and a teammate build markets at each of the locations. - you send the traders as a pack not a trickle. - you send them to the nearby teammate market, then change home market to the far-market. - after dropping off, you click on the neighboring teammate again and change the home-market to the one they came from before. - Traders will bring full gold amount at every one-way trip, not just per round-trip. - Disadvantage is that it requires a few clicks after each drop off, but if you miss it, you still get gold at the original rate. - Another disadvantage is that you get gold in bug lumps which is worse, but you wait only half the amount of time per trader actually. - Good and bad: big pack of traders are a very attractive target for raiding. An enemy might focus on it if it is noticed. But it will be more resilient to small raids which could otherwise just kill every trickling trader that pushes through a contested area. In a big group, small raids will lead to a few deaths but not shutdown trade or have all of them die-by-trickle
What about the traders that already exist, 1) how do i select them all 2) why not just rightclick the further market and lose all gold since its exponential outcome so it will pay of no matter the loss of already caried gold. 3) Does traders that already have furthest distance market selected as home - do they lose gold if i isue comand to set the same home again or they keep carying it and nothing hapens? 4) What will hapen if u rightlcick furthest market and shift rightlcik games neutral market (as shown in video as best way to trade) but our market thats furthest is not build yet, what will traders start doing?
A question on traders, if I have a trader who has already picked up some gold, but then I have to stop it, because he is about to walk into a raid for example, can i get it to deliver the gold without having to go back to the target market? It seems to me that once interrupted it has to do the whole trip again
Is there a way to remove units from a command group without deleting the whole group? In aoe3 it was crtl-0 and I have yet to find out what it is in aoe4. Would be extremely helpful to learn how, thanks.
Similar to AoE3 "pull trick" you can make villagers run faster by shift selecting a vill that is forward (who will "pull" the vill in the back) and move command them far away from where they are
The vill in the back will pick up speed to try and join the forward one in a formation. This can be used in many ways but is particularly usefull to save vills from raids
Please explain how to cycle between units of the same type of there is a way and if there is not a way what can be done to compensate. If I have multiple monks spread out on the map I literally cannot find them even if I can select them. Is there any way to help me find each individually without moving them all to the same spot?
When I am in a fight away from my army production facilities and press F1, the camera moves to the facilities rather than remaining on my current frame. I am losing my orientation. How do we cancel that camera jump?
You can hit F1 and then set them as a different hotkey. I use ctrl + 7 for my production buildings and it won't move the camera unless you hit the hotkey twice.