@@uzairahmed4832 That... sounds like a cool idea. Now imagine trees respawning in the middle of a battle, trapping units in trees. Siege Onager would be the most used siege unit on it.
Yeah, some sort of terrain buff or something. For example, deep water ship moving speed is normal while shallow water moves 50% slower. Or on ice, infantry move speed is 10% slower. Or on desert, camels gain 20% moving speed boost while elephants moving speed is reduced by 10%. Lots of potential.
@@estellebright2579 there are already kinda terrain (de)buffs in the game, specifically with the cracked ground terrain, so there is definitely room for this idea to be expanded upon and I think it would be nice to be used in more maps like eldorado to give specific areas more focus in a specific way
@@thomasyeretzian4041 yeah what I mean was since there is one, it's not too far fetched that they might add more if there are expansions in the future (maybe with DE?)
A simple day-night cycle would make wonders for the game. Imagine your town during the night with windows in buildings lit up, gates adorned with torches, certain military units able to also bear torches and increase light radius for others. Despite limited sight radius during night, towers and outposts maintain their line of sight and allow other units with range to also target enemies in their range. Also, the night would make for a better raiding time, giving certain units no line of sight penalty and making certain civilizations bonuses during the night.
and when Chemistry is researched by the time you reach Imperial Age: all the arrows and siege weapons that can attack with fire light up the area as the projectile is launched
Arijit - No, just the Italians. French player would receive a speed bonus for running away form a battle while temporarily losing attack ability. It would be activated form the town centre military bell.
Always thought being able to build bridges would be pretty cool. Maybe make it only possible in castle/imp, make it cost a fair bit and be squishy during construction. Would give a different dynamic to island maps and allow players to make interesting strategic choices around rivers.
You can already build bridges by sending players friend requests after a match. There is no stone cost, unless your heart is made of rock and such thoughts are unbearable to you.
The opposite is also true, especially after they included Horses in Conqueror's Edition. Would have been neat if they spawned like sheep, and could be a long-term resource that you could use to mount up Long Swordsmen to become Knights or Crossbowmen to become Cavalry Archers or something. Would've given you a resource you have to protect and keep others from stealing too.
Just imagine random horses being another resource on the map. Having to lure them like deer or something and once your military unit is close you can mount it. Same with umounting when creating mounted units. (Once mounted it won't run away anymore)
I'd imagine the Raiders were dropped due to the AOE I "rush problem"; games basically boiled down to who could build a barracks fastest. The fact that town centres defend themselves, and how all early units cost gold, and how quickly early units are outclassed an you'll see how much effort was put into removing this problem.
I don't know about that last argument of yours since it seems like it's the opposite way. In AOE II the early units are on the same line as the later ones. In AOE I the clubman/axeman becomes completely obsolete while in AOE II the militia can be upgraded all the way towards the end. I think they mainly wanted to streamline the units. Having fewer unit lines but having more on each. In the first one there were many lines that didn't really go anywhere and were pretty much just wasting space in the menu during the iron age.
@@MrMarinus18 I think what he was trying to say is that a Militia with no upgrades would get stomped by a Man-at-Arms, a MaM would get stomped by a Longswordsman, so on and so forth. Therefore, unit matchup and researched techs play a big role. If you put a single fully upgraded Champion or Elite Samurai against 10 unupgraded Militia, I have full confidence that the Militia will lose 99% of the time.
@@knightartorias4487 nope, numbers matter a lot. It can only defeat 6 without any civilization bonuses. Also, don't you feel that Spirit of the law is a little biased towards rushing, and against booming/turtling?
I think Spirt hit the nail on the head where it cripples the raiders in late game where everyone is teched out and if raiding was a serious problem, then walls is a great full stop
I think it felt a little too much like magic. AoE2 is supposed to be quite grounded and historical so they would want to avoid mechanics that feel too out there.
@@PhotonTrooperGaming I've done something like that in ffa. Whenever I'm almost destroyed I try to convince another player that I'll help him as long as he doesn't attack me, then I rebuild my TC and support him with trash units. It can be quite fun.
Well in AoE 3, you can build livestock pen to make sheep and fatten them fast. Also the animals you herd from the map can be fattened to increase the food you collect from them.
Yeah actually quite some, Outlaws, the auras of some civs doing different things, Indian wonder ability for peace, cover mode similar to the shield thing, hope AoE IV takes a lot of inspirations from AoE III.
Special abilities? Crates of resources? Forced treaties? Stat buff relics? Gaia controlled bandits? Looks like they implemented it all in AoE III or AoM (in weaker versions)
The Duke is a true strategist! And then the buildings you've captured light afire and blow up... killing the vils you captured. Unless you save enough to build THEIR town center and THEIR barracks!! :-D
@@badgerlordpatrick6493 yeah, I always try to at least built the construction site for their town center next to my town center. Then I boom with double the population capacity.
@@badgerlordpatrick6493 you dont have to build their town Centers. Its enough to only "order" the buildig by their vills and finish it with your own vills
I kinda like the idea of raiding civs and all the gaia stuff That would have give the game a much more realistic feel as well as a better strategic start.
Yeah but if they kept the original idea then the relic can be a real game changer in head on battles. Imagine longbows and a monk with relics. And if the enemy manages to grab the relic mid battle, then it would have that game changing element. Which in my opinion, Aoe 2 needs.
Though I could imagine it could be seen as obnoxious as well. If a pack of wolves attacks you early in the dark age when you only have like 10 villagers it will basically mean your defeat. Since even when you do win it will put your economy so far back that you will never be able to recover. You could have it though that they only generate and attack a player who has been in the feudal age for at least a little while. However then they are not afraid and more a nuance that you can't prepare for. In AoEII you want to predict what your opponent will do. But with the wolves you would have to account for completely random attacks as well. Also if you suffer a raid and you get a pack attack at the same time you might get overwhelmed and lose several villagers even though you successfully fended off your opponent.. Therefore having that would make rushing extremely risky since you don't have troops at home to defend yourself. It would also make scouting less relevant since knowing that your opponent has no intentions of rushing you does not mean you are safe. They mostly want to encourage that people go out and fight and having random attacks that can happen at any time without warning is going completely against that. I can see this being fun but only if you can turn it on and off. Maybe also ramp it up in that you can have outlaws that can happen all the way to the imperial age and scale up appropriately. Such as that in the late imperial age you can get attacked by a group of paladins. A way to implement this could be that it actually preserves a very small number of the units that are killed in battle at random. However they can only appear once.
@@MrMarinus18 I think you are over thinking it. A group of Paladins is way overpowered for that. I'd start this type of thing in the castle age and add the gaia regen effect to the maps so that way there is challenge but support so that it pays off.
I actually like the idea of deer/boars regenerating, hunting is my favorite means of getting food and I hate the fact that it only lasts you into the early game
I agree that walls blocking all enemy arrows and letting own arrows through would have been bad. But just giving enemy arrows a -10% or -20% debuff would have been great!
yeah, there should've been SOMETHING to make walls more useful against archer units, rather than outright blocking non-siege projectiles it could've reduced the damage, accuracy, and possibly range of non-siege projectiles, increasing the priority of siege units if you wanna get those walls outta the way but not requiring it if you aren't concerned about efficiency, granted Hand Cannoneers and variants (Janissary and Conquistador) would either suffer a greater penalty against walls or be blocked anyways due to the more direct path of their projectiles, of course that more direct penalty against the gunpower ranged units would also warrant a buff to them in general
@@keeganlafferty1395 'cause I mean, you really believe enemy archers have echolocation and can arc their projectile at just the right angle to land on...? I don't think so!
I like the monk relic one a lot, fleshed out a bit with perhaps a preset number of potential forms of relics with corosponding colors (aka maybe a green one no matter your color that increases wood gathering rate within 7 tiles)
About that shield wall, there is a special ability for footmens in Warcraft 3, they get -30% ranged dmg but walk much slower and that makes sense. Btw in AOE there could be different types of armours (just like in W3, some of them have de/buffs against melee weapons and/or ranged units)
Coming back to this after AoE4 and the expansions and it’s clear the devs still want these mechanics in the game and even found a way to give at least one Calvary unit a charge attack.
I want a patch which introduces samurai archers as the second special unit for the Japanese. Like Genitours. They should be trained at an Archery Range, not a castle.
I had an early version of AoE2 when I was a kid. It was a game my dad was playing. It had things like: -Middle age instead of Feudal age and Feudal age instead of castle age -Some nice looking castles firing bolts -Scout boat -> Galley -> War Galley. Scout boat is like equivalent of current galleys. I'm not sure if they were available on Dark age -Galleys firing bolts -Cannon galley instead of cannon galleon -Military unit creation sound is the same as AoE 1 (something like "shhh... WOLF") -Trebuchet was from siege workshop after its research -The most important one: MONKS WERE GOING "WOLOLO" !!! I don't remembers something other than these that are worth mentioning. Lol, ai was attacking with "big ships" while I only had scout boats. I wanted to have "big ships" and built trade cog to fight :D Crossbowmans and longbowmans were the most scary units to me. Because they are at the phases were I was losing. I was playing childish though.
AoE2 Alpha? did it have battering rams which turn into chariots when attacking? the boarding ships that go WOLOLO when converting an enemy ship? skirmishers that turn into phalanx/centurions when attacking? i had that too
When you mentioned the relic bonuses it made me think of the AoE 2 Intro Video where you can see two monks carrying a Relic into the battlefield which I always thought was strange. But now that I heard that they wanted to implement this feature it makes more sense.
Funny thing about the relic thing. In an earlier version of the Original intro, showed just that when the red king moves the bishop. Although, they stand right next to siege as knights ride by, implying it has an affect on the siege. Also, there was a heavy emphasis on archers in the defense of the castle at the end, and the attack only really beginning with siege, like the blocked arrows implications. So, maybe the cut scene maker was operating on these early concepts. Which would explain removing the relic scene from the intro in certain versions, as to not give the impression it does something.
And I don't like how the removed all drop off points in AoE3. Its like all settlers are Atlantean Citizens from AoM Titans. But at least the citizens had donkeys with them.
The building pillaging is pretty similar to the one the Lakota Cav Archers get in Rise of Nations, where by damaging enemy building that generates resource(like a farm), they can get some resources out of it.
The animal reproduction is actually implemented in Empire Earth, its quite vital in the first two ages. In AoE it wouldnt be particularly usefull because you unlock farming right away.
The gaia thing sounds so freaking fun and the relic thing sounds great with a couple of changes without interchanging the gold generation (it would be a risk and a bigger role for monks).
10:30 they actually added this in AoE 4. in the gameplay trailer, a monk with a relic did a range conversion and converted all enemy units within a radius of him.
From the title, I expected him to steal those features and implement them in the game as mods. Also, 7:15 the animal repopulation mechanic exists in Empire Earth, which is highly inspired by AoE. I always loved playing around with it for some reason, there seems to be no limit on how many times animals can cell divide. Though, it happens very slowly and doesn't seem to be multiplying, so it takes many hours for overpopulation to happen. It did make the map look better.
I suggested this one before, but it would be cool to cover the lost technologies and features of the older version of AoE II. Remember that you had to research hand cannoneer and bombard cannon, even after the research of chemistry? And remember that teutons TC had +5 range, and korean siege onagers had 12 range in total? Those were the good days.
It's interesting how some of these features made into later games in a way or another Outlaws became the pirates from gold treasures in AoE3, forced treaties became the cease fire in AoM...
Outlaws, gaia regens and wolves packs and relics giving buffs in battle are absolutely fantastic. I'm sad it isn't in the game now... Also force treaties and fealties is really interesting. Oh what could have been.
As far as I know, Samurai's also had an ability to switch weapons between sword and bow. Jannisarries were designed to use bow instead of rifles originally.
yeah you got a point. but on the other hand, that's soemthing I like about Age of Empires 2. Would still be interesting to divert more in the next title.
I liked the way Medieval Total War (1) offered a strong distinction of both units between Western (Catholic and Orthodox / Slav) and Eastern (Islamic) ones. It feels odd when the Turks, Mongols, Vietnamese or Inca run around with a “men at arms” unit which looks it came from 10th century Normandy or Nottingham.. 😏
The grapple and board technology is basically implemented with two hidden units as ABGAL and BDGAL in Genie editor. The difference between the two is ABGAL has two more pierce armor than BDGAL. The conversion only works on Warships, not transport ships, fishing ships or trade cogs.
They are slowed down by 30% only.Also, In the Frozen Throne it also reduces pierce damage by 50%. I dont know about RoC tho. Interestringly enough, the Huskarl and Footman are quite similar in style, purpose and price(the cheapest human unit). Creation time is not equal tho.
@@DEATHRAGE157 Well, I occasionally make maps for WC3. I give almost every unit with a shield the Defend ability, that's why i am familiar with it. Also, did you know you have a few extra-options regarding the Defend ability? For example, you can make someone magic proof with it, and it can be used to nerf or boost attacks damage with it.
@@unimportantcommenter4356 i saw a vídeo about unused stuff on Warcraft 3, and the Blood elf knights(i dont remenber their Unit name, but it one of those guys that can be trained on the sanctum and they have control magic), at some point had a defend Magic ability so sounds good that you can make Units defend Magic.
They made the game much simpler, and it was better for it. Now, if only they had made Macemen, Axemen/Poleaxemen, Lancers, Mantlets, and gave Siege Towers the ability to allow garrison ranged units to fire from inside; we would have an even better game.
How about a new Siege Tower unit on a raft as a Boat Tower? (From Vikings TV series, season 3) This would be useful on water maps where a guy built walls all around the shores.
@@HideorEscape Boats already have all niches filled, and represent medieval navies very well. Land armies could use some more variety, specially civs that lack Camels or cavalry altogether.
The Halberdier is a Poleaxeman, just named incorrectly. Poleaxes and Halberds are almost the same, poleaxe being slightly longer(and suited for anti-cavalry) but more unwieldy for formation/1v1 combat.
Interesting. I seem to remember an early preview screenshot way back, before the game was released, on which you could see a monk carrying a relic as part of a military formation. I assumed the military units were escorting the monk, but in light of this video it may have been an attack formation.
No we don't. You can play plenty of games that have these mechanics. Why don't you play them? ah right those games aren't better because they include these mechanics, in fact they are worse and most of them are long forgotten.
@@LordVilmore I think the problem with them is that they add more micro in an already micro-intensive game (that requires constant economic management too). It would be too much.
The special ability and relic mechanics are similar to features seen in the Age of Mythology games. Some units (mostly myth units) have special abilities like a whirlwind attack or whatever that has a recharge time after use. And in Age of Mythology each relic is unique and gives a specific bonus like more infantry attack, spawning a pegasus, or giving a resource trickle, etc.
idk how it could happen nowadays even with mods without massive lag or exploit possibility, but wolves and outlaws spawning at the borders of the map and ransacking the land would be awesome! Although I think that the final decisions were much better for the game in the end
@@hiroshinamikaze6848 I don't remember much from that expansion. I'm just finishing the original campaign again, many years since I last played it. Good times
@@hiroshinamikaze6848 The Titans expansion added the Atlanteans, who were kind of a 'proto- AoE 3' civ. Their villagers behaved much more like Age 3 workers than previous games, and the multi-use god powers were a definite upgrade from the base game civs (an idea I see later reflected in the home city shipments). That said, a lot of the expansion content felt extremely insular or out-of-place, with the Atlanteans feeling like a slightly tweaked (better) repeat of the Greeks. The addition of titans to the game was...lacking to say the least, but the idea of a 'combat wonder' was an interesting one. The main complaints I had with the game were the awkward 'stop-gap' measures used to address complaints about how AoE2 played. God powers and myth unit abilities were meant to make combat more interesting, but their glitchy implementation or severe limitations rendered them a little less useful than might otherwise be the case. The town center and population limits made early-game expansion and fortification more powerful overall, but the hard build limits on defensive structures made it difficult to defend large areas of land. The infinite resources (farms, fish, vaults of plenty, trade) made long-term defensive play less risky overall, which made it easier to stalemate during the lategame.
@@aaronlarsen1074 yeah but, adding the titans made it kind of a race. "Who gets to the titans first?" Which was something that I did not like. It kinda just took away the whole "strategy aspect" of the game. The new units didn't excite me either. And like you mentioned, the glitches didn't help either.
these seem fun and interesting for the novelty of it but i could quickly see them becoming very irritating, so im glad they kept it as (relatively) simple as they did.
Games would have been a ton slower if you combine a much more hostile map with massively buffed defensive capacity (with the wall arrow thing). Which would be frustrating in one sense, but hey it would be kind of more medieval with ridiculously hard to destroy fortresses sending their armed bands through a dangerous wilderness against each other.
@@nishankkankas7195 They could've have implemented a similar bonus to elevation- ranged attacks crossing a freindly wall are reduced in damage. Maybe 5% for palisade, 10% for stone? Adding the reverse ability (increased damage for attacking across a friendly wall) is probably a bit much.
Not sure if anyone played “Empires: Dawn of The Modern World” but it was made by one of the creators of AOE. It included abilities like the charge ability and the raise shield which increased pierce armor at the expense of moving much more slowly and taking more melee damage, so you can see that influence there. There’s also the ability to “tribute” units to an ally
The trees regenerating reminds me with stronghold crusader, where most of the tree (excluding olive tree) grows back where there's only grass. I think it would be cool if the tree grows back only on foliage terrain
You forgot that you were meant to be able to make formations for units. its in the original book. I remember spending ages as a kid trying to find the setting described in the book in the unit stance options haha
Resource regen is a common setting in command conquer series. It’d be cool to implement it in aoe2 so that all players would be a bit more conservative when collecting resources and think about longevity and sustainability.
The Gaia regeneration thing was actually kinda happening in Empire Earth. IIRC it even needed two adult animals of the same kind in order to work. Stronghold also did it pretty well.
@@callmemrduck7142 For general use, it is the Mayans. Incas do get armor, but most of the time the armor is overkill against archers, and against melee +40 HP will be stronger than +1. Plus Mayans can take a siege onager shot and survive, for example. On edge cases they can perform differently. For example, against trash, Aztecs will be the better to clean up, with higher attack. Incas become faster huskarls (without the bonus attack), which can be great vs some archer Civs. But overall, I think Mayans are more versatile.
These are some incredible features that exist in some form or the other classic strategy titles : 1. Is a feature Age of Mythology under (some) heroes and Myth units abilities, Age of Empire 3, Warcraft 3, 2. I can't think of any game that has a villager stealing abilit, however in Rise of Nations you could gain "plunder" by destroying some buildings, and the Aztecs would gain plunder when killing other units. Also Nord's gatherer's could be trained into military units in Age of Mythology . Raiders from Warcraft 3 did have the Pillage ability . 3. Is part of Stronghold Crusader, where archers firing over walls were less effective, depending on the angle in which they fire. 4. Empire Earth animals that would reproduce upon reaching maturity . 5. Technically exists in Age of Mythology on certain maps and Age of Empires 3 under the form of treasure guardians, and more or less some scenarios , but won't go out of their way to attack caravans. 6 . Some Conquer the World campaigns in Rise of Nations have scripts like this . 7. Same as 6. 8. Although not carried in battle, relics in Age of Mythology add bonuses while garrisoned in a temple . Also artifacts carried by Hero units in Warcraft 3 may have some additional status effects around them .