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Oct 16 2022 12:48pm
So good!
I play 4v4 only, more casualties.

1) English, off-meta
Farms age 4 produce gold
Allow 10/10 armour man at arms production
And ofc to destroy walls: tribushetes for 100wood at age4 landmark
Only needs farms
Verry defensive, and verry good on bad maps
(downside: only weak against catapult, needs good micro or open map for multifront)

2) Rus
needs wood: only 4 maps that provide all the wood it needs (forest/the pit/the hill/a few more)
then you have hunter cabins for free gold
and you spam Catapult

with big wood game, this is the most OP
also gets 20%discount on siege weapons and 20%more wood income ontop of the freegold and 150freegold per 1min ontop
(downside: only 2 maps low micro, other maps require a constant shift of wood production)

3) French
needs: wood traders (French only, lots of them)
and you spam Catapult

Very micro frendly, no need villager upgrades (only speed), lots of traders, protect trade root
Very good, but comes online late, and needs 60traders

4) Persian elephants
I am pretty bad at this, but
farms and traders = elephant
even when the elephants are so bad
Pike horse more fun, 100food20wood and free costing upgrades can be good to spam, not requires traders and just little wood

Ofc, more civilizations, but these tactics i like most for 4v4 30min games.

So good this game, so little played.
You can try free vs AI/campaign to test it out, if know how to download.

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Oct 26 2022 09:59am
Massive updates
2 new races
Ottomans
Militarily schools (capped at 1per ages*4+1bonus = 5): Produce freeunits, but produces slowly
(i think its 33%slow, not sure)
100gold and 100food units ones per 30sec / 3 *5 =====> 666 gold and food or wood free per min

You also have a landmark that produces free siege units, slowly


Malians
They can mine goldmines without depleting them(capped at 1 per age), 4*+/- 85gold per min+75from landmark = about 415free gold per min (if surrounded bye houses)
You get also some trader bonus, 25%food collected, and 40%more gold collected, or close to that

They have cows, cost 100gold but can produce 48food per min (with the wright landmark), and most important, this not cost supply
Also important, you can put 3 cows in 3*3tiles (1farm is 2*2tiles)
a English farm produced twice as match, but it cost 1 supply
There is a cow-limit (i thinks its 22 cows)===>1056 food per min, without supply running it.

Problem is, you not have man at arms, aka 100food 20gold units, more like 50gold 50food units

Thats when the scout comes in, special scout, upto 20attack damage, Malians only, only cost 90food


So it looks like i go play some 4v4 Malians Scout only.
20 suppy of economy free resources
Food only costing combat units
But i am scarred a little that i get wreckt, and that it never is better then English, unless supply capped at 200/200
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Oct 27 2022 10:57pm
Ottomans Did some unit production testings
Its big!

upto 6.75recources per second from landmark age3 (free siege weapons) (free wood, very important) (not gets the +25%military school production speed bonus)
upto 3.08recourses per second from Military school (free knights or gunmen) other units gives 2.7resources per sec


For a total of 1329 recourses per 1min
(1178 recourses per 1 min, without the age 4 landmark lifting blacksmith influence to 60% from 40%)

Since you have trader upgrades
40%more gold gained from traders a upgrade
and 40%more speed to traders from the final age 4 landmark, also providing traders with 10/10 armour
Very good also, 140%*1.4speed = 196%trader income


Malians need to invest 2000gold into cows and spread houses to goldmines to get this income, and they have a unbalanced unit-costs, like no men-at arms
100 gold costing cow into a 50wood per cow costing building provides 48gold per min (with the proper landmark nearbye) thats simular to a villager on a farm, only to save 1 supply


Landmarks:
tier1 market
tier2 free siege units
tier3 trader speed

Imperial upgrades:
tier1 15%speed drums
tier2 extra military school and 40%trade income
tier3 first the knight can be build at military school, then the +25%military school production speed

Then you have 89%units+100%trade, instead of 100%+71% or 50%+100%


Brings 2 options ontop of few 10armour traders and free units
1) siege weapon only, heavy wood maps, could allow only collect wood, massing on Mangonel (very good RUS tactic, but they have 20%reduced cost and 20%more wood)
2) farms, get additional gold-food units, when wood supplies are low
3) trebuchet against buildings, and Springald against siege, when micro alot (probably better then just a few mangonel to siege)
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Nov 2 2022 01:23am
Ottomans
Problem: we have infinite gold, cheap gold, lowest supply and resources required to get this infinite gold.
Then we have infinite food, expensive food in wood and supply costs. 50%compared to English.

Stone good, but not for units
Makes wood the best recourse in the game, witch is also required in mass amount for siege weapons.


English and Ottermans only civs that have free wood


Archer 50wood 30food, nice costs, but it not do shit, only damage against weak infantry light (spearmen) Also ezz replaced with gold-food gunmen or crossbow

Spearmen, 60food and 20wood also 15sec buildtime
Attack bonus +28 vs Cavalry (Elite)
(downside: low resources per 1supply)


Trebuchets as free siege units. mass wood generation
Spearmen as free unit from military schools to attack knights.
Springald to protect Trebuchets against other Springald/ranged.
Gunmen and knights to spent food-gold to protect army and to hit building with knights
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Nov 3 2022 09:32am
Doing some Malians again!

Scouts, only cost food, and for Malians they are same as woodcosting horseman
This is the main butter of frondline disposible unit

Then you have the main army:
+/-15 gunman (to kill horse/spearman and support scouts against horse/spearman) (gold dump)
big boys siege weapons 400wood 600gold cost against buildings and siege weapons (gold dump, when on wood budget)

Then you have economie:
20 cows (cost 100gold+50wood to replace a 50food+75wood+1supply costing villager
10 traders (less will not justify outposts, more may not be required, depending on wood on the map, more wood=more traders) (150%gold+25%wood trade income compared to standard)
30 villagers on wood
0to10 villagers on food (0 in woodmap / 30 on a food only map open field)

For a total of 90 workforce income, costing 50 supply
Or even better, 70workforce income, costing 30 supply

Means you have 170 army supply instead of 130
And the lowest build to death time interval (fast unit, fast creation, low cost)


then you spam ctrl+shift+c (select all combat units), ctrl1 (group 1) a-click (attack-move)
and then you ctrl2 (main army) random a-click to a out of danger tactical position
and then 16horse per min starts to assault (free units from cow)
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Dec 10 2022 06:43am
Doing Mongols

Maximum frustration unit: Mangudai Horse archer (that shoots in move-order)

Sounds like a Early game cheese unit? Maybe, but in the lategame they are so sick to,
Blows up villagers and traders the best.
Can not be followed bye infantry or cavalry.
Can outnumber ranged units and stack armour against them.
All it needs is damage to pierce knights, siege weapon and man at arms armor.
Downside: very bad vs buildings/requires some micro/low hitpoints.
You dont get frustrated when can not attack walled enemies, since you can simply idle and go economie and defend. And rack lategame, compared to Maliens knights or men at arms.


Pasture, produce a 300food sheep every 140sec = 128.57food per min.
45food gather rate * 1.675upgrades = 75.4food per min collection rate.
128.57/75.4=about 1.7 villagers per Pasture.
And the best about it, your 40 villagers are straight under the town center. And when idle, you Pasture still produce.


Special upgrades, payed with stone, near Ovoo:
Siha Bow Limbs Mangudai's and Khan's ranged damage +2 (250stone only)
Biology Cavalry hit points +30% (1000stone extra for 10%extra)
Stone Commerce Having 9 or more active Traders causes them to supply +20% Stone to their trades. (500stone)
Villager food gather rate +22.5%. (250/500/100 stone extra)
Tithe Barns In addition to Gold, Relics also generate 45 Food/45 Wood/30 Stone per minute (if you realy wana tryhard, 500stone)

Landmarks:
Deer Stones (nearby friendly Traders and cavalry units a 15% increased in movement speed.) Also works on allied traders.
Steppe Redoubt (Acts as a Ger. Gold dropped off at this Landmark is increased by +50%)
The unit spamming landmark provides good income per min, but the horsemen and lancers are melee, So 250stone per min landmark is a great option.

I never pay stone for units, would rather dump it into tower upgrades, ones all upgrades are done.

Simple unit and tactic, but complex economy! Pretty evil, even more evil then armour stacking 10/10 or 9/9, or as a the Otterman siege-pikemen comp.

Very good in 100vs400 fights (thats 2v4players) And you can go fulll tryhard in the castle age
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Jan 6 2023 02:53am
Gone do China

Economic buildings generate taxes each time a resource is dropped off (1 gold).
Military buildings generate taxes each time a unit is produced (4 gold)

Building Palace Guard's 100food+20gold

Imperial Academy
Nearby buildings generate +100% Tax Gold. Imperial Officials can drop off taxes at this building.


So i get 8gold back from 20gold, when build Palace Guard
I also get 20gold when farm 100food (without wheelbarrow) (6.66gold per 100food with wheelbarrow without Imperial Academy)

China also have nice food gather rate bonus (30%+45%)+20%when stack granery)
English have like +30+45%, and 17.14gold per min per farm (70food per min)

So China have 28gold per 100food
40base food gathering * 1.75=70food per min per villager, thats 19.6gold per min per farming villager


look how BIG this can be:




This post was edited by Tommyvv on Jan 6 2023 03:15am
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Feb 17 2023 05:46am
Mongols free units



AoE4 Patch notes:
Khaganate Palace Landmark
Automatically rallies a random army from across the Mongol Empire and its dominions:
3 Elite Rus Knights = 3*140food+100gold per 59seconds
2 Warrior Monks = 2* 40food+200gold per 39sec
5 Elite Horse Archers = 5*80food+20wood per 49sec
1 Nest of Bees = 1* 300gold +300wood per 49sec
5 Elite Palace Guard = 5*100food+20gold per 44sec
4 Elite Mangudais = 4*120food+40gold per 49sec
1 Hui Hui Pao Trebuchet (Massive Trebuchet with greatly increased range and damage). = 1000 Stone +250wood per 61sec
Train times are scaled based on the unit, but in general spawn much faster than the previous 90 seconds.
Member
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Mar 3 2023 12:32pm
Malians most effective, little risk, (since trade towers and free gold eurly game, but pit mines and trade need protection)
English on 2nd, almost zero risk (little mobility, decent lategame gold, nice siege)

Malians:
Pit mine 1e building, since it represents 2to3 workers on gold (150wood cost)
Witch mean, you need to put 3 starter workers on wood, to pay 1e house for supply
Then you put 2 starter workers on sheep, and rally town center on sheep.
Scout some deer, and build farm after house, follow up with lumber camp, spam wood on house for more gold income near pit mine
Then put 2 or 3 workers on 1e landmark, that is the trade landmark.
Only civ allowed to put more workers on a landmark since nxt pit mine comes faster.
Wood gathering upgrade can be researched.

Ones all deer is expired+4sheep, you have food for landmark 2 (cows), stop food collection now, make sure you have some workers on gold for this fast timing. rest on wood
Meanwhile set up market and 2 trade towers.
Before landmark2 is complete, start cow production+little trader production, get 20asap arround landmark 2 in cattle ranch, then the food upgrades for lategame
Before the final landmark (witch you want nxt) set up research for 9/9 horse armour production, and produce 6stables. 4trade tower you want now, put 4idle workers in them.

Makes you go full attack mode on 13-14min mark in age 4 for 4v4 jolo plays with 9/9 armoured horse imune to arrows.
For the 20min mark, take all workers from gold and wood, and after 12stables, go full farms for 2.5k food per min, if they resist.

So nice! Fast and tanky, and eurly economics, since cows+workers+trade is like 3 towncentre economics, without waisting the supply. No need more then 35workers ever.
Since its 35workers+20cows+15traders+12pit mines of economics at 13min mark.

Some maps are risky, when walling becomes a issue, when allies wall but not make markets, when neutral market(favorite) is exposed.

This post was edited by Tommyvv on Mar 3 2023 12:36pm
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Mar 5 2023 08:51am

from bronze to diamond with Maliens and English
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