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meh i disagree. pressuring the ai isn't the same as pressuring a real player, often a minor annoyance for the ai can lead a player to make a critical mistake
There's the easy way out. Just learn things the ai is bad at and abuse them. For example they suck at dealing with early pressure.
Then there's the way that will actually make you better. Which is learn build orders, and actually beat the ai on its own terms (macro games). You can outboom them if you're efficient enough, and if you have more stuff than them they're not very skilled in decision making or micro (bit more arguable here but I came from pretty high ranking sc2 so I have no issue outmicroing them) so you can kind of run them over.
I'd suggest just straight up ripping off exactly what a pro player does, copying 1 specific build until you get it down equally well to how they do it. Then wall off and boom, and make sure to spend all your resources. If you can do that, you'll have as much or more stuff than the ai, and you'll run over most of the people in multiplayer.
Thanks for the funny line, but I have done that already. Some of the stuff out there isn't exactly feasible for someone who doesn't micro as well and takes a lot more time switching between TC, vils, scouts.
AFAIK the Extreme difficulty of the CD and HD AIs didn't exist before the Definitive Edition, I'd argue that's why.
That's usually what I try to do, outbooming my opponent so even if it wants to flood me I have the means to soak up and fight back. Clearly though I must have done something wrong if I always ended up overwhelmed.
What's the strategy you would personally recommend? I have watched some but somehow I still don't manage to do exactly like them.
Well as a matter of fact I did try some scout rushing, but I was too slow and they Castled anyways.
Get your early economy in order - there's a lot of basics to get down, before focusing on other stuff (Cicero's build order mod and Art of War economic missions touch on these - try and get gold in Art of War, and A or B in Cicero's build order scenarios) - some examples - maintain constant villager production, try to get housed as little as possible, optimize your resource gathering.
e.g. To quickly advance to Feudal Age, you need lots of villagers on food, but you also need to use the food resources that are the fastest. Did you know that Villagers gather food from Boars and Deer a lot faster than sheep, berries or farms? (excluding civ bonuses), so that's why you lure two boars to your town centre one at a time and have 8 villagers gathering from the boar.
This is a good site that has some of the numbers: https://aoe2-de-tools.herokuapp.com/villagers-required.html
video on this stuff: https://www.youtube.com/watch?v=IrvDMZbe81k
Hard AI is capped at ~78 villagers and ~45 military units, so to defeat the Hard AI if you have more units, and the correct units (units that counter theirs, or are not countered by theirs)
Hardest and Extreme AI reach maximum population sometime after 30 in game minutes and then attack you (or attack you if you attack them someway up to that). You can beat them by matching or beating their villager and unit production (you'll need to learn the 3TC boom) or how to win with one town centre production attacking in the Castle Age
Thank you for your input!
Yep, I knew about the boars, still have to perfect the luring technique because it's not exactly perfect but I can do that. Actually, I think I can do well in the early phase of the game, possibly because I have played that bit so much now that I instinctively repeat those steps, to avoid falling behind from the get go (and also because my friend learned from me and can now Feudal faster than me, fml).
Still, I believe I'm missing some Feudal Age economy basics, because on my attempts I managed to get to Feudal at the same time or even slightly sooner than Extreme, except I got outboomed HARD after that.
I can't decide if I should opt for a fast Castle or rush earlier on Feudal to slow him down while still working towards a respectable passage to the Castle Age. My problem (I think) is that focusing on either military rushing or economy booming tends to leave me vulnerable in the other aspect. Some even suggested a Tower Rush, which apparently isn't a respectable option, but as I'm not a good expert any of these tactics seem good and bad to me and I can't decide. Isn't it going to hard counter me anyways?
this was all pretty good advice in general, i think a lot of people could learn from it if they took it to heart
The AI defends against an Archer flush (feudal archer rush) pretty poorly as it's quite easy to pick off villagers and idle their economy. They're also not very good at defending against Scouts or Eagle Warriors etc - they're programmed to fight back if you have low numbers or a weak unit, but two villagers won't attack four Man-At-Arms for instance, they will run. The AI often places a tower on their gold mine, but their berries and woodlines are often wide open and are very easy to raid in Feudal Age. You can stick archers on stand ground stance in these areas and the only danger might be if they build some skirmishers (which they often send one by one). You can even send your Archers in close to the town centre to raid the farmers, as long as you are not within range of the TC fire (5 range by default, 5+1 with Fletching - turn on the grid or install the Improved Grid Mod if you want to see the grid lines :) )
I was in the same spot as you a few months ago where I could beat Hard 1v1 maybe twice out of three games but now I can beat the Hardest/Extreme quite easily, I only lose if I really stuff up my build.
In the late game the main things to aim for are: ~100 pop at 30 in game minutes, and try to be at max pop before 40-45 ingame mins if you can, with 3+ town centres and at least 90 villagers, but probably more like 120-130, and the rest army. You also want lots of production buildings, it's not unreasonable to have 15-30 of the same type of building ... this is how the AI sends a constant stream of units, because they have so many buildings queuing one unit, whereas it takes much longer to replace your army if you have 2 x 15 queue in two Barracks etc.
Another thing the AI isn't very good at dealing with is forward Castles, if you can get a Castle down forward on the map, they won't be very good at attacking it. They may try and send Rams and Trebs, one at a time, but usually their units won't go within range of the Castle itself, or they suicide themselves against the Castle fire one by one.
Oh yeah, that makes sense. I often forget how essential it is to have dozens of military buildings to amass units quickly, or I remember that by the time the game has transitioned into the late phase (that's why if I can endure the initial rushes and blunts I can respond better, unless I'm VERY stressed).
I also forgot to specify which AI I was fighting - it's the DE one. The general consensus is that it's the most flexible and capable one, and I watched some videos with the three different AIs fighting each other - obviously the DE just steamrolled everything else.
I assume Cicero's guides are here on Steam as well, right? If not I'll just track them down wherever they are, no problem.
I agree. Before being able to lurk boars and focus more on hunting in general, my Feudal times were rather poor. Well, they still are sometimes if I'm not doing stuff right :P
Nah they're in game. In the game if you go to the Mods menu search for Interactive Build Order and subscribe to the mod, and then they will be available as a custom scenario in single player.
There is still some situations were the AI "bug" and don't know what to do (if you attack many wood lines and keep attacking the new ones, at one point the lumberjacks will just stay under the town center, I suppose waiting a victory to go back to work, which will never happen without wood...).
But fighting in the early game is still way easier against the AI, because after that it will almost always take the lead, because it micro the economy and military at the same time.
It's harder to use archer civ against the AI, because it will use many siege to counter it and when you will be forced to micro your units it will just expand endlessly.
To win in the late game, you can do it "easily" with some civs which are good at spamming (Malay...), because it's really hard to take down the AI in a single push, you will need a LOT of units on the long run, so not having to worry to much about gold is a must.
But it still doesn't wall. It still chases you around with its whole army at once (so if you have faster units like scouts, you can just run past spears and go kill vills). It still doesn't think through what its doing (so if you wall and counter attack, it just sits there attacking your walls while you kill it).
Just because you can't literally win the game off a single tower anymore doesn't mean its not worse at dealing with early pressure.
Its better than most players, because most players will do thinks like cut villagers, forget production, etc when they're under pressure. The ai won't forget any of these things. But neither will a decent player.
But the thing is, it won't forget any of these things in the late game where there's actually a billion other things going on at the same time either. An average player will almost always screw up their late game macro, often even if they're not under pressure.
So relative to its late game, its early game is still trash because the player is capable of competing mechanically and will likely make better decisions.
Honestly they're probably worse against fast castle builds now though. They for some reason really love spamming lots of skirmishers. And if they're building like 10 skirms in feudal age, then upgrading elite skirm when they hit castle, they just die to any number of knights. Or crossbows if you can boom effectively, they kind of put their eco behind.
I absolutely would not say better than 99% of the players though. The ai is pretty good, but it is absolutely not that good. If I was to guess, I'd say like 80-90%.