Age of Empires II (2013)

Age of Empires II (2013)

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Europe in the 16th century
   
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1.838 MB
May 26, 2017 @ 7:16pm
Jun 2, 2017 @ 2:46am
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Europe in the 16th century

Description
This map is based on "European Diplomacy 1600s" made by cj beards and croboss a few years ago.
I liked the idea of their map, and it inspired me to improve it and to create something more complex with it.

So I ended up doing a complete overhaul of the original map, and I added a number of features, using more than 300 triggers.
The result is a multiplayer map which can be played either like a diplomacy game, or with fixed teams, but with special features and bonuses to make the game more interesting.

Features and bonuses include:

- Unit upgrades at the capital of each faction
- Crusades and Jihads
- Excommunications
- Monk pilgrimages
- Trade agreements between factions
- Wrath of God
- Allah's Fury
- And more...

Because of the huge number of triggers involved, it's essential to respect the following player positions and colors when making a lobby. Otherwise, most of the features and bonuses will not work properly.
The civilizations given here are my recommendations for good game balance and historical accuracy.

P1 (blue) - France (Franks)
P2 (red) - England (Britons)
P3 (green) - Mamluk Sultanate (Berbers)
P4 (yellow) - Holy Roman Empire (Teutons)
P5 (cyan) - Poland-Lithuania (Magyars)
P6 (purple) - Spain (Spanish)
P7 (grey) - Russia (Slavs)
P8 (orange) - Ottoman Empire (Turks)

Because of all the different features, I recommend reading the instructions first before playing the map. You can find detailed instructions in-game in the Objectives, Hints and Scouts tabs.

You can also play the map with AIs if you want, but they will not be able to use any of the special features and bonuses.

Starting age: Castle age (recommended)
Population limit: 200

Special thanks to The philosopher for helping me many times with playtesting. :)
33 Comments
Szaxo Jun 17, 2020 @ 10:09am 
ohh i see then,
OberonOfAmber  [author] Jun 17, 2020 @ 9:31am 
@ᛏᛟᛒᛁᚨᛊ ðþÍn
I know. I changed the date of the scenario to 1517, date at which all the rulers I chose were alive and in power.
That's why I also changed the name from "European Diplomacy 1600s" to "Europe in the 16th century".
Szaxo Jun 17, 2020 @ 7:58am 
you know 16th century means 1500s right

its always a century ahead. Like 20th century is the 1900s
OberonOfAmber  [author] Apr 1, 2019 @ 8:45am 
@pao_zac
Thank you! I'm glad you like it. :)
pao_zac Dec 4, 2018 @ 2:53pm 
i like this map;is very good.
OberonOfAmber  [author] Dec 19, 2017 @ 12:37am 
@Overlord__8
Thank you for giving me your opinion on the upgrading system!
It's one system I've been having great doubts about from the start. I was even considering removing it entirely at one point. I've also considered increasing the amount of resources needed by a lot, especially for speed upgrades.
Your comment makes me think I should indeed increase the costs by a large amount.
Oh, and thank you for pointing out you can take down the carts using bombard cannons, I had no idea. That's very unfortunate. :/

Also, thank you for confirming that changing colors now works perfectly thanks to the new update. I'm very glad to know that! :)
HardNRG Dec 5, 2017 @ 12:15pm 
The fact that you can also buy speed upgrade is very stupid, since you can make normally very slow, but powerful units, say a ram, move double the speed of scout cavalry, so with some extra health, armor and attack you dont even need to worry about losing the unit when sending it out alone. Obviously, everyone can do the same, but is that really the point of the map? To build a few op units and its gg for everyone? :P Also, buy said upgrades is hard if someone else is already blocking the spot. Also, you can groundfire on the relic carts with bombard cannons to kill them.
HardNRG Dec 5, 2017 @ 12:15pm 
The map is nice otherwise and works nowadays perfectly with changing colors, but the unit upgrading system is stupid and exploitable, since you can upgrade your units endlessly, making for example an op ram with hyper speed, 100 extra armor 2000 extra hp and hundreds of extra attack too, to kill everything major immediately in a surprise attack. The idea itself is nice that you can upgrade units but the fact that you can upgrade one unit endlessly, making a few op units to rape everything crucial on the go and leave and bring the normal army to fuck up the rest with the op still sitting behind for some extra carnage. :-D The resource cost is too low, 100 wood for 1 armor is actually very low cost, especially with how important factor armor has when it gets stacked up.
OberonOfAmber  [author] Jul 1, 2017 @ 10:36am 
@(sheep)TacoTuesday
I'm sorry to hear that many of your friends won't play the map because of the trade agreement mechanic.
I added this mechanic for three main reasons:
- To avoid players from building tons of trade units, which led to trafic jams at many spots of the map when I was playtesting the alpha version before implementing that mechanic.
- To encourage communication and cooperation between players, and create kind of a diplomacy aspect to the map.
- To give a strategical aspect to trading. Which faction should you choose to be your trading partner? What would be the safest and most profitable trade routes? Can you trust your potential trading partner enough to take the risk to send your leader right next to his main castle? Risk Vs reward, trust and betrayal, etc.
But I can understand that not everyone likes that system.
(Sheep)TacoTuesday Jul 1, 2017 @ 4:26am 
i love the map and think its very nice but i just wish that the whole trade agreements thing was way less aggrivating and clunky many of my friends dont wish to play the map because of that feature other than that though the map is solid and i love the other improvements like pilgramiges and such