History VideoGame / AgeOfEmpiresII

15th Jun '17 8:37:24 AM sui_cho
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** The Spies research. Getting the enemy line of sight is a massive advantage, but at 200 gold ''per enemy villager'', it tends to end up being several thousand gold per opposing player, more than enough to raise a sizable army. With the exception of some special scenarios and the Huns (who have a research that halves the cost), it's generally just better to fight conventionally.

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** The Spies research. Getting the enemy line of sight is a massive advantage, but at 200 gold ''per enemy villager'', it tends to end up being several thousand gold per opposing player, more than enough to raise a sizable army. With the exception of some special scenarios and the Huns (who have a research that halves the cost), it's generally just better to fight conventionally. Also, see the GuideDangit entry below.


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* GuideDangit: The cost of Spies is 200G per enemy villagers, but the game forgets to mention that enemy ''trade carts, fishing ships and transport ships'' are also counted towards the cost, ''including the neutral ones''. So a player may wonder why the cost is still very high even if they have slaughtered all of the enemies' villagers when playing water maps. Not to mention that the technology has a min. cost of 200G[[note]]if if the enemy controls none of the aforementioned units[[/note]] and a max. cost of 30000G.
15th May '17 7:03:35 AM HTD
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** It is possible to recruit unique gunpowder units in the Castle Age, before the gunpowder tech (Chemistry) becomes available for research in the Imperial Age.



* HitAndRunTactics: Used correctly, the horse archers in ''Age of Kings'' can whittle down entire armies without taking a scratch, shooting any melee units to death before tackling the now outnumbered archers. ''Age of Conquerors'' added an upgrade called Parthian Tactics which improves their armor. Naturally, the Mongols excel at this tactic, with their unique unit being a horse archer. [[TruthInTelevision As a matter of fact]], it was one of the reasons of why they were such efficient conquerors. Hit-and-run horse archers were just ''unfair'' back then. This strategy works even better with Spanish Conquistadores.

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* HitAndRunTactics: Used correctly, the horse archers in ''Age of Kings'' can whittle down entire armies without taking a scratch, shooting any melee units to death before tackling the now outnumbered archers. ''Age of ''The Conquerors'' added an upgrade called Parthian Tactics which improves their armor. Naturally, the Mongols excel at this tactic, with their unique unit being a horse archer. [[TruthInTelevision As a matter of fact]], it was one of the reasons of why they were such efficient conquerors. Hit-and-run horse archers were just ''unfair'' back then. This strategy works even better with Spanish Conquistadores.
4th May '17 8:16:52 AM HTD
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* AnnoyingArrows: The Goth Huskarl, Vietnamese Rattan Archer and Mesoamerican Eagle Warriors are a very effective anti-archer unit due to their high pierce armor.

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* AnnoyingArrows: The Goth Huskarl, Vietnamese Rattan Archer and Mesoamerican Eagle Warriors are a very effective anti-archer unit units due to their high pierce armor.



* AnAxeToGrind: Throwing Axemen (Franks), Berserkers (Vikings) and Woad Raiders (Celts). Being classified as the same kind of infantry, all three of them have bonus attack against buildings.



* AnAxeToGrind: Throwing Axemen (Franks), Berserkers (Vikings) and Woad Raiders (Celts). Being classified as the same kind of infantry, all three of them have bonus attack against buildings.



* CripplingOverspecialization: Every unit has only one attack.
** This is especially apparent with the likes of the pikeman and the skirmisher. They are only effective against mounted units and archers, respectively, and are absolutely useless against any other unit type.

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* CripplingOverspecialization: Every unit has only one attack.
** This is especially apparent with the likes of the pikeman
Spearmen and the skirmisher. They Skirmishers are only effective against mounted units and archers, respectively, and are absolutely useless extremely weak against any other unit type.type Trebuchets are excellent against buildings but almost never hit any unit they target - excluding, to some extent, other Trebuchets.



** In Joan of Arc's fifth mission "The Siege of Paris", you need to escape to an allied town to win, but there are Burgundy ambush troops in front of the gates and you can't go around them because the rest of the way are blocked by [[InsurmountableWaistHeightFence forests]]...unless you managed to save your Trebuchets, which can force-fire on the trees to clear you a way, slip pass to the back of the Burgundy forces, [[SequenceBreaking who wouldn't attack you because the script expected you to enter from the road]], then proceed to [[CherryTapping stone them to death from a safe distance]]. Either that, or just march happily from that point to the finish line.
*** By setting yourself to Ally with Burgundy before they see player's units can cause them to just become neutral, avoiding the ambush entirely.

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** In Joan of Arc's fifth mission "The Siege of Paris", you need to escape to an allied town to win, but there are Burgundy ambush troops in front of the gates and you can't go around them because the rest of the way are blocked by [[InsurmountableWaistHeightFence forests]]...unless you managed to save your Trebuchets, which can force-fire on the trees to clear you a way, slip pass to the back of the Burgundy forces, [[SequenceBreaking who wouldn't attack you because the script expected you to enter from the road]], then proceed to [[CherryTapping stone them to death from a safe distance]]. Either that, or just march happily from that point to the finish line.
***
line. By setting yourself to Ally with Burgundy before they see player's units can cause them to just become neutral, avoiding the ambush entirely.



* EnemyExchangeProgram: The priests can convert your enemies' units. And their priests can convert yours too! Averted with the Unique Technology ''Heresy'', which causes your own units that are converted to die instead of switching sides.

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* EnemyExchangeProgram: The priests Your Monks can convert your enemies' units. And their priests Monks can convert yours too! Averted with the Unique Technology ''Heresy'', Heresy technology, which causes your own units that are converted to die instead of switching sides.



* FirewoodResources: Wood and Stone.

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* FirewoodResources: Wood and Stone.Stone are represented, respectively, by a bundle of firewood and a pile of rocks.



** Played with in the original campaigns, though justified because the proper civilizations were not available at the time. For example, the Russians and Hungarians are represented by Goths and Teutons respectively, because in the original game their more appropriate civilizations (Slavs and Magyars) were not available. The Western Roman Empire in the Attila campaign were Byzantines, though this was fixed in the Sforza campaign as they are Italians there. For some reason the Alans in the Attila campaign are Vikings rather than the more appropriate Persians, probably to prevent the player from facing War Elephants.
* GarrisonableStructures: ''Age of Empires II'' has both the buildable kind (towers, castles) and the headquarters kind (town centers). In either case, any unit on foot can be garrisoned, although only workers and archers can attack while inside. Of particular note, towers and castles cannot fire upon adjacent enemies until [[http://en.wikipedia.org/wiki/Machicolation "murder holes"]] have been researched.

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** Played with in the original campaigns, though justified because the proper civilizations were not available at the time. For example, the Russians and Hungarians are represented by Goths and Teutons respectively, because in the original game their more appropriate civilizations (Slavs and Magyars) were not available. The Western Roman Empire in the Attila campaign were are Byzantines, though this was fixed in the Sforza campaign as they are Italians there. For some reason the Alans in the Attila campaign are Vikings rather than the more appropriate Persians, probably to prevent the player from facing War Elephants.
* GarrisonableStructures: ''Age of Empires II'' has both the buildable kind (towers, castles) and the headquarters kind (town centers). In either case, any GarrisonableStructures:
** Any
unit on foot can be garrisoned, garrisoned in Town Centers, towers and castles, although only workers and archers can attack while inside. Of particular note, towers and castles cannot fire upon adjacent enemies until [[http://en.wikipedia.org/wiki/Machicolation "murder holes"]] Murder Holes]] have been researched.



* GlassCannon: Siege weapons are capable of dealing great damage to both sides, but they are practically helpless without support.

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* GlassCannon: Siege weapons (except for the [[MightyGlacier Battering Ram and Ballista Elephant]]) are capable of dealing great damage to both sides, but without support they are practically helpless without support.very vulnerable to fast melee units, especially cavalry, which can destroy them in seconds.



** The Persian War Elephants are one of the most devastatingly powerful unique units, but the Persians can't research Heresy, meaning it's cake for enemy Monks to convert the elephants and turn them against the Persians.
** The same goes for the Southeast Asian Battle Elephants, due to most of them (except for the Malays[[note]]though a side effect is that their elephants [[GlassCannon are the weakest of the Southeast Asian civilizations]] not even getting Chain Barding[[/note]]) not being able to research Heresy.

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** The Southeast Asian Battle Elephants and Persian War Elephants are one two of the most devastatingly powerful unique units, but they (except the Persians Malay, whose Battle Elephants are the cheapest and weakest) can't research Heresy, meaning it's cake for enemy Monks to convert the elephants and turn them against the Persians.
** The same goes for the Southeast Asian Battle Elephants, due to most of them (except for the Malays[[note]]though a side effect is that
their elephants [[GlassCannon are the weakest of the Southeast Asian civilizations]] not even getting Chain Barding[[/note]]) not being able to research Heresy.owners.



** Knights, in general. Their high cost mitigates their possible GameBreaker potential.

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** Knights, in general.Heavy non-elephant cavalry (Knights, Cataphracts and Boyars) have high speed, attack ''and'' durability. Their high cost mitigates their possible GameBreaker potential.



** War Elephants are effectively battering rams, but deadly at close range against both units and buildings. Their slowness renders them especially vulnerable to conversion by monks. This is in contrast to real elephants, who can easily outrun a human when going in a straight line. While intelligent, they are also not known to hold any particular religious belief.

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** War Elephants and Battle Elephants are effectively battering rams, but deadly at close range against both units and buildings. Their slowness renders them especially vulnerable to conversion by monks. This is in contrast to real elephants, who can easily outrun a human when going in a straight line. While intelligent, they are also not known to hold any particular religious belief.



** Averted with the wild animals in the vanilla version, in contrast to the previous game, by using wide ranged Eurasian animals such as hawks, deer, wolves, sheep and boars that would be familiar to all civilizations in the game. ''The Conquerors'' introduces Mesoamerican maps with parrots, jaguars, turkeys and javelinas as substitutes of hawks, wolves, sheep and wildboars respectively.
*** In ''The African Kingdoms'', the wolves/jaguars are replaced by lions, the deer by ostriches and zebras, the turkeys by goats and the wildboars/javelinas by elephants. In ''The Rise of the Rajas'', the main predators are tigers, the large huntables are elephants and rhinoceroses, and the herdables are water buffaloes.

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** Averted with the wild animals in the vanilla version, in contrast to the previous game, by using wide ranged Eurasian animals such as hawks, deer, wolves, bears, sheep and boars that would be familiar to all civilizations in the game. ''The Conquerors'' introduces Mesoamerican maps with parrots, jaguars, turkeys and javelinas as substitutes of hawks, wolves, sheep and wildboars respectively.
***
respectively. In ''The African Kingdoms'', the wolves/jaguars are replaced by lions, lions and crocodiles, the deer by ostriches and zebras, the turkeys by goats and the wildboars/javelinas boars by elephants. In ''The Rise of the Rajas'', the main predators are tigers, tigers and Komodo dragons, the large huntables are elephants and rhinoceroses, and the herdables are water buffaloes.



** ''The African Kingdoms'' has zebras in the Mali campaign, where the local equid is/was actually [[RealityIsUnrealistic the domestic donkey's wild ancestor]]. The wild elephant from the Indian campaign is still used here despite being obviously Asian. Inversely, the ''Rise of Rajas'' introduces a rhinoceros unit that appears in SE Asian maps, but it is a two-horned African black rhinoceros rather than one of the one-horned Asian species.
** ''Rise of Rajas'' also has Komodo dragons all over SE Asia, when in reality they are endemic to Indonesia's Flores and nearby islands. RuleOfCool and BiggerIsBetter is obviously at hand: smaller monitors do live all over SE Asia.

to:

** ''The African Kingdoms'' has zebras in the Mali campaign, where the local equid is/was actually [[RealityIsUnrealistic the domestic donkey's wild ancestor]]. The wild elephant from the Indian campaign is still used here despite being obviously Asian. Inversely, the ''Rise of the Rajas'' introduces a rhinoceros unit that appears in SE Asian maps, but it is a two-horned African black rhinoceros rather than one of the one-horned Asian species.
** ''Rise of the Rajas'' also has Komodo dragons all over SE Asia, when in reality they are endemic to Indonesia's Flores and nearby islands. RuleOfCool and BiggerIsBetter is obviously at hand: smaller monitors do live all over SE Asia.



* SquishyWizard: Monks, who can pick up relics, convert enemy units and heal friendly ones, have very slow speed and low HP, making it easy for ranged units and light cavalry to make short work of them.



** The Saracens (and in The Forgotten, the Maya after researching "obsidian arrows") have archer attack bonus [[DeathOfAThousandCuts against buildings]]. The Aztecs and Incas in The Forgotten have technologies ("atlatl" and "Andean sling") that make [[RedShirt skirmishers]] actually threatening to non-archers.

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** The Saracens (and in The Forgotten, the Maya after researching "obsidian arrows") have archer attack bonus [[DeathOfAThousandCuts against buildings]]. The Aztecs and Incas in The Forgotten have technologies ("atlatl" and "Andean sling") that make [[RedShirt skirmishers]] skirmishers actually threatening to non-archers.
28th Apr '17 2:31:40 PM TheMorlock
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* DarkAgeEurope: the lowest level of civilization in the game.



* HighMiddleAges: The "Castle Age".



* TheLowMiddleAges: The "Dark Age" roughly corresponds to this era, and the Attilla the Hun campaign is set during it.

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* TheLowMiddleAges: The "Dark first two ages ("Dark Age" and "Feudal Age), roughly corresponds to this era, and the Attilla the Hun campaign is set during it.era.
1st Apr '17 1:57:55 PM Naram-Sin
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*** In ''The African Kingdoms'', the wolves/jaguars are replaced by lions, the deer by ostriches and zebras, the turkeys by goats and the wildboars/javelinas by elephants and rhinoceroses. In ''The Rise of the Rajas'', the main predators are tigers and the domestics are water buffaloes.

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*** In ''The African Kingdoms'', the wolves/jaguars are replaced by lions, the deer by ostriches and zebras, the turkeys by goats and the wildboars/javelinas by elephants and rhinoceroses. elephants. In ''The Rise of the Rajas'', the main predators are tigers tigers, the large huntables are elephants and rhinoceroses, and the domestics herdables are water buffaloes.



** ''The African Kingdoms'' has zebras in the Mali campaign, where the local equid is/was actually [[RealityIsUnrealistic the domestic donkey's wild ancestor]]. The wild elephant from the Indian campaign is still used here despite being obviously Asian. Conversely, the same rhinoceros from ''African Kingdoms'' appears in the SE Asian maps of ''Rise of Rajas'', despite being a two-horned black rhinoceros rather than one of the one-horned Asian species.

to:

** ''The African Kingdoms'' has zebras in the Mali campaign, where the local equid is/was actually [[RealityIsUnrealistic the domestic donkey's wild ancestor]]. The wild elephant from the Indian campaign is still used here despite being obviously Asian. Conversely, Inversely, the same rhinoceros from ''African Kingdoms'' appears in the SE Asian maps of ''Rise of Rajas'', despite being Rajas'' introduces a rhinoceros unit that appears in SE Asian maps, but it is a two-horned African black rhinoceros rather than one of the one-horned Asian species.
27th Mar '17 7:51:47 AM Kingault
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** Viking Berserkers have horned helmets. Not only since 1999 has that been proven 100 times over (eg. on generic Youtube top-list videos) to be victorian myth, but 'Berserker' would have more than likely reflected someone wearing a bear skin. Hence the name origin; bear skin wearer, could be looked at as 'bear serker'. Alternatively, they could have simply fought naked to show their bravery. But then, logic demands that they'd just be easier to kill...

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** Viking Berserkers have horned helmets. Not only since 1999 has that been proven 100 times over (eg. on generic Youtube top-list videos) to be victorian Victorian myth, but 'Berserker' would have more than likely reflected someone wearing a bear skin. Hence the name origin; bear skin wearer, could be looked at as 'bear serker'. Alternatively, they could have simply fought naked to show their bravery. But then, logic demands that they'd just be easier to kill...
24th Feb '17 3:14:41 AM Naram-Sin
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** ''The African Kingdoms'' has zebras in the Mali campaign, where the local equid is actually [[RealityIsUnrealistic the domestic donkey's wild ancestor]]. The wild elephant from the Indian campaign is still used here despite being obviously Asian. Conversely, the same rhinoceros from ''African Kingdoms'' appears in the SE Asian maps of ''Rise of Rajas'', despite being a two-horned black rhinoceros rather than one of the one-horned Asian species.

to:

** ''The African Kingdoms'' has zebras in the Mali campaign, where the local equid is is/was actually [[RealityIsUnrealistic the domestic donkey's wild ancestor]]. The wild elephant from the Indian campaign is still used here despite being obviously Asian. Conversely, the same rhinoceros from ''African Kingdoms'' appears in the SE Asian maps of ''Rise of Rajas'', despite being a two-horned black rhinoceros rather than one of the one-horned Asian species.
24th Feb '17 3:10:45 AM Naram-Sin
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** Averted in the wild animals, in contrast to the previous game, by using wide ranged Eurasian animals such as hawks, deer, wolves, sheep and boars that would be familiar to all civilizations in the game. ''The Conquerors'' introduces Mesoamerican maps with parrots, jaguars, turkeys and javelinas as substitutes of hawks, wolves, sheep and wild boars respectively.

to:

** Averted in with the wild animals, animals in the vanilla version, in contrast to the previous game, by using wide ranged Eurasian animals such as hawks, deer, wolves, sheep and boars that would be familiar to all civilizations in the game. ''The Conquerors'' introduces Mesoamerican maps with parrots, jaguars, turkeys and javelinas as substitutes of hawks, wolves, sheep and wild boars respectively.wildboars respectively.
***In ''The African Kingdoms'', the wolves/jaguars are replaced by lions, the deer by ostriches and zebras, the turkeys by goats and the wildboars/javelinas by elephants and rhinoceroses. In ''The Rise of the Rajas'', the main predators are tigers and the domestics are water buffaloes.



** The Incas also started every game with a turkey - a North American species. In the HD version, it is changed to an appropiate [[EverythingsBetterWithLlamas llama]].

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** The Incas also started every game with a turkey - a North American species. In the HD version, it is changed to an appropiate appropriate [[EverythingsBetterWithLlamas llama]].llama]].
** The Prithviraj campaign has Prithvi tracking a maneating tiger and finding that it's actually a lion. It's ''actually'' a renamed jaguar from ''The Conquerors''. ''African Kingdoms'' later added actual lions and ''Rise of Rajas'', tigers. Prithvi also enounters brown bears in the same map.
** ''The African Kingdoms'' has zebras in the Mali campaign, where the local equid is actually [[RealityIsUnrealistic the domestic donkey's wild ancestor]]. The wild elephant from the Indian campaign is still used here despite being obviously Asian. Conversely, the same rhinoceros from ''African Kingdoms'' appears in the SE Asian maps of ''Rise of Rajas'', despite being a two-horned black rhinoceros rather than one of the one-horned Asian species.
** ''Rise of Rajas'' also has Komodo dragons all over SE Asia, when in reality they are endemic to Indonesia's Flores and nearby islands. RuleOfCool and BiggerIsBetter is obviously at hand: smaller monitors do live all over SE Asia.
19th Feb '17 12:30:43 AM MayIncon
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* RainOfArrows: [[AutomaticCrossbows Chu Ko Nus]], Dragon Ships and castles. Town centers, towers and castles again can also shoot more arrows than usual if there is a number of villagers or archers hidden inside; this is taken to insane levels when Chinese players combine both and put Chu Ko Nu in castles.

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* RainOfArrows: [[AutomaticCrossbows Chu Ko Nus]], Dragon Ships Longboats and castles. Town centers, towers and castles again (again) can also shoot more arrows than usual if there is a number of villagers or archers hidden inside; this is taken to insane levels when Chinese players combine both and put Chu Ko Nu in castles.castles. The Teutons can accomplish the same with garrisoning infantry units after researching Crenelations.
10th Feb '17 5:23:41 AM MayIncon
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Added DiffLines:

** Bombard Towers in ''Age of Kings'' deal melee damage. As such they are very effective against rams. This was changed to pierce damage in ''The Conquerors'', making Bombard Towers deal pitiful damage to rams' high pierce armor.
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