Follow TV Tropes

Following

History VideoGame / AgeOfEmpiresI

Go To

OR

Is there an issue? Send a MessageReason:
None

Added DiffLines:

* CapRaiser: The various economic technologies increase both resource gathering rate and carrying capacity for wood, gold, and stone.

Changed: 142

Removed: 5153

Is there an issue? Send a MessageReason:
None


* EarlyInstallmentWeirdness: It lacks many of the gameplay refinements of the sequels, though some things are fixed in ''Rise of Rome'':
** You cannot queue unit production prior to the expansion. You also cannot create units and research technology of different types at once; this was retained until the sequel.
** Double clicking a unit will not select other nearby units of the same type. This is added in the expansion.
** Town Centers don't have the ability to defend themselves. The concept of GarrisonableStructures also didn't exist for Town Centers and Towers.
** Units cannot walk over farms. Since players are expected to mass them for food production, this causes bases to be severely cramped and difficult for units to move around. This was changed in the ''Definitive Edition''. Also, a single farm can be used by multiple villagers, though only one will collect food from it.
** All human soldiers and non-Temple technologies have a food cost. Later games have human soldiers that don't cost food, usually archers.
** The lack of an in-game tech tree and civilization description. Until the ''Definitive Edition'', this information could only be found in the manual.
** You don't start with a scout unit, so you are forced to rely on one of your villagers to explore the map. It takes an age upgrade and building a Stable to get the first good scout unit.
** Buying resources is not available. Trade units gain gold in exchange for food, wood or stone.
** Granaries are not only drop-off sites for non-animal food, but also used to research fortifications.
** Economic technologies are researched at the Market instead of drop sites (this is reused for ''VideoGame/AgeOfEmpiresIII'', where resources don't need to be dropped off).
** [[OneGenderRace All units are male]], all civilizations [[SpeakingSimlish speak the same Simlish language]], and all civilizations with the same building style have the same wonder, rather than each having an unique one.
** All animals provide meat, not just prey but also predators, and predators attack all units on sight, even siege engines. It's not too rare to get the "unit attacked" chime and when you center on it, finding an almost undamaged hoplite beside a lion's or crocodile's rotting carcass.
** Land-based mechanical units like siege engines can't be repaired by villagers, they ''have'' to be healed by priests just like flesh-and-bone soldiers. That doesn't extend to boats, which are repaired by villagers.
** Started the game and skipped the intro expecting to hear the franchise's iconic theme at the main menu? Nope, in the original game it only played in the intro, a campaign FMV and the late-in-the-playlist music track Gray Sky.
** The game also does not feature any voice-acting and all details related to the campaign storyline are found in the instruction tab at the start of every scenario. The definitive edition does add a narrator to these instruction tabs.
** A more minor example comes thanks to [[CompilationReRelease the Gold Edition]], which packed the base game and the expansion onto a single disc. The original game's soundtrack was replaced entirely with new music for ''The Rise of Rome'', while the Gold Edition features a selection of tracks from both with a completely new track order. This meant that there were four tracks each from the base game and the expansion that never play, so if a Gold Edition player gets their hands on the non-Gold Edition of the original game or Rise of Rome they'll have a completely different soundtrack. This also applies to the ''Definitive Edition'' as it plays remakes of all the base game and expansion tracks in their original order.
*** In tandem with the above, the original Loss and Win tracks were redone with The Rise of Rome and are the default in the Gold Edition even when selecting the original.
** There are several units whose production is unlocked by researching upgrades that are otherwise unrelated gameplay-wise, and also provide additional effects apart from unlocking the unit, such as needing to research Wheel (which makes Villagers move faster) to unlock Chariots. ''VideoGame/AgeOfEmpiresII'' does have Chemistry, which increases the damage of ranged units alongside unlocking gunpowder technologies, but save for that exception, all technologies that unlock units have no additional effects.
** A common refrain from critics upon the 2018 release of the ''Definitive Edition'' is that while ''AOE I'' was groundbreaking in 1997, it ''really'' doesn't hold up to modern scrutiny due to just how the whole genre - or even its own franchise - changed in the meantime. [[VideoGame/AgeOfEmpiresII Its sequel]] being one of the greatest RTS games of all time, and with a lasting popularity even to this day, also meant that it simply couldn't compete unless it got a substantial rework. Eventually, the developers tried again with the ''Return of Rome'' expansion for ''AOE II'', combining the original game's civilizations and units with the engine and gameplay of the sequel, and added features such as unit garrisoning, alarm bells, market resource exchange, gates, and unit formations, plus a plethora of balancing changes. Three new campaigns also showcased what the original game's campaigns would look like with in-mission scripting and voice acting.

to:

* EarlyInstallmentWeirdness: It lacks many of the gameplay refinements of the sequels, though some things are fixed in ''Rise of Rome'':
** You cannot queue unit production prior to the expansion. You also cannot create units and research technology of different types at once; this was retained until the sequel.
** Double clicking a unit will not select other nearby units of the same type. This is added in the expansion.
** Town Centers don't have the ability to defend themselves. The concept of GarrisonableStructures also didn't exist for Town Centers and Towers.
** Units cannot walk over farms. Since players are expected to mass them for food production, this causes bases to be severely cramped and difficult for units to move around. This was changed in the ''Definitive Edition''. Also, a single farm can be used by multiple villagers, though only one will collect food from it.
** All human soldiers and non-Temple technologies have a food cost. Later games have human soldiers that don't cost food, usually archers.
** The lack of an in-game tech tree and civilization description. Until the ''Definitive Edition'', this information could only be found in the manual.
** You don't start with a scout unit, so you are forced to rely on one of your villagers to explore the map. It takes an age upgrade and building a Stable to get the first good scout unit.
** Buying resources is not available. Trade units gain gold in exchange for food, wood or stone.
** Granaries are not only drop-off sites for non-animal food, but also used to research fortifications.
** Economic technologies are researched at the Market instead of drop sites (this is reused for ''VideoGame/AgeOfEmpiresIII'', where resources don't need to be dropped off).
** [[OneGenderRace All units are male]], all civilizations [[SpeakingSimlish speak the same Simlish language]], and all civilizations with the same building style have the same wonder, rather than each having an unique one.
** All animals provide meat, not just prey but also predators, and predators attack all units on sight, even siege engines. It's not too rare to get the "unit attacked" chime and when you center on it, finding an almost undamaged hoplite beside a lion's or crocodile's rotting carcass.
** Land-based mechanical units like siege engines can't be repaired by villagers, they ''have'' to be healed by priests just like flesh-and-bone soldiers. That doesn't extend to boats, which are repaired by villagers.
** Started the game and skipped the intro expecting to hear the franchise's iconic theme at the main menu? Nope, in the original game
So many, [[EarlyInstallmentWeirdness/AgeOfEmpiresI it only played in the intro, a campaign FMV and the late-in-the-playlist music track Gray Sky.
** The game also does not feature any voice-acting and all details related to the campaign storyline are found in the instruction tab at the start of every scenario. The definitive edition does add a narrator to these instruction tabs.
** A more minor example comes thanks to [[CompilationReRelease the Gold Edition]], which packed the base game and the expansion onto a single disc. The original game's soundtrack was replaced entirely with new music for ''The Rise of Rome'', while the Gold Edition features a selection of tracks from both with a completely new track order. This meant that there were four tracks each from the base game and the expansion that never play, so if a Gold Edition player gets their hands on the non-Gold Edition of the original game or Rise of Rome they'll have a completely different soundtrack. This also applies to the ''Definitive Edition'' as it plays remakes of all the base game and expansion tracks in their original order.
*** In tandem with the above, the original Loss and Win tracks were redone with The Rise of Rome and are the default in the Gold Edition even when selecting the original.
** There are several units whose production is unlocked by researching upgrades that are otherwise unrelated gameplay-wise, and also provide additional effects apart from unlocking the unit, such as needing to research Wheel (which makes Villagers move faster) to unlock Chariots. ''VideoGame/AgeOfEmpiresII'' does have Chemistry, which increases the damage of ranged units alongside unlocking gunpowder technologies, but save for that exception, all technologies that unlock units have no additional effects.
** A common refrain from critics upon the 2018 release of the ''Definitive Edition'' is that while ''AOE I'' was groundbreaking in 1997, it ''really'' doesn't hold up to modern scrutiny due to just how the whole genre - or even
has its own franchise - changed in the meantime. [[VideoGame/AgeOfEmpiresII Its sequel]] being one of the greatest RTS games of all time, and with a lasting popularity even to this day, also meant that it simply couldn't compete unless it got a substantial rework. Eventually, the developers tried again with the ''Return of Rome'' expansion for ''AOE II'', combining the original game's civilizations and units with the engine and gameplay of the sequel, and added features such as unit garrisoning, alarm bells, market resource exchange, gates, and unit formations, plus a plethora of balancing changes. Three new campaigns also showcased what the original game's campaigns would look like with in-mission scripting and voice acting.page]].
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* LowTechSpears: Stone Age Villagers hunt wild animals by throwing spears at them and likewise use fishing spears. Note that these are the only times spears are used before the Bronze Age in-game.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** ''Return of Rome'' redesigned the final tier units that look identical to their previous form [[note]]previously they were only denoted with a fiery background in their portraits, but they look identical on the map[[/note]] so that they would have gold in their designs. Heavy Cavalry, which was previously gold, was changed to wear silver armor instead.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** A common refrain from critics upon the 2018 release of the ''Definitive Edition'' is that while ''AOE I'' was groundbreaking in 1997, it ''really'' doesn't hold up to modern scrutiny due to just how the whole genre - or even its own franchise - changed in the meantime. [[VideoGame/AgeOfEmpiresII Its sequel]] being one of the greatest RTS games of all time, and with a lasting popularity even to this day, also meant that it simply couldn't compete unless it got a substantial rework. Eventually, the developers tried again with the ''Return of Rome'' expansion for ''AOE II'', combining the original game's civilizations and units with the engine and gameplay of the sequel, and added features such as unit garrisoning, alarm bells, market resource exchange, gates, and unit formations, plus a plethora of balancing changes. Three new campaigns also showcased what the original game's campaigns would look like with in-mission scripting and voice acting.
Is there an issue? Send a MessageReason:
None


*** Though placing lions in Ancient Greece isn't that unrealistic. Herodotus writes in 480 BC that lions were a common sight in Greece. They only became extinct there by 100 AD. [[https://www.sapiens.org/archaeology/lions-europe/]]

to:

*** Though placing lions in Ancient Greece isn't that unrealistic. Herodotus writes in 480 BC that lions were a common sight in Greece, and even attacked Xerxes's troops as they crossed from Macedonia to Greece. They only became extinct there by 100 AD. [[https://www.sapiens.org/archaeology/lions-europe/]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

***Though placing lions in Ancient Greece isn't that unrealistic. Herodotus writes in 480 BC that lions were a common sight in Greece. They only became extinct there by 100 AD. [[https://www.sapiens.org/archaeology/lions-europe/]]

Added: 173

Changed: 219

Is there an issue? Send a MessageReason:
None


* CallForward: In ''Definitive Edition'', the Roman campaign mission "Coming of the Huns" was completely revamped to become nearly identical to the "Catalaunian Fields" mission of [[VideoGame/AgeofEmpiresII the sequel]]'s Huns campaign, except with a PerspectiveFlip as you are playing as the Western Roman Empire.

to:

* CallForward: In ''Definitive Edition'', the Roman campaign mission "Coming The Coming of the Huns" Huns was completely revamped to become nearly identical to the "Catalaunian Fields" Battle of the Catalaunian Fields mission of [[VideoGame/AgeofEmpiresII the sequel]]'s Huns Attila the Hun campaign, except with a PerspectiveFlip as you are playing as the Western Roman Empire.



** Units cannot walk over farms. Since players are expected to mass them for food production, this causes bases to be severely cramped and difficult for units to move around. This was fixed in the ''Definitive Edition''. Also, a single farm can be used by multiple villagers, though only one will collect food from it.

to:

** Units cannot walk over farms. Since players are expected to mass them for food production, this causes bases to be severely cramped and difficult for units to move around. This was fixed changed in the ''Definitive Edition''. Also, a single farm can be used by multiple villagers, though only one will collect food from it.



** Granaries are not only drop-off sites for non-animal food, but also used to research fortifications. Markets are used for researching economy bonuses instead of buying and selling resources. In the case of markets, both features were reused for ''VideoGame/AgeOfEmpiresIII''.

to:

** Granaries are not only drop-off sites for non-animal food, but also used to research fortifications. Markets fortifications.
** Economic technologies
are used for researching economy bonuses researched at the Market instead of buying and selling resources. In the case of markets, both features were drop sites (this is reused for ''VideoGame/AgeOfEmpiresIII''.''VideoGame/AgeOfEmpiresIII'', where resources don't need to be dropped off).



* FriendlyFireproof: Catapults and Catapult Triremes avert this; [[SplashDamage they'll damage anything in the area of effect radius]]. Played straight with the Ballistas, Ballista Towers and bolt-firing Triremes, as their projectiles don't have any SplashDamage.

to:

* FriendlyFireproof: Catapults and Catapult Triremes avert this; [[SplashDamage they'll damage anything in the area of effect radius]]. Played straight with the Ballistas, Ballistae, Ballista Towers and bolt-firing Triremes, as their projectiles don't have any SplashDamage.

Changed: 448

Removed: 96

Is there an issue? Send a MessageReason:
None


At E3 2017, the ''Definitive Edition'' was announced, an UpdatedRerelease that was released on February 20, 2018. The game received a drastic art style change as well as a reworking of some of its campaigns. In 2023, the game would receive another remake, this time in the form of an ExpansionPack for ''VideoGame/AgeOfEmpiresII'' named ''Return of Rome''. This version of the game ports the original game to the ''Age of Empires II: Definitive Edition'' engine, adds three new campaigns (Sargon of Akkad, Pyrrhus of Epirus, and Trajan), and a new civilization for multiplayer (the Lac Viet) alongside balance adjustments.

to:

At E3 2017, the ''Definitive Edition'' was announced, an UpdatedRerelease that was released on February 20, 2018. The game received a drastic art style change as well as a reworking of some of its campaigns. In 2023, the game would receive another remake, this time in the form of an ExpansionPack for ''VideoGame/AgeOfEmpiresII'' ''VideoGame/AgeOfEmpiresII''[='=]s Definitive Edition named ''Return of Rome''. This version of the game ports the original game to the ''Age of Empires II: ''[=AoEII=] Definitive Edition'' engine, adds three new campaigns (Sargon of Akkad, Pyrrhus of Epirus, and Trajan), and a new civilization for multiplayer (the Lac Viet) alongside balance adjustments.



%%* SpeakingSimlish:
%%-->''Roggan?''\\
%%''Wololooo...''

to:

%%* SpeakingSimlish:
%%-->''Roggan?''\\
%%''Wololooo...''
* SpeakingSimlish: Units all speak in one fictional language, regardless of civilization, compared to later games that gave more accurate voice clips based on the civilization. "Rogan?" (one of the possible clips a villager uses when selected) and "Wololo!" (one of the priest's clips when converting an enemy) in particular became [[RunningGag an ongoing joke]].



* TacticalRockPaperScissors:
** Infantry > Cavalry > Archers and Siege Engines > Infantry.

to:

* TacticalRockPaperScissors:
**
TacticalRockPaperScissors: Infantry > Cavalry > Archers and Siege Engines > Infantry.
Is there an issue? Send a MessageReason:
None


At E3 2017, the ''Definitive Edition'' was announced, an UpdatedRerelease that was released on February 20, 2018. The game received a drastic art style change as well as a reworking of some of its campaigns.

to:

At E3 2017, the ''Definitive Edition'' was announced, an UpdatedRerelease that was released on February 20, 2018. The game received a drastic art style change as well as a reworking of some of its campaigns. In 2023, the game would receive another remake, this time in the form of an ExpansionPack for ''VideoGame/AgeOfEmpiresII'' named ''Return of Rome''. This version of the game ports the original game to the ''Age of Empires II: Definitive Edition'' engine, adds three new campaigns (Sargon of Akkad, Pyrrhus of Epirus, and Trajan), and a new civilization for multiplayer (the Lac Viet) alongside balance adjustments.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* AnimationBump: It's minor, but units introduced in the ''Rise of Rome'' expansion have smoother animations than units from the base game.


Added DiffLines:

* ImprobableInfantSurvival: The [=BabyPrez=] chat unit, which is an infant on a tricycle, is the only unit in the game that doesn't die when it's out of [=HPs=].


Added DiffLines:

* NonLethalKo: The [=BabyPrez=] chat unit, which is an infant on a tricycle, does not die when it's out of [=HPs=], it just falls out of the tricycle and cries, though it still counts as a dead unit.

Top