Basics of Age of Empires 2
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About this ebook
This is a book that covers all the strategy you need to know for playing Age of Empires 2, including detailed build orders, in-depth strategy, how to correctly micro and macro, among many others. So that when you play you know what you're doing, resulting in you winning more games and having more fun. There are 5 main chapters:
# Military – here we go over a wide range of topics that should cover most of the bases related to microing your units, why, when and how to correctly attack and defend, correct building placement, military upgrades and tactics which you can directly apply to win more battles;
# Economy– This is the topic about learning to manage your villagers, booming, economic upgrades and how to better manage your economy to get more resources faster to build a bigger army sooner;
# Build Orders – this is the fastest way to improve if you're starting out. Here we lay out several very detailed build orders, used by top players but still easy to follow for newer players;
# General tips and tricks – several tricks and tips related to the game itself such as understanding the sound and minimap alerts, using hotkeys and the best ways to practice to improve faster;
#Appendixes – useful tables such as Civilization strength, Unit counters, among others which let allow you, for example, to quickly create strong imperial unit combinations for games depending on the civilization you picked.
If you buy it you won't regret it.
Here's what some top AoE2 players had to say after reading Basics of Age of Empires 2:
Basic of Age of Empires II is an excellent book if you aim to develop your game play. It contains explanations starting with the very basics and goes until the most complex ones about the game, with a very clear and simple reading. Also have a very interesting mathematical side, that makes you have a different vision of various aspects about your economy and military.
- dogao, Top Age of Empires 2:The Conquerors Player
"This is the kind of book so well writen, with so many details that even the most experienced players will benefit from it
I was so amazed by all the information written on it that I had to check myself if most of them were true information. It is!
It describes everything you need to know about macro, micro, strategies and other really useful tips you can use to improve your gameplay (pay extra attention to the tips if you are a new player, most of the things I`ve used to teach to students when I`ve used to give paid classes are in it with much more details. Also, the micro and the macro information are definitely something that every player NEED to know if they want to be decent at AoE2).
While most people think AoE2 is just mechanical skills and practice, this book shows how much game knowledge is hidden behind the curtains.
I think I have never seen an AoE2 book before, but I will most certainly not see another with so many details like this one. I highly recommend the read. Rate: 5 out of 5"
- Feage, Top Age of Empires 2:The Conquerors Player
André Ferreira
André D. Ferreira is a newly graduated Mechanical Engineer from Portugal with a passion for fast learning, innovation and future-thinking. His first published book is about the first game he fell in love with "Age of Empires 2", and which allowed him to put in practice the learning techniques he had been practicing throughout his studies with outstanding results.
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Reviews for Basics of Age of Empires 2
4 ratings1 review
- Rating: 5 out of 5 stars5/5I was a player for many years, quitting and coming back but always struggling to learn the game. I have found this book by Andre Ferreira and i think it has real value. There are really nice tips in the book and knowledge to improve the game. Somethings are extra unnecessarily in detail and i believe there some crucial things are missing but in general i think it is worth to read a book if you want to learn the game.
Book preview
Basics of Age of Empires 2 - André Ferreira
Basics of Age of Empires II — How to be great or simply to win your friends.
Copyright 2016 by André D. Ferreira
Published by André D. Ferreira at Smashwords
Age of Empires ® is a registered trademark by Microsoft Corporation ®. This item is not endorsed by or affiliated with Microsoft.
Front Page Cover Design: Lauria
Last Page Image Credit: trebuxet
Interior Design: André D. Ferreira
This ebook is licensed for your personal enjoyment only. This ebook may not be re-sold or given away to other people. If you would like to share this book with another person, please purchase an additional copy for each reader. If you’re reading this book and did not purchase it, or it was not purchased for your use only, then please return to your favorite retailer and purchase your own copy. Thank you for respecting the hard work of this author.
For any questions, suggestions or inquiries email me at: [email protected]
Version 1.04
Preface
This is the kind of book so well written, with so many details that even the most experienced players will benefit from it
I was so amazed by all the information written on it that I had to check myself if most of them were true information. It is!
It describes everything you need to know about macro, micro, strategies and other really useful tips you can use to improve your gameplay (pay extra attention to the tips if you are a new player, most of the things I`ve used to teach to students when I`ve used to give paid classes are in it with much more details. Also, the micro and the macro information are definitely something that every player NEED to know if they want to be decent at AoE2).
While most people think AoE2 is just mechanical skills and practice, this book shows how much game knowledge is hidden behind the curtains.
I think I have never seen an AoE2 book before, but I will most certainly not see another with so many details like this one. I highly recommend the read. Rate: 5 out of 5
FeAge, Top Age of Empires II: The Conquerors player
Abbreviations
== Economy ==
f: food
w: wood
g: gold
s: stone/second (see context)
r: resource
TC: town center
FC: fast castle
== Unit Related ==
acc.: accuracy
DO: Damage Output (or damage per second DPS)
UU: unique Units
FU: fully Upgraded
M.A: Melee armor
P.A: Piercing armor
M.Atk: Melee attack (attack that triggers M.A)
P.Atk: Piercing attack (attack that triggers P.A)
FR: Firing rate (or attack speed)
HP: Hit Point
E.: Elite
H.: Heavy
DD: Damage Dealer
SG: Stand Ground
PPR: Perpendicularly Patrolling Rams
== Units ==
CA: Cavalry Archer
HC: Hand Cannoneer
SO: Siege Onager
BBC: Bombard Cannon
EW: Eagle Warrior
TK: Teutonic Knight
WW: War Wagon
BBT: Bombard Tower
== Other ==
w/: with
TG: Team Game
AoE2:TC: Age of Empires II: The Conquerors
RTS: Real Time Strategy
Table of Contents
Title Page
Introduction
Military
The Hill and Numbers Advantage
Powering, Galloping and Power Spikes
Tactics
Focus Firing
Setting concaves, flanking and surrounding
Attack surface
Reconnaissance, Concealment and Misdirection
Multi-pronged attack
Runners
Patrolling and Stances
Protecting Injured Units
More on moving and attack formation
Attack paths and the element of surprise
Decision time
Building positioning
Walling
Walls as a way to buy time
Walls as a way to limit the enemy’s available options
Effective walling
Break-Even Unit Trades
Feudal Age Fighting
Notes for the Skirmishers/Spearmen player:
Notes for the scouts/archers/skirmishers player:
Microing and overkill
Accuracy
Military Upgrades
Feudal age
Castle age
Imperial age
Building-related upgrades
Units and Their Counters
Summary of Counters
Other Military Tips
Dodging Mangonels’ shots with archers
Rally points
Monk Tricks
Villager Target Priority
Raiding
Economy
Food Decay
Luring Animals to Drop-off sites
Intro
When to lure the boar for minimal food decay:
Boar tricks
Farmers Efficiency
Where should we place the very first farms?
Where should we place the next farms after the first ring is full?
Aztecs
When to make new lumbercamps
Villager Building Speed And TC Building
When Should You Research Loom?
The Value of a Villager
Resources are deposited After building a drop-off Structure
How should we gather food from deer?
Economic Upgrades
Feudal Age
Castle age
Imperial age
Trade carts and Gold Income
Why should you bother making trade carts?
Where should you place the markets?
When should you create the markets and trade carts?
Relics
Resource trading
Food Stealing
How to Correctly Macromanage
Builds & Strategies
Multipurpose Dark Age Rush
1) Drush + Early Feudal
2) Slow Feudal
3) Drush + FC
Town Center Rush
With Militia Support
Without Militia
Tower Rush
8 min. Mongol trush
Korean / Teuton Trush
Notes on Trush
Forward Rush
Important timings
About Forward
Scout Rush
Important timings
Archer Rush
Mayan Eagle Rush
Counters to this strategy and possible responses:
Important timings
Fast Castle
Variations/Follow ups
Other FUN strategies you can try
Man at arms + trush
Saracens Monk Rush
Team Games
For Arabia and its Variations
Timings and Other Useful Values
Timings
Useful resource values to know
Other Strategy Tips
General Tips & Knowledge
The Characteristics of a Good Map
Understanding Game Alerts
Groups And unit Selection
Hotkey Suggestion for High Effective APM
Go to commands:
Military commands:
Build commands:
Menu
Other commands:
Random Tips
A Few Tips on Practicing
Useful Links
References
Appendixes
Math
Lanchester’s Square Law
Break Even Unit Trades
Military Upgrades
Farm Upgrades
Heavy Plow vs Bow Saw
Villager Building Speed
The Value of a Villager
How should we gather food from deer?
Resource Trading
Constant Unit production
Constant Unit Production
Unit Attributes
Infantry
Non-siege Ranged Units
Melee Cavalry
Siege
Post-Imperial Civilization Land Combos
Civilization Land Strength Through the Ages
Post-Imperial Military Land Unit and Civilization Strengths
Unit Cost efficient Counters
INTRODUCTION
To be competent in any activity one needs two basic elements: knowledge and the ability to apply that knowledge effectively. Knowledge can be acquired through self-discovery (experimenting, studying, experience …), or information transmission (books, videos, speeches,…) while the ability to apply it comes with continuous deliberate practice.
Fortunately there is an abundance of books on the topic of practicing to achieve greatness [1-5], and they cover it pleasantly well, which only leaves out the knowledge factor. But is knowledge that important and can’t you just get it by playing?
If you watch top player’s live streams you’ll see that many of them aren’t excruciatingly fast and yet are marvelous players. Yes, speed matters — your hotkeys should be optimized for it and you should feel a sense of fluency when playing the game: to be able to issue actions sequentially, continuously and quickly. For that it helps to have a clear purpose and plan in mind. But if the plan and purpose are poor, then all that speed is wasteful. It’s not just how you do something, it is also what you do — decision making. And decision making comes down to competence which again comes down to knowledge and being able to apply it.
Some do indeed argue that knowledge comes from playing hundreds upon hundreds of games, and watching a similar amount of recorded games. And it can be true. Knowledge can come that way. But at what time cost? Imagine if instead of being taught, children were told: Here is all the material you need. Now just discover algebra, physics and chemistry by yourself. Off you go!
Or that coaches told their pupils to play non-stop and that knowledge would eventually come. Fortunately, that’s not what happens. Experience is just knowledge gained from practicing, from connecting dots from situations that happened in different occasions. But why not gain it in another, quicker way? In all sports, coaches act, among other things, as knowledge transmission vehicles to their pupils. In the same way paper, videos and ebooks can serve as knowledge transmission vehicles that invalidates the need to grind through several hundreds of games.
If you see the amount of knowledge that is contained in this book, a lot of which is known by top players, either consciously or intuitively, you’ll quickly see that what’s setting you back is probably knowledge and being able to apply that missing information.
Mind you, there is a considerable amount of knowledge one has to amass to be able to play Age of Empires at a high level. Indeed, because of its magnitude and because I’m unsure about the interest out there in a type of book like this as well as its success, I decided to compose but an introduction covering the basics while at the same time still being interesting to top-level players.
So whether you’re new to the game looking for ways in which to improve, or you simply want to know more about it, or you’re an expert looking for details to give you little competitive edges. Either way this book is packed with information and is targeted to both types of players which should be able to find in here information that they find useful at their level of play. You don’t need to read it from top to bottom, you can simply skip to the section that interests you the most and start there.
A lot of the knowledge and techniques contained in here should also be general enough so that they are applicable to newer expansions of the game. The way of thinking that is encouraged also enables readers to apply the same thinking techniques to develop themselves in those newer expansions.
There are many topics in this version of the book that I won’t delve into, such as navy and map specific strategies, because they would add more to an already long book and at this point I still don’t know whether there is enough interest out there in doing so. If there is, then it’s something I can consider doing in the future.
Finally I will often talk about the enemy as being he
but this is just to simplify the writing and reading understanding, no gender discrimination is implied. Often times it can get confusing to refer to the other player as they
in order to remove the gender issue. So I used masculine pronoun he
instead, but understand that I’m referring to both genders.
I also took some care to optimize the book for color-blind people and black and white printing for your personal use, though I can’t guarantee it will be as comprehensible as the orginal color-version.
I will invite the reader to join this journey of discovering the game through the power of thinking by first principles[⁶] and of understanding and memorizing by visual imagery, as shown to increase memory retention[⁷-⁹].
Happy learning and gaming!
MILITARY
We’ll begin by exploring some of the military aspects of AoE2:TC, including:
Powering, power spikes, and the balance between economy and military spending;
The hill and numbers advantage, or the counter-intuitive way in which numbers and the geographical elevation can decisively influence the outcome of battles;
General military tactics, many of which well-known and used by great medieval generals and strategists;
Building positioning and their importance in protecting your economy and providing military advantage;
When and why to use walls;
Break-even unit trades or knowing when a fight is worth taking;
Specificities of feudal age fighting;
The accuracy of ranged units;
Break-even point of military upgrades, and when it’s better to research them as opposed to creating more units;
Units and their counters, which units are good against which units;
Rally points, micro and a few neat tricks.
The Hill and Numbers Advantage
A unit that is attacked from another that is in a higher altitude takes 25% more damage and deals 25% less damage to that unit.
The influence of army altitude in damage exchange between two units.
So let’s consider 2 units with 100 attack and 200 HP. After the first shot is fired (note that this also applies to melee damage) the unit on top has 200-75HP=125 and the one on the bottom 200-125=75 HP. 125/75=1.66(¹). Which means that the one on the top has a 66% bigger combat advantage and (roughly) vice-versa. Also note that for this effect to happen, it’s enough that your unit is above the enemy unit. It is irrelevant by how much.
But how exactly how can we translate this information to a practical action? How many more units does that mean? When numbers are involved things get curious, because the effect of a difference of numbers exponentially increases as the remaining units keep fighting. That means that in a battle of 50 vs 49 (equal units and equal altitude), the end result will not be 1 alive, but many more.
The Lanchester’s Square law is a mathematical formula that relates the starting number of units from 2 armies, their relative strength and the remaining number of units after they battle each other. More details about it can be found in the Appendix Math, here only the conclusions and the general reasoning will be mentioned. There are several nuances to it, but for here I’m just interested in using it to show you how much the number of units affect the resulting remaining units after a fight, and why you should fight when the enemy is outnumbered (all else being equal).
The exponential relationship of army size difference and casualties.
If you have an army of 50 units and your enemy of 49. That is a difference of 1, you will win the battle with 10 units left (40 will die) (1). If you have 4 more units than your enemy, at the end you’ll have 20 left (2) and if you have 10 more units, you’ll end up with 30 units left (3). In an intuitive way, this is because an initial difference of 1 quickly becomes a difference of 2 as we have one more unit attacking. Then even more quickly that difference of 2 becomes of 3 (because now we’ve 2 more units attacking), and so on.
This information has at least two important practical implications, one for when to retreat and the other for when to attack: For fights where you’re unsure who’s going to win. At the initial stage of the fight that feeling doesn’t seem to change, but after the first casualties you need to pay very close attention because it’s very likely that the tide will quickly and overwhelmingly turn towards one of the sides. This means that as soon as you think a battle is not going well for you immediately retreat, as your losses will only get exponentially larger. The inverse is true. When you recognize that you outnumber the enemy (all else being equal) even by only a small margin, you should definitely take the fight, as that small margin will only get bigger in your favor.
Now let’s introduce the hill bonus. The hill bonus is equivalent to saying that one army is 66,(6)% stronger than the other. After a few calculations the formula tells us that the army of the attacker that is below in altitude needs to be ~29% bigger than the