11/26/2022 0 Comments Age of empire 2 build order![]() This gives them an edge in resource collecting in the beginning of the game. Shang - Shang civilization can produce Villagers at a cheaper cost per unit, 40 food instead of the usual 50.Romans - While lacking direct bonuses to Villagers, they have 15% cheaper buildings, including Farms, allowing them to save resources.Assyrians - The fast Villager speed makes them collect and gather resources much faster than other civilizations in early games.Palmyrans - Despite the expensive cost of Villagers, they work 25% faster and have +1 armor to both melee and ranged attacks.Greeks - Their Town Centers work 10% faster, starting at the Tool Age, which grants a better Villager production and also helps advancing ages faster,.Babylonians - Their cheaper Market technologies allows them to perform a significant boom, as they can research all sooner than other civilizations.In addition, they have much better gold mining thanks to their civilization bonus. Egyptians - They have 25% cheaper farms, which means they can place more than other civilizations and have fewer Villagers on wood.Against more aggressive opponents, its common to stay in Commerce Age or Fortress Age for much longer in order to stabilize the economy and prepare proper defense measures. Industrial Age is optional, usually being completed early if against an opposing boom strategy. Since it takes a lot of time to set up a perfect economy, many civilizations usually stay in the Commerce Age or the Fortress Age for a long time. In the case of booming, Economy, Villager and Resource Crate shipments must be always prioritized over any other type of shipments. It is highly recommended to send Economy cards such as Refrigeration, Royal Mint, Sustainable Agriculture, Food Silos and Rum Distillery whenever necessary to enhance the boom potential further. Every civilization is limited to one Town Center until the Fortress Age (except the Portuguese and Incas), meaning that getting to Fortress Age with the intention to build extra Town Centers and maintain Villager production is the key to a strong boom, as mentioned in the Booming The Art of War scenario. The primary goal is always to have a ceaseless Villager production from the Town Center until the maximum build limit is attained. Against more aggressive opponents, its common to stay in Castle Age for much longer in order to stabilize the game-state. Imperial Age is optional, usually being completed early if against an opposing boom strategy. The booming phase ends when sufficient additional Villagers are produced to start military production without cutting Villagers, and the boom is successful once the game-state stabilizes with the booming player having a larger economy.īoom strategies actually take longer to get to the Feudal Age, but then reach the Castle Age almost immediately after, stopping only long enough to build prerequisite Feudal Age buildings. Typically, this means using starting 200 stone to build two additional Town Centers immediately on hitting Castle Age, after having tuned economy to have sufficient wood and food to maintain Villager and Farm production. The player is limited to one Town Center until the Castle Age, meaning that getting to Castle Age with the resources to build extra Town Centers and maintain Villager production is key to a strong boom. Since, in all but the most unusual cases, food availability is a constant for any competent player, the most important factor is Town Center production time. The most important aspect of booming is Villager count, which is derived from Town Center production and food availability. Fish boom (maps with water, but only fish) and Water Boom (maps with water, fish and Whales) are common usages. A specific type of boom may sometimes be referred to by its resource type or the location of resources. ![]() This often coincides with a specific technology, unit availability, or threat level of opposing forces. A boom typically has a goal that, when reached, will start rapid military production in order to catch up to and eclipse opposing forces. Booming is a late game strategy that is best used when a map makes it difficult to attack without higher tech units.Ī booming player will typically have a weak military at first, investing the bare minimum in military in order to survive while powering economy as much as possible. Due to their lack of focus on rapid military development, they are extremely susceptible to a rush. It is commonly used to counter the Turtle strategy, as a boom economy can very easily outperform a turtling economy in the late game. Boom, also known as Fast Fortress (FF), refers to an economic boom a strategy where the player focuses almost exclusively on their economy instead of investing resources for military purposes. ![]()
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