8 Huge Changes AoE2 Players Need To Know About AoE4
Summary
TLDRIn this informative video, viewers are introduced to eight significant changes in 'Age of Empires 4' compared to its predecessor. Notable adjustments include the removal of reseed costs for farms, the elimination of animal decay, and the reimagining of boar handling as a mid-game strategy. Players will also discover a new landmark-based aging system, diverse civilization economies, the inability to wall with buildings, a new 'Sacred Site' victory condition, and an enhanced importance of base building due to the influence system. The summary aims to prepare 'Age of Empires 2' players for the updated gameplay mechanics of the fourth installment.
Takeaways
- 🌾 Farming in Age of Empires 4 has been simplified; farms no longer require reseeding costs and maintain a minimum food threshold.
- 🐏 Animal decay is removed, allowing players to gather resources without the concern of losing animals due to over-killing.
- 🐗 Boars in Age of Empires 4 are more challenging to defeat and offer more food, making them a mid-game expansion point rather than an early game resource.
- 🏰 Players now use landmarks to advance through ages instead of the town center, with the build speed depending on the number of villagers assigned.
- 🏛 Landmarks provide unique bonuses and are crucial for strategic planning, varying greatly between civilizations.
- 🏹 While military units are largely shared among civilizations, their economic structures are distinct, with unique bonuses and upgrades.
- 🏰 The Abbasid Dynasty stands out with a unique economic system based on the House of Wisdom, offering different upgrade paths.
- 🧱 Building walls is no longer possible with houses; players must construct actual walls to fortify their base.
- 🛕 A new 'Sacred Site' victory condition has been introduced, requiring players to capture and hold sacred sites for a duration to win.
- 💰 The influence system affects building placement, with civilizations having unique mechanics that reward strategic base building.
Q & A
What is the first major change in farming mechanics in Age of Empires 4 compared to Age of Empires 2?
-In Age of Empires 4, farms do not have a reseed cost anymore. They will not drop below a certain threshold, which is typically between 40-60, and this change reduces the need for reseeding in the mid-game.
How does the animal decay mechanic differ between Age of Empires 2 and Age of Empires 4?
-In Age of Empires 4, there is no longer decay on animals, so players don't have to worry about losing resources when villagers kill animals like sheep.
Why should players approach boars differently in Age of Empires 4?
-In Age of Empires 4, boars are much stronger and have high armor, making them more suitable as a mid-game expansion point rather than an early-game economy booster. They also provide more food and have a higher gather rate than other sources.
What is the new mechanic for advancing to the next age in Age of Empires 4?
-Instead of using the Town Center to age up, players must build a landmark in Age of Empires 4. The construction speed of the landmark depends on the number of villagers allocated to it.
How do the landmark choices affect the player's strategy in Age of Empires 4?
-Each landmark provides different bonuses when aging up, and players are given the option to choose between two landmarks. The bonuses can be militaristic, economic, religious, or technological, significantly impacting the player's strategy.
What is the difference in economic structures between civilizations in Age of Empires 4?
-While civilizations in Age of Empires 4 share almost all military units, their economic structures vary greatly. For example, the English have cheaper and faster-gathering farms, while the Abbasid Dynasty has a unique building called the House of Wisdom with different upgrade paths.
Why can't players use buildings to wall off their base in Age of Empires 4?
-In Age of Empires 4, units can path between buildings that are constructed next to each other, with the exception of walls. To create a wall, players must construct actual wall segments around their base.
What is the Sacred Site Victory and how does it work in Age of Empires 4?
-The Sacred Site Victory is a new victory condition in Age of Empires 4. Players must capture sacred sites with a monk and hold them for 10 minutes without the enemy taking control. Capturing and maintaining control of these sites can lead to victory.
How important is base building in Age of Empires 4 considering the changes to walling and the influence system?
-Base building remains important due to the influence system, which provides various bonuses based on the placement of buildings within the influence area. Players need to strategically place buildings to maximize these bonuses.
What is an example of a unique economic mechanic in Age of Empires 4 and how does it work?
-The Chinese civilization has a 'tax' mechanic that allows them to gain a steady trickle of gold income. By placing buildings within the influence area of their Age One landmark, the Imperial Academy, they can double the tax income from those buildings.
Outlines
🌾 Farming and Resource Management Changes
The first paragraph discusses significant changes in 'Age of Empires 4' compared to its predecessor. Farms no longer require reseeding with wood, reducing mid-game strategic decisions. Animal decay has been removed, allowing for unlimited hunting without the fear of losing resources. Boars are now more challenging to kill and offer substantial food and gathering rates, suggesting a shift in early to mid-game expansion strategy. Lastly, the traditional town center is no longer used for aging up; instead, players must construct a landmark, which provides civilization-specific bonuses and speeds up with more villagers assigned to its construction.
🏰 Civilization Diversity and New Victory Conditions
The second paragraph delves into the diversity of civilizations in 'Age of Empires 4', highlighting the differences in economic structures while maintaining shared military units. It provides examples such as the English with their farm gathering bonuses and the Abbasid Dynasty, which has a unique 'House of Wisdom' replacing the traditional aging system. The paragraph also introduces a new victory condition, the 'Sacred Site Victory', requiring players to capture and hold sacred sites for a duration. Additionally, it discusses the importance of base building due to the influence system, which grants various bonuses based on building placement within the influence area of certain landmarks.
Mindmap
Keywords
💡Age of Empires II
💡Age of Empires IV
💡Farms
💡Decay
💡Boar
💡Town Center
💡Landmark
💡Civilization
💡Walling
💡Sacred Site Victory
💡Influence System
Highlights
Farms in Age of Empires 4 do not require reseeding, reducing mid-game strategy decisions.
Animals no longer decay in Age of Empires 4, allowing for unrestricted hunting without consequences.
Boars in Age of Empires 4 are significantly stronger and should be treated as a mid-game expansion point rather than an early-game resource.
Aging up in Age of Empires 4 is done by building a landmark instead of using the Town Center, similar to Age of Empires 3.
Landmarks in Age of Empires 4 provide civilization-specific bonuses and play a role in strategy acceleration.
Civilizations in Age of Empires 4 have shared military units but vastly different economic structures.
The English civilization has unique farm gathering bonuses due to their civilization-specific mechanic.
The Abbasid Dynasty starts with a House of Wisdom instead of constructing landmarks, offering unique upgrades.
Walling with buildings is no longer possible in Age of Empires 4; walls must be built for defense.
A new victory condition, the Sacred Site victory, has been introduced in Age of Empires 4.
Control of Sacred Sites requires maintaining presence with units to secure victory.
Base building remains crucial due to the influence system, which affects economic strategies.
The Chinese civilization's tax mechanic provides a unique gold income strategy based on building placement.
Influence areas determine the effectiveness of certain civilization bonuses, impacting building placement strategy.
Each civilization has a unique bonus related to their influence system, requiring strategic building placement.
Upcoming content will include build order guides, casted games from top players, and deep dive breakdowns of Age of Empires 4 mechanics.
The video promises a series of informative content for Age of Empires 4 enthusiasts, encouraging subscriptions for more.
Transcripts
g'day fellas in this video we're going
to be talking about eight huge changes
that age of empires two players need to
know about age of vampires for there are
a massive amount of similarities between
age of empires two and age of empires
four but it's important before you get
into the game that you know what the
differences are so let's get into the
changes number one farms don't have a
reseed cost anymore in age of empires 2
after your farms have exhausted all the
food that's available in them you will
need to reseed them and it's going to
cost wood to do that often this can mean
in the mid game that you're stuck with
the decision as to whether you should be
investing in more infrastructure or
whether you should be reseeding your old
farms but with age of empires 4 your
farms are never going to drop below a
certain threshold this exact number
changes from game to game farm to farm
but it seems to be between 40 50 and 60
around this region this change means
that in the mid game you've got one less
thing to think about
number two there is no longer decay on
any animals you'll be all too familiar
in age of empires 2 when your villagers
are happily gathering a sheep underneath
your town centre and all of a sudden one
rogue villager slaughters a helpless
sheep the consequence of this obviously
is decay because that exists in age of
empires 2. but in age of empires 4 decay
doesn't exist for all i care you
villagers can kill as many sheep as you
like because i don't have to worry about
decay anymore this is particularly
helpful when you start hunting for deer
as the nature of deer are similar in age
of empires 4 as to what they are in age
of empires 2 meaning that they like to
run away if you notice your deer getting
extra close to your mill don't be afraid
to shoot them because at the end of the
day they won't decay number three don't
mess with the boar anymore in age of
empires 2 boars were a regular part of
the early game whether it was luring
your own ball underneath your town
center or laming your opponent's ball
bringing it all the way across the map
in age of empires 4 though you're gonna
need to think about the board
differently first and foremost you can
no longer lure the boar across the
entire map second of all the boars are
absolute beasts now the first time i
tried to kill a boar with six villagers
i lost six villagers they've got
incredibly high armor and you need to
treat them more as a mid game expansion
point rather than as an early game
economy booster compared to deer and
sheep they've also got significantly
more food in them as well and as you can
suspect they have a much higher gather
rate than berries farms and other
sources of food so make sure you don't
forget about them and keep them on your
radar
number four you no longer use your town
center to age up rather you build a
landmark
now i don't suspect many of you guys
have played age of empires 3 but for
those of you who have it's very similar
to the mechanic that they've got in that
game essentially what happens is you're
going to place a physical building down
and that is going to be your age up the
speed that the landmark builds will
depend on how many villages you've got
allocated to the landmark just to give
you guys some quick figures four
villagers are going to build the
landmark twice as fast as one villager
10 villagers are gonna build it twice as
fast as four villages so as you can see
there are mitigating returns on the
amount of villages that you put on your
buildings in relation to their
construction rate in addition to taking
you up to the next age each landmark
that you construct is actually going to
be providing you bonuses when you're
aging up from one age to the next you'll
be given the option of two different
landmarks every landmark in the game
varies drastically based on the bonuses
that it gives some are militaristic some
are economic some are religious some are
technologic it's important before you
get into a game that you understand the
landmarks that your civilization has
access to because they play a
significant role in accelerating your
potential strategies number five
civilizations in age of empires four
share almost all military units but
their economies vary drastically almost
every civilization has got access to the
base military units that you would
expect them to things like the archer
the spearmen the men at arms the
horsemen the knight and obviously there
are unique units that are mixed in here
as well but the economic side of the
civilizations are drastically different
i'll give you a couple of examples about
exactly how different they are we'll
start off with the english because
theirs is quite simple the english have
a civilization bonus which means that
not only are their farms cheaper but
they also gather significantly faster
when they are immediately adjacent to a
mill because of the way upgrades stack
multiplicatively in age of empires 4
gathering bonuses build up incredibly
quickly which means it's a viable option
for the english player to completely
forgo map control and stay in their base
gathering from their farms another
example are the abbasid dynasty who
unlike every other civilization don't
actually construct landmarks they start
off with a building called the house of
wisdom and this building has got unique
upgrades in it it has four separate
wings an economic a trade a military and
a culture wing and has subsequent
upgrades that correspond to those wings
not all civilizations are as different
from the standard as the abbasid dynasty
are and not all civilizations are as
close to the standard as the english are
but you will find that the civilization
diversity in age of empires 4 is
significantly greater at least from an
economic aspect than in age of empires
2.
number 6
you can no longer wall with buildings in
age vampires 2 from the very beginning
of the game you're thinking about how
you're going to begin building your
walls the positioning of your houses are
incredibly important and determine the
strength of your defense in age of
empires 4 however it does not matter
because your units and your enemies
units can path between your houses in
fact they can path between any buildings
that are constructed next to each other
with the exception of one the wall in
age of empires four if you want to keep
your enemy out you're going to actually
have to construct walls the entire way
around your base
number seven there is a new victory type
called the sacred site victory have you
ever played a game of age of empires 2
and your opponent has been walling up
like it's going out of fashion and
you're just thinking to yourself what
the hell am i doing with my life why am
i even here well good news because in
age of empires 4 you now have access to
the sacred site victory this is how it
works there are multiple sacred sites on
the map sometimes it's two sometimes
it's three you must capture these
individual sacred sites with a monk once
every site on the map has been captured
you then need to hold them for 10
minutes if you hold them successfully
for 10 minutes without your enemy
intervening and preventing you from
maintaining control of the sacred sites
then you win but keep in mind this is
harder than it seems as all your
opponent needs to do to gain control of
a sacred site is stand within close
proximity to it with just a single unit
on the other hand you won't lose control
of your sacred site as long as you have
got units within proximity of the sacred
site now we move on to our final point
number eight
base building is still incredibly
important but now it's because of the
influence system earlier in the video we
looked at how you can no longer wall up
with just standard buildings for
civilizations if you want a wall you
actually have to use walls but that
doesn't mean that base building is out
the window you still need to think about
where you place your buildings but it's
because of the influence system every
civilization has some form of influence
system while we haven't spoken much
about them the chinese have got a
mechanic called tax the tax mechanic
enables the chinese throughout the game
to maintain a steady trickle of gold
income with their age one landmark the
imperial academy the chinese are able to
gain double the tax from buildings in
the influence area the influence area is
quite small and you're not going to be
able to fit all of your buildings inside
that influence area so you're going to
need to choose which ones go in it's
important to note though you only need
one tile of the building inside the
influence area to gain the effect each
civilization has a bonus that is similar
to this and it means that you're going
to need to think about where you place
your buildings well fellas if you've
enjoyed the video make sure you leave a
like if you think i missed something
make sure you leave a comment and most
importantly if you're interested in
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you so much for watching and i will
catch you guys in the next one
[Music]
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