8 Huge Changes AoE2 Players Need To Know About AoE4

Aussie_Drongo
25 Sept 202108:48

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.
  • πŸ— 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.
  • πŸ› 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.
  • πŸ›• A new 'Sacred Site' victory condition has been introduced, requiring players to capture and hold sacred sites for a duration to win.
  • πŸ’° 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

00:00

🌾 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.

05:01

🏰 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

πŸ’‘Age of Empires II

Age of Empires II is a historical real-time strategy game that serves as a prequel to the original Age of Empires game. In the context of the video, it is used to contrast with Age of Empires IV, highlighting the differences and changes that players need to be aware of when transitioning from the former to the latter.

πŸ’‘Age of Empires IV

Age of Empires IV is the latest installment in the Age of Empires series, and the video focuses on the significant changes it introduces compared to its predecessor. It is the central theme of the video, with the script discussing various game mechanics unique to this version.

πŸ’‘Farms

In the context of the video, farms refer to a type of building in the Age of Empires games that generate food, a vital resource. The script mentions that in Age of Empires II, farms require reseeding once they run out of food, which incurs a cost. However, in Age of Empires IV, farms maintain a certain threshold of food without the need for reseeding, simplifying the game's resource management.

πŸ’‘Decay

Decay, in the context of the video, refers to the depletion of resources such as animals when they are hunted by villagers in Age of Empires II. The script explains that in Age of Empires IV, decay no longer exists, allowing for more relaxed hunting of animals without worrying about resource depletion.

πŸ’‘Boar

The boar is a type of animal resource in the Age of Empires games. The video script describes how the interaction with boars has changed in Age of Empires IV, where they are more challenging to defeat and offer more food, suggesting a shift in early game strategy.

πŸ’‘Town Center

In Age of Empires II, the Town Center is used to advance the civilization to the next age. The script explains that in Age of Empires IV, the Town Center no longer serves this purpose; instead, players must construct a Landmark to progress through the ages.

πŸ’‘Landmark

A Landmark is a type of building in Age of Empires IV that replaces the Town Center's function of aging up. The script details that the construction speed of a Landmark depends on the number of villagers allocated to it and that each Landmark provides unique bonuses, affecting strategic choices.

πŸ’‘Civilization

The term 'civilization' in the video refers to the different playable cultures or factions in the Age of Empires games, each with unique characteristics, units, and economic systems. The script emphasizes the economic differences between civilizations in Age of Empires IV, compared to the more uniform approach in Age of Empires II.

πŸ’‘Walling

Walling is a strategy in the Age of Empires games where players construct walls to fortify their base. The video script explains that in Age of Empires IV, players can no longer use buildings for walling; instead, they must use dedicated wall structures to create defenses.

πŸ’‘Sacred Site Victory

The Sacred Site Victory is a new victory condition introduced in Age of Empires IV. The script describes how players can win by capturing and holding sacred sites on the map for a certain duration, offering an alternative to the traditional military conquest.

πŸ’‘Influence System

The Influence System is a mechanic in Age of Empires IV that affects how players place their buildings for strategic benefits. The script uses the Chinese civilization's 'tax' mechanic as an example, where buildings within the influence area provide additional gold income, emphasizing the importance of base building and strategic placement.

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

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g'day fellas in this video we're going

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to be talking about eight huge changes

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that age of empires two players need to

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know about age of vampires for there are

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a massive amount of similarities between

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age of empires two and age of empires

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four but it's important before you get

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into the game that you know what the

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differences are so let's get into the

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changes number one farms don't have a

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reseed cost anymore in age of empires 2

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after your farms have exhausted all the

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food that's available in them you will

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need to reseed them and it's going to

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cost wood to do that often this can mean

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in the mid game that you're stuck with

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the decision as to whether you should be

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investing in more infrastructure or

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whether you should be reseeding your old

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farms but with age of empires 4 your

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farms are never going to drop below a

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certain threshold this exact number

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changes from game to game farm to farm

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but it seems to be between 40 50 and 60

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around this region this change means

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that in the mid game you've got one less

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thing to think about

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number two there is no longer decay on

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any animals you'll be all too familiar

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in age of empires 2 when your villagers

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are happily gathering a sheep underneath

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your town centre and all of a sudden one

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rogue villager slaughters a helpless

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sheep the consequence of this obviously

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is decay because that exists in age of

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empires 2. but in age of empires 4 decay

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doesn't exist for all i care you

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villagers can kill as many sheep as you

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like because i don't have to worry about

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decay anymore this is particularly

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helpful when you start hunting for deer

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as the nature of deer are similar in age

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of empires 4 as to what they are in age

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of empires 2 meaning that they like to

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run away if you notice your deer getting

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extra close to your mill don't be afraid

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to shoot them because at the end of the

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day they won't decay number three don't

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mess with the boar anymore in age of

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empires 2 boars were a regular part of

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the early game whether it was luring

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your own ball underneath your town

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center or laming your opponent's ball

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bringing it all the way across the map

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in age of empires 4 though you're gonna

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need to think about the board

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differently first and foremost you can

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no longer lure the boar across the

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entire map second of all the boars are

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absolute beasts now the first time i

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tried to kill a boar with six villagers

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i lost six villagers they've got

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incredibly high armor and you need to

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treat them more as a mid game expansion

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point rather than as an early game

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economy booster compared to deer and

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sheep they've also got significantly

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more food in them as well and as you can

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suspect they have a much higher gather

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rate than berries farms and other

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sources of food so make sure you don't

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forget about them and keep them on your

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radar

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number four you no longer use your town

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center to age up rather you build a

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landmark

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now i don't suspect many of you guys

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have played age of empires 3 but for

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those of you who have it's very similar

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to the mechanic that they've got in that

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game essentially what happens is you're

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going to place a physical building down

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and that is going to be your age up the

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speed that the landmark builds will

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depend on how many villages you've got

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allocated to the landmark just to give

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you guys some quick figures four

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villagers are going to build the

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landmark twice as fast as one villager

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10 villagers are gonna build it twice as

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fast as four villages so as you can see

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there are mitigating returns on the

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amount of villages that you put on your

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buildings in relation to their

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construction rate in addition to taking

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you up to the next age each landmark

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that you construct is actually going to

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be providing you bonuses when you're

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aging up from one age to the next you'll

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be given the option of two different

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landmarks every landmark in the game

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varies drastically based on the bonuses

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that it gives some are militaristic some

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are economic some are religious some are

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technologic it's important before you

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get into a game that you understand the

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landmarks that your civilization has

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access to because they play a

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significant role in accelerating your

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potential strategies number five

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civilizations in age of empires four

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share almost all military units but

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their economies vary drastically almost

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every civilization has got access to the

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base military units that you would

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expect them to things like the archer

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the spearmen the men at arms the

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horsemen the knight and obviously there

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are unique units that are mixed in here

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as well but the economic side of the

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civilizations are drastically different

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i'll give you a couple of examples about

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exactly how different they are we'll

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start off with the english because

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theirs is quite simple the english have

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a civilization bonus which means that

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not only are their farms cheaper but

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they also gather significantly faster

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when they are immediately adjacent to a

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mill because of the way upgrades stack

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multiplicatively in age of empires 4

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gathering bonuses build up incredibly

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quickly which means it's a viable option

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for the english player to completely

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forgo map control and stay in their base

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gathering from their farms another

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example are the abbasid dynasty who

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unlike every other civilization don't

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actually construct landmarks they start

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off with a building called the house of

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wisdom and this building has got unique

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upgrades in it it has four separate

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wings an economic a trade a military and

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a culture wing and has subsequent

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upgrades that correspond to those wings

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not all civilizations are as different

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from the standard as the abbasid dynasty

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are and not all civilizations are as

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close to the standard as the english are

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but you will find that the civilization

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diversity in age of empires 4 is

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significantly greater at least from an

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economic aspect than in age of empires

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2.

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number 6

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you can no longer wall with buildings in

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age vampires 2 from the very beginning

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of the game you're thinking about how

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you're going to begin building your

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walls the positioning of your houses are

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incredibly important and determine the

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strength of your defense in age of

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empires 4 however it does not matter

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because your units and your enemies

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units can path between your houses in

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fact they can path between any buildings

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that are constructed next to each other

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with the exception of one the wall in

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age of empires four if you want to keep

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your enemy out you're going to actually

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have to construct walls the entire way

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around your base

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number seven there is a new victory type

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called the sacred site victory have you

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ever played a game of age of empires 2

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and your opponent has been walling up

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like it's going out of fashion and

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you're just thinking to yourself what

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the hell am i doing with my life why am

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i even here well good news because in

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age of empires 4 you now have access to

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the sacred site victory this is how it

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works there are multiple sacred sites on

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the map sometimes it's two sometimes

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it's three you must capture these

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individual sacred sites with a monk once

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every site on the map has been captured

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you then need to hold them for 10

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minutes if you hold them successfully

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for 10 minutes without your enemy

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intervening and preventing you from

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maintaining control of the sacred sites

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then you win but keep in mind this is

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harder than it seems as all your

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opponent needs to do to gain control of

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a sacred site is stand within close

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proximity to it with just a single unit

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on the other hand you won't lose control

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of your sacred site as long as you have

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got units within proximity of the sacred

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site now we move on to our final point

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number eight

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base building is still incredibly

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important but now it's because of the

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influence system earlier in the video we

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looked at how you can no longer wall up

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with just standard buildings for

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civilizations if you want a wall you

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actually have to use walls but that

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doesn't mean that base building is out

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the window you still need to think about

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where you place your buildings but it's

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because of the influence system every

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civilization has some form of influence

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system while we haven't spoken much

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about them the chinese have got a

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mechanic called tax the tax mechanic

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enables the chinese throughout the game

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to maintain a steady trickle of gold

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income with their age one landmark the

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imperial academy the chinese are able to

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gain double the tax from buildings in

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the influence area the influence area is

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quite small and you're not going to be

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able to fit all of your buildings inside

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that influence area so you're going to

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need to choose which ones go in it's

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important to note though you only need

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one tile of the building inside the

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influence area to gain the effect each

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civilization has a bonus that is similar

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to this and it means that you're going

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to need to think about where you place

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your buildings well fellas if you've

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enjoyed the video make sure you leave a

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make sure you leave a comment and most

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importantly if you're interested in

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make sure you hit the subscribe button

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you so much for watching and i will

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catch you guys in the next one

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[Music]

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you

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Related Tags
Age of EmpiresGameplay ChangesStrategic GuideCivilization TacticsEconomic UnitsMilitary UnitsVictory ConditionsBase BuildingInfluence SystemSacred Sites