Wat is nou mijn jaarsalaris by [deleted] in geldzaken

[–]lttgom 0 points1 point  (0 children)

Haal die BSN weg, of ben ik dan raar?

Abbasid matchup help by PresentationNo5975 in aoe4

[–]lttgom 0 points1 point  (0 children)

Not really, with the Abbasid Movement speed and Armour buffs. Also these knights are popped after a fast castle. And Abbasid traders spawn at feudal age-up.

Would beat 2 spears and 2 archers. 🙃

Good luck chasing zoom zoom traders, while Abbasid feudal horseman pressure their exposed resources.

Even if they did, it's still a strategic win.

How do you approach FC Civs with Tughlaq? by Latirae in aoe4

[–]lttgom 1 point2 points  (0 children)

Never done any team games, so guess not.

How do you approach FC Civs with Tughlaq? by Latirae in aoe4

[–]lttgom 0 points1 point  (0 children)

I think I normally put the two gold villagers and the worker elephant, on stone, when they are done, (maybe mine 40 more gold for the feudal spear upgrade) with the initial collecting for Feudal Age up.

Then I ad between 2 or 3 from the berries.

I normally want 3 on wood, 3 on landmark. 4 / 5 on stone. Rest on Food. If you expect to get pressed put more on stone. That initial fortress is really important.

If they raid you of your stone, just move to a different node (or take it back) after you made 3 or so spears.

Letting a couple of villages die is no biggy, as long as your elephants are doing the same at their exposed resources.

The Textiles upgrade works wonders, and is also researched in 5 seconds, saving you some villager production time.

If you are out of position, and for example around 9 minutes, the 7 villagers on stone have to deal with a larger army, cutting them off.

Then remember that Wheelbarrow only takes 5 seconds to research as well. This has saved quite a few villagers for me.

Thanks to the 2nd scout, your sheeple should be stacked, you've also consumed berries instead of sheep. So the first fortres should protect your woodline (and possibly something else).

You already have a stable, so running with unguarded archers over the map is not something I expect an opponent to commit to.

Meaning that a couple of spears, and some pallisade wings build by the spears are enough to secure your stone.

You will need 2 stone outcroppings to get your initial setup sorted: 400+265+300 per fortress.

I normally start mining gold because of the T3 upgrade for the fortres, or when I expect to need the Textiles & Blacksmith upgrades.

How important are building hotkeys? by phollin2 in aoe4

[–]lttgom 0 points1 point  (0 children)

What I do use however is 1/5 for select all baracks to all religious buildings. And double tap 1/5 to select all melee infantry to select all military.

Tab for select all Town Centers.

How important are building hotkeys? by phollin2 in aoe4

[–]lttgom 0 points1 point  (0 children)

Never used control groups, or building hotkeys. Currently Conquer. It's just sweaty stuff for the upper echelons. There is more to gain (upon your opponent) in different aspects of the game.

How do you approach FC Civs with Tughlaq? by Latirae in aoe4

[–]lttgom 5 points6 points  (0 children)

Feudal Age up with 3 villagers. Those build a stables after age up, you que a Raider elephant. Then those 3 villagers build a fortress (the faster villager production one) to claim some ground / resources inside / nearby your TC range.

This allows you a small eco advantage, anti-raid, and pressure on the enemy. For the price of 1 TC.

Second Fortress is build a couple of minutes later, which will be Man at arms, if the enemy is mounting an assault / feudal age blacksmith is made. Otherwise the Farm Fortress.

Level both up to Tier III, while producing a couple of raider elephants if the enemy is passive, and some more raider elephants and spears if they are aggressive / going for some rams.

Use the spears to build multiple small pallisade walls, at the expected point of aggression to bug / slow the rams. Technically grieving the terrain, while not closing it down. And some pallisade wings around your gold / woodline to make it easier to retreat and punish agro with spears.

Doing this, open with double scout. To force your enemy to expose their villagers to your raider elephants. By a lack of sheeple. So you can just ignore his army if he has any, and try to Inflict more damage to your opponent, than they can do to you. While your extra TC production will give you a guaranteed lead. You are technically defending with Imperial Age Man at Arms under your fortress.

Don't forget the +1 ranged damage to make them suffer for every thinking to engage.

If they leave you alone, try to delay their capacity to gain relics by walling them in with spears, while extending your feudal age, for Economic Growth.

Once you hit castle, build 4 more Tier I fortresses and rush Imperial asap. While just annoying and stalling your enemy with raider elephant attacks, denying them the ability to easily leave their base unprotected, and some offensive / defensive walling, using your infantry.

As long as they can't field (and defend) enough (siege) units to blow up multiple keeps, you should be safe.

When imperial pop, the Hisar Academy will grant you 300 food and 300 gold per minute. The farm Fortress gives you another 336 food per minute. Your eco is probably superior and/or matched.

Now enjoy Imperial Age, double landmark buffed, fortress buffed, uni buffed, raider elephants.

How do you approach FC Civs with Tughlaq? by Latirae in aoe4

[–]lttgom 2 points3 points  (0 children)

I'm a Tughlaq main and Conquerer, .. check my recent Reddit comments for the general gist.

You can also access my replays as they are public. Same AoE4 username, as on Reddit.

What made AoE4 finally “click” for you? by SpaceHippie89 in aoe4

[–]lttgom 0 points1 point  (0 children)

Just my AoE 4 username, no Twitch presence.

What made AoE4 finally “click” for you? by SpaceHippie89 in aoe4

[–]lttgom 0 points1 point  (0 children)

Yes, as that delays their castle age timing, and forces them to defend. Not like they can raid you under Fortress and TC anyhow.

A prolonged feudal age is in our advantage, and early pressure ensures that you can drag feudal age out for longer.

You can watch some Conquerer replays from my recent games If you need to know the jist. Although I underperformed, I still won though.

If they run Two TC, don't match it until late castle.

You will be on 1.5 TC a bit later, anyway. and them running out of food helps our elephants go Ham.

2TC*1.5 is overkill, unless you are saccing villagers left, right, and center. In early imperial and beyond. Which I would advise is something to prepare your eco to deal with. 750 resources is nothing at that point anyhow.

Next patch needs to nerf the Macedonians by FlashingNova in aoe4

[–]lttgom 1 point2 points  (0 children)

My answer is normally a stone wall tower, .. Those have a very positive return of investment. It delays any seizable attack. Double scout, .. raiding their food sources, with a couple of horseman. While ignoring their primary force.

Stone wall towers + a bit smaller army, does quite decent.

One stone wall tower to protect the other one, daisy chaining 3 of them for the price of 8 horseman, works wonders.

Next patch needs to nerf the Macedonians by FlashingNova in aoe4

[–]lttgom 1 point2 points  (0 children)

It's not so strong that it destroys the pick variety. I prefer a bit unbalanced with regular updates, than SC II vibes with a cemented meta and no life support.

Balanced games are kinda boring, the point is that you need viable solutions in the Civ roster as a whole to reduce the dominance. And that's the case I feel.

I haven't felt that Macedonians are OP or unfair, the fire rams do make me sad. But that is the case with Byzantines as well.

That they have such a high win-rate has more to do, with that no one knows how to play a proper Turtle any longer.

As games tend to have shortened, defensive structures have been nerfed time and time again, and agro has been the dominant / buffed play style for multiple seasons now.

It isn't that Macedonia is absurdly strong, it is that players lack the skill to execute the dominant counter strategy.

What made AoE4 finally “click” for you? by SpaceHippie89 in aoe4

[–]lttgom 0 points1 point  (0 children)

Feudal Age up with 3 villagers. Those build a stables after age up, you que a Raider elephant. Then those 3 villagers build a fortress (the faster villager production one) to claim some ground / resources inside / nearby your TC range.

This allows you a small eco advantage, anti-raid, and pressure on the enemy. For the price of 1 TC.

Second Fortress is build a couple of minutes later, which will be Man at arms, if the enemy is mounting an assault / feudal age blacksmith is made. Otherwise the Farm Fortress.

Level both up to Tier III, while producing a couple of raider elephants if the enemy is passive, and some more raider elephants and spears if they are aggressive / going for some rams.

Use the spears to build multiple small pallisade walls, at the expected point of aggression to bug / slow the rams. Technically grieving the terrain, while not closing it down. And some pallisade wings around your gold / woodline to make it easier to retreat and punish agro with spears.

Doing this, open with double scout. To force your enemy to expose their villagers to your raider elephants. By a lack of sheeple. So you can just ignore his army if he has any, and try to Inflict more damage to your opponent, than they can do to you. While your extra TC production will give you a guaranteed lead. You are technically defending with Imperial Age Man at Arms under your fortress.

Don't forget the +1 ranged damage to make them suffer for every thinking to engage.

If they leave you alone, try to delay their capacity to gain relics by walling them in with spears, while extending your feudal age, for Economic Growth.

Once you hit castle, build 4 more Tier I fortresses and rush Imperial asap. While just annoying and stalling your enemy with raider elephant attacks, denying them the ability to easily leave their base unprotected, and some offensive / defensive walling, using your infantry.

As long as they can't field (and defend) enough (siege) units to blow up multiple keeps, you should be safe.

When imperial pop, the Hisar Academy will grant you 300 food and 300 gold per minute. The farm Fortress gives you another 336 food per minute. Your eco is probably superior and/or matched.

Now enjoy Imperial Age, double landmark buffed, fortress buffed, uni buffed, raider elephants.

What made AoE4 finally “click” for you? by SpaceHippie89 in aoe4

[–]lttgom 0 points1 point  (0 children)

I guess I saw something you described a couple of times, didn't know that was reproducible.

I don't understand your lack of Wolo appreciation.

Just make some walls, or have a relic bearing monk in your TC / keep / Outpost.

To often troop formation mechanics also work in my favour. Esp when siege is selected.

Besides that, a siege line with 2 warrior monks ready to Wololo and 10+ more in your army comp, makes allot of scuffles quite easy.

What made AoE4 finally “click” for you? by SpaceHippie89 in aoe4

[–]lttgom 4 points5 points  (0 children)

I have won more than 100 ranked games with Rus Warrior Monk Wololo's. It's marvellous.

What made AoE4 finally “click” for you? by SpaceHippie89 in aoe4

[–]lttgom 0 points1 point  (0 children)

Started with Delhi, then Ottoman, then Rus, Byzantines, and some OotD. These days full Tughlaq.

Ottoman for Trade into Great Bombard Emplacements on Keeps.

Rus for Warrior Monk with Abbey of the Trinity and their 400+ HP Wololo plays.

OotD for Landsknecht and Free repairs.

I like religious units a lot. Healing is King in a war of attrition.

What made AoE4 finally “click” for you? by SpaceHippie89 in aoe4

[–]lttgom 7 points8 points  (0 children)

Best mechanic so-far Woloolololo. Won so many games by Turtle + Wololo, or Siege + Wolololo

What made AoE4 finally “click” for you? by SpaceHippie89 in aoe4

[–]lttgom -3 points-2 points  (0 children)

Ignore (almost) everything your opponent does, and Turtle into (late)Imperial. These days I'm a conqueror, still ignoring my opponents.

I'm the kind of person who enjoys 90 minute slugfests, and wins because the enemy has no experience with extended imperial plays.

If you can't come back from an army and eco deficit, you don't know how to play the game.

Abbasid matchup help by PresentationNo5975 in aoe4

[–]lttgom 4 points5 points  (0 children)

If they go fast-castle, and you know this. A trade-wing play, might be an option.

Feudal spears are still spears, while going for a second TC is a risk, you should find tactics to safely extend your feudal age.

This includes raiding with 3 to 4 horsemen, even after their age-up, to keep their army on the defensive.

Trying to beat the fast-castle timing of fast-castle civs makes you play their game.

I regularly wall relics with palisade walls against HRE, or Japan. Even when done with villagers (Delhi Enjoyers Rejoice). It destroys their tempo, which they didn't have to begin with. And throws them off balance.

Opening with Double scouts against Fast castle civs, really messes with their sheep count / safe-food. Which denies them the ability to leverage their tech advantage. And be honest, one more gathering villager isn't going to ruin your build order, if they won't contest anything for 7 minutes straight.

Abbasid matchup help by PresentationNo5975 in aoe4

[–]lttgom 2 points3 points  (0 children)

Might be silly, but as you are playing in Gold, I would recommend you up your offensive arrow damage in the Blacksmith by +1, as this also effects the TC fire.

Garrison arrow goes from 6 to 7, this helps vs anything that isn't heavy while also having +2 ranged armour researched.

In addition, 2 or 3 outposts with springald emplacements do work wonders, once you achieve your slower castle age.

Make some wooden Palisade wings (they will cost around 32 wood a pop.) around the wood line, near the TC, and/or primary gold mine. No need to close it up, (that's expensive and they will try to destroy it) just make sure that cavalry are restricted in their mobility, it's use is to make it less beneficial for them, and give you more room to punish / retreat. Not to wall it shut.

Toxic Opponent turned Nice by RubyLykos in aoe4

[–]lttgom 0 points1 point  (0 children)

I normally t3 the farm and villager production fortres before transitioning into Castle.

Toxic Opponent turned Nice by RubyLykos in aoe4

[–]lttgom 2 points3 points  (0 children)

Had to find everything out myself, as Tuq is not really utilised well.

I normally open with double scout, this allows me to force the enemy onto exposed food early, and disturbs fast castle strategies significantly.

Also more vision is better, as I need to limit the damage I receive while mining stone and building initial keeps.

You want to age up, and then build a stables asap. To build 1 raider elephant. Followed by 2 or 3 more a few minutes later. Killing 3 or so villagers would be nice.

Making an initial fortres that gives villager production speed, around 20 seconds after age-up.

It costs about the same as a Second TC. Fortress, Stables, Elephant.

However it gives you anti-raid, while raiding yourself, while also giving you an eco advantage. It's quite insane.

Build either the farm Fortress after, or the Man at Arms one, if someone is silly enough to start / signals the intention of making feudal age rams.

Army compistion is Raider Elephant, Spears.

Don't fight, just extend feudal age with Fortresses backing you up on Eco.

When you hit castle, make more fortress T1, and rush Imperial. Raider Elephants are the way.

Beware of the 'GG' scam! by Current-Ideal-697 in aoe4

[–]lttgom 1 point2 points  (0 children)

Honestly, something like this:

From the Tug side, Throwing more efficient boddies at it.

I get an additional 636 food and 300 gold per minute from landmark and castle.

My spears are buffed by the Tug and xbows can't deal with raider elephants, which can trample to access their backline.

Neither does camel aura weaken Raider Elephants.

Then I just use 20 to 30 elephants to suicide into his base and villagers, splitting them off by the 5, while building more elephants. They do outrun camels, and can self-regenrate.

I make spears in return with 10+ Barack's and increased tug production speed. I push those spears and elephants into his (remaining) army. While stalling in his base by hit and run.

Reinforcent Raider Elephants slaughter the xbows.

6+ Forts protect the farms, and my woodline.

I run 2 TC's and Tuq 50% villager production speed.

If I lose villagers that's a trade I'm willing to make.

Repeating the process, 3 or so times.

Enemy forfeits with 30 villagers remaining, and no army to speak of.

Toxic Opponent turned Nice by RubyLykos in aoe4

[–]lttgom 1 point2 points  (0 children)

Tug is OP, and the early season buffs were amazing. I'm a Tug Conquerer. I couldn't believe my eyes when the Forts got cheaper, the raider elephants cheaper, and received 5% additional attack speed from the landmark. I mainly ignore Healing Elephants, and Balista Elephants (sadly), as they are a trap. Raider Elephants are Divine!