Balance
Changes from 1.0c
All civs
- Cartography is free to research, requires a market.
- Cavalry Archers cost -5 gold
- Palisade walls take +1 second to build
- Stone walls take +3 seconds to build
- Capped Rams garrison 5 units (from 4)
- Fireships +20 HP
- Demolition ships +10 HP
- Building HP reduced in Dark and Feudal Age
- Long swordmen +5 HP
- Long swordmen (and up) +2 attack vs eagles
- Trade cogs generate +10% gold
- Monks holding relics suffer from anti-monk damage too now
- Town Patrol costs -100 gold (300 food, 100 gold)
- Murder holes costs -100 stone
- Trebuchets can attack trees a lot better now
- Onagers can kill trees
- Outposts cost -5 stone
- Petards cost -15 food (65 food, 20 gold)
- Spear-line +2 attack vs camels
- Stone walls -50% HP in feudal age
- Fervor fixed (never worked in AoC)
- Chemistry affects Castles and Town Centers
- Heavy Camel upgrade -20 secs research time
- Castles +1 LOS (range bug)
- Villagers can be garrisoned inside rams
Aztecs
- Free loom removed
- Start with +50 gold
- Jaguar warriors +1 pierce armor
Britons
- Get Cannon Galleons
- Longbowman creation time -1 sec
- Receive Heavy Scorpions
Byzantines
Celts
- Furor Celtica gives siege units +40% HP
Chinese
- Town Center LOS +5 (moved from Teutons)
Franks
- Foragers work +25% faster
- Get squires
- Throwing Axeman (non-elite) missile delay -2 (from 12 to 10, elite stays at 8)
- Elite Throwing Axeman research cost -100 gold
Goths
- Treadmill crane removed
Huns
- Cannon Galleons removed
- Huns cavalry archers cost -15% and -25% (castle and imp) -> reduced from -25% and -30%
- Treadmill crane removed
- Tarkan (non-elite) +10 HP
Japanese
- Get bloodlines
Koreans
- Turtle Boats -10% cheaper (180 wood, 180 gold)
- War Wagon creation time decreased from 25 to 21 seconds
- Fortifications (walls, towers, castles) built 25% faster
- Team Bonus changed: Mangonels & Onagers minimum range reduced
Mayans
- Base cost for Plumed archers increased to 50g, 50w
Mongols
- Elite Cannon Galleons removed
- Mangudai Siege bonus limited to Rams
- Mangudai (non-elite) delay -50% (from 10 to 5)
Persians
Saracens
- Market costs -75 wood
Spanish
- Missionaries affected by Bloodlines
Teutons
- Town Center LOS restored to normal (moved to Chinese)
- Town Center garrison +10 units, maximum arrows +5
- Town Center +2 attack removed
- Teutonic Knight (non-elite) +10 HP
- Team bonus fixed (didn’t work automatically in AoC)
Turks
- Elite janissaries are now affected by the Turkish teambonus
Vikings
- Team Bonus: Docks -15% cheaper (rather than -25%) (Docks cost 128 wood instead of 113 wood)
- Viking ship cost now staggered per age: 10% cheaper in Feudal (81w-27g), 15% in Castle (76-25), 20% in Imperial (72-24)
- Get treadmill crane
- Berserk (non-elite) +4 HP
- Longboats wood cost same as galleys
New Techs
- Eagle Warrior (300 food, 200 gold): Upgrades Eagle Scouts to Eagle Warriors (+1 PA, +5HP, -3 secs creation time)
- Gillnets (300w, 200f): +15% speed for fishing ships
Random Map Changes
General Changes
- Deer variance removed, each player has 4 deer at more or less the same distance from TC
- Fish density improved: fish appear at more regular intervals thus reducing chances of unlucky dock placement
Archipelago
- Bonus islands appear in the centre
- Gold distance variance reduced
Arena
- Relics can no longer appear stuck in walls
- Wall distance variance removed, distance set to 20
Baltic
- Larger base size, preventing players to be too close to water
- Wolves removed
Black Forest
- Forests remade to prevent the occurrence of bubbles in which resources and relics often got stuck
- Larger base size
- Gold and stone distribution balanced
- Relic distribution balanced
Coastal
- Larger base size for players
Crater Lake
- Larger base size
- Gold moved slightly further
- Central island’s position improved
Fortress
- Fish removed
Ghost Lake
- Inland sea rounded
- Bonus sheep scattered around more evenly
Gold Rush
- Central gold mines’ position improved
Highland
- Variance on distance of extra boar and sheep reduced
Islands
- Bonus islands appear in the centre
- Larger base size to prevent noodle-shaped islands
Mediterranean
- Central sea rounded
- Larger base size, prevents players from being too close to water
- Wolves removed
Migration
- Sheep and deer distance variance improved, 2 sheep appear very close to TC
- Wood distribution improved
- Distance of gold mine improved
- Gold and stone no longer appear on the shores of mainland
Oasis
- Forest enlarged, same distance from TC for everyone
Rivers
- Water edges remade: 50% water covers all edges of the map, 50% none
- Bonus islands appear in the centre
Salt Marsh
- Map remade from scratch, a ring of water with shallows appears in the middle
Scandinavia
- Ice patches are broken into smaller pieces and scattered around more evenly
Yucatan
- Boar variance removed
Is somebody do a successfull use of Elite teutonic knights ? Although they got a nice armor, they became useless since they are slow and so many units got a bonus vs infantry.
Samourais worth the comparaison. They are cheap and faster.
Jaguar warriors too.
Elite Cataphracte kill them fast.
Slingers too.
They can stand vs paladins or boyars but hallebardiers kill theses really better.
Their slowness make them vulnerable to archers, hand cannoneers, towers and castle, siege units…
In big maps, they are too slow to be usefull.
I ask myself, what the use for Elite teutonic knight ?
I would add that slowness have collateral results on unit strenght.
I made some real time test :
- a duel of 1 Elite teutonic knight vs 1 Elite samurai : most of the time, the elite teutonic knight win (it depends the first blood).
- 20 Elite teutonic knights vs 20 Elite samourais : most of the time, the Elite samourais win easily (more than 6-7 samourais still alive in some tests !)
why ? cause units don’t fight when they move. And they move to be at range of their target. Since Elite teutonic move really slower, it takes more time to be close to the target, during this time the samourais hit them.
We just have to say that the unit’s strenght do not only depends of theirs stats, but how it acts in real game experience. The slowness may be much more penalizing than it appear in the numbers.
We should correct this in the units balance. Increase Elite Teutonic armor, or move speed or rate of fire. Maybe we can correct this another way by decrease the infantry bonus versus them (just like the Elite cataphracte got a lesser malus from hallebardiers, genevese crosbowmen than other stable units…).
Will the resolution support be extended further? as 1920×1080 is the largest now available for forgotten empires. It would be neat if I could play forgotten empires on triple screen eyefinity (5760×1080) as well. There is already a patch out there for the base game, but of course that doesn’t run with FE. I hope it will be picked up by the developers of this mod
Actually AoFE is already running with the Userpatch (which, next to countless other things, enables the game to be run on insane resolutions), but i think they need to update their version of the Userpatch for the resolution thing to work.
So once AoFE updates to the newest userpatch version again it should work AFAIK.
Highest resolutions should be available since version 2.1!
I m currently playing Age of empire 2 forgotten empire at a resolution of 2560×1440.
i have a complain:
there is a big problem of resources(wood, Gold, & stone) in your map…
u add 1000 population.. it will useless when resources are so low
I have 2.1 patch but its same problem..
please.. do some thing about it and increase it..
Thank you..
and please try to make it official
And add more teams like “Pakistan” Please…
and Pakistan castle unite will “camel warrior with gun” and chose name as what u like
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