AoEZone - The international Age Of Empires community AoEZone - The international Age Of Empires community
  • Forums
    New posts Search forums Help
  • What's new
    New posts New profile posts Latest activity Help
  • Calendar
    Monthly Weekly Agenda Archive Help
  • Groups
    Public Events
  • AoEZone
    Menu Home A Guide for Beginners AoE On Twitch AoE On YouTube AoE2 Hall of Fame Feedback and Suggestions Support AoEZone Help
    Shortcuts General Discussion Community Café Questions and Answers Chat and Chit-chat Articles and Guides Resources and Downloads Live Streaming and Videos Foro Publico (Español) Fórum Público (Brasil) Age Of Empires Clans AoE II DE Leaderboards MS Zone Rating History
    Tournaments Nations Cup 2023 Rage Forest 4 King of the Desert V General Tournament Discussion Current Tournaments Recurring Series Past Tournaments
    Recorded Games Search for Games Daily Games Expert Games Deathmatch Custom Scenario Classic Games Map Database
Log in
Register

Search

Search recorded games
By:
Advanced search…
Search recorded games
By:
Advanced…
Toggle sidebar Toggle sidebar
  • New posts
  • Search forums
  • Help

Search

Search recorded games
By:
Advanced search…
Search recorded games
By:
Advanced…
AoEZone - The international Age Of Empires community AoEZone - The international Age Of Empires community
Menu
Install the app
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an alternative browser.

Menu

Home
A Guide for Beginners
AoE On Twitch
AoE On YouTube
AoE2 Hall of Fame
Feedback and Suggestions
Support AoEZone
Help

Shortcuts

General Discussion
Community Café
Questions and Answers
Chat and Chit-chat
Articles and Guides
Resources and Downloads
Live Streaming and Videos
Foro Publico (Español)
Fórum Público (Brasil)
Age Of Empires Clans
AoE II DE Leaderboards
MS Zone Rating History

Tournaments

Nations Cup 2023
Rage Forest 4
King of the Desert V
General Tournament Discussion
Current Tournaments
Recurring Series
Past Tournaments

Recorded Games

Search for Games
Daily Games
Expert Games
Deathmatch
Custom Scenario
Classic Games
Map Database

Members online

  • LithuaniaLokalo
  • RomaniaAndre_2i
  • Czech RepublicDracKeN
  • United Stateskalpit00
  • BelgiumTuunbaq
  • Czech RepublicCZ_Somero
Total: 59 (members: 9, guests: 50)

Today's birthdays

  • S
  • Forums
  • Age Of Empires
  • General Discussion

Castles STILL 650 stone?!

  • Thread starter United StatesBowy
  • Start date Apr 18, 2022
Toggle sidebar Toggle sidebar

Remove ads? Become a premium member......
Prev
  • 1
  • 2
  • 3
  • 4
Next
First Prev 2 of 4

Go to page

Next Last
S

GermanySnizl

Halberdier
Nov 8, 2020
313
751
98
  • Apr 19, 2022
  • #26
Hunyadi_ said:
60%+ win rate?
Click to expand...
where?
 
F

United StatesFireBall37

Member
Sep 22, 2021
33
40
23
  • Apr 20, 2022
  • #27
what is the issue with simply using cost to balance everything? It would be much simpler to just raise the price of OP stuff and lower costs of the weaker stuff. So if you want to nerf walling, raise the price, simple!
 
L

United StatesLowEloNobody

Two handed swordman
Feb 2, 2021
1,094
2,523
118
  • Apr 20, 2022
  • #28
FireBall37 said:
what is the issue with simply using cost to balance everything? It would be much simpler to just raise the price of OP stuff and lower costs of the weaker stuff. So if you want to nerf walling, raise the price, simple!
Click to expand...
... they literally just did that
 
  • Like
Reactions: LmScar12
F

United StatesFireBall37

Member
Sep 22, 2021
33
40
23
  • Apr 20, 2022
  • #29
LowEloNoOne said:
... they literally just did that
Click to expand...
hmm, what about the discussions on changing the build time of castles, adjusting the forests in Arabia, changing the hp/armor of walls/houses in Dark Age...need I go on?
 
L

Unknownlecracheursagacite

Longswordman
May 1, 2020
3,119
2,785
113
  • Apr 20, 2022
  • #30
I wonder if a way to fix the walling issue would be to reduce the cost of units getting in if you are not walled. Especially in the case of scouts there is maybe a little bit more advantage given to the attacker than there should be because the response options are unreliable and disproportionately taxing. People wall aggressively to keep out scouts because it is extremely unfun if scouts get in. One solution to this would be allowing archers to lead moving targets naturally rather than needing ballistics (ballistics would simply make them and other ranged units more accurate, which is still valuable) and maybe increasing the damage done by arrows against light cavalry units to reflect the susceptibility of unarmored horses to projectiles. This would make it more difficult for the scout player to run slower defense units around because they don't have to get into melee range to threaten anymore. There is obviously a risk that this makes archers op but it seems like this could be mitigated with some careful nerfs like increasing crossbow tech cost and preventing them from reloading if they are engaged in melee.
 
  • Like
Reactions: Tocaraca
Uselessaurus Rex

United KingdomUselessaurus Rex

Known Member
Sep 20, 2020
75
231
48
  • Apr 20, 2022
  • #31
FireBall37 said:
what is the issue with simply using cost to balance everything? It would be much simpler to just raise the price of OP stuff and lower costs of the weaker stuff. So if you want to nerf walling, raise the price, simple!
Click to expand...
You can't balance just based on just cost, the game is not that simple.

For example, if castles were considered OP and their cost was increased as a response, then that would either mean that the number of stone tiles on all maps would have to be increased, or the stone per tile would have to be increased, or most unique units would become way less viable due to a more limited number of castles.

All of which would be annoying consequences of that decision and not solve the key problem, which is dropping forward castles is a bit too easy and punishing on some maps.
 
  • Like
Reactions: _srini_IVIaIVIa_
willdbeast

United Kingdomwilldbeast

Longswordman
Nov 10, 2018
303
1,197
108
  • Apr 20, 2022
  • #32
lecracheursagacite said:
I wonder if a way to fix the walling issue would be to reduce the cost of units getting in if you are not walled. Especially in the case of scouts there is maybe a little bit more advantage given to the attacker than there should be because the response options are unreliable and disproportionately taxing. People wall aggressively to keep out scouts because it is extremely unfun if scouts get in. One solution to this would be allowing archers to lead moving targets naturally rather than needing ballistics (ballistics would simply make them and other ranged units more accurate, which is still valuable) and maybe increasing the damage done by arrows against light cavalry units to reflect the susceptibility of unarmored horses to projectiles. This would make it more difficult for the scout player to run slower defense units around because they don't have to get into melee range to threaten anymore. There is obviously a risk that this makes archers op but it seems like this could be mitigated with some careful nerfs like increasing crossbow tech cost and preventing them from reloading if they are engaged in melee.
Click to expand...
I really don't think this would discourage walling, I think it would encourage it way way way more.
If archers had ballistics for free you need to big wall asap cos otherwise if 3 archers get in your base before you have a skirm you're monumentally ****ed. Whereas scouts you can still small wall and be fine (until the follow-up comes).
 
  • Like
Reactions: Tocaraca, dave_hun and _srini_IVIaIVIa_
IvIaximus

SlovakiaIvIaximus

Knight
May 16, 2010
3,712
1,202
138
  • Apr 20, 2022
  • #33
I don't think you can somehow balance walling aspect of game. DE doubled? the fps and brought multiplayer experience without delay. Now the speed of scout chasing villager and his rate of fire (attack speed) stays same as in old game, while ability to control units has improved. Hence villager running away can simply place foundations inbetween them and save himself due to long scout attack animation. Back then, with 30 fps and peer to peer connection, it was impossible to do that. I know u can avoid that by manually ordering scout to move forwrad right after attack but that's for micro nerds.
Also, there are other stuff like introducing palisade gates and allowing for really high resolution where u basically see your entire base on one screen. When we only used smaller resolutions, wood, gold and other TCs were often outside of your screen, so it was much easier to sneak attack back then. Now it is all visible.
EDIT: grammar
 
Last edited: Apr 20, 2022
L

Unknownlecracheursagacite

Longswordman
May 1, 2020
3,119
2,785
113
  • Apr 20, 2022
  • #34
willdbeast said:
I really don't think this would discourage walling, I think it would encourage it way way way more.
If archers had ballistics for free you need to big wall asap cos otherwise if 3 archers get in your base before you have a skirm you're monumentally ****ed. Whereas scouts you can still small wall and be fine (until the follow-up comes).
Click to expand...
Archers having ballistics for free means towers and TCs do too. Note that without ballistics I think the accuracy against moving targets should be at least a bit lower than what it currently is.
 
King_Marv

GermanyKing_Marv

Champion
May 27, 2016
1,003
2,262
128
31
Germany
  • Apr 20, 2022
  • #35
If you still lose badly vs wallers you just suck as players.

And castles are not op. It’s the most stupid thing I read in a long time on this website.

A Frank Castel does absolutely nothing except protecting some part of your eco.

Ever saw a Persian castle drop dominate on any map? I didn’t. It’s the units which a castle can produce which makes it good to built one or not. In general it’s a very big Investment.

On arena a castle drop works with Turks and that’s it basically.
 
  • Like
Reactions: akku, streetpete and teutonic_tanks
S

GermanySnizl

Halberdier
Nov 8, 2020
313
751
98
  • Apr 20, 2022
  • #36
I'm honestly wondering at what levels you are playing that you all have such massive issues with wallers. Personally I'm just a casual player at 1500 elo. Arabia is almost never fully walled at the start of feudal, usually fully walled at mid to late feudal age. Yes, runestones is usually fully walled but even there you can go for early aggression with 2 militia drush, often being able to keep your opponent open, or walled so small archers still remain effective in keeping him off resources.
Watching other players, slam, Andre (not much more playing right now), I rarely see full walls in feudal either. It happens sure, but it also should happen, just not all the time. KOTD as the last 1v1 tournament wasnt walled a lot either, and while current Arabia is a bit different its still pretty close. So what exactly are you still complaining about?
Walling is necessary. There are few comeback mechanics in AoE. The only real thing is the defenders advantage, and that only works if you can minimize damage without army for some time. Without the ability to wall/small wall/quick wall the game just becomes a snow ball party and falls apart.

In addition: Any nerf to walls will always buff m@a disproportionally more than scouts.
Think about it: If you are full walled scouts and m@a both cant deal damage anymore. you can just wall behind and keep them out forever. If you are not full walled you can small wall your ressources and scouts still cant deal much damage. Sure your eco will be a bit more awkward and it isn't ideal. But m@a will be much better at forcing repairs and letting archers in that actually will be able to kill your villagers. Nerfing walls doesn't do **** in buffing scouts. If you want to get more scouts you need either spawns further away from each other, nerf m@a, or buff scouts, but not nerf walls.

IvIaximus said:
Hence villager running away can simply place foundations inbetween them and save himself due to long scout attack animation. Back then, with 30 fps and peer to peer connection, it was impossible to do that. I know u can avoid that by manually ordering scout to move forwrad right after attack but that's for micro nerds
Click to expand...
Well you can counter micro with micro. Seems fine for me. Also who exactly actually manages to do that consistently? The amount of players that are able to do so while getting raided in their base is extremely small. Not sure if that really is a matter of concern.
 
  • Like
Reactions: LmScar12
L

LithuaniaLokalo

Halberdier
Nov 4, 2021
481
829
98
  • Apr 20, 2022
  • #37
Snizl said:
I'm honestly wondering at what levels you are playing that you all have such massive issues with wallers. Personally I'm just a casual player at 1500 elo. Arabia is almost never fully walled at the start of feudal, usually fully walled at mid to late feudal age. Yes, runestones is usually fully walled but even there you can go for early aggression with 2 militia drush, often being able to keep your opponent open, or walled so small archers still remain effective in keeping him off resources.
Click to expand...
I'm playing at 1700-1800. The main issue walls are so cheap, that no one even thinks about staying not walled. It just benefits so much compared to the price. Yes, most likely people wont be full walled first few minutes in feudal if they don't do weird stuff. But after initial like 5 archer vs 5 archer fight or something similar people get full walled right away no matter what they do. Is like no matter you go agressive or defensive it's so good that almost everyone full walling right after getting few troops out. I would say at minute 17 almost everyone are already full walled as in arena not depending on the strategy. And I think it's my main concern, no matter what people do, they get full walled early, which kind of indicates full walling is so powerful that it's no brainer, you just do it everytime.

Full walling in Wallstones is not even a question, like literally everytime ppl drush, full wall, fc there whenever I play it. But I guess is not too bad, as it plays out bit different from arabia, it just kind of sucks due opening is almost everytime same, but the part where more defensive civs can do better is a good thing I guess.
 
  • Like
Reactions: Paint
lsangelov

Bulgarialsangelov

Member
Sep 9, 2021
9
9
18
  • Apr 20, 2022
  • #38
The decision if something is OP has to be taken based on the highest ELO gameplay. In PRO games forward castles are used rarely as building a forward castle is a very risky business. Unless you have a map control you might end up losing 650 stone plus 5 to 10 villagers. Also Forward castles are good way to punish greedy defensive players which give the map control to the opponent.
 
  • Like
Reactions: Tocaraca and vince
Uselessaurus Rex

United KingdomUselessaurus Rex

Known Member
Sep 20, 2020
75
231
48
  • Apr 20, 2022
  • #39
lsangelov said:
The decision if something is OP has to be taken based on the highest ELO gameplay. In PRO games forward castles are used rarely as building a forward castle is a very risky business. Unless you have a map control you might end up losing 650 stone plus 5 to 10 villagers. Also Forward castles are good way to punish greedy defensive players which give the map control to the opponent.
Click to expand...
Seen high level nomad play recently?

That said, I don't think much, if any change needs to be made to castles, but your statement about castle drops being rare at high level isn't particularly accurate.
 
Paint

AntarcticaPaint

Champion
Jul 23, 2017
1,314
2,092
128
  • Apr 20, 2022
  • #40
lsangelov said:
The decision if something is OP has to be taken based on the highest ELO gameplay. In PRO games forward castles are used rarely as building a forward castle is a very risky business. Unless you have a map control you might end up losing 650 stone plus 5 to 10 villagers. Also Forward castles are good way to punish greedy defensive players which give the map control to the opponent.
Click to expand...
I think this is stupid. If something is a problem for 95% of people then it is a problem and just saying "but the pro players" doesn't make the game more fun.
 
  • Like
Reactions: felix.feroc, lecracheursagacite and Snizl
M

Isle of ManMuscleChamp

Halberdier
Nov 5, 2019
299
896
98
  • Apr 20, 2022
  • #41
Paint said:
I think this is stupid. If something is a problem for 95% of people then it is a problem and just saying "but the pro players" doesn't make the game more fun.
Click to expand...
Thats also true, but if its not a problem at pro level then we know for sure that there is a solution to it (just look at what the pros do to counter/prevent it). Of course this wont work for every balancing problem, but this one seems not that bad.
 
  • Like
Reactions: Tocaraca, jetseLinkinPark, MaSmOrRa and 1 other person
IvIaximus

SlovakiaIvIaximus

Knight
May 16, 2010
3,712
1,202
138
  • Apr 20, 2022
  • #42
Snizl said:
Well you can counter micro with micro. Seems fine for me.
Click to expand...
Not neccessarily wrong. But there is limited amount of attention that you can devote to playing. By pushing this micro intensive part of game to extremes you may risk neglecting macro aspect of game. No idea how to express it properly.
 
  • Like
Reactions: Tocaraca and lecracheursagacite
lsangelov

Bulgarialsangelov

Member
Sep 9, 2021
9
9
18
  • Apr 20, 2022
  • #43
Uselessaurus Rex said:
Seen high level nomad play recently?

That said, I don't think much, if any change needs to be made to castles, but your statement about castle drops being rare at high level isn't particularly accurate.
Click to expand...
I didn’t watch or played nomad recently. About the other part of your statement I mean that the meta for pro players is first castle to be defensive especially on Arabia. They go forward castle based on circumstances when full map control is obtained, late game to make opponent to resign or as desperate move when losing to try to stay in the game.
 
Uselessaurus Rex

United KingdomUselessaurus Rex

Known Member
Sep 20, 2020
75
231
48
  • Apr 20, 2022
  • #44
lsangelov said:
I didn’t watch or played nomad recently. About the other part of your statement I mean that the meta for pro players is first castle to be defensive especially on Arabia. They go forward castle based on circumstances when full map control is obtained, late game to make opponent to resign or as desperate move when losing to try to stay in the game.
Click to expand...
True, but arabia is just one map, and not one that any defensive structure / option should be balanced around.
 
Faultier321

GermanyFaultier321

Longswordman
Dec 28, 2016
437
583
108
  • Apr 20, 2022
  • #45
I dont think palisades are that OP nowadays. You almost cant use them for a Fast Castle because they go down to man at arms within seconds. If you have have 4 Japanese M@A knocking at your palisade you need to have a villager super close by or there wont even be time to wall behind.

Also for walling there is always the risk that a) you have a hole and you are dead (at my lvl this happens super often, and you can still see it quite frequently at high level games) or b) you are not walling in time and your villager gets sniped by opponents Scout or caught of by Drush/M@A.

So walling in itself can be a risk, and if you manage to wall out an opponents drush, you are getting a small reward for it (spend like 150-200 wood, opponent build early barracks and spend 180 f 60g).

I dont see a problem with it, only maybe if the maps are super easy to wall, but that is rarely the case in the ranked version of arabia.

And as i am feeling right now, if me or my opponent is trying to play defensive, the attacking player seems to win more game more often then the guy trying to defend. I doint have numbers for this, its just my feeling in general
 
  • Like
Reactions: lecracheursagacite, streetpete, Elvaenor and 1 other person
Surf_Meal

AustraliaSurf_Meal

Well Known Pikeman
Nov 5, 2019
108
295
78
38
Perth
www.surfmeal.com.au
  • Apr 20, 2022
  • #46
I always liked the idea of the first castle (at least) being limited in placement by proximity to starting TC, if only as a nod to "reality".
 
  • Angry
Reactions: Tocaraca and The Bloodless
L

LithuaniaLokalo

Halberdier
Nov 4, 2021
481
829
98
  • Apr 20, 2022
  • #47
Faultier321 said:
I dont think palisades are that OP nowadays. You almost cant use them for a Fast Castle because they go down to man at arms within seconds. If you have have 4 Japanese M@A knocking at your palisade you need to have a villager super close by or there wont even be time to wall behind.
Click to expand...
Well I can see your opinion and everything is ok with whole post, but that sample is bit strange, you did calculation for 3 militias, but took strongest m@a and 4 of them. which makes it 390food and 110 gold investment. Basically half of castle age cost. Could also add that 20 saracen archers can get in easily.
 
Faultier321

GermanyFaultier321

Longswordman
Dec 28, 2016
437
583
108
  • Apr 20, 2022
  • #48
Lokalo said:
Well I can see your opinion and everything is ok with whole post, but that sample is bit strange, you did calculation for 3 militias, but took strongest m@a and 4 of them. which makes it 390food and 110 gold investment. Basically half of castle age cost. Could also add that 20 saracen archers can get in easily.
Click to expand...


Faultier321 said:
So walling in itself can be a risk, and if you manage to wall out an opponents drush, you are getting a small reward for it (spend like 150-200 wood, opponent build early barracks and spend 180 f 60g).
Click to expand...
 
vince

United Statesvince

Well Known Pikeman
Mar 10, 2021
165
287
78
  • Apr 20, 2022
  • #49
lsangelov said:
The decision if something is OP has to be taken based on the highest ELO gameplay. In PRO games forward castles are used rarely as building a forward castle is a very risky business. Unless you have a map control you might end up losing 650 stone plus 5 to 10 villagers. Also Forward castles are good way to punish greedy defensive players which give the map control to the opponent.
Click to expand...
I actually somewhat agree with this. if a ton of lower to mid level players are complaining that something is OP, when in actually there is a relatively simple, strategic way to overcome it, then perhaps it's not truly OP, the players just need to figure out the adjustment. but if it requires some sort of insanely high level micro, or cheesing the game to overcome (like quickwalls, or in the past things like building scanning), then that's a different story.

I'm not a very high level player myself, but I don't feel walls are necessarily OP. it does seem like players are able to get a consistently better ROI on them, but I could be wrong. edit: the more I think about it, the truth is if you wall in early you're mostly forcing yourself to be defensive, which can be incredibly effective, but is also usually a more difficult way to play, especially if the opponent is careful with his military. so perhaps that's the tradeoff in itself, that you set yourself up for a more difficult gameplan to execute.

but I definitely think quickwalling is OP and cheesy, and that foundations need to be severely nerfed. I enjoy seeing and doing it, I won't lie. but it's just such a cheap tactic lol
 
  • Like
Reactions: Tocaraca, LmScar12 and lecracheursagacite
Hunyadi_

CanadaHunyadi_

Longswordman
Jun 26, 2018
883
2,387
108
  • Apr 20, 2022
  • #50
Snizl said:
where?
Click to expand...
I used the combined SR/WR method that gets them close to 65% in fact, far above any other civ. It's quite ridiculous.
 
Prev
  • 1
  • 2
  • 3
  • 4
Next
First Prev 2 of 4

Go to page

Next Last
You must log in or register to reply here.

Remove ads? Become a premium member
Share:
Facebook Twitter Reddit Pinterest Tumblr WhatsApp Email Share Link

Time

Your time
G M T
Your zone

Calendar

Today's events
2023 Nations Cup Silver League Round of 24
Today 20:30 (GMT +02:00)
Denmark A vs Poland B
Events
2023 Nations Cup Round of 16
Friday 01:00 (GMT +02:00)
Argentina A vs Argentina B
@TWest
KOTD5 Showmatch BO7
Friday 18:00 (GMT +02:00)
MbL vs Vinchester
@MembTV
2023 Nations Cup Round of 16
Saturday 15:00 (GMT +02:00)
China B vs Vietnam A
2023 Nations Cup Round of 16
Sunday 16:00 (GMT +02:00)
China A vs Sweden A
@TWest
2023 Nations Cup Round of 16
Sunday 20:00 (GMT +02:00)
Finland A vs Mexico A
@TWest
2023 Nations Cup Round of 16
Sunday 21:00 (GMT +02:00)
Canada A vs United Kingdom A
Delicious Easter Mixed Teams 3v3
Monday 16:00 (GMT +02:00)
Delicious Easter 3v3
2023 Nations Cup Round of 16
Tuesday 20:00 (GMT +02:00)
Brazil A vs France A
@TWest

AoE Live-Streams

There are in total 51 streamers online
Click here for details
Andre_2i
Age of Empires II 212 viewers
Anjelica_Asa
Age of Empires IV 188 viewers
itsFayebae
Age of Empires IV 156 viewers
SavvyEmpire
Age of Empires II 127 viewers
kw91078
Age of Empires II 53 viewers
Kaleli_AoE
Age of Empires III 34 viewers
Shiderplays
Age of Empires II 21 viewers
BCallery24
Age of Empires II 15 viewers
KreapnTV
Age of Empires IV 14 viewers
納可
Age of Empires IV 11 viewers
JustSoosh
Age of Empires II 9 viewers
aoe_bogia
Age of Empires 7 viewers
drasah_x
Age of Empires II 6 viewers
vakortv
Age of Empires II 6 viewers
JackyNoBodyTV
Age of Empires II 5 viewers
justmayjustmay
Age of Empires 5 viewers
momo9696969
Age of Empires 5 viewers
Yase7
Age of Empires II 4 viewers
Kontraman666
Age of Empires II 3 viewers
MatutinoNT
Age of Empires II 3 viewers
N00b1g
Age of Empires IV 3 viewers
kawaiikuroineko
Age of Empires II 2 viewers
ToolHouseMafia
Age of Empires II 2 viewers
izzyjsmooth
Age of Empires II 2 viewers
Nhoxy
Age of Empires III 2 viewers
LiVEWiTViBE
Age of Empires II 1 viewers
hammernstain
Age of Empires II 1 viewers
killacamnky11
Age of Empires II 1 viewers
leschroniquesdetechnic
Age of Empires II 1 viewers
captainamericabjj
Age of Empires II 1 viewers
driblx1
Age of Empires II 1 viewers
w3stsid3rr
Age of Empires II 1 viewers
ckulz21
Age of Empires II 1 viewers
arkcast_aoe2
Age of Empires II 1 viewers
juddkins
Age of Empires II 1 viewers
Artrippyaqua
Age of Empires II 1 viewers
XxZiggy412xX
Age of Empires II 1 viewers
RedDoggx
Age of Empires II 1 viewers
OBESE_JENNA_CAT
Age of Empires II 1 viewers
deamen0
Age of Empires II 1 viewers
theignorantmidlander
Age of Empires II 1 viewers
yngtakenotes
Age of Empires II 1 viewers
Kieon8
Age of Empires II 1 viewers
戀凝月
Age of Empires II 1 viewers
rico4942
Age of Empires IV 1 viewers
BryansLP
Age of Empires IV 1 viewers
Napoleoooonn
Age of Empires IV 1 viewers
AngloAssassin
Age of Empires IV 1 viewers
eihi_maco
Age of Empires III 1 viewers
LEVAKU92
Age of Empires III 1 viewers
yazhy74
Age of Empires III 1 viewers

Voobly Top 5 RM 1v1

MUHAMMEDD 2355
FaNTaZi___ 2345
KillSwitch__ 2270
GeliyoruM__ 2253
PMR_Keif 2181

DE Top 5 RM 1v1

Click here for full list
Hera 2644
_Barles_ 2639
Villese 2617
GL.TheViper 2602
ACCM |AOEbuilds.com 2594

Voobly Top 5 RM Team Game

BMW 2155
[CiD]_Ciifuantes_ 2031
Achraf_Hakami 2004
Enes_Kayi 2003
RoR_Angelina 2003

DE Top 5 RM Teamgame

Click here for full list
2583
痛大师 2245
HGB_AOE 2181
chaos_2_win 2009
正义的威震天 2008

Voobly Top 5 DM 1v1

[Learning]_QQV 2038
Thesheep_RadiX 1999
Riker_ 1999
[GB_ ]_Churchill 1999
CSA_WR_Peck 1999

Voobly Top 5 DM Teamgame

Riker_ 2145
KOTL_rampage 2035
MrBiLLy95_ 2025
_JCVD_ 2010
FastKnight 1977

DE Top 5 Empire Wars 1v1

Click here for full list
[aM]_MbL40C_ 2053
ACCM |AOEbuilds.com 2031
Hera 1999
Yo 1964
CDUB.dogao 1935

DE Top 5 Empire Wars TG

Click here for full list
mYi.Sitaux 1752
__BadBoy__ 1726
ELEOS | ElNoniro 1690
Lauth3 1687
BlackRock 1668

Latest posts

  • K
    AOE-II DE Lo desastrosas que pueden ser las partidas en equipo.
    • Latest: KolyaKrasotkin
    • Today at 8:54 AM
    General Discussion
  • MembTV
    [Mar 31, 2023] KOTD5 Showmatch BO7 (MbL vs Vinchester)
    • Latest: MembTV
    • Today at 6:08 AM
    Event Calendar
  • V
    AMD Ryzen 5700G or 5600G for Age2 DE
    • Latest: vk kellen
    • Today at 3:42 AM
    Installation and Configuration
  • Socksyy
    Biggest AOE 2 DE PUP changes
    • Latest: Socksyy
    • Today at 2:39 AM
    General Discussion
  • F
    Changing music
    • Latest: FaythSmith
    • Yesterday at 2:49 PM
    Developer Requests

Share

Share this page
Share
Facebook Twitter Reddit Pinterest Tumblr WhatsApp Email Share Link
  • AoEZone Dark theme
  • English (US)
  • Contact us
  • Terms and rules
  • Privacy policy
  • Help
  • RSS
Community platform by XenForo® © 2010-2022 XenForo Ltd. | Style by ThemeHouse
XenPorta 2 PRO © Jason Axelrod of 8WAYRUN
XenAtendo 2 PRO © Jason Axelrod of 8WAYRUN
Top
  • This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Accept Learn more…