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Downloads Home » Recorded Games » Huns on Water

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Huns on Water

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Version: The Conquerors 1.0c
Fully random map dealt me as Huns and my ally as Koreans on team islands vs. Japanese, Spanish and somebody else (Turks?).

This is my first submission here after playing several months on my own so I'd appreciate any comments such as hints for improvement and criticisms.

I can't seem to find the trick to balancing combat while transitioning to the Imperial age. I have beat a hard or two but I tend to run out of gold or just get overwhelmed and was hoping to turn the corner with your suggestions.

The only interesting points to this were that the AI didn't put any relics on our island and, having been dealt "Mongolia" a lot by the randomizer, I was pleasantly surprised at the abundant game (deer/boar) on this maptype.

Please enjoy. Thanks!
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hunnic paladin Really nice game. The only thing I would suggest is using your resources; you had thousands of each, and you could have won much faster. I enjoyed watching your game though... entertaining! :D
File Author
I agree HP. I need to use my resources more. I'm not good at projecting power on water maps. I think I need to make a more steady stream of transports. I could have sent more villagers over and had them build more stables.

I shied away from archers in this game because I knew I'd be facing Goths (huskarls) and I needed to focus on a fast mobile shock force of knights and I didn't want to spread technologies too thin.

In other games, I try to have a good 20 to 30 archers defending my monks and trebuchets. They tend to end the game sooner because they provide an area of ranged attack and can mop up those straggling villagers and infantry faster. On the other hand, they have such a high loss rate and require microing a little more to prevent hordes dropping from onagers.

Getting back to your suggestion, what do you think about building two blacksmiths so I can simultaneously be researching attack and armor technologies? Maybe one could be devoted to fortifying infantry/archers and the other the cavalry.

Which buildings would you have added? Where and when would you have built them?

Since this game, I've backed off to experiment on 1 hard or 1 moderate at a time. I've had good results doing some early raiding on their wood and gold villagers and that seems to cripple their economy. This is manageable against 1 foe, but when facing 3 or more as I like to, it becomes a distraction and my economy town suffers from neglect. My goal is to be able to harry 2 or 3 foes while at the same time booming with at least 3 Town Centers and then crushing them in the Imperial.

I still think I need more suggestions about which attack force to use and timing when to research technologies/aging.
hunnic paladin Well, I do suggest two or three blacksmiths. As far as when to research techs, I say this... If you are planning on wiping them out in the imperial age, then I suggest having upgraded your men all the way. In the fuedal/castle age though, you should be constantly trying to rush your enemy with some cheap soldiers. Just send a dozen or so pikemen over to an enemy lumbercamp, and make sure they are set to aggressive, and then just leave them to cause as much damage as they can before they die. I would suggest that you research the technologies as they are available to you. In other words, research blacksmith techs that you are allowed to use in the fuedal age in the fuedal age. Did that make sense? ;)
suhasbhat26aoe castle time is more than 19 mins (you had so much deers)

villagers after going castle is less
overall pop is less (125) could have kept 200

[Edited on 10/28/08 @ 07:48 AM]

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