Qazitory
HG Alumnus
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posted 11-29-04 01:41 PM CT (US)
Qazitory's Hand Picked Articles to AoK:TC Playing 2004 Based on dragons89's The Ultimate AOK Guide concept.
During my years playing Age of Kings, I've seen a lot of different strategies, ways of thinking, civilization specific threads and wonderful recorded games. Since dragons89's old guide was outdated, and most of the links were broken, I decided to create a whole new post collection. The function is slightly different though, I decreased the number of posts in order for the best threads to stand out. Don't worry though, there's still plenty of threads here. Please note: Some of the articles here are in post archives, which can only be viewed by registered users.
The very basics The things listed in this section are very basics for playing this game, and if you intend to be any good at this game, you should learn these.
Luring a boar - Boars have 340 meat each. You just can't let it go, especially because it's one of the fastest ways of gathering food. Game basics - Some basics on villager production, scouting etc. Economy basics - Here are some tips to keep your economy running Scouting basics - If you don't find your resources in time, your opponent will.
Newbie Guides
Most of these guides are somewhat old. This means, the strategies in them don't usually work against human opponents any more. However, the ideas in them are still valuable to new players. You learn the basics very well from them.
Newbie Guide to AOK - This guide by Captn_Kidd is a good start. The guide is very old and the strategies definetly don't work anymore, but it's still a good read for beginners. OEK's Fast Castle Guide - One Eyed King's Fast Castle Guide for the Terminally Slow is a very good read. While the Fast Castle strategy is not a viable one in 1v1 or 2v2 games anymore, it's still an important step when learning the game. It teaches you to run a good economy. Grumpy Old Farts' Road of Kings - This guide gives a fairly good insight into how to practice starts. I hate to give this piece of advice, but 'take with a pinch of salt'. Not everything is as black/white the guides makes them to be. Hotkeys - learn to use them right - A first touch to hotkeys in AoE2:TC. Learning hotkeys makes you a better player, no matter how good you're already. Road to Expert - An excellent guide written by Ralber. Recommended Civs for a New Player - Not all civs are equally easy to play. Doug Thompson gives advice to new players in choosing a civ to start with. Read the replies as well, there are some good points. Tips from Gamers:Slugur - Slugur's tips here are of high importance to new players. This is a must read. Maps overview - ES maps listed with short descriptions and good instructions.
Strategies
Flush
Don't think of it as a Feudal rush anymore. It is the way the game is played. It is not a rush. That's the first hurdle in thinking the game properly. - DaRq_Minos
The history links here include old flushes, which no longer work against real opponents. They've been included mainly to provide insight into why flushing is important, and of course the historical value. If you're impatient or want to read just one article, read the first one.
Modern The Flush by Stevay - If you read just one article in this whole guide, make sure it's this. Tips for Flushing - Good tips, especially from Minos. A basic flush record - An example of a modern flush, by Chichiri.
Slaghter's Mongol Fast Archer Rush - Something different here. Scroll down for Myll_Slaghter's post with the build order and records.
History A Fast Feudal Rush - The first flush is often contributed to Gutter_Rat. It included a very fast feudal and an attack with archers. Mongol Power Flush - An interesting concept into using the Mongol hunting bonus to full extent. Forget the archers and the 3 archery ranges and you may get some ideas into your own playing as Mongols.
Fast castle Fast Castle, while practically useless in 1v1 and 2v2, still holds its place in bigger team games. Fast castles usually have about 16-17 minute knight rushes.
Slaghter's Knight Rush - A 15:10 castle with knights from 2 stables.
DrushDark Age Rushing (Drush) is one of the most controversial strategies out there. It's unquestionably a strategy which can be used to gain a powerful advantage by harassing enemy villagers and maybe even killing them with militia, but some say it's just a waste of time and good players know how to counter it. However, it's been extensively used even on the highest skill levels on the zone. Go figure. (In recent times, especially with the Master of Huns tournament, drushing has become the #1 strat for 1v1 hun wars. - DaVe)
DRUSH - An old guide. However, it has a couple of good points. The modern drush doesn't usually include having many more than a couple of militia. Drushing by CutthroatSkunk - A pretty nice article on drushing. Should give you a good idea on what your aims are.
KLEWKLEW stands for Kidd's Lightning Eagle Warrior. It's basically a very fast castle (~14 minutes) followed by a few eagle warriors. On today's criteria, it's not very useful - but a funny strategy to try. The economy is very weak though, so don't expect it to do wonders (read: anything) vs good opponents. KLEW by Kidd - A copy of the original article. Mayan Power Klew - An alternative to Kidd's build order
The Douche Douching involves deleting your Town Center and rebuilding it next to the enemy town center, using it as an attack weapon. Usually done by civs with TC bonii, such as Persians and Byzantines. Usually doesn't work, if the enemy knows what he's doing.
THE DOUCHE - The Dark Age Rush - Out4Blood's short article on how to do it. Douche databases - Trouble_4_U's excellent posts on Douching. A bit old, though. A Douche of Islands - Don't take this rec by Annoyomous (aka. TrixR4Kidz) too seriously, but it's nevertheless funny 
MUSH/SMUSH
A monk rush was a clever innovation when people were still going for fast castles. Nowadays, trying a monk rush will get you killed by a flusher - but if you get the chance to try it sometime, go for it! It's fun 
The Smush - Saracen monk rush by Out4Blood. Flammifer's Japanese Monk Rush - A well thought out post.
GrushGrush (Galley Rush) hasn't changed much during the last few years. It's basically the way water maps are played - if you aren't afraid to get your feet wet on water maps, you can't miss these articles.
Crappy Grushing - A very good and detailed guide to grushing. Read this. Anyone here wanna learn how to GUSH ? - The scenario here practically holds your hand when you do a grush. You just can't fail with it. Galley Rushing - Another great article of Grushing, by Lightning_CN. Slaghter's Grush - A Grush build order by Myll_Slaghter (the third post in the thread). _NeT_AnGeLs_: Grushing - A grush article from _NeT_ clan.
Fireship RushThe knight rush of water maps. Still viable in 3v3 and 4v4 games.
Slaghter's Fireship rush - A build order for Fireship rush with Persians (the second post in the thread).
Dock First - Persians are about the only civ that can build a dock before a lumber camp with standard resources. This can give you a very good boost and on migration, it's usually an important skill to learn.
The Sheriff's Persian Dock First by Captn_KIdd - A very good how-to article. A record by Slamdrew - A demonstration of dock first
Tips and Helpful information
Useful Tips For Every Player - Chichiri's advice here is not just for newbies, but applies to good players as well. He shows some important points, largely ignored. Booming - A nice guide for learning booming. Make a note to ignore the military aspect of the guide, though. Little Known Strategies of the Greats - Winston posted a long series of good articles, well worth the read. ME_Count_Rahl's tips - Sometimes knowing your goals is more important than having all the best strategies memorized. Sending villagers back to work easier - A helpful hint from Simfish Swp's Guide to House Starts - Not all civs have the same kind of start: not knowing what to do in the first couple of seconds will cost you tenfold in the future. MFO: Mental Strategies - A very good and up-to date article by WH_Eclipse An Arabian Thought Process from an 1800's head - A detailed guide on how to improve your game.
Deathmatch
DeathMatch -- The Basics - Tonto_DaVe explains the basics of DeathMatch, a good read for starters. DM - Hun Wars - Huns are the most powerful DM civ because of their bonuses, read this and you'll understand why.
Land Nomad
Land Nomad by Intimatum - The most extensive guide I've seen written on this map. Very good stuff. Be sure to read all of Intimatum's posts in this thread, the guide continues even after the initial posts. Land Nomad - Understanding the Map - An analysis of the map. Gives a good insight into what the map offers.
Tests and Stats
Unit vs unit tests Summary - Gaparr64's tests, practically everything tested you could ever wish for. The first issue of Some Things to Think About - Sir Marf of Ans did some nice tests, although they're not done in Gaparrian manner, they're still high quality. Unique units vs their counterparts - Sir Marf of Ans providing yet more excellent tests. The complete guide to Saracen market - The Saracen Market bonus is definetly the hardest bonus to use in the game. Reading this article should make it a bit easier. Unit Upgrade Chart - Forging or Scale mail first for Pikes? Find out here. Economic Upgrades - Very good analysis on economic upgrades. Unit Tables - Unit statistics database. How Monks Really work - An extensive research of how converting works. Rates of Fire - Keep in mind that the Japanese ROF bonus is now a constant, the article is pre-patch. Trade Carts - Excellent analysis on how much gold trade carts produce.
Civilization Post Collections Summary - Some post collections listed Qazitory AoE3 rating: Qazitory My AoE3:TWC mods: QazUI - Treasure - Main Menu - Low Lag HC - Deck selection Guide my keystrokes, keep my programs alive, protect me from viruses, back up my drive.[This message has been edited by TOAO_DaVe (edited 02-27-2010 @ 09:04 PM).]
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