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Ideal Villager Count/Distro
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Meditations
post May 21 2016, 05:12 PM
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Are there any general rules for villager count before ageing and/or the way villagers are distributed on resources. In AOM/AOT should you constantly build villagers, or is there a number where you stop and just focus on military?

For example, my background is in Age 3. In Age 3, the general rule is that you want to have 14 villagers before going to Age 2. You task all of your villagers on food until you get the amount required for age up. Once you start ageing you might do something like task 10 villagers on wood until you have enough wood to build a house and military building and then you switch the majority of your villagers to food and gold. Age 3 players also constantly build villagers, even if it means initially not being able to put out as much military.

Thanks for the tips. I still love Age 3, but I'm rediscovering this game (and Age 2) after many years. Really great to be taking part in the larger Age community again!

-Med.




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IamGoDDy
post May 22 2016, 02:30 AM
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well there are different Build Orders for different gods\strategies, u need to watch recorded games for each god specific, learn the BO's and just adjust accordingly :)
also remember Strategies are only done to counter the other. :)

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Kyomaku
post May 25 2016, 09:08 AM
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Overall this can easily become very complex, but I'll try to break it down to a few more general (non civ-specific) rules.

1)
You never want to break villager production, unless you have a very good reason to do so. I'd recommend less experienced players to stick to not breaking production in general.

The point, where you're having too many civilian units occurs usually very late, when you're making caravans additionally to being villager-capped / near-capped, in which case you want to consider reducing your villager count slowly (goldies replaced by caravans). You can do this by sending them out to build stuff. Do not forget to rebuild "builders" though, you'll always need some villagers building stuff in the late stages.

Around 20-30 caravans is generally solid.

Water maps can lead to exceptions when it comes to breaking villager productions, as you are having fishing boats. This is not before winning water usally (not before 10-12min).

Lastly, try to be aware of your economy and military supply. If you're having too much income and require population to field an army, you may want to consider freeing up population.

2)
3.30-4.30 is generally considered as an early advance. Primarily used to rush. For this time, you may advance without upgrades or hunting dogs only, depending on the map.

4.30-5.00 is semi-early. Used to rush and boom. More villagers > upgrades, hence skipping upgrades for an earlier advance time, leading to an earlier TC ( starting to build it @ 4.16-4.30) usually beats the later advance times economy wise, but this comes with a risk, as you have no real buffer, so any damage done hurts your start/strategy a lot. Be careful and know when to do this. For this time, you may advance with a few more upgrades, although it is likely you don't research any besides hunting dogs until after your 2nd TC. Otherwise, if you don't plan to TC, you may research pickaxe or handaxe or husbandry during your advance to the Classical Age, depending on your gameplan, rarely multiple of them.

5.00-5.30 is semi-slow. Stronger 1TC economy, weaker, but safer booming. Rushing potential is becoming rather limited, although you can still fight for map control. You're probably in the defense when doing this, unless your enemy has opted for a second TC. May be used for a F/H as well. For this time, you're usually advancing with all the archaic upgrades. Hunting dogs may be skipped, depending on your map. You may research husbandry, pickaxe or handaxe or multiple of them before advancing. This is more common for egyptians with pickaxe being researched around 2-3min.

Anything past 5.30 is considered slow. Not very adviced, unless you're planning to F/H. Otherwise earlier advance times usually favor your gameplan more. For this time, you advance with all the archaic upgrades researched before avancing. Hunting dogs may be skipped depending on your map.

3)
Villager distribution is very civ- and matchup-specific, so I won't go into that, I'd have to write a long essay for it to be helpful. Instead, a basic tip for your food gathering in the early stages to keep a smooth advance.

As most civs, you probably do not want to send more than 6 villagers to a single food source, unless you plan to advance very early. Most commonly, you send 5-6 to one food source and newer food villagers to an outside food source. 8-10 on food are generally enough to advance smoothly. Norse is fine with 5-7, 7 being the most common. Without hunt (and hunting dogs), you may want to send 1-3 additional villagers onto food. Other villagers are tasked to wood/gold. Experiment with this vs the AI and pay attention to the time you advance and if you have excess resources and could gather something else earlier/later.

Build your granary in the center of a deer/giraffe/zebra/gazelle herd.

Shoot animals from behind once to make them run closer to your granary. Less walking time, more gathering. You can also use your scout/priest/pharao for this quickly.

Use 2 villagers to kill deers/gazelles, 3 to kill zebras/giraffes. Try to stay close to them so that your villagers are less likely to miss. If one misses, it will run away from your granary.

Do not kill too many animals, only enough to improve your efficiency, as they decay.

4)
On water maps, build a dock and make fishing boats. Try to have enough on food (usually 4) to sustain villager production, then take care of sending enough (4-6) to wood to build a decent amount of boats. After that, everything to food until you can advance and build a temple as soon as you can, you may interrupt your fishing boat production for it. As an egyptian, you will want to send a few to gold after wood, so that you can pay the temple, as docks use up your intial gold. You may also send your initial villagers to wood first and then new villagers onto your pigs around your TC. This requires closer management most of the time. Experiment with it vs the AI. Common as Greek & Norse. Less common on Midgard.

Don't forget to make additional docks (2-3 docks is solid, egyptian may have up to 5) on water after your temple (usually while advancing), so that you can make more arrow ships. It is common to research handaxe/pickaxe during the advance as well.

Might add more later, hope this helps for now. Tried to keep it as general as possible, so this may not be optimal for your civilization, but it should be solid overall. Feel free to ask any additional (also civ-specific) questions, I'd love to answer them. Remember to watch and analyze expert-replays, you can learn a lot from them.

This post has been edited by Kyomaku: May 25 2016, 09:20 AM

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Meditations
post May 25 2016, 10:42 AM
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Thank you all for the feedback. This helps a lot to have a starting point. Right now I'm focusing on Norse and mainly trying for the Loki Hersir rush (I assume this is still a valid strat).

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THoR_Pascal_
post May 27 2016, 12:48 AM
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Hersir raiding with Forsetti is probably a lot more common now. This has you building your temples a lot more defensively and using the Hersir speed boost from both Loki and Foresetti to raid while you boom and get 3rd age with Bragi. This would probably be the more common strat against Greek and Egyptian.

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jokani
post May 27 2016, 03:11 AM
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the best tip i can give is go aoe2


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IamNightmare
post May 27 2016, 09:56 AM
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QUOTE(jokani @ May 27 2016, 03:11 AM)
the best tip i can give is go aoe2
*


best tip to make our community better.. ban this guy

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simtom
post May 28 2016, 11:53 AM
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Loki perfect late game you want to aim for 30-40 on food, 15-20 on wood, 15-20 on gold while starting trade. Depends on what you want to make obviously though, I dont play late game with huscarl or axemen so you'd probably need more wood if thats your style.



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