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Age of Empires Heaven » Forums » Age of Empires / Rise of Rome / Definitive Edition » The most underused tech?
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Topic Subject:The most underused tech?
CenturionZ_1
Clubman
posted 06-19-01 02:16 PM ET (US)         
There already have been discussions on units and civs so now which techs do you lot think are overlooked but can really help in a RM or DM game.

I will start:

Many people forget how important irrigation is in DM. In DM everything is about farms and irrigation really helps keep wood levels bobbing along especially when you are Sumerian.

Also people think heavy transport is a load of ****. But in games where you need to transport units they can save you losing 5 units jsut because one boat is sunk.

Finally, monothesiem is probably the most forgotten priest tech EVER! It is so useful to convert one tech building in an opponent's city. Then you start to produce units in his city and once I did this, the opponent did not realise until he heard a trumpet and that was too late.

(Another dirty trick is to convert a transport with units in and DELETE it)


CenturionZ_1
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wedsaz
Clubman
posted 06-19-01 02:54 PM ET (US)     1 / 13       

wow, where do I *start*???

Siegecraft. I won games because of this tech, which I probably would have lost without it. It allows you to use goldless disposable villagers as deadly siege weapons for clearing out entire *fields* of towers, and unlike jihad it doesn't hurt your economy at all. That means you can keep your gold for non-siege military like cents and compies.

Let's see... heavy cat. I can't fathom why, but some people make tons of cats and never make this investment to double their hps. Weird. Oh and double that for anyone not researching helos for the double RoF.

Alchemy. It helps all your ranged units, and if you're playing hittite or some other fire galley civ the extra +6 damage it worth it don't you think?

Pit techs! Get your bleeping pit techs people! This might seem obvious, but you wouldn't believe how often I've seen this even among people who called themselves experts.

Wood upgrades. Yes I know you get them, but I noticed most people postpone them in favor of other techs such as the wheel. The wheel gives only a 5% gain on woodcutting and even less for other resources, while artisanship gives 20% which is a lot. The only real reason for getting the wheel first is if you need to crank out chariots asap, so mino and yammy should get artisanship *first*.


... somehow I don't think the scythe upgrade will appear on this list ...


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Delirious Lab
Clubman
(id: Benoit)
posted 06-19-01 03:23 PM ET (US)     2 / 13       
Centy:

If you convert a transport, don't delete it! The units in it are wasting housings and room under the population cap for your opponent, so just leave it somewhere at sea, outside enemy priets' range.

On land maps, yes those farm techs sure help!

What do people think about Architecture? I never use it unless I build a lot of Towers. How much does it improve building times?


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BlitzkreigComin
Clubman
posted 06-19-01 04:03 PM ET (US)     3 / 13       
In RM's I personally think people do too many techs, rather than building an early military. Players won't attack with CA until they have Nobility and sometimes even both Archer upgrades. This really causes a big mess because a Gov Center is expensive in early Bronze, and Nobility requires Gold. By the time the wheel is complete, a Gov Center built, and Nobility researched.... you are probably going to be dead against good players.

Worthless upgrades to me are any wall upgrades past small wall. Walls only delay the inevitable after Tool anyways (I'll let wedsaz argue that with me). Any upgrade out of the Temple is worthless because they cost a lot of gold, and an unupgraded Priest can convert Eles.... and that is their only real value anyways.

The Cataphract upgrade is worthless. What do you really get that you don't from Heavy Cav... wait I mean Cav... wait I mean a Scout.

Oh yeah I think that Writing isn't such a smart idea in a 1v1!

Shiny
Clubman
posted 06-19-01 04:35 PM ET (US)     4 / 13       
where can I find out what tyhe economic upgrades do for ya?
wedsaz
Clubman
posted 06-19-01 04:51 PM ET (US)     5 / 13       
BlitzkreigComin:
1. I agree, all they need to start is the archer leather upgrade - the rest they can add while killing villies.

2. I agree, once STs are out walls only stop raids not all-out attacks, so it doesn't matter whether it's just a small wall or the great wall of china - the big delay is building and moving of STs, not the few seconds of bombarding. I believe the next wall upgrade, the one that can delay siege-using opponents, is called 'cavalry'...

3. Priests imho aren't much good in large numbers. The only important use I've found for them is martyrdom vs large hordes of siege, which causes not only destruction but also chaos allowing your scythes to close in more easily - for the cost of one priest every time. Only worth making if your opponent becomes heavily entrenched though, in the open you can easily just surround and then attack from all sides...

4. scout=68hp, cataphract=207hp. Against cats numbers don't matter much, so 20 scouts aren't as good as 5 cataphracts. Against small numbers of poorly supported cats though, I agree scouts are an equally effective but cheaper option.

5. Writing, lol good one. How about alchemy w/greek?


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wedsaz
Clubman
posted 06-19-01 05:00 PM ET (US)     6 / 13       
Shiny:
http://www.mrfixitonline.com/getPostings.asp?ForumId=18

That only tells you the raw numbers though.

My formula for woodcutting:

chop = 9 (secs to chop down tree)
wt = wood per tree (I assume 40)
dist = distance to trees (I assume 5)

these numbers you can get from mrfixit's:
wr = wood gathering rate
wc = wood carrying capacity
mr = movement rate

these you can deduce:
gather = wt/wr
trips = wt/wc rounded up
walk = 2*dist*mr*trips

real wood rate = wt / (chop+gather+walk)

simple, see?

artisanship = wr 75->95, wc 12->14
wheel = mr 1.2->1.5


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CenturionZ_1
Clubman
posted 06-20-01 01:17 PM ET (US)     7 / 13       
Minoan - nobility

CenturionZ_1
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noble
Clubman
posted 06-21-01 07:25 AM ET (US)     8 / 13       
Martyrdom

This is a tech that I have never seen used. Most likely because it is expensive and requires lots of Micromanagment but still I have never seen it.

Phill Phree
Clubman
posted 06-21-01 09:06 AM ET (US)     9 / 13       
I guess that comes under Blitz's general criticism of temple techs, but while we're on that one, the most pointless has to be Mysticism - boost the hit points by a fraction on a unit that is destined to be stuffed. Polytheism comes a close second. If I had to pick a useful one it would be afterlife for the extra range.

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[This message has been edited by Phill Phree (edited 06-21-2001 @ 09:09 AM).]

peter
HG Alumnus
posted 06-21-01 01:58 PM ET (US)     10 / 13       
Heartily disagree with you there - perhaps 'tis true in multiplayer but try to convert towers in single player with priests without mysticism and polytheism and then with priests with those two. It helps a lot, I can tell you. And you may say they cost much gold - hey it's a game, see ?
wedsaz
Clubman
posted 06-21-01 04:27 PM ET (US)     11 / 13       
peter:
Convert towers? Why would you?

I just swamp them with siegecraft villies... 5 of them take longer to walk the length of a guard tower's range than taking it down...

Or slingers are ok for civs without siegecraft (shang), easier to manage than STs since they don't stone your own units... plus unlike AEs if the AI converts one you can laugh, it's cheap and probably not a big threat to you.


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peter
HG Alumnus
posted 06-21-01 04:38 PM ET (US)     12 / 13       
wedsaz:
Can you spell F-U-N ?
wedsaz
Clubman
posted 06-21-01 07:39 PM ET (US)     13 / 13       
peter:
LoL, fair enough. Converting AI units and buildings as a small measure of revenge is always fun, after all the units they converted...

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