Thank you for your good work. I'm siren.
Here's a collection of beginner tricks that beginners
who have never done AoE4 or the Age of Empires series themselves should remember.
On the other hand, since experienced people absolutely know,
I think that people who say that they can't win something sometimes lose just because they don't know these things.
Table of contents
AoE4 A collection of tricks beginners should learn
Wait a bit before the beginners start the game!
AoE4's default settings don't let beginners win
First of all, let's improve the environment in the game.
- UI → in-game HUD with "Show game time" on
- Also in the UI, "Show pinned player information" is turned on
- Make the "player color" unique → game.
If you do not do this, you will not be able to judge that you are at a disadvantage because you are attacked by more than two countries because all your enemies are red and all your allies are yellow, or that you have an advantage because you are attacking with two or more countries.
- Make the graphics → display → game screen "borderless full screen".
This way, it will be full screen in windowed mode, so it is easy to go to the chat in the back or look at the browser.
- It is OK to raise the "performance" to the point where there is no warning mark that the machine specification is exceeded.
- People who play while doing voice chat such as Discord are easy to hear if the volume → the overall volume is about 80%.
- Unfortunately, the instructional audio of the campaign is not Japanese, so it is a good idea to set the subtitle to "Movie and In-Game".
Hotkeys that beginners should remember
Write from the perspective of a former AoE3DE player.
Hotkeys are completely separate from AoE3DE, so it's confusing.
In architecture, you only need to press the Q key first and then press the key displayed on the HUD, so you already remember this.
- Change "Focus on selected units" to → spacebar
Keys that are not focused → the most recent event, such as Ctrl+L I don't think it's a 21st century game, but I'm waiting for an update because assigning mouse buttons to hotkeys is not yet implemented.
For now, the following settings are made in the utility software on the mouse side that you are using.
It was implemented in an update on April 7, 2022. You can use the mouse!
- Change the above most recent event to the middle mouse button
- Change Ctrl+, which is a full-time army selection, to 3 mouse buttons *
- Change Ctrl+. of the total leisure farmer selection to 4 mouse buttons ※
* The mouse I am using is Microsoft, and in addition to the wheel, there are 2 buttons (mouse 3, mouse 4 buttons) on the side.
It is recommended because there are many buttons and Bluetooth is good for connection stability and response.
If you make the above settings, it is generally OK, but from the AoE3DE player's point of view, it is still uncomfortable because the screen moves to that unit by selecting a unit or building. Specifically, if you leave the default setting, you will not be able to train units at the training center / center of the city while watching the battle.
So, in general → operation
- Waiting Villagers → selection only
- Selection only → atmospheric military units
- Find units and buildings→ switch between them and select only
- Selected units → selected only
Now it has the same operability as AoE3DE. Win with this!
In addition, although it is not a hotkey, if you double-click a unit, you can select the same kind of unit on the screen, so when numbering later, double-click the infantry training center to number it, or double-click only the archers to number it.
The order in which beginners advance through the game
If you've never really played this game before, try playing Mr. Son's martial arts first.
There are 5 games of about 5 minutes per game, and you can acquire basic knowledge.
At the very least, let's do the "Basic Combat" of learning about the "initial economy" and the weakness of the unit.
Country for beginners
If you look at the "Learning" section, the difficulty level of ★ the country is written in numbers.
England and France are ★suitable for beginners with one.
These countries have almost the same operation and unique units are easy to use, so let's try both of them.
England has a long range, and France can produce strong units of "knights" from the era of III, each with a long range.
Moreover, both countries can produce them with landmarks evolving into II.
However, if you mass-produce a knight or a longbow, you will not be able to win if you are prepared.
Specifically, for knights, the opponent will give out spears, so a large amount of knights + a small amount of bows, and for longbows, knights and mounted soldiers will be issued,
so the combination of longbow + spear is solid in Era II.
On the other hand, Mongolia is often cited as a difficult country for beginners.
Mongolia cannot build any fences, walls, or castles, so it is basically necessary to turn around to the attackers from the very beginning and stand around not to attack their own country and allies.
However, only the outpost can be built, so the outpost rush that squeezes the resource gathering place of the opponent's camp with the outpost from the period 1 to 2 coupled with the automatic stone gathering of Obo is considered to be one of the fixed stones of Mongolia.
This game is a game that makes up to 100 farmers without interruption
Writing for really beginners, Age of Empires IV is a game about how to make up to 100 villagers quickly without dying. That is the basis of domestic political power.
Leaving aside the details,
a large number of people = a lot of resources.
Losing to the enemy in the number of villagers = losing in the amount of resources.
→ can think that it is bad as it is (we must also cause damage to the other party).
Food for the townspeople to keep making is enough as long as the villagers keep eating about four of them.
It depends on the country, but if you have one town center, you can reach 100 people in around 35 minutes if you keep making villagers.
As you increase the number of town centers along the way, time will shrink.
Naturally, if the villagers are killed by the enemy and their numbers are slashed, the income speed of the resources will decrease, the reach of 100 people will be delayed, and the enemy will lose by being further and further behind.
The reason why we stop the production of the townspeople with 100 people is because the population of this game is 200 people, and we want the other half, about 100 people, to be in the army.
If you have 150 villagers and 50 troops, you will lose in total war and endurance battle, even if you have excess resources.
Even if the townspeople 50 and the army 150 are not ephemerally impossible, once they are greatly worn out, it will take time to rebuild.
Actually playing, I feel that 100 and 100 are quite balanced.
Know the specifications of arrows in the center of the city and arrows in the outpost
In this game, the TownCenter automatically releases one bow at a time when the enemy approaches, but if you put a person inside, the number of bows increases,
and depending on the number, it is also possible to sink the Mongol Archers: Mangudai with a single blow even in Era II.
In particular, only England doubles the number of arrows in the center of the city, so England is also recommended for beginners from this point on.
The outpost of a defensive facility that can be built from the beginning will not shoot arrows if it is only built.
When you put a unit in, you shoot an arrow, but in fact it is also possible to put in soldiers.
Even when the opponent evolves faster and rushes and the defensive army is small and the defeat is decided, the townspeople may be able to drive back if they put a little army in the outpost while letting them do their job.
If you study the outpost, you will shoot arrows without bringing people in.
By the way, the study of arrows in the ironworks is also effective in the attack power of town centers.
Things to do in Era 4 of AOE1
Unless you're looking to do a pro trick like 1 Rush, the first 1 era is all about evolving to 2 at the fastest speed.
We need 400 meat and 200 gold, but if we don't continue to develop the economy at the same time, we will lose to the opponent in terms of military volume. The townspeople have to keep making things uninterrupted.
By the way, not only at the beginning, but throughout the game, you have to keep making it uninterrupted until there are about 100 people in the town alone.
Since the number of people in the town is directly linked to the amount of resources, if you think that you will be overwhelmed by the army for some reason, there is a possibility that the creation of the villagers is interrupted, the villagers are defeated more than the opponent, or the opponent has added the center of the city and doubled or tripled the creation speed of the townspeople. You can see a counting graph of only the townspeople in the post-match timeline, so be sure to check it out.
By the way, France has a fast speed of creation of townspeople, and China also has a fast cultivation speed due to the effect of the Song Dynasty, so even if you play the same way with the same number of centers, it is advantageous in terms of resource extraction.
France is giving too much preferential treatment!!
It derailed, but in Age 1, increase the number of villagers by first assigning seven to sheep, then three to gold (the first to build a mine adjacent to gold), and then to sheep. If you do so, you will naturally accumulate meat at the rate of 400 and gold 200. If you cut a tree, it may delay evolution and you may lose, so let's not do it.
Choose a villager and press the II button to build a landmark that will advance to the Age II. It is safe to build with about 5 people.
Coastal fish can be caught by townspeople
In the case of ocean and river maps, evolution is a little slow, but there is a sea evolution that can explosively stretch meat from the time of II. In that case, immediately after the start, the rest of the sheep 4 will be like a tree.
Note that sea evolution is vulnerable to rush because it delays the early stages.
However, if you get through it, you will be strong with abundant resources.
I don't see much of it because the update within Season 1 has weakened the efficiency of fishing boats.
If there is a harbor, only on the coast, even townspeople can catch fish.
It is common for a townsperson who went to build a harbor far away in the early stages and then had nothing to do because there were 50 trees piled up after that.
Let them catch the fish.
Things to do in Era II
Learn how to deal with vandalism
"Vandalism" (ride in English) is the act of hunting a city man with a small number of soldiers or squeezing a townsman to escape and stopping a task.
It is not primarily intended for military-to-military combat.
It may be difficult to vandalize accurately as a beginner, but if you receive vandalism, the internal political gap will open up and you will be at a disadvantage more and more, so let's first learn how to deal with vandalism.
In Era I, you only need to worry about Mongolian cavalry or English soldiers, but from Era II, trolls such as knights, cavalrymen, soldiers, bows,
and longbows come to hunt the people of the city.
* From 2022/10/26 Season 3, the possibility that the Osman of the added civilization will send out spearmen in Era 1 has also increased.
First of all, in Age II, the area around gold, wood, and stones outside the range of the arrow in the center of the city is always targeted, so let's build an outpost from the place where the arrow in the center is likely to reach. As your field of view expands, when you see an enemy, drag and select people from surrounding cities to evacuate to nearby buildings with the "G" key. To get back to work, click on the building and click "D".
Buildings outside the range of the central arrow will also be targeted, so basically build houses and training centers within the range of the arrow.
If a longbow comes, the longbow has a +1 longer range than the outpost, so it will be hunted as it is.
Study the "gaps" in the outpost to increase the range by +1.
Once you've built your outpost in the position where you think you're most likely to be targeted, defend it by deploying a small number of troops according to the opponent's type.
Against France, 99% of the knights will come, so you can make spearmen first without thinking. Mounted men and spearmen.
The problem is when longbows, archers, spearmen, and soldiers come, and infantry vandals may turn into serious attacks that will end with the era called "Rush II" by creating a battering ram as it is after the research of the ironworks is finished.
In this case, it is not possible to defend it with an outpost, so as a countermeasure, be sure to build multiple training camps that will be a weakness of the enemy's soldiers, include research on ironworks, and seriously build an army.
Be quick to notice them in scouts and outposts, save your troops behind so they don't die, catch up with your opponent's numbers as much as possible and then fight back, and ignore the battering ram and defeat it at the end.
If there is a ski such as the army is far away, you can aim for the battering ram, but if you aim first, you will be killed by more soldiers in the meantime, so the difference in the number of troops will open up and you will not be able to win for the rest of your life. The cost of the battering ram is 250 trees, so give it 2 training centers and 5 houses, and aim for a reversal with the number of troops. The same is true for opponents who are at the last minute of resources.
However, don't forget to rebuild destroyed buildings immediately.
Accurate resource allocation
The options are to fight at 2 or to aim for 3 instead of fighting.
For the time being, take only the resources used by the army you want to spend.
If the allocation of resources is biased, in the end we will not be able to do anything.
Order of Conducting Research at the Ironworks
Age of Empires IV doesn't have a unit attack power of 10 in the Age II, so it's pretty effective to increase a unit's defense by 1 in combat. Even in II, it would be a good idea to build an ironworks and study bow defense→ melee defense→ in order of attack power of the type of troops you are using.
However, if your army is bow-based, increase your bow attack power first.
Even if you receive a rush, if you study from the bow attack power, the attack power of the arrow in the center of the city will increase.
Remember the relationship between soldiers' strengths and weaknesses
In AoE4, the bonus damage value (number) in relation to the strength of the unit is
not written in the game (it is now displayed when you select a unit and hover over the icon. ）。
- Lance Infantry: General Cavalry ◎ Military Soldier × Bow × Bow ×
- Soldiers: Spears 〇 Bow 〇 弩× Mounted Soldiers 〇 Knights △
There is a distance defense, so you can catch up with the bow.
- Archers: Spears △ Soldiers △ Bows ◎ Cavalry in general×
- Soldiers: Spear △ Gunpei ◎ Knight ◎ Mounted ×
- Mounted Soldiers: Spear× Soldiers× Archers, Knights×
- Knight: Everything except the spearhead. Boasting overwhelming status
Remember that spearmen have a special ability to stop and hold their spears when they are in a battle stance from a certain distance to stop the charge of enemy knights and fire spear cavalry (not if you right-click on the enemy from close range).
Keep in mind that the special types added in Season 3 won't be killed at first sight.
- Mali's Musopdi Warrior: Nearly 2x damage against soldiers and knights
- Mari's Javelin Thrower: A ranged unit with bonus damage to archers.
- Ottoman Janissaries: Musketeers with bonus damage to cavalry. Single range
- Battering Hammer: Buildings. Arrows don't work
- Catapults: Overwhelmingly strong against units that stop and strike like a bow. It can be annihilated in two shots.
- Springard: trebuchets, trebuchets. The range is long.
- Trebuchets: towers, walls, buildings in general. The range is insanely long.
- Artillery cannons: Buildings, siege weapons in general. You can't put it out until the age of 4.
It's more or less like this. Isn't it a blind spot that the bow is weak on the bow?
Seek a way to stop the elephant horde charge except with a spear. Springard? Conversion?
Town center, gathering point of the training center
Any building where units can come out and move in, such as a town center or a soldier training center, can have a meeting point that is the location where they come out of the building.
You can select a building and right-click on the field or map to set it.
In the case of the town center, by setting the gathering point to resources such as trees and sheep, the villagers who produced it automatically start working.
It seems that the gathering point can now be booked from aoe 4 to act that will be explained later?! (unconfirmed)
Putting in multiple production queues without hitting them repeatedly
Select the building, press the unit production button the number of times, enter the queue (production reservation) and an icon will appear.
If you hold down the Shift key and press the production button, you can enter x5, so you can save consecutive hits.
Also, if you queue multiple buildings of the same type selected, the queue will be distributed across each building.
Operate efficiently with numbering
Use when you want to group units or buildings.
The method is to select the units / buildings you want to group, press Ctrl + number key so that a number flag is displayed on the left side of the screen, and a number is displayed above the unit's head. This is numbering.
By doing this, at any time from the next time, pressing the number key will make the numbered units and buildings selected.
Select another unit and press+already numbered numbers to add units to that numbering.
- Number the initial scouts to one key, move the screen with the H key to select the town center, the first key to select the scout, and so on, and quickly switch between both to operate.
- Numbering the spear to 1 and the bow to 2, the spear quickly repeats the order to attack the horse and the bow to attack the opposing infantry in battle.
You can select the training center and research facility at once with the F1 key with the default setting, but I will also number the training center as follows and use it properly.
- After the middle of the game, the distance between the training center and the front line added to the initial main camp will be farther away, so only the training center of the front line will be used for training soldiers.
- Research in Delhi is slow if you don't specify buildings connected to mosques.
- Upgrade research at the unused main training center, and use the front line for full soldier training
- The gathering point of the cavalry training center is vandalized, and the gathering point of the infantry is to the ally
You can use it properly.
- 1: Scout in the beginning. From the middle onwards, the main army
- 2: Sub-scout or sub-army (bow, etc.)
- 3: Reserve numbers for Abbasids to use for the House of Wisdom, Delhi for the House of Faith, Rus' for the hunting lodge, and for the rest of the Ironworks, Harbor and Sub-Armies.
- 4: All bow training center (only for the front after the midfield)
- 5: All Infantry Training Centers (Fronts only after the midfield)
- 6: All Cavalry Training Stations (from the middle onwards, only the front lines)
- 7: The center of the whole city (only if more than one is erected. If it is one case, use the default H key. ）
- After 8, I do not use it because my left hand does not reach.
Always watch the battle
The thing you have to see most on the screen is the soldier (battle).
If you lose an army, you can lose.
It's like always watching soldiers and fighting, and in between you look at the internal affairs for a moment.
This is achieved by the settings we have written so far + set points + production queues + numbering.
Think about how to do it.
Fight efficiently with Attack Move + Stop Move
Select a combat unit, use the "A" key and left-click on the field.
Go to the left-click location and hit the nearest enemy you encounter along the way. This is the attack move.
The moment you hit a group of melee units at an enemy, you can use Attack Moves to keep your movements lean.
Conversely, if you left-click on a single enemy without using it, the group will not be able to launch an attack until it hits one of them, and you will receive unnecessary damage during that time.
To make a move to stop the spearman from charging at the knight, select the spearman and press "S". Stop once on the spot and start fighting. Even if it is an attack move, if there is a distance, it will stop the charge.
Issuing multiple commands at once in an action booking
Select a unit, hold down the Shift key, and right-click on the field or map in the order in which you want to move it. And then release the Shift key. This is the action booking.
This way, the units will aim at the Shift key while right-clicking in the order in which they were placed.
In the case of the military, you can book actions such as detouring the castle, and in the case of townspeople, you can go to the building → resources.
If you want to put architecture in an action reservation, you can build without releasing the Shift.
In AoE4, if you Shift right-click on the minimap and make an action reservation, the unit will not speak and nothing in particular will be displayed on the mini-map, but please be assured that you can make an action reservation.
You can't beat a stone wall, can you?! Invincible Shield
Stone walls that consume stones are powerful because they can only be destroyed with siege weapons (they cannot be used as attack targets).
If you install a gate or tower that will be the entrance to the top of the wall, you can raise infantry and villagers on top and increase the range.
Villagers can build walls relatively safely if they build from the state where they are allowed to climb up.
On the front lines where the main army is clashing, it will be destroyed because it has siege weapons, but it will be more effective for internal affairs and market defense.
Note that the wall is destroyed and a cut is made, and enemies can climb from the front side of the gate.
With the May 2, 2022 update, the stone wall under construction can now be destroyed by soldiers.
If possible, protect it with the military during construction.
Things to do in Times III
Fighting with Stronger Soldiers and Internal Affairs than Time II
To enter Era III consumes a large amount of meat and gold compared to 2.
Just entering Age III is a disadvantage compared to those who remain in Age II due to their resources.
Immediately, select a strong unit that can be produced from 3 eras such as soldiers, knights/lancers, bowmen, trebuchets, and distant throw throwers (Abbass also includes camel cavalry) that suits the current battlefield, and enter the mass production system.
Upgrades are also required for countries that can be released from II, such as French knights and Roman soldiers.
The basics are knights.
With these units, if you have the same number of soldiers from the age of 2, you will win easily, so
let's fight back immediately. If the opponent also gives Suki to enter III, there is no point in entering 3.
On the other hand, if your opponent enters III first, decide whether you can pack it or not, and prioritize whether you can pack it or evolve.
If you are almost at odds, you can do ironworks or internal affairs research.
From III, the addition of units that can be produced complicates the weak point relationship,
so the key is to make more accurate troops than II.
Build your castle in a position where you can't ignore it
If possible, I would like to build a castle on the front line, and build a siege weapons training center and other training centers around it.
I was once told that if my army was destroyed, it would end up being attacked as it was, but he didn't have a castle on the front lines.
By building a castle on the front line, the opponent is conscious that if you do not crush it, you will not be able to send the people of the city to the gold, deer, and stones near the middle, and you can buy time when your army is destroyed, which is true.
When the author enters Era 3, he builds a castle in front of the opponent's front training center or in front of the main camp, always builds a siege weapons training center next to it, and sends out a trebuchet at the fastest speed.
This way, your opponent will have his building destroyed unless he kills the far throw, and he will soon be in a terminal state, so you can draw the enemy into the range of your castle and fight.
If I can make a long throw first, I can defeat the opponent's long throw with an advantage in numbers, so I want to put it out in a hurry.
As an aside, I think there are 30 to 40 people in the city around my field, but only 15 people can enter the center of the city. If the Mangudai hordes and the like come regularly, most of the people in the city will be destroyed.
In order for vandals who ignore the front line to come, once the castle of the front line is built, the next step is to build an outpost or castle for the number of people in your own camp.
It is easier to protect the field farmers if you collect the expansion of the city center within the range that fits on one screen, and the gathering point of the city center is also easy to operate because it is combined in one place (If you build the center of the city independently in a remote place, each gathering point will be assigned to a separate resource, so it is difficult to operate and manage resources). Of course, if you can do it properly, you can stay away.)
Fight advantageously in battle formations
With multiple soldiers selected, you can click the formation icon at the bottom of the screen to change the formation as you move.
Before hitting a range attack unit from Era 3 (such as a trebuchet, fire lance, or a Chinese Grenadier from Lanzuknecht or Age 4), selecting and moving the "staggered formation" will keep a certain distance between the units and avoid range attacks, directly linked to the defensive strength of the army.
In addition, if you form a horizontal formation before hitting a large number of troops against them, you can move efficiently until the start of the attack, and you can also get a wider view to the side when searching for enemies.
The more soldiers there are, the better, and seriously build this
AoE4 is a system that can only train one person for each soldier training center, so the number of training centers is important to align the number of soldiers in a short period of time.
Once the battle begins, the number of soldiers on both sides will be lost, but you will have to make full use of numbering, shortcut keys, and gathering points to constantly train your soldiers and replenish them in the front line while fighting.
Imagine what would happen after 5 minutes if your strength was balanced at the start of the battle, but Player A had 3 training centers and Player B had 2.
Also, in a situation where a battle is taking place in the center, what if Player A's training center is near the center and Player B's training center is near the center of the initial city?
The closer the training center is to the battlefield, the faster it is replenished, which is advantageous for continuous combat.
If you win the battle, you will build your training center and castle to get closer and closer to the enemy's main base.
The closer the training center is to the battlefield, the quicker the recruitment of soldiers, so if you do not do so, the replenishment of the enemy will be quicker and tougher.
In addition, France and England have been training soldiers from landmarks since the era 2, and Chinese officials and scholars of the Delhi Scottan can increase the training speed of the training center. The Golden Age of Abbass 3 also increases the growth rate. If you are dealing with these countries, you will not be able to stand up to the same number of training centers as the other country.
If you have extra resources, build a rabbit horn farm. In the end, you'll need at least 10 cases per soldier, and 30-40 if you use a tactic like the Roman Military's 1-class concentrated strategy.
Lanchester's Law makes the weak anyway
I'm quoting it because I write the same thing on the AoE3 blog.
In the case of long-range warfare with the same weapon, the force is the square of the number of troops, a law also used in actual modern warfare.
In other words, even if the difference in the number of troops is small, the strength is the square of the number of soldiers, so if you actually fight, the larger the number of troops,
the bigger the victory.
The number of troops that survive is the square root of the difference between the squares of each soldier, but you don't have to remember that.
In the case of beginners, before fighting, if you feel that the army is winning,
you should go and withdraw without fighting.
In this case, the weak side should take the weak strategy, more on Wikipedia.
If you are a beginner, you can use walls and buildings to fight in a situation where only a part of the large army can fight,AoE3DE Fun Blog
or you can divide the opponent's large army by having a small number of cavalry go around the opponent's city.
By the way, if it is a long-range battle of the same weapon.
Upgrades to the army, increased armor of the ironworks, and increase the attack power are super powerful, and if you do not do it, you will lose unilaterally even if you do the same number.
By the way, in the battle of the same weapon (soldier type) in close combat, the number of people = troop strength, so the difference is not as wide as in long-range battle.
Even if you don't trade, the market will build
Even if you are intermediate or higher, if you change the military formation abruptly depending on the way the enemy comes out, resources will be biased.
There are also times when you take up too many resources or want to accelerate your evolution.
In such a case, we immediately build the market in an appropriate position and solve it by buying and selling resources.
There will be a little loss, but in this game, speed is life.
Even if you send resources to an ally in a pinch, you can not send unless the market is built because the send button is not activated.
In team battles, if you build a market on the edge of your own side of the map, you will be pleased to be able to trade with them. On the other hand, there are some people who will be sharp if they do not build it (the landmark is Mongolia related to trade), so let's build it.
Era IV and beyond
Aim for map control
In multiplayer battles, the battlefield may go all over the place and never end.
Once you get used to it, you'll be more aware of the map control from the time of Age II, but try to narrow the enemy's range of action.
Map control means that your troops have more visibility on the map than enemies.
With castles and upgraded outposts, expand your visibility as much as possible to understand the type, location, and location of enemy forces.
Also, destroy and steal the view of the enemy's suppressed positions and outposts.
If you build castles, outposts, training centers, and walls in locations on the map such as gold, stones, and the four corners used for trade, and make them inaccessible, you will eventually run out of resources and win.
In particular, the trade can be done indefinitely, so if you leave it alone, there may be no damage in the position of hunting the villagers on the front line.
In the actual battle, I can't do it because I can't turn my head easily.
PvP replays are great material to steal the play of someone more advanced than you
The AoE4 beginner's trick book so far was a basic operation that was difficult to understand even if you watch a replay.
Once you're comfortable with the controls in AI battles, it's time to go multiplayer.
Multiplayer performance is quantified by a ranking mechanism called ELO, which quantifies the strength of each player. ELO can be found on the official Age of Empires IV website at STAS.
* 1 ELO is calculated for game types played 5 or more times, such as v1, so let's play the same number of people and modes 5 times.
The first couple of fights can be hit by strong opponents, but try to keep going a little longer. With the April 7, 2022 update, it's easier to hit people who are closer to you with ELO ratings.
* However, if the search exceeds 30 seconds, the matching rate range will gradually increase.
The trick to getting better in multiplayer is to watch replays.
Especially in the case of a loss, replay should show you what you should have done by simply looking at what you were doing from the opponent's point of view. If you are in the same country, you can copy the order (imitate the way you do it).
In this way, by watching the replay of people who were stronger than you and continuing to gain "awareness" little by little, I think that you can get rid of beginners.
Explanation video of the flow of PvP play
I made a commentary on the flow of the game of PvP battles.
When we play team matches, we always give out flares.
The real thrill of team battles is probably cooperative play. It's information warfare.
In other words, you have to quickly inform your allies of the situation.
Left-click on the CTRL+R→ field to send a flare (the flare location on the map will glow and notify you with sound) to your allies.
There are three types of flares, but if you remember one, you will be fine. Not everyone uses it that much.
As you know, this game is busy, so even if you are an intermediate level or higher in team play, most people only watch their own internal affairs and battles. Even if you endure thinking "I'm being attacked by two armies, so please send reinforcements as soon as possible", basically your allies won't notice (the sound of the battle start can also be heard by your allies, but if you don't say anything basically, it will be a one-on-one battle, and you will think that you are doing something by yourself).
Common Scenes of Flare
- Now that you've found the center of the city (at the very beginning), check out the other country.
- Where the other country is located is important information. Since you can predict from the set stone which country will send out what troops at the beginning, it will be easier to decide on this military class. It will also be a decision on whether or not to receive rush and whether to rush or not. If it's 2 to 2, if you see one country, you can also see what country the other side is at that point.
- I could see the enemy army.
- The start of battle is expected.
- An army of trolls is coming.
- It is attacked by the armies of more than two countries (with a series of flares). Help me!
- Even if it's 1-on-1 (with flare streaks), the opponent is stronger, and if we continue like this, we will lose. Help me!
- Let's attack here.
- I'm going to go on the offensive now/Now is my chance!.
- Let's put a wall here (with a flare in a small place where no one is). Or, please support it because it will be pasted.
- The opponent has a second city center.
- The opponent's landmark is under construction.
- Fire Lance Cavalry is being accumulated.
- If you flare at the edge of the screen, it usually means to build the market as soon as possible.
By the time I saw my teammates, I had lost, and it is the most deflating and sad to see people walking away.
It's a team battle, so it's a real pleasure to cover your teammates. Flare until you notice!
Chatting is difficult because the bug that prevents hotkeys from working when chatting on Japanese is still alive and well, and no one can afford to read sentences during the game.
If you are voice chatting on Discord etc., tell them the meaning of the flare by voice.
It is fun when cooperative play is decided, so if you are going to do team battles, let's learn the flare.
Standing around in team battles
A team battle of 3 vs 3 or more is a 1v1 ✕ 3 upbalance to win.
Basically, if you fight at the same level, you can't win 2-on-1 or 3-on-1.
(It takes practice to lose easily even one-on-one.) ）
Therefore, the most basic movement is to attack in cooperation with allies, and to help if allies are attacked by more than one. The rest of the time you will face the enemy in front of you. Take a closer look at the minimap.
Playing in seclusion and only fighting when your country is attacked is the most disgusting to your allies.
This is because withdrawing = freeing one of the opponents in front of you, allowing your allies to attack 2-on-1.
Team battles have already begun when civilization is selecting.
In Age II, knights in particular are the easiest to control balance because they combine mobility and strength.
On the offensive side, it is easy to attack with two people on the right side and immediately join the left side during a short break, or conversely, it is easy to rush to an ally who can also attack on the defensive side, so it is good on a map where the team is completely divided such as mountain passes, passes, confluences, hills and valleys in France, but I want to include at least one knightly country in the ally.
If there is only a knighthood in the opponent, you have to get around to Age II well.
Also, in Age II, the only heavy soldiers are knights and soldiers.
Returning the II Rush combination of knight, bow, and soldier requires considerable skill and teamwork.
In Era II, the knight can come out of Rus, France.
The troops can be sent out in Rome and England.
In addition, if there are Roman and Rus on your side, or if there is overlap, you may not be able to give your full strength because allies will fight for the Holy Relic.
Rus' duplication is also a struggle for animals.
– In team battles, there is a vanguard and a rearguard –
In the initial map layout, those who are close to the enemy are the vanguard, and those who are far away are the rearguard.
Since there is a possibility that the vanguard can be attacked by multiple from the era II to 2 vs I, etc., we will prepare the armaments, and since the rear guard is difficult to attack, we will decide whether to thicken the internal affairs in the center of the two cities, aim for the 3rd era immediately, or rush with the vanguard and tell the allies.
So far, in general terms, it is okay to stand in the opposite direction of the vanguard and rearguard, but it is very dangerous for both the vanguard and the rearguard to take a stance that emphasizes internal affairs. In any case, if you can see the opponent's movements, you can stand around reliably rather than predictably, so scouting is important.
– Where to attack first –
If there is no clear strategy, such as a two-country rush, I think that basically at first each person hits the country in front of them and asks how to get out. From there, you will find the weak parts of the opponent and the strong opponent and the battle situation will shift, such as hitting in two countries.
However, Roman Rus is more likely than others to come immediately 3, and China will take advantage of its internal affairs if it enters the Song Dynasty, so these countries should be put under pressure from the time 2 more strongly and sooner and if they are willing to do so, they should break their will. The Abbasid dynasty also has many patterns of emphasizing domestic affairs in two evolutions.
In addition, the Abbasid dynasty is easy to drop because there is only one landmark after the era III, and if the war situation becomes stalemate, it is also a good idea to cooperate and drop it from there.
Competitive games are always won or lost, and multiplayer can get hot.
Even if you are verbally abusive, please stay calm.
Unlike Japan, in Europe and the United States, even elementary school students will meet people who play normally, so please respond to adults.
If you are a person who has become a team in a quick match or custom match, and you feel that you are close in level to yourself, or if you feel something, send a buddy registration. I think that you will register as a friend with a probability of 1/2 of the chance.
If you team up with the same people and do it many times, you will understand the strategy of your allies roughly, so it will be easier to collaborate.
If you do it while talking with a voice chat tool called Discord, you don't need to type chat, so you can have an even better linkage.
I am also building a Discord server "AoE4 Information Bureau", so please enter if you like.
I think you can also meet people who appear on the YouTube of the AoE4 Information Bureau.
To be a beginner
First of all, be aware of time.
- 2 Evolution 5 min
- Immediate 3 Evolution 9 minutes
Let's keep these two points in mind. Unless
you are taking the immediate expansion of the town center or the immediate III strategy, Army 0 is bad at this time.
This timing is the standard start of battle.
Unless it's the first day after buying a game, the second evolution will definitely take around 5 minutes for every player.
If your settings don't show the age of the game, make sure you set it to show it.
evolution, always be conscious of the soldiers you want to make, do not waste and do not bias resources, do not let them excessive.
The neglect of the army that made it is also a state of just using resources, so let's use it as much as possible.
For the time being, beginners should do their best to be able to put out a large number of types of weapons.
Don't interrupt the creation of townspeople, gradually increase the number of training centers, and so on.
If it is one type, the combat operation is easy, so if you can put out a larger amount than the opponent, for example, there are times when you can win against a knight + bow with a spear.
In addition, knights, soldiers, and longbows are large in large numbers, and it is difficult for beginners to return them if they are constantly dripping.
Once you get used to it, practice two types. Like a knight and a bow.
Pay attention to the allocation of resources among the townspeople so that you can continue to make them.
In the case of the two types, numbering is mandatory for quick combat maneuvers.
One type of soldier is strong when it is stuck in the weak point of the soldier, but weak against the anti-mixed soldier.
Age II includes spear bows. (French knight bow or knight spear)
Age III is knight and spear.
Bonus: wololo (clergy)
Wololo is the voice of a priest in an old game when he is converted, and most players of the AOE series know it.
The clergy are not just a unit for the restoration and restoration of the Holy Relic.
In fact, you can use "conversion" that can make the opponent's army your own.
Normally, if you include the study of Age IV, one priest can convert one enemy soldier,
A clergyman in a state of possession of a relic can turn an entire enemy army within a radius of about 10 meters from him!!!
Surprisingly dangerous unit clergy. In the event of an all-out clash, try to defeat them at a long distance as much as possible.
At the end
AoE4 has only been released for half a year, so the operation system is still rough. It has been fixed a lot in the previous updates, but I think it will be improved in the future with updates.
If I come up with anything else, I'd like to add it.