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    How to play in Arabia

    rated_R_
    rated_R_
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    Posts : 167
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    Join date : 2010-07-28

    How to play in Arabia Empty How to play in Arabia

    Post by rated_R_ Wed Jul 28, 2010 12:12 pm

    Arabia is an entirely landbased map - there are no sizeable

    bodies of water, the only water being in the form of oasis

    style ponds that dot the

    landscape in one version of the map.

    TERRAIN AND RESOURCES

    Arabia has two quite different styles that could eventuate.

    The first is a stereotypical arabian landscape, with palm

    trees and oases, and golden sands.

    The other is a somewhat different version, with lush grass and

    oak forests. However, they are reasonably similar in general.

    Arabia is a very hilly map in general, especially in places at

    a distance from the original starting positions. This makes

    the placement of new TCs

    sometimes a very difficult task, and it is often impossible to

    place a new TC at intermediate gold mines.

    Cliffs frequently break up the landscape, giving a natural

    obstacle to consider pallisading/walling against, either at

    home or at intermediate points.

    A very signficant point about this map is that it is very

    open. It is often not practical to wall in your town due to

    the very high cost of it. This makes

    early attacks much more threatening as it is often very

    difficult to prevent the enemy from entering your town without

    significantly hampering your

    economy.

    While the lush green style map often has nicely shaped wood

    making woodcutting reasonably efficient, the stereotypical

    arabian map frequently

    provides the nearest wood as that surrounding an oasis. This

    can make woodcutting very inefficient as once the immediate

    wood is consumed, the

    villagers must walk much further to continue working.

    Each player can expect to find 6-8 sheep, 2 boars and a herd

    of deer nearby, as well as at least two gold mines and a stone

    mine (perhaps more).

    The placement of these mines, due to the nature of the map, is

    quite significant. Arabia is not as generous in terms of

    resources as other maps in

    general.

    OPENINGS

    The obvious lack of water means openings rely entirely on what

    the player can draw from the land. This opens up the game for

    a number of different

    openings that are not as viable on water based maps.

    Because of the inherent open nature of the map, most openings

    on Arabia are all about speed. It is very difficult (not to

    mention time consuming and

    costly) to wall out an enemy, which leaves players open for

    rushing tactics.

    Since there is no option to dock doom and overtake smaller

    economies, openings on Arabia become an issue of how one

    distributes their villagers,

    and how many they choose to create.

    A typical landbased opening would involve roughly 29

    villagers, harvesting all available natural food, with

    moderate farming beginning in feudal. This is

    perfectly viable, arriving in the Castle Age in 17.xx with

    moderate resources.

    A variation of this would be a similar population with a

    strong tendency toward farming in the Dark Age.

    There are also several variations of rush viable on the Arabia

    map. One is the flush, with the aim of reaching feudal very

    early with roughly 22

    villagers and crippling the enemy's economy so that even if

    they reach castle, they are too far behind to be effective. Several civilizations are

    capable of this, with the Chinese being the fastest.

    An alternative to this is a fast Castle rush. This involves a

    food intensive opening, switching to wood and gold so that

    when you arrive in Castle you

    have enough resources to drop offensive TCs in the enemy town

    and protect them with a knight or two while acquiring rams

    soon after to level the

    town. The target castling time is in the mid 15.xx range, the

    idea being that the rusher can drop a TC and put the heat on

    the rushee well before they

    castle. Chinese would be effective in this also, as well as

    Britons with their very cheap TCs.

    A third option is a mid/late Feudal brush followed by a

    substantial Castle Age attack. The rusher will begin the Dark

    transition with a few less villagers

    than usual, and construct a forward barracks, followed by a

    range in feudal. The forward base produces a few archers and

    spearmen to harrass the

    enemy woodcutters, followed by gold miners if this becomes

    towered. A reasonable early castle time will place knights in

    the enemy town by the time

    the enemy has a range up producing skirmishers.

    Whatever variation of the above openings is adopted, speed is

    very much a key. Early booming in the Dark Age is very risky

    indeed against a good

    rushing player, and in general not a good idea.

    PRIORITIES

    Dark Age

    Scout your surrounding area

    Knowledge of the territory surrounding your starting position

    is essential when deciding your tactics. You have to know

    where all your different

    resources lie, and how easy to defend they are. Are your boars

    nearby? Is all your gold in one place? Is your gold between

    you and your enemy, or do

    you have gold placed behind your TC? Near or far? Do you have

    many natural features that make your position able to be

    walled?

    All of these things are important to how you play the map. For

    instance, if your gold is all placed together, a strong attack

    at that point will cripple your

    economy, so it is imperative that you take defensive measures

    against that.

    Decide on your strategy

    If you hadn't already decided when you went into the game, you

    really have to know what you plan to do in Dark Age so you can

    tailor your economy

    suitably. If you are planning to rush, you will want to go for

    a food heavy early economy, whereas if you plan to go for an

    aggressive Dark Age farming

    opening, you will want to go fairly heavy on woodcutting.

    Deciding where and, more importantly, when to attack is

    essential.

    Pallisade what you can

    If you have regions that you can pallisade off easily, then do

    so. This will reduce the number of paths that forward builders

    and/or enemy troops can

    take into your town, making it easier to detect them. The less

    ways in, the better, it becomes much easier to defend.

    Scout your enemy base

    If you plan an early attack, knowledge of the layout of your

    enemy's town is essential. You basically need to know the same

    details that you discovered

    about your town - where do the enemy resources lie, is all his

    gold in one place, how many ways into the town are there than

    you can exploit. From

    this you can formulate your plan of attack.

    Place outpost housing in the expected path of forward builders

    You can often surmise where builders will aim to build by the

    layout of your town. People will generally build to the side

    or rear of your town, so place

    housing in these regions to pick up any villagers who might be

    intent on establishing a forward base on your doorstep.

    Scout your home base once more

    Keep your scout moving around areas where your enemy could

    build up. If you discover forward builders and can't prevent

    them from building, you

    will at least know where they are and what to expect, so you

    can make countermeasures.

    Send your own builders forward

    If you plan an attack within the 20 minute mark, then you

    really want to get your builders deep into enemy territory in

    the Dark Age, establishing a

    strong forward base.

    Feudal Age

    Employ/adjust your strategy

    By the time you reach Feudal you will realise whether or not

    your chosen strategy will still be viable, or whether you have

    to alter it. For instance, if

    you were planning a fast feudal attack, but had trouble

    securing the early food you needed, you might choose to abort

    in favor of a faster castle time

    rather than risk the late attack.

    If you are planning to carry out a flush, then you will spend

    a substantial amount of time in Feudal hurting the enemy

    economy. If you aren't planning

    to spend a substantial amount of time attacking in Feudal,

    then heading for the Castle transition as quickly as possible

    is a priority.

    Tower/stone wall outside your vulnerable resources

    If you have resources that are open to attack, placing a tower

    on them is a safeguard against an archer raid. You only have

    enough stone to place one

    until you mine more stone, so place it carefully. If you can

    protect your gold while providing some cover to your

    woodcutters, that is perfect. If

    possible, try to tower outside the resource, between the

    resource and the enemy rather than between your TC and the

    resource, as it makes it more

    difficult to place an offensive tower over the resource

    without being discovered first. If possible, placing two

    towers will provide even more cover, and

    will eliminate the problem of having no murder holes,

    preventing enemy troops from standing at the base of your

    towers, unhindered.

    If you find your gold goes get towered, don't forget that a

    substantial number of villagers can break down a tower

    alarmingly quickly. If the enemy

    does not have a few archers in support of the tower, bring

    your nearby villagers and knock it down.

    Continue scouting

    This should be continued to keep a look out for late forward

    builders, and to locate intermediate resources if they haven't

    been uncovered. Either way,

    keep your scout mobile, using patrol if you don't have time to

    set waypoints all the time.

    Initiate your attack

    Unless you plan to delay your attack until the Castle Age,

    attack your enemy in Feudal. If your enemy has yet to reach

    the Castle Age, or at least

    prepare for an attack, you have the opportunity to put a

    serious crimp in the enemy's economy with a few upgraded

    archers on stand ground among

    their woodcutters.

    Castle Age

    Drop multiple TCs in your town

    If an attack hasn't arrived by Castle Age, then it is likely

    that a knight raid is just around the corner. Defensive pikes

    are a good idea, but placing TCs

    near every resource of value will provide adequate protection

    for your villagers while preventing building in the area by

    the enemy.

    Step up your woodcutting operation

    Since you would not have had a substantial woodcutting

    operation in place, you will likely reach Castle with only

    enough wood for another two TCs or

    so (unless Briton), so your woodcutting has to be increased to

    provide wood for extra TCs to boom from, and to create the

    large number of farms

    required to fund your boom and army.

    Boom, boom, boom

    With multiple TCs in place you can start creating many more

    villagers. As mentioned above, most new villagers should be

    cutting wood, transitioning

    them to farms as soon as possible. Increasing your economy as

    quickly as possible is a high priority if you expect the game

    to progress to Imperial.

    Claim the intermediate resources

    There are always some isolated resources placed around the

    map, waiting to be claimed. As soon as possible, attempt to

    build a new TC at each that

    you have located. These extra resources could make a huge

    difference in the late game, and placing the TC claims the

    territory, giving you a platform

    to mount an offensive from. These bases should be expanded to

    include several of each kind of military building from which

    you will create your

    attacking force, so you don't have to wait for your units to

    walk the length of the map to attack.

    Imperial Age

    The late game in Arabia is basically about maintaining your

    economy while on the offensive. There are no real high

    priorities once you hit Imperial

    besides the obvious goal of breaking down your enemy's town

    with trebuchets.

    With no alternative routes via water to the rear of bases, the

    only way to attack is straight across the middle, whether it

    be through the center of the

    map, or along the outsides, so games will often come down to

    who controls their forces the best and employs the best

    tactics while keeping their

    economy in more or less on piece. Hopefully it is you ...

    CONCLUSION

    Arabia is a map favored by many for its open, aggressive style

    of play. With nowhere to hide and little chance of cost

    effective walling, it is brutally simple in

    its nature - it encourages fast, fierce fighting. One of the

    few maps where rushing is not only viable, but dominant, it is

    a much different experience

    from other maps.

      Current date/time is Fri Apr 26, 2024 4:19 pm