Age Of Empires 2 Resources

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Overview



Or how to properly micro your villagers so they piece of work as efficient as possible. Beware, a very detailed article alee!

Background

Where the telescope ends the microscope begins, and who tin can say which has the wider vision? – Victor Hugo

The truth is simple: the earlier in the game, the more important microing your economy is. The longer the game lasts, the more than you must shift your focus to macro economic system and spend more time microing your regular army. At present permit’s see how to properly micro our villagers in the early ages.

Berries

Let’due south start of with the easiest 1: berries. Berries are a rather slow resource to get together, but they’re so piece of cake and attainable that few buildups become without the luscious fruits of these bushes. The first thing to keep in listen is how many villagers y’all want to put on your drupe bushes. If you want to go 4 villagers or less, yous can safely build your manufacturing plant so it touches every bit much berries every bit possible. When tasking your villagers, y’all and then split up your villagers so they’re paired on each side of the manufacturing plant. This volition event in a minimum amount of bumping (=villagers hindering each other) and a maximum amount of resource existence collected.

Mill Placement

This comes with an additional advantage besides, considering when your villagers are under set on, by a single scout for instance, they tin fight together, whereas otherwise a villager alone may die a lot easier. If you’re expecting the enemy to drush, you lot tin fifty-fifty anticipate more by locking in one of your villagers with your mill.

Mill Placement 2

Sheep

Your first microing steps in a game are well-nigh of the times those woolly lamb chops. Microing sheep obviously starts out with finding your sheep. A swift circle around your TC and you lot should take constitute them out rather fast. Civs similar the Incas, Castilian, Chinese, Mayans and Huns tin can even utilise a villager to help in the scouting process to make sure they get a kick-ass start. Why these civs?

Civilizations
Spanish Symbol They only demand ii villagers to build houses, the 3rd villager can scout
Chinese Symbol They can use all their villagers to scout and really depend on having a good start!
Mayans Symbol They can use 3 villagers for houses and the 4th 1 to lookout man
Huns Symbol They don’t need to build houses so y’all can either chop some woods or scout for sheep
Inca Symbol They only need to build one house and start with a free llama. So one villager can immediately start gathering food.

Once yous gathered your sheep under the shadow of your town center, it’s time to slaughter them. Ane sheep at the time, because otherwise their meat would but rot away and we don’t want to waste such succulent lamb chops. Now, how many villagers do we need?

Civilizations
All 6, to keep villager production upward
Britons Symbol 5 because of their sheep gathering bonus
Aztec Symbol 6, but y’all tin can utilise vii in case of severe lag then you don’t have to drop off resources the whole time
Chinese Symbol half dozen, but if you had a bad start, 7 might be needed to recover for a lilliputian while

Now, what to do once a sheep is completely eaten? Your villagers volition become idle for a fiddling while and look effectually for the next sheep, but we don’t want that to happen, precious seconds in the growth or your empire are getting lost like this.

microeconomics4
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You tin can encounter the play tricks in the screenshots above: once a sheep is about to run out of food, bring some other sheep close to your villagers and kill information technology already. Once the commencement sheep is depleted, all villagers will directly motility to the new sheep and won’t lose too much fourth dimension running around.

Sheep, turkeys, Llamas and Cows

herdable_animals

There is no difference between those animals, except for
cows! They have 150 food instead of the standard 100, which allows you to be more creative (and faster) with your build orders.

Deer

There’south actually 3 different ways of hunting deer:

  1. Mill them
  2. Chase them
  3. Lure them

Milling is the easiest mode to hunt deer, you build a factory somewhere in the center of the deer patch and eat them every bit you would eat sheep: 1 deer at the time and make sure to chase the next deer in time so you don’t take idles.

Yous can as well chase them without a mill though. In this example you usually send out 2-4 villagers per deer and bring the meat dorsum to the nearest dropsite. iii villagers will behave 105/140 meat back dwelling house. Leaving the residual to rot. 4 villagers won’t allow also much meat rot, but they won’t carry 35 meat each. 2 villagers is merely recommended for Goths, if your buildup relies on deer at least.

Concluding simply non to the lowest degree you can lure deer on maps like islands, team islands, migration and arena. Or in other words: maps where y’all don’t actually demand your lookout man that much in early ages. For more than data, check the Hunting article.

Wood

There’s no skill in chopping forest? Sure there is! Okay, not too much, simply a few footling tricks can boost your wood income past a good percentage. First of all, woodcutting is subject to a lot of bumping. Villagers don’t bear a lot of wood and most whatever tactic requires a steady income of wood. So that’south a lot of villagers who run around a lot.

However, earlier we start to cut wood, nosotros have to build a lumbercamp: the all-time position for this is as close to the wood as possible, while touching as many copse every bit possible.

microeconomics5

One lumbercamp might non be enough to sustain a steady wood income though. Bumping becomes an outcome around a crowded lumbercamp and before y’all know it, you have blocked villagers. If you have 10 villagers and yous have 1 blocked villager all the fourth dimension, that’s a decrease of ten%. Quite a bit for such dumb and avoidable issues. The easiest fashion to solve this is to build multiple lumbercamps and split your villagers evenly among them.

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Final just non to the lowest degree, trees are depleted quite fast. And with every tree that hits the carpet, a villager must run a little bit further to knock downwards the adjacent tree. So rebuilding your lumbercamps one time in a while is a must to keep your villagers focused on their real task: cutting lumber instead of running effectually with lumber.

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Stone

Yeah, there are even smart ways to mine your stone! But the way is quite like to the berry way: mining stone is usually not a massive action, merely a few villagers are needed and thus it might be smart to brand your mining camp touch as many piles of rock as possible. If you’re going to put a lot of action around your piles, so it’southward ameliorate to position the mining military camp and then that equally many villagers equally possible have to run as less as possible.

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This is also the rule of thumb for all resources actually.

Gold

Gold is actually the aforementioned every bit stone, except that you’ll probably desire every bit many villagers as possible on a goldmine. So it’due south all-time not to cake too many possible gather points with your mining camp. The concluding film in the previous paragraph demonstrates the perfect placement for a mining camp around a pile that will be heavily used. Besides, practice non hesitate to add a 2nd mining campsite on the other side of the mine. If you’re Japanese you can practise this a lot faster than other civs, even on berries if y’all desire!

Line-fishing

No, information technology really doesn’t matter where you put your angling boats on a line-fishing spot. As you lot try to divide your boats amidst the bachelor spots y’all’ll practise fine in terms of efficiency. All the same, it’southward important to notice the difference betwixt shore fish and deep sea fish. Shore fish is gathered a lot slower by line-fishing boats, so it’s worth to scout the seas a bit and look for better sources. But to what extent? Well, 14 tiles.

microeconomics_fishing

A deep sea fish is more than efficient than a shore fish if it’s no more than xiv tiles further than the shore fish.

Farms

Concluding simply not least, a very of import betoken has to exist made about farm placement. Not only is information technology important to place your farms as close as possible to a drop site, simply also its orientation towards the driblet site is important. On the picture below yous can see how farms really piece of work:

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First of all: villagers only gather food from the light-green role of the farm. The ruby part is just excess expanse that just creates a longer altitude to walk. You can see how farms on the right of your town heart/factory don’t suffer from this extra distance. To illustrate how big this departure is: if a farmer does about 20 trips for a single subcontract it means that the villager on the right side can exercise a walk around your town center to grab some fresh air before starting, and notwithstanding finishing before the villager on the left side.

Does this mean we must only make farms on the right side of a manufacturing plant/TC? No, but when you’re doing tight build ups, then every 2nd can affair and it’southward best to not waste product them early.

Source: https://www.forgottenempires.net/strategy/age-of-empires-ii-strategy-center/resource-gathering