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About: AoE2 Expansion Pack: The Conquerors

  • "The expected release date is Fall 2000.
  • There will be 5 new civs (18 total AoE2 Civs)
  • Each NEW civ will get a NEW unique unit.
  • There are several new non-unique units in the X-Pack, and all 'old' civs get at least one new non-unique unit. Some units include but not limited to:
    • Halberdiers
    • Hussars
    • Turtle Boats
    • Petards - carries a bomb and blows up next to unit specified to attack, like demo ship but on land.
  • At least one new civ will be strong with Monks.
  • There is a chance of having new Naval Units in the Game.
  • There are no new seige weapons, instead seige improvements were made, including garrisoned rams.
  • New Game Types include; 'King of the Hill' and 'Defend your Wonder', played either as a free-for-all or a team game.
  • 4 new campaigns based on historical heroes.
  • Over 12 new maps, including "Mongolia" and "Oasis", and geographic maps of the world (Great Britain, Japan, Byzantium), but no new map SIZES.
  • One new unique tech for each civ (at least one civ will get 2).
  • There will be other new technologies, available for ALL the civs to research.
  • There will be new music added to the existing collection.
  • Farm queues will be added, a feature found at the mill.
  • Smarter Villagers will waste less time/resources.
  • Scenario Editor triggers can change unit attributes(!)
  • Scenario Editor pop limit still @ 75. In fact, all pop limits in AoE2 are kept the same.
  • The Market will let you sell large volumes of resources quickly.
  • Either we will see a whole new architectural style, or else something 'equally significant'.
  • There will be new heroes and special characters in the scenario editor.
  • There are NO new buildings in the AOE2 Xpack.
  • No changes to what 'old' civ gets what Unique Unit.

New Civs

At least some of the civilizations are located in a new region, never before explored in an Age product. XPAC civs remain in the medieval period extending C.E. 500-1500. As other 'possibilities' discussed that were discussed, but not confirmed, "the Polish UU would have to be the Winged Hussar. If I was going to hand out a two-handed Axemen to a civ, it would be to either the Saxons or the Dacians." Civ team bonuses have not been changed.

The New civs will be:

  • The Huns
    UU: Tarkan
    UT:
  • The Koreans
    UU: Turtle Boat and War Wagon
    UT:
  • The Mayans
    UU: Plumed Archer
    UT:
  • The Aztecs
    UU: Jaguar Man
    UT:
  • The Spanish
    UU: Conquistador (mounted musketeer) and Missionary (fast-mounted monk)
    UT:

New Campaigns

One of the campaigns is "The Conquerors", and consists of unrelated, but famous, historical battles & campaigns (such as Hastings & Manzikert). Other possible campaigns include; El Cid if the Spanish are added; Babur the Tiger would be a great choice for a Moghul campaign; Vlad the Impaler for a Romanian campaign; and Alexander Nevsky for a Slavic campaign (possible, as in not confirmed).

New campaigns include but may not be limited to:

  • El Cid
  • Atilla the Hun
  • Montezuma
  • Eric the Red

New Multiplayer Game Types

There will be a game type where the victory condition will be to hold a pre-built wonder in the center for a certain length of time. There will be a new victory condition that creates a King of the Hill type of game, played either as a free-for-all or a team game.

New Map Types

Many of the new map types have extremely different configurations with respect to fundamental starting resources. These include a map type called "Oasis", where the center is filled with trees. Its kind of like a Mediterranean or Baltic map, except with trees in the middle instead of water. While there are straggler trees as well, almost all the wood supply is in the nigh-inexhaustible central grove. This is a good map for raiding, and is not as easy to wall off as a "true" Mediterranean. It's not like Gold Rush, it's more like an inverse Mediterranean in which you can't use the central zone as a highway. It is a wonderful map if you like raiding.

There will be a map type called "Mongolia", with no water, heavy elevation changes, and many cliffs. It is a lot like Arabia, except you can wall off. The Mongolia map is NOT a Real World map. Real world geographical maps include Great Britain, Japan, and Byzantium. These have their resources randomized (so that you won't know where the gold or woods are), but the land & water & elevation layouts are fixed. The real world maps chosen were generally selected because they made an interesting playfield, NOT because lots of forum members happened to live there. All of the new map types are accessible via a Random Map selection, though none of the Real World maps are accessible in this manner.

New Technologies

Each Civ in the game, even the original ones, will have a unique research item. At least one civ gets two unique research items. The Frankish unique research item is "Bearded Axes", giving their throwing axemen more range. These are designed to work well with that civ's other bonuses & units. The new techs are generally military benefits, cost quite a bit of money, and are not available during the early part of the game.

We could have done something lame like have every civ's unique research doubles the hit points of their unique unit. Instead we spent months carefully crafting the researches so each perfectly fits its civ's personaltiy and style. Personally, I'm quite proud of the unique researches. They fall into three major classes vis-a-vis their civ's unique units. Some of them (like the Frankish one) specifically benefit their UU. Some of them give a benefit that, while it affects the UU, affects other units as well. The most common type of unique research provides a benefit that does NOT directly affect the UU.

They are pretty expensive. The price varies from civ to civ, of course. Most are not as expensive as the most costly unit line upgrades, such as Heavy Horse Archer, or Elite War Elephant, but they are certainly not a gimme, and you have to save up for them and even think twice about them.

New Scenario Editor Features

Scenario Editor will allow triggers to change unit attributes, though pop limit still @ 75. We will take the opportunity to fix some of the editor bugs as well as add a few new toys. There will be new heroes and special characters in the scenario editor.

Farm Queues

The Farm Queues are done in an intelligent manner which does not force you to "search" through your farms to find out which ones are queued up. We have playtested this a LOT, with some very skilled players, and it's pretty obvious that it does not save the newbie from the skilled player. It just lets the skilled player spend more time on other options, primarily military, and if anything increases his advantage. Farm queues turn out to make basically no difference in Dark & Feudal, not much in Castle, but are a great benefit in Imperial, when we want to spend our time fighting, not managing farms. You can't destroy your opponent's farm queues, but you can make it impossible for him/her to access it. If you lose all your mills, you cannot access your farm queue until you have rebuilt a mill. Previously-queued farms are still used to replace expired farms. Existing civ bonuses will not change, with one tiny exception (even there it doesn't actually change, just gets an additional boost).

Smart Villagers

After your villagers construct a new drop site, they then automatically deposit any resources they were carrying and go to work on the appropriate new resource. It also means that if you target a bunch of untasked villagers on a group of idle farms, they'll space themselves out among the farms. Third, it means that when you target two villagers to construct a wall segment, one goes to each end of the wall and they work inward towards the middle (if you target more than 2 villagers, they space themselves out along the span of wall).

Smart Villagers working a mill will go for the stationary food source which is closest, fish food or farms. They will not auto-hunt deer or boar. If you construct a town center, they will task on the closest stationary resource, with priorities for gold first, then stone, then wood, then food. If you construct a mining camp equidistant between gold & stone, they go for the gold. Boar-hunting villagers who build a lumber-camp will deposit their meat when the lumber-camp completes, then head for the nearest tree.

We had some debate about the value of this and how much it would hamper expert-player micromanagement, but after playing with the Smart Villagers, no one was able to go back to the old system. As with farm queues, it turns out that experts still kick butt on newbies. And there are still plenty of little optimizations that you can do with your villagers. Don't worry on that account.

A villager ordered to stop harvesting and start building a drop site will automatically deposit their load before starting construction. In addition, you must complete the drop site to trigger the auto-deposit. So there's not really any way to micro-manage this particular bonus. Just enjoy it as it was intended

 

Battering Rams

You can now start putting men inside your battering rams and load them up for battle and they'll protect the men as they approach a castle or tower. The battering ram will speed up with more men inside pushing it (+ 0.1 tile per second per footman), and they'll come out and start fighting if something attacks it. Rams only carry a handful of troops, and cost a bundle, so they're really not that effective as troop transports. Foot UUs can garrison inside rams. Usually I put longswords or better into my rams. That way if the ram is destroyed, the champs come forth and deliver some major pain to the ram-killers. Pikemen work well, too, though. The siege ram can hold a larger garrison than the others .

It is our view that rams are currently under-used. Adding the garrison power has two desirable effects, to our way of thinking. First, it gives players an alternative to the trebuchet and second, it makes rams more valuable without jacking up the cost. To get good value from garrisoned rams, you really do need to upgrade your rams though. Basic battering rams, even garrisoned, really don't cut it. Villagers cannot garrison in rams for two reasons; to keep forward-building from getting any easier and to simplify the interface. When you click a villager on a ram, it's always to repair it, you see. Garrisoned rams will likely be able to load up allied units just as with transports. If a ram that is garrisoned is loaded on a transport ship, the ram and all garrisoned units count as passengers. Units do not heal while garrisoned inside rams.

Technical Changes

A retail copy of Age of Empires II will be required to play The Conquerors. If you are using The Conquerors, you will not be able to play vs. anyone who does not also have The Conquerors installed on their hard drive. However, The Conquerors leaves your old AoK startup available so you can choose to play the “old way” if you like with your less up-to-date buddies. No changes to Technical system requirements are planned. It is not possible to put a rewind feature on recorded games, but other features have been added to the recorded game options.

The AoE2 XPack will include a patch/fix that will be released seperately for all AoE2 players. It will be released BEFORE the AoE2 XPack is released. We have fixed Town Centers by making them almost completely ineffective offensively, but still worthwhile defensively, at least vs. Feudal & Dark opponents. One reason for the patch's delay WAS the X-Pack, but the X-Pack also helped us determine what the patch needs. In fact, the X-Pack has made doing the upcoming AoE2 patch far easier, since the patch is in essence a subset of the X-Pack. Yes, the patch will be also available to fix certain AoK bugs without needing to buy the X-Pack. The patch will not fix every little imbalance that people have noticed in AoK, as many of these have been fixed by new technologies, units, etc., particularly the new unique researches. However, the more notorious problems and outright bugs will be addressed.

Here's what you get in the AoE2 : Conquerors Expansion Pack (more or less in the final version)
  • THE CONQUERORS - Five new civs
  • THE CONQUERORS - More than five new units.
  • THE CONQUERORS - More than five new technologies, not even counting the 19 new Unique Research items. (There's more than 18 because one civ gets two.)
  • THE CONQUERORS - Four new campaigns. Okay, I admit that that's the same as RoR, but campaigns are harder to do in AoK, you need more background stuff. So there.
THE CONQUERORS NEW FEATURES & OTHER CHANGES
  • Expect the same or a higher level of upgrades & boosts you got in RoR vis-a-vis AoE. Anyone actually remember playing old AoE with the dread super-catapults, no population counter or timer, no production queue, nor at-start visible allied town centers? How about little things like not having to reset your Chat at the start of each multiplayer game? Or Mediterranean maps?
  • Just as The Conquerors surpasses RoR with new units, technologies, and civs, so it will equal or surpass RoR with new features. A very few have already been announced. The many dozens of others are lying in the shadows, waiting to leap out and get you by ambush. So watch out."
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Note: These information about aoe2 expansion is provided by an anonymous friend.

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