Age of Empires II (2013) Guide

CBA (CASTLE BLOOD AUTO) for Age of Empires II (2013)

CBA (CASTLE BLOOD AUTO)

Overview

I want to share my opinion about CBA, not well organised. Plz feel free to coment. Still under constructionBase on =HD=CBA_ALLinONE_V404 by DocterWillCUThis version gives a smooth performance. The spawn rate and kill need to imp are rebalanced into a simple and elegant scale, and this make a different from th old version CBA. Some CBA map copy this design and do some small changes and claim the map on his own. let’s cheack the defferent by this pichttps://s24.postimg.org/cm3iod3zp/cba_allinone_v365_and_salty_cba_v28_floor_plan_a.jpgleft: CBA allinone V365—middle: the copy map—right: the old CBA mapHope everyone make ur own decision. If u agree this middle map is a copy, please boycott this copy map. Allinone team’s effort should be respected.Thanks doctor for the map!

The different between traditional CBA by tenchy and Allinone (–>and the cpoy map) in game balance

The traditional CBA by tenchy about civ balance are as follow:

Byzantines – Cataphract: 10 Seconds Castle Age: 300 kills, Imp. Age: 600 kills 56 Units
Chineese – Chu Ko Nu: 8 Seconds Castle Age: 300 kills, Imp. Age: 500 kills 76 Units
Britons – Longbowmen: 8 Seconds Castle Age: 300 kills, Imp. Age: 500 kills 72 Units
Celts – Woad Raiders: 9 Seconds Castle Age: 200 kills, Imp. Age: 450 kills 92 Units
Vikings – Beserks: 9 Seconds Imp. Age: 500 kills 86 Units
Turks – Jannisary: 9 Seconds Castle Age: 300 kills, Imp. Age: 700 kills 72 Units
Teutons – Teutonic Knight: 8 Seconds Castle Age: 300 kills, Imp. Age: 450 kills 76 Units
Japaneese – Samurai: 9 Seconds Castle Age: 300 kills, Imp. Age: 500 kills 80 Units
Mongols – Mangudai: 9 Seconds Castle Age: 300 kills, Imp. Age: 650 kills 56 Units
Persians – War Elephant: 13 Seconds Castle Age: 300 kills, Imp. Age: 750 kills 56 Units
Saracens – Mameluke: 12 Seconds Castle Age: 300 kills, Imp. Age: 650 kills 68 Units
Goths – Huskarl: 11 Seconds Castle Age: 250 kills, Imp. Age: 350 kills 92 Units
Franks – Axeman: 8 Seconds Castle Age: 300 kills, Imp. Age: 450 kills 76 Units
Spanish – Conquistador: 10 Seconds Castle Age: 300 kills, Imp. Age: 750 kills 60 Units
Koreans – War Wagon: 12 Seconds Castle Age: 300 kills, Imp. Age: 600 kills 60 Units
Huns – Tarkan: 11 Seconds Castle Age: 200 kills, Imp. Age: 300 kills 80 Units
Aztecs – Jaguar Warrior: 8 Seconds Castle Age: 200 kills, Imp Age: 350 Kills 92 Units
Mayans – Plumed Archer: 8 Seconds Castle Age: 200 kills, Imp Age: 450 kills 60 Units

For the Allinone ( –>the copy map)

                    ___________________________________                                                
                       Razes // Castle // Imp // Spawn // Limit

= Age Of Kings =
Britons ~ 1 Raze // 300 Kills // 500 Kills // 8 // 80
Byzantines ~ 2 Razes // 300 Kills // 600 Kills // 10 // 60
Celts ~ 2 Razes // 200 Kills // 400 Kills // 8 // 100
Chinese ~ 2 Razes // 250 Kills // 500 Kills // 8 // 80 –> 2 Razes // 300 Kills // 500 Kills // 8 // 80
Franks ~ 3 Razes // 250 Kills // 500 Kills // 8 // 80
Goths ~ 2 Razes // 300 Kills // 500 Kills // 8 // 100
Japanese ~ 3 Razes // 300 Kills // 500 Kills // 8 // 80
Mongols ~ 2 Razes // 300 Kills // 600 Kills // 10 // 60
Persians ~ 4 Razes // 300 Kills // 600 Kills // 12 // 60
Saracens ~ 2 Razes // 300 Kills // 600 Kills // 10 // 60
Teutons ~ 3 Razes // 250 Kills // 500 Kills // 8 // 100
Turks ~ 3 Razes // 300 Kills // 600 Kills // 10 // 80
Vikings ~ 2 Razes //None // 500 Kills // 8 // 100 –> 2 Razes // 200 Kills // 400 Kills // 8 // 100
= The Conquerors =
Aztecs ~ 2 Razes // 250 Kills // 400 Kills // 8 // 100
Huns ~ 5 Razes // 200 Kills // 400 Kills // 10 // 60
Koreans ~ 2 Razes // 300 Kills // 500 Kills // 10 // 60
Mayans ~ 1 Raze // 300 Kills // 500 Kills // 10 // 80
Spanish ~ 3 Razes // 300 Kills // 600 Kills // 10 // 60

= The Forgotten =
Incas ~ 1 Raze // 250 Kills // 400 Kills // 8 // 100
Indians ~ 3 Razes // 300 Kills // 600 Kills // 12 // 60
Italians ~ 1 Raze // 300 Kills // 500 Kills // 8 // 80
Magyars ~ 1 Raze // None // 500 Kills // 8 // 100
Slavs ~ 2 Razes // 300 Kills // 500 Kills // 10 // 60

= The African Kingdoms =
Berbers ~ 1 Raze // 250 Kills // 500 Kills // 10 // 60
Ethiopians ~ 2 Razes // None // 500 Kills // 8 // 100
Malians ~ 3 Razes // 300 Kills // 600 Kills // 10 // 80
Portuguese ~ 2 Razes // 300 Kills // 600 Kills // 12 // 80–> 2 Razes // 300 Kills // 600 Kills // 11 // 60

= Rise of the Rajas =
Burmese ~ 3 Razes // 300 Kills // 600 Kills // 10 // 60
Khmer ~ 4 Razes // 300 Kills // 600 Kills // 12 // 60 –> 3 Razes // 250 Kills // 500 Kills // 11 (12 when imp) // 60 (70 when imp)
Malay ~ 1 Raze // None // 300 Kills // 6 // 60×2 –>1 Raze // None // 500 Kills // 7 // 100
Vietnamese ~ 1 Raze // 300 Kills // 500 Kills // 10 // 80

You will find a big difference between tenchy igz cba and allinone. Allinone rebalance the spawn speed to 8/10/12 sec, and kill for imp 400/500/600. And the copy map basically use the allinone scale. They make Vikings start in feudal age, Khmer go with unique unit instead of battle elephant, abd rewrite some unit data. These are their notable changes. But they claimed they start making their map from nothing and DIDNT base on allinone. Is that a lie or not? To me, answer pretty obvious .

Deleting in CBA

Deleting in CBA means the player del a low health building which is under attack. This action was considering as cheating and was banned in the past. But now deleting is common in steam.

I support deleting. Deleting aim as preventing enemy getting raze and thus getting villagers. But there are many causes make you lack of razes, so you cant only blame “deleting”

1. Your ally taking too many gates – blame your team. Razing should be well planned: who raze first, who setting up the gate, etc

2. Mass enemy’s army protecting the gate – your team being out cived or your team feed enemy too many so they advance to castle age or even imp.

3. Gates were walled – this is 90% of the cases that make you fail to get vil. Once walled, it would cost the walling player nothing, while deleting cost your constant attention on the building. If deleting should be banned, walling should be banned too.

4. Repairing – the cost is the risk to lost vil

5. Deleting – cost your attention on the building when enemy attack. People bad in muti-task can fail in deleting.

The problem is, there is no auto-boot if you del the building build by you. To be fair, the best way is allowing everyone del their own building. And del can do some good to the game:

1. Encourage you to care your vil, and give rise to the vil sniper strategy – The best strategy especially in 3v4

2. Encourage you to expand your base outside your gate. Player with better muti-task skill can expand more, weak players just giving free razes and lost vil if they expand too much.

About rushing and walling

Rushing
Rushing is a strategy that can be used in early game, aimd at enemy’s castles to have a fast win.
This strategy has several disadvantages:
1. Feeding your enemy. Usually every successful rush can only take1 or 2 castles, if then the enemy wall up, you just give him free food and more room for building in his base
2. Getting less kill. As your population will drop due to rushing, and u need time to regain your army.
3. Getting less kill also means the enemy can get raze on your gates more easily(unless your ally can defend 1v2)

Getting kill to age up fast usually is a better strategy than rushing.

Walling
Some players like walling, they always walling at the back and the front gate, and will wall his ally too. The purpose are
1 stop enemy raze the gates and hence get viled
2 save you from rush
Player that always wall first is a noob behavior. Some situations you dont need wall. Always wall, similar to a rm player always up from dark to feudal age with 30 population. This can slow u down in some cases.
1 enemy are range unit. front gate walling cant stop ranged enemy from raze.
2 no one going to rush you
3 u imped. Army usually a better option then wall. Army are moving wall. U can use building like siege work shop as “wall”
4 u have front wall already /u are safe, back wall only take away your time and space, so dont do back wall if that’s the case.
5 U are castle age starting civ, and ally looking for archer to against teuton(let say, can be any dominant civ)

Civilization

Players, team work, civilization and position are the key factors. Player and teamwork are the most important factors, then followed by civilization.
In cba a civ can be roughly divided into feudal, castle and imp 3 stages. Feudal age we only go with unique unit, that’s mean a good unique unit is very important. Good UU let you advance faster to imp, then you can dominate the game.(mass up army faster and have spy)

To rank a civ roughly, i will consider the uu of this civ can beat how many kind of uu. For example, Vietnam rattan archer can beat infantry and archer and even some Calvary uu, so Vietnam will be a good civ.

Mainly consider the uu, my civ ranking:
Best civ: Turks, Vietnamese , Italians, Spainish, Koreans, Malian, Portuguese, Persians, Saracens
These civs can counter many uu, like turks can beat infantry and Calvary, and not bad in vs range unit as turks out range all the range unit.

Good civ: Britons, Mongols, Mayans, Berbers, Chinese, Burmese
Mostly archer here, they beat infantry, not bad with range unit and Calvary.

Average civ: Khmer(go with battel elephant ), Teutons, Franks, Incas, Indian, Byzantines, Slavs, Japanese, Goths, Huns
These civs can find food in the game usually

Weak civ: Aztecs, Vikings, Magyars, Celts, Ethiopians, Malay
Thay are universal food. But except aztecs and celts, they all start at castle age, which means they can mass up army once get vil. Aztecs beat infantry in theory, but he cant win teutons and japanese, and Aztecs is food for incas, franks, malians. Aztecs can only have goths and huns as food outside this group, that is totally 7civs can be Aztecs’ food. If you do some maths, you may find that there is 30% chance Aztecs get no food in a game. That’s why you will feel powerless as Aztecs and Celts.

To rank your civ in a game roughly, count how many civ in enemy’s team can be beaten by you. You can count this for your ally. By this way, you will know this game is out cived or not, you will know who is going to advance imp fast.

Consider goth huskarl and korea war wagon. Goth get 8+1 armour and korea get 9+2 attack (chemistry buff). Korea dealing 2 damage each shoot, need 35 hit to kill. To be accurate, reloading speed need to be considered. But just for convenience and simple, i will think if a range unit need more than 30 hit to kill a melee unit, that is not effective. You can do your own maths on each civ.

If the game going long, the imp unit will replace the UU. So long game civ ranking is different. The units we commonly used are:
Melee unit: paladin/Calvary, camel, eagle
Range unit: hand cannoneer(hc), cal archer, arbalest

Fully up paladin can take 60 arbalest’s shoots, 45 cal archer’s shoots, 18 hand cannoneer’s shoots. From here we know civ with paladin (except celt, celt pala roughly =fully up Calvary ) can beat civ without hand cannoneer. Even no hc civ use halberdier and camel, all the pala civ have either hc(teuton, frank, persia, spain, byz) or cal archer(huns, magy, byz, spain)as back up. Unless your controlling skill is godlike, civ without hc and pala cant win a civ with pala in a equal fight

Aztec, Japanese, Byzantines

These 3 civs are good in fighting infantry. Of course ♥♥♥ get bonus on every civ (except khmers as battel elephant not an uu), but ♥♥♥ dont get good armour to against archer, if the archer civ clumped by patrol, ♥♥♥ wont able to fight them. So effectively ♥♥♥ can beat mainly infantry, calvary, and fight some large size range unit (indian, korea, portuguese), so these 3 civs need similar food to advance

When we compare these 3 civs, we will find that Aztec is weak in both begining and imp age. Aztec arbalest missing thumb ring and armour, no cal archer nor gun powder. Eagle is alright but byz pala is even better, see their meele unit in late game can take how many shoot from the archer range unit:

unit
arbalest
cal archer
gun powder
eagle
30hit
20hit
4hit
♥♥♥ calvary
24 hit
20 hit
11 hit
byz paladin
54 hit
40 hit
16 hit

But Aztec need 400 kill imp, ♥♥♥ 500 kill imp, byz 600 kill imp. To make use of this advantage, aztec shall advance faster and use spy to sniper villager(do it yourself or make a cross on the map to inform your ally), slow down the development of enemys’ base by force enemys’ villager back to castle oftenly, conscription+civ bonus(15%faster in making unit) mass up arbalest or eagle rush an enemy if he is not yet walled.

Also, Aztec get a larger population and better in razing when compare with byz, so aztec can rush in enemy’s base and take off the castles in earlier game, while byz bad in doing this. Byz shall focus on killing and advance to imp. Aztec go with eagle and ram, arbalest and sometimes skirm in imp. Finishing the game asap, as Aztecs bad in long game.

♥♥♥ is somehow in between this 2 civs, ♥♥♥ can rush or kill, ♥♥♥ is better than aztecs in killing because of insane reloading speed, but ♥♥♥ need 500 kill imp and 3 raze for vil as balance. at imp ♥♥♥ can go with fully up cal archer or hand cannoneer. OP tower can be used in expanding your base

Byzantine is the best civ for countering non ranged infantry. With higher hp than aztec and ♥♥♥, byz do a better job. Byz can fight some weak archer like maya and italy as well. Wall and tower get high hp, good for expansion in long game.

Remember if enemy get teuton and you are the only counter, dont switch to all pala/eagle at castle/imp. These happen quite often when you are spain, byz, aztec.

Celts, Slavs, Burmese

These 3 civs are similar in late game. And their relationship is similar to that of aztecs ♥♥♥ and byz i wrote before. They need 400/500/600 kill for imp repectively(celts/slavs/burmese). Celts can only get kills from weak infantry and small group of archer, Slavs is better than celts in killing as slavs get more food, but celt raze better than slavs. Burmese is the best in kill and also raze among these 3 civs

Table to show how many hit the range unit need to kill a unit.

unit
arbalest
cal archer
gun powder
celt paladin
32hit
27hit
14hit
calvary
35 hit
28 hit
13 hit

you will see that celts paladin will not be better than a fully up calvary. At imp, celts will go paladin and ram. If enemy have calvary, clets can go with some halberdier. If enemy have eagle, celts can go with some champion as well. But infantry is easily killed by range unit, so the infantry should go with ram and let ram to absorb some damage from range unit. Slavs and Burmese basically will use the same way with celt, just Burmese calvary is better in raze but no siege ram, while slavs get the best infantry(trample damage the best) and cheaper ram

Conclusions
Celt: better in earlier rush, 400kill imp which is fast, best ram, useful team bonus, weaker infantry among these3 civs
Slavs: better in kill than celt, 500kill imp, the best infantry among these 3 civs, the best team bonus in V404, as this version get 250 population. Slavs as ally is cool
Burmese: the best in kill and raze among the 3 civs but need 3raze to vil and 600 kill imp, weaker ram

They all go with Calvary /paladin + some infantry + ram. Go with archer range unit like cal archer only when you dont have range unit from ally as back up, then u can have some cal archer.

Vikings, Ethiopians, Malay, Magyars

These 4 civs start in castle age. Reasons are:
1. They have weak uu, it would be too hard for them to find food to advance castle and imp
2. They are weak in imp(except magyars which get paladin and cal archer ), they only get arbalest and rams in imp, paladin, Calvary or eagle will beat them easily.

Lack of good uu, lack of bloodline and armour for Calvary (except magyars), lack of heavy cal archer (except magyars again) and hand cannoneer. Malay even lack of siege ram and champion. To balance we need to give them a good starting. That is, they will be the first one who mass up army.

Using these civ with walling strategy is a waste of the design that starting in castle age. I suggest build up your base first, if your ally is in danger, send troops instead of send villagers (unless u have plenty of vil, or only vil can save your ally)
Failure example :
1. When you start to build up your base, your ally also in castle age and viled—-too slow
2. You feed you enemy to castle age but you still not yet get the damn gate— now your enemy get the same advantage as you

These civs better get raze in the 5mins(game time). You need 50 sec to build an archery range with 1 vil, so in another 5 mins u will have around 10 archery range, and a team of cross bow (not full team, maybe around 40).
If you fail to get vil in 5 mins, you probably feed enemy around 150 units, by the time u get vil and mass up the cross bow(that is over10 mins), enemy would be at castle age or even viled, and your ally 3v4 for 10 mins :p

Vikings uu get bonus on calvary uu(except byz and saracens which get extra armour against the bonus), the best uu and barrack unit(remember italy team bonus if you are Vikings ) among 4 civs. But in long game, Vikings arbalest and ram are weaker than Ethiopian, dont have pala and cal archer when comparing with magyars.

Magyars and malay get good pierce armour, they can go to archer civ before they mass up their army. Malay only need 300kill to imp, but very weak in long game because they dont have siege ram and good calvary, so they ned to make use of the 300kill imp advantage, control enemy’s base by mass arbalest before enemy build up. Magyars get paladin and op cal archer in imp. In castle age, Magyars can go crossbow first. Crossbow spawn faster than cal archer in castle age, shoot faster and longer range, cal archer move faster and good in vil snipe.

Ethiopian get the best arbalest and ram among these 4civs, get camel as an option for countering calvary, basically the same way as Vikings.

Long game civs ranking

Long game mean you get vil and able to mass up army. Army usually consists of 3 parts: range units, melee units, ram. Range unit kill melee unit and range unit, melee unit kill ram, ram raze and absorb damage from range unit.
I will roughly divide the civs into 2 groups, the gunpowder group and the non gunpowder groups. In general gunpowder group are usually better than non gunpowder group in long game.

In the non gunpowder group, we have
1 Vikings, Ethiopia, Malay,
2 British, Mayan, Inca
3 China, Mongol, Vietnam
4 Huns, Magyar
5 Aztec, Celts, Slavs, Burmese
Group 1only get arbalest as their main force, they have no good melee unit that can fight under arrows and bullet. In long game if enemy go with ram, mass cavalry and back up with gunpowder/cav archer/arbalest, group 1 cant hold, as their melee unit dont survive long enough to kill the ram. Pala civs beat group 1(and group 2)as arbalest need 60 hit to kill a pala(54hit for byz pala),so the rate of killing pala will be far lower than the production rate of pala, and the gunpowder (or cal archer )which backup pala will kill your arbalest. Group 3 and 4 get good cav archer which need 45 shoot to kill pala, not effective but much better that group 1and2. China and mongol get camel which help. Viet are the worst among group 3. No camel, but viet get keep and arrow slit (china too). Viet is a weaker version of china until players lack of gold and start skirm fight, then viet imp skirm shines.
Same for group 4, but group 4 are pala civ so they own this 5 group.
Group 5 have no good range unit for countering pala. They only get infantry to counter pala, but they dont survive long enough to kill pala as pala civ get gun and CA behind.

My conclusion, group 1 are weak to ram and pala; group 1 and 2 lost to pala civ (celt not included). Group 3and4 get good cav archer which can barely fight pala civ; and pala civ or even cav civ will destroy group 5. Group 4> 3&2 >1 >5

For the gunpowder group,
1. Spain, Persia, Byz, Frank, Teuton
2. Turks, India, Berber, Saracens
3. Italy, Protuguese
4. Malian, Khmer, Goths
5. Korea, Japan

Group1 get pala and gunnpowder as their main force. To me, spain, persia and byz are the best long game civ. they all get siege ram which is very important.
Spain get good tower, vil are strong and building fast, good for expanding outside the base, gun is op.
Byz get good tower and high hp building, so it is good for expanding too. Archer range unit all avaliable, cheap trash unit and camel.
Persia can just go with elephant. 60 imp elephant get more hp than 200 pala, and always easier to handle 60 unit than 200 unit. Trample damage make 60 elephant better than 200 pala too if u use it well. You can save the resources and send to your ally. Let say u get rushed and only 1 or 2 castle left, you still have pala, camel, gun, siege ram if you get vil.
Frank and teuton will just go with pala and gun. I never sugest full pala as gold can run out fast.

Group 2 get gun and CA as range, cavalry and camel as melee unit. India imp camel get similar strength with cavalry. Saracens camel can take 29 arbalest shoots while cavalry take 35, a bit weaker melee unit.

Group 3 get gun and arbalest as range, cavalry as melee unit.

Group4 get gun as range, for melee unit they get cavalry. Goths cavalry lack armour, will use huskarl instead of cavalry.( huskarl good when vs non gunpowder group. )

Group5 lack of good melee unit. They can play tower defend in long game. Vulnerable to ram.

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