Informe de exploración
lunes, 13 de julio
8 noticias · 15 partidas · 9 torneos
No hay contenido para esa combinacion en este dia.
Torneos9
Partidas recientes (15)
Partidas recientes15
Lucho / Monoz / Sebastian
GAX | B.Trufa / GAX | Sr. Spock / GAX |_TempesT_
Últimos Vídeos3
Noticias y Comunidad5

Interés 36/100
Contenido, creador, tracción relativa, frescura y confianza. No usa IA.
- Contenido+9 pts
- Creador+5 pts
- Tracción relativa+0 pts
- Frescura+7 pts
- Confianza+15 pts
From Fixed Civilizations to Semi-Variant Civilizations: Preserving Identity While Expanding Strategy
Introduction Age of Empires II has always been built around fixed civilizations. Each civilization has its own identity…
Introduction Age of Empires II has always been built around fixed civilizations. Each civilization has its own identity through: Civilization Bonuses (including Team Bonuses where applicable) Technology Tree Unique Units Unique Technologies This system creates strong identities and makes civilizations memorable. However, as the number of civilizations increases, several challenges appear: Creating new civilizations becomes harder without overlapping existing designs. Players want more strategic variety. A completely free civilization creator may reduce balance and historical identity. A possible future direction is a Semi-Variant Civilization System . The goal isn’t to replace fixed civilizations, but to allow existing civilizations to evolve through controlled reforms. The Core Principle: Reform, Not Replacement The biggest risk of civilization customization is that players simply remove weaknesses and collect the strongest technologies. For example: A Frankish variant that removes: Cavalry units +20% HP and gains: Bloodlines Hussar may become a generic complete cavalry civilization, it gains more options, but loses the identity of the Franks. Therefore: Civilization Bonuses should mainly be exchanged for other Civilization Bonuses. The purpose of reform is to change the direction of a civilization, not erase its identity. Main Rule: Civilization Bonus ↔ Civilization Bonus Civilization identity should usually be exchanged with another identity. Example: Frankish Military Reform Original: Civilization Bonus Cavalry units +20% HP Exchange: Civilization Bonus Infantry (except Spearmen) deal additional damage against Trash Units: +3 in Feudal Age +5 in Castle Age +7 in Imperial Age Result: Original Franks: A cavalry civilization based on powerful knights. Reformed Franks: An infantry-oriented civilization designed to defeat trash-unit compositions. Both remain recognizable as Franks. Team Bonus Reform Team Bonuses represent a civilization’s influence on allies, so they
Interés 36/100
Contenido, creador, tracción relativa, frescura y confianza. No usa IA.
- Contenido+9 pts
- Creador+5 pts
- Tracción relativa+0 pts
- Frescura+7 pts
- Confianza+15 pts
Custom campaign layout scenario name closer to icon
Is there a way to move the scenario name closer or farther of the icon in scenario selection ? Example : (don’t take…
Is there a way to move the scenario name closer or farther of the icon in scenario selection ? Example : (don’t take care about the random black box in the expected result) image 862×657 249 KB

Interés 49/100
Contenido, creador, tracción relativa, frescura y confianza. No usa IA.
- Contenido+22 pts
- Creador+5 pts
- Tracción relativa+0 pts
- Frescura+7 pts
- Confianza+15 pts
AoE2.ai ladder: TAG_MbL_ tops RM 1v1 at 2,901
AoE2.ai sigue 47,068 jugadores de RM 1v1. Top cinco: #1 TAG_MbL_ 2,901, #2 _LY_Yo 2,899, #3 Oni.Vinchester 2,891, #4…
AoE2.ai sigue 47,068 jugadores de RM 1v1. Top cinco: #1 TAG_MbL_ 2,901, #2 _LY_Yo 2,899, #3 Oni.Vinchester 2,891, #4 wR.Lucho 2,866, #5 VIT | Hera 2,848. Mejor racha en la muestra del top ladder: 抖音ique (64 wins). Mejor win rate de la muestra con 300+ partidas: VIT | Hera 74.8%. 80 jugadores del top muestreado han jugado en las ultimas 24h.
















































