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Age Of Empires : The Japanese Monk Rush

This is the Japanese monk rush I’ve worked for some time on, I hope you find it interesting. Any comments and questions are welcomed but if you only want to say how dumb monk rushes are please post it in another thread.

Introduction

This is a very specific strategy that is designed to:
  • Achieve a very fast castle time of approximately 13:45
  • Attack with monks at approximately 15:50
  • Not sell any of your stone for gold and use this advantage
  • Use monks, a town center and possibly a castle to attack and disrupt your opponent
  • Cause shock, fright and consequently unwise actions from your opponent

In order to achieve the extremely fast castle time without selling stone the build order must be followed. You must be able to micromanage you econ very well and be able to change strategies if it becomes necessary. For these reasons I do not suggest this for any one not at least an intermediate level player. There is some room for error but it is very limited. Should anything go wrong you should abandon thoughts of a monk rush as it will come too late and you will be in a very bad position. This strategy is developed with similar principles as the SMUSH. I would recommend reading MFO’s article about the SMUSH before attempting this monk rush.

This strategy was developed by mathematical and in game testing by LKS_Flammifer, enjoy. Special thanks to my fellow LKS clan members who helped me with this article.

The Build Order

Build orders are not the thing you want to rely on to heavily. If something unexpected happens then your build order is of no good to you. However if you want to do this you must follow the build order. It’s balanced to bring you where you want to go but anything can cause a problem. I will stress that if anything happens that is anything from losing a villager to a boar or losing a single sheep you will be unable to do this. If anything happens stop trying to do this strategy immediately and do something else. I also suggest practicing this in single player until you can do it without pausing the game. The build order runs as follows.

Have two of your villagers build one house and the other build one too.

Scout in circles around your base until you have found:

  • 8 sheep
  • 2 boar
  • 1 clump of berry bushes
  • 1 deer herd (2 is better)
  • forest

After you finish the houses send those villagers to sheep.

Now assign villagers to tasks as follows:

  • 1-6 sheep
  • 7-9 berries
  • 10 house by boar and then lure boar
  • 11 sheep
  • 12-14 wood
  • 15 lure another boar
  • 16 berries
  • 17 wood
  • 18-20 berries
  • 21,22 gold

When your hunters finish the second boar:

  • 6 go to sheep
  • 2 go to berries
  • 1 goes to hunt deer

When you reach feudal have two lumberjacks build a market and 2 build a blacksmith.
When the two buildings are finished you should have what you need to go castle.

Now it’s time to make a decision.

1: Take the easiest rout and have:
  • 2 forwards (use your scout to guard them because you don’t have loom)
  • 8 gold miners
  • 10-12 lumberjacks
  • 1-2 gathering food

The idea is to be able to build a house with the forwards if you have time and to get a siege workshop up and make a mangonel ASAP.

2: Try to keep a better econ by having:
  • 2 forwards (use your scout to guard them because you don’t have loom)
  • 7 gold miners
  • 9 lumberjacks
  • 4 gathering food

This is harder because 9 is the minimum number of lumberjacks you can have. The 4 villagers should build a mill by deer and hunt them. This will allow you to create more villagers when you get to castle. You must put you town center by gold and have the villagers mine it in order to keep up monk production.

3: Go all out and try to put up a castle you must have:
  • 2 forwards (use your scout to guard them because you don’t have loom)
  • 6 gold miners
  • 9 lumberjacks
  • 5 stone miners

Every thing must be done right for this to work but it is incredible. Again you must put your town center by gold and mine it in order to keep up production of monks. Use the town center to provide defense for the castle and put the castle between 7-8 tiles from the enemy town center. You will not be able to create any more villagers until you have started the castle and then you should take 3 villagers off stone and have them farm. You may also chose to have lumberjacks go to farms too.

You should reach castle at about 13:45 if everything went right.
Have you two forwards build 1 monastery each (total=2). Once they are up, create monks from them. When the monks come out have them each convert a villager and use you now 4 villagers to start a town center. If your opponent starts a tower when your monks appear, place your town center so that the tower cannot hit your villagers on the far side but when the town center is completed that it can fire on the tower. Use monks who do not have enough faith to convert to heal your villagers. From here your strategy should follow the choices you made during the castle transition.

Other Comments

If your going to try this when your opponents team includes a Teuton or you are attacking a Turk then you should seriously reconsider weather or not to use this strategy. Also if the difficulty is set high (more wolves) you should think about doing something else. Surprise is what makes this so effective, consequentially you shouldn’t use this repeatedly against the same opponents. However if you use another strategy with a 10:05 feudal you may catch them off guard. Ethical or not you can use the monk bug to convert units faster especially those that are hard to convert. Watch out for stables, if light cav show up you’d better have some pikes ready. And a big, yes I know what happens if you’re flushed, for everyone who was going to say that.

Age Of Empires Recorded Games

The professional gaming leagues held between different clans have their games recorded. These files are with extensions .mgx in the Age of Empires II The Conquerors version and are saved in SaveGame folder of Age of Empires. These are also reffered as Replays of the games.
Why to see Recorded Games:
The best way of knowing and understanding Age of Empires strategies is by seeing how experts play. You can see the games played by experts and get some help for yourself on how to play age of empires and what are the critical strategies they use.
How to see Recorded Games:
You can download them from the given download links. Once you finish downloads, just extract the .zip or .rar files and place the files in SaveGame folder of your age of empires installation. You can now open the Age of Empires game application. Go to the single player mode and go to saved and recorded games. You can see the file names here. Just open them. You can see the games in fast mode also. The controls are given in the bottom of the screen while playing the game.The files you get from the package are .mgx files. You should put these .mgx files in the SaveGame directory.
Where to get Recorded Games:
There are many websites which have a good collection of recorded games of Age of Empires. These are some directories where some Age of Empires Recorded Games Downloads are given,
Download Links:
RTS Clan Leagues
esnips directory1
esnips directory2
Legion Cup Aoc
Legion Clan
IndusClan
The first link given contains a good number of latest recorded games to download with all the information about the game like map Arabia, Islands, Ghost Lake, Baltic, Black Forest etc... the duration of the game and the Clan Tags. These are league matches held between two Clans.
How to Record Games:
You can record your games played in the LAN or Internet. To do this the server who has started the game either in LAN or Internet must put the option record game. Then all the clients will get the recorded game in their SaveGame folder of AOE installation folder. You can record your own video of AOC 1 on 7 and put the recorded game in some file hosting websites and post the link on some website or blog. Your Age of Empires Conquerors recorded games will be saved in the same folder SaveGame in the AOC installation folders.If you want to give any Recorded Games links, you can post the Direct Download links here as a comment to this blog post.

Age Of Empires III : Cheat Codes

Cheat codes
Hit the ENTER key and key in the code
X marks the spot No fog of war
Medium Rare Please Gives 10,000 food
Give me liberty or give me coin Gives 10,000 coin
Nova & Orion Gives 10,000 XP
A recent study indicated that 100% of herdables are obese Fattens all animals on map
Speed always wins Turns on 100x gather/build rates
Sooo Good Turn on “Musketeer’ed!” when you get killed by Musketeers
Ya gotta make do with what ya got Spawns the Mediocre Bombard at your Home City gather point

Gives 10,000 wood
tuck tuck tuck Gives you a big red monster truck that can run over anything.
this is too hard Win in singleplayer

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Age Of Empire Download

Publisher: Microsoft Game Studios
Developer: Ensemble Studios
Genre: Historic Real-Time Strategy
Release Date: Oct 26, 1997
ESRB Descriptors: Animated Violence, Animated Blood
Number of Players: 1-8

When you first play Age of Empires, a warm feeling develops in your gut. Warcraft meets Civilization! Real-time empire-building! And does it ever look sharp and feel right.
But an uneasy feeling builds as you get deeper into it, a sense that all is not quite right. This is not quite the game you hoped for. Even worse, it has some definite problems. The pitfall when you review a game as anticipated and debated as this one is to make sure you criticize it for what it is, not for what you wish it was. I wish that Age of Empires was what it claimed to be - Civilization with a Warcraft twist. Instead, it is Warcraft with a hint of Civilization. That's all well and good, but it places it firmly in the action-oriented real-time combat camp, rather than in the high-minded empire-building of Civilization. The result is Warcraft in togas, with slightly more depth but a familiar feel.

Age of Empires places you on a map in an unexplored world, provides a few starting units, and lets you begin building an empire. Each game unfolds the same way. You begin with a town center and some villagers. The villagers are the basic laborers, and the town center enables you to build more of them and expand your settlement. The villagers are central to AOE: they gather resources, build structures, and repair units and buildings. Resources come in four forms: wood, food, stone, and gold. A certain amount of each is consumed to build various units and buildings, research new technology, and advance a civ to the next age.

There is no complex resource management or intricate economic model at work here. What you have is the same old real-time resource-gathering in period garb, with four resources instead of one or two. As your civ advances, you develop greater needs for these resources, but the way in which they are gathered and used becomes only marginally more complex (certain research can cause faster harvesting or more production). It appears on the surface to be a complex evocation of the way early civs gathered and used materials, but beneath the hood is the same old "mine tiberium, buy more stuff than the other guys" model. It is the first hint that AOE is a simple combat game rather than a glorious empire-builder.

There's no denying the thrill the first time a villager chucks a spear at an antelope and spends several minutes hacking meat from its flank with a stone tool. This is the level of detail that brings an empire-building game to life. If only those villagers would grow and develop over the course of the game, it would make it so much more interesting. If only they would trade in their loincloths for some britches and maybe some orange camouflage, and switch from spears to arrows and rifles. Yes, that's another game, but it could easily have been done in AOE, and why it wasn't is a mystery.

The overall impression of AOE dips further with the prickly issue of unit control and AI. As you expand your city with new and improved buildings, you develop the ability to produce new and better military units. These fall into several categories: Infantry (Clubman, Axeman, Short Swordsman, Broad Swordsman, Long Swordsman, Legion, Hoplite, Phalanx, and Centurion), Archers (Bowman, Improved Bowman, Composite Bowman, Chariot Archer, Elephant Archer, Horse Archer, and Heavy Horse Archer), Cavalry (Scout, Chariot, Cavalry, Heavy Cavalry, Cataphract, and War Elephant), and Siege Weapons (Stone Thrower, Catapult, Heavy Catapult, Ballista, and Helepolis). With the completion of a temple, a priest becomes available that can heal friendly units and convert enemy units. Naval units come in the form of fishing, trade, transport, and war.

The problem is that while enemy AI is savvy and aggressive (it can afford to be since it appears to cheat with resources), your units are bone-stupid. Path-finding is appallingly botched, with units easily getting lost or stuck. There is a waypoint system, but that hardly makes up for the fact that your units have trouble moving from point A to point B if you don't utilize it. Military units will stand idly by while someone a millimeter away is hacked to pieces. They respond not at all to enemy incursion in a village and wander aimlessly in the midst of battle. Was this deliberate so that the gamer needed to spend more time in unit management? If so, it was a poor idea, since there is simply too much going on midgame to worry about whether your military is allowing itself to be butchered in one corner of the map while you are aggressively tending to a battle in another portion. There is no excusing this flaw, and it seriously diminishes AOE's enjoyability. Finally, there is the fifty unit limit that is irritating many players, but in light of the game's already troublesome play balance, it was a solid decision to force users to build units more selectively.

AOE obviously is sticking close to an early-empire motif, and there's nothing at all wrong with that. Stone, Tool, Bronze, and Iron are the four ages, and with each come new structures and military units. You don't earn these advanced ages - you buy them with resources. Advancement is a simple matter of hoarding and spending food and gold. The overall welfare of your state is irrelevant as long as it survives: happiness is not measured, trade is barely modeled, and the state exists merely to produce a military machine to crush everyone else on the map. Naval power has a woefully unbalancing effect upon gameplay, with a strong navy able to shred the competition at the expense of reality.

Micromanagement is the name of the game in AOE. There is no unit queue, and to build five villagers, you need to build one, wait, build another, and so on. With units acting so stupidly, you should be able to set their level of aggression and the manner in which they attack (a la Dark Reign), but that is also not an option. Diplomacy is relegated to tribute and nothing more, and alliances are hard to form. You can be allied, neutral, or at war with other civs, but if the radio button is still set to "allied" when an opponent starts firing on your units, your units will not fire back, defend themselves, or even flee. They will just be destroyed. Cues as to exactly what's happening on the map are obscure; the duty has been relegated to unrelated sound effects. Does that bugle call mean my building is finished being built, or my units are under attack? How about some help, people? Victory conditions can also be irritating. There are several campaigns that require that specific goals be met, and these quickly grow tiresome. Thankfully, there is an excellent custom generator that lets you set map size, starting tech, resources, and other features. This is the saving grace of AOE, and what kept me coming back again and again. The main reason is that it let me change some of the insane default victory requirements, such as when the victor is the first to build a "wonder" (through another massive consumption of resources) that stands for 2000 years. These 2000 years can pass in about twenty minutes of game time. That means that as soon as an opponent builds a wonder, you create a whacking huge navy to go over and blow it up. Not a very subtle way to maintain an empire. In fact, there is no strategic nuance: It is merely a brawny muscle contest. For all its historical trappings and pretensions to recreate the early progress of civilization, in the final analysis it does not even have the depth of a pure combat game like Dark Reign or Total Annihilation.

If all these judgments seem harsh, it is only because Age of Empires looked, and pretends, to be so very much more. It still has tons of potential and a fundamental gameplay that remains entertaining enough to overcome the flaws and merit a fair rating. The system can go very far with some fine-tuning, but as it stands it seems downright schizo. Is it a simplified Civilization or a modestly beefed up Warcraft? It's almost as if the designers started out to create one game and ended up with another. With such beautiful production and the fundamentals of a vastly entertaining game, it's sad that it fell short of the mark. The disappointment is not merely with what AOE is, but with what it failed to be.

By T. Liam McDonald, GameSpot

Minimum System Requirements
System: Pentium-90 or equivalent
RAM: 16 MB
Video Memory: 1 MB
Hard Drive Space: 130 MB

Screen Shots

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