r/aoe4 14h ago

Fluff Ranged upgrades > melee upgrades

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277 Upvotes

r/aoe4 14h ago

Ranked Still 3 days left till the ladder tournament starts

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49 Upvotes

Hey! There are some cool French people (rare [jkjk]) hosting a very amazing cool tournament

This tournament based on the RANKED LADDER

$1000 prizepool and you can DONATE/TIP/Contribute towards to it, which would be cool cus we need more events like this

I'm in the team AMIGOS with Big B (Beasty) and Hombre (Vortix) With his Hermano (Lucifron) and Elefantos LoueMT

This will be a giga fun tournament, since LOSSES doesn't count just game wins which is poggies!

There are very strict rules [so people will not abuse some bullshit stuff like surrendering or match fixing]

You can have 5 man PARTY WHOOP WHOOP!

Register now and join to this amazing LADDER GRIND TOURNAMENT STYLE AMAZING STUFF

Wololo Challenge

Wololo Challenge 2026 Registration

Starts THIS FRIDAY !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! " This Friday at 7 PM CEST, the WololoChallenge becomes real."

Edit:

Add Discord

https://discord.gg/odw

Add Handbook:

WololoChallengeHandbook.EN.pdf - Google Drive


r/aoe4 17h ago

Discussion Played some multiplayer matches, and realized it is not for me

35 Upvotes

I have been playing this game for almost an year, single player. Loved campaigns and ai skirmishes. Initially i found skirmishes difficult to win but i kept learning and playing. I noticed most of the talks in this sub have been regarding multiplayer, so i gave it a try few times. Played some 1v1 matches many months back, lost every match badly in first few minutes, then stopped, because I thought i need to learn more, then recently played some matches again, and finally realized that multiplayer is not for me.

I realized it's not just about learning and being better, it's also about the attitude and goal of playing. The focus in multiplayer matches is completely on finishing the game as quickly as possible. Everytime the opponent rushed in with a proper army within 7-8 mins maximum. It is completely against the reason and style of play i like. I would need to completely change my style and attitude of play to have a chance in surviving those matches, let alone winning. I decided i won't try those matches again anytime soon.


r/aoe4 8h ago

News PSA New season is out, map pool updated

32 Upvotes

Let’s goooo


r/aoe4 11h ago

Discussion No wonder my micro sucks

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25 Upvotes

I was watching Valdy's video on Micro & Unit Comps. In it he talked about a micro trainer:
https://aimtrainer.io/challenge

Valdy mentioned that you should at least be able to hit 30 targets.

I’ve now done the challenge several times in a row. I typically hit around 8 targets, and my record is 12 so far.

Or why I lose every single fight if I don’t have an army advantage.


r/aoe4 5h ago

Media The New season is almost here

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17 Upvotes

r/aoe4 17h ago

Discussion A reminder of how cost effective condos can be, when only considering total res

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14 Upvotes

This is not to say they're OP or not, that gold heavily controls them, and knights can focus them down in isolation.

But 1800 res worth of condo, vs 2400 of knight, and includes the charge, and both sides with full upgrades. Condos also have the damage bonus from antioch.

So while they cost more gold (800 more gold) they win cost effectively vs FU generic knights.

On a similar point I really hope at some point devs include the heavy tag on their unit interaction so xbows at least do full damage to them(currently the label is only in name, but not in effect). Or we get a few units with "anti medium" added to their stats(maybe even MAA gain bonus vs medium?), and things like Freeborn can gain the medium tag.

In aoe2, they eventually added a unit class called "shock infantry" and MAA types gained a bonus vs them. Which allows devs more control over the balance of all units involved


r/aoe4 6h ago

Discussion pov : i'm bronze xd

14 Upvotes

edit i was diamond, wildly deranked to bronze ( 1) lolz


r/aoe4 5h ago

Discussion Why on earth has this bug not been fixed yet?

12 Upvotes

Please devs of AOE4, FIX this bug!

Already mentioned by me here:

Game bugged? Always shows this screen after games ... still I am ranked : r/aoe4

and here:

Game bugged! Always shows this screen after games ... still I am ranked - Age of Empires IV / IV - Discussion - Age of Empires Forum

and while you're at it ... PLEASE fix this crazy fan noise on the game statistics screen after each match - I created a really detailed post about it:

Post-Game Statistics Screen Causes Excessive GPU Fan Noise : r/aoe4


r/aoe4 8h ago

Discussion Is it normal?

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7 Upvotes

I'm not playing team games but I think that in the previous season we had 5 placement battles in team ranked games.

Why is it only one? Like if you win you go to gold and if you lose you go to bronze ? Placement doesn't really matter but still


r/aoe4 4h ago

Ranked I just won all 5 team placement games and got bronze 3... Wtff

6 Upvotes

Is this a bug or what happened? I'm at under 500 points


r/aoe4 12h ago

Ranked Launch of A Funky Grudge League!

7 Upvotes

Hiya gamers of all ranks! Are you twitching to get your ranked games going again? To get that sweat on your forehead going while your opponent rushes your gold mine? Look no further, I've got a fix for you.

See, I've been working on A Funky Grudge League for the last little while, and am looking for players to get this truly going.
What is this league, you may ask? This is a fun, low key 1v1 grudge league where Bronze and Conq players alike are welcomed.

The way it works, people sign up to the league and can just challenge other players in it. Each challenge is a Bo3 series. There is also going to be a weekly matchmaking system with rotating maps. Results are added to the league system (Spreadsheet I created) which impact an independent elo score (see the League Discord for detailed rules).

As the league is in its infancy, I'm looking for players to kick it off the ground! There is no money involved, just pride, banter and bragging rights. There will be Streamers casting these games too; we're working on that part (if you'd like to participate in that, feel free to reach out to me).

If you're interested, join the Funky Discord, and head to the league section to sign up (subject to review and approval). Looking forward to seeing you crush your opponents!


r/aoe4 13h ago

Discussion Is ranked back ?

7 Upvotes

Hi

Is ranked back, if not then when exactly


r/aoe4 4h ago

Discussion Your HRE experience and play style?

6 Upvotes

Hi

Recently I've played a game against zhuxi. We both went for early deer, we both went FC. The difference is that my opponent was able to get out 2 horsemans, and still age up faster than my naked FC (no tower, no spears, 2 on wood for houses. I got 650 gold before units came for dark age spear upgrade).

I aged up with Burger to match tempo but I got 2 relics anyway (one bonus prelete from tc). Don't get me wrong, my opponent was definitely better but that was one of the few times I thought "that civ sucks".

What are your tactics or builds to make hre works? Is it under tuned and needs buffs or you get some tactics that work in the current meta?


r/aoe4 5h ago

Fluff Mongolian Horse Archery

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6 Upvotes

Mangudai in action. 😎


r/aoe4 22h ago

Discussion Is Ranked Matchmaking disabled for anyone else?

4 Upvotes

r/aoe4 11h ago

Discussion does anyone found a fix to the match history bug?

3 Upvotes

When i play games randomly some games never show to the game history so i can never see the replays. iv tried every trick nothing works i think its a server issue, really annoying because im curious about some games and than cant see the opponents pov. Man i wish they had the aoe 3 record game where it was internal not relying on game servers.


r/aoe4 12h ago

Discussion Best Mongols Opening in Team Games?

3 Upvotes

I haven't been playing Mongols much since the nerfs but decided to give them a shot in team games.

What is the current best opening in 2v2/3v3/4v4? Is it tower rush? Dark age horsemen rush? Fast Keshiks? Are Mangudai still relevant in team games?

Any Mongols main care to share your build?


r/aoe4 23h ago

Discussion Are Condotterio too good?

2 Upvotes

Condos are a pretty beast unit who have no counters in the core unit roster. This lead to quite a few civs not having a real answer to them and the civs that do it is usually a niche unit that can be difficult to tech into. The only real counters to the unit are archers with a strong civ bonues or units with high melee armor.

Resources wise they are cheap with the caveat that their entire cost is gold. At 120 res you get a unit with MAA level HP but way more movespeed and damage and while they have half the armor in many cases they are actually tankier due to the limited number of units that have bonus damage against them.

The "downside" to them costing just gold is not always a downside and when it is its not as bad as it looks at first. The unit being pure gold is actually a bonus if you age up to imperial quickly. Having a unit that doesn't require a farm transition means you can hit some nasty timings. Even if that is not the case the fact is because of pilgrims KT mines a lot less gold off the map than most civs. If you ever tried to play heavy cav in the late game on a civ with no gold generation you know how quickly you can exhaust all the gold. However with KT you often have plenty of gold left on your side of the map to mine even in the late stages

This all comes together to create a nearly uncounterable unit with high mobility that can quickly spammed out. In most cases if KT ever get to the point where they can consistently produce these guys they basically win the game. Now personally I don't mind civs having win conditions like this but I could see an argument where hitting this win condition is a little too easy since you can basically print an army of a single unit that doesn't have a counter with just 40 villagers on gold. While KT does need to hit imp to get acess to the unit their forts do allow them to slow down the game pretty efficiently to get there.


r/aoe4 4h ago

Discussion If they are calibrating everyone to Bronze, what is the point of placement games?

2 Upvotes

Serious question


r/aoe4 5h ago

Discussion Do a lot of people not know that Tughlaq (and maybe other civs) play more slowly and require buildup?

0 Upvotes

I was just playing a 3v3 as Tughlaq with two KT allies. Neither of them seemed to have any idea what I was doing. Feudal was a little slow, but by castle age l used combined forces of Raider elephants and Healer Elephants + Infantry + Rams was what I used to win us the game. Both of my allies admitted they’d never played as Tughlaq.

Is there perhaps a disconnect with some players not understanding that certain civs require infrastructure heavy buildups or otherwise non aggressive strategies to shine?

Some people seem to think that if you’re not attacking in Feudal, you’re goofing off or a noob.


r/aoe4 8h ago

Fluff This game apparently has a single-player option

0 Upvotes

Who knew?


r/aoe4 8h ago

Discussion when will come ranked

0 Upvotes

i miss ranked matches. it’s been a day, and they still haven’t come back yet. what kind of changes are you expecting?


r/aoe4 18h ago

Discussion I despise French Knights, gameplay and vibes wise, so I have ideas on how to change them. (TLDR at the End)

0 Upvotes

I always found it rather weird that French Knights function like hit and run raiders for most of the early portion of the game and later on turn into a mass-spammed Zerg blob instead of the true elite warrior class that they are. Here’s my personal changes to make them get the true audacious, overconfident chevalier vibes that I believe are missing with most of their gameplay.

Charge

First and most important of all, there’s their charge attack… which gives a bonus +3 to damage after it lands. Pretty fine conceptually, but in gameplay, this means they just two-hit villagers and immediately run away like they got caught shoplifting, or if they see spearmen, they stop midcharge and immediately run away… which is something I feel should belong to true raider factions instead of the impetuous nature of historical royal knights.

So… my suggestion is this. French Knights will gain the Glorious Charge buff on them. Which, instead of adding extra attack on a successful charge, it grants MORE charge damage with every tile charged. Making the knights want to commit to their charges instead of suddenly turning away mid-charge (how unchivalrous!)

Instead of +3 Attack on successful charge, it instead becomes…

+1 Charge Attack every 0.6 Tiles traveled in a Charge.

Of course, with this change. French knights would also start with extra charge time and slightly more vision range. But that will come later in the overall stats.

This change in charge comes with a debuff however. If the French Knights don’t commit to the charge they’re doing and instantly move, they lose -50% Movement Speed for 2 seconds. This doesn’t apply if the charge lands ofc

Techs

Now with this change, Chivalry would be addressed too. It’s quite strange that knights get passive regeneration for being cowardly with a tech that’s literally called Chivalry (I know many knights are hypocrites but AoE4 literally uses the most pompous glorious voice actor for them, they’re romanticized here).

Instead of healing out of combat… Chivalry will instead heal on successful charges. +1.5 HP healed every 0.6 Tiles traveled on a successful charge. This might even potentially heal more than the passive regen if you’re smart with your charges.

As for Stirrups, they make it so that knights wouldn’t immediately fling off the moment their charges land. This time, it would be a defensive instead of an offensive bonus. Landing successful charges would give the knight +3/3 Armor for 5.5 seconds.

Royal Bloodlines will cost +200 Food and +100 Gold… but will increase Charge Speed of all cavalry by +10%.

Finally, a new unique tech for Royal Knights will be added. Audacity. If charging for at least 8.5 Tiles, Royal Knights will NOT be Stunned by Spearwall (but they will still take damage from it). This will be an Age IV Stables tech that will pay 750 Food and 550 Gold.

Stats

Besides the nerf to their raiding capabilities against well-micro’d opponents, Royal Knights here will cost an extra +20 Food and +15 Gold… while also having +2 seconds to their training time. However they’ll gain the following…

+25 HP in all Ages
+1 to Attack and Charge Attack.
+1 Sight Range
+2.22 Max Charge Range
+2.5 seconds to Charge Duration

This, I feel, is what would finally make Royal Knights a unit that feels elite to field instead of one that you could swarm everytime. One that would always commit to their charges instead of running away mid-way, to get that overconfident pompous armored bastard on a horse fantasy.

( TLDR )

- Royal Knights
HP: +25
Attack: +1
Sight: +1 Tile
Charge Range: +2.22
Charge Duration: +2.5 seconds

Cost: 160 Food, 115 Gold
Training Time: 37 seconds

- Glorious Charge (Inherent): +1 Charge Damage every 0.6 Tiles Charged. -50% Movement Speed for 2 seconds if moving away from Charge.
- Chivalry: +1.5 HP healed every Tile Charged on Successful Charge.
- Stirrups: +3/3 Armor for 5.5 seconds on Successful Charge.
- Royal Bloodlines: +35% HP, +10% Charge Speed (+200 Food and +100 Gold Price)
- Audacity: Immune to Spearwall Stun if charged for 8.5 Tiles.


r/aoe4 19h ago

Discussion KT Hospitaller Knight is over tuned - Here's why:

0 Upvotes

KT Hospitaller Knight is over tuned - Here's why:

This unit is very similar to feudal MMA making them a decent comparison to start things off.

Feudal MMA: (Heavy Unit)

Resources: 90food, 20gold

Total: 110 resources

Stats:

HP: 120

Melee armour: 2

Ranged armour: 3

Movement speed: 1.125

Melee dmg: 10

Training time: 20.5 sec

Attack speed: 1.375

 

Hospitaller Knight: (Heavy unit)

Resources: 50food, 60gold

Total: 110 resources

Stats:

HP: 145

Melee armour: 2

Ranged amour: 1

Movement speed: 1.25

Attack speed: 1.375

Melee dmg: 10

Training time: 21 sec

HP healing per second: 9

For the same total resource cost Hospitaller Knights have more 25 HP, more movement speed and the ability to heal 9hp p/s. Why are these units the same cost?

 Extra bonuses to note:

  1. Not limited in healing or unit amount unlike all other feudal healing. e.g. ottoman Imams; you can only have 2 in feudal, and they have 1hp healing p/s comparable to 9 p/s from hospitaller knight.
  2. Having 1.25 movement speed, puts them as the same movement speed as archers, so they can chase archers down. Also to note they can outrun all other MMA.
  3. Food is objectively a better resource to have as the lower resource for unit cost as gold is safer and easier to defend.
  4. Heavy unit - assuming you have +1 ranged def and enemy has +1 range attack in feudal this means archers do 4 dmg per hit. It takes 37 archers to one shot a hospitaller knight. This is crucial since unless you can one shot them, they can heal at 9hp a second and come back to fight. Meaning 8 Hospitaller Knights will heal another knight back to full health from empty in literally 2 seconds.
  5. The ranged armour being at 1 comparable to MMA which have 3 is not as important in feudal as no civ has access to crossbows yet and regular MMA cannot outrun archers or heal when low.

 

Why Hospitaller Knight and archers is KT best comp:

  1. KT can counter your archers buy making their own archers, and KT wants to be on wood due to passive of receiving food while chopping wood, so they need much less food to be making this comp.
  2. Behind this they can have a few workers on stone and keep drop in feudal - which gives their archers 15% attack range. The same as longbows without the drawback of lower movement speed.
  3. Behind this they also have Pilgrams. Players will say ''just deny the Pilgrams'' - The Issue is 2 spearmen don’t kill the Pilgrams in time if they are patrolling the sacred sight, and there is 3 sights that you constantly need to check. That is 9 spearman or other units equivalent (if patrolling) that you don’t have in early feudal to fight the hospitaller knights and archer mass that is building. Having to choose to keep units to defend over denying the Pilgrams.
  4. The age up also allows KT villagers to run faster and have more HP so are much harder to raid while KT is pushing.
  5. Cheaper rams make their feudal push easier. (Although all they have to do is mass outside opponents' base, take engages and then just fall back and heal until they are out of food.

 

Notes on determination:

  1. Hospitaller Knight is overturned. To be the same resources as MMA but being able to run faster, heal units quickly, are not limited in amount and have more HP is too much.
  2. I think it is important that civs have unique units that are stronger in different situations, but they need to have a drawback. A good comparison is the Japan shinobi landmark as both Japan and KT sacrifice their age 1 landmark choice for a particular unit. Per cost, shinobi are over tuned and much stronger than other melee units. But they have 3 crucial drawbacks; You sacrifice a landmark choice. Being a light melee infantry, they take 10 dmg from archers, so you need 8 archers to one shot them, making them counterable. And importantly you can only produce them from one building, so they cannot be massed.
  3. You could argue that Hospitaller Knights have these extra bonuses (relative to cost) because other MMA has 3 ranged armour comparable to 1. But is the 2 extra range armour on a heavy unit in feudal comparable to all the other benefits the unit has?
  4. Castle age monks have 7hp healing p/s - why does a feudal unit have more healing in feudal then a castle unit and it's also a stronger MMA with more movement speed and HP?

 

I know this is going to get downvoted by KT enjoyers and the top 8 players saying ''just get good, KT is bad on land'', I'm not asking to butcher the civ or the unit, I just believe the devs need to look at adjusting this unit on a per resource/cost ratio basis. They are simply too cheap for what they can do.

Thanks for listening to my ted talk.