Trying to get better at arribia

 Shade1022


Posted 17 January 2013 - 9:49 am
any body have tip for playing Arabia I have been trying to get better at because I don't really like black forest. mostly I trying to figure out what good times for ageing and around the time when the first flush should come in. when I play pretty well I can feudal at around 13 minutes and castle around 24 minutes.

I have been play against the AoFe barbarian AI on moderate.

also looking for people to be friend with that play around 7pm ish eastern starnderd time.
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 [Eot_]Marvel__


Edited 18 January 2013 - 12:22 pm by [Eot_]Marvel__
You should be feudalling in 10-12 minutes in a 1v1 if you're rushing, and castling in ~16 mins as a pocket in a TG for kts
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 _Yalghar_


Posted 18 January 2013 - 2:36 pm
11 minutes or 10 is a good time in 1v1. The most important thing in arabia is army micro, ofcourse economy is important but army micro. And try to get one boar without loom in dark age.
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 Hungry_Hippo


Posted 14 May 2013 - 2:50 am
you can start by learning how to spell arabai correctly
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 Kibidon420


Posted 18 May 2013 - 1:25 am
Lol dumbass, you can start out by spelling "Arabia" correctly too! Not "Arabai"... now you look like more of a **** for trying to correct somebody's spelling and failing yourself.

//Kibidon
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 [MACAR]TimeTraveller


Posted 22 July 2013 - 11:53 am
Hey, things to work on:

- AGING
You should be aging around 10-12 minutes as said before. However, you should have around 22 villagers before advancing. Here is a video that tells you what to do in the dark age in order to advance in time, with enough villagers to keep your economy going.
Video: http://www.youtube.com/watch?feature=relmfu&v=aXYJokkkxuU
(Or search: Zero to hero dark age)

-SCOUTING
Scouting is important in order to know what your enemy is making and where your resources are.
You should first scout and fin out where your main resources are. The large gold pile, the large stone pile, the boar, the extra sheep, the deer patch, the main 'forest', and it might be handy to know where your other gold- and stonepile are. Then you should scout the enemy, and see where the enemy resources are, and his lumbercamp. After that you can scout around around for additional map information. But still keep an eye on your enemy!
Again, here is a video that shows you everything about the scouting.
Link: http://www.youtube.com/watch?feature=relmfu&v=aXYJokkkxuU
(Or search: Zero to Hero scouting)

-Hotkeys
Hotkeys are important for fast play. You should know (almost) all the hotkeys in order to play very fast. Every hotkey saves a littlebit time, and with all the time savings together it will be a good few minutes saved at the end of the match!
List of hotkeys: [You must login to view link]
Voobly hotkey mod: http://www.voobly.com/gamemods/mod/45/AoC-Hotkeys

-Rushing
Without rushing on arabia you are doomed. In order to set up for a dark age rush (drush) you should have 1 villager mining 10 gold and make a barracks fast. Than make 3 militia and attack with your scout and militia. Now, there are more types of rushing.
- dark age rushing - drushing,feudal age rushing - flushing,castle rushing - crushing,tower rushing - trushing,galley rushing - grushing (only on watermaps)
You can tell what they are all about practise with setting up rushes and perform them against a computer player first.
If you are getting drushed, you should wall you villagers in their resources with palisade walls they do not have to be 100% done building. If you are getting flushed, make towers and wall yourself with buildings, and the gaps with palisade walls. If crushed, make pikemen and if trushed make rams and the unit that counters the unit-type that he is attacking with while trushing. If it happens in the feudal age, he does not have murder holes yet. Which means that you can simply make feudal age units to destroy the towers.
More information about rushing: search: ilumiknight age of empires 2 how to rush on www.youtube.com

-Economy
Your town centers cannot be idle. Most players forget about their economy in the later stage of the game when focussing on attacking. That is a bad thing to do! At your mill, click a few times on the farm icon which will make your villagers reseed them by theirselves. Often click on the idle villager button and set him to work. You want 100 villagers, and 100 battle units in the imperial age. The longer the lumberjacks have to walk to the lumbercamp, the longer they are idle. So you have to keep building lumbercamps close to the forest they are chopping of.
Information about booming: http://www.youtube.com/watch?v=hjj8qHKcBcQ&desktop_uri=%2Fwatch%3Fv%3Dhjj8qHKcBcQ
(Or search: resonance22channel booming)

-houses
Do not forget about the houses! You do not want to get population capped as it will slow you down and you cannot make any units when capped. Simply remember the houses. Maybe put something next to your computer what reminds you of houses?

-who counters who?
It's very important to know who counters who. For example: spearmen/pikemen/halberdiers have an attack bonus against cavalry units, and skirmishers have a bonus against archers. You should really know who counters who! You can simply go to the age of empires wikia and look at all the units what their weaknesses are and who they are strong against.

-civilization bonusses

Aztecs:
Unique Unit: Jaguar Warrior (Anti-infantry infantry)
Unique Technology: Garland Wars (+4 Infantry attack)
Start with Eagle Warrior, not Scout Cavalry
Villagers carry +5 resources
All Military units are created 15% faster
Monks +5 Hit Points for each Monastery Technology researched
Loom research free
Team Bonus: Relics generate +33% gold
Wonder: Templo Mayor

Britons:
Unique Unit: Longbowman (Foot archer with long range)
Unique Technology: Yeomen (+1 Foot archer range; +2 tower attack)
Town Centers cost -50% wood upon reaching the Castle Age
Foot archers (excluding Skirmishers) have +1 range in Castle Age, +1 in Imperial Age (for +2 total)
Shepherds works 25% faster
Team Bonus: Archery Ranges work 20% faster
Wonder: Aachen Cathedral

Byzantines:
Unique Unit: Cataphract (Anti-infantry cavalry)
Unique Technology: Logistica (Cataphracts cause trample damage)
Buildings have +10% HP in Dark Age, +20% HP in Feudal Age, +30% in Castle Age, +40% in
Imperial Age.
Counter units (Camels, skirmishers, pikemen, halberdiers) cost 25% less.
Fire Ships attack 20% faster.
Advance to Imperial Age costs -33%.
Town Watch is free.
Team Bonus: Monks +50% heal speed.
Wonder: Hagia Sophia

Celts:
Unique Unit: Woad Raider (Fast infantry with bonus Vs buildings)
Unique Technology: Furor Celtica (Siege Workshop Units +50% HP)
Infantry move 15% faster.
Lumberjacks work 15% faster.
Siege weapons fire 20% faster.
Sheep cannot be stolen if within one Celt unit's line of sight.
Team Bonus: Siege Workshops work 20% faster.
Wonder: Rock of Cashel

Chinese:
Unique Unit: Chu Ko Nu (Fast-firing crossbowman)
Unique Technology: Rocketry (+2 Chu Ko Nu pierce attack, +4 scorpions)
Start game with 3 extra villagers but -50 Wood and - 200 Food .
Technologies cost -10% in Feudal Age, -15% in Castle Age, -20% in Imperial Age.
Town Centers support 10 population instead of 5.
Demolition Ships have +50% HP
Team Bonus: Farms provide +45 food.
Wonder: Altar of Heaven

Franks:
Unique Unit: Throwing Axeman (Short ranged infantry)
Unique Technology: Bearded Axe (+1 Throwing Axeman range)
Castles are 25% cheaper.
Knights have +20% HP.
Farm upgrades are free (Mill is required to receive bonus).
Team Bonus: Knights have +2 line of sight.
Wonder: Chartes Cathedral

Goths:
Unique Unit: Huskarl (Anti-archer infantry)
Unique Technologies: Anarchy (Create Huskarls at Barracks), Perfusion (Barracks units created 50% faster)
Infantry cost 33% less (starting in Feudal Age) (as of 1.0b, the help file has not been changed, but it could be found in the patch changelog).
Infantry have +1 attack against buildings.
Villagers have +5 attack versus wild boar.
Hunters carry +15 meat.
+10 to population limit in Imperial Age.
Team Bonus: Barracks operate 20% faster.
Wonder: The Mausoleum of Theodoric the Goth I

Huns:
Unique Unit: Tarkan (Medium Cavalry with bonus Vs buildings)
Unique Technology: Atheism (+100 years Wonder/Relic victory time; -50% Spies/Treason cost)
Houses are not required to support population, start game with 100 Wood .
Cavalry Archers cost -25% in Castle Age, -30% in Imperial Age.
Trebuchets are 30% more accurate.
Team Bonus: Stables are 20% faster.
Wonder: Arch of Septimius Severus

Japanese:
Unique Unit: Samurai (Anti-unique unit infantry)
Unique Technology: Kataparuto (Trebuchets fire, pack/unpack faster)
Fishing Ships have 2x HP and +2 armor.
Fishing Ships work +5% faster in Dark Age, +10% in Feudal Age, +15% in Castle Age, +20% in Imperial Age.
Lumber Camps, Mining Camps, and Mills are 50% cheaper.
Infantry attack 25% faster (starting in Feudal Age).
Team Bonus: Galleys have +50% line of sight.
Wonder: Todai-ji Temple

Koreans:
Unique Units: War Wagon (Anti-archer cavalry archer), Turtle Ship (Armored war ship)
Unique Technology: Shinkichon (+1 range Mangonels, Onagers)
Villagers have +3 line of sight.
Stone miners work 20% faster.
Guard Tower and Keep upgrades are free (Chemistry still required for Bombard Tower).
Towers (except bombard towers) have +1 range in Castle Age, +2 in Imperial Age.
Team Bonus: Mangonels, Onagers, and Siege Onagers have +1 range.
Wonder: Senso-ji Temple

Mayans:
Unique Unit: Plumed Archer (Fast moving foot archer)
Unique Technology: El Dorado (+40 Eagle Warrior HP)
Start with Eagle Warrior, not Scout Cavalry.
Start game with 1 extra villager, - 50 Food .
Natural resources last 20% longer.
Archers cost -10% in Feudal Age, -20% in Castle Age, -30% in Imperial Age.
Team Bonus: Walls are 50% cheaper.
Wonder: Temple of the Masks

Mongols:
Unique Unit: Mangudai (Cavalry archer with bonus vs siege)
Unique Technology: Drill (Siege Workshop units move 50% faster)
Cavalry Archers fire 20% faster.
Light Cavalry and Hussars have +30% HP.
Hunters work 50% faster.
Team Bonus: Scout Cavalry, Light Cavalry, and Hussars have +2 line of sight.
Wonder: Golden Tent

Persians:
Unique Unit: War Elephant (Slow but powerful heavy cavalry)
Unique Technology: Mahouts (+30% War Elephant speed)
Start game with +50 wood and food.
Town Center and Docks have 2x HP.
Town Centers and Docks operate +10% faster in Feudal Age, +15% in Castle Age, +20% in Imperial Age.
Team Bonus: Knights have +2 attack versus Archers.
Wonder: Palace of Ctesiphon

Saracens:
Unique Unit: Mameluke (Short ranged anti-cavarly cavalry)
Unique Technology: Zealotry (+30 camel, Mameluke HP)
Market trade cost is only 5%
Transport Ships have 2x HP and carry capacity.
Galleys attack 20% faster.
Cavalry Archers have +3 attack against buildings.
Team Bonus: Foot archers have +1 attack against buildings.
Wonder: Mosque of Sammara

Spanish:
Unique Units: Conquistador (Mounted hand cannoneer), Missionary (Mounted monk)
Unique Technology: Supremacy (Villager combat attributes increased)
Villagers construct buildings 30% faster.
Blacksmith upgrades do not cost any gold.
Cannon Galleons benefit from Ballistics (improved fire rate and accuracy).
Hand Cannoneers and Bombard Cannons fire 15% faster.
Team Bonus: Trade units generate +33%.
Wonder: La Torre del Oro

Teutons:
Unique Unit: Teutonic Knight (Slow but powerful infantry)
Unique Technology: Crenellations (+3 Castle range; garrisoned infantry fire arrows)
Monks have 2x healing range.
Towers can garrison 2x units.
Murder Holes is free.
Farms cost 33% less.
Town Centers have +2 attack and +5 line of sight.
Team Bonus: Units are more resistant to Conversion.
Wonder: Laach Abbey

Turks:
Unique Unit: Janissary (Hand cannoneer)
Unique Technology: Artillery (+2 range Bombard Towers, Bombard Cannons, Cannon Galleons)
Gunpowder Units have +25% HP.
Gunpowder technologies cost 50% less.
Chemistry is free.
Gold miners work 15% faster.
Light Cavalry and Hussar upgrades are free.
Team Bonus: Gunpowder units are created 20% faster.
Wonder: The Blue Mosque

Vikings:
Unique Units: Berserker (Regenerating infantry), Longboat (Warship with multiple arrow fire)
Unique Technology: |Berserkergang (Berserks regenerate faster)
Warships cost 25% less.
Infantry have +10% HP in Feudal Age, +15% in Castle Age, +20% in Imperial Age.
Wheelbarrow and Hand Cart upgrades are free.
Team Bonus: Docks are 25% cheaper.
Wonder: Borgund Stave Church

---
I hope this helped, for any questions PM me or hit me up online!

Greetz,
Poiz




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