Age of Empires 2 Remake

Age of Empires 2 Remake Idea

Age of Empires 2: Age of Apple Dough

3 Ages
Dark Age: Equivalent to AoE2's Feudal Age.

Feudal Age: Equivalent to AoE2's Castle Age.

Imperial Age: Equivalent to AoE2's Imperial Age.

Defenses
Defenses will overall be easier to construct in the Dark Age and Castle Age due to new sources of stones. Murder Holes will no longer be necessary, as all towers will start with the ability to defend themselves from units at their bases.

The goal is to allow players to construct a real city before the Imperial Age, when siege weapons become extremely powerful.

Resources
No new resources but several new sources of income.


 * Ruins: Ruins will randomly be placed on the map and there will be two near the player's starting Town Center. Ruins are a very fast source of Stone and essentially function as one big block of stone as opposed than the isolated, single-tile stone mines. In real life, towns were frequently founded near older towns and people would strip old ruins for use in new buildings. When Castles are destroyed, they will leave a ruin with a portion of the stone used to build it intact.


 * Monasteries and Markets: Monasteries and Markets will slowly generate gold but to a limited amount. Say only the first four Monasteries built will generate some gold income. A Market will generate a small amount of gold based on your current population, and only one Market will do so. Players will be able to research techs that will increase this gold trickle. Both buildings will retain their Relic and Trade Cart functions, but players can trade with themselves at a fraction of what they would get trading with allies.


 * Trees: Trees will regenerate after a long time, but players can click on used tree stumps and "uproot" them, preventing them from regenerating. Trees that have been hacked down will be "tagged" by the player's villager starting from when the Villager "kills" the tree and can gather from it. An enemy player will have to actually move a Villager into LoS around downed trees to tag it for themselves, and then they can create buildings on top or click on them to uproot them. This is to prevent early Scouts from finding an opponent's base and taking away their trees closest to their Town Center, thus heavily hampering their efforts.

Castles
Castles will be individually customizeable and start off as cheaper. Several techs will be available for research at a Castle and they will only affect the individual Castle itself. For instance, a Hoardings-like tech that gives the particular Castle +1000 HP will cost about 75 Food and 75 Wood compared to the old Hoardings 400 of each resource. Holding Shift will research the tech for all Castles, and take away the appropriate number of resources.

Other possible techs include "Turret," which would be researchable up to 4 times per Castles and allow the Castle to fire an additional arrow.

"Star Fort" would be a drastic change that allows the Castle to fire Bombard Tower like cannonballs.

Castles will change aesthetically to reflect the improvements and can be named by the player.

This change is to encourage the players to build multiple Castles throughout the game, and thus allow the player to use their Unique Units more often.

Monks
The main change to the Monks' gameplay is to reduce their micro management. Monks will heal all units in a small range around them at a much slower rate than AoE2. They will also have stances, and an aggressive stance will cause them to convert units in their LoS automatically.

Monks will gain the ability to convert buildings without research. They can convert defensive structures at a range, especially Castles. 1 Monk will take about 2.5x as long to convert a Castle as a single Bombard Cannon needs to destroy one. A player will be able to counter-convert and slow down the conversion with their own Monks, but their own Monks must do so while at the base of the Castle.

Furthermore the Monastery techs will be expanded somewhat and players can upgrade Monk armor, pierce armor, HP, range, and movement speed in increments. Each civ will have their own unique set of technologies. A couple of civs will have overall stronger Monks than certain other civs, but those civs will still retain a niche. For instance, Korean Monks will probably be the worst Monks in the game but will still have more range than any other Monk. Monastery techs will also be alot cheaper overall, even considering the incremental upgrades.

The goal of the Castle conversion is to simulate sieges where besiegers would starve out a fortress and then capture it.

Gathering Point Additions
When queueing Villagers, there will be a paralleling set of icons that show where each Villager is heading to. Players can set it so that Villagers will head to specific places individually. For instance, a player who queues 9 Villagers can set it such that Villagers 1-4 go to a Gold Mine, Villager 5 will head to a Farm foundation, and Villager 6-9 will go to Trees.

Farm Queue
There will be an option at the Mill called "Infinite Queue" which will queue up farms until there are no Wood resources left. If there is no Wood left, Villagers whose Farms get exhausted while Farming will idle until there is enough Wood and then automatically make a Farm.

Military Unit Gameplay
Prioritization: Military units will have the ability to specifically target a certain unit type. For instance, Skirmishers can choose to target only Foot Archers. Military units can prioritize up to 9 different unit types and can prioritize them on 9 different levels. Military units can also be ordered to ignore certain units.

Maximum Unit Control: The maximum number of units a player can control at once would be raised to 200.

Barracks
Bodyguard: equivalent of Champion line

Retainer

Man-At-Arms

Champion



Graphics
The game would have a similar 2-D art style of Age of Empires 2. The idea would be to streamline the game's graphics and keep it simple such that 8 player, 1000 population games are possible with no lag.

West Europe

 * Britons
 * Franks
 * Teutons

East Europe

 * Vikings
 * Slavs
 * Magyars

South Europe

 * Byzantines
 * Italians
 * Spanish

West Asia

 * Saracens
 * Persians
 * Turks

East Asia

 * Chinese
 * Japanese
 * Koreans

South Asia

 * Indians
 * Khmer
 * Malayos

Central Asia

 * Mongols: Architecture set is determined by nearest non-Mongol player (ally or enemy). East Asian vs East Asian and East Atlantic civs, West Asian vs West Asian and West Atlantic civs, South Asian vs South Asian and South American civs, and East European vs all European civs. Mongol vs Mongol will result in each getting a random set out of East Asian, East European, West Asian, and South Asian.

West Atlantic

 * Ghana:
 * Bantu

East Atlantic

 * Aztecs
 * Mayans

South American

 * Inca

Cut civs:

 * Celts: Can be represented by Britons, gameplay style semi-replaced by Khmer and Slavs
 * Goths: Can be represented by Vikings, gameplay style semi-replaced by Mayans
 * Huns: Can be represented by Magyars or Turks, gameplay style semi-replaced by Ghana and Magyars

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