EE/AoC game Abbreviations
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EE/AoC game Abbreviations
GL = Good Luck
HF = Have Fun
AFK = Away From Keyboard
and also tricky's
GG = Good Game
LoL = Laughing out loud
GG = Good Game
boom = stoping army and massing citz and getting res <-----dont trust me on that one lol
Rush = Get army fast and hit enermy
BrB = Be right back
Rofl = rolling on floor laughing
Bbs = Be back soon
gg no re= good game no rematch
HF = Have Fun
AFK = Away From Keyboard
and also tricky's
GG = Good Game
LoL = Laughing out loud
GG = Good Game
boom = stoping army and massing citz and getting res <-----dont trust me on that one lol
Rush = Get army fast and hit enermy
BrB = Be right back
Rofl = rolling on floor laughing
Bbs = Be back soon
gg no re= good game no rematch
-NeW-: ey idiot
-NeW-: triki
-NeW-: no
-NeW-: stupid
-NeW-: u are syndrom down
-NeW-: and retardet
simple_faith Assassin was pretty great
Kazter:Assassin was shit.
- Pinky
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Re: EE/AoC game Abbreviations
Slide = Combination of booming and rushing, maintaining an adequate military as well as enstablishing a quality economy.
When Corinth and Sparta both attacked Athens, im pretty sure Athens did not call them "Doubling Noobs"
- Ghost
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Re: EE/AoC game Abbreviations
Turtle
Typically a wing strategy for non-DM variants, you essentially perform a rush but defend (usually with the help of walls, hence "turtle") rather than attack. If done correctly, you won't need as many military units to fend off attacks, allowing you devote more resources and concentration on your economy, allowing you to out-boom your opponent and eventually overtake him.
Base Hug
A DM term (most commonly Mod), but could be applied to other situations as well. This is the same concept as a turtle. It involves concentrating your buildings around your capitol (and building backwards if needed). They'll contain a mix a production buildings, AA (if age permits), towers, and hospitals. An Ishtar Gates wonder is extremely beneficial if not essential.
As your enemy rushes you, unit AI has a harder time killing your units because the buildings become cannon fodder. Ideally, you should be killing his units as they come at you. This requires a great deal of micromanagement in later ages when siege (artillery) is prevalent. In the end, if you succeed, you should have lost fewer units, and therefore spent less resources. That allows you to counter attack an opponent who has already exhausted his, or allow you to start expanding into him if he (or his pocket) is too strong.
In Mod DM, this strategy is almost exclusively performed with ground units and using AA towers and/or pocket assistance for defense against air attacks. In some cases, such as in 2v2s or 1v1s on bigger maps, it would be wise to add in fighters for defending against a player who is massing air, and/or to add in bombers to take out enemy ground units that are bunched together (targeting artillery first). Even with air, most resources should be concentrated on ground units.
Expand
This means to take over the map with buildings and military presence literally block by block, moving outward from your starting base in the direction of the enemy. It involves making the same buildings in nearly the same fashion as a base hug, just with less production buildings. When you meet the enemy, you slowly pick away at him, pushing him further and further back, while you move closer and closer, until he eventually has nowhere to go.
This strategy is largely beneficial, but very time consuming. It creates a large, strong, defensive buffer between the front and your economy. This way, it will take your enemy a significant amount of time to plunge into your base, giving you a chance to redirect your forces to his attack or to rebuild lost army before he causes any notable damage. It also keeps the enemy from using said ground, which may be as simple as an open field where he stages attacks on you, or it may include valuable resources.
You need not keep a large army in front (which can be easily picked off by artillery or bombers), but you should still keep one of decent size none-the-less, placed a bit back in your territory, should your enemy mass units.
Typically a wing strategy for non-DM variants, you essentially perform a rush but defend (usually with the help of walls, hence "turtle") rather than attack. If done correctly, you won't need as many military units to fend off attacks, allowing you devote more resources and concentration on your economy, allowing you to out-boom your opponent and eventually overtake him.
Base Hug
A DM term (most commonly Mod), but could be applied to other situations as well. This is the same concept as a turtle. It involves concentrating your buildings around your capitol (and building backwards if needed). They'll contain a mix a production buildings, AA (if age permits), towers, and hospitals. An Ishtar Gates wonder is extremely beneficial if not essential.
As your enemy rushes you, unit AI has a harder time killing your units because the buildings become cannon fodder. Ideally, you should be killing his units as they come at you. This requires a great deal of micromanagement in later ages when siege (artillery) is prevalent. In the end, if you succeed, you should have lost fewer units, and therefore spent less resources. That allows you to counter attack an opponent who has already exhausted his, or allow you to start expanding into him if he (or his pocket) is too strong.
In Mod DM, this strategy is almost exclusively performed with ground units and using AA towers and/or pocket assistance for defense against air attacks. In some cases, such as in 2v2s or 1v1s on bigger maps, it would be wise to add in fighters for defending against a player who is massing air, and/or to add in bombers to take out enemy ground units that are bunched together (targeting artillery first). Even with air, most resources should be concentrated on ground units.
Expand
This means to take over the map with buildings and military presence literally block by block, moving outward from your starting base in the direction of the enemy. It involves making the same buildings in nearly the same fashion as a base hug, just with less production buildings. When you meet the enemy, you slowly pick away at him, pushing him further and further back, while you move closer and closer, until he eventually has nowhere to go.
This strategy is largely beneficial, but very time consuming. It creates a large, strong, defensive buffer between the front and your economy. This way, it will take your enemy a significant amount of time to plunge into your base, giving you a chance to redirect your forces to his attack or to rebuild lost army before he causes any notable damage. It also keeps the enemy from using said ground, which may be as simple as an open field where he stages attacks on you, or it may include valuable resources.
You need not keep a large army in front (which can be easily picked off by artillery or bombers), but you should still keep one of decent size none-the-less, placed a bit back in your territory, should your enemy mass units.
"Nothing is foolproof to a sufficiently talented fool."
-•¤Lazy Bone¤•-: we had to double ghost or we had no chance
•§ITHLORD§•(surfer): artylery give no many domage on aa mobile since 3 day
-•¤Lazy Bone¤•-: we had to double ghost or we had no chance
•§ITHLORD§•(surfer): artylery give no many domage on aa mobile since 3 day
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Re: EE/AoC game Abbreviations
lol how is wing and pocket not mentioned
wing = outside player of the team (closest to enemy)
pocket = middle of team farthest away from enemies
wing = outside player of the team (closest to enemy)
pocket = middle of team farthest away from enemies
"Nothing is impossible, the word itself says "I'm possible"!"
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Re: EE/AoC game Abbreviations
My penis is tiny and it hurts when I pee
Last edited by Skynet on Sun Sep 06, 2009 8:11 pm, edited 1 time in total.
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- Nemesis
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Re: EE/AoC game Abbreviations
Kites = knights
Babboons = Ballistas.
Kites n Babboons = best strat evar
Babboons = Ballistas.
Kites n Babboons = best strat evar
SlipKnoT wrote:swords are 30 u idiot.
- Ghost
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Re: EE/AoC game Abbreviations
win
"Nothing is foolproof to a sufficiently talented fool."
-•¤Lazy Bone¤•-: we had to double ghost or we had no chance
•§ITHLORD§•(surfer): artylery give no many domage on aa mobile since 3 day
-•¤Lazy Bone¤•-: we had to double ghost or we had no chance
•§ITHLORD§•(surfer): artylery give no many domage on aa mobile since 3 day
- X warrior411
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- eeralf_
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Re: EE/AoC game Abbreviations
u forgot[-Ts-] Tricky wrote:GL = Good Luck
HF = Have Fun
AFK = Away From Keyboard
and also tricky's
GG = Good Game
LoL = Laughing out loud
GG = Good Game
boom = stoping army and massing citz and getting res <-----dont trust me on that one lol
Rush = Get army fast and hit enermy
BrB = Be right back
Rofl = rolling on floor laughing
Bbs = Be back soon
gg no re= good game no rematch
eeralf language
prost = cheers, german language, lol
grrrrrrrrrrrrrrrr = angry eeralf
ok = friendly eeralf
insect = u are ok but most mean u are a real insect .
ups = eeralf made a error
bd = Bad Dog, only works on pm-thor
omq = oh my qouatar similar to omg, it mean iam not believe on god, q is a indian dancing god
sauerkraut = best vegetables i know
beer = beer, but it mean bitburger
bitburger = look on beer
Prooooooooooooost!!!!!!!!!!!!!!!!
- lightnessking.
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Re: EE/AoC game Abbreviations
Explain q = indian dancing god ? Haha ^^ nice post ralf, enjoyed it Prost.
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