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Imp time

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5 years 5 months ago #154 by NeonHighway
Imp time was created by NeonHighway
Hey Jupe,
I have a very difficult yet open ended question which I know may not be very easy to answer but it's something I struggle with. While playing Arabia on what should my Imp timing depend. I've seen people go imp at around 60 pop as well as play till 120 vills then go to imp. I kind of always feel like I am late to imp and then I build a forward castle which gets trebbed down by opps who imp faster. I recently played a match against Ethiopians where I was Mongols. They were going for archers and I was making Knights and Mangonels and Skirms. So I felt that since my opponent did not make a lot of food units and I kept making knights and archers I did not have enough food for imp. So he reached imp faster and trebbed down my caslte in the centre. This happens a lot with me. I feel in castle I make a lot of army and a lot of vills. But I am always late to imp so opps reach imp faster and then they push with a better army that kills me. So I was wondering if there are any indicators of when I should imp.

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5 years 5 months ago #156 by Jupe
Replied by Jupe on topic Imp time
It depends on few different factors
1.1) Positioning and army type (going up with alot of xbows to then upgrade them to arbalest which isn't very expensive you will need less economy) if you go up very fast but have bad positioning, or your army gets caught and you lose the xbows then you have nothing to upgrade to (neither any economy if you went to imp with fewer villagers).
1.2) With something like knights or something more expensive it's better to have proper economy before going to imp, also because you can use the knight effectively in castle age with siege, and you want to have numbers which you can't get to with very little economy, also the same problem in imp if you lose them and don't have proper economy, you won't be able to affort more (atleast with arbalest the unit is cheaper to make)

When it comes to the positioning, having aggressive castle usually ables you to go to imp because of the positioning, and also because most of the time the only chance for opponent to push your castle is to get to imp themselves (also possible to do full castle age push with rams + knights)

You talked about losing to arbalest when going kt+skirm and siege. In that kind of matchup the archer players should always get to imp faster, but it is also risky for them. Your best option is to push heavily mid+late castle to enable him to freely advance to imperial age, where you don't have good position versus arbalest when you are still in Castle age.

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