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TechChariot

@techariot

Host of Alchemy League, a custom map tournament for Age of Empires II.

Binghamton, NY Katılım Kasım 2023
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TechChariot
TechChariot@techariot·
I am pleased to announce that signups are now open (until April 26th) for Alchemy League Season 10, a 1v1 AOE2DE Round Robin tournament in the second trimester of 2026! You can access the webpage (including summary, handbook, registration, etc.) here: alchemy-aoe-community.github.io/competitions/s… We're a big-time disruptor in the AOE2 tournament space; established names aren't going to help us out (and have already begun fighting back!), so it's all on us! Consider signing up for Alchemy League, and if you are a returning player, tell your friends! Ladies and gentlemen, Alchemy League is a better version of the ranked ladder --one designed and administered by the community. Two more items: 1) Voting for the ALS10 map contest ends on April 20th! by casting a ballot, you help us reward creators who were the most inventive or tried the hardest. Poll here: forms.gle/HYG6WhzxwepTGD… Detailed views: drive.google.com/file/d/1OXLB0P… It also impacts how often each map appears in the competition. Must be in Alchemy server to vote! 2) Custom AI Promotional Showmatch of Alchemy League Season 10 maps on April 25th at 17 GMT: x.com/techariot/stat… Thank you! Let's make this upcoming season of Alchemy League the best yet! 😊
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TechChariot@techariot

The claim represents genuine belief based on positive innovation, and is not a disparagement of larger, more established communities whose events --while simpler in design-- have kept AOE2 alive to get to this point. I am grateful we can have a good faith discussion. Here are Alchemy League's advantages: 1) Custom Maps -- While other communities have a number of cool maps, Alchemy League is the only one to feature commissioned thematic pools, representing real locations. We've taken our players to Greece, Alaska, Space, and more, and we've done it with minimal labor attrition to our supply base. Creator prizes are typically 1/3 of all prizes available each season. 2) Unique Single Stack Matchmaker -- In Alchemy League, there are no divisions. Skill is calculated for each player, and then they are listed from highest to lowest. A proprietary algorithm then matches players against nearby opponents, until everyone has the same number of sets to play in Round-Robin format. The only way to be "bottom of div" or "top of div" is to be the "best" or "worst" player in the entire tournament. 3) Peerless Skill Calculation -- We mine player performance data in real time on the day of seeding with a proprietary computer program, taking averages and adjusting by win rate and previous season performance (for returning players). Took about a year to perfect, but has no equal in the world. 4) Sparing Handicap -- Yes, we use handicap if two players would be matched with very large skill gap (typically 300+). Doesn't happen often but every once in a while the lower seed can get 5%. 5) Winners Based on Over-performance -- Because we can calculate elo with high accuracy (even adjusting for win rate), we can go in reverse and figure out -- based on the average skill of opponents -- what each player's win rate should have been. We compare their theoretical win rate against their actual win rate, and the players who most over-performed expectations win prizes. You can read more here (we are finalizing preparations to open our tenth season for registrations): alchemy-aoe-community.github.io/competitions/s… So the claim that Alchemy League is "the best 1v1 aoe2 tournament in the world" is based on the objective points listed. While other communities may approximate some of these features, to my knowledge no other event does all of them. Alchemy has grown significantly, despite being a disruption in the AOE2 tournament market, because our players keep coming back, and encourage their friends to join. But, even if you don't like us or care, other communities may eventually adapt to what we are doing, and the entire aoe2 ecosystem can profit from rising standards.

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TechChariot
TechChariot@techariot·
Results have been calculated for Alchemy League Season 10, Sprint 1. Congratulations to our winners! The results from this Sprint exhibit some randomness in Alchemy League results calculation, since it is nearly impossible for players to predict "expected win rate", an important denominator. Despite winning only 80% of the time, Jasuni did better than other players who won 100% of their games, simply because he was projected to win only 32% of the time. One of these players was even denied an opportunity to win, through no fault of his own (Banana Philosopher). Such is the law of the League, and this phenomenon is particularly common on warmup 2-round sprints like this one, since it's only 4-6 games total, so bigger swings from less data. That's why so little prize is attached -- we're really just screening for something bigger. I am proud of everyone on here. Alchemy League is the hardest "fair" AOE2 tournament in the world, and I am excited to see these players in action next Sprint!
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TechChariot@techariot

Sprint 1 of Alchemy League Season 10 has ended. The results can be viewed here: #gid=807253230" target="_blank" rel="nofollow noopener">docs.google.com/spreadsheets/d… Over the coming 2 days, players will compare the results against their own reckoning of what happened, and I'll correct any mistakes. Afterward, I'll calculate the results.

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Civixplorer
Civixplorer@Civixplorer·
European presence in North America by 1750.
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TechChariot
TechChariot@techariot·
I read the book, and I can assure you that the men are equally selfless/stupid in that adaptation. That is probably its greatest flaw -- JFC failed to make the motivations of Hawkeye and the Mohicans believable b/c they really did just meet these girls. For Duncan it's more believable because he had known them a while, and was in love with Alice (the younger one). Having said that, imo the book is much better, albeit arguable less suited for big-budget cinematic adaptation than this movie script.
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Anarchy Travel
Anarchy Travel@anarchytravel·
@TheCinesthetic I love Michael Mann, but I rewatched this film last week and it’s not good. All the men are willing to commit suicide for women they barely know or just met a couple of days before? I’ve never read the book, but it must be much better.
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TechChariot
TechChariot@techariot·
The Alchemy League Season 11 webpage has been published: alchemy-aoe-community.github.io/competitions/s… While signups for ALS11 do not open for quite some time (we're only 20% of the way through ALS10, which deserves our discussion at this time), I wanted to create a quick reference for our custom map suppliers. The procurement process for Alchemy League Maps contains a number of steps, and the most common questions have been "When is this milestone due"? Now, it's published in black and white, at a single location and source of truth: the next season's handbook. In the past, development timetables were contained in the procurement specification. This created entitlement problems, whereby map organizers would sign on with grand ideas, get the map-making machine of the community grinding forward on their vision, and then back out, leaving the tournament host to save face by picking up the slack, or issue an embarrassing stop work order, and salvage with an alternate plan and a lot of messy paperwork revisions. While the handbook is primarily intended as a reference for players, getting an advanced version out early with timetables for map-makers provides visibility into how the sausage is made, and might make it easier to find help/interest among players. It also allows us to modularize in a more meaningful way, swapping in/out procurement specifications for historical AOE2 map packs, depending on the progression of their planning. After all, it's the same timetable, regardless of whether or not the league is going to Greece or China, for its next season, etc. This approach will help us better structure the procurement process, and maximize efficiency. When you are working with a community of passionate volunteers, they deserve your best effort to provide a predictable environment, since you can't pay by the hr. More details to come! Check it out and let us know if you can spare some wisdom!
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TechChariot
TechChariot@techariot·
Haven't done a good post to make everybody angry in a while, so here goes: Some tournament hosts compare players in a competition to actors in a play or motion picture. While there are many similarities, it is not completely fair. Players typically grind practice for extended duration, honing skill within a discipline having established rules and parameters. Most have some kind of intrinsic gift, be it height, reflexes, intelligence, etc., that may be useful in another line of work, but otherwise mostly unproven. By contrast, acting is professional "make-believe" -- a task so easy that it could be done by a child, and indeed something many already do for free. The harder (learned) part is ego-management and teamwork associated with a high-stakes big-budget production. Conversely, far less teamwork is required from professional competitors. Only one person (usually) is punished through failure, and most of them are planned to fail, after all. There can only be one winner. This phenomenon holds for Alchemy League within AOE2. The casual outsider may assume that our biggest problems come from low-elo legends not being smart enough to understand the handbook or community procedures. Not so -- the vast majority of our admin penalties, removals, and bans are perpetrated by high-skilled players, lacking the humility to submit to the reason and evidence of established tournament designs, despite promising so when registering. Why should they, after-all? Most inhabit AOE2 communities that revolve around them. If you are good enough, or entertaining enough, you can live off your stream, with additional networking and winning opportunities coming largely from Microsoft-sponsored events. To their enormous credit, the game developer has rolled out a standardized handbook, detailing code of conduct for all players and (I think?) casters for events developed under the auspices of Microsoft, AND started cracking down on violations of it. Both of these critical components are necessary for reform. Crackdowns without a unified handbook provoke outcry of victimization, and arguments that expectations are muddled across a multitude of events with various standards. A unified handbook without crackdowns would not be taken seriously, and no progress would be made toward improving the competitive aoe2 environment. These methods are proven in governance, classical engineering, etc. Enforcement without rules is tyranny, rules without enforcement is anarchy. Some could argue that Microsoft is a bit late to the party -- over the years millions of dollars have fed an ecosystem without "adult" supervision, rolling the dice on the kind of culture that might become established. But that would be a bit unfair as well. I don't think anyone expected AOE2 to become a flagship historical product for the company, and there were some good impassioned people who wanted to keep it alive, so what's $100k/year to an American tech company to run that experiment? Now Microsoft looks like they're getting more serious, with annual prizes increasing, and more thematic map locations. History is a growing conversation in the gaming space due to the ascent of AOE2, and the developer is demonstrating their resolve through more than just money. As sponsor expectations shape the community, we can expect little tournaments like Alchemy League to benefit from that cultural shift as well.
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TechChariot
TechChariot@techariot·
Sprint 1 of Alchemy League Season 10 has ended. The results can be viewed here: #gid=807253230" target="_blank" rel="nofollow noopener">docs.google.com/spreadsheets/d… Over the coming 2 days, players will compare the results against their own reckoning of what happened, and I'll correct any mistakes. Afterward, I'll calculate the results.
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TechChariot
TechChariot@techariot·
If a 17 year old kid can cheat over $2,200 USD, imagine what they would do during college or as an adult, when far more money is at stake. Did the kid a favor. Better to learn the lesson young.
Real Post Folder@RealPostFolder

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TechChariot
TechChariot@techariot·
For today's issue of "Mandatum Monday", we explain the origin of forbidding changes to grid alignment on AOE2 maps used in Alchemy AOE Competitions. Per STND-002: "All objects in AOE2 are either on-grid or off-grid. Most stationary objects (gaia or otherwise) are on-grid, meaning that they can be placed directly adjacent against the edge of the map, without space for units to pass between. Some objects are off-grid, and if placed directly against the map edge would produce a ½ tile space for units to slip through. A grid alignment change occurs when an object that is normally on-grid becomes off-grid, or vice-versa. Grid Alignment Changes make maps less intuitive..." I am guilty of grid alignment changes. For many of the King of Ireland tournament maps, such as Blarney, the Town Center alignment was altered accidentally, resulting in a poorly fitting ring of farms. Other mischief can result from grid alignment changes, such as units slipping between 1/2 tile gaps unexpectedly. But they can also be used for good. To make eye-candy cling to mountain objects, decrease the foundation size of the mountains, and fill that space with rocks and/or trees, which would not ordinarily be able to get so close (due to ordinarily large "collision box"). Another final "pretty image" shows a "big yurt" or "chief's hut", that is actually an unconvertible gaia market "beneath the hood" -- don't worry, it's part of a planned theme for an upcoming season of Alchemy League, but there was a problem when developing: You can reskin a market to look like a large Native American dwelling (for thematic trade opportunities), but it's still a market, and size 4x4 tiles. Luckily you can also change the foundation box to match the 3x3 tiles of its new graphics, ensuring proper alignment with surroundings and interactive units (such as trade carts). So moral of the story: if things fit together expectedly on your map, then it will fit expectedly among favored customizations!
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TechChariot@techariot

Today is "Mandatum Monday", where we explain the origin of a rule or "mandate" for Alchemy League Maps. For today's installment, we will cover "general rule changes". By default, maps provided to Alchemy AOE Competitions must be devoid of them -- let's talk about what that means. It is possible using random map scripting to change general game rules. You want to double feudal-age cost for a forever dark-age militia war? You can! You want to make the spies technology available at the Town Center in dark age? You can! You want to give players +1000 starting gold to make sure they can afford any dark-age technology? You can! But just because you can do all these things, does not necessarily mean that you should ... These rule changes may have a fun application in casual settings (such as diplomacy or FFA), but in more competitive environments, every second counts, and players become grumpy if they have to spend time learning new rules. Sometimes a thematic but modest rule change is okay for a competitive map, if it is minor and documented early...but for the most part, it is hard to justify. Players come because they love Age of Empires II, not any one map-maker's "interpretation" of it. In the past I experimented with rule changes for a competitive tournament, with limited success. On EIRE_Tara, there was a "King's Tax", because the map featured a holy coronation site (with large kingdom-wide upkeep costs). Players lost gold at a trickle equivalent to three relics, and the only way to stop it was to capture three relics (thus zeroing out). On EIRE_Achill, players received a small trickle of wood, simply for existing, and then there were other counter-intuitive ways to get wood, like trickle from trade workshops and converting gaia farms. These rule changes were all constructed to tell a story about how Achill island has no trees, with fuel and building materials supplied by peat instead. Despite extensive publication of map rule changes before the tournament, probably most people who played them didn't know. Players just don't read, sadly, and you can't expect them to. Best you can do is strengthen your position if you do change the rules, by publishing the minor changes early and exactly. I am also guilty of object-related rule changes, but that is a topic for another post. Suffice it to say -- if the players cannot click and see it displayed by their game somewhere, it is a rule change. Alchemy League's policy going forward is this: if there would be a rule change, it will apply to all maps of the same pack, for ease of uptake. This allows us to use the rule-changes as "thematic" (instead of just because the scripter wanted to). We try to teach a little bit of history during Alchemy League, and as long as we are careful, it will be a lot of fun!

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TechChariot@techariot·
I can think of at least two Polish creators and AOE2 players who would love to help with scripting maps for this event, particularly if they feature locations in Poland! Should I reach out to them?
Fusion Esports League@FusionEsportsPL

Fusion Esports League presents: Royal Blood - an S-Tier Age of Empries II & Age of Empires IV tournament set within the legendary walls of Czocha Castle, Poland. From April 15–18, 2027, one of Europe’s most atmospheric castles will become the stage for a clash of strategy, ambition, and power. 💰 $80,000 Prize Pool ⚔️ Age of Empires II & Age of Empires IV 📺 Official Age of Empires IV broadcast in partnership with @EGCTV_Official 🏰 Co-organized by Fusion Esports League and @GwizdeKNewt 🤝 Sponsored by World's Edge One castle. One battlefield. One ruler. More details soon: fusionesportsleague.com/events/details…

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TechChariot
TechChariot@techariot·
Useful idea for AOE2DE: embarkation patrol. Simple. Transport ship has an option called "embarkation patrol". When the command issued, the transport ship picks up any allied units within 5 tiles that are idle and heads to the land terrain closest to the destination of the command. Drops off the units and they wander a few tiles inward while the transport returns to get more. Works well with rally points. "I am really looking forward to micro-managing some transport ships tonight in AOE2!" -- Literally Nobody Come on. It's 2026, and we got Hulks before we got this ... what gives? Simple to code, makes water maps way more fun! Please consider!
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TechChariot@techariot

Fun idea for AOE2DE that will never come to pass: Adjust new building cost/train time depending on foundation distance to other completed buildings under your control. Let's face it. One of the biggest missed opportunities in Age of Empires II is the base building. Sure, we've got some pretty building artwork, but you never see cute medieval towns outside of scenarios, low-elo legends, or high-effort random maps. For the most part, the towns we build are ahistoric. A new mechanic like this could provide another layer of complexity that would be healthy and provide more game variety. There's only so much you can do by adding more civilizations. How many words can a language have with an alphabet of only 4 letters? Buildings that could cost MORE if built closer to the center of your town: - Farms - Outposts - Camps, etc. Buildings that could cost LESS if built closer to the center of your town: - Towers - Walls - Castles - Docks - Markets, etc. Buildings mostly unaffected: - Houses Some civs could get bonuses or biases to this town spacing factor -- I'm looking at you Huns and Mongols for less "spread" penalty. It would also nerf tower rushes or castle drops, so that these units could be a bit stronger and worth building defensively, without being overpowered instruments of offensive resource denial or map control. Literally no empire snuck up a castle on an enemy gold mine, EVER. People noticed that kind of thing. Lastly, and most importantly, maybe we could see more wonder victories. The wonder would become cheaper and easier if its foundation were surrounded by castles/towers/walls. Think about it -- it makes sense the longer you do. Unfortunately, change is usually too expensive, but we can still dream!

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TechChariot@techariot·
If you are thinking about completing a waterfall map, you should definitely have high-expectations!
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TechChariot@techariot·
I only completed one map that has water transitioning across elevations: Otisco. Just hasn't been too high of a priority. Since publishing that map, the devs gave us the ability to select sprites, including waterfall directions in RMS. When we were planning a general NYS map pack, I developed a concept for the Genesee River, with two falls locations at about 1/3 of the map across 3 rotations (unfinished). A waterfall location has found its way into ALS11, however, in the form of "Glenn's Falls". It will be part of the map "Horican": alchemy-aoe-community.github.io/RedirectLatest… I could actually still use some help on that. If anyone is interested let me know. We have a general outline, but there is generous freedom within that.
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Melon musk
Melon musk@MelonMusk75·
@techariot Tangential but how about per map idiosyncracy: knights -15% hp, lumber+12% faster?
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TechChariot
TechChariot@techariot·
Budapest was the first competitive AOE2 map with 2 TC start. Anyone know how it got the name? Is the city of Budapest inherently doubled somehow?
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TechChariot
TechChariot@techariot·
What proof is there that dark matter even exists anyway? The whole thing is rubbish. This is going to be a hot-take but imo there is no gravity -- just planet-scale Van Der Waals forces. No physical reason for random matter to be attracted to other random matter. Parallel dimension? Sounds crazy but no less crazy than inventing fake bullshit undetectable matter b/c nothing else fits the model.
Kekius Maximus@Kekius_Sage

Physicist Michio Kaku suggests dark matter isn’t matter at all. It is gravity leaking from a parallel dimension.

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TechChariot
TechChariot@techariot·
Now live with first test cast, Alchemy League Season 10 featuring Flying Mouse, Pl0tterGhost, wisenatic, and ThomasAbruzzi: youtube.com/watch?v=UZSxdo…
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