Building AOE Scout: A Player Analytics and Battle Simulation Platform for Age of Empires
Age of Empires has always been more than just building an army and attacking your opponent. Understanding civilizations, analyzing player behavior, managing resources, and knowing which units counter others are all important parts of competitive gameplay.
But finding useful information often means jumping between different websites, searching through match histories, checking leaderboards, or manually comparing unit statistics.
I wanted to bring these things together into one place.
That's how AOE Scout started β a web-based platform built around player analytics, opponent scouting, and practical tools for the Age of Empires community.
Today, it supports three games: Age of Empires II: DE, Age of Empires III: DE, and Age of Empires IV.
Each game has its own player data, competitive rankings, civilization statistics, and comparison tools.
Here's a closer look at what I've been building.
Player Profiles: More Than Just an Elo Rating
An Elo rating tells you roughly where a player stands competitively, but it doesn't tell the whole story.
Two players with similar ratings can have completely different playing habits, experience levels, and civilization preferences.
AOE Scout provides detailed player profiles that bring together current and highest Elo ratings, total matches played, win rates, favorite civilizations, recent match history, and available gameplay statistics.
Instead of looking at isolated numbers, you can explore a player's competitive history in one place.
For example, you can browse the Age of Empires IV Leaderboard and open individual player profiles to explore their performance.
I've also added a Player Comparison tool, allowing players to compare profiles and competitive performance side by side.
Pro Scout: Understanding Your Opponent
This is one of the main features behind AOE Scout.
Imagine entering a ranked match and having a quick overview of your opponent's previous performance instead of relying entirely on their current rank.
Pro Scout analyzes available player information and previous match data to highlight useful patterns.
Depending on the game and available records, it can help you understand your opponent's preferred civilizations, recent performance, recurring opening strategies, early military tendencies, common army compositions, and possible expansion patterns.
The purpose isn't to predict every move perfectly. Players adapt, and every match is different.
It's about having more context before making your next decision.
I also wanted the scouting interface to remain useful during actual gameplay, so it offers both a simplified summary and a more detailed view.
Civilization Statistics and Leaderboards
Another important part of improving at Age of Empires is understanding the broader competitive environment.
Which civilizations are performing well? How frequently are they being played? Which players are currently leading the ranked ladders?
AOE Scout provides dedicated civilization statistics and leaderboards for all three games.
You can explore civilization performance, including win rates, match counts, and other available competitive statistics, separately for Age of Empires II, III, and IV.
Similarly, dedicated leaderboards let you explore competitive player rankings across different games and modes.
The goal was to make competitive data easier to explore without overwhelming users with unnecessary complexity.
Unit Comparison: Understanding What Actually Changes a Fight
Knowing unit counters is essential in RTS games, but unit comparisons become more interesting when upgrades, civilization bonuses, armor, and resource costs enter the equation.
For example, comparing two units purely by their base attack values doesn't necessarily tell you which one is more effective.
That's why I built dedicated Unit Comparison tools.
You can select civilizations, compare different units, apply available upgrades, and examine how their attributes change.
Each game has a separate comparison experience because its combat mechanics and units are different.
These tools are useful when exploring counters, evaluating army compositions, or simply trying to understand why a particular matchup works the way it does.
Battle Simulator: Experimenting Beyond Statistics
This is another feature I've particularly enjoyed working on.
Comparing unit statistics is useful, but sometimes you want to actually test a fight.
What happens when two different army compositions face each other? How does controlling your army change the outcome? Can better micro make a difference?
The AOE Scout Battle Simulator allows you to build opposing armies and experiment with different matchups.
You can control units in real time, use movement and focus fire, and practice micro against different compositions.
It supports Age of Empires II: DE, III: DE, and IV, with dedicated simulation experiences for each game.
One important distinction: the simulator is designed as an experimentation and practice tool, not a guarantee of what will happen in every real match. Terrain, positioning, player decisions, and other gameplay variables can influence actual outcomes.
The idea is to provide an accessible environment where players can experiment without having to launch a complete multiplayer match every time.
More Than Player Analytics
While scouting and analytics are the main focus, I've also been expanding AOE Scout into a broader resource for Age of Empires players.
For example, you can explore AoE IV Live Games, browse Multiplayer Lobbies, or find additional game-related resources.
The long-term direction is straightforward: whether someone wants to research a player, understand a civilization, compare units, or experiment with battle compositions, they should be able to find what they need without switching between multiple disconnected tools.
The Product Design Challenge
Building AOE Scout has also been an interesting UI/UX challenge.
RTS games generate a considerable amount of information, but more information doesn't automatically mean a better experience.
A player browsing their match history has different needs from someone checking an opponent during the opening minutes of a ranked match.
Similarly, someone comparing units needs a different interface from someone exploring thousands of leaderboard entries.
I've been approaching these as separate experiences while maintaining a consistent design language across the platform.
The underlying goal is to make complex gaming data accessible without losing the depth that experienced players expect.
What's Next?
AOE Scout is an ongoing project, and I'm continuously improving its tools based on community feedback.
I'm particularly interested in hearing from players who regularly play Age of Empires II, III, or IV.
If you use the Battle Simulator and notice unexpected results, incorrect unit statistics, bugs, or anything that could be improved, I'd appreciate your feedback.
You can explore everything at AOE Scout.
I'd also love to hear from fellow developers and designers working on gaming-related products. Making complex data useful to real users is an interesting problem, and one I'm continuing to explore through this project.













