"Half is about the final result, half is showing you the process I used to answer them, and the last half is making sure that all the math is perfect" I see what you did there :D
@@AbdulGoodLooks he said "half" 3 times when there are only 2 halves. can't have 3 halves, otherwise they're not half anymore, they're thirds. that's the joke.
This video is one of the best I've ever seen concerning flushes on RUclips. So many people focus on just the military aspect, but no one really focuses on this. I had to resort to watching pro videos on how to do this, but I never understood the math behind it, and the fact that different civs have different eco bonuses made it even more weird. Thanks so much for this Spirit! You're the best!
First of all, the information in this video is very useful. Great work! I do have one remark that no one seems to have pointed out yet. 30 stone per 2 minutes seems awfully slow. I tested stone collection rates (4 villagers mining for 5 minutes).and they turned out to be: - 20.4 stone/minute without eco bonuses - 20.7 stone/minute with wheelbarrow - 23.7 stone/minute with wheelbarrow and stone mining upgrade This means that you need 4.0 to 4.6 villagers on stone and 0.8 to 0.9 on wood to sustain production when building with 1 villager. With 4 villagers the numbers become 7.9-9.2 on stone and 1.5-1.8 on wood. No wonder you were surprised by the outcome. I'm sure this was a deliberate error to discourage tower rushing ;) Cheers!
I think that while the subject matter is dry, the information contained in these sorts of videos is crucial to improving people's game. If you're Feudal age rushing, you're not doing it right if your villagers are mismanaged. It's that simple. If you were to put more effort into this side of things (understandable if you don't), or if someone else were to try and do this themselves, I think the following should be taken into consideration if not actually number crunched: - the rate of placing lumbercamps etc. for optimal gather rate (if castle age, doesn't really matter that much earlier in the game). - having wood villagers included in the cost for food since you need extra wood villagers to maintain it - converting unit costs into villager seconds - villager production (I know it's military, but you can't do villager math for military without knowing how much you're spending on villagers in the first place) - how many wood villagers you need for the basics like houses - how many villagers you need at what time to create the surplus for upgrades and buildings - as far as I understand, wheelbarrow is not a tech used in Feudal age, so including it in calculations is misleading on top of being wasted effort - likewise, if you're producing units at a constant rate in Feudal age, you should always have the upgrades. For gold it's situational, but horse collar and axe are basically non-decisions afaik. - there is also now the new eagle scout, demolition raft, and fire dingy to produce in Feudal - if someone were to do highly specific videos for each unit, civilization comparisons for that unit would be both appropriate and highly accessible as the video would be fairly condensed. Despite my tirade of criticisms/suggestions, you're currently my favourite youtuber and I appreciate everything you've done as highly competent, informative, and entertaining. Keep it up!
For archers/skirms, please factor in the cost of building 2 archery ranges and 1 blacksmith as well as the time it takes to build them, and also the resources invested in double bit axe/gold mining/wheelbarrow as well as the time spent researching those, considering you will still be churning out both vills and archers/skirms and building houses (resources + time) all the while. So, a "fresh arrival to Feudal into Feudal war guide" would be an awesome thing to cover, and it doesn't have to be all units, a single video about archers alone but doing a complete build order/plan with a worst case and best case civ would be great. You can use your own civ rankings from your reviews.
I thought that "Those who can't do, teach, and those who cant teach, teach gym" was a quote from School Of Rock only. I didn't know it was a separate saying.
As with all the video I do...half is about the process... half is about the results... and the last half is making sure there all the math I do is perfect and there are no mistakes. Loved it :)
Spirit Of The Law you earned another subscriber! :) Your videos are interesting and helps better understanding of the game which i have been playing for about 15 yrs or more with no idea!! Now that I have cut into details of the game, youtubers like you are priceless! My question could be for your future video topic: Do you think repairing a castle and loosing stone for a long time can exceed the initial build cost or is it better to let it go and build another (atleast to know when to stop repairing as it could be a bottomless pit according to my understanding)
Wow, if you turn on RUclips CC the CC is actually kind of close to what he's saying. I guess the RUclips team has been improving it or Spirit just speaks clearly enough.
Dan Dead Or Alive Wow! This is amazing. I've never seen subtitles so accurate. I think it's just the way he speaks. He has that soothing 'radio voice' as one would call it.
+Dan Dead Or Alive Wow hahaha... Yeah it's good but... everytime he says ood, it says something else, the one time he doesn't say Wood... It says Wood.
Love the way you mention 'last time' values of resource collection starting around 3:40. Just goes to show how detailed you plan your vids out. Awesome stuff as always.
as a casu returning back in the game and re-learning everything. I need those informations to understand the BOs and remember them easier. So thank you very much Spirit of the Law !
Need more of this type of breakdowns. Honestly the best video ive seen in 5 years of watching aoe. This brakes down the gameplay, giving me the understanding needed to boost my elo quickly. This is truly amazing.
I love these videos!!! Ur a smart guy making great content and your absolute maticulus care in these videos is absolutely hilarious! Keep em coming BROSEPH
I finds this video to be much more use full then any specific build order which just says "do this do that" but not why. In this video you puts out all the data so that it's easily understandable why the build orders people use works so well. But this video also allows us to easily build our own build orders and by doing so teaches how to react to real in game scenarios. Which is 100 times more important then just following a set build order. So thanks a lot for making this video and may I wish for a video like this but for Castle age units? Or at least the most common ones?
thanks for the great information provided here. as a pretty new player these numbers are great place to start! I'll let my kids watch this in the future that's how good it is!!!
You should do this video again, but with more info, like: +6 villagers on food to keep T.C creating villagers +8 villagers on food to keep creating scout cavalry +8 villagers on food +3 on gold to keep creating militia +2 villagers on wood +4 on gold to keep creating archers and go on. On all ages and upgrades.
This was extraordinarily helpful to me. And I'm so totally appreciative. This is my favorite video on the topic of AoE2 education I've seen. A strong thank you, sir.
i personally would have like this video to be shorter. Also the information seems quite valueable to me. 3 remaining and related questions though: how many villagers do i need to sustain villager production? (is it 6 on farms as well as the 6 on sheep, or are it fewer? and how many villagers do i need on wood to sustain farm production from x farms? how many villagers need how long to gather the resources for buildings?
XyntXII 1) 5 on farms for each tc 2) need only one villager for each farm, in fact one villager can probably look after 2 or 3 farms. 3) you can try this yourself by timing how long a villager takes to gather 10 wood without eco upgrades, then dividing the cost of the building by 10 and timing the resulting number by the time taken. can translate into eco upgrades by changing the time taken by the percentage increase in speed. for example 15% faster = original time x 0.85. This is all assuming that there is minimal walking distance, if there is walking distance, time the walking distance with a stop watch and multiply by the amount of times that the villager needs to drop of resources then adding the total time onto the answer you got from the previous step, except for the last one where you only add on half a time as the villager just needs to bring the resources the lumbercamp and then can start building the building straight away. Hope this helps :)
well, thank you. i was mainly referring, that i would think this would be good to be included in the video, but it is nice of you to help me either way. 1) without upgrades? 2) well obviously it is below 1, but the question remains how many. though one is not really sustaining farms in any specific age, because by the time they run out one is nearly always in the next age. so this question is not all that important.
Spirit...loved the video, very neat 'Math' there. ;-) My queries are: 1) Are all your food Units calculation (Skirms, Scouts) based on the assumption that you are not making villagers at the TC? Since we continuously make villagers too, what are the actual numbers? If we make Scouts, what is the optimum number of villagers we need to go to Castle Age considering the opponent has walled himself IN. 2) What about Skirm+Archer attacks? There are a lot of people who carry a few Skirms along with Archers to opponent bases so that the Skirms can take care of opponent Skirms while the Archers go heavy on villagers? Let me know your view. Sorry for the late comment. :) Cheers KTGO
KTGO Zone AOE Commentary all the farm numbers are just taking into account the military units and not the villager creation, yes. You will want more farmers to cover villagers, research, and the castle age tech. The goal of the video is more to look at the individual parts instead of the whole economy at once
Dont underplay this information as I feel it is super helpful for me a complete noob at this game have a idea of how to go about a good feudal age rush. Dont know if you have already covered it in another video but how many villagers would you need to keep constant production of villagers?
Akshit Tripathi I'm hoping people submit their own intro videos soon so I can mix things up and give people some exposure. I put out the offer a while back and still nothing!
I think the numbers for tower production are correct, but inflated for unrealistic conditions. Usually trushes dont have villagers constantly dropping towers, because of walk time, the other person counter attacking you, and general gameplay stuff.
Be aware of this concept makes a big difference between players. If you see professionals playing, they know what they want to do and how many villagers are required for that, not having overproduction.
Nice vid as always Spirit! I was watching Dogao on his twitch channel recently and he tried to repair his galleys in a feudal galley war. I know you probably have a lot of requests for vids but have you ever thought about the quantification of a repair/healing with monks as a subject for one of your vids? Repairing galleys or healing knights maybe even Xbows may have a considerable effect...
SOTL, 'build order' is important for almost all players, but especially important for new or even not yet-players (ie ME!) I want to learn as much as I can before I buy the new release..... So, I say THANKS !!! :)
Hey Spirit! Love ur channel! U have combined maths and Age of Empires II, both something i love! I have a request and I hope you do read this: Mangonels/Onagers are some units with not much numerical analysis (I remember seeing someting in one of your vids on how an onager could kill most units in one strike when all were placed in one tile, but thats it). Is mangonel attack melee or pierce or something else? How much does the distance come into play? Could you do some numerical analysis on these amazing units? Would love to watch that. You could also extend it to scorpions and other siege weapons. Thanks again and keep up ur brilliant work.
I always find I need to be quite wood intensive during feudal age since that's often when I get my farms up and running, which is quite expensive at first.
That moment when you entered the game a few years ago, now click this video because it seems interesting, scroll to comment section, see an interesting comment and you wanna like and recognize that you already did. A few years ago.
Spirit i just started playing AOE2 Hd and been playing games for years. But only recently got a good enough connection to play multi. I keep getting mashed i produce loads of villagers etc gather food wood etc and sometimes advance to feudal before anyone else. But i'm not juggling villager production and military too well hence i lose. My elo is 1540 was 1560 but with team mates quitting games etc. Any advice i know u have videos but new to your channel. And your maths is 10/10
I love the line lol "Ignore what I'm saying. You need the same number of villagers as non-Goth" ha ha ha. Hmmm, these results are unfortunate. Oh well... Open up scenario editor, dump a bunch of extra gold mines near all players and boom, I'll sustain a rush with 3 stables producing cavalry, 1 barracks producing men-at-arms, and 1 range producing skirmishes, with a core of 7 arches that will just flee when things go south.
that a scout rush costs u more in terms of economy than an archer rush and slows u down more on the way to castle age is probably one of the biggest misconceptions in AoC
Hi , can u do a mathy video about how many villagers would be best to go feudal if going for boom? If you advance fast with little amount of villagers, you can start building your second TC early, but with more villagers when advancing you get more resources which is good for keeping your second or even third TC producing villagers. So what is the best number?
Thanks this'll help me to balance my eco better because I'll usually end up with 900 wood and no food or gold :P also pointing out that with all food units there is an extra wood cost attached to reseeding the farms still that is semi negligible because you'll only be reseeding 1-2 farms in feudal ideally.
@spiritofthelaw hey you, make an updated series to this please. I can never get my lumberjack to farm ratio right. And how many on stone to keep one villager building walls.
Yo I'm a PE teacher take it easy ! I love your stuff dont hurt my feelings :) PLEASE!!!!! make one for the castle age !!!! PLEASE!!!!!! Keep it up ! All the best !
lovely video im just curious if you considered the wood cost of a house every 5 archers and how that would increease the wood cost and the number of vilagers you need on wood?
+Jonathan Laulund this was only about the units themselves neither houses nor farms or anything of the kind were considered the idea is that you now know how many vils you need for the units ALONE and assign the proper amount of "extra" villagers to manage your eco and general macro
Hi spirit, thank you for the awesome video. How do you feel about remaking some of your older videos? Almost everything you said here still applies today (to AoE:DE) but it could be good for newer viewers to have this video pop up with some small adjustments (like considering supplies).
i know this is a super old video but i wish these tests started with a small buffer of resources. something that's gathered during age-up or while building stables/ranges
Hi SotL, how much of this information is still up-to-date? There are researches like Supplies now which change the game a bit. I think you might have some good content for your channel by updating this video for the current AoE2 landscape!
Did you ever do the castle age version? I know you said you don't want to be making build order videos but as a noobish player who relies a lot on the math stuff it would be really helpful
This is a little off topic for this video, but you mentioned the indian civ. overview. I'm interested in how the Indian's camels stock up to all the others. I'm well aware that you're not overly fond of camels in genreal, but do you think their Imperial Camels make them worth the investment?
"Half is about the end result, half is about the process, and the final half is about making sure the math is correct" Apparently this video is composed of three halves lol
"Half is about the final result, half is showing you the process I used to answer them, and the last half is making sure that all the math is perfect"
I see what you did there :D
"kinky" we saw that too
@@Cat0620 i dont get it
@@AbdulGoodLooks he added a half second text to the vid when the 69 was showing
@@Cat0620 I got it thanks
@@AbdulGoodLooks he said "half" 3 times when there are only 2 halves. can't have 3 halves, otherwise they're not half anymore, they're thirds. that's the joke.
When Spirit sees someone measuring in miles per hour instead of lumberjacks per dock
AHA XD Love that
This video is one of the best I've ever seen concerning flushes on RUclips. So many people focus on just the military aspect, but no one really focuses on this. I had to resort to watching pro videos on how to do this, but I never understood the math behind it, and the fact that different civs have different eco bonuses made it even more weird. Thanks so much for this Spirit! You're the best!
First of all, the information in this video is very useful. Great work!
I do have one remark that no one seems to have pointed out yet. 30 stone per 2 minutes seems awfully slow. I tested stone collection rates (4 villagers mining for 5 minutes).and they turned out to be:
- 20.4 stone/minute without eco bonuses
- 20.7 stone/minute with wheelbarrow
- 23.7 stone/minute with wheelbarrow and stone mining upgrade
This means that you need 4.0 to 4.6 villagers on stone and 0.8 to 0.9 on wood to sustain production when building with 1 villager. With 4 villagers the numbers become 7.9-9.2 on stone and 1.5-1.8 on wood. No wonder you were surprised by the outcome.
I'm sure this was a deliberate error to discourage tower rushing ;)
Cheers!
You forgot Koreans:P
I think that while the subject matter is dry, the information contained in these sorts of videos is crucial to improving people's game. If you're Feudal age rushing, you're not doing it right if your villagers are mismanaged. It's that simple.
If you were to put more effort into this side of things (understandable if you don't), or if someone else were to try and do this themselves, I think the following should be taken into consideration if not actually number crunched:
- the rate of placing lumbercamps etc. for optimal gather rate (if castle age, doesn't really matter that much earlier in the game).
- having wood villagers included in the cost for food since you need extra wood villagers to maintain it
- converting unit costs into villager seconds
- villager production (I know it's military, but you can't do villager math for military without knowing how much you're spending on villagers in the first place)
- how many wood villagers you need for the basics like houses
- how many villagers you need at what time to create the surplus for upgrades and buildings
- as far as I understand, wheelbarrow is not a tech used in Feudal age, so including it in calculations is misleading on top of being wasted effort
- likewise, if you're producing units at a constant rate in Feudal age, you should always have the upgrades. For gold it's situational, but horse collar and axe are basically non-decisions afaik.
- there is also now the new eagle scout, demolition raft, and fire dingy to produce in Feudal
- if someone were to do highly specific videos for each unit, civilization comparisons for that unit would be both appropriate and highly accessible as the video would be fairly condensed.
Despite my tirade of criticisms/suggestions, you're currently my favourite youtuber and I appreciate everything you've done as highly competent, informative, and entertaining. Keep it up!
For archers/skirms, please factor in the cost of building 2 archery ranges and 1 blacksmith as well as the time it takes to build them, and also the resources invested in double bit axe/gold mining/wheelbarrow as well as the time spent researching those, considering you will still be churning out both vills and archers/skirms and building houses (resources + time) all the while. So, a "fresh arrival to Feudal into Feudal war guide" would be an awesome thing to cover, and it doesn't have to be all units, a single video about archers alone but doing a complete build order/plan with a worst case and best case civ would be great. You can use your own civ rankings from your reviews.
I thought that "Those who can't do, teach, and those who cant teach, teach gym" was a quote from School Of Rock only. I didn't know it was a separate saying.
As with all the video I do...half is about the process... half is about the results... and the last half is making sure there all the math I do is perfect and there are no mistakes.
Loved it
:)
I dont get it
Hey Spirit I think you're my new favourite youtuber, great videos and content. Keep it up ;)
***** Thanks! I appreciate it
Spirit Of The Law you earned another subscriber! :) Your videos are interesting and helps better understanding of the game which i have been playing for about 15 yrs or more with no idea!! Now that I have cut into details of the game, youtubers like you are priceless! My question could be for your future video topic: Do you think repairing a castle and loosing stone for a long time can exceed the initial build cost or is it better to let it go and build another (atleast to know when to stop repairing as it could be a bottomless pit according to my understanding)
Goth Allies don't get cheaper infantry, but the team bonus gives faster barracks speed to goth allies, so what you said still applies to them.
Love going back to these old videos and remembering you've ALWAYS had an awesome sense of humour. Bravo. Way to make Learning fun!
Wow, if you turn on RUclips CC the CC is actually kind of close to what he's saying. I guess the RUclips team has been improving it or Spirit just speaks clearly enough.
Dan Dead Or Alive i turned on cc and it said "as obama videos..." i just found it funny
Dan Dead Or Alive Wow! This is amazing. I've never seen subtitles so accurate. I think it's just the way he speaks. He has that soothing 'radio voice' as one would call it.
Dan Dead Or Alive 'Each Vampires' for Age of Empires haha! But yeah pretty accurate!
+Dan Dead Or Alive Wow hahaha... Yeah it's good but... everytime he says ood, it says something else, the one time he doesn't say Wood... It says Wood.
Farm Reseed turn to pharmacy, better remember to build them hospitals :D
Love the way you mention 'last time' values of resource collection starting around 3:40. Just goes to show how detailed you plan your vids out. Awesome stuff as always.
Exactly what I've been looking for the last few days. Would love to see the Castle Age video also. You've got a new sub :)
as a casu returning back in the game and re-learning everything.
I need those informations to understand the BOs and remember them easier.
So thank you very much Spirit of the Law !
Need more of this type of breakdowns. Honestly the best video ive seen in 5 years of watching aoe. This brakes down the gameplay, giving me the understanding needed to boost my elo quickly. This is truly amazing.
0:59 I can hear the smirk in your voice for that three halves joke XD
that was a really good joke.
Also hello 2015
I love your small edits, and the little information, like the decimal rounding thing.
Even the dry, boring videos are great. I really can't get enough Spirit.
I love these videos!!! Ur a smart guy making great content and your absolute maticulus care in these videos is absolutely hilarious! Keep em coming BROSEPH
I finds this video to be much more use full then any specific build order which just says "do this do that" but not why.
In this video you puts out all the data so that it's easily understandable why the build orders people use works so well. But this video also allows us to easily build our own build orders and by doing so teaches how to react to real in game scenarios. Which is 100 times more important then just following a set build order.
So thanks a lot for making this video and may I wish for a video like this but for Castle age units? Or at least the most common ones?
you made it longer than it should be, but it was the best video ever! THANK YOU!
Very informative stuff. I can imagine the kind of work that went behind these results. Keep 'em coming !
I love your videos bud, I can't play much and when I do I'm pretty nervous, and your videos help me more and More
You may find this to be an uninteresting topic Spirit, but I do think this is valuable information and I want to thank you for making this video.
You did it again!!!!!! Nice video, we always learn so much with each video!!!
thanks for the great information provided here. as a pretty new player these numbers are great place to start! I'll let my kids watch this in the future that's how good it is!!!
Playing AoE for 12 years now I think and just found your Channel. Awesome job :)
You should do this video again, but with more info, like:
+6 villagers on food to keep T.C creating villagers
+8 villagers on food to keep creating scout cavalry
+8 villagers on food +3 on gold to keep creating militia
+2 villagers on wood +4 on gold to keep creating archers
and go on. On all ages and upgrades.
thanks man this is just what I wanted to know about how many villagers I need for a building great videos!
This may very well be your most applicable video! Thank you
Thanks for all your videos Spirit Of The Law, they are very interesting, all I needed to know about AOE 2.
Loving AoE 2 and math I really enjoy your videos. Keep up the great work!
Hey Spirit, I would love it if you could do a "Is the Siege Onager Upgrade worth it?" video much like the paladin one you did. Love your work man!
gee man, you really make me happy with your videos
Didn't find it dry. Been watching your videos I like it.
Man, I totally need a guy like you making videos about AoE3
When producing food, you should include the cost of reseeding the farms.
+Stan Land Is that suppose to be funny?
@@lamegamer4607 what makes you think it's a joke
I replied to a different comment genius(+Stan Land)
@@lamegamer4607 bruh lme gamer is another youtuber stfu and get an original name
Maybe not the most fun but one of the most important.... Great job i need to take notes
This was extraordinarily helpful to me. And I'm so totally appreciative. This is my favorite video on the topic of AoE2 education I've seen. A strong thank you, sir.
thanks to spirit of the law now i am 16k+ in hd 11. keep it up man. thank you!!
Just started watching you this week, damn I really love your videos! :) I hope you do more!
i personally would have like this video to be shorter.
Also the information seems quite valueable to me.
3 remaining and related questions though: how many villagers do i need to sustain villager production? (is it 6 on farms as well as the 6 on sheep, or are it fewer?
and how many villagers do i need on wood to sustain farm production from x farms?
how many villagers need how long to gather the resources for buildings?
XyntXII
1) 5 on farms for each tc
2) need only one villager for each farm, in fact one villager can probably look after 2 or 3 farms.
3) you can try this yourself by timing how long a villager takes to gather 10 wood without eco upgrades, then dividing the cost of the building by 10 and timing the resulting number by the time taken. can translate into eco upgrades by changing the time taken by the percentage increase in speed. for example 15% faster = original time x 0.85. This is all assuming that there is minimal walking distance, if there is walking distance, time the walking distance with a stop watch and multiply by the amount of times that the villager needs to drop of resources then adding the total time onto the answer you got from the previous step, except for the last one where you only add on half a time as the villager just needs to bring the resources the lumbercamp and then can start building the building straight away.
Hope this helps :)
well, thank you.
i was mainly referring, that i would think this would be good to be included in the video, but it is nice of you to help me either way.
1) without upgrades?
2) well obviously it is below 1, but the question remains how many. though one is not really sustaining farms in any specific age, because by the time they run out one is nearly always in the next age. so this question is not all that important.
for number 1 yes, without upgrades. and yeah for 2) I don't know the exact decimal number :(
This guy is so meticulous with his math and calculations, I love it
Very nice and informative , keep on the good work !
While you may consider this video dry I found it extremely informative and helpful. Thanks!
I found this video helpful. Build orders might not be fun, but they are useful to people who aren't very good, which is most of us.
Thanks for taking the sacrifice on this one, SotL
Spirit...loved the video, very neat 'Math' there. ;-)
My queries are:
1) Are all your food Units calculation (Skirms, Scouts) based on the assumption that you are not making villagers at the TC? Since we continuously make villagers too, what are the actual numbers? If we make Scouts, what is the optimum number of villagers we need to go to Castle Age considering the opponent has walled himself IN.
2) What about Skirm+Archer attacks? There are a lot of people who carry a few Skirms along with Archers to opponent bases so that the Skirms can take care of opponent Skirms while the Archers go heavy on villagers?
Let me know your view. Sorry for the late comment. :)
Cheers
KTGO
KTGO Zone AOE Commentary all the farm numbers are just taking into account the military units and not the villager creation, yes. You will want more farmers to cover villagers, research, and the castle age tech. The goal of the video is more to look at the individual parts instead of the whole economy at once
Spirit Of The Law cool.ok. Cheers!
Dont underplay this information as I feel it is super helpful for me a complete noob at this game have a idea of how to go about a good feudal age rush. Dont know if you have already covered it in another video but how many villagers would you need to keep constant production of villagers?
New intro! You should probably keep the onagers flattening the knights bit :P
Akshit Tripathi I'm hoping people submit their own intro videos soon so I can mix things up and give people some exposure. I put out the offer a while back and still nothing!
Can't wait for you to get back to this, the castle age version I mean.
***** Eh? Wachu meen?
***** Uh, okay, it's kinda my thing anyway.
***** *Salutes*
***** Okay now I'm getting confused...
***** ?????
I think the numbers for tower production are correct, but inflated for unrealistic conditions. Usually trushes dont have villagers constantly dropping towers, because of walk time, the other person counter attacking you, and general gameplay stuff.
After this video, we all feel like TheViper XD
We all do uh sure yeah we all feel like viper what's his Elo again hmm oh yeah 2000 plus
Hey man nice video... Always a pleasure to watch em
:D
Be aware of this concept makes a big difference between players. If you see professionals playing, they know what they want to do and how many villagers are required for that, not having overproduction.
Nice vid as always Spirit! I was watching Dogao on his twitch channel recently and he tried to repair his galleys in a feudal galley war. I know you probably have a lot of requests for vids but have you ever thought about the quantification of a repair/healing with monks as a subject for one of your vids? Repairing galleys or healing knights maybe even Xbows may have a considerable effect...
Spirit of the Law U R THE BEST
SOTL, 'build order' is important for almost all players, but especially important for new or even not yet-players (ie ME!)
I want to learn as much as I can before I buy the new release..... So, I say THANKS !!! :)
What about how many woodcutters it takes to sustain farms in feudal age?
+Nathan MacDonald 31.5% of what you have on food if you don't have horse collar, 22.2% if you do
You shoudl make one video like this about castle units and the unique unist also. I really enyoy your channel.
lel about that third half being about the integrity of your math ;P
dumbass math joke. Thank goodness. 10/10 already in love with this video.
Spirit pleeeeease make the video you promised on castle age units!
PD: Love your videos, have seen them all!
Hey Spirit! Love ur channel! U have combined maths and Age of Empires II, both something i love!
I have a request and I hope you do read this: Mangonels/Onagers are some units with not much numerical analysis (I remember seeing someting in one of your vids on how an onager could kill most units in one strike when all were placed in one tile, but thats it). Is mangonel attack melee or pierce or something else? How much does the distance come into play? Could you do some numerical analysis on these amazing units? Would love to watch that. You could also extend it to scorpions and other siege weapons.
Thanks again and keep up ur brilliant work.
Spirit of the law your videos are super and i love them . Can you make a video on fedual age flush please !!!
I always find I need to be quite wood intensive during feudal age since that's often when I get my farms up and running, which is quite expensive at first.
actually: this video was extremly usefull, even 5 years later :)
That moment when you entered the game a few years ago, now click this video because it seems interesting, scroll to comment section, see an interesting comment and you wanna like and recognize that you already did. A few years ago.
Spirit i just started playing AOE2 Hd and been playing games for years. But only recently got a good enough connection to play multi. I keep getting mashed i produce loads of villagers etc gather food wood etc and sometimes advance to feudal before anyone else. But i'm not juggling villager production and military too well hence i lose. My elo is 1540 was 1560 but with team mates quitting games etc. Any advice i know u have videos but new to your channel. And your maths is 10/10
I love the line lol "Ignore what I'm saying. You need the same number of villagers as non-Goth" ha ha ha.
Hmmm, these results are unfortunate. Oh well...
Open up scenario editor, dump a bunch of extra gold mines near all players and boom, I'll sustain a rush with 3 stables producing cavalry, 1 barracks producing men-at-arms, and 1 range producing skirmishes, with a core of 7 arches that will just flee when things go south.
Hi spirit of the law can you do for the next civ overview the spanish i really like them
that a scout rush costs u more in terms of economy than an archer rush and slows u down more on the way to castle age is probably one of the biggest misconceptions in AoC
Are you going to make the same Video for Castle Age? Especially common things like knight rush?
Hi , can u do a mathy video about how many villagers would be best to go feudal if going for boom? If you advance fast with little amount of villagers, you can start building your second TC early, but with more villagers when advancing you get more resources which is good for keeping your second or even third TC producing villagers. So what is the best number?
6:56 fuck my life. This guy was born to make AoE2 content
tbh i played aoe2 HD for like 2 months but these videos helped me to defeat hard/hardest AI and i actually managed to stay at 1590 is elo:D thank you!
Thanks this'll help me to balance my eco better because I'll usually end up with 900 wood and no food or gold :P also pointing out that with all food units there is an extra wood cost attached to reseeding the farms still that is semi negligible because you'll only be reseeding 1-2 farms in feudal ideally.
@spiritofthelaw hey you, make an updated series to this please. I can never get my lumberjack to farm ratio right. And how many on stone to keep one villager building walls.
Yo I'm a PE teacher take it easy ! I love your stuff dont hurt my feelings :)
PLEASE!!!!! make one for the castle age !!!! PLEASE!!!!!!
Keep it up !
All the best !
Great video as always!
I also play age of empires,you know informations.some informationts i didnt know,now i know that,thank you for your moovies.
Your moovies were the best over the world,im the biggest fan from you,please answer when you have read this
Attila Bleda thanks, I appreciate the kind words :)
Ok.
My favourite warrior is the elite tarkan and yours? The elite Samurai?
Samurai are ok. I like onagers the most, and they're probably my favourite unit
+Spirit Of The Law ok,i ask some friends to look to your moovies
lovely video im just curious if you considered the wood cost of a house every 5 archers and how that would increease the wood cost and the number of vilagers you need on wood?
+Jonathan Laulund this was only about the units themselves
neither houses nor farms or anything of the kind were considered
the idea is that you now know how many vils you need for the units ALONE and assign the proper amount of "extra" villagers to manage your eco and general macro
Hi spirit, thank you for the awesome video. How do you feel about remaking some of your older videos? Almost everything you said here still applies today (to AoE:DE) but it could be good for newer viewers to have this video pop up with some small adjustments (like considering supplies).
1:50 what ever floats your tool boat right? :D great video like always :)
i know this is a super old video but i wish these tests started with a small buffer of resources. something that's gathered during age-up or while building stables/ranges
Funny Intro! Great content.
Hi SotL, how much of this information is still up-to-date? There are researches like Supplies now which change the game a bit. I think you might have some good content for your channel by updating this video for the current AoE2 landscape!
Did you ever do the castle age version? I know you said you don't want to be making build order videos but as a noobish player who relies a lot on the math stuff it would be really helpful
Castle age build order castle age build order!!!
This is a little off topic for this video, but you mentioned the indian civ. overview. I'm interested in how the Indian's camels stock up to all the others. I'm well aware that you're not overly fond of camels in genreal, but do you think their Imperial Camels make them worth the investment?
"Half is about the end result, half is about the process, and the final half is about making sure the math is correct" Apparently this video is composed of three halves lol
I correct, not were,your moovies are the best.
hang on
could it be that you didnt factor in cheaper infantry for goths
3 halves? thats like 1.8 times the total amount
Watching this video again, interesting that gold units take less villagers.
The man, the legend!
i needed this one
So, why whould you want to sustain feudual age pressure if you want to get to imperial and not be stuck behind?
Funny spirit 3 halves