Lol :D to stress this out - 1. he even got lucky with not loosing 4 hersirs to a wall (shifting sands),... 2. neither he lost 15 vills to locust... 3. And he got lucky with 3 large goldmines on same side...
It's the trade route that really matters lategame. The difference between the two players' routes was what won/lost the game. Look at mat's trade route, his market placement was terrible: not at the edge of the map and also on the other side of the cliff. His caravan route was super inefficient. He's costing himself maybe 5~ population in caravans with that, maybe even more (hard to say for sure). That's a huge self-imposed penalty over the course of a 30 min+ Mythic Age. But not only that, because his trade route was so bad, even when he got 4 TCs, he didn't have the resources to fill it. He was still at 160. So it was still 3 TC to 2. He still could win, but the big problem, and it's a common one, is that after he sacked the front TC, he went at another TC. Against other civs, that'd probably work, but not necessarily against Eggy, because attacking their TC allows them to spam mercs and get around their population deficiency. After getting the advantage, Mat attacked Joe's strongest spot on the map. Mat basically did the only thing he could to lose. If he would have move down and walled off the trade route (he could've done that so easily), he'd have won almost immediately. But so often, players think only of TCs lategame, cause TCs = population. But caravan trade route is also population, and cutting a trade route can make the player lose just as much population as losing a TC. Inefficient route = more caravans needed = less actual population. And it's going to be far easier to cut a trade route than to sack a TC. Also mat allowed that little side base within range of his side TC. Another huge problem. It's easy to look at the game, see 4-2 TC, and then rant, rave, and slobber about Ra/Eggy being OP. But that isn't what happened at all.
Joe play his cards perfectly well. You talk about Matrieuss decisions in a way that looks like child game to win. Not at all. Mercenaries don't win games. Brains do.
@@JuanMartinez-yj2ly oh sure joe played well, better than mat, hence why he won. The point of my comment wasnt to downplay joe, but to explain why mat wasn't unfairly robbed of a win, as most of those who commented seemed to think. Mat was in a winning position, really just one move away from the win, but he didnt make that move. Joe did well to take advantage of that.
very nice break down. Always keep in mind win condition, this game is like wrestling, you lock in one arm (1 TC) then you pull till it breaks (trade route). As you said mercenaries can't defend eggy trade route well
> It's easy to look at the game, see 4-2 TC, and then rant, rave, and slobber about Ra/Eggy being OP. But that isn't what happened at all. It kind of is though. What did Joe do? Slowly move forward, using the most boring same old Ra strat that Kimo always uses: build walls and catapult. Honestly I admire him for trying siege towers before that (and for most of the Mythic fight), since outside of priest + siege it's unusual to see a Ra player use them that much. But other than the clever side build with 5 towers, it was a bad strat. Yet he didn't lose. Which is why people here are complaining. Mat play the battles beautifully, whereas Joe had fairly inconsistent technique in the fights. Yet, he managed to stall out every damn fight and still win the game. And it's not like Joe had some 160 IQ economic choices whereas Mat played it bad; as Boit pointed out, this is one of the rare games where you actually see a good Loki eco.
I feel like the loki sort of tunnel visioned into a 10 tower meatgrinder there, instead of focussing efforts to get into the main base or harras the trade route
In my view, Matreiuss over-committed to the centre, and Joe was able to successfully build around that centre. If he had focused on cutting off the camel caravans, as Bolt had mentioned and re-secured the bottom gold earlier on, it would have set him up to be encircling Joe, and not the other way around.
i genuinely think mercs need to have pop cost. eggy was able to hold a position indefinitely with a 2 v 4 tc advantage for loki just because of merc spam even against mass Fire giant. If only Mat was able to wall off the trade or side build a temple on there he coul have maybe won.
@@patrikschoupal9926 i agree , the problem is that norse needs to use infantry and the few infantry he had wre heroes that needed to be there to kill mummies . He had other few ulfs but they build the towers too slow. The enemy eggy also had axemen which doesn't help either. It's not as easy as other civs that can fight with the full army and have 8 vills in the background building at the same time.
@@curierfromxibalba1155 yep , exactly. This happens in late game when you have your trade set up or partially set up so you can generally sacrifice a dozen vills to exclusively build near where the fights are or to sidebuild. Norse has to sacrifice army to do so . I find norse infantry building better only with sidebuilds that are far from the fights because you can easily send 1 unit and build far away , but when you are pushing with towers like in this game you need a lot of infantry to build the tower fast enough before they get targeted.
@@modrzew94 you are very unlikely to find EE on RUclips anyways, because the recorded game files play at a lower speed, which makes casting after they've been played harder for Boit who lives in Australia, so due to timezone he can't always catch the pro's playing. Also, the best players are mostly on Voobly so naturally there are less chances to catch a game worthy of casting on EE. Besides that, there are certain cues, the easiest one being China, if there's China the matchup it's on EE. Also, EE has certain hue or brightness, it looks very yellowish on dessert maps or for example, fish is difficult to see on water and stuff like that. Other thing might be the special units added on EE, Greek has a healer,Egypt kopesh, Norse an archer, Atlantean the onager. Another additional options outside of the game itself might looking at the prematch screen, it's different on both editions, looking at the player/Chanel, JohnArbiter, TheOuroboros, Lundberg and DarthRevan are mostly EE players for example. Finally, the lag lol, EE is extremely laggy compared to Voobly so player names always have the yellow/red shield on their score and units can be seen having sudden jumps every once in a while.
Hey man. Just want to you how much we all love your content and style. AoM is alive only because of you today. THNAK YOU.
amen to that
that son of osiris vs Nith-oggs duel was awesome!
Man Matreiuss played his heart out here and still lost to bog standard Ra play. Heartbreaking.
Lol :D to stress this out -
1. he even got lucky with not loosing 4 hersirs to a wall (shifting sands),...
2. neither he lost 15 vills to locust...
3. And he got lucky with 3 large goldmines on same side...
Eggy OP
@@saltytyranitar6981 He agreed and emphasized your comment ;)
@@modrzew94 Oh whoops so he did lol
It's the trade route that really matters lategame. The difference between the two players' routes was what won/lost the game. Look at mat's trade route, his market placement was terrible: not at the edge of the map and also on the other side of the cliff. His caravan route was super inefficient. He's costing himself maybe 5~ population in caravans with that, maybe even more (hard to say for sure). That's a huge self-imposed penalty over the course of a 30 min+ Mythic Age. But not only that, because his trade route was so bad, even when he got 4 TCs, he didn't have the resources to fill it. He was still at 160. So it was still 3 TC to 2.
He still could win, but the big problem, and it's a common one, is that after he sacked the front TC, he went at another TC. Against other civs, that'd probably work, but not necessarily against Eggy, because attacking their TC allows them to spam mercs and get around their population deficiency. After getting the advantage, Mat attacked Joe's strongest spot on the map. Mat basically did the only thing he could to lose.
If he would have move down and walled off the trade route (he could've done that so easily), he'd have won almost immediately. But so often, players think only of TCs lategame, cause TCs = population. But caravan trade route is also population, and cutting a trade route can make the player lose just as much population as losing a TC. Inefficient route = more caravans needed = less actual population. And it's going to be far easier to cut a trade route than to sack a TC.
Also mat allowed that little side base within range of his side TC. Another huge problem.
It's easy to look at the game, see 4-2 TC, and then rant, rave, and slobber about Ra/Eggy being OP. But that isn't what happened at all.
Joe play his cards perfectly well. You talk about Matrieuss decisions in a way that looks like child game to win. Not at all. Mercenaries don't win games. Brains do.
@@JuanMartinez-yj2ly oh sure joe played well, better than mat, hence why he won. The point of my comment wasnt to downplay joe, but to explain why mat wasn't unfairly robbed of a win, as most of those who commented seemed to think. Mat was in a winning position, really just one move away from the win, but he didnt make that move. Joe did well to take advantage of that.
very nice break down. Always keep in mind win condition, this game is like wrestling, you lock in one arm (1 TC) then you pull till it breaks (trade route). As you said mercenaries can't defend eggy trade route well
> It's easy to look at the game, see 4-2 TC, and then rant, rave, and slobber about Ra/Eggy being OP. But that isn't what happened at all.
It kind of is though. What did Joe do? Slowly move forward, using the most boring same old Ra strat that Kimo always uses: build walls and catapult. Honestly I admire him for trying siege towers before that (and for most of the Mythic fight), since outside of priest + siege it's unusual to see a Ra player use them that much. But other than the clever side build with 5 towers, it was a bad strat. Yet he didn't lose. Which is why people here are complaining. Mat play the battles beautifully, whereas Joe had fairly inconsistent technique in the fights. Yet, he managed to stall out every damn fight and still win the game. And it's not like Joe had some 160 IQ economic choices whereas Mat played it bad; as Boit pointed out, this is one of the rare games where you actually see a good Loki eco.
Insane game
Miss you, come back and show these young whipper snappers how it's done.
yeah, Sun-Tzu you're heavily missed :)
Good job Boit. A friend from the past wish you the best. Hope things are good in your part of the world
With the SoO and NewKingdom you get 3 pharaons(2 normal 1 SoO), that's why it makes sense to save it and send it on the trade.
Really thought that Matreiuss would win this one, sad 😢
Mercenary spam wins again
Fantastic content mate! Love your commentary and energy!
Norse would have a chance if ballistae did proper damage to buildings. Very inefficient siege pop wise
You're just such a good caster! Reminds me of Turin in Total War Warhammer.
I feel like the loki sort of tunnel visioned into a 10 tower meatgrinder there, instead of focussing efforts to get into the main base or harras the trade route
In my view, Matreiuss over-committed to the centre, and Joe was able to successfully build around that centre. If he had focused on cutting off the camel caravans, as Bolt had mentioned and re-secured the bottom gold earlier on, it would have set him up to be encircling Joe, and not the other way around.
fantastic game. Egipt, you never know when this amazing civ will finish the job. You need to keep vigilant.
Matreiuss probably worships loki in real life. nobody can be so loyal.
I love playing thor 💖💖.
was this no catapults challenge from Joe? if he made it earlier, he would've won faster.
i genuinely think mercs need to have pop cost. eggy was able to hold a position indefinitely with a 2 v 4 tc advantage for loki just because of merc spam even against mass Fire giant.
If only Mat was able to wall off the trade or side build a temple on there he coul have maybe won.
Loki should build more towers when advancing, to deal with mercs
@@patrikschoupal9926 i agree , the problem is that norse needs to use infantry and the few infantry he had wre heroes that needed to be there to kill mummies .
He had other few ulfs but they build the towers too slow.
The enemy eggy also had axemen which doesn't help either.
It's not as easy as other civs that can fight with the full army and have 8 vills in the background building at the same time.
@@idirbouchdoug1567 and at that point, those 8 villies aren't that necessary
@@patrikschoupal9926 Norse towers aren't strong enough
@@curierfromxibalba1155 yep , exactly. This happens in late game when you have your trade set up or partially set up so you can generally sacrifice a dozen vills to exclusively build near where the fights are or to sidebuild.
Norse has to sacrifice army to do so .
I find norse infantry building better only with sidebuilds that are far from the fights because you can easily send 1 unit and build far away , but when you are pushing with towers like in this game you need a lot of infantry to build the tower fast enough before they get targeted.
Great game👍 but disgusting eggy wins sadly
For me egypt is way cooler than norse, they norse players are actually disgusting
yea idk it looks like they are always winning with booming
why no one plays china (new player here)
China is only available on EE, this is the original AOM, so it's not an option.
This is on voobly where there is no chinese civ .
@@juandelacruz4679 When watching a video, is there an easy way of distinguishing the version?
@@modrzew94 yeah the lighting is completely different
And EE lags a little bit, isn’t as smooth as AOMT
@@modrzew94 you are very unlikely to find EE on RUclips anyways, because the recorded game files play at a lower speed, which makes casting after they've been played harder for Boit who lives in Australia, so due to timezone he can't always catch the pro's playing. Also, the best players are mostly on Voobly so naturally there are less chances to catch a game worthy of casting on EE.
Besides that, there are certain cues, the easiest one being China, if there's China the matchup it's on EE. Also, EE has certain hue or brightness, it looks very yellowish on dessert maps or for example, fish is difficult to see on water and stuff like that. Other thing might be the special units added on EE, Greek has a healer,Egypt kopesh, Norse an archer, Atlantean the onager.
Another additional options outside of the game itself might looking at the prematch screen, it's different on both editions, looking at the player/Chanel, JohnArbiter, TheOuroboros, Lundberg and DarthRevan are mostly EE players for example. Finally, the lag lol, EE is extremely laggy compared to Voobly so player names always have the yellow/red shield on their score and units can be seen having sudden jumps every once in a while.
Great game
can i run this game at 165 hz
Abusiv fire géants...
Lol why do I even watch norse vs eggy. It's the same result every time.
nice
Loki Loco
It’s always so annoying when the players don’t do simple things like target down a 1hp Son of Osiris and stuff that ultimately leads to a loss
never seen matrius win
Comments are a salt mine 🤣 goooo eggy!!
Spoiler
If only matreiuss had taken back the Black Lotus, this would've been a different game
Cool
амангава
an other disappointing ra match
Norse is rubbish
n1