How good is the new Mule Cart? (AoE2)

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  • Опубликовано: 1 окт 2024
  • Let's take a look at the new Mule Cart coming in the Mountain Royals DLC. This is a new building available to the Armenians and Georgians, and let's see how it compares to the buildings it replaces.
    0:22 Basic overview
    2:00 Armenians
    3:15 Georgians
    4:20 Weak vs raiding
    4:55 Smart behavior
    6:40 Drawbacks
    7:55 Wrap up and example
    __________________________________________________________
    Patreon: / spiritofthelaw
    Background music from Epidemic Sound: www.epidemicsou...
    Game: Age of Empires II Definitive Edition

Комментарии • 611

  • @michaeltaylor8698
    @michaeltaylor8698 11 месяцев назад +1259

    If it had been around from the start, I imagine the mule cart would have been something given to all the nomadic civs like huns, Cumans and mongols

    • @finsfan90
      @finsfan90 11 месяцев назад +243

      It still can. Watch the devs add them to those civs once people are used to them.

    • @Toonrick12
      @Toonrick12 11 месяцев назад +51

      ​@@finsfan90Maybe Magyars too.

    • @Booklat1
      @Booklat1 11 месяцев назад +87

      @@finsfan90 that is one change i can easily get behind on

    • @AmanaraDev
      @AmanaraDev 11 месяцев назад +57

      Oh my, just imagine how ridiculous Mongols would be lol

    • @is7taken141
      @is7taken141 11 месяцев назад +45

      I kinda wish they implemented a special nomadic ability for these nomadic civs; like being able to pack/unpack some buildings, similar to how a trebuchet functions. (mostly excluding fortificated buildings like castles)
      Or instead of that, they could have a unique military building that has this feature. It could be similar to the AOE3 Japanese's Daimyo/Shogun units. Since this is more of a offensive strategy, the building would lack defensive stats due to being light enough to travel/transport.

  • @FightCommentary
    @FightCommentary 11 месяцев назад +325

    I love that AOE 2 continues to evolve! What an amazing game.

    • @hieratics
      @hieratics 11 месяцев назад +24

      Not actually evolving when they use recycled ideas from other games like this clone of the ox cart from AoM

    • @GBlockbreaker
      @GBlockbreaker 11 месяцев назад +9

      i don't think evolve is the right word, adapt and use what worked in the other age titles is more accurate

    • @JJJBunney001
      @JJJBunney001 11 месяцев назад +19

      Everybody is right, evolving just means change and if other stuff works, does it matter if it's new or taken from somewhere else?

    • @buzter8135
      @buzter8135 11 месяцев назад +2

      Age of mythology? Honestly my mind went to the special German Settlers in Age 3.

    • @hieratics
      @hieratics 11 месяцев назад +8

      @buzter8135 AoM is older, even the Atlantean villager is the precursor of the German one of the AoE3

  • @Herlgar
    @Herlgar 11 месяцев назад +385

    Can they be repaired by villagers or healed by monks, and can they be converted and used by other civs (and does it required redemption)?

    • @elonwhatever
      @elonwhatever 11 месяцев назад +52

      Seeing as they count as buildings. Prob vill repair and conversion with redemption

    • @Ashadowtotheworld
      @Ashadowtotheworld 11 месяцев назад +44

      @@elonwhatever Oooh converting one would be amazing! Imagine being able to steal one for a civ that doesn't get this!

    • @Qobp
      @Qobp 11 месяцев назад +7

      ​@@Ashadowtotheworldmost players will probably delete before concerts tho :(

    • @sralmendrita
      @sralmendrita 11 месяцев назад +27

      just move it away, that cancel the convertion (building cant be converted from afar)@@Qobp

    • @Matt-ln7lb
      @Matt-ln7lb 11 месяцев назад +2

      They're buildings, so they can certainly be repaired. They can also garrison into buildings and can be converted with redemption.

  • @MauricioOsuna-et8et
    @MauricioOsuna-et8et 11 месяцев назад +276

    Mule carts moving together with the villagers is a HUGE eco bonus by itself as efficiency is peak 100% of the time, plus you're not paying extra wood to maintain that efficiency, another big bonus.

    • @rlh12345
      @rlh12345 11 месяцев назад +27

      and no extra build time for each new lumber camp.

    • @teotlxixtli
      @teotlxixtli 11 месяцев назад +5

      Too early to say of course but I bet this might be the first feature nerfed in the inevitable first update changes that comes for every new civ

    • @Jerome...
      @Jerome... 11 месяцев назад +3

      @@teotlxixtli Gotta sell that DLC

    • @teotlxixtli
      @teotlxixtli 11 месяцев назад +1

      @@Jerome... I would be cynical about it but since the original civs get tweaked too it’s definitely not THAT one sided by percentage when the nerfs come

    • @justus8675
      @justus8675 11 месяцев назад +1

      And you need no action from the player to rebuild those Lumbercamps. In fact you even don't have to look for a new woodline by yourself, if you have scouted one, your wood-eco will move on its own once the old one has run out of wood! Especially in lategame this can be hugh. Its like some extra APM you get for free!

  • @anonnymouse2402
    @anonnymouse2402 11 месяцев назад +172

    With the mule cart you do not have to lure boar or deer, as you can harvest and drop off where they die.

    • @Silffi
      @Silffi 11 месяцев назад +1

      can't be used on food. Only other resources.

    • @sergiomedina1099
      @sergiomedina1099 11 месяцев назад +91

      @@Silffi Dude 00:58 HUNTED FOOD!!!!

    • @henrykohver4771
      @henrykohver4771 11 месяцев назад +25

      Wrong. It can be used for hunted food, but not others. Its kind of works like AoE1 storage pit.

    • @tmp5194
      @tmp5194 11 месяцев назад +18

      @@Silffi it can be used on hunted food, but not berries or farms.

    • @nschep
      @nschep 11 месяцев назад +12

      Still would likely be worth luring a boar, unless it's near a group of deer, so that way you don't have a group of villagers exposed and also walking to the boar then to whatever their next resource is

  • @Gutsled
    @Gutsled 11 месяцев назад +180

    Reminds me of the carts for the Norse in Age of Mythology

    • @frieza1016
      @frieza1016 11 месяцев назад +4

      That!

    • @noobtablet101
      @noobtablet101 11 месяцев назад +2

      Norse* but yeah

    • @Gutsled
      @Gutsled 11 месяцев назад +1

      @@noobtablet101 ty forgot Norse was religion and nords are regional

    • @arasgee9184
      @arasgee9184 11 месяцев назад +3

      Yeah, pretty much the same thing.

    • @Thebdippy
      @Thebdippy 11 месяцев назад +11

      that's because it is the cart from age of mythology

  • @Boom12
    @Boom12 11 месяцев назад +28

    The Mule Cart is such a great throwback to Age of Mythology.
    "There are three things to remember when playing the Norse."

  • @noobtablet101
    @noobtablet101 11 месяцев назад +155

    Would love to see a comparison between this and the ox cart of AoM

    • @apex9806
      @apex9806 11 месяцев назад +8

      Just got an ad for that lol

    • @KyoushaPumpItUp
      @KyoushaPumpItUp 11 месяцев назад

      I was about to say this

    • @Quantumironturtle
      @Quantumironturtle 11 месяцев назад +18

      Not much to compare. The ox cart won't follow the villagers, but it also can gather everything instead of everything but plants, and it's a lot weaker.

    • @IsmaelSantos-xv9qf
      @IsmaelSantos-xv9qf 11 месяцев назад +4

      @@Quantumironturtle The Ox cart is also much cheaper and it takes 1 pop cap.

    • @WikiHL
      @WikiHL 11 месяцев назад +1

      ​@@Quantumironturtle can the Loki ox cart keep up?

  • @Elavid
    @Elavid 11 месяцев назад +8

    Oops, you said Georgians at 2:40 when talking about Armenians and their +25% mule cart technologies.

  • @Bloodark124
    @Bloodark124 11 месяцев назад +20

    I'm not going to get the expansion, but whoever is, I'd like to see one of you try building mass mule cart use them as blocking shields against cavs in front of your archers/siege. Mules don't cost population limit anyway, so yeah...

  • @lothar3073
    @lothar3073 11 месяцев назад +158

    More civs should have these things like the nomadic ones.

    • @ElemenTerra1
      @ElemenTerra1 11 месяцев назад +3

      I'd be willing to bet that there will be some community 'Nomad' maps starting with a Mule Cart rather than the resources to make a TC right away.

    • @unknownus63
      @unknownus63 11 месяцев назад +1

      They want you to buy their newst DLC though.

    • @soklot
      @soklot 11 месяцев назад +1

      Mongols should also have this cart.

  • @tamaskosa4456
    @tamaskosa4456 11 месяцев назад +34

    Does it take pop space?
    If not can you make an infinite Mule Cart army and march on your opponent?

    • @ignaciootondo8732
      @ignaciootondo8732 11 месяцев назад +1

      no, i think. its a bulding

    • @Dr.Happy11
      @Dr.Happy11 11 месяцев назад +13

      It shouldn't, so you can theoretically do that. It's almost as efficient as a saracen forward market rush, but with the added benefit of listening to the donkey chants while trampling your opponent's base.

    • @Ashadowtotheworld
      @Ashadowtotheworld 11 месяцев назад

      That's a good question. I am curious too.

    • @ryan80166
      @ryan80166 11 месяцев назад +4

      lol hiding monks in an army of mule carts

    • @FredrikLindauvanderLinden
      @FredrikLindauvanderLinden 11 месяцев назад +5

      Yeah thought about this too. Walling Amazon tunnel and then releasing hundreds of carts to soak the arrow fire while you storm in.

  • @abbemartensson3850
    @abbemartensson3850 11 месяцев назад +6

    They need to give vikings mule carts!
    Age of mythology reference

    • @barbiquearea
      @barbiquearea 11 месяцев назад

      Or maybe even Goths and Teutons since Germans in AOE III had special villagers that rolled with donkeys attached to a cart, better known as the settler wagon.

  • @benstephens4488
    @benstephens4488 11 месяцев назад +29

    I suppose they could also solve the issue of the mule cart following too closely is to
    Have it have 2 hit boxes one is for collision and another for drop off. They could be very similar

  • @Kaaxe
    @Kaaxe 11 месяцев назад +6

    Pleasantly surprised such an oldschool rts like AoE is introducing automated smart behaviour instead of tedious apm fluff. More of that I say

  • @bennicholson7782
    @bennicholson7782 11 месяцев назад +10

    FYI, the wrong celt bonus is highlighted @2:42. The important one is the lumberjacks not infantry

  • @tkzsfen
    @tkzsfen 11 месяцев назад +24

    Wait. If the mule cart takes damage as a building, this means that it has a potential to scout dive under arrows quite well.

    • @girishkamath642
      @girishkamath642 11 месяцев назад +9

      As a building, it's a low priority target

    • @sam4secretary
      @sam4secretary 11 месяцев назад +9

      pierce armor is a lot lower than most buildings-- suspect it will get torn up almost immediately

    • @andya9685
      @andya9685 11 месяцев назад +12

      Get all the defensive building upgrades, then spam loads of them and use them as movement blockers to protect your ranged units from melee attacks, might be weak but they are popless mobile trash u units that will absorb some enemy attacks, or ruin their pathing long enough to kill what's coming your way

    • @tkzsfen
      @tkzsfen 11 месяцев назад

      @@andya9685now that's original!

  • @ryanforgo3500
    @ryanforgo3500 11 месяцев назад +36

    thank you, as a west bank palestinian i need this escapism atm, we need an analytical video by you about what could be done about militia line as we saw how even the early champions are useless against crossbows with daut vs tatoh friendly match.

    • @Specoups
      @Specoups 2 месяца назад

      How are you?

    • @ryanforgo3500
      @ryanforgo3500 2 месяца назад

      @@Specoups nothing much bro you bury your head in the sand when things become hard to see and wonder if tomorrow is your turn, Then life goes on.

    • @Specoups
      @Specoups 2 месяца назад

      @@ryanforgo3500 I want to have hope for you, but I know that would be so hypocritical coming from me, living in a country that actively participates in your sufferings. I can at least say I'm sorry. I'm sorry.

  • @Whitecroc
    @Whitecroc 11 месяцев назад +12

    From a wider design perspective, I think this is a really interesting addition. The Mule Cart has a lot of levers that can be pulled for balance (e.g. restricting which Villager types can use it), it makes sense as a potential addition to nomadic civilizations (if needed down the road), and it allows for some really dynamic custom/campaign maps!

  • @AEGISAOE
    @AEGISAOE 11 месяцев назад +5

    i like then skin tbf

  • @spicywolfsongs
    @spicywolfsongs 11 месяцев назад +10

    Could you make a box formation of these to protect trebs or archers? Could be a great empty pop space way to protect units

    • @cdakak
      @cdakak 11 месяцев назад

      Probably not, you can see the options they have at 2:21 and there are only upgrades and garrison there

  • @nd15music73
    @nd15music73 11 месяцев назад +7

    Mule Cart could be very effective as a sponge unit to throw into fights. ...oh it's a building so I'm guessing units won't prioritise attacking it.

    • @NoMoreCrumbs
      @NoMoreCrumbs 11 месяцев назад +2

      There's gonna be some incredible griefing potential in this unit at high level play

    • @SpiritOfTheLaw
      @SpiritOfTheLaw  11 месяцев назад +9

      Since it's a building, enemy units should prioritize your units first. It wouldn't be as effective to put in front and absorb arrows like a ram, for instance.

  • @SarahExpereinceRequiem
    @SarahExpereinceRequiem 11 месяцев назад +11

    I feel like these might be big for low level players who aren't confident at pushing deer, rather than milling deer they can use this and then send it to wood or gold.

  • @24680kong
    @24680kong 11 месяцев назад +4

    One downside is that it's harder to wall-in your villagers. You don't always want to run away from your valuable resources. If gold or stone is being raided, people often wall-in the villagers, using the mining camp as part of the wall. But with the mule cart, you have to build a longer wall. I can't wait to see this in competitive!

  • @samnesvacil8727
    @samnesvacil8727 11 месяцев назад +17

    I have never once in my entire life played a multiplayer game of AoE 2. I only really played the campaign when I was a tiny child
    Despite this I have never missed a single Spirit of the Law video since I started watching years ago. This video format is just so good.

  • @itsnotjiaching4968
    @itsnotjiaching4968 11 месяцев назад +5

    can you drop off other food sources by switching them to a lumberjack or hunter? for the berries example maybe they could been tasked to hunt so they become hunters, and then drop the berries food off

  • @personalbranddata
    @personalbranddata 11 месяцев назад +2

    Funny how just yesterday Hera said that SOTL will make exactly this video and here it actually is

  • @shigerufan1
    @shigerufan1 11 месяцев назад +3

    For Georgians, what if you started deer instead of sheep for food income, using the cart as a means for forced drop-offs? Would you then be able to keep villager production up without breaks or is it still not enough?

  • @highhorseo7875
    @highhorseo7875 11 месяцев назад +2

    Could farmers/berry pickers get full on food, click on a deer and then drop off at the mule cart?

  • @shingamba
    @shingamba 11 месяцев назад +4

    So mule is very similar to the storage pit in return of rome but it can move.

  • @stoicmillennial
    @stoicmillennial 11 месяцев назад +26

    Mathematician analyzing one of the best strategy games ever created...SOTL deserves millions of subscribers. 😇

  • @imjusthappytobedepressed1123
    @imjusthappytobedepressed1123 11 месяцев назад +2

    Do enemy units treat the cart as a unit or as a building? In the sense that, if there are units nearby, will they know to prioritize those over the mule carts? Otherwise it might be a very valid tactic to mix in some mule carts with your units to soak up some of the damage.

  • @TARDISES
    @TARDISES 11 месяцев назад +2

    I think they're trying to get people used to more AoM mechanics (as this is effectively a backport of that game's Ox Cart unit in concept) before giving us more info on Retold.

  • @Timmothy_plays
    @Timmothy_plays 11 месяцев назад +1

    I hope when they remake Age of Mythology they change the Norse Ox kart to be more like the Age of Empires 2 Mule kart,... vise versa I'm glad that when they basically put the AoM Ox kart into AoE2, they improved it instead of needing to micro it constantly like you had to in AoM

  • @WikiHL
    @WikiHL 11 месяцев назад +3

    Shkipan?

  • @mvcavinato
    @mvcavinato 11 месяцев назад +3

    One downside seems to be walling. Lots of players use the lumber and mine camps as part of their walls, mainly vs melee. Think of that gold mining camp with 3 villagers wallet by 2 palisade walls. Mule cart will likely make it harder to pull off

  • @talmagejones
    @talmagejones 11 месяцев назад +2

    I'm wondering how Redemption will affect conversion of mule cart. Will it be something you have to walk directly next to like a normal building or will it be possible to do it from afar like many siege units. Also, does it take any pop space? With garrisoning a mule cart, what are the limits on their garrisoning? Towers, donjons, castles, fortified churches, gurjaras docks, gujaras mill, khmer house etc.

  • @MouseDestruction
    @MouseDestruction 11 месяцев назад +2

    This was a great addition they took from age of mythology. The spiritual successor to aoe2. Didn't have as good multiplayer though, never did really replace aoe2. Maybe next they could take the walls and rotating buildings to odd angles? I thought they were both good additions. I'm guessing that would be pretty difficult in the square grid that is aoe 2 though.

  • @neutrongarbage
    @neutrongarbage 11 месяцев назад +1

    @2:42 you mistakenly said "Georgians" when talking about Armenians, just a heads up! Thanks for the content!

  • @cdakak
    @cdakak 11 месяцев назад +1

    Does it count as a villager if garrisoned in a tc and enable firing more arrows? Can it be garrisoned in a tower, transport ship, castle and a Khmer house? Do enemies prioritize it as a unit or a building with the patrol command? Does alt+select ignore it like villagers? Does it run away from enemy attacks like villagers? Can you use it to block enemies? Do the foundations block movement like building foundations like a quick-wall? How much space do you need to build it? Can it be built on marsh terrain? Can you place the foundation it in the black fog of war? Does any team bonus affect it?

  • @willemverheij3412
    @willemverheij3412 11 месяцев назад +1

    Learn something new every day, donkeys are constructed with a hammer, can be improved by architecture and are hard to put down with a spear, you'd need a battering ram for that.
    Which makes sense since the ram is obviously the donkey's natural predator.

  • @franconnorton7087
    @franconnorton7087 11 месяцев назад +1

    It seems way OP to me. No renewing camps, perfect dropoff and garrison ability. Find Gold and stone far away? No prob, mule cart takes the place of a town centre for getting resources. A patch of deer? Mule cart in the centre and hunt away. The cart can just move towards the hunters as they butcher.
    Save on Mining camps by just placing as close to the treeline and mine as possible and then have the cart do gold, stone and wood with very small inefficiency. Not to mention the monastary improves workrate giving the Celt, Spanish and Tueton bonus at once. Wood, Gold and Stone bonus in one. Too OP.

  • @KwstasTsiropoulos
    @KwstasTsiropoulos 11 месяцев назад +1

    In case nobody mentioned, I think it's obvious enough that they took the idea from the Norse in Age of Mythology, which works as a nice reference.

  • @danielmorrison5509
    @danielmorrison5509 11 месяцев назад +1

    They should be capturable like sheep. It would balance out some of the benefits nicely to increase the raiding risk.

  • @LightKnight_Age_Of
    @LightKnight_Age_Of 11 месяцев назад +1

    Wait. Wait.
    They are a building,
    but
    they can garrison inside another building???

  • @firockfinion3326
    @firockfinion3326 11 месяцев назад +1

    I really wonder if they'll add mule carts to any of the already existing civs, or if they'll only be for the new civs.

  • @AhmedHan
    @AhmedHan 11 месяцев назад +1

    0:55 Is that a low elo mule?

  • @FolgoreCZ
    @FolgoreCZ 11 месяцев назад +4

    Do they take up population space? I hope not, since they are technically a building. And if not, would it be a feasible way to use them in combat as damage sponges?

    • @finsfan90
      @finsfan90 11 месяцев назад +1

      Thats interesting. If they occupy no pop space, you could, in theory, produce an unlimited amount in the late game, in addition to military.

  • @felipearellano2811
    @felipearellano2811 11 месяцев назад +1

    I think you highlighted the wrong civ bonus for the Celts around 2:46, but other than that, another great video as always. Recently I've been watching pro players and casters, they have unique takes around new content, but the insight you go for is off the charts. Hats off, Spirit.

  • @arya.n.8252
    @arya.n.8252 11 месяцев назад +1

    If the mule cart exists in HD it would have ship armor class

  • @vitsobotka6268
    @vitsobotka6268 11 месяцев назад +1

    Im am amazed by the ability of the devs to still come up with cool and interesting mechanics after so many years

  • @Firebird377
    @Firebird377 11 месяцев назад +1

    My scorching hot take is that the mule's saddle should be the player's colour, not that dull grey.

  • @RealLeonKennedy
    @RealLeonKennedy 11 месяцев назад +1

    i feel like they shouldnt be able to garrison. they should pick one- is it a unit or a mobile building??

  • @moron0000
    @moron0000 11 месяцев назад +22

    I like that they don't just make new civs: they give them an identity, making them properly distinct and different to play to their counterparts. I really like this

  • @maxmichalik4938
    @maxmichalik4938 11 месяцев назад +1

    Minor Mule Cart questions:
    Can the Mule Cart garrison in Fortified Churches and/or Towers?
    Does the Mule Cart add arrows when garrisoned, like a Villager would?

  • @scharfys
    @scharfys 11 месяцев назад +2

    This could make higher level play a little more interesting for drush/man at arms and/or scout plays. Doesn't look as easy to quick wall your wood line with this mule.

  • @piotr7805
    @piotr7805 11 месяцев назад +1

    Cart isn't buidling, nor unit, it's bunit - you can thank me for not naming green later.

  • @UnfamiliarPlace
    @UnfamiliarPlace 11 месяцев назад +1

    I assume that if you do some fishing, gather some food on a vil, then click on a huntable, you can drop it off at the mule cart, just like you can do with fish at a dock?

    • @barbiquearea
      @barbiquearea 11 месяцев назад

      I didn't think of it before but they seem to complement shallow fishing spots really well.

  • @joaquincarrascosa91
    @joaquincarrascosa91 11 месяцев назад +1

    hmm but you cant quick wall your vills

  • @androsp9105
    @androsp9105 11 месяцев назад +1

    I feel bad for the mule having to lug around all those resources all by itself.

  • @pavarottiaardvark3431
    @pavarottiaardvark3431 11 месяцев назад +1

    I could totally see a new game mode where you have no resources, just vils and a cart

  • @AttilaTheHun_8
    @AttilaTheHun_8 11 месяцев назад +1

    They should make it so you can garrison 2 vills in to make it a bit faster

  • @Crushnaut
    @Crushnaut 11 месяцев назад +2

    I wonder if it would be worth patrolling your mule cart along a larger wood line to prevent the bumping

  • @jadekaiser7840
    @jadekaiser7840 11 месяцев назад +1

    There's a lot of potential for these in custom campaigns.

  • @hugovanpayns9557
    @hugovanpayns9557 11 месяцев назад +4

    Really like your videos Spirit! Thanks for all your work

  • @EokaBeamer69
    @EokaBeamer69 11 месяцев назад +1

    I feel like the Georgians will be the new fast castle OP rush strat like Sicilians were.

  • @Silffi
    @Silffi 11 месяцев назад +2

    Can the cart garrison inside churches?

  • @biggali
    @biggali 11 месяцев назад +1

    Didn't cover how mule carts after architecture are essentially gold-free rams that don't cost pop-space (when it comes to absorbing archer fire)

    • @Naxhus2
      @Naxhus2 11 месяцев назад

      I don't think they'll be preferentially autotargeted by units if there are enemy units around (as buildings generally aren't)

  • @kreditor3850
    @kreditor3850 11 месяцев назад +3

    Cant we use the trick to collect the food from the berries and then click some deer in the middle of the map and that way drop the food from berries in the mule cart?

    • @SpiritOfTheLaw
      @SpiritOfTheLaw  11 месяцев назад +3

      I didn't test it, but I'm 99% sure that will work. You should just have to change the villager's name to "hunter" by selecting a deer and then you should be able to use it.

    • @kreditor3850
      @kreditor3850 11 месяцев назад

      So a pre-mill drush should be a interesting option with the free mule cart, or the -50 food is too much for that?
      @@SpiritOfTheLaw

    • @SpiritOfTheLaw
      @SpiritOfTheLaw  11 месяцев назад

      Worth trying out, but it sounds like a lot of micro. Let me know how it goes lol.
      I think I spectated part of your game earlier tonight. Are you KR Cuber?

    • @kreditor3850
      @kreditor3850 11 месяцев назад

      Yes, I got destroyed right? 11
      @@SpiritOfTheLaw

    • @kreditor3850
      @kreditor3850 11 месяцев назад

      Also found out that a monastery rush is so good with armenians, towers that cost no stone and can make military units, monks are already so strong now they can garrison attacking not just deffending, u get redemption and nothing can stop u, not even ligjt cav bc of the warrior monk, gonna be so hard to learn how to counter that 11.

  • @ballehakan
    @ballehakan 11 месяцев назад +4

    How will they compare to rams when soaking up arrows? Will they be cost effective in any way or are rams generally cheaper?

    • @Toonrick12
      @Toonrick12 11 месяцев назад

      Not really. They are a building and archers target units before buildings. Maybe they can be used when you're at max population but even then...

    • @ballehakan
      @ballehakan 11 месяцев назад

      @@Toonrick12 Ah, chucks! I know they're considered buildings but my brain thought "you move, you unit". There's probably some creative use for them. Maybe just a wagon wall or something.

  • @Lordbobomb
    @Lordbobomb 11 месяцев назад +2

    Those mule carts remind me of the Slave Miners from Red Alert 2, and i absolutely love the idea of them.
    It really makes AoE2DE feel like a different game and not just a graphics and balance update. And i hope to see more cool ideas like this in the future for new civs.

  • @Ashadowtotheworld
    @Ashadowtotheworld 11 месяцев назад +1

    For the Georgian start, is it a good idea to go straight onto boar with the mule cart when you find it to offset the -50 food start?

  • @Alienoiable
    @Alienoiable 11 месяцев назад +2

    I imagine they don't take pop space either, even though that wasn't talked about in the vid.

    • @SpiritOfTheLaw
      @SpiritOfTheLaw  11 месяцев назад +3

      Your assumption is correct. They don't take pop space.

    • @Alienoiable
      @Alienoiable 11 месяцев назад

      @@SpiritOfTheLaw Thanks for the confirmation ! (also sorry if the last comment sounded aggressive, wasn't the intent)

  • @magnusbruce4051
    @magnusbruce4051 11 месяцев назад +1

    A little thought occurred to me (a dangerous thing, indeed). What happens when a villager is carrying food from a mixed source? E.g. collected five food from berries then five food from boar in the dark age. Does it know the difference (and so the vill can only deposit five food at the Mule Cart) or does it all get turned to 'hunted' food, or is none of it counted as 'hunted'?

    • @unusual9026
      @unusual9026 11 месяцев назад

      Which ever was the last food source counts for all its food.
      Eg. A villager picks 9/10 berries, it can’t deposit at a dock. BUT if you command it on to a fish tile first. Then it can deposit all of it at the dock.
      It can even be full capacity. Eg: collect 35 meat from boar, then command to pick berries. His then technically carrying 35/10 berries and will drop it all off as though it were berries.
      For the mule cart, you’ll be able to deposit berries if you command the villager to hunt boar first then it can drop off at the mule cart.
      If villager = hunter, then food can be dropped off. If you command villager back to be forager again then he will not be able to.

    • @magnusbruce4051
      @magnusbruce4051 11 месяцев назад

      @@unusual9026 OK, thank you! That's useful to know I guess. I had forgotten about the changes to docks. Tbh, I've not played AOEII that much in the last few years so I struggle to keep track of all the changes. I'm still in the mindset that basically you have Age Of Kings, The Conquerors and Patch 1.0c. I do remember The Forgotten Empires fan made expansion and really loved that. I might still have the install files on an old laptop somewhere.

  • @BoitTV
    @BoitTV 11 месяцев назад

    This "Mule Cart" looks awful similar to a certain Age of Mythology Norse economic unit. Glad to see AoE2 linking up with AoM hehe.

    • @barbiquearea
      @barbiquearea 11 месяцев назад

      Yep, they seem to be recycling old ideas from AOM. Before you know it, they might just release a new civ with a brand new type of villager that will eliminate the need for drop off points altogether, just like the Atlantean villagers.

  • @yahm0n
    @yahm0n 11 месяцев назад +1

    This will really help with Georgian TC drops. If it wasn't enough that their TC is unassailable, they can move and hide their eco anywhere for free.

  • @christopherg2347
    @christopherg2347 11 месяцев назад +1

    Actually, do you need to _lure_ boars and _herd_ deer with a Mule Cart?
    It can just walk towards them, after all.

    • @cdakak
      @cdakak 11 месяцев назад

      and block the boar with it too probably

  • @Lightning_Lance
    @Lightning_Lance 11 месяцев назад +1

    Isn't fishing a type of hunting? I guess not in this game.

  • @JohnKazuma
    @JohnKazuma 11 месяцев назад +1

    So we are entering Age of Mythology territory now.

  • @seeranos
    @seeranos 11 месяцев назад +2

    The introduction of moving buildings as a mechanic could open the floodgates

  • @DeanFWilson
    @DeanFWilson 11 месяцев назад +1

    Great video. Love how detailed you get. The mule cart reminds me of what the Norse have in AoM. Very handy.

  • @Silffi
    @Silffi 11 месяцев назад +3

    Placing the mule cart strategically well can save you some wood in feudal. Saving lumber camp gold mine cost! Transition to castle can be faster when not needing possibly one villager to wood and using that for food. Of course it depends where the gold is located.

    • @zachariastsampasidis8880
      @zachariastsampasidis8880 11 месяцев назад

      It's one of the best long term bonuses and both civs have additional synergy with it
      The only issue is raids in extended feudal or late game open maps where wood becomes an issue. You probably won't build 20 plus churches for defense though I could be wrong

  • @Matt-ln7lb
    @Matt-ln7lb 11 месяцев назад +1

    The biggest disadvantage of the mule cart is that it seems somewhat fragile, with only 300 hp and 1/2 armor, it'll be very vulnerable to raiding compared to typical eco buildings, especially later in the game when units deal more damage. Fully upgraded hussars/light cav will deal 10 damage to it, so that's only 30 attacks to kill one. Even feudal age archers after fletching only need 100 shots to kill one (Which sounds like a lot, but when you have 20 archers, that's only 5 volleys).
    It'll also be more difficult to wall off wood/stone/gold to defend against raids, which may be a big deal vs aggressive civs in the feudal age.

  • @KaneCold
    @KaneCold 11 месяцев назад +1

    Forest nothing will never be the same

  • @Leon_Ryu
    @Leon_Ryu 11 месяцев назад +1

    The fact Mule Carts are built faster with Treadmill Crane is strange from a real-life perspective.

  • @simongerhardts7413
    @simongerhardts7413 11 месяцев назад +1

    I have followed your videos for almost 4 years now. I appreciates your time and effort you put in them. Thank you!

  • @indraallian6371
    @indraallian6371 11 месяцев назад +1

    I like the cart concept. Its not new though. I AOM the Norse have the same thing and in AOE IV the Mongols have it also only a little tweaked. 😎

  • @theclaudeqc3rdone290
    @theclaudeqc3rdone290 11 месяцев назад +2

    Basically, it's a similar but movable storage pit (AOE1)

  • @mikesully110
    @mikesully110 11 месяцев назад

    Feels wierd that Vils build them... what do the Vils give birth to a mule then build the cart? in AOM the TC trained them which seemed wiser.
    Also them taking up no pop as I've heard sounds unbalanced - you can use rams to soak up enemy arrows, now you can spam Mule Carts with little impact to your army size and your enemy can be overwhemled by them. Unless they switch mule priority to 0. I can see why they make pop size 0 otherwise the civs are disadvantaged by drop off points plus the civ that starts with a free one will be housed from start. But maybe that civ should have a bonus of TC's providing 6 pop, or they should have the option of building normal camps as well as mule carts.

  • @Polymachaeroplagides
    @Polymachaeroplagides 11 месяцев назад

    Maybe one can use it in feudal age for soak arrow fire (like a ram), if it comes to archer/skirmisher battles. If it has town watch, it could be a nice scout.

  • @TheCoincidence
    @TheCoincidence 11 месяцев назад

    Given how many mechanics from AoE II DE's DLCs and balancing have been hemorrhaged from Age of Mythology, more really ought to give that game a go.

  • @viktorreiter8811
    @viktorreiter8811 11 месяцев назад +1

    i really don't think the garrisoning is intentional :D they just probably copied some stuff from the villager units (to have the same speed upgrades) and forgot about the garrison.

  • @Arkenai7
    @Arkenai7 11 месяцев назад

    2:42 - I think you meant Armenians rather than Georgians here.
    Lovely video as ever though! Can always count on SOTL to deliver the numbers.

  • @李蟲
    @李蟲 11 месяцев назад +2

    Imaging people using ram to destroy a cart in real life

  • @AndreaRebek
    @AndreaRebek 11 месяцев назад

    if you start with the mule cart that doesn't make you able to not push the deer but simply use the mule cart to follow the hunt? giving so much more space to scout

  • @TheSpiritedFendron
    @TheSpiritedFendron 11 месяцев назад +1

    *the Norse have entered the chat*

  • @Terminarch
    @Terminarch 11 месяцев назад

    No word on the different tree priority? 9:00
    Pushing in deeper, less spread. I wonder what efficiency effect that would have over an entire forest clearing...

  • @Timmothy_plays
    @Timmothy_plays 11 месяцев назад

    Headcanon with the trapped villagers, they're just distracted by the mule.

  • @stormystrifevodchannel9689
    @stormystrifevodchannel9689 11 месяцев назад

    The mule cart is gonna be absurd on Forest Nothing, with Armenians being even better with better wood upgrades.

  • @bitterness362
    @bitterness362 11 месяцев назад +2

    I wonder if it's any good for soaking up arrows or damage in general in a fight. Isnt that something worthy to test out ?

    • @IRONJUGGERNOT
      @IRONJUGGERNOT 11 месяцев назад

      Low prio targeting for archers sadly, decent for bodyblocking screen though, messing up melee pathing. 2 ranged armor makes it squishy to tc and castle too.