Love the excuse, but I think cows have more LOS than sheep? (don't quote me on that, I haven't played in a while) So although they're slower, I think they explore a similar or greater amount of tiles per second than sheep; kinda like how Eagles move slower than scouts but can see further in Dark Age
Apparently the VMDL has a base speed of 2.5, but has some whack-ass shenanigans that make it go much, much faster than its movement speed stat shows? Or they changed it in definitive edition and I didn’t try it then.
You're right, it is. The genie editor show its speed as just 2.5 tiles/sec so I didn't include it in the list, but I just tested one in game and suddenly its speed is 7.88, making it faster than the Cobra Car by a lot. It seems there's some hidden multipliers going on behind the scenes for it, as VMDL is moving more than 3x faster than it's programmed to.
It makes sense to drive the car much slower than it could, given how unlikely are medieval roads to be good enough for full speed. Even the old roman roads would be quite bumpy.
@@Gin-toki depends on the suspensions & wheels. We're talking about a Shelby Cobra, not a sturdy car designed for the countryside such as a Citroën 2CV.
Battering/Capped Rams moved at a speed of 0.5 tiles/second before update 87863, so they were the true slowest AoE2 unit. For perspective, the difference between a pre-patch Battering/Capped Ram and an archer is more than the difference between an archer and an unupgraded Knight.
It might be interesting to make a video about how to calculate how many tiles a cavalry archer needs to chase a unit before killing it. I'm not a math guy, so I'm not sure how to go about it, but I suppose you'd need to factor in the speed of the unit chasing, the speed of the unit being chased, the number of shots required, and maybe the range. We can then try to guess which combination of units would lead to the longest chase in terms of distance (would a ram make it further than a huscarl?) I know this wouldn't be that useful in an actual game, but I know you love applying maths to stuff, Spirit.
You also need to factor the time it takes to shoot after catching up. This is arguably the most important time. After your cav archer catches up, it has to be stationary for a bit to actually shoot the arrow; the longer it takes the more the cav archer has to catch up again. If there is no delay at all, the time taken will simply be the number of shots divided by the attack speed, which you can then multiply with the target's movement speed to find the number of tiles. For a sufficiently long delay, the number of tiles will scale linearly with the delay.
This topic brings up a good possible solution to the scout line’s auto-scout function. Why not tie that function directly to the scout cavalry, not its line, then add it as an option to train even after unlocking the light cavalry/hussar units? That way you can produce a slightly faster scout with the auto-scout function after upgrading if you want, but it doesn’t get automatically applied to all of your cavalry. Put a little more investment into using that feature.
The theoretical Celt Eagle Warrior, plus the comment from @LotsOfS about chrono legionnaires from RA2, just sent my mind down a strange path. It'd be funny and/or interesting if there was a way to research region-specific units from your enemies. Cultural bleedthrough can occur between enemy civilizations, after all, and there's even a limited version of this already in-game, in the form of Xolotl Warriors. Imagine some Mayan Plumed Archers confidently strutting about, shooting villagers and being a nuisance, when suddenly Celt Eagle Warriors descend upon them...
I haven't played AOE2 in over a year, but I still watch every one of these videos because they're so engaging and well made, and they keep me connected to a game I've been playing on and off for over 2 decades.
Based on the Cobra car measurements, xbows walk 10.5 kmph. That's my running speed - I'll never call xbows slow ever again. Also, they seem to cover 1.5m per step while fast walking. How long are their legs?
It has 60 speed, while most villager-equivalents have 3.8 speed. Changing the units to AOE2, the villagers should have 0.8, so scaling the Canadian Lazer Bear accordingly gives it a speed of 12.6. Then translating that to km/h and MPH following the numbers at 8:05 gives the Canadian Lazer Bear 138 km/h or 86 MPH, approximately.
@@peperoni_pepino Just a sec I'm fixing your comment. Here: It has 60 speed, while most villager-equivalents have 3.8 speed. Changing the units to AOE2, the villagers should have 0.8, so scaling the Canadian Lazer Bear accordingly gives it a speed of 12.6. Then translating that to km/h and MPH following the numbers at 8:05 gives the Canadian Lazer Bear 138 km/h or 8̶6̶ ̶M̶P̶H̶, approximately.
Honestly going almost 50 km/h without roads seems pretty insane for a sports car. AoE 2 doesn't even have dirt roads, you are literally driving across grass, dirt, sand or snow with a car that really, really likes having flat asphalt under its tires.
wait... Teutonic Knight has a speed of 0.8 tiles/second? I remember the unit to be one of the slowest in the game (Conquerors). More like 0.6 tiles/sec. Villagers could easily outran it. Did they get a speed bonus or something?
conversion make funny stuff happen: if you convert a Hussar but have never researched Light cav on your own the hussar will get the 0.05 speed bonus that scouts have over light cav.
I don't think the statement at 8:20 is correct. When I play with the 256 mod, range does not get capped (other than by running out of upgrades), while speed caps out at 4.5 (at least, using fervor, husbandry or squires- I haven't tried dry dock). Perhaps this depends on how you implement the 256 mod? I use the "going above and beyond" cheat.
@SOTL: It would be awesome if you could make a video on the impact and importance of the tech THUMBRING for different units! I regularly see even high level players having misconceptions about this particular tech.
The fastest unit is of course the VMDL. Cheat units aside, the cuman scout cavalry is the fastest (i think) And any batram (other than mongols) is the slowest (or mangonel)
It's crazy how a freaking siege tower, having to be pushed by infantry, is much faster not than just infantry alone, but also faster than many light cavalry units! Do they have petrol engines??
With New Berber, I'd think them on water. Then Petards... Because your body-clock (heart & brain) start beating so much harder & working so much faster when you see a gang of them show up!
If they ever add terrain speed I would prefer if it was a hill bonus. That units move slower going up hill and faster going down hill. That means shooting at units that are going up hill is extra effective. I do think AoE2 needs to maintain some medieval realism and in the middle ages a well manned castle on a hill was almost impossible to take. It's why I hope they don't nerf castles and keep them very strong. Castles were extremely powerful in the high middle ages, that's also why in AoE2 that age is called the castle age. I hope the same thing with the knight in castle age as knights and castles were OP in the high middle ages and they have become synonymous with the period.
If you have an infinite speed trade cog, can it move between bodies of water? The "skipping stone" waves that appear when it teleports suggest that the pathing is checking something every frame and playing an animation. When the speed is infinite, it makes me wonder if you can move a trade cog into a different, unconnected body of water because it doesn't have time to check for land between the frames. Also, I thought there was a hero unit that sped up nearby units? I might be misremembering that, though.
But can you get a unit so fast with infinite techs that you can exceed the movable terrain, Mario 64 style? Like getting a water unit so fast that it can cross a patch of land to get to another body of water? Or is the game coded in such a way that it properly checks all tiles of terrain between start and end point?
Does anyone know is there a way to make custom scenarios respect the starting resources that is set from the game lobby? like the “Standard” starting resource amount, plus the civs bonus that affect that, like Huns with less wood, etc.
0.8 tiles/second is actually pretty fast for the Teutonic Knight, considering it originally walked at 0.65 tiles/second.
That WD40 in the armor made wonders.
Pre patch TKs were literals Darth Vaters with how slow they were. I can’t believe how I made them work as a kid when I played Age of Kings
@@willypro4949 I couldn't with the AI's micro, which is why I hated the Teutons back when the only expansion was "The Conquerors."
@@neonhuntersynth That's not how chainmail works.
@@micahbush5397 But that's how jokes work.
Cobra Cars can be affected by Drill? Who thought it was a good idea to allow the Mongols to give their cars nitro boosts?
The Mongols, presumably
Was hoping to see a side by side of a drills car vs a normal one tbh
Probably some White Scars getting ejected from the 42nd millennia. You never know where or when you end up when you get sucked into a warp storm.
Even celts bonuses works on them
Maybe someone on crack traveled back in time and introduced them to the Mongols, in hoping they abandoned their conquests for car racing?
46MPH on unpaved uneven roads is actually not that bad, I can just imagine how hard that must be on the suspension.
"So, how many trade cogs are you making?"
"One."
"... How many times are you researching Dry Dock?"
"Yes."
How much gold would that generate?
@@LordRavensong , no idea. Probably a fair bit, all things considered.
I would have liked to see the trade cog set up trading between two docks with that "infinite" speed.
0g/min once it gets caught in a dock or shoreline
Insta kill demo ships jaja, nothing could survive on water
Someone gotta make a montage of all "Spirit of the law" puns he has made over the years for the ad reads
"Spirit of the jokes"
@@sniperloic2904 Spirit of the Laugh
But how fast is the hawk flying at 2:45??
smh at SotL skiping air units in AoE2
The Cobra Car travelling at those high speeds is very impressive considering the lack of good roads to drive it on in most maps :D
I'm so lazy that if I was a unit in the game I'd have a speed of just 0.2 tiles per second
My favorite RCT creator in the comments of my favorite AoE2 creator? What a crossover!
Meanwhile the universe coaster: *goes at 0.00000000...1 tiles per second*
The actual fastest land unit in AOE2 is my hand clicking on a new MarcelVos video.
Not lazy, just really low energy and high nausea
How many tiles do you need to beat The battle of Falkirk?
Sprint of the Law's ads are the only ones worth watching for the name puns
Spirit of the Lawn chairs was my personal favourite
Yearning for the day we are blessed with "Spirit of the Coleslaw"
I literally came to write this exact comment. They are amazing
Thought he was serious for a minute
They're a real Spirit of the LOL, eh?
I Love the Monkey head was forgotten, RIP VDML
Now that’s a good idea!
Finally I can blame being at a disadvantage and losing because I had only slow cows to scout in the start
This reminds me of the excuses the ai used to tell when resigning back in og aoe2
Alas my cows moved far slower than my sheep! No wonder thou were victorious!
@@EaglebeakGaming exactly 😂
Love the excuse, but I think cows have more LOS than sheep? (don't quote me on that, I haven't played in a while)
So although they're slower, I think they explore a similar or greater amount of tiles per second than sheep; kinda like how Eagles move slower than scouts but can see further in Dark Age
I thought for sure that the VMDL was faster than the Cobra Car.
Apparently the VMDL has a base speed of 2.5, but has some whack-ass shenanigans that make it go much, much faster than its movement speed stat shows?
Or they changed it in definitive edition and I didn’t try it then.
You're right, it is. The genie editor show its speed as just 2.5 tiles/sec so I didn't include it in the list, but I just tested one in game and suddenly its speed is 7.88, making it faster than the Cobra Car by a lot. It seems there's some hidden multipliers going on behind the scenes for it, as VMDL is moving more than 3x faster than it's programmed to.
Is VMDL faster than Aoe1 hoyohoyo priest?
@@SpiritOfTheLaw Huh, strange. Even for a cheat unit, there are shenanigans going on there.
@@SpiritOfTheLaw I was waiting for VMDL the whole video.
3:14 god damnit he knew exactly what I was hoping was the fastest.
A theorical Cuman Shrivampsha rider meanwhile thinking he is too fast for being even dreamed as theorical
8:09 maybe not all that impressive until you remember it's doing nearly 50mph offroad on unpathed terrain, straight up 45mph in swamp guts
It makes sense to drive the car much slower than it could, given how unlikely are medieval roads to be good enough for full speed.
Even the old roman roads would be quite bumpy.
speed records are usually done offroad though (salt lake) so there are maps supporting really high speed
@@BayWa4eva salt flats are quite rare, not typical of a typical medieval road.
However if the speed is high enough, all those bumps in the road, will even out to a relative flat surface :P
@@Gin-toki depends on the suspensions & wheels. We're talking about a Shelby Cobra, not a sturdy car designed for the countryside such as a Citroën 2CV.
Battering/Capped Rams moved at a speed of 0.5 tiles/second before update 87863, so they were the true slowest AoE2 unit. For perspective, the difference between a pre-patch Battering/Capped Ram and an archer is more than the difference between an archer and an unupgraded Knight.
It might be interesting to make a video about how to calculate how many tiles a cavalry archer needs to chase a unit before killing it.
I'm not a math guy, so I'm not sure how to go about it, but I suppose you'd need to factor in the speed of the unit chasing, the speed of the unit being chased, the number of shots required, and maybe the range. We can then try to guess which combination of units would lead to the longest chase in terms of distance (would a ram make it further than a huscarl?)
I know this wouldn't be that useful in an actual game, but I know you love applying maths to stuff, Spirit.
You also need to factor the time it takes to shoot after catching up. This is arguably the most important time. After your cav archer catches up, it has to be stationary for a bit to actually shoot the arrow; the longer it takes the more the cav archer has to catch up again. If there is no delay at all, the time taken will simply be the number of shots divided by the attack speed, which you can then multiply with the target's movement speed to find the number of tiles. For a sufficiently long delay, the number of tiles will scale linearly with the delay.
7:57 mathematical computations such as these is why Spirit of the Law will forever be my spirit animal
I’m a simple unit. I see SOTL has queued a video and I click. I then comment that ‘I’m a simple unit. I see SOTL has queued a video and I click.’
How fast is that Trade Cart driver whipping that buffalo at 4:04? Lay off the caffeine, man.
No VDML ? :(
I seem to remember it being faster as well, but these days at least, it's just 2.5 tiles/sec. Pretty good for a land unit, but nowhere near the best.
@@SpiritOfTheLaw In age of kings they were significantly faster than cobra cars
@@SpiritOfTheLaw In the OG Age of Kings i'm pretty sure the VDML was the fastest land unit.
it's VMDL btw :D
(Villager Male Dave Lewis)
Somehow it's constantly misspelled as VDML, I used to do this too as a kid. Really no idea why.
what about the steroids using teutonic knight?
He was just taking advantage of free Herbal Medicine.
Yeah, we need to know!
good catch.
yep those guys be zoomin'!
They get disqualified for use if banned substances
9:05 missing closing bracket on the mongol siege tower speed
) here you go
At some point we ought to have a tierlist of all SotL squarespace websites
This topic brings up a good possible solution to the scout line’s auto-scout function. Why not tie that function directly to the scout cavalry, not its line, then add it as an option to train even after unlocking the light cavalry/hussar units? That way you can produce a slightly faster scout with the auto-scout function after upgrading if you want, but it doesn’t get automatically applied to all of your cavalry. Put a little more investment into using that feature.
You are the best AOE youtuber by fair! Cool video as always
I am so happy that you are starting a business spirit of the law 😊❤ wish you all the best, you deserve the best 👌🏻💜
Babe wake up, new SOTL video just dropped
For me wake up and sleep again 😂
My wife hates this game but even she sits up and watches SOTL.
i really wanted to see that super trade cog actually trade, like does the pathfinding actually let it generate gold?
I'm imagining it flickering at two places at once at each dock while the gold is rolling in.
The theoretical Celt Eagle Warrior, plus the comment from @LotsOfS about chrono legionnaires from RA2, just sent my mind down a strange path.
It'd be funny and/or interesting if there was a way to research region-specific units from your enemies. Cultural bleedthrough can occur between enemy civilizations, after all, and there's even a limited version of this already in-game, in the form of Xolotl Warriors. Imagine some Mayan Plumed Archers confidently strutting about, shooting villagers and being a nuisance, when suddenly Celt Eagle Warriors descend upon them...
Ah yes, give my beloved mongols Houfnice, it won't be broken I promise
Always got to watch the spirit of the law ads are always top tier! Great review. Looking forward to the next video.
8:45 Now we can have Chrono Legionnaires in AoE2. It wouldn't even be that weird; they're time travelers after all.
"already there"
I haven't played AOE2 in over a year, but I still watch every one of these videos because they're so engaging and well made, and they keep me connected to a game I've been playing on and off for over 2 decades.
Spirit of the law is the only one that I see gladly any sponsored segment bc he always has fun and creative content.
Based on the Cobra car measurements, xbows walk 10.5 kmph. That's my running speed - I'll never call xbows slow ever again. Also, they seem to cover 1.5m per step while fast walking. How long are their legs?
The whole video was a set up for the squarespace ad. I hope the pay you a lot.
In Age of Mythology, the fastest unit is definitely the Canadian Lazer Bear.
O'canada for the win!
It has 60 speed, while most villager-equivalents have 3.8 speed. Changing the units to AOE2, the villagers should have 0.8, so scaling the Canadian Lazer Bear accordingly gives it a speed of 12.6.
Then translating that to km/h and MPH following the numbers at 8:05 gives the Canadian Lazer Bear 138 km/h or 86 MPH, approximately.
@@peperoni_pepino thanks for your service peperoni_pepino
@@peperoni_pepino Just a sec I'm fixing your comment. Here:
It has 60 speed, while most villager-equivalents have 3.8 speed. Changing the units to AOE2, the villagers should have 0.8, so scaling the Canadian Lazer Bear accordingly gives it a speed of 12.6.
Then translating that to km/h and MPH following the numbers at 8:05 gives the Canadian Lazer Bear 138 km/h or 8̶6̶ ̶M̶P̶H̶, approximately.
It's a Canadian Lazer Bear after all
i have never seen a better transition to the adds part of a video. congrats 😂
Amazing video ! How about the man, the legend, VMDL ?
Honestly going almost 50 km/h without roads seems pretty insane for a sports car.
AoE 2 doesn't even have dirt roads, you are literally driving across grass, dirt, sand or snow with a car that really, really likes having flat asphalt under its tires.
Don't some maps have cobblestone roads or flagstones, etc.?
Funny how the Warrior Priest is so slow, but you can boost him twice and thus make him faster than the Champion.
You keep coming up with the BEST squarespace ads. Seriously.
your videos and ads are a breath of fresh air
Was hoping for Triboche as the slowest unit with 0 when it's not packed up.
you forget VMDL or Villager Male Dave Lewis
Yeah the infinite speed stuff is what messes up villagers with wheelbarrowx00s on forest nothing repeat tech maps.
They just end up bugging out sadly
3:27 we all know SoTL was just levelling the field for the real speedster - fully garrisoned Mongolian Drill Siege Tower!
wait... Teutonic Knight has a speed of 0.8 tiles/second? I remember the unit to be one of the slowest in the game (Conquerors). More like 0.6 tiles/sec. Villagers could easily outran it. Did they get a speed bonus or something?
yeah, tk's got boosted a couple patches ago to the standard Slow Ass speed instead of their old 0.65.
May we just pay some respects to the SotL for doing such nice sponsor segments. It really is clever :)
conversion make funny stuff happen: if you convert a Hussar but have never researched Light cav on your own the hussar will get the 0.05 speed bonus that scouts have over light cav.
Can infinite speed trade cogs skip from one pond to another bypassing land?
A very fun video. I’ll go take a run soon
I don't think the statement at 8:20 is correct. When I play with the 256 mod, range does not get capped (other than by running out of upgrades), while speed caps out at 4.5 (at least, using fervor, husbandry or squires- I haven't tried dry dock). Perhaps this depends on how you implement the 256 mod? I use the "going above and beyond" cheat.
Wait a second, if I remember correctly, the tall and naked villager by type in”I like monkey head” should be faster than cobra car?
@SOTL: It would be awesome if you could make a video on the impact and importance of the tech THUMBRING for different units! I regularly see even high level players having misconceptions about this particular tech.
I imagine some of the oddities might be because the game actually tracks how much time it takes to make a step, rather than length of step.
That Cobra Car top speed of 46 mph/74 kph looks much more impressive when you consider the fact that it's driving off-road...
The fastest unit is of course the VMDL.
Cheat units aside, the cuman scout cavalry is the fastest (i think)
And any batram (other than mongols) is the slowest (or mangonel)
RIP Villager Male Dave Lewis
@8:20: "Goku! Stop using instant transmiss...bleeeuuuughhh"
2 things i learnt from this
Scouts are faster than light cav and hussar
And
Mongol cobra cars go vroom
For anyone curious, the non-elite Turtle Ship has a speed of 0.9. Pretty slow for a ship, but compared to land siege it's quite speedy for a turtle.
He could do this again, but do it per age. He could check gaia units, e.g. hawk, Boar (both when just walking around and chasing you).
I'm starting to think SoL comes up with a new side business idea and then comes up with a related AoE2 video topic to go with it.
3:25 Mongol's Siege Ram seems more like a Dodge Ram on highway 😅
It's crazy how a freaking siege tower, having to be pushed by infantry, is much faster not than just infantry alone, but also faster than many light cavalry units! Do they have petrol engines??
With New Berber, I'd think them on water.
Then Petards... Because your body-clock (heart & brain) start beating so much harder & working so much faster when you see a gang of them show up!
Love the touch of speeding up and slowing the dialogue based on units 😂
Would have been nice to have this by category slowest and fastest infantry for instance, but this may not have had enough units to work.
9:05 missing end parenthesis. Literally unwatchable.
I seem to remember longswords being slightly faster than two-handed swordsmen and champions, when did that change?
If they ever add terrain speed I would prefer if it was a hill bonus. That units move slower going up hill and faster going down hill. That means shooting at units that are going up hill is extra effective. I do think AoE2 needs to maintain some medieval realism and in the middle ages a well manned castle on a hill was almost impossible to take. It's why I hope they don't nerf castles and keep them very strong. Castles were extremely powerful in the high middle ages, that's also why in AoE2 that age is called the castle age. I hope the same thing with the knight in castle age as knights and castles were OP in the high middle ages and they have become synonymous with the period.
If you have an infinite speed trade cog, can it move between bodies of water? The "skipping stone" waves that appear when it teleports suggest that the pathing is checking something every frame and playing an animation. When the speed is infinite, it makes me wonder if you can move a trade cog into a different, unconnected body of water because it doesn't have time to check for land between the frames.
Also, I thought there was a hero unit that sped up nearby units? I might be misremembering that, though.
Animals going at 0.737 tiles per second have their speed precisely calculated to still dodge any falling Boeing airplane without being too fast.
I love how all the (almost) top comments are about the ads 😀
what about king? Is it faster than cuman scout?
I wanted to see that infinite speed cog actively trading with a few others haha. And the gold ticking up. RUclips short maybe?
4:26
Carrack doesn't a ship's movement speed, it imporoves their armor.
Yet another squarespace sponsor, yet another Spirit of the Lawn pun
What about the turtle war ship? I remember that unit being really slow.
*transports ship teleports behind you*
"heh, nothing personnel kid"
If he ever runs an online claw machine game site (or seafood retailer) he could call it "Spirit of the Claw"
Please do an analysis about winning water in Nomad..!
Dang, that Trade Cog is just doing a Flash.
that's a nice sponsor ad transition
But can you get a unit so fast with infinite techs that you can exceed the movable terrain, Mario 64 style? Like getting a water unit so fast that it can cross a patch of land to get to another body of water? Or is the game coded in such a way that it properly checks all tiles of terrain between start and end point?
Your comment just made me picture a champion using speedrun strats and performing a BLJ to get across walls.
@@leafarillo can't wait for my cobra car to go so fast it can cross the entire map in one frame and start getting into parallel universes
Does anyone know is there a way to make custom scenarios respect the starting resources that is set from the game lobby? like the “Standard” starting resource amount, plus the civs bonus that affect that, like Huns with less wood, etc.
A this point I'm just watching these videos to see the new Squarespace ad... I don't even play AoE anymore
You should check the Blind Lame Priest with a relic for the slowest unit!
now i want to see that trade cog actually trading, just teleporting infinite gold
You forgot that 1 second real time is 1 year in-game, so it's even worse.
Teutonic Knights aren't slow, they're just menacingly walking.
Hey, are you going to make a video about AoM retold?
What about how slow the turtle ship is? I would have guessed it was the slowest.
What about VMDL
2.5 tiles/second. Basically the same (technically a TINY bit slower) than a Berber trade cog.
From what I remember, the VMDL used to be faster than the cobra car in the original game.
365/495 is 0.7373 recurring, maybe it's an easter egg or just a recurring number like that?
I remember VMDL being a pretty fast unit as well.
Did I miss the part where SOTL explains why Cuman Scouts are faster than Cuman Light Cav, or did he just not explain it at all?
Ok but what's the movespeed of farms and mills???