The new Fortified Church (AoE2 DLC building)

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  • Опубликовано: 18 ноя 2024

Комментарии • 393

  • @mikrovilli8914
    @mikrovilli8914 Год назад +361

    an unmentioned, yet interesting, note 3:13, the cart is being repaired, repair costs include, you can see wood and food going down.

    • @Enkelados35
      @Enkelados35 Год назад +15

      :O

    • @stevestrangelove4970
      @stevestrangelove4970 Год назад +8

      @@SpiritOfTheLaw bug or feature?

    • @SpiritOfTheLaw
      @SpiritOfTheLaw  Год назад +194

      Good eye!

    • @Thomas-zk3dj
      @Thomas-zk3dj Год назад +12

      Not only that, you can also see the gold rapidly going up which is not fully explained by the relic.

    • @ArawnOfAnnwn
      @ArawnOfAnnwn Год назад +23

      @@Thomas-zk3dj I think that's just cos he sped up the video while it was in. The Mule Cart doesn't cost gold to repair.

  • @cypherusuh
    @cypherusuh Год назад +31

    Gotta give the architects some credits. That's an amazing stone-looking woods

  • @luciangrand1943
    @luciangrand1943 Год назад +213

    It's interesting that it has the Stone Building armor class, but doesn't cost stone.

    • @biggali
      @biggali Год назад +21

      Same with Harbors after the Malay dock tech

    • @praevasc4299
      @praevasc4299 Год назад +15

      It should cost at least a token amount of stone. Even 5 or 10 would be OK, just so that you need to spend at least SOME effort and some planning when trying to build both new TCs and a bunch of these right at the start of Castle Age.

    • @pokefuranku
      @pokefuranku Год назад +2

      @@praevasc4299 Maybe 25~50 stone and 1 base arrow instead of 0 🤔🤔

    • @Wanderer1258
      @Wanderer1258 Год назад +13

      @@pokefuranku 150 wood, 50 sone? Or 175 wood, 25 stone? The trick is the fortified church shouldn't be too expensive, as it also serves it's core purpose: making monks and gathering relics. If there is a monk war, armenians, despite having full monk tech tree, are at a slight disadvantage, as they need to invest more into monk infrastructure. For now the building more than compensates for its cost with other useful properties, but if you raise the cost too high, suddenly it's not that easy to afford that many monks.

    • @pokefuranku
      @pokefuranku Год назад +5

      @@Wanderer1258 175 wood and 25 stone sounds fine to me 🤔

  • @peterlarson233
    @peterlarson233 Год назад +197

    It's not fair that mule carts are the only building that can be garrisoned inside another building. I should be able to put all of my buildings inside other buildings for safety.

    • @poyloos4834
      @poyloos4834 Год назад +35

      “Oop, they’re raiding my town, gotta garrison the blacksmith, otherwise I won’t be able to click to castle!”

    • @AlphaSquadZero
      @AlphaSquadZero Год назад +42

      The next thing before you know it people will be loading up archery ranges into their transport ship and dropping them on the neutral islands

    • @kelvinsomnia
      @kelvinsomnia Год назад +9

      I think that’s called walling your base. It’s like a really big building with no roof.

    • @leonardo_pandaboff
      @leonardo_pandaboff Год назад

      ​@@AlphaSquadZeroT90 would appreciate it

    • @jeffery13355
      @jeffery13355 Год назад +5

      I call it a Russian doll strategy.

  • @historichistory9992
    @historichistory9992 Год назад +30

    The comment on Georgian healthcare is really interesting and supported by modern history! They're one of the few countries in the world that use bacteriophages to combat bacterial infections instead of heavy use of antibiotics.

    • @sirtaelellevalerie1056
      @sirtaelellevalerie1056 Год назад +16

      + Georgia and Armenia are famous (in ex-ussr region) for resorts and mineral water.

  • @Cysubtor_8vb
    @Cysubtor_8vb Год назад +73

    Played the open beta and really like the mule cart and fortified church. They really should modify the older nomadic civs to use the mule carts as well as it just flows much better to move a group of villagers with a cart vs having to stop and have one build a new camp that's ultimately going to be abandoned.

    • @MajesticOak
      @MajesticOak Год назад +15

      The Mongols will be OP as fuck with the mule cart and their hunting bonus, but it would be more historically accurate and what the original designers wanted back in the day...

    • @TheChimples
      @TheChimples Год назад

      Yeah that's a good point, nomadic civs kinda make more sense with a mule cart. Or ox cart.

    • @jotfohm4644
      @jotfohm4644 Год назад

      Saracens deserved fortified mosques.

    • @bristleback3614
      @bristleback3614 Год назад

      ​@@jotfohm4644 or just give saracen monastery a healing aura

    • @nemou4985
      @nemou4985 Год назад

      @@MajesticOak IT could be balanced elsewhere if necessary, but hunting bonus is not that good then because Mule Carts cost food.

  • @qqchan
    @qqchan Год назад +200

    I feel like the Mule Cart is treated as a building and villager by the game. From that perspective, Mule Carts being able to garrison in Fortified Churches makes sense

    • @desercitus
      @desercitus Год назад +20

      Interesting point. Wouldn't that imply Viking infantry with Chieftains should get gold for destroying a Mule Cart? Does anyone know if they do?

    • @ethribin4188
      @ethribin4188 Год назад +12

      Propably also why it heals so much.
      It gets 2 healings. One for the villager and one for the buding that it is.

    • @pokefuranku
      @pokefuranku Год назад +10

      That is probably how the game made the cart go to the nearest resource. It behavior is like a villager but can't gather resources.

    • @qqchan
      @qqchan Год назад

      @@ethribin4188 was thinking that as well, however can’t figure out exactly how the game ends up with its final number. Don’t know how exact SotL’s measurements in this video is, but the cart healed 144 health over 30 seconds without the upgrade, which is 288 hp/min while other units are healed for 24 hp/min and a villager repairs a building by 750 hp/min. All this means that it is not being “repaired, since its heal-rate is much to low and it is not double dipping on the standard heal-rate since it’s much to high (heals for 12 times more than regular units). Haven’t looked at the stats post upgrade, but but I cannot square what I’ve gathered so far.

  • @RancorSnp
    @RancorSnp Год назад +407

    Fortified church - aka - most churches in the period of time. That being said, I'm very confident this will need to be price nerfed - even if needs to be garrisoned, a building that can shoot costing no stone sounds like it will cause all kinds of balance issues

    • @James-sk4db
      @James-sk4db Год назад +48

      Harbours

    • @kingdrizzy8939
      @kingdrizzy8939 Год назад +66

      @@James-sk4dbyou still need to be able to build the castle and research the tech, plus you can drop a harbour on the middle of your enemy eco lol

    • @kingdrizzy8939
      @kingdrizzy8939 Год назад +35

      @@James-sk4dbcan’t drop

    • @NoraNoita
      @NoraNoita Год назад +17

      In castle age, you can build towers in Feudal Age.
      You can delete your TC in Dark Age and rebuild it next to your opponents TC.
      If by the time you hit castle age aren't walled yet, you're doing something wrong.
      You could've been hit already by a devastating scout rush, since you lack the walls to defend you, your farms are hit by the opponents archers, and you can't leave the TC.
      etc.
      I think you're a bit too nostalgic about the Incan Tower rush which was possible in Feudal Age.

    • @jBiz91
      @jBiz91 Год назад +1

      Should be a limit on how many you can build. Or just 1 for every TC you have

  • @Manouil_III
    @Manouil_III Год назад +117

    After a year or so, this *defense* oriented regional building must be certainly given to the *Byzantines* too. They had castle-monasteries everywhere, and they existed in the same region.

    • @pierrebarrauddelagerie
      @pierrebarrauddelagerie Год назад +16

      I agree.

    • @williampounds5191
      @williampounds5191 Год назад +19

      Good call. Carts should get a similar treatment. Hard to argue the Huns, Magyar, Tartars, and Mongols shouldn't get them.(The Mongols literally do in AoE 4 of course.)

    • @simonf8490
      @simonf8490 Год назад +4

      Another civilisation that comes to mind for the fm are the Teutons. Focus on being defensive, being able to garrison extra units and also having a strong monastery seem to make this perfect for them. I guess Byzantines are as well.

    • @The-jy3yq
      @The-jy3yq Год назад +1

      @@williampounds5191 Cumans?
      Mongols and Huns'd probably get absolutely OP with 'em carts, though I can't argue that they should have them
      when will Tatars get a buff

    • @MajesticOak
      @MajesticOak Год назад +5

      Normally I would not believe the devs would ever change OG civs on such a level (even if I agree with the direction of such changes) but given what they're doing with the Persians it might just set a precedence for that.

  • @qpon66
    @qpon66 Год назад +55

    Been living in Armenia for a couple years. Always wondered why there were churches on random inaccessible hills with no passage that you’d see every time you drive out to the countryside. Now it makes sense 😅

    • @AlphaSections
      @AlphaSections Год назад

      That's kinda awesome!

    • @Dreska_
      @Dreska_ Год назад +4

      did they cost no stone?

    • @qpon66
      @qpon66 Год назад +19

      @@Dreska_ they are literally made entirely out of stone, no wood in sight and at that altitude no treeline even. Classic AOE2 logic 😅

  • @NeinStein
    @NeinStein Год назад +42

    The DLC hype is real

  • @gamerghxst
    @gamerghxst Год назад +35

    Really hope we get variants of the warrior priest for other civs in scenario editor. A Shaolin Monk and/or Aztec Priest versions would be amazing even just for fun.

  • @Jaageful
    @Jaageful Год назад +2

    Well, church is a town center in many ways, so it makes sence. And people used to escape in churches and monasteries in the war time.

  • @hallamhal
    @hallamhal Год назад +91

    Lindisfarne would have gone very different if the Anglo-Saxons had a few of these

    • @gevorgvanarmenie9788
      @gevorgvanarmenie9788 Год назад +32

      This is why the Armenian Church survived the Islamic Empires. A lot of fortified churches in and around modern Armenia.

    • @thraknar3363
      @thraknar3363 Год назад +7

      What I imagined might inspire it.

    • @Kidneyjoe42
      @Kidneyjoe42 Год назад +11

      The Anglo-Saxons did have fortified churches, just like essentially everyone else at the time. Lindisfarne just wasn't a big enough community to warrant fortification. It was only the monastery and its monks. Which is why the Vikings targeted it, since it was easy money.

  • @pierrotnasse
    @pierrotnasse Год назад +18

    I hope forgotten empires team retroactively add mule cart and fortified churches to many civs that it would be appropriate over time. It's so random to have them and a "unique unit" composite bowman

    • @The-jy3yq
      @The-jy3yq Год назад +1

      It'd be kinda cool if nomads got one of those, as a _nomadic_ camp not being given to _nomads_ seems rather rambunctuous and kinda dumb
      Mongols #1 civ let's go!
      Also can we get some love for Tatars? Keshiks desperately crave attention...

  • @Steve-mx9rr
    @Steve-mx9rr Год назад +18

    region specific monasteries would be so cool.
    Similar to the official images posted by the devs in the middle of the year.

  • @Duke_of_Lorraine
    @Duke_of_Lorraine Год назад +22

    Malay harbours have a short range too and don't cost stone, in fact they cost the same as a regular dock.
    I don't think it will be nerfed as it cannot even defend itself against mangonels or even half-decent archers, it will only deter weak raids

    • @widodoakrom3938
      @widodoakrom3938 Год назад +2

      Nope Malay ald nerfed so badly

    • @pokefuranku
      @pokefuranku Год назад +1

      Halbours were nerfed xD
      They deal a lot less damage to ground units than before

    • @AliAsidqi2
      @AliAsidqi2 Год назад

      Yeah, but harbor can't garrison and heal units twice faster than a castle

  • @markymark7247
    @markymark7247 Год назад +27

    I wonder if this will be added to other civs. Japan had some very famous fortress monasteries that blunted Nobunaga's campaigns for years, China had the Shaolin monks, and many Christian knightly orders were also monastic societies (the Teutons are literally a religious order of knights). That's only to name the obvious.

    • @lscibor
      @lscibor Год назад +17

      Pretty much any larger medieval church that was standing alone was fortified to some degree, sometimes to a large one. In fact in Czech and Polish standard words for a church come from Latin "castellum", same source as English castle.
      So limiting it to Georgians and Armenians is obviously just ageofempirism, but I guess they might have been extra fortified.

    • @Apocalypso64
      @Apocalypso64 Год назад +7

      @@lscibor The Fortified Church model in-game is based on Ananuri Fortress in Georgia, which was basically a set of two churches with walls around them. That was the building I wanted to model my Caucasus Castle on, so the fact that it's in the game is very nice.

    • @gevorgvanarmenie9788
      @gevorgvanarmenie9788 Год назад +4

      @@lsciborthere a lots of fortified churches, witch walls in Armenia and Georgia.

    • @MadnessTW
      @MadnessTW Год назад

      The Japanese aren't really known for their Monk play, so this wouldn't be devastating in terms of balance I think. They might be able to justify it in the future when they make an Asian-themed DLC that gives the Japanese their campaign. They do need to make a model for it, after all.

  • @ArawnOfAnnwn
    @ArawnOfAnnwn Год назад +3

    That relic victory effect honestly seems like an oversight. I can't believe that's intended. I know relic victory is a rarity, but for games that do have it turned on it's the most broken power you could have. Far more powerful than the old Hun Atheism tech ever was. The victory script should only check for relics spawned on the map at game start, not ones created after that.
    Meanwhile the turboboosted healing rate adds to the unfortunately huge pile of hidden effects in the game that aren't shown anywhere (in-game). The fact that it has an even more boosted effect on Mule Carts just makes it worse. Like that just sounds like a bug.
    Honestly if they want to borrow ideas from Age of Mythology, please also borrow what imo is the BEST feature that AoM has which none of the other Age games have ever implemented - the in-game Help wiki. Not just AoE 2, but every Age game could use this. With all the hidden mechanics all the devs keep adding, it's well past time to finally implement it.

  • @redleader8
    @redleader8 Год назад +9

    Giving the Teutons access to the Fortified Church would make a lot of sense thematically and practically.

    • @SpiritOfTheLaw
      @SpiritOfTheLaw  Год назад +6

      That would be fun and fit their defensive theme. Maybe have the double garrison bonus apply, as well, but keep the max at 5 arrows.

    • @jessesuarez737
      @jessesuarez737 Год назад

      Combine this with their farming Eco bonus, they should have enough wood floating around to drop multiple fortified churches

  • @Eye_Exist
    @Eye_Exist Год назад +16

    aoe logic: the building is from bottom to top all stone: costs 200 wood

    • @llSuperSnivyll
      @llSuperSnivyll Год назад +2

      I like to interpret it as that you're paying for the building, not the materials.

  • @talkingbtr-82a76
    @talkingbtr-82a76 Год назад +12

    Hey Spirit of the Law, guys here

  • @Binarokaro
    @Binarokaro Год назад +2

    Coop custom scenario where Malay with a Georgian/Armenian ally only have access to harbors and fortified churches for defense, and have to defend against waves of enemies from both land and sea

  • @michaelmartin2262
    @michaelmartin2262 Год назад +1

    I always enjoy the more church related civs. Spanish, Bohemians, etc. I am excited to try out the fortified churches.

  • @scarletcroc3821
    @scarletcroc3821 Год назад +85

    I am very certain that we're gonna see a stone cost added to this, no way it's gonna remain at just 200 wood

    • @kell2859
      @kell2859 Год назад +16

      Still it's pretty weak and requires villagers to even shoot arrows

    • @scarletcroc3821
      @scarletcroc3821 Год назад +5

      @@kell2859 easy to fix by just building more fortified churches with the wood you’re saving from all the lumber and mining canps. And even then it would work pretty well as a support for other defensive buildings

    • @alexzwanenburg4009
      @alexzwanenburg4009 Год назад +18

      If you add stone cost, suddenly you're stuck having to choose between 3tc boom or relics.

    • @Lightning_Lance
      @Lightning_Lance Год назад

      @@alexzwanenburg4009 maybe the first one costs no stone?

    • @nomcognom2332
      @nomcognom2332 Год назад

      Maybe an incremental amount of resources to build them would do the trick: 200w for the first, 225w for the second, 250w for the third, etc... or something similar.

  • @Mermaidkilla
    @Mermaidkilla Год назад

    The boost to connection rate is like the Aachen Chapel from AOE4, nice

  • @HistoricalWeapons
    @HistoricalWeapons Год назад +2

    Build palisades to support church rush

  • @Marcara081
    @Marcara081 Год назад +1

    At 200 wood, building two in range of each other mitigates the minimum range entirely.

  • @arcan762
    @arcan762 Год назад +20

    Reminds me of how crazy the Malay harbor (i.e. fortified dock) was on release

  • @lazarusajin
    @lazarusajin Год назад +8

    When your faith needs that little oomph in firepow- I mean devotion

  • @Naughtylius
    @Naughtylius Год назад

    Lol...i wasn't aware that TC and towers healing rate is lower than castle's...what a day to be alive!

  • @inductivegrunt94
    @inductivegrunt94 Год назад +5

    Okay, garrisoning relics allows it to fire arrows sounds pretty cool, but having it match a single villager in both space and arrows fired seems like the perfect balance to that.
    And that relic starting or stopping relic victories for Armenians sounds pretty fun for a surprise victory denial or forcing the enemy to attack potentially when not prepared.

  • @onikoneko
    @onikoneko Год назад +6

    I'd love to see a rundown on how the Georgian hill-defense bonus + cheaper repairs affects castle drops because I feel the combination would make easy-repair, damage resistant castles that are pretty OP in both surprise drops and castle/treb wars.

    • @ethribin4188
      @ethribin4188 Год назад +2

      OP? No.
      Very strong? Absolutely.
      To strong? ..... maybe? We'll have to see.

    • @jacywilson
      @jacywilson Год назад

      ​@@ethribin4188what's the difference between over powered and too strong??

    • @deutscher1a
      @deutscher1a Год назад

      @@jacywilson op is unbeatable
      Too strong just gives it more easy wins - with countertactics its manageable, but harder to fight against than most/all
      In this case it could be too strong since its not a special/niche strategy being buffed, but very normal gameplay tactics used by everyone everytime

    • @jacywilson
      @jacywilson Год назад

      @@deutscher1a what is an example of something that is over powered, but not too strong. Or too strong, but not over powered.

    • @deutscher1a
      @deutscher1a Год назад

      @@jacywilsonToo strong is the step before op - see my explanation above
      Very specific examples are hard to give when a game gets regulary patched for balance
      But my example would be what i said before

  • @alberich5355
    @alberich5355 Год назад +17

    IMO, Teutons should get the Fortified Church and maybe even get a Tech to be able to train Teutonic Knights there.

    • @widodoakrom3938
      @widodoakrom3938 Год назад +6

      Make sense event Teutons should have crusader knights as their unique unit

    • @unknownus63
      @unknownus63 Год назад

      Yes but then you would maybe not buy their DLC to get the cool new stuff 🤑

    • @AlphaSections
      @AlphaSections Год назад

      @@unknownus63 I'd buy a dlc if it make my favorite civ more flavorful.
      I want my crusader knights to be badass!

  • @swisstravellearth6232
    @swisstravellearth6232 Год назад

    Love your breakdown videos! The background music provides lots of flashbacks to the 90s popular game ‚Transport Tycoon‘
    Why have the devs decided to add 2 orthodox powerhouses, even though monks are claimed OP by (most) pro gamers.
    Add stone cost sounds reasonable!

  • @Padsoldier
    @Padsoldier Год назад +7

    I think one important part of dropping one is that if you have villagers garrisoned inside to provide it an attack, then enemy villagers can't rush it down anymore because you can leave to defend, and even with a numbers disadvantage the 24 HP / min healing while garrisoned might be enough to offset that, and it might force a melee battle under the building that the opponent can't afford to run away from because they'll take losses to the arrows while retreating. Also it'll be a micro-nightmare because if they focus your attacking/repairing villagers you can pull them away so they leave the minimum range and take fire. The ability to train Monks to convert attacking enemies (especially Knights) also seems to have potential.
    The range seems to be the biggest limiting factor on aggressive usage, if you drop one next to a mining camp the opponent will just go for another one and build a tower outside of range.

  • @robertlewis6915
    @robertlewis6915 Год назад

    I love the new castle look.

  • @TheDarthpsi
    @TheDarthpsi Год назад

    Oooooh they finaly added the vikings mule cart from Age of Mythology to AOE2? Nice.

  • @ivanstrydom8417
    @ivanstrydom8417 Год назад

    Love the Caucasus DLC. Looking forward to an African DLC in the Future.

  • @AngeloFZ
    @AngeloFZ Год назад

    Another video in a row, @spiritofthelaw ! You're awesome man, you rock! Thank you so much!!

  • @fostersstubbyasmr9557
    @fostersstubbyasmr9557 Год назад

    This will be OP I’m betting on it now

  • @paweborkowski6959
    @paweborkowski6959 Год назад

    If only I could garrison my castle within my house... 'oh, hello there'.

  • @mguard9428
    @mguard9428 Год назад

    where the church area boost really pays off as an economic thing is the farms, since the gatherers don't have to move on from the area to get new resources

    • @franconnorton7087
      @franconnorton7087 Год назад

      It doesn't affect food. Just Wood, Gold and Stone. Besides Farms are restricted by the rate at which they grow food. 24 food a minute. Pretty much the rate a imp farmer collects at. One civ has a farm bonus that improves the farm grow rate but its small.
      But it does allow hunters to drop off. Which is op as they can just drive up to the hunters meaning deer can be hunted on sight.

    • @mguard9428
      @mguard9428 Год назад +5

      @@franconnorton7087 it does affect farmers, he even mentions in the video that it increases farmer gathering speed 8%. I think you are mixing the cart and the church effects

    • @franconnorton7087
      @franconnorton7087 Год назад +1

      @@mguard9428 I missed that. It seems even more OP now. Its a huge are. Just Two would cover the entire empire and grant huge eco bonus for cheap. What does the imp age wood upgrade with +10% cost? How much cheaper is a monastary while also giving other upgrades?

  • @justinleandoer6821
    @justinleandoer6821 Год назад +3

    Garrisoning monks is the most exploitative thing i can see

  • @Tocaraca
    @Tocaraca Год назад +1

    what happens if you start researching bow saw with a mule cart and then garrison it in a fortified church?

  • @firockfinion3326
    @firockfinion3326 Год назад +1

    Like with the mule carts, what I really wonder is if these will also be added to any of the existing civs, or will only be for the new expansion civs.
    It feels weird that these features are not being integrated into other civs where it would make sense.

  • @MrShadowThief
    @MrShadowThief Год назад +1

    Here's hoping there will be a time we will get a Pontic architecture set for Armenians, Bulgarians, Byzantines and Georgians.

  • @artemirrlazaris7406
    @artemirrlazaris7406 Год назад

    Castle age... church up quickly is great for early relics and a priest... but with bonus to production I can see it being 1 more town center and a church, church being first.. its all dependent on rss invovled on the choices.

  • @bannedcommander2932
    @bannedcommander2932 Год назад

    They said the Malay harbor was too strong and nerfed it into the ground. Let's see what they do with this one. It certainly looks a LOT stronger than a pre-nerf Harbor.

  • @anonnymousperson
    @anonnymousperson Год назад +7

    Thanks Spirit for so many interesting videos. I know it's not related to this, but I do have a question. Do you know what causes the post battle stats to show battle icons on the timeline, why only one civ seems to get a battle icon even though you need two civs for a battle?

    • @SpiritOfTheLaw
      @SpiritOfTheLaw  Год назад +27

      It's probably a little too complicated to figure out by testing, I expect. I have a few guesses about factors involved, probably with relative AND absolute losses factored in, as well as a specifically sized area on the map. At this point, my plan is if I ever retire from RUclips I'll announce my next video is going to be about the post-game battle icons and that I promise I won't upload another video until I figure it out. That way, even 10 years later when people ask "whatever happened to SOTL?" the answer will be "he must still be working on that post-game battle icons video. Must be a tough nut to crack."

    • @clefspeareiii1710
      @clefspeareiii1710 Год назад +2

      @@SpiritOfTheLawThis right here is a reason why I continue to watch your videos: your dedication to both quality and humor never ceases to amaze. Keep up the good work! 😄

    • @anonnymousperson
      @anonnymousperson Год назад +1

      @@SpiritOfTheLaw Great plan, I love it. Keep up the great work!

    • @martijn9568
      @martijn9568 Год назад +1

      ​​​​@@SpiritOfTheLawIt must be great to know that you can't retire until that Supremacy movie is released in 2046. I guess you better start working on that production😉

  • @thraknar3363
    @thraknar3363 Год назад +8

    Looks very fortified, very church like.

  • @redo348
    @redo348 Год назад +1

    Interesting that in this new expansion we are now just buffing civs to keep up with power creep (Slavs). How significant is the creep, is it a problem?

  • @JJBeauregard1
    @JJBeauregard1 Год назад +4

    With all the aura effects going on I wish they added at least some kind of highlighting circle beneath affected units to tell players visually that there's something going on there.

  • @nysh8
    @nysh8 Год назад +2

    If you garrison a monk holding a relic, do you start generating gold? Or do you need to ungarrison and deposit the relic?

  • @YokomaruWP
    @YokomaruWP Год назад

    They should add this to the Teutons, since they are the ultimate example of FAITH.

  • @petersmythe6462
    @petersmythe6462 5 месяцев назад

    Herbal medicine and 2x healing bonus should mean these things heal a stupid amount of HP per minute. Like 288! OP custom villager civ gonna be able to spam them everywhere and heal almost instantly.

  • @ryanforgo3500
    @ryanforgo3500 Год назад +4

    The 6 range means the church will be fine defense for some things until archers range become further reaching in mid castle.

  • @BleachFan2007
    @BleachFan2007 Год назад +1

    oof the minimal range

  • @ayush21399
    @ayush21399 Год назад +9

    We need one special/unique building for each civilizations.

  • @DanielBerthellemy
    @DanielBerthellemy Год назад +2

    Most people complain here about the balance, but I think it's perfectly fine 😊

  • @Davtwan
    @Davtwan Год назад +41

    People are worried it costs 200 Wood.
    Don’t forget that it costs ten idle villagers too (unless you want to be crazy enough to put your Relics in a forward church).

    • @donxnik
      @donxnik Год назад +16

      Absolutely agree. and still only shoots 4-5 arrows. not a long range too. and yet some people seems to be peeing their pants even without testing first yet.

    • @williampounds5191
      @williampounds5191 Год назад +8

      Totally, 5 arrows for 10 villagers? That has a minimum range? Also consider Armenia's first forward church makes a relic. You could very well be handing your opponent a free relic. This is not a big deal.

    • @DarkwynnTV
      @DarkwynnTV Год назад +1

      It doesn't cost 10 idle villagers, it's a monastery that acts as a tower that doesn't cost stone that costs less total resources than a tower that wins any tower fight because over double the hp (sure, it has less range, you can just spam them as they only cost wood which is the fastest gathered resource in the game) that can also produce monks with civs that have access to redemption, when monks are the strongest unit in the game currently, while also healing any units you garrison at double the healing speed of a castle. We already do forward pushes with regular monasteries in a large percentage of games, this is vastly better in every situation, not even taking into account the defensive capabilities (think Khmer houses which are an amazing civ bonus to have), while also boosting eco by an insane margin (Roman civ bonus x2) for the Georgians.
      If you don't see an issue with this, that's because you most likely play this game casually. There's nothing wrong with that, but this is clearly not balanced for competitive play.

    • @williampounds5191
      @williampounds5191 Год назад +2

      @@DarkwynnTV It is not boosting eco if you're forward pushing with it. Thats pointless to bring up.

    • @DarkwynnTV
      @DarkwynnTV Год назад +1

      @@williampounds5191 The same building can accomplish all of the above, that was my point. And in many cases your forward villagers can be put on gold/stone/wood and would get that boost.

  • @kaylzshter6153
    @kaylzshter6153 Год назад

    I haven't played AoE in years but I love watching your videos

  • @SirQuantization
    @SirQuantization Год назад +1

    There will definitely be nerfs to this building. I imagine a stone cost and reduced arrows.

  • @sobreproyeccionanimaciones9161

    the idea of mule cart has implemented before on age of mitology in the nords civ

    • @unknownus63
      @unknownus63 Год назад

      Obviously civs like goths, vikings, mongols or chinese had no such thing as mule carts 🙄

  • @bracodescanner
    @bracodescanner Год назад

    Ah its a TC not a castle. This clears things up

  • @starjadiancloneinvestigato1772
    @starjadiancloneinvestigato1772 Год назад +3

    I think the fortified church will be bonkers on closed maps. Imagine a fortified church in arena where you have 30 or 40 vills maybe on some gold pile, back woodline and farms

  • @muddassirlateef813
    @muddassirlateef813 Год назад

    Loving the new DLC so far. Any chance you are gonna make a video about TC Douche combinations with georgians team bonus and how effective it can be?

  • @lgtvsmart4078
    @lgtvsmart4078 Год назад

    Thats good! Aoe2 is borrowing some uniqueness from Aoe3

  • @renaudgauthier6985
    @renaudgauthier6985 Год назад

    Now I'm wondering how well it does versus Watch and Guard towers in rush situations!

  • @felixnesme975
    @felixnesme975 Год назад

    Thanks you for this very good vidéo, maake a lot clearer about this 'ew feature :-)
    But i still have a question, are the Monk warrior wining or not against eagle ?

  • @jonathanhobson4691
    @jonathanhobson4691 Год назад +1

    Does garrisoning relics reduce the number of other units that can be garrisoned?

  • @SilverKnightPCs
    @SilverKnightPCs Год назад +1

    I look forward to seeing how the monastery and cart are used in the campaign missions. Might make for some really fun campaign missions that require moving from one location to another.

  • @jotfohm4644
    @jotfohm4644 Год назад +1

    Can we please get fortified mosques for Saracens as well ?

    • @unknownus63
      @unknownus63 Год назад

      No. No mule carts for vikings or mongols either. Buy our DLC 🤑🤑🤑

    • @jotfohm4644
      @jotfohm4644 Год назад

      @@unknownus63 Are you an idiot or mocking the devs ? I cannot tell. & It is not about buying..
      I can buy it and the fortified church will stay Armenia/Georgia only. I am asking because Saracens deserve it and maybe this bouns should have been introduced through them a long time ago.

  • @gunnarsgarageband6384
    @gunnarsgarageband6384 Год назад

    One question, do Georgian fortified churches also boost the efficiency of allied villagers in team games?

  • @inquisidiego
    @inquisidiego Год назад +1

    Can you ungarrison the bonus relic inside the frist one? I can see an exploit where you can give it to a lithuanian teammate for the bonus damage on their knights and leitis. Maybe get a team of 3 Armenians and 1 lithuanian. An uncontested +3 on knights is nothing to scoff at

    • @MikeKing001
      @MikeKing001 Год назад +2

      What weird rules are you playing that allow the same civ to be picked by multiple people?

  • @hansoskar1911
    @hansoskar1911 Год назад +3

    what If ound interesting is that the church counts Relcis as garrisons and shoots arrows. easy to see with the first church.

  • @robmcc-dd5px
    @robmcc-dd5px Год назад +1

    does your opponent get the free relic if they destroy your church or does it just despawn?

    • @SpiritOfTheLaw
      @SpiritOfTheLaw  Год назад +3

      It just pops out like any other relic and they can steal it.

  • @matthewmcneany
    @matthewmcneany Год назад

    If I'm researching two man saw (or a mining upgrade) on a mule cart and whilst it's researching garrison it in the church what happens?

  • @phantomtheboxer
    @phantomtheboxer Год назад

    does church work bonus works on allies? lets say a perfectly placed khmer farms around it? :)

  • @JobboFett
    @JobboFett Год назад +4

    Still gotta be careful with repairing the Mule carts in the churches, it costs resources!

  • @TheGahta
    @TheGahta Год назад

    Dont know whats "tifying" is, but having four of them surely helps 😂

  • @nathanielstanford3115
    @nathanielstanford3115 Год назад +1

    So they have a "never lose to relics" mechanic? Seems both too specific to be generally useful and massively overpowered in its actual use. And will break maps with no relics.

  • @njnikusha
    @njnikusha 8 месяцев назад

    Georgian architecture is spot on and accurate but I wish developers have made city halls, barracks, stables etc also based on unique Georgian architecture

  • @lastlast2078
    @lastlast2078 Год назад

    Spirit you're killing it right now

  • @Shek1nah
    @Shek1nah Год назад

    okay... it is your fault that i have now images of a donkey in a fortified church firing with bow and arrows against armies.....

  • @Bzhydack
    @Bzhydack Год назад

    This building should go to Byzantines as well!

    • @unknownus63
      @unknownus63 Год назад

      And mule carts to all civs except meso americans.

  • @Lahdyn
    @Lahdyn Год назад +3

    Church rushing (+monk / siege?) will definitely be a thing.

  • @thepersonwhocomentz
    @thepersonwhocomentz Год назад +4

    I think people are way overestimating the cheapness of this thing, and I applaud the devs for making an attempt at a building that is capable of firing arrows without having a stone cost. Unlike everyone else, I *really* don't want them to balance it by giving it a stone cost. Do anything else, like decreasing the attack/range or increasing the wood cost, first. You're sacrificing idle time (or putting your relic in a dangerous location) to even have the thing fire arrows in the first place -- it's not the busted, cheesy, tower-rush-y thing people are making it out to be.

    • @3398-i3f
      @3398-i3f Год назад

      it is busted, it is a 2400HP high armor building that can be built in less time than a tower, and takes away a way bigger deal of land. Make it 600HP, it would still be busted lol. You idle it for 10 secs you just pick resources near it from your opponent. It beats a tc in 10v10 garrison fight.

    • @thepersonwhocomentz
      @thepersonwhocomentz Год назад

      @@3398-i3f You mention the size of the building as if that's a benefit to the building instead of a demerit (one of the great things about towers is that you can cluster them and fit them in small spaces and even box them in with palisades, plus fewer units are able to attack it at the same time). If anyone even tried to drop it anywhere near your TC, you just send vills to whack it while hiding inside its minimum range, and if their vills try to attack yours, your TC can shoot them, while their church can't shoot yours.
      And all this comes in Castle Age anyway. You first have to get up to that before even attempting it, as opposed to a typical tower rush, which you can attempt in Feudal -- and execute without sending your entire eco to do it, to boot.
      It's not even remotely busted.

  • @artemirrlazaris7406
    @artemirrlazaris7406 Год назад

    List the range mod for the building again would be helpful. Due to late game and most of the game... you end up having extra wood, having a church... and a mule cart seems optimal... and not broken, and agarrison.. sometimes people can come in and raid your remote woodlines, with gives a nice bonus speed, adn garrison, and evne in a co-op against ai, I spam lumber camps a lot without thinking of the cost except teh begining. Just sometimes I get annoyed at defeinceies so I slect so 30 lumber jacks on one single lumber node, and then, click four villagers out of it, and then repeat.... build lumberyard, remove four villagers, build lumber yard, and boom, instantly.. I have 7 new lumberyards spread out with 4 lumberjacks at each.... new location quite spread out and indefeinsible to some degree, but I often make pathing walls that cause confusion, giving the villagers time to move, or just during late game whe ni have problems or a weaker civ, so hard counter.. I do random x shapes of various size, of pallisade walls... and builds lots of cav archers and skirmishers... attempting to utlize the walls to lessen damage and maximize range damage of units... typically works well and you can always delete a wall in the way.. lol meh.

  • @MajesticOak
    @MajesticOak Год назад

    Relics giving more arrow attacks? What, the bones of the saints come back to life to deliver some smackdown on them pagans?

  • @praevasc4299
    @praevasc4299 Год назад +1

    Allowing mule carts means they allow "civilians". But in that case the trade cart should be allowed too.

  • @smudassarh97
    @smudassarh97 Год назад

    Can allied vills/monks garrison in fortified church?

  • @BrownFoxWarrior
    @BrownFoxWarrior Год назад +4

    Would the civ bonus that shows all relics at the start of the map (blanking on who has it) show a random patch by the Armenian Fortified Church when its first relic is built, even if it's mid game? Will a patch where it was built randomly appear if it wasn't scouted?

  • @nschep
    @nschep Год назад +1

    Forrified church seems really strong on graveyards. Chance to have multiple of them shooting based on the relics, plus protecting an expoaed exo wirh the garrison and monks

  • @jureissicpork4432
    @jureissicpork4432 Год назад +2

    I like the little touch that military units cant garrison, you could not take weapons inside the house of God after all!

  • @ilkinbakirli7898
    @ilkinbakirli7898 Год назад

    Can the fortified church be converted? And if yes, do the other civs bonuses affect it. Thanks!

    • @solsunman383
      @solsunman383 Год назад

      It's been a while since I played Aoe2, but I'm pretty sure regular monasteries can't be converted, even with redemption. So I would be very surprised if the devs made fortified churches the exception.

  • @merchitis8526
    @merchitis8526 Год назад +1

    Don’t even play AOE right now, love your videos

  • @bugsbunny9334
    @bugsbunny9334 Год назад

    Redwall Abbey map building intensifies

  • @JoKad17
    @JoKad17 Год назад +1

    All of this cool properties but the thing that will make them op in competitive is the dance of garrisoning and ejecting monk to prrotect them while threatening conversions during a siege push...

  • @darthskarr8975
    @darthskarr8975 Год назад

    Ah, Redwall Abbey.