20x Shared Civ Bonuses... This was a mistake!
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- Опубликовано: 9 фев 2025
- Oh no the chaos is now 20x more than usual!
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Waiting for my “I waited 34 minutes for Guaapo to click Feudal and all I got was this stupid shirt” tee shirt in the mail. Let’s see it, T90!
Yeah, wheres the t-shirts T90?
Shirts, shirts, shirts, shirts!
54 minutes 🥺🥺
I've got one of the "I found the treasure of Melee Island TM" shirts, it would be an awesome add to the collection
*Tree shirt
1:15:43 the sacred elephant!
If you didn't watch the whole video, teal said he somehow created a battle elephant instead of a tarkan. Tarkans took up the stable slot for elephants, but when he queued up a tarkan an elephant was trained instead. This is that elephant.
Ooh, good memory.
SPEEDY ELE DIDNT GET A CHANCE TO SHINW
“Something satisfying about watching all those villagers, die, or maybe I’m just a sicko.” T90
buddha myth ass bug lol
I made the original 3x and 9x (in AoE 2 HD, after that I stopped updating) and gotta say, I'm impressed someone even managed to get a shared civ bonuses mod running. I'm glad the community is keeping this alive!
(maybe someone had the idea from scratch as well, my point still stands, this mod is fun as hell!)
I wish to see a mod that whenever you research a tech, all your allies get it for free (they can't re-research it), including the ones they wouldn't usually have access to.
You wouldn't have access to unit lines that you wouldn't normally have, but if you have the line, but not the upgrade, you get the upgrade (Ex.: Mayans don't get scouts nor knights, but Persians can get arbalesters).
It would include unic techs.
For exclusive upgrades, like the legionary, I don't know how it should work.
Imagine something like that with Diplo.
I came for the crazy techs, stayed for Red's struggle.
I'm most impressed that teal got so long without a feitoria.
you cant know everything but you can know everything else and be alright
ok i know i am 4 months late for this but i just had to do it:
I added the effects of the civ bonus(es?) as additive not multiplicative for rounder numbers.
all civ bonus(es?) that were applied to every player (not including the UTs):
-Recieve 4000 Wood when advancing to the next Age
-Fishermen and Fishing Ships carry + 300
-Barracks Techs cost -1000%
-Siege Units cost -660% Wood
-Skirmishers and Elephant Archers attack 500% faster
-Docks provide +100 Pop space
-Start the game with -2000 Wood, but with the Pop cap at the maximum
-Mounted Archers are 200%/400% cheaper in Castle/Imperial Age
-Trebuchets have +700% accuracy against Units
-Stables work 400% faster
-Advancing to the next Age is 300% cheaper
-Dock and University Techs are 660% cheaper
-Fishingships are 300% cheaper
-Gunpowder Units are 400% cheaper
-Condottieri are available at the Barracks
-No Buildings are required to advance to the next Age or to unlock other Buildings
-Battle Elephants move 200% faster
-Farmers don't carry food but rather add it directly to the Stockpile without any dropp-off, but work 100% slower (dont know how that one works out...)
-Villagers (and Kings) can garrison in Houses
-Scorpions have +20 Range
-All units cost -400% less gold
-All Ships have +200% HP
-Foragers generate wood in addition to food (6.6 Wood per Food)
-All Techs (excluding Age ups) research 500% Faster
-Town Centers cost -1000% Wood starting in Castle Age
-Foot Archers (exept Skirmishers) have +20/+40 Range in the Castle/Imperial Age
-Shepherds work 500% faster
-Archery Ranges work 200% faster
-Start the game with an Eagle Scout
-Start the game with +20 Villager, but with -1000 food
-Rescources last 300% longer
-Foot Archers (except Skirmishers) are 200%/400%/600% cheaper in the Feudal/Castle/Imperial Age
-Walls are 1000% cheaper
-Monks have 40 times the healing range
-Towers garrison 40 times as many units
-Murder Holes and Herbal Medicine are free
-Farms are 800% cheaper
-Town Centers can garrison +200 Units
-Barracks and Stable Units recieve +20/+40 melee armor in the Castle/Imperial Age
-Units resist conversion (was half as effective as Faith, now 10 times effective as Faith)
T90 sees 6 range on ballista elephants and 28 range on scorps.. "I don't know what scorps add here" 😂
Yeah, and in the end scorps were actually picking off organs at range. Too little too late though
Loved many things in this game, the skirms were amazing, the machingun scorps, the nuke trebs that could have changed so many things but they didn't notice!!! This should have been longer but enjoyed this so much! We only needed gigawood for it to be perfect 11
A suggestion: Would it be possible to just put the unique techs into the town center starting in Dark Age with instant research time and a cost of zero for this mod? That way, there's no need for the truce timer or anything like that.
you could simply start at post imperial, but what do i know
though it is annoying, if the players aren't max teching before becoming enemies; green waited with elite tartan tech, so nobody got it but green
No, it's not possible
55:38 is when all hell breaks loose.
T90 : We made a mistake in x10 shared CiV bonus.
Also T90 : Let's do x20 shared CiV bonus !
The mistake is not going x50 or x100 already! 🤣
@@kutairaisu4603might destabilize or even crash the game due to stack overflow. Some bonuses/techs might be multiplicative instead of additive. Eg. Instead of 100 x HP it's going to be 2^50 x HP
He already cast a 256x game! The game had very interesting stack overflows such as losing all castles lol
I want 4 v 4 shared 10X team bonuses with a discord so we can see them coordinate civ picks before hand 😊
The mod is played regularly
@@refur230I don't think I've ever seen 4 v 4 shared team bonus with civ pick anywhere
Almost every other night in the realm of the unranked. Come join us
@@AndreyAntonchik will have to
@@refur230 I recognize your name fellow shared bonus enthusiast, you usually play 2v2v2v2? This isn't my username on AoE.
This was possibly the most entertaining game I've seen, more 20x tech definitely.
The scorpions and ballistas looked ridiculously cool but I think the skirmishers were the most insane to watch and possibly the most effective unit due to the range.
It was quite an impressive unit triangle between the ballistas, organs, and tarkens, the tarken production speed was what carried green.
10/10 game
every of the "this was a mistake" videos are so great :D
At 34:15
I made it to 56 minutes game time when Red finally made it to feudal age. Hype!
"He might have problems with pop-space, truthfully." - T90 about a game with no houses
There's still a 200 pop cap and a decent chunk of that is used by eco, so if you have a bunch of shit units, then you are left with little space for good units.
@@heygek2769 for sure. I think in context though, he said it immediately after a castle was destroyed, like he was going to lose pop space because the castle went down.
@@DaeValarauko The context was that his feitoria was being destroyed, so he was actually about to get some pop space freed up. T90 was saying it to contrast the sarcasm about how he might run out of resources without it when he had "only" 40k+ of everything.
@@heygek2769 they have fetorias, they can literally kill all of them at this point.
"I wanna see unique techs, man" - meanwhile at that very moment Feitoria go up and go 'brrrrrrrr'
Those ballista elephants looked like a fire breathing dragon when they attacked. Slow start, but escalated quickly once the line was crossed 11
When BarbecuePython (gray) lost the trebuchet, we could see how the tarkans were reducing armor by 1 on each hit, like an obuch. At 1:08:25 this also happened to scorpions, so after 9 hits they have 71 armor and start taking more than 1 damage per hit (tarkans had 68+4 attack) so they suddenly evaporate.
At 1:12:46 it's also happening to a tarken, I guess the ballista elephants cause it too, at least.
T90 notices at 1:21:00. I think what might be happening is that armor ignoring is controlled by a property, and one value for this property means armor-ignoring while another means armor-stripping, and 20x tech mod accidentally results in a value that causes armor-stripping after researching Wootz Steel. Patch notes mention something about the values for this property.
Congratulations everyone! We are at 0 days without T90 talking about the lack of tumping on the Tarkans 🤣
He talked about it 😮
Imagine what Chu Ko Nu or Kipcheks could have done here, each elite upgrade giving additional arrows
Would the game be able to handle that holy crap
The story of this game:
Mayans civ bonus gives every player -800 food at start and no room to build farms. Players delete their TCs and lumber camps for more room to farm.
One by one, players reach 0 food and soon after that are in Imperial age.
Yellow takes a risk by saving up for onager, and due to planning or good fortune finds that a feitoria gives as much resources as 240 villagers.
Teal cuts to green, who cannot make onagers as huns. Green thanks teal and gray for freeing him.
Green also makes a feitoria and gains unlimited resources.
Green kills most players on the map.
With only three players remaining, blue realizes that feitorias give unlimited resources, spams castles and takes the middle.
After wiping out most of green's base without having a feitoria and then finally getting cleaned up again by Tarkan spam, teal finally realizes that feitorias give unlimited resources. Everyone who is still alive now knows everything they need to succeed in this game mode (build feitoria, spam unique unit).
T90, why not just use a wheel with all civs but Mayans and spin it on stream for assignment. Adds some drama and prevents the slough.
The last Samurai Part 2 looks funky.
13 year old me playing on MSN gaming Zone with my friend over dial-up or with a printer cable over IPX direct connect with my brother, dad, and friend from down the street could have never in 500,000,000,000,000 AOEII CD version years imagined this.... Thank you so much t90, community, and devs for making this a reality! I haven't enjoyed RUclips content like this since Mark Normand's last RUclips special!
You should invite SotL to co-cast one of these games. He could try to interpret the insane math and bonus interactions, like that Organ Gun armor at the end
Yes, him and/or T-West
Portuguese are so amazing for these games, the Feitoria for infinite res, removing gold cost from all units, ballistics for gunpowder.
Plus Organs are always fun to watch.
Omg, organ guns are so op because of the change to the way they function. Before they had the first high damage projectile and the rest did more or less no damage (esp. in these settings). But now all projectiles do the same damage. So every projectile does 47 damage and they shoot 25 projectiles! Because the elite upgrade increases the number of projectiles by 1, it is now increased by 20. So every volley of a group of 20 organ guns ist like 500 shots with 47 damage each. That nukes even the 1k+ Tarkans and Ballistas...
Shame there was no Celts to offset the Mayans.
In my experience, Drill siege dominate followed by Torsion Engines. Either speed or as much damage in splash as possible really decide these kinds of games.
When it comes to bonuses working for all players (like the Dravidian wood on aging up), mileage seems to vary between datasets used. I found the "logical balance" variation to be the most consistent at giving all allies the bonuses.
34:30 Don't mind watching the build up.
1:02 It did pain me to see the Warwolf trebs set up just for T90 to click away, but glad he did rewind.
Overall I would have preferred green winning, but the power of those organ guns just cannot be overstated. This was a really fun cast to watch, especially with the resets to extend the final three-way show down a while longer.
You could use a randomizer to pre-assign civs.
fuckin Katyusha skirmishers lmaoo
I really want to see more 20x games!
I love the "nothing's overpowered if everything's overpowered" style games, since you keep seeing people with their unique superpowers ("unique" either to their civ, or because they're the only player to have figured it out & now they're doubling down on that strat while also trying to keep it a secret for as long as possible), and you think "that person's going to win, surely", but then someone else has a superpower (seemingly infinite resources, 1k hp units, super hp regen, half-map range, rapid-fire or crazy damage, armor that negates all but 1 dmg, warwolf area of effect) and the balance of power suddenly shifts overnight. Couple that with a free-for-all, and this chaos will never get old. It's best when it's new, though, before people start realizing the metas, expecting them, and then having everyone using the same strat.
I was really looking forward to those long bowmen lol
I think the winning stack in this mode is actually trebs. Briton WW, Saracen counterweights, Japanese kataparuto, and Tatar TS/range. Basically just nuke someone's entire base from across the map.
Something like Malay+Italian (instant free imp) +Slav+Ethiopians would be able to rush everyone down before they could get trebs. But there are other comps that could beat that, their issue would be cutting through trees
@@annaairahala9462trebs in this video were cutting wide circles with every shot thanks to war wolf
this game mode is still fun and this time it was surprisingly competetive and kinda balanced. trebs, tarkans, orgs, scorps, arbs, scirms, ballista elephants. so many viable unit options. There would be probably a really good meta composition, not just spam 1 OP unit and thats it.
Those skirms were like Aldrich's attack in DS3.
skirmishers wouldve countered the organs. Orange already showed that. the arbs might've been an issue but it would be hard to micro down 60 skirmishers
160 Skirms + 10 Trebs + 10 Vils + a Feitoria = weird stuff happening
34:25 i made it!
Me too!
it was pilgrims community games that got me started on the channel, and then exploding kings sealed the deal. also a big fan of the legends stuff. good content all around
Fun fact: The chances of getting Mayans with 8 players is 17.2%!
1-((42/43civs)^8)=0.172
I did not expect the hidden negative bonus on the tree made things interesting
The Mayan farmer thing was actually a hidden hard coded -5%, it was removed in a patch shortly after DE.
I really love these games, as they always turn out way more chaotic than one could predict. What really frustrates me, though, is that the players only rarely seem to understand the concept of the mod. They are sticking too much to the same old ideas of what units and compositions are best in a regular game that they fail to see how absolutely broken the most random unit can be. It's just such a shame to see some players obviously struggle with changing their ways and produce skirmishers and trebuchets as an army composition, despite conventional wisdom telling them to make paladins, as one example from this game.
I realise that the games may be extremely stressful to anyone who's playing them for the first time, but so many of the players are making these same mistakes and don't even try out different units, or even if they do, they don't observe how they work with these new game rules.
I want more of this 20x civ bonus
hooray! I love the balanced madness of this mode from prev episodes. Excited to watch the x20!
Red finally gets positive food at around 34:00
Something like obsidian arrows would be big funny.
RIP Obsidian Arrows
we need more of these kinds of videos! they get double the viewers than your regular videos even. Please host more games
At the end it was like a very well-balanced paper-rock-scissors game between tarkans, elephant ballista, and organ guns.
Scorpions are always strong, but somehow this was a proper match with many different units working great.
Also, this is the first I have watched in months from your channel and I managed to be wide awake the whole time.
Green knew what they were doing. They waited to get elite until after they all unallied. You need to make sure they get their elite techs before enemying too
45:43 green gets elite tarkan well before they enemy eachother. I think it's what T90 said that researching the other tech for tarkans at stables before elite tarkan is what broke it (also elephant civs were broken as a result of having tarkans take the same spot in the stable)
@@KSerge83 but teal built an elephant
He just clicked on a Tarkan and got an Elephant
somehow
the moment I saw that first push from blue with the organ guns and them taking almost no damage from the while being surrounded, I knew blue was going to win this, that was nuts.
14:50 The 15% (300% with this mod) longer lasting resources SHOULDN'T affect the work-rate, only the drain-rate of the resource. In a normal game, a farmer can gather 115 food from a farm that only has 100, (meaning in 20x, a farm with 100 food provides 400.)
those trebs took 2.5 years to unpack. man i'd fire the lazy ass engineers :D
Great game. Loved the treb > organ > tarkan > treb mechanic
I love these longer videos like this that are just funny to watch and listen. The 20× is amazing. Perhaps you can get a mod to makes unit producing building produce two at a time for cost of one and then see how much chaos there would be. With constant flow of new troops as they die and replenish. Also imagen a game where no mater the civi you had acessing to faytorias lol
Blue coming back and holding on until the end was glorious. Well played.
Nah they were shit!
I love how this game turned into a WW I simulator and perfectly demonstrated why you do not cavalery charge into machine guns. 😃
1:02:20 shame how t90 clicked away from the warwolf attack on the ballistas
Those organs are insane!!! Great commentary, love the videos. Has helped me a lot, don't really play much but just faced 3 of my buddy's and they got swamped in all categories. Not that it means everything but was a long game lol
34:00 "I made it"
00:34:10 - I made it. GO RED!!
The Portuguese went straight past gunpowder and invented White Phosphorous
34:08 GUAPO MADE IT
Those scores are so funny
All the ones on dark age top score, the two on imp bottom 😅
Dude you gotta show when you told him it was a prank 😂😂
I would of have imagined line of sight to be the range distance the unit/building has.
the tarkan production line that green had at some points made me lose it
1:04:30 "Then we will fight in the shade!"
About half way through I was wondering why I was still watching. Just finished and so glad I did 😂
13:45 would be a great strat to assign the wood vills to the farm so they drop the wood then put them back on wood and repeat to keep vills chopping without gaining the wood
13:30, meta strats, he could swap out his farmers with his lumberjacks so they are constantly deleting their wood so they can keep chopping. You don't need the wood and you have nothing else to micro at that time.
Someone make 10 hour Tarkan Thump ASMR so T90 can sleep at night
I made it to where the red snail grew legs finally. Gotta say it was such a shame those trebs were totally forgotten about until the end, but at the same time it allowed the game to end sooner intentional or not, so it wasn't all bad per say.
id love to see another of those games. hilarious and technical.
This is the roster i want to see:
Britons, Ethiopians, Vietnamese for machine gun sniper archers and seige
Aztecs, Burgundians and Chinese for a VERY strong economy
Lithuanians and Huns for the early food and no houses just to make it a fun start.
50+ range, 600hp+ archers shooting many arrows per second!
As kid i always dreamed of forest nothing
Tc cost no wood ... well jeez thats usfull
At 34:13 a truly magical thing has happened.
Honestly, I feel that some things shouldn't just be simply scaled up.
Either the Mayan eco bonus needs to be changed for this mod (eg: workers drop off +100% resources) or it needs to be reduced to more sane levels.
I also feel that the villager bonuses like the Mayans and Chinese could be reduced to 5/10, in exchange for removing the cost.
I typically just pick one of the most recent uploads when I’m in the mood to watch some AoE2/T90, but the past 2 days or so the algorithm has been suggesting (i.e. placing at the top of my home page) some of his older videos (“older” meaning anywhere from 4-5 months up to 2 years), and I’ve gotta say they’ve all been absolute bangers thus far. This one was definitely one of the most entertaining games I’ve ever seen - maybe even THE most entertaining.
I got super hyped the first time it looked like blue might steal the win, but I thought for sure that would be his one and only chance, so when green finally took out the mass of organ guns and recaptured the center monument I felt, I dunno, roughly 99.8573% sure that was the end of any dramatic tension; surely green’s virtually infinite supply of resources would allow him to cruise to victory, right? And to be fair, it could and maybe should have - but wowee what an epic ending. I’ve definitely never seen such a nail biting finish in this game before - in fact, I’m pretty sure this was the first time I’ve been as engaged with and excited by any sort of competitive video gaming as I typically am when watching real sports.
Did anyone else notice the siege elephants having -2/+2 armor? around 58:39
Teal could've deleted one Farm in the Dark Age to build a Lumbercamp to drop-off the wood, delete it again and build back the farm, just so he can keep chopping wood and try to open more space instead of waiting. he had 190 wood in hand, and iirc he would probably spend 200 wood doing this, so -10 wood for possibly more space in a forest nothing game should be pretty worth it
40:39 t90 explains saracen stonk market
All the people who choose to spec into melee units should really bring some splash damage seige units to clear trees before an engagement.
On minute 43:39 after Shulker says fetoria is broken af. At that point, his score is going up like Khmer food goes up! WOW. As soon as I saw the fetoria angle, I picked Shulker to win. I could be wrong, but that is my pick as of this moment because he can build multiple fetorias and he will easily have more resources than everybody else.... unless somebody defeats him and converts his fetorias to steal their power for themselves.
Oh, at 44:6 now and T90 said everybody can make fetorias... that changes things. So maybe he who builds the most fetorias wins?
34:11 :"I made it!"
Dude 😂 I saw the thumbnail and Oh no'd for a solid minute.
This can't be anything but distilled disaster.
I made it. I love seeing the whole story unfold, why would I ever skip?! For me its a nice introduction for the players to see them chop wood the first 30 minutes.
So many upsets in this game. Almost everyone got to have some time as the top dog.
First Guaapo on top with the intact town center.
Then flintmistro with the 4x farm strat.
Then Shulker with the feitoria.
Then MaxPower with the tarkans.
Then peter with the organ guns.
41:19 How exactly market prices work? With hundreds of thousands of gold, you can literally go FULL BUY mode!
How much you can screw up the market prices for the other players? :D
is there a limit on how bad the price can be?
Didn't think anything could get me as disappointed as I felt when green just forgot to win the game with the trebs in the end
HE FUCKING MOVED WHEN THE TREBS WERE ABOT TO SOOT ON THE BALISTA ELEPHANTS
We really need a pro game with these settins
those skirms deserve lord of the rings music fr
The start was a bit brutal but once it got going this game was incredible. Also has someone told the Viper about those organ guns? Sweet mercy
1:02:20 Moves away right as the treb fires...
Shulker's score goes brrrr 42:00
What a massive wiff from Green not to use the trebs at the end
Crazy bad luck to get Mayans and not Celts in this. Huns was a nice get. Teutons was a nice catch for the farm bonus. Portuguese rocks for the gold discount.
Basically should be all units zero gold cost, free farms for infinite food, a map full of wood, and never getting housed. Means every unit should basically be limited only by how fast they can be produced.