Mule cart vs lumber camp face-off (AoE2)

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  • Опубликовано: 30 сен 2024

Комментарии • 235

  • @Haspen89
    @Haspen89 10 месяцев назад +73

    Mule Cart has cute animal with it, so it wins, at least my heart.

    • @nicklindberg90
      @nicklindberg90 10 месяцев назад +8

      And you can snack on that mule if the times get real tough

    • @SIGNOR-G
      @SIGNOR-G 10 месяцев назад +7

      BUT WAIT! The mill has a mule too working inside!

    • @jamesjiao
      @jamesjiao 4 месяца назад +1

      @@nicklindberg90 They absolutely should make that an option! lol

  • @twinsen1949
    @twinsen1949 10 месяцев назад +541

    Since they don't occupy pop space, what happens if at the very late game you just send 300 mule carts along with your soldiers to the enemy base? Just overflow the enemy base and at the very least bother the enemy farmers, forcing your opponent to collect inefficiently or surrender.

    • @MarcelVos
      @MarcelVos 10 месяцев назад +443

      If you have 30000 wood floating you should be able to win regardless lol

    • @therealpuzzlecube3123
      @therealpuzzlecube3123 10 месяцев назад +70

      @@MarcelVos why hello there, love your RCT videos.

    • @Bzhydack
      @Bzhydack 10 месяцев назад +138

      Someone needs sugest this to Viper as new potential troll strat 😂

    • @Predator20357
      @Predator20357 10 месяцев назад +9

      @@MarcelVosTrue about that lmao

    • @Hovezipwn
      @Hovezipwn 10 месяцев назад

      why does this have so many likes? its dumb beyond imagination

  • @javierramos185
    @javierramos185 10 месяцев назад +93

    the mule should have a key to fix it on the ground as well as the trebuchets, so that it does not get stuck when ringing the bell or moving it by mistake with the villagers

    • @ObiwanNekody
      @ObiwanNekody 10 месяцев назад +4

      This is a decent QOL option.

    • @daarom3472
      @daarom3472 10 месяцев назад +2

      don't ring the bell, ever ;-)

    • @javierramos185
      @javierramos185 10 месяцев назад

      My friends tell me the same thing but at the beginning of the game it is useful for me to deposit food, he fact that the mule also moves is a kick in the testicles@@daarom3472

  • @ignatmiroshnichenko6370
    @ignatmiroshnichenko6370 10 месяцев назад +11

    That's cool and all, but how does mule cart affect forest nothing 256 tech speedruns?

  • @akaMaddy
    @akaMaddy 10 месяцев назад +94

    Seeing mule carts reminds me about Age of Mythology (even though there are ox carts, not mule carts) I want to get my hands on AoM: retold so bad... 😱😅

    • @micahbush5397
      @micahbush5397 10 месяцев назад +4

      Hopefully they'll have soldiers that actually make use of their shields and hold their spears in a believable manner.

    • @bristleback3614
      @bristleback3614 10 месяцев назад

      (overpowered Atlantean citizen join the chat)

  • @WWFanatic0
    @WWFanatic0 10 месяцев назад +20

    I feel like a castle age test is important here. That's often when your wood crunch really hits and it also allows an easier comparison as there's no techs missing. Also to see how it compares against civs that lack two man saw but arent the Celts.
    Something else to think about is mule cart vs no replacement camps, both representing a sort of fire and forget kind of deal. Attention is limited and time you're checking wood lines to see if lumber camps need rebuilding is time you're not spending other important things. Most players aren't being optimal in camp replacement because you'll forget and if you are being diligent that has its own tradeoffs.
    Put another way, a Georgian mule cart with no church will bring in about 3% more wood than a civ with two man saw given the same amount of attention. In order for that civ to flip that equation they need to invest time in rebuilding camps. If you assume a split difference here (since players rarely rebuild camps at exactly the optimal time and distance) then Georgians have about the same resource collection despite not having a 500 cost upgrade and the impact begins immediately.
    Also correct me if I'm wrong, but the cost of two man saw wasn't included correct? Now that part gets trickier since you'd have far more lumberjacks than what we see in these tests, but it's still a nontrivial upgrade at 500 resources and takes 100 seconds to research, further delaying the time until they'd have net overtaken them. It also means the Armenians are absolutely cracked in the late game having about 24% more collection over a generic civ with all upgrades for the same attention.

  • @misteral9045
    @misteral9045 10 месяцев назад +51

    Pro tips from an AOM player: use mule carts offensively to bodyblock while fighting off raids. Think of it like a vil who can't fight back but is very tanky. Against archers of course you can run and relocate for free. Also the key to a mule cart economy is extreme flexibility. At any moment you can switch all your lumberjacks to miners or etc, for free, and also switch back. This is held back a fair bit in Aoe2 since mule carts can't collect everything (it should at least be able to do all "natural" resources including fish and berries, farms can stay at mills and TCs), but the flow of eco timings will be a bit more toward large batches of resources as your bands of vils + carts efficiently roam around rather than trickles that get built up around infrastructure.
    Edit: oh and the tactical advantage is that if you have great scouting, you can just preemptively avoid the enemy so your army doesn't have to come home.

    • @llSuperSnivyll
      @llSuperSnivyll 10 месяцев назад +6

      The idea of tanking might not be so viable with the latest patch as units will give Mule Carts a lower priority.

    • @misteral9045
      @misteral9045 10 месяцев назад +2

      @@llSuperSnivyll That's to prevent mule carts being used like rams en masse against ranged. Offensively body blocking means forcing the opponent to fight you. The primary goal of early raiding is disruption; poking then running away, being annoying. Because early game units/raids aren't that much more powerful than vils and are usually outnumbered, so that's the most effective thing to do with them. In a straight fight you might kill a vill or two, but was that worth two militia, or three scouts or so. The opponent can't micro as well with a mule cart in the way. It's like quick walking but the foundation can't be blocked by enemies.

    • @konradpyszniak976
      @konradpyszniak976 10 месяцев назад +1

      I can already imagine future masterpeaces made by the Viper

  • @DanyalSarfrazAli
    @DanyalSarfrazAli 10 месяцев назад +35

    man the amount of work this guy puts in his videos is amazing...

  • @rocwolfe2674
    @rocwolfe2674 10 месяцев назад +17

    im curious which civs would benefit the best from converting Mule Carts?

    • @Shadowscreemer
      @Shadowscreemer 10 месяцев назад +7

      I'm not sure if at that point they'd be of much use. As the test with Georgians showed, without two-man saw you'll be behind anyway. Also, I'm pretty sure you'd need redemption to convert them anyway, so that blocks 18 civs right of the bat (including Celts). Risking a monk to get a small advantage in wood collection in castle/imperial age is not something i see benefiting you in the long run.
      But I'm also curious how having mule carts instead of camps would impact other civs. Mongols could be potentially pretty funny if they had access to it.

    • @ArariaKAgelessTraveller
      @ArariaKAgelessTraveller 10 месяцев назад +1

      It's useful in low elo where player dont micro as much regarding hunting boar or deer

  • @Djturd64
    @Djturd64 10 месяцев назад +37

    A small advantage the mule carts have over a lumberjack is that if you were to be towered. Simply moving away and not having to rebuild a lumberjack saves you a lot of wood

  • @thomasjunker5415
    @thomasjunker5415 10 месяцев назад +8

    I’d be willing to bet on the mule cart winning in a head to head race, that’s for sure xD

  • @StealthySpace7
    @StealthySpace7 10 месяцев назад +77

    I thought they were going to be much more powerful than they actually are. I can say I'm pleasantly surprised

  • @cleanerben9636
    @cleanerben9636 10 месяцев назад +12

    I have to say the camps are surprisingly not as broken as I thought.

  • @Walterthefriendly
    @Walterthefriendly 10 месяцев назад +11

    Great video! I definitely don't push deer, so it's an early food bonus for me!

  • @didierrenard9572
    @didierrenard9572 10 месяцев назад +4

    Sorry SotL, can't remember if you addressed it in a past video, but how would Bohemians fit into this wood collecting ladder? Given that most of the wood collecting time is taken by walking and Bohemians have the fastest moving villagers in the game, I imagine that they could dispute maybe something more than beating the generic civs being that they also have all good upgrades, probably making them better than Georgians in the late game? But I wonder how they compare to Celts, mostly, as I don't think that they'll get close to Armenians.
    Also, I'd did an honorable mention to Burgundians with their one-age-early eco techs (and discounted price) that surely boosts the wood collection significantly!
    Bonus track: Bohemians get redemption, so... Bohemians with a mule cart sound pretty strong!

    • @konradpyszniak976
      @konradpyszniak976 10 месяцев назад +1

      I havent tested it but to convert a building you need to get close. Mule cart is mobile so it would escape before that

  • @MattRoszak
    @MattRoszak 10 месяцев назад +5

    The mule cart is fun to scout with on nomad maps too.

    • @El3andro
      @El3andro 10 месяцев назад

      I did that twice in the past and both times lost it to enemy TCs because none alarm sound was played. Feels bugged

    • @kane_lives
      @kane_lives 10 месяцев назад

      @@El3andro Turns out you have to micro in this game, who woulda thunk it?

    • @Phronesis1037
      @Phronesis1037 10 месяцев назад

      @@El3androI mean early in the game it would take considerable amount of time to destroy it.

    • @El3andro
      @El3andro 10 месяцев назад

      @@Phronesis1037 surprisingly it took the TC only a few shots, it goes down fairly quickly to TC fire.
      At least the last game my mule cart managed to survive. I watched it much more and there simply weren't any enemies close by ;-)

  • @KaneCold
    @KaneCold 10 месяцев назад +2

    you could say some are still muleing over this question, while others a pretty encamped

  • @devangnivatkar2649
    @devangnivatkar2649 10 месяцев назад +12

    IMO Mule Carts should cost 20 Food 80 Wood i.e. -20 Wood compared to right now, but same total resource cost as Camps

  • @cryxibus
    @cryxibus 10 месяцев назад +8

    Huns, Mongols, Cumans, and Tatars should get the Mule Cart, too.
    They should also have a Livestock Pen that replaces the Mill and be able to automatically train and fatten herd animals at the cost of wood (to replace farms). 🙃

  • @MaximusOfTheMeadow
    @MaximusOfTheMeadow 10 месяцев назад +4

    Excellent video!
    Also goes to show that Celts really need not just wood upgrades but handcard and wheelbarrow for thair wood bonus

  • @fran3ro
    @fran3ro 10 месяцев назад +3

    The fact that you don't have to spend wood in new lumbercamps is being understimated.

    • @Phronesis1037
      @Phronesis1037 10 месяцев назад

      Yes, also we need to talk about more lumbercamps and more lumberjacks. Armenian lumbercamps are the best though that is unmatched.

  • @timlewis5527
    @timlewis5527 10 месяцев назад +1

    A lot could be learnt from how top level age of mythology players use there ox carts. Hunt is something that becomes a heap more efficient for one. Also in late game to overcome the low hp of the ox carts maany players just send 2 to vulnerable wood lines

  • @malikshabazz2065
    @malikshabazz2065 10 месяцев назад +5

    great stuff! thanks for making this great coverage of my favorite RTS :-)

  • @u9vata
    @u9vata 10 месяцев назад +10

    One cool thing not mentioned here to the full extent is to be able to change between resources more easily. Basically hunt, wood, gold, stone all can be changed as mule cart speed is vill speed so just go with the vills to the other res. This gives more tricks available to pull off when doing early game build orders (like all on hunt, then on wood - etc.)

  • @argiedude3762
    @argiedude3762 10 месяцев назад +3

    The Age of Mythology mechanic for the Nords! I love it!

  • @Sianistic
    @Sianistic 10 месяцев назад +6

    something forgotten in this is also that Mule Carts replace building new Mining camps for additional Stone/Gold

  • @benyoung8985
    @benyoung8985 10 месяцев назад +2

    I love the thumbnail, love all your videos, keep up the great work!

  • @kemosonicfan123lbp
    @kemosonicfan123lbp 10 месяцев назад +1

    Celts being dethroned feels wrong

  • @ethribin4188
    @ethribin4188 10 месяцев назад +1

    What this taught me is that, the difference between all setups is minor.
    Except celts in the early/mid game, and armenians in post imperial.
    Everything else hovers around a +/- 5%.
    Which matters a lot for high skill compeditive, bit only limitedly for casual or lowskill compeditive.
    Most important though, replace your wood camps every 1-2 tiles!
    Otherwise youre effectivly playing with a handicap.

  • @glowinthedarkent
    @glowinthedarkent 10 месяцев назад +1

    Would it be better to test with just 1 or 2 vils to minimize them running into each other? Or is them bumping into each other an important part of testing?

    • @timbawden2577
      @timbawden2577 10 месяцев назад +1

      It makes the test more similar to a real game scenario I think to have them bumping

  • @Matt..S
    @Matt..S 10 месяцев назад +9

    Anyone else noticed how grouped units suddenly stop moving when setting a waypoint? Just stopping after a few steps and remaining clumped up without facing any obstacles that would cause them to get stuck. Pathing gets worse and worse with every update

    • @Mystikan
      @Mystikan 10 месяцев назад +2

      Not to mention the infuriating trait of a group of units when you direct them forward, turn around and move half a dozen tiles BACKWARD and then walk in circles to form up. It 's driving me insane. When you go back and play the old HD edition the pathing is so much smoother and more efficient. The devs need to go back to how they were doing it before because the new pathing algorithm is horrible.

    • @galliman123
      @galliman123 10 месяцев назад

      New patch will address all this

    • @valger3652
      @valger3652 10 месяцев назад +1

      It's not a pathing issue, it's a bug that already existing at least few month. Need to select and move units 1 by 1, usually it works.
      After last patch pathing feels better tho, but still for ex. on arena vils or units tasked to move outside , instead moving through the gates - decides to go to dead end in woodline and stuck there.

    • @Matt..S
      @Matt..S 10 месяцев назад

      @@valger3652 I have been playing again for a month now (campaigns only), several games a day. Never happened once until the last few days.
      Your fix does work though, although I found it out myself during a game, where two masses of cavaliers just completely froze, even the animation was stuck. several smaller groups were then able to "untangle" them, because the full group (40-60) was completely immobile

    • @Matt..S
      @Matt..S 10 месяцев назад

      @@Mystikan Love that! Mmmmhh "Hero unit X must survive" Oh, better move him to the front line of the enemy so we can get into formation. Same with siege units inside groups, always get teleported to the front.
      DE. trade better graphics for game breaking pathing.

  • @Davtwan
    @Davtwan 10 месяцев назад +1

    Now all the new players can break their wood-floating records with the Armenians!
    Also nice callback to your video about refreshing lumber camps.

  • @inductivegrunt94
    @inductivegrunt94 10 месяцев назад +7

    Between a structure that can't move vs a slightly more expensive, yet mobile, general resource drop off point.
    Both have their advantages and disadvantages, but I'm fine both and are accustomed to them.
    Not spending wood on additional lumber camps is probably my favorite positive for the Mule Cart.

    • @roguebanshee
      @roguebanshee 10 месяцев назад

      You don't just save (future) wood, you also save construction time which in turn means more time spent chopping lumber for the villagers.

  • @yenerkorkmaz4272
    @yenerkorkmaz4272 10 месяцев назад +2

    Impressive work as usual, thanks man

  • @atoucangirl
    @atoucangirl 10 месяцев назад +1

    i don't think they should get buffed, as that would make giving them to new or already existing civs more dangerous. instead buffing the currently very weak early game of the new civs should be the priority

  • @Yaireify
    @Yaireify 10 месяцев назад +1

    Question: Does the 200 wood for the church have a bigger effect on the efficiency the shorter the measured time?
    I just felt like changing to 40 minutes for the second test would leave the Georgians & Church looking slightly better than it is.
    Maybe I'm wrong or you accounted for it and I missed it.

  • @swisstravellearth6232
    @swisstravellearth6232 10 месяцев назад +9

    Love your work!
    And I love the way you structured that one disadvantages first, the pros and than your huge comparison test showing all information well organized, simplified and summarized! Simply an awesome splittscreen visualized showdown.
    Since Celts are not a top tier civ anyway, it might be reasonable to increase their carry capacity for lumberjacks. Please some love for all the alltime classic civs - Persians being a perfect example of a nice ovehaul to make classic civs feel more 2023 than HD…
    One side note / question after how long a new church would be needed?

    • @Nazuiko
      @Nazuiko 10 месяцев назад +3

      rather than carry capacity, id argue for an increased collection. As in, for every 6 wood they take from a tree, they bring in ~7.

    • @swisstravellearth6232
      @swisstravellearth6232 10 месяцев назад

      @@Nazuikoi like that one. Feels really like 2023

    • @Muenni
      @Muenni 10 месяцев назад

      Hmm, that would amount to an actual +16.7% until two-man saw, with wood lines and camps lasting as long as for generic civs. Sounds strong, but maybe fine for the Celts?

    • @jasv49
      @jasv49 10 месяцев назад

      or just give em 2 man saw

  • @tomascostanzo3673
    @tomascostanzo3673 10 месяцев назад +3

    In the near future, Devs will probably rethink the idea of the mule cart and may also grant other civs access to it. It's just a fine idea.

    • @andrzejnadgirl2029
      @andrzejnadgirl2029 10 месяцев назад +3

      Frankly it seems that mule carts are rather fine as it is already. Some small polish might be needed but that's it.
      The biggest factor with them when adding to civs like Mongols is just that deer hunt bonuses with cart could be OP so probably bonus for hunt would need to be tuned down when combined with the cart

    • @papermaniac
      @papermaniac 10 месяцев назад

      If any cumans may have it and i think that's it i don't see other civs getting it. If the mule cart need a buff they shoeld be enable to garrison 5 Villagers inside and getting a slight speed boost when doing this Just to adress their defensive disadvantage a bit

    • @kane_lives
      @kane_lives 10 месяцев назад

      @@papermaniac Lol, this is the most insane take I've seen so far. That would make you be able to take all the deer on the map with no risk essentially for free, since no way you'll die to small feudal armies until you get back to the TC.

    • @papermaniac
      @papermaniac 10 месяцев назад

      @@kane_lives most maps does not have a lot of deer Just one sometimes two herds. And maps that do have lots of deer are usually very open maps where retrieving villagers or mule carts to a defensive building is not always an option

  • @robdillenger4763
    @robdillenger4763 10 месяцев назад +1

    As a Mongolian enjoyer, I would LOVE to see Mule Carts added to the civ, but it might tip them into OP territory. I love their hunting bonus, which is already very good especially in the dark age, having that with little/no travel and easy forced drops could lead to some insane advance times. And between the Mangudai and strong Siege, (I find) they're usually pretty wood-intensive.

    • @Phronesis1037
      @Phronesis1037 10 месяцев назад

      It could be %50 more expensive for them :) but also provide +5 pop space?

  • @JD-qq8fz
    @JD-qq8fz 10 месяцев назад +1

    "Heat of the Moment" being capitalized in the subtitles made me laugh, and it's stuck in my head now

  • @Nic0ut1
    @Nic0ut1 10 месяцев назад +1

    this is some quality content, as usual

  • @DaftSpunky
    @DaftSpunky 10 месяцев назад

    Hey Spirit of the law, guys here

  • @Binarokaro
    @Binarokaro 10 месяцев назад +1

    Honestly the concept of a mobile building is fascinating. I'd love to see like, house carts or something. That'd be an interesting thing to give nomadic civs

    • @evanoktari2238
      @evanoktari2238 10 месяцев назад

      That feature already in aoe 4 for Mongol, doubt aoe 2 have that feature

  • @sacker987
    @sacker987 10 месяцев назад +3

    Spirit, do you ever think about how many faces light up with a smile when they see that you posted another video? 😊

  • @Michael-on3ku
    @Michael-on3ku 10 месяцев назад

    This video really signifies to me just how directionless AoE2 civs have become. The new civs just steal bonuses from others (if not outright supplanting them) as well as other games like AoM. I’m not saying that the OG civs should remain untouched or go unopposed, but as more new civs get added with similar bonuses, they actually start to feel less unique.

  • @jonsummers3453
    @jonsummers3453 9 месяцев назад

    With the December patch, wood gathering is now an additional 4% and 8% faster than before after lumber camp upgrades in feudal and castle age. In imp, you lose the 15% upgrade, so net 7% slower wood gathering in the late-late game. Overall, I think it is definitely a buff since you are saving on upgrade costs of two-man saw and benefiting also with faster stone and gold gathering. Also, in a post imp game, it just isn’t that important having higher wood gathering as it is earlier on.

  • @pierre-mariecaulliez6285
    @pierre-mariecaulliez6285 10 месяцев назад

    Who has the strongest villager ?
    Spanish : **huff confidently**
    Armenians : 'I can carry *14* farms on my own !"

  • @Zeoinx69
    @Zeoinx69 9 месяцев назад

    But what if Kelts Woololololo a mule cart! WHAT IF THEY WOOOO A MULE CART!!! XD

  • @tychozzyx9439
    @tychozzyx9439 10 месяцев назад +1

    Calling the Celt strategy in feudal age for converting mule carts for a tiny incremental bonus now. Definitely worthwhile to investigate

    • @Tudsamfa
      @Tudsamfa 10 месяцев назад +4

      Investigation at a standstill, cant figure out how to research redemption in feudal age. Began investigation on how to train monks in feudal.

    • @jasv49
      @jasv49 10 месяцев назад +4

      unfortunately their sheep bonus doesn't work on mules apparently

  • @Bibblesworth
    @Bibblesworth 10 месяцев назад

    Wouldn't a Castle age to Imperial age comparison have been better? The Georgian numbers for the mid-game is somewhat misleading since you can't even make the fortified church in Feudal age, unless this is meant to represent a point in castle age before you've researched your castle age wood tech.

  • @MasterSonicKnight
    @MasterSonicKnight 10 месяцев назад

    wow i thought the mule carts would just completely steamroll over lumberjacks, but they're reasonably balanced in comparison, especially early in the game, and well georgians might not need to rebuild lumberjacks, but they need to rebuild churches lmao
    armenians got the good end of the stick

  • @konradpyszniak976
    @konradpyszniak976 10 месяцев назад

    When you tested the wood collected from 1 tile lumbercamps, did you include the 200wood cost to replace them?
    If not then real difference should be even bigger

  • @GraveUypo
    @GraveUypo 10 месяцев назад

    you haven't mentioned the biggest advantage: it's a building. so you can build 500 of them and attack the enemy with a 700 strong army!

  • @william421
    @william421 10 месяцев назад

    Need a scrub version of the video where everything is compared to forgetting to move your lumber camp up, cause that's my life.

  • @Kaaxe
    @Kaaxe 10 месяцев назад

    I find rather that there is CONSTANTLY a villager stuck because of the cart

  • @clairespivak2953
    @clairespivak2953 10 месяцев назад

    Good analysis, but some of those transitions hurt my eyes. The vils being ever so slightly off as it shifted made them look blurry and my eyes couldnt focus.

  • @friendlyneighbourhoodsunwheel
    @friendlyneighbourhoodsunwheel 10 месяцев назад

    Question here do you think we should give the mule cart to steppe civilisations?
    Just to represent that they are more nomadic and prone to wander.
    Also a novel idea what about a house that's mobile in the form of a tent setup for the Huns to lean into the migration identity. Rather than just no houses.

  • @almilux
    @almilux 10 месяцев назад

    we win i am almilux follow me, do yuo remember mi we play 10 minutes ago.

  • @swisstravellearth6232
    @swisstravellearth6232 10 месяцев назад

    Both new civs have a weak start according to aoestats. How about make the mule count as an alternative for 2 required dark age buildings.

  • @FriendlyDirt
    @FriendlyDirt 6 месяцев назад

    They 100% can be used as a wall as long as you do it right. Just make sure you don’t move them when they get attacked

  • @danehopwood4198
    @danehopwood4198 10 месяцев назад

    I think this combined with Armenian win rate really shows the unimportance of late game eco boosts in comparison to late game military strength.😊

  • @MrTamagotchiii
    @MrTamagotchiii 10 месяцев назад

    Back in school I did never understand what math was good for, so I didnt care and always had bad grades. I wish u were around back then.^^

  • @TheCainak
    @TheCainak 10 месяцев назад

    Have you considered a career in management consulting Spirit of the law??

  • @thebomber11
    @thebomber11 19 дней назад

    Can you instruct your mule cart to guard a villager that is cutting wood? so it was always move closer as the wood gets cut?

  • @fourthknower9831
    @fourthknower9831 10 месяцев назад

    I still think that historically nomad civs should get mule cart as well. Mongols and Huns for instance

  • @minikawildflower
    @minikawildflower 10 месяцев назад

    The blue "set and forget" lumber camp looks suspiciously like one of my bases 11

  • @MajesticOak
    @MajesticOak 10 месяцев назад

    What do you mean there's a way to just select eco units? I didn't know this for over 20 years!

  • @andrewberrocal2281
    @andrewberrocal2281 10 месяцев назад

    Mule carts are effective when I don’t feel like spending on infrastructure. More so in contested unstable territory

  • @EJPBDK
    @EJPBDK 10 месяцев назад

    What about the other resources a mule cart can receive? How good do they compare to mining camps and are they useful or convenient when it comes to food from boars and deer?

  • @AnakinTheWeird
    @AnakinTheWeird 10 месяцев назад

    Will this video get remade when all the pathing/selection issues get bugfixed out?

  • @rikosakurauchi7161
    @rikosakurauchi7161 10 месяцев назад

    The problem of Mule Cart are cost food earlier this hinder early economy of start since food are important at early game.

  • @Stelphy876
    @Stelphy876 10 месяцев назад

    Thus Armenians are probably a great archer civ and water civ!

  • @16vSciroccoboi
    @16vSciroccoboi 10 месяцев назад

    Armenians need a lot of wood to build a navy and relocate that navy to somewhere that isn't land locked

  • @Elavid
    @Elavid 10 месяцев назад

    This will help me the next time I'm deciding whether to build a mule cart or a lumber camp /s

  • @groundfloorminiatures2089
    @groundfloorminiatures2089 10 месяцев назад

    Nomdic civs getting mule carts would be super cool.

  • @benedictjajo
    @benedictjajo 10 месяцев назад

    Ah, aoe2 wood chopping, the most therapeutic sound.

  • @GabelhelmSogarbraten
    @GabelhelmSogarbraten 10 месяцев назад

    Turkish players be like:
    What armenians? There are no armenians there never have been armenians, armenians are a conspiracy theory!

  • @programmer437
    @programmer437 10 месяцев назад

    The mule cart slaps on mangrove jungle since it can walk on water

  • @dragcot9677
    @dragcot9677 9 месяцев назад

    I am curiouse about what would happen if celts convert a mule and use it

  • @hatimzeineddine8723
    @hatimzeineddine8723 10 месяцев назад

    but how good are mule carts on forest nothing? can you fit one in your starting area as armenians?

  • @danielalejandrobarramartin5193
    @danielalejandrobarramartin5193 10 месяцев назад

    Mule carts mobile wall and bows/skirm 😅❤

  • @gamesandstuff127
    @gamesandstuff127 10 месяцев назад

    More nations should get the Mule, like the Huns and the Mongols.

  • @diaphilm
    @diaphilm 7 месяцев назад

    Is this a new feature or have carts always been able to collect resources in AoE ?

  • @draftur
    @draftur 10 месяцев назад

    alt+drag to select eco units... you what??

  • @remimk
    @remimk 10 месяцев назад

    I don't even play this game I just love all the math 😭

  • @flakstruk-8481
    @flakstruk-8481 10 месяцев назад

    All civs should have gotten mule cart.

  • @bugfeatures
    @bugfeatures 10 месяцев назад

    Yes, water is wet, and now you know exactly how wet

  • @victorhernandez7736
    @victorhernandez7736 10 месяцев назад

    I simply love you, please never leave us.

  • @jhonylg4045
    @jhonylg4045 10 месяцев назад

    After seeing this in depth comparison i thruly believe that all the nations that dont have «Two Man Saw» upgrade should have the «Mule Cart». They could make the more "Nomadic" civs have the «Mule Cart» as standard and dont have acces to the «Two Man Saw», and the other civs should be the other way arround. I believe that some could even have both the lumber camp and the «Mule Cart», but never the «Mule Cart» and «Two Man Saw» combo. (that would be broken probably lol)

  • @cauchyschwarz3295
    @cauchyschwarz3295 10 месяцев назад

    Celts need to get two hand saw to protect their identity

  • @smuchapreciated1959
    @smuchapreciated1959 10 месяцев назад

    Hi Spirit of the Law. I really enjoy your videos. You are so good at presenting differences in how stuff works in aoe2 . But I see in important topic that you have not yet covered. . The issue is that many people and even the pro players, when they get / pick armenians and georgians and have mule carts, I see that they still, probably out of habit, push in the deer in to the TC, and that confuses me, as the mule cart is the perfect tool to not have to push deer.
    There are many aspects to this. Using the scout to push deer delays scouting. Many times deer path in weird ways and you have to start over. Would it make sense to have 3-6 vils + a mule cart go to the initial closest pack of deer and hunt it before sending them to gold or wood? Would it make sense to allocate same team to just continue hunting all over the map unit they can find no more deer? Is it more efficient than just sending them to farms? I would love to see an in depth video about this topic :D Hope you make it. thanks anyways for all the great videos you do . All the best!

    • @MajesticOak
      @MajesticOak 10 месяцев назад +1

      It's only been a couple of months so chances are many players are still in the adjusting phase (especially higher lvl players, who have a lot more institutional memory to deal with).
      Also of note AOE3 doesn't have drop off sites, which allow villagers to roam all over the map to hunt the huntables. The downside of that is they're easier to get out of place and open to enemy raiding/agression.

  • @Only1Tobius
    @Only1Tobius 10 месяцев назад

    Me not realising you can press alt to select only eco units…

  • @benstapley6077
    @benstapley6077 10 месяцев назад

    There is one more advantage to resource collecting buildings have over to mule cart, but it is very hard to quantify. Map vision. Even after a building is no longer being used to collect resources, it still provides map vision coverage. I can recall several experiences where a building I made the the early game tipped me off to a sneaky raid or flank attack, and I would not have had that tactical knowledge without the vision of the building. Again, it is really hard to quantify, but it is an advantage.

  • @Narguhl
    @Narguhl 10 месяцев назад

    1 View.
    28 Seconds ago.
    Me:
    OMG! Finally! A mathematics video to procrastinate!

  • @Jerad2142
    @Jerad2142 10 месяцев назад

    I wish those eyes where on both objects for the whole video

  • @bameno6641
    @bameno6641 10 месяцев назад

    still, to buils new lumbercamps, is time

  • @GoranXII
    @GoranXII 10 месяцев назад

    The Mule cart might be weaker, but it can also move, and garrison, so it's by no means certain it will go down quicker than a standard camp. And that raises an interesting question, does it heal while garrisoned, the way villagers do?

    • @BayWa4eva
      @BayWa4eva 10 месяцев назад

      sotl showed that already - the cart heals very fast

  • @Tudsamfa
    @Tudsamfa 10 месяцев назад

    "I'd go back to choppin', but someone has to pet the mule from time to time"
    - stuck villagers, probably

  • @why_wait
    @why_wait 10 месяцев назад

    Spirit i think the other thing to remember is while stats on the same wood proove they are efficient i think that the bigger take home for me was that being super efficient building new lumber camps every 1 tile vs not bothering only led to a 4% efficiency. In games that are super close that 100 wood could possibly be used earlier to create a bit more pressure earlier on?

  • @thomas1644
    @thomas1644 10 месяцев назад

    I really don't like the mule cart in the early game, and I wish that Armenians and Georgians had the option to build lumber and mining camps if the player chose to