I just find that amusing how you spectated 30 actual games, just to collect some data. This is real effort into making videos, and i absolutely appreciate your work as a whole, and hope that you find joy in giving us every chance to become even slightly better players. Just thank you man. - An average and curious player
I was like this for a while, but I started to play again (in large part because of these videos) and it's so much fun. The ranked match-making system works really good. So even if you are no good, you will be facing ppl at your skill level ( after 10 games)
Yeah, but that could be just a graphical improvement. It could just look at if it is on a slope and if so, then show a different sprite. We already have greatly improved build and destruction animations for buildings, and sloping walls wouldn't be particularly complicated
I only wall the most direct route. Some games I don't wall at all. I'm no pro, but I am 1500 elo in 1v1. I do think walling is good, but some people rely on it too much, and I have won many games against people relying purely on walling
Usually I hate when people bring up political or semi-political things on purely non-political vids. But you did so humorously and non-divisively. Well done, fine yeoman! The big question now facing us is: What is the US's unique unit?
@@natee7683 We don't know. But the Imperial unique tech is "Second ammendment" which gives villagers the ability to use hand-cannons to defend themselves.
Short answer: small amount of materials per wall. Sotl answer: build time, resource collect time, hidden shenanigans, wall quality, wasted time, walking time, and map type
Also, build time in the other sense. I.e. _when_ you build, rather than how long it takes. If you build after you have lumberjack bonuses, it is relatively cheaper (because wood collection is faster), but might be too late...
6:40 thats me and the bois playing 1111111 We where wondering who spec our game yesterday 11! So funny to see our games being in your video. Rip the elephant spam q-q
My favourite thing about this is that the opportunity cost of "I could be doing something else more economically productive" (e.g., gathering resources) is also true of us building walls in real life. If I put up a random rustic-looking wall around my front yard to make it look pretty and / or keep out raiding scout cavalry I have to factor in the Spirit of the Law videos I don't get to watch / work I don't get to complete during that time into the equation.
Relics generate 30 gold per minute throughout the game, take no population space, very difficult to raid, no need to micro. Relics can be taken only after reaching castle age, when spending 100-200 gold should not be that big a deal. Always claim relics as soon as possible. In 1 vs 1 games, unless you're being rushed, or you're rushing the enemy, the first thing to do once you reach castle age is to start claiming relics. Each relic you claim denies your opponent of 30 gold per minute, while providing you with the same, so effectively, a relic pays for itself in 2 minutes. If you use the same monk to collect 2-3 relics, then that monk is like a corporate employee, who provides 10 times the value his company spends on him.
*Why is it wrong to attack the wall when you’re frustrated?* _The wall has never been anything but supportive._ *Why do cemeteries have walls and fences around them?* _Because people are dying to get in!_
Hey man, I grew up with this game in the early 2000s, and it had always had a special place in my heart, I'm glad to see that even 20 years later this game has gotten even better with the new editions and the DLC. I think what you do here is quite awesome and amazing, but you have essentially killed this game for me with all the math since I started watching your channel ... lol
@@unimportantcommenter4356 yea if you get loom you just collect 10 gold and then the rest of the gold cost comes from your starting resources, whereas the food will always be a resource you have to invest a lot more eco into collecting, as you're also gonna use it for feudal age. So in that regard, the food cost is the only significant resource to consider when making the militia.
I just realized that walls still look janky when built across elevations. Like at 2:44 I am surprised they didn't add sloping walls in Definitive Edition...
Your videos are excellent, I have seen almost all of them while we are in quarentine in my country. As a new player I am trying to learn and your videos are awesome for that propose, thanks for that. Could you also do a video about the best army composition? (Kind of how many of "x" unit, "y" unit, "z" unit, you need to have a balance "counter to all you may find" army). Great videos! Keep it up
2:20 While 1 house is stronger than 2 palisades, the perimeter grows geometrically with side length, so depending on how many attackers you have it can go down about as fast. (Testing in the scenario editor just now, against 3 scouts or 4-5 maa, a house is much better; twice as many enemy units and a house is no better, and you have pop to lose.) Good example can be seen at 9:30 in this Hera game: ruclips.net/video/bOZxlNsa1L0/видео.html
Should do a follow up where you measure the “cost” of being rushed... if you do zero walls but get rushed in what scenarios do you come out ahead? Eg. Get pushed off a tree line for 45 seconds, but don’t lose vils, would you be ahead of someone who walled to keep a rush out? That’s what I’d want to know
I don’t know how Spirit of the Law manages to upload a killer video every single time I’m hella hungover but I couldn’t be happier about it, biggest mvp 😻
Great video. Would love to see one on the different forms of trample damage if there's enough info and unusual interactions to make a whole video out of it. I've been trying out the slavs and had some real trouble killing a few beserkers with a bunch of my habls. Not sure if I understand how that damage and other damage sources (like certain elephants and cataphracts) work.
Not that it ever mattered but NZ fan here and love your content spirit of the Law! Might not be a popular opinion but I love the math related videos you put out. Keep doing you, hope you’re safe
Hey law we love you keep making content :) your my favorite content creator for aoe2 and 100% the most thourough in your testing. Id love to see more DE edition stuff but im happy with anything you produce. Keep up the good work man
4:30 But you did have a villager that had something to do almost right next to it? The vill that was walling the wall right on the other side of the forest :D So the only "wasted" walking was around the pieces of forest that did not need to be walled, but unless you have vills farming directly next to a wall tile, that might be a reasonable distance to walk for other random villagers to walk already (so unless you have archer raidable resource tiles you are collecting from).
Ah opportunity cost, we meet again... well played. Great video SOTL, my day always gets better when I see a new video by you. Plus always something new to learn :)
Recently, I've started building more palisade walls instead of waiting for Feudal stone walls and this has had significant benefits for me. The pros love and utilize palisades really well.
Great video as always! Some friends of mine just bought the game and we were trying different gameplay styles with the custom scenario maps. It would be really cool if you did another video about your favorites custom maps (I know you did one already, but with DE I think it calls for an update)
Very interesting! I never thought about the hidden cost of walling from the "lost" resources" not gathered by the villager. I would have liked some more analysis on using buildings as walls, and on using stone walls. Even though stone walls costs 2x and in stone, their hp is >3x, so the investment in the upgrade appears important. Specially since later techs increase the hp of the walls, increasing the worth. So essentially, making stone walls attractive all the time (as long as stone is available and castles are not priority lets say).
I also think it's probably a good idea to put your most important defensive reinforcement structures in parts of the wall less likely to be targeted, but ideally still somewhat central and forward for mobility.
the palisade wall has the theme of the Dark age, the Stone Wall has the theme of the Feudal Age and the Fortified wall has the theme of the castle age. Buildings that change their appearances up to the imperial age are the Town Center, The Market and the University. Towers also first appear from the dark age as the non-attack outpost in the dark age, the feudal age themed watch tower, the castle age themed guard tower and the imperial age themed keep. an additional assault tower called the bombard tower also gets unlocked after being researched from the university.
I'll keep this in mind especially when I decide to add a gate or two into my bases. With all of this in mind, gates are less efficient in terms of cost, build time and durability, but I still like having them with my walls for moving units to and fro the base.
@@Jacks_Suffocating_Nihilism not really. if you punch out 4 walls and replace you will have spent 16 wood and 49 seconds just on having a wall be there, and have extra travel time. you also have to micro a lot more for big troop movements
In some competitive RTS, building positioning to act as walls are integral to the game. A classic example would be starcraft broodwar terran on lost temple, where it is mandatory to close the gap with a barracks and supply depot. Neat and efficient walling techniques are part of any defense in AOE 2, and it is a mental challenge figuring out how to wall properly given map generation is random. Walling a bigger area might give you a larger space to expand, but it correspondingly takes up more resources and may make it harder to defend if your villager is too far away. They key here is opportunity cost as you have well mentioned and calculated. I would even dare to say, if you can counter military with military and react well, there is no need to palisade wall too much in dark/feudal age, and save villagers with quickwall techniques as needed. Wall what is needed at the moment, to secure wood and gold, and in castle age, expand safely with more Town Centres at strategic locations. Edit: Since we are on the topic of walling, you might want to cover quick walling techniques and how to efficiently make use of them. There is indeed a science to it, besides mechanical skill and reflexes. example: building a gate perpendicularly to a wall being breached by enemy archers support, stone wall vs palisade wall, stone gate to make an emergency effective barrier against a large melee force, walling to remove aggo from boar or kill boar, walling villagers under threat, walling to cut off enemy units, walling to trap enemy units, offensive walling to protect towers/siege units, so on and so forth, walling to preemptively protect villagers building castles/tcs/structures under possible threat.
Also, a top 5 or 10 of your best unique units would be amazing. And maybe a video saying with wich other normal/trash unit you can use complement the faults of each unique units and make a great combo. For example Konniks with long swords man that can kill pikesman!!
I have an idea for a new mechanic if they want to changes things up a lot. Make walls able to hold a garrison of troops, and have the capacity be determined by the length of the wall. However troops are evenly dispersed along the wall and may not be able to target the same enemy all at the same time. This will prevent huge sections of walls from being overpowered and still make towers useful for shoring up the defense of an area.
I have a hypothetical for you, how much would the game change if Palisades and Walls actually reduced incoming ranged damage? Say palisades reduced enemy ranged attack power by 15% and 30% for walls, maybe making Foritified Walls upgrade affect it. The wall would need to be in the direct path of the ranged attack, and the wall would need to be either OWNED or a FRIENDLY faction to apply the bonus to the defending unit. You could apply hidden stats to units that are naturally more inclined to Indirect style attacking like onagers, archers and trebuchets to make them slightly more effective in those situations.
you know a topic I would love to see covered is the economic impact on monk healing. Could be an interesting subject to to the math on though it would be pretty damn complicated to calculate the resource per second value of a monk and how it would affect combat situation
House walls are a brazilian special tech dubbed "favela complex", you can also use them to funnel people into tight corridors for diminishing the effect of numbers
I feel the opportunity cost of having the villager building the wall is slightly more complicated than explored. What could the player do with the extra resources from not building the wall? Perhaps a faster upgrade or something.
Agreed. This could be addressed with a full simulation using two scenarios on the same map seed - walled and unwalled - with the goal of fastest FC time. It's difficult to capture second-order effects with simple algebra.
Biggest cost of stone walling is now you have to mine stone or trade at the market to build your first two town centers. So wood for the mining camp, “idle” time collecting stone.
Is there a way to more efficiently queue multiple separate wall constructs with a single villager? After queueing all the walls, one must specify the order in which they are built, queueing each palisade individually. Otherwise, the villager will build the first palisade of one wall and then move onto the next wall and so on.
I think you should talk as well about the effects. example: How much res do you loose, if the scouts of your enemie kill 2 vils because you did not wall. And compare this with the cost in a period till early castle age where u have more tcs. so the vils dont count as much any morge.i know this needs a little more interpretation, but its the actually interesting question, as you dont wall because of itself but because you wanna avoid this loss of vils.
Hey spirit, thanks for all the videos recently! I would have a wish/idea for a future video. I find that often my economy is very one sided (e.g. 3000 wood but 500 food) especially in castle age and after. I was wondering if there is some perfect ratio so that the economy is balanced. Obviously I could just take 10 lumber jacks and build more farms e.g. but maybe there is a better more mathy way. Of course economy is also dependent on unit choice/amount of military buildings etc. Anyway greetings from Germany, keep it up;)
Surprising to not discuss the hp comparison between palisades, stone walls, and fortified walls. They cost more than palisades sure but the value of stone walls seems higher to me overall for their high hp.
Financial advisor Spirit of the Law here. Now ready your accountant calculators, paper rolls, fix your sun caps, and loosen your ties, and light your camels.
Hey Spirit, would you cover the subject of recovered ressources upon deleting a partially built building? Like, what are the expected percentages of refunds, and what do we get back from a DauT Castle?
250 resources in somewhat readily available wood and food in the dark and feudal age seems about right and also high value. A scout or archer push might only take few seconds to kill a piece of the palisade but it will provide a ping to you if you aren't watching and give time to move in defenses or evacuate villagers, easily saving the lives of 5 woodcutters or gold miners. Even a later knight attack in castle age still falls victim to the old palisade so definitely worth doing.
Could also make a video analyzing black forest walls and how much in total it costs / sets you back when you send 2 vills early to wall. (i know its a niche topic but so was the double H farming video and similar stuff xD )
I build usually 2 or 3 sections of my front wall with houses and a barrack. Then when I hit fedual the 1 or 2 workers if they are Still needing to get defences up I assign them to build Wooden walls. even feudal age agression if they swoop down with say 8 or 9 man at arms then walls will be taken down usually within 10 to 15 seconds which may not be enough time to get vills to house wall behind it. Also archers get through it within a min So if your reacting to it with skirms likely You didn't get enough to counter him.
Just a quick note the costs are even higher... since there are no opportunity costs included. As in if you wouldn't gather the wood but instead food you could have potentially made more villagers in time and those would have gathered resources on top of your building cost and time of creation wasted. Or instead of collecting stone for the walls you could have mined gold and built or upgrade stuff that either impacted your military or economy etc.
Hey guys Spirit of the Wall here
You made the first comment which actually counts as a comment.
underrated comment
In this video we'll be discussing laws
@@electricn0va "may i add that those laws are not written in stone but in wood as well*
Spirit of the Wall = Fatslob
I just find that amusing how you spectated 30 actual games, just to collect some data. This is real effort into making videos, and i absolutely appreciate your work as a whole, and hope that you find joy in giving us every chance to become even slightly better players. Just thank you man.
- An average and curious player
For real, hIs method is immaculate.
30 players in team games, so probably
4 games is the minimum he watched for 30 full walling players.
I love using houses as walls while playing the Huns.
wait what
Yeah, the Huns are technologically advanced with their invisible houses. 😏
How about goths?
You're right, Huns's housse a Nice and vers efficient, I love them !
They should put it available for walls or style purposes
I swear spirit of the law has the best intro on youtube. It’s wholesome and nostalgic, but also exiting and hypes me up
I love how I haven't even played the game in ages and yet I still always watch. It's just interesting stuff!
Yep I agree. I haven't played this game in weeks but still watch these religiously
Same here. Haven't played in years and always so happy about s new vid. So wholesome and fun
I was like this for a while, but I started to play again (in large part because of these videos) and it's so much fun. The ranked match-making system works really good. So even if you are no good, you will be facing ppl at your skill level ( after 10 games)
For a 20+ year old game it’s really amazing how much in depth the game can be and I’m very surprised how many people still play to this day.
I watch both SOTL and Mah-dry-bread. Never expected his comment here, It feels like finding an easter egg in a game 11
"Hey guys, Spirit of the law here, in this video we're gonna look at walls."
Probably the best opening sentence to any video on RUclips
Yeah, but that could be just a graphical improvement. It could just look at if it is on a slope and if so, then show a different sprite. We already have greatly improved build and destruction animations for buildings, and sloping walls wouldn't be particularly complicated
Imagine if he literally mean it
The real question is how much does not walling cost?
Answer: Usually the game.
You wall for peace of mind
@@stormrunner4081 Personally, I wall so that 6 archers don't appear in my woodline with no warning 12 mins into the game.
raiding party
I only wall the most direct route. Some games I don't wall at all. I'm no pro, but I am 1500 elo in 1v1. I do think walling is good, but some people rely on it too much, and I have won many games against people relying purely on walling
Walling is bad for me because I don't know how to defend it when they just attack my wall lol
So you are saying the US-Mexico border wall should incorperate houses, markets and stables?
Maybe a market for some scouting info in a team game....
The US are in Imperial Age already, so no need for those. Rather take some ICBM silos.
Usually I hate when people bring up political or semi-political things on purely non-political vids. But you did so humorously and non-divisively. Well done, fine yeoman!
The big question now facing us is:
What is the US's unique unit?
@@natee7683 We don't know. But the Imperial unique tech is "Second ammendment" which gives villagers the ability to use hand-cannons to defend themselves.
@@natee7683 The Karen
Nothing is more frustrating than when you leave a hole and the opponent just wall-tz into your base.
They thought it was a hole, but it was a maze
They expected to waltz in, but now they're playing a tower defense map
Nothing is more frustrating than _not_ leaving a hole, and then your lumberjacks make one without you noticing! 🤬
When you're Khmer, every house is a gate.
Instructions unclear, my scouts got trapped in my base.
Pacifist gates which discriminates non-civilians
House: Non-villager unit detected.
Not allowed through.
Access denied.
Only for Vils...
@@NaumanAsif Yeah, but as buildings are part of your walls, you can just produce units outside of your wall ^^
Short answer: small amount of materials per wall. Sotl answer: build time, resource collect time, hidden shenanigans, wall quality, wasted time, walking time, and map type
Not to mention how intently the ghost of Ghenghis Khan is staring at you from the corner of the room
Naptime!
Also, build time in the other sense. I.e. _when_ you build, rather than how long it takes. If you build after you have lumberjack bonuses, it is relatively cheaper (because wood collection is faster), but might be too late...
6:40 thats me and the bois playing 1111111 We where wondering who spec our game yesterday 11! So funny to see our games being in your video. Rip the elephant spam q-q
6:49 my beautiful base before the elephants came stomping in...
Somebody watching your game:
Expectations: Spirit Of The Law making new guide
Reality: T90 making new Low Elo Legends episode
@@ArsenalFootbal oof 11
My favourite thing about this is that the opportunity cost of "I could be doing something else more economically productive" (e.g., gathering resources) is also true of us building walls in real life.
If I put up a random rustic-looking wall around my front yard to make it look pretty and / or keep out raiding scout cavalry I have to factor in the Spirit of the Law videos I don't get to watch / work I don't get to complete during that time into the equation.
does your yard get raided often? what civ is you? consider building a castle
just hire some neighborhood kids to work as spearmen if ur that worried about ur yard
Consider setting up bear traps, especially around the end of October
Well this question seems to have an obvious answer, I bet Spirit will have a ton of interesting stuff to say about it.
you look familiar...
Hey Spirit, could you do a video on relics - and how important or not it is to get them/when do they start paying for themselves
Relics generate 30 gold per minute throughout the game, take no population space, very difficult to raid, no need to micro. Relics can be taken only after reaching castle age, when spending 100-200 gold should not be that big a deal. Always claim relics as soon as possible. In 1 vs 1 games, unless you're being rushed, or you're rushing the enemy, the first thing to do once you reach castle age is to start claiming relics. Each relic you claim denies your opponent of 30 gold per minute, while providing you with the same, so effectively, a relic pays for itself in 2 minutes. If you use the same monk to collect 2-3 relics, then that monk is like a corporate employee, who provides 10 times the value his company spends on him.
@@ayush885 Noice! Monk = cost of monastery plus cost of monk, in pure terms.
*Why is it wrong to attack the wall when you’re frustrated?*
_The wall has never been anything but supportive._
*Why do cemeteries have walls and fences around them?*
_Because people are dying to get in!_
Why was the wall arrested for sexual intimidation, it was naked and rock hard
Ba dum tssss
Boooo!
lol
stop it
just stop, people like u make me sick!
I started laughing at "Gates' Worth"
Hey man, I grew up with this game in the early 2000s, and it had always had a special place in my heart, I'm glad to see that even 20 years later this game has gotten even better with the new editions and the DLC.
I think what you do here is quite awesome and amazing, but you have essentially killed this game for me with all the math since I started watching your channel ... lol
"Did you wall?"
"NO"
"What did it cost?"
"Everything"
@5:50
"rush of 3 militia which cost a hundred and eighty resources"
Uhm, excuse me SotL but isn't that (60 food + 20 gold) x 3 = 240 resources?
True. What a derpy thing to say. I was only thinking of the food cost for some reason.
@@SpiritOfTheLaw Probably because gold is a cheap resource to come by in Feudal Age
@@unimportantcommenter4356 yea if you get loom you just collect 10 gold and then the rest of the gold cost comes from your starting resources, whereas the food will always be a resource you have to invest a lot more eco into collecting, as you're also gonna use it for feudal age. So in that regard, the food cost is the only significant resource to consider when making the militia.
Don't forget the opportunity cost of an early barracks!
Malay forced levy drush.
Opponents: Wait, that’s illegal!
I just realized that walls still look janky when built across elevations. Like at 2:44
I am surprised they didn't add sloping walls in Definitive Edition...
They still use the same old engine, just upgraded the graphics.
@@Calmarius The engine is extremely enhanced now tho
It seems like it wouldn't be a complicated addition either
Your videos are excellent, I have seen almost all of them while we are in quarentine in my country. As a new player I am trying to learn and your videos are awesome for that propose, thanks for that. Could you also do a video about the best army composition? (Kind of how many of "x" unit, "y" unit, "z" unit, you need to have a balance "counter to all you may find" army). Great videos! Keep it up
2:20 While 1 house is stronger than 2 palisades, the perimeter grows geometrically with side length, so depending on how many attackers you have it can go down about as fast. (Testing in the scenario editor just now, against 3 scouts or 4-5 maa, a house is much better; twice as many enemy units and a house is no better, and you have pop to lose.) Good example can be seen at 9:30 in this Hera game: ruclips.net/video/bOZxlNsa1L0/видео.html
Should do a follow up where you measure the “cost” of being rushed... if you do zero walls but get rushed in what scenarios do you come out ahead?
Eg. Get pushed off a tree line for 45 seconds, but don’t lose vils, would you be ahead of someone who walled to keep a rush out?
That’s what I’d want to know
Good idea. And how do you bounce back after getting rushed.
Thanks to SOTL now people understand the difference between accounting and economic cost.
What do you think about the argentinian guy who won a match by writing *"advanced to Castle Age"* in the chat 😂
HAHA WHAT
“Walls walls protect your balls.”
-Hera and his chat
In the Huns video: The saved wood from houses isn't that big of a deal.
Now: It's not cheap, have you calculated the lost wood in lAbOr?i
I don’t know how Spirit of the Law manages to upload a killer video every single time I’m hella hungover but I couldn’t be happier about it, biggest mvp 😻
Spirit of the Law, hands down you have the absolute most slappin' intro to your videos.
i realy like, that he always adds the time you use the villagers fore something else than collecting.
love your math
A really thorough look at another facet of the game! Great video, keep up the good work!
I like the HD segments of the classic intro
501st comment. What I remember most about the rise of the empire, was how quiet it was.
No one else will realize this was literally the 501st comment, but I appreciate the reference
Hey Spirit! Your AoE HD vids brought me here,
sooo glad you also covering DE now! Subbed!
Great video. Would love to see one on the different forms of trample damage if there's enough info and unusual interactions to make a whole video out of it. I've been trying out the slavs and had some real trouble killing a few beserkers with a bunch of my habls. Not sure if I understand how that damage and other damage sources (like certain elephants and cataphracts) work.
The moment when you realize you're having a rating of over 1700 elo thus spirit of the law maybe has inspected your play xD
Not that it ever mattered but NZ fan here and love your content spirit of the Law! Might not be a popular opinion but I love the math related videos you put out. Keep doing you, hope you’re safe
Hey law we love you keep making content :) your my favorite content creator for aoe2 and 100% the most thourough in your testing. Id love to see more DE edition stuff but im happy with anything you produce. Keep up the good work man
4:01
Having such a easily wallable map is everyone's wet dream.
I was waiting for this video, keep up the good work spirit.
4:30
But you did have a villager that had something to do almost right next to it? The vill that was walling the wall right on the other side of the forest :D
So the only "wasted" walking was around the pieces of forest that did not need to be walled, but unless you have vills farming directly next to a wall tile, that might be a reasonable distance to walk for other random villagers to walk already (so unless you have archer raidable resource tiles you are collecting from).
Ah opportunity cost, we meet again... well played. Great video SOTL, my day always gets better when I see a new video by you. Plus always something new to learn :)
Recently, I've started building more palisade walls instead of waiting for Feudal stone walls and this has had significant benefits for me. The pros love and utilize palisades really well.
I like building roman style field camps
7:56 8 villagers taking sheep a full two tiles from the TC, bold strategy!
I really appreciate the bit about alternative buildings for subwalling. House wall or barracks insert to wall to plug.
Great video as always! Some friends of mine just bought the game and we were trying different gameplay styles with the custom scenario maps. It would be really cool if you did another video about your favorites custom maps (I know you did one already, but with DE I think it calls for an update)
Villager: oh just cutting up this tree that will lead your base open.
I noticed you remade your intro with DE even the goth game plan has a more definitive grass, nice touch man
Very interesting! I never thought about the hidden cost of walling from the "lost" resources" not gathered by the villager.
I would have liked some more analysis on using buildings as walls, and on using stone walls. Even though stone walls costs 2x and in stone, their hp is >3x, so the investment in the upgrade appears important. Specially since later techs increase the hp of the walls, increasing the worth. So essentially, making stone walls attractive all the time (as long as stone is available and castles are not priority lets say).
I also think it's probably a good idea to put your most important defensive reinforcement structures in parts of the wall less likely to be targeted, but ideally still somewhat central and forward for mobility.
love your vids spirit !
the palisade wall has the theme of the Dark age, the Stone Wall has the theme of the Feudal Age and the Fortified wall has the theme of the castle age. Buildings that change their appearances up to the imperial age are the Town Center, The Market and the University. Towers also first appear from the dark age as the non-attack outpost in the dark age, the feudal age themed watch tower, the castle age themed guard tower and the imperial age themed keep. an additional assault tower called the bombard tower also gets unlocked after being researched from the university.
I'll keep this in mind especially when I decide to add a gate or two into my bases. With all of this in mind, gates are less efficient in terms of cost, build time and durability, but I still like having them with my walls for moving units to and fro the base.
Deleting and rebuilding one tile of palisade near working villagers is much safer and cheaper.
@@Jacks_Suffocating_Nihilism
not really.
if you punch out 4 walls and replace you will have spent 16 wood and 49 seconds just on having a wall be there, and have extra travel time.
you also have to micro a lot more for big troop movements
In some competitive RTS, building positioning to act as walls are integral to the game. A classic example would be starcraft broodwar terran on lost temple, where it is mandatory to close the gap with a barracks and supply depot. Neat and efficient walling techniques are part of any defense in AOE 2, and it is a mental challenge figuring out how to wall properly given map generation is random. Walling a bigger area might give you a larger space to expand, but it correspondingly takes up more resources and may make it harder to defend if your villager is too far away. They key here is opportunity cost as you have well mentioned and calculated. I would even dare to say, if you can counter military with military and react well, there is no need to palisade wall too much in dark/feudal age, and save villagers with quickwall techniques as needed. Wall what is needed at the moment, to secure wood and gold, and in castle age, expand safely with more Town Centres at strategic locations.
Edit: Since we are on the topic of walling, you might want to cover quick walling techniques and how to efficiently make use of them. There is indeed a science to it, besides mechanical skill and reflexes. example: building a gate perpendicularly to a wall being breached by enemy archers support, stone wall vs palisade wall, stone gate to make an emergency effective barrier against a large melee force, walling to remove aggo from boar or kill boar, walling villagers under threat, walling to cut off enemy units, walling to trap enemy units, offensive walling to protect towers/siege units, so on and so forth, walling to preemptively protect villagers building castles/tcs/structures under possible threat.
Great videos man! thank you!
Did you write your own intro song? Its bloody great.
Also, a top 5 or 10 of your best unique units would be amazing. And maybe a video saying with wich other normal/trash unit you can use complement the faults of each unique units and make a great combo. For example Konniks with long swords man that can kill pikesman!!
Im here to hear "spirit of the law here". Well he's voice really calming me down. Dude you are really should cast programs about nature :).
When he says let’s check it out and the screen dims... oooh yeah: intro music!!!!
I have an idea for a new mechanic if they want to changes things up a lot. Make walls able to hold a garrison of troops, and have the capacity be determined by the length of the wall. However troops are evenly dispersed along the wall and may not be able to target the same enemy all at the same time. This will prevent huge sections of walls from being overpowered and still make towers useful for shoring up the defense of an area.
SOTL's intro is the only one I never skip despite having seen it countless times already.
I like the 1.5x version best
I have a hypothetical for you, how much would the game change if Palisades and Walls actually reduced incoming ranged damage? Say palisades reduced enemy ranged attack power by 15% and 30% for walls, maybe making Foritified Walls upgrade affect it. The wall would need to be in the direct path of the ranged attack, and the wall would need to be either OWNED or a FRIENDLY faction to apply the bonus to the defending unit. You could apply hidden stats to units that are naturally more inclined to Indirect style attacking like onagers, archers and trebuchets to make them slightly more effective in those situations.
you know a topic I would love to see covered is the economic impact on monk healing. Could be an interesting subject to to the math on though it would be pretty damn complicated to calculate the resource per second value of a monk and how it would affect combat situation
I always wondered what videos the separate slides in the intro correspond to.
I love the intro!
This slap chop commercial that I just watched was actually really entertaining
House walls are a brazilian special tech dubbed "favela complex", you can also use them to funnel people into tight corridors for diminishing the effect of numbers
Whenever you think he must have covered everything about this game he shows up with another topic! Just awesome
I feel the opportunity cost of having the villager building the wall is slightly more complicated than explored. What could the player do with the extra resources from not building the wall? Perhaps a faster upgrade or something.
Agreed. This could be addressed with a full simulation using two scenarios on the same map seed - walled and unwalled - with the goal of fastest FC time. It's difficult to capture second-order effects with simple algebra.
Sometimes if the space of the front is too open i make a wall going through the town center. So the only opening is having to space through tc fire.
00:55 I just realized that's a skermisher, I thought he was holding an RPG
Would be interesting to see an analysis of resources lost by walling compaired to being drushed.
4:20 never ever use a straggler as your wall. I just take a vill with my rush , chop it, put a pallisade on it, delete the pallisade and i am in...
tirips of the Wal
Could you make a video about Post-Imperial combat tactics? And another one about best use of walls for late game?
Biggest cost of stone walling is now you have to mine stone or trade at the market to build your first two town centers. So wood for the mining camp, “idle” time collecting stone.
Love the intro
Is there a way to more efficiently queue multiple separate wall constructs with a single villager? After queueing all the walls, one must specify the order in which they are built, queueing each palisade individually. Otherwise, the villager will build the first palisade of one wall and then move onto the next wall and so on.
5 stone.
Edit: Yeah okay It is more complicated than that.
I think you should talk as well about the effects. example: How much res do you loose, if the scouts of your enemie kill 2 vils because you did not wall. And compare this with the cost in a period till early castle age where u have more tcs. so the vils dont count as much any morge.i know this needs a little more interpretation, but its the actually interesting question, as you dont wall because of itself but because you wanna avoid this loss of vils.
Updated stats should show that palisades are closer to 7 resources now, due to balance patches since then.
Hey spirit, thanks for all the videos recently! I would have a wish/idea for a future video. I find that often my economy is very one sided (e.g. 3000 wood but 500 food) especially in castle age and after. I was wondering if there is some perfect ratio so that the economy is balanced. Obviously I could just take 10 lumber jacks and build more farms e.g. but maybe there is a better more mathy way. Of course economy is also dependent on unit choice/amount of military buildings etc.
Anyway greetings from Germany, keep it up;)
Surprising to not discuss the hp comparison between palisades, stone walls, and fortified walls. They cost more than palisades sure but the value of stone walls seems higher to me overall for their high hp.
Can you do a benefit analysis? Is there a way to quantify what benefit you get from walling?
New Spirit of the Law! Woot!
Financial advisor Spirit of the Law here. Now ready your accountant calculators, paper rolls, fix your sun caps, and loosen your ties, and light your camels.
Hey Spirit, would you cover the subject of recovered ressources upon deleting a partially built building? Like, what are the expected percentages of refunds, and what do we get back from a DauT Castle?
250 resources in somewhat readily available wood and food in the dark and feudal age seems about right and also high value. A scout or archer push might only take few seconds to kill a piece of the palisade but it will provide a ping to you if you aren't watching and give time to move in defenses or evacuate villagers, easily saving the lives of 5 woodcutters or gold miners. Even a later knight attack in castle age still falls victim to the old palisade so definitely worth doing.
Could also make a video analyzing black forest walls and how much in total it costs / sets you back when you send 2 vills early to wall. (i know its a niche topic but so was the double H farming video and similar stuff xD )
Spirit waking up..."I wonder what I'm gonna use my math degree for today".
What is the best way to kill a wall of feudal towers when the ceiling is feudal as well
The French got it right with the Maginot line.
Awesome vid!
I build usually 2 or 3 sections of my front wall with houses and a barrack. Then when I hit fedual the 1 or 2 workers if they are Still needing to get defences up I assign them to build Wooden walls. even feudal age agression if they swoop down with say 8 or 9 man at arms
then walls will be taken down usually within 10 to 15 seconds which may not be enough time to get vills to house wall behind it. Also archers get through it within a min So if your reacting to it with skirms likely You didn't get enough to counter him.
Just a quick note the costs are even higher... since there are no opportunity costs included. As in if you wouldn't gather the wood but instead food you could have potentially made more villagers in time and those would have gathered resources on top of your building cost and time of creation wasted. Or instead of collecting stone for the walls you could have mined gold and built or upgrade stuff that either impacted your military or economy etc.
One of the gates saves your civilization while the other one comes to your house with a syringe lol
Would anyone here get the joke?
@@ankitmahajan4036 2. What'a the joke?
i wish you all a great day and if your day is awful i hope that it gets better soon
When you goth you don't need wall.
*GOTH FLOOD*
*ANARCHY PERFUSION*
laughs in hand cannoneer
Well... actually you build a wall... wall of men...
Your wall is the infantary.
I don't know if this will help me as a player, but it will definitely help me as a human being.