Elephant Civ: Elephants 30% cheaper Elephants 10% faster 50% less bonus Damage Mounted units move 5/10/15% faster Stable Units 15%/20% cheaper Unique Techs Faribault (+5 attack to Stable Units) Chatras (+50 HP) Unique Unit: Some sort of hard counter for Halbs, like jaguar warriors or Cataphracts, which after the reduction in bonus damage, take no bonus damage from pikes. Team Bonus Resist Conversion
Defense (t-rushing) civ: Free tower upgrades (Koreans) 15% less stone (Incas) 30%faster building (Spanish) Towers Garrison twice as many units (Teutons) Buildings have 10/20/30/40% More HP (Byzantines) Unique Unit Donjon? Does that count? If not, something that can be garrisons with high attack for more arrow (Janisarries?) Unique techs Yasuma (extra Arrows) Yeoman (extra Range) Team Bonus Walls 50% Cheaper
Empire Earth was the game that introduced me to RTSs. I remember those times when I was a kid and me, my brother and my elder cousin used to play Empire Earth on his PC. Good times...
I remember doing a giant islands map, 1v1, maxed at Renaissance(?) Age. Ended up with mining settlements on every island and a navy exploring the whole map.
OP elephant civ is pretty terrifying given they have pretty nice -cost bonuses and with enough pierce armor (and sicilian reduced bonus damage) they beat all other units in a straight fight.
Omg, I am SO excited to see this OP fantasy civ AI-only throwdown match. I don't think my anticipation for an upcoming video on this channel has ever been higher!
I would love to see the ultimate villager Civ. Something along the lines of: - Blacksmith techs works on villagers - Free handcarts and wheelbarrows - Villagers carry +3 resources - Faster working town centers - 10% faster villagers - Castle age tech: Yasama - Imperial age tech: Supremacy - Team bonus: 50% cheaper walls
I made one: Tech Tree: Spanish (lots of techs available for flexibility) Civ Bonuses: 1) Lumberjacks work 15% faster 2) Farmers work 10% faster vs. Start with +150 food 3) Gold Miners work 20% faster vs. All units cost -20% gold 4) Villagers benefit from Blacksmith infantry upgrades vs. Stone Miners work 20% faster 5) Wheelbarrow and Hand Cart are free vs. Villagers move 10% faster Unique Unit: Help me here (But I’m thinking Konnik since having two lives can help aid a villager rush) Unique Techs: 1) Supremacy (Duh, it’s a villager civilization) 2) Help me here Team Bonus: Farms provide +45 food vs. Trade Carts and Trade Cogs return 25% more gold.
@@The-Elvensong I went with Yasama because I couldn't find anything that helped villagers directly, but since you don't have any military bonuses, this could help you secure resources
@@kokioen Yea, Yasama would help defend resources for an unstoppable late boom. This civ is also perfectly capable of rushing too, due to its economic superiority. On second thought, maybe the Spanish tech tree isn't the best choice since they have a limited archer line.
I feel like the naval civ would be completely fair to have a water unique unit and a land unique unit as every civ with a unique water unit also has a land unit
I would say a fair ballance is if the tech tree you choose has a water unique unit you get one in your civ. But then like, Spanish getting two land units might be a problem though.
@@peterroe3389 It's fine to me as u won't want to mass missionary like other unique unit......but I dun think buffing them by bloodline and husbandry is an good idea.....
@@derek9394 I think one of us misunderstood each other. I was saying that it doesn't make sense to just say your OP Civ can have a water unit with no penalty. But if your tech tree has a water unit you should be able to switch it for another. But that logic of switching unique units probably breaks the Spanish as you could have both Genoise Crossbow and Cataphracts.
"we want siege!" "here is siege monk with all buffs for the monks" :/ a slingshot/eco civ would be nice. or a 2 tap sort of thing, one civ thats pure offense one that is pure eco.
I know it's only for one unit, but the Spanish having ballistics on their cannon galleons makes a huge difference. I'd consider adding it because then you can take out other ships with it much easier. It makes other cannon galleons look like they're firing in slow motion.
The most Forgotten Empires-ish civ: Can build additional TCs in Feudal Age (pre DE: unlimited TCs) Land units ignore half of bonus damage (pre release: includes monks and siege too) Economy upgrades available 1 age earlier Can build Krepost (and the UU from it) starting in Castle Age Each relic garrioned grants +1 attack to all cavalry (maximum +5) UU: Steppe Lancer (on release) UT1: First Crusade (5 TCs spawn 10 Steppe Lancers each) UT2: Flemish Revolution (convert all villagers into Steppe Lancers) Team bonus: Relics visible at start of the game
it would be cool to see a possible mod or game mode with full random, where you are given a random civ with random random bonuses and techs from any civs for a complete full random with you don't know what you're going to get, heck if even possible maybe with random units too.
I've begun working on this exact idea! It will be easier than drafting to implement but I will eventually make both. All of it will be done on a website which creates the random/custom mod file for you to download. You can see progress at krakenmeister.com/civdrafter (I haven't done web-programming before so progress will be slow yet steady)
I'd like to see some civs made spesifically for team games, like: - most op flank civ - most op pocket civ - most op sling civ and maybe some niche civs: - most op all in dark-/feudal-/casteage civs - most op villager/towerrush civ - most op well rounded civ (good eco, and infantry, cav and archers all as good viable options)
Most op flank civ is easy, give them turk, magyar and sicilian boni for a scout rush and watch the rage. Magyar free attack upgrade Magyar scout discount Turk free upgrade for scout line Turk extra 1 pierce armor on scout line Sicilian bonus damage reduction UU Arambai, takes the cav upgrades and is good against buildings UT: Tatar Silk armor (+1/+1 armor) UT: Malian Farimba (+5 att) TB: Hun faster stables These scouts would be mostly unkillable, easily spammable fast out of the gate units and strong from the get go. You'd only need to get bloodlines, husbandry and the armor upgrades, everything else could go into food for more scouts.
~ Ultimate Jack-of-all-trades Civ ~ Bonus 1 = (Byzantines) Buildings have +10%/+20%/+30%/+40% HP in the Dark/Feudal/Castle/Imperial Age. Bonus 2 = (Indians) Villagers are 10%/15%/20%/25% cheaper in the Dark/Feudal/Castle/Imperial Age. Bonus 3 = (Chinese) Technologies are 10%/15%/20% cheaper in the Feudal/Castle/Imperial Age Bonus 4 = (Aztec) All military units are created 11,1% faster. Bonus 5 = (Spanish) Builders work 30% faster. Unique Unit = (Bulgarians) Konnik Tech, Castle age = (Malians \ Tigui) Town Centers can fire arrows without garrisoned units Tech, Imperial age = (Spanish \ Supremacy) +6 attack, +2 armor and pierce armor, and +40 hit points for Villagers Team Bonus = (Slav) Military buildings (excluding Castles and Docks) provide +5 population.
@@shanerooney7288 I'd say Malian cheaper buildings would suit the Ultimate Jack-of-all-trades civ more than the Byzantine tanky buildings. Also, I'd probably rather go with the Bulgarian team bonus (80% faster Blacksmith).
@@Alche_mist Everyone, on every map, wants to keep their buildings standing. Not everyone, and not every map, are worried about a shortage of wood. Hence: tanky buildings > cheaper buildings. And cheaper buildings isn't even the best wood bonus. On any map, Celt faster lumberjacks would be better. On maps where farms become your main food income Teuton cheaper farms would be better. Faster buildings are nice. But why blacksmits? why not stables or barracks or castles or monistaries or universities.... Persian faster TCs? Everyone uses TCs, not everyone uses blacksmiths. I'd choose persian faster TCs over Bulgarian faster blacksmiths. But.... I'd choose the above 5 listed bonuses over the faster TCs. Faster buildings would be nice to have, but not at the cost of any of the listed bonuses.
Shatagni is worse than arquebus in nearly every situation... and that's just for the hand cannons. For all the other gunpowder, shatagni obviously offers no benefits whatsoever.
Let's just pretend Arquebus isn't bugged, the better choice would definitely be Arquebus. Shatagni is actually a detriment due to how range increase will fuck up their already bad accuracy into abysmal hit rate. I would probably okay with Shatagni over arquebus if and if only the UU is Janissary, but since it was Huskarl then we have no business with it.
@@JainZar1 I think that you should be able to take any unique unit from a civ that has 2 unique units. So you could go war wagon with long ship, but not serjent and long ship
@@adriaan4808 Counter the knights by building paladin. Counter the archers by building skirmishers (with heal support) A civ that is heavy in one area isn't restricted from using other units.
@@shanerooney7288 Yeah, which is why he included monks. Your alternative includes two other units instead (three if you count the heal support, which ironically would be monks anyway)...
@@ArawnOfAnnwn A civ with all monk bonuses can still use siege. A civ with all siege bonuses can still use monks. The idea that the siege focused civ can't counter knights is a flawed argument from the start.
Why would you pick only one unique unit for the naval tech ? The Vikings, Koreans and Portuguese each have a land unique unit in addition to their unique ship.
@@LuLu-ip4zb interesting another person in the previous videos comments took non-castle unique units with the tech tree. I like that system then you can’t just grab all the UU for no reason.
@@syran3522 that's my point... And here it's complete. *Tech tree : Saracens* (Hussars, Heavy CA with full upgrades, various siege options with siege engineers) • Land military units (except siege weapons) receive 50% less bonus damage. [Sicilian] • Cavalry +20% hit points starting in Feudal Age. [Franks] • Cavalry 5% faster each age (starting in Feudal Age). [Cumans] • Technologies cost -10% Feudal, -15% Castle, -20% Imperial Age. [Chinese] • All units cost -20% gold. [Portuguese] Unique Unit: Cataphract (cavalry) Unique Techs: • Kasbah (team castles work 25% faster). [Berbers] • Logistica (Cataphracts cause trample damage and +6 vs. infantry) Team Bonus: Scout Cavalry, Light Cavalry, Hussar +2 line of sight
I feel like a pure villager / economy civ would be really strong. I'm thinking Chinese extra villages with bonuses that ensure you don't have to wait for town center downtime, so you'll consistently be 3 villagers ahead. Like Chinese extra villagers and Lithuanian extra starting food. Maybe even Mayans +1 villager too, if it could work out, so you'd end up 4 villagers ahead.
Yeah I thought the same... With a flexible tech tree you could do anything with it Mayans & Chinese vills Liths food to make up for it Inca vills affected by Blacksmith Indian cheap vills Some Castle Age bonus Spanish Supremecy
Would also want buffs to scout line, so things like mongol extra sight, Turks free upgrade to light cav, Franks extra HP etc so you can actually reliably fight for the relics, otherwise you’d be countered pretty easily by opponent targeting relics
I'm super excited for this AI showdown! Though it might be hard to compare these civs' performance on islands vs on land. I'm curious to see how they are compared to yo water civ.
Great video, as usual. However, I really wish you had made a pure monk and pure siege civ, as it would have shown how far we can stretch those tactics.
1. Start game with 3 extra villagers, but with -200 food and -50 wood 2. Start the game with +1 villager but with -50 food 3. Loom can be researched instantly 4. Reveal enemy positions at start of game
What about a trash civ, an economy civ, defensive civ, tank civ (has the most durable and heavily armoured unit/s in the game), or an attack civ (has the most damaging unit/s in the game) or a speed civ (fastest unit/s in the game) or a imperial rush civ (focuses on getting of imperial as rapidly as possible even if sacrificing long term power, or a long range civ (longest ranged unit/s in the game). I am just throwing ideas out at this point but i love this series and I WANT MORE!
Yeah, nothing against the AI, but I'm pretty sure it's not programmed to respond to custom triggers. It'll most likely just play the civs like the one it has the tech tree based on.
SOTL: I have handcrafted the best cavalry civ in the history of Age. I trust you completely to not let us d-- AI: haha, six archers, two skirms, four spears, and a militia go brrrrrr
@@adriaan4808 You can block any unit or technology in scenario editor. Can't really make AI "research" one, but you can have it researched, be it from the start or later (on the trigger).
Still hoping to see best strategy/game-mode civs: -TC Drops -Tower rush or ultra fast rushing civ -DM civs -Best turtling (or defense) civ -Best-team civ: focused on helping teammates and trade.
Douche civ: sicilian 100% faster tc build, cuman feudal bonus tc, persian double hp and brits cheaper wood cost To keep your villagers alive either berber move speed or inca.
Spirit, love your content (you are actually doing on youtube what I (and probably many other nerds) have been doing for my self for years. Just one wish to you: please use this fancy new gimmic that allows you to make chapters for your video! That would be awesome.
ayy les go do u guys think the el core rhythm takes into considerashon stoopid writing like dis as "diversity" in the pool of ppl watching? hek ye men sotl is worfy so here i am les gooo
Literally lining the coast with harbors is insane. Also there's an argument to be made that infinite fish traps could have enough wood savings to be put in over a different bonus especially when paired with Japanese faster working fishing ships.
@@cmckee42 I understand that but it will be needed early on to set up and economy and for researching techs. Additionally fast working fishing ships will collect a surplus of food which can be sold later on for the small amount of gold needed to create ships. All of this can be done with a relatively small wood investment, though I do understand some of the counterarguments that can be made.
The Welsh (OP Skirmisher Civ) Mayans Tech Tree 1. Archery range units +20% HP 2. Camels, Skirms, Spears cost -20% 3. Archers cost -10% feudal, -20% castle, -30% imperial age 4. Spears, Skirms move 10% faster 5. Additional town center can be built in the feudal age Unique Tech (Castle Age): Atlatl - Skirmishers +1 attack, +1 range Unique Tech (Imperial Age): Tower Shields - Spears, Skirms +2 pierce armor *(If I could double stack castle age techs this would be Hul'che javelineers instead)* Unique Unit: Longbow *(It was originally welsh after all!)* Team Bonus: Imperial skirmisher upgrade available in Imperial age
Well, you could get supremeacy + villagers benefit from back Smith upgrades and such, but the problem is that villager AI is garbage when it comes to fighting.
America's Imperial unique tech: Second Amendment: Permanently replaces all existing Villagers with Citizens (40HP, 0+1/0+2 armor after Loom, 5 range, 12 attack), who act as regular Villagers, but now hunt and defend themselves with firearms. Villagers may no longer be trained from Town Centers, only Citizens.
Villager Civ: Tech tree: Chinese (open and versatile, though lack of Treadmill Crane slightly annoying) Bonuses: Town Center, Dock 2x hit points; work rate +10/15/20% starting in Feudal Age (Persians) Villagers affected by Blacksmith upgrades (Incas) Villagers move 10% Faster (Berbers) Buildings cost -15% stone (Incas) Wheelbarrow, Hand Cart free (Vikings) Unique Unit: Rattan Archer (Vietnamese) Techs: Tigui (Malians): Town Centers fire arrows when ungarrisoned Supremacy (Spanish): Villagers stronger in combat Team bonus: Siege Workshops work 20% faster (for villagers piled in siege rams, idk)
@@matthewbadley5063 In my opinion, the Spanish faster building bonus is pretty weak. Sure it saves you some res by spending less time building and more time gathering, but you would get better effects if you used something like the Celt’s wood bonus or Inca extra housing space (meaning it’s not that game Breaking). I would instead opt for the Cumans faster cavalry, since even with Mahouts, elephants are just too slow to be effective. Also Kasbah? Not really the most usefull tech aswell, much better imo would be to stick with more with the Persians and have no-gold Port Arbalests against halbs which you’ll most likely encounter a lot. Or maybe something more elephant related such as Tusk Swords or Chatras (assumimg it would apply to War eles).
@@josefjindra9715 Going full into WE means you need lots of castles not only to produce elephants but also take map control since you won't be relying on other units. Spanish builders that get Treadmill crane can crank up forward castles especially fast. WE and the upgrade take a long time, hence Kasbah, but that tech could be replaced by Tusk Swords.
STOL, since last month I've seen (no exageration) like 100 of your vids (like 5 or 6 everyday thanks also to the YT Algorithm). Videos from 5 and 6 years ago til todays and about two weeks ago I bought AoE2 DE. Your vids are interesting, well done and with a lot of research and they made me like the game. Thank you a lot!
SotL_OP_custom_civs has the one from the last video, I will update it for the new ones on the weekend. For designing them yourself, you can use the Genie Editor (ruclips.net/video/hReieSjZB5w/видео.html is a good tutorial for that).
Well, you see, the main unique unit for a civ will be produced In the castle, some civs have secondary unique units that can be produced from normal production building, the vikings have berserks which are produced from castles but they also have longboats that come from docks, so you could have included a castle unique unit aswell
Docks to Harbors seems weird to me, the water civ will clearly dominate water so I see no use for defensive ports. If you dominate water, which that Civ should, who are those Harbors supposed to shoot at?
I was lowkey hoping that an Elephant Civ would be featured here, but I'm glad you still haven't forgotten it. :) The part at 0:21 of that *one. single. comment.* _(amazing...)_ was actually even better then what I was coming up for an OP Elephant Civ and I'd love to see what is _YOUR_ take on that topic compared to that person's comment. I'm sure you could also think of Techs and mix ups that totally passed over our heads!
The ultra-greasy DRUSH civ: Tech Tree: Incas 1: Start with +150 Food (Lithuanians) 2: Start with +50 Food and +50 Wood (Persians) 3: Builders work 30% faster (Spanish) 4: Infantry 20%/25%/30%/35% cheaper (Goths) 5: Reveal enemy positions at start of game (Vietnamese) Castle Tech: Anarchy (Goths - Huscarls can be built at barracks) Imperial Tech: Garland Wars (Aztecs - +4 infantry attack) UU: Huscarls Team Boner: Barracks work 20% faster (Goths) So it's the Lithuanian militia rush, hyper-optimized. With the barracks completing 12 seconds faster and each milita being produced 4.2 seconds faster, this is 20 seconds faster to put two militia out, with the stronger and tougher eagle scout to back them up. It's also far more forgiving, as the faster build speed means no chance of being pop capped by the house, and all villagers transition back to resources faster than normal. This combined with the extra Persian food and wood mean no scrambling to ensure house or villager production gets hung up. It's not just a one-trick pony either. On top of this nasty starting surprise, it's still a super-Goths infantry civ in the later game, having Huscarls to deal with archer counters, cheaper infantry (including Eagles), but receiving the Goth's missing infantry techs from the Inca tree.
Look into Genie Editor (the developer provided modding tool) if you want to pre-design your custom civs before playing (ruclips.net/video/hReieSjZB5w/видео.html). Flexible building of civs during play is much harder I reckon.
Yeah if you want to make fully customized civs, modding is the way to go and it's really fun once you get started. If you're willing to wait though, I have begun work on a website where you can mix and match bonuses and it'll let you create a mod with the custom civ(s) for you to download. It'll take a while, but you can check progress at krakenmeister.com/civdrafter (and was inspired by these videos!)
Ultimate herdable civ: - Can convert herdable even if enemy unit are next to them (Celts) - Shepherds work 25% faster (Britons) - Herdables contain +50% food (Tatars) - Newly constructed town centers Spawn two sheep (Tatars) - Start with a free lama (Incas) Team bonus: Walls cost - 40% (Mayans) (to better protect your herdables) Unique Unit: Mangudai (Mongols) (to protect Herdables from siege) Unique technologies: Great wall (Chinese) (more protection for herdables!) Forced levy (Malay) (your villagers are forced to protect the holy herdables)
I still think a point buy for bonuses (like the custom civilization creator in Empire Earth) I think it would be insane to try and make, but would be a ton of fun.
You could use the Genie Editor or wait till the weekend, I intend to update my SotL_OP_custom_civs mod to include these new civs, too. The civs from the last video are already in it (with a few rough points still).
The ultra-greasy TRUSH civ: Tech Tree: Koreans 1: Start with +150 Food (Lithuanians) 2: No buildings required to age up or construct other buildings (Khmer) 3: Builders work 30% faster (Spanish) 4: Age up 67% faster (Malay) 5: Buildings have 10%/20%/30%/40% more hp (Byzantines) Castle Tech: Yeomen (British - +2 attack for towers) Imperial Tech: Furor Celtica (Seige +40% hp) UU: Geonese Crossbows Team Bonus: Towers and Outposts have +3 LOS (Ethiopians) Needing 150 less food and 200 less wood gathering to reach the Feudal Age, plus nearly a minute saved aging up results in blistering Feudal times. Faster building saves seconds on villagers which can instead be spent on maximizing gathering, and the shorter age time means advancing early gives less of a penalty to your villager production. Once out of the gate, your towers build more than 30 seconds faster with 20% more hp than normal and a huge line of sight. If the game progresses late, it may struggle, but using stronger siege units to protect your towers from enemy siege, with Geonese crossbows as a flexible tool to defend your towers and siege units alike (while benefiting from similar upgrades to your towers), you may continue denying the enemy the map until they starve and break.
Cost reductions are almost always multiplicative from what I've seen. The Hun bonus, for example, multiplies the cavalry archer's cost by 0.9 in castle age, and then has a separate effect multiplying it by 0.888889 in Imperial age. Together that gives the 20% discount in Imperial. The Mayan bonus works in an identical sort of way. The exception is Kamandaran, which subtracts 45 gold and adds 35 wood to the archer's cost. Depending on when Kamandaran is applied that could break the Mayan bonus, so I'll have to pay attention to that one when I make the civ. Otherwise after the Mayan imperial archer discount is applied it quite possibly end with a negative gold cost (refunding gold). Combining additive and multiplicative bonuses makes everything just a bit more fun :)
@@SpiritOfTheLaw You 're already making an official playable mod version? Then I won't have to update my fanmade one; I'll add a reference to yours instead. Supplies and the Goth bonus have a similiar problem; I reckon it could be remedied by adding automatic technologies that set the costs to the correct values once a player has both the corresponding bonus and the specific technology. Any more elegant solution?
Silk Armor would be better then Sipahi for cav archers. Your biggest problem is gonna be getting out gunned by something like a block of Brit Arbs. At 100 hp and 7 pierce armor, arbs will do 3 damage a piece meaning they would need only 34 (34 * 3 = 102) arbs to one shot one of your units. With 80 hp and 8 pierce armor, the arb will do 2 damage a piece meaning they would need 40 or so archers to one shot your unit. With a civ like this, you'd win against a generic civ either way, but if you're going against another OP archer civ, raising the amount of arrows needed to one shot your units is most important. But what you should really do is use Vietnamese greater HP bonus and Franks HP bonus. That'll bring the HP total over 120, with 8 pierce armor. So now you need 60+ arbs to one shot a unit.
In general artillery is just plain dogshit, you already outrange anything, and CG vs CG just doesn't occurr... Even spanish CG's aren't worth getting for ship vs ship combat
@@lightking1000 Artillery is mostly used to raid coasts further in, but with Spanish CGs, you could snipe enemy ships from very far away and give support to your frontline ships (longboats most likely) more effectively and from a safer distance. It's basically impossible in actual play to get to a critical mass of CGs where nothing can even reach you, but Artillery would help thin out enemy ships before a battle. It is most definitely an endgame tactic, and the meta is shifted much more towards the early game, so not having it is likely the right call. Still though, feels bad.
@@robinbernardinis you're never going to get value out of CG's unless it's in games where the value wasn't needed. Artillery is a tech for a unit you shouldn't even be building until the game is pretty much over already Using CG's, let alone non spanish CG's vs ships just doesn't work. The moment you engage the enemy is just going to engage you with their galleon/fires, and since they didn't tech into CG and didn't invest in them they will have bigger numbers and wipe your ships. Even spanish CG's are very cost in efficient, they basically only work on extreme lategame naval choke points (like western europe diplomacy) Once you reach the point where you can use CG to raid the shore, the game is usually over or at the very least already very much in your favor.
LEET VILLAGER civ *Tech Tree:* Portuguese [key techs are Sappers, Bloodlines, all Blacksmith infantry upgrades, all farm upgrades]
*Bonuses:* 1) Villagers affected by Blacksmith upgrades (Incas) 2) Blacksmith upgrades don't cost gold (Spanish) 3) Villagers move 10% faster (Berbers) 4) Research Technologies 30% faster (Portuguese) 5) Advancing to the next age costs -15% (Italians) *Unique Unit:* Magyar Huszar (Magyars) [cheap and fast unit to take out any siege coming at your swarming supreme civilians) *Unique Techs:* 1) Corvinian Army [Magyar Huszars cost no gold] (Magyars) 2) Supremacy (Spanish) *Team Bonus:* Farms +45 Food (Chinese) Main strategy is to rush for Supremacy as fast as possible: saving your gold, as much as possible, just for aging up while building a massive farm economy to support a constant output of your roided-out villagers (80 HP, 3+10 attack, 0+6/0+8 armor) and speedy Huszars. Portuguese tech tree also gives access to (almost) fully upgraded Keeps and Bombard Towers as well as Treadmill Crane for some frontline tower support if you want.
I think the reason there were so many comments so fast is that we all dream about the most op combination of bonuses when we're bored. I personally have been waiting for a video like this and am still waiting for a mod that lets you "create" your own civ with the bonuses pool.
Personally, I'm gonna hard disagree with giving the Cavalry Archer civ the Mangudai. I think that really just steals all the thunder away from the standard Cavalry Archer. Instead, you should have given them the *ELEPHANT ARCHER.* It costs food rather than wood, and does its own thing. So I think it synergises better with a civ themed around the Cavalry Archer.
if you really think about it, with all tech available, the Kipchak kinda outshine the mangudai for the CA civ. Tt's cheaper, a little more versatile (can deal with Huskarls for instance), still wrecks siege and is cheaper to upgrade. The real issue with this unit lies within the techtree of the cumans (lacking last forge range upgrade), not within the unit itself. But meh, Mangudais are still pretty good.
You messed up with the water civ the fishing ship buff is much worse than a lot of eco bonuses or the stat modifiers and the harbors dont do much since the game often stalls out into out trading where the portugese armor would be much better. How about a super universal civ with almost everything in tech tree and just a load of eco bonuses.
The Greeks (OP Siege Tower Civ) Ethiopian Tech Tree 1. Lumberjacks work 15% faster 2. Siege workshop units cost -15% 3. All units cost -20% gold 4. Siege workshop units fire 25% faster 5. Advancing to the next age 66% faster Unique Tech (Castle Age): Ironclad - Siege units have increased melee armor Unique Tech (Imperial Age): Drill - Siege workshop units move 50% faster Unique Unit: Heliopolis, a tanky siege weapon with a large garrison space (20), that goes faster with garrisoned units, has no attack but will shoot additional arrows with archers or infantry similar to Teuton crenellations and can fire while moving, when fully garrisoned it is as fast as as feudal age scout Team Bonus: Siege workshops work 20% faster
Though if you banned giving bonus for stuff you don't get, you could also just pick the civ with the worst economy, and give them bonuses (but not discounts) for units with out much upgrades.
@@Salnax Below average archers, below average infantry, awful navy, and average siege. Perfect. That being said, really puts into perspective how powerful a good eco is though if they remain a top tier civ despite the poor tech tree long term.
I would like to see an Economic Civilization: Tech Tree: Help me here (Was thinking of Spanish since they have good infantry, cav, gunpower, siege, monks, and naval but their archer line is limited) Civ Bonuses: 1) Lumberjacks work 15% faster 2) Farmers work 10% faster vs. Start with +150 food 3) Gold Miners work 20% faster vs. All units cost -20% gold 4) Villagers benefit from Blacksmith infantry upgrades vs. Stone Miners work 20% faster 5) Wheelbarrow and Hand Cart are free vs. Villagers move 10% faster Unique Unit: Help me here (But I’m thinking Konnik since having two lives can really help a villager rush) Unique Techs: 1) Supremacy (Duh, it’s a villager civilization) 2) Help me here (Maybe Yasama since towers can help secure resources for late game boom) Team Bonus: Farms provide +45 food vs. Trade Carts and Trade Cogs return 25% more gold.
I feel this civ is capable in all ages. It can rush due to its economic superiority or it can late boom into an unstoppable flood and can attack with everything including and especially villagers.
The Ultimate SOTL Civ: Tech Tree: Berbers 1: Farmers work 10% faster (Slavs) 2: Villagers drop off food without drop site (Khmer) 3: Farm techs add +100% food (Sicilians) 4: Farms 40% cheaper (Teutons) 5: Farm upgrades free (Franks) Castle Tech: Burgundian Vineyards (Convert all food to gold at 2:1, farmers generate 1 gold per minute) Imperial Tech: Flemish Revolution (Converts all vills to Flemish Militia, allows training Flemish Militia) UU: Flemish Militia Team Bonus: Farms are built 100% faster (Incas) Disregard gold, acquire PEASANT. Only Spirit of the Law could calculate the output of this economic powerhouse. Use all the wood you're saving on mills and farms to build stables, and crank out powerful Berber light cavalry with your unstoppable food production. Blast through the ages, converting a big food float into gold in castle age for a quick Imperial advance. This is where the trap card is activated! Just as the enemy has begun to effectively counter your Light Cavalry with knights and pikemen, a horde of farmers take up arms and stream into the battle, perfectly counter-countering the counter-force. As the last of the extensive Berber upgrades complete, this deluge of former-farmers - the true heroes of this game indeed - descends upon the enemy's stronghold, dealing irrecoverable damage to both infrastructure and morale. Even if the game lasts past this point, the SOTL-ians have a respectable long game with a powerful long-term economy and fully-upgradable Champions, Militia, and Hussars, backed up by decent siege and strong cavalry archers. (Yes, I know the Teutons and Incas bonuses suffer from diminishing returns due to the other bonuses. It's just a meme, man.)
If you're considering a Part 3, I'd be very interested in seeing a civ designed around being as strong as possible at the very start of the game and ending it as fast as possible
After I saw an interview with an old dev and how water tech sns units were designed, people would mass only one boat so one of the techs has to be the Spanish ballistics bonus instead the military discount. The goal is a strong early boats with some longboats who are really good in castle and early imperial. Then you can go to elite CG that just murder any other boat combination
So when can we see the Pros fight eachother using these broken Civs? With you can T90 casting it would be perfect entertainment
YES YES YES YES
Co casting
@@fullmetal_faqih6446 *YES*
This would be a lot of fun to see so much cheese haha
Yes!
Those Mangudais at the end look straight out of a horror movie... A horde of Genghis Khans raiding your town 11
increasing mangudai's range by 2 is more than enough to make it terrifying
Everybody gangster til the Mangudai get their last armor upgrade.... and recurve bow
Behold! A horde of Ghengis Khan approaches!
@@Hennu_TRM everybody gangsta until you have 30 steppes and 30 mangudai
Heheheh, out of a horror movie? More like one out of a history book. XD
Part 3 :
1. Camel civ
2. Elephant civ.
3. Defence civ.
Spirt of the laww
Elephant Civ:
Elephants 30% cheaper
Elephants 10% faster
50% less bonus Damage
Mounted units move 5/10/15% faster
Stable Units 15%/20% cheaper
Unique Techs
Faribault (+5 attack to Stable Units)
Chatras (+50 HP)
Unique Unit:
Some sort of hard counter for Halbs, like jaguar warriors or Cataphracts, which after the reduction in bonus damage, take no bonus damage from pikes.
Team Bonus
Resist Conversion
A versatile civ with insane economy bonuses would also be interesting
Defense (t-rushing) civ:
Free tower upgrades (Koreans)
15% less stone (Incas)
30%faster building (Spanish)
Towers Garrison twice as many units (Teutons)
Buildings have 10/20/30/40% More HP (Byzantines)
Unique Unit
Donjon? Does that count? If not, something that can be garrisons with high attack for more arrow (Janisarries?)
Unique techs
Yasuma (extra Arrows)
Yeoman (extra Range)
Team Bonus
Walls 50% Cheaper
And a Villager civ! (all bonuses that makes villagers stronger)
@@cassiolins1203 Villager AI is not functional for combat, so villager combat bonuses remain a meme.
This whole series reminds me of Empire Earth, where you had a points system and you could make your own custom civ. Good times.
Empire Earth was the game that introduced me to RTSs. I remember those times when I was a kid and me, my brother and my elder cousin used to play Empire Earth on his PC. Good times...
I play island maps and make my civ keep converting people with my tower of babylon. Good times.
I remember doing a giant islands map, 1v1, maxed at Renaissance(?) Age. Ended up with mining settlements on every island and a navy exploring the whole map.
Great game in its day
Imagine a cheaper villager bonus or if you really don't want to play fair the priest tower from art of war
Give me any of those and I'll lose a game in 14 minutes
Relatable 🤣
If I'm playing as Spanish, then I'll hold my own.
Yeah thats a good one!
Aye sir
“Now, siege and infantry are a nice combo.”
*Looks at Onager with disappointment and malice*
*cries in my own infantry line falling to friendly onager fire*
@@francovenica1531 ti capisco franco, problema comune.
@@francovenica1531 last game I won:
Units lost: about a 1000
Units lost to enemies: about 800
Oops
Oops 😬 😂🤣🤣
Did you at least disable its autoattack and only use the Attack Ground option?
OP Elephant civ, calling it now.
I want to see that and OP Camel civ.
Monk Civ will very quickly be a Monk and Elephant Civ when they meet.
@@lieutenantoin929 xD
@@lieutenantoin929 You'd have to go with the Teuton team bonus for the ele civ to at least slow that 11
OP elephant civ is pretty terrifying given they have pretty nice -cost bonuses and with enough pierce armor (and sicilian reduced bonus damage) they beat all other units in a straight fight.
Omg, I am SO excited to see this OP fantasy civ AI-only throwdown match. I don't think my anticipation for an upcoming video on this channel has ever been higher!
Now do an elephant civ. And it has to include elephant facts
I would love to see the ultimate villager Civ. Something along the lines of:
- Blacksmith techs works on villagers
- Free handcarts and wheelbarrows
- Villagers carry +3 resources
- Faster working town centers
- 10% faster villagers
- Castle age tech: Yasama
- Imperial age tech: Supremacy
- Team bonus: 50% cheaper walls
Goths: Finally a worthy opponent. Our battle will be legendary!
Now if only there was a tech that gave villagers military macros so you wouldn't have to babysit them
I made one:
Tech Tree: Spanish (lots of techs available for flexibility)
Civ Bonuses:
1) Lumberjacks work 15% faster
2) Farmers work 10% faster vs. Start with +150 food
3) Gold Miners work 20% faster vs. All units cost -20% gold
4) Villagers benefit from Blacksmith infantry upgrades vs. Stone Miners work 20% faster
5) Wheelbarrow and Hand Cart are free vs. Villagers move 10% faster
Unique Unit: Help me here (But I’m thinking Konnik since having two lives can help aid a villager rush)
Unique Techs:
1) Supremacy (Duh, it’s a villager civilization)
2) Help me here
Team Bonus: Farms provide +45 food vs. Trade Carts and Trade Cogs return 25% more gold.
@@The-Elvensong I went with Yasama because I couldn't find anything that helped villagers directly, but since you don't have any military bonuses, this could help you secure resources
@@kokioen Yea, Yasama would help defend resources for an unstoppable late boom. This civ is also perfectly capable of rushing too, due to its economic superiority. On second thought, maybe the Spanish tech tree isn't the best choice since they have a limited archer line.
We need an all eco and trash civ.
Well, a trash civ could theoretically have trash champions and trash arbalests, so maybe pick up those with wood and farming bonuses?
@@cmckee42 Or an option to maximize the Huskarl spam. Preferably with some faster up time options so you can get to that post imp state faster...
@@davidrutgers2632 no, a huskarl requires gold, so it can't be a trash unit.
@@cmckee42 so remove gold cost from archers and champions... That would be really something else.
@@calibula95 I already said that.
I feel like the naval civ would be completely fair to have a water unique unit and a land unique unit as every civ with a unique water unit also has a land unit
I would say a fair ballance is if the tech tree you choose has a water unique unit you get one in your civ. But then like, Spanish getting two land units might be a problem though.
@@peterroe3389 It's fine to me as u won't want to mass missionary like other unique unit......but I dun think buffing them by bloodline and husbandry is an good idea.....
@@derek9394 I think one of us misunderstood each other. I was saying that it doesn't make sense to just say your OP Civ can have a water unit with no penalty. But if your tech tree has a water unit you should be able to switch it for another.
But that logic of switching unique units probably breaks the Spanish as you could have both Genoise Crossbow and Cataphracts.
BEST GAME EVERRRTR🎉
"we want siege!"
"here is siege monk with all buffs for the monks"
:/
a slingshot/eco civ would be nice. or a 2 tap sort of thing, one civ thats pure offense one that is pure eco.
I did a pure military civ once in that civ-maker app with poor economy tech tree.
I know it's only for one unit, but the Spanish having ballistics on their cannon galleons makes a huge difference. I'd consider adding it because then you can take out other ships with it much easier. It makes other cannon galleons look like they're firing in slow motion.
Honestly the most fun naval bonus in the game
i never understood how the cannon ball simply dropped faster lol
The most Forgotten Empires-ish civ:
Can build additional TCs in Feudal Age (pre DE: unlimited TCs)
Land units ignore half of bonus damage (pre release: includes monks and siege too)
Economy upgrades available 1 age earlier
Can build Krepost (and the UU from it) starting in Castle Age
Each relic garrioned grants +1 attack to all cavalry (maximum +5)
UU: Steppe Lancer (on release)
UT1: First Crusade (5 TCs spawn 10 Steppe Lancers each)
UT2: Flemish Revolution (convert all villagers into Steppe Lancers)
Team bonus: Relics visible at start of the game
Nah, maximum attack from relics is +infinity, and you only actually need 1 relic to garrison and ungarrison repeatedly!
Spirit based it of current availability in De rather than never implemented or removed features...
@@joshuaphillips3999 what about Obsidian Arrows in previous video?
it would be cool to see a possible mod or game mode with full random, where you are given a random civ with random random bonuses and techs from any civs for a complete full random with you don't know what you're going to get, heck if even possible maybe with random units too.
Incredible idea but would require a lot of coding lol , I think he's using scenario triggers atm to make the effects happen
I've begun working on this exact idea! It will be easier than drafting to implement but I will eventually make both. All of it will be done on a website which creates the random/custom mod file for you to download. You can see progress at krakenmeister.com/civdrafter (I haven't done web-programming before so progress will be slow yet steady)
AoE2 randomizer
“Well thought out comments”.... uuuh..... Yeah.... about those siege tower upgrades.....
I'd like to see some civs made spesifically for team games, like:
- most op flank civ
- most op pocket civ
- most op sling civ
and maybe some niche civs:
- most op all in dark-/feudal-/casteage civs
- most op villager/towerrush civ
- most op well rounded civ (good eco, and infantry, cav and archers all as good viable options)
Most op in team games is clearly Saracens with their bonus archer damage against buildings
Most op flank civ is easy, give them turk, magyar and sicilian boni for a scout rush and watch the rage.
Magyar free attack upgrade
Magyar scout discount
Turk free upgrade for scout line
Turk extra 1 pierce armor on scout line
Sicilian bonus damage reduction
UU Arambai, takes the cav upgrades and is good against buildings
UT: Tatar Silk armor (+1/+1 armor)
UT: Malian Farimba (+5 att)
TB: Hun faster stables
These scouts would be mostly unkillable, easily spammable fast out of the gate units and strong from the get go. You'd only need to get bloodlines, husbandry and the armor upgrades, everything else could go into food for more scouts.
~ Ultimate Jack-of-all-trades Civ ~
Bonus 1 = (Byzantines) Buildings have +10%/+20%/+30%/+40% HP in the Dark/Feudal/Castle/Imperial Age.
Bonus 2 = (Indians) Villagers are 10%/15%/20%/25% cheaper in the Dark/Feudal/Castle/Imperial Age.
Bonus 3 = (Chinese) Technologies are 10%/15%/20% cheaper in the Feudal/Castle/Imperial Age
Bonus 4 = (Aztec) All military units are created 11,1% faster.
Bonus 5 = (Spanish) Builders work 30% faster.
Unique Unit = (Bulgarians) Konnik
Tech, Castle age = (Malians \ Tigui) Town Centers can fire arrows without garrisoned units
Tech, Imperial age = (Spanish \ Supremacy) +6 attack, +2 armor and pierce armor, and +40 hit points for Villagers
Team Bonus = (Slav) Military buildings (excluding Castles and Docks) provide +5 population.
@@shanerooney7288 I'd say Malian cheaper buildings would suit the Ultimate Jack-of-all-trades civ more than the Byzantine tanky buildings.
Also, I'd probably rather go with the Bulgarian team bonus (80% faster Blacksmith).
@@Alche_mist
Everyone, on every map, wants to keep their buildings standing.
Not everyone, and not every map, are worried about a shortage of wood.
Hence: tanky buildings > cheaper buildings.
And cheaper buildings isn't even the best wood bonus. On any map, Celt faster lumberjacks would be better. On maps where farms become your main food income Teuton cheaper farms would be better.
Faster buildings are nice. But why blacksmits? why not stables or barracks or castles or monistaries or universities....
Persian faster TCs? Everyone uses TCs, not everyone uses blacksmiths. I'd choose persian faster TCs over Bulgarian faster blacksmiths.
But.... I'd choose the above 5 listed bonuses over the faster TCs. Faster buildings would be nice to have, but not at the cost of any of the listed bonuses.
Shatagni is worse than arquebus in nearly every situation... and that's just for the hand cannons. For all the other gunpowder, shatagni obviously offers no benefits whatsoever.
Arquebus is still bugged, at least I don't see any difference whatsoever.
Yeah the problem with shatagni is it doesn't buff their accuracy, so the extra range loses its main benefit.
Let's just pretend Arquebus isn't bugged, the better choice would definitely be Arquebus. Shatagni is actually a detriment due to how range increase will fuck up their already bad accuracy into abysmal hit rate.
I would probably okay with Shatagni over arquebus if and if only the UU is Janissary, but since it was Huskarl then we have no business with it.
@@CrnaStrela the Huskarls UU is such an awful pick as well. They're expensive to tech into and offer only minor benefits
@@Bambabah it works fine. But it doesnt make hand cannons accurate if opponent arent moving
As longboats are part of a double unique I reckon longboats and serjents should be allowed.
hear me out....what if we made it so serjents could be trained from the longship?
You would have to take Berserkers together with the Longboat, as you pick from a Civ each time.
@@JainZar1 I think that you should be able to take any unique unit from a civ that has 2 unique units. So you could go war wagon with long ship, but not serjent and long ship
@@Northraider123 AoE II is becoming more like AoE III every day.
@@faceoctopus4571 That would also be ok IMO.
Not going to lie, siege - monk instead of full siege and full monk was a big let down
Yes, especially with how buffed the monks are.
just read the comment he put in the video if you want that
@@adriaan4808
Counter the knights by building paladin.
Counter the archers by building skirmishers (with heal support)
A civ that is heavy in one area isn't restricted from using other units.
@@shanerooney7288 Yeah, which is why he included monks. Your alternative includes two other units instead (three if you count the heal support, which ironically would be monks anyway)...
@@ArawnOfAnnwn
A civ with all monk bonuses can still use siege.
A civ with all siege bonuses can still use monks.
The idea that the siege focused civ can't counter knights is a flawed argument from the start.
I like how you put some options on screen, then just “AKcHuwLlY” i’m gonna use this one!
The man is thorough
Creating OP civs turned out to be an amazing idea that we're all excited for. Good job SotL, you didn't let us down at all.
Why would you pick only one unique unit for the naval tech ? The Vikings, Koreans and Portuguese each have a land unique unit in addition to their unique ship.
You can pick anything, it most likely won't matter since the focus is water.
I think of them as a boundle, Turtle ship comes with war Wagon and Longboat with berserker
@@LuLu-ip4zb interesting another person in the previous videos comments took non-castle unique units with the tech tree. I like that system then you can’t just grab all the UU for no reason.
Sicilian Cataphract be like
Negating bonus damage go BRRRR
Yes please, lets build the most op Cataphract civ ever, where you basically don't need any other unit ever
@@Real_MisterSir Teutons armor bonus for sure
Don't forget they also get bloodlines and blast furnace
sadly still loose to elephant :S
@@syran3522 that's my point... And here it's complete.
*Tech tree : Saracens* (Hussars, Heavy CA with full upgrades, various siege options with siege engineers)
• Land military units (except siege weapons) receive 50% less bonus damage. [Sicilian]
• Cavalry +20% hit points starting in Feudal Age. [Franks]
• Cavalry 5% faster each age (starting in Feudal Age). [Cumans]
• Technologies cost -10% Feudal,
-15% Castle, -20% Imperial Age. [Chinese]
• All units cost -20% gold. [Portuguese]
Unique Unit:
Cataphract (cavalry)
Unique Techs:
• Kasbah (team castles work 25% faster). [Berbers]
• Logistica (Cataphracts cause trample damage and +6 vs. infantry)
Team Bonus:
Scout Cavalry, Light Cavalry, Hussar +2 line of sight
I would love to see a tournament where everyone can draft his on civ like this, would be very funny I think?
I feel like a pure villager / economy civ would be really strong. I'm thinking Chinese extra villages with bonuses that ensure you don't have to wait for town center downtime, so you'll consistently be 3 villagers ahead.
Like Chinese extra villagers and Lithuanian extra starting food. Maybe even Mayans +1 villager too, if it could work out, so you'd end up 4 villagers ahead.
Maybe give the hun bonus as well.
Yeah I thought the same... With a flexible tech tree you could do anything with it
Mayans & Chinese vills
Liths food to make up for it
Inca vills affected by Blacksmith
Indian cheap vills
Some Castle Age bonus
Spanish Supremecy
@@gearben7553 and free wheelbarrow and handcart
@@jefffinkbonner9551 Ooooh yes now we're talking
add faster working TC (persians i think) and 2nd TC in feudal age (cumans) and the initial +4 vil lead wil only get bigger and bigger as time goes on
I really hope you turn this into a series man! I think this is the greatest AOE2 content there is!
A relic civ,
Burmese can see the relics
Burgundians get food and gold from relics
Liths get extra attack from relics
Would also want buffs to scout line, so things like mongol extra sight, Turks free upgrade to light cav, Franks extra HP etc so you can actually reliably fight for the relics, otherwise you’d be countered pretty easily by opponent targeting relics
Being able to customise your civ like in Empire Earth - this being an actual competitive game mode is stuff out of my wildest dreams
I'm super excited for this AI showdown! Though it might be hard to compare these civs' performance on islands vs on land. I'm curious to see how they are compared to yo water civ.
Great video, as usual.
However, I really wish you had made a pure monk and pure siege civ, as it would have shown how far we can stretch those tactics.
Tfw SoTL makes up new civs for overviews, yet he still has to do them on the Burgundians/Sicilans
I suspect Spirit is letting the civs "settle down" / get their nerfs out the way, so his overview doesn't instantly become out-of-date!
1. Start game with 3 extra villagers, but with -200 food and -50 wood
2. Start the game with +1 villager but with -50 food
3. Loom can be researched instantly
4. Reveal enemy positions at start of game
5. 10% faster moving vills.
the siege monk thing was so well thought out that in the end it seems rather weak.
Yes!!!! Been waiting for more parts. Please do more.... It literally the most fun thing to watch!
let humans play the free for all, the AI may spam archers playing as the cavalry civ or something like that
Exactly what I was thinking.
I seriously doubt the gunpowder civ AI will fast imp
I'm loving these theory-crafting videos lately my man. keep it up!
Fast imperial and gunpowder civ.
So just the Ottoman Empire?
What about a trash civ, an economy civ, defensive civ, tank civ (has the most durable and heavily armoured unit/s in the game), or an attack civ (has the most damaging unit/s in the game) or a speed civ (fastest unit/s in the game) or a imperial rush civ (focuses on getting of imperial as rapidly as possible even if sacrificing long term power, or a long range civ (longest ranged unit/s in the game).
I am just throwing ideas out at this point but i love this series and I WANT MORE!
You know the AI will just ignore the civ focus and just go for archers with the cav civ and vice versa.
or spamming trash unit
Yeah, nothing against the AI, but I'm pretty sure it's not programmed to respond to custom triggers. It'll most likely just play the civs like the one it has the tech tree based on.
SOTL: I have handcrafted the best cavalry civ in the history of Age. I trust you completely to not let us d--
AI: haha, six archers, two skirms, four spears, and a militia go brrrrrr
@@adriaan4808 You can block any unit or technology in scenario editor. Can't really make AI "research" one, but you can have it researched, be it from the start or later (on the trigger).
Glad to see my man SOTL doing well, upload more vids like this!
Still hoping to see best strategy/game-mode civs:
-TC Drops
-Tower rush or ultra fast rushing civ
-DM civs
-Best turtling (or defense) civ
-Best-team civ: focused on helping teammates and trade.
Douche civ: sicilian 100% faster tc build, cuman feudal bonus tc, persian double hp and brits cheaper wood cost
To keep your villagers alive either berber move speed or inca.
@@meneldal And Tigui (Malians) Castle bonus and Hill Forts (Lithuanians) Imp bonus
Spirit, love your content (you are actually doing on youtube what I (and probably many other nerds) have been doing for my self for years. Just one wish to you: please use this fancy new gimmic that allows you to make chapters for your video! That would be awesome.
Because "Likes" aren't enough, here's a comment to show people that I'm engaging with the content. Or whatever.
I agree that the sacrifice of my admittedly limited temporal resources is worth it to show support for worthy YT channels.
ayy les go do u guys think the el core rhythm takes into considerashon stoopid writing like dis as "diversity" in the pool of ppl watching? hek ye men sotl is worfy so here i am les gooo
Literally lining the coast with harbors is insane. Also there's an argument to be made that infinite fish traps could have enough wood savings to be put in over a different bonus especially when paired with Japanese faster working fishing ships.
My counter argument is that a navy doesn't need that much food.
@@cmckee42 I understand that but it will be needed early on to set up and economy and for researching techs. Additionally fast working fishing ships will collect a surplus of food which can be sold later on for the small amount of gold needed to create ships. All of this can be done with a relatively small wood investment, though I do understand some of the counterarguments that can be made.
@@samstark568 the fact that the fish traps are infinite has a greater impact in late game when normal fish run out.
Turtle Civ would be great to see, as would an Elephant civ. Still pushing for Villager Supremacy meme civ tho
The Welsh (OP Skirmisher Civ)
Mayans Tech Tree
1. Archery range units +20% HP
2. Camels, Skirms, Spears cost -20%
3. Archers cost -10% feudal, -20% castle, -30% imperial age
4. Spears, Skirms move 10% faster
5. Additional town center can be built in the feudal age
Unique Tech (Castle Age): Atlatl - Skirmishers +1 attack, +1 range
Unique Tech (Imperial Age): Tower Shields - Spears, Skirms +2 pierce armor *(If I could double stack castle age techs this would be Hul'che javelineers instead)*
Unique Unit: Longbow *(It was originally welsh after all!)*
Team Bonus: Imperial skirmisher upgrade available in Imperial age
Create the "Texas civ"
Every villager has a gun
Well, you could get supremeacy + villagers benefit from back Smith upgrades and such, but the problem is that villager AI is garbage when it comes to fighting.
Unfortunately, it will be an Imperial Unique tech named Second Ammendment. But it does what you described, only in Imperial
change the programming of flemish revolution to let it convert all your vilagers into hand canoneers?
@@hordenmeisterAO that would be the funniest tech
America's Imperial unique tech: Second Amendment:
Permanently replaces all existing Villagers with Citizens (40HP, 0+1/0+2 armor after Loom, 5 range, 12 attack), who act as regular Villagers, but now hunt and defend themselves with firearms. Villagers may no longer be trained from Town Centers, only Citizens.
Villager Civ:
Tech tree: Chinese (open and versatile, though lack of Treadmill Crane slightly annoying)
Bonuses:
Town Center, Dock 2x hit points; work rate +10/15/20% starting in Feudal Age (Persians)
Villagers affected by Blacksmith upgrades (Incas)
Villagers move 10% Faster (Berbers)
Buildings cost -15% stone (Incas)
Wheelbarrow, Hand Cart free (Vikings)
Unique Unit: Rattan Archer (Vietnamese)
Techs:
Tigui (Malians): Town Centers fire arrows when ungarrisoned
Supremacy (Spanish): Villagers stronger in combat
Team bonus: Siege Workshops work 20% faster (for villagers piled in siege rams, idk)
We need a civ that makes War Elephants OP, they need their justice
Tech Tree: Portugese
Bonus 1: Slav (10% farm bonus)
Bonus 2: Spanish (builders work 30% faster)
Bonus 3: Portuguese (all units cost -20% gold)
Bonus 4: Sicilians (50% bonus damage negation)
Bonus 5: Chinese cheaper techs
Unique Unit: War Elephant
Castle Tech: Kasbah (Castles work 25% faster)
Imperial Tech: Mahouts War Elephant (30% faster)
Team Bonus: Teutons (Units resist conversion)
You forgot Khmer 10% faster elephants, if that’s not cheating.
@@matthewbadley5063 In my opinion, the Spanish faster building bonus is pretty weak. Sure it saves you some res by spending less time building and more time gathering, but you would get better effects if you used something like the Celt’s wood bonus or Inca extra housing space (meaning it’s not that game Breaking). I would instead opt for the Cumans faster cavalry, since even with Mahouts, elephants are just too slow to be effective. Also Kasbah? Not really the most usefull tech aswell, much better imo would be to stick with more with the Persians and have no-gold Port Arbalests against halbs which you’ll most likely encounter a lot. Or maybe something more elephant related such as Tusk Swords or Chatras (assumimg it would apply to War eles).
@@josefjindra9715 Going full into WE means you need lots of castles not only to produce elephants but also take map control since you won't be relying on other units. Spanish builders that get Treadmill crane can crank up forward castles especially fast. WE and the upgrade take a long time, hence Kasbah, but that tech could be replaced by Tusk Swords.
@@matthewbadley5063 If it's for castles you'd want Sicilians' castle build bonus
STOL, since last month I've seen (no exageration) like 100 of your vids (like 5 or 6 everyday thanks also to the YT Algorithm). Videos from 5 and 6 years ago til todays and about two weeks ago I bought AoE2 DE.
Your vids are interesting, well done and with a lot of research and they made me like the game. Thank you a lot!
An idea for the final showdown: Add a normal civ like TOOOTONS to give us an idea how they stack up against the 'OP civs'
now i'd love to see some gameplay of you playing with these op civs :)
Arquebus>>>>> Shatagni for the gunpowder civ imo and I prefer by far the celtic faster firing bonus for the siege and monk civ over the Slav one.
Sounds exciting I can't wait to see how the next video plays out.
I think we need 2 things:
First - we need mod with all of this custom civs;
Second - we need a video how actually we can made some of this by ourself.
SotL_OP_custom_civs has the one from the last video, I will update it for the new ones on the weekend.
For designing them yourself, you can use the Genie Editor (ruclips.net/video/hReieSjZB5w/видео.html is a good tutorial for that).
@@christiangreff5764 But this video apply to HD, not DE edition.
@@kirinasthebestgod4552 uhh no lmao. This vid was made with DE civs in mind
@@fernandocobianchi5133 I'm about video in answer to me, not SOTL. Bruh.
@@kirinasthebestgod4552 Advanced Genie Editor works on all AoE2 versions (Kings, Conquerors, FE, HD and DE)
Well, you see, the main unique unit for a civ will be produced In the castle, some civs have secondary unique units that can be produced from normal production building, the vikings have berserks which are produced from castles but they also have longboats that come from docks, so you could have included a castle unique unit aswell
Docks to Harbors seems weird to me, the water civ will clearly dominate water so I see no use for defensive ports. If you dominate water, which that Civ should, who are those Harbors supposed to shoot at?
Sneaky transports? Yeah, it's not that useful.
Traitors and heretics?
oh wait its not a 40k video
I was lowkey hoping that an Elephant Civ would be featured here, but I'm glad you still haven't forgotten it. :)
The part at 0:21 of that *one. single. comment.* _(amazing...)_ was actually even better then what I was coming up for an OP Elephant Civ and I'd love to see what is _YOUR_ take on that topic compared to that person's comment. I'm sure you could also think of Techs and mix ups that totally passed over our heads!
The most OP civ for the Siege Tower strategy
Drill + Karambit Warriors
Probably one of the most fun ways to play. You can ruin anyone's day with that.
The ultra-greasy DRUSH civ:
Tech Tree: Incas
1: Start with +150 Food (Lithuanians)
2: Start with +50 Food and +50 Wood (Persians)
3: Builders work 30% faster (Spanish)
4: Infantry 20%/25%/30%/35% cheaper (Goths)
5: Reveal enemy positions at start of game (Vietnamese)
Castle Tech: Anarchy (Goths - Huscarls can be built at barracks)
Imperial Tech: Garland Wars (Aztecs - +4 infantry attack)
UU: Huscarls
Team Boner: Barracks work 20% faster (Goths)
So it's the Lithuanian militia rush, hyper-optimized. With the barracks completing 12 seconds faster and each milita being produced 4.2 seconds faster, this is 20 seconds faster to put two militia out, with the stronger and tougher eagle scout to back them up. It's also far more forgiving, as the faster build speed means no chance of being pop capped by the house, and all villagers transition back to resources faster than normal. This combined with the extra Persian food and wood mean no scrambling to ensure house or villager production gets hung up.
It's not just a one-trick pony either. On top of this nasty starting surprise, it's still a super-Goths infantry civ in the later game, having Huscarls to deal with archer counters, cheaper infantry (including Eagles), but receiving the Goth's missing infantry techs from the Inca tree.
Is there any possibility to make a mod where I can make my own civs? I would love to change bonuses between civs and make my own mod, pls help
Look into Genie Editor (the developer provided modding tool) if you want to pre-design your custom civs before playing (ruclips.net/video/hReieSjZB5w/видео.html).
Flexible building of civs during play is much harder I reckon.
Yeah if you want to make fully customized civs, modding is the way to go and it's really fun once you get started. If you're willing to wait though, I have begun work on a website where you can mix and match bonuses and it'll let you create a mod with the custom civ(s) for you to download. It'll take a while, but you can check progress at krakenmeister.com/civdrafter (and was inspired by these videos!)
@@johnmeo1532 Wow, REALLY cool project! I wish you all the success!
Ultimate herdable civ:
- Can convert herdable even if enemy unit are next to them (Celts)
- Shepherds work 25% faster (Britons)
- Herdables contain +50% food (Tatars)
- Newly constructed town centers Spawn two sheep (Tatars)
- Start with a free lama (Incas)
Team bonus:
Walls cost - 40% (Mayans) (to better protect your herdables)
Unique Unit:
Mangudai (Mongols) (to protect Herdables from siege)
Unique technologies:
Great wall (Chinese) (more protection for herdables!)
Forced levy (Malay) (your villagers are forced to protect the holy herdables)
You would want the Vietnamese town vision to pair with the Celtic sheep stealing.
I still think a point buy for bonuses (like the custom civilization creator in Empire Earth) I think it would be insane to try and make, but would be a ton of fun.
This is like my dream op civ on water, and having the Spanish as one of my fav civs; chosen for it makes it even better.
There is mod available for building up these civs? Could someone please give me its name?
Following
You could use the Genie Editor or wait till the weekend, I intend to update my SotL_OP_custom_civs mod to include these new civs, too. The civs from the last video are already in it (with a few rough points still).
this should be a game mode, building your own civ and fighting other custom civs
Oh wow. Haven't been this early to a vid before.
More SOTL content is always a blessing.
The ultra-greasy TRUSH civ:
Tech Tree: Koreans
1: Start with +150 Food (Lithuanians)
2: No buildings required to age up or construct other buildings (Khmer)
3: Builders work 30% faster (Spanish)
4: Age up 67% faster (Malay)
5: Buildings have 10%/20%/30%/40% more hp (Byzantines)
Castle Tech: Yeomen (British - +2 attack for towers)
Imperial Tech: Furor Celtica (Seige +40% hp)
UU: Geonese Crossbows
Team Bonus: Towers and Outposts have +3 LOS (Ethiopians)
Needing 150 less food and 200 less wood gathering to reach the Feudal Age, plus nearly a minute saved aging up results in blistering Feudal times. Faster building saves seconds on villagers which can instead be spent on maximizing gathering, and the shorter age time means advancing early gives less of a penalty to your villager production. Once out of the gate, your towers build more than 30 seconds faster with 20% more hp than normal and a huge line of sight.
If the game progresses late, it may struggle, but using stronger siege units to protect your towers from enemy siege, with Geonese crossbows as a flexible tool to defend your towers and siege units alike (while benefiting from similar upgrades to your towers), you may continue denying the enemy the map until they starve and break.
With both cost reductions, how is it calculated? Additive or multiplicative
Cost reductions are almost always multiplicative from what I've seen. The Hun bonus, for example, multiplies the cavalry archer's cost by 0.9 in castle age, and then has a separate effect multiplying it by 0.888889 in Imperial age. Together that gives the 20% discount in Imperial. The Mayan bonus works in an identical sort of way.
The exception is Kamandaran, which subtracts 45 gold and adds 35 wood to the archer's cost. Depending on when Kamandaran is applied that could break the Mayan bonus, so I'll have to pay attention to that one when I make the civ. Otherwise after the Mayan imperial archer discount is applied it quite possibly end with a negative gold cost (refunding gold). Combining additive and multiplicative bonuses makes everything just a bit more fun :)
What's with the time travel my guy
@@erhembayarbanzragch379 yeah I’m with you on this one God. Shits unholy
@@erhembayarbanzragch379 probably patreon
@@SpiritOfTheLaw You 're already making an official playable mod version? Then I won't have to update my fanmade one; I'll add a reference to yours instead.
Supplies and the Goth bonus have a similiar problem; I reckon it could be remedied by adding automatic technologies that set the costs to the correct values once a player has both the corresponding bonus and the specific technology. Any more elegant solution?
Overlooking the spanish cannon galloens bonus for the naval civ is a major oversight. Its almost a unique unit on its own.
ai powered monks is something real religions should invest in tbh
wayyyy better conversion success rate
Silk Armor would be better then Sipahi for cav archers. Your biggest problem is gonna be getting out gunned by something like a block of Brit Arbs. At 100 hp and 7 pierce armor, arbs will do 3 damage a piece meaning they would need only 34 (34 * 3 = 102) arbs to one shot one of your units. With 80 hp and 8 pierce armor, the arb will do 2 damage a piece meaning they would need 40 or so archers to one shot your unit. With a civ like this, you'd win against a generic civ either way, but if you're going against another OP archer civ, raising the amount of arrows needed to one shot your units is most important. But what you should really do is use Vietnamese greater HP bonus and Franks HP bonus. That'll bring the HP total over 120, with 8 pierce armor. So now you need 60+ arbs to one shot a unit.
An OP naval civ without Spanish CGs with Artillery seems like such a waste.
In general artillery is just plain dogshit, you already outrange anything, and CG vs CG just doesn't occurr...
Even spanish CG's aren't worth getting for ship vs ship combat
@@lightking1000 Artillery is mostly used to raid coasts further in, but with Spanish CGs, you could snipe enemy ships from very far away and give support to your frontline ships (longboats most likely) more effectively and from a safer distance. It's basically impossible in actual play to get to a critical mass of CGs where nothing can even reach you, but Artillery would help thin out enemy ships before a battle. It is most definitely an endgame tactic, and the meta is shifted much more towards the early game, so not having it is likely the right call. Still though, feels bad.
@@robinbernardinis you're never going to get value out of CG's unless it's in games where the value wasn't needed. Artillery is a tech for a unit you shouldn't even be building until the game is pretty much over already
Using CG's, let alone non spanish CG's vs ships just doesn't work. The moment you engage the enemy is just going to engage you with their galleon/fires, and since they didn't tech into CG and didn't invest in them they will have bigger numbers and wipe your ships. Even spanish CG's are very cost in efficient, they basically only work on extreme lategame naval choke points (like western europe diplomacy)
Once you reach the point where you can use CG to raid the shore, the game is usually over or at the very least already very much in your favor.
LEET VILLAGER civ
*Tech Tree:* Portuguese [key techs are Sappers, Bloodlines, all Blacksmith infantry upgrades, all farm upgrades]
*Bonuses:*
1) Villagers affected by Blacksmith upgrades (Incas)
2) Blacksmith upgrades don't cost gold (Spanish)
3) Villagers move 10% faster (Berbers)
4) Research Technologies 30% faster (Portuguese)
5) Advancing to the next age costs -15% (Italians)
*Unique Unit:* Magyar Huszar (Magyars) [cheap and fast unit to take out any siege coming at your swarming supreme civilians)
*Unique Techs:*
1) Corvinian Army [Magyar Huszars cost no gold] (Magyars)
2) Supremacy (Spanish)
*Team Bonus:* Farms +45 Food (Chinese)
Main strategy is to rush for Supremacy as fast as possible: saving your gold, as much as possible, just for aging up while building a massive farm economy to support a constant output of your roided-out villagers (80 HP, 3+10 attack, 0+6/0+8 armor) and speedy Huszars. Portuguese tech tree also gives access to (almost) fully upgraded Keeps and Bombard Towers as well as Treadmill Crane for some frontline tower support if you want.
Shame you didn't pick the organ gun for the siege civ. The only siege unique unit and you don't take it.
Ballista Elephant: Am I a joke to you?
@@karanrime8948 Is the Elephant a Siege Unit tho? Like can a Villager repair it? Or doest it get healed by monk?
I would have picked the conquistador.
@@RageFireMaster Imagine if you could do both :D
I think the reason there were so many comments so fast is that we all dream about the most op combination of bonuses when we're bored. I personally have been waiting for a video like this and am still waiting for a mod that lets you "create" your own civ with the bonuses pool.
All eco bonuses when. Or what is the worst possible civ
All cav bonuses for a no cav civ
All navy civ on land only map.
That's SotL for you... always pushing the boundaries of what it means to choose a bonus.
Personally, I'm gonna hard disagree with giving the Cavalry Archer civ the Mangudai. I think that really just steals all the thunder away from the standard Cavalry Archer. Instead, you should have given them the *ELEPHANT ARCHER.* It costs food rather than wood, and does its own thing. So I think it synergises better with a civ themed around the Cavalry Archer.
And plus, wouldn't the heavy cav archer be a lot cheaper and otherwise very similar? They're missing what, 1 attack and the bonus damage to siege?
if you really think about it, with all tech available, the Kipchak kinda outshine the mangudai for the CA civ. Tt's cheaper, a little more versatile (can deal with Huskarls for instance), still wrecks siege and is cheaper to upgrade. The real issue with this unit lies within the techtree of the cumans (lacking last forge range upgrade), not within the unit itself.
But meh, Mangudais are still pretty good.
You messed up with the water civ the fishing ship buff is much worse than a lot of eco bonuses or the stat modifiers and the harbors dont do much since the game often stalls out into out trading where the portugese armor would be much better. How about a super universal civ with almost everything in tech tree and just a load of eco bonuses.
You mean like a boom civ with a good tech tree?
The Greeks (OP Siege Tower Civ)
Ethiopian Tech Tree
1. Lumberjacks work 15% faster
2. Siege workshop units cost -15%
3. All units cost -20% gold
4. Siege workshop units fire 25% faster
5. Advancing to the next age 66% faster
Unique Tech (Castle Age): Ironclad - Siege units have increased melee armor
Unique Tech (Imperial Age): Drill - Siege workshop units move 50% faster
Unique Unit: Heliopolis, a tanky siege weapon with a large garrison space (20), that goes faster with garrisoned units, has no attack but will shoot additional arrows with archers or infantry similar to Teuton crenellations and can fire while moving, when fully garrisoned it is as fast as as feudal age scout
Team Bonus: Siege workshops work 20% faster
Now create the worst civs possible
Goth tech tree with only fortification bonuses?
Though if you banned giving bonus for stuff you don't get, you could also just pick the civ with the worst economy, and give them bonuses (but not discounts) for units with out much upgrades.
Pick the Aztec tech tree and give them nothing but cavalry bonuses and unique techs.
@@Salnax Below average archers, below average infantry, awful navy, and average siege. Perfect.
That being said, really puts into perspective how powerful a good eco is though if they remain a top tier civ despite the poor tech tree long term.
Play like me
Very interesting and cool stuff be fun to see a mod of all these op civs.
I bet the infantry civ will win. The AI is very poor at saving resources and will just throw endless stream of units out.
saving resources is bad though
Your videos, all of them, in my humble opinion, feel like a history class..... But more entertaining.
Why don’t you go create a tree hp video.
I would like to see an Economic Civilization:
Tech Tree: Help me here (Was thinking of Spanish since they have good infantry, cav, gunpower, siege, monks, and naval but their archer line is limited)
Civ Bonuses:
1) Lumberjacks work 15% faster
2) Farmers work 10% faster vs. Start with +150 food
3) Gold Miners work 20% faster vs. All units cost -20% gold
4) Villagers benefit from Blacksmith infantry upgrades vs. Stone Miners work 20% faster
5) Wheelbarrow and Hand Cart are free vs. Villagers move 10% faster
Unique Unit: Help me here (But I’m thinking Konnik since having two lives can really help a villager rush)
Unique Techs:
1) Supremacy (Duh, it’s a villager civilization)
2) Help me here (Maybe Yasama since towers can help secure resources for late game boom)
Team Bonus: Farms provide +45 food vs. Trade Carts and Trade Cogs return 25% more gold.
I feel this civ is capable in all ages. It can rush due to its economic superiority or it can late boom into an unstoppable flood and can attack with everything including and especially villagers.
Monks + onagers... that reminds me a meme about converting an onager to christianity and 4 years later it was leading a crusade.
Making all these God tier Imperial civs has left me wanting the ultimate Feudal rush civ.
Tbh this set didn't feel the fun kind of OP as the first set, too many eco bonuses not enough unit bonuses
The Ultimate SOTL Civ:
Tech Tree: Berbers
1: Farmers work 10% faster (Slavs)
2: Villagers drop off food without drop site (Khmer)
3: Farm techs add +100% food (Sicilians)
4: Farms 40% cheaper (Teutons)
5: Farm upgrades free (Franks)
Castle Tech: Burgundian Vineyards (Convert all food to gold at 2:1, farmers generate 1 gold per minute)
Imperial Tech: Flemish Revolution (Converts all vills to Flemish Militia, allows training Flemish Militia)
UU: Flemish Militia
Team Bonus: Farms are built 100% faster (Incas)
Disregard gold, acquire PEASANT. Only Spirit of the Law could calculate the output of this economic powerhouse. Use all the wood you're saving on mills and farms to build stables, and crank out powerful Berber light cavalry with your unstoppable food production. Blast through the ages, converting a big food float into gold in castle age for a quick Imperial advance. This is where the trap card is activated! Just as the enemy has begun to effectively counter your Light Cavalry with knights and pikemen, a horde of farmers take up arms and stream into the battle, perfectly counter-countering the counter-force. As the last of the extensive Berber upgrades complete, this deluge of former-farmers - the true heroes of this game indeed - descends upon the enemy's stronghold, dealing irrecoverable damage to both infrastructure and morale.
Even if the game lasts past this point, the SOTL-ians have a respectable long game with a powerful long-term economy and fully-upgradable Champions, Militia, and Hussars, backed up by decent siege and strong cavalry archers.
(Yes, I know the Teutons and Incas bonuses suffer from diminishing returns due to the other bonuses. It's just a meme, man.)
Shatagni is terrible, your HC will be less accurate. Arquebus is way too useful instead
Watched it like 3 times already. Especially love the cav archer civ!
If you're considering a Part 3, I'd be very interested in seeing a civ designed around being as strong as possible at the very start of the game and ending it as fast as possible
After I saw an interview with an old dev and how water tech sns units were designed, people would mass only one boat so one of the techs has to be the Spanish ballistics bonus instead the military discount.
The goal is a strong early boats with some longboats who are really good in castle and early imperial. Then you can go to elite CG that just murder any other boat combination
Ive always liked the idea of giving one civ every military and economy bonus in the game and fighting it against 3-7 normal civs.
Good work! Now we need elephant OP civ (with elephant facts :D) and camel civ.