Sicilians aka Normans didnt really speak Italian. Nobility was French. Many People from Sicily or South Italy were Greek, old Romans or even Arabs. Only part of Benevento were Lombards so they kinda spoke proto Italian.
I would like to see a UU that represents what gunpowder actually was which is a cheap way to get a lot of firepower there. That it has a very low cost and a very low gold cost and still decent attack but a very low rate of fire and very low accuracy. However in a large group they can do a lot of damage. That's how early gunpowder was used. A large number of less trained soldiers firing volleys.
@@llSuperSnivyll The main breakthrough that did this though was the able to make synthetic saltpeter. Which I feel is what the technology chemistry symbolizes. But they would function kind of like a group version of an organ gun. Letting lose a volley in the hopes they will hit something.
@@eRic-hr3yl That's exactly what that means, yes. Lol, none of the FE guys know anything about history it would seem. (Seriously it's bad... especially the newer additions)
Here is another Magyars fun fact - You might wonder that "Killing wolfs in one hit" is kind of a strange bonus, well - although I can't confirm this was actually the inspiration - there was a Hungarian noble: Miklós Toldi, a Hungarian folk hero, who hailed from peasant origins, and among his great deeds is the one story where he killed two reed wolfs (or golden jackals) with his bare hands. Of course this is just my theory, don't know if the original Forgotten mod team based it around this story, though it's another case of fiction being presented as history in AoE. Btw. If they wanted to give Magyars an eco bonus, they could give us something related to farms or herd animals, since we were pretty famous for those.
Another mildly interesting fact is that Magyars name are mispronounced too. "gy" is a unique sound/character. Also the first "a" should be pronounced as the second.
I reckon long boats should fire a main projectile and only fire extra arrows with each unit garrisoned inside. Even if they only capped out at 5 or something it would be a pretty neat raiding
It’d be difficult to use though, garrisoning 5 pop that could be better used ex. on actually usable land units or more ships and also microing to load people onto every longship would be very tedious
@@akaMaddy Definitely in AoM. It's a fundamental upgrade because it affects the carrying capacity of all food gathers, plus hunting is generally more useful in that game.
Another fun fact about the Spanish: their archers actually aren't the worst out there. Fully upgraded can shred teutons, celt and frankish crossbowmen.
@@dattilo1 😂 someone did the same to me, I couldn't believe it when I looked it up formally... Too many times I had heard the word in the context of "destroy everything" in war games (or maybe I just guessed wrong).
In my copy of Age of Kings, the longboats have the garrison icon, but cannot transport any unit. The garrison condition was probably already taken away, but they forgot to delete the icon. Age of Kings was definitely not a polished game, including the fact that you could convert heroes and everything else :P
Not to mention you can convert Ghengis khan by switching him to enemy, attack him, than run away and help the tribe with monks, than scarifying a few calvery as a distraction to let the monks convert him. 🤣
About Persians, the way civ bonuses are displayed is kinda arbitrary sometimes. Depending on how you word it, the TC and Dock HP + working rate bonus could be 1,2 or 4 different bonuses tbh
as for the persian fact at 4:10, when i look at tech tree, berbers show up as 2 bonuses as well since it clumps up fishing ship/vill movement into one bonus.
Hi, Spirit. Pretty sure many civs ended up with more than 1 fact that didn't make it into the final version of the video. How about another video with "Random number of random facts about all civs"? Oh, no problem if you want more than one video! 😁
I think Vikings having such a good archery range was a mistake by the devs. Vikings are supposed to be an infantry civ, but ppl took them solely for archers & good eco... Mayans, Britons and even Ethiopians have better archers than Vikings so i think it's just akward picking Vikings to play archers. 🙄
@@akaMaddy That's mainly because archers are just so much better than infantry in AoE2. Japanese get played as an archer civ too, and Malians get played as more of a camel/ cavalry civ with Gbetos as the main infantry representative; even giving infantry +3 pierce armor automatically for free isn't enough for champions to be the backbone of their army composition or a go-to unit; they're still a good option but still situational. Aztecs get played more as a monk civ and have a skirmisher bonus, and eagle warriors are their main infantry; how often are champions or especially jaguar warrior seen even with extra attack? Teutons have an infantry unique unit so powerful that they can beat paladins but are still played as a cavalry or maybe monk an siege civ. Goths are the only infantry civ played as an infantry civ.
Mangudai are badass warriors of the steppes, the progression into a more civilized age wouldn't raise their HP, but give them better gear, makes total sense for me 🐎
I played one old versión of AoE2 with Hunting Dogs. In fact, since AoE2+Conquerors is still a popularly pirates game in latinamerica, I wouldn't be surprised to see the tech on café internets.
Seeing Lombards and other scrapped civs makes me realy want Dark Age of Empires. Just set between AoE 1 and AoE 2 during fall of Roman Empire and early medieval period. We already have a lot of civs out of place in AoE2 (Celts, Huns, Goths)...
I think Magyars should start the game with a hunting dog unit. Incas start with a llama, after all. The doggo would have limited LOS but could "sniff out" hunt and herdables. They would be vulnerable to wolves, though, for balance, but a villager could always head out as his doggo is running home and go strike that wolf down. The dog could basically be given its "hunt" command, similar to patrol, and he'd go directly to the nearest animal out in the fog of war, whether that happens to be a sheep or a deer or a boar. The doggo wouldn't work beyond a certain distance from a villager (maybe 10 tiles idk) so he couldn't just be sent out across the map to lame. Slower than a scout but faster than a villager, the doggo could push deer. So Magyars wouldn't gather any resource faster, but would be able to find all their hunt and sheep really quickly and have help pushing deer so the scout can go scout the map. That doesn't seem overpowered to me, especially when compared to the Mongols hunt bonus plus scout LOS bonus. Plus, doggo.
I always wondered why they didn't keep the Longboat garrison considering Vikings main thing was raiding. For example 5 pop for Longboats, 10 pop for Elite Longboats. No additional cost so that it makes sense to make them instead of Galleons cost wise. It would actually make them unique units, which they are supposed to be - in addition to being historically accurate. Then again I might have a bias because I'm Norwegian...
Can you do a video on all the changes from AoK to AoC, so removal of certain gunpowder techs, harald hardrada becomes a berseek instead of a monk, longboats still say they can carry units etc. Also how different the meta used to be/how differently scenarios play without bloodlines etc
If an elite janissary shoots instantly but a portuguese hand cannoneer fires faster bullets, which would win in a pistol duel ? "This indian tradeport is too small for the both of us !"
1:05 I recall seeing this once in some early AoF footage but it's interesting to see how much Forgotten Empires have taken from Age of Mythology (where this same tech is used in high hunt maps) even well into DE. Doing mechanical comparisons might make for an interesting video.
the reason Condos take Bonus damage from Samurais and Imp Skirms and Camels dont is the way armor classes work and unit upgrades cant add an armor class for some reason.
The mayan fact got me thinking: which civs are the most historically accurate and which civs are the least accurate? Obviously, this might be a pretty subjective ranking, but it would be interesting to come up with some sort of scoring system to rank civs by in order to get a definitive answer.
I think that the name of the mayan unique tech was a reference to the movie The road to El Dorado, which was released in March 2000, months before the release of The Conquerors expansion. In that movie the city of El Dorado was based in the maya civilization. But I guess we will never know the true, unless we ask someone who worked in the game.
I've always thought that longboats should have garrison space! Didn't know that was in the beta. I think your reasoning for the imp camel and skirm is spot on, it would be hugely frustrating/confusing to upgrade a unit and have it perform worse (they should fix war galley micro)
A more interesting fact about the Magyars is that they were considered to be added to the conquerors edition, but they replaced by the Huns instead because they weren't popular enough. On that same note, what civ bonuses would have the Scythians had? What would have been their unique unit? What general priniple would have their techtree abide to? Lastly, could I have a link for that FE blogpost?
The Scythians were famous for their horse archers and metalworking, and are believed to have been the people who brought saddles and the practice of gelding male horses to the west.
This might be a mess for balance, but it would be cool if Vikings didn't get transports, but instead used the long boats, and had a dark/feudal-age variant of it that auto upgraded like the eagle scout.
The Vietnamese are one of the civs with the most curious facts but in your post you only talked about the samurai... there is already something strange
Arquebus fact you missed: Portuguese Bombard Towers with both Ballistics and Arquebus lose the ballistics benefit and stop trying to track enemy movement.
That unique unit quirk about Vietnamese not only applies to Samurais, but also applies to availability in All-Techs mode: Imp Skirm and Imp Camel are different from Condos and Genitours in terms of availability to the civs in all techs (I think the first 2 are available, and Condos and Genitours are not, but not certain). Similar with Feitorias vs Kreposts vs Donjons: their behavior is not consistent between Portuguese / Bulgarians / Sicilians. It'd be great if you could look into this; maybe the devs just never worked out the rule and All Techs mode is just an afterthought.
Spirit of the law: Video request! Quick wall/ unfinished buildings or buildings under construction stats. And how easily an onager or mangonel can destroy an unfinished building. For example I play arena. Instead of castle dropping, I build mangonels and put next to wall. If I get castle dropped they kill the castle right when being built. In theory. Sometimes it works. Sometimes it doesn’t. You know why? How much damage I need? How many vills I need to prevent from happening to me?
Mildly Interesting Trivia thing to add to 1:05: Hunting Dogs is still a tech in Age of Mythology, where it is pretty much picked up asap on all land maps.
This is so fun! It would be cool if you had the civilization name over the background (or those timestamps that you can mouse over the video and see them), for videos where there are every/many civs.
There was a ceremony in which a king or high priest covered himself in gold dust and jumped into a lake to give the gold to the gods, it was described by the Spanish as el hombre dorado
Vikings loosing access to basic transport ship in favor of being able to transport units in longboats that would also improve longboats attack a tiny bit while transporting is really cool and unique idea for AoE2 where vikings kinda lack original identity. They'd need to get much weaker variant in feudal age but still, it's a shame we didn't get it in such form.
Hi Spirit, I've a request, can you make a short video on how Devs apply different changes to civilizations. It will be fun to check the technical side of the Game we love so much
There should be a missing historical techs video where you point out how every Civ is missing 1 tech you feel they should have. A few examples are the Chinese missing block printing even though they invented it and the Mongols missing Parthian tactics which were their main method of fighting similar to the Britons Missing thumb ring etc
I find Sicilians to have a very interesting fun fact. Especially because Monks annoy me to no end in the campaign, incentivising me to always get Heresy. So having +6 conversion resistance is very appealing to me.
I'd count the Persians as having 3. As it's more like T.C. & Docks have 100% more H.P. Then T.C. & Docks have 10, 15, then 20% faster working rate in the Feudal, Castle & Imperial Ages respectively.
Here’s an idea: Polynesian civilization Unique units: Sawtooth Warrior - a foot soldier unit that can swim on water and do extra damage to ships. Wayfinder boat: boat that can “travel on land” with warriors getting off the boat and carrying it inland. Idea for this is from the Flying Dutchman cheat in AoE1
This sounds like the units are either ultra OP or get stats that make them unusable imo. boats that can go on land completely destroy the water balance due to raiding potential and similar things apply to the UU. This would be very hard to balance properly. Still an interesting idea though.
I think the reason samurais don't do extra damage against elite skirmishers and camels is because even tho they're unique upgrades, they aren't an unique line of unit, since most civs have the base version of them. I think a better wording for the samurai is "deal extra damage to unique line of units", which would cover the castle units, the few unique boat units and the condotierro.
I remember when the game came out there were more units that showed a garrison door. I'm not sure but i think it was the ram or the scout cavalry. and maybe more
Im pretty sad to learn that they had a great idea for longboat. However I can see how a 'transport ship that shoots back" Would be considered unfair to Galleon captains.
In the previous episode, the interesting fact for Khmers was that the correct pronunciation is something like Khmai. I don't even try to explain the pronunciation for Magyars, but as a Hungarian, you can trust me that most of you get it completely wrong. 😂
Nordic Chieftains DLC. Vikings Civ rework NB. (Includes Byzantine rework) The Vikings came from a cold, barren mountainous/fjord covered boggy area, Norway,Sweden,Scandinavia where agriculture was highly difficult to maintain, thus their focus was on fishing, but as their culture and cities grew, it became a necessity to raid other shores/peoples in order to survive and thrive. Thus they started to use their brilliant longboats to conquer the northern seas and raid countless European and Mediterranean kingdoms. So I was wandering, why the devs gave the Vikings (Which literally mean Raiders) such a strong economy by means of free handcart and wheelbarrow? Norse/Vikings Pagan, early aggression, raiding using Infantry, cheap trash,Strong Agnon Skirms, transported in longboats. Architecture: Norse architecture that resemble their beautiful Norse church wonder. Knut The Great Sven Forkbeard Ivar the Boneless Erik the Red Erik Blood Axe Ragnar Lothbruk Harald Hadrada Olaf Siggurdson Rollo Harald Bluetooth UU castle: Berserk (infantry) - Unique infantry unit that slowly heals itself. (Dane axe + round shield on back) Can repair Longboats UU Dock: Longboat (warship) - Unique ship that fires multiple arrows (from castle age) as well as transport foot units (Infantry/skirms/vils/monks/kings only) In feudal age Longboats can’t fire arrows. Longboats transporting skirmishers gain added pierce armour and attack. Feudal age longboats transporting skirmishers gains an attack. UT Imp: Chieftains Longforts - Beserkers can be trained in docks. UT Castle: Berserkergang (Berserks regenerate faster) Civ bonus1: Dane Geld:Skirmishers, Pikemen, Halberdiers cost -25% Civ bonus2: Infantry and skirms +20% hit points starting in Feudal Age Civ bonus3:Warships+fishing ships cost -15% Feudal Age, -15% Castle Age, -20% Imperial Age Civ bonus4: When infantry destroys an eco building 100 of the connected resource gets looted and added to your stockpile. Lumber camp = 100 Wood Mill = 100 food Dock = 100 Food Mining Camp = 100 gold + 200 Stone Market = 300 Gold Monastery = 500 gold TC = 500 gold Shared unit Barracks: SU2:Throwing Axe men - Shared with Goths + Franks Franks only get regular, no elite. If allied to Byzantines, both civs gain access to: the technology of Varangian Guard from the Feudal age. In Feudal age , Byzantine army (As well as Norse allies) gain access to a special unit in the Barracks called the Varangian Guard. - Expensive , slow moving with a limited build amount. Since the Byzantines are a Defensive civ, the Varangian Guards have a high attack boost when in the vicinity of a TC or Castle but outside a certain radius from these buildings the VG lose the strong attack bonus and are just as strong as a normal Man at Arms/Long Sword/Champion. (guards of the Emperor) To defend against early rushes , but since they are expensive,slow and limited, you will have to think strategically as to when and where to deploy/station them. (Automatically upgrades with each age) drive.google.com/file/d/1KGqx1q7JKH8DmwxjTifLq0UD7chw358K/view?usp=share_link Team Bonus: Arson becomes available in the feudal age. (Civs whom did not have access to arson now do gain access to arson) Barracks: Champion Up to long sword - Round shield + small war axe 2handed sword to Champion - Round Shield + sword Halb - Round shield spear line Throwing axemen + Elite Throwing Axemen Stable: Light cav AR: Elite Skirm - Angon Skirms (does slightly more damage to villagers) archer SW: Siege ram Siege onager scorpion Dock: Fire galley Galley Heavy Demo Transport ship UU - Longboat (warship) - Unique ship that fires multiple arrows (from castle age) as well as transport foot units (Infantry/vils/monks/kings only) In feudal age Longboats can’t fire arrows. Longboats transporting skirmishers gain added pierce armour and attack. Feudal age longboats transporting skirmishers gains an attack. No shipwrite Pagan Temple: No Redemption No atonement No Theocracy No Illumination No Herrecy Blacksmith: No plate boarding armour University: No keep No BBT No Siege engineers No fortified wall Don’t gain access to Livestock penn unless allied to the Swedes. No crop Rotation Wonder: Borgund/Hedel/Hopperstad Stave Church Swedes/Kalmar Union Christian , late game focus, expensive units , using Hand cannoneers, Arbs, Knights + warhammer plated infantry to crush their enemies. Architecture: Current ‘’Viking set’’. Kalmar castle Visby/Gotland Castle Monnestary - Lund Cathedral Sigurd the Crusader UU castle: Plated war hammer infantry (Heater shield + one handed war hammer) Slightly stronger than a longsword (Regular) and Champion (Elite) but does bonus damage vs other Swedish units (To depict the numerous civil wars within the Kalmar union) Weak vs Cav + gunpowder, average vs archers, strong vs siege + buildings + infantry , very strong vs other Swedish units except for cavalry. UT Castel:Danish Reformation - Swordline + Knight line gain + 25HP UT Imp: Vryborg bang - All guard towers become upgraded to BBT and when a BBT gets destroyed , it explodes and inflicts area damage around it. (To allied and enemy forces) Sallet helmet - sword line + arbs gain +1 melee armour Civ bonus1: Pete houses - Houses built on grass or snow terrain cost - 50% wood. Civ bonus2:Torps - Houses built next to Berries and woodlines increases villager collection rates of these resources. Civ bonus3:Burkals - Hunt generates the same amount of gold as they do food (Selling of furs) Civ bonus 4:House of Vasa - if allied to Poland you gain access to Winged Hussaria Team Bonus: Elk/Reindeer can be bred in the livestock penn wich provides more food (and more gold for the Swedes) in cold /winter maps Barracks: Kiteshield ,nasal helm swordsmen up to Long sword Two handed swordmen - Plate armoured Heater shield swordmen + Salet Helm Spearmen - Kite Shield - Pikemen - Heater shield ,Halb - Plated halberdier no shield Stable: Cavalier wearing plate armour and Sallet helmet Light cav No husbandry AR: Arb Handcannonner Elite skirm SW: BBC Onager Ram Dock: Gallion Fire ship Demo ship University: No Keep No siege engineers No Treadmill crane Wonder: Uppsala Cathedral Historical battle: Battle of Brunkeberg 1471 AD. Campaign in the Levant with the Norwegian Crusades under Sigurd the Crusader 1115 AD Siege of Sidon
I would love to see the Vikings split up into Danes, Norwegians and Swedes, with their own shared Architecture, and each with the Longboat as a shared regional unit. One of these could have a Unique Tech that granted carrying capacity to Longboats
10:42 none of these come in handy in practical situations? Knowing Spanish have all trash units fully uograded is a lot "handy" and without having enough gold, totally worth knowing
As Ukrainian, it is indeed baffles me that Slavs are mishmash of a few tribes/principalities in game, while we also have different Slavic civilisations ingame. Also, they're somehow voiced in _modern russian_ language (with 2 to 3 Old Church Slavonic words to mask that a little bit) with _modern russian accent_, clearly made by russian voiceovers. So strange.
I swear I remember being able to transport units by longboat way back in the day on the original CD, not just beta. Also as for the Slavs, I feel like with their current identity and gameplay, a name change to the Rus would fix pretty much all the problems as that would encompass pretty much the whole range of medieval eastern Slav ethnicities.
Here’s an interesting fact about “Malay”. Their campaign makes clear that they are in fact Javanese. It’s like having an “Italian” civilization with the campaign focused on Richard the Lionheart.
Yeah. Also the most famous Malay states had basically no knowledge of gunpowder while the Javanese made advanced guns and cannons. They should be split for sure.
@@galliman123 To clarify, the relevant Malay empire of the AOE2 time period was Sriwijaya, based on the island of Sumatra. The empire that appears in the AOE2 campaign is Majapahit, which was based in East Java and at its height vassalised most of the coastal kingdoms in the Indonesian archipelago. There is scope for even more diversity in Indonesia; the devs could include the Sultanates of Gowa and Aceh, or the Kingdom of Sunda. But the Javanese are certainly the most egregious omission: they are the largest ethnic group in Southeast Asia, with around four times as many Javanese alive today than Malays, and Java was the major demographic, cultural and political power in the region throughout the relevant time period. @Jorge Van Both Javanese and Malay are Austronesian languages within the Malayo-Polynesian subgroup, but they are entirely different - they have wholly different vocabularies, use different grammatical features, and are written in entirely different scripts. There is greater difference between Malay and Javanese than between any two Western European languages. For a game that distinguishes Italians from Sicilians, Spanish from Portuguese, or Franks from Burgundians, it's ridiculous to lump together every civilisation in archipelagic Southeast Asia under the catchall name 'Malay'.
@@aoefsmrap Well. Now that you mention it. The Malay ethnic group are from the Malay Peninsula and speak Malay (obviously), while the Javanese ethnic group are from the island of Java and speak Javanese - although the Indonesian government chose to make Malay (which they named Bahasa Indonesia) the national language of Indonesia rather than Javanese or any other Indonesian language, perhaps to avoid accusations of bias towards one of Indonesia's ethnic groups. Leading to the situation where both Malaysia and Indonesia speak Malay as their national language, but call it differently (Bahasa Melayu and Bahasa Indonesia respectively). But it seems clear that the developers intended for the "Malays" to represent ALL the Austronesian peoples of Southeast Asia. Their unique unit, the Karambit Warriors, use karambit knives, which come from the Minangkabau people of Sumatra, who are neither Malay nor Javanese.
Monk: "May I speak to you about my god?.."
Sicillian: *Angry Italian hand gesturing*
priest: wololo
Sicilian: Scusi?
The power of "You talkin' to me?"
no one out argues a Gambini
Brilliant 11
Sicilians aka Normans didnt really speak Italian. Nobility was French. Many People from Sicily or South Italy were Greek, old Romans or even Arabs. Only part of Benevento were Lombards so they kinda spoke proto Italian.
8:44 It also means the Elite Janissary can make a 360 no-scope.
Technically they are the first real Corps ever created so 360 no scope it is 😂
I would like to see a UU that represents what gunpowder actually was which is a cheap way to get a lot of firepower there. That it has a very low cost and a very low gold cost and still decent attack but a very low rate of fire and very low accuracy. However in a large group they can do a lot of damage. That's how early gunpowder was used. A large number of less trained soldiers firing volleys.
@@MrMarinus18 Honestly, a slightly weaker Hand Cannoneer (and without bonus damage against infantry) could work as a trash unit.
@@llSuperSnivyll The main breakthrough that did this though was the able to make synthetic saltpeter.
Which I feel is what the technology chemistry symbolizes.
But they would function kind of like a group version of an organ gun. Letting lose a volley in the hopes they will hit something.
Fun fact: The idea for the longboat to remain a combat transport ship was kept for Age of Mythology's norse faction.
Ah almost thought I went insane when trying to garrison troops in the longboats, that´s why I had the idea XD
Thanks for saving me from madness! I was sure it was possible in AoK, it makes more sense in AoM
I think the idea with El Dorado adding HP is that it's meant to be a "Fountain of Eternal Youth" type thing.
makes sense
Its all about the myth and how it's played on the population of eagle warriors in search of such land with so much brightness
That would mean they mixed up two completely unrelated legends tho
@@eRic-hr3yl That's exactly what that means, yes. Lol, none of the FE guys know anything about history it would seem. (Seriously it's bad... especially the newer additions)
@@matthewcarroll2533 Some of the new additions are kinda bad, but many of the classic stuff is also extremely stupid and straight up ahistorical
Here is another Magyars fun fact - You might wonder that "Killing wolfs in one hit" is kind of a strange bonus, well - although I can't confirm this was actually the inspiration - there was a Hungarian noble: Miklós Toldi, a Hungarian folk hero, who hailed from peasant origins, and among his great deeds is the one story where he killed two reed wolfs (or golden jackals) with his bare hands.
Of course this is just my theory, don't know if the original Forgotten mod team based it around this story, though it's another case of fiction being presented as history in AoE.
Btw. If they wanted to give Magyars an eco bonus, they could give us something related to farms or herd animals, since we were pretty famous for those.
Toldi? Is that who the tank is named after then?
@@RedShocktrooperRST Yes, I think it is. Not 100% sure though.
@@RedShocktrooperRST yep
I know a girl who is also famous for farm animals
Another mildly interesting fact is that Magyars name are mispronounced too. "gy" is a unique sound/character. Also the first "a" should be pronounced as the second.
I would love for Longboats to be restored as fighting transport ships. It might not be balanced, but it would be very fun.
By that logic you can make most ships half transports though 😂
AOE3 has fighting transport ships. Pretty much all are by default.
I don't think there's enough water maps or people playing Vikes for it to "break" the game
Ive literally suggested this for years, i didnt even know it was a previous idea!
If it was only for Elite, it would limit it to imp and give a much needed boost for Viking late game. Not a big boost but something.
Fun fact about the Sicilians: you should never go in against them when death is on the line.
You should never invite a norman to your land either. It's always backfires.
Especially in a land war in Asia.
@@jefffinkbonner9551 Indeed. That would be inconceivable.
*Lithuanians:* *ignore armor
*Teutons:* "And we took that personally."
Battle of Grunwald intensifies
I reckon long boats should fire a main projectile and only fire extra arrows with each unit garrisoned inside.
Even if they only capped out at 5 or something it would be a pretty neat raiding
It’d be difficult to use though, garrisoning 5 pop that could be better used ex. on actually usable land units or more ships and also microing to load people onto every longship would be very tedious
An armed transport that can still give cover from the shore during raids. Maybe increase the carey limit and just cap the arrows for balance.
They could instead make Viking transports fire arrows when garrisoned with archers
pretty sure that would immediately make them unviable a seperate transport longboat unique unit that costs gold and wood would be pretty neat though
Yea, replace transports with long boats.
So many quirky things you could do, I don't even know where to start
Shout out to all the people who play with z civs 🗿🍷
like Zapotec, Zhuang or Zulu?
I do love Ze franks
@@dalakhsarothal9624 anuzzer glorious loss for fruuunnnzz
@@williaml.willowfield2220 All would be more important additions than Sicilians or Burgundian...
The Zulus
Hunting Dogs is an eco upgrade in AOE3 which can be researched at the Mark. I believe it has the same effect.
It's also in AoM i think. 🙂
@@akaMaddy Definitely in AoM. It's a fundamental upgrade because it affects the carrying capacity of all food gathers, plus hunting is generally more useful in that game.
Another fun fact about the Spanish: their archers actually aren't the worst out there. Fully upgraded can shred teutons, celt and frankish crossbowmen.
If they can only decimate them, then they are pretty bad.
Also Bulgarians have worse archers because they not only miss crossbow but also the final armor upgrade
@@raizan5946 point made, changed it into "shred"
@@dattilo1 😂 someone did the same to me, I couldn't believe it when I looked it up formally... Too many times I had heard the word in the context of "destroy everything" in war games (or maybe I just guessed wrong).
All while having fabulous hair
Disregarding game balance, having the Longboats garrison units to gain extra projectiles would actually be kinda neat.
In my copy of Age of Kings, the longboats have the garrison icon, but cannot transport any unit. The garrison condition was probably already taken away, but they forgot to delete the icon. Age of Kings was definitely not a polished game, including the fact that you could convert heroes and everything else :P
I remember when they originally made Harold Haardrade as a super fast monk in AoK. 😂
@@Labyrinth6000 wait.....what? whats the logic behind that? that dude was NOT interested in converting anyone. he just wanted heads.
Not to mention you can convert Ghengis khan by switching him to enemy, attack him, than run away and help the tribe with monks, than scarifying a few calvery as a distraction to let the monks convert him. 🤣
@@Labyrinth6000 does that have any benefits?
@@nvmtt It has the benefit that Ghengis Khan is a very powerful Mangudai.
About Persians, the way civ bonuses are displayed is kinda arbitrary sometimes. Depending on how you word it, the TC and Dock HP + working rate bonus could be 1,2 or 4 different bonuses tbh
as for the persian fact at 4:10, when i look at tech tree, berbers show up as 2 bonuses as well since it clumps up fishing ship/vill movement into one bonus.
Berbers get speed bonus on all ships actually
Offtopic question: Do you plan to bring "Aoe2 vs History" series back? I am a history nerd so I loved those.
Hi, Spirit. Pretty sure many civs ended up with more than 1 fact that didn't make it into the final version of the video. How about another video with "Random number of random facts about all civs"? Oh, no problem if you want more than one video! 😁
11 nice idea
That Viking tech would have made them so much cooler to play. I’m a little upset now to know they took that out of the game
Not to mention until all the recent buffs they were played as an archer civ :(
Its in age of Mythology
I think Vikings having such a good archery range was a mistake by the devs. Vikings are supposed to be an infantry civ, but ppl took them solely for archers & good eco... Mayans, Britons and even Ethiopians have better archers than Vikings so i think it's just akward picking Vikings to play archers. 🙄
@@akaMaddy That's mainly because archers are just so much better than infantry in AoE2. Japanese get played as an archer civ too, and Malians get played as more of a camel/ cavalry civ with Gbetos as the main infantry representative; even giving infantry +3 pierce armor automatically for free isn't enough for champions to be the backbone of their army composition or a go-to unit; they're still a good option but still situational. Aztecs get played more as a monk civ and have a skirmisher bonus, and eagle warriors are their main infantry; how often are champions or especially jaguar warrior seen even with extra attack? Teutons have an infantry unique unit so powerful that they can beat paladins but are still played as a cavalry or maybe monk an siege civ. Goths are the only infantry civ played as an infantry civ.
Would love to see a round 2 of this series and whenever you can find the time, the history videos are always bangers!
Mangudai are badass warriors of the steppes, the progression into a more civilized age wouldn't raise their HP, but give them better gear, makes total sense for me 🐎
I played one old versión of AoE2 with Hunting Dogs.
In fact, since AoE2+Conquerors is still a popularly pirates game in latinamerica, I wouldn't be surprised to see the tech on café internets.
Seeing Lombards and other scrapped civs makes me realy want Dark Age of Empires.
Just set between AoE 1 and AoE 2 during fall of Roman Empire and early medieval period.
We already have a lot of civs out of place in AoE2 (Celts, Huns, Goths)...
Second that. It's a really fascinating time period
Return of Rome might have space for this
I think Magyars should start the game with a hunting dog unit. Incas start with a llama, after all. The doggo would have limited LOS but could "sniff out" hunt and herdables. They would be vulnerable to wolves, though, for balance, but a villager could always head out as his doggo is running home and go strike that wolf down. The dog could basically be given its "hunt" command, similar to patrol, and he'd go directly to the nearest animal out in the fog of war, whether that happens to be a sheep or a deer or a boar. The doggo wouldn't work beyond a certain distance from a villager (maybe 10 tiles idk) so he couldn't just be sent out across the map to lame. Slower than a scout but faster than a villager, the doggo could push deer.
So Magyars wouldn't gather any resource faster, but would be able to find all their hunt and sheep really quickly and have help pushing deer so the scout can go scout the map. That doesn't seem overpowered to me, especially when compared to the Mongols hunt bonus plus scout LOS bonus.
Plus, doggo.
I always wondered why they didn't keep the Longboat garrison considering Vikings main thing was raiding. For example 5 pop for Longboats, 10 pop for Elite Longboats. No additional cost so that it makes sense to make them instead of Galleons cost wise. It would actually make them unique units, which they are supposed to be - in addition to being historically accurate. Then again I might have a bias because I'm Norwegian...
I desperately hope we get a Tibetans civ eventually
Probably will never happen, thanks to the chinese market
@@Gaalification That's sad. China ruining everything as usual.
Can you do a video on all the changes from AoK to AoC, so removal of certain gunpowder techs, harald hardrada becomes a berseek instead of a monk, longboats still say they can carry units etc. Also how different the meta used to be/how differently scenarios play without bloodlines etc
Another interesting point on the bonus damage that cements that is samurai do extra damage against genitours as well
If an elite janissary shoots instantly but a portuguese hand cannoneer fires faster bullets, which would win in a pistol duel ?
"This indian tradeport is too small for the both of us !"
the zero delay one. Although it can travel faster, still has to aim before shooting.
"And it ain' me who's gonna leave!!!"
@@pokerraper1 What if both fire at the same time?
@@finesseandstyle then the faster bullet would be the winner
I think the AOE2 Devs took a Mel Gibson 'Apocalypto' approach to the El Dorado tech. "Aztec, Mayan... potayto potahto~"
hey, more facts! i love those. thanks spirit
Wait wait wait!!! The bracer tech icon.... is a bracer? I've always thought it looked like a kind of small cannon firing.
The samurai thing isn't all that surprising. It applies to unique unit *types*, not unique *upgrades*.
1:05 I recall seeing this once in some early AoF footage but it's interesting to see how much Forgotten Empires have taken from Age of Mythology (where this same tech is used in high hunt maps) even well into DE. Doing mechanical comparisons might make for an interesting video.
the reason Condos take Bonus damage from Samurais and Imp Skirms and Camels dont is the way armor classes work and unit upgrades cant add an armor class for some reason.
Do you know if Genitours take bonus damage as well?
The mayan fact got me thinking: which civs are the most historically accurate and which civs are the least accurate? Obviously, this might be a pretty subjective ranking, but it would be interesting to come up with some sort of scoring system to rank civs by in order to get a definitive answer.
I think that the name of the mayan unique tech was a reference to the movie The road to El Dorado, which was released in March 2000, months before the release of The Conquerors expansion. In that movie the city of El Dorado was based in the maya civilization. But I guess we will never know the true, unless we ask someone who worked in the game.
I've always thought that longboats should have garrison space! Didn't know that was in the beta.
I think your reasoning for the imp camel and skirm is spot on, it would be hugely frustrating/confusing to upgrade a unit and have it perform worse (they should fix war galley micro)
Waiting for "1 more fact about each civilisation" series
A more interesting fact about the Magyars is that they were considered to be added to the conquerors edition, but they replaced by the Huns instead because they weren't popular enough.
On that same note, what civ bonuses would have the Scythians had? What would have been their unique unit? What general priniple would have their techtree abide to?
Lastly, could I have a link for that FE blogpost?
The Scythians were famous for their horse archers and metalworking, and are believed to have been the people who brought saddles and the practice of gelding male horses to the west.
@@hollylucianta6711 However the Scythians seem more appropriate for AoE1's time period (classical) rather than AoE2's (medieval).
Think it was case for Slavs as well.Being considered but dropped by original team.
Teutons got so many bonus facts in this one!!!
This might be a mess for balance, but it would be cool if Vikings didn't get transports, but instead used the long boats, and had a dark/feudal-age variant of it that auto upgraded like the eagle scout.
The Vietnamese are one of the civs with the most curious facts but in your post you only talked about the samurai... there is already something strange
What curious facts would you say?
You can always count on SotL to have some bias in favor of the Japanese
To be fair i also didnt know about the samurai thing so it fine
Spirit of the Weeb
Had to squeeze 2 Japanese facts in there somehow, Vietnamese simply became the unfortunate victim 😂
Wow. All the facts were so very mildly interesting.
Arquebus fact you missed: Portuguese Bombard Towers with both Ballistics and Arquebus lose the ballistics benefit and stop trying to track enemy movement.
what
@@flaviosbaraujo Portuguese Bombard Towers with both Ballistics and Arquebus lose the ballistics benefit and stop trying to track enemy movement.
10:38 Those onager shots were helpful for my practical mindset...
That unique unit quirk about Vietnamese not only applies to Samurais, but also applies to availability in All-Techs mode: Imp Skirm and Imp Camel are different from Condos and Genitours in terms of availability to the civs in all techs (I think the first 2 are available, and Condos and Genitours are not, but not certain). Similar with Feitorias vs Kreposts vs Donjons: their behavior is not consistent between Portuguese / Bulgarians / Sicilians. It'd be great if you could look into this; maybe the devs just never worked out the rule and All Techs mode is just an afterthought.
Poles can regenerate as long as they know they have a place to drink at after the fight.
Skirmishers are also affected by the briton UT for +1 range on foot archers which is fun
The samurai unit has the most neurotic idle animation I have ever seen. Constantly checking if his sword is still there. :D
Spirit of the law:
Video request!
Quick wall/ unfinished buildings or buildings under construction stats. And how easily an onager or mangonel can destroy an unfinished building.
For example I play arena. Instead of castle dropping, I build mangonels and put next to wall. If I get castle dropped they kill the castle right when being built. In theory. Sometimes it works. Sometimes it doesn’t.
You know why? How much damage I need? How many vills I need to prevent from happening to me?
Mildly Interesting Trivia thing to add to 1:05: Hunting Dogs is still a tech in Age of Mythology, where it is pretty much picked up asap on all land maps.
We really need several forgotten empires style expansions for the first age of empires. Scythians would be great for a steppe nomads expansion
He named Venezuela in a video :O
This is so fun! It would be cool if you had the civilization name over the background (or those timestamps that you can mouse over the video and see them), for videos where there are every/many civs.
There was a ceremony in which a king or high priest covered himself in gold dust and jumped into a lake to give the gold to the gods, it was described by the Spanish as el hombre dorado
Yeah, but that was Muisca... in Colombia.
Come to think of it, a Muisca civ would just be the Aztecs and Maya combined.
I literally just finished watching the first part 😲
What sorcery is this!?
7:20 now i want a TRIVIA for the game itself
ps. the one thing it made me think about: i appreciate the devs hard work!
Sicilians' huge resistance to conversion makes sense since I confirm they are extremely loyal and legated to Sicily 😅
Well that was mildly intresting!
I would love to see what these Tibetans looked like.
I wonder how they compare to my interpretation of the Tibetans?
Too bad China won’t let it happen
That teuton fact is kinda intriguing
09:00 The Devs: "I knew I forgot something!"
Vikings loosing access to basic transport ship in favor of being able to transport units in longboats that would also improve longboats attack a tiny bit while transporting is really cool and unique idea for AoE2 where vikings kinda lack original identity. They'd need to get much weaker variant in feudal age but still, it's a shame we didn't get it in such form.
Watching those alpha longboat graphics makes me appreciate the beauty of how far aoe2 has come along from ideas to execution.
Hi Spirit, I've a request, can you make a short video on how Devs apply different changes to civilizations. It will be fun to check the technical side of the Game we love so much
Impressive, very nice.
Now lets see paul Allen's civ list
These videos were very fun
4:18 hm i liked playing them cause their buildings look so nice :D
There should be a missing historical techs video where you point out how every Civ is missing 1 tech you feel they should have. A few examples are the Chinese missing block printing even though they invented it and the Mongols missing Parthian tactics which were their main method of fighting similar to the Britons Missing thumb ring etc
I find Sicilians to have a very interesting fun fact. Especially because Monks annoy me to no end in the campaign, incentivising me to always get Heresy. So having +6 conversion resistance is very appealing to me.
I'd count the Persians as having 3. As it's more like T.C. & Docks have 100% more H.P.
Then T.C. & Docks have 10, 15, then 20% faster working rate in the Feudal, Castle & Imperial Ages respectively.
NASTY onager shot at 10:40
Here’s an idea: Polynesian civilization
Unique units: Sawtooth Warrior - a foot soldier unit that can swim on water and do extra damage to ships.
Wayfinder boat: boat that can “travel on land” with warriors getting off the boat and carrying it inland. Idea for this is from the Flying Dutchman cheat in AoE1
This sounds like the units are either ultra OP or get stats that make them unusable imo. boats that can go on land completely destroy the water balance due to raiding potential and similar things apply to the UU. This would be very hard to balance properly. Still an interesting idea though.
I think the reason samurais don't do extra damage against elite skirmishers and camels is because even tho they're unique upgrades, they aren't an unique line of unit, since most civs have the base version of them. I think a better wording for the samurai is "deal extra damage to unique line of units", which would cover the castle units, the few unique boat units and the condotierro.
4:18 Me versus the guy she tells me not to worry about
Someone got their way eventually. In age of mythology the norse longboats can be garrisoned
I remember when the game came out there were more units that showed a garrison door. I'm not sure but i think it was the ram or the scout cavalry. and maybe more
Im pretty sad to learn that they had a great idea for longboat. However I can see how a 'transport ship that shoots back" Would be considered unfair to Galleon captains.
damn I was looking forward to a fact about a civ starting with Z
Am I the only person who never knew there was a tech called hunting dogs?
I love the background music in your videos,
Are tracks from the game?
So, do Samurai do bonus damage to longboats?
In the previous episode, the interesting fact for Khmers was that the correct pronunciation is something like Khmai. I don't even try to explain the pronunciation for Magyars, but as a Hungarian, you can trust me that most of you get it completely wrong. 😂
They should add the Lombards tbf
Longboats as fighting Transports came back for Age of Mythology, and actually stuck that time.
Nordic Chieftains DLC. Vikings Civ rework NB.
(Includes Byzantine rework)
The Vikings came from a cold, barren mountainous/fjord covered boggy area, Norway,Sweden,Scandinavia where agriculture was highly difficult to maintain, thus their focus was on fishing, but as their culture and cities grew, it became a necessity to raid other shores/peoples in order to survive and thrive. Thus they started to use their brilliant longboats to conquer the northern seas and raid countless European and Mediterranean kingdoms. So I was wandering, why the devs gave the Vikings (Which literally mean Raiders) such a strong economy by means of free handcart and wheelbarrow?
Norse/Vikings
Pagan, early aggression, raiding using Infantry, cheap trash,Strong Agnon Skirms, transported in longboats.
Architecture: Norse architecture that resemble their beautiful Norse church wonder.
Knut The Great
Sven Forkbeard
Ivar the Boneless
Erik the Red
Erik Blood Axe
Ragnar Lothbruk
Harald Hadrada
Olaf Siggurdson
Rollo
Harald Bluetooth
UU castle: Berserk (infantry) - Unique infantry unit that slowly heals itself. (Dane axe + round shield on back) Can repair Longboats
UU Dock: Longboat (warship) - Unique ship that fires multiple arrows (from castle age) as well as transport foot units (Infantry/skirms/vils/monks/kings only)
In feudal age Longboats can’t fire arrows.
Longboats transporting skirmishers gain added pierce armour and attack.
Feudal age longboats transporting skirmishers gains an attack.
UT Imp: Chieftains Longforts - Beserkers can be trained in docks.
UT Castle: Berserkergang (Berserks regenerate faster)
Civ bonus1: Dane Geld:Skirmishers, Pikemen, Halberdiers cost -25%
Civ bonus2: Infantry and skirms +20% hit points starting in Feudal Age
Civ bonus3:Warships+fishing ships cost -15% Feudal Age, -15% Castle Age, -20% Imperial Age
Civ bonus4: When infantry destroys an eco building 100 of the connected resource gets looted and added to your stockpile.
Lumber camp = 100 Wood
Mill = 100 food
Dock = 100 Food
Mining Camp = 100 gold + 200 Stone
Market = 300 Gold
Monastery = 500 gold
TC = 500 gold
Shared unit Barracks:
SU2:Throwing Axe men - Shared with Goths + Franks
Franks only get regular, no elite.
If allied to Byzantines, both civs gain access to: the technology of Varangian Guard from the Feudal age.
In Feudal age , Byzantine army (As well as Norse allies) gain access to a special unit in the Barracks called the Varangian Guard. - Expensive , slow moving with a limited build amount.
Since the Byzantines are a Defensive civ, the Varangian Guards have a high attack boost when in the vicinity of a TC or Castle but outside a certain radius from these buildings the VG lose the strong attack bonus and are just as strong as a normal Man at Arms/Long Sword/Champion.
(guards of the Emperor) To defend against early rushes , but since they are expensive,slow and limited, you will have to think strategically as to when and where to deploy/station them.
(Automatically upgrades with each age)
drive.google.com/file/d/1KGqx1q7JKH8DmwxjTifLq0UD7chw358K/view?usp=share_link
Team Bonus: Arson becomes available in the feudal age. (Civs whom did not have access to arson now do gain access to arson)
Barracks:
Champion
Up to long sword - Round shield + small war axe
2handed sword to Champion - Round Shield + sword
Halb - Round shield spear line
Throwing axemen + Elite Throwing Axemen
Stable:
Light cav
AR:
Elite Skirm - Angon Skirms (does slightly more damage to villagers)
archer
SW:
Siege ram
Siege onager
scorpion
Dock:
Fire galley
Galley
Heavy Demo
Transport ship
UU - Longboat (warship) - Unique ship that fires multiple arrows (from castle age) as well as transport foot units (Infantry/vils/monks/kings only)
In feudal age Longboats can’t fire arrows.
Longboats transporting skirmishers gain added pierce armour and attack.
Feudal age longboats transporting skirmishers gains an attack.
No shipwrite
Pagan Temple:
No Redemption
No atonement
No Theocracy
No Illumination
No Herrecy
Blacksmith:
No plate boarding armour
University:
No keep
No BBT
No Siege engineers
No fortified wall
Don’t gain access to Livestock penn unless allied to the Swedes.
No crop Rotation
Wonder: Borgund/Hedel/Hopperstad Stave Church
Swedes/Kalmar Union
Christian , late game focus, expensive units , using Hand cannoneers, Arbs, Knights + warhammer plated infantry to crush their enemies.
Architecture: Current ‘’Viking set’’.
Kalmar castle
Visby/Gotland Castle
Monnestary - Lund Cathedral
Sigurd the Crusader
UU castle: Plated war hammer infantry (Heater shield + one handed war hammer)
Slightly stronger than a longsword (Regular) and Champion (Elite) but does bonus damage vs other Swedish units (To depict the numerous civil wars within the Kalmar union)
Weak vs Cav + gunpowder, average vs archers, strong vs siege + buildings + infantry , very strong vs other Swedish units except for cavalry.
UT Castel:Danish Reformation - Swordline + Knight line gain + 25HP
UT Imp: Vryborg bang - All guard towers become upgraded to BBT and when a BBT gets destroyed , it explodes and inflicts area damage around it. (To allied and enemy forces)
Sallet helmet - sword line + arbs gain +1 melee armour
Civ bonus1: Pete houses - Houses built on grass or snow terrain cost - 50% wood.
Civ bonus2:Torps - Houses built next to Berries and woodlines increases villager collection rates of these resources.
Civ bonus3:Burkals - Hunt generates the same amount of gold as they do food (Selling of furs)
Civ bonus 4:House of Vasa - if allied to Poland you gain access to Winged Hussaria
Team Bonus: Elk/Reindeer can be bred in the livestock penn wich provides more food (and more gold for the Swedes) in cold /winter maps
Barracks:
Kiteshield ,nasal helm swordsmen up to Long sword
Two handed swordmen - Plate armoured Heater shield swordmen + Salet Helm
Spearmen - Kite Shield - Pikemen - Heater shield ,Halb - Plated halberdier no shield
Stable:
Cavalier wearing plate armour and Sallet helmet
Light cav
No husbandry
AR:
Arb
Handcannonner
Elite skirm
SW:
BBC
Onager
Ram
Dock:
Gallion
Fire ship
Demo ship
University:
No Keep
No siege engineers
No Treadmill crane
Wonder: Uppsala Cathedral
Historical battle: Battle of Brunkeberg 1471 AD.
Campaign in the Levant with the Norwegian Crusades under Sigurd the Crusader 1115 AD Siege of Sidon
It is so complicated and contains many "if"s, but it would be fun. I like to see your changes in the game it would be fun and a next level gameplay:)
Very interesting but too complex to implement imo
That's mad that the Teutonic Scout Cavalry can beat the Korean Hussar!
I would love to see the Vikings split up into Danes, Norwegians and Swedes, with their own shared Architecture, and each with the Longboat as a shared regional unit. One of these could have a Unique Tech that granted carrying capacity to Longboats
5:28 bombard tower is mentioned twice though
Now I really wish for a Tibetan civilization. :(
10:42 none of these come in handy in practical situations? Knowing Spanish have all trash units fully uograded is a lot "handy" and without having enough gold, totally worth knowing
Vietnamese coming up:
Spirit of the Law: So anyway, the Samurai...
1:53 If I ever found a university it will be based on walls of bombard towers
Lovely video
I'm glad Scythians were left out. They're more for AoE1.
Tibetans and Lombards would be a neat addition though.
As Ukrainian, it is indeed baffles me that Slavs are mishmash of a few tribes/principalities in game, while we also have different Slavic civilisations ingame. Also, they're somehow voiced in _modern russian_ language (with 2 to 3 Old Church Slavonic words to mask that a little bit) with _modern russian accent_, clearly made by russian voiceovers. So strange.
I swear I remember being able to transport units by longboat way back in the day on the original CD, not just beta.
Also as for the Slavs, I feel like with their current identity and gameplay, a name change to the Rus would fix pretty much all the problems as that would encompass pretty much the whole range of medieval eastern Slav ethnicities.
I would love a remake of Italians into différent civs (Venice, Rome, Naples...) like they did for indians
And for Slavs too
@@dirkauditore8413 we have a ton of slavic civs actually, just weird that one is called generically slavs at this point
Here’s an interesting fact about “Malay”. Their campaign makes clear that they are in fact Javanese. It’s like having an “Italian” civilization with the campaign focused on Richard the Lionheart.
Are Javanese not Malay?
@@aoefsmrap well Java is Indonesia now days but the whole Malay empire started from Java island and spread from there
Yeah. Also the most famous Malay states had basically no knowledge of gunpowder while the Javanese made advanced guns and cannons.
They should be split for sure.
@@galliman123 To clarify, the relevant Malay empire of the AOE2 time period was Sriwijaya, based on the island of Sumatra. The empire that appears in the AOE2 campaign is Majapahit, which was based in East Java and at its height vassalised most of the coastal kingdoms in the Indonesian archipelago. There is scope for even more diversity in Indonesia; the devs could include the Sultanates of Gowa and Aceh, or the Kingdom of Sunda. But the Javanese are certainly the most egregious omission: they are the largest ethnic group in Southeast Asia, with around four times as many Javanese alive today than Malays, and Java was the major demographic, cultural and political power in the region throughout the relevant time period.
@Jorge Van Both Javanese and Malay are Austronesian languages within the Malayo-Polynesian subgroup, but they are entirely different - they have wholly different vocabularies, use different grammatical features, and are written in entirely different scripts. There is greater difference between Malay and Javanese than between any two Western European languages. For a game that distinguishes Italians from Sicilians, Spanish from Portuguese, or Franks from Burgundians, it's ridiculous to lump together every civilisation in archipelagic Southeast Asia under the catchall name 'Malay'.
@@aoefsmrap Well. Now that you mention it. The Malay ethnic group are from the Malay Peninsula and speak Malay (obviously), while the Javanese ethnic group are from the island of Java and speak Javanese - although the Indonesian government chose to make Malay (which they named Bahasa Indonesia) the national language of Indonesia rather than Javanese or any other Indonesian language, perhaps to avoid accusations of bias towards one of Indonesia's ethnic groups. Leading to the situation where both Malaysia and Indonesia speak Malay as their national language, but call it differently (Bahasa Melayu and Bahasa Indonesia respectively).
But it seems clear that the developers intended for the "Malays" to represent ALL the Austronesian peoples of Southeast Asia. Their unique unit, the Karambit Warriors, use karambit knives, which come from the Minangkabau people of Sumatra, who are neither Malay nor Javanese.