@@uzairahmed4832 That... sounds like a cool idea. Now imagine trees respawning in the middle of a battle, trapping units in trees. Siege Onager would be the most used siege unit on it.
Yeah, some sort of terrain buff or something. For example, deep water ship moving speed is normal while shallow water moves 50% slower. Or on ice, infantry move speed is 10% slower. Or on desert, camels gain 20% moving speed boost while elephants moving speed is reduced by 10%. Lots of potential.
@@estellebright2579 there are already kinda terrain (de)buffs in the game, specifically with the cracked ground terrain, so there is definitely room for this idea to be expanded upon and I think it would be nice to be used in more maps like eldorado to give specific areas more focus in a specific way
@@thomasyeretzian4041 yeah what I mean was since there is one, it's not too far fetched that they might add more if there are expansions in the future (maybe with DE?)
Arijit - No, just the Italians. French player would receive a speed bonus for running away form a battle while temporarily losing attack ability. It would be activated form the town centre military bell.
A simple day-night cycle would make wonders for the game. Imagine your town during the night with windows in buildings lit up, gates adorned with torches, certain military units able to also bear torches and increase light radius for others. Despite limited sight radius during night, towers and outposts maintain their line of sight and allow other units with range to also target enemies in their range. Also, the night would make for a better raiding time, giving certain units no line of sight penalty and making certain civilizations bonuses during the night.
and when Chemistry is researched by the time you reach Imperial Age: all the arrows and siege weapons that can attack with fire light up the area as the projectile is launched
Always thought being able to build bridges would be pretty cool. Maybe make it only possible in castle/imp, make it cost a fair bit and be squishy during construction. Would give a different dynamic to island maps and allow players to make interesting strategic choices around rivers.
You can already build bridges by sending players friend requests after a match. There is no stone cost, unless your heart is made of rock and such thoughts are unbearable to you.
The opposite is also true, especially after they included Horses in Conqueror's Edition. Would have been neat if they spawned like sheep, and could be a long-term resource that you could use to mount up Long Swordsmen to become Knights or Crossbowmen to become Cavalry Archers or something. Would've given you a resource you have to protect and keep others from stealing too.
Just imagine random horses being another resource on the map. Having to lure them like deer or something and once your military unit is close you can mount it. Same with umounting when creating mounted units. (Once mounted it won't run away anymore)
I'd imagine the Raiders were dropped due to the AOE I "rush problem"; games basically boiled down to who could build a barracks fastest. The fact that town centres defend themselves, and how all early units cost gold, and how quickly early units are outclassed an you'll see how much effort was put into removing this problem.
I don't know about that last argument of yours since it seems like it's the opposite way. In AOE II the early units are on the same line as the later ones. In AOE I the clubman/axeman becomes completely obsolete while in AOE II the militia can be upgraded all the way towards the end. I think they mainly wanted to streamline the units. Having fewer unit lines but having more on each. In the first one there were many lines that didn't really go anywhere and were pretty much just wasting space in the menu during the iron age.
@@MrMarinus18 I think what he was trying to say is that a Militia with no upgrades would get stomped by a Man-at-Arms, a MaM would get stomped by a Longswordsman, so on and so forth. Therefore, unit matchup and researched techs play a big role. If you put a single fully upgraded Champion or Elite Samurai against 10 unupgraded Militia, I have full confidence that the Militia will lose 99% of the time.
@@knightartorias4487 nope, numbers matter a lot. It can only defeat 6 without any civilization bonuses. Also, don't you feel that Spirit of the law is a little biased towards rushing, and against booming/turtling?
I think Spirt hit the nail on the head where it cripples the raiders in late game where everyone is teched out and if raiding was a serious problem, then walls is a great full stop
I think it felt a little too much like magic. AoE2 is supposed to be quite grounded and historical so they would want to avoid mechanics that feel too out there.
Well in AoE 3, you can build livestock pen to make sheep and fatten them fast. Also the animals you herd from the map can be fattened to increase the food you collect from them.
@@PhotonTrooperGaming I've done something like that in ffa. Whenever I'm almost destroyed I try to convince another player that I'll help him as long as he doesn't attack me, then I rebuild my TC and support him with trash units. It can be quite fun.
Yeah actually quite some, Outlaws, the auras of some civs doing different things, Indian wonder ability for peace, cover mode similar to the shield thing, hope AoE IV takes a lot of inspirations from AoE III.
Yeah but if they kept the original idea then the relic can be a real game changer in head on battles. Imagine longbows and a monk with relics. And if the enemy manages to grab the relic mid battle, then it would have that game changing element. Which in my opinion, Aoe 2 needs.
The Duke is a true strategist! And then the buildings you've captured light afire and blow up... killing the vils you captured. Unless you save enough to build THEIR town center and THEIR barracks!! :-D
@@badgerlordpatrick6493 yeah, I always try to at least built the construction site for their town center next to my town center. Then I boom with double the population capacity.
@@badgerlordpatrick6493 you dont have to build their town Centers. Its enough to only "order" the buildig by their vills and finish it with your own vills
Special abilities? Crates of resources? Forced treaties? Stat buff relics? Gaia controlled bandits? Looks like they implemented it all in AoE III or AoM (in weaker versions)
Coming back to this after AoE4 and the expansions and it’s clear the devs still want these mechanics in the game and even found a way to give at least one Calvary unit a charge attack.
I agree that walls blocking all enemy arrows and letting own arrows through would have been bad. But just giving enemy arrows a -10% or -20% debuff would have been great!
yeah, there should've been SOMETHING to make walls more useful against archer units, rather than outright blocking non-siege projectiles it could've reduced the damage, accuracy, and possibly range of non-siege projectiles, increasing the priority of siege units if you wanna get those walls outta the way but not requiring it if you aren't concerned about efficiency, granted Hand Cannoneers and variants (Janissary and Conquistador) would either suffer a greater penalty against walls or be blocked anyways due to the more direct path of their projectiles, of course that more direct penalty against the gunpower ranged units would also warrant a buff to them in general
@@keeganlafferty1395 'cause I mean, you really believe enemy archers have echolocation and can arc their projectile at just the right angle to land on...? I don't think so!
I actually like the idea of deer/boars regenerating, hunting is my favorite means of getting food and I hate the fact that it only lasts you into the early game
About that shield wall, there is a special ability for footmens in Warcraft 3, they get -30% ranged dmg but walk much slower and that makes sense. Btw in AOE there could be different types of armours (just like in W3, some of them have de/buffs against melee weapons and/or ranged units)
Though I could imagine it could be seen as obnoxious as well. If a pack of wolves attacks you early in the dark age when you only have like 10 villagers it will basically mean your defeat. Since even when you do win it will put your economy so far back that you will never be able to recover. You could have it though that they only generate and attack a player who has been in the feudal age for at least a little while. However then they are not afraid and more a nuance that you can't prepare for. In AoEII you want to predict what your opponent will do. But with the wolves you would have to account for completely random attacks as well. Also if you suffer a raid and you get a pack attack at the same time you might get overwhelmed and lose several villagers even though you successfully fended off your opponent.. Therefore having that would make rushing extremely risky since you don't have troops at home to defend yourself. It would also make scouting less relevant since knowing that your opponent has no intentions of rushing you does not mean you are safe. They mostly want to encourage that people go out and fight and having random attacks that can happen at any time without warning is going completely against that. I can see this being fun but only if you can turn it on and off. Maybe also ramp it up in that you can have outlaws that can happen all the way to the imperial age and scale up appropriately. Such as that in the late imperial age you can get attacked by a group of paladins. A way to implement this could be that it actually preserves a very small number of the units that are killed in battle at random. However they can only appear once.
@@MrMarinus18 I think you are over thinking it. A group of Paladins is way overpowered for that. I'd start this type of thing in the castle age and add the gaia regen effect to the maps so that way there is challenge but support so that it pays off.
I like the monk relic one a lot, fleshed out a bit with perhaps a preset number of potential forms of relics with corosponding colors (aka maybe a green one no matter your color that increases wood gathering rate within 7 tiles)
I kinda like the idea of raiding civs and all the gaia stuff That would have give the game a much more realistic feel as well as a better strategic start.
From the title, I expected him to steal those features and implement them in the game as mods. Also, 7:15 the animal repopulation mechanic exists in Empire Earth, which is highly inspired by AoE. I always loved playing around with it for some reason, there seems to be no limit on how many times animals can cell divide. Though, it happens very slowly and doesn't seem to be multiplying, so it takes many hours for overpopulation to happen. It did make the map look better.
I want a patch which introduces samurai archers as the second special unit for the Japanese. Like Genitours. They should be trained at an Archery Range, not a castle.
When you mentioned the relic bonuses it made me think of the AoE 2 Intro Video where you can see two monks carrying a Relic into the battlefield which I always thought was strange. But now that I heard that they wanted to implement this feature it makes more sense.
10:30 they actually added this in AoE 4. in the gameplay trailer, a monk with a relic did a range conversion and converted all enemy units within a radius of him.
I suggested this one before, but it would be cool to cover the lost technologies and features of the older version of AoE II. Remember that you had to research hand cannoneer and bombard cannon, even after the research of chemistry? And remember that teutons TC had +5 range, and korean siege onagers had 12 range in total? Those were the good days.
Funny thing about the relic thing. In an earlier version of the Original intro, showed just that when the red king moves the bishop. Although, they stand right next to siege as knights ride by, implying it has an affect on the siege. Also, there was a heavy emphasis on archers in the defense of the castle at the end, and the attack only really beginning with siege, like the blocked arrows implications. So, maybe the cut scene maker was operating on these early concepts. Which would explain removing the relic scene from the intro in certain versions, as to not give the impression it does something.
The gaia thing sounds so freaking fun and the relic thing sounds great with a couple of changes without interchanging the gold generation (it would be a risk and a bigger role for monks).
The building pillaging is pretty similar to the one the Lakota Cav Archers get in Rise of Nations, where by damaging enemy building that generates resource(like a farm), they can get some resources out of it.
I havent play aoe2 in years and your channel just came up on my feed. Now im watching your whole backlog and i love it. I want to get into it again and possibly get into scenario making like i used to in aom
I had an early version of AoE2 when I was a kid. It was a game my dad was playing. It had things like: -Middle age instead of Feudal age and Feudal age instead of castle age -Some nice looking castles firing bolts -Scout boat -> Galley -> War Galley. Scout boat is like equivalent of current galleys. I'm not sure if they were available on Dark age -Galleys firing bolts -Cannon galley instead of cannon galleon -Military unit creation sound is the same as AoE 1 (something like "shhh... WOLF") -Trebuchet was from siege workshop after its research -The most important one: MONKS WERE GOING "WOLOLO" !!! I don't remembers something other than these that are worth mentioning. Lol, ai was attacking with "big ships" while I only had scout boats. I wanted to have "big ships" and built trade cog to fight :D Crossbowmans and longbowmans were the most scary units to me. Because they are at the phases were I was losing. I was playing childish though.
AoE2 Alpha? did it have battering rams which turn into chariots when attacking? the boarding ships that go WOLOLO when converting an enemy ship? skirmishers that turn into phalanx/centurions when attacking? i had that too
And I don't like how the removed all drop off points in AoE3. Its like all settlers are Atlantean Citizens from AoM Titans. But at least the citizens had donkeys with them.
The animal reproduction is actually implemented in Empire Earth, its quite vital in the first two ages. In AoE it wouldnt be particularly usefull because you unlock farming right away.
3:50 this, along with villager kidnapping and gaia regeneration, are all features in American Conquest, an RTS from 2003. I wonder if both titles shared some of the developers. And yes, those kind of mechanics are VERY hard to balance
No we don't. You can play plenty of games that have these mechanics. Why don't you play them? ah right those games aren't better because they include these mechanics, in fact they are worse and most of them are long forgotten.
@@LordVilmore I think the problem with them is that they add more micro in an already micro-intensive game (that requires constant economic management too). It would be too much.
Outlaws, gaia regens and wolves packs and relics giving buffs in battle are absolutely fantastic. I'm sad it isn't in the game now... Also force treaties and fealties is really interesting. Oh what could have been.
It's interesting how some of these features made into later games in a way or another Outlaws became the pirates from gold treasures in AoE3, forced treaties became the cease fire in AoM...
7:45 I actually had some laughs while one of my Scout Cavalry units was being chased all over the map by one wolf, then two. I kept moving it, trying to see if they would eventually stop.
They made the game much simpler, and it was better for it. Now, if only they had made Macemen, Axemen/Poleaxemen, Lancers, Mantlets, and gave Siege Towers the ability to allow garrison ranged units to fire from inside; we would have an even better game.
How about a new Siege Tower unit on a raft as a Boat Tower? (From Vikings TV series, season 3) This would be useful on water maps where a guy built walls all around the shores.
@@HideorEscape Boats already have all niches filled, and represent medieval navies very well. Land armies could use some more variety, specially civs that lack Camels or cavalry altogether.
The Halberdier is a Poleaxeman, just named incorrectly. Poleaxes and Halberds are almost the same, poleaxe being slightly longer(and suited for anti-cavalry) but more unwieldy for formation/1v1 combat.
3:50 This sounds just like the RTS game Battle Realms. If I remember correctly you trained villager units in various buildings (like a barracks) into combat units. www.gog.com/game/battle_realms_winter_of_the_wolf
Same way you get military in American Conquest with european civs. You have to train peasant in houses, send them into Fort or Fortress, pay resources and then you get your soldiers
@@hiroshinamikaze6848 I don't remember much from that expansion. I'm just finishing the original campaign again, many years since I last played it. Good times
@@hiroshinamikaze6848 The Titans expansion added the Atlanteans, who were kind of a 'proto- AoE 3' civ. Their villagers behaved much more like Age 3 workers than previous games, and the multi-use god powers were a definite upgrade from the base game civs (an idea I see later reflected in the home city shipments). That said, a lot of the expansion content felt extremely insular or out-of-place, with the Atlanteans feeling like a slightly tweaked (better) repeat of the Greeks. The addition of titans to the game was...lacking to say the least, but the idea of a 'combat wonder' was an interesting one. The main complaints I had with the game were the awkward 'stop-gap' measures used to address complaints about how AoE2 played. God powers and myth unit abilities were meant to make combat more interesting, but their glitchy implementation or severe limitations rendered them a little less useful than might otherwise be the case. The town center and population limits made early-game expansion and fortification more powerful overall, but the hard build limits on defensive structures made it difficult to defend large areas of land. The infinite resources (farms, fish, vaults of plenty, trade) made long-term defensive play less risky overall, which made it easier to stalemate during the lategame.
@@aaronlarsen1074 yeah but, adding the titans made it kind of a race. "Who gets to the titans first?" Which was something that I did not like. It kinda just took away the whole "strategy aspect" of the game. The new units didn't excite me either. And like you mentioned, the glitches didn't help either.
I liked the walls idea against archers. Maybe with some tweaks like only stone walls stop the arrows but not the palisades, or at least a bonus against the attacker (kind of like the uphill/downhill bonus). I think this has potential.
As far as I know, Samurai's also had an ability to switch weapons between sword and bow. Jannisarries were designed to use bow instead of rifles originally.
@@callmemrduck7142 For general use, it is the Mayans. Incas do get armor, but most of the time the armor is overkill against archers, and against melee +40 HP will be stronger than +1. Plus Mayans can take a siege onager shot and survive, for example. On edge cases they can perform differently. For example, against trash, Aztecs will be the better to clean up, with higher attack. Incas become faster huskarls (without the bonus attack), which can be great vs some archer Civs. But overall, I think Mayans are more versatile.
I don't know why i watch your every video with high concentration, i havent even played this game for maybe 10 years. Anyway lets watch best and worst civilizations videos after that. Kappa
>play Forest Nothing
>Trees regenerate
This is a new kind of hell.
n00bnetrum omg
They are saving trees in AOE2
Wow, you'd be fighting other players on one end and frantically trying to keep the Forrest from swallowing your town on another.
@@uzairahmed4832 That... sounds like a cool idea. Now imagine trees respawning in the middle of a battle, trapping units in trees.
Siege Onager would be the most used siege unit on it.
@@uzairahmed4832 Onagers vs Ents
I would have liked if the Road tile set was craftable and gave a speed bonus to carts and troops.
Yeah, some sort of terrain buff or something. For example, deep water ship moving speed is normal while shallow water moves 50% slower. Or on ice, infantry move speed is 10% slower. Or on desert, camels gain 20% moving speed boost while elephants moving speed is reduced by 10%. Lots of potential.
@@estellebright2579 omg that idea with the camels is brilliant! We need a mod which does some things like that, it brings so many possibilities :0
@@estellebright2579 there are already kinda terrain (de)buffs in the game, specifically with the cracked ground terrain, so there is definitely room for this idea to be expanded upon and I think it would be nice to be used in more maps like eldorado to give specific areas more focus in a specific way
@@willdbeast1523 There is only cracked terrain.
@@thomasyeretzian4041 yeah what I mean was since there is one, it's not too far fetched that they might add more if there are expansions in the future (maybe with DE?)
"Once a player starts to lose, and they decide to switch to the winning team"
I'm sure the Italians would receive a bonus for that ...
And the French?
Lol double bonus if switching to chinese player correct ?
Too early in history for that joke
@@olefredrikskjegstad5972 I agree but it had to be made :D
Arijit - No, just the Italians. French player would receive a speed bonus for running away form a battle while temporarily losing attack ability. It would be activated form the town centre military bell.
7:13 "deer could repopulate as long as at least ONE was left"
Apparently parthenogenesis was also a part of the cut features
oh come on, we can repopulate our villagers even if we have only 1 male left. its not a big deal
@@sauromatae9728 We can repopulate our villagers with zero left if we still have 50 food XD
“Life, uh, finds a way”
-Ian Malcolm
Empire Earth animals reproduce like that too :D
@Hoàng Nguyên yeah, like what I do in my basement, but instead of people, it's deers.
A simple day-night cycle would make wonders for the game.
Imagine your town during the night with windows in buildings lit up, gates adorned with torches, certain military units able to also bear torches and increase light radius for others.
Despite limited sight radius during night, towers and outposts maintain their line of sight and allow other units with range to also target enemies in their range.
Also, the night would make for a better raiding time, giving certain units no line of sight penalty and making certain civilizations bonuses during the night.
Oh yes
Underrated coment here
We need a mod for that
and when Chemistry is researched by the time you reach Imperial Age: all the arrows and siege weapons that can attack with fire light up the area as the projectile is launched
Warcraft 3 have that and its cool but its not so detailed
Its funny how some of these or variations of these ones ended up in AOM or AOE 3
Agustin Urrutia like which?
@@matiasparra297 Relics giving buffs, Inf resource, special abilities (land and sea)
@@matiasparra297 Resources can stay in boxes and barrels on the floor and be gathered faster (AOEIII)
@@matiasparra297 even different types of attacks for different modes and proper resistance
Rise of nations also got a lot of these
It's amazing how many of these you can see in 3 or AoM
I was just thinking about how they really did accomplish a lot of these in AoM.
AoM is a severely underrated RTS
@@nergalsmom I Completely Agree. AoM deserves more love than what currently has.
People dislike it cause theyre allergic to anything non historical HAHAHAHA
The special tactics are in 3 (sorta). Is there something else I'm missing?
Edit: Oh yeah, boxes with ressources and outlaws in the wilderness.
Always thought being able to build bridges would be pretty cool. Maybe make it only possible in castle/imp, make it cost a fair bit and be squishy during construction. Would give a different dynamic to island maps and allow players to make interesting strategic choices around rivers.
Yeah would be super sweet
That'd be amazing. Especially considering the AI sucks on island maps and makes long games on island maps boring
You can already build bridges by sending players friend requests after a match. There is no stone cost, unless your heart is made of rock and such thoughts are unbearable to you.
@@demoncard1180 who needs.friends when you can spam onagers and hold a single bridge checkpoint and kill whatever tries to cross
Bridges to reach islands? What are you? Alexander the Great? At Tyre?
Let us all appreciate the fact that SOTL has used the trigger mechanics so beautifully to explain all these features. Well Done Spirit!
I'm surprised they didn't consider a dismount ability for knights.
Stronghold
El Cid will fall to my... Chopsticks!
@@xotl2780 if you dismount el cid it become a zombie!
The opposite is also true, especially after they included Horses in Conqueror's Edition. Would have been neat if they spawned like sheep, and could be a long-term resource that you could use to mount up Long Swordsmen to become Knights or Crossbowmen to become Cavalry Archers or something. Would've given you a resource you have to protect and keep others from stealing too.
Just imagine random horses being another resource on the map. Having to lure them like deer or something and once your military unit is close you can mount it. Same with umounting when creating mounted units. (Once mounted it won't run away anymore)
I'd imagine the Raiders were dropped due to the AOE I "rush problem"; games basically boiled down to who could build a barracks fastest.
The fact that town centres defend themselves, and how all early units cost gold, and how quickly early units are outclassed an you'll see how much effort was put into removing this problem.
Kind of like docks and galleys before the Expansions, but on land.
I don't know about that last argument of yours since it seems like it's the opposite way. In AOE II the early units are on the same line as the later ones. In AOE I the clubman/axeman becomes completely obsolete while in AOE II the militia can be upgraded all the way towards the end.
I think they mainly wanted to streamline the units. Having fewer unit lines but having more on each. In the first one there were many lines that didn't really go anywhere and were pretty much just wasting space in the menu during the iron age.
@@MrMarinus18 I think what he was trying to say is that a Militia with no upgrades would get stomped by a Man-at-Arms, a MaM would get stomped by a Longswordsman, so on and so forth. Therefore, unit matchup and researched techs play a big role. If you put a single fully upgraded Champion or Elite Samurai against 10 unupgraded Militia, I have full confidence that the Militia will lose 99% of the time.
@@knightartorias4487 nope, numbers matter a lot. It can only defeat 6 without any civilization bonuses. Also, don't you feel that Spirit of the law is a little biased towards rushing, and against booming/turtling?
I think Spirt hit the nail on the head where it cripples the raiders in late game where everyone is teched out and if raiding was a serious problem, then walls is a great full stop
Some of these features made it to Age of Mythology, like unit special attacks and relics with bonuses instead of just a trickle of gold.
Different Mechanic tho 11. No taking it Into battle
And Outlaws became skraelings but that was on only 1 map.
@@johannesha186The only difference is still keeping them in the temple, so it's 50/50.
You can see many incarnations of this things in AoE3, and honestly they are pretty fun.
I think it felt a little too much like magic. AoE2 is supposed to be quite grounded and historical so they would want to avoid mechanics that feel too out there.
Walls blocking arrows
Saracens, you could have been freaking useful.
hehehehe 69
Also, honestly if animals reproduced it would be pretty cool, players would make little farms to stockpile them
Well in AoE 3, you can build livestock pen to make sheep and fatten them fast. Also the animals you herd from the map can be fattened to increase the food you collect from them.
@@shahranmahmood3366 true, but is aoe3 as good as aoe2? not really, but still great game :D
Proper animal husbandry
@@Bean-mx1dh It's better imho.
long before _Minecraft_
Gaia regen should’ve been in; every map going slowly barren always bugged me
I would've liked it as a setting you could turn on.
But this is exactly what happened in medieval times, and why the oldest forests in Europe are basically only 300-400 years old
Maybe they did that for performance reasons. Remember AoEII was made with 90's PC's in mind.
I agree with that... but at least the trade mechanic is okay...
I want modern survival games to have more realistic ecosystems. It’s funny that AoE2 almost had a more realistic system.
Hey Spirit Of The Law, guy here.
Nice lol
I am ashamed that I am not the one that tought of this.
Pulled en Austin Evans on this one, didn't ya?
That fealty thing would be amazing. I would love to see some matches with that enabled
It seems to be doable through mod magicians, imo. Maybe someone would be interested on that :P It would add an extra fun factor on FFA matches!
That was the same thing I was going to say. It would be awesome
It'd need a mechanic for you to revolt against your overlord though.
@@PhotonTrooperGaming I've done something like that in ffa. Whenever I'm almost destroyed I try to convince another player that I'll help him as long as he doesn't attack me, then I rebuild my TC and support him with trash units. It can be quite fun.
For free for all games it would be awesome!
Shield walls were also popular in the early medieval period, so it's not like the tactic went out of fashion after Roman antiquity. ;-)
It seems like some of these were integrated, in a modified form, into AoE III. Particularly thinking of outlaws.
Yeah actually quite some, Outlaws, the auras of some civs doing different things, Indian wonder ability for peace, cover mode similar to the shield thing, hope AoE IV takes a lot of inspirations from AoE III.
and the arrows and walls thing=?
The relic idea was carried on to Age of Mythology but the relic would have to be stored in a temple in order to gain its benefits
Yeah but if they kept the original idea then the relic can be a real game changer in head on battles. Imagine longbows and a monk with relics. And if the enemy manages to grab the relic mid battle, then it would have that game changing element. Which in my opinion, Aoe 2 needs.
Hiroshi Namikaze naaa i believe aoe 2 is perfect you know being so use to this game..... having a game changer like this is weird
Stealing villagers, that OP tactic in Cossacks
The Duke is a true strategist!
And then the buildings you've captured light afire and blow up... killing the vils you captured.
Unless you save enough to build THEIR town center and THEIR barracks!! :-D
@@badgerlordpatrick6493 yeah, I always try to at least built the construction site for their town center next to my town center. Then I boom with double the population capacity.
@@badgerlordpatrick6493 you dont have to build their town Centers. Its enough to only "order" the buildig by their vills and finish it with your own vills
@@srbishkrst That is technically true, and probably useful.
But is that what most people do? Somehow I doubt it.
@@badgerlordpatrick6493 that's the trick I'm using, so that I don't even have to bother escorting their villagers back to my town.
Let me guess, if you were playing as the Britons and a monk came with a relic, you'd be given the holy hand grenade.
One, two, five!
Which is only fair if those Gaia Rabbits are attacking you
You tit! I soiled my armor I was so scared!
after it explodes, you would be like : Look at the bones!
And the franks could catapult cows and fart in your general direction.
Special abilities? Crates of resources? Forced treaties? Stat buff relics? Gaia controlled bandits?
Looks like they implemented it all in AoE III or AoM (in weaker versions)
I've always wished that there would be something raiding or pillaging for some civs, and being nomadic by building yurts etc.
I would love something like mongols don't being able to create monks, but they can heal by killing enemy units.
@@Pa_blito too OP
@@Pa_blito or create shaman units where you can toggle their roles between healer or buffing units or debuffing enemy units, ets.
Coming back to this after AoE4 and the expansions and it’s clear the devs still want these mechanics in the game and even found a way to give at least one Calvary unit a charge attack.
It'd be kinda fun to play survival AoE2, where the world is out to get you and you have to fight man AND nature to survive.
Make it a mod ;p
I really liked the idea of having bandits generating in the map
Kinda like neutral camp spawns in Warcraft 3.
Where do they come from? There is only void outside of the four sides of the map
@@paco3523 Historically, both destitute peasants and nobility as well as unemployed mercenaries sometimes engaged in robbery or piracy
The Civilization games have barbarians. The Age of Empire games should too.
Aoe 3 had this.
I agree that walls blocking all enemy arrows and letting own arrows through would have been bad. But just giving enemy arrows a -10% or -20% debuff would have been great!
yeah, there should've been SOMETHING to make walls more useful against archer units, rather than outright blocking non-siege projectiles it could've reduced the damage, accuracy, and possibly range of non-siege projectiles, increasing the priority of siege units if you wanna get those walls outta the way but not requiring it if you aren't concerned about efficiency, granted Hand Cannoneers and variants (Janissary and Conquistador) would either suffer a greater penalty against walls or be blocked anyways due to the more direct path of their projectiles, of course that more direct penalty against the gunpower ranged units would also warrant a buff to them in general
@@keeganlafferty1395 or garrison archers on walls and get something like the uphill firing bonus from aoe2 definitive
@@keeganlafferty1395 'cause I mean, you really believe enemy archers have echolocation and can arc their projectile at just the right angle to land on...? I don't think so!
I really like the fealty mechanic. Too bad it didn't make it in. The Relic mechanic looks fun too.
Pillaging?
>early feudal
>enemy makes market
>spam scouts
>attack the market
>get resources
Profit guaranteed. but... ah nevermind :(
Step 1 create villagers
step 2 ?
step 3 Profit!
And make wall and archee and your market is safe. :)
Kreate a wall and archer and your market is safe. :)
but tbf in the current game you can build tradecarts and "attack" the enemy market to get gold. So "pillaging" is implemented
@@pericanet but archer will block by wall
I actually like the idea of deer/boars regenerating, hunting is my favorite means of getting food and I hate the fact that it only lasts you into the early game
About that shield wall, there is a special ability for footmens in Warcraft 3, they get -30% ranged dmg but walk much slower and that makes sense. Btw in AOE there could be different types of armours (just like in W3, some of them have de/buffs against melee weapons and/or ranged units)
Packs of wolves randomly attacking your villagers or even your sheep or deer could have been quite fun !
Yeah.
Though I could imagine it could be seen as obnoxious as well. If a pack of wolves attacks you early in the dark age when you only have like 10 villagers it will basically mean your defeat. Since even when you do win it will put your economy so far back that you will never be able to recover.
You could have it though that they only generate and attack a player who has been in the feudal age for at least a little while. However then they are not afraid and more a nuance that you can't prepare for. In AoEII you want to predict what your opponent will do. But with the wolves you would have to account for completely random attacks as well. Also if you suffer a raid and you get a pack attack at the same time you might get overwhelmed and lose several villagers even though you successfully fended off your opponent.. Therefore having that would make rushing extremely risky since you don't have troops at home to defend yourself. It would also make scouting less relevant since knowing that your opponent has no intentions of rushing you does not mean you are safe. They mostly want to encourage that people go out and fight and having random attacks that can happen at any time without warning is going completely against that.
I can see this being fun but only if you can turn it on and off. Maybe also ramp it up in that you can have outlaws that can happen all the way to the imperial age and scale up appropriately. Such as that in the late imperial age you can get attacked by a group of paladins. A way to implement this could be that it actually preserves a very small number of the units that are killed in battle at random. However they can only appear once.
NO
@@MrMarinus18 I think you are over thinking it. A group of Paladins is way overpowered for that. I'd start this type of thing in the castle age and add the gaia regen effect to the maps so that way there is challenge but support so that it pays off.
Thank god for magyars c:
I like the monk relic one a lot, fleshed out a bit with perhaps a preset number of potential forms of relics with corosponding colors (aka maybe a green one no matter your color that increases wood gathering rate within 7 tiles)
I kinda like the idea of raiding civs and all the gaia stuff
That would have give the game a much more realistic feel as well as a better strategic start.
Sounds like a AOE4 wishlist
Haven't heard a thing from it since the trailer.
Some News say it will in E3 in 12 june
They did that already in aoe3 and aom
lekhaclam87
Let’s just pray it’s not another Bannerlord. lol
14 of november...
the special abilities legit just sound like late 90s version of Total War Attila
to me Special Abilities sound like Warcraft 3, which was published about 3 years later.
@@hendriklobe577 the very first Warcraft had special abilities too tho more in the form of abilities you have to activate manually
From the title, I expected him to steal those features and implement them in the game as mods.
Also, 7:15 the animal repopulation mechanic exists in Empire Earth, which is highly inspired by AoE. I always loved playing around with it for some reason, there seems to be no limit on how many times animals can cell divide. Though, it happens very slowly and doesn't seem to be multiplying, so it takes many hours for overpopulation to happen. It did make the map look better.
Damn charge did show up in AoE2 after all these years!
It's cool to see how many of these features made it into AoE4.
I heard that samurai can do both melee and ranged attack at first for realistic purpose. But it was too hard to implemented so they scraped that idea
this would be Spirit of the Law ultimate argument for Japanase civ on AoE 2 (and I actually would love it as well)
I want a patch which introduces samurai archers as the second special unit for the Japanese. Like Genitours. They should be trained at an Archery Range, not a castle.
@@hiroshinamikaze6848 Yumi Samurai ni gozaimasu!
Yumi archer could be a good unique unit for Japanese, but they already represent by full tech tree for archery range just like saracens
I like how those ideas ended up in AOE4 after all this years.
Once a player starts to lose he can change alliance,
*Every FPS game nowadays*
I love how some of these were implemented in Age4.
When you mentioned the relic bonuses it made me think of the AoE 2 Intro Video where you can see two monks carrying a Relic into the battlefield which I always thought was strange. But now that I heard that they wanted to implement this feature it makes more sense.
Thanks to you I now saw the full intro for the first time. Thank you
Some of these ideas are really cool. I wish they made it to the final version, especially that Gaia-regeration and early hostilities.
Some of these did made it into AoM though
@@trngquangvinh1067 yeah but I'm talking bout AoK
Outlaws and wolves would have been an earlier equivalent to warcraft 3 creep camps basically
10:30 they actually added this in AoE 4. in the gameplay trailer, a monk with a relic did a range conversion and converted all enemy units within a radius of him.
try a Rus monk, they have a tech to give boosts.
Great vid! Some of those sounded like really good ideas
I suggested this one before, but it would be cool to cover the lost technologies and features of the older version of AoE II. Remember that you had to research hand cannoneer and bombard cannon, even after the research of chemistry? And remember that teutons TC had +5 range, and korean siege onagers had 12 range in total? Those were the good days.
S teutons range i remember
Wow so many of the scrapped abilities are in AoE4 now. And other items remind me of AoE3.
Funny thing about the relic thing.
In an earlier version of the Original intro, showed just that when the red king moves the bishop. Although, they stand right next to siege as knights ride by, implying it has an affect on the siege. Also, there was a heavy emphasis on archers in the defense of the castle at the end, and the attack only really beginning with siege, like the blocked arrows implications.
So, maybe the cut scene maker was operating on these early concepts. Which would explain removing the relic scene from the intro in certain versions, as to not give the impression it does something.
Weren't samurai supposed to have both a ranged attack and a melee attack?
And Aztecs should get bonuses for sacrifices.
And deal 80 siege damage within 5 tile radius when they die.
The gaia thing sounds so freaking fun and the relic thing sounds great with a couple of changes without interchanging the gold generation (it would be a risk and a bigger role for monks).
After this video I started to think that it would be interesting to reach out one of the original developers of AoE2 for an interview.
The building pillaging is pretty similar to the one the Lakota Cav Archers get in Rise of Nations, where by damaging enemy building that generates resource(like a farm), they can get some resources out of it.
Cavalry charge attack... You mean Coustillier?
Yeah, but this was posted 2 years ago
1:55
I think though they realized that the primitive engine was just way too clunky for things like that.
Fealty seems like a cool mechanic for FFAs
7:41 triggers my PTSD. Got decimated on a Black Forest map with little resources near me. Venture out and oh look at that, 5 freaking wolves!!!!!!!
I'm early, hell yeah. I just got into this channel about a week ago, and while I'm a very casual player, I love this shit. Keep it up!
I havent play aoe2 in years and your channel just came up on my feed. Now im watching your whole backlog and i love it. I want to get into it again and possibly get into scenario making like i used to in aom
I had an early version of AoE2 when I was a kid. It was a game my dad was playing. It had things like:
-Middle age instead of Feudal age and Feudal age instead of castle age
-Some nice looking castles firing bolts
-Scout boat -> Galley -> War Galley. Scout boat is like equivalent of current galleys. I'm not sure if they were available on Dark age
-Galleys firing bolts
-Cannon galley instead of cannon galleon
-Military unit creation sound is the same as AoE 1 (something like "shhh... WOLF")
-Trebuchet was from siege workshop after its research
-The most important one: MONKS WERE GOING "WOLOLO" !!!
I don't remembers something other than these that are worth mentioning.
Lol, ai was attacking with "big ships" while I only had scout boats. I wanted to have "big ships" and built trade cog to fight :D
Crossbowmans and longbowmans were the most scary units to me. Because they are at the phases were I was losing. I was playing childish though.
AoE2 Alpha?
did it have battering rams which turn into chariots when attacking?
the boarding ships that go WOLOLO when converting an enemy ship?
skirmishers that turn into phalanx/centurions when attacking?
i had that too
@@Kensuke0987 that sounds badass
A SPECIAL CIV CAV UNIT IN THE NEW AOE2 DE EXPANSION HAS THE CHARGE!!! Makes me think we might see a couple more features from this someday!
Gaia regeneration didn't even make it into AoE3. I always wanted that.
And I don't like how the removed all drop off points in AoE3. Its like all settlers are Atlantean Citizens from AoM Titans. But at least the citizens had donkeys with them.
Okay, I disagree about that. Creating those small buildings was ultimately just a waste of time.
This is one of your coolest video. Nice job Spirit
Wolves were gonna be saiyans?
the visual representations were so good man
really appreciate the effort
The animal reproduction is actually implemented in Empire Earth, its quite vital in the first two ages. In AoE it wouldnt be particularly usefull because you unlock farming right away.
schmid1.0 wait i never noticed this! Although i never played alot of empire earth 1... was this removed from empire earth 2 ?
:O
3:50 this, along with villager kidnapping and gaia regeneration, are all features in American Conquest, an RTS from 2003. I wonder if both titles shared some of the developers. And yes, those kind of mechanics are VERY hard to balance
8:20
Help! Crusaders are attacking our trade routes XD
Hush kaka boi
10:10 The game intro with the monks carrying relics while walking around during the castle siege scene makes a lot more sense now.
WE NEED (most of) THESE! Especially the infantry abilities!
No we don't. You can play plenty of games that have these mechanics. Why don't you play them? ah right those games aren't better because they include these mechanics, in fact they are worse and most of them are long forgotten.
@@LordVilmore I think the problem with them is that they add more micro in an already micro-intensive game (that requires constant economic management too). It would be too much.
@@LordVilmore No. Overreacted
Yay SotL video!!!!
Happy Easter!
the Wall feature...
Might be a good idea with a Super Late game tech tho, at that time you might have some siege.
Outlaws, gaia regens and wolves packs and relics giving buffs in battle are absolutely fantastic. I'm sad it isn't in the game now... Also force treaties and fealties is really interesting. Oh what could have been.
funny how this things were actually implemented in other strategy games
It's interesting how some of these features made into later games in a way or another
Outlaws became the pirates from gold treasures in AoE3, forced treaties became the cease fire in AoM...
Relics buff your units,
they implemented this in Age of Mythology, but they made it map wide
7:45 I actually had some laughs while one of my Scout Cavalry units was being chased all over the map by one wolf, then two. I kept moving it, trying to see if they would eventually stop.
They made the game much simpler, and it was better for it.
Now, if only they had made Macemen, Axemen/Poleaxemen, Lancers, Mantlets, and gave Siege Towers the ability to allow garrison ranged units to fire from inside; we would have an even better game.
great idea about siege tower by the way. If they could that now I would certainly approve!
How about a new Siege Tower unit on a raft as a Boat Tower? (From Vikings TV series, season 3) This would be useful on water maps where a guy built walls all around the shores.
@@HideorEscape Boats already have all niches filled, and represent medieval navies very well. Land armies could use some more variety, specially civs that lack Camels or cavalry altogether.
The Halberdier is a Poleaxeman, just named incorrectly.
Poleaxes and Halberds are almost the same, poleaxe being slightly longer(and suited for anti-cavalry) but more unwieldy for formation/1v1 combat.
@@kajmak Halberds and Poleaxes are different weapons. Poleaxes are an anti-heavy infantry weapon, made to break shields and punch through armour.
Interesting to see that some of these cut features now somehow made their way to AoE 4
Well i would love to play with a few of these, i mean it would be different but it would be quite fun
... Then again, the balance
There can definitely be a use for the shield wall. Particularly, if you were trying to hold a choke point when your enemy has a lot of archers.
Fealty for regicide FFA! That would be cool. If your king dies, bown to the new one
3:50 This sounds just like the RTS game Battle Realms. If I remember correctly you trained villager units in various buildings (like a barracks) into combat units. www.gog.com/game/battle_realms_winter_of_the_wolf
Same way you get military in American Conquest with european civs. You have to train peasant in houses, send them into Fort or Fortress, pay resources and then you get your soldiers
Spirit of the law, can you please make a video about 'age of mythology' and your thoughts about it?
The Titans one was bad. They just did not want to add anything to the campaign.
@@hiroshinamikaze6848 I don't remember much from that expansion. I'm just finishing the original campaign again, many years since I last played it. Good times
@@hiroshinamikaze6848 The Titans expansion added the Atlanteans, who were kind of a 'proto- AoE 3' civ. Their villagers behaved much more like Age 3 workers than previous games, and the multi-use god powers were a definite upgrade from the base game civs (an idea I see later reflected in the home city shipments). That said, a lot of the expansion content felt extremely insular or out-of-place, with the Atlanteans feeling like a slightly tweaked (better) repeat of the Greeks. The addition of titans to the game was...lacking to say the least, but the idea of a 'combat wonder' was an interesting one. The main complaints I had with the game were the awkward 'stop-gap' measures used to address complaints about how AoE2 played. God powers and myth unit abilities were meant to make combat more interesting, but their glitchy implementation or severe limitations rendered them a little less useful than might otherwise be the case. The town center and population limits made early-game expansion and fortification more powerful overall, but the hard build limits on defensive structures made it difficult to defend large areas of land. The infinite resources (farms, fish, vaults of plenty, trade) made long-term defensive play less risky overall, which made it easier to stalemate during the lategame.
@@aaronlarsen1074 yeah but, adding the titans made it kind of a race. "Who gets to the titans first?" Which was something that I did not like. It kinda just took away the whole "strategy aspect" of the game. The new units didn't excite me either. And like you mentioned, the glitches didn't help either.
It's neat how many of these features ARE in aoe4
i would love to have zoom in and zoom out
and wounded units should get lower stats Kreygasm
Zoom should be coming to AoE2 DE at least
Great video man, would love to see more gameplays on your channel
Gaia regeneration would be great. Imagine, Celts not running out of trees.
BTW SOTL... Please make a top 5 navy civs review video. :(
If my Korean siege onagers have anything to say about it, that wood's not going to last you very long...
Viking, Malay, Portuguese should be in the top 3
I liked the walls idea against archers. Maybe with some tweaks like only stone walls stop the arrows but not the palisades, or at least a bonus against the attacker (kind of like the uphill/downhill bonus). I think this has potential.
I really like the idea of Fealty. It’s a shame that it was scraped.
As far as I know, Samurai's also had an ability to switch weapons between sword and bow. Jannisarries were designed to use bow instead of rifles originally.
We need an in-depth video about the eagle warrior line. What are the matchups? Which of the 3 civilisation has the best eagle warriors?
I'm sure that already exists. Maybe under a mesoamerican civs comparison video
That being said, Mayan is always best with 100 HP
dont incan eagles have better armour??
@@voidgods looked for it, didn't find it
@@callmemrduck7142 For general use, it is the Mayans. Incas do get armor, but most of the time the armor is overkill against archers, and against melee +40 HP will be stronger than +1. Plus Mayans can take a siege onager shot and survive, for example.
On edge cases they can perform differently. For example, against trash, Aztecs will be the better to clean up, with higher attack. Incas become faster huskarls (without the bonus attack), which can be great vs some archer Civs. But overall, I think Mayans are more versatile.
10:20 really cool to see they added relics giving a stat buff in AOE:II DE (obviously in a different way for only specific civs)
the gaia regeneration thing was used in empire earth I
Funny that now Lithuanians have the relic buff and Burgundians have the charge ability with their unique units
I don't know why i watch your every video with high concentration, i havent even played this game for maybe 10 years.
Anyway lets watch best and worst civilizations videos after that. Kappa
The relic concept is actually really cool