27:30 Finally answered something I was always curious. If you boost a building under contruction, the contruction time went down from 4 -> 2 and you received 20 gold back!
Orcs are good at violence, humans are good at crime. Dwarves overcomplicate, Halflings oversimplify. Goblins reproduce, Tigrans worship Yaka... And the *Elves... save the world.*
Quill, on your next playthrough, you need to start with the book of animals and learn the joy of wielding the Razorback on the battlefield, both because...it attacks with *Quills* but also the unit itself is fantastic. Give it a try. You won't be disappointed. (You don't research the Razorback directly, but rather you get access to them when you build the nature preserve in one of your cities)
this is so he has enough content to release a new episode every day even when he is away. if he releases too many episodes at once it will be bad for the algorithm because it will punish him for thinking he is spamming, if he post long videos it will also be bad because less people will watch it in its entirety and it will have less ad revenue.
Slight correction. Being good aligned makes you get better relations with good aligned cities, but actually worsens relations with evil aligned cities, such as the one we started next too here.
I wonder how long its gonna take until Quill realizes you can lock research so when you can research something the next time it's still there as an option
I'd estimate the mana use is about the same as in AoW 3. Planetfall didn't have mana at all and instead used money, but buildings didn't cost money to build, only hammers.
@@TimoRutanen Sorry I mean mana as in a spendable resource not as the literal resource mana, they've added imperium which means there is no wone more spendable resource than there used to be and I am ot a fan of spendable resources.
@@Taliesyn42 Yes, but the hero might have things to do other than basic attacks. They often have spells and summons and things, so it's less valuable to them. Plus, I don't know how star blades scales with a single attack weapon vs a multiattack one.
@@TimoRutanen Did you miss the part where I said it applies to every one of your units? Or are you so dense that you'll refuse to buff your entire army because your hero won't necessarily make use of the buff? Also, they generate that buff by....*GASP*....casting spells.
@@TimoRutanen Also, since you've obviously not paid attention to ANY of the streams...casting spells in combat no longer requires action points. So your leader can...check this out...cast a spell, triggering Star Blades on their entire army. Then use overchannel (only once per combat), cast a second spell, and trigger another stack of Star Blades. Then the leader can run around, or use a buff or debuff, or even, as much as you hate the concept, attack something. Abs they can keep casting a spell every turn to keep triggering the buff as long as their casting points and mana hold out.
I would counter your "mines are best" argument with the fact that most buildings are boosted by foresters, quarries, and farms. A boosted building will save you much more money that a mine will generate, and most buildings that have "you must have x province improvements to unlock this building" need one of those three. The strategy that some early access folks have found to be best is actually building 4 of each of those three (foresters, quarries, and farms), building all the buildings that require them, then change the province improvements you don't need to mines, mana conduits, research posts, etc...
Building the forester gave an instant 18 gold boon for that building. If you build another forester required building, you get another 18 gold (or more if more expensive). A mine would give you 5 gold per turn so in order to keep ahead, you have to practically spam forester boosted buildings. It may be worth it to have a forester while they are being built and switch later, but I think what's more important is the specialization buildings you get to build later, and specializing the city.
@@TimoRutanen It is not just foresters, but quarries and farms as well. By the time you get to specializing, you should have 4 of each, and all the buildings that require (not just boosted, some buildings require 4 of a specific province to even be built) those provinces. Then you can change the provinces you no longer need to mines, mana nodes, research posts, etc... As a note, some of the specialized provinces count as foresters, farms, or quarries, so those are good to put out initially as well, like the special horde and pyromancer buildings.
@@MordredMorghul You can specialize far earlier if you like to. And if you wait until you have 4 of each, that's a long time the mine could have been making you 5 gold per turn. Anyway, it's cool that you don't have to always build a mine.
I don't think so, just very low life edit: Also, if a unit has no more real-hp it simply dies! I don't think it is possible for a unit to have temp-hp and no real-hp, since temp-hp are always lost first, before real-hp. Hope it helps 👍
9:26 Think I would slightly disagree with you here, mathematically there are no diminishing returns to stacking defense/resistance. But from a gameplay point of view there is, you can have 'enough' defense where getting more doesn't provide much extra practical usefulness. For an extreme example to prove the point if you have 15 defense and 0 resistance for example the extra utility of an extra 1 resistance is much better than an extra 1 defense. 1 defense reduces a very small number by 10% whereas 1 resistance reduces a much larger number by 10%
It's initially impressive but when you realize the amount of features that were lost and the questionable implementation of the new stuff, the impression turns sour. The underground in particular is awful compared to AoW2 and 3.
Edit : See Baal's comment for a good explanation on why I was wrong. You keep explaining exactly what diminishing return is, and saying it is not a diminishing return. The first defense gives you 10%, the second gives you 9%. It is still a positive return, but it is diminished.
The defense mechanic has accelerating eHP gains. If you have 100 HP the first point of defense causes you to take 11 more damage to kill (111 eHP) The second causes you to take 12 (124 eHP) more damage. The third is 13 (137 eHP) more damage. Every point of defense or resist is actually more damage soaked than the last. It is in no way diminishing returns.
It isn't diminished if you see from effective HP point of view. Example if you've 100 HP & attacked by 10 attack, then total number of hits to kill would be:- 100 / (10 * 0.9^defence) 0 defence => 10 hits 1 defence => 12 hits 3 defence => 14 hits 5 defence => 17 hits 10 defence => 29 hits 20 defence => 83 hits As you can see, stacking more defence gets more powerful, even though the actual damage reduction gets reduced due to multiplicative nature.
@@babri1402 dude, the returns are diminishing. How can you not understand this? Something without diminishing returns would have linear relation passing through origin.
@@clickaccept Dude the survivability aka effective HP scales exponentially with more defence you stack, even though the actual damage reduction per point gets reduced. As you said without that per point reduction, at 10 defence units would become invincible.
@clickaccept eHP = 1 / damage reduction , in the case of AoW4 eHP is an exponential increase per point of defense. Absolute DR is a very naive way of assigning the label "diminishing returns" to defense in the game. It fails to account in any way for what defense actually does. Specifically make a unit harder to kill. Defense mechanics in most games are in fact either linear or exponential, I can't think of a single game offhand with actual diminishing returns on the value of defense.
You're thinking about it wrong when talking about diminishing returns, yes, you'll always reduce damage by 10%, but what you really need to be looking at is the rest of your stats in this aspect. Stacking defense endlessly since it'll always provide the same defensive benefit starts to lose its luster if your resists get held back because of it for instance. If you have 5 defense, but only 1 resistance, getting just one more in resistance will be a much bigger net gain to you than increasing your defense by another point (provided you'll get hit by roughly equal measures of physical and non physical damage ofc). So yes, there's no technical diminishing returns if you just look at the stat by itself, but there are diminishing returns when you start comparing it to what benefit increases in other stats would give you.
Great gameplay. Loved it. I hope you can turn off the "fast forward" effects on the battles and world map. I know alot or folks like it but ive never been a fan of it
Argh... so short, with so many repetition from previous videos. It's very frustrating I must say... But cool build anyway ! Pretty vanilla, but efficient and cool to watch ! I hope the episodes will flow rapidely
always been a huge of the AoW games, but my one critique of AoW4 is the UI - since they went with this hybrid of "generic Paradox UI" and the Total War UI, and even got rid of the original sounds, the game's lost a lot of the unique look and feel from the old games, and it just looks uninspired. It means you can't just see a screenshot of the game and see that it is AOW4, because it looks like all the other strategy games, where the old games had a very distinct look
27:55 "I am not near sea currently" as the hero is literally staring off the coast onto sea :D
Classic Quill.
27:30 Finally answered something I was always curious. If you boost a building under contruction, the contruction time went down from 4 -> 2 and you received 20 gold back!
Can't wait to start my own campaign in this. And you've been hooking me on games for years now
More than a decade for me. Its mindboggeling.
@@aenorist2431 You must be in your 30s?
You can use the following for Defense damage reduction: 1 - 0.9^Def, so 3 Def --> 1-0.73 = 27%
Hi Martin!
These series are making me want to get the game for myself.
Once again, it's up to the elves.
Elf is the best🎉
Orcs are good at violence, humans are good at crime.
Dwarves overcomplicate, Halflings oversimplify.
Goblins reproduce, Tigrans worship Yaka...
And the *Elves... save the world.*
Quill, on your next playthrough, you need to start with the book of animals and learn the joy of wielding the Razorback on the battlefield, both because...it attacks with *Quills* but also the unit itself is fantastic. Give it a try. You won't be disappointed. (You don't research the Razorback directly, but rather you get access to them when you build the nature preserve in one of your cities)
12:55 I prefer the X-COM/Dissidia style turn-based combat, because I'm used to it from the old games.
You've successfully made Blood Elves AoW style :D
Lowing the Twitch Dwarf series and excited to see how the elves do. Keep up the great videos.
I'm so glad we've got more AoW4 videos coming out this weekend, I need SOMETHING to hold me over til Tuesday!!
i would like to see your episodes in youtube to be a little longer
Or a lot more videos, i wanted to binge watch him play too :)))
But it would be way better for "the algorithm" if each episode was cut into 15 second shorts.
this is so he has enough content to release a new episode every day even when he is away. if he releases too many episodes at once it will be bad for the algorithm because it will punish him for thinking he is spamming, if he post long videos it will also be bad because less people will watch it in its entirety and it will have less ad revenue.
"Send Vods"
This game looks really fun! You're doing a good job advertising. Or, maybe, a good game advertises itself. Added to watch list.
Slight correction. Being good aligned makes you get better relations with good aligned cities, but actually worsens relations with evil aligned cities, such as the one we started next too here.
I wonder how long its gonna take until Quill realizes you can lock research so when you can research something the next time it's still there as an option
He acknowledged the option on his Thursday stream, so before then...
Why do you think he doesn't know that ?
@@blackdragonxtra the Thursday stream was after he recorded this.
I still don't know how to do it.
@@isitanos You click the lock symbol when picking the research. With the 3 options.
27:24
Yes, your gold count went up when you clicked the forester!
We wont take that as there is no ocean around us - goes and picks up an astral node literally beside the ocean 😂
One update for you - the damage type on your leader's staff is Spirit, not 'generic'.
Damn this game uses a lot of "mana". I don't recall "mana" being this big a thing in the previous games in the series.
I'd estimate the mana use is about the same as in AoW 3. Planetfall didn't have mana at all and instead used money, but buildings didn't cost money to build, only hammers.
@@TimoRutanen Sorry I mean mana as in a spendable resource not as the literal resource mana, they've added imperium which means there is no wone more spendable resource than there used to be and I am ot a fan of spendable resources.
You need to use overchannel with your main hero if you want to maximize the usage of your hero and accrue star blades on your unit.
The hero seems like she might have stuff to do other than take advantage of star blades
@@TimoRutanen The spellcasting gives the entire army Star Blades.
@@Taliesyn42 Yes, but the hero might have things to do other than basic attacks. They often have spells and summons and things, so it's less valuable to them. Plus, I don't know how star blades scales with a single attack weapon vs a multiattack one.
@@TimoRutanen Did you miss the part where I said it applies to every one of your units? Or are you so dense that you'll refuse to buff your entire army because your hero won't necessarily make use of the buff? Also, they generate that buff by....*GASP*....casting spells.
@@TimoRutanen Also, since you've obviously not paid attention to ANY of the streams...casting spells in combat no longer requires action points. So your leader can...check this out...cast a spell, triggering Star Blades on their entire army. Then use overchannel (only once per combat), cast a second spell, and trigger another stack of Star Blades. Then the leader can run around, or use a buff or debuff, or even, as much as you hate the concept, attack something. Abs they can keep casting a spell every turn to keep triggering the buff as long as their casting points and mana hold out.
I would counter your "mines are best" argument with the fact that most buildings are boosted by foresters, quarries, and farms. A boosted building will save you much more money that a mine will generate, and most buildings that have "you must have x province improvements to unlock this building" need one of those three. The strategy that some early access folks have found to be best is actually building 4 of each of those three (foresters, quarries, and farms), building all the buildings that require them, then change the province improvements you don't need to mines, mana conduits, research posts, etc...
To add, your gold went up when you built the forester. Boosts do apply retroactively
Building the forester gave an instant 18 gold boon for that building. If you build another forester required building, you get another 18 gold (or more if more expensive). A mine would give you 5 gold per turn so in order to keep ahead, you have to practically spam forester boosted buildings. It may be worth it to have a forester while they are being built and switch later, but I think what's more important is the specialization buildings you get to build later, and specializing the city.
@@TimoRutanen It is not just foresters, but quarries and farms as well. By the time you get to specializing, you should have 4 of each, and all the buildings that require (not just boosted, some buildings require 4 of a specific province to even be built) those provinces. Then you can change the provinces you no longer need to mines, mana nodes, research posts, etc...
As a note, some of the specialized provinces count as foresters, farms, or quarries, so those are good to put out initially as well, like the special horde and pyromancer buildings.
@@MordredMorghul You can specialize far earlier if you like to. And if you wait until you have 4 of each, that's a long time the mine could have been making you 5 gold per turn.
Anyway, it's cool that you don't have to always build a mine.
Quill started with the Palantír researched
How large are the maps?
I really hope in the upcoming dlc they give us map sizes. It just seems small.
Very good
astral wizard money gang we love castin spells
Kek, Pravus and Potato also chose mana addicts. Seems to be a popular option.
Temp-hitpoints from in-combat healing, does that mean that if the unit has only temp-hitpoints when combat ends it dies?
I don't think so, just very low life
edit: Also, if a unit has no more real-hp it simply dies! I don't think it is possible for a unit to have temp-hp and no real-hp, since temp-hp are always lost first, before real-hp.
Hope it helps 👍
Temp hit points go on top of normal hit points. They get used first also. You can’t have temp hot points and no actual hit points.
Sounds like temp hit points are more of a shield mechanic
@@calvinwilson3617 Temp hit points are capped by your missing hitpoints so it's a shield.
9:26 Think I would slightly disagree with you here, mathematically there are no diminishing returns to stacking defense/resistance. But from a gameplay point of view there is, you can have 'enough' defense where getting more doesn't provide much extra practical usefulness. For an extreme example to prove the point if you have 15 defense and 0 resistance for example the extra utility of an extra 1 resistance is much better than an extra 1 defense. 1 defense reduces a very small number by 10% whereas 1 resistance reduces a much larger number by 10%
I'm so tempted to get this, but i want to mod the game and map edit.
There's no map editor unfortunately.
@@isitanos unfortunately.
What are we thinking of this game compared to 3? Worth the upgrade?
based on everything I have seen and heard its the best 4x game of the last couple of years and probably the best strategy game of 2023.
It's initially impressive but when you realize the amount of features that were lost and the questionable implementation of the new stuff, the impression turns sour. The underground in particular is awful compared to AoW2 and 3.
Awsome
What's this? A new Paradox game! Hold on, lemme grab my wallet.
Edit : See Baal's comment for a good explanation on why I was wrong.
You keep explaining exactly what diminishing return is, and saying it is not a diminishing return. The first defense gives you 10%, the second gives you 9%. It is still a positive return, but it is diminished.
The defense mechanic has accelerating eHP gains. If you have 100 HP the first point of defense causes you to take 11 more damage to kill (111 eHP) The second causes you to take 12 (124 eHP) more damage. The third is 13 (137 eHP) more damage.
Every point of defense or resist is actually more damage soaked than the last. It is in no way diminishing returns.
It isn't diminished if you see from effective HP point of view. Example if you've 100 HP & attacked by 10 attack, then total number of hits to kill would be:-
100 / (10 * 0.9^defence)
0 defence => 10 hits
1 defence => 12 hits
3 defence => 14 hits
5 defence => 17 hits
10 defence => 29 hits
20 defence => 83 hits
As you can see, stacking more defence gets more powerful, even though the actual damage reduction gets reduced due to multiplicative nature.
@@babri1402 dude, the returns are diminishing. How can you not understand this? Something without diminishing returns would have linear relation passing through origin.
@@clickaccept Dude the survivability aka effective HP scales exponentially with more defence you stack, even though the actual damage reduction per point gets reduced.
As you said without that per point reduction, at 10 defence units would become invincible.
@clickaccept eHP = 1 / damage reduction , in the case of AoW4 eHP is an exponential increase per point of defense.
Absolute DR is a very naive way of assigning the label "diminishing returns" to defense in the game. It fails to account in any way for what defense actually does. Specifically make a unit harder to kill. Defense mechanics in most games are in fact either linear or exponential, I can't think of a single game offhand with actual diminishing returns on the value of defense.
You're thinking about it wrong when talking about diminishing returns, yes, you'll always reduce damage by 10%, but what you really need to be looking at is the rest of your stats in this aspect. Stacking defense endlessly since it'll always provide the same defensive benefit starts to lose its luster if your resists get held back because of it for instance. If you have 5 defense, but only 1 resistance, getting just one more in resistance will be a much bigger net gain to you than increasing your defense by another point (provided you'll get hit by roughly equal measures of physical and non physical damage ofc).
So yes, there's no technical diminishing returns if you just look at the stat by itself, but there are diminishing returns when you start comparing it to what benefit increases in other stats would give you.
oh god, so much energy. its been like 7-8 years since I watched you last. you had so much less energy then. its not bad. Just caught me offguard lol.
Great gameplay. Loved it. I hope you can turn off the "fast forward" effects on the battles and world map. I know alot or folks like it but ive never been a fan of it
Argh... so short, with so many repetition from previous videos.
It's very frustrating I must say...
But cool build anyway ! Pretty vanilla, but efficient and cool to watch ! I hope the episodes will flow rapidely
WANT NOW
Wait... Why is he out of the country... Is he on the run...???.
Lol
mana addict seems way too strong
Hey Quill, any plans for a new HoI4 series? Would love to see you play the new expansions
There really is nothing quite like a quill 18 hoi series.
Show don't tell is a concept that would greatly help you retain viewers
Conor, what would you know about retaining viewers?
always been a huge of the AoW games, but my one critique of AoW4 is the UI - since they went with this hybrid of "generic Paradox UI" and the Total War UI, and even got rid of the original sounds, the game's lost a lot of the unique look and feel from the old games, and it just looks uninspired. It means you can't just see a screenshot of the game and see that it is AOW4, because it looks like all the other strategy games, where the old games had a very distinct look
..Tho the game mechanics seem to be far more focused to AoW1-stylee (the original original from 199x), which I like :)