its really silly when a civilization has gold shaft mining but not stone shaft mining. "Yeah, we have mastered removing gold from the depths of the earth. But rocks? The fevered dreams of a mad man!"
In case you forgot /sarcasm, all good. If not, I'd just like to remind that printing press was invented in Europe in 1440, carracks first appeared in Europe in 1300s and there's no historical source about man-carrying hot air balloons until 1783 in France Pizarro, the guy responsible for the demise of the Incas, arrived in Peru in 1531. Naturally anything before that can't possibly be stolen from Incas, and it seems unlikely that anybody would remember an obscure idea somebody had 350 years ago on another continent under conditions that wouldn't really support the preservation of information.
+Miska Kopperoinen yeah, it was sarcasm. although I can understand correcting me as there are REALLY stupid people in this world who would probably agree with what I said. I also don't like saying /s anymore because it gives the game away and sometimes I like to play the game longer
One of the greatest things about this channel and your subscribers is that we're all very active. you sometimes see channels with 3M subscribers pull only 70k+ views. but your videos pull 70k views while having 90k subscribers. we're just a very tight knit community; love it!
I still think that the Feitoria nerf was to heavy Either reduce stone income OR make it cost stone. It's just that one nerf influences the other so hard, since the 250 gold are back in 9 minutes, but the stone take almost 20 min...
portuguese team bonus is good if you wanna know whether or not you'll win the game nothing like checking on your team mate and seeing he has 20 villagers on berries with no mill
Few things I could point out that weren't mentioned in the video. 1. Cartography is very good for free in nomad games 2. I've noticed a lot that when going feudal agression, you don't build a market, only an archery range/stable and a blacksmith when enough wood. In these cases, specially when coordenating with others, it's a pretty good tech to have. 3. It's also very good for fast castle knight rushes because, even if you're going fast castle, you're doing a stables instead of a market. Doing a knight rush in a pocket position with cartography allows you to quickly know where to send them if an ally needs help.
You both are - as a matter of fact, the Koreans were added in the Conquerors expansion. In AoK Unique Technologies did not exist at all in fact by the way. They have been in the game from AoC onwards.
It's unfortunate they have these disadvantages because I like the look of the feitoria. I like the aesthetic and look of the Spanish and Portuguese civ.
very lovely to see more spirit of the law videos :) i played aoe2 (and 1) long ago and still very much like to watch videos about it... good work as always!
I don't have the HD Edition of AoE2, but you overlooked a detail. Feitorias could be overpowered in Naval battles. Your island's resources may dry out, and raiding the enemy land for resources is not viable, so those Feitorias will actually be saving your butt in those situations.
You should have mentioned that the team bonus is useful for early scouting since it is like having extra scout in the dark age which means you can quickly find oppenents since if any one else on your team finds them then you find them too. You can also co-ordinate and each player can scout different parts of the map to avoid overlap. You can also completely neglect scouting and have your scout lure deer while your allies do the scouting for you. But of course if everyone does that it could lead to a problem. P.S Loved the 1:04 joke.
You forgot when explaining why the gold cost bonus is superior to the gold mining bonus, that the gold mining bonus only effects gold being mined, whereas the gold cost bonus will effect all gold, which includes gold from trade carts and relics. Which is especially nice with the Feitoria. ;)
You are such an underrated UA-camr. Man how much effort you put in your videos is unbelievable with that much of details, for example the mathematical logic of AOE. I can't even describe this feeling which I have every time you upload a new video. Stay so as you already are, you technically revived AOE and it's community. That's all Real Talk. Greetings from Germany, from a Persian AOE gamer. ✌🏽
I'm glad they designed a new architecture the Mediterranean type and applied it to the Portuguese, Spanish, Italians and Byzantines. previously the Spanish civilization was designed in the Northern European type and the Byzantines had the middle eastern type. all those were changed when the Definitive edition came up.
3:30 - Irrelevant, Vikings dont have Fire Galleys, so they are screwed, unless you are TOP micro player. 5:08 - After Portuguese Unique Tech nerf, Organ Guns became much weaker, maybe +2 pierce armor or increased movement speed could help, as I suggested. 8:10 - Problem is, you never go full Caravel, they are really useless against Fire Ships, you only mix few in if you have the resources for it. Or just go pure Caravel + Fire Ship and never build a single Galeon (you still need its upgrade for Fire though). 10:38 - Indian Hand Cannoneers beat Portuguese, that +1 range is really a difference. 10:50 - I remember I sent you, that Cannon Galeon is not affected and you confirmed it that time, glad they fixed it :-). Thanks for the Overview, waited for it for a long time ;-).
I agree on everything except Indian Hand Cannoneers. The extra range is a big negative actually - they get more inaccurate the further away they are from the unit they attack. Whereas portuguese hc get ballistics so are much more accurate at all ranges.
Yeah, but not this time. HC are so slow that even their bad accuracy will hit some of them, clumped especially. So by the time Portuguese will reach the range to fire, their dmg is already reduced. Turks HC are the only one, who beat the Indian ones. (At least Indians have something, for compensate their useless 'unique' castle unit).
I think it depends on the use of micro and the size of the battle. In small groups with micro (~10-20 units) Portuguese will always win since the opponents micro is nullified (HC vs HC). Very similar to getting ballistics for crossbows in castle age. In large battles with multiple kinds of units where micro is not practical, I think we can consider arquebus to indirectly make Portuguese HCs more effective, since they will hit more of their shots. However, here is where there is no objective argument as to what is better. Turks hp? Indian range? Spanish fire rate? Personally, I would go with Indians range, since it makes the HC more flexible, but there are strong arguments for each side.
Yeah, Organ Guns are awful imo. When they serve for me as a Hand Cannoneer which costs more resources, I can't garrison or heal and only real advantage is when I'd face off against archer units (Which I'd counter with skirms or Bombard Cannons) I don't see how they fit in. Man, I wish I had been able to play them pre-Arquebus nerf. They looked absolutely amazing.
why do the portuguese get a c+ for their cavalry while the japanese have a b in the expansions? :D their cavalry costs less gold and has one more armor upgrade. still loving your videos :)
The big difference to me is the Japanese have a really good early game bonus. I figure Portuguese save maybe 1 gold miner worth of gold by 20 minutes if they go knights, and their scout rush has no help at all from any bonuses. Japanese save easily 200 wood in dark age, which means better scout rush and fast castle into knights than Portuguese. Maybe if you keep pumping out knights for 5 minutes the Portuguese bonus catches up, and in the long run they save more gold, but Japanese in the expansions are a solid cavalry civ until imperial age.
That is a great point. The last armor upgrade is huge. If your cavaliers only get 4 pierce armor, they die extremely quickly to arrows. But with 6 pierce armor, they take 1 damage from skirms rather than 3, and are much better at raiding.
But the Japanese lack the crucial plus 4 upgrade. The plus 4 cavalier early imperial age power spike can be outright game deciding, at all skill levels. Having 6 pierce armor means your knights are immune to castle age 7 attack xbows, as well as TC fire. having only 4 pierce armor means you take three times the damage from enemy arrows. Personally I would've given the Portuguese a higher score just for the plus 4 armor, but their knights also cost less gold. I think it's hard to justify not giving Portuguese a higher score in cavalry than the Japanese. Sure, Japanese have a better scout rush, but knights in my opinion are a much more impactful unit than scouts.
I suspect it is mostly because the Japanese have fully-upgradeable horse archers. Also, unlike with the Portuguese who have superior bombard cannons to counter siege in the Imperial Age, the Japanese really have to rely on cavaliers to keep those pesky onagers under control because they don't have siege onagers or bombard cannons themselves. In other words, the inferior Japanese cavalry are more useful to the Japanese than the inferior Portuguese cavalry is to the Portuguese in the late game.
I think a cool additional bonus would be added line of sight on all units and buildings as homage to the Portugese being some of the best explorers! But I suppose Cartography accomplishes this somewhat
Just happened to be checking back in here a few years later... 2:14 "Of course the Turks get the last laugh since they were changed to +20% in the expansions." (Laughs in Portuguese also getting their bonus buffed to 20% gold cost reduction) And 30% faster techs. Turks did get +1 pierce armor on scout line too tho :D
I was waiting for this overview for so long. Thanks, man. The only thing I don't agree is the rate you gave to the portuguese cavalry (C+); I would give them a B- at least since it sounded pretty standard to me (below Franks and above Vikings, for example).
I think you underplayed how useful free carto is. obviously it is completely useless in 1v1s, but in team games, especially 2v2s or in other game modes where feudal aggression is prevalent and resources have to be prioritized in favor of military, the 175 wood for a market is a waste unless your eco is unbalanced and you have to build one to sell resources anyways. for 5 more wood you could get 3 farms and advance to castle faster, or for the same price you could build another archery range etc. It is also useful for coordinating attacks since x'ing the map like a madman only works so well. it encourages better teamwork such as one person bringing over archers to help kill spears so his ally can use his scouts to raid the enemy. you can also use your scouts more efficiently since you wont both scout the same areas twice unnecessarily. I would even argue this is one of the strongest team bonuses in team games.
the portuguese (and spanish before their addition, in the og AoK and AoC) is the closest I can get in AoE2 of my civ to play, since I'm brazilian. so you can say I'm happy with this overview and I wish DE made organ guns spread shots do more damage and arquebus also giving gunpowder units faster attack rates/shots (like the cannon galleon of the spanish qwq). and Feitoria being more op too because 20 pop is too much lol
The free cartography team bonus can be really useful on Nomad map. Helps you track your mates, helps preventing you to set up shop to far away from them and helps scouting out the enemy sooner.
Imho the gather rate increase is a much better bonus than the discount in early stages of the game, where you can put 1-3 less villagers on gold which can work on other places, while for lategame i agree that the discount is better since it lets u put more gold units to the field.
I was somewhat disappointed that Spirit didn't point out that the gather bonus is useless when you're relying on trade, while the cost discount just becomes even more important then.
Portuguese ships have more hp because the only ships that ever returned, from the "spanish" armada that filippe send out to england, where in fact portuguese, like the flaggship São Martinho. And since then everybody knew, portuguese build the best ships. And where the first to shoot bronze canons that where loaded from the back. Maybe that's where they got the idea for the unique canory unit.
Ohhh man, necroing comment threads. But anyway; Chariots really wouldn't make sense in AoE2. By even the first century, chariots had lost most of their military power. They were less maneuverable and it was better to just put a dude on a horse instead of a chariot. By the time AoE 2 takes place, chariots were barely ever used at all. Still, they were cool in AoE 1. I always will have fond memories of them.
I think the dev didn't do the portuguese civ any justice. They nerfed them completely. Feitoria is not at good anymore Organ gun not as good anymore Arquebus not as good anymore
9:31 Don't you hate it when cannonballs fall through the surface of the Earth yet still hit you? 10:56 *Turtle Ship:* "Here I think you dropped this." _Spits out cannonball_
He spirit you ever tried Europa Universalis 4? It is really in depth game and I would love to see your analyse on that game. It's a really different game from Age of Empire I know, so you probably never going to cover it. But I still want your opinion on it ^^. Keep up the great videos :)
i think the Feit is best for players who don't want to micromanage their economy. Also you only mention stone, but on island maps ot desert types, it's also useful for wood too. If you're being denied the abiltiy to go outside your base to gather resources, it seems like a solid investment
Ardith Prime It's also great for private games with you friends. If you can convince your friends to put on a treaty on any map with a 500 pop cap you can boom very quickly in imperial without the need of multiple town centres. After that you can mass walls and organ guns and you become pretty god like to anyone who tries to attack, no matter how good their army composition. Doesn't really work online as people put a lower pop cap and will harass you early
true saracen and other specific naval unit may have a bonus on a certain type of war ship in this case galley but the portuguese naval econ bonus also aplies to ships that counters war galeys etc... just depends on the strategy in mind
Im portuguese and aoe rlly represented portugal well. A navy country. For who is curious, check portugal's history. We fought off the spanish. We dominated enemys. And we were probably the begginers of the exploration by sea, and made one of the best historical books ever. And thats that. I am proud to be portuguese!
Although I love your videos, given that how many people choke, shit or pee after seeing upload notification from you, you may want to reconsider uploading for the greater good.
Portugese is my most favorite Civ when it comes to playing 1v7 against AI or just with friends on 4v4s etc, their late game economy is the strongest than any other Civ, if you make it on the earlyy and mid game, usually easier on team games, nobody will surpass you on resources.
Every time I come back to this video I'm astounded at how massively they nerfed this civ. Organ guns - 1 damage for all projectiles but the main one. Feitoria - was already not that great and they made it awful! Arquebus - why reduce the speed of cannons? What's the argument here? By the same logic remove the insane speed from spanish cannon galleons!! That coupled with terrible team bonus, caravels being very situational, and you've got probably the most underwhelming civ in the game. They went from OP to UP. These devs didn't manage to find a balance and ended up fucking it up. It really does piss me off.
Japanese has the same unit available but without last armor upgrade and they got a B while portuguese with +2 armor and a gold cost reduction for knights get a C+ ? Edit : I made a test, one cavalier vs 12 split skirmishers, the japanese one killed 2, the portuguese one killed ...10
The only thing I didn't like in the Portuguese was the lack of an eco early age bonus. It seems we're always behind the opponents in early feudal age. Despite this, they have a strong and variable army and I, nevertheless, feel glad to play as my Portuguese ancestors.
8:19 you forgot/overlooked something about caravels: They are more versatile than Galeons -- that is: they are not as vulnerable to fire-ships; at least in my experience. They tried to lower that advantage with the [second to] last patch, if I remember correctly, but it's still a thing, as far as I can tell Note: I am not talking about attack-bonuses. They are just better at keeping their distance, as they don't have to concentrate fire on one galley, and then the next, and let too many come through, but instead can predamage even the ones not targeted yet, and thus do better. It's similar with demolition ships (compare your video about their effectiveness), but not as clearly; and those aren't a natural counter to Galley-line units anyway, so this is rather moot
gotta complain about your rating; you basically doubled the impact of their gold-discount by both listing it as an economy-bonus and a bonus to every single columns of units... chose one! I'd leave it with the single departments of their units, rather than attach it to the economy, as a discount really does nothing for your economy, esp. as long as you are not building units.
+ your advice to think twice about using caravels [at the end of the video] is incomplete, again; as, if a player concentrates on them, he can save himself some expenses, and it's esp. interesting if joining the naval warfare late, as you don't have to go from ground up to have decent units (same like other ship special units) -- that only works, however, when you have a [literal] save haven to get to a critical mass with these ships. (think: big islands, for instance (or archipel, etc.), when concentrating on land warfare earlier, to eradicate the more direct threat) But one might argue, that fire-ships can be forgone on, also, with the caravels greater versatility -- which again saves some resources. 15:50 "unless you are dedicated to be making a lot of them" -- if you are not, you are doing it wrong (see "critical mass") anyway, so that point is moot Their effectiveness, no matter what, depends on their numbers, anyway. If you _can't get there,_ they are a failed investment, if you can, most other lines become obsolete.
I think you missed the Point of a carvel. You need you use it when you're behind in production of gallies in the late game. They are most effective against a large group. the same argument can be made for the combo fireship/Gallyon
Quite Interesting Idea here, but keep in mind that if you are already behind the investment in the carvel upgrade as well as the high cost make it unlikely that you can pull this off easily. But on the other hand I see your point, a small carvel navy has a lot more destructive power against an overwhelming fleet of galleys...
So, what I learned here is that Portuguese were OP in their initial release (AoAK), but have been nerfed so badly that they're practically useless except in an Imperial Age gunpowder fight.
Hi Spirit, I'm a big fan of your videos. Could you do a civ overview of the Burmese next? I'm really liking this civ and I'd love to know what you think of them.
i feel like this civ doesnt have a unit that can punch through enemy units. they dont get paladins, cav archers, organ gun is basically a hand cannoneer with splash dmg and in late games hand cannoneers arent as good choice when enemy has paladins and war elephants and cav archers. i think archers and champions are the only viable late game choices imo.
One of the best saves if you ever end up having to play a gold nothing map where the the price of everything reaches the high hundreds and gold is the only thing villagers can get
Once they complete bugfixes (check the comments on steam), I do wish for each civilization to get a unique economic building (except Portuguese they have feitoria as their unique economic building) and also a unique military building. The unique ecomomic building there are many ideas including a civilization to get a camp that drops off all 4 resources and unique military building such as the fire tower. The villager buildings and military buildings button has 1 spot available for economic buildings and portuguese get the feitoria there after the wonder, and also the military buildings have an empty spot after the siege workshop. Then an idea to make fishing ship become "villager of the sea" the way it was in the very early stages of the game in age of kings 1998. The fishing ship needs to be able to build fish trap, dock, sea wall, sea tower, and be able to repair anything it can reach. Currently fish traps are not repairable in any way, but are healable by monks I tried that and it worked.
hbarudi since we're at it, why not give ships wheels so they can be used on land and allow you to garrison archers on ships for additional attack? Yeah, let's make civilizations not unique anymore and make them all the same so when you get bored of playing one, you'll get bored of all of them.
You forgot to mention that the Portuguese Unique Unit was a siege unit when you covered the siege section. Also, I am a bombard cannon lover, and I'd argue that only mongol siege rams can really compete with Portuguese bombard cannons in terms of utility.
its really silly when a civilization has gold shaft mining but not stone shaft mining. "Yeah, we have mastered removing gold from the depths of the earth. But rocks? The fevered dreams of a mad man!"
Explain the logic to me of Incas having fully upgraded galleons, then. :P
+Rovsea because inca were super advanced but the whities came and ruined/stole their stuff and framed them as savages
the inca had printing presses, carracks and hot air balloons and white man stole them
In case you forgot /sarcasm, all good.
If not, I'd just like to remind that printing press was invented in Europe in 1440, carracks first appeared in Europe in 1300s and there's no historical source about man-carrying hot air balloons until 1783 in France
Pizarro, the guy responsible for the demise of the Incas, arrived in Peru in 1531. Naturally anything before that can't possibly be stolen from Incas, and it seems unlikely that anybody would remember an obscure idea somebody had 350 years ago on another continent under conditions that wouldn't really support the preservation of information.
+Miska Kopperoinen yeah, it was sarcasm. although I can understand correcting me as there are REALLY stupid people in this world who would probably agree with what I said. I also don't like saying /s anymore because it gives the game away and sometimes I like to play the game longer
One of the greatest things about this channel and your subscribers is that we're all very active. you sometimes see channels with 3M subscribers pull only 70k+ views. but your videos pull 70k views while having 90k subscribers. we're just a very tight knit community; love it!
Mr. Harun we all live in nostalgia dammit xD
Playing a 18 years old game ;)
he has 82k subs now :(
Probably some are getting automatically unsubscribed without their awareness
up to 94K as of August 16, 2017
Victor Khan I have never had nostalgia for aoe2 lol, I guess that's what happens when u play it activity for 12 years xd
I still think that the Feitoria nerf was to heavy
Either reduce stone income OR make it cost stone.
It's just that one nerf influences the other so hard, since the 250 gold are back in 9 minutes, but the stone take almost 20 min...
I'd definitely get the original 250 w 250 g cost at the current stone production rate as it would make them worth it but not OP
portuguese team bonus is good if you wanna know whether or not you'll win the game
nothing like checking on your team mate and seeing he has 20 villagers on berries with no mill
There's always a chance the other team has TWO berry pickers too.
On a serious note Portuguese with mongols are great for expansion
That's why I play diplo instead of team games. The inevitable betrayal of the berry picker is still always a surprise to him.
@@ninjacom3 bro this comment had me chuckling, woe to the oblivious berry picker! :D
aaa! MY PAIN!
Few things I could point out that weren't mentioned in the video.
1. Cartography is very good for free in nomad games
2. I've noticed a lot that when going feudal agression, you don't build a market, only an archery range/stable and a blacksmith when enough wood. In these cases, specially when coordenating with others, it's a pretty good tech to have.
3. It's also very good for fast castle knight rushes because, even if you're going fast castle, you're doing a stables instead of a market. Doing a knight rush in a pocket position with cartography allows you to quickly know where to send them if an ally needs help.
If you're going fast castle into knights you shouldn't have a market anyways, it's a lot of wood to basically throw down the drain.
That is what he said Rovsea.
Remember when the Vikings were so special as they were the only civilisation with two unique units?
;-;
How good are Koreans?
Remember when Goths were so special as they were the only civilisation with two Unique Technologies? :p
@@ayandas124 I think Koreans were an expansion
You both are - as a matter of fact, the Koreans were added in the Conquerors expansion.
In AoK Unique Technologies did not exist at all in fact by the way. They have been in the game from AoC onwards.
The feitoria nerf feels so bad as someone that primarily plays Portuguese
lets not forget the feitoria is suseptable to monk conversions aka monk raids so they can be converted.
It's unfortunate they have these disadvantages because I like the look of the feitoria. I like the aesthetic and look of the Spanish and Portuguese civ.
very lovely to see more spirit of the law videos :)
i played aoe2 (and 1) long ago and still very much like to watch videos about it... good work as always!
A Civ overview in the day of my birthday. Feels Good man
Khan Khomrad HAPPY BIRTHDAY !!
Well, thank you!
happy birthday Khan Khomrad!
2:27 Full blown out battle? Boar doesn't give a fuck. Boar just wants to eat his grass.
I feel sorry for that water buffalo 13:01
Haha, that's hilarious.
Excuse me, that is very sad!
he was just passing :(
If you think you had a shitty day, look at that water buffalo
>Studying for the exam
>Spirit uploads a video
>Will view it tomorrow
>Reads ''overview''
Fuck it, the exam can wait
I've been waiting for this! Awesome video!
Free cartography at the beginning of a nomad map is really helpful.
Great Civilization overview as always! Can't wait to see the next one!
I don't have the HD Edition of AoE2, but you overlooked a detail. Feitorias could be overpowered in Naval battles. Your island's resources may dry out, and raiding the enemy land for resources is not viable, so those Feitorias will actually be saving your butt in those situations.
You should have mentioned that the team bonus is useful for early scouting since it is like having extra scout in the dark age which means you can quickly find oppenents since if any one else on your team finds them then you find them too. You can also co-ordinate and each player can scout different parts of the map to avoid overlap. You can also completely neglect scouting and have your scout lure deer while your allies do the scouting for you. But of course if everyone does that it could lead to a problem.
P.S Loved the 1:04 joke.
wow you have improved on your videos, sounds a lot brighter. i like it.
You forgot when explaining why the gold cost bonus is superior to the gold mining bonus, that the gold mining bonus only effects gold being mined, whereas the gold cost bonus will effect all gold, which includes gold from trade carts and relics. Which is especially nice with the Feitoria. ;)
Great Job again! I really love your civ overviews and I can not wait for the next one!
i was doing research, after i saw this from my gmail, i dropped everything to watch this!
I have never played an age of empires game in my life but I love your channel
Finally! So much time without a civ overview:):)
You are such an underrated UA-camr. Man how much effort you put in your videos is unbelievable with that much of details, for example the mathematical logic of AOE. I can't even describe this feeling which I have every time you upload a new video. Stay so as you already are, you technically revived AOE and it's community. That's all Real Talk. Greetings from Germany, from a Persian AOE gamer. ✌🏽
I'm glad they designed a new architecture the Mediterranean type and applied it to the Portuguese, Spanish, Italians and Byzantines. previously the Spanish civilization was designed in the Northern European type and the Byzantines had the middle eastern type. all those were changed when the Definitive edition came up.
great work as always! keep it up!
3:30 - Irrelevant, Vikings dont have Fire Galleys, so they are screwed, unless you are TOP micro player.
5:08 - After Portuguese Unique Tech nerf, Organ Guns became much weaker, maybe +2 pierce armor or increased movement speed could help, as I suggested.
8:10 - Problem is, you never go full Caravel, they are really useless against Fire Ships, you only mix few in if you have the resources for it. Or just go pure Caravel + Fire Ship and never build a single Galeon (you still need its upgrade for Fire though).
10:38 - Indian Hand Cannoneers beat Portuguese, that +1 range is really a difference.
10:50 - I remember I sent you, that Cannon Galeon is not affected and you confirmed it that time, glad they fixed it :-).
Thanks for the Overview, waited for it for a long time ;-).
I agree on everything except Indian Hand Cannoneers. The extra range is a big negative actually - they get more inaccurate the further away they are from the unit they attack. Whereas portuguese hc get ballistics so are much more accurate at all ranges.
Yeah, but not this time.
HC are so slow that even their bad accuracy will hit some of them, clumped especially.
So by the time Portuguese will reach the range to fire, their dmg is already reduced.
Turks HC are the only one, who beat the Indian ones.
(At least Indians have something, for compensate their useless 'unique' castle unit).
I think it depends on the use of micro and the size of the battle. In small groups with micro (~10-20 units) Portuguese will always win since the opponents micro is nullified (HC vs HC). Very similar to getting ballistics for crossbows in castle age. In large battles with multiple kinds of units where micro is not practical, I think we can consider arquebus to indirectly make Portuguese HCs more effective, since they will hit more of their shots. However, here is where there is no objective argument as to what is better. Turks hp? Indian range? Spanish fire rate? Personally, I would go with Indians range, since it makes the HC more flexible, but there are strong arguments for each side.
The vikings can go fast castle to get longboats and outproduce most civilizations, so lack of fire galleys doesn't matter a lot.
Yeah, Organ Guns are awful imo. When they serve for me as a Hand Cannoneer which costs more resources, I can't garrison or heal and only real advantage is when I'd face off against archer units (Which I'd counter with skirms or Bombard Cannons) I don't see how they fit in.
Man, I wish I had been able to play them pre-Arquebus nerf. They looked absolutely amazing.
why do the portuguese get a c+ for their cavalry while the japanese have a b in the expansions? :D
their cavalry costs less gold and has one more armor upgrade.
still loving your videos :)
The big difference to me is the Japanese have a really good early game bonus. I figure Portuguese save maybe 1 gold miner worth of gold by 20 minutes if they go knights, and their scout rush has no help at all from any bonuses. Japanese save easily 200 wood in dark age, which means better scout rush and fast castle into knights than Portuguese. Maybe if you keep pumping out knights for 5 minutes the Portuguese bonus catches up, and in the long run they save more gold, but Japanese in the expansions are a solid cavalry civ until imperial age.
That is a great point. The last armor upgrade is huge. If your cavaliers only get 4 pierce armor, they die extremely quickly to arrows. But with 6 pierce armor, they take 1 damage from skirms rather than 3, and are much better at raiding.
But the Japanese lack the crucial plus 4 upgrade. The plus 4 cavalier early imperial age power spike can be outright game deciding, at all skill levels. Having 6 pierce armor means your knights are immune to castle age 7 attack xbows, as well as TC fire. having only 4 pierce armor means you take three times the damage from enemy arrows.
Personally I would've given the Portuguese a higher score just for the plus 4 armor, but their knights also cost less gold. I think it's hard to justify not giving Portuguese a higher score in cavalry than the Japanese.
Sure, Japanese have a better scout rush, but knights in my opinion are a much more impactful unit than scouts.
I suspect it is mostly because the Japanese have fully-upgradeable horse archers. Also, unlike with the Portuguese who have superior bombard cannons to counter siege in the Imperial Age, the Japanese really have to rely on cavaliers to keep those pesky onagers under control because they don't have siege onagers or bombard cannons themselves. In other words, the inferior Japanese cavalry are more useful to the Japanese than the inferior Portuguese cavalry is to the Portuguese in the late game.
Eustace Stritchers Usefulness to a particular civ doesn't add strength to a unit type. Cavalry archer also counts towards archery range.
Spirit upload= Instant happiness 😄
0:06 Wow.. Probably my favorite civ theme, closely followed by Magyars.
Yep, those are two of *my* favourites too, alongside the Italians' jingle.
+1
How bout Italians?
14:16 "not having stone shaft mining"
displays stone shaft mining without an red X.
This overview needs an update. mainly because of the new team bonus.
I think a cool additional bonus would be added line of sight on all units and buildings as homage to the Portugese being some of the best explorers! But I suppose Cartography accomplishes this somewhat
Just happened to be checking back in here a few years later...
2:14 "Of course the Turks get the last laugh since they were changed to +20% in the expansions."
(Laughs in Portuguese also getting their bonus buffed to 20% gold cost reduction)
And 30% faster techs.
Turks did get +1 pierce armor on scout line too tho :D
The Caravel up top at 8:12 is the flagship of Francisco de Almeida, whom you pointed out at 5:13 in your Portuguese campaign video.
I was waiting for this overview for so long. Thanks, man. The only thing I don't agree is the rate you gave to the portuguese cavalry (C+); I would give them a B- at least since it sounded pretty standard to me (below Franks and above Vikings, for example).
Might it be time for a new Portuguese overview, or is this still fully accurate?
Oh hell yes a SotL video for the day. Thank you
I think you underplayed how useful free carto is. obviously it is completely useless in 1v1s, but in team games, especially 2v2s or in other game modes where feudal aggression is prevalent and resources have to be prioritized in favor of military, the 175 wood for a market is a waste unless your eco is unbalanced and you have to build one to sell resources anyways. for 5 more wood you could get 3 farms and advance to castle faster, or for the same price you could build another archery range etc. It is also useful for coordinating attacks since x'ing the map like a madman only works so well. it encourages better teamwork such as one person bringing over archers to help kill spears so his ally can use his scouts to raid the enemy. you can also use your scouts more efficiently since you wont both scout the same areas twice unnecessarily. I would even argue this is one of the strongest team bonuses in team games.
the portuguese (and spanish before their addition, in the og AoK and AoC) is the closest I can get in AoE2 of my civ to play, since I'm brazilian. so you can say I'm happy with this overview and I wish DE made organ guns spread shots do more damage and arquebus also giving gunpowder units faster attack rates/shots (like the cannon galleon of the spanish qwq). and Feitoria being more op too because 20 pop is too much lol
The free cartography team bonus can be really useful on Nomad map.
Helps you track your mates, helps preventing you to set up shop to far away from them and helps scouting out the enemy sooner.
The background music is so chill.
Imho the gather rate increase is a much better bonus than the discount in early stages of the game, where you can put 1-3 less villagers on gold which can work on other places, while for lategame i agree that the discount is better since it lets u put more gold units to the field.
I was somewhat disappointed that Spirit didn't point out that the gather bonus is useless when you're relying on trade, while the cost discount just becomes even more important then.
I've found the organ gun to be really effective against ships from the shore. Because of the spray damage.
Portuguese ships have more hp because the only ships that ever returned, from the "spanish" armada that filippe send out to england, where in fact portuguese, like the flaggship São Martinho. And since then everybody knew, portuguese build the best ships. And where the first to shoot bronze canons that where loaded from the back. Maybe that's where they got the idea for the unique canory unit.
More gameplay videos please! You're amazing!
+Spirit Of The Law can you make a chart where you can see overview about all civs grades? it would be great
As a brazilian, I like the portuguese because they're sort of like Brazil in AoE 2 (but not).
Antônio Gabriel Zeni Landim that's why i support brazil in the world cup. Because your like Portugal but not ;)
@@ThrE3-GeS that's why i support Portugal because it's like Galicia, but not
Mexicans have Mayas and Aztecs, which are actually mexicans, and also have Spanish since mexicans are sort of like hispanics, but not xD.
t. Alberto Barbosa
Koishi Komeiji Finally I see a coment dedicated to our national hero.
ayy lmao
WEWUZ
KINGZ
AND SHIET
What is it that causes cannonballs to bounce?
Not sure. I artificially increased those towers' range, so it's probably related to that.
Spirit Of The Law that happens even with normal range. Also, sometimes when the units get too far the balls explode mid-air.
Miguel Alberola Cano 50% more range doesnt affect 0 range, although it would be a big buff to ranged units
Because they are actually balloons.
Miguel Alberola Cano why are we not funding this.jpeg
"Carry on lads, I'll just watch from here." LOL
Dude I've never played AoE but i fucking LOVE these videos for some reason lmao.
Other Civilisations: the resources on the whole map have been run out, we r fucked.
Portuguese: what did u said just now?
wish we had Chariots/Scythe Chariots in AoE2 like we did in AoE1 :(
only reason I built markets in Aoe1 anyway lel. Gotta have that wheel research!
Ohhh man, necroing comment threads. But anyway;
Chariots really wouldn't make sense in AoE2. By even the first century, chariots had lost most of their military power. They were less maneuverable and it was better to just put a dude on a horse instead of a chariot. By the time AoE 2 takes place, chariots were barely ever used at all.
Still, they were cool in AoE 1. I always will have fond memories of them.
cant watch rn but gonna like already
Called it. Although considering all the recent uploads i think most people called it
I think the dev didn't do the portuguese civ any justice. They nerfed them completely.
Feitoria is not at good anymore
Organ gun not as good anymore
Arquebus not as good anymore
I hate you Spirit. Now I want to buy the steam version of the game :-/
jk Amazingly intelligent and well-presented overview, as always.
9:31 Don't you hate it when cannonballs fall through the surface of the Earth yet still hit you?
10:56 *Turtle Ship:* "Here I think you dropped this." _Spits out cannonball_
He spirit you ever tried Europa Universalis 4?
It is really in depth game and I would love to see your analyse on that game.
It's a really different game from Age of Empire I know, so you probably never going to cover it.
But I still want your opinion on it ^^.
Keep up the great videos :)
.finally!! I've been waiting for this since the African Kingdom release
You're back!!
0:39 "Goth game plan" hilarious.
i think the Feit is best for players who don't want to micromanage their economy.
Also you only mention stone, but on island maps ot desert types, it's also useful for wood too. If you're being denied the abiltiy to go outside your base to gather resources, it seems like a solid investment
Ardith Prime It's also great for private games with you friends. If you can convince your friends to put on a treaty on any map with a 500 pop cap you can boom very quickly in imperial without the need of multiple town centres. After that you can mass walls and organ guns and you become pretty god like to anyone who tries to attack, no matter how good their army composition. Doesn't really work online as people put a lower pop cap and will harass you early
That deer at 6:41 just doesn’t give a flying fart.
true saracen and other specific naval unit may have a bonus on a certain type of war ship in this case galley but the portuguese naval econ bonus also aplies to ships that counters war galeys etc...
just depends on the strategy in mind
Im portuguese and aoe rlly represented portugal well. A navy country. For who is curious, check portugal's history. We fought off the spanish. We dominated enemys. And we were probably the begginers of the exploration by sea, and made one of the best historical books ever. And thats that. I am proud to be portuguese!
Another beautiful and brilliant video. Just sayin
Although I love your videos, given that how many people choke, shit or pee after seeing upload notification from you, you may want to reconsider uploading for the greater good.
The Portuguese are currently my favourite civilization in age of empires II. Love em.
Portugese is my most favorite Civ when it comes to playing 1v7 against AI or just with friends on 4v4s etc, their late game economy is the strongest than any other Civ, if you make it on the earlyy and mid game, usually easier on team games, nobody will surpass you on resources.
The cannonball being a balloon always gets me
That joke on the baloon cracked me up (and it's so true!) XD
OMG the whole cannon galleon shot speed was ridiculously unfair!!! Especially after update pack with new civs!
Please update this playlist, sotl ❤
Every time I come back to this video I'm astounded at how massively they nerfed this civ.
Organ guns - 1 damage for all projectiles but the main one.
Feitoria - was already not that great and they made it awful!
Arquebus - why reduce the speed of cannons? What's the argument here? By the same logic remove the insane speed from spanish cannon galleons!!
That coupled with terrible team bonus, caravels being very situational, and you've got probably the most underwhelming civ in the game. They went from OP to UP. These devs didn't manage to find a balance and ended up fucking it up. It really does piss me off.
Japanese has the same unit available but without last armor upgrade and they got a B while portuguese with +2 armor and a gold cost reduction for knights get a C+ ?
Edit : I made a test, one cavalier vs 12 split skirmishers, the japanese one killed 2, the portuguese one killed ...10
I got a nice question for your next FAQ or maybe even a video if it leads to interesting results: "How to team bonuses work in a ffa diplomacy game?"
I swear i was watching your channel just now
great overview! thanks! could you do a video covering how the market is influenced with other people buying/selling. overall market strat
we love u spirit!
The only thing I didn't like in the Portuguese was the lack of an eco early age bonus. It seems we're always behind the opponents in early feudal age. Despite this, they have a strong and variable army and I, nevertheless, feel glad to play as my Portuguese ancestors.
They like to take sestas before the serious action?
Hai Spirit Of The Law, I'm from Indonesia, I love your video on AOE2 analysis, if I may make an analysis of the rise of the new Civ rajasthank you
omgsh my day is made
10:57 i have a strange felling that that wasn't a portugese cannon galleon
8:19 you forgot/overlooked something about caravels:
They are more versatile than Galeons -- that is: they are not as vulnerable to fire-ships; at least in my experience. They tried to lower that advantage with the [second to] last patch, if I remember correctly, but it's still a thing, as far as I can tell
Note: I am not talking about attack-bonuses. They are just better at keeping their distance, as they don't have to concentrate fire on one galley, and then the next, and let too many come through, but instead can predamage even the ones not targeted yet, and thus do better.
It's similar with demolition ships (compare your video about their effectiveness), but not as clearly; and those aren't a natural counter to Galley-line units anyway, so this is rather moot
gotta complain about your rating; you basically doubled the impact of their gold-discount by both listing it as an economy-bonus and a bonus to every single columns of units... chose one!
I'd leave it with the single departments of their units, rather than attach it to the economy, as a discount really does nothing for your economy, esp. as long as you are not building units.
+ your advice to think twice about using caravels [at the end of the video] is incomplete, again; as, if a player concentrates on them, he can save himself some expenses, and it's esp. interesting if joining the naval warfare late, as you don't have to go from ground up to have decent units (same like other ship special units) -- that only works, however, when you have a [literal] save haven to get to a critical mass with these ships. (think: big islands, for instance (or archipel, etc.), when concentrating on land warfare earlier, to eradicate the more direct threat)
But one might argue, that fire-ships can be forgone on, also, with the caravels greater versatility -- which again saves some resources.
15:50 "unless you are dedicated to be making a lot of them" -- if you are not, you are doing it wrong (see "critical mass") anyway, so that point is moot
Their effectiveness, no matter what, depends on their numbers, anyway. If you _can't get there,_ they are a failed investment, if you can, most other lines become obsolete.
I think you missed the Point of a carvel. You need you use it when you're behind in production of gallies in the late game. They are most effective against a large group. the same argument can be made for the combo fireship/Gallyon
Quite Interesting Idea here, but keep in mind that if you are already behind the investment in the carvel upgrade as well as the high cost make it unlikely that you can pull this off easily.
But on the other hand I see your point, a small carvel navy has a lot more destructive power against an overwhelming fleet of galleys...
Their wonder looks nice
So, what I learned here is that Portuguese were OP in their initial release (AoAK), but have been nerfed so badly that they're practically useless except in an Imperial Age gunpowder fight.
Finnaly! Nice, can ye do all the new civs?
Hi Spirit, I'm a big fan of your videos. Could you do a civ overview of the Burmese next? I'm really liking this civ and I'd love to know what you think of them.
i feel like this civ doesnt have a unit that can punch through enemy units. they dont get paladins, cav archers, organ gun is basically a hand cannoneer with splash dmg and in late games hand cannoneers arent as good choice when enemy has paladins and war elephants and cav archers. i think archers and champions are the only viable late game choices imo.
One of the best saves if you ever end up having to play a gold nothing map where the the price of everything reaches the high hundreds and gold is the only thing villagers can get
I love you man
Os portugueses são impressionantes.
I did some testing, if you have like 30-40 galleons with the carrack tech, you win against saracens with equal numbers.
god bless spirit for doing these.
on a side note, can we have ethopians next?
Once they complete bugfixes (check the comments on steam), I do wish for each civilization to get a unique economic building (except Portuguese they have feitoria as their unique economic building) and also a unique military building. The unique ecomomic building there are many ideas including a civilization to get a camp that drops off all 4 resources and unique military building such as the fire tower. The villager buildings and military buildings button has 1 spot available for economic buildings and portuguese get the feitoria there after the wonder, and also the military buildings have an empty spot after the siege workshop. Then an idea to make fishing ship become "villager of the sea" the way it was in the very early stages of the game in age of kings 1998. The fishing ship needs to be able to build fish trap, dock, sea wall, sea tower, and be able to repair anything it can reach. Currently fish traps are not repairable in any way, but are healable by monks I tried that and it worked.
hbarudi since we're at it, why not give ships wheels so they can be used on land and allow you to garrison archers on ships for additional attack? Yeah, let's make civilizations not unique anymore and make them all the same so when you get bored of playing one, you'll get bored of all of them.
I dont care about anything here but I'm portuguese so thumbs up and have a good day :)
You forgot to mention that the Portuguese Unique Unit was a siege unit when you covered the siege section. Also, I am a bombard cannon lover, and I'd argue that only mongol siege rams can really compete with Portuguese bombard cannons in terms of utility.