Mule cart vs lumber camp face-off (AoE2)

Поділитися
Вставка
  • Опубліковано 9 січ 2025

КОМЕНТАРІ •

  • @Haspen89
    @Haspen89 Рік тому +77

    Mule Cart has cute animal with it, so it wins, at least my heart.

    • @nicklindberg90
      @nicklindberg90 Рік тому +8

      And you can snack on that mule if the times get real tough

    • @SIGNOR-G
      @SIGNOR-G Рік тому +7

      BUT WAIT! The mill has a mule too working inside!

    • @jamesjiao
      @jamesjiao 7 місяців тому +1

      @@nicklindberg90 They absolutely should make that an option! lol

  • @twinsen1949
    @twinsen1949 Рік тому +544

    Since they don't occupy pop space, what happens if at the very late game you just send 300 mule carts along with your soldiers to the enemy base? Just overflow the enemy base and at the very least bother the enemy farmers, forcing your opponent to collect inefficiently or surrender.

    • @MarcelVos
      @MarcelVos Рік тому +448

      If you have 30000 wood floating you should be able to win regardless lol

    • @therealpuzzlecube3123
      @therealpuzzlecube3123 Рік тому +70

      @@MarcelVos why hello there, love your RCT videos.

    • @Bzhydack
      @Bzhydack Рік тому +137

      Someone needs sugest this to Viper as new potential troll strat 😂

    • @Predator20357
      @Predator20357 Рік тому +9

      @@MarcelVosTrue about that lmao

    • @Hovezipwn
      @Hovezipwn Рік тому

      why does this have so many likes? its dumb beyond imagination

  • @DanyalSarfrazAli
    @DanyalSarfrazAli Рік тому +34

    man the amount of work this guy puts in his videos is amazing...

  • @WWFanatic0
    @WWFanatic0 Рік тому +20

    I feel like a castle age test is important here. That's often when your wood crunch really hits and it also allows an easier comparison as there's no techs missing. Also to see how it compares against civs that lack two man saw but arent the Celts.
    Something else to think about is mule cart vs no replacement camps, both representing a sort of fire and forget kind of deal. Attention is limited and time you're checking wood lines to see if lumber camps need rebuilding is time you're not spending other important things. Most players aren't being optimal in camp replacement because you'll forget and if you are being diligent that has its own tradeoffs.
    Put another way, a Georgian mule cart with no church will bring in about 3% more wood than a civ with two man saw given the same amount of attention. In order for that civ to flip that equation they need to invest time in rebuilding camps. If you assume a split difference here (since players rarely rebuild camps at exactly the optimal time and distance) then Georgians have about the same resource collection despite not having a 500 cost upgrade and the impact begins immediately.
    Also correct me if I'm wrong, but the cost of two man saw wasn't included correct? Now that part gets trickier since you'd have far more lumberjacks than what we see in these tests, but it's still a nontrivial upgrade at 500 resources and takes 100 seconds to research, further delaying the time until they'd have net overtaken them. It also means the Armenians are absolutely cracked in the late game having about 24% more collection over a generic civ with all upgrades for the same attention.

  • @javierramos185
    @javierramos185 Рік тому +93

    the mule should have a key to fix it on the ground as well as the trebuchets, so that it does not get stuck when ringing the bell or moving it by mistake with the villagers

    • @ObiwanNekody
      @ObiwanNekody Рік тому +4

      This is a decent QOL option.

    • @daarom3472
      @daarom3472 Рік тому +2

      don't ring the bell, ever ;-)

    • @javierramos185
      @javierramos185 Рік тому

      My friends tell me the same thing but at the beginning of the game it is useful for me to deposit food, he fact that the mule also moves is a kick in the testicles@@daarom3472

  • @misteral9045
    @misteral9045 Рік тому +51

    Pro tips from an AOM player: use mule carts offensively to bodyblock while fighting off raids. Think of it like a vil who can't fight back but is very tanky. Against archers of course you can run and relocate for free. Also the key to a mule cart economy is extreme flexibility. At any moment you can switch all your lumberjacks to miners or etc, for free, and also switch back. This is held back a fair bit in Aoe2 since mule carts can't collect everything (it should at least be able to do all "natural" resources including fish and berries, farms can stay at mills and TCs), but the flow of eco timings will be a bit more toward large batches of resources as your bands of vils + carts efficiently roam around rather than trickles that get built up around infrastructure.
    Edit: oh and the tactical advantage is that if you have great scouting, you can just preemptively avoid the enemy so your army doesn't have to come home.

    • @llSuperSnivyll
      @llSuperSnivyll Рік тому +6

      The idea of tanking might not be so viable with the latest patch as units will give Mule Carts a lower priority.

    • @misteral9045
      @misteral9045 Рік тому +2

      @@llSuperSnivyll That's to prevent mule carts being used like rams en masse against ranged. Offensively body blocking means forcing the opponent to fight you. The primary goal of early raiding is disruption; poking then running away, being annoying. Because early game units/raids aren't that much more powerful than vils and are usually outnumbered, so that's the most effective thing to do with them. In a straight fight you might kill a vill or two, but was that worth two militia, or three scouts or so. The opponent can't micro as well with a mule cart in the way. It's like quick walking but the foundation can't be blocked by enemies.

    • @konradpyszniak976
      @konradpyszniak976 Рік тому +1

      I can already imagine future masterpeaces made by the Viper

  • @Djturd64
    @Djturd64 Рік тому +36

    A small advantage the mule carts have over a lumberjack is that if you were to be towered. Simply moving away and not having to rebuild a lumberjack saves you a lot of wood

  • @MaximusOfTheMeadow
    @MaximusOfTheMeadow Рік тому +4

    Excellent video!
    Also goes to show that Celts really need not just wood upgrades but handcard and wheelbarrow for thair wood bonus

  • @Walterthefriendly
    @Walterthefriendly Рік тому +11

    Great video! I definitely don't push deer, so it's an early food bonus for me!

  • @benyoung8985
    @benyoung8985 Рік тому +2

    I love the thumbnail, love all your videos, keep up the great work!

  • @JD-qq8fz
    @JD-qq8fz Рік тому +1

    "Heat of the Moment" being capitalized in the subtitles made me laugh, and it's stuck in my head now

  • @StealthySpace7
    @StealthySpace7 Рік тому +76

    I thought they were going to be much more powerful than they actually are. I can say I'm pleasantly surprised

  • @malikshabazz2065
    @malikshabazz2065 Рік тому +5

    great stuff! thanks for making this great coverage of my favorite RTS :-)

  • @argiedude3762
    @argiedude3762 Рік тому +3

    The Age of Mythology mechanic for the Nords! I love it!

  • @yenerkorkmaz4272
    @yenerkorkmaz4272 Рік тому +2

    Impressive work as usual, thanks man

  • @thomasjunker5415
    @thomasjunker5415 Рік тому +8

    I’d be willing to bet on the mule cart winning in a head to head race, that’s for sure xD

  • @doe6974
    @doe6974 Рік тому

    Ive watched alot if not all of your videos. The level of precision it feels like the devs has in regards to expected with actual bonuses and preventing "op" stuff. It makes me think that behind the scenes, when they make new civs or changes, they go through all the testing that you do after the release. It really goes to show the effort and care that the devs go through to have the game balanced.

  • @akaMaddy
    @akaMaddy Рік тому +95

    Seeing mule carts reminds me about Age of Mythology (even though there are ox carts, not mule carts) I want to get my hands on AoM: retold so bad... 😱😅

    • @micahbush5397
      @micahbush5397 Рік тому +4

      Hopefully they'll have soldiers that actually make use of their shields and hold their spears in a believable manner.

    • @bristleback3614
      @bristleback3614 Рік тому

      (overpowered Atlantean citizen join the chat)

  • @cleanerben9636
    @cleanerben9636 Рік тому +12

    I have to say the camps are surprisingly not as broken as I thought.

  • @travisgabe2359
    @travisgabe2359 Рік тому

    Putting the question to rest. Fantastic!

  • @u9vata
    @u9vata Рік тому +10

    One cool thing not mentioned here to the full extent is to be able to change between resources more easily. Basically hunt, wood, gold, stone all can be changed as mule cart speed is vill speed so just go with the vills to the other res. This gives more tricks available to pull off when doing early game build orders (like all on hunt, then on wood - etc.)

  • @benstapley6077
    @benstapley6077 Рік тому +1

    There is one more advantage to resource collecting buildings have over to mule cart, but it is very hard to quantify. Map vision. Even after a building is no longer being used to collect resources, it still provides map vision coverage. I can recall several experiences where a building I made the the early game tipped me off to a sneaky raid or flank attack, and I would not have had that tactical knowledge without the vision of the building. Again, it is really hard to quantify, but it is an advantage.

  • @Nic0ut1
    @Nic0ut1 Рік тому +1

    this is some quality content, as usual

  • @didierrenard9572
    @didierrenard9572 Рік тому +4

    Sorry SotL, can't remember if you addressed it in a past video, but how would Bohemians fit into this wood collecting ladder? Given that most of the wood collecting time is taken by walking and Bohemians have the fastest moving villagers in the game, I imagine that they could dispute maybe something more than beating the generic civs being that they also have all good upgrades, probably making them better than Georgians in the late game? But I wonder how they compare to Celts, mostly, as I don't think that they'll get close to Armenians.
    Also, I'd did an honorable mention to Burgundians with their one-age-early eco techs (and discounted price) that surely boosts the wood collection significantly!
    Bonus track: Bohemians get redemption, so... Bohemians with a mule cart sound pretty strong!

    • @konradpyszniak976
      @konradpyszniak976 Рік тому +1

      I havent tested it but to convert a building you need to get close. Mule cart is mobile so it would escape before that

  • @Davtwan
    @Davtwan Рік тому +1

    Now all the new players can break their wood-floating records with the Armenians!
    Also nice callback to your video about refreshing lumber camps.

  • @tychozzyx9439
    @tychozzyx9439 Рік тому +1

    Calling the Celt strategy in feudal age for converting mule carts for a tiny incremental bonus now. Definitely worthwhile to investigate

    • @Tudsamfa
      @Tudsamfa Рік тому +4

      Investigation at a standstill, cant figure out how to research redemption in feudal age. Began investigation on how to train monks in feudal.

    • @jasv49
      @jasv49 Рік тому +4

      unfortunately their sheep bonus doesn't work on mules apparently

  • @rocwolfe2674
    @rocwolfe2674 Рік тому +18

    im curious which civs would benefit the best from converting Mule Carts?

    • @Shadowscreemer
      @Shadowscreemer Рік тому +7

      I'm not sure if at that point they'd be of much use. As the test with Georgians showed, without two-man saw you'll be behind anyway. Also, I'm pretty sure you'd need redemption to convert them anyway, so that blocks 18 civs right of the bat (including Celts). Risking a monk to get a small advantage in wood collection in castle/imperial age is not something i see benefiting you in the long run.
      But I'm also curious how having mule carts instead of camps would impact other civs. Mongols could be potentially pretty funny if they had access to it.

    • @ArariaKAgelessTraveller
      @ArariaKAgelessTraveller Рік тому +1

      It's useful in low elo where player dont micro as much regarding hunting boar or deer

  • @victorhernandez7736
    @victorhernandez7736 Рік тому

    I simply love you, please never leave us.

  • @ignatmiroshnichenko6370
    @ignatmiroshnichenko6370 Рік тому +11

    That's cool and all, but how does mule cart affect forest nothing 256 tech speedruns?

  • @Binarokaro
    @Binarokaro Рік тому +1

    Honestly the concept of a mobile building is fascinating. I'd love to see like, house carts or something. That'd be an interesting thing to give nomadic civs

    • @evanoktari2238
      @evanoktari2238 Рік тому

      That feature already in aoe 4 for Mongol, doubt aoe 2 have that feature

  • @robdillenger4763
    @robdillenger4763 Рік тому +1

    As a Mongolian enjoyer, I would LOVE to see Mule Carts added to the civ, but it might tip them into OP territory. I love their hunting bonus, which is already very good especially in the dark age, having that with little/no travel and easy forced drops could lead to some insane advance times. And between the Mangudai and strong Siege, (I find) they're usually pretty wood-intensive.

    • @Phronesis1037
      @Phronesis1037 Рік тому

      It could be %50 more expensive for them :) but also provide +5 pop space?

  • @inductivegrunt94
    @inductivegrunt94 Рік тому +7

    Between a structure that can't move vs a slightly more expensive, yet mobile, general resource drop off point.
    Both have their advantages and disadvantages, but I'm fine both and are accustomed to them.
    Not spending wood on additional lumber camps is probably my favorite positive for the Mule Cart.

    • @roguebanshee
      @roguebanshee Рік тому

      You don't just save (future) wood, you also save construction time which in turn means more time spent chopping lumber for the villagers.

  • @marcelgabrielcilidariu6813
    @marcelgabrielcilidariu6813 Рік тому

    Props for the thumbnail, got me giggling irl

  • @swisstravellearth6232
    @swisstravellearth6232 Рік тому +9

    Love your work!
    And I love the way you structured that one disadvantages first, the pros and than your huge comparison test showing all information well organized, simplified and summarized! Simply an awesome splittscreen visualized showdown.
    Since Celts are not a top tier civ anyway, it might be reasonable to increase their carry capacity for lumberjacks. Please some love for all the alltime classic civs - Persians being a perfect example of a nice ovehaul to make classic civs feel more 2023 than HD…
    One side note / question after how long a new church would be needed?

    • @Nazuiko
      @Nazuiko Рік тому +3

      rather than carry capacity, id argue for an increased collection. As in, for every 6 wood they take from a tree, they bring in ~7.

    • @swisstravellearth6232
      @swisstravellearth6232 Рік тому

      @@Nazuikoi like that one. Feels really like 2023

    • @Muenni
      @Muenni Рік тому

      Hmm, that would amount to an actual +16.7% until two-man saw, with wood lines and camps lasting as long as for generic civs. Sounds strong, but maybe fine for the Celts?

    • @jasv49
      @jasv49 Рік тому

      or just give em 2 man saw

  • @MattRoszak
    @MattRoszak Рік тому +5

    The mule cart is fun to scout with on nomad maps too.

    • @El3andro
      @El3andro Рік тому

      I did that twice in the past and both times lost it to enemy TCs because none alarm sound was played. Feels bugged

    • @kane_lives
      @kane_lives Рік тому

      @@El3andro Turns out you have to micro in this game, who woulda thunk it?

    • @Phronesis1037
      @Phronesis1037 Рік тому

      @@El3androI mean early in the game it would take considerable amount of time to destroy it.

    • @El3andro
      @El3andro Рік тому

      @@Phronesis1037 surprisingly it took the TC only a few shots, it goes down fairly quickly to TC fire.
      At least the last game my mule cart managed to survive. I watched it much more and there simply weren't any enemies close by ;-)

  • @KaneCold
    @KaneCold Рік тому +2

    you could say some are still muleing over this question, while others a pretty encamped

  • @edmis90
    @edmis90 Рік тому

    Great video as always

  • @triarii9257
    @triarii9257 Рік тому

    Now THIS is quality content

  • @ethribin4188
    @ethribin4188 Рік тому +1

    What this taught me is that, the difference between all setups is minor.
    Except celts in the early/mid game, and armenians in post imperial.
    Everything else hovers around a +/- 5%.
    Which matters a lot for high skill compeditive, bit only limitedly for casual or lowskill compeditive.
    Most important though, replace your wood camps every 1-2 tiles!
    Otherwise youre effectivly playing with a handicap.

  • @cryxibus
    @cryxibus Рік тому +8

    Huns, Mongols, Cumans, and Tatars should get the Mule Cart, too.
    They should also have a Livestock Pen that replaces the Mill and be able to automatically train and fatten herd animals at the cost of wood (to replace farms). 🙃

  • @Elavid
    @Elavid Рік тому

    This will help me the next time I'm deciding whether to build a mule cart or a lumber camp /s

  • @why_wait
    @why_wait Рік тому

    Spirit i think the other thing to remember is while stats on the same wood proove they are efficient i think that the bigger take home for me was that being super efficient building new lumber camps every 1 tile vs not bothering only led to a 4% efficiency. In games that are super close that 100 wood could possibly be used earlier to create a bit more pressure earlier on?

  • @devangnivatkar2649
    @devangnivatkar2649 Рік тому +12

    IMO Mule Carts should cost 20 Food 80 Wood i.e. -20 Wood compared to right now, but same total resource cost as Camps

  • @Yaireify
    @Yaireify Рік тому +1

    Question: Does the 200 wood for the church have a bigger effect on the efficiency the shorter the measured time?
    I just felt like changing to 40 minutes for the second test would leave the Georgians & Church looking slightly better than it is.
    Maybe I'm wrong or you accounted for it and I missed it.

  • @mubashirulmoula1798
    @mubashirulmoula1798 Рік тому +3

    The video we all needed but didn't deserve.

  • @Sianistic
    @Sianistic Рік тому +6

    something forgotten in this is also that Mule Carts replace building new Mining camps for additional Stone/Gold

  • @friendlyneighbourhoodsunwheel

    Question here do you think we should give the mule cart to steppe civilisations?
    Just to represent that they are more nomadic and prone to wander.
    Also a novel idea what about a house that's mobile in the form of a tent setup for the Huns to lean into the migration identity. Rather than just no houses.

  • @groundfloorminiatures2089
    @groundfloorminiatures2089 Рік тому

    Nomdic civs getting mule carts would be super cool.

  • @glowinthedarkent
    @glowinthedarkent Рік тому +1

    Would it be better to test with just 1 or 2 vils to minimize them running into each other? Or is them bumping into each other an important part of testing?

    • @timbawden2577
      @timbawden2577 Рік тому +1

      It makes the test more similar to a real game scenario I think to have them bumping

  • @sacker987
    @sacker987 Рік тому +3

    Spirit, do you ever think about how many faces light up with a smile when they see that you posted another video? 😊

  • @timlewis5527
    @timlewis5527 Рік тому +1

    A lot could be learnt from how top level age of mythology players use there ox carts. Hunt is something that becomes a heap more efficient for one. Also in late game to overcome the low hp of the ox carts maany players just send 2 to vulnerable wood lines

  • @jonsummers3453
    @jonsummers3453 Рік тому

    With the December patch, wood gathering is now an additional 4% and 8% faster than before after lumber camp upgrades in feudal and castle age. In imp, you lose the 15% upgrade, so net 7% slower wood gathering in the late-late game. Overall, I think it is definitely a buff since you are saving on upgrade costs of two-man saw and benefiting also with faster stone and gold gathering. Also, in a post imp game, it just isn’t that important having higher wood gathering as it is earlier on.

  • @thefench1
    @thefench1 Рік тому

    one day Spirit of the Law will meet that patch note and Developer Dude at the AOM Team , thats whole purpose it is to keep updates interesting :)

  • @benedictjajo
    @benedictjajo Рік тому

    Ah, aoe2 wood chopping, the most therapeutic sound.

  • @tomascostanzo3673
    @tomascostanzo3673 Рік тому +3

    In the near future, Devs will probably rethink the idea of the mule cart and may also grant other civs access to it. It's just a fine idea.

    • @andrzejnadgirl2029
      @andrzejnadgirl2029 Рік тому +3

      Frankly it seems that mule carts are rather fine as it is already. Some small polish might be needed but that's it.
      The biggest factor with them when adding to civs like Mongols is just that deer hunt bonuses with cart could be OP so probably bonus for hunt would need to be tuned down when combined with the cart

    • @papermaniac
      @papermaniac Рік тому

      If any cumans may have it and i think that's it i don't see other civs getting it. If the mule cart need a buff they shoeld be enable to garrison 5 Villagers inside and getting a slight speed boost when doing this Just to adress their defensive disadvantage a bit

    • @kane_lives
      @kane_lives Рік тому

      @@papermaniac Lol, this is the most insane take I've seen so far. That would make you be able to take all the deer on the map with no risk essentially for free, since no way you'll die to small feudal armies until you get back to the TC.

    • @papermaniac
      @papermaniac Рік тому

      @@kane_lives most maps does not have a lot of deer Just one sometimes two herds. And maps that do have lots of deer are usually very open maps where retrieving villagers or mule carts to a defensive building is not always an option

  • @zhiz3074
    @zhiz3074 Рік тому

    Nice analysis. Though it confirms the main issue with the mule cart that I was suspecting: great on paper, but much less impressive in practice and pays off too little too late. All the downsides are in the practical aspects.
    The benefit of not needing a new lumber camp/mule cart only applies to the same group of wood choppers when they move far away from the camp/cart. However, early enough in the game I usually have more than one wood lines, and the benefit of mule cart doesn't translate towards it -- I still need two mule carts for the two wood lines. Therefore, I think the not needing to build a new camp pays off too late.
    Overall in practice I don't think I made fewer mule carts than I would make camps in the early to mid game, unless RNG works in my favor in map generation where I can delay a cart by sharing one between miners and lumberjacks.
    I also think having to wall more to protect the mule carts may neutralize their efficiency early on.
    One thing mules carts are amazing though is when I bring one cart with a hunting squad of villagers around a nomad map to hunt, if my opponents don't find them :)
    Maybe someone else can enlighten me otherwise.

    • @WWFanatic0
      @WWFanatic0 Рік тому

      The other way of looking at it is in comparison to the never rebuilding of camps. What you can get for the same amount of attention is quite notable. Having a few hundred extra wood in early castle can be game changing if you know what you're doing. Even in early and mid game it's somewhere between a 5-10% functional boost over camp rebuilding and a ~10-15% over not rebuilding. Hard to say that extra wood isn't useful when you start building farms and extra TCs.
      It's definitely a wonkier start though, a bit like Chinese where it's different enough that I think some players may struggle to maximize its potential. Plus it's still early in terms of figuring out metas.

  • @OlroxPrime
    @OlroxPrime Рік тому

    a strat I believe people aren't looking into is the fact you can kite boar with them very easily. they run around the carts very awkwardly.

  • @smuchapreciated1959
    @smuchapreciated1959 Рік тому

    Hi Spirit of the Law. I really enjoy your videos. You are so good at presenting differences in how stuff works in aoe2 . But I see in important topic that you have not yet covered. . The issue is that many people and even the pro players, when they get / pick armenians and georgians and have mule carts, I see that they still, probably out of habit, push in the deer in to the TC, and that confuses me, as the mule cart is the perfect tool to not have to push deer.
    There are many aspects to this. Using the scout to push deer delays scouting. Many times deer path in weird ways and you have to start over. Would it make sense to have 3-6 vils + a mule cart go to the initial closest pack of deer and hunt it before sending them to gold or wood? Would it make sense to allocate same team to just continue hunting all over the map unit they can find no more deer? Is it more efficient than just sending them to farms? I would love to see an in depth video about this topic :D Hope you make it. thanks anyways for all the great videos you do . All the best!

    • @MajesticOak
      @MajesticOak Рік тому +1

      It's only been a couple of months so chances are many players are still in the adjusting phase (especially higher lvl players, who have a lot more institutional memory to deal with).
      Also of note AOE3 doesn't have drop off sites, which allow villagers to roam all over the map to hunt the huntables. The downside of that is they're easier to get out of place and open to enemy raiding/agression.

  • @konradpyszniak976
    @konradpyszniak976 Рік тому

    When you tested the wood collected from 1 tile lumbercamps, did you include the 200wood cost to replace them?
    If not then real difference should be even bigger

  • @fran3ro
    @fran3ro Рік тому +3

    The fact that you don't have to spend wood in new lumbercamps is being understimated.

    • @Phronesis1037
      @Phronesis1037 Рік тому

      Yes, also we need to talk about more lumbercamps and more lumberjacks. Armenian lumbercamps are the best though that is unmatched.

  • @william421
    @william421 Рік тому

    Need a scrub version of the video where everything is compared to forgetting to move your lumber camp up, cause that's my life.

  • @EJPBDK
    @EJPBDK Рік тому

    What about the other resources a mule cart can receive? How good do they compare to mining camps and are they useful or convenient when it comes to food from boars and deer?

  • @minikawildflower
    @minikawildflower Рік тому

    The blue "set and forget" lumber camp looks suspiciously like one of my bases 11

  • @Tudsamfa
    @Tudsamfa Рік тому

    "I'd go back to choppin', but someone has to pet the mule from time to time"
    - stuck villagers, probably

  • @thebomber11
    @thebomber11 4 місяці тому

    Can you instruct your mule cart to guard a villager that is cutting wood? so it was always move closer as the wood gets cut?

  • @nikolaisafronov3452
    @nikolaisafronov3452 Рік тому

    Great video❤

  • @nomercyhardcoregaming6266
    @nomercyhardcoregaming6266 Рік тому

    Does it make sense to compare the escenario of having a church in feudal?

  • @belzebubukas
    @belzebubukas Рік тому

    Ty for ASMR spirit!

  • @BunnyOnASnuman
    @BunnyOnASnuman Рік тому

    Spirit of the Law!

  • @MajesticOak
    @MajesticOak Рік тому

    What do you mean there's a way to just select eco units? I didn't know this for over 20 years!

  • @AnakinTheWeird
    @AnakinTheWeird Рік тому

    Will this video get remade when all the pathing/selection issues get bugfixed out?

  • @GoranXII
    @GoranXII Рік тому

    The Mule cart might be weaker, but it can also move, and garrison, so it's by no means certain it will go down quicker than a standard camp. And that raises an interesting question, does it heal while garrisoned, the way villagers do?

    • @BayWa4eva
      @BayWa4eva Рік тому

      sotl showed that already - the cart heals very fast

  • @thearianrobben
    @thearianrobben Рік тому

    do u have to manually drop off hunt before moving to wood?

  • @ItsDaKoolaidDude
    @ItsDaKoolaidDude Рік тому

    Then the next question: because the civs that have access to woodcarts do not have all wood tech, which is better? The cart or the camp?

  • @jamesmattila-hine1133
    @jamesmattila-hine1133 Рік тому

    In the end of the video you show how many farms a single village can support in some examples.
    What is this for a civilisation without a wood bonus?
    Is there a completely list of lists for all civs somewhere?

    • @SpiritOfTheLaw
      @SpiritOfTheLaw  Рік тому

      I don't have a full list on hand, but a civ without two-man saw or crop rotation starts off at just under 8 farms per 1 lumberjack. Crop rotation increases it to ~12 farms per lumberjack. Two-man saw adds ~1 farmer.

    • @jamesmattila-hine1133
      @jamesmattila-hine1133 Рік тому

      @SpiritOfTheLaw 8 farms per Lumberjack thank you that is really useful

  • @hatimzeineddine8723
    @hatimzeineddine8723 Рік тому

    but how good are mule carts on forest nothing? can you fit one in your starting area as armenians?

  • @dragcot9677
    @dragcot9677 Рік тому

    I am curiouse about what would happen if celts convert a mule and use it

  • @Matt..S
    @Matt..S Рік тому +9

    Anyone else noticed how grouped units suddenly stop moving when setting a waypoint? Just stopping after a few steps and remaining clumped up without facing any obstacles that would cause them to get stuck. Pathing gets worse and worse with every update

    • @Mystikan
      @Mystikan Рік тому +2

      Not to mention the infuriating trait of a group of units when you direct them forward, turn around and move half a dozen tiles BACKWARD and then walk in circles to form up. It 's driving me insane. When you go back and play the old HD edition the pathing is so much smoother and more efficient. The devs need to go back to how they were doing it before because the new pathing algorithm is horrible.

    • @galliman123
      @galliman123 Рік тому

      New patch will address all this

    • @valger3652
      @valger3652 Рік тому +1

      It's not a pathing issue, it's a bug that already existing at least few month. Need to select and move units 1 by 1, usually it works.
      After last patch pathing feels better tho, but still for ex. on arena vils or units tasked to move outside , instead moving through the gates - decides to go to dead end in woodline and stuck there.

    • @Matt..S
      @Matt..S Рік тому

      @@valger3652 I have been playing again for a month now (campaigns only), several games a day. Never happened once until the last few days.
      Your fix does work though, although I found it out myself during a game, where two masses of cavaliers just completely froze, even the animation was stuck. several smaller groups were then able to "untangle" them, because the full group (40-60) was completely immobile

    • @Matt..S
      @Matt..S Рік тому

      @@Mystikan Love that! Mmmmhh "Hero unit X must survive" Oh, better move him to the front line of the enemy so we can get into formation. Same with siege units inside groups, always get teleported to the front.
      DE. trade better graphics for game breaking pathing.

  • @fabiotaranto6379
    @fabiotaranto6379 Рік тому

    Lots of work., Thanks

  • @diaphilm
    @diaphilm 11 місяців тому

    Is this a new feature or have carts always been able to collect resources in AoE ?

  • @MrTamagotchiii
    @MrTamagotchiii Рік тому

    Back in school I did never understand what math was good for, so I didnt care and always had bad grades. I wish u were around back then.^^

  • @TheCainak
    @TheCainak Рік тому

    Have you considered a career in management consulting Spirit of the law??

  • @The76Malibu
    @The76Malibu Рік тому

    Interestingly the efficiency depends deeply on pathing. So if pathint improves it will get better.

  • @nastaselalexandru7947
    @nastaselalexandru7947 Рік тому

    What about the cart when it comes to stone and gold?

    • @bluedistortions
      @bluedistortions Рік тому

      You'll save 100 wood here and there. Nice, but nothing too impressive.

  • @DaftSpunky
    @DaftSpunky Рік тому

    Hey Spirit of the law, guys here

  • @jhonylg4045
    @jhonylg4045 Рік тому

    After seeing this in depth comparison i thruly believe that all the nations that dont have «Two Man Saw» upgrade should have the «Mule Cart». They could make the more "Nomadic" civs have the «Mule Cart» as standard and dont have acces to the «Two Man Saw», and the other civs should be the other way arround. I believe that some could even have both the lumber camp and the «Mule Cart», but never the «Mule Cart» and «Two Man Saw» combo. (that would be broken probably lol)

  • @Jerad2142
    @Jerad2142 Рік тому

    I wish those eyes where on both objects for the whole video

  • @bugfeatures
    @bugfeatures Рік тому

    Yes, water is wet, and now you know exactly how wet

  • @captainchaos4432
    @captainchaos4432 Рік тому

    Merci, très instructif comme d'habitude🤩

  • @teddywoods6463
    @teddywoods6463 Рік тому

    So this video then raises the question of, can I gift the mule camp to my teammates, and what does that mean for the existence of team building?

  • @cauchyschwarz3295
    @cauchyschwarz3295 Рік тому

    Celts need to get two hand saw to protect their identity

  • @fall4sleepfall4sleep26
    @fall4sleepfall4sleep26 Рік тому

    i played many games with the mule cart. its not that good and often gets stuck or follows in some crazy direction. vills getting stuck between trees and it all the time.

  • @Narguhl
    @Narguhl Рік тому

    1 View.
    28 Seconds ago.
    Me:
    OMG! Finally! A mathematics video to procrastinate!

  • @pierre-mariecaulliez6285
    @pierre-mariecaulliez6285 Рік тому

    Who has the strongest villager ?
    Spanish : **huff confidently**
    Armenians : 'I can carry *14* farms on my own !"

  • @fourthknower9831
    @fourthknower9831 Рік тому

    I still think that historically nomad civs should get mule cart as well. Mongols and Huns for instance

  • @furkansaryerli
    @furkansaryerli Рік тому

    Mule carts are gonna be insane on forest nothing

  • @kemosonicfan123lbp
    @kemosonicfan123lbp Рік тому +1

    Celts being dethroned feels wrong

  • @FriendlyDirt
    @FriendlyDirt 9 місяців тому

    They 100% can be used as a wall as long as you do it right. Just make sure you don’t move them when they get attacked

  • @Bibblesworth
    @Bibblesworth Рік тому

    Wouldn't a Castle age to Imperial age comparison have been better? The Georgian numbers for the mid-game is somewhat misleading since you can't even make the fortified church in Feudal age, unless this is meant to represent a point in castle age before you've researched your castle age wood tech.

  • @Michael-on3ku
    @Michael-on3ku Рік тому

    This video really signifies to me just how directionless AoE2 civs have become. The new civs just steal bonuses from others (if not outright supplanting them) as well as other games like AoM. I’m not saying that the OG civs should remain untouched or go unopposed, but as more new civs get added with similar bonuses, they actually start to feel less unique.