Monaspa gets up to +4 attack depending on how many units are nearby. around +1 attack for every 5 around it Most it gets is 14+8 attack, which is insane. 110 hp. 5+3 melee armor, 2+4 pierce armor Also, messed up savar -> paladin hp, paladin has 160
You missed the fact that warrior priests also get upgraded by some monk techs (HP, speed) in addition to normal infantry upgrades. So they get very tanky in the end.
i think the fortified church is crazy. IT ONLY COSTS 200 WOOD. THEY SHOOT ARROWS AND GARRISON. IT HAS MORE HP + ARMOUR THAN A KEEP. YOU CAN POOP OUT WARRIOR MONKS. In a late imperial age you can get really cheap map control by building these everywhere.
They only shoot arrows when villagers are garrisoned, I believe. Not even when military units are garrisoned. (That's what the Spirit of the Law video said)
Still on high level, garrisson monks in forward buildings would be insane for heavy monk pushes. They even have warrior priests to snipe siege or fight off light cav (even if the light cav have bonus damage).@@SimonPiano42
@@SimonPiano42 yeah and they can only garrison vills, monks or warrior priests, with only the villagers counting for shooting arrows. Also by Castle age it's probably a bit late to "trush" with them. Still great stuff and I wonder what people will do with this building, I'm sure someone will find a way to abuse it lmao
Armenians being able to make spearman in dark age is defo gonna help with fast castle rushes being able to protect against scout rush if your still in dark age has got to be usefull
They seem intriguing. I like that the recent additions tend to get a unique building (Mule Cart, Folwark, etc), gives them an interesting spin. I look forward to see them played.
@@zepwafels TC dropping is a really strong counter to any 18 pop feudal strategy. I'm excited to see how strong Sicilian TC drop will be when given invincible TCs.
In most cases it's armor > HP. 4 base Pierce Armor is insane as they take 2 damage from Arbs instead of 3. +3 Melee Armor can also help against Melee Units. The only situation where less HP might be a problem is against Halbs and Camels. Combined with the buffed Persian Eco, cheaper upgrade, +2 against archers and generating gold, this feels pretty nutty.
I have been waiting for the Armenians and Georgians for 25 years straight! Thank you so much! Game-wise, I'm wondering why they ignored the Armenian cavalry, as it has been very renowned in early Middle Ages. Armenia was one of the principal centers of horse and camel breeding for millennia straight! Also, I would do much like to see the Zvartnots Cathedral as the Armenian wonder, as it has been the most renowned and beautiful monument for all Armenia's history. Anyhow, I'm happy to see my civ brought to life! Also, the Armenians should maybe have a trade bonus of a sort, as prior to the British, the Armenians were the principal traders on the Silk Road and in the Indian Ocean. Also, Cilician Armenia was the gateway to Asia during the time of the Crusades, and has a huge economic boost due to that. It has been the source of this state's (Cilicia I mean, not the Armenia proper, which is underrepresented in this game) strength for a long time. The warrior monk is maybe truly genius move. It is so representative for us Armenians. One more thing. Also, I think the economic approach would benefit nicely from another recognizably Armenian tech - gardening and wine-making instead of extensive farming. Armenia and Georgia are mountainous countries, where the eco was more reliant on small-scale agriculture.
I could be wrong, but the georgians could also play into cav archers and hussar. Missing thumb ring isn't that much of a problem, with the accuracy without now buffed to 80%.
So the composite bowman is an anti-antiacherinfanty archer. I get it. It is an archer that counters Huskals, Ghulem, and eagles. It will also kill sargents.
I am so excited to test the mule cart. Its sounds crazy good for food eco. Getting Hunt when there is more of it will be so easy. And its sounds like farms might be more efficient with them too
I find it funny how Hera just casually glances over the fact that Armenians can make Champs in Castle. Infantry is so underpowered that this is barely worth a footnote.
@@zeroyuki92 not a fight you want to take either way esp in imp where both sides are generally boomed up. In long drawn out fights sicilian cavaliers arent cost effective, and in pop efficient fights Paladins will do as good a job if not better. They need 4 hits to take out a halb whereas sicilian cav needs 5 which allows for halbs to attack once more,, and take 13 more damage versus 40 less hp. Savars also take out halbs in 4 hits so won't be as bad as you think.
The cart is seen on age of mythology with the norse, it would get tricky because it costs a population, TC time (spawns fairly fast) but the benefits are huge even if you need to plan ahead. No need to push deer, can hunt whole map.
Actually on 15:48, it's 15% less from the total amount of hussars you have, so you should use the total number (real amount of hussars), not the pop space. So, multiply x*0.85 = 80, since x takes 15% less space, and the available space is 80. That gives x = 94. So, you'd have 14 extra hussars.
Hera didn't think of using Paladin budget to increase Cavalier numbers early, going +12 Cavaliers would tip the scale of pretty much every fight due to Lancaster's Law (that's what its called?)
I'm surprised Hera didn't mention the trash war potential of the 5 gold per cav military kill - hussars trickling you gold sounds great. Add that to trash bow and persian trash will be strong.
It's important to remember that the fortified churches replace the monastery and you'd still have to place them in a defensive position so that your relics aren't in your opponent's base. It's also only available in Castle Age and if it costed stone it'd interfere with getting extra TCs up. It also feels weird to me that it doesn't cost stone and it might be powerful, but I don't think spamming it in your opponent's base is gonna be effective.
9:52 based of the description I would guess gambesons don't affect warrior monks but it sounds like sanctity and fervor does (so with sanctity they might get even 15 hp more).
Yeah they seem like a great anti-cav & anti-PA civ. Their late game will be fairly weak on land maps, though, with poor siege & mediocre cavalry. I could see them excelling on hybrid or water maps.
This seems so broken. Imagine multiple forified church drops since they don't cost any stone at all. Then you can just start training 80 HP 11 Attack castle age units. With sanctity thats 95 HP. If they are slow then you could get fervor and squires.
@@teddyhaines6613 So what? You only need a few. If they are really really slow you could always get fervor. The main thing is that you could literally build a tower stronger than a town center for 0 stone cost and only 200 wood.
Defending a mule cart with both half the HP and pierce armor of the lumber camp in feudal or early castle against archers strikes me as a difficulty for the Armenians and the Georgians.
I feel like georgians could be an incredibly strong team game civ. The repair bonus being a team bonus is big for castles, and with the games generally going late, they can use the extra pop space on their UU or to fit more trade carts, and would be able to spam fortified churches to prevent raids while having that extra work rate. Once fully upgraded the fortified churches are basically better guard towers that can make monks. Their UU can be a reasonable matchup against paladins so not having paladins won't hurt them too much Armenians getting feudal age pikeman feels like they will be almost impossible to fight in feudal, and they will have a strong eco bonus behind it with the 25% more effective horse collar and double bit axe.
The Georgian boom looks fun, at least to my 900 elo eyes. Fast castle into 3 TC with fortified monasteries on all your resources and you'll be collecting a cool +10% on everything in relative safety.
Composite Bowman will counter everyting thats based on high armor with low- med health, but will get royally fkd by long range with decent attack. You could see them as some kind of shotgun close range unit. Warriorpriest seems like a cool, investment heavy unit with branching paths of upgrades to explore.
Hey Hera, new civs look sick!! Also, as a fellow gaming UA-camr I wanted to suggest that you try and get someone to make you a camera border for UA-cam videos - I feel like you could have a super cool one made integrating the blue “H” from your logo! They are super easy to integrate into OBS. Great vids Hera, keep it up!
I think the armour pierce is just armour & not pierce armour though no? Just for others posting on the idea of all armour pierced. And nice repost, have been away & missed the new planned release so good to see it summed up here. The problem with fortified churches being forwards is that you still have your mule cart which can still die rather than a mining camp for example which... are 10 knights going to sit there killing that off the whole time? Then just the T.C. Repair there though! Like you could Tigui T.C. like mad with the Malians since you get cheaper T.C.s too and the 100% increased repair cost is massively mitigated by the 50% there. So holding your T.C.s with Persians or something too will become insane on team Nomad for example.
I think an interesting start to try out with the free mule cart would be to instantly go out to hunt and get that food eco rolling out faster since you have the missing food.
Mule carts are like ox carts from age of mythology except not being for herdables, berries and farms. Except for that cost the rest is completely the same. That's how that reads to me.
This in many ways seems like a reintroduction of the norse from Age of Mythology. Moving carts and a church that creates warriors are the two abilities that seem to me as being borrowed.
7:15 idk bro the unit is an archer that beats skirms and EVEN archers get 4 armor at least so arbs will do 6 dmg to it and it will do 8 damage to arbalesters.
It still has 4 range, so skirms and arbs with bracer can kite them. There's a reason civs without bracer are said to have shit skirms despite them still potentially killing arbs.
@@teddyhaines6613 that's not entirely true, civs without bracers are still weaker in both damage and range. there is a difference between a trade off and overall weakness. the point here is, skirms WILL not win regardless of their range because they would still do half the damage at best and we know skirms rely on their defense. and arbs will win but it should not be super hopelessly one sided.
Love the vids as usual Hera, keep up the good work. Maybe a bit of constructive criticism, you can make them more like produced content like the way you make most of your other videos about civs and the best ones series...With costs and stats appearing on the screen with enlarged text and all.
In Aoe2, "cavalry" refers to all mounted units that deal melee damage, including Mamelukes and even Siege elephants, and excluding Arambai and Ballista elephants. So the answer is no.
Can you try to do a spearman rush in dark age with Armenians? Their attack will only tickle enemy villagers but you could try to kill the opponent's scout and that would force the opponent to avoid making a stable early on. Also, you save inital gold with those spearmen. But then you would need to upgrade them in feudal. For Naval maps, villagers building the fortified Church as soon they land on another landmass would be interesing to see. Harass enemy villagers with arrow shots and have monks convert an enemy unit or two. Also Armenians can also deploy Warrior-Priests.
Slight correction: Mule cart isn't for berries or farms, only hunt (as well as gold/stone). Also warrior monks benefit from infantry and barracks upgrades so sanctity, fervor as well as gambeson, squires and arson affect them. The fortified church also adds arrows for garrisoned relics and villagers inside and you can drop them around the map on gold and stone piles. Persians gonna be NUTZ!!! Love the feel of the new civs but how does neither civ get steppe lancers or camels (as well as paladin)?!?! Also why is Persian doucheing still in the game?? They are definitely going to nerf some things and likely add a stone cost to the fortified churches.
Gambesons is for the militia line only. I agree that this may turn out to be too strong (either by ordinary play or by exploiting the new mechanics), but I understand that the developers would rather err in favor of the new civs initially, and risk being accused of "pay to win" until the civs are rebalanced later, than have a lot of dissatisfied early buyers. They need the income to keep maintaining the game for us all.
I think for Armenian's with a Gothic and Portuguese ally their Feudal and Castle age infantry might make for some trouble. With a team bonus of 20% faster working barracks and 25% faster tech research you could potentially see a lot of early aggressive infantry from the Armenians if one of the players decides to sling resources to them. Fast research into long sword in Feudal or fast research into two handed in Castle.
Oh one other thing, warrior priests being monk units and all, having Fereters researched and having a Byzantine ally will give the warrior priest an insane healing speed boost as well.
My only thoughts with the Mule Cart is that if you need 2 buildings to click up to Feudal, do you need to make a Barracks in dark age just to click up?
The mule cart counts. And you will need to mill the berries. Or you can build a dock. Or a barracks. I can imagine heavy militia/M@A/scout pressure on Steppe with mobile hunting packs and TC on gold and wood, followed by champions/knights in Castle age. Or a really fast castle into church drop. 17 11
I feel like the mule cart would be quite good and also really fun to use in flexible ways. However, I wish that the mule cart had like less HP, so you can like kill it with like feudal aggrassion, but you can garrossing it similar too vills. kind of a flexible, risk rewards situation. on the other hand, walling in a woodline wood be quite different with this as well.
They always make new civs strong so people are excited to play them. Then later they’ll make them weaker again. I love that they’re trying new mechanics, they can’t know all the ways people will use them until the masses test them.
Hera's phrasing was confusing/confused, but he was onto something. Reparation normally costs 50% of building. 50% of that is 25%. So with the bonus, a 1 HP castle can be repaired to perfect condition spending only ~162 stone.
I really like the georgians' playstile of 15% less damage on elevations, cheaper repair, stronger towers and castles, etc Sounds like a top civ for turtle playstile, map control And the monaspa sounds like the new top 1 cavalry unit of the whole game
I think the Mule Cart bonuses on the new civs should be switched. Georgians need the early game food boost to make the scout rush work. But I think the current bonuses (start with a mule cart, and fortified church aura) are interesting too, and obviously we can't say anything definitive until we see them in action.
I'm super exited for new civs and my cive persians. Well deserved indead. Just love this cive to be even broken since they were one of the greatest civilization in history.
arent the teutonic knights also warrior monks? pd: u forgot to mention that the armenian warrior monks can stack up to 130HP with the unique tech and the sanctuary tech in the church adding the healing concept they are gona be a crazy frontline unit
Imo the longswordsman and two handed swordsman upgrades should be available one age earlier for all civs (maybe even at a discount or lower research time). You think that would be a good/needed buff to the militia line?
I feel like the Georgian churches giving 10% resource rate as a late game move is heavily countered bt them not getting 2-man saw or gold shaft mining.
Mule cart is the equivalent of AoM's ox cart. It sounds great but it's very dangerous : if your opponent kills it, you don't have a drop off point anymore.
It walks just as fast as villagers and can be garrissoned. If you cart dies you villagers died as well. The danger I see is more difficult quickwalling against melee rushes in the early game.
I don't think Hera really understands how good Georgians are going to be at launch. +10% work rate in a large radius from a 200W building that also keeps you safe from being raided is huge. You literally never need to push out because you have an innate eco bonus that outscales literally every other civ in the game. You play into defensive cav (sounds weird, but hear me out) to keep yourself from getting rolled by military and then just bank your eco, go to imp way faster than any other civ with that +10 bonus and never get pushed in you have hills near your base. Plus getting a free mobile lumber camp at the start of the game is huge
10% is not that insane especially as it will be hard to cover your entire economy under it. Also with hand cart this won't do anything anymore for farms. Seems best to be lucky to have 1 good spot for farming, gold/stone and wood in Castle age. A well placed fortified Church would cover 25 villagers i guess which would be like +2 vils. Seems mediocre ish especially as farms don't benefit as much.
UA-camrs have brushed over a bit on how Armenians get Champs and swordsmen an age early, but what I don't see anyone paying attention to is that they also get spears, pikes and halbs an age early. That'll make them incredibly tough to raid.
If the Georgians' free Mule Cart Bonus counts as a Dark Age building, then that's a massive advantage for Dark Age. They can build all of their dark age buildings + 4 houses with just their starting wood, and they have less build time with the free Mule Cart. The only other civ with a similar bonus I can think of is Japanese.
It should count yes and saves 100 wood plus 35 seconds build time on lumber camp but having 50 food less. I wouldn't be surprised if these mule carts turn out mediocre. Sure you save on some camps over the course of a game but in normal game you only replace lumber camp a few times until lategame. Is also slightly more expensive and I bet there are big downsides as well to the camp being more vulnerable. You can't resource wall as easily.
@HeraAgeofEmpires2 sure, but hear me out. What if they got a second unique unit in a future update that replaced Paldin for a unique Frankish elite cav
Franks are already utterly broken at low ELO. Noobs rush into gross Paladin only comps and win because you still need 3 pikes to 1 knight (low elo don't make enough buildings)
@@BaylorCorvette France is one of the places where the Paladins originated from, so it would be weird if they didn't have one. If anyone Franks and Teutons need to keep the Paladin. I would point to Huns and Cumans if a civ should get a Paladin-replacement.
What I'm most uneasy about is bringing the dark age bonus for Persians back. I always thought that was too good and was glad to see it removed, but now they're bringing it back plus some other changes?
Drop them on the wall corners to teleport villagers and bulletproof monks, I mean warrior priests, inside. Or even block the gates with them and use the eco bonus and a mule cart to steal the forward gold and stone faster.
Monaspa gets up to +4 attack depending on how many units are nearby. around +1 attack for every 5 around it
Most it gets is 14+8 attack, which is insane. 110 hp. 5+3 melee armor, 2+4 pierce armor
Also, messed up savar -> paladin hp, paladin has 160
official news: hera confirmed that paladin will lose 20 hp
He is saying base HP. @@volcanic_sloth
You missed the fact that warrior priests also get upgraded by some monk techs (HP, speed) in addition to normal infantry upgrades. So they get very tanky in the end.
@@mubashirulmoula1798 base Hp of the paladin is 160.
Which is exactly what Hera wrote.
@@TheFreebirdforever
Can we all have a moment of silence for the Aztecs who are no longer that first civ, alphabetically.
Damn, I'm a bit too emotional about that.
I remember when britons was the first one
But Aztecs still claps all other civs
@@IAmTrashAtCS You're a real one 🫡
Meanwhile vikings still sitting in the last spot ever since the original aok
i think the fortified church is crazy. IT ONLY COSTS 200 WOOD. THEY SHOOT ARROWS AND GARRISON. IT HAS MORE HP + ARMOUR THAN A KEEP. YOU CAN POOP OUT WARRIOR MONKS. In a late imperial age you can get really cheap map control by building these everywhere.
Fortified Church Rush here we come
They only shoot arrows when villagers are garrisoned, I believe. Not even when military units are garrisoned.
(That's what the Spirit of the Law video said)
Still on high level, garrisson monks in forward buildings would be insane for heavy monk pushes. They even have warrior priests to snipe siege or fight off light cav (even if the light cav have bonus damage).@@SimonPiano42
@@SimonPiano42 yeah and they can only garrison vills, monks or warrior priests, with only the villagers counting for shooting arrows. Also by Castle age it's probably a bit late to "trush" with them. Still great stuff and I wonder what people will do with this building, I'm sure someone will find a way to abuse it lmao
@@afz902kbut u can use them to deny castles and build castles
Armenians being able to make spearman in dark age is defo gonna help with fast castle rushes
being able to protect against scout rush if your still in dark age has got to be usefull
They seem intriguing. I like that the recent additions tend to get a unique building (Mule Cart, Folwark, etc), gives them an interesting spin. I look forward to see them played.
As an Infantry lover I am soooo hyped for the Armenians.
Longswords in Feudal seems like it would be very strong. Open Men at Arms into skirms, get supplies and spam Longsword?
@@whossname4399holy shit i didnt think like that, its so op dude
@@whossname4399That sounds good and kinda op. I am more excited about the champs in castle though. It seems kinda legit.
@@hasthagbtikr
Georgian team bonus is ridiculous. Their entire team can TC drop with no worries about winning the TC fight.
TC dropping is a losing strat though, if your opp knows how to counter it. Douching is banking on your opp panicking and making wrong decisions.
new ranked 4v4 meta, 3 persians and one Georgian
@@grandengineernathan I think Berber douche is the best one faster villagers to walk across the map and you win more vil fights.
@@zepwafels TC dropping is a really strong counter to any 18 pop feudal strategy. I'm excited to see how strong Sicilian TC drop will be when given invincible TCs.
@@sevenpolar3483 with Georgian as ally why not, but without, how do you win the TC fight?
The AOE2 devs saw how much people loved getting spammed by Mayan 100HP EEW late game, so they made 100HP Armenian Champions with full upgrades.
More infantry play is good tho.
You can't raid with champions though so it's nowhere near as good actually.
@@Thomas-u8qyeah, but you can brute force your way into your enemy base which seems badass lol
@@Mortreed Yeah that's how infantry should be in general. Anyway stoked Armenia is FINALLY in AoE, was asking for it since African Kingdoms came out
@@Thomas-u8qlol we wait over 10 years
Paladin has 160 base hp, so the Savar actually has 15 less. Remains to be seen what the difference is regarding attack speed and bonus damage, though.
Should still be better vs archer, worse in melee. They have cheaper upgrades too and gets free gold. Seems nutty.
Should be pretty similar in melee as well with the extra armor. Kinda like Teuton Vs Frank Paladin situation.
Armor > HP at small amounts. +1/+1 armour is way better than 15 HP in most cases.
In most cases it's armor > HP. 4 base Pierce Armor is insane as they take 2 damage from Arbs instead of 3. +3 Melee Armor can also help against Melee Units. The only situation where less HP might be a problem is against Halbs and Camels. Combined with the buffed Persian Eco, cheaper upgrade, +2 against archers and generating gold, this feels pretty nutty.
Tech cost is crazy though
I have been waiting for the Armenians and Georgians for 25 years straight! Thank you so much! Game-wise, I'm wondering why they ignored the Armenian cavalry, as it has been very renowned in early Middle Ages. Armenia was one of the principal centers of horse and camel breeding for millennia straight! Also, I would do much like to see the Zvartnots Cathedral as the Armenian wonder, as it has been the most renowned and beautiful monument for all Armenia's history. Anyhow, I'm happy to see my civ brought to life! Also, the Armenians should maybe have a trade bonus of a sort, as prior to the British, the Armenians were the principal traders on the Silk Road and in the Indian Ocean. Also, Cilician Armenia was the gateway to Asia during the time of the Crusades, and has a huge economic boost due to that. It has been the source of this state's (Cilicia I mean, not the Armenia proper, which is underrepresented in this game) strength for a long time. The warrior monk is maybe truly genius move. It is so representative for us Armenians. One more thing. Also, I think the economic approach would benefit nicely from another recognizably Armenian tech - gardening and wine-making instead of extensive farming. Armenia and Georgia are mountainous countries, where the eco was more reliant on small-scale agriculture.
I mean Briton was well known for its heavy cavalry and yet theirs are just ok. It could just be for balance.
I could be wrong, but the georgians could also play into cav archers and hussar. Missing thumb ring isn't that much of a problem, with the accuracy without now buffed to 80%.
Also according to SOTL, they get the regen and pop space bonuses too. Hit and run with cav archers seems pretty good actually.
Super stoked!!!! Thanks for going through that!
So the composite bowman is an anti-antiacherinfanty archer. I get it. It is an archer that counters Huskals, Ghulem, and eagles. It will also kill sargents.
Youpudding is over now (just kidding, you mostly won already if you can castleage against youpudding strat anyway)
I am so excited to test the mule cart. Its sounds crazy good for food eco. Getting Hunt when there is more of it will be so easy. And its sounds like farms might be more efficient with them too
The tech tree said it works for hunt but not berries or farms. Sounds like an AOE1 storage pit in terms of what can be dropped off.
@@teddyhaines6613 yeah, SOTL tried it and it works for hunt (Deer and boar), gold, stone and wood
Mule cart only lets you drop off hunted food; not food from berries, farms, fish, etc.
Ah ok. But still makes getting the hunt on the map way easier
@@teddyhaines6613 Not fish either, which I'm more irritated by. How is fishing different from hunting?!
I find it funny how Hera just casually glances over the fact that Armenians can make Champs in Castle. Infantry is so underpowered that this is barely worth a footnote.
111 its surprisingly underwhelming BUT it has some all in castle applications and it sets up a nice early imp infantry push
It's too expensive for a castle eco. Niche use, maybe the churches can get you there
Great breakdown. Can't wait for this to drop
Nice video Hera as always. Hope you're going to do another climb to 2k-esque series! Have been going through your old ones lately.
Cool changes! Savar 15hp less than a paladino not 5hp more though, still better armor though!
i think the Savar lacks 15 hp compared to the Paladin's 160
the +1 pierce armor is still huge packed with +2 anti archer bonus, I wonder if the +1 melee armor can compensate for the 15 hp
That’s a fact! Don’t say you think if something is true
it's basically the Sicilian Cavalier with imp UT but has +25hp, +2 attack and an extra bonus vs archers.
And sicilian cavalier are insane already.
@@daarom3472 Sivilian cavalier are insane because they also partially resist Halbs tho. Savar basically gets mauled even harder by Halbs.
@@zeroyuki92 not a fight you want to take either way esp in imp where both sides are generally boomed up. In long drawn out fights sicilian cavaliers arent cost effective, and in pop efficient fights Paladins will do as good a job if not better. They need 4 hits to take out a halb whereas sicilian cav needs 5 which allows for halbs to attack once more,, and take 13 more damage versus 40 less hp. Savars also take out halbs in 4 hits so won't be as bad as you think.
The cart is seen on age of mythology with the norse, it would get tricky because it costs a population, TC time (spawns fairly fast) but the benefits are huge even if you need to plan ahead. No need to push deer, can hunt whole map.
Seems to avoid those limitations here. Built by villagers, and is treated as a building, so I don't think it'll take population.
Actually on 15:48, it's 15% less from the total amount of hussars you have, so you should use the total number (real amount of hussars), not the pop space.
So, multiply x*0.85 = 80, since x takes 15% less space, and the available space is 80. That gives x = 94.
So, you'd have 14 extra hussars.
Or 12 of something else that takes 1 full pop per unit, costly, but cool.
@@belisarian6429 yh
Hera didn't think of using Paladin budget to increase Cavalier numbers early, going +12 Cavaliers would tip the scale of pretty much every fight due to Lancaster's Law (that's what its called?)
I'm surprised Hera didn't mention the trash war potential of the 5 gold per cav military kill - hussars trickling you gold sounds great. Add that to trash bow and persian trash will be strong.
Its good but trash bow dont give you gold, and usually the range unit got the kill. Not bad but not insane.
It's important to remember that the fortified churches replace the monastery and you'd still have to place them in a defensive position so that your relics aren't in your opponent's base. It's also only available in Castle Age and if it costed stone it'd interfere with getting extra TCs up.
It also feels weird to me that it doesn't cost stone and it might be powerful, but I don't think spamming it in your opponent's base is gonna be effective.
9:52 based of the description I would guess gambesons don't affect warrior monks but it sounds like sanctity and fervor does (so with sanctity they might get even 15 hp more).
11. Love Hera real-time remembering the difference between radius and diameter.
It's kind of crazy to think about seeing pikeman in feudal, and halbs in Castle, for armenians. That sounds rough on cav civs, potentially.
Yeah they seem like a great anti-cav & anti-PA civ. Their late game will be fairly weak on land maps, though, with poor siege & mediocre cavalry. I could see them excelling on hybrid or water maps.
I was worried the warrior priest would get monk/infantry upgrades when I first saw it... thank god its just standard infantry upgrades!
22:50 castle firing bullets should also apply to Turks when researching chemistry as an animation change
This seems so broken. Imagine multiple forified church drops since they don't cost any stone at all. Then you can just start training 80 HP 11 Attack castle age units. With sanctity thats 95 HP. If they are slow then you could get fervor and squires.
Maybe scouts have same bonus damage against them like monks 😅
Mini Teutonic Knight.
60 gold isn't the cheapest, and we don't know their speed.
@@teddyhaines6613 So what? You only need a few. If they are really really slow you could always get fervor. The main thing is that you could literally build a tower stronger than a town center for 0 stone cost and only 200 wood.
@@ordinaryrat Well yes, the fortified church is its own issue. That would be strong even without the warrior priest.
Defending a mule cart with both half the HP and pierce armor of the lumber camp in feudal or early castle against archers strikes me as a difficulty for the Armenians and the Georgians.
You have a point. They are slow easy too block with a big hitbox.
I feel like georgians could be an incredibly strong team game civ. The repair bonus being a team bonus is big for castles, and with the games generally going late, they can use the extra pop space on their UU or to fit more trade carts, and would be able to spam fortified churches to prevent raids while having that extra work rate. Once fully upgraded the fortified churches are basically better guard towers that can make monks. Their UU can be a reasonable matchup against paladins so not having paladins won't hurt them too much
Armenians getting feudal age pikeman feels like they will be almost impossible to fight in feudal, and they will have a strong eco bonus behind it with the 25% more effective horse collar and double bit axe.
The Georgian boom looks fun, at least to my 900 elo eyes. Fast castle into 3 TC with fortified monasteries on all your resources and you'll be collecting a cool +10% on everything in relative safety.
Composite Bowman will counter everyting thats based on high armor with low- med health, but will get royally fkd by long range with decent attack. You could see them as some kind of shotgun close range unit. Warriorpriest seems like a cool, investment heavy unit with branching paths of upgrades to explore.
Hey Hera, new civs look sick!! Also, as a fellow gaming UA-camr I wanted to suggest that you try and get someone to make you a camera border for UA-cam videos - I feel like you could have a super cool one made integrating the blue “H” from your logo! They are super easy to integrate into OBS. Great vids Hera, keep it up!
I think the armour pierce is just armour & not pierce armour though no? Just for others posting on the idea of all armour pierced.
And nice repost, have been away & missed the new planned release so good to see it summed up here.
The problem with fortified churches being forwards is that you still have your mule cart which can still die rather than a mining camp for example which... are 10 knights going to sit there killing that off the whole time?
Then just the T.C. Repair there though! Like you could Tigui T.C. like mad with the Malians since you get cheaper T.C.s too and the 100% increased repair cost is massively mitigated by the 50% there. So holding your T.C.s with Persians or something too will become insane on team Nomad for example.
If it gets abused heavily they could simply make the team bonus only start at feudal
13:09 Hera's got to be unintentionally the funniest AoE2 content creator xD xD
Does "ignore armor" mean the composite bowmen will shred rams? They seem like an insane Castle Age unit.
That's what I was thinking as well. Does it apply to buildings?
@@Strelo Pretty sure Leitis and Dravidian units don't ignore building armor, so probably not.
Doesn't apply to siege or buildings.
It doesn't apply to buildings or siege
It doesn’t, SotL does a much more thorough and balanced review I’d recommend watching that.
thanks for the preview
I think an interesting start to try out with the free mule cart would be to instantly go out to hunt and get that food eco rolling out faster since you have the missing food.
Mule carts are like ox carts from age of mythology except not being for herdables, berries and farms. Except for that cost the rest is completely the same. That's how that reads to me.
This in many ways seems like a reintroduction of the norse from Age of Mythology. Moving carts and a church that creates warriors are the two abilities that seem to me as being borrowed.
Would be cool if Huns got cart in the update too, fits in with their 'no houses' theme
Big respect for Hera's quick maths. Some are scared to do math on stream but not the true pros. Shows a lot of bravery.
7:15 idk bro the unit is an archer that beats skirms and EVEN archers get 4 armor at least so arbs will do 6 dmg to it and it will do 8 damage to arbalesters.
It still has 4 range, so skirms and arbs with bracer can kite them. There's a reason civs without bracer are said to have shit skirms despite them still potentially killing arbs.
@@teddyhaines6613 that's not entirely true, civs without bracers are still weaker in both damage and range.
there is a difference between a trade off and overall weakness.
the point here is, skirms WILL not win regardless of their range because they would still do half the damage at best and we know skirms rely on their defense. and arbs will win but it should not be super hopelessly one sided.
Love the vids as usual Hera, keep up the good work.
Maybe a bit of constructive criticism, you can make them more like produced content like the way you make most of your other videos about civs and the best ones series...With costs and stats appearing on the screen with enlarged text and all.
suuuuuuper hype about this DLC. finally we get Armenians and Georgians!
pre-order no question.
18:20 oh, 2023 Hera, if you only knew about the monaspa.
Ain't all of the Georgians buffs to cavalry affect Cavalry Archers? Cuz that would make CA kinda insane tbh
Still no thumb ring or ring archer armor. Doesn't seem that special compared to, say, Camel Archers with Maghrebi camels.
In Aoe2, "cavalry" refers to all mounted units that deal melee damage, including Mamelukes and even Siege elephants, and excluding Arambai and Ballista elephants. So the answer is no.
@@EliasHasle except when persians buff to cavalry (5 gold for killing enemy military) applies to CA too.
Can you try to do a spearman rush in dark age with Armenians? Their attack will only tickle enemy villagers but you could try to kill the opponent's scout and that would force the opponent to avoid making a stable early on.
Also, you save inital gold with those spearmen. But then you would need to upgrade them in feudal.
For Naval maps, villagers building the fortified Church as soon they land on another landmass would be interesing to see. Harass enemy villagers with arrow shots and have monks convert an enemy unit or two. Also Armenians can also deploy Warrior-Priests.
Slight correction: Mule cart isn't for berries or farms, only hunt (as well as gold/stone). Also warrior monks benefit from infantry and barracks upgrades so sanctity, fervor as well as gambeson, squires and arson affect them. The fortified church also adds arrows for garrisoned relics and villagers inside and you can drop them around the map on gold and stone piles. Persians gonna be NUTZ!!! Love the feel of the new civs but how does neither civ get steppe lancers or camels (as well as paladin)?!?! Also why is Persian doucheing still in the game?? They are definitely going to nerf some things and likely add a stone cost to the fortified churches.
Gambesons is for the militia line only.
I agree that this may turn out to be too strong (either by ordinary play or by exploiting the new mechanics), but I understand that the developers would rather err in favor of the new civs initially, and risk being accused of "pay to win" until the civs are rebalanced later, than have a lot of dissatisfied early buyers. They need the income to keep maintaining the game for us all.
And here I am, a 10x shares team bonus player, realizing Georgian will basically have infinite population space
The cavalry pop discount is not a team bonus, though.
War Elephant Speed Bonus is applied instantly in Castle Age and do a lot more damage to buildings.
What building to they need to make to advance? As the mule is a unit...
Iirc it counts as a building, it's a building that can move (which is why it's buffed not by bloodline but by masonry)
I think for Armenian's with a Gothic and Portuguese ally their Feudal and Castle age infantry might make for some trouble. With a team bonus of 20% faster working barracks and 25% faster tech research you could potentially see a lot of early aggressive infantry from the Armenians if one of the players decides to sling resources to them. Fast research into long sword in Feudal or fast research into two handed in Castle.
Oh one other thing, warrior priests being monk units and all, having Fereters researched and having a Byzantine ally will give the warrior priest an insane healing speed boost as well.
My only thoughts with the Mule Cart is that if you need 2 buildings to click up to Feudal, do you need to make a Barracks in dark age just to click up?
The mule cart counts. And you will need to mill the berries. Or you can build a dock. Or a barracks. I can imagine heavy militia/M@A/scout pressure on Steppe with mobile hunting packs and TC on gold and wood, followed by champions/knights in Castle age. Or a really fast castle into church drop. 17 11
17:01 There's always a catch to those amazing bonuses. 😂
I feel like the mule cart would be quite good and also really fun to use in flexible ways. However, I wish that the mule cart had like less HP, so you can like kill it with like feudal aggrassion, but you can garrossing it similar too vills. kind of a flexible, risk rewards situation. on the other hand, walling in a woodline wood be quite different with this as well.
Lots of questions remain, like: Can they be repaired by villagers, or do they need healing?
Composite archers does not ignore siege armour
So funny to see you so passionate hahah :D
Cannot wait!! Persians finally getting their rework. Now all 13 have been changed!
They always make new civs strong so people are excited to play them. Then later they’ll make them weaker again. I love that they’re trying new mechanics, they can’t know all the ways people will use them until the masses test them.
50% fewer resources is half the amount. Cause if it was a 100%, it would be free.
Great work you do btw, keep doing those pro vs beginner videos! :)
Hera's phrasing was confusing/confused, but he was onto something. Reparation normally costs 50% of building. 50% of that is 25%. So with the bonus, a 1 HP castle can be repaired to perfect condition spending only ~162 stone.
My questions: Does the composite Bowman ignore armor on siege units? Does the warrior priest take bonus damage from light cav?
That looks good. Im interested in that warriormonksand new persians!
You know it's a pro talking when he goes
From "this unit sucks" to "it's broken" after reading 2 words
I really like the georgians' playstile of 15% less damage on elevations, cheaper repair, stronger towers and castles, etc
Sounds like a top civ for turtle playstile, map control
And the monaspa sounds like the new top 1 cavalry unit of the whole game
I think the Mule Cart bonuses on the new civs should be switched. Georgians need the early game food boost to make the scout rush work. But I think the current bonuses (start with a mule cart, and fortified church aura) are interesting too, and obviously we can't say anything definitive until we see them in action.
Did u guys notice how georgians don't get lumber nor mining camp? It's just mule carts 20:11
I'm super exited for new civs and my cive persians. Well deserved indead. Just love this cive to be even broken since they were one of the greatest civilization in history.
Georgians looking like another viable town bell civ!
You can only drop hunted food to mule carts. So no berries or farms, still need mill or tc for those.
arent the teutonic knights also warrior monks? pd: u forgot to mention that the armenian warrior monks can stack up to 130HP with the unique tech and the sanctuary tech in the church adding the healing concept they are gona be a crazy frontline unit
I feel like armenian spearmen in darkage will give you some incredible fc potential
Both new civs sound insane with a byz ally.
Berries and mules , " when your berries are finished , u just move the mule cart somewhere else" . Mules and berries, berries and mules
they dont ge along together 11
Imo the longswordsman and two handed swordsman upgrades should be available one age earlier for all civs (maybe even at a discount or lower research time). You think that would be a good/needed buff to the militia line?
Think Fortified Church is like TC, needs units inside to fight.
This is awesome! But I wish they'd give us a Byzantine campaign centered around Justinian and Belisarius's campaign to reconquer the West.
I feel like the Georgian churches giving 10% resource rate as a late game move is heavily countered bt them not getting 2-man saw or gold shaft mining.
So you can drop a monastery on Arena and then collect gold at a faster rate to get fast imp.
Just looking at the Armenian boni: seems like a good pairing for Lithuanians.
Mule cart is the equivalent of AoM's ox cart. It sounds great but it's very dangerous : if your opponent kills it, you don't have a drop off point anymore.
It walks just as fast as villagers and can be garrissoned. If you cart dies you villagers died as well. The danger I see is more difficult quickwalling against melee rushes in the early game.
I'm still finding the unique units of the new civs are quite overpowered still. Good luck touching massed Gbeto, for example.
Are berries hunted food?
My two main takeaways are Composite Bowman will be a counter to all cav units and Persians are back.
Maybe not to elephants.
I don't think Hera really understands how good Georgians are going to be at launch. +10% work rate in a large radius from a 200W building that also keeps you safe from being raided is huge. You literally never need to push out because you have an innate eco bonus that outscales literally every other civ in the game. You play into defensive cav (sounds weird, but hear me out) to keep yourself from getting rolled by military and then just bank your eco, go to imp way faster than any other civ with that +10 bonus and never get pushed in you have hills near your base. Plus getting a free mobile lumber camp at the start of the game is huge
Yep agreed they will be insane
10% is not that insane especially as it will be hard to cover your entire economy under it. Also with hand cart this won't do anything anymore for farms.
Seems best to be lucky to have 1 good spot for farming, gold/stone and wood in Castle age. A well placed fortified Church would cover 25 villagers i guess which would be like +2 vils.
Seems mediocre ish especially as farms don't benefit as much.
i never thought i'd see mud-flation in RTS games
Quick walling around mule carts will be awkward I think
I CANT BELIEVE THIS I AM FROM GEORGIAA BROOO. also i dont know if you remember me hera 😅😅😂😂 lets gooo
UA-camrs have brushed over a bit on how Armenians get Champs and swordsmen an age early, but what I don't see anyone paying attention to is that they also get spears, pikes and halbs an age early. That'll make them incredibly tough to raid.
If the Georgians' free Mule Cart Bonus counts as a Dark Age building, then that's a massive advantage for Dark Age. They can build all of their dark age buildings + 4 houses with just their starting wood, and they have less build time with the free Mule Cart.
The only other civ with a similar bonus I can think of is Japanese.
It should count yes and saves 100 wood plus 35 seconds build time on lumber camp but having 50 food less.
I wouldn't be surprised if these mule carts turn out mediocre.
Sure you save on some camps over the course of a game but in normal game you only replace lumber camp a few times until lategame.
Is also slightly more expensive and I bet there are big downsides as well to the camp being more vulnerable. You can't resource wall as easily.
Imagine your berrys are close to a woodline with the georgians
Their unique cav feels like something the Franks should have
I like that franks get a UU thats not a cav though, for some variety
@HeraAgeofEmpires2 sure, but hear me out. What if they got a second unique unit in a future update that replaced Paldin for a unique Frankish elite cav
Franks are already utterly broken at low ELO. Noobs rush into gross Paladin only comps and win because you still need 3 pikes to 1 knight (low elo don't make enough buildings)
@@BaylorCorvette France is one of the places where the Paladins originated from, so it would be weird if they didn't have one. If anyone Franks and Teutons need to keep the Paladin. I would point to Huns and Cumans if a civ should get a Paladin-replacement.
@@lizardemperorkorbac4281 I'd like to see Teutons get the Crusader Knight. Either as an additional unique unit or Paladin replacement.
What I'm most uneasy about is bringing the dark age bonus for Persians back. I always thought that was too good and was glad to see it removed, but now they're bringing it back plus some other changes?
Waiting for the fortified monastery rush on arena
Drop them on the wall corners to teleport villagers and bulletproof monks, I mean warrior priests, inside. Or even block the gates with them and use the eco bonus and a mule cart to steal the forward gold and stone faster.
We are going to see "Mule the deer" with these civs
so savar is basically paladins with less hp but better armor and cheaper to upgrade. meanwhile their cav archer in imperial is still shitty.
New crests look great.
Mule cart is like the ox cart of the norse in age of mythology.
spearmen in dark age is actually huge