This makes me want a Battle For Middle Earth 3. The first two were some of my favorite RTS games of all time. Up there with AoE (still my #1) & Company of Heroes tbh.
@@LeftJoystick There is a BFME mod in the works that basically is a BMFE 3, it is called BMFE Reforged. I am pretty exited to see the progress it is making
@Berserking Bishop why do you think they’re good? That bonus really does carry them on land. Without it, they’re easily a d-tier civ at best on land. Their infantry is good, but there are civs that have better infantry. Their archers are pretty generic, so are their seige, but their cav is ABYSMAL. I’d argue that vikings have the absolute worst stable in the game. They are one of two civs to not have husbandry (not counting cumans), and they don’t have hussar, paladin, bloodlines, or even the last cav armor tech. Their post-imp cavaliers are most civs castle age knights, but with 4 more attack.
My money is on that infantry civ. They have Huskarl with even more pierce armor than normal, and super cheap Halberdier with extra melee. If they get to late game there's nothing can stop that flood Edit: and I am proven right!
This should be a new game mode: randomize civs and their bonuses, unique techs etc. Throw a few extras in, and then everyone takes turns picking from the pool, building a civ for themselves.
Like Dota 2's Ability Draft, but this time Aoe 2: Tech draft. Would be cool, do you pick your unique unit first or risk someone picking your favorite unit and pick better economy upgrades instead.. Ofc there would be some ridiculously broken strategies, like getting the Sicilians 5-town center unit tech combined with War Elephants.
Vill civ: With Inca blacksmith bonus, berber speed, spanish construction, inca cheaper stone buildings and free korean tower upgrades. For castle age tech, I woud give them Yasama. On top of that, give them spanish supremacy or flemish revolution. For civ bonus, Bulgarian faster working blacksmith.
For all those people saying they would like to test these civilisations in a mod: I made one called "SotL_OP_custom_civs" that should substitute the Mayans (Archers), Spanish (Cavalery) and Incas (Infantery) civilisations with those discussed in this video. Edit: If something doesn't work, feel free to comment here and I will do my best to remedy the problem. Also, if you want to discuss design decisions (including Slingers and Missionaries in the tech trees, keeping the UTs at the age they have in the original game, etc.), this comment might also be the correct place.
I have downloaded the mod via the modmanager ingame, but can't activate it. There is a gear in front of the mod, no indicator if the mod is activated and if I start a match against the ai as incas I have the normal inca civ bonus.
@@feuerderveranderung6056 its because its a data mod. when starting the game, you should see a "Data Mod" configuration. change that setting to the mod
Ultimate WOLOLO Civ: Tech tree: Spanish Civ bonuses: - Monks healing range 2x - Monastary technologies cost -50% - +5 Monk HP for each Monastary technology - Gold miners work 20% faster - Gold units cost 20% less Unique unit: Missionary (duh) Unique techs: 1. Inquisition (faster conversion) 2. Orthodoxy (+3/+3 armor) Team bonus: Monasteries work 20% faster Once you savely reach Castle Age your endless wave of ultra-fast & hard-to kill monks will convert the world! ;) [I'd love to see a video of that, really] [Maybe there is even a better build?]
@Marxus III As I still play AOE 1, I would love more civs. The problem with AOE 1 is that the tech tree is disjointed. I really hope they can add more units and techs with the tech tree first along with adding in civs. Also for Forgotten Empires to fix the pathfinding. Units still get stuck with each other and vils sometimes flat out refuses to circle around to collect resources.
This is actually a decent idea for a new game type - ability draft. Players take turns picking bonuses and technologies in a drafting phase before the game starts.
god what i would do for just this thing if it was possible to enable in skirmish and randomize the draft pics among AI players and instruct them to play based off their techs and bonuses, would be amazing to play
Damn, this makes me wish there's like a draft game mode, where each player drafts together a unique civ from a limited selection of bonuses and tech tree stuff to work with
Reminds me of Dota2's ability draft, where a random pool of Heros are selected, each player is given one which defines their attributes, and then you draft abilities from the Hero pool. Could do something of each player is given a random tech tree and drafts team bonuses, civ bonuses, and unique units and techs from the pool.
If this doesn't become a four part series, I'm going to riot I personally would like to see a Civ that specializes in preventing the enemy from ever reaching Castle Age -- whether by ruining their life in Feudal (someone posted a truly nasty Persian-Couman Douche, but I'm sure you could also just have early game eco bonuses and pressure them) or by racing to Castle Age several minutes before them and descending upon them with the fury of hell as they click up
How about this for a douche troll civ: Civ bonuses: 1. Town centers double hp, faster work rate (persians) 2. Can build extra TC in feudal (cumans) 3. Lumberjacks 15% faster (celts) 4. Town centers, castles build 100% faster (sicilians) 5. Villagers get cheaper as you age up (Indians) UU: Woad/Shotel/Plume (good for raiding) Unique techs: Tigui (Malians) Hill Forts (Lithuanians) Team Bonus: Scout cav +2 LOS
@@gunnarsgarageband6384 Should probably substitute the Indian bonus for the Berber speed bonus since you're planning on sending villagers across the map for a tc drop and might need an edge in villager fights.
@@gunnarsgarageband6384 well maybe a perfect douche is fast feudal second tc. so... lithuanian +150 food cuman second tc in feudal chinese +3 vils, -200 food -50 wood aztec +1 vil -50 food huns no houses, -100 wood team bonus: faster blacksmith unique techs and units don't matter because you are forever feudal but i have to choose, so: tigui crenellations as both support the idea of dropping buildings that shoot stuff and as uu idk, some anti-cav like kamayuk or genbows to stop raids you start with 7 vils, 100 food but only 50 wood, so you can immediately produce more vils but need to collect wood before building a lumber camp. that eco should be very nice and wood isn't bad since you only ever need 1 lumber camp, 1 mill, 1 tc and 1 blacksmith and later farms. you don't need gold at all and stone only for more tc drops. you got some time to scout the enemy because of feudal cost, so vietnamese reveal isn't that strong and clicking up faster isn't necessary with your eco headstart, instead i thought it would be nice not to be pop capped at game start. with normal advancement berber speed isn't that big of a deal. the team bonuses are mostly useless but a fast fletching might just be enough to compensate for missing bonus hp. the idea about that build is that you have a huge eco lead and you can keep producing working vils while shooting their tc. it's a full boom with an obstruction right in their base. you might even go fast castle and tc drop with tigui while they are feudal or even dark age.
Ideas to try to optimize: (Some of these people have posted some of these already) -The craziest farmer civ. -The best turtle, boom, and sling civ. -The best battle elephant civ setup. -Craziest monk civ. -Best defensive building civ. -Best water civ. -Best siege civ. -Most powerful feudal age civ. -Best castle drop civ. -Best cav archer civ. -Best tower rush civ. -Fastest imp time civ. -Best trash unit civ. -Best scout line civ. -The most unit choices possible civ. -Optimizing one unique unit civ.
@@adriaan4808 civ best suited to not having farms That would probably involve: -Mongol: Hunters work +40% faster. -Japanse: Fishingships work faster and have more defences. -Maley: Fish Traps provide unlimited food. And some wood, archer, or ship bonuses. Alternatively: -Tartar: Herdables contain +50% food -Tartar: Two Sheep spawn near newly-constructed Town Centers after advancing to the Castle Age. -Briton: Shepherds work 25% faster. -Incas: Start with a free Llama. -Lithuanian: Start the game with +150 food.
@@adriaan4808 Insane start: -Chinese: Start game with three extra Villagers, but with -200 food and -50 wood. -Maley: Start the game with +1 Villager, but with -50 food. -Huns: Do not need Houses, but start game with -100 wood. -Lithuanians: Start the game with +150 food. -Incas: Start with a free Llama./Japanse: Mills, Lumber Camps, and Mining Camps are 50% cheaper. Team bonus: Mayans: Walls are 50% cheaper.
Seconded. It would be really interesting to see how these play out with high-tier players. It seems like the Cav civ should dominate with its obscenely powerful un-counterable cavalry backed up by a plethora of eco bonuses. The archer civ looks to be a bit boned by the high pierce armor of both opponents and a slower-burn on its eco techs.
Need Siege, Monk, Gunpowder, Naval OP Civs. Then a mod so we can play all of them :P You missed the chance to use your triggers to have all 3 fight at the end!
An ultra-turtling based civ could also be neat to see, perhaps with some economy related bonuses to make the defensive passives & techs more worthwhile in very long games!
Siege's Celts, Monk's Aztecs and Gunpowder's Turks. There is a little to improve on them... I was thinking the same about cav archers but Tatars are quite good. maybe adding the recurve bows or sipahi tech?
Imagine if there's a mod where you can make your own civilization like _Empire Earth_ That might be really a broken mode, but fun mode to try out things. Not everything has to be balanced afterall
What about a multiplayer mode with civilization draft where everyone gets to choose in order from a shared pool of bonuses, units and techs? i think that could be rad
I think might be good thing make mode/mod like Empire Earth might help make new Civs down the line where Devs can get data from what the player base pick.
Things like that end up being really boring because it isn't long before people find the best combinations and then you just end up fighting the same thing over and over.
I think a game mode where you can combine two civilisations like in an alliance would make more sense since it would favorise creativity while still putting some limits to what you can do.
Sadly, Cataphracts need Logistica to truly shine, not to mention that they are expensive in terms of gold which is stretched out by Paladin production. Leitises on the other hand provide a cheaper anti-melee armour which can be easily mixed in the main Paladin army.
I came to comment this. Cathapracts with 200hp, that take no bonus damage at all, and that while lacking Logistica, they compensate the lack of trample damage by having 7 more attack against every type of unit thanks to farimba and blast furnace. That's an insane unit.
Infantry civilization Civilization: Incas Civilization bonus: - Goths discount bonus - Japanese attack speed bonus - Celts movement speed bonus - Malians pierce armor bonus - Vikings HP bonus Unique unit: Teutonic Knight Unique techs: - Anarchy (I know it says "Huskarls" as the unit that let you create in the barracks, but It's good to dream) - Perfusion Teams bonus: Barracks work 20% faster Those would be Teutonic Knights turbo-created in the Barracks with this stats: - 3.2 seconds of training time - 55 food/26 gold cost - 120 HP - 21 melee damage - 1.34 attack rate - 13 melee armor/9 pierce armor - 1 movement speed EDIT: The units in the barracks would have this stats: Champion: - 5.6 seconds of training time - 29 food/13 gold cost - 84 HP - 17 melee damage - 1.34 attack rate - 4 melee armor/8 pierce armor - 1.125 movement speed Halbedier: - 5.86 seconds of training time - 23 food/16 wood cost - 72 HP - 10 melee damage - 2.0435 attack rate - 3 melee armor/7 pierce armor - 1.25 movement speed Eagle Warrior: - 5.33 seconds of training time - 13 food/33 gold cost - 72 HP - 13 melee damage - 1.34 attack rate - 3 melee armor/11 pierce armor - 1.625 movement speed (A Cuman paladín have 1.5525 movement speed)
We need a game mode where you build your Civ out of a pool of random bonuses. Then Players pick one bonus one after another, maybe even with a banning phase.
which tech tree and unique unit would you go for? I reckon Kipchaks with +25% speed, bracer and recurve bow would be quite the unit, but I don't know what the most complete tech tree would be.
Imagine : You're being overwhelmed by longswordsmen, running out of ideas, maybe just maybe you can turn this around... Then they all turn into champions, bypassing the 2-handed entirely ;7
I'm sure a civ that can advance faster through age would probably be better than a late game one. So civs that offer faster builds and more resources would he op in my opinion.
*The Citadel:* Defensive/Tower/Bombard civ Civ: Any with Fortified Wall, Architecture, Bombard Cannon, and Bombard Tower, and preferably Treadmill Crane as well. Cannon Galleon (for theming bonus) and Guilds (for late game stone trading) are nice additions too. Extra building HP (Byzantines) Free Murder Holes (Teutons) Free tower upgrades (Koreans) Free Chemistry (Turks) Stone mining bonus (Koreans) Yasama (Japanese) and Artillery (Turks) Team Bonus: Cheaper walls and gates (Mayans) Playstyle: Turtle and boom while sniping enemy trebs with your bombard cannons, or alternatively end the game at any stage with a powerful and decisive tower rush.
An idea for most broken siege civ: Tech tree: Ethiopians Civ bonuses: 1. Lumberjacks work 15% faster (Celts) 2. All units cost 20% less gold (Portuguese) 3. Siege weapons fire 25% faster (Celts) 4. All techs 15/20% cheaper (Chinese) 5. Siege units 15% cheaper (Slavs) Unique unit: Mangudai (Mongols, can protect your siege and kill enemy siege) Unique techs: 1. Drill (Mongols) 2. Torsion Engines (Ethiopians) Team bonus: Siege workshops work 20% faster (Celts).
I’d swap Torsion engines with Furor Celtica. That extra HP is huge in onager vs onager fights. It’s cheaper too. Also is cheaper techs better than 50 percent less food on Siege upgrades from Bulgarians?
@@josephszakovits7330 I was thinking about Furor Celtica too, guess I'm just a sucker for the sheer amount of destruction and mayhem you can cause with Torsion. But I guess you're right, that would be more OP. As for the Bulgarian bonus, I thought about that too, but siege in general only uses food for upgrading units, and the Chinese bonus helps with that (though not as much), and also lowers the gold costs, plus it lowers the cost of unique techs, siege engineers, and also all other non siege techs ;)
Random stats for those that like them: The most mentioned civs were the Mayans (6), the Goths (5) and the Vikings (4). The Vikings were the only civ to have an item mentioned in two different lists (their eco bonus). The most picked civs (ignoring honourable mentions) were Goths and Mayans (4), then the Bulgarians, Lithuanians, Malians and Vikings (2). And most importantly, the five Civs who were ignored completely where the Byzantines, Chinese, Cumans, Indians and Slavs.
Villager Civilization: Ethiopian Tech Tree. Reasons: Has all the necessary stuff, full repairable siege, Halbs and Arbs.. - Villagers move 10% faster. - Villagers benefit from Blacksmith infantry upgrades. - Villagers are 10%/15%/20%/25% cheaper in the Dark/Feudal/Castle/Imperial Age. - Town Centers and Docks have double HP and work 10%/15%/20% faster in the Feudal/Castle/Imperial Age. - Wheelbarrow and Hand Cart are free. Unique Unit: Unique Tech 1: First Crusade (to defend your boom) or Yasama (tower support during vill domination) Unique Tech 2: Supremacy Team Bonus: Farms provide +45 food. Final villager stats: 80 HP, 3+10 Attack (+15 vs Buildings), +6/+8 Armor, +30% movement speed. Builds in 20 seconds for 37.5 food. Boom like a madman. Use Towers liberally. Create fully upgraded Arbs, Halbs and Siege with a great economy behind them. Finish them off with Supremacy plus! Things I couldn't fit: Spanish free melee upgrades or faster building. Tower or Castle bonuses. Bombard Tower and Crop Rotation.
@@SpiceCh If you want the civs just for yourself, you can take a look at the Genie Editor. (Quite good tutorial: ua-cam.com/video/hReieSjZB5w/v-deo.html) Once you get the hang of it, you can rewrite a civilization to suit your prefferences with a reasonable amount of effort.
Imagine a mode where you create your own civs based on the stats of others and then going against others builds to see which one works the best, that'd be surprisingly entertaining.
big disagree with Lethis as cav unique units cause Cataphacts with 50% less bonus dmg would be unbeatable and counter pickes that counter paladin. A mass/mix paladin/cataph would be unbeatable.
@@qsywastooshort7451 No. Sicilian bonus is calculated first, co this mean Cata would have first bonus damage reduction (from 32 to 16 in case of Halb) and next armor, so this mean Cata would take literaly 0 damage from Halb.
@@qsywastooshort7451 Quite the contrary! They will mold Halbs like no tomorrow, also, they will out dps the Palas thanks to the faster attaxk speed. Id say replace the 150 food bonus with the Indian pierce armor for stable units, so they will survive better vs archer fire.
www.ageofempires.com/mods/details/15775 I looked around and found this mod already available, couldn't seem to get it to work though. Can you try it out? Maybe we can try and get in contact with the creater, too.
Wow, catapharcts that completely negate the attack bonus from halberdiers and also have 7 more damage and 50 more hp than regular cataphracts it's insane. But they would not have their trample damage.
I've done some thinking on this subject myself, and I think I've come up with the strongest civ possible Tech Tree: Japanese Civ bonuses: - Fishing Ships have double HP, +2 pierce armor, and work 5%/10%/15%/20% faster in the Dark/Feudal/Castle/Imperial Age. - Mills, Lumber Camps and Mining Camps are 50% cheaper. - Infantry attack 33% faster starting in the Feudal Age. Unique unit: SamuraI Unique techs: Castle Age: Yasama Imperial Age: Kataparuto Team bonus: Galleys have a +50% longer Line of Sight. I don't know about you guys, but I think I've created the most broken civ imaginable
The OP archer civ should've gotten the chu ko nu because with Briton range they become insane building destroy machine gunners alongside an army of cheap archers to protect them
Isn't it wierd that Portugese, known as traders, have the gold bonus while the Spanish, known for their gold from their colonies in peru and mexico have the trade bonus? Idk always bothered me.
The Spanish are also known as traders, and Portuguese also got a lot of gold from the colonies. And the trade bonus is basically a gold transporting bonus, which makes sense to the Spanish having gold in their colonies.
As others have pointed out, the game is not meant to be historical. But overall this actually pretty accurate. The myth of Portugal = peaceful traders has been severely debunked by historians. Portugal was punching way above its weight militarily in 15th-early 16th century. A gold discount is a good way to replicate a small country having a strong military, even historically. And as others said, a "trade bonus" is pretty close from "you get the most gold from your colonies".
This made me wonder how fun an AoE2 ranomizer would be. you get a civ with random tech tree/bonuses, random unique unit, random unique techs, random team bonus, and random voices when clicking on the various units. you could get very OP luck or absolute trash. and for all I know this already exists xD
Ultimate castle drop civ: Tech Tree: Khmer Sicilians: Castles and Town Centers built 100% faster Frank: Castles cost -25% Korean: Stone miners work 20% faster Viking: Wheelbarrow, Hand Cart free Malay: Advancing to the next age 66% faster Unique Unit: Coustillier Unique Techs: Celt: Stronghold (Castles and towers fire 25% faster) Teuton: Crenellations (+3 castle range) Team Bonus: Relics generate 33% more gold
@@opsimathics I could write whole articlewhy thats not true, but i can prove thats not the case with logic. Look at the drakkar (longship) and ask yourself how many of them u need to supply whole nation. They would go stealing and pillageing once a week like going to the shop? No
are you trying to say the viking tech tree kinda sucks? I mean you're not wrong, but they were also one of the first civs to receive multiple unique units and they're also beastly on the water so they can't be expected to dominate land as well. strengths and weaknesses as always in AoE, that hasn't changed since the game came out decades ago. lol
- Town Centers 2x hit points - Town Centers built 100% faster - Additional Town Center can be built in feudal age - Buildings cost -15% wood - Villagers move 10% faster Team bonus : Scouts +2 LOS
Damn that would be douche of douches. It is true that magnifying some strategies like Persian douche is probably way to go, but it would maybe encounter some problems on maps like arena rendering it ineffective.
What a cool idea, I had a lot of fun tinkering my own civs together. Here two I think are interesting: A siege+monk civ Tech Tree: Teutons [The only civ with Halbs, SO, BBC and all Monastery techs available] Civ Bonuses: -Siege weapons fire 25% faster (Celts) -Siege Workshop units 15% cheaper (Slavs) -All units cost -20% gold (Portuguese) -+5 Monk hit points for each Monastery technology (Aztecs) -Monastery technologies cost -50% (Burmese) [all of these pretty self-explanatory] Unique Unit: Teutonic Knights [I was worried that there would be no answer to fast infantry units (shotels, eagles...) running in and sniping expensive gold units, moreover they are cool] Unique Techs: -Inqusition (Monks convert faster) (Spanish, Castle Age) -Shinkichon (Mangonel-line +1 range) (Koreans, Imperial Age) Team bonus: -Mangonel-line minimum range reduced (Koreans) [hopefully self-explanatory as well] "Incas on steroids" (just stupid early Feudal aggression) Tech Tree: Mayans [I wanted an eagle to start with and I think Mayans are the meso civ with the best tech tree] Civ Bonuses: -Villagers affected by Blacksmith upgrades (Incas) [duh] -Stone miners work 20% faster (Koreans) [to support the trush] -Start with +150 food (Lithuanians) -Advancing to the next age 66% faster (Malay) [these two should allow a crazy fast Feudal time to hit the opponent as fast as possible] -Forging, Iron Casting, Blast Furnace free (Magyars) [that way we have the upper hand in vill fights without needing to put recources+time into Blacksmith+Forging] Unique Unit: Gbeto [if the game reaches Castle Age it should be in a very messy state, so Gbetos would be great to run around and snipe vills] Unique Techs: -Yasama (Towers shoot extra arrows) (Japanese, Castle Age) -Supremacy (Villagers stronger in combat) (Spanish, Imperial Age) Team bonus: -Towers and Outposts +3 LOS (Ethiopians) [hopefully self-explanatory]
I've been thinking about something like this as a mod similar to Ability Draft mods in DotA but I think it makes more sense if the civ bonuses are not a flat 5 but weighted according to how many bonuses the civ gets. IE, no stacking the Persians' bonus with four others.
I don't think that would be particularly interesting. A Mesoamerican civ's tech tree that can't build a stable combined with 5 cavalry/stable bonuses, 2 cavalry unique techs, a cavalry unique unit and a cavalry team bonus. The endresult is a civ with 0 bonuses and a unique unit that's missing at least 2/2 armor (even 3/4 if its original civ had all cav armor blacksmith upgrades), and probably also Bloodlines and Husbandry (and maybe even a unique tech that's important for the unit to be good).
@@TheCowai Emphasis on Huszar without Corvinian Army, it's a unit with stats balanced towards the possibility of being in trash wars. Alternatively the Indians' Elephant Archer has long been considered genuinely useless even if you can afford them so just give them to a civ with awful archer upgrades.
Eco civ: Chinese and Mayan vill bonuses, Lithuanian food, Viking HC+WB, and Celt wood bonus; and the Chinese farm team bonus. Something like the Chinese tech tree, with Conqs, Sipahi, and Scutage. Strategy is to play fast Feudal and attack with whatever counters the opponent best, relying on the flexibility of a good eco rather than bonuses that only apply to one unit type; and if you can't win outright in FA, a jack-of-all-trades tech tree lets you transition to whatever makes the most sense, and conqs are always great. Cancer civ: any Meso tech tree for a starting Eagle; Celts' herdables theft, Persian TC +HP, Bulgarian cheaper TC, Teuton TC garrison bonus, and Sicilian TC build bonus; and I guess Cuman palisade HP team bonus. It doesn't matter which Meso tech tree or which unique units and techs: the game isn't going to reach Castle Age anyway, ideally not even Feudal.
I'd switch out the Malian pierce armour bonus for the Tueton's melee armour. This is because you will already have Huskarls with 12 pierce armour and so your Champions have 11 melee armour. Also you can have halberdiers with 5 melee armour with +33% attack rate.
@@letdomf thats only brilliant in post imp, before that its manageable. Cant really say that its top tier if your strength only starts 25 mins into the game
I like how you gave your test OP civs unique names in the scenario editor. The OP archer civ is the "Silvan Elves." The OP cavalry civ is the "Rohirrim." And the OP infantry civ is... Goths.
Rather than give them Huskarl considering the militia line and eagle warriors looked pretty beefy, I think Shotel Warriors would fit much better on the "super infantry" civ as a good option for raiding along with eagles, plus their damage is already sky high it would be a nightmare to deal with if they had the japanese bonus attack rate.
1) Civ name = Thai (Elephant Civ) 2) Civ bonuses ~ Farmer work 15% faster ~ Elephants unit receive -50% bonus damage from other units ~ Elephant units move 10% faster 3) Unique Unit Erawan (Elephant archer) , units that deal +10 bonus damage against building 4) Unique Tech ~ Chang Thai Revolution (Battle Elephant cost no gold and replaced by additional food cost) ~ Khwam Korth (Elephant units damage adjacent units) 5) Team Bonus Elephant units produced 100% faster
"The Fastest Castle" The goal of this civ is to get to castle age as rapidly as possible (earlier than 11-12 minutes with a good build order/deer pushing, perhaps? It is not like I have tested it....) Best Maps: arena, hideout, hill fort Tech tree: Chinese (chosen for its flexibility to support whatever strategy you want) Bonuses: - 66% faster age up (Malay- chosen for obvious reasons: we want to get to castle quickly!) - No requirements for buildings / age ups (Khmer- no wood or time spent on blacksmith/market normally required to age up) - +100 food / +100 gold on age-up (Ethiopians- this means no mining camp/gold collection needed, and +100 food help age up) - + 150 food at start (Lithuanians- gives us an almost guaranteed smooth start & provides more food to get us to castle) - +50 gold at start (Aztecs- so that you can easily get loom, so that it is viable on open maps, too) Unique Unit Arambai (Burmese- this unit is so strong that it is civ-defining for the Burmese, and it can work with low eco, so it could complement an ultra-quick castle age, if you can manage to get a castle up. Also, we get full upgrades & archer armor on it!) Unique techs: Castle age - Stirrups (Bulgarians- this tech is very cheap for its potent effect, and will combine well with the imp. tech) Imperial age- Farimba (Malians- once again this tech has a reasonable price for its effect and will synergize with the castle age tech) Team bonus: +2 Los on scouts (Mongols- this just makes the start so much easier, and besides this team bonus really is the best, isn't it?) Summary: You will have effectively +250 food and +150 gold and no building requirements to allow you to reliably age up (with loom, if desired) to castle while allow not needing to collect any gold or the wood for a mining camp/market/blacksmith, all while saving over 100 seconds of time while aging up. The lack of a building requirement will then allow you to easily place the military building you want to use (probably a stable). The UU and Unique techs aren't too important, but will give your knights some long term power & provide an interesting alternative option in the arambai. I suspect this could be improved a great deal, especially if you are willing to skip loom.....
@@nathanbrown8680 A good idea! The persian bonus would also provide a boost to the later stages of the game. Also, after seeing someone else post a similar civ idea on the reddit page for this video, I've realized that the italian 15% cheaper age up bonus has to be better than the +50 gold as it effectively saves 195 food and 30 gold on the way to castle age, so you could just task 2 villagers to directly collect 20 gold without a mining camp if you really wanted loom. I bet with that bonus substituted in, you could get sub 10 minutes castle ages and sub 15 minute imperials (although I'm not sure if you'd have the eco to capitalize on such an early imp).
@@simbelmyne1476 I'd say if you want to increase potency when you reach castle age potentially swap either the gold or food tech for Britains wood discount on TCs
His OP archer Civ doesn't really have any way to mitigate its own weaknesses so they will still be torn to shreds by OP cav and OP huskarls. OP Cav Civ gets the fastest start and has the most econ as well as mitigating bonus damage from their counters. Overall I give OP cav civ the edge but OP inf Civ might be able to just out flood them especially in the late game.
@@brainwasher9876 dont think so, I reckon that the infantry one comes online so much quicker with those insane MAA in Fuedal then if game goes on Longer they have enough pierce armour to ignore the archers,
I would have given the cav civ the cataphract. Strongest unique unit in the entire game. Held back only by byzantens not getting bloodlines and blast furnace.
Elephant civ: Tech tree: Burmese (all upgrades) Team bonus: conversion resistance (Teutons. it's one of their main weaknesses, so let's address it) Civ Bonuses: -Cavalry +5% speed per Age (Cumans. elephants are slow, so we want as much speed as possible) -Battle Elephants +15% movement (Khmer. again, we want speed, and we have Husbandry too) -Elephants cost -30% in Castle, -40% in Imperial Age (Malay. we aren't missing any techs, so this ends up being busted) -Stable Units cost -15% in Castle, -20% in Imperial Age (Berbers. stacking both these discounts, our Battle Elephants are cheaper that Champions. at this point we don't even need an eco bonus) -Units take 50% less Bonus damage (Sicilians. obviously we want to take less damage from spears) Unique Unit: Longbowmen (Britons. *LET ME EXPLAIN:* none of our bonuses for Battle Elephants apply to War Elephants, and we already have the elephant part covered, so we need a ranged support unit since our archery range is pretty weak) Unique Techs: -Cavalry +33% Attack speed (Bulgarians. technically doesn't specify it doesn't apply to elephants) (edit: changed this one, was Tusk Swords) -Battle Elephants +1/2 Armor (Burmese. both of these make our elephants insanely good)
For the infantry one: I would exchange handcart to Malay age up faster or Italian cheaper age up due to the free militia upgrades For the archer one: I would choose uu as cho ku nu since the range archers are bad at siege. For the Calvary one: I would exchange handcart to cumans faster speed. I think discounted stable line is good enough. Also, where is the op gunpowder, cavalry archer, siege, navy, monk, elephant and defense civ? 11
For the archer I agree with chu ko nu and if obsidian arrows isnt allowed I'd suggest yeomen. For the cavalry I'd get rid of 2 eco bonusses for cuman speed and teuton armor also change faster stables for stirrups +33% attackspeed and change uu to war elephant or cataphract. For infantry I'd change free militia upgrades for celts faster movement and chieftains instead of perfusion and finally uu change to gbeto.
@@sirjmo Agree with the uus. But i think the 150f and cheaper infantry are essential. The 150f bonus makes much smoother to go sc rush. And the cheaper infantry means you can always have a bigger army!
@@semi59o I never said no cheaper infantry, I'd just exchange the free militia upgrades for celt speed, adding back the one time cost in exchange for permanent mobility. as for the 150f being essential, then it's no free wheelbarrow and cheaper stable units, I'd get rid of 2/3 eco bonusses which one you save I don't know. I'd say the +20% hp already makes the scout rush smoother. Personally I'd save the wheelbarrow but I'm no expert so 150f may be better. 15% longer lasting resources could be even greater as that affects your whole eco efficiency.
I want to see an all eco/villager bonus civ. bonuses are: 1 more starting vils, 2 malian fast up time, 3 persian faster working tc, 4 free weelbarrow and handcart, 5 vils affected by blacksmith. unique tech is spanish supremacy and Yasama towers. Team bonus of cheaper walls, cause that's the only way to survive.
The real OP civ is an anarchy effect for orjan guns, but FROM ALL MILITARY BUILDING. And then Flemish Revolution turns all your villagers into orjan guns. Oh, and then trade carts are also orjan guns. No other bonuses needed.
I don't have any recommendation for the "how", but what about the most broken: defensive (turtleing) Civ (think unbreakable walls, towers with way too much range and dmg, etc.) Castle Civ (if you wanna separate it from the defensive Civ, as many bonuses apply specifically to towers/walls and castles) Siege Civ (siege workshop in feudal age + siege bonuses) Economy Civ (though this could backfire a lot since all the ressources in the world don't help you if you can't beat other units with them) Monk Civ Elephant Civ Unique Unit (there has to be a way to make a certain unique unit benefit from so many specific bonuses that it becomes basically unbeatable) Just some food for thought, if you wanna get creative again :)
YES! I also say to do gunpowder. Imagine bbc's with Arquebus and conq's behind them. For siege, I thought of double crossbow scorpions with torsion engines. Also warwolf kataparuto trebs would be hilarious. You could also do some cool stuff with drill and some other techs to have ridiculously fast siege. Plus imagine the ultimate vil rush civ. Inca blacksmith upgrades affect vils + supremacy, free wheelbarrow and handcart to make them fast quickly...
For Monks you could combine the aztec bonus with the saracen market and some other eco bonuses that lets the civ have a crazy castle age. There's also one that makes monastery techs cheaper, right? And conversion resistance in case enemies also go monks. If it can get a crazy castle age it could work. Oh, also misionary, maybe, jajaja. For the unique unit maybe the Kamayuk? With faster speed, attack rate (it already attacks pretty fast), pierce armor and some eco bonuses it could be pretty good. If Manguidai benefit from cavalry archer techs and bonuses it could be made ridiculous too, but I'm not sure they do. Cheaper Conquistadors with more HP that also take less bonus damage could be insane. Would a 15% faster teutonic knight be still slow? With extra pierce armor, attack, HP, and attak rate it would be amazing, and if it was as fast as a champion then it could work. There are so many possibilities.
@@talmagejones oh, and is it berber vills that walk faster? We could throw that in too :P Edit: And also the no gold for blacksmith techs, I think that one is from the spanish, and the faster tower building. :p
Also go for Kamayuks instead of huskarls as the unique unit. If you have cheap infantry, you might as well go for a unit that can stand behind your spam and still attack.
Vietnamese tech tree Specialized Battle elephant Civ • Land military units (except siege weapons) receive 50% less bonus damage • Wheelbarrow, Hand Cart free • Stable units cost -15% in Castle, -20% in Imperial Age • Battle Elephants 30% cheaper • Economic upgrades available one age earlier Unique unit Arambai (ranged cavalry) Unique techs • Stirrups (Cavalry attack 33% faster) • Farimba (Cavalry +5 attack) Units resist conversion Battle elephant cost: castle cost 68f 40g imperial cost 60 f 35g
lil update • Mahouts (War Elephants 30% faster) aplies as war elephants is one of they armor class, so i will probably change the viertamese tech tree and remove farimba for manhouts as no longas has to compensate for not having blast furnace and insted adress a bit the atrocious speed
Fantastic video! Like others have said, would love to see the most: Underpowered and useless/ no synergy bonuses civ Best rushing civ (your enemy won't make it past feudal) Best economy civ (richest civ in all staged of the game) Most defensive civ
So SOTL's fantasy civs are: "Silvan Elves", "Rohirrum", and the most fantastic of all, the legendary "Goths".
This makes me want a Battle For Middle Earth 3.
The first two were some of my favorite RTS games of all time.
Up there with AoE (still my #1) & Company of Heroes tbh.
Was introduced to bfme2 last year and it was surprisingly fun
Though im not a fan of the way units are prepackaged in groups
C&C 3 did a similar thing, but there was no replenishment for infantry
@@thertsfan there was, GDI could put infantry in the armory to replenish it
@@LeftJoystick There is a BFME mod in the works that basically is a BMFE 3, it is called BMFE Reforged. I am pretty exited to see the progress it is making
How to make an op civ :
Step 1 : Give them free wheelbarrow and Handcart
Step 2 : Don’t be Vikings
:D
Hey there, nice amiya king
Why tho ?
@@ateium2409 Cuz they suck
@Berserking Bishop why do you think they’re good? That bonus really does carry them on land. Without it, they’re easily a d-tier civ at best on land. Their infantry is good, but there are civs that have better infantry. Their archers are pretty generic, so are their seige, but their cav is ABYSMAL. I’d argue that vikings have the absolute worst stable in the game. They are one of two civs to not have husbandry (not counting cumans), and they don’t have hussar, paladin, bloodlines, or even the last cav armor tech. Their post-imp cavaliers are most civs castle age knights, but with 4 more attack.
everyone's gangsta until 30 only wood costing archers take down your csatle from outside range
Nobody's asking the important question: how do these overpowered civs stack up against each other?
Came here to say this! LET THEM FIGHT!
My money is on that infantry civ. They have Huskarl with even more pierce armor than normal, and super cheap Halberdier with extra melee. If they get to late game there's nothing can stop that flood
Edit: and I am proven right!
i think the wood archers will smash the paladins but the infantry civ will dominate all.
I would love to see pros play against each other with those civs. Maybe even a small tournament: "The Broken Cup"
@@chingamfong 15 pierce armour huskarl. that negates a fucking heavy scorpion.
This should be a new game mode: randomize civs and their bonuses, unique techs etc. Throw a few extras in, and then everyone takes turns picking from the pool, building a civ for themselves.
Like Dota 2's Ability Draft, but this time Aoe 2: Tech draft.
Would be cool, do you pick your unique unit first or risk someone picking your favorite unit and pick better economy upgrades instead..
Ofc there would be some ridiculously broken strategies, like getting the Sicilians 5-town center unit tech combined with War Elephants.
Looks like the Fisher Random version of chess
Or you could do the opposite, pick your enemies' bonuses, technologies, etc
It's frankendraft!
You get cav bonuses but you're meso american
Let’s be real here, the real op tech would be to remove the food cost of siege towers.
@nombre apellido honey comb
Saracens having their team bonus chosen: shooketh
Turns out it's actually good if someone focuses on archers
Vill civ: With Inca blacksmith bonus, berber speed, spanish construction, inca cheaper stone buildings and free korean tower upgrades. For castle age tech, I woud give them Yasama. On top of that, give them spanish supremacy or flemish revolution. For civ bonus, Bulgarian faster working blacksmith.
That's......actually incredible. Wow that's horrifying. I love it
The only thing holding them back would be the non-combat ai of vils.
What about Indian cheaper villagers? I'm not sure what it would replace though since those are all amazing...
@@johnmeo1532 I'd also add Persian faster working TC
Oh God the Ultimate Tower Rush civ
For all those people saying they would like to test these civilisations in a mod: I made one called "SotL_OP_custom_civs" that should substitute the Mayans (Archers), Spanish (Cavalery) and Incas (Infantery) civilisations with those discussed in this video.
Edit: If something doesn't work, feel free to comment here and I will do my best to remedy the problem.
Also, if you want to discuss design decisions (including Slingers and Missionaries in the tech trees, keeping the UTs at the age they have in the original game, etc.), this comment might also be the correct place.
Have you already uploaded the mod or is it in the post-production?
@@silverwoodlawn4913 Should be uploaded and available.
I have downloaded the mod via the modmanager ingame, but can't activate it. There is a gear in front of the mod, no indicator if the mod is activated and if I start a match against the ai as incas I have the normal inca civ bonus.
@@feuerderveranderung6056 its because its a data mod. when starting the game, you should see a "Data Mod" configuration. change that setting to the mod
@@rytsty4302
Thanks, but I have never seen this configuration coming up Oo .
Ultimate WOLOLO Civ:
Tech tree: Spanish
Civ bonuses:
- Monks healing range 2x
- Monastary technologies cost -50%
- +5 Monk HP for each Monastary technology
- Gold miners work 20% faster
- Gold units cost 20% less
Unique unit:
Missionary (duh)
Unique techs:
1. Inquisition (faster conversion)
2. Orthodoxy (+3/+3 armor)
Team bonus:
Monasteries work 20% faster
Once you savely reach Castle Age your endless wave of ultra-fast & hard-to kill monks will convert the world! ;)
[I'd love to see a video of that, really] [Maybe there is even a better build?]
Nobody expects the Spanish Inquisition
Oh wow... this would be insane for a T-West pacifist run!
Me, watching this now that bohemians are out: .- _ .-
@@mishkae my comment didn't age well... ^^"
heresy: im gonna ruin this mans entire career
**Forgotten Empires taking notes in the background**
*me taking notes as well for my cheat civs*
Would farimba be better than stirrups?
I forgot those civs existed lol
wait for the Californians with unique unit Cobra Car
@Marxus III As I still play AOE 1, I would love more civs. The problem with AOE 1 is that the tech tree is disjointed. I really hope they can add more units and techs with the tech tree first along with adding in civs. Also for Forgotten Empires to fix the pathfinding. Units still get stuck with each other and vils sometimes flat out refuses to circle around to collect resources.
I want an official Spirit of the Law Mod.
Up
I sign this petition.
Same!
This
Yes please! I could see this being really fun with friends. We could have a 2 vs 1 or maybe even a 3 vs 1 against the person with the OP civ!!
The most overpowered civ is always one my enemy is playing
so true. i don't know how they always happen to pick it.
@@ashmonkey2572 i am noob too in aoe, i don't like multiplayer i always lose
@@Usuario459 why you dont try be good in multiplayer and start practicing?
@@ashmonkey2572 keep playing till your elo adjusts and then hfhf
This is actually a decent idea for a new game type - ability draft. Players take turns picking bonuses and technologies in a drafting phase before the game starts.
god what i would do for just this thing
if it was possible to enable in skirmish and randomize the draft pics among AI players and instruct them to play based off their techs and bonuses, would be amazing to play
Isn't that basically AoE3? You have to select the card shipments you want and you can use them to provide you bonuses/units.
@@SirAdityaSingh Yes, but in a good game.
8:37 “that’s basically 4 eco bonuses”
+20% hp: Guess I’m an eco bonus
More HP = paying less for each hitpoint = profit! Okay I might be stretching it here..
@@longbow857 but then technically the bonus damage resistance bonus he added after saying that is also an eco bonus
@@Viscidsquare040 wait... its all eco bonuses????
@@erenekiz4407 always has been
@@Viscidsquare040
👨🚀🔫👨🚀
"That civ already exists"
I mean you are not wrong there.
Damn, this makes me wish there's like a draft game mode, where each player drafts together a unique civ from a limited selection of bonuses and tech tree stuff to work with
Reminds me of Dota2's ability draft, where a random pool of Heros are selected, each player is given one which defines their attributes, and then you draft abilities from the Hero pool. Could do something of each player is given a random tech tree and drafts team bonuses, civ bonuses, and unique units and techs from the pool.
back in Empire Earth you could realy do that 😉🙃
Yeah cool but would take too long to draft tech tree and bonuses and everything is like a 20 min draft phase
Unless you can save drafts, in which case you can build it before joining
"Let's build the WORST civ possible" next Almighty Spirit of the Law!
Pick the best cavalry bonuses and then combine them with one of the Mesoamerican tech trees (aka - no cavalry available)?
@@hebl47 bonus points if redemption isnt in that tech tree
Incas team bonus, atheism or cavalry oriented stuff with meso civs. Or spanish and archer bonuses
Simple. If I'm in charge, they are all the worst civ.
Sarazen Team Bonus with spanisch Archer Tech tree
If this doesn't become a four part series, I'm going to riot
I personally would like to see a Civ that specializes in preventing the enemy from ever reaching Castle Age -- whether by ruining their life in Feudal (someone posted a truly nasty Persian-Couman Douche, but I'm sure you could also just have early game eco bonuses and pressure them) or by racing to Castle Age several minutes before them and descending upon them with the fury of hell as they click up
How about this for a douche troll civ:
Civ bonuses:
1. Town centers double hp, faster work rate (persians)
2. Can build extra TC in feudal (cumans)
3. Lumberjacks 15% faster (celts)
4. Town centers, castles build 100% faster (sicilians)
5. Villagers get cheaper as you age up (Indians)
UU: Woad/Shotel/Plume (good for raiding)
Unique techs:
Tigui (Malians)
Hill Forts (Lithuanians)
Team Bonus:
Scout cav +2 LOS
@@gunnarsgarageband6384
Should probably substitute the Indian bonus for the Berber speed bonus since you're planning on sending villagers across the map for a tc drop and might need an edge in villager fights.
@@gunnarsgarageband6384 well maybe a perfect douche is fast feudal second tc.
so...
lithuanian +150 food
cuman second tc in feudal
chinese +3 vils, -200 food -50 wood
aztec +1 vil -50 food
huns no houses, -100 wood
team bonus: faster blacksmith
unique techs and units don't matter because you are forever feudal but i have to choose, so:
tigui
crenellations
as both support the idea of dropping buildings that shoot stuff
and as uu idk, some anti-cav like kamayuk or genbows to stop raids
you start with 7 vils, 100 food but only 50 wood, so you can immediately produce more vils but need to collect wood before building a lumber camp. that eco should be very nice and wood isn't bad since you only ever need 1 lumber camp, 1 mill, 1 tc and 1 blacksmith and later farms.
you don't need gold at all and stone only for more tc drops.
you got some time to scout the enemy because of feudal cost, so vietnamese reveal isn't that strong and clicking up faster isn't necessary with your eco headstart, instead i thought it would be nice not to be pop capped at game start.
with normal advancement berber speed isn't that big of a deal.
the team bonuses are mostly useless but a fast fletching might just be enough to compensate for missing bonus hp. the idea about that build is that you have a huge eco lead and you can keep producing working vils while shooting their tc. it's a full boom with an obstruction right in their base.
you might even go fast castle and tc drop with tigui while they are feudal or even dark age.
bro you can just pick mongols
Ideas to try to optimize: (Some of these people have posted some of these already)
-The craziest farmer civ.
-The best turtle, boom, and sling civ.
-The best battle elephant civ setup.
-Craziest monk civ.
-Best defensive building civ.
-Best water civ.
-Best siege civ.
-Most powerful feudal age civ.
-Best castle drop civ.
-Best cav archer civ.
-Best tower rush civ.
-Fastest imp time civ.
-Best trash unit civ.
-Best scout line civ.
-The most unit choices possible civ.
-Optimizing one unique unit civ.
-best Villagers civ
@@adriaan4808 civ best suited to not having farms
That would probably involve:
-Mongol: Hunters work +40% faster.
-Japanse: Fishingships work faster and have more defences.
-Maley: Fish Traps provide unlimited food.
And some wood, archer, or ship bonuses.
Alternatively:
-Tartar: Herdables contain +50% food
-Tartar: Two Sheep spawn near newly-constructed Town Centers after advancing to the Castle Age.
-Briton: Shepherds work 25% faster.
-Incas: Start with a free Llama.
-Lithuanian: Start the game with +150 food.
@@adriaan4808 Insane start:
-Chinese: Start game with three extra Villagers, but with -200 food and -50 wood.
-Maley: Start the game with +1 Villager, but with -50 food.
-Huns: Do not need Houses, but start game with -100 wood.
-Lithuanians: Start the game with +150 food.
-Incas: Start with a free Llama./Japanse: Mills, Lumber Camps, and Mining Camps are 50% cheaper.
Team bonus: Mayans: Walls are 50% cheaper.
everybody gangsta till they see arbalest hit you from ten tiles away with obsidian arrows and the saracen bonus
Those arbs gansta till they see the huskarls
Bombard Arbs!
@@sr71silver the bonus is against buildings, not units
@@someonesch4361 and Bombard Cannons are siege units primarily designed to be used against buildings. So what exactly is your issue?
Counterpoint: Huskarls. Just spam Huskarls.
I would watch a tournament where each player must play with the civ. he created.
Seconded. It would be really interesting to see how these play out with high-tier players. It seems like the Cav civ should dominate with its obscenely powerful un-counterable cavalry backed up by a plethora of eco bonuses. The archer civ looks to be a bit boned by the high pierce armor of both opponents and a slower-burn on its eco techs.
Need Siege, Monk, Gunpowder, Naval OP Civs. Then a mod so we can play all of them :P
You missed the chance to use your triggers to have all 3 fight at the end!
An ultra-turtling based civ could also be neat to see, perhaps with some economy related bonuses to make the defensive passives & techs more worthwhile in very long games!
Siege's Celts, Monk's Aztecs and Gunpowder's Turks. There is a little to improve on them... I was thinking the same about cav archers but Tatars are quite good. maybe adding the recurve bows or sipahi tech?
this needs an ultimate showdown !
Also vil civ, combine inca, berbers, indian bonus alongside with supremacy from spanish
@@Reluxthelegend Incan supremacy would be hilarious.
Most Op: Atheism + Theocracy = Religious Confusion Intensifying
CA tech: Orthodoxy/Inquisition
What in science's name is that! THE UNITED ATHEIST ALLIANCE! OH SCIENCE HELP US!
@@grimreaper492more like united state of reddit
elephant: khamer civ, malay discount, franks +20% hp, Scilian resistance, viking free handcart, berber cheaper stable unit. OP
I'd swap out Viking handcart for Slav farming or even Mayan resources last longer for the gold.
Imagine if there's a mod where you can make your own civilization like _Empire Earth_
That might be really a broken mode, but fun mode to try out things. Not everything has to be balanced afterall
What about a multiplayer mode with civilization draft where everyone gets to choose in order from a shared pool of bonuses, units and techs? i think that could be rad
I think might be good thing make mode/mod like Empire Earth might help make new Civs down the line where Devs can get data from what the player base pick.
Oh boy, Empire Earth! I can understand why it never had a chance to last as long as Age of Empires, but I still wish it did.
Things like that end up being really boring because it isn't long before people find the best combinations and then you just end up fighting the same thing over and over.
I think a game mode where you can combine two civilisations like in an alliance would make more sense since it would favorise creativity while still putting some limits to what you can do.
Mounted Teutonic Huskarl would be a dream come true.
The fact that its mounted just gives the unit more counters, make it fast and with alot of hp instead.
@@funny_liquid7111 If you give it 50% bonus damage reduction and 16 cavalry armour (Cataphract) there's no longer any penalty to being mounted.
Bahhahahahah
Woad Teutonic Condoskarl for the win
@@sauravtripathi4128 Jaguar Woad Teutonic Condoskarl :P
cataphracts instead of letis tho, those guys will be immune to spear and cammels entirely
And also crush Teutonic knights, the reason spirit selected Leitis!
Sadly, Cataphracts need Logistica to truly shine, not to mention that they are expensive in terms of gold which is stretched out by Paladin production. Leitises on the other hand provide a cheaper anti-melee armour which can be easily mixed in the main Paladin army.
@@ShinkaTHPC Perfect answer
@@ShinkaTHPC that's also a thing! leitis are very cheap. All the new unique units are too cheap!
I came to comment this. Cathapracts with 200hp, that take no bonus damage at all, and that while lacking Logistica, they compensate the lack of trample damage by having 7 more attack against every type of unit thanks to farimba and blast furnace. That's an insane unit.
Therapist: hyper paladin flood doesnt exist, it cannot hurt you.
Spirit: hold my beer.
Infantry civilization
Civilization: Incas
Civilization bonus:
- Goths discount bonus
- Japanese attack speed bonus
- Celts movement speed bonus
- Malians pierce armor bonus
- Vikings HP bonus
Unique unit: Teutonic Knight
Unique techs:
- Anarchy (I know it says "Huskarls" as the unit that let you create in the barracks, but It's good to dream)
- Perfusion
Teams bonus: Barracks work 20% faster
Those would be Teutonic Knights turbo-created in the Barracks with this stats:
- 3.2 seconds of training time
- 55 food/26 gold cost
- 120 HP
- 21 melee damage
- 1.34 attack rate
- 13 melee armor/9 pierce armor
- 1 movement speed
EDIT: The units in the barracks would have this stats:
Champion:
- 5.6 seconds of training time
- 29 food/13 gold cost
- 84 HP
- 17 melee damage
- 1.34 attack rate
- 4 melee armor/8 pierce armor
- 1.125 movement speed
Halbedier:
- 5.86 seconds of training time
- 23 food/16 wood cost
- 72 HP
- 10 melee damage
- 2.0435 attack rate
- 3 melee armor/7 pierce armor
- 1.25 movement speed
Eagle Warrior:
- 5.33 seconds of training time
- 13 food/33 gold cost
- 72 HP
- 13 melee damage
- 1.34 attack rate
- 3 melee armor/11 pierce armor
- 1.625 movement speed (A Cuman paladín have 1.5525 movement speed)
Oh God what have you done
Teutonic knights? Come on dude, they're the worst UU's for 1 reason. Tankiness aint it
@@212mochaman tho Celt movement speed does have an effect on that
@@jaishkhan7442 it does. It'd still make them as slow as a siege unit though
@@jaishkhan7442 besides. With access to eagle warriors with TK stats nobody's touching the castle for anything but upgrades and trebs for the turtlers
We need a game mode where you build your Civ out of a pool of random bonuses. Then Players pick one bonus one after another, maybe even with a banning phase.
Sorta like Dota 2's Ability Draft
Yeah a 4v4 Ability Draft would be awesome.
@@Zurie Thats what I was thinking about.
And the last pick would be the unique unit.
Something something, Empire Earth.
@@wrachilles8482 kinda, yes
OP cav archer civ:
- Mongols faster firing
- Cumans faster moving cavalry per age
- Huns cav archer discount
- Franks +20% hp
- Tatars Thumbring + Parthian Tactics for free
Unique Techs:
- Tatars +1/+1 armor
- Magyars +1 range & +1 damage
Team bonus:
- Britons faster working archery ranges
which tech tree and unique unit would you go for? I reckon Kipchaks with +25% speed, bracer and recurve bow would be quite the unit, but I don't know what the most complete tech tree would be.
Still need an eco bonus to get to castle age.
I would probably swap out the Tartars +1/+1 armour for the Turks 20+ HP tbh.
Turks Sipahi would benefit them more than the Franks +%20 HP
@@furkansaryerli Do Cavalry Archers benefit from the Frank 20% HP bonus?
There’s lots of sequel potential here. I want to see what OP combos you could cook up for siege, gunpowder, and naval
Chavalry archers too!!! C'mon SOTL!!
Ultimate Drush Civ. Ultimate Tower Rush Civ. Ultimate Fatslob Civ. Someone mentioned below an Ultimate Persian Douche civ.
OP monks!
@@CaiRobinson But... Aztecs have OP monks...
@@Angrymonkey2489 Make them more OP
The archer civ sounds still hard countered by siege rams just like Britons. How about UU be Chukonu instead?
Just what I thought
maybe the archers would destroy siege workshops before they make enough rams!
Imagine : You're being overwhelmed by longswordsmen, running out of ideas, maybe just maybe you can turn this around... Then they all turn into champions, bypassing the 2-handed entirely ;7
I think it would be a fun tournament with people setting up their own civilizations.
this is a good idea! You build your civ before the tour, then can only use that civ.
Right? This'd be fun as hell.
I’d built my own civ with the lowest cost, full upgrades and attack bonuses and all available units. Lol
I'm sure a civ that can advance faster through age would probably be better than a late game one. So civs that offer faster builds and more resources would he op in my opinion.
You should do siege and monk as well. Also a defensive civ, a civ that can't be breached at all
Might also wanna add a cav archer civ, even though Mongols already exist. Maybe create a civ with CAs stronger than Mangudai?
Or an trash civ, but I like the idea of an defensive civ :D
*The Citadel:* Defensive/Tower/Bombard civ
Civ: Any with Fortified Wall, Architecture, Bombard Cannon, and Bombard Tower, and preferably Treadmill Crane as well. Cannon Galleon (for theming bonus) and Guilds (for late game stone trading) are nice additions too.
Extra building HP (Byzantines)
Free Murder Holes (Teutons)
Free tower upgrades (Koreans)
Free Chemistry (Turks)
Stone mining bonus (Koreans)
Yasama (Japanese) and Artillery (Turks)
Team Bonus: Cheaper walls and gates (Mayans)
Playstyle: Turtle and boom while sniping enemy trebs with your bombard cannons, or alternatively end the game at any stage with a powerful and decisive tower rush.
op water civ?
@@claudetheclaudeqc6600 vikings + celts wood bonus and saracens faster galley fire
How about a "op tower rush civ" "op siege civ" and "op bunker civ" (bunker civ is for turtle player: big wall, big difense, let's see who afk first)
And an op eco civ
@@shannonmikko9865 while at it, he should create the worst civ, choosing bad and unsynergetic boni + atheism
Why go for afk? Just castledrop until the enemy leaves crying.
Base: Burgundians
Berbers: Villagers move 10% faster
Spanish: Builder work 30% faster
Byzantines: Buildings +10% HPs Dark, +20% Feudal, +30% Castle, 40% Imperial
Incas: Villagers affected by Blacksmith upgrades
Franks: Castles cost -25%
Unique Unit: Berserk or Huscarl?
Unique Techs:
Celts: Stronghold (Castles and towers fire 25% faster)
Teutons: Crenellations (+3 range Castles, garrisoned infantry fire arrows)
Team Bonus:
Malians: Universities work 80% faster
@@Runenschuppe This is really strong
@@shannonmikko9865 Op eco civ is Lithuanians plus Chinese
0:08
Angmar in BFME2: "Don't listen to that."
An idea for most broken siege civ:
Tech tree: Ethiopians
Civ bonuses:
1. Lumberjacks work 15% faster (Celts)
2. All units cost 20% less gold (Portuguese)
3. Siege weapons fire 25% faster (Celts)
4. All techs 15/20% cheaper (Chinese)
5. Siege units 15% cheaper (Slavs)
Unique unit:
Mangudai (Mongols, can protect your siege and kill enemy siege)
Unique techs:
1. Drill (Mongols)
2. Torsion Engines (Ethiopians)
Team bonus:
Siege workshops work 20% faster (Celts).
I’d swap Torsion engines with Furor Celtica. That extra HP is huge in onager vs onager fights. It’s cheaper too. Also is cheaper techs better than 50 percent less food on Siege upgrades from Bulgarians?
@@josephszakovits7330 I was thinking about Furor Celtica too, guess I'm just a sucker for the sheer amount of destruction and mayhem you can cause with Torsion. But I guess you're right, that would be more OP.
As for the Bulgarian bonus, I thought about that too, but siege in general only uses food for upgrading units, and the Chinese bonus helps with that (though not as much), and also lowers the gold costs, plus it lowers the cost of unique techs, siege engineers, and also all other non siege techs ;)
How about shichikon?
I’d love to see a tournament where everyone designs their own civ like this. Kinda reminds me of empire earths custom civ
That would be wild af
Random stats for those that like them:
The most mentioned civs were the Mayans (6), the Goths (5) and the Vikings (4). The Vikings were the only civ to have an item mentioned in two different lists (their eco bonus).
The most picked civs (ignoring honourable mentions) were Goths and Mayans (4), then the Bulgarians, Lithuanians, Malians and Vikings (2).
And most importantly, the five Civs who were ignored completely where the Byzantines, Chinese, Cumans, Indians and Slavs.
In particular, Slavs Imperial UT is insane on infantry. And doesn't only affects militia-line like the Bulgarian UT
This was a fun idea. I hope you will do one for the worst civ possible!
Yes, please!
Villager Civilization:
Ethiopian Tech Tree. Reasons: Has all the necessary stuff, full repairable siege, Halbs and Arbs..
- Villagers move 10% faster.
- Villagers benefit from Blacksmith infantry upgrades.
- Villagers are 10%/15%/20%/25% cheaper in the Dark/Feudal/Castle/Imperial Age.
- Town Centers and Docks have double HP and work 10%/15%/20% faster in the Feudal/Castle/Imperial Age.
- Wheelbarrow and Hand Cart are free.
Unique Unit:
Unique Tech 1: First Crusade (to defend your boom) or Yasama (tower support during vill domination)
Unique Tech 2: Supremacy
Team Bonus: Farms provide +45 food.
Final villager stats: 80 HP, 3+10 Attack (+15 vs Buildings), +6/+8 Armor, +30% movement speed. Builds in 20 seconds for 37.5 food.
Boom like a madman. Use Towers liberally. Create fully upgraded Arbs, Halbs and Siege with a great economy behind them. Finish them off with Supremacy plus!
Things I couldn't fit: Spanish free melee upgrades or faster building. Tower or Castle bonuses. Bombard Tower and Crop Rotation.
I would swap the Wheelbarrow and Handcart bonus for the Farmers portal gun
@@UmTalDeMariochi The what?
@@maxmichalik4938 I belive he means Khmer - villagers dont need to frop off food from farms
I was a little sad you didn't even consider the Cumans faster cavalry.
This would make for an April Fools Patch to the game the Devs should add these Civs for 1 week.
They could make a game mode of "Op civ vs op civ"
I would absolutely love to be able to make custom civs, even if they kept it limited to playing versus the computer and custom games.
@@SpiceCh If you want the civs just for yourself, you can take a look at the Genie Editor. (Quite good tutorial: ua-cam.com/video/hReieSjZB5w/v-deo.html)
Once you get the hang of it, you can rewrite a civilization to suit your prefferences with a reasonable amount of effort.
I'm glad this video had the opening, it's not a propper sotl video without the song
I literally smile every time the intro song comes on.
I always skip it
@@chtyldubreux5950 shame on you!
@@dogevevo3510 for being honest? I come for the content, not for some jingle
@@chtyldubreux5950 :(
On the archer civ, I think that you should have given them the Chu-ko-nu instead, to help deal with siege.
agreed. chuks with extra range would be op.
Hell yeah
The random spread of Chuks is actually an advantage when mass firing
That's what I'm saying. Right now they just die to siege ram.
They have poor accuracy
We need a mod or gamemode where people get to draft civ bonuses to build a civ, instead of full civs.
Imagine a mode where you create your own civs based on the stats of others and then going against others builds to see which one works the best, that'd be surprisingly entertaining.
big disagree with Lethis as cav unique units cause Cataphacts with 50% less bonus dmg would be unbeatable and counter pickes that counter paladin. A mass/mix paladin/cataph would be unbeatable.
wouldn't the Sicilian bonus be mostly wasted on them though ?
@@qsywastooshort7451 No. Sicilian bonus is calculated first, co this mean Cata would have first bonus damage reduction (from 32 to 16 in case of Halb) and next armor, so this mean Cata would take literaly 0 damage from Halb.
@denny saputro Leitis has the same Pierce armor as Cata.
@@qsywastooshort7451 Quite the contrary! They will mold Halbs like no tomorrow, also, they will out dps the Palas thanks to the faster attaxk speed. Id say replace the 150 food bonus with the Indian pierce armor for stable units, so they will survive better vs archer fire.
200HP and 21 damage
Cathapract is the way!!
I would pay real money for a mod that lets each person create their civ in the lobby (or prepare it beforehand and import it). No joke.
Seriously Forgotten Empires should make that a DLC or something
www.ageofempires.com/mods/details/15775
I looked around and found this mod already available, couldn't seem to get it to work though. Can you try it out? Maybe we can try and get in contact with the creater, too.
cataphract as a unique unit for the cav civ would be amazing
just no bonus damage received whatsoever lol, plus it would actually get all techs
Yeah, it wouldn't get logistica, but it would have 200HP and do 7 more damage against any type of unit.
Wow, catapharcts that completely negate the attack bonus from halberdiers and also have 7 more damage and 50 more hp than regular cataphracts it's insane. But they would not have their trample damage.
In another comentary I gave a proposal for the siege civ, either no one saw it or no one liked it 11. I think it is a good challenger.
Still thinking about how you have nailed your intro SOOO hard!
I've done some thinking on this subject myself, and I think I've come up with the strongest civ possible
Tech Tree: Japanese
Civ bonuses:
- Fishing Ships have double HP, +2 pierce armor, and work 5%/10%/15%/20% faster in the Dark/Feudal/Castle/Imperial Age.
- Mills, Lumber Camps and Mining Camps are 50% cheaper.
- Infantry attack 33% faster starting in the Feudal Age.
Unique unit: SamuraI
Unique techs:
Castle Age: Yasama
Imperial Age: Kataparuto
Team bonus: Galleys have a +50% longer Line of Sight.
I don't know about you guys, but I think I've created the most broken civ imaginable
The OP archer civ should've gotten the chu ko nu because with Briton range they become insane building destroy machine gunners alongside an army of cheap archers to protect them
Oh my God combined with Saracen bonus......
Yeah, I was wondering about that. Maybe because the bonus would only apply to the first arrow since the other arrows deal only 1 damage in vanilla.
Tried Chu Ko Nus using Briton Tech in Scenario Editor, can confirm
Isn't it wierd that Portugese, known as traders, have the gold bonus while the Spanish, known for their gold from their colonies in peru and mexico have the trade bonus? Idk always bothered me.
that´s due to the portuguese beeing release later on
I mean steppe lancers are weak on open landscape, saracens are not good on arabia, indians don't have battle elephants.
The Spanish are also known as traders, and Portuguese also got a lot of gold from the colonies. And the trade bonus is basically a gold transporting bonus, which makes sense to the Spanish having gold in their colonies.
As others have pointed out, the game is not meant to be historical. But overall this actually pretty accurate. The myth of Portugal = peaceful traders has been severely debunked by historians. Portugal was punching way above its weight militarily in 15th-early 16th century. A gold discount is a good way to replicate a small country having a strong military, even historically. And as others said, a "trade bonus" is pretty close from "you get the most gold from your colonies".
This made me wonder how fun an AoE2 ranomizer would be. you get a civ with random tech tree/bonuses, random unique unit, random unique techs, random team bonus, and random voices when clicking on the various units. you could get very OP luck or absolute trash. and for all I know this already exists xD
This a very nice idea for a mod.
Ultimate castle drop civ:
Tech Tree: Khmer
Sicilians: Castles and Town Centers built 100% faster
Frank: Castles cost -25%
Korean: Stone miners work 20% faster
Viking: Wheelbarrow, Hand Cart free
Malay: Advancing to the next age 66% faster
Unique Unit: Coustillier
Unique Techs:
Celt: Stronghold (Castles and towers fire 25% faster)
Teuton: Crenellations (+3 castle range)
Team Bonus: Relics generate 33% more gold
Team bonus show starting positions or +2 scout LOS would be better, as you need to know where to drop that castle.
@@sirjmo or vill LOS +2; you have a good point.
New game mode: Ability draft.
Yeah I was thinking about this Dota gamemode would be happen in AoE2
Why the Viking eco is on a tech tree that kinda sucks. Exibit A.
Raider culture. They have to steal and pillage to live. Ergo no true economy to call their own.
@@opsimathics No no no and no. That is wrong... They grow their own food
@@opsimathics I could write whole articlewhy thats not true, but i can prove thats not the case with logic. Look at the drakkar (longship) and ask yourself how many of them u need to supply whole nation. They would go stealing and pillageing once a week like going to the shop? No
@@opsimathics the vikings had extensive farming and fishing cultures. They weren't just a bunch of loosely organized raiding warbands.
are you trying to say the viking tech tree kinda sucks? I mean you're not wrong, but they were also one of the first civs to receive multiple unique units and they're also beastly on the water so they can't be expected to dominate land as well.
strengths and weaknesses as always in AoE, that hasn't changed since the game came out decades ago. lol
One of the civ names is not like the others: First Silvan Elves (4:55), then Rohirrum (10:24) and suddenly just Goths (14:10).
the real Goths inspired the two others :D
- Town Centers 2x hit points
- Town Centers built 100% faster
- Additional Town Center can be built in feudal age
- Buildings cost -15% wood
- Villagers move 10% faster
Team bonus : Scouts +2 LOS
- TC cost 50% less wood
- TC cost 50% less stone
unique tech of lithuanians: tcs have higher range
Damn that would be douche of douches. It is true that magnifying some strategies like Persian douche is probably way to go, but it would maybe encounter some problems on maps like arena rendering it ineffective.
Just for fun, this civ should have the unique techs Tigui and Hill Forts. That way you can TC drop the enemy into oblivion :p
@@gunnarsgarageband6384 those techs would be pretty irrelevant for that strat, though. If you douche, game will be over in feudal, one way or another.
I love your videos so much that the start song is so satisfying to hear it even lowers my anxiety 🙌🏻
What a cool idea, I had a lot of fun tinkering my own civs together. Here two I think are interesting:
A siege+monk civ
Tech Tree: Teutons
[The only civ with Halbs, SO, BBC and all Monastery techs available]
Civ Bonuses:
-Siege weapons fire 25% faster (Celts)
-Siege Workshop units 15% cheaper (Slavs)
-All units cost -20% gold (Portuguese)
-+5 Monk hit points for each Monastery technology (Aztecs)
-Monastery technologies cost -50% (Burmese)
[all of these pretty self-explanatory]
Unique Unit: Teutonic Knights
[I was worried that there would be no answer to fast infantry units (shotels, eagles...) running in and sniping expensive gold units, moreover they are cool]
Unique Techs:
-Inqusition (Monks convert faster) (Spanish, Castle Age)
-Shinkichon (Mangonel-line +1 range) (Koreans, Imperial Age)
Team bonus:
-Mangonel-line minimum range reduced (Koreans)
[hopefully self-explanatory as well]
"Incas on steroids" (just stupid early Feudal aggression)
Tech Tree: Mayans
[I wanted an eagle to start with and I think Mayans are the meso civ with the best tech tree]
Civ Bonuses:
-Villagers affected by Blacksmith upgrades (Incas)
[duh]
-Stone miners work 20% faster (Koreans)
[to support the trush]
-Start with +150 food (Lithuanians)
-Advancing to the next age 66% faster (Malay)
[these two should allow a crazy fast Feudal time to hit the opponent as fast as possible]
-Forging, Iron Casting, Blast Furnace free (Magyars)
[that way we have the upper hand in vill fights without needing to put recources+time into Blacksmith+Forging]
Unique Unit: Gbeto
[if the game reaches Castle Age it should be in a very messy state, so Gbetos would be great to run around and snipe vills]
Unique Techs:
-Yasama (Towers shoot extra arrows) (Japanese, Castle Age)
-Supremacy (Villagers stronger in combat) (Spanish, Imperial Age)
Team bonus:
-Towers and Outposts +3 LOS (Ethiopians)
[hopefully self-explanatory]
I've been thinking about something like this as a mod similar to Ability Draft mods in DotA but I think it makes more sense if the civ bonuses are not a flat 5 but weighted according to how many bonuses the civ gets. IE, no stacking the Persians' bonus with four others.
Spoiler for the video: It was the Japanese the whole time.
You are a man of culture as well
😂😂
Now we need the underpowered Civilization.
I don't think that would be particularly interesting. A Mesoamerican civ's tech tree that can't build a stable combined with 5 cavalry/stable bonuses, 2 cavalry unique techs, a cavalry unique unit and a cavalry team bonus. The endresult is a civ with 0 bonuses and a unique unit that's missing at least 2/2 armor (even 3/4 if its original civ had all cav armor blacksmith upgrades), and probably also Bloodlines and Husbandry (and maybe even a unique tech that's important for the unit to be good).
@@Padsoldier Unique Unit: War Elephant. Or for maximum weakness, Magyar Huszar.
@@Padsoldier I was gonna yell at you for ruining the fun but now that you mention it... you're not wrong at all lol
@@TheCowai Emphasis on Huszar without Corvinian Army, it's a unit with stats balanced towards the possibility of being in trash wars. Alternatively the Indians' Elephant Archer has long been considered genuinely useless even if you can afford them so just give them to a civ with awful archer upgrades.
@@Padsoldier Gunpowder boni would work, too
Eco civ: Chinese and Mayan vill bonuses, Lithuanian food, Viking HC+WB, and Celt wood bonus; and the Chinese farm team bonus. Something like the Chinese tech tree, with Conqs, Sipahi, and Scutage. Strategy is to play fast Feudal and attack with whatever counters the opponent best, relying on the flexibility of a good eco rather than bonuses that only apply to one unit type; and if you can't win outright in FA, a jack-of-all-trades tech tree lets you transition to whatever makes the most sense, and conqs are always great.
Cancer civ: any Meso tech tree for a starting Eagle; Celts' herdables theft, Persian TC +HP, Bulgarian cheaper TC, Teuton TC garrison bonus, and Sicilian TC build bonus; and I guess Cuman palisade HP team bonus. It doesn't matter which Meso tech tree or which unique units and techs: the game isn't going to reach Castle Age anyway, ideally not even Feudal.
You should recreate this with the changes the game has gone through over the last two years.
Lithuanians with +4 relics, Teutons for more armor, Franks for +20% HP, Spanish free upgrades and Cumans +15% movement speed for the ultimate paladin.
Maybe swap the free blacksmith techs with the Indian pierce armor on Stable units, BAM, Paladins on steroids!
@@unimportantcommenter4356 Yeah! Indians pierce armor. Forgot about that.
plus stirrups and farimba
@@felixrr7381 And let's just go ahead and have those cavaliers at castle age
There is a mod called "Shared Civ Bonuses" or similar that stacks all the bonuses from your team.
Really? 🤩🤩🤩🤩🤩🤩🤩🤩🤩🤩
What if you have a team with 7 Japanese, do your champions all turn into Captain Grievous?
@@mdilligaf xD
@@mdilligaf or 4 britain that will shot from a very long range, even out-range the castles.
I'd switch out the Malian pierce armour bonus for the Tueton's melee armour. This is because you will already have Huskarls with 12 pierce armour and so your Champions have 11 melee armour. Also you can have halberdiers with 5 melee armour with +33% attack rate.
Barracks weakness is archers. Cant do anything if they're all dead with a good wall and crossbows firing all day
@@212mochaman Eagles... eagles
@@letdomf thats only brilliant in post imp, before that its manageable. Cant really say that its top tier if your strength only starts 25 mins into the game
For countering pikemen as cavalry i expected the unique units would be the Cataphract
I think most of Paladin weaknesses are already addressed by Farimba, Bloodlines+Frank HP bonus, and also the reduced damage.
Now I want a "build your own civ" gamemode, where you draft civ bonuses against other players before the game starts.
We need a second part Pleaaaaseeee. Full camel, full siege and full cavalry-archer civs
Three parts: count monks gunpowder and naval
I like how you gave your test OP civs unique names in the scenario editor.
The OP archer civ is the "Silvan Elves."
The OP cavalry civ is the "Rohirrim."
And the OP infantry civ is... Goths.
Rather than give them Huskarl considering the militia line and eagle warriors looked pretty beefy, I think Shotel Warriors would fit much better on the "super infantry" civ as a good option for raiding along with eagles, plus their damage is already sky high it would be a nightmare to deal with if they had the japanese bonus attack rate.
Imo Gbetos for ranged infantry would be undisputable the best.
@Bryce Pruitt good idea.
OP siege civ: "Am i a joke to you?"
1) Civ name = Thai (Elephant Civ)
2) Civ bonuses
~ Farmer work 15% faster
~ Elephants unit receive -50% bonus damage from other units
~ Elephant units move 10% faster
3) Unique Unit
Erawan (Elephant archer) , units that deal +10 bonus damage against building
4) Unique Tech
~ Chang Thai Revolution (Battle Elephant cost no gold and replaced by additional food cost)
~ Khwam Korth (Elephant units damage adjacent units)
5) Team Bonus
Elephant units produced 100% faster
This would be a fun game mode where you pick your bonuses at the beginning. I’m imagining just picking a civ that only has eco bonuses
Reminds me of Civ Builder in Empire Earth lmao
The return of the intro! A blessing from the lord!
The Devs should add a civ building workshop so that we can create these hybrid civs and try it out against the AI.
better yet try it vs other players
@@ethanbrown4167 true
"The Fastest Castle"
The goal of this civ is to get to castle age as rapidly as possible (earlier than 11-12 minutes with a good build order/deer pushing, perhaps? It is not like I have tested it....)
Best Maps: arena, hideout, hill fort
Tech tree: Chinese (chosen for its flexibility to support whatever strategy you want)
Bonuses:
- 66% faster age up (Malay- chosen for obvious reasons: we want to get to castle quickly!)
- No requirements for buildings / age ups (Khmer- no wood or time spent on blacksmith/market normally required to age up)
- +100 food / +100 gold on age-up (Ethiopians- this means no mining camp/gold collection needed, and +100 food help age up)
- + 150 food at start (Lithuanians- gives us an almost guaranteed smooth start & provides more food to get us to castle)
- +50 gold at start (Aztecs- so that you can easily get loom, so that it is viable on open maps, too)
Unique Unit
Arambai (Burmese- this unit is so strong that it is civ-defining for the Burmese, and it can work with low eco, so it could complement an ultra-quick castle age, if you can manage to get a castle up. Also, we get full upgrades & archer armor on it!)
Unique techs:
Castle age - Stirrups (Bulgarians- this tech is very cheap for its potent effect, and will combine well with the imp. tech)
Imperial age- Farimba (Malians- once again this tech has a reasonable price for its effect and will synergize with the castle age tech)
Team bonus:
+2 Los on scouts (Mongols- this just makes the start so much easier, and besides this team bonus really is the best, isn't it?)
Summary: You will have effectively +250 food and +150 gold and no building requirements to allow you to reliably age up (with loom, if desired) to castle while allow not needing to collect any gold or the wood for a mining camp/market/blacksmith, all while saving over 100 seconds of time while aging up. The lack of a building requirement will then allow you to easily place the military building you want to use (probably a stable). The UU and Unique techs aren't too important, but will give your knights some long term power & provide an interesting alternative option in the arambai.
I suspect this could be improved a great deal, especially if you are willing to skip loom.....
If you're willing to skip loom how about Persia's increased TC/Dock work rate? That'll save you another 10% on the castle age upgrade itself.
@@nathanbrown8680 A good idea! The persian bonus would also provide a boost to the later stages of the game.
Also, after seeing someone else post a similar civ idea on the reddit page for this video, I've realized that the italian 15% cheaper age up bonus has to be better than the +50 gold as it effectively saves 195 food and 30 gold on the way to castle age, so you could just task 2 villagers to directly collect 20 gold without a mining camp if you really wanted loom. I bet with that bonus substituted in, you could get sub 10 minutes castle ages and sub 15 minute imperials (although I'm not sure if you'd have the eco to capitalize on such an early imp).
@@simbelmyne1476 I'd say if you want to increase potency when you reach castle age potentially swap either the gold or food tech for Britains wood discount on TCs
We need a custom scenario in which you can pick any of those broken civs to decide what is the brokest broken civ.
Made a mod where you can try the three from the video: SotL_OP_custom_civs
Would love to see these civs facing eachother to see which is the most overpowered
would be a rock paper scissors thing right? Cav counters archers, archers counter inf, inf (pikes) counter cav
@@brainwasher9876 yes it would , therefore the match will never end
Wow, yeah. Spirit should make a "the op-civs battle each other extreme ai"-video
His OP archer Civ doesn't really have any way to mitigate its own weaknesses so they will still be torn to shreds by OP cav and OP huskarls. OP Cav Civ gets the fastest start and has the most econ as well as mitigating bonus damage from their counters. Overall I give OP cav civ the edge but OP inf Civ might be able to just out flood them especially in the late game.
@@brainwasher9876 dont think so, I reckon that the infantry one comes online so much quicker with those insane MAA in Fuedal then if game goes on Longer they have enough pierce armour to ignore the archers,
I would have given the cav civ the cataphract.
Strongest unique unit in the entire game.
Held back only by byzantens not getting bloodlines and blast furnace.
Yeah, I felt like Letis wasn't the best pick. I also felt like giving them a stable that only had knight and scout lines was less great.
I agree that PLUS Sicilians bonus would be CRAZY. You wouldn't have Logistica though is probably why he didn't pick.
This reminded me of Empire Earth's civ bonus point buy system. That'd be an interesting mod for AOE2
A really cool idea! Please continue this series with OP camels, siege and gunpowder civs :D
Elephant civ:
Tech tree: Burmese (all upgrades)
Team bonus: conversion resistance (Teutons. it's one of their main weaknesses, so let's address it)
Civ Bonuses:
-Cavalry +5% speed per Age (Cumans. elephants are slow, so we want as much speed as possible)
-Battle Elephants +15% movement (Khmer. again, we want speed, and we have Husbandry too)
-Elephants cost -30% in Castle, -40% in Imperial Age (Malay. we aren't missing any techs, so this ends up being busted)
-Stable Units cost -15% in Castle, -20% in Imperial Age (Berbers. stacking both these discounts, our Battle Elephants are cheaper that Champions. at this point we don't even need an eco bonus)
-Units take 50% less Bonus damage (Sicilians. obviously we want to take less damage from spears)
Unique Unit:
Longbowmen (Britons. *LET ME EXPLAIN:* none of our bonuses for Battle Elephants apply to War Elephants, and we already have the elephant part covered, so we need a ranged support unit since our archery range is pretty weak)
Unique Techs:
-Cavalry +33% Attack speed (Bulgarians. technically doesn't specify it doesn't apply to elephants) (edit: changed this one, was Tusk Swords)
-Battle Elephants +1/2 Armor (Burmese. both of these make our elephants insanely good)
Now someone please create a mod called "SOTL OP Civs only" and we put those against each other
Made the mod (though except for the overwritten Mayans, Spanish and Incas we still have the standard civs): SotL_OP_custom_civs
For the infantry one: I would exchange handcart to Malay age up faster or Italian cheaper age up due to the free militia upgrades
For the archer one: I would choose uu as cho ku nu since the range archers are bad at siege.
For the Calvary one: I would exchange handcart to cumans faster speed. I think discounted stable line is good enough.
Also, where is the op gunpowder, cavalry archer, siege, navy, monk, elephant and defense civ? 11
For the archer I agree with chu ko nu and if obsidian arrows isnt allowed I'd suggest yeomen.
For the cavalry I'd get rid of 2 eco bonusses for cuman speed and teuton armor also change faster stables for stirrups +33% attackspeed and change uu to war elephant or cataphract.
For infantry I'd change free militia upgrades for celts faster movement and chieftains instead of perfusion and finally uu change to gbeto.
@@sirjmo Agree with the uus. But i think the 150f and cheaper infantry are essential. The 150f bonus makes much smoother to go sc rush. And the cheaper infantry means you can always have a bigger army!
@@semi59o I never said no cheaper infantry, I'd just exchange the free militia upgrades for celt speed, adding back the one time cost in exchange for permanent mobility.
as for the 150f being essential, then it's no free wheelbarrow and cheaper stable units, I'd get rid of 2/3 eco bonusses which one you save I don't know. I'd say the +20% hp already makes the scout rush smoother. Personally I'd save the wheelbarrow but I'm no expert so 150f may be better.
15% longer lasting resources could be even greater as that affects your whole eco efficiency.
@@sirjmo my bad
I want to see an all eco/villager bonus civ. bonuses are: 1 more starting vils, 2 malian fast up time, 3 persian faster working tc, 4 free weelbarrow and handcart, 5 vils affected by blacksmith. unique tech is spanish supremacy and Yasama towers. Team bonus of cheaper walls, cause that's the only way to survive.
Haha shit I actually created this mad scientist image like 15 years ago. Had no idea it's proliferated all around the internet until today.
The real OP civ is an anarchy effect for orjan guns, but FROM ALL MILITARY BUILDING. And then Flemish Revolution turns all your villagers into orjan guns. Oh, and then trade carts are also orjan guns. No other bonuses needed.
I don't have any recommendation for the "how", but what about the most broken:
defensive (turtleing) Civ (think unbreakable walls, towers with way too much range and dmg, etc.)
Castle Civ (if you wanna separate it from the defensive Civ, as many bonuses apply specifically to towers/walls and castles)
Siege Civ (siege workshop in feudal age + siege bonuses)
Economy Civ (though this could backfire a lot since all the ressources in the world don't help you if you can't beat other units with them)
Monk Civ
Elephant Civ
Unique Unit (there has to be a way to make a certain unique unit benefit from so many specific bonuses that it becomes basically unbeatable)
Just some food for thought, if you wanna get creative again :)
Cataphracts could be made really insane with enough bonuses, don't know if you could make them good enough to deal with the uber-archer civ though.
Economy civ slinging :p
YES! I also say to do gunpowder. Imagine bbc's with Arquebus and conq's behind them. For siege, I thought of double crossbow scorpions with torsion engines. Also warwolf kataparuto trebs would be hilarious. You could also do some cool stuff with drill and some other techs to have ridiculously fast siege. Plus imagine the ultimate vil rush civ. Inca blacksmith upgrades affect vils + supremacy, free wheelbarrow and handcart to make them fast quickly...
For Monks you could combine the aztec bonus with the saracen market and some other eco bonuses that lets the civ have a crazy castle age. There's also one that makes monastery techs cheaper, right? And conversion resistance in case enemies also go monks. If it can get a crazy castle age it could work. Oh, also misionary, maybe, jajaja.
For the unique unit maybe the Kamayuk? With faster speed, attack rate (it already attacks pretty fast), pierce armor and some eco bonuses it could be pretty good. If Manguidai benefit from cavalry archer techs and bonuses it could be made ridiculous too, but I'm not sure they do. Cheaper Conquistadors with more HP that also take less bonus damage could be insane.
Would a 15% faster teutonic knight be still slow? With extra pierce armor, attack, HP, and attak rate it would be amazing, and if it was as fast as a champion then it could work. There are so many possibilities.
@@talmagejones oh, and is it berber vills that walk faster? We could throw that in too :P
Edit: And also the no gold for blacksmith techs, I think that one is from the spanish, and the faster tower building. :p
I'd go for the celt speed bonus over free champion line since it applies to all infantry. Imagine that 15% speed on eagles.
Also go for Kamayuks instead of huskarls as the unique unit. If you have cheap infantry, you might as well go for a unit that can stand behind your spam and still attack.
You have to make a battle with these three fighting each other now!
Vietnamese tech tree
Specialized Battle elephant Civ
• Land military units (except siege weapons) receive 50% less bonus damage
• Wheelbarrow, Hand Cart free
• Stable units cost -15% in Castle, -20% in Imperial Age
• Battle Elephants 30% cheaper
• Economic upgrades available one age earlier
Unique unit
Arambai (ranged cavalry)
Unique techs
• Stirrups (Cavalry attack 33% faster)
• Farimba (Cavalry +5 attack)
Units resist conversion
Battle elephant cost:
castle cost 68f 40g
imperial cost 60 f 35g
lil update • Mahouts (War Elephants 30% faster) aplies as war elephants is one of they armor class, so i will probably change the viertamese tech tree and remove farimba for manhouts as no longas has to compensate for not having blast furnace and insted adress a bit the atrocious speed
Fantastic video! Like others have said, would love to see the most:
Underpowered and useless/ no synergy bonuses civ
Best rushing civ (your enemy won't make it past feudal)
Best economy civ (richest civ in all staged of the game)
Most defensive civ