First time playing Well, low-key is not a verb. It's an adjective. So the sentence should have been "I love how he is always low-key in stating how good the Japanese civ is. " You can drop the 'in', sure, but you cannot miss the 'is'.
First time playing I agree with your version more than with my version. The subtlety of the difference between the two expressions is almost beautiful. Thanks for the tip! English is a second language to me. So, I adopt the humbler stance here.
First time playing I read recently about the use of than. The antecedent to than can be many and different variations signify different degrees of emphases. I am a grammar instructor myself so I love these conversations but I also think we are trashing the OP's post by talking grammar on replies to a comment on a video related to gaming.
Having both AOE2 and AOE3 with at least 50 hours on each, yeah AOE3 is terrible compared to AOE2. You can tell the Devs wanted to appeal more to the twitch gaming crowd with its higher game pace, except that's not what makes AOE unique. As a result AOE3 feels like a generic RTS.
Those SE Asian civs in AoE have made me adore their history. As a Korean I confirm that they were stronger than ancient Korea (Goryo and Chosun) until European traders started colonization.
First Of All They Repel All The Attacks From British And Feared The British With Massive Attacks Near The East Indian Company I Mean By Counter-Attacks ...If By Chance Burmese Were Able To Conquer The Company...Burmese Would Have Chance To Become A Strong Country Like The Japanese.. They Really Have The Potential... In History Burmese Defeated Siamese Several Times And Colonized Siam... And Secondly The Mongol And Chinese Have Been Defeated... Several Times Even If They Tried To Conquer Burma... And Laos Cambodia And Vietnam Were Nearly Conquered...And They Even Threaten Majapahit (Today... Indonesia)...Their History Is Really Magnificent..
The bonus building attack is actually really powerful for hussar because it allows them to take TCs much faster, giving them a lot more threatening raiding potential. Usually, hussar are too slow to really threaten TCs, because they don't do enough damage to destroy it before you can get reinforcements there, but with manipur cavalry this is a different story.
Additionally, we need to factor the time that goes into researching the lumbercamp upgrades. Burmese lumberjacks start delivering added wood instantly- this compared to enemy Civ who has to expend that quantum of time before cutting same amount of wood. The Franks have a similar farm upgrades free bonus - other than resources it’s the time saved that’s the real advantage there! In the case of Franks there’s a two fold advantage (actually 3) : 1. Resources 2. Time to research farm techs 3. Wood saved cuz farms last longer needing less wood for refreshes. So in case of the Burmese, lumbercamp upgrades for free adds 1. Time to research 2. Resources saved 3. Additional wood for farms or extra farms So it kind of works out more or less the same for both the civilizations
Among the new Civs the Burmese are my favorite! They have exactly all the things I need! Relics, best Halbs in town, powerful castles by housing Arambai inside and a fantastic unique unit the Arambai - no need to build siege with them though they’re quite weak even against Skirmishers. And Manipur cavalry makes all their Cavs amazing in destroying buildings! A bunch of 10 Arambai can take down a TC in 5-6 strikes - these are amazingly OP Defenses are underrated because you tend to use the Arambai for hit and runs and always housed in Castles- and you get Max castle fire with just 6-7 Arambai garrisoned in castles - similar to the Mangudai. They’re super weak and hence best only for surprise attacks otherwise keep them in castles to boost ur defense. Most important economic upgrades are the lumber camp upgrades- and you don’t have to bother about them - best part of the early game! Arambai are weak against siege units tho it supposedly has a bonus but I couldn’t feel any! Battle elephants are excellent as anti siege units tho! My favorite used to be the Franks but now it’s easily the Burmese
It's not the lone Arambai which is broken, but a combination of Arambai with Mangonels. That combo is the strongest Castle Age combo in the game right now. Very few civs can hold against that.
Well, it would be very hard to triple wall against a strong m@a tower civ like Burmese. Once they see you are full walling, they will drop towers right away.
With most channels I like to speed up videos to minimize the time I spend watching but with your channel I don't want to. Your voice is simply too nice to listen to.
The Campaign v. History video led me to think you would redo the Huns overview... But then again, the Burmese are the Burmese, so I can’t really complain. And your video is incredible as always And now, onto the Vietnamese!
Rankings: 1. Italians 2. Malay 3. No one else because those two civs are way too damn OP and AoE2 water balance is terrible as a whole and every naval fight is decided in Feudal Age. I would rather play AoE1 or AoE3 for water battles.
One thing that you forgot about Arambai is that it's probably the best unit to be garrisoned in castle, just 12 of them are enough to make Castle fire the maximum 21 arrows, making Burmese Castle on of the most formidable castle in AOE2 (this is a big step ahead of gunpowder units like Jannisary and conquistador). I think this is the main reason why Burmese didn't get Hoardings
Dude you're the best AoE YT channel out there! Could you make a video in the future talking about your thoughts regarding AoE3 or maybe why you think it failed to be as popular and good as AoE2?
I agree with the Victorian era thing. The heart and core of AoE has always been on the medieval warfare side of things.. AoE3 personally for me was a good game but was not an AoE game. Was more like a spin off of Total War... Also, lets not forget the fact the game absolutely dropped the balls when it came to the campaign. Instead of revolving around actual historical scenarios like prior titles, it relied on some bland, fictional story which imo was a HUGE waste of potential considering plenty of important historical events and battles took place at the time..
Also, range units have a stupidly long reload time, around 3-4 seconds in real time. I tried to micro longbowmen as British, and it seriously wasn't worth it. They just take way too long to reload and they end up getting mobbed by even a very small group of cavalry, if they have more than 100hp.
@@TheWitchking123 The heart of AOE hasn't been medieval. AOE1 is about the classical age, AOE2 is about the medieval age, so it made sense for the series to move ahead in time for AOE3 as it has done before. I would say its there is no deeper reason than that AOE2 is just a better game than AOE3 is.
i loved the arambai for a more obscure reason, their fortification bonus. you only need 12 in a castle to max out its attack (+21), but the flipside is you need to remember putting more than 12 arambai in a castle is a waste.
Burma, my home country in the videogame...like first time. (I thought Arambai was weird romanization--as usual, like Pyay is called Prome--until it was referencing Manipur darts. Ironically Manipur is traditionally enemies of Toungoo...though they do adopt similar horseback javelin throwing similar to the game unit and Manipur cavalry.)
This Civ plus the civ that gives the Relics Food generation is a good combo. Not only can both rush for monks, to get the relics, and the food + gold generation helps keep the gold + food units pumping out.
It's not just cost saved, it's the crucial 30 seconds... when you have 15-40 villagers on wood, they will gather quite a lot more before others have done buying the Upgrades if the opponents can buy it the second they hit the new age
With the free upgrades, you might also mention that you get them on spot when you advance, therefore taking effect sooner (because you just don't have to wait for them to be completed). It's not much, but it still somewhat helps directly after advance (when the resource hunger is probably the direst).
Regarding defence- their castles are especially potent, because garrisoned arambai increase the number of fired arrows quicker than any other unit. They can create arambai to defend a threatened castle and drastically increase its damage potential very rapidly.
Finally this video is out and of course we have the malay video too. Those are the new Rise of rajas civilizations that miss the castle age blacksmith upgrades due to being designed to make other units stronger and give them a powerful unique unit that needs the entire civilization to be balanced around that unit but also they have benefits to their infantry and cavalry with their battle elephants having several bonuses. Only the vietnamese video is left for this channel to have a video for every civilization in aoe2 including the new expansions. The burmese look very good when you look at all their non archery range units, but when it comes to the archery range, I am glad they got a C- grade there even without something that the celts have when it comes to archers. They do have the bracer but still no crossbowman +2/+2 armor for this civilization and usually my playstyle had to change when my crossbowmen just didn't perform when they miss that tech. I played the campaign with not a significant use of arambai besides the few in the first scenario to go raid that king by going down along the side of their map and that was about it. I used siege units a lot in that campaign. But I didn't like how the 4th and 5th scenarios had no villagers and town center to use while the 4th scenario was unique experience and I did after several playthroughs defeat all enemy units before the timer runs out, it was mostly monk fights. That 5th scenario was one that I didn't like their decision of not making it a usual villagers and town center where I could really test out how the burmese perform in general without their archer armor upgrades, but that is something that can be done in the scenario editor. However, the first 3 scenarios were great to use the burmese, but even the third scenario we were missing walls and towers due to religious concerns.
Man, I love your videos! All of them! I remember playing this game when I was in high school and absolutely loving it! This channel has definitely given me some nostalgia. By the way, I think a fun/interesting game to see (I know it would probably take forever) would be playing without bombard cannons/trebuchets. I would like to see how certain civs and people's strategies might change without those units. I love your gameplay videos, I would love to see more :-) Thanks!!
I love your work. Thought I'd argue about the archer line C-; good flush and no word about the Arambai there (amazing cavalry archer)? I'd give them B.
HaBBiSiFy Arambai doesn’t really offset the fact that their skirmishers are the worst in the game and their only trick is Arambai and feudal archer rush.
Much like the Celts, who are very strong with archers early, if not Briton/Mayan level, the Burmese have a pretty sharp dropoff - actually even more so than the former. Hence, C- is an overall grade, averaged across multiple game scenarios. For Celts, they get a C or C- too I think - A for the archer rush; B- for mid-Castle Age and F in the late game. By that logic, Burmese have the early game probably a B+; Arambai settle in with an A-, but literally every archer else they have is pretty much an F all around.
2:24 At least equally important is that you don't have to research them either, making your economy pick up in pace much faster, which matters a lot when doing a Feudal rush.
I would love to see a re-done Teutons Overview when you finish up the expansion civs, i don't play aoe2 as much as i did before but Teutons along with Mongols were always my favorite civ
I always loved Aztecs and it seems the 3k ish gold savings the Burmese get in comparison to Aztecs, and the halbardier combined with good cav makes this basically better Aztecs. Whoop whoop strong dark age rush.... I sincerely apologize for how I structured that sentence but cba to rectify it.
Dear Spirit of the Law. I propose this equation to predict the outcome of battles. This equations works with two homogeneous armies fighting each other as follows: (Attack1-armour2)*Attack_rate1*Hitpoint1*(N1_start^2-N1_end^2) =(Attack2-armour1)*Attack_rate2*Hitpoint2*(N2_start^2-N2_end^2) where Attack1:attack value of units of army 1 armour1:armour value of units of army 1 Attack_rate1: attack rate of units of army 1 Hitpoint1:Hitpoints of units of army 1 N1_start:Number of units of army 1 at start of battle N1_end:Number of units of army 1 at end of battle and same for army 2 I will apply this to examples in your video: 1)10 Brumese Halbeder vs 10 spanish Halbeders --------------------------------------------------------------------------------- I am not sure about attack rate of halbeders but i will assume its 1. and i will assume the number of spanish halbeders at end of battle equals to zero. Applying the equations yields: (13-3)*1*60*(10^2-N1_end^2) =(10-3)*1*60*(10^2-0^2) Only one variable which equals to N1_end=5.4 HP left=5.4/10=54% (your value is 45%) 2)10 Brumese Halbeder vs 10 japanese Halbeders --------------------------------------------------------------------------------- japanese halbeders attack rate will be 1.33: (13-3)*1*60*(10^2-N1_end^2) =(10-3)*1.33*60*(10^2-0^2) ---> N1_end=2.6 HP left=2.6/10=26% (your value is 45%) 3)10 Brumese Halbeder vs 10 viking pikemen --------------------------------------------------------------------------------- (13-3)*1*60*(10^2-N1_end^2) =(8-3)*1*66*(10^2-0^2) ---> N1_end=6.7 HP left=2.6/10=67% (your value is 53%) 4)10 Brumese Halbeder vs 15 goth halbeder --------------------------------------------------------------------------------- in this equation i will assume N1_end=0 while N1_end is unknown (13-2)*1*60*(10^2-0^2) =(10-3)*1*60*(15^2-N2_end^2) ---> N2_end=8.2 HP left=8.2/15=55% (your value is 38%) Its clear that this equation is overestimating HP of winning side but it shows the trend. I appreciate if you give me your opinion on that or maybe we can work together on more accurate formula
I think you've already come up with a good estimate, and even scenario editor results can change by 15% in either direction depending on luck, so I wouldn't worry about the numbers lining up exactly. I think if you were to try to make it more accurate you'd need to start including differential equations, which estimate how quickly both sides are losing HP, and how that rate slows down during the fight, which would eventually lead you to deriving Lanchester's Square Law. By that point you're in the realm of publishing academic papers www.google.ca/url?sa=t&rct=j&q=&esrc=s&source=web&cd=2&ved=2ahUKEwjKvYPHo9vcAhVrJDQIHfVkDkcQFjABegQIBhAC&url=https%3A%2F%2Fwww.aaai.org%2Focs%2Findex.php%2FAIIDE%2FAIIDE15%2Fpaper%2Fdownload%2F11531%2F11360&usg=AOvVaw0RjhuS-Vk6LDu8DXWgWm3c
Spirit Of The Law The paper you shared mentions that ranged combat is more squared while melee is more linear. I tried to change the exponent to 1.5 in the case of battle of halbeders and results got much closer to your results. I think for ranged units with high hitpoints the exponent close to 2 such as elephant archer. For the case of melee attack using 1.5 exponent the equation will be (Attack1-armour2)*Attack_rate1*Hitpoint1*(N1_start^1.5-N1_end^1.5) =(Attack2-armour1)*Attack_rate2*Hitpoint2*(N2_start^1.5-N2_end^1.5) Use this in previous examples: 1)10 Brumese Halbeder vs 10 spanish Halbeders (13-3)*1*60*(10^1.5-N1_end^1.5) =(10-3)*1*60*(10^1.5-0^1.5) N1_end=4.5 , HP%=45% (yours 45%) 2)10 Brumese Halbeder vs 10 japanese Halbeders (13-3)*1*60*(10^1.5-N1_end^1.5) =(10-3)*1.33*60*(10^1.5-0^1.5) N1_end=1.7, HP%=17% (yours 17%) 3)10 Brumese Halbeder vs 10 viking pikemen (13-3)*1*60*(10^1.5-N1_end^1.5) =(8-3)*1*66*(10^1.5-0^1.5) N1_end=5.9, HP%=59% (yours 53%) 4)10 Brumese Halbeder vs 15 goth halbeder (13-2)*1*60*(10^1.5-0^1.5) =(10-3)*1*66*(15^1.5-N2_end^1.5) -N2_end=5.5, HP%=37% (yours 38%)
I applied the 1.5 law also on knights and swordmen. take into account attack rate 1/1.83 and 1/2.03 1)generic Longswordmen vs Knights without bloodlines (11-4)*1/2.03*60*(27^1.5-0^1.5)=(12-2)*1/1.83*100*(16^1.5-N2_end^1.5) N2_end=4.9 , HP%=31% (yours 34%) 2)brumese Longswordmen vs Knights without bloodlines (13-4)*1/2.03*60*(27^1.5-N1_end^1.5) =(12-2)*1/1.83*100*(16^1.5-0^1.5) N1_end=4.3, HP%=16% Strangely in the second case it shows the longswordmen win not knights
I would replace Slavs with Teutons. Those cheap farms helps save a lot of wood(especially in Castle when you're eco is on farming simulator) so you can plop a monastery without much concerns for wood. Also that healing range being doubled means the monks can heal your expensive knights/Teutonic knights safely at the back or behind walls.
I selected Aztecs because of their eco boost and 95 HP is not just a extra HP. It makes a huge difference in the long run. I prefer Aztecs monks because they don't die easily and resources are more valued. Of course, Spanish, Burmese and others have their good points too. But yeah, probably in castle age Burmese get advantage in a monk war.
@RuneDillen In a monk war Aztec converted monks die, while burmese monks become aztec monks, so Aztec > Burmese in monk war. I would however go with Saracens in a monk only war.
Burmese are fun if you aren't an archer fan. And yes, they're definitely a good choice if you're "Monk curious" due to how accessible the techs are. So what's coming up next, Spirit? Top 5 Siege Civs? Top 5 Unique Units?
Good job, spirit! Burmese are very strong on a lot of different things, one of which is destroying buildings XD. Maybe masonry weakens a lot manipur cavalry but elephants still have a good bonus against buildings and, if you add some rams or trebuchets, they can be a mass building destruction machine (but khmer are the truly masters of south asian siege. khmer battle elephants plus heavy scorpions is a deadly duo). Burmese are one of my favourite civilations and i'm looking forward for the vietnamese overview. I used them in a couple of battles but they seem a bit underpowered than the other south asian civs. Even in team matches, where their team bonus and unique techs shine most, they are in a pretty akward position in my opinion. Because they haven't the best defenses for a support player and in my opinion they also don't have a very strong unit or a very strong combo of units to be really threatening. I understand the concept about Guerilla-style gameplay, but they seem a bit fragile for a team match support civilizaion.
lemmonsinmyeyes I assume because 25s at 20% faster is negligible with the 12 or less villages which you'd have at that stage, I'm sure he did the maths and it wasn't worth putting in the video.
LuMnOsITi not really. The time I takes you to click, and upgrade, could be one or two hauls of wood. Depending how many you have on wood that could mean a lot.
Daniy Tyshkevich The thing is, that's the number 1 upgrade everyone is waiting to click as they hit feudal, and you only have the villages you went up from dark age with, so it literally would be those 25s with dark age villager numbers
Daniy Tyshkevich Ok just for you I've done the maths. Based on the collection rates from this SOTL video: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-ptOemyCGDDQ.html 13 villages gather ~1550 wood in 5 minutes, give or take. 1550/300s, *25s = 129 wood, 20% faster for that duration would increase your wood by 129/5 = just under 26 wood. Apparently this wasn't enough to make it worth a mention in the video.
I also did the math and only afterwards I found your discussion here. So I share it I assumed you (Burmese) and your opponent are hitting Feudal Age with 8 lumberjacks. If your opponent clicks on Double-Bit Axe right after hitting feudal age, the Burmese bonus still puts you 15.52 wood ahead of your opponent. If he delays the Double-Bit Axe update, it gives you 0,6208 wood per second s advantage In castle age I assumed 12 lumberjacks. In similar situation just now with Bow Saw, this puts you another 55.86 wood ahead of your opponent. If he delays the Bow Saw update, it gives you 1,1172 wood per second advantage. So at the beginning of Castle age you have a guaranteed advantage of 470 resources (150 + 250 + 15 + 55). This can easily go up if your opponent delays his wood updates and I can imagine situations where this goes up to 600 resources advantage, mostly because of Bow Saw delay (after hitting castle age many people focus more on the army and another town center rather than wood upgrade, so I can imagine 2 minute delay)
Mr.Halogames It's not that AOE 3 is hated, it's just not as loved as AOE 2. Nowadays the developers only focus on 2 releasing new stuff and patching making it even better and therefore bringing more people to it, while 3 is just slowly rotting away.
Mr.Halogames 3 plays out really differently. It's hard to compare Sword+Bow+Catapult gameplay with a Musketeer+Skirmisher+Cannon gameplay. It comes down to personal preference. I prefer Guns, but I can see why many people don't.
Some things I didn't like about aoe3: - No European nor African maps or campaigns (aoe2 world seems bigger in comparison, what happened to the thirty years war, the Napoleonic wars, Prussian wars, etc (this was included in Napoleonic Era mod though) ) - Military units created in batches while villagers won't (unless you play with Russia) - The maps feel small in comparaison to aoe2 - While water combat looks amazing, you cannot make tons of ships (amazing armada of 10 ships isn't amazing) - In general building limits, cannot make a lot of outposts, etc
I feel you underate the free wood tech a bit, as they are not just "free" they give you time where your villagers gather faster than your opponent ones, and that is more ressources than just the price of the upgrade. I'm not a good player, so i dont know how many villagers are on wood in a water map when you get to feodal, but i know that you get about 60 seconds where these villagers gather wood faster than your opponent does. it could give you about a ship or 2 in ressources over the already free tech. Anyway great video again! just wanted to point that out :)
10:38 I love how you put the new price (5.8 balance patch) of the Arambai =) Sparing the need of an annotation later^^ Will you do a video about all the balance patch changes and why they are done / what strategies are affected ?
Hi Spirit, have you ever considerd the arambai as a sniping unit (much like Shotel Warriors) for TC's? After their Unique Tech they destroy (when massed) TC's in an instant ^^.
The civ bonus saves you more wood... Assuming a generic civ starts researching it as soon as they reach the specific age, you'd still save wood equal to the % increase of the wood you'd earn over the research time of the technology.
You forget to take one thing into account about eco bonuses. Say my opponent and me hit castle age at the same time, and have the same amount of lumberjacks, my bonus hits the second I hit castle age, while he first needs to research it. Even if he hits that research button the second he reaches castle age, I will have 20% more wood till his research is done, and that goes for every age. That is usually quite a bit more then I make by saving the cost. Of course you cannot put an exact number on that, but it should be quite significant.
Their early flexibility and unit combos synergize well - I can think of no death ball more annoying to deal with than battle elephants + arambai with hussars to raid or clear monks. arambai decimate pike line and elephants defend arambai against ranged attacks. You can get cheaper faith and may have your own monks as well, and get to this point with a variety of options from their wood bonus helping eco to more stabby infantry.
This guide definitly need an update due to the siege elephant added to replace rams ! I'm curious to see how they're impacted by the burmese bonus. NEVERMIND they don't get acces to them...Strange for an elephant civ.