I remember a long time ago someone asked you to never take the Goth's gameplan out of the intro, all these years later I'm happy to see its still there. Keep making great content man.
@@novkorova2774 you cant speak of attention span when my intention is to not give attention to it at all. I think its obsolete, just have a 3 sec intro like normal humans
This is the Star Wars Galactic Battleground faction: garrisonable mills and self regeneration shielded units. Both mechanics were also in that Genie engine game before.
Shields had a different mechanic though, and the herdables weren't garrisoned in the mill equivalent, it was in a separate building called the animal nursery.
There was also huge snowballing potential for garrisoned animals because the food generation rate was upgradeable, and many map types had a lot of bonus animals that would spawn in. I remember frequently playing without ever having to build farms
As for livestock garrison choice, I saw viper ungarrison them progressively to greed out heavy plow farms with something like 22+2 fast castle. They trickle an equivalent of 1 villagers on food, so one can argue that it has little impact on late game, so it maybe makes sense to go up 1 or 2 vil faster and get 3 tc on castle age faster which translate to something like 4 villager lead in mid-game.
@Bryce Pruitt the trickle is calculated based on the amount of food garrisoned, so animals with more food will generate a greater trickle. But with the decreasing returns from higher amounts it isn't really relevant.
I don't know if you would want to plan to pull out sheep as part of a build order, but if you don't have enough wood for farms because your economy got disrupted or something you are almost certainly better off pulling out a sheep or two. Keep in mind that the eighth sheep garrisoned for a full sixty minutes will generate less than 100 food.
I really appreciate SOTL for putting closed caption for his videos like this. It’s not like I can’t understand spoken English by him or others but due to my health condition that sometimes couldn’t hear properly or focus on what being talked about. Again, thanks for the subtitles. Cheers!
From all my time playing Star Wars Galactic BG, garrisoning herdables is ALWAYS the superior choice. Take any set of regular games where you can start with 0 to 18 herdables nearby (this meaning you're also zipping into enemy bases to take their herdables) and compare that income with having to put the 'mill' and chopping all the wood for farms. The difference is abysmal.
CAN SPIRIT OF THE LAW DO A VIDEO TO SEE WHETHER HIS VIDEOS HAVE AN EFFECT ON IN-GAME PLAYSTYLE/STRATEGY AND CIV CHOICE IMMEIDATELY AFTER THE VIDEOS ARE PSOTED ON RU-vid?????????? :D :D
@@4Usuality I play it with the Expanded Fronts mod, which takes many current AoE2 ideas and retrofits them to make each civ even more unique, along with adding newer civs from recent movies.
Always enjoy your analysis vidoes. I appreciate you providing the starting build order guide for them. I haven't spent enough time with them to learn on my own how to maximize the mill bonus.
Aw hell yeah the intro is so sick! It's been absent a lot more lately it seems but that only gives whatever videos that do have it more emphasis. Like, grab the popcorn it's Spirit of the Law time
I've used them a few times and liked them a lot - wasn't even thinking about the attack bonuses just the -10 food cost. Since it's at least a ranged unit that can keep up w the rest of my army.
It's funny to me that gurjaras can place sheep in the mill as a star wars galactic battlegrounds player of old, putting herdables in the "mill" is a core concept of the game, a game that started as a mod for AOE. Now AOE is taking ideas from them! It's a really cool circular piece of game development, if they did get the idea from that game somehow :)
Could be neat if they maybe add some sort of templar knight or such that can convert and be a strong melee fighter, like the Jedi Knight and Master. Or unique looking villagers. Seriously, Galactic Battlegrounds had a unique villager for each civ. I feel like they could at least show some variation there.
@@willemverheij3412 yeah I adored the villager design in that game, my favorite was definitely the gungan villagers because they looked so funny, empire had the coolest ones though :p I loved the descriptions on units too in the game, when you created them. It felt very alive and true to star wars
@@4Usuality It was yes, it had a great soundtrack and every unit seemed to have different creation sounds for each faction. Only thing that bothered me was fully upgraded troopers all hauling a gun on a tripod around, that looked silly and felt more like it should have been a separate unit. Well that and air units didn't really fit with the gameplay, that would work better on the AOE3/AoM engine because that one allows all ranged ground units to fire at air units.
@@willemverheij3412 SWGB had a different unit graphic for each unit, that was sick. Although the audio and graphics were quite bad and outdated IMO. Also some ideas (like the mortar trooper) and fighter combat felt somewhat poorly executed or incomplete. Still, a very entertaining game. Just downloaded it again a few days ago and had a blast with it. Spamming Stormtroopers against the rebels is always a plus in my book >:)
@@riukasoulripper8252 Yes, even on release the game looked dated, but it's a lot of fun and I like how it has a lot more factions than Empire at war which is objectively better. Also I think we're just starved for Star Wars Strategy games since these two are the only worthwhile ones, if there's even any others. Sometimes I still play it, we played it back in college too, before the expansion. I always played trade federation and spammed destroyer droids which where overpowered before the expansion nerfed them to deal less damage to buildings. I loved how they did get the sounds right even though the sound quality could have been better.
I feel like a decent part of why they have such a high win percentage is that so many of their go to units, either few or no other civ has. So if you are not used to playing against Gurjaras or especially if you are a new player, figuring out how to counter them is difficult.
That, and the fact that they're broken. The get too many, too varied bonuses. And their unique units are heinous to play against. I really despise this civ.
They are insane. Underwater winrates against the following civs though if you’re getting bored of losing to them: Sicilians 47.43% Poles 48.10% Hindustanis 48.58% Mayans 48.72% Teutons 49.34% Aztecs 49.67%
It's also extremely convenient that both their counters to the most common units are created in the same building and use the same upgrades. Something that good requires more sacrifices elsewhere than just a bad Barracks.
Chakrams no contest, they are ranged unit with decent range and decent move speed, they would do especially well against eagles than 2hs that would probably never catch the eagles with their speed and wonky melee pathing.
@@TophuPaint How you people proclaim such nonsense with such confidence is astounding. No, camels do not trade evenly with eagle warriors, they lose horribly. Please do not make camels against eagles.
@Tocaraca 1. It depends on which civs eagles and when in the game it is. 2. My brain went to Imp camel vs elite eagle, in which case what I said was correct. In retrospect, I realise gurjaras don't even get imp camel so it's not really relevant. 3. You're more generally right than I am. It was a dumb comment. I hope my ramble explains how I got to a crazy statement
I would say that Gujaras are little harder to play even at the later stages, considering that they kind of lack direct raw power unit like knights (theoretically there is elephant archer, but that has never felt like great unit), they are more about counters, so good scouting of enemy is essential. That being said, their specialized units excel in their fields, so that is a plus.
Imho the biggest effect of frontier guards comes when fighting hussar. Their damage is reduced from 8 to 4, meaning even a handfull of camels can clear up a raiding party without problems.
@Ferbujosbe I'd rather the game introduce some new ship types that can construct sea-based static defenses, like walls and sea towers. Sure, there's the risk that players will lame the enemy's Docks, but if these defenses are restricted to Feudal Age, I think it'd be workable.
Whoa I'm quite on off about AOE but seeing a civ from where I live (Gujarat, India) is quite the shocker. Great job for this analysis and bravo MS for still adding content to this game!
Basically, in the newest expansion to AOE2, they split up the "Indian" civilization into four different civs. Bengalis, Dravidians, and Gurjaras are the ones in the "Dynasties of India" while the Hindustanis are the replacement for the old Indians.
@@Toonrick12 and some people are still not satisfied and want the dravidians to be split bruh.. no one would have thought the indians would be split into 4 or even the devs would do anything like that.
@@sriramsakura the devs will have their reasons for doing it that way. maybe they just wanted to cover a certain larger area than now adding a single civ from that area.
I would be really interested to see a deeper dive into the math how much food and in what time taking the sheep past a certain point vs leaving them in the mill gives. My guess would be that leaving them in gives you much more food over time, but that there is a temporary large resource-tempo advantage from pulling them out after berries and before farms.
Taking a page from the SWGB book is fine with the garrisoned herdables, but I hope they won't overdo it in the future. Flying units that can turn invisible would be a little bit OP xD
Ah yes, the civ that has a unit that auto-wins against all ranged units and a unit that auto-wins against all cavalry units. And a unit that auto-wins against all infantry units. Completely fair and balanced civ
What ruins it to me is the Srivamsha Rider. It has no reason to be so fast AND to counter ranged units so hard that they become almost a non issue Way too overtuned for what it wants to do
Third unit is almost auto win against archers as well tho with the new change to it being 100% pass thru but lower attk i need to experiment a bit more b4 i have a solid ans but in all my experience its an auto win against archers
Only one that's "broken" is the shrivamsha rider which is a super cheap cost for extremely high potential. Inca also have an "auto-win" unit vs cav, range, and infantry but they aren't op because of that and still counterable. Shrivamsha allows you to just avoid any fights you don't want to take while also not being a big deal if you are caught off guard with them
@@Mattroid99 It wasnt enough to make them the fastest unit in the game they're completely invulnerable to mangonel shots too! It is actually the definition of auto-win as you cant even protect your archers with siege and good micro.
I really like the Gurjaras they are actually one of my favorite civs. Especially because they seem to be mad perfectly for me. I love camels and cavalry in general. The start is a bit tricky, but I like how unusual it is.
I cannot really agree they are decent on water in early game as you mentioned as you essentially have to choose if to build lumber camp and then dock (giving up the sheep bonus) or building a mill, lc and then dock (making you a couple of fishing ships behind). Just my 2 cents, thanks for the great video :)
PLEAASE when will you make a series to compare the techs & units of civs with their actual historical options? Incas would be fascinating to see in this comparison
My first encounter with the Gurjaras was in Michi 2v2, I could not believe that the Shrivamsha Riders all survived against my mass of siege onagers. I was so angry at the time...
Hey Spirit! Are you planning on remaking older civ's videos, since so much has changed? For example, I love playing Celts and would enjoy a new video with the defenses and trash units review. GGs!
They feel similar to Incas in that they have three unique units, with each of them being a good counter against a certain unit type - and taken together, countering everything: Eagles - soft- to hard-counter ranged units. Slingers - hard-counter infantry. Kamayuks - hard-counter cavalry. You hardly ever need anything outside of this unit triangle. I prefer Incas due to the versatility of the Eagles, though.
incas sadly are much weaker as free single llama can't compare to -25% food and herdable garrizon, and their team bonus is useless and should be changed (how about making the llama the team bonus?)
Eeagles are more of a regional unit though Still I still your comparision, though Gurjaras kinda break it in most aspects considering how polarizing their units are (Chackram Throwers even trade well against Arbalesters too), and the food discount makes everything they have stupidly spammable Plus Incas are a lot more balanced in terms of options and start (Their tech tree is very wide and versatile while Gurjaras are more specialized) Kinda off topic but I think Camel Scouts should become regional units, as it gives some interesting weaknesses at the early game due to their cost
0:50 "Hopefully this overview will help" I would actually love to see stats on if your videos cause an uptick in play of the civ you covered, and if that uptick in play had a specific average elo, and if that uptick in play caused the civ to become permanently more popular.
Damn, the original edit was 17:31 and I shortened the outro by 2 seconds to make it 1729 as an inside joke with myself (for an Indian civ after all). Didn't think anyone would catch that, but I'm stoked you did. Respect!
Anyone remember the unwinnable situation that was being YOLOed by a Gurjaras player FC into armor elephant rush? Damn things were siege ram+ in castle age with zero investment aside from the age itself and a workshop in your opponent's face! The fact that they are still above cap ram is ridiculous! An IMP AGE ram with a cost and time is weaker than this thing.
I see Gurjaras as a very good Hussar spam civ.. Your Hussars do 40% more dmg, thats compensating for the lack of Blast Furnace. They're cheaper than other civs, and you spent your gold on their unique units to counter Halberdiers.
After the releas of DoI expansion, Gurjaras become easily my n1 civ. I do not hunt or kill herdables in game (sometimes with the exception of wild boar, but most of the time, I refuse to kill those beautiful innocent creatures), and in games with other civs, my herdables are just roaming around TC. Gurjaras offer me an option for my herdables to bring contribution to the game (although I'm not too happy about their civ bonus, if my ally do not have camels and elephants, such as mesoamerican civs, I contribute to them no advantage). And yes, I'm not even aspiring to be pro or meta player, I'm RP enjoyer of the game.
Hey, Spirit of the Law! I'm upset to myself that I found you that late :D. I really like your videos and I want to translate them Turkish! But seems like you have to open it somewhere on RU-vid Studio. I remember few years ago public was able to translate and submit subtitles but probably RU-vid has changed it. I hope you see it, have a great day!
Thanks for the great review, but I have to say I was eagerly looking forward to the squarespace-ad but you couldn't quite keep up to your earlier standards for entertaining ads 😂
Shirtless man on horse with shield, regenerating energy barrier to block arrows. Man in full armor and bigger shield, not as good at deflecting arrows.
Would you say they are like Incas in that both civs have many situational non-trash counter units? except that Gurjaras are cav based whereas Incas are infantry based. Maybe a comparison video between the two if you agree?
It’s weird that they have the Elephant Archer when they focus on mobile mounted units. It’ll make more sense to give them Cavalry Archers to tackle down enemy Halbs. Chakram throwers are slow and can’t keep up with the other mounted units
SOTLs notifications hit my dopamine receptors more than 12 lines, not even joking! (Actually Im joking, just wanted to emphasise how happy it makes me)
He does mention it, along with ballista eles, mamalukes, camel archers, and flaming camels also benefiting. It appears as a popup when he's talking about the team bonus.
I wish you would have said more about the sheep in mil bonus. For example, is it better to divide 8 sheeps into eight mils? Is it a good idea in teamgames if my teammate sends his sheeps to my mil or not worth the costs?
Here's something I don't think your videos have covered: How cost-effective are Camels against the Light Cavalry line? I know Camels slaughter them, but just how cost-effectively do they do so?
@Spiritofthelaw The Civ bonus of their cavalry doing more bonus damage, is that more bonus damage to things they already do bonus damage too, or just more damage in general?
Does the Gurjara Bonus also improve the new Persian teambonus? Do Dravidian camels get +2 against archers flat or with the "Mounted units deal additional bonus damage +20%/+30%/+40%" bonus added on top of that?