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What the Mountain Royals COULD Have Been (LAVAnilla Episode 1) 

RobbyLAVA - Age of Empires Theorycrafting
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Go check out my friend's game SCRAPBOTS: www.kickstarter.com/projects/...
RobbyLAVA Channel Poll: forms.gle/fdBWKkZWw9jjTdaj8
Presentation Link: docs.google.com/presentation/...
Discord server: / discord
Chapters:
00:00 Good to see you!
01:25 What is LAVAnilla?
04:07 Scrapbots
04:45 Tech Tree Adds
08:07 Flavor Adds
09:06 Georgians Intro
10:35 Georgians Overview
15:28 Georgians Themes & Flavor
19:09 Armenians Intro
21:15 Armenians Overview
25:28 Armenians Themes & Flavor
29:43 Persians Intro
31:09 Persians Overview
37:14 Persians Themes & Flavor
41:24 Conclusion

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7 авг 2024

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Комментарии : 96   
@robbylava
@robbylava 2 месяца назад
POST-UPLOAD EDITS & IDEAS (also available in Speaker Notes on the prex) - If individual upgrading isn't possible for the Fortified Church, it could be an upgrade to ALL Monasteries available at the Monastery itself from Castle Age (like a Tower or unit upgrade). Should probably cost a healthy amount of Stone along with Food or Wood GEORGIANS - If free Redemption & Atonement proved too strong, could change it to something like Free Redemption ONLY or Free Atonement & Theorycracy - If Hymns of Repentance effect proves unfeasible, could instead greatly speed garrison regen (on top of Herbal Medicine) - If Didgoroba effect proves unfeasible, could instead give cavalry substantial regen (like current Georgians but stronger) - Tadzreuli getting bonus stats when carrying Relics was, as mentioned, something of an afterthought; if this proved unfeasible, could very lightly crank their base stats (like +5 HP or something) - Warrior Priest (as it currently works) COULD be part of the Georgians in lieu of the Tadzreuli, though I would only want to do so if the latter somehow proven completely impossible to implement - Another difference form the official tech tree that I forgot to add: they should 100% be missing Hand Cannoneer PERSIANS - Strongly considering returning double HP component to TC bonus; it’s iconic and at least plausibly historical - Castle UU could also be renamed to the “Panjagan”, leaving the Stable UU to be called something like “Aswar” → “Grivpanvar” → “Pushtigban” - 25 Wood Archers off of Paighans is too scary, could instead make the tech set them to 45 Wood and M@A to 45 Food (also removing Supplies in the process); also debating giving Paighans a training speed bonus - If M@A proved too weak, could give them back Longswords (but I’d be a little hesitant to do so) - Many people were displeased about Blast Furnace being missing - to balance it out, could give the Grivpanvar line bonus Atk at max upgrade to balance it out or even give Asabar Nipik +2 Atk for the Grivpanvar line. I think it’s important that NOT all Persian melee units get this bonus, but ensuring they have one fully-upgraded option seems very reasonable. - CLARIFICATION: As mentioned in my original Persians build, the late Sasanian military was VERY powerful but had some distinctive flaws that I’m trying to capture here. “Discipline” is not really the right word for it: “endurance” would be a more appropriate descriptor, particularly among their rank-and-file. Morale issues without commander oversight were also a consistent problem, necessitating more micromanagement of the army than was feasible as resources became stretched. - It turns out that Central Asian architecture would probably be MUCH more appropriate for the Persians; it’s appearance in game was actually heavily based on Sasanian-influenced building styles! Thanks to everyone who's given useful feedback, and to all of you for watching the video! Hope you enjoyed.
@robbylava
@robbylava 2 месяца назад
To the sneaky buggers who found this video early, touche! I've been well and truly outfoxed.
@Giagrus
@Giagrus 2 месяца назад
WELL DONE SIR. Gotta say an improvement and definitely like the new format. Looking forward to the mods. Definitely like the new way of staying inbounds of what can be implemented in the game so far.
@robbylava
@robbylava 2 месяца назад
Really appreciate you saying so man! Here's hoping I can deliver more like this in the future.
@athomicritics
@athomicritics 2 месяца назад
this dlc should have also done the following : -Give a new architecture set for Georgian , Armenians , Bizantine and Bulgarians -Give Persia the Central Asian Set
@robbylava
@robbylava 2 месяца назад
Yep! I mentioned that in my Flavor Adds -- actually did a video on a proposed Anatolian Architecture set just last week! Persians getting Central Asian arch makes a *ton* of sense but I forgot to add it lel. Has been included in my pinned comment!
@kostariusevmenid7289
@kostariusevmenid7289 2 месяца назад
Holy...just found out your channel and your theorycrafting is just so enjoyable. Well done you!
@robbylava
@robbylava 2 месяца назад
Why thank you! Extremely kind of you to say, I hope you continue to enjoy the content!
@kostariusevmenid7289
@kostariusevmenid7289 2 месяца назад
@@robbylava I hope so too but extremely kind? You invest properly on the matter up to the point of thematic crest, architecture of the given civ, and the top of the top for me, projecting the actual historic attributes of the civ into the game. My dear it's a job all well done.
@robbylava
@robbylava 2 месяца назад
@kostariusevmenid7289 it really means a lot to hear that from you, thank you
@DreameverCompany
@DreameverCompany 5 дней назад
I love both your vanilla videos and your boundry pushing videos. Both are necessary and each one scratch a different spot of my mind. When you make a new civ you could make it vanilla and add a section for boundry pushing. Or make 2 different videos of the same civ, one for boundry pushing, one for vanilla. Many tabled ideas could go into the boundry pushing section/video.
@robbylava
@robbylava 2 дня назад
That's pretty much exactly the conclusion I came to in some of my most recent builds!
@WillyMacShow
@WillyMacShow 2 месяца назад
ahhh i love when i get recommended your videds
@robbylava
@robbylava 2 месяца назад
Hehehehe thanks my friend, love seeing you in the comment section
@KarlKapo
@KarlKapo 2 месяца назад
Willy showed his Willy to me :*
@slkdfjklasasdfasdf
@slkdfjklasasdfasdf 2 месяца назад
Thanks for your awesome analysis of the issues with the official Armenian civ build in the game, and your new LAVAnilla build! You really did your homework, especially with your understanding of what a Khachkar is - I've never met a non-Armenian who knew. And thanks in general for staying committed to sharing creative yet historically flavorful ideas on all the civs from the Mountain Royals.
@robbylava
@robbylava 2 месяца назад
It's an honor to hear you say it my friend. I'm very glad you liked the designs so much! Hopefully we'll actually get to see them in action sometime in the not too distant future.
@bjarkekiaer
@bjarkekiaer 2 месяца назад
A Robby video with a new concept? Sweet! It being making civs that are more aligned with the game as it is? Also sweet! Well, to me at least - you know I like my changes to be not too big, Robby. Your other theorycrafts are excellent, make no mistake, but there's just something special about trying to get the most out of working within the confines of something already established. Also, as you said, these would be much more likely to work as mods. Now I kinda wish I could make actual mods... Oh, and the wisent (or European bison) is still alive and kicking. It was hunted to extinction in the wild during the early 20th century, but thanks to preservation efforts with wisents in captivity, there are now animals in the wild again. So the European and American bison share similar and very tragic stories, but thankfully both with happy ends! Gotta love it when preservation efforts pay off (although it would be much better if they weren't needed in the first place).
@robbylava
@robbylava 2 месяца назад
I was thinking about you a lot while I was making these ones! I hope you feel like I have succeeded in curbing myself while still coming up with some cool and appropriate ideas. And I had no idea that the wisent actually managed to bounce back! That's so cool!
@bjarkekiaer
@bjarkekiaer 2 месяца назад
I'd say you have for the most part. A couple of things are a bit out there - but it wouldn't be a RobbyCraft otherwise, haha.
@astalastralis
@astalastralis 2 месяца назад
Thank you for the great video Robby, so I want to share my opinions these features (I like to mod AoE 2 in the genie editor so I have some knowledge about data implementation): - As of right now, individually upgrading a unit is impossible, but I think that with may be more DLC, this feature could be available. - The tower elephant already existed in the "Romae ad Bellum" mod. It is called the Maharaja, which basically increase its speed when garrisoned with infantry, or increase its projectile amount when garrisoned with archers. - I really like the Svan Tower UT of the current Georgian, as I think its a cool feature, although your Hymns of Repentance is also really interesting. AoE 2 right now actually does allow you to convert unit using military units (the devs might use it in the next DLC), but I'm not sure if it extend to buildings. - As of right now, the Didgrodoba effect is also impossible, but considering the devs have also made a unit kill gain something action, I think that this effect could be happening in the future. - I'm not sure what purpose for the Monaspa will be, may be hunting range units, as melee units usually spread out when fighting. It would be really good at countering steppe lancers though. - Monk and Monk with Relic is two completely different units in the data, the same with the normal Priests and Warrior Priests, so they could easily have different stats, although the common feature between them is that when carrying the relic, the can only drop it or move, so having extra attack while carrying relic is probably useless (the unit when carry the relic held it with both hands). May be you could make the Tadzreuli carrying the relic provide an attack aura buff ? - As of right now, negative regen actually does not reduce units HP, although it would probably the easiest features for devs to implement, considering they already have it in other games. - Armor aura also doesn't exist right now, but I'm not sure if it's implementable due to how the armor and attack class work in AoE 2. - What would the Ayrudzi role be though, as you have really bad range and mediocre siege options. Like being tanky but you don't have any follow up feel weird. Also, feel like getting 3 or 4 relics (including the one you spawn with) just make the Ayrudzi way better compare to Paladin as they have much cheaper cost and unit upgrade cost - If we are not going on stone early, 2TC 2 Caravanserai vs 3 TC is an interesting choice player have to make. - I feel like there should be one more bonuses for them to make them stronger in their power units, for example, the armor bonus that make them get reduced damage from their counter in the original docs. As of right now, you just have somewhat generic cav and infantry that train faster and upgrade cost less in the imperial age, which I think make its somewhat boring for players. - The Armenian Imperial UT is a bit boring while also steps on too many territory of other civs, so personally I feel like you should change its to stats buff for their power units for example. - For the tech tree, I feel like its too limiting for castle age even if you want to focus more on the history. Even if you get 3-4 relics in the Castle Age, I still don't think Ayrudzi is completely oppressive to the point of not being unable to counter, when compare to some thing like Conquistador or Arambai. For civs that don't have crossbow, Spanish have Conquistador, and Bulgarians have one of the strongest late Castle Age knights and Krepost to defend themselves. As for trash units options, Turks power units is mostly ranged and siege so they can easily converse them, and their light cav and hussar is stronger at raiding. Where as Gurjaras have extremely strong castle age and early imp so they don't usually go to the trash war anyway. - The Persian is just absolutely great, hats off to you for the wonderful idea sir.
@robbylava
@robbylava 2 месяца назад
Wow, thank you so much for this great review! I'm really glad you liked so much, and I'm ESPECIALLY excited to see you share your thoughts on the feasibility on some of these! That is unbelievably helpful for me, and I thank you very much for it. I'm not even really sure where to start, but suffice to say I think you have a lot of really great ideas here. Your points about the Armenians are especially good -- changing the imp UT to reducing bonus damage is actually quite clean and would certainly help out their late game power. Per the Ayrudzi, I envisioned them as something of a fast meatshield, getting in the enemies way and being super annoying to deal with. Something that I consider doing for them was to have collecting relics also reduce their gold cost, but I felt like that might be too much. Do you think that would be a good way to help the unit establish more of a clear identity? If you are at all interested in helping me with projects from a modding side, by the way, please do fill out the poll in the description of this video! Or, alternatively, join our discord and drop me a PM. If you are potentially interested in helping me implement some of this stuff, I would absolutely love to have you aboard. But that's completely your call though! Either way, thank you very much for your consultancy. If you would like to discuss any of the topics you brought up further please let me know! There was just a whole lot to go over, so I had to pick my battles in this first comment hehehe. Also happy to discuss over Discord if you prefer.
@astalastralis
@astalastralis 2 месяца назад
Actually, I'm already in the discord from the last month, just have been very busy so haven't been active, might start to be more active and present some civ build for fun when I'm free For the Ayrudzi, The unit could lean in into be more tankier, such as innate bonus damage resistance for example. Or may be add crowd control to it such as aura effect to reduce the movement speed or attack speed of non siege-land military units, like a zone control could be another way
@robbylava
@robbylava 2 месяца назад
@astalastralis oh cool! Good to have you there. I would be personally somewhat reluctant to make this unit even tankier, since I think it would probably stack too hard given the HP relic thing. Making it cheaper seems like a pretty cool option to me, that way it could almost work like a trash replacement, which this civ definitely wants. Maybe could have conversion resistance or anti monk damage, since that's already kind of related to what it's doing with the relic thing? Also, are negative auras like what you describe there actually possible in the game?! If so that's great news for me!
@epicseadragon1692
@epicseadragon1692 2 месяца назад
Very cool format! I like that these builds you're suggesting are "easy" (read "feasible with reasonable effort") to implement and I'd look forward getting the mods!
@robbylava
@robbylava 2 месяца назад
Thanks for saying so! Really glad you're enjoying thus far.
@pierrotnasse
@pierrotnasse 2 месяца назад
i LOVED the concepts and the mini-reworks heck, i think almost all of them are mod-able (the chance-to-convert tech of the Georgians could be tricky) if you do another one of those, i hope you include a more "medieval" Persians (if i remember correctly the sassanids were from the early medieval period)
@robbylava
@robbylava 2 месяца назад
Thank you so much for saying so! Really, really glad you liked them. Completely agree that the Georgian conversion thing is probably the most boundary pushing here heheheh. I do have an alternate proposal in the pinned comment and the speaker notes of the presentation! I don't know if you got a chance to catch the video I did where I talked about splitting the Persians into a bunch of civilizations, but pretty much every one of the proposals I made in that video will eventually be seen on the channel someday! So I can promise you that medieval Persia will be covered very, very thoroughly.
@anshio2192
@anshio2192 2 месяца назад
I'd like to mention that as a georgian myself who is familiar with our history i quite like your redesign i think the svan towers are not the best idea since they were mainly used for housing and defence from avalanches also monaspa bonus is not random the motto of Georgia is "strength is in unity" and the unit references that
@robbylava
@robbylava 2 месяца назад
Hey! Thank you so much man, I really appreciate the compliment! Completely agree with you about the towers, they are certainly pretty but I feel like people fixate on them way too much. And another commenter did recently tell me about that motto being used to inform the monaspa ability! Extremely cool piece of trivia, and it definitely makes me like the current one better, though I still feel like it's not the best way to handle the unit personally. Thanks very much for taking the time to share your thoughts. Glad you enjoyed the build and hope to see you in the comments on future ones
@PhoenixAlaris93
@PhoenixAlaris93 2 месяца назад
*sees Persians stuck with Man-at-Arms and takes a sharp breath* I dunno about that one, chief. Seems a bit too big a nerf
@robbylava
@robbylava 2 месяца назад
I'm honestly not sure! I ran the numbers a bit and, considering that they would only cost 45 food each and zero gold, I think they might have a little more impact than might be initially anticipated. Especially because they technically are fully upgraded in Castle! Being able to spam your opponents with a flood of these guys before Imperial age even hits could unironically be pretty solid. If it ended up feeling too oppressive then I would be happy to adjust though. And since these builds are far more implementable, we are likely to be able to actually test them out in a mod hopefully in the not too distant future!
@Grevnor
@Grevnor 2 месяца назад
Oh, hell yes.
@KarlKapo
@KarlKapo 2 месяца назад
Would love to see a series where you revise official civs ^^
@robbylava
@robbylava 2 месяца назад
Thank you very much for saying so! Given that people seem to be enjoying this format I fully intend on continuing it.
@danielalejandrobarramartin5193
@danielalejandrobarramartin5193 2 месяца назад
SO with the Svan tower You build first a house, then upgrade a second floor house an at the end they transform into the full tower, SO that building can be useful to defense, population and Even attack 👌
@robbylava
@robbylava 2 месяца назад
Don't hate that idea! I did something similar with my Jurchens build. My main issue with putting them on Georgians is that they weren't really all that important to medieval Georgia from everything I could find -- I'd much rather see them on a proper Svan or similar native caucasus mountain civilization
@Crossil
@Crossil 2 месяца назад
Great, BUT... Biggest wrong to be reckoned was no third civ, as is the case with most recent releases. Thematically Azeris, alternatively Alans or Khazars. But I guess this was more about fixing/reinventing rather than expanding.
@robbylava
@robbylava 2 месяца назад
Couldn't agree more! Any of those three would have been fantastic additions. But as you rightly say, I'm trying to reinvent rather than add... For now!
@catalinmarius3985
@catalinmarius3985 2 месяца назад
The mountain royals could have also added the Romanians, they live in the mountains except on the other side of the Black Sea. With an update for Dracula's campaign.
@smaoproducts
@smaoproducts 2 месяца назад
I think a good DLC to add them would be a Balkans one as the Wallachians, alongside the Croats, Serbs, and Albanians. It would be more geographically correct.
@robbylava
@robbylava 2 месяца назад
I'd love to see them, regardless of what other civilizations they were paired with! I do wish that we would get back to the model of DLCs having three civilizations added instead of two, though. The Alans/Alani would have been another cool Caucasian civilization to add in this expansion as a third! I should have thought of that
@catalinmarius3985
@catalinmarius3985 2 месяца назад
@@robbylava How would you design them? Would you focus only on Wallachia or make like an umbrella civ for Wallachia, Moldavia and Transylvania?
@smaoproducts
@smaoproducts 2 месяца назад
@@robbylava I would top it to 4! The Conquerors gave us 5, The Last Khans gave us 4, and Dynasties of India more or less gave us 4. They can totally do this.
@robbylava
@robbylava 2 месяца назад
@catalinmarius3985 I am honestly not sure, I would have to see the history first. But I can assure you that they are quite a high priority for me right now, so I reckon I will have time for a proper video on them on the channel before too long. How would you personally go about it? I know almost nothing about them as of now, but I'd love to hear your thoughts.
@danielalejandrobarramartin5193
@danielalejandrobarramartin5193 2 месяца назад
Carte a la Robby 👌👌
@divicospower9112
@divicospower9112 2 месяца назад
When you say fortified churches upgraded, do you mean with a monk technology or with masonery for example? Also, the idea of damaging units behind with an attack like a scorpion is good but in aoe it doesn't work as there are no deep formation.
@robbylava
@robbylava 2 месяца назад
So my original idea with the fortified church was that you would only upgrade a SINGLE building at a time! Currently unprecedented in the game, but I think it would work well! If that ended up proving on feasible though, it would be a technology at the monastery kind of like a tower upgrade, improving all of your monasteries on the map and for the rest of the game. I modeled the Monaspa effect off of the current Ghulam, which from what I understand is actually very good when it comes to destroying clumped up archer balls. This unit should be even better at that while also doing work with other units that tend to cluster like Steppe Lancers. I also wouldn't be surprised if, like the Kamayuk, it also gave a lot of incremental advantage in big pitched battles, even if it wasn't exactly obvious while you were looking at it that it was helping. Either way though, if we ever got a chance to implement and test this stuff out then it would be very fun to see how it actually worked in practice.
@vaninhhuu3215
@vaninhhuu3215 2 месяца назад
another problem is that the Armenian monk warrior should be Georgian instead
@robbylava
@robbylava 2 месяца назад
Ohhhh yes, I do mention that in there
@alexmanzer5756
@alexmanzer5756 2 месяца назад
What do you think of the ox carts in general and which civs do you think should get them if they should exist at all?
@robbylava
@robbylava 2 месяца назад
I mentioned that a little bit earlier on in the video. I'm honestly not super sold on the unit and think it was implemented somewhat clumsily, but I think the proposal I made of it being a trainable unit that is weaker, cheaper, and doesn't research technologies but still act as a drop point would probably work fine. Resource carts like this were used pretty much all over the world, so I would personally be pretty liberal with who I gave a unit like this to, especially considering I don't envision them being super duper impactful in the form that I proposed. Maybe for certain nomadic civilizations or similar there could be another version of this that was a little more exciting.
@iwersonsch5131
@iwersonsch5131 2 месяца назад
My take on the BIG Persian bonus would be "Villagers and Fishing Ships created 5/10/15/20% faster" and "TC and Dock have 2x HP starting in Feudal Age"
@robbylava
@robbylava 2 месяца назад
That sounds familiar! I did debate keeping the double HP, but I felt it was more fitting to just boost up the civilizations defenses more broadly instead. Saves more room in the bonuses for other stuff. I also didn't love the dock elements of that particular bonus, given that I couldn't find anything remarkable about the sasanian Navy whatsoever, nor indeed did I see them having any sort of maritime economy that would merit such a bonus, so I felt it would be prudent to remove that outright. Their dock should still be pretty decent overall though.
@Felix_EN
@Felix_EN 2 месяца назад
Free Redemption and Atonement is way too OP
@robbylava
@robbylava 2 месяца назад
You're not the first to say it! But I sincerely disagree. If you have any ideas on a different bonus that still keeps the feel of the civilization as I described it I'm all ears though. For example, do you think just getting free redemption without atonement would be enough?
@KarlKapo
@KarlKapo 2 месяца назад
No it isn't.
@raynightshade8317
@raynightshade8317 2 месяца назад
Not sure why you felt the need to change Georgians they feel pretty solid. Persians are ok though if you really watn to redo them split them into the Sassanids and the Safavid. As for Amenia... Ya the civ we got is not Armenia either proper or Cilicia. Personaly i see them as a paladin civ seeing how they adopted European heavy cav well in ruling Cilicia. For UU i would probably give them a HCA that takes reduced damage from bonus damage, like a ranged Cataphract
@robbylava
@robbylava 2 месяца назад
Yeah, I acknowledged in the video that I think the Georgians are a top three official civilization in the game for me in terms of their design. That doesn't mean I think they are perfect though, for all the reasons that I listed in their section of the video. Your cataphract cavalry archer is a pretty cool idea. Is there any specific piece of history you're drawing on to get that? If so I'd love to hear it and may well adopt it into the build!
@raynightshade8317
@raynightshade8317 2 месяца назад
@@robbylava not particularly in the case of Armenia but Cataphacts tended to have both bows and lance, and Being between the Sassanids and the Eastern Romans they used super heavy cav like Cataphacts as well. Frankly I just think it's a unit we should have gotten given how much bonus damage CA is suspectable to and it would have fit them well. In the Rome At War mod their UU is a hybrid horse archer melee cav that takes half bonus damage from all sources. Also they had Cataphacts Horse Archers in Rom Total wat On another note I feel a lot of your concepts go do hard on some ideas like the converting Churches. There have been several RTS with building that can convert and they tend to be busted or bad. In general I feel you try to push to many unique concepts on one civ which would make them very hard to approach.
@robbylava
@robbylava 2 месяца назад
@raynightshade8317 oh I definitely do, no doubt about that. It's very much my style as a designer. But in this series I am trying to tone it down a little bit, at least to the point where my ideas are generally implementable! In the converting building example, for instance, I know that such things have been tried in other games and don't tend to work, but my idea here was that the church would be shooting you at the same time! So it's still serving its core purpose as a defensive building but also will occasionally nab a weakened unit, which I think is not nearly as scary as other iterations might have been. Unfortunately for me though it's looking like this particular idea will be almost impossible to implement lol. So I'll probably have to use a backup idea instead anyways.
@raynightshade8317
@raynightshade8317 2 месяца назад
@@robbylava well your original Persian proposal was way over the top, this feel a lot more measured so you definitely improved. As for the Church maybe just a healing aura though I think the official one is the best since it really encouraged you to put up lots of defences
@robbylava
@robbylava 2 месяца назад
@raynightshade8317 I don't know about improved hehehe but thank you! I love boundary pushing design, but enough people have asked me for a measured takes that I felt like this series and new pivot in direction was the best decision. Got more conventional builds like these planned, and I'd love to hear your thoughts if you decide to stick around to see them. Got another one dropping a week after tomorrow!
@erikdw8379
@erikdw8379 2 месяца назад
First!
@Edelweiss1102
@Edelweiss1102 2 месяца назад
You dare to take away the Persian douche strategy? Booooo, unsubscribed, blocked, reported! For real, I like the idea and long term concept of the Lavavilla series. Feels like a great way to refine both some in game civs and some of your own designs, and find compromises that may actually work in game. If it ultimately leads to usable mods, that's definitely a huge achievement and something to look forward to. I also think it's a great way to give your channel some long term potential, at the end of the day, there are only so many interesting civ designs you can do and with now 2 kids and all or your other endeavors, it's very understandable that the civ theory crafts are slowing down. I definitely like ideas like new architect sets or Lavavilla. Overall, I think your Mountain Royal DLC design philosophy has a lot to like. I'd take your versions of the Fortified Church or Mule Cart over the current in game versions, and the Tower Elephant is an awesome unit, and a worthy War Elephant successor. I also really liked the Anatolian Architecture set you did last week which definitely fits well with Armenians and Georgians. For the Persians, as many have already set, the Central Asian Architecture is literally based on many Persians influences, so it would fit perfectly. I like the designs for the Georgians and Armenians for the most part. The Georgians in particular seem great. Personally I'd leave the elevation bonus, but other than that, I dig the design, the small, but elite army aspect is great. And your Armenians definitely seem a lot more coherent than whatever the Armenians are currently. They designed an Infantry/Monk civ and then slapped Cilician Armenia on top of it to have some connection, it has some fun aspects, but it's whack. But the Persians, oh boi. As stated in other videos, they are my absolute favorite civ and as much as it saddens me to say it, what we got here feeks like a downgrade to both the ones we have in game right now game play wise and to your and other designs we have seen on the channel in terms of what would be possible. The current in game Persians may be anachronistic, but the Savar + War Elephant + Gunpowder combo is pretty fun, I can't lie, and you have Kamandaran Trash Bows, Cav Archers, Camels, Hussars, Halbs and Siege to mix in as it's needed, all based off a fantastic eco. And Citadel Castles are lots of fun as well. Your compromised design puts all the focus on just Cavalry and while they get some great options, losing gunpowder and any viable Range (minus Cav Archers) or Barack units in returns feels like a very hefty prize to pay. It also reverses the role of the civ from a strong eco in Dark Age which then can snowball into an op late game army into laying the focus mostly and Feudal and Castle Age. Yeah I'm sorry, but not the biggest fan of especially the following points - the double TC HP and the douche strategy based on it is just to iconic to remove in my opinion, I'd keep it. - the faster working dock and starting with 50 wood and food may not be as historical, but I think it could be justified with their strong eco and it what makes Persians great on Hybrid maps as they can get fishing ships out faster. Removing it does take away some flavor. - they absolutely should have Blast Furnace. Not having a single FU cav unit as what's supposed to be THE cav civ feels off. Yes it's very strong, but in my opinion that's kinda the theme with Persians and part of the game plan against them, win against them before they get to their insane late game eco and units. I'd be willing to trade the Feudal Age Grivapanvar for that. It's fun, but ultimately won't win you the game, but compromises your late game options. In that sense I prefer the current Savar, which isn't the best heavy cav, but like Top 3-4 and comes with some unique quirks. - Man at arms or Archers in Imperial just feel way too weak in imp to really make a difference, even if they cost basically nothing. I'd probably trade Bracer vor Crossbowman and Longswords and change the civ bonus to "cav archers are affected by cav blacksmith upgrades", so they have a pseudo bracer. I love the Grivapanvar, Aswaran and Tower Elephant, and getting Steppe Lancers, but it does feel like these Persians trade a bit too much for it, and then become very one-sided, I much prefer the Lavasauce or current in game Persians in that case.
@robbylava
@robbylava 2 месяца назад
Brilliant review, thank you so much for taking the time to watch and leave your thoughts! I'm really glad that 2/3 of the video seem to have landed with you, so I'll just focus on the stuff you're concerned about: 1. I could maybe be convinced to return the TC HP bonus, but I think that having dog play on this civilization simply makes too little sense for me to be comfortable with it. My design for them does have a pretty decent dock in general, but given that my focus is on history I just don't think that's something I would bend on unless I was given concrete evidence. 2. Archers with bracer actually have identical DPS to crossbowman without, so if you think the latter is a decent ranged option then the former should be too! They are a good deal less tanky, but in my build here they are also dramatically cheaper, which coupled with 100% fully upgraded cavalry archers I'm hoping should make for some pretty viable ranged options even in late game! I will happily admit that I may have gone too far with the Man at Arms, even if they are the cheapest sword line in the game, so if that ended up being too weak in practice I would happily change it, but I do think you are sleeping on the potential of this late game army comp! It's even completely viable and available as early as Castle Age! 3. I was pretty certain I would get pushed back on blast furnace. I have a bunch of historical reasons to give if you are interested, but on a more pragmatic front I legitimately think their cavalry would be much too overwhelming in late game without it. I really love the feudal to early imperial power window for this civilization, and in my opinion blast furnace would take it over the top. In summary, I am neither surprised nor at all offended that you prefer the current civilization! My design here is a pretty big departure from what it is now, simply because historically speaking that's what I would strongly argue just makes a lot more sense. But liking what you're used to isn't at all a problem -- I've gone on record as saying that the Persians are a top three favorite civilization of mine to actually play, even before their rework. I just didn't feel like their current playstyle was historically grounded enough for me to want to be faithful to it, you know? If you have any further thoughts though I'd love to hear them! Great to see you in the comment section
@Edelweiss1102
@Edelweiss1102 2 месяца назад
@@robbylava I guess what it boils down to, there are some instances where I prefer gameplay to historical accuracy by a long shot, as discussed at other points before. Also don't worry, I didn't think you'd be offended or anything, nor am I offended, but out of the official 2 versions of the Persians and the like 4 we had on this channel, this is the one that I like the least from what it offers gameplay wise, even if I like the 3 UUs a lot. 1. The TC hp bonus has been in the game for 25 years and is iconic, just like the douche strategy that comes with it. I can tell you that he AoE2 community will absolutely lynch you if you take it away. I also think it's historically justifiable, as the Sassanians had a large network of well fortified community and government centers, as we've seen in your Persian build. The dock thing may not be historically accurate, but It will turn the Persians from an S tier civ to a B or even C tier civ on Hybrid maps, if you are going to take that away, on top of Gunpowder and good Foot archers and Inf options, I do think they should be buffed even more in the few areas that are supposed to be their strong points. 2. DPS means absolute jack shit if your units die in one hit to everything. There's a reason most Feudal armies become useless the moment someone hits Castle Age because they will get swept by a couple of knights. Castle and Imp blacksmith upgrades help a bit, but they will still absolutely die in Imp. I think for this to work out, they really either need the Castle age upgrades or, to keep with your civ design, Paighans should add a Perfusion like effect on top of removing the gold cost. The exact number would have to be tuned out for it not to become op, but I feel like without it, you will struggle to get the numbers you need for this design to work unless you build like 20 Barracks and Ranges every game. To my understanding, the Sassanian army was pretty much Elite Cavalry + huge numbers of light foot soldiers and archers that could be summoned in a quick manner if needed, so it would fit historically as well. 3. Persian Cav should be FU, at least the elite ones, that's one point im absolutely not willing to compromise. They were wildly known and feared for their elite Cav and literally had it all, heavily armored Cataphracts with Spears, Clubs and Bows, even multi shot X-bows like your UU, both light auxiliary and heavily armored cav archers, Elephants, vast contingents or auxiliary light cav and I even read some instances of Camel Cataphracts, although they are controversial. I can see them missing Blast Furnace from a historical point of view as that is a middle age process, but in game, the thought of not a single Persian Cav being FU is doodoo. Maybe you could make Asabar Nipik give their cav UUs (Grivapanvar and Tower Elephants) +2 Attack on top of the minus 15% pop effect. Yes it's very strong, but it would be locked behind an Imp UU and as the enemy you are on a timer to attack the Persians as soon as possible before they get to their strong late game eco and units. That's true with the current in game Persians as well, if you wait until they stroll into your base with FU Savars, War Elephants and Gunpowder, you are doing something wrong. I can live with Camels, Steppe Lancers and Hussars missing Blast Furnace, and I'm admittedly not the biggest fan of replacing the effect of blacksmith techs with UUs, but in this case it feels like a reasonable compromise and I think Persian Elite Units and Elephants having +2 attack because they are, well elite and literal Elephants, isn't completely historically inaccurate as well. I really love the 3 UUs of your Persians and the basic design of Elite Cav + mass trash units, which is accurate for the Sassanians. But I feel like in order to compensate the current Persians for taking away so many of their staples (Gunpowder, strong Castles, great Trash units, strong Hybrid map play and possibly the TC HP bonus), you really have to crank what they get up to 11. I'm really not sure if Feudal age trash units with partial castle age upgrades and cav missing Blast Furnace is enough, even with the amazing UUs and strong economy. Maybe my ideas would overbuff them in return, it obviously would have to be fine-tuned. Another fun idea that might be too strong, Husbandry affects attack speed, so all CAV units attack 10% faster. Just my 2 cents. And it's always a pleasure to talk in the comments. I keep thinking about joining the discord, but I fear I have just so little time to really be active.
@robbylava
@robbylava 2 месяца назад
@Edelweiss1102 so looking at the ideas you've proposed here, I can tell you which ones are most appealing to me personally: - return TC HP bonus - Make the Imperial UT give +2 attack specifically to the grivpanvar - give them back long swordsmen (but remove gambesons) - make Paighans improve training speed for those units The other ones I am not sold on, but these changes all seem well grounded to me and at least historically plausible enough to not hurt my soul. If I implemented these updates, how would the design rise in your estimation? Are there any other pieces that you would still be really loathe to lose?
@Edelweiss1102
@Edelweiss1102 2 месяца назад
@@robbylava I'll be brutally honest for a second, the "muh historical accuracy" argument is getting a tad bit annoying at this point. I'm a big history nerd myself, and usually I appreciate focus on historical accuracy, and obviously in your own builds you can do whatever you want, but I do feel like in what are supposed to be viable builds for the current game, some compromise will have to be made. At the end of the day this is a fantasy RTS game based on an engine that was programmed in 1999, and we play it for the fun, and I think there is a balance between historical accuracy and game design and fun. Nobody enjoys micromanaging their villagers to build a siege engine for a couple of real life hours, even it would be historically accurate. I apologize if I come off as aggressive, but I am a bit annoyed. I don't insist on implementing all of my ideas or complaints if it came off like that, the intention was to show why some things are important game play wise and will have an impact on how the civ performs on certain maps, historical accurate or note. Writing these comments takes a good amount of time, so hearing "muh historical accuracy" as the answer to most of it, even if that wasn't the focus or intention, it's a bit annoying. My main fear is that the current Persians finally are fun to play and viable in many situations, after being stuck with a boring play style and just bad in many situations for years. And if we are going to remove so much of what makes them fun and viable in many cases, the replacements better be damm good. If you give me the TC HP bonus, FU Grivapandars and faster training trash units, I'll be content, and then I have much more faith in the build working the way it's intended to. Overall, I really do like the amazing UU and cheap trash play style and it feels fitting for Sassanians, but you need a way to reliably get the numbers with such weak trash units and the elite units better be not missing some vital stuff. In faith of historical accuracy, I'm looking forward to your Tahirid, Saffarid, Samanids, Buwayhid, Ghaznavid, Seljuk, Khwarezmid, Ilkhanate, Timurid, Aq Qoyunlu and Safavid builds to replace the current Persians! (this is a joke!)
@robbylava
@robbylava 2 месяца назад
@Edelweiss1102 I'll be honest with you in return, I'm more than a little disappointed reading this screed. This series is not purely about competitive balance, nor have your arguments thus far had all that much to do with competitive balance -- it's been more about what you want and expect out of this civilization based on your past experiences playing it. This is not an invalid angle to take, but carrying on then to denigrate the entire basis for my channel is not a good way to make me take your arguments to heart. I try to respond to as many comments as I possibly can, and I am very grateful to you and other commenters who put so much effort into writing them. But when I receive dozens of such comments, responding to all of them in anywhere near the level of detail as the original writers is simply not possible. Would you prefer I not respond at all? Or would you prefer I spend less time taking care of my wife and children in order to give your comment about a fantasy RTS from 1999 the extra half hour it deserves? It is intensely galling to read through your ideas, talk about the stuff that you mentioned which I am happy to work with, and then be told that I am both blowing you off somehow and that the core premise of work on this channel is invalid. Please hear what I am saying here. Up until now I have really looked forward to seeing your name in the comment section and would like to continue to feel that way.
@sams8302
@sams8302 2 месяца назад
Persians missing Blast furnace? Lmao
@robbylava
@robbylava 2 месяца назад
Would you like to hear my reasons for that decision?
@sams8302
@sams8302 2 месяца назад
@@robbylava sure, doesn’t make historical sense though, especially knowing that you consider historical accuracy important
@KarlKapo
@KarlKapo 2 месяца назад
​@@sams8302it's a game. Aztecs Eagle Warriors fighting Japanese Samurais on tundra terrain is not historical accurate. :*
@Mattroid99
@Mattroid99 2 месяца назад
I think your design of Georgians is very degenerate towards monks and not much else. Redemption and Attonement for free would make them borderline unpushable (You can just plop 1/2 churches, get sanctity and the opponent can NEVER add siege or monks, and on the contrary would make clown monk strats ridiculous as you save 650 res of key upgrades. 100 stone doesn't compensate for being an 8 range building that shoots arrows, can garrison monks AND can convert units with a UT. Is ridiculous As their only eco bonus kicks feudal age it means they can abuse berries like crazy in an all in, make farms a lot later and just send more vils to stone and gold (Negating the Church's potential disadvantage), but don't have a great eco at all post that (So is hard to afford expensive units) And I don't see a play for both Monaspas and Tadzreuli, the reason why Ghulam have pierce damage (Which I think is kinda dumb, should be removed imo) is that they should destroy archer balls that are very closed toghether. It just loses its purpose as a unit. I think this is just insanely gimmicky and I'd much rather have the design we have now. Personally I think that if they give them -50 wood at the start and let cavalry regen from Castle Age the civ will be balanced yet still retain their flavour. I agree that is,Svan Towers UT is whatever but are such a characteristic part of medieval Georgia it has to be there. I think they don't have Paladins because Monaspas are their Paladin replacement, the attack is I think there because Georgia's motto is "strength in unity" and because it encourages the player to properly mass them and make it harder to achieve. I like your Armenian civ design a lot more though. Feels very interesting and fresh (I wish it would still focus on water though, at least a little bit) and I like the upgrade idea and the UU concept, although I am a lot more dubious for both the team bonus (Makes fighting too gimmicky and imbalanced for the player who has this bonus, is not even fair) and the Castle Age UT for the same reason. Maybe something like "Defensive buildings (Except walls) have +2 range"? Was it for me I would swap the current Mule Cart technologies bonus with the Caravanserai one, and make Nakhahar Dynasties a bonus (So it rewards the civ for playing extended Feudal and Castle Ages by fighting a lot), and give them back Cilician Fleet, maybe Warrior Priests and Fereters (Another UT is fine, though). I would also remove Paladin, I don't like when your expensive UU role clashes with the most expensive cavalry line to get into. But I think this is the most cool design in the video I think giving Persians "feudal knights" is kind of a bad idea, it tip toes the combat already in late Feudal Age for a civ whose strength is also their economy. And otherwise I feel like it kinda does what their current knight line does anyways. It kinda feels like an overcentralized civ, it either has cavalry or actually nothing else I think the current Persian design we have is good, is just overtuned, they still keep the theme of their dominating cavarly very well without bonuses that are very gimmicky. And personally I don't mind when AoE blends both aspect of a civilization's history at once, but this is about personal taste hahah
@robbylava
@robbylava 2 месяца назад
Thanks for sharing your thoughts! Really glad you like the Armenians overall, and I'm glad you took a few stabs at justifying in-game bonuses right now -- the Monaspa effect being based on a Georgian motto is actually really cool. A couple quick thoughts in clarifications though: first off, my iteration of the fortified church actually has only six range, otherwise you're right it would be ridiculous. Additionally, I sincerely disagree with the idea that atonement plus redemption for free is broken. Redemption is a very good technology, no doubt, but I don't think I have seen atonement researched once in game, whether at a pro level while I am watching or in a game I am playing myself (though admittedly it's been quite a while since I followed competitive). If it ended up being strong enough that only redemption should be free then I'm fine with that though. Beyond that, unsurprisingly, I completely disagree with you on just about every front. But there's nothing wrong with what you're saying, I can totally see the appeal of the current civilizations. I just happen to favor historical authenticity above everything else.
@Mattroid99
@Mattroid99 2 месяца назад
@@robbylava Thanks! I also kinda dislike the current Armenians quite a bit so we start on a common ground hahah Apologies if I am quite direct, my purpose was never to diminish your theorycraft My bad, I thought it had eight, I probably misheard I guess the problem with free Atonement is that is something on top of free Redemption which is kind of the more troublesone part hahah. They can convert siege right away and monks right away so you kinda can't never do both vs them I know it can be dumb to imagine them in a competitive environment but when I theorycraft I like to consider it as well as if it was there Yeah I feel like we have very different approaches when it comes to this, I also want historical representation but for me is more of a secondary thing over the civ feeling grounded while still having flavour while you prefer more defined/unique bonuses and full historical faithfulness. Is kind of two ways to see the game hahah
@robbylava
@robbylava 2 месяца назад
@Mattroid99 no need to apologize at all my friend! I think competitive viability is important, and it's something that in this new series I actually want to address much more than usual. But I would still want to have historical authenticity come first wherever possible, just cuz that's what I prefer. It's kind of the niche I feel, you know? Removing atonement while keeping free redemption sounds completely reasonable to me. Were there any other specific balance points that you were concerned about, or was that the main one?
@Mattroid99
@Mattroid99 2 месяца назад
​​@@robbylava I definitely feel like the problem is free Redemption, as is such a big saving right from Castle age and is one of the strongest techs in the game, Attonement is more of an icing on the cake as it's a tech very specifically impactful. And that in conjunction with long lasting berries means you could in more closed maps just abuse berries with like 8 vils, never seed farms for a while and just go more on wood, stone and gold and full clown in maps like Arena, is like a bonus that has its impact in Feudal/early Castle age but nowhere else (So it's going to be hard to afford the other expensive lategame options for the civ while it helps low eco approaches like crazy) I guess one way to balance it out would be removing Sanctity or make it avaliable one age later, but still it feels too degenerate and snowbally of a design for my taste. Other things are a lot more minor but are not something I consider huge problems, if that makes sense. The only other one I REALLY would change is Armenian team bonus as +1/1 armor within range of buildings it is too impactful of a thing in both offense and defense (Imagine if you have scouts or knights as Armenians vs a ball of archers, with that bonus crossbows do only 1 damage vs knight and they can never ever engage. It can turn precarious positions for the defender way too advantageous or strong positions ten times harder to break for the defender) I get you, I study history too and was I making a game from scratch I would also prioritize historical accuracy as much as I could. But for an already estabilished game like AoE2 in particular I think it needs a lot more compomises in order to make a civ "feel" like it belongs in the game
@robbylava
@robbylava 2 месяца назад
@Mattroid99 completely understand your point about it being different to design a game from the ground up with history in mind versus trying to bring historical accuracy to an existing paradigm. Conventions are powerful things! And of course someday I would love to be able to try to make a full game from scratch, but I need to work with what's possible for me as of now, and a mod that pretty heavily overhauls the game to have a general focus on history would hopefully shift the conventions enough that people might be able to stomach it more! So back to that Georgian bonus, I would be willing to remove atonement but would be very reluctant to touch redemption. It just feels like two important of a bonus for what I have in mind for this civilization. Plus, there are many other civilizations that have bonuses that look extremely overpowered on paper but aren't too impactful in practice (Britons +3 Archer range in post Imperial age would be mocked to no end if I proposed it lolol). If you really think that free redemption is absolutely not feasible, is there another suggestion you might have that would minimally spoil the general flavor and themes I'm trying to accomplish with this civilization? As for the Armenian bonus, I'm quite sold on the team bonus being some sort of defensive aura, and I don't think HP Regen would be appropriate. Do you think an offensive boost like attack power or rate of fire could work? Still very strong, but since it could only be used in a defensive context maybe it would be less oppressive?... If that sounds like too much as well, I'd love to hear some other thoughts you have on that topic as well. Thanks again for taking the time to share your ideas, I hope this is an enjoyable conversation for you.
@vishalganvit7844
@vishalganvit7844 2 месяца назад
What will we do with ur build if civ is finalized and they ll not make changes. Why waste time of viewers by giving them false fantasy. Aoe team doesn't care about ur civ ideas. Instead make build order videos or videos that improve gameplay of players instead useless videos.
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