I find Teutons and Mongols to be an underrated combination that complements each other. One has slow bulky melee units that are hard to kill and the other has exceptional bonuses for light cav units and cav archers. And for the ultimate meme combo, you can fill Mongol drill siege towers or Siege rams with Teutonic knights and send them straight into the enemy base and see chaos ensue.
That seems terrifying. Condos with +3 pierce armor is like a bunch of cavalry running into you, but you can't use halberds. You could make some Knights and try to go into Paladins, but then you're dumping massive gold into fighting a unit they teched into for free, against a civ that loves their Farimba camels. You'd really need to just fight it with your own infantry and better numbers.
I believe T90 uploaded a video where a team with those civs did a no farm challenge against another team, best thing I've ever seen, I recommend you check it out
Back during the original Age of Conquerors expansion, my friends and I had LAN parties all the time, playing AoE2 on teams. My brother and I were the best, so we always had to be against each other. He preferred Britons and Mongols, providing siege/archers to any team comp, and it was always a nightmare dealing with him. But I'm more the economist type of player, so I was usually the Spanish. I'd wall off half of the map and have 30-50 trade carts, and bankroll other teammates. One of our friends took up playing the Persians a lot because I could make my own army and still help fund his elephants, lol. The Spanish trade bonus is just so good. Having mounted healers also helped stretch my team's resources even further. I think the worst moment I had playing against my brother though was when his friend chose the Teutons, and loaded his Teutonic Knights into Mongol siege rams. They charged my walls on Black Forest, and drew my attention... While my his Siege Onagers blasted out and around the side through the woods into my base from behind. I very nearly lost, but had a back-up TC in my friend's base. I was able to bounce back and micro'd my hussars to each go after a different onager so most of them shot themselves, but my main base was almost gone before I'd even realized. I thought the war horns were about my front gate, as I was dealing with the horror of siege rams as fast as cavalry unloading Teutonic Knights. One of the hardest fights I ever faced, lol.
Aztec-Vietnamese alliance is my personal favorite, where Aztecs benefit from Imperial skirmisher+atlatl and Vietnamese can make more battle elephants thanks to 33% extra relic gold bonus.
You don't really invest that heavily into skirms in team games, and gold is generally not the restricting factor for battle elephants, food is. Especially in team games, where you'll hopefully end up with trade
@@kristaskrastina2863 Slow? Brits have their fast herdables food, and Teuton farms are the best in the game. Both can defend themselves well with powerful archers(brit)/ towers.(teut)
@@tankofnova9022 Yes, they're both kind of slow because they unleash their power in the Imperial with huge economy able to support mass Longbows+siege (Brits) or mass Paladins (Teutons). Until then they want to defend and boom. Which is, of course, exploitable by faster civs.
Goths, Huns, Britons, and Celts. I call this 4 player team Industrial Revolution with how much production they have for all non-castle military buildings. Byzantines are a great ally too with cheaper trash able to support any army comp from any civ by making up for any weakness the other player had while also providing 2x heal speed for Monks.
Sounds nice but only one civ with paladins or ca and those rather mediocre overall and only one civ with gunpowder. The team bonuses for production are largely wasted except for goths increasing champion production for brits and celts really
huns and britons can play as flank, goths and celts in pocket. that would be insane as these civ combos do not specifically boosts each other out (except goths-celts) but can complement each other’s weaknesses
Just spam cavalier as poles. 60 food and 30 gold is just beautiful. Food is basically free so even after all good is gone a cavalier will set you back 300 food if you trade for gold :)
A very unique team I played with on islands once was Portuguese, Magyars, Cumans, and Saracens. Pretty sure we won that game since everyone made use of the Kipchaks and landed which made the other team panic from the number of free units being tossed into their bases. Granted everyone had about 3 to 4 castles plus someone managed to land a castle on someone's island which meant more Kipchaks to raid with and I think they got the castle next to their trade too. I can't remember it all as it was a while ago.
@@Coordinator010 Quite a few of the local people actually allied with the Spanish in their war against the Aztecs (eg Tlaxcala), local people who spoke Nahuatl and were culturally very similar to their neighbouring Aztec rivals and would be best represented in-game as Aztecs themselves.
@@ButzPunk Another nation that comes to mind are the Tarascans, essentially in East Mexico, they also did not like the Aztecs though I never heard of them flat out fighting with the Spanish, only just rejecting any call to Aid from the Aztecs. Honestly the Tlaxcalans and Tarascans are interesting nations and would be a neat combo if they ever went back to the Americas.
@@Coordinator010 The Aztec campaign in AoE 2 itself makes this clear - you're fighting other natives in pretty much all the scenarios, who're allied with the Spanish.
Bohemians, Spanish, Italians and Hindustanis for quadruple lategame trade bonuses and gunpowder armies. Outside of the gunpowder and trade, you get some monk play with the first two, some archery options with italians and bohemians, strong anti-cav options from Genoese Xbow, imperial camels and bohemian halbs. It's a very strong combo imo
Bohemians, Spanish, Mongols and Goths if on Arena. The walls will protect them for the beginning of the game and then... then it's too late, the stream of units will be unstoppable and too diverse to deal with.
Armenian + Cuman feudal ram+longsword combo on arena is really great Also Armenian warrior priest with Fereters tech and Byzantines team bonus heals 8 HP / Second
I miss obsidian arrow... Old Saracens with foot archer +5 against building and Mayans arbalest with +8 against building. They can destroy even fortified walls pretty easily.
I would have also included Malay as an honorable mention for water Allies. They have some pretty solid naval bonuses and the docks shooting arrows is especially useful for coastal defence
This are the combos I had in mine for a while. 1) Walls+Monks: Mayans and Byzantines as Flanks with Teutons and Georgians as Pockets, Byzantines benefit the most I think, building/repairing their strings defenses for less and getting great healers, very efficient for defense overall. 2) Gunpowder + Camels/Scouts. Italians/Hindustani/Malians/Turks. A lot of synergies here, Italians get their cheap techs faster, Malian condorierri, Malian Camels against buildings, faster chemistry for Italians and Hindustani great gunpowder. 3) Wood savings/nomad. Vikings/Slavs/Japanese/Dravidians. Maybe to much overlap on infantry/archers but you still get Slavs for land/Calvary focus. 4) Tech Team. Chinese/Portuguese/Malians/Bulgarians. Super fast already cheaper techs for Chinese.
13:20 I remember that time a 4 player team did a ranked match no farms challenge on amazon tunnel. It was this trade composition relying on Bengali bonus for food.
One I theorised some time ago: Turks, Berbers, Hindustani, Gurjaras Together they have fantastic combined synergies for Hand Cannoneers + Camels + Genitors, all backed by great Bombard Cannons and some of their unique unit options. Basically it's the ultimate counter pick team, no matter what the enemy team tries they can theoretically hard counter it.
That's one of my favorite combinations 4 v 4 against computers, but I have to play as Gurjaras or else the computer will send vills all the way to someone else's berries (sometimes, even the enemy's) and they have horrible economy or get killed off quickly. Not to mention, they don't play to their strengths.
@@LZZBR Not on a 1vs4 scale though, the point is they focus hard on countering the enemy team, then they're backed up by two of their team mates for defence (depending on what's being sent at them) and easily win the 3vs4 thanks to strong counter units, leaving the 4th guy completely open to beat the enemy team.
i love aztec & vietnamese, the imperial skirmirsher + plus 1 range and 1 attack for the aztec unique tech makes the skirmish so much better as trash unit..
In the old video of top 10 best team game civ combo, I also heard you mentioned Aztecs and Byzantines as a #2 best team combo because their tech tree and play style can cover each other's weaknesses: Aztecs is a strong early game aggressive civilization with Infantry focus, while Byzantines is a strong late game defensive civilization that can provide cavalry support.
briton and saracens combo is my favorite. you can bombard enemy base with archer from saracen +2 building damage bonus and saracen can spam their cavalry archer more often thanks to britons fast archery range, not to mention both saracen and briton have the best trebuchet so far
For 4vs4 arena or other safe map, I've seen another amazing combo. You take Italians, 2 good slinging civs and Goths. Plan is to sling resources to Goths who rush imp and flood enemies with condotierro using resources slinged by team.
my favorites:- 1.Britons+ Italians+ Chinese+ Mayans 2. Magyars+ Vietnamese+ Berbers+ Malay/Persians but Frank Paladins + Longbows is a very difficult to counter. Also the Civs with Trash bonuses together can do anything they want.
One thing I like to think about is what is the most “team focused” of team comps. I like Berbers, Vietnamese, Saracens, and Spanish. Berbers and Vietnamese both have multiple team bonuses, including team units. Spanish have the best team bonus with their trade boost. Saracens have one of the most open tech trees, making them quite flexible. They also utilize the market for an early eco bonus, as well as assist in market manipulation to help their allies. They may not be the fastest civilizations, but if they get going they can gain a lot of momentum with good Calvary and gunpowder.
Gotta love the Romans and Khmer scorpion synergy. I'd wish to see more SE Asian civs in the game, such as the Chams, the Mons, and the Siamese, to name a few potential candidates. The Chams could be a naval and archer civ that focuses on raiding, the Mons could be an elephant and monk civ, and the Siamese could be an elephant and gunpowder civ.
In the vein of the 4v4 Arabia combos starting at 8:24, I like Britons/Huns on the flanks and Magyars/Franks (with Persians as an alternative to Franks) in the pockets. The Huns player has acceptable archers in Feudal and will be able to pump out cheap cav archers insanely fast with both the Britons and Magyars team bonuses stacking. Both the pockets get fully upgraded knight-line units and benefit from the Huns bonus for faster working stables. The Britons are the only ones who don't benefit from another civ's bonuses directly, but Britons are Britons, they'll be fine.
Good CA civs paired with Cumans for Cuman mercenaries. Might be interesting also for Incas (cheaper castles and no other fast archer). Burgundians, Lithuanians, Aztecs and Armenians for relics.
I feel like you want to fit Burmese on there somewhere if you’re going in on relics. Knowing where the relics are is pretty important to snagging them quickly.
My 2 balance questions: 1- Why don't the devs just remove the -50 food from the Georigans? If that civ is so bad now, it would be an easy fix that would make them smoother to play, especially for beginners. 2- Bengalis team bonus being +10% food for trade cart makes no sense, compared to spanish +25% gold. Gold is scarcer than food, so why only 10% for an easier-to-get resource? Buff that to at least +25% food.
Huns and Magyars also have a strong synergy where huns have faster training and cheaper CA, and Magyars have faster training and cheaper scouts + and can help with knight production later
This video makes me think of an idea for a mod: Shared research: every time a player researches a tech, all teammates get it, even if they don't usually have access to it. It would include unit upgrades (if your civ doesn't have champion but an ally researches it you get it), but doesn't give access to unit lines a civ doesn't have (american civs don't get cav), unless this is in the description of the tech (same for buildings). It includes the unique techs. It wouldn't include civ bonuses. Some techs would probably need some adjustments, like in the "build your own civ" site/mods, things like the tech that changes the gold cost of the Magyar Hussar for food. And other techs that affect U.U.
I do remember a mod with shared techs, though it may have been a unique techs only thing. I also remember having trouble getting such mods to work correctly since there was a great "all civ bonuses are shared" mod that had become baseline for the group I played with and running multiple mods can lead to strange results.
There's a very popular mod that people are playing right now called "10x Shared Civ bonuses". From the start your share all your allies' bonuses and it's also scaled up by 10x effect! e.g. Teams with Chinese start with +30 vills. Also researching your Unique Tech gives the whole team 10x the effect as well for added madness.
Great video as always, although you didn't mention one of the most toxic (and effective) team game strategies possible: Goths and Italians, with the Italians player slinging resources to the goth player for an early imperial age and swarming the opponents with unlimited cheap condottiero while the opponents are barely in castle age. And to make it worse, they counter one of the few units that actually counter goths and huskarls: Hand cannoneers.
My personal favourite is playing Veit + Scots on any Map like black Forrest, snake pit. The way it works is that both players create Forrest tunnels across the map to strike and run
I like Celts + Koreans for awesome Onagers, offensive celtic infantry and defensive Korean buildings and special units. Another great combo is Chinese + Saracens. That bonus archer dmg vs buildings on Chu-ko-nu is awesome!
Lithuanians + Burmese have them able to make fairly strong skirmishers which are faster & so can get in to do damage better & have that +2 pierce armour... So they don't have arbs, but can tank arbs if done properly. 2 Ideas I've Used Below (Magyars + Persians & then Magyars + Tartars): Mag + Per - Is a nice team comp in that the knight focus of Magyars can stay ahead when they don't have any direct bonuses them-self given the Persian bonus whilst Persians go for archers. When it comes time to swap the Persians can stay on wood costing archers at 7 range whilst switching to Savar (cheaper than Mag Paladin) with the late game Magyar switch to Cav Archers having them at 8 range. These crossbows will technically be tanking for the longer ranged Cav Archers in general fights and can even cause mangonel/onager shots to deal less damage or loose a shot at inopportune times. Mag + Tar - Is a nice team comp where they might do mostly the same thing, but swap between the two well - though they are an open map pairing for sure. Tartars carry the slack that is involved in the Magyar tech tree, whilst Magyars give a solid unit mass with a few bright spots that can excel any combination between them. The worst part is missing Bombard Cannons between them, but the 19 range trebs I argue make up for that somewhat. Both civs support Magyars with Camels, unique units, Hand-Cannoneers or Persians with reasonable halbs & Tartars with Steppe Lancers too.
Besides picking for meta (knights + archers) and good team bonuses, you can also choose to abuse units that become overpowered in large quantities... My teammates and I really enjoy siege heavy comps on closed maps. Koreans, Celts.. more Koreans, really just 3-4 Koreans. Nothing beats 50 something +1 range siege onegars with a few halbs in front. Or at least, says our data of 2 games around 1400 elo.
There is one amazing that people usually dont think about: chineses and incas. The Lhama below your tc right at the benninging makes chinese start less messy and with almost no idle time
Awesome that you brought this up. My friend plays Chinese, and works great when I picked Incas. Also the Chinese farm bonus works pretty nice for Incas
I have a hypothetical question. If team bonuses were allowed to stack with duplicates of civs, IE two Spanish civs on the same team giving +50% extra gold from trade units instead of just +25%, then what would be the best civs to have multiple times? Any team of 4 of the same civ that would absolutely crush things? (Aside from 4 Spanish with their _double_ trade gold, I assume.)
Huns + gurjaras on African clearing or other nomad maps is a sick combo, you can gather all the sheep of the map with your initial horse and send it to your teammate
Very interesting! You could add great combo on Arena in terms of strategies wise more than pure bonus wise For example, Turks fast imp + Poles or Khmer full knight is deadly The deadliest combo I know, very hard to stop even if prepared is Gurjaras+ Khmer. Gurjaras Siege ele + monks destroy any building and counter other KTS while super fast Khmer KTS kill vills and siege defence It the guy resist with some castle behind walls with mango just go to pocket
It could be too complex to tackle, but I'd love to see some theorycrafting on the 10x shared civ bonus mod. There are some insanely interesting combos in there like Goths Huns instant drush spam, but probably gets countered by Malay Italian Khmer instant imp plus a free castle age unit civ like berbers or huns.
back in 2022 t90 casted a 4v4 ladder game on amazon tunnel where one team went bohemians, spanish, hindustanis and bengalis and made no farms, and won. the opposing team made the fatal mistake of seeing the absurd food price on the market and selling all their food, giving the farmless team a much-needed discount
Adding the strongest points of various civs together is a pretty well discussed topic by now. Moving a bit to the left of optimal gameplay, an idea for an unexpected crossover is Saracens, Malay for 2v2's adding Bulgarians and Turks for 3v3's and 4v4's, respectively. The basic idea is to avoid the more obviously powerful civs/archtypes and try to build a very strong team that probably isnt the strongest. Saracens: Counter early knight pressure, be ready for flexible counter attack (mams, cav archers, HC, SO, treb, etc), mass up nothing but galleons on water, mass up mams on land, provide aoe healing monks as needed. Malay: Build the teams fish traps and build harbors everywhere possible, provide meat wall of eles/2HS against the few things that can actually counter Saracens (basically just maxed cataphracts and strong camels). Bulgarians: Cover early offence (both scout and/or militia rush), build Kreposts everywhere, mass up konnicks and cavaliers as all purpose heavy hitters, provide budget ETK's as needed. Turks: Cover early offence with scout rush, build bombard towers everywhere, build nothing but cannon galleons on water, build nothing but CA's and bombards on land, provide janissaries as needed. The important counters are covered and there's good death ball potential in a comp of bulgarian/malay 2HS/eles in the front with mams + jans in the backline, with siege support from saracen trebs/onagers and counter siege from turk bombards. Even have some strong rush potential with konnicks/camels/knights, or eles/jans/mans, or whatever. Key thing is that none of these civs are the strongest from of what they might offer; Saracens: SOTL just did the whole vid. No truly big hitter unit to really carry any comp they can come up with and no place where they're the obviously strongest with all the new civs and power creep. Malay: Great eco, eles have heresy, but....karambit warriors. I know they have niche, but its a very narrow niche and veeery unforgiving if you try anything else. Food only 2HS are nice, but in team games where infinite gold can be assumed, they best they got is elephants which take less arrows than generic paladins. Bulgarians: Cavaliers and Konnicks are very strong, but they do acutally fall short of paladins. They are here for defences in the krepost and heavy cavalry. Franks with actually cheaper castles and better paladins are probably a better pick overall. Turks: You have durability boosts on your ranged dps units and a production boost on non replenishable units. +2 range with missing siege engineers doesnt make the bombard the houfnice or the canon galleon like the spanish cannon galleon.
I think Vietnamese and Berbers are actually pretty underrated combo. While you don’t need to build both of their unique team units, they each specialize in one area, archers and calvary specifically, while also having counter units for the things they specialize in.
@@CyberDrewan yeah, but I don't think they're among the top combos. I've been on a roll with a Vietnamese+Burgundian combo for a while now, but Vietnamese+Teuton and Vietnamese+Aztec/Inca combos are also insanely good.
Persians can also build Caravanserai now, which is a solid contribution to both a Saracen teammate, and to a Knight focused team (i.e. Persians, Franks, Huns, Teutons/fill).
I know it doesn't sound like much but i like playing with teuton with a few monks, they already heal twice the distance, add in a byzantine teamate and they now heal twice as fast as well.
I encountered a 2v2 team once on Arena that involved a Turk player going Fast Imp and a Burmese player going double castle Arambai. The Arambai shredded everything non ranged when massed, and the Turk player ONLY made bombard cannons which melted skirms/archers and any sort of fortifcations. Not sure how this work on higher elos, but it was one of the most unstoppable team comps on Arena I've ever seen.
With my partner, usually in 2v2 games in Arena, we play Cumans + Romans, doing rams and infantry with the blacksmith bonus and attacking in feudal. This strategy has given us 150 points in one week, so it works for us. We call it: The Hectopijada In Arabia or open maps, we play Vietnamese + Berbers, but we haven't thought about equipment bonuses. Sort of a disclaimer: we are noobs :) Our ELO is in the middle group: 1100 in 1v1 // 1200 in TG.
Of course Teutons and Sicilians as ultimate middle finger to enemy monks. Also, I have to say, as Gurjaras main, I have big problem to find many civs I can ally with to their benefit as well. Good thing I do not play MP then (well, this, and that I'm an empire-builder, not meta chaser xd)
It would be kinda sick if a tournament was run where players could pick 1 main civ and 1 civ who would instantly be defeated essentially letting them choose a team bonus. I'd love to see what creative strategies players could make up. (Assuming there were picks and bans so the best options wouldn't just dominate.)
if you are going for a 4 knights swarm civs i'd persoanlly rank sicilians high as their knights hard counter castle age pikemen through out all castle age. they can switch to arbalest later although they do lack the final armor, they still reduce bonus damage from skrims anyway so they are not particularly more weak vs skirms.
All I can think of when I think of synergy is the old Obsidian Arrow UT with a Saracen ally. Don't even need trebs at that point. Probably good it was removed but I do miss it haha
I love culturally/Historically accurate civ parings. Thus when fighting in SEA I love playing as the Malay + Dravidians with Harbours as my main defence along all shorelines that also provide pop space.
Mongols, Huns, Magyars, Britons especially on maps like lombardia. Mongols got insane early pressure with faster working stables from huns and can go all in fast feudal, buying time for the hun player to go castle age quite quickly. Once in castle age the hun player can go for an insanly oppressive Cav-archer all in, with discount and production speedboost from magyar and britons, which in turn buys time for the mongol player to boom up and get mangudai (again boosted by magyars) onto the field or help with a castleage push via steplancer. Magyars are a solid scout/knightrush civ themselves and benefit from mongol/hun boni a lot and brits are always a solid flank option. On lombardia this is extra strong since the teammates are so close that mongols can take extra boars from their teammates in exchange for extra herdables for the britons. Just requires a bit of communication to shuffle the food accordingly.
My Tatars have no allies :( Would be a fun video to try and do a best team of 2 and 4 for each civ. Help us low elo's make quicker better decisions. Or an update on each civ and who they work well with? Thanks for the video!
@@2spicyleaf6334 Yeah, I know haha. Still love playing them for mobility. Would be cool though to get a better team bonus so I could use them more in team games and be more helpful.
I feel like Goths and Huns could be a good pair because both are quite similar in many aspects (UUs are similar, UTs are practically the same, and both get faster working military buildings). Huns can use their Tarkans and Goth can use their Huskarls. Huskarls can kill pikes and other threats to tarkans meanwhile tarkans can deal with gunpowder or if there is a heavy melee unit (like the Teutonic Knight) huns can use their CA. Togeter if you rush like 30 Huskarls and 30 Tarkans in a base that should be a gg for that person.
My favourite is hun and polish. You can spam hussars so quickly. Enemies send out halberds, use hussars Enemy uses is something that counters hussars, drown them in hussars. Enemy has hopes and dreams, you guessed it hussars
random extra synergies I thought fit your video: koreans are also good with the imperial skirmisher (=50% food). also maybe lithuanians and armenians are good together? the armenian makes a church to get a free relic, then ungarrisons it for the lithuanian to pick up.
I would like to see more dominant team bonuses. Especially for weaker TG civs. For example the faster advance bonus for malay or instant chemistry bonus for turks. Making the civs more important and leading to more creative TG play than kts and xbows.
Surprised there was no mention of an all out monk/relic team. My theory: Aztecs(more relic gold), Burmese(locate relics), Lithuanians(monasteries work rate+ relics for increased attack), Tuetons(units resist conversion). Gameplan would be to indirectly sling Lithuanians by running all relics into their base so they can focus on pumping out high attack, conversion resistant Leitis with all that extra gold, which could be accompanied by a variety of excellent infantry to kill pikes or camels
In the Arena map with gunpowder focus, along with Turks, Bohemians and Spanish, it should be Hindustani. Their HC have extra range, so that will be helpful along with other synergies
As a Spanish main, i practicaly fit into almost any composition. Love the spanish versatility. But yeah as a duo having getting more gold + food on trade is just pog. Eventualy you´ll win because you have fully upgrades paladins and they don´t XD
I think that, for the Relic & Monk combo, it would be better to swap out Bohemians for Armenians, as the latter gets a Relic for free when building their first Fortified Church, which they can then give to the Lithuanian player to immediately boost their Cavalry, and they can also collect Relics faster thanks to their Warrior Priest, all the while benefiting from the team bonuses of the Burmese and Lithuanians. In return the Armenians give extra Line of Sight to the teams' Infantry, which is quite good for the Burmese in particular, and can also provide some Archer play in the mid to late game thanks to having a strong economy and Arbalesters only missing Thumb Ring
I find Teutons and Mongols to be an underrated combination that complements each other. One has slow bulky melee units that are hard to kill and the other has exceptional bonuses for light cav units and cav archers. And for the ultimate meme combo, you can fill Mongol drill siege towers or Siege rams with Teutonic knights and send them straight into the enemy base and see chaos ensue.
That sounds really fun
I just tried this couple days ago, shipping Teutonic Knights using Ram / Siege Towers
Ye olde APC.
I have to try this
That and the Mongols have arguably the strongest Hussars and the Teutons have arguably the strongest paladins.
It still remember years ago when some dude made Malian condos against me on Arena. It was super effective!
That seems terrifying. Condos with +3 pierce armor is like a bunch of cavalry running into you, but you can't use halberds. You could make some Knights and try to go into Paladins, but then you're dumping massive gold into fighting a unit they teched into for free, against a civ that loves their Farimba camels. You'd really need to just fight it with your own infantry and better numbers.
Right, strong infantry civs (celts/japanese/goths) is probably the best answer to this combo
@@gabrielefarina9517 I'm sure that Samurai could make easy work of them, but that's a very situational counter lol.
I would love to see a visualisation of the last teams trade bonuses vs a fully generic teams trade
I believe T90 uploaded a video where a team with those civs did a no farm challenge against another team, best thing I've ever seen, I recommend you check it out
Back during the original Age of Conquerors expansion, my friends and I had LAN parties all the time, playing AoE2 on teams. My brother and I were the best, so we always had to be against each other. He preferred Britons and Mongols, providing siege/archers to any team comp, and it was always a nightmare dealing with him. But I'm more the economist type of player, so I was usually the Spanish. I'd wall off half of the map and have 30-50 trade carts, and bankroll other teammates. One of our friends took up playing the Persians a lot because I could make my own army and still help fund his elephants, lol. The Spanish trade bonus is just so good. Having mounted healers also helped stretch my team's resources even further.
I think the worst moment I had playing against my brother though was when his friend chose the Teutons, and loaded his Teutonic Knights into Mongol siege rams. They charged my walls on Black Forest, and drew my attention... While my his Siege Onagers blasted out and around the side through the woods into my base from behind. I very nearly lost, but had a back-up TC in my friend's base. I was able to bounce back and micro'd my hussars to each go after a different onager so most of them shot themselves, but my main base was almost gone before I'd even realized. I thought the war horns were about my front gate, as I was dealing with the horror of siege rams as fast as cavalry unloading Teutonic Knights. One of the hardest fights I ever faced, lol.
Aztec-Vietnamese alliance is my personal favorite, where Aztecs benefit from Imperial skirmisher+atlatl and Vietnamese can make more battle elephants thanks to 33% extra relic gold bonus.
You don't really invest that heavily into skirms in team games, and gold is generally not the restricting factor for battle elephants, food is. Especially in team games, where you'll hopefully end up with trade
Hmm interesting!
Teutons and Britons.
Absolute bulldozer melee and siege paired with longbows
And then All Unique Techs mode spilled into the game...
Suddenly, its not too hard spamming Longbow since you dont need too much Castles now!
They're both way too slow so they will always be rushed not letting them get into full power.
@@kristaskrastina2863 Slow?
Brits have their fast herdables food, and Teuton farms are the best in the game.
Both can defend themselves well with powerful archers(brit)/ towers.(teut)
@@tankofnova9022 Yes, they're both kind of slow because they unleash their power in the Imperial with huge economy able to support mass Longbows+siege (Brits) or mass Paladins (Teutons). Until then they want to defend and boom. Which is, of course, exploitable by faster civs.
Goths, Huns, Britons, and Celts. I call this 4 player team Industrial Revolution with how much production they have for all non-castle military buildings.
Byzantines are a great ally too with cheaper trash able to support any army comp from any civ by making up for any weakness the other player had while also providing 2x heal speed for Monks.
The Late imperial guard game
That means each can focus on their specialty
Sounds nice but only one civ with paladins or ca and those rather mediocre overall and only one civ with gunpowder. The team bonuses for production are largely wasted except for goths increasing champion production for brits and celts really
huns and britons can play as flank, goths and celts in pocket. that would be insane as these civ combos do not specifically boosts each other out (except goths-celts) but can complement each other’s weaknesses
Just spam cavalier as poles. 60 food and 30 gold is just beautiful. Food is basically free so even after all good is gone a cavalier will set you back 300 food if you trade for gold :)
A very unique team I played with on islands once was Portuguese, Magyars, Cumans, and Saracens. Pretty sure we won that game since everyone made use of the Kipchaks and landed which made the other team panic from the number of free units being tossed into their bases. Granted everyone had about 3 to 4 castles plus someone managed to land a castle on someone's island which meant more Kipchaks to raid with and I think they got the castle next to their trade too. I can't remember it all as it was a while ago.
I enjoy looking at these civ combos and going "How fitting or ironic is this combo?"
Historians HATE the Spain/Aztec combo team.
@@Coordinator010 Quite a few of the local people actually allied with the Spanish in their war against the Aztecs (eg Tlaxcala), local people who spoke Nahuatl and were culturally very similar to their neighbouring Aztec rivals and would be best represented in-game as Aztecs themselves.
@@ButzPunk I learned something today.
@@ButzPunk Another nation that comes to mind are the Tarascans, essentially in East Mexico, they also did not like the Aztecs though I never heard of them flat out fighting with the Spanish, only just rejecting any call to Aid from the Aztecs. Honestly the Tlaxcalans and Tarascans are interesting nations and would be a neat combo if they ever went back to the Americas.
@@Coordinator010 The Aztec campaign in AoE 2 itself makes this clear - you're fighting other natives in pretty much all the scenarios, who're allied with the Spanish.
You have no idea how long I've been waiting for this video since the first top 10 Civ Combos. Thank you!
The meme over the thumbnail is unintentionally appropriate.
Rest in power, Carl Weathers. 🕊
Lunch time and SotL video drops. Nice.
Bohemians, Spanish, Italians and Hindustanis for quadruple lategame trade bonuses and gunpowder armies. Outside of the gunpowder and trade, you get some monk play with the first two, some archery options with italians and bohemians, strong anti-cav options from Genoese Xbow, imperial camels and bohemian halbs. It's a very strong combo imo
I'd swap out bohemians or Italians for Bengalis giving extra food as well.
Bohemians, Spanish, Mongols and Goths if on Arena. The walls will protect them for the beginning of the game and then... then it's too late, the stream of units will be unstoppable and too diverse to deal with.
Armenian + Cuman feudal ram+longsword combo on arena is really great
Also Armenian warrior priest with Fereters tech and Byzantines team bonus heals 8 HP / Second
I was thinking about Byzantines and Saracens, would the Byzantine team bonus stack with the Saracen passive healing tech?
@@clopecno, their unique tech is not like regular monk healing, it's more like aura, which byzantine team bonus dont buff
Used to watch your vids when I was 20. Didn't watch for ages, now I'm 30 and you're still crushing it. Absolute legend 👍
Dadgum
I miss obsidian arrow...
Old Saracens with foot archer +5 against building and Mayans arbalest with +8 against building. They can destroy even fortified walls pretty easily.
Was already looking for the first Obsidian Arrows comment, still miss the tech everytime :D
I'm pretty new at the game... But what other civilization with mayas is good?
@@MkltPro Berbers.
Cheap archer and cheap cavalry.
40 elite Genitour with Mayans unique tech can even destroy castle
Nice unintentional tribute to Carl Weathers in the thumbnail
I would have also included Malay as an honorable mention for water Allies. They have some pretty solid naval bonuses and the docks shooting arrows is especially useful for coastal defence
I feel like this is, in the world of aoe2, a huge subject, with so many tantalizing possibilities. Awesome video!
This are the combos I had in mine for a while.
1) Walls+Monks: Mayans and Byzantines as Flanks with Teutons and Georgians as Pockets, Byzantines benefit the most I think, building/repairing their strings defenses for less and getting great healers, very efficient for defense overall.
2) Gunpowder + Camels/Scouts.
Italians/Hindustani/Malians/Turks.
A lot of synergies here, Italians get their cheap techs faster, Malian condorierri, Malian Camels against buildings, faster chemistry for Italians and Hindustani great gunpowder.
3) Wood savings/nomad.
Vikings/Slavs/Japanese/Dravidians.
Maybe to much overlap on infantry/archers but you still get Slavs for land/Calvary focus.
4) Tech Team.
Chinese/Portuguese/Malians/Bulgarians. Super fast already cheaper techs for Chinese.
13:20 I remember that time a 4 player team did a ranked match no farms challenge on amazon tunnel. It was this trade composition relying on Bengali bonus for food.
One I theorised some time ago:
Turks, Berbers, Hindustani, Gurjaras
Together they have fantastic combined synergies for Hand Cannoneers + Camels + Genitors, all backed by great Bombard Cannons and some of their unique unit options. Basically it's the ultimate counter pick team, no matter what the enemy team tries they can theoretically hard counter it.
That's one of my favorite combinations 4 v 4 against computers, but I have to play as Gurjaras or else the computer will send vills all the way to someone else's berries (sometimes, even the enemy's) and they have horrible economy or get killed off quickly. Not to mention, they don't play to their strengths.
Gurjaras alone is enough to hard counter anything, thou.
war elephant :
@@LZZBR
Not on a 1vs4 scale though, the point is they focus hard on countering the enemy team, then they're backed up by two of their team mates for defence (depending on what's being sent at them) and easily win the 3vs4 thanks to strong counter units, leaving the 4th guy completely open to beat the enemy team.
@@gatau8391
Monk / Siege / Bombard and pray :)
Can't have everything.
i love aztec & vietnamese, the imperial skirmirsher + plus 1 range and 1 attack for the aztec unique tech makes the skirmish so much better as trash unit..
In the old video of top 10 best team game civ combo, I also heard you mentioned Aztecs and Byzantines as a #2 best team combo because their tech tree and play style can cover each other's weaknesses: Aztecs is a strong early game aggressive civilization with Infantry focus, while Byzantines is a strong late game defensive civilization that can provide cavalry support.
briton and saracens combo is my favorite. you can bombard enemy base with archer from saracen +2 building damage bonus and saracen can spam their cavalry archer more often thanks to britons fast archery range, not to mention both saracen and briton have the best trebuchet so far
For 4vs4 arena or other safe map, I've seen another amazing combo. You take Italians, 2 good slinging civs and Goths. Plan is to sling resources to Goths who rush imp and flood enemies with condotierro using resources slinged by team.
my favorites:- 1.Britons+ Italians+ Chinese+ Mayans
2. Magyars+ Vietnamese+ Berbers+ Malay/Persians
but Frank Paladins + Longbows is a very difficult to counter.
Also the Civs with Trash bonuses together can do anything they want.
6:16 I was waiting for this. Best scorpion combo 💜💜
“Who wants infantry shish-kebabs?!”
What about Romans and Celts black forest?
One thing I like to think about is what is the most “team focused” of team comps. I like Berbers, Vietnamese, Saracens, and Spanish.
Berbers and Vietnamese both have multiple team bonuses, including team units. Spanish have the best team bonus with their trade boost. Saracens have one of the most open tech trees, making them quite flexible. They also utilize the market for an early eco bonus, as well as assist in market manipulation to help their allies.
They may not be the fastest civilizations, but if they get going they can gain a lot of momentum with good Calvary and gunpowder.
I've always liked Magyars & Huns. Sure you get pretty bad siege and infantry, but who can resist cheap hussars and HCAs that get made super fast?
Gotta love the Romans and Khmer scorpion synergy. I'd wish to see more SE Asian civs in the game, such as the Chams, the Mons, and the Siamese, to name a few potential candidates. The Chams could be a naval and archer civ that focuses on raiding, the Mons could be an elephant and monk civ, and the Siamese could be an elephant and gunpowder civ.
The number of teutonic knights on mongol rams is terribly low in this video =(
In the vein of the 4v4 Arabia combos starting at 8:24, I like Britons/Huns on the flanks and Magyars/Franks (with Persians as an alternative to Franks) in the pockets. The Huns player has acceptable archers in Feudal and will be able to pump out cheap cav archers insanely fast with both the Britons and Magyars team bonuses stacking. Both the pockets get fully upgraded knight-line units and benefit from the Huns bonus for faster working stables. The Britons are the only ones who don't benefit from another civ's bonuses directly, but Britons are Britons, they'll be fine.
Good CA civs paired with Cumans for Cuman mercenaries. Might be interesting also for Incas (cheaper castles and no other fast archer).
Burgundians, Lithuanians, Aztecs and Armenians for relics.
slavs have the cheapers castles. if you do the crown tech
I feel like you want to fit Burmese on there somewhere if you’re going in on relics. Knowing where the relics are is pretty important to snagging them quickly.
A great video, I have been hoping to find for quite some time. Could you do a video, toughest civ match ups?
Would be very helpful! Any info this man gives is helpful getting back into online play!
I really like Incas + Chinese because the free Llama starts right between all the vills so you reduce your Chinese idle time to just 1 vil
My 2 balance questions:
1- Why don't the devs just remove the -50 food from the Georigans? If that civ is so bad now, it would be an easy fix that would make them smoother to play, especially for beginners.
2- Bengalis team bonus being +10% food for trade cart makes no sense, compared to spanish +25% gold. Gold is scarcer than food, so why only 10% for an easier-to-get resource? Buff that to at least +25% food.
Huns and Magyars also have a strong synergy where huns have faster training and cheaper CA, and Magyars have faster training and cheaper scouts + and can help with knight production later
This video makes me think of an idea for a mod:
Shared research: every time a player researches a tech, all teammates get it, even if they don't usually have access to it.
It would include unit upgrades (if your civ doesn't have champion but an ally researches it you get it), but doesn't give access to unit lines a civ doesn't have (american civs don't get cav), unless this is in the description of the tech (same for buildings).
It includes the unique techs.
It wouldn't include civ bonuses.
Some techs would probably need some adjustments, like in the "build your own civ" site/mods, things like the tech that changes the gold cost of the Magyar Hussar for food.
And other techs that affect U.U.
Ok this sounds fun and chaotic, I'm in
I do remember a mod with shared techs, though it may have been a unique techs only thing.
I also remember having trouble getting such mods to work correctly since there was a great "all civ bonuses are shared" mod that had become baseline for the group I played with and running multiple mods can lead to strange results.
There's a very popular mod that people are playing right now called "10x Shared Civ bonuses". From the start your share all your allies' bonuses and it's also scaled up by 10x effect! e.g. Teams with Chinese start with +30 vills. Also researching your Unique Tech gives the whole team 10x the effect as well for added madness.
@@Rob-ct4xp, I know about that one, my idea is different, it would be to share the research each ally makes.
Great video as always, although you didn't mention one of the most toxic (and effective) team game strategies possible: Goths and Italians, with the Italians player slinging resources to the goth player for an early imperial age and swarming the opponents with unlimited cheap condottiero while the opponents are barely in castle age. And to make it worse, they counter one of the few units that actually counter goths and huskarls: Hand cannoneers.
My personal favourite is playing Veit + Scots on any Map like black Forrest, snake pit. The way it works is that both players create Forrest tunnels across the map to strike and run
Vikings Italians is surprisingly good. Both on land and water.
it's a fairly versatile combo since archers, infantry and going water are all viable.
Byzantines and Teutons combined with great Monk civs for a powerful Monk push while having good-value healing for Knights in the Castle Age.
I like Celts + Koreans for awesome Onagers, offensive celtic infantry and defensive Korean buildings and special units.
Another great combo is Chinese + Saracens. That bonus archer dmg vs buildings on Chu-ko-nu is awesome!
Lithuanians + Burmese have them able to make fairly strong skirmishers which are faster & so can get in to do damage better & have that +2 pierce armour... So they don't have arbs, but can tank arbs if done properly.
2 Ideas I've Used Below (Magyars + Persians & then Magyars + Tartars):
Mag + Per - Is a nice team comp in that the knight focus of Magyars can stay ahead when they don't have any direct bonuses them-self given the Persian bonus whilst Persians go for archers. When it comes time to swap the Persians can stay on wood costing archers at 7 range whilst switching to Savar (cheaper than Mag Paladin) with the late game Magyar switch to Cav Archers having them at 8 range. These crossbows will technically be tanking for the longer ranged Cav Archers in general fights and can even cause mangonel/onager shots to deal less damage or loose a shot at inopportune times.
Mag + Tar - Is a nice team comp where they might do mostly the same thing, but swap between the two well - though they are an open map pairing for sure. Tartars carry the slack that is involved in the Magyar tech tree, whilst Magyars give a solid unit mass with a few bright spots that can excel any combination between them. The worst part is missing Bombard Cannons between them, but the 19 range trebs I argue make up for that somewhat.
Both civs support Magyars with Camels, unique units, Hand-Cannoneers or Persians with reasonable halbs & Tartars with Steppe Lancers too.
Besides picking for meta (knights + archers) and good team bonuses, you can also choose to abuse units that become overpowered in large quantities...
My teammates and I really enjoy siege heavy comps on closed maps. Koreans, Celts.. more Koreans, really just 3-4 Koreans.
Nothing beats 50 something +1 range siege onegars with a few halbs in front. Or at least, says our data of 2 games around 1400 elo.
There is one amazing that people usually dont think about: chineses and incas. The Lhama below your tc right at the benninging makes chinese start less messy and with almost no idle time
Awesome that you brought this up. My friend plays Chinese, and works great when I picked Incas. Also the Chinese farm bonus works pretty nice for Incas
I have a hypothetical question. If team bonuses were allowed to stack with duplicates of civs, IE two Spanish civs on the same team giving +50% extra gold from trade units instead of just +25%, then what would be the best civs to have multiple times? Any team of 4 of the same civ that would absolutely crush things? (Aside from 4 Spanish with their _double_ trade gold, I assume.)
Hey Law, Guys of the Spirit here.
In this channel all my curiosity about aoe2 is satisfied...
More of a funny combo than anything, but I like that tatars can gift sheep to gurjaras so that they'll get more economy for no extra pop space.
YESSSS I wanted to see this top for years
How can you miss malay on water maps with harbours?
0:38 - Berbers & Turks (+ Spanish)
1:52 - Italians & infantry civs
2:47 - Vietnamese & archer civs
3:39 - Tryhard: Persians/Franks/Magyars & Ethiopians
3:59 - Burmese & Lithuanians (+ Bohemians)
4:37 - Armenians & American civs
5:09 - Nomad: Georgians & Spanish
5:55 - Georgians & Incas
6:15 - Romans & Khmer
7:07 - Saracens & Persians
7:57 - Spanish, Mongols good on any team
8:23 - Tryhard: Persians & Franks & Ethiopians & Britons
8:58 - Persians & Huns & Saracens & Britons
9:21 - Huns & Franks & Persians & Teutons
10:00 - Huns & Magyars & Persians & Teutons
10:24 - Arena: Turks & Bohemians & Malians & Spanish/Portugese/Byzantines
11:08 - Water: Vikings & Dravidians & Italians & Sicilians/Japanese/Byzantines/Spanish
12:35 - Trade: Spanish & Bohemians & Hindustanis & Bengalis/Italians
A very underappreciated combo is Inca and Chinese. Inca can give Chinese an instant spawning Llama, and the extra food farms helps Incas too.
Magyars, Tatars & Mongols for a trifecta of jacked up Light Cavalry and Cavalry Archers.
Don't forget cumans with free kipchaks and Japanese CA +2 atk, or with turks sipahi.
Teutons+Vietnamese: insanely high melee armour plus insanely high pierce armour cav/archer pairing.
Huns + gurjaras on African clearing or other nomad maps is a sick combo, you can gather all the sheep of the map with your initial horse and send it to your teammate
Very interesting! You could add great combo on Arena in terms of strategies wise more than pure bonus wise
For example, Turks fast imp + Poles or Khmer full knight is deadly
The deadliest combo I know, very hard to stop even if prepared is Gurjaras+ Khmer. Gurjaras Siege ele + monks destroy any building and counter other KTS while super fast Khmer KTS kill vills and siege defence
It the guy resist with some castle behind walls with mango just go to pocket
It could be too complex to tackle, but I'd love to see some theorycrafting on the 10x shared civ bonus mod. There are some insanely interesting combos in there like Goths Huns instant drush spam, but probably gets countered by Malay Italian Khmer instant imp plus a free castle age unit civ like berbers or huns.
Aztec Goths Romans was a pretty powerful triple combo when I played them recently hehe
New spirit video, perfect after work 😊
back in 2022 t90 casted a 4v4 ladder game on amazon tunnel where one team went bohemians, spanish, hindustanis and bengalis and made no farms, and won. the opposing team made the fatal mistake of seeing the absurd food price on the market and selling all their food, giving the farmless team a much-needed discount
Adding the strongest points of various civs together is a pretty well discussed topic by now. Moving a bit to the left of optimal gameplay, an idea for an unexpected crossover is Saracens, Malay for 2v2's adding Bulgarians and Turks for 3v3's and 4v4's, respectively. The basic idea is to avoid the more obviously powerful civs/archtypes and try to build a very strong team that probably isnt the strongest.
Saracens: Counter early knight pressure, be ready for flexible counter attack (mams, cav archers, HC, SO, treb, etc), mass up nothing but galleons on water, mass up mams on land, provide aoe healing monks as needed.
Malay: Build the teams fish traps and build harbors everywhere possible, provide meat wall of eles/2HS against the few things that can actually counter Saracens (basically just maxed cataphracts and strong camels).
Bulgarians: Cover early offence (both scout and/or militia rush), build Kreposts everywhere, mass up konnicks and cavaliers as all purpose heavy hitters, provide budget ETK's as needed.
Turks: Cover early offence with scout rush, build bombard towers everywhere, build nothing but cannon galleons on water, build nothing but CA's and bombards on land, provide janissaries as needed.
The important counters are covered and there's good death ball potential in a comp of bulgarian/malay 2HS/eles in the front with mams + jans in the backline, with siege support from saracen trebs/onagers and counter siege from turk bombards. Even have some strong rush potential with konnicks/camels/knights, or eles/jans/mans, or whatever.
Key thing is that none of these civs are the strongest from of what they might offer;
Saracens: SOTL just did the whole vid. No truly big hitter unit to really carry any comp they can come up with and no place where they're the obviously strongest with all the new civs and power creep.
Malay: Great eco, eles have heresy, but....karambit warriors. I know they have niche, but its a very narrow niche and veeery unforgiving if you try anything else. Food only 2HS are nice, but in team games where infinite gold can be assumed, they best they got is elephants which take less arrows than generic paladins.
Bulgarians: Cavaliers and Konnicks are very strong, but they do acutally fall short of paladins. They are here for defences in the krepost and heavy cavalry. Franks with actually cheaper castles and better paladins are probably a better pick overall.
Turks: You have durability boosts on your ranged dps units and a production boost on non replenishable units. +2 range with missing siege engineers doesnt make the bombard the houfnice or the canon galleon like the spanish cannon galleon.
*Sniff.* The once useless Saracen team bonus is all grown up when paired with Persian trashbows. Brings a tear to the eye.
I would say berber and any civ that want to have uniq units that are needs in mass, cause of the Castle tech of the berbers
Malians, Gujaras, Franks, Saracens = Throwing Knives, Throwing Discs, Throwing Axes, Throwing Cutlasses
Mameluke = Throwing Scimitars
Teutons + Burgundians + Bohemians equal the HRE. You could even argue adding Italians here as well.
no...? Burgundy wasn't part of the HRE for essentially any of its history. they were part of france when they weren't independant
Switch out Goths for them Burgundians and it fits.
any civ that is usually weak against archers get MUCH more powerful with a Vietnamese ally.
I think Vietnamese and Berbers are actually pretty underrated combo. While you don’t need to build both of their unique team units, they each specialize in one area, archers and calvary specifically, while also having counter units for the things they specialize in.
@@CyberDrewan yeah, but I don't think they're among the top combos. I've been on a roll with a Vietnamese+Burgundian combo for a while now, but Vietnamese+Teuton and Vietnamese+Aztec/Inca combos are also insanely good.
My fav combo for both 2v2 and 4v4 is everyone with a great internet connection on arena.
Persians can also build Caravanserai now, which is a solid contribution to both a Saracen teammate, and to a Knight focused team (i.e. Persians, Franks, Huns, Teutons/fill).
What about Gurjaras, Britons, Magyars. So Gurjara ele archers can be produced super quickly
I know it doesn't sound like much but i like playing with teuton with a few monks, they already heal twice the distance, add in a byzantine teamate and they now heal twice as fast as well.
I encountered a 2v2 team once on Arena that involved a Turk player going Fast Imp and a Burmese player going double castle Arambai. The Arambai shredded everything non ranged when massed, and the Turk player ONLY made bombard cannons which melted skirms/archers and any sort of fortifcations. Not sure how this work on higher elos, but it was one of the most unstoppable team comps on Arena I've ever seen.
With my partner, usually in 2v2 games in Arena, we play Cumans + Romans, doing rams and infantry with the blacksmith bonus and attacking in feudal. This strategy has given us 150 points in one week, so it works for us. We call it: The Hectopijada
In Arabia or open maps, we play Vietnamese + Berbers, but we haven't thought about equipment bonuses.
Sort of a disclaimer: we are noobs :)
Our ELO is in the middle group: 1100 in 1v1 // 1200 in TG.
Of course Teutons and Sicilians as ultimate middle finger to enemy monks.
Also, I have to say, as Gurjaras main, I have big problem to find many civs I can ally with to their benefit as well. Good thing I do not play MP then (well, this, and that I'm an empire-builder, not meta chaser xd)
It would be kinda sick if a tournament was run where players could pick 1 main civ and 1 civ who would instantly be defeated essentially letting them choose a team bonus. I'd love to see what creative strategies players could make up. (Assuming there were picks and bans so the best options wouldn't just dominate.)
if you are going for a 4 knights swarm civs i'd persoanlly rank sicilians high as their knights hard counter castle age pikemen through out all castle age. they can switch to arbalest later although they do lack the final armor, they still reduce bonus damage from skrims anyway so they are not particularly more weak vs skirms.
Berbers + Turks + Spanish = Barcelona
Omggg soo rigth
And francs
Nah Catalunya is Spanish and Franks and kinda Berbers sure.
Barthelona
Why Turks ??
@@theojulian662 cus the musulman herithage.
All I can think of when I think of synergy is the old Obsidian Arrow UT with a Saracen ally. Don't even need trebs at that point. Probably good it was removed but I do miss it haha
I love culturally/Historically accurate civ parings. Thus when fighting in SEA I love playing as the Malay + Dravidians with Harbours as my main defence along all shorelines that also provide pop space.
Mongols, Huns, Magyars, Britons especially on maps like lombardia.
Mongols got insane early pressure with faster working stables from huns and can go all in fast feudal, buying time for the hun player to go castle age quite quickly. Once in castle age the hun player can go for an insanly oppressive Cav-archer all in, with discount and production speedboost from magyar and britons, which in turn buys time for the mongol player to boom up and get mangudai (again boosted by magyars) onto the field or help with a castleage push via steplancer.
Magyars are a solid scout/knightrush civ themselves and benefit from mongol/hun boni a lot and brits are always a solid flank option.
On lombardia this is extra strong since the teammates are so close that mongols can take extra boars from their teammates in exchange for extra herdables for the britons. Just requires a bit of communication to shuffle the food accordingly.
Im curious, do Saracen + chinese produce chu ko nus that shred buildings?
I don’t think it makes them shred buildings really but Mamelukes but hindustanis shreds buildings
One day, I'll get to do the Mongolian taxi with Teutonic Knights. One day.
Byzantines turtle and trash swarm into Goth spam.
Or the infamous Italian sling into Goth condottiero spam.
Goths + Slavs + Bulgarians- ultimate infantry
Aztecs + Burgundians + Lithuanians- ultimate relic
These are two of my favorite combos
My Tatars have no allies :( Would be a fun video to try and do a best team of 2 and 4 for each civ. Help us low elo's make quicker better decisions. Or an update on each civ and who they work well with? Thanks for the video!
Tartars, Byzantines,Britons and Coreans
19 range trebs, Longbowmen defending 8k castle from Byzantines with boosted towers by Coreans
The problem is that the Tatar team bonus isn't that great. CA isn't super common unless you are playing Tatars, Japanese, or Mongols, I think
@@2spicyleaf6334 Yeah, I know haha. Still love playing them for mobility. Would be cool though to get a better team bonus so I could use them more in team games and be more helpful.
OH BOY! I love videos like this. Combos are fun. Especially the pizza ones.
The unique water team: Vikings, Dravidians, Koreans , Portuguese
I don't know how good it would be, but would be interesting 😂
I feel like Goths and Huns could be a good pair because both are quite similar in many aspects (UUs are similar, UTs are practically the same, and both get faster working military buildings). Huns can use their Tarkans and Goth can use their Huskarls. Huskarls can kill pikes and other threats to tarkans meanwhile tarkans can deal with gunpowder or if there is a heavy melee unit (like the Teutonic Knight) huns can use their CA. Togeter if you rush like 30 Huskarls and 30 Tarkans in a base that should be a gg for that person.
My favourite is hun and polish.
You can spam hussars so quickly.
Enemies send out halberds, use hussars
Enemy uses is something that counters hussars, drown them in hussars.
Enemy has hopes and dreams, you guessed it hussars
random extra synergies I thought fit your video: koreans are also good with the imperial skirmisher (=50% food). also maybe lithuanians and armenians are good together? the armenian makes a church to get a free relic, then ungarrisons it for the lithuanian to pick up.
Personally my most awaited video 🎉
A question:
Is the team bonus lost if the player loses? What if we 4v4 but drop 3 players for only the team bonuses to stay for the last?
I would like to see more dominant team bonuses. Especially for weaker TG civs. For example the faster advance bonus for malay or instant chemistry bonus for turks. Making the civs more important and leading to more creative TG play than kts and xbows.
Surprised there was no mention of an all out monk/relic team.
My theory: Aztecs(more relic gold), Burmese(locate relics), Lithuanians(monasteries work rate+ relics for increased attack), Tuetons(units resist conversion).
Gameplan would be to indirectly sling Lithuanians by running all relics into their base so they can focus on pumping out high attack, conversion resistant Leitis with all that extra gold, which could be accompanied by a variety of excellent infantry to kill pikes or camels
Great job Spirit
In the Arena map with gunpowder focus, along with Turks, Bohemians and Spanish, it should be Hindustani. Their HC have extra range, so that will be helpful along with other synergies
As a Spanish main, i practicaly fit into almost any composition. Love the spanish versatility. But yeah as a duo having getting more gold + food on trade is just pog. Eventualy you´ll win because you have fully upgrades paladins and they don´t XD
I think that, for the Relic & Monk combo, it would be better to swap out Bohemians for Armenians, as the latter gets a Relic for free when building their first Fortified Church, which they can then give to the Lithuanian player to immediately boost their Cavalry, and they can also collect Relics faster thanks to their Warrior Priest, all the while benefiting from the team bonuses of the Burmese and Lithuanians.
In return the Armenians give extra Line of Sight to the teams' Infantry, which is quite good for the Burmese in particular, and can also provide some Archer play in the mid to late game thanks to having a strong economy and Arbalesters only missing Thumb Ring