personally i subscribe to the "never deliberately research wheelbarrow, simply save it until you inevitably get housed to stop your tc going idle" school of thought
As a kid, my buddies and I thought that was the most useless and weak civ bonus. Of course, we all started with max resources on the biggest map possible even though it was 2vs2, milled our boars, never built trash units--only gold-intensive power units. Ah, such good times!
I want to see SOTL redo this for Burgundians, because the much cheaper cost for both might not impact wheelbarrow that much, but I imagine it would for hand cart. Burgundians save 120 food on Hand Cart alone, in addition to the couple of hundred food saved from wheelbarrow, double bit axe, bow saw and maybe two man saw at this point, so they can make a strong case for sneaking it in much earlier than most other civs.
@@brainwasher9876 I think with Burgundians go with SOTL's plan when ignoring the cost - so get both wheelbarrow and handcart at 14 farmers, or if you're still in feudal age get wheelbarrow at 16-18 villagers or just before aging up, whichever comes sooner.
@@morantNO1 technically you wouldn't be missing those 3 villagers, considering you're researching it on your second TC, on feudal age where any other civ would have to sacrifice time spent making vills at their only TC in feudal, your starting TC would still be making villagers while your second TC gets the upgrade AND also make more vills
Not to mention that e.g. during a campaign, you have to research it every time all over again. You'd think a civilisation wouldn't forget such things over a couple years or decades. You literally have to reinvent the wheel...
@@samukis272 Actually, that'd be a really cool feature to write into a campaign: technologies researched in earlier missions are retained into later missions.
@@jefffinkbonner9551 That would fundamentally change the game (especially since many people manage to research everything available in each mission), so not happening. That said, you kinda get that effect as you go through most campaigns, wherein earlier scenarios have you starting out in early ages while later ones start you off in the later ages.
That would be a lot of work for the old engine. And actually might allow the enemy to visually get information about the enemy (like their Wheelbarrow timing). And that might not be wanted.
It's crazy to go back and see the old videos. He's more confident and well spoken and like you can truly see the skills grow over time. I got DE cuz these videos get me so hype
No hope, no disappointment I assume it will suck. If it is good it would be a bonus Remember in aoe3 if you see thr jannssary firing you suck and you have to micro harder
Hey SotL, if we are revisiting some old questions it might be worth looking at mill placement around berries again! Since DE changes to villager pathfinding, I haven't noticed much difference between 1 tile away and adjacent to the patch, especially when the berries are saturated with 4-6 villagers. If there isn't much difference, it might mean 1 tile away is better since it makes walling out scouts and militia way easier (similar to the mining camp next to gold).
5:10 Another thing is that you don't have to build the 1-2 extra farms as soon, giving you both some short-term Wood savings and also another efficiency advantage since the extra farms would have been the furthest from the TC.
Armor isn't actually that heavy But man with pants definitely has a lot of stuff, because they bring sticks, hammers, arrows, pickaxes, axes everywhere so you can tell him to do stuff immediately Archers only have bow and arrow and therefore the fastest of the three
I don't even play Age of Empires 2 on the regular. I play only Age 3. These videos are so intriguing I watch literally every single Spirit Of The Law video. They're just too good.
@@slicer95 You just reverse the direction of flow and adjust the pressure so that now the evaporation happens on the outside and the condensation on the inside. It's kinda hard to explain in a comment but it's called a Heat Pump if you want to learn more.
I feel like getting Wheelbarrow before Castle Age is about the opportunity cost compared to delaying it. What I mean is that if you want to Boom and/or go Knights you really can't afford to idle your TC when you need constant Villager production in Castle Age.
They do depend on walking has every civ's villager moves around inside the farm to farm it, reducing the time that takes improves your food gathering as well, even if they dont have to drop it at a building, also, you get the plus carrying capacity so its not all about speed nor farm, there are the other resources it helps too.
@@filadelfozuniga3411 indeed, the villagers don't carry the food, so that part of the bonus has no effect on Khmer farmers. But your villagers still walk between different spots on the farm while working, during which time they are not working. So wheelbarrow still has a small positive effect on Khmer farmers. I'm not sure at how many farms it becomes worthwhile though.
So farming works by having your villager walk to a farm point, harvest to get enough resources to fill up a quarter of their capacity, and repeat until they have full capacity and turn it in. Khmer just don't ever have to turn in their food, and I think still use the basic farming capacity to determine when they should start a new dance.
The casual version of this question is, do you research it when you age up so you don't forget it or do you simply forget about it and research it later when you remembered it exists.
I like both techs for hunting. Lowers the amount lost in food to decay when I'm doing something like raiding or exploring and can't micromanage hunters to herd every deer type animal close to a mill.
I would say that probably one of the reasons a lot of high level builds recommend getting wheelbarrow so early, even on an archer build (i.e. right before you click up to castle age) is because wheelbarrow is a much higher initial food investment than a single villager is. So you can potentially queue up bodkin arrow, crossbowman upgrade, bow saw, and a villager all once you get to castle age right away, then continue villager production while you get the next upgrades (like archer armor, potentially expanding tcs, etc.), but never be floating enough food to easily get wheelbarrow without idling your TC. In contrast, you are going to be floating a lot of food as you prepare to go up to castle age, so you can afford to pay the 175 food all at one time rather than spreading out the food costs, because your castle age preparation removes that bottleneck.
One important omission here is how wheelbarrow increases your food income without needing to spend wood on more farms - it isn't just about the food cost of the villagers. At around 14-15 farms, wheelbarrow is like having +2 farms, and so potentially saves you 120 wood. Usually, with an archer build you want to move a bunch of villagers from farms to wood after clicking Castle anyway, so this is the justification for getting it a little "too early". Also, any farmers added after the first 12-14 will be 2nd layer farms(unless you build another mill), so they cannot be assumed to gather at the same rate. It's impossible to quantify all of these factors (villagers being safer from raids due to faster walking speed for example), but I would for these reasons advise getting a little earlier than suggested in the video.
However, you also have to balance this with another omission here, which is that the 3 villagers are staggered not only in cost, but start to generate resources when created. This means that, given the situation where they marked as about even, you're actually gaining +75 worker seconds in addition to the total worker count at the end of getting three villagers that you wouldn't have otherwise had.
Another scenario not mentioned is when going FC into a boom on Arena for example. In this situation, assuming you are going for a fairly optimal/tight build, there will be a period in Castle when you can barely afford vil production in all TCs, and so won't be able to afford the upfront cost of wheelbarrow. Here you have to choose between getting it 'too early' (maybe as early as 6 farms, 26 vils) or 'too late' (20-24 farms, or more if 4TC). Based on my tests (overall resources gathered by, say, min 23) I find getting it early to be better.
@@cicero8676 I mean yes, throwing the purity of testing into real world scenarios complicates it a ton, but there are still more questions that have probably definable answers that go along with them, that also wouldn't survive real world testing. If you're booming and are not harassed, your statistics change drastically compared to having to respond to early pressure, and not even accounting for human error. However, in your situation, one of the questions is, at what point would wheelbarrow become profitable to take a delay in making villagers to save up for, which I believe would actually be a curved line given that more villagers also gives you more resources faster and the delay to save up would be smaller, again completely discounting things like needs for your army or other buildings. In the end I think SotL is just challenging our perceptions of what timings we "feel" are best and should possibly adjust somewhat depending how off the mark we are.
Interesting point, but think about it that way: Instead of wheelbarrow you can build three villagers, and if you place two of them on farms, you have even a higher food income than if you make wheelbarrow with 14 farmers. The other villager you can put on wood, and it takes her 256 s to gather 70 more wood (120 wood from 2 farms minus 50 wood from the wheelbarrow cost) than in the scenario with wheelbarrow. So after a few more vils and after researching castle age you will have gotten back the wood of the two farms, and basically got two farms for free.
Lots of good points here. I like to get wheelbarrow based on the farm number. If I'm going scouts -> knights, I go up to 15-18 farms in feudal age before clicking up on 33 villagers + wheelbarrow. For this, I get wheelbarrow after I've placed 15 farms, even if I'm not at 33 villagers yet (sometimes I'm at 31-32 vils). As stated in the video, wheelbarrow mostly helps farmers to be efficient. At this point, increasing the farmers efficiency is better than adding more farms, as more farms cost wood, which you need to invest into more stables/tcs/siege workshop/monastery/etc... You also would rather wait until you have heavy plow in castle age before seeding additional farms so increasing the efficiency of your farmers lets you have less farms that only have horse collar.
glad to see you here considering how often you coach. It's nice to have the people teaching go off of a stronger objective standpoint where possible than just preference for things.
Spirit of the Law, I was looking at the Aoestats and I noticed one weird thing: most civs drop their win rate at the 30-40 min game length, but there are a few that peak at this point: Aztecs, Berbers, Saracens, Sicilians, Tatars and Vietnamese. That's all of them. I just can't figure out what happens during the 30-40 min mark that only 6 civs have a good time and everyone else suffer. I can't find out what those 6 civs have in common either. I'm talking about 1650+ ELO, btw.
Faster villages have other advantages too, if you're being raided or need to move further from your base to wall or collect resources etc. I figure that if you're being raided, taking wheelbarrow/handcart earlier can be worthwhile - if it lets one or two villages escape being killed, for example, that dramatically swings things in your favour
I find with archer builds a good reason to get it is actually lack of wood - you don't have 180 wood to build 3 more farms, but you have 50 to make the 14 you already built work better with just 25food more investment. Basically a way around wood scarcity delaying food gathering for castle without resorting to a market which would be 175 wood you don't have
Thanks for the vid and the hard work Spirit, your channel is fascinating. I have been going for a "20 farms, then wheelbarrow" rule, some random guy give it to me in Voobly quite a few years ago when I started playing and never forget it.
no. You do raise a good point that wheel barrow is cheaper than adding 3 villagers plus farms and 3/5 a house. It's mostly a farming rate upgrade to get wheelbarrow which makes it better building 3 villagers if they go straight to farms. (sure, you forgo 75 seconds of villager labor during the 75 seconds it takes to make 3 villagers or get wheelbarrow, but that's only 15 build time and 30 resource extra resources, which mostly just pays for the extra 3/5 gouse) That said, you may not be churning out villagers for farming, but for extra wood/stone/gold or build time, at which point you are not saving 60 wood to start up a new farm.
@@suddenllybah I actually tested this considering the cost of extra farms as well. I assumed all 3 extra villagers go to farms because that's what most important. I also considered lumberjacks work rate before and after but completely ignored miners (work rate increase for them is so small that I think it is negligible). I found 14-16 farmers justify the cost of wheelbarrow as opposed to 16-18 of SOTL. Not that much difference.
@@curlywhites He didn't clear whether he considered the cost or not when making the full analysis. Even so, making only one extra farm from the three extra villagers won't always be the case.
@John Smith We don't have AC in western WA. The average daytime high in July is like 77. The average low in December is like 35. It's temperate here. We ain't California.
I tend to research wheelbarrow or hand cart as i am going into a intensive military micro phase, generally at 35-40 vill pop using some archers or scouts. I justify that if i can distract of weaken enemy eco enough i will be in a better position either way.
I know I am late to the party, but I think I have an aspect that might be impactful enough to be relevant that is not considered at all in this video: If wheelbarrow makes your farmers more efficient it allows you to use the farms you already payed for faster. So it does not only give you the villagers, but also the farms you would have to build for them to use them to give you food. This does not hold up long term, because farms run out, but they do so with a very significant delay, so I don't think that caveat really negates this point. A small addition is also that it allows you to have more farming eco without needing more farming space in the second row or on the exposed mill etc. I don't want to do the exact numbers myself, but if someone wants to crunch them I'd be very interested to see, how they'd look. As a first guess I'd just take the 13.6% times the woodcost of the farms you already have, that don't expire soon, times the 60 wood it would take to set up that farming eco. So if we say 12 of the 16 farms are reasonably fresh, that would be about 100 wood. As a probably smaller factor in the other direction the tech does not only cost upfront, but also works with more delay, because the created vills would already have gathered some res with 75 seconds of work time + the additional res cost, but I think those factors are a bit more obvious.
I play 500 pop 8 player AI games where I usually hit 160-180 vills. I usually pick up handcart when I get housed, same with the sight line upgrade. This probably doesn't affect anyone, though.
I think hand cart has a much bigger effect on overall wood and gold collection since the drop off rate is dropped by almost 50 percent. (8 trips down to 5 for ~100 resources) Less time walking means more collection! also the bump in speed helps with wood collection, something I see as a hidden benefit with Berbers since their villes are that much faster from the break.
Nice update :) i like the farmer general rule. Certainly something to think about as I'd always either ignore it til I had 3 TCs if fast castling or get it just before clicking castle if there was prolonged feudal... Figured you'd earn more in the time it took to reach castle age. But the differentiation between the military and eco setup is especially useful.
I know it's supposed to be a big boost for the Vikings, but my brain can't help but think that you'll research them eventually anyway, and you could have some other bonus instead. For whatever reason, I assume that a game will eventually make it to Imperial and all techs will eventually be researched, so I'd rather have bonuses that will still be giving me something at that point. This is probably also indicative of my preferred playstyle being a slow and steady defensive style. Getting rushed is my weakness, but I've gotten much better since I started watching SotL.
@@ViViDG Yeah, I always underestimate the advantage that a head start gives. Simple bonuses like starting with 100 extra food or wood seem like they'd be basically useless later in the game, but they can make enough of a difference in the early game for you to snowball into a stronger position than another player with a more permanent bonus. Free Wheelbarrow and Handcart feel like wasted bonuses because you get them eventually, but it's the combination of (a) not needing to pay for them, (b) not needing to spend TC time researching them (making vils instead), and (c) getting the benefit instantly as soon as you age up, all these can help create that snowball effect to get you that early advantage over your opponent.
Another strategy based point is if you are going to make forward siege (or any other forward strategy), as walking villagers across the map takes a lot of time and reducing that time both increases your chanses of not getting spotted and villager efficiency as waling back on forth across the map takes a lot of time and even a small percentage increase adds up fast to a large total depending on how many villagers going forward. This is hard to quantify though as in this scenario the distances will vary and the benefit is more militarily and not economically.
I like getting wheelbarrow when I'm attacking or defending since it's a good chunk of time where I don't need to care about my eco and can focus on micro a bit
I like how this video is about the handcart, but one of its strong aspects is "Let's take a look at how your economy should be used". Even though I play total war and other economy/warfare games, I never really thought about disciplining my economy in AoE. I always kind of run my economy on the fly, not mapping production or consumption to key timestamps or keeping a schedule going.
Hey Spirit. I have a modding/Genie Editor dilemma for you if you're interested. I've been making some custom civs to upload to the Mods page using genie editor (not the website you showed in a previous video), and I've run into these issues. 1. is it possible to make a unit with an attack bonus vs villagers? There is no "armour villager class" and even when I give villagers a rarely used armour class like the turtle ship armour class, they don't receive any bonus damage from units with an attack against it. 2. is it possible to make a "forage bushes last 40% longer" eco bonus? All food sources (with the exception of herdables) are governed by the same food stat, namely "food productivity" so there doesn't seem to be a way to modify forage bushes without also affecting farms, fish and hunting animals. 3. is there a way to make a "targets receive 25% less damage when uphill" bonus? (essentially the Tatar bonus but reversed)
If I'm not mistaken, each villager profession counts as a separate unit, so you need to apply the armour class to each of them for it to work properly.
@Red is correct. 1. Yes. You need to apply everything to miner / lumberjack / builder / forager / farmer / hunter / repairer or something like that. 2. Multiply attribute 13 by .85 for Foragers? 3. Change resource 212 by .25?
Give me more complexity and more content Spirit! What about an episode about possible combined arms formations. Like, 8 crossbows in the rearguard.. what is the optimal investment in Xbows to cover a zone from pikemen, what is an optimal mix of unit effectiveness V cost for a civ with a variable stable like mongols? : Does a mix of steppe lancers/knights/light cav perform in multiple scenarios? Can't wait!
the way I handle it is this (for fast castle into booming) 27 vill dark age, 2 more before clicking castle, after castle make a villager to build a house, church, then another two houses, then just builds anything else I need (Dedicated build vill basically). Another vill to place my 8th farm (Assuming Black forest, I'll have 7 vills hunting down Sounders, so only 7 farms at this point as well) 4 vills created to build a TC, 4 vills created to build third TC, then fill out the rest of the farms around my starting TC (up to 12), then research both techs back to back since the other two TCs will be built by this point and can start pushing out farming vills since the vills who built the TCs go to wood. I feel more comfortable with this method since losing out on five vills on one TC doesn't feel like a big deal since I'll get 10 vills from the new TCs in the meantime
And if I don't have enough food for both vills and wheelbarrow, I just do 2 vills and keep up constant TC production until I have enough food to queue up wheelbarrow.
I have two main strategies for Wheelbarrow. For when I want to do stuff in Feudal Age, I go up with 22 villagers and then make 3 vils -> wheelbarrow -> 2 vils -> town watch -> 3 vils. For a fast castle, I go up with 28 villagers, then make 2 more and then get wheelbarrow.
As someone else pointed out - what about the fact that 3 villages have massive potential additional hidden costs whereas wheelbarrow works instantly with no other costs! To get 3 villages working on farms, you need 150 food, then 180 wood, 3/5 of a house so +15 wood, 75 seconds of build time (37 food). +walking to their location time. Therefore the 3 vills, if they were to be farmers, actually cost 190/195 to WB 175/50. Or 385 vs 225 resources. This cost is staggered with the vills, as you pay in instalments of 50, then 50, then 60 etc. this would change the inflection point further unless they were going to wood. It also means that WB is a way to expand a food eco when wood starved, as the wood cost of the villagers is nearly 4X!!! If you're making archers ... you could make 4 archers for the cost of getting the villages onto food to age up to castle.
Great video. Also, I want to see an updated trade video since all of the ones on the internet say that the farther the markets the better. That is true however there is a variable that is not taken into account and that is the population that you require to spend on it. In other words, It is useless to me to get 1000 gold per trip if each trip takes 1 hour to complete. Players' solution is always to add more trade carts but I will give you an extreme example to illustrate my point. Let us suppose you are playing at 25 population limit. You can't just throw in 25 trade carts or you're done. Therefore you need to find a balance between how far do you need the markets to be and how many trade carts you can afford without limiting your military capabilities
There should be a civ bonus where food can be dropped off at a castle. Or perhaps all res. No idea which civ that would be best assigned to historically. But this is a useful mechanic to keep in mind as the game grows.
Commenting the same way again here (I usually have a comment that ends up getting discussed as a fringe case in the last 40% of the video or so, then end up deleting it), but now that my Vietnamese have no wood cost to their economic upgrades I think getting it slightly earlier for them might be good. Since you can just go slightly more into farms (+1 or 2) than normal and recoup your food cost much earlier. Whilst supplementing any skirmisher production or advancement into the Imperial age. Also like so many I've been confused at 'misplaced' farms for a long while now. Would have always loved a small bonus for T.C. or Mills to give to farms right in their vicinity. I know this isn't the game for that, but things like 'Water/Irrigation' quality has been big/influential & a crucial yet intuitive addition to a number of games before.
Let's say I have 18 farmers for a knight build, but I plan on putting up a TC right at the start of castle age as well. How many more resources am I collecting during the age up with WB than without, and is it worth considering getting WB once the 2nd TC is up so I never stop vil production (not counting the age up) and I get to castle age and knight production 75 seconds sooner? It's an interesting tradeoff to consider, I think, unless I'm really off and the difference in resources isn't as marginal as I think it is
You can crunch the numbers with a tool I recently programmed: bstrasser53.github.io/WheelbarrowHandcartCalculator/ When assuming 18 farmers, 10 wood choppers, and 6 gold miners, you collect with wheelbarrow 13.097 res / s summing to 2095.5 resources during aging up. If we assume 18 farmers, 10 wood choppers, and 3 gold miners, and we put three more vils on gold instead of wheelbarrow (same vil distribution at end), you collect 12.110 res / s, summing to 1937.6 resources during aging up. Not included are the resources you collect during the 75 s while researching wheelbarrow!
Maybe I'm an ass, but I was watching that bird flying overhead at 1:20 and I thought 'Is the bird thinking about which villager he is about to crap on?'.
I'll be honest, I always save up the resources to research basically every eco upgrade right when the research for the next age completes, that way I forget to do them less often. Occasionally I'll queue up a vil or two beforehand if I feel like I clicked up a little early, but I always find that I'm never sorry for researching early. The only eco upgrades I routinely forget now are Crop Rotation and the last lumber upgrade 11
One thing i know for sure is if i have no more pop or don't want any more villagers but want more economy i should get it because it's population efficient.
For me, the answer is pretty much always: Get it when housed.
Don't get housed then?
@@XavierXonora :C
It's not intentionally
Was about to write the same thing. Happens to everyone.
Yeah me too :D
@tony james tell this mbl
personally i subscribe to the "never deliberately research wheelbarrow, simply save it until you inevitably get housed to stop your tc going idle" school of thought
I thought that was what Town Watch was for.
Dark age housed: loom
Feudal/ Castle housed: town watch
Huns: I research when I WANT!
@@Silver-Silvera Yeah, you usually go for town watch as the research time for wheelbarrow is so much longer than the buildtime of a house.
I'm just going to stick to Vikings and not worry about this
Same
I always end up overlooking how OP this bonus actually is!
Fatslob confirmed… 😂😉
Based
As a kid, my buddies and I thought that was the most useless and weak civ bonus. Of course, we all started with max resources on the biggest map possible even though it was 2vs2, milled our boars, never built trash units--only gold-intensive power units. Ah, such good times!
SOTL: "When should you get wheelbarrow?"
Vikings: "I don't understand the question."
It means: You should go up to feudal, when you have 18 farms :D
"You know, the tech other players click when you get Town Watch because you are housed..."
No problem for Fatslob
Vikings: "I cut yer throat!"
EZ strategy:
1. Pick Burgundians
2. Get Wheelbarrow at the start of the game
3. Works every time, 100% win rate
I remember Viper did this before but I don't remember when
Simple as
I want to see SOTL redo this for Burgundians, because the much cheaper cost for both might not impact wheelbarrow that much, but I imagine it would for hand cart. Burgundians save 120 food on Hand Cart alone, in addition to the couple of hundred food saved from wheelbarrow, double bit axe, bow saw and maybe two man saw at this point, so they can make a strong case for sneaking it in much earlier than most other civs.
@@brainwasher9876 I think with Burgundians go with SOTL's plan when ignoring the cost - so get both wheelbarrow and handcart at 14 farmers, or if you're still in feudal age get wheelbarrow at 16-18 villagers or just before aging up, whichever comes sooner.
Cumans: Behold, my second TC to research Wheelbarrow
But you're still missing out on the 3 villagers. I know it's a joke, but it still does not work that way.
@@morantNO1 technically you wouldn't be missing those 3 villagers, considering you're researching it on your second TC, on feudal age
where any other civ would have to sacrifice time spent making vills at their only TC in feudal, your starting TC would still be making villagers while your second TC gets the upgrade AND also make more vills
Tbh, getting wheelbarrow at 300BC sounds like a better timing then 1300AD to me.
Not to mention that e.g. during a campaign, you have to research it every time all over again. You'd think a civilisation wouldn't forget such things over a couple years or decades. You literally have to reinvent the wheel...
@@samukis272 Actually, that'd be a really cool feature to write into a campaign: technologies researched in earlier missions are retained into later missions.
@@jefffinkbonner9551 That would fundamentally change the game (especially since many people manage to research everything available in each mission), so not happening. That said, you kinda get that effect as you go through most campaigns, wherein earlier scenarios have you starting out in early ages while later ones start you off in the later ages.
A civilization can make a trade cart before knowing what horse collar or wheel barrow is.
Yeah, that'd be awesome.
It would be cool to see villagers actually using a wheelbarrow or handcart.
@xLoOnEyOuTcAsTx By that logic all graphics would be unnecessary
@xLoOnEyOuTcAsTx Voices are therefore also unnecessary.
@@bumblebeepk09 let me introduce cube mod to you ;)
That would be a lot of work for the old engine.
And actually might allow the enemy to visually get information about the enemy (like their Wheelbarrow timing). And that might not be wanted.
@@christopherg2347 would be a cool mod maybe
I haven't played aoe for more than a year, but I still religiously watch every SotL video as soon as it comes out.
Same. I just wish they would do something about the boring meta. Seems like it is nothing but scout rushes and archer death balls these days...
@@arcan762 you forgot drush with man at arms..
Amateur, I haven't played more than 5 hours since 2001!
Same
Because he has a soothing voice.
It's crazy to go back and see the old videos. He's more confident and well spoken and like you can truly see the skills grow over time. I got DE cuz these videos get me so hype
I do like the chill, laid back rawness of the older videos, though. Plus with the classic graphics really vibes with the rawness of the presentation.
Can’t wait for aoe4 math vids
I am afraid that it sucks
@@adwans1491 Me too. Hope for the best, prepare for the worst.
@@adwans1491 how come? and dont tell me because its 3d
graphics, they cannot make another 2d medieval age game or people would just call it dlc
No hope, no disappointment
I assume it will suck. If it is good it would be a bonus
Remember in aoe3 if you see thr jannssary firing you suck and you have to micro harder
@@mangonel it seems the devs really care about age4 and will listen to the community, im positive of it
i just get wheelbarrow when i eventually get housed in feudal
(and handcart when i remember)
Hey SotL, if we are revisiting some old questions it might be worth looking at mill placement around berries again! Since DE changes to villager pathfinding, I haven't noticed much difference between 1 tile away and adjacent to the patch, especially when the berries are saturated with 4-6 villagers. If there isn't much difference, it might mean 1 tile away is better since it makes walling out scouts and militia way easier (similar to the mining camp next to gold).
Of course the right answer for the ammount of villagers is 42. Why did you even calculate that?
That is the answer but whats the question?
Sometimes you gotta multiple six by nine
*Age of Empires perfect math class*
That is the answer - but what's the question to the answer?
@@zephurwallace9560 What is six times seven?
Hey Spirit of the Law, people here.
True
Us mutants feel excluded 😟
It should be "guys here"
Wrong channel
Hey Spirit Of The Law, guys here.
One helpful thing I use, click wheelbarrow as you enter into a micro battle with your army. Gives you a bit of time to not have to micro your TC/eco
Good
I put villagers on wood
5:10 Another thing is that you don't have to build the 1-2 extra farms as soon, giving you both some short-term Wood savings and also another efficiency advantage since the extra farms would have been the furthest from the TC.
On the other end, all your existing farms will expire faster, so your wood economy still needs to be prepared for that.
Solution: be Teutons
Deus Vult!
Big brain dude
7:55 man with armour is faster than man with just pants.
but man with no clothes and bongos on his head is still the fastest
Armor isn't actually that heavy
But man with pants definitely has a lot of stuff, because they bring sticks, hammers, arrows, pickaxes, axes everywhere so you can tell him to do stuff immediately
Archers only have bow and arrow and therefore the fastest of the three
“When to get wheelbarrow and hand cart?”
*laughs in Viking while drinking wine in my foe’s skull.*
*Mead!
@@Igor_054 mead is a form of wine.
@@CsDeathshadow my bad, you know what I meant tho.
@@carloscoss5372 wasn't correcting you, i was correcting the dude wrongly trying to correct you
You must have made very large-headed enemies.
0:10 The showdown between a man and whether to get AC in Canada: I see Spirit of the Law is taking 1v1 Arabia to real life!
I don't even play Age of Empires 2 on the regular. I play only Age 3.
These videos are so intriguing I watch literally every single Spirit Of The Law video. They're just too good.
Hey Spirit, since I'm an AC technician I just wanted to mention that modern ACs also work as heat pumps and can warm you during winter.
How does that work? If an AC is set to 26 C while outside temperature is 10 degrees the room will be warmer?
@@slicer95 You just reverse the direction of flow and adjust the pressure so that now the evaporation happens on the outside and the condensation on the inside.
It's kinda hard to explain in a comment but it's called a Heat Pump if you want to learn more.
I feel like getting Wheelbarrow before Castle Age is about the opportunity cost compared to delaying it. What I mean is that if you want to Boom and/or go Knights you really can't afford to idle your TC when you need constant Villager production in Castle Age.
What about Khmer, could they just ignore it? Since their farms dont depend on dropping nor walking.
They do depend on walking has every civ's villager moves around inside the farm to farm it, reducing the time that takes improves your food gathering as well, even if they dont have to drop it at a building, also, you get the plus carrying capacity so its not all about speed nor farm, there are the other resources it helps too.
@@TBPetitP did the bonus changed, I was under the impresion that food was counted inmediatly, not carry at all.
@@filadelfozuniga3411 indeed, the villagers don't carry the food, so that part of the bonus has no effect on Khmer farmers. But your villagers still walk between different spots on the farm while working, during which time they are not working. So wheelbarrow still has a small positive effect on Khmer farmers. I'm not sure at how many farms it becomes worthwhile though.
@@jordivermeulen2519 ahh, that makes sense.
So farming works by having your villager walk to a farm point, harvest to get enough resources to fill up a quarter of their capacity, and repeat until they have full capacity and turn it in.
Khmer just don't ever have to turn in their food, and I think still use the basic farming capacity to determine when they should start a new dance.
The casual version of this question is, do you research it when you age up so you don't forget it or do you simply forget about it and research it later when you remembered it exists.
I like both techs for hunting. Lowers the amount lost in food to decay when I'm doing something like raiding or exploring and can't micromanage hunters to herd every deer type animal close to a mill.
I would say that probably one of the reasons a lot of high level builds recommend getting wheelbarrow so early, even on an archer build (i.e. right before you click up to castle age) is because wheelbarrow is a much higher initial food investment than a single villager is. So you can potentially queue up bodkin arrow, crossbowman upgrade, bow saw, and a villager all once you get to castle age right away, then continue villager production while you get the next upgrades (like archer armor, potentially expanding tcs, etc.), but never be floating enough food to easily get wheelbarrow without idling your TC. In contrast, you are going to be floating a lot of food as you prepare to go up to castle age, so you can afford to pay the 175 food all at one time rather than spreading out the food costs, because your castle age preparation removes that bottleneck.
One important omission here is how wheelbarrow increases your food income without needing to spend wood on more farms - it isn't just about the food cost of the villagers. At around 14-15 farms, wheelbarrow is like having +2 farms, and so potentially saves you 120 wood. Usually, with an archer build you want to move a bunch of villagers from farms to wood after clicking Castle anyway, so this is the justification for getting it a little "too early".
Also, any farmers added after the first 12-14 will be 2nd layer farms(unless you build another mill), so they cannot be assumed to gather at the same rate.
It's impossible to quantify all of these factors (villagers being safer from raids due to faster walking speed for example), but I would for these reasons advise getting a little earlier than suggested in the video.
However, you also have to balance this with another omission here, which is that the 3 villagers are staggered not only in cost, but start to generate resources when created. This means that, given the situation where they marked as about even, you're actually gaining +75 worker seconds in addition to the total worker count at the end of getting three villagers that you wouldn't have otherwise had.
Another scenario not mentioned is when going FC into a boom on Arena for example. In this situation, assuming you are going for a fairly optimal/tight build, there will be a period in Castle when you can barely afford vil production in all TCs, and so won't be able to afford the upfront cost of wheelbarrow. Here you have to choose between getting it 'too early' (maybe as early as 6 farms, 26 vils) or 'too late' (20-24 farms, or more if 4TC). Based on my tests (overall resources gathered by, say, min 23) I find getting it early to be better.
@@cicero8676 I mean yes, throwing the purity of testing into real world scenarios complicates it a ton, but there are still more questions that have probably definable answers that go along with them, that also wouldn't survive real world testing. If you're booming and are not harassed, your statistics change drastically compared to having to respond to early pressure, and not even accounting for human error.
However, in your situation, one of the questions is, at what point would wheelbarrow become profitable to take a delay in making villagers to save up for, which I believe would actually be a curved line given that more villagers also gives you more resources faster and the delay to save up would be smaller, again completely discounting things like needs for your army or other buildings.
In the end I think SotL is just challenging our perceptions of what timings we "feel" are best and should possibly adjust somewhat depending how off the mark we are.
Interesting point, but think about it that way: Instead of wheelbarrow you can build three villagers, and if you place two of them on farms, you have even a higher food income than if you make wheelbarrow with 14 farmers. The other villager you can put on wood, and it takes her 256 s to gather 70 more wood (120 wood from 2 farms minus 50 wood from the wheelbarrow cost) than in the scenario with wheelbarrow. So after a few more vils and after researching castle age you will have gotten back the wood of the two farms, and basically got two farms for free.
Lots of good points here.
I like to get wheelbarrow based on the farm number. If I'm going scouts -> knights, I go up to 15-18 farms in feudal age before clicking up on 33 villagers + wheelbarrow. For this, I get wheelbarrow after I've placed 15 farms, even if I'm not at 33 villagers yet (sometimes I'm at 31-32 vils).
As stated in the video, wheelbarrow mostly helps farmers to be efficient. At this point, increasing the farmers efficiency is better than adding more farms, as more farms cost wood, which you need to invest into more stables/tcs/siege workshop/monastery/etc... You also would rather wait until you have heavy plow in castle age before seeding additional farms so increasing the efficiency of your farmers lets you have less farms that only have horse collar.
glad to see you here considering how often you coach. It's nice to have the people teaching go off of a stronger objective standpoint where possible than just preference for things.
Nicov: don't get wheelbarrow and yet beat your oponent!
Spirit of the Law, I was looking at the Aoestats and I noticed one weird thing: most civs drop their win rate at the 30-40 min game length, but there are a few that peak at this point: Aztecs, Berbers, Saracens, Sicilians, Tatars and Vietnamese. That's all of them.
I just can't figure out what happens during the 30-40 min mark that only 6 civs have a good time and everyone else suffer. I can't find out what those 6 civs have in common either.
I'm talking about 1650+ ELO, btw.
Faster villages have other advantages too, if you're being raided or need to move further from your base to wall or collect resources etc. I figure that if you're being raided, taking wheelbarrow/handcart earlier can be worthwhile - if it lets one or two villages escape being killed, for example, that dramatically swings things in your favour
Greetings from Van Isle!!!! GL in this heat Brotha!!! Thx for all your AOE info!!!
I find with archer builds a good reason to get it is actually lack of wood - you don't have 180 wood to build 3 more farms, but you have 50 to make the 14 you already built work better with just 25food more investment. Basically a way around wood scarcity delaying food gathering for castle without resorting to a market which would be 175 wood you don't have
Thanks for the vid and the hard work Spirit, your channel is fascinating.
I have been going for a "20 farms, then wheelbarrow" rule, some random guy give it to me in Voobly quite a few years ago when I started playing and never forget it.
Wheelbarrow & hand cart are essential in Campaign missions where you have a limited pop cap and need to maximize the villagers you can afford.
Did SOTL consider the cost of Wheelbarrow vs the cost of 3 villagers + Extra farms (0 to 3 more farms) + 1 house (or at least 60% of a house)?
no.
You do raise a good point that wheel barrow is cheaper than adding 3 villagers plus farms and 3/5 a house. It's mostly a farming rate upgrade to get wheelbarrow which makes it better building 3 villagers if they go straight to farms. (sure, you forgo 75 seconds of villager labor during the 75 seconds it takes to make 3 villagers or get wheelbarrow, but that's only 15 build time and 30 resource extra resources, which mostly just pays for the extra 3/5 gouse)
That said, you may not be churning out villagers for farming, but for extra wood/stone/gold or build time, at which point you are not saving 60 wood to start up a new farm.
@@suddenllybah I actually tested this considering the cost of extra farms as well. I assumed all 3 extra villagers go to farms because that's what most important. I also considered lumberjacks work rate before and after but completely ignored miners (work rate increase for them is so small that I think it is negligible). I found 14-16 farmers justify the cost of wheelbarrow as opposed to 16-18 of SOTL. Not that much difference.
This reply needs bump for spirit to see
0:42 is this not what he did? I'm confused on what you mean if not.
@@curlywhites He didn't clear whether he considered the cost or not when making the full analysis. Even so, making only one extra farm from the three extra villagers won't always be the case.
its over 100F in washington state US right now. what a time to be alive
@John Smith We don't have AC in western WA. The average daytime high in July is like 77. The average low in December is like 35. It's temperate here. We ain't California.
I tend to research wheelbarrow or hand cart as i am going into a intensive military micro phase, generally at 35-40 vill pop using some archers or scouts. I justify that if i can distract of weaken enemy eco enough i will be in a better position either way.
Great update SOTL. Great use of your past video inside the new version (Thanos reference very cute).
I know I am late to the party, but I think I have an aspect that might be impactful enough to be relevant that is not considered at all in this video:
If wheelbarrow makes your farmers more efficient it allows you to use the farms you already payed for faster.
So it does not only give you the villagers, but also the farms you would have to build for them to use them to give you food.
This does not hold up long term, because farms run out, but they do so with a very significant delay, so I don't think that caveat really negates this point.
A small addition is also that it allows you to have more farming eco without needing more farming space in the second row or on the exposed mill etc.
I don't want to do the exact numbers myself, but if someone wants to crunch them I'd be very interested to see, how they'd look.
As a first guess I'd just take the 13.6% times the woodcost of the farms you already have, that don't expire soon, times the 60 wood it would take to set up that farming eco. So if we say 12 of the 16 farms are reasonably fresh, that would be about 100 wood.
As a probably smaller factor in the other direction the tech does not only cost upfront, but also works with more delay, because the created vills would already have gathered some res with 75 seconds of work time + the additional res cost, but I think those factors are a bit more obvious.
Imagine being MbL. You just don't care, you just get it when being housed
Small brain: Get wheelbarrow as soon as possible.
Big brain: Get wheelbarrow at the inflection point.
Galaxy brain: Get wheelbarrow when housed.
I play 500 pop 8 player AI games where I usually hit 160-180 vills. I usually pick up handcart when I get housed, same with the sight line upgrade. This probably doesn't affect anyone, though.
I think hand cart has a much bigger effect on overall wood and gold collection since the drop off rate is dropped by almost 50 percent. (8 trips down to 5 for ~100 resources) Less time walking means more collection! also the bump in speed helps with wood collection, something I see as a hidden benefit with Berbers since their villes are that much faster from the break.
Thanks for all the work you do, Love your channel.
2:07 look P3, that british player from the clip that mangonel shot his own xbows.
I have just informed Rgeadn of your comment :D
Make sure he takes care of his army from now on
@@heavyreynald Will do!
@@heavyreynald I can assure you that Alfred did in fact inform him
"Maybe you put a lot of value on faster moving villagers."
I love the monkey head
_Refreshing Homepage_
"Ah, I know that SOTL video. Wait, 2 Minutes ago?"
Can't wait to see what changed :D
Very glad to see this video, was just wondering when to get wheelbarrow.
Nice update :) i like the farmer general rule. Certainly something to think about as I'd always either ignore it til I had 3 TCs if fast castling or get it just before clicking castle if there was prolonged feudal... Figured you'd earn more in the time it took to reach castle age. But the differentiation between the military and eco setup is especially useful.
People really underestimate how big of a boost this is for Vikings.
I know it's supposed to be a big boost for the Vikings, but my brain can't help but think that you'll research them eventually anyway, and you could have some other bonus instead. For whatever reason, I assume that a game will eventually make it to Imperial and all techs will eventually be researched, so I'd rather have bonuses that will still be giving me something at that point. This is probably also indicative of my preferred playstyle being a slow and steady defensive style. Getting rushed is my weakness, but I've gotten much better since I started watching SotL.
@@Greywander87 A good way to put it is if you boom 3 TC's in castle age, you can get a MAD advantage fast with handcart.
@@ViViDG Yeah, I always underestimate the advantage that a head start gives. Simple bonuses like starting with 100 extra food or wood seem like they'd be basically useless later in the game, but they can make enough of a difference in the early game for you to snowball into a stronger position than another player with a more permanent bonus. Free Wheelbarrow and Handcart feel like wasted bonuses because you get them eventually, but it's the combination of (a) not needing to pay for them, (b) not needing to spend TC time researching them (making vils instead), and (c) getting the benefit instantly as soon as you age up, all these can help create that snowball effect to get you that early advantage over your opponent.
Wow that’s lots of stuff I don’t understand but I will use all of it! Great video! 😁
Another strategy based point is if you are going to make forward siege (or any other forward strategy), as walking villagers across the map takes a lot of time and reducing that time both increases your chanses of not getting spotted and villager efficiency as waling back on forth across the map takes a lot of time and even a small percentage increase adds up fast to a large total depending on how many villagers going forward. This is hard to quantify though as in this scenario the distances will vary and the benefit is more militarily and not economically.
We love it when you do a lot of maths. It suits you well.
What would have been interesting is looking into the ressources you save up with wheelbarrow while researching castleage for almost 3 mins
8:14 So you're essentially getting second Loom.
6:28 Great, now when I pause in late feudal/ early castle my opponent is going to know exactly what I'm doing
Thank you so much for all these useful videos!!!
I like getting wheelbarrow when I'm attacking or defending since it's a good chunk of time where I don't need to care about my eco and can focus on micro a bit
I haven't played age of empires for about 15 years. Why am I addicted to this videos?
Currently 32C in the PNW. After the 45C heatwave, it feels lovely.
I like how this video is about the handcart, but one of its strong aspects is "Let's take a look at how your economy should be used".
Even though I play total war and other economy/warfare games, I never really thought about disciplining my economy in AoE. I always kind of run my economy on the fly, not mapping production or consumption to key timestamps or keeping a schedule going.
Hey Spirit. I have a modding/Genie Editor dilemma for you if you're interested. I've been making some custom civs to upload to the Mods page using genie editor (not the website you showed in a previous video), and I've run into these issues.
1. is it possible to make a unit with an attack bonus vs villagers? There is no "armour villager class" and even when I give villagers a rarely used armour class like the turtle ship armour class, they don't receive any bonus damage from units with an attack against it.
2. is it possible to make a "forage bushes last 40% longer" eco bonus? All food sources (with the exception of herdables) are governed by the same food stat, namely "food productivity" so there doesn't seem to be a way to modify forage bushes without also affecting farms, fish and hunting animals.
3. is there a way to make a "targets receive 25% less damage when uphill" bonus? (essentially the Tatar bonus but reversed)
I think T-West is more likely to be interested in the genie editor.
@@martijnbouman8874 came here to say the same. agreed!
If I'm not mistaken, each villager profession counts as a separate unit, so you need to apply the armour class to each of them for it to work properly.
@@martijnbouman8874 already asked him. He said he doesn't know.
@Red is correct.
1. Yes. You need to apply everything to miner / lumberjack / builder / forager / farmer / hunter / repairer or something like that.
2. Multiply attribute 13 by .85 for Foragers?
3. Change resource 212 by .25?
Is Spirit from Lytton BC? I just read it’s been completely overrun by fire. Just wondering if so and if he’s okay
I live near the coast. Really sad what's happening in the interior, though.
@@SpiritOfTheLaw I wish you the best
Wow, I usually get wheelbarrow when I'm into 100 villagers, probably to late
I just get pop capped and decide now is a perfect time for the upgrade
I always wait until Castle and use my TC that's far from all my resources to research it as they have to walk far.
Our boy SOTL is from B.C.? Did not even know that, let's gooooo! Me too, and the last few days were an absolute scorcher XD around 40 degrees C!
Give me more complexity and more content Spirit! What about an episode about possible combined arms formations. Like, 8 crossbows in the rearguard.. what is the optimal investment in Xbows to cover a zone from pikemen, what is an optimal mix of unit effectiveness V cost for a civ with a variable stable like mongols? : Does a mix of steppe lancers/knights/light cav perform in multiple scenarios? Can't wait!
Would love to see when the best time to get the eco techs for Burgundians is!
Analysis (or lack thereof) of hand cart undermines all of the analysis of wheelbarrow.
3:18 there is literally castle falling on the soldiers, they dont care xD
the way I handle it is this (for fast castle into booming)
27 vill dark age, 2 more before clicking castle, after castle make a villager to build a house, church, then another two houses, then just builds anything else I need (Dedicated build vill basically). Another vill to place my 8th farm (Assuming Black forest, I'll have 7 vills hunting down Sounders, so only 7 farms at this point as well) 4 vills created to build a TC, 4 vills created to build third TC, then fill out the rest of the farms around my starting TC (up to 12), then research both techs back to back since the other two TCs will be built by this point and can start pushing out farming vills since the vills who built the TCs go to wood. I feel more comfortable with this method since losing out on five vills on one TC doesn't feel like a big deal since I'll get 10 vills from the new TCs in the meantime
All good and nice but can we appreciate how swiftly Spirit entered the topic???
nice explaination. Thanks for the good video!
Whenever in doing a fast castle I get wheelbarrow as soon as my second TC can make villagers.
And if I don't have enough food for both vills and wheelbarrow, I just do 2 vills and keep up constant TC production until I have enough food to queue up wheelbarrow.
6:12
Lierrrey : being here is better than winning a redbull
perfect timing, less than a week before a farming update
Spirit of the Law is my favorite edutainment series, and I don't even play AoEII anymore.
I have two main strategies for Wheelbarrow. For when I want to do stuff in Feudal Age, I go up with 22 villagers and then make 3 vils -> wheelbarrow -> 2 vils -> town watch -> 3 vils. For a fast castle, I go up with 28 villagers, then make 2 more and then get wheelbarrow.
Lmao the segway at the beginning was so clean
Next question:
When to take 2nd boar?
Edit: Maybe with 150 Food left on the first?!
As someone else pointed out - what about the fact that 3 villages have massive potential additional hidden costs whereas wheelbarrow works instantly with no other costs!
To get 3 villages working on farms, you need 150 food, then 180 wood, 3/5 of a house so +15 wood, 75 seconds of build time (37 food). +walking to their location time.
Therefore the 3 vills, if they were to be farmers, actually cost 190/195 to WB 175/50. Or 385 vs 225 resources. This cost is staggered with the vills, as you pay in instalments of 50, then 50, then 60 etc. this would change the inflection point further unless they were going to wood. It also means that WB is a way to expand a food eco when wood starved, as the wood cost of the villagers is nearly 4X!!! If you're making archers ... you could make 4 archers for the cost of getting the villages onto food to age up to castle.
Your first video on this was 6 years ago? I would not have guessed I've been watching your videos for over 6 years. I feel old now. :P
imagine playing this game during a lan party, and you just pull out a Ti-84 mid match to find the ideal time to get wheelbarrel and whatnot
Ty for this video
Great video. Also, I want to see an updated trade video since all of the ones on the internet say that the farther the markets the better. That is true however there is a variable that is not taken into account and that is the population that you require to spend on it. In other words, It is useless to me to get 1000 gold per trip if each trip takes 1 hour to complete. Players' solution is always to add more trade carts but I will give you an extreme example to illustrate my point. Let us suppose you are playing at 25 population limit. You can't just throw in 25 trade carts or you're done. Therefore you need to find a balance between how far do you need the markets to be and how many trade carts you can afford without limiting your military capabilities
There should be a civ bonus where food can be dropped off at a castle. Or perhaps all res. No idea which civ that would be best assigned to historically. But this is a useful mechanic to keep in mind as the game grows.
Commenting the same way again here (I usually have a comment that ends up getting discussed as a fringe case in the last 40% of the video or so, then end up deleting it), but now that my Vietnamese have no wood cost to their economic upgrades I think getting it slightly earlier for them might be good. Since you can just go slightly more into farms (+1 or 2) than normal and recoup your food cost much earlier. Whilst supplementing any skirmisher production or advancement into the Imperial age.
Also like so many I've been confused at 'misplaced' farms for a long while now. Would have always loved a small bonus for T.C. or Mills to give to farms right in their vicinity. I know this isn't the game for that, but things like 'Water/Irrigation' quality has been big/influential & a crucial yet intuitive addition to a number of games before.
By the end of this channel spirit will have calculated the mathematical formula for the perfect game.
Hey, you can take showers with salt, it doesn't help you with the heat but makes you tastier.
Thank you for the data.
Let's say I have 18 farmers for a knight build, but I plan on putting up a TC right at the start of castle age as well. How many more resources am I collecting during the age up with WB than without, and is it worth considering getting WB once the 2nd TC is up so I never stop vil production (not counting the age up) and I get to castle age and knight production 75 seconds sooner? It's an interesting tradeoff to consider, I think, unless I'm really off and the difference in resources isn't as marginal as I think it is
You can crunch the numbers with a tool I recently programmed:
bstrasser53.github.io/WheelbarrowHandcartCalculator/
When assuming 18 farmers, 10 wood choppers, and 6 gold miners, you collect with wheelbarrow 13.097 res / s summing to 2095.5 resources during aging up. If we assume 18 farmers, 10 wood choppers, and 3 gold miners, and we put three more vils on gold instead of wheelbarrow (same vil distribution at end), you collect 12.110 res / s, summing to 1937.6 resources during aging up. Not included are the resources you collect during the 75 s while researching wheelbarrow!
Maybe I'm an ass, but I was watching that bird flying overhead at 1:20 and I thought 'Is the bird thinking about which villager he is about to crap on?'.
Adorable, SOTL thinks 33⁰ is a heatwave, love from Australia.
Definitely get wheelbarrow later as an archer player. i often let farms run out and dont reseed them at first when reaching castle age.
I'll be honest, I always save up the resources to research basically every eco upgrade right when the research for the next age completes, that way I forget to do them less often. Occasionally I'll queue up a vil or two beforehand if I feel like I clicked up a little early, but I always find that I'm never sorry for researching early. The only eco upgrades I routinely forget now are Crop Rotation and the last lumber upgrade 11
One thing i know for sure is if i have no more pop or don't want any more villagers but want more economy i should get it because it's population efficient.
Oh man, this is so amazing!
Just heard about the fires in Lytton, hope you're ok