"Hey everyone, Spirit of The Law here. Today, we're going to be comparing the top one worst Age of Empires players of all time and what makes them such hot garbage and why they'll never get a girlfriend."
@@TheOhioNews i couldn’t remember if they got married. Heras kinda private like that. I know who she is but they arnt super open about it, even on twitch. 😂
I have always wondered why some pros pick Japanese on tournaments over other obvious better civs. They don't have good late games options. I think the same for Chinese. Unless you win with the extra villager advantage early, their units are weak in late game.
@@abdullahahmed6326 but the extra vil advantage is gigantic for chinese, much stronger than for example the jap bonus. and in pro play it matters even more
@@abdullahahmed6326 Japanese have a couple pretty strong late game options. Granted, their compositions aren't the greatest, but as a positional play civ they're actually pretty strong, up their with Koreans in my opinion.
I still remember the KOTD4 semis, where Liereyy used Japanese against Vinchester's Indians game 1 and was left utterly helpless against an army of skirms, hand cannons and bombard cannons. There was just nothing in the tech tree to stop it. Never looked at Japanese late game the same way again.
I think the reason because infantry falls down as the ages are reached is because Infantry scales up much worse than cavalry. In feudal MAA is decent because his higher attack let them fight scouts, but In castle the tendency is reversed, and even attack slower. I think the buff infantry need is have always higher or equal damage like cavalry. Militia 5 attack, MAA 7 attack, LS 10 attack, 2HS 13 attack, champion 15 attack. Is not crazy, think about it
Move the samurai uu from the castle to the barracks, reduce stats, remove unique bonus, maybe add imp upgrade, New uu for castle, mounted samurai can swap between bow and sword, unique bonus (?)(could use the same as the current samurai), new tech to go with (?), new unique building (yes im taking this from aoe3) cherry trees fields unique building that provides both wood and food as vills gather from it (set limit of vils?) (Is the res inf? just requires vils to work on?, or does building deplete over time and need to be refreshed, or maybe does not need vils and is a passive building like feitoria?) I think a overall like this will bring the japanese into the more modern era of aoe2 where alot of new civs sit, and even if these ideas arn't the greatest theres alot of unique things from Japanese history that could be used
For a long time, the best Japanese civ bonus was the fact they have FU Arbalest. Buff militia line, dangit. They need the ballistic Scorpion treatment.
Jokes aside, I’d actually be really interested in an SotL video on the Japanese win rate / popularity across elo levels, and why lower rated players may prefer them more than pros
Feudal Squires please, devs. I think people seriously underestimate how good moving Squires to Feudal would be. Feudal Squires means your MAA can evade archers and counter skirms. That means you can end Feudal with a handful of MAA on the field, which makes an LS transition WAY more effective. You need 2 LS to kill a knight, so normally if you both start building at the same time you need ~60% more barracks than they have Stables, but with even 3 LS on the field to start with you can get away with 1:1 barracks to stables, at least until you've got the res to build more. Which means they can't engage you directly, which lets you keep the pressure on them, buying you MORE time to transition to whatever else you want to build.
I've noticed that Hoplites in Chronicles have increased speed when attempting to chase their targets within a few tiles. Why not give this mechanic to the militia line in the base game? Also, remove squires and give their effect for free upon reaching castle age.
Ayyy I was posting here for this to thx I got the same mindset of moving it to fuel or making it free feudal but free it might be to strong because spears already fast cheap good and poke vills 😂
As I recall one application for the cheap mining camps that SotL mentioned in his Japanese civ overview (many years ago) was building multiple mining camps (or lumber camps) to maximize efficiency. Of course, I don't know how long that would take to pay off (and would likely only help if you have a highly saturated mine). Where Japanese really would start to thrive is when fishing comes into play: that's basically a second eco bonus for the Japanese comparable to Slavic farms (if you can keep them safe, which is easier due to doubled hp and extra PA). Still winrates for Japanese are mediocre below 1900 and very poor above 1900.
You should always build them for you shall have the resources to. What else are you gonna spend that wood on? It's not like mid to low elo people are gonna be able to leverage that extra 50 wood into anything game winning. But another drop site is gonna snowball as the game goes on. Drop 2 lumber camps, replace them regularly. Drop 2 mining camps on any mine with 8 or more vils. With jap the rule of thumb is 4 vils for a new drop site. Not making extra drop sites with Jap is like playing Georgians and Armenians and not moving the mule cart regularly.
Them having a max of 5 pierce armor comes from a day when the militia line only had 5 as well. Now with Gambeson in the game, there's so many infantry units that get outclassed by the militia line when it comes to fighting archers and skirms since the difference between 5 and 6 PA is the difference between taking 1 and 2 from fu elite skirms, an increase in dmg of 100%. I'd really appreciate if Jaguar Warriors and Samurai got 2 PA and are thus better against archers when it comes to militia. We get so many cav and archer UU that outclass knights and crossbows by a mile and almost none of them are "bad", yet some infantry UU are almost unplayable aside some very fringe scenarios that almost never come up.
ways to balance some "bad civs" again: 1) Bringing back the +5 carry capacity to aztecs and +1 melee armor for jaguar warrior 2) Blacksmith -100 wood cost for bulgarians to improve the food discount, maybe barracks too 3) Sicilian bonus resistance improved to 40% not 33% 4) Japanese Mining/lumber camps, mills and houses are built 100% faster and barracks -100 wood cost too 5) Goth -35% infantry discount starts from feudal age again 6) Britons gets another 10% to improve the archery as main bonus, not team bonus 7) every infantry unique unit -5 food cost (not included obuch, urumi, ghulam, karambit)
Militia line should get +1 vs all mounted units and then +2 as Lswords and +3 as 2HS and champs. That way they obliterate scoutline and can stand up to knights like general infantry in AOM.
1) +5 carry capacity feels like that would just make them even better early game with no impact late-game 2) blacksmith -100 wood is a Bohemian bonus, maybe increasing the food discount instead would be nicer, or faster building of military buildings 4) again, mostly sounds like an early game buff they don't need instead of making their late-game better 6) they could just buff the team bonus back tbh
I have an idea since their last major balance change when they got the new bonus "CA deals +2 attack to archer". Why not expand the bonus into a new UU - "Mounted Samurai"? They will keep the +2 anti archer attack bonus as well as a bit cheaper, like 10 less gold and will train slightly, for example 3 seconds, faster.
i think alot of civs overall need a rework, theres alot of unique units/ buildings that the Japanese could get tbh aoe3 and aoe4 expanded upon that when they came out, but mounted samurais were a thing, and samuaris that used bows and swords also a thing even on horseback, tho these were much more rare. Personally I think a good fix to Japanese would be to move their samurai unit to the barracks as a unique castle age unit, reduce stats, remove unique bonus damage and the castle unit will now be the dreaded mounted samurai that uses both bow and sword, as we already have units that swap between the 2, now the Japanese can get their turn as this was a real thing.
In Rise of Nations, your samurai upgrade into musket samurai. Pretty neat, since they incorporated gunpowder weapons as early as they could do so. @martytu20
Samurai can also yield surprising results with their anti unique unit bonus. They absolutely shred monaspa for example, which is usually a very hard unit to counter
I’d love to see more about how the scout -> Longsword all in works/doesn’t work. I feel like it’s like Huang playing Celts but with more infantry alongside the siege. Maybe it’s just too expensive to get to that point
At low elo, i do really well with them. I normally start off with a scout rush. In castle age, i switch to cav archers. If I'm countered with skirms, i go samurai and clean up
Samurai should be a tough armoured cavalry unit to compensate them for having such a bad stable. Fast creation speed from castles and would be more worthwhile to collect stone and go for castles with that play in mind. Samurai did ride horses and horses were definitely used in battles.
Infantry in general were stronger back when most games had a population cap of 50. A Samurai army gave you a great power to population ratio. Now that many games are capped at 300 population or more, masses of ranged units rule the battlefield.
I think water bonus isn't stronger enough. Lategame a standard farmer gather more from a farm than a Japanese fishing ship on traps (now imagine poles, khmer and slavs) and i think thats not fair for a civ that is mostly known for an aquatic empire. For me it should be 5% faster on all ages and the galleys should also recieve +1 extra range as an extra bonus; line of sight itself is underwhelming and is a useless team bonus on landmaps.
From a mappool-balance-perspective, Japanese are already so strong at hybrid maps and some other tournament maps where man-at-arms can be valuable (for example shorefish in the middle of the map). I'm fine with a civ that is so strong elsewhere to be a bit subpar on Arabia (same with Bengalis or Koreans, for example). This is probably about balance philosophy, but if you balance 100% around Arabia civs that are "supposed to be strong" on Arabia won't have any advantages left. But ladder is mostly Arabia so every civ should be playable and no one overpowered on Arabia.
I love infantry and doing a MAA rush with Romans and Celts but after this video I’m going to try it with Japanese but switch up my normal play and transition into CA.
What about a 5 discount food cost for their villagers. It won't be broken but usefull along all the game. If it is too strong early on, it can be triggered when reaching Feudal Age. Japan was famous for the Zen diet thing
What about MAA towers as Japanese? I found it really difficult to deal with at 1700 elo. The MAA force you back so they can get up their tower then the towers counter your archers and skirms
Hey guys, SOTL here Today we are looking into the recent update that introduced an upgrade to trebuchets. So for testing we are launching an icbm to another player
"Hey guys, Spirit of The Law here. Today, we are going to be talking about how being a low elo player with no friends and social life affect ones opinion on possibly one of the best nation in the game based on that random video of Hera I was tagged in"
I've started to notice more and more that lacking BBC is really really bad for civs in the late game. Perhaps make BBC generally accessible and balance the game otherwise?
Hi Hera, don't you think Britons need a rework now ? I think they have no answer to siege push since the scorpion buff, and I wanted to have your point of view on that. I would have thought that longbowman could replace crossbows starting from castle age, and the castle UU would become an anti-siege specialist with decent pierce armor (hobilars ?).
@@matthiasdarrington3271 woad raiders are not op, because they're expensive and have bad armor, don't just take a random unit with high speed and compare it to something different
that bonus is way too good to just give everyone, it would also hurt celts way more than romans, giving them squires for free in feudal age would already be enough
I know it’s a game and not real life, but in real life, infantry were viable because cavalry and archers were both vastly more expensive and time-consuming to produce. Infantry had worse speed, and worse range, But they were cheaper and faster to mass. If the game wants infantry to have a chance against cav and archers, production time and cost need to go up for the other two.
Should the just give the movement speed bump instantly in Feudal age instead of that tech and for all civil maybe ot move Squires to feudal age so can outpase archers and skirms earlier on or just make it like I said and by giving it the tracking treatment but early on I think the speed bump needed for infantry as a whole so move tech downwards or for free in feudal
After starting playing again, all these pro players talking bad about infantry has made them so much stronger below 1800. Nobody scouts anymore and they don't expect drush/m@a because pros are saying they're bad.
I feel like there was a brief time when Japanese were good in late game, thanks that cav archer buff + fast attacking halbs. But now that composition gets completely wrecked by heavy scorpions with ballistics sooooo i don't know. it feels like a busted civ right now.
My two cents on buffing Japanese late game: 1) Give them Hussars, I see no reason why not to. 2) Remove the imp tech (it's stupid) and replace it with something better, also bring back their BBC. 3) Make their Samurai similar to the Achaemenid Immortals (infantry with both ranged and melee). If it's too strong take away an archer tech to nerf it.
Hi guys, spirit of the law here. Today we will uncover top 5 of the greatest pro aoe players since launch… *skip 5 thru 2*, before we uncover number 1, let’s look at some honorable mentions, Hera, because he hates Japanese
What could be really cool for this civ to get better eco would be the following (reworked) bonus: Drop-off sites cost -50 / -65 / -80 / -95 wood in dark/feudal/castle/imperial
Brave words. Now we are possibly going to get a nice video about how, mathematically, Hera is kinda mid at best...
1111
canadian civil war
1st Argentine Canada war
who else scrolled down looking for SotL's response?
lol, me. It would be funny if SotL post a reaction to this video.
@@djlykaen he seems to be embracing the ninja and planning get vengeance by being silent and deadly.
"Hey everyone, Spirit of The Law here. Today, we're going to be comparing the top one worst Age of Empires players of all time and what makes them such hot garbage and why they'll never get a girlfriend."
Hera most definitely has a girlfriend...
@@dustinouellette9302he's also not the worst AoE2 player of all time. In my hometown, they call this a "joke".
@@knives4cash Hera probably will not get a girlfriend cuz he's married...
@dustinouellette9302 technically false. He has a wife 😂
@@TheOhioNews i couldn’t remember if they got married. Heras kinda private like that. I know who she is but they arnt super open about it, even on twitch. 😂
Spirit of The Law on his way to make a counter response video about an in-depth analysis about Japanese from the mathematical side :
This will trigger the most passive-aggressive, yet extremely polite beef in the history of the world.
Aren't Japanese decent on water maps? Not every civ needs to be great on one specific map, even if it's the most popular
yeah they are really solid on hybrid maps and mid tier on water maps. I agree with you!
I have always wondered why some pros pick Japanese on tournaments over other obvious better civs. They don't have good late games options. I think the same for Chinese. Unless you win with the extra villager advantage early, their units are weak in late game.
@@abdullahahmed6326 but the extra vil advantage is gigantic for chinese, much stronger than for example the jap bonus. and in pro play it matters even more
@@abdullahahmed6326 Probably try to win before late game
@@abdullahahmed6326 Japanese have a couple pretty strong late game options. Granted, their compositions aren't the greatest, but as a positional play civ they're actually pretty strong, up their with Koreans in my opinion.
I still remember the KOTD4 semis, where Liereyy used Japanese against Vinchester's Indians game 1 and was left utterly helpless against an army of skirms, hand cannons and bombard cannons. There was just nothing in the tech tree to stop it. Never looked at Japanese late game the same way again.
I think the reason because infantry falls down as the ages are reached is because Infantry scales up much worse than cavalry. In feudal MAA is decent because his higher attack let them fight scouts, but In castle the tendency is reversed, and even attack slower. I think the buff infantry need is have always higher or equal damage like cavalry. Militia 5 attack, MAA 7 attack, LS 10 attack, 2HS 13 attack, champion 15 attack. Is not crazy, think about it
As a Byzantine fan; it always warms my heart to see Skirms and Spears be MVPs in a stratergy.
The Pointy Stick Gang deserve love.
The lion running around and bothering units at the end of a video made me laugh 😁😁
Hera's favourite car is the Dodge Viper
8/8
Move the samurai uu from the castle to the barracks, reduce stats, remove unique bonus, maybe add imp upgrade, New uu for castle, mounted samurai can swap between bow and sword, unique bonus (?)(could use the same as the current samurai), new tech to go with (?), new unique building (yes im taking this from aoe3) cherry trees fields unique building that provides both wood and food as vills gather from it (set limit of vils?) (Is the res inf? just requires vils to work on?, or does building deplete over time and need to be refreshed, or maybe does not need vils and is a passive building like feitoria?) I think a overall like this will bring the japanese into the more modern era of aoe2 where alot of new civs sit, and even if these ideas arn't the greatest theres alot of unique things from Japanese history that could be used
For a long time, the best Japanese civ bonus was the fact they have FU Arbalest.
Buff militia line, dangit. They need the ballistic Scorpion treatment.
Maybe make the Squires tech available in Feudal age? For all civil that can research it of course
Jokes aside, I’d actually be really interested in an SotL video on the Japanese win rate / popularity across elo levels, and why lower rated players may prefer them more than pros
Japanese are S-Tier on hybrid maps that involve safe fishing but little actual fighting on water. (Four Lakes, Skandinavia, etc.)
Feudal Squires please, devs.
I think people seriously underestimate how good moving Squires to Feudal would be. Feudal Squires means your MAA can evade archers and counter skirms. That means you can end Feudal with a handful of MAA on the field, which makes an LS transition WAY more effective. You need 2 LS to kill a knight, so normally if you both start building at the same time you need ~60% more barracks than they have Stables, but with even 3 LS on the field to start with you can get away with 1:1 barracks to stables, at least until you've got the res to build more.
Which means they can't engage you directly, which lets you keep the pressure on them, buying you MORE time to transition to whatever else you want to build.
Sometimes, I like playing Celts because its movement bonus is the only thing that makes MAA feel viable.
just give squires for free in feudal, and have another tech in imp for even more speed.
I've noticed that Hoplites in Chronicles have increased speed when attempting to chase their targets within a few tiles. Why not give this mechanic to the militia line in the base game?
Also, remove squires and give their effect for free upon reaching castle age.
Ayyy I was posting here for this to thx I got the same mindset of moving it to fuel or making it free feudal but free it might be to strong because spears already fast cheap good and poke vills 😂
Nah, Feudal Arson
I don't want to chase things, I want to break their home.
As I recall one application for the cheap mining camps that SotL mentioned in his Japanese civ overview (many years ago) was building multiple mining camps (or lumber camps) to maximize efficiency. Of course, I don't know how long that would take to pay off (and would likely only help if you have a highly saturated mine). Where Japanese really would start to thrive is when fishing comes into play: that's basically a second eco bonus for the Japanese comparable to Slavic farms (if you can keep them safe, which is easier due to doubled hp and extra PA).
Still winrates for Japanese are mediocre below 1900 and very poor above 1900.
You should always build them for you shall have the resources to. What else are you gonna spend that wood on? It's not like mid to low elo people are gonna be able to leverage that extra 50 wood into anything game winning. But another drop site is gonna snowball as the game goes on. Drop 2 lumber camps, replace them regularly. Drop 2 mining camps on any mine with 8 or more vils. With jap the rule of thumb is 4 vils for a new drop site. Not making extra drop sites with Jap is like playing Georgians and Armenians and not moving the mule cart regularly.
I was expecting a SOTL comment here, something like "I will never foregive you" or something like that.
"how dare you sir"
I hate that their UU literally doesn't exist. Same with jaguar warriors and slow infantry UUs.
Them having a max of 5 pierce armor comes from a day when the militia line only had 5 as well. Now with Gambeson in the game, there's so many infantry units that get outclassed by the militia line when it comes to fighting archers and skirms since the difference between 5 and 6 PA is the difference between taking 1 and 2 from fu elite skirms, an increase in dmg of 100%.
I'd really appreciate if Jaguar Warriors and Samurai got 2 PA and are thus better against archers when it comes to militia. We get so many cav and archer UU that outclass knights and crossbows by a mile and almost none of them are "bad", yet some infantry UU are almost unplayable aside some very fringe scenarios that almost never come up.
@@couchpotatoe91 They've buffed woads to the point where they're decent. Now give Sams 2 PA a tiny bit more speed.
ways to balance some "bad civs" again:
1) Bringing back the +5 carry capacity to aztecs and +1 melee armor for jaguar warrior
2) Blacksmith -100 wood cost for bulgarians to improve the food discount, maybe barracks too
3) Sicilian bonus resistance improved to 40% not 33%
4) Japanese Mining/lumber camps, mills and houses are built 100% faster and barracks -100 wood cost too
5) Goth -35% infantry discount starts from feudal age again
6) Britons gets another 10% to improve the archery as main bonus, not team bonus
7) every infantry unique unit -5 food cost (not included obuch, urumi, ghulam, karambit)
Ok game dev, they are surely going to consider your manifesto.
@Remindw I hope so 🤝
Militia line should get +1 vs all mounted units and then +2 as Lswords and +3 as 2HS and champs. That way they obliterate scoutline and can stand up to knights like general infantry in AOM.
Sicilians spotted, please nerf
1) +5 carry capacity feels like that would just make them even better early game with no impact late-game
2) blacksmith -100 wood is a Bohemian bonus, maybe increasing the food discount instead would be nicer, or faster building of military buildings
4) again, mostly sounds like an early game buff they don't need instead of making their late-game better
6) they could just buff the team bonus back tbh
Fun fact: I first heard about Hera from the Lithuanian drush video on SotL channel.
omg same
Nice! More of this guides/analisys.. share your knowledge to the masses
Japanese win guide = survive till late game, spam halbs everywhere
terrible
Any civ with heavy scorps will destroy that. Also probably any other infantry or archer civ
@@ordinaryrat any civ with heavy scorps and good eco will destroy anything u throw the game is broken
@@daniloalves1139 you can counter skorps with knights ez
works at 99-260 elo
Next SotL's video - "Here is 10 reasons why Squires should be available in Feudal Age"
I like them a lot. Scouts into CA + Samurai. Samurai's training time is very nice.
It is the most epic expert vs. player confrontation in the entire history.
And it's the most interesting too.
They're great in team games on hybrid maps, good on black forest too
Thanks Hera, decades later we still struggle with Civ balance being run over by skill level
I have an idea since their last major balance change when they got the new bonus "CA deals +2 attack to archer". Why not expand the bonus into a new UU - "Mounted Samurai"? They will keep the +2 anti archer attack bonus as well as a bit cheaper, like 10 less gold and will train slightly, for example 3 seconds, faster.
Also more speed. 1.45 instead of 1.40.
i think alot of civs overall need a rework, theres alot of unique units/ buildings that the Japanese could get tbh aoe3 and aoe4 expanded upon that when they came out, but mounted samurais were a thing, and samuaris that used bows and swords also a thing even on horseback, tho these were much more rare. Personally I think a good fix to Japanese would be to move their samurai unit to the barracks as a unique castle age unit, reduce stats, remove unique bonus damage and the castle unit will now be the dreaded mounted samurai that uses both bow and sword, as we already have units that swap between the 2, now the Japanese can get their turn as this was a real thing.
@@blazenightash5781by Sengoku period, the samurai became shock troops or gunners. Mounted archery became less effective after the Mongol invasion.
In Rise of Nations, your samurai upgrade into musket samurai. Pretty neat, since they incorporated gunpowder weapons as early as they could do so. @martytu20
sotl japanese glazer thats what he is
0:20 where are your ears bro i have never seen that
Samurai can also yield surprising results with their anti unique unit bonus. They absolutely shred monaspa for example, which is usually a very hard unit to counter
Change it to Mills, Lumber Camps, Mining Camps, and Town Centers cost -50 wood. That's a nice, cozy buff.
Waiting for SOTL to make a point-by-point video showing how each of Hera's opening strategies can be countered by the Japanese on Arabia
I’d love to see more about how the scout -> Longsword all in works/doesn’t work. I feel like it’s like Huang playing Celts but with more infantry alongside the siege. Maybe it’s just too expensive to get to that point
At low elo, i do really well with them. I normally start off with a scout rush. In castle age, i switch to cav archers. If I'm countered with skirms, i go samurai and clean up
Samurai should be a tough armoured cavalry unit to compensate them for having such a bad stable. Fast creation speed from castles and would be more worthwhile to collect stone and go for castles with that play in mind. Samurai did ride horses and horses were definitely used in battles.
Dang, bombard cannon are the one iconic unit in the Kyoto scenario
Is there any available video where you explain how to counter Huns pick on land nomad ?
12:50 hera farms
Well, this is for Arabia. There are more maps to play with Japanese
Nice, I always use Japanese in BF, I can rush metarms or fishboom and longswords. I kind of like ittt a lottt
love the title ngl xD
SHOTS FIRED SHOTS FIRED
If we're lucky they'll be exchanging dis tracks this time next week
crazy a historical accurate gunpowder civilization, not having bombard cannon..
What? The Japanese were not a major user of gunpowder in AoE2's timeframe at all.
@@Zwijger they had gunpowder in the 13th century? so yes aoe2 stretches as far as the 15th century with the conqs
I think it would be nice if longswords upgrade also gave a +1 anti cavalry armor so they take a bit less damage and trade better
Infantry in general were stronger back when most games had a population cap of 50. A Samurai army gave you a great power to population ratio. Now that many games are capped at 300 population or more, masses of ranged units rule the battlefield.
Does this extend to all maps (ie hybrids) or just open ?
I'm here for this type of drama.
You are actually helping him, since pro player's opinion may lead to balance changes and civ buffs.
I have had a lot of luck with the Japanese lately cause their CA are so strong in castle. I suspect Hera is about to bring that to an end 11
They are a pretty good water civ though thanks to their fishing bonuses. 1v1 Arabia is not the only map option :-)
I think water bonus isn't stronger enough. Lategame a standard farmer gather more from a farm than a Japanese fishing ship on traps (now imagine poles, khmer and slavs) and i think thats not fair for a civ that is mostly known for an aquatic empire. For me it should be 5% faster on all ages and the galleys should also recieve +1 extra range as an extra bonus; line of sight itself is underwhelming and is a useless team bonus on landmaps.
From a mappool-balance-perspective, Japanese are already so strong at hybrid maps and some other tournament maps where man-at-arms can be valuable (for example shorefish in the middle of the map). I'm fine with a civ that is so strong elsewhere to be a bit subpar on Arabia (same with Bengalis or Koreans, for example).
This is probably about balance philosophy, but if you balance 100% around Arabia civs that are "supposed to be strong" on Arabia won't have any advantages left. But ladder is mostly Arabia so every civ should be playable and no one overpowered on Arabia.
I love infantry and doing a MAA rush with Romans and Celts but after this video I’m going to try it with Japanese but switch up my normal play and transition into CA.
Update: I got slapped trying to play as Japanese 😂
What about a 5 discount food cost for their villagers. It won't be broken but usefull along all the game. If it is too strong early on, it can be triggered when reaching Feudal Age. Japan was famous for the Zen diet thing
I had seen the title of this video on your notepad.
I still believe one day samurai will get range mode just like immortal has. 🙌🏻
What about MAA towers as Japanese? I found it really difficult to deal with at 1700 elo. The MAA force you back so they can get up their tower then the towers counter your archers and skirms
I love their unique techs, maybe those techs are better at lower levels, though.
Aha the leaked content is here!
What I took from this: give militia line +1 piece armor and give Japanese bombard cannons 11
This is an act of war.
Should have fully upgradable cavalier and light cav
Ooh saucy title
Them's fighting words!!! You have angered AoE2's biggest creator and shall be smitten to suffer 1000 consecutive Hoang games!
Hey guys, SOTL here
Today we are looking into the recent update that introduced an upgrade to trebuchets.
So for testing we are launching an icbm to another player
Spirit of the Law is very quiet since this video dropped
@@Tulkas1238 he seems to be embracing the ninja and planning get vengeance by being silent and deadly.
"Hey guys, Spirit of The Law here. Today, we are going to be talking about how being a low elo player with no friends and social life affect ones opinion on possibly one of the best nation in the game based on that random video of Hera I was tagged in"
Spirit of the Sad
Infantry but not spears should slow opponents movement speed slightly after a successful hit.
after playing aoe3 i can tell that you're a sadistic, terrible creature
Japanese is the girl math civ, the more lumberjacks/mill/mines you make the more money you save.
u need to use weebo voices mod to play JP accurately and make it a decent civ in EVERY map
Let's see if SoL boxing company website Spirit of the Brawl (made with Squarespace) really stands for ther name
The start of a war...
they need to slow down the move speed of archers its so dumb how they can just kite infantry forever
I've started to notice more and more that lacking BBC is really really bad for civs in the late game.
Perhaps make BBC generally accessible and balance the game otherwise?
They have crazy range with towers and castles and spam dirt cheap Sams
K now let's here a mathematically objective take from spirit of the law as a rebuttle 😅
Waiting for the data comeback ! 🤣
Feel like a lot of the original civs have been surpassed :(
They were designed around a very different meta, so it kind of makes sense. But yeah, it's still sad to see the old favourites suffer.
Hi Hera, don't you think Britons need a rework now ? I think they have no answer to siege push since the scorpion buff, and I wanted to have your point of view on that. I would have thought that longbowman could replace crossbows starting from castle age, and the castle UU would become an anti-siege specialist with decent pierce armor (hobilars ?).
For me I think the Japanese would be OK if all infantry UUs and champion line got a 10% speed boost.
@@matthiasdarrington3271 that would be overpowered in combination with with squires
@@volcanic_sloth I'm not that sure. For example, woad raiders are definitely not considered OP, but they are 30% faster than champs.
@@matthiasdarrington3271 woad raiders are not op, because they're expensive and have bad armor, don't just take a random unit with high speed and compare it to something different
They should give all civs the celt infantry bonus like they did the Roman scorpions.
that bonus is way too good to just give everyone, it would also hurt celts way more than romans, giving them squires for free in feudal age would already be enough
wait... so why was their cav archer bonus damage vs skirms removed again?
Why didn't you include what changes you would suggest to fix these issues ?
that Title 🤣
I know it’s a game and not real life, but in real life, infantry were viable because cavalry and archers were both vastly more expensive and time-consuming to produce. Infantry had worse speed, and worse range, But they were cheaper and faster to mass.
If the game wants infantry to have a chance against cav and archers, production time and cost need to go up for the other two.
Should the just give the movement speed bump instantly in Feudal age instead of that tech and for all civil maybe ot move Squires to feudal age so can outpase archers and skirms earlier on or just make it like I said and by giving it the tracking treatment but early on I think the speed bump needed for infantry as a whole so move tech downwards or for free in feudal
Could you bring some build order for the Gurjaras in Arabia?
After starting playing again, all these pro players talking bad about infantry has made them so much stronger below 1800.
Nobody scouts anymore and they don't expect drush/m@a because pros are saying they're bad.
I feel like there was a brief time when Japanese were good in late game, thanks that cav archer buff + fast attacking halbs. But now that composition gets completely wrecked by heavy scorpions with ballistics sooooo i don't know. it feels like a busted civ right now.
My two cents on buffing Japanese late game:
1) Give them Hussars, I see no reason why not to.
2) Remove the imp tech (it's stupid) and replace it with something better, also bring back their BBC.
3) Make their Samurai similar to the Achaemenid Immortals (infantry with both ranged and melee). If it's too strong take away an archer tech to nerf it.
don't you dare touch the japanese imp tech
Can't you use the saved wood to get a faster fast castle?
you can also just get a better eco bonus for a faster fast castle
I hear Japanese infantry deal bonus damage to your connection. 🙂
Hi guys, spirit of the law here. Today we will uncover top 5 of the greatest pro aoe players since launch… *skip 5 thru 2*, before we uncover number 1, let’s look at some honorable mentions, Hera, because he hates Japanese
What could be really cool for this civ to get better eco would be the following (reworked) bonus: Drop-off sites cost -50 / -65 / -80 / -95 wood in dark/feudal/castle/imperial
At the level I'm playing at civ choice doesn't matter.
Spirit left the Chat
Hey guys, spirit of the left here
you don't understand how it works, his next video is going to be explaining with maths why hera is a bad player
Hope so 😅 @@volcanic_sloth
samurai are so underrated ;(