Holy ****, this is the kind of video that I was looking for. I used to play AoE2 when TC came out, and just recently downloaded once again and I'm having a great time with Cumans, but one thing that I still don't do right is how to answer to these kind of attacks. Your video was awesome and also your gameplay, thanks a lot and keep it up!
Random comment from seeing some of your vids and streams recently. Man you are good! I've been a Viper fan for 5+ years but it seems like you're the better player at the moment. Best of luck in the upcoming tournaments!
What do you think about giving lancers a Coustilier style charge attack, but smaller like +5 / +6 (elite)? Make them even more hit and run. So their first attack would do 14 / 17 (elite) then back to 9 / 11. Edit: If it's possible, you could make their charge attack piercing damage and their normal attack melee. So you get 9 melee and 5 pierce damage on the first attack, or 11 melee and 6 pierce for elites. That would make them a weird hybrid unit that could have an interesting application. Or not ... I'm just thinking out loud. I'd have to look at pierce armor for various units. One obvious drawback is that it would barely touch siege.
@@bingxilao9086 Yeah but I think that might mess things up in other ways. They're supposed to be shock troops with a role somewhere in between light and heavy cavalry. I made a mod that adds a charge attack to steppe lancers. You can find it if you search "steppe charge." If you'd be willing to test it out and let me know what you think I'd appreciate it.
How about getting the elite steppe lancer for free when you research the knight upgrade? That way they could still work as a support for mixed groups with knights
Viper and you are putting out a great amount of content on the new changes, thank you. Would it help you to castle faster if you don't wall and protect your resources with the second TC? The average wall has 44 tiles and takes villagers off resources. Most Korean players either trush or try to boom to castle.
dude! he had u in the corner just sooooo much pressure! i thought u were a gonner 4 sure,if u hadn't stopped that castle it would have hurt....but then u see his economy...lmao!!!
Things I want to be added or changed GENERIC Camel rider 0/0 Armor -> 0/1 Armor 6 attack -> 8 attack Heavy Camel rider 0/0 Armor -> 1/2 Armor 7 attack -> 10 attack Imperial Camel rider 0/0 Armor -> 2/2 Armor 9 attack -> 12 attack Imperial Camel rider upgrade replaces Heavy Camel rider upgrade Elite steppe lancers 0/1 Armor - 1/2 Armor 80HP -> 100HP Steppe lancers 60HP -> 80HP CUMANS New bonus - Upon reaching castle age cavalry archers get +1 range and Kipchaks +1 Attack Cuman mercenaries - after researching Tech you and teammates Can train Additional 5 Kipchaks every 3 In-game minutes POLES New bonus replacing current regenerating HP vills - villagers get Additional 5 HP every age starting in Dark age New bonus - scout line gets +1melee Armor in feudal age and knights +1 Melee Armor in Castle age New bonus - scout line costs 5food less by every age Up starts in feudal age Unique technologys provides cavalry extra 10HP Get Plate barding Armor Szlachta Privileges (Knights cost -45% gold) Obuch - 80HP -> 100HP - 8attack -> 10attack Elite Obuch - 95HP -> 120HP - 10attack -> 12attack BOHEMIANS New bonus - they gather All resources faster by 5% starting in Dark age Get Plate barding Armor, paladin upgrade and thumb ring Hussite wagon 200HP -> 220HP 17attack -> 16 Attack 0/7 armor -> 1/5 armor Gets +2 bonus damage aggainst cavalry Reduces damage taken by 2 from cavalry Elite Hussite wagon 250HP -> 300HP 1/10 Armor -> 2/7 Armor Gets +4 bonus damage aggainst cavalry Reduces damage taken by 4 from cavalry TATARS Cavalry archers get +1 attack in Castle and Imperial age Flaming Camel - 50HP -> 80HP - 0/0 Armor -> 1/1 Armor - 20 attack -> 40 attack - 1,35 speed -> 1,4 speed Bonus damage aggainst +100 attack aggainst (Cavalry and Camel units), +300 attack aggainst (War elephants and Battle elephants), +600 attack aggainst (All buildings) +1000 Attack aggainst (Walls/gates) +200 attack aggainst (Castle) Keshik - 9attack -> 11attack Elite Keshik - 11 attack -> 13 attack They generate 3 gold per hit on enemy unit and +1 gold per hit on enemy building (All buildings) TEUTONS New bonus - Since feudal age scout line gets +5% speed +1 attack and +5HP New bonus - All cavalry units are faster by 5% upon reaching castle age SICILIANS Previous Team bonus is now new bonus that applies only to sicilians Donjons cost -15stone Feudal age serjeant - 45HP -> 50HP - 5 attack -> 6 attack Serjeant - 65HP -> 75HP - 8 attack -> 10 attack Elite serjeant - 85HP -> 100HP - 11 attack -> 12 attack Britons and Burgundians get bloodlines MONGOLS Elite mangudai - 1/0 armor -> 1/1 armor New bonus Hussar upgrade is 50% cheaper and scout line gets +1 Melee and +1 pierce Armor in Imperial age LITHUANIANS New bonus - scout line gets +1 attack in Castle and Imperial age
Well thought, I like some of your ideas, particularly those for pole villagers, Cuman mercenaries, elite serjeant and rebalancing the armour of bohemian warwagon. But I also think limiting units and civs gives the game more variety.
That push looked very imposing. Hera maintained his eco really well. I think the opponent failed to use their military and imposition properly. They attacked strong but ended up doing nothing of significance.
I think in open areas or maps knight should perform better. In narrow places where hit and run is more difficult, like defending your own base camels would perform better.
I feel like the Fuedal TC with a light boom is only effective so long as you start by rushing your opponent and attack their economy buying you more time to stay in Fuedal longer.
Vils collect from, and carry more food from boar than deer, and the same for sheep. Spirit of the Law has some good videos on these topics. If you send 3 vils to a deer, they have to make 2 trips, 4 vils is the minimum for 1 trip. In high level age they accept the tradeoff of decay for "per villager efficiency" because in open maps, you may not always have the luxury of taking 1 or 2 animal at a time when faced with pressure/a need to investigate your opponent. You can't push all your deer to the tc because then you will be late to scout your enemy and may miss information like a pre-mill drush, or where a normal drush is walking. If you mill your deer, having more than 4 villagers walking is a lot of time more villagers are not working, and in these fast feudal builds, time is very important. Counter-intuitively if we do what you suggest and put as many vils on an animal at a time as we can, we have to place farms and spend wood earlier than we would if we collected slower AND it will require you to produce vils instead of advancing to feudal (takes 12 vils to fully surround a boar, clicking up at 19 pop means you will be lacking in either wood/sheep/berry collection). This Cumans game is a bit of a special case because instead of going fast feudal for early pressure, or to answer men-at-arms with archers, Hera does it for the second TC + eco upgrades, leading to a solid castle age economy rather than an "all-in" economy that would result from fast castle. What about the early pressure/drush I warned about? There's 2 parts to this. Since Koreans gather stone faster, they're known for tower drops, or fast castle -> castle dropping the enemy. Because tower rushes have fallen out of favor in the meta Hera believes that Koreans have no reason to go feudal early (which increases the effectiveness of a drush by upgrading to men at arms) and is instead expecting a faster castle time from Dracken. He confirms this by observing how much later his opponent arrives to feudal age compared to himself. If he had sent more vils to animals, he would have to spend wood on his food eco earlier, which would make the transition to 2 TC's harder as he would have to sacrifice walling/buildings/placing the TC when he knows there's a timer for when his opponent will drop a castle near his eco. He talks a lot in this video about the flexibility wood gives him in house walling and stalling for time. The 2 TCs allow his wood and food eco to advance faster than ordinary so he can be well prepared for the castle drop, especially considering his opponent is sacrificing wood/food/gold eco to mine stone. From the Korean player's perspective all resources need to go into the early forward military because if the castle drop doesn't snowball enough of a lead, the Cuman economy will take advantage of the lack of commitment and stall the game to a point where they can come back. In this game Hera stalled phenomenally and was able to beat the all in as Dracken just didn't have the economy to rebuild his army after it got cleaned up. I know this is more than what you asked for, but these early decisions can impact how the rest of the game goes and thought it would be helpful for anyone who came across this :)
@@Catatomicx Wow, very good analysis. This game is so much complicated that it seems when you leveling up on it. Thats what I like most about it. You can play it the way you want, simpler and chill - low level, or put your boots on and get into serious high level. And you will not get bored because of the amount of details and strategies you can get or pull off.
what about a conversion resistance for step lancer? Keep them as a situational unit, good for raiding vills and harder to counter than knights with monks
That's normal, it's Korean War Wagon push, it's a more vulnerable Celts Hoang style but much stronger as it can deal with everything your opponent could throw in early castle.
Weren't you bald yesterday? I'm asking because I don't know which update you referenced at the beginning of this video. Or, did your slick head make you so fast you stime-traveled? XD
At this level he knows after losing all his army what's coming next, rams to the castles and the raid in his economy which is far inferior than heras already boomed one. Even doing pikes, hera can easily make cheap ranges to skirms, reach imperial much faster due to his economy advantage and finally his base wiped with the rams.
@@justRoyza Generally is to save walking time and to deposit gathered resources, in some cases necessary when switching between them (mostly food-wood) and some others when u want to send them to build and you don't want them to hold what they gathered during the time they do that and you may need before they will be able to deposit somewhere after.
But on the other hand 2 tcs protect their early economy nicely, they have stronger palisades, and as shown in the video they can even wall with archeries and stables! Why you say so?
They hoped to make Cumans more than just a 2 TC feudal boom civ. But it only makes that strat even better. At least they can be a bit more unpredictable now.
his war wagons dont need food. Castles only need stone. So he doesnt need food excpet to make villagers. so he puts all his villagers on wood gold and stone.
with this i come to the conclusion that cumans is actually not a viable civ for vs 1 u had a pretty nice uncontested feudal without aggression from ur opponent. pretty much the ideal situation for being able to boom. then u managed to barely survive the castle age push, even though u were trying ur hardest defending and keeping up with production. only a handful of of players would ve managed to d this. i too was quite interested in this ability of booming with a second TC, but even at ELO 900-1000 i was being faced with harsh aggression in feudal age, which totally counters the boom. as u verified urself u managed to find only middle late feudal age time and resources to invest in military buildings. so this civ in a team map or rage forest is quite good, but in vs1 i had much better results with other civs. managing feudal age aggression and building ur economy around that 2nd TC is something even pro plyers would with very much difficulty n skill be able to pull off. most of the time u fail though
Hey hera, installed de for the first game this week. Your videos are helping me learn the game at a quick pace. Thanks for the good content
highly recommend the art of war missions
I've been learning very fast from practicing what Hera recommends.
i think going straight to online is better since people would your level
also subscriber get the Hera's build orders
the fact itself that a 20-year-old game still gets more and more new players is already exicting lol
It's seriously impressive how you manage to keep your cool and bide your time when you are under such pressure.
Totally! I was loosing my shit by just watching this castle push hahah
this is the most fun i've had watching aoe2 in a long time
Holy ****, this is the kind of video that I was looking for. I used to play AoE2 when TC came out, and just recently downloaded once again and I'm having a great time with Cumans, but one thing that I still don't do right is how to answer to these kind of attacks. Your video was awesome and also your gameplay, thanks a lot and keep it up!
16:40 "that castle is gonna go up here; no Daut" ;)
Thank you, exactly what I was thinking.
I think he said no doubt, but I get the pun anyway
Random comment from seeing some of your vids and streams recently. Man you are good! I've been a Viper fan for 5+ years but it seems like you're the better player at the moment. Best of luck in the upcoming tournaments!
Great game Hera, thank you. What about the idea of putting the 2nd TC aggressivelly on the enemy woodline/mines? I’ve actually never seen that tho
That hold was sick, you did it once again man, hats off to you
Thank you for the uploads mr hera
Awesome multitasking man, impressive as hell
WTF. I have no words on how you came on top of that hellish push. WP
Best 2 TC boom with a knight and siege push in the game in my opinion. I rarely go crossbow or kipchaks honestly
I was expecting Steppe Husbandry since Hera mentioned Steppe Lancers being decent in Castle Age.
The berry bushes made me giggle.
I have arrived to Cumans as I work through my first A-Z challenge. I'll be using this. :) Thanks Hera!
What is A z challenge?
wow awsum game hera u rock!!!!
Murphy getting roasted in the first 30 seconds 11 feels Murphy man
gg DranKen & Hera!
What do you think about giving lancers a Coustilier style charge attack, but smaller like +5 / +6 (elite)? Make them even more hit and run. So their first attack would do 14 / 17 (elite) then back to 9 / 11.
Edit: If it's possible, you could make their charge attack piercing damage and their normal attack melee. So you get 9 melee and 5 pierce damage on the first attack, or 11 melee and 6 pierce for elites.
That would make them a weird hybrid unit that could have an interesting application. Or not ... I'm just thinking out loud. I'd have to look at pierce armor for various units. One obvious drawback is that it would barely touch siege.
IMO they should just buff the unit's attack instead of its other stats (such as reload speed)
@@bingxilao9086 Yeah but I think that might mess things up in other ways. They're supposed to be shock troops with a role somewhere in between light and heavy cavalry.
I made a mod that adds a charge attack to steppe lancers. You can find it if you search "steppe charge." If you'd be willing to test it out and let me know what you think I'd appreciate it.
How about getting the elite steppe lancer for free when you research the knight upgrade? That way they could still work as a support for mixed groups with knights
I have been doing this at 20 pop with cumans for like 6 months what you're doing looks so much better well played
Viper and you are putting out a great amount of content on the new changes, thank you. Would it help you to castle faster if you don't wall and protect your resources with the second TC? The average wall has 44 tiles and takes villagers off resources. Most Korean players either trush or try to boom to castle.
I think they play StarCraft. So rushing them should work
@@acarrot589 It looks like in RB Wololo 5 there is more attacking than walling.
Holy 🐄. That was crazy
dude! he had u in the corner just sooooo much pressure! i thought u were a gonner 4 sure,if u hadn't stopped that castle it would have hurt....but then u see his economy...lmao!!!
you had me at turbo
Things I want to be added or changed
GENERIC
Camel rider
0/0 Armor -> 0/1 Armor
6 attack -> 8 attack
Heavy Camel rider
0/0 Armor -> 1/2 Armor
7 attack -> 10 attack
Imperial Camel rider
0/0 Armor -> 2/2 Armor
9 attack -> 12 attack
Imperial Camel rider upgrade replaces Heavy Camel rider upgrade
Elite steppe lancers
0/1 Armor - 1/2 Armor
80HP -> 100HP
Steppe lancers
60HP -> 80HP
CUMANS
New bonus - Upon reaching castle age cavalry archers get +1 range and Kipchaks +1 Attack
Cuman mercenaries - after researching Tech you and teammates Can train Additional 5 Kipchaks every 3 In-game minutes
POLES
New bonus replacing current regenerating HP vills - villagers get Additional 5 HP every age starting in Dark age
New bonus - scout line gets +1melee Armor in feudal age and knights +1 Melee Armor in Castle age
New bonus - scout line costs 5food less by every age Up starts in feudal age
Unique technologys provides cavalry extra 10HP
Get Plate barding Armor
Szlachta Privileges (Knights cost -45% gold)
Obuch - 80HP -> 100HP
- 8attack -> 10attack
Elite Obuch
- 95HP -> 120HP
- 10attack -> 12attack
BOHEMIANS
New bonus - they gather All resources faster by 5% starting in Dark age
Get Plate barding Armor, paladin upgrade and thumb ring
Hussite wagon
200HP -> 220HP
17attack -> 16 Attack
0/7 armor -> 1/5 armor
Gets +2 bonus damage aggainst cavalry
Reduces damage taken by 2 from cavalry
Elite Hussite wagon
250HP -> 300HP
1/10 Armor -> 2/7 Armor
Gets +4 bonus damage aggainst cavalry
Reduces damage taken by 4 from cavalry
TATARS
Cavalry archers get +1 attack in Castle and Imperial age
Flaming Camel - 50HP -> 80HP
- 0/0 Armor -> 1/1 Armor
- 20 attack -> 40 attack
- 1,35 speed -> 1,4 speed
Bonus damage aggainst +100 attack aggainst (Cavalry and Camel units), +300 attack aggainst (War elephants and Battle elephants), +600 attack aggainst (All buildings) +1000 Attack aggainst (Walls/gates) +200 attack aggainst (Castle)
Keshik - 9attack -> 11attack
Elite Keshik - 11 attack -> 13 attack
They generate 3 gold per hit on enemy unit
and +1 gold per hit on enemy building (All buildings)
TEUTONS
New bonus - Since feudal age scout line gets +5% speed +1 attack and +5HP
New bonus - All cavalry units are faster by 5% upon reaching castle age
SICILIANS
Previous Team bonus is now new bonus that applies only to sicilians
Donjons cost -15stone
Feudal age serjeant - 45HP -> 50HP
- 5 attack -> 6 attack
Serjeant - 65HP -> 75HP
- 8 attack -> 10 attack
Elite serjeant - 85HP -> 100HP
- 11 attack -> 12 attack
Britons and Burgundians get bloodlines
MONGOLS
Elite mangudai - 1/0 armor -> 1/1 armor
New bonus Hussar upgrade is 50% cheaper and scout line gets +1 Melee and +1 pierce Armor in Imperial age
LITHUANIANS
New bonus - scout line gets +1 attack in Castle and Imperial age
Well thought, I like some of your ideas, particularly those for pole villagers, Cuman mercenaries, elite serjeant and rebalancing the armour of bohemian warwagon.
But I also think limiting units and civs gives the game more variety.
Hera out here limit-testing all the new builds
That push looked very imposing. Hera maintained his eco really well. I think the opponent failed to use their military and imposition properly. They attacked strong but ended up doing nothing of significance.
With the wood discount on stables and ranges, is a 20 pop scouts into archers a feasible alternative to the 2 TC boom to catch the opponent off guard?
Should be, yeah.
yes and can follow up with siege shop and rams or simply go to castle age for knight or crossbow
ayoo CAV GANG STRONG
Are knights generally better against war wagons (and by extension every CA type unit) than camels? Does the pierce armor offset the lack of damage?
I think in open areas or maps knight should perform better. In narrow places where hit and run is more difficult, like defending your own base camels would perform better.
Bro that intro is crazy ha
I feel like the Fuedal TC with a light boom is only effective so long as you start by rushing your opponent and attack their economy buying you more time to stay in Fuedal longer.
Mixing in capped ram around 17:30 might have been good? Might have prevented 2nd tc from going down and could push the castle
what's the advantage of gathering from several sheep, deer and boar at once? Wouldn't it be better to just stick to one or two at a time?
Vils collect from, and carry more food from boar than deer, and the same for sheep. Spirit of the Law has some good videos on these topics. If you send 3 vils to a deer, they have to make 2 trips, 4 vils is the minimum for 1 trip. In high level age they accept the tradeoff of decay for "per villager efficiency" because in open maps, you may not always have the luxury of taking 1 or 2 animal at a time when faced with pressure/a need to investigate your opponent. You can't push all your deer to the tc because then you will be late to scout your enemy and may miss information like a pre-mill drush, or where a normal drush is walking. If you mill your deer, having more than 4 villagers walking is a lot of time more villagers are not working, and in these fast feudal builds, time is very important. Counter-intuitively if we do what you suggest and put as many vils on an animal at a time as we can, we have to place farms and spend wood earlier than we would if we collected slower AND it will require you to produce vils instead of advancing to feudal (takes 12 vils to fully surround a boar, clicking up at 19 pop means you will be lacking in either wood/sheep/berry collection).
This Cumans game is a bit of a special case because instead of going fast feudal for early pressure, or to answer men-at-arms with archers, Hera does it for the second TC + eco upgrades, leading to a solid castle age economy rather than an "all-in" economy that would result from fast castle. What about the early pressure/drush I warned about? There's 2 parts to this. Since Koreans gather stone faster, they're known for tower drops, or fast castle -> castle dropping the enemy. Because tower rushes have fallen out of favor in the meta Hera believes that Koreans have no reason to go feudal early (which increases the effectiveness of a drush by upgrading to men at arms) and is instead expecting a faster castle time from Dracken. He confirms this by observing how much later his opponent arrives to feudal age compared to himself. If he had sent more vils to animals, he would have to spend wood on his food eco earlier, which would make the transition to 2 TC's harder as he would have to sacrifice walling/buildings/placing the TC when he knows there's a timer for when his opponent will drop a castle near his eco. He talks a lot in this video about the flexibility wood gives him in house walling and stalling for time. The 2 TCs allow his wood and food eco to advance faster than ordinary so he can be well prepared for the castle drop, especially considering his opponent is sacrificing wood/food/gold eco to mine stone. From the Korean player's perspective all resources need to go into the early forward military because if the castle drop doesn't snowball enough of a lead, the Cuman economy will take advantage of the lack of commitment and stall the game to a point where they can come back. In this game Hera stalled phenomenally and was able to beat the all in as Dracken just didn't have the economy to rebuild his army after it got cleaned up. I know this is more than what you asked for, but these early decisions can impact how the rest of the game goes and thought it would be helpful for anyone who came across this :)
@@Catatomicx Wow, very good analysis. This game is so much complicated that it seems when you leveling up on it. Thats what I like most about it. You can play it the way you want, simpler and chill - low level, or put your boots on and get into serious high level. And you will not get bored because of the amount of details and strategies you can get or pull off.
@@Catatomicx wow, nice analysis
"if i was a good player-" says the #1 ranked player in the world
what about a conversion resistance for step lancer? Keep them as a situational unit, good for raiding vills and harder to counter than knights with monks
maybe a damage bonus vs walls or buildings?
Hera, the best player after Viper 11 GG
That was one hell of a 1 farm push
That's normal, it's Korean War Wagon push, it's a more vulnerable Celts Hoang style but much stronger as it can deal with everything your opponent could throw in early castle.
no idea what just happened but gg's
Lets gooo
Weren't you bald yesterday? I'm asking because I don't know which update you referenced at the beginning of this video. Or, did your slick head make you so fast you stime-traveled? XD
One Farm Economy.. 11
those monks saved his ass from losing
Hear me out... Cuman landing!
One farm economy, half of what I thought 🤣
I'm surprised he bothered with 1.
24:10 Lethal Hubris Must have started watching stream after watching something else. (In chat box).
How do you go from getting pushed into a corner to gg so fast lol
He didn't even attack Korea!
At this level he knows after losing all his army what's coming next, rams to the castles and the raid in his economy which is far inferior than heras already boomed one. Even doing pikes, hera can easily make cheap ranges to skirms, reach imperial much faster due to his economy advantage and finally his base wiped with the rams.
sick defense, highest APM in aoe 2
Change lancer gold cost to wood would be pretty nice. Maybe a charge bonus?
It's dangerous to make the Hussar obsolete and replace it for a better version, because the Hussar spam can already be deadly on a high-farm economy.
@@Leonhart_93 yeah but something needs to make it viable i would say. I rarely see it used
@@DC-77a small charge bonus is not a bad idea. Coustillier should get slightly better recharge rate to compensate this
@@acarrot589 its funny after I had said this, I played a game and got wrecked by lancers 😆
Spardle asks a great question in the chat at 10:02.
“Why does Hera garrison vills before re-tasking them?”
I am curious also 😆🤷🏼♂️
Saves walking time is one answer I’ve seen?
Can confirm?
@@justRoyza Generally is to save walking time and to deposit gathered resources, in some cases necessary when switching between them (mostly food-wood) and some others when u want to send them to build and you don't want them to hold what they gathered during the time they do that and you may need before they will be able to deposit somewhere after.
Open Arabia was an indirect nerf for cumans
But on the other hand 2 tcs protect their early economy nicely, they have stronger palisades, and as shown in the video they can even wall with archeries and stables! Why you say so?
the red was making a fake push
U bear the name of Hamzah! and living up to the expectation in your own battlefield ! Peace
Wow Dracken only got 3372 food that match
iF I wAs A GoOd PlaYEr I wOulD gO 2 oN wOoD says the best player in the world currently
What were they thinking with this buff
yeah it's so cheap to add archery ranges and stables it's insane in early game
They hoped to make Cumans more than just a 2 TC feudal boom civ. But it only makes that strat even better. At least they can be a bit more unpredictable now.
@@majungasaurusaaaa they should have given them this buff AND nerfed the second tc to stop this exact problem.
Post red bull qualifiers I can say they weren't thinking at all
T90 called:says he likes your farms... but only SOME of them.
@Hera scuse me leaving that sub alert message in :O
Cómo se aprende viéndote jugar
Hey Hera, why no camels?
Cumans only get Camel Riders, which have a low anti-cavalry bonus. Hera may have had a different reason.
@@Jimmy911ism sure, but they can easily trade against the war wagons. It's not like he was saving his knights for imperial anyway.
how did he have all that with one farm lol someone plz explain
his war wagons dont need food. Castles only need stone. So he doesnt need food excpet to make villagers. so he puts all his villagers on wood gold and stone.
Everytime i see korea high elo i am like " damn that civ is strong"
Yet every thing i ever read says " they are shit pls buff them"
Which one is it 😂
WTF?! 1 farm?? hahahahahahha
with this i come to the conclusion that cumans is actually not a viable civ for vs 1
u had a pretty nice uncontested feudal without aggression from ur opponent. pretty much the ideal situation for being able to boom. then u managed to barely survive the castle age push, even though u were trying ur hardest defending and keeping up with production. only a handful of of players would ve managed to d this.
i too was quite interested in this ability of booming with a second TC, but even at ELO 900-1000 i was being faced with harsh aggression in feudal age, which totally counters the boom. as u verified urself u managed to find only middle late feudal age time and resources to invest in military buildings.
so this civ in a team map or rage forest is quite good, but in vs1 i had much better results with other civs. managing feudal age aggression and building ur economy around that 2nd TC is something even pro plyers would with very much difficulty n skill be able to pull off. most of the time u fail though
Hera needs to receive a NERF 😂😂😂
Geht the focking reliques