Summary of the three new DLC civilizations! (early access)
FULL TRANSCRIPT
Hey guys, Spirit of the Law here. I have
some access to an early preview of the
upcoming Last Chieftain's DLC coming out
next Tuesday. And while there's been a
trickle of info about the civilizations
and unique units up to this point, we
can finally take a good look at things
in a bit more detail and answer a lot of
questions. In this video, we're going to
do a condensed summary of all three new
civilizations, including a lot of
specifics about units and techs. We'll
start with the champion, which is a unit
that replaces the militia line and eagle
warrior for Incas in the new saves. Like
we've been told, we can see it's going
to be good against archers thanks to
speed and pure summer, a lot like the
eagle line, and even has some anti-
siege bonus it borrows from those as
well. That said, it's not shock
infantry, so it doesn't take all the
eagles extra bonus damage while also has
a bit of bonus damage against shock
infantry and buildings. So, in that
respect, it shows a militia line
influence. It then costs 45 food and 25
gold. Very similar to the 50 food and 20
gold of the swordsman line and has
reasonably cheap upgrade costs until you
get to the Imperial H1. In a quick test
to get a rough sense, they're noticeably
worse than the militia line in melee,
losing headto-head, for instance. Though
I might feel okay going champion against
a men arms opening just because you can
outmaneuver them. And the long sword in
particular is actually pretty close to
even as you can see. That mobility and
pierce armor combo is really a big deal
against archers. And that's where it's
going to feel a lot like an eagle
warrior without some of that unit's
other downsides, but also without their
bonus against cavalry. Keep in mind,
they have a 30-se secondond creation
time for the first two levels in dark
and feudal age, dropping to 21 seconds
once you get the champion warrior
upgrading Castle Age. So, the production
rate is going to limit their early
damage as much as anything, I suspect.
Obviously, he's your starting scout as
well, and seems to have the same speed
and line of sight as an Eagle Scout. So,
no real advantage or disadvantage that
jumps out to me there.
The next general thing to know about
these new sibs is their settlement
building, which is a universal drop off
building, replacing all camps in the
mill. Plus, it's also a house. I
speculated this might be 150 wood, but
it turns out it's just 125. So, you're
paying for a regular camp plus house
without any extra cost. I know it was a
concern a few people had, but it turns
out just one settlement fulfills the two
dark age building requirement when aging
up, as I guess it counts as a lumber
camp plus a mill if you want to think of
it that way. Here, I can advance with
just one built on a woodline. Whereas
for a regular civilization with one
lumber camp, they'd have to build a
second dark age building to advance. And
as another intangible upside, it's also
very aesthetically pleasing and
efficient for farms.
The third big thing to know about these
cives is the overhaul coming to
slingers, which are very different now,
is they're a trash unit. Previously,
they cost 30 food and 40 gold in castle,
but now cost 70 food and just 10 wood.
They're a little different stats-wise
now as well with lower HP and their
anti-infantry bonus had dropped from
plus 10 to plus4, but now have a new
plus4 against monks and plus three bonus
against siege units. Keep in mind none
of these three new sibs nor the Incas
have hazar, so they still only have
three trash units in total. It's just
they have the anti- archer, anti-
cavalry, and anti-infantry/sort
of anti- siege choices. Suddenly, a lot
of the bonuses to improve slingers are
making a bit more sense as it's now
essentially a food unit, and we'll see a
lot more of it. So, that's the shared
units and building, but now let's get
into the civilizations and answer some
of the looming questions about unique
units and techs. We'll start with the
2P, who open with 25 extra of each
resource to start the game. Their second
bonus is they can put five villagers
inside each of their settlements or
camps, which don't fire arrows or
anything like that, but just keep them
safe, a bit like houses for Camar. The
next bonus is that their units return
15% of their cost when defeated or you
delete them. Either way, you get the
resources back. Your archery range and
blacksmith upgrades then cost half as
much food, saving 313 food on the way to
arbolster, 230 for halbadier, and 438
for champion total. From their bonuses
and tech tree, they seem to be pretty
flexible in terms of army compositions,
combining some sort of archery range and
infantry unit with the champion and
slinger as one possibility. And both of
those units have unique tech to speed up
their attack rate by 25%.
In terms of unique units, the first is
the Blackwood Archer at the castle.
These have very low attack and cost 35
wood and 45 gold. Actually 10 would more
than a typical crossbow. But in this
case, that gets you two units costing
just one pop space combined and being
made in a very quick 14 seconds. That's
why compared to a crossbow, the roughly
half HP really jumps out. And the
concept here is very simple to
understand as you just want to overwhelm
your opponent. The in-game description
says they're good in high numbers but
die at close range. I think somewhat
predictably they beat half their numbers
of crossbows pretty convincingly, which
I think makes sense as they have roughly
double the archers combined attack power
and if you think about it actually have
more HP in total at the start of the
fight. The flip side is if they run into
magnels, scorpions, or any sort of
defensive building, then they'll just
completely melt. In Imperial Age, the
elite version then doesn't gain any more
attack other than bracer and chemistry.
But a unique tech can then add in poison
damage, which seems to be a steady drip
of three extra damage per shot and does
appear to stack. The UI is a little
tricky to interpret as it gives the
stacking poison damage as damage per
minute, while it only lasts for a few
seconds and constantly updates as new
poison is added and old poison is
removed over time. The fact that Gulam
and Huscaro here go from 70 to just 20
shots highlights how dangerous this
upgrade is. Albeit this might exaggerate
it a bit as it has less time to work
when units are being focus fired. The
archer line and defensive buildings also
benefit from this tech as well with the
arbolster actually getting plus five
extra damage from this instead of the
blackwood archers plus three. TP are
lacking thumb ring but even so their
arbolasters went through this group of
paladins 57% faster than a generic civ
with thumb ring's extra fire rate. It's
too early to make balanced judgments,
but it seems hard to go wrong in the
late game with Blackwood Archers or just
Arbolasters as 2P. The other unique unit
is the Ebra warrior from the barracks.
So far, TP lack tankiness in their melee
units as just something to put in front
of your archers, and that's where this
guy comes in. He's 30 food and 60 gold,
so not cheap by infantry standards, but
already in castle age has a very solid
80 HP plus an area attack. Here we can
see that in action. And unlike your
typical area damage that affects all
units around him, it's basically full
damage to the targeted unit and what's
immediately behind it. Again, it's easy
to understand this unit's role, clearing
out generic enemy melee units for a
price, which is a role your habadier and
champion lines are unable to fill and is
arguably the only unit the civ has that
gives some durability in melee.
That's the 2P as an archer and infantry
combined armed civilization. Next, let's
look at the Mapuche, who are a cavalry
and counterunit cy. Their bonuses are
extra food from foragers as their early
eco boost. Their settlements train
spears and skirmishers, basically giving
you multiple free production buildings
throughout the game. Their infantry,
slingers, and skirmishers have more HP.
Their two mounted units generate gold
from kills, and they reveal enemy
castles on the map, which doesn't work
as an advanced warning of castle drops,
by the way. Basically, they just appear
out of the fog when completed, stay
highlighted for a few seconds, and then
fade to an explored part of the map, so
you don't have active sight on what
they're producing. Moving on to their
unique units, the first is the bolis
rider at the archery range. This is a
lot like a cavalry archer with a
comparable wood and gold cost and
similar HP, attack, and range, though
bonus damage takes it in a bit different
direction. Instead of a bonus against
spears, these have plus two bonus
against cavalry and camels, which will
help a bit against the things that they
can't hit and run. Really though, this
is a hit and run unit at heart with an
occasional charge attack that lowers its
target speed by 15% for a few seconds.
It wears off long before the recharge is
done, so it's not like they're
constantly slowed, but still seems
annoying to fight against. They also
have 90% accuracy, so it feels like
they'll do a lot of the same things as
cavalry archers with a couple of extra
advantages. Much also have a very nice
unique tech in castle age as well,
giving a few units some pass through
damage, doing what seems to be 30% of
their usual damage to units immediately
behind their target. You can get a
general sense of its reach here. And
notice it's quite sensitive to the angle
of projectiles, such that slingers get a
lot more reach than the other two here.
Extra damage on your cavalry archer
replacement and your ranged trash units
is kind of great. And their other unique
tech reduces the cost of your team's
unique units, plus your bolis riders by
15%. Considering all unique units are
balanced using their cost within the
context of their civilization's late
game economy, that has me a little
nervous there's some unforeseen
interactions here. Then again, maybe a
trash unit focus for Mapuche is so awful
in team games that this becomes their
main contribution to the team. We'll see
how things play out and the sort of
thing is very difficult to predict. The
Mapuche's other unique unit of the
castle is then the Kona, which like most
cavalry have decent HP, then appearing
to give up some attack and melee armor
for more pure summer, making it
naturally suited to countering archers
and maybe giving some pop efficiency
against infantry. It's 65 food and 40
gold, so not crazy expensive in the late
game and gives you a nice melee complent
to bolis. Notice there's no armor
upgrade here in Castle Age as the
civilization lacks cavalry armor
upgrades and the stable. So no
bloodlines or husbandry to pick up
either. And the only thing to grab is in
fact the blacksmith attack upgrades.
Their special ability then someone
addresses their low attack by increasing
their damage against injured units which
you can directly read from the attack
value. It temporarily adjusts plus one
attack for every 15% of the target's HP
that's lost up to plus 6 damage once
it's below 10% health. You're always
kind of incentivized to finish off
damage units already. So, I don't know
how you'd intentionally take advantage
of this, but it does mean it will often
end up hitting harder than it stats
imply over time. So, that's the Mapuche,
which kind of take you in two different
directions. The trash counterunit path,
where you can mass those easily from
settlements, get more HP, and pass
through damage, while the other
direction is those two mounted units,
which unfortunately both cost gold. So,
it might end up being a little tricky to
pair those. As natural as that might
seem at first, it's probably too early
to predict, but I'm expecting some trash
opening shenanigans with this civ and
then either bolis rider spam in the
midame or aa and skirmisher or slinger
pairing to combine some mobility with
DPS.
The last civ in the DLC is the Moisa,
who have an archer and monk focus,
though in some ways they're fairly
similar to 2P by encouraging a combo of
archery range and barracks units with
the monastery thrown in as something
extra. The first bonus is advancing to
the next age costs half the usual gold,
which actually saves 500 gold by
Imperial Age and is right up there with
the best gold bonuses in the game. I'm
not even sure Turk's faster gold miners
get an extra 500 gold by Imperial and
certainly not consistently. The next
bonus is her settlements cost 25% less,
so just 94 wood. But remember, a
universal camp plus a house. And they
also heal nearby units one HP every 4
seconds when those are within three
tiles. That's faster than P's passive
healing in feudal, but only applies to
units directly around their settlements.
The next bonus is their champion archery
range units get progressively more melee
armor, maybe making their crossbows a
little better against knights, for
instance. Though, keep in mind their
archers lack the final armor, so they're
down two pierce armor late, and the
champion lack the final attack upgrade.
So, there are some counterbalances here.
Their monks then regenerate faith 50%
faster, so in about 40 seconds to
recharge instead of the usual roughly 1
minute. And finally, caravan and guilds
are free. Plus, your natural gold
sources last 15% longer as a team bonus,
so you get a lot of gold value in the
late game between better cell prices and
the longerlasting gold mines. The unique
techs that make your archer line and
champion move 15% faster. Plus, the
slingers get an extra range and train
faster in Imperial Age with the second
tech. Altogether, the crossbow line
seems like a very solid game plan,
giving you cheaper castle and imperial
age advances, free melee armor, plus the
cheaper settlements as a wood bonus that
when combined with the fact you need
fewer settlements from doubling up on
resources, probably altogether ends up
being just as good as the Japanese camp
discount. The faster archery line tech
also seems very good and might sound
broken, but still leaves them about 10%
slower than plumemed archers, so it's
not necessarily unprecedented and is
locked behind a castle. As for unique
units, the first is made at the barracks
and monastery called the temple guard.
They're pretty expensive at 80 food and
45 gold, but have very high HP and
almost the durability of a knight
without bloodlines, but then higher
attack plus an extra bonus against
cavalry. Despite being a monastery unit,
they actually don't take anti- monk
bonus damage from eagles or scouts, but
they are shock infantry, so a lot of
infantry will have a bonus against them,
hence the description, they're weak
against the militia line. The fact it's
made from the monastery suggests a use
case on arena after fast castling,
skipping a barracks entirely, but being
able to make a couple of them to control
relics and fight off scouts. Notice the
civ does like halbadier, which I think
is to try to encourage this unit in the
late game. So, it should be generally
useful as a blocker against heavy
cavalry or as a damage sponge against
skirmishers. They also have a special
effect of increasing their attack rate
the longer they fight the same unit,
going from 2 seconds to 1.2 two seconds
between each attack, which increases
their DPS by about 2/3.
The Muska's other unique unit at the
castle is then the Gua warrior, which at
first glance is a bit of a weird one as
it's a skirmisher with bonus damage
against archers, spears, and cavalry
archers, plus a slower 3-second reload
rate, but cost 50 wood and 60 gold. So,
it's not a trash unit, and they also
have two less range in castle than elite
skirmishers. The upside is they have
much higher attack, especially once you
upgrade them in Imperial, and are also
quite a bit faster. They then add in a
quirky mechanic where if a Guer warrior
dies, all the ones around it slowly
regain 5 HP, which might not sound
crazy, but means if 10 of them go down,
in theory, that could fully heal all the
other ones around it. In practice, a lot
of that is going to be wasted on full
health units. Plus, it doesn't stack, so
it'll never be as efficient as it sounds
on paper. They're clearly still a good
anti-archery unit and their higher
attack makes them much more versatile
than your typical skirmisher justifying
the gold cost. It's a tricky unit to
predict as they still have minimum
range. So in theory, cavalry should
handle them just fine. But the more of
them you get, the more that group
healing is going to kick in as a wild
card. So that's Moisa with a good archer
and champion line augmented with the
temple guard against probably mostly
cavalry and the Guer warrior against
mostly archers. With all three new sips
covered, that concludes our 15-minuteish
rundown of the most important things to
know about the upcoming civilizations.
I'll be curious to see how Inca come out
of all this as well. Between the slinger
becoming a trash unit, the settlement as
an implicit wood bonus going to the Inca
as well, and the champion replacing
their eagle and militia lines, probably
to offset the settlement being better
than regular camps. I noticed the Inca's
food discount for their units was
dropped by 5% for each age. Overall, the
DLC seems solid, and I'm loving the new
architecture set in particular. At this
point, I would say my biggest concern
isn't with any of the new saves, but
simply the civilization selection screen
that now goes one row farther than they
can show at any one time. So, I expect
in 10 years, we're going to be hearing
from newer players who say they never
even realized Vikings were in the game.
That'll do it for this one, though.
Thanks for watching, guys, and I'll see
you next time.
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