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Summary of the three new DLC civilizations! (early access)

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0:00

Hey guys, Spirit of the Law here. I have

0:03

some access to an early preview of the

0:05

upcoming Last Chieftain's DLC coming out

0:07

next Tuesday. And while there's been a

0:08

trickle of info about the civilizations

0:10

and unique units up to this point, we

0:12

can finally take a good look at things

0:13

in a bit more detail and answer a lot of

0:15

questions. In this video, we're going to

0:17

do a condensed summary of all three new

0:19

civilizations, including a lot of

0:21

specifics about units and techs. We'll

0:23

start with the champion, which is a unit

0:25

that replaces the militia line and eagle

0:27

warrior for Incas in the new saves. Like

0:29

we've been told, we can see it's going

0:30

to be good against archers thanks to

0:32

speed and pure summer, a lot like the

0:34

eagle line, and even has some anti-

0:35

siege bonus it borrows from those as

0:37

well. That said, it's not shock

0:39

infantry, so it doesn't take all the

0:41

eagles extra bonus damage while also has

0:43

a bit of bonus damage against shock

0:45

infantry and buildings. So, in that

0:47

respect, it shows a militia line

0:48

influence. It then costs 45 food and 25

0:52

gold. Very similar to the 50 food and 20

0:54

gold of the swordsman line and has

0:56

reasonably cheap upgrade costs until you

0:58

get to the Imperial H1. In a quick test

1:00

to get a rough sense, they're noticeably

1:02

worse than the militia line in melee,

1:03

losing headto-head, for instance. Though

1:05

I might feel okay going champion against

1:07

a men arms opening just because you can

1:09

outmaneuver them. And the long sword in

1:11

particular is actually pretty close to

1:12

even as you can see. That mobility and

1:15

pierce armor combo is really a big deal

1:17

against archers. And that's where it's

1:18

going to feel a lot like an eagle

1:20

warrior without some of that unit's

1:21

other downsides, but also without their

1:23

bonus against cavalry. Keep in mind,

1:26

they have a 30-se secondond creation

1:27

time for the first two levels in dark

1:29

and feudal age, dropping to 21 seconds

1:31

once you get the champion warrior

1:32

upgrading Castle Age. So, the production

1:34

rate is going to limit their early

1:36

damage as much as anything, I suspect.

1:38

Obviously, he's your starting scout as

1:40

well, and seems to have the same speed

1:42

and line of sight as an Eagle Scout. So,

1:44

no real advantage or disadvantage that

1:46

jumps out to me there.

1:48

The next general thing to know about

1:49

these new sibs is their settlement

1:51

building, which is a universal drop off

1:53

building, replacing all camps in the

1:54

mill. Plus, it's also a house. I

1:57

speculated this might be 150 wood, but

1:59

it turns out it's just 125. So, you're

2:02

paying for a regular camp plus house

2:04

without any extra cost. I know it was a

2:06

concern a few people had, but it turns

2:08

out just one settlement fulfills the two

2:10

dark age building requirement when aging

2:12

up, as I guess it counts as a lumber

2:14

camp plus a mill if you want to think of

2:15

it that way. Here, I can advance with

2:17

just one built on a woodline. Whereas

2:19

for a regular civilization with one

2:21

lumber camp, they'd have to build a

2:22

second dark age building to advance. And

2:24

as another intangible upside, it's also

2:26

very aesthetically pleasing and

2:28

efficient for farms.

2:30

The third big thing to know about these

2:31

cives is the overhaul coming to

2:33

slingers, which are very different now,

2:35

is they're a trash unit. Previously,

2:37

they cost 30 food and 40 gold in castle,

2:39

but now cost 70 food and just 10 wood.

2:42

They're a little different stats-wise

2:44

now as well with lower HP and their

2:46

anti-infantry bonus had dropped from

2:48

plus 10 to plus4, but now have a new

2:50

plus4 against monks and plus three bonus

2:52

against siege units. Keep in mind none

2:55

of these three new sibs nor the Incas

2:56

have hazar, so they still only have

2:58

three trash units in total. It's just

3:00

they have the anti- archer, anti-

3:02

cavalry, and anti-infantry/sort

3:04

of anti- siege choices. Suddenly, a lot

3:06

of the bonuses to improve slingers are

3:08

making a bit more sense as it's now

3:10

essentially a food unit, and we'll see a

3:12

lot more of it. So, that's the shared

3:14

units and building, but now let's get

3:16

into the civilizations and answer some

3:17

of the looming questions about unique

3:19

units and techs. We'll start with the

3:21

2P, who open with 25 extra of each

3:24

resource to start the game. Their second

3:26

bonus is they can put five villagers

3:27

inside each of their settlements or

3:29

camps, which don't fire arrows or

3:30

anything like that, but just keep them

3:32

safe, a bit like houses for Camar. The

3:34

next bonus is that their units return

3:36

15% of their cost when defeated or you

3:38

delete them. Either way, you get the

3:40

resources back. Your archery range and

3:42

blacksmith upgrades then cost half as

3:44

much food, saving 313 food on the way to

3:46

arbolster, 230 for halbadier, and 438

3:49

for champion total. From their bonuses

3:52

and tech tree, they seem to be pretty

3:53

flexible in terms of army compositions,

3:55

combining some sort of archery range and

3:57

infantry unit with the champion and

3:58

slinger as one possibility. And both of

4:01

those units have unique tech to speed up

4:02

their attack rate by 25%.

4:05

In terms of unique units, the first is

4:06

the Blackwood Archer at the castle.

4:08

These have very low attack and cost 35

4:10

wood and 45 gold. Actually 10 would more

4:13

than a typical crossbow. But in this

4:15

case, that gets you two units costing

4:17

just one pop space combined and being

4:19

made in a very quick 14 seconds. That's

4:22

why compared to a crossbow, the roughly

4:23

half HP really jumps out. And the

4:25

concept here is very simple to

4:27

understand as you just want to overwhelm

4:29

your opponent. The in-game description

4:31

says they're good in high numbers but

4:33

die at close range. I think somewhat

4:35

predictably they beat half their numbers

4:37

of crossbows pretty convincingly, which

4:39

I think makes sense as they have roughly

4:40

double the archers combined attack power

4:42

and if you think about it actually have

4:44

more HP in total at the start of the

4:46

fight. The flip side is if they run into

4:48

magnels, scorpions, or any sort of

4:50

defensive building, then they'll just

4:52

completely melt. In Imperial Age, the

4:54

elite version then doesn't gain any more

4:56

attack other than bracer and chemistry.

4:58

But a unique tech can then add in poison

5:00

damage, which seems to be a steady drip

5:02

of three extra damage per shot and does

5:04

appear to stack. The UI is a little

5:07

tricky to interpret as it gives the

5:09

stacking poison damage as damage per

5:10

minute, while it only lasts for a few

5:12

seconds and constantly updates as new

5:14

poison is added and old poison is

5:16

removed over time. The fact that Gulam

5:18

and Huscaro here go from 70 to just 20

5:21

shots highlights how dangerous this

5:22

upgrade is. Albeit this might exaggerate

5:24

it a bit as it has less time to work

5:26

when units are being focus fired. The

5:28

archer line and defensive buildings also

5:30

benefit from this tech as well with the

5:32

arbolster actually getting plus five

5:34

extra damage from this instead of the

5:36

blackwood archers plus three. TP are

5:38

lacking thumb ring but even so their

5:40

arbolasters went through this group of

5:42

paladins 57% faster than a generic civ

5:45

with thumb ring's extra fire rate. It's

5:47

too early to make balanced judgments,

5:48

but it seems hard to go wrong in the

5:50

late game with Blackwood Archers or just

5:52

Arbolasters as 2P. The other unique unit

5:55

is the Ebra warrior from the barracks.

5:58

So far, TP lack tankiness in their melee

6:00

units as just something to put in front

6:02

of your archers, and that's where this

6:03

guy comes in. He's 30 food and 60 gold,

6:06

so not cheap by infantry standards, but

6:09

already in castle age has a very solid

6:10

80 HP plus an area attack. Here we can

6:14

see that in action. And unlike your

6:16

typical area damage that affects all

6:17

units around him, it's basically full

6:19

damage to the targeted unit and what's

6:21

immediately behind it. Again, it's easy

6:23

to understand this unit's role, clearing

6:25

out generic enemy melee units for a

6:27

price, which is a role your habadier and

6:29

champion lines are unable to fill and is

6:31

arguably the only unit the civ has that

6:33

gives some durability in melee.

6:36

That's the 2P as an archer and infantry

6:38

combined armed civilization. Next, let's

6:41

look at the Mapuche, who are a cavalry

6:43

and counterunit cy. Their bonuses are

6:46

extra food from foragers as their early

6:48

eco boost. Their settlements train

6:49

spears and skirmishers, basically giving

6:51

you multiple free production buildings

6:52

throughout the game. Their infantry,

6:54

slingers, and skirmishers have more HP.

6:56

Their two mounted units generate gold

6:58

from kills, and they reveal enemy

6:59

castles on the map, which doesn't work

7:01

as an advanced warning of castle drops,

7:03

by the way. Basically, they just appear

7:05

out of the fog when completed, stay

7:06

highlighted for a few seconds, and then

7:08

fade to an explored part of the map, so

7:10

you don't have active sight on what

7:11

they're producing. Moving on to their

7:14

unique units, the first is the bolis

7:15

rider at the archery range. This is a

7:17

lot like a cavalry archer with a

7:19

comparable wood and gold cost and

7:20

similar HP, attack, and range, though

7:23

bonus damage takes it in a bit different

7:25

direction. Instead of a bonus against

7:26

spears, these have plus two bonus

7:28

against cavalry and camels, which will

7:30

help a bit against the things that they

7:31

can't hit and run. Really though, this

7:34

is a hit and run unit at heart with an

7:36

occasional charge attack that lowers its

7:38

target speed by 15% for a few seconds.

7:40

It wears off long before the recharge is

7:42

done, so it's not like they're

7:44

constantly slowed, but still seems

7:45

annoying to fight against. They also

7:47

have 90% accuracy, so it feels like

7:50

they'll do a lot of the same things as

7:51

cavalry archers with a couple of extra

7:53

advantages. Much also have a very nice

7:56

unique tech in castle age as well,

7:58

giving a few units some pass through

7:59

damage, doing what seems to be 30% of

8:01

their usual damage to units immediately

8:03

behind their target. You can get a

8:05

general sense of its reach here. And

8:07

notice it's quite sensitive to the angle

8:08

of projectiles, such that slingers get a

8:11

lot more reach than the other two here.

8:13

Extra damage on your cavalry archer

8:14

replacement and your ranged trash units

8:16

is kind of great. And their other unique

8:18

tech reduces the cost of your team's

8:20

unique units, plus your bolis riders by

8:22

15%. Considering all unique units are

8:25

balanced using their cost within the

8:26

context of their civilization's late

8:28

game economy, that has me a little

8:29

nervous there's some unforeseen

8:31

interactions here. Then again, maybe a

8:33

trash unit focus for Mapuche is so awful

8:35

in team games that this becomes their

8:37

main contribution to the team. We'll see

8:39

how things play out and the sort of

8:40

thing is very difficult to predict. The

8:43

Mapuche's other unique unit of the

8:44

castle is then the Kona, which like most

8:47

cavalry have decent HP, then appearing

8:49

to give up some attack and melee armor

8:50

for more pure summer, making it

8:52

naturally suited to countering archers

8:54

and maybe giving some pop efficiency

8:55

against infantry. It's 65 food and 40

8:58

gold, so not crazy expensive in the late

9:00

game and gives you a nice melee complent

9:02

to bolis. Notice there's no armor

9:05

upgrade here in Castle Age as the

9:07

civilization lacks cavalry armor

9:08

upgrades and the stable. So no

9:10

bloodlines or husbandry to pick up

9:12

either. And the only thing to grab is in

9:14

fact the blacksmith attack upgrades.

9:16

Their special ability then someone

9:18

addresses their low attack by increasing

9:20

their damage against injured units which

9:22

you can directly read from the attack

9:24

value. It temporarily adjusts plus one

9:26

attack for every 15% of the target's HP

9:28

that's lost up to plus 6 damage once

9:30

it's below 10% health. You're always

9:33

kind of incentivized to finish off

9:34

damage units already. So, I don't know

9:36

how you'd intentionally take advantage

9:37

of this, but it does mean it will often

9:39

end up hitting harder than it stats

9:41

imply over time. So, that's the Mapuche,

9:44

which kind of take you in two different

9:45

directions. The trash counterunit path,

9:48

where you can mass those easily from

9:49

settlements, get more HP, and pass

9:51

through damage, while the other

9:52

direction is those two mounted units,

9:54

which unfortunately both cost gold. So,

9:56

it might end up being a little tricky to

9:58

pair those. As natural as that might

9:59

seem at first, it's probably too early

10:01

to predict, but I'm expecting some trash

10:03

opening shenanigans with this civ and

10:05

then either bolis rider spam in the

10:07

midame or aa and skirmisher or slinger

10:09

pairing to combine some mobility with

10:11

DPS.

10:13

The last civ in the DLC is the Moisa,

10:15

who have an archer and monk focus,

10:17

though in some ways they're fairly

10:18

similar to 2P by encouraging a combo of

10:20

archery range and barracks units with

10:22

the monastery thrown in as something

10:23

extra. The first bonus is advancing to

10:26

the next age costs half the usual gold,

10:28

which actually saves 500 gold by

10:30

Imperial Age and is right up there with

10:32

the best gold bonuses in the game. I'm

10:34

not even sure Turk's faster gold miners

10:36

get an extra 500 gold by Imperial and

10:38

certainly not consistently. The next

10:40

bonus is her settlements cost 25% less,

10:42

so just 94 wood. But remember, a

10:45

universal camp plus a house. And they

10:47

also heal nearby units one HP every 4

10:49

seconds when those are within three

10:51

tiles. That's faster than P's passive

10:53

healing in feudal, but only applies to

10:55

units directly around their settlements.

10:57

The next bonus is their champion archery

10:59

range units get progressively more melee

11:01

armor, maybe making their crossbows a

11:03

little better against knights, for

11:04

instance. Though, keep in mind their

11:05

archers lack the final armor, so they're

11:07

down two pierce armor late, and the

11:09

champion lack the final attack upgrade.

11:11

So, there are some counterbalances here.

11:13

Their monks then regenerate faith 50%

11:15

faster, so in about 40 seconds to

11:17

recharge instead of the usual roughly 1

11:19

minute. And finally, caravan and guilds

11:21

are free. Plus, your natural gold

11:23

sources last 15% longer as a team bonus,

11:25

so you get a lot of gold value in the

11:27

late game between better cell prices and

11:29

the longerlasting gold mines. The unique

11:31

techs that make your archer line and

11:33

champion move 15% faster. Plus, the

11:35

slingers get an extra range and train

11:37

faster in Imperial Age with the second

11:39

tech. Altogether, the crossbow line

11:41

seems like a very solid game plan,

11:43

giving you cheaper castle and imperial

11:44

age advances, free melee armor, plus the

11:46

cheaper settlements as a wood bonus that

11:48

when combined with the fact you need

11:50

fewer settlements from doubling up on

11:51

resources, probably altogether ends up

11:53

being just as good as the Japanese camp

11:56

discount. The faster archery line tech

11:58

also seems very good and might sound

12:00

broken, but still leaves them about 10%

12:02

slower than plumemed archers, so it's

12:04

not necessarily unprecedented and is

12:06

locked behind a castle. As for unique

12:08

units, the first is made at the barracks

12:10

and monastery called the temple guard.

12:12

They're pretty expensive at 80 food and

12:15

45 gold, but have very high HP and

12:17

almost the durability of a knight

12:19

without bloodlines, but then higher

12:20

attack plus an extra bonus against

12:22

cavalry. Despite being a monastery unit,

12:25

they actually don't take anti- monk

12:26

bonus damage from eagles or scouts, but

12:29

they are shock infantry, so a lot of

12:31

infantry will have a bonus against them,

12:32

hence the description, they're weak

12:34

against the militia line. The fact it's

12:36

made from the monastery suggests a use

12:37

case on arena after fast castling,

12:39

skipping a barracks entirely, but being

12:41

able to make a couple of them to control

12:43

relics and fight off scouts. Notice the

12:45

civ does like halbadier, which I think

12:47

is to try to encourage this unit in the

12:49

late game. So, it should be generally

12:50

useful as a blocker against heavy

12:52

cavalry or as a damage sponge against

12:53

skirmishers. They also have a special

12:56

effect of increasing their attack rate

12:57

the longer they fight the same unit,

12:59

going from 2 seconds to 1.2 two seconds

13:01

between each attack, which increases

13:03

their DPS by about 2/3.

13:06

The Muska's other unique unit at the

13:07

castle is then the Gua warrior, which at

13:09

first glance is a bit of a weird one as

13:11

it's a skirmisher with bonus damage

13:13

against archers, spears, and cavalry

13:15

archers, plus a slower 3-second reload

13:17

rate, but cost 50 wood and 60 gold. So,

13:20

it's not a trash unit, and they also

13:22

have two less range in castle than elite

13:24

skirmishers. The upside is they have

13:26

much higher attack, especially once you

13:28

upgrade them in Imperial, and are also

13:30

quite a bit faster. They then add in a

13:32

quirky mechanic where if a Guer warrior

13:34

dies, all the ones around it slowly

13:36

regain 5 HP, which might not sound

13:38

crazy, but means if 10 of them go down,

13:40

in theory, that could fully heal all the

13:42

other ones around it. In practice, a lot

13:44

of that is going to be wasted on full

13:46

health units. Plus, it doesn't stack, so

13:48

it'll never be as efficient as it sounds

13:50

on paper. They're clearly still a good

13:52

anti-archery unit and their higher

13:54

attack makes them much more versatile

13:56

than your typical skirmisher justifying

13:57

the gold cost. It's a tricky unit to

14:00

predict as they still have minimum

14:01

range. So in theory, cavalry should

14:03

handle them just fine. But the more of

14:05

them you get, the more that group

14:06

healing is going to kick in as a wild

14:08

card. So that's Moisa with a good archer

14:11

and champion line augmented with the

14:13

temple guard against probably mostly

14:14

cavalry and the Guer warrior against

14:16

mostly archers. With all three new sips

14:18

covered, that concludes our 15-minuteish

14:20

rundown of the most important things to

14:22

know about the upcoming civilizations.

14:24

I'll be curious to see how Inca come out

14:26

of all this as well. Between the slinger

14:28

becoming a trash unit, the settlement as

14:30

an implicit wood bonus going to the Inca

14:31

as well, and the champion replacing

14:33

their eagle and militia lines, probably

14:35

to offset the settlement being better

14:37

than regular camps. I noticed the Inca's

14:39

food discount for their units was

14:40

dropped by 5% for each age. Overall, the

14:44

DLC seems solid, and I'm loving the new

14:46

architecture set in particular. At this

14:48

point, I would say my biggest concern

14:49

isn't with any of the new saves, but

14:51

simply the civilization selection screen

14:53

that now goes one row farther than they

14:55

can show at any one time. So, I expect

14:57

in 10 years, we're going to be hearing

14:58

from newer players who say they never

15:00

even realized Vikings were in the game.

15:02

That'll do it for this one, though.

15:04

Thanks for watching, guys, and I'll see

15:06

you next time.

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