hey guys Spirit of the law here in this video we're going to talk about the upcoming changes
in the rather large June patch which brings some significant Nerfs to Frank's Chinese
and mullions as well as some Buffs to the weakest civilizations we'll take a look at the highlights
from the patch and talk about what I think are the most significant changes worth keeping an eye on
starting with the general changes the first is the battering and capped ramp received some attention
increasing their speed and Garrison capacity the numbers might look small but we're talking about a
20 speed boost bringing them up to the speed of a Siege RAM and armored elephant now indirectly this
is a bit of a Nerf to the armored elephants in a relative sense who had their own Nerf not that
long ago and would now lose their speed advantage over the ram line remember Garrison units also
speed up ramps and increase their attack so with 50 more carry capacity maybe players will feel
more encouraged to use that ability or alternately might just feel less Tempted By The Siege ram
upgrade in addition to this there were a lot of other relatively small tweaks two common units
and texts battle elephants got a bit of a buff to their line of sight and their upgrade cost
Gill Nets was nerfed a bit and interestingly the castle age mining techs had their wood costs cut
in half and a lower food cost both are now much more comparable to their feudal age equivalents
and are definitely less situational paying off in about two-thirds the time they did before on
the flip side sanctity which gives monks 50 more HP had its cost bumped up like I said in a recent
monk Tech ranking video I consider this one of the best monk attacks if not arguably the best and I
still think that's the case and that it'll give great value notably heavy scorpion also gained
5 more HP which might not sound like a lot but means they can now survive a direct mangonel or
bombard Cannon attack with one HP left this is a notable buff to the Romans especially though
obviously other civilizations use scorpions now and then as well but now let's move on to the
civilization specific changes the first is for the bengalis whose wrath Chariot unique unit no longer
takes anti-script bonus damage when in melee mode interestingly they say this was unintended though
it was well known for their introduction 14 months ago when the DLC came out it's hard to overstate
how massive of a change this is going from 16 to 63 skirmisher javelins similar to a fully upgraded
Knight 60. the change address is maybe the biggest criticism about the unit which is that even in
melee mode while it's statistically very similar to a knight and replaces that unit for bengalis
they weren't necessarily great against a group of skirmishers that won't necessarily hold up
anymore and remember they're melee Cavalry also recently gained plus 2 attack for skirmishers as
a new bonus again helping in melee mode as well though of course skirmishers still are a threat
if you're in ranged mode next up for the britons they're receiving gambesons for their militia line
while britons aren't an infantry sieve per se this is kind of a big deal because it makes long swords
and champions much more resilient to skirmishers which is something that britons tend to see a lot
of even without Bloodlines Knights are probably still better in a vacuum against skirmishers
but it opens the long sword as a better option in Castle and makes their late game Champions
even more of an anti-trash unit moving on to the Bohemians one small buff was to lower the frame
delay of the hussite wagon this should make them a bit better at micro though they still have a bug
with their firing mechanic where if you fire their main projectile and move before all three of the
minor ones have fired they only fire the remaining minor projectiles on the next shot meaning if you
micro them a lot you probably lose a lot of their major projectiles that do the vast majority of
damage so you aren't really incentivized to micro them any more than necessary on the flip side a
discount on the castle H mining tax is an indirect buff to Bohemians at least in terms of the value
that their free mining Tech bonus gives them as now their opponents are more likely to match at
least their gold and possibly Stone income in the late game remember sanctity also affects
their villagers so that Tech being 55 gold more expensive is also a slight Nerf again indirectly
next step for bulgarians their discounted conic gained a significant amount of new armor the
obvious units I think of being affected here are enemies spear units and camels who have relatively
low attack so two extra melee armor is pretty significant for example it makes the difference
between barely losing and barely winning against a saracen heavy camel or similarly losing to two
halberdiers being flipped into a slight Victory going into this patch bulgarians were basically
an average sieve stats wise at a 51 overall win rate and I don't think this was intended to be a
major buff but just encourage chronic play a bit more and doubles down on their advantage
over the Nightline against units with especially low attack moving on to Burmese they had a pretty
major shake-up swapping the unique texts now in Castle age you can get better Cavalry against
crossbows if you want it and it's your Imperial age elephants that can get extra armor which
feels like it might actually line up better with when you want those effects especially
in team games in addition the elite arambai also had a small change losing one attack in its Elite
version but is now affected by chemistry the net effect is they end up being the same but
chemistry has some immediate value next up for byzantines Greek Fire is now going to affect the
dromen and be more effective for bombard Towers admittedly last patch when they first introduced
the new effect for bombard Towers it felt like a last minute addition that didn't get properly
tested as it seemed to do basically nothing against enemies and also hurt your own units
next up a very significant decision was made for Chinese nerfing their Tech discount by 5 in each
age for the feudal age tax especially that means you get half the bonus you did before going from
saving up to a hundred resources in feudal to know probably just 50 or something in that ballpark
later on the proportional impact of this change is weaker but it still adds up to hundreds of extra
resources that you'll have to spend in the Chinese Civ overview for example I thought 2500 resources
saved by the Bonus seem pretty reasonable and now it's probably more like 1500 throughout a
long game obviously depending on which tax you get and when for the general ladder this is a
tough change as for Seb 1200 players Chinese were stats wise the worst sieve leading into this that
said for the highest rated one percent they do a lot better and this is clearly a change with
tournament in the top one percent of players in mind we'll see if this ends up having the
desired effect and if they'll possibly drop even below a 40 win rate for sub 1000 ELO players now
but speaking of Nerfs let's talk about the Franks who had their forger bonus drop from 15 to 10
percent pranks are always the most popular pick every patch on the ladder and have been dominant
for a long time across every ELO basically since the forger bonus was originally added again it
feels like a very safe approach to just make them slightly more generic going from 25 to 15
and now just a 10 forger boost interestingly they're not consistently number one the last
year like they used to be partly because of your jars and hindustanis as a couple of good anti-meta
picks with strong camels and malians are another resurging sieve with again good camels with this
change we might be permanently moving out of the phase where Franks were always number one on the
latter and for example last patch they were number five on Arabia between 1000 and 1200
ELO but on the topic of camels next up is the hindustanis who receive a few notable Buffs they
were a great performer last year but remember the Heather villager discount nerfed by five
percent across the board which made them fall out of the top tier in pretty dramatic fashion
to compensate the unique Tech grand trunk road now has a new effect reducing the market trading
fee from 30 to 10 percent losing guilds by getting essentially a better version now from the unique
Tech on top of its usual effects while also being cheaper than before the Golem was also burnt with
plus one attack and plus 10 HP and if that sounds Vaguely Familiar it's because they lost HP in a
patch last August after a lot of complaints that they were too strong but remember with their more
expensive villagers the hindustanis these days are not the top tier Civ that they used to be
next for Italians as one of the lowest performing sieves for a while they received a small buff and
a cost reduction for their unique Tech it's not much but I'm sure Italian players will take it
moving on Koreans received a larger shake-up they've been frankly also doing pretty terribly
for a while recently being the worst sieve if you look at 1200 plus ELO on all maps combined they're
officially an Archer sieve these days with free archer upgrades and a wood discount on non-siege
units but that's being taken even further now in the new patch they're dropping their 20
with discount unit bonus and gaining archers and infantry cost minus 50 wood with warship staying
at minus 20 percent it probably goes without saying that that's a significant change for
Archers saving 12 wood each and is a great bonus on paper even with a modest group of 20 archers
upgraded to crossbows that's 240 wood that's already saved in addition to the effect for your
trash units later on and for Cavalry archers they actually save an entire farm for every three units
notably their warships and War wagons still cost the same as before but another tweak is that now
Turtle ships are affected by Siege Engineers giving them one additional range on top of
getting plus one range for their Elite version last patch next up mag ears are receiving a new
team bonus replacing foot Orchard plus two line of sight with Cavalry archers being trained 25 faster
this new team bonus actually works for magyars fairly well as while you have recurve bow for
extra range and attack an imperial age now you also get something a bit earlier to help
you mask them up or ultimately help out your teammates moving on to Malay they received a
notable Nerf to their swordsman line now losing gambesons remember Malay recently got the Infantry
blacksmith upgrades for free which brought them up to being an average sieve according to the
stats and gave them every nude focus on Infantry considering the unique Tech to remove the militia
Line's gold cost apparently they didn't want the plus one pure summer thrown on top of that as well
next up for malians their gold miner bonus is predictably being dropped from 15 to 10
this isn't surprising to see given they've been a clear top 3 sieve ever since their
gold bonus was overhauled make no mistake they'll still be a very good civilization
and extremely flexible like before but just not quite as scary moving on Persians had a minor
change their war elephant line of sight but the developers left a little tease here saying let's
talk about the elephant in the room changes are on the horizon for Persians theoretically if it
was a straightforward change like adding battle elephants I suspect they would have just done
it so it sounds like this is a bigger scale redesign that they don't think is quite ready
yet personally I don't mind Persians all that much and in fact I like them in team games but it'll be
interesting to see where the devs take them next up for Portuguese their feitoria is now going to
cost a bit more Golden Stone I've done way too many videos on the feitoria and its payback time
but this change should make them a bit harder to get out especially on a smaller economy
their 300 Stone caused especially is going to add up fast putting them at almost half
the stone cost of a castle map moving on another minor change is coming to the Slavs who are losing
fervor but now have their monks move 20 faster as a team bonus basically they get something a
bit better than free fervor and are doubling down even more on their identity as a monk civilization
another simple change is coming to the Turks whose non-elite janissary is going to lose one range
that means they'll no longer outrange a whole bunch of popular counters including manganel's
crossbows and Elite skirmishers keep in mind they keep their eight range when Elite making that
upgrade even more important and do still outrange Town centers in Castle age Turks are actually in a
pretty good spot these days and I think are doing better than most people realize I don't think it's
that strange to see them nerfed as well they're not that great on Arabia on other Maps they can
be pretty good in no small part thanks to the janissary next for the Vietnamese they received
a big change their eco techs in addition to not costing wood now also research twice as fast while
that helps a bit to get horse collar before farms and getting double bit x a tiny bit earlier to me
it's wheelbarrow that jumps to mind here now instead of being set back three villagers when
you pick up that Tech you'll now be set back just one and a half with also remember no wood cost as
good as Vikings obviously but grabbing wheelbarrow with 10 Farms starts to look pretty good compared
to the 16 or 18 Farms that sieves usually aim for when getting it in addition to that they also are
receiving a discount on their Imperial skirmisher upgrade lowering the gold cost for a trash unit
upgrade is always a nice change and looking at it now 450 gold does sound like it was probably too
much for a bit of extra attack and plus one pierce armor for a bit of context Vietnamese have been
getting absolutely crushed on the latter we'll see what effect the faster research text will have but
I think it'll give them a noticeable bump in the mid game where they're currently struggling the
most but finally we should talk about the Romans they're coming to ranked play and have had a few
changes leading into that first their Galley bonus was reworked to no longer give an extra
attack in the early game and plus two armor later that's been simplified to just plus one armor for
the galley line and Roman all game in what seems like a pretty big Nerf on water for Civ already
lacking bracer in addition to that the unique Tech ballistas also no longer gives them faster
attack but instead plus two attack on the galley line at this point they're beaten by saris and
galleons head to head while also having one less range and needing a unique Tech early game they're
decent with plus one armor but late game I'm not too impressed remember heavy scorpions were also
improved with plus 5 HP making that an especially important upgrade against manga Nails centurions
also now automatically move behind infantry instead of in front which is a nice little
attention to detail as they're quite expensive and the whole point is it just have a few to buff your
infantry in addition to this there were also some return of Rome changes like the academy in Cavalry
Line's attack rates but I wouldn't say I know enough about Age of Empires 1 balance to really
evaluate these interestingly Lac Viet got a buff though despite feeling very strong to me already
so that's the June patch with a few big Nerfs coming to some top performers including Franks
Chinese and Malia's albeit was just tweaking their bonuses down five percent to me the most notable
Buffs on the other hand were to hindustani's Vietnamese and Koreans and in those cases I
think the devs got a bit more creative we'll have to see what comes out of the Persian teas and I
like that it implies some continued updates and not too long between that and the Romans coming
to ranked there's definitely a lot going on in av2 at the moment and it sounds like more to
come that'll do it for this one though thanks for watching guys and I'll see you next time