you guys spirit of the law here pretty
simple video for you today on a question
that I've been asked about a few times
and in this video I'm going to be
looking at Ram speed and exactly how
that's affected by the number and the
type of troops that are garrisoned
inside of it it's easy to tell that a
fully garrisoned battering ram
definitely moves faster than an unger
and one and in this video I'll look at
the factors that determine how fast it
ultimately goes the battering ram works
a bit like carpooling in a city with HOV
lanes and bringing along a few extra
passengers makes a trip faster for
everyone
Plus carpooling is always a great way
for the environmentally conscious
Kingdom builder who wants to offset the
ecological footprint that your
civilization is leaving behind through
over fishing hunting strip mining and
clear-cutting it's probably not quite
making your empire carbon neutral but
every little bit helps right as you
probably already know the battering and
capped rams hold four units inside of
them NC dram can hold six which not only
protects those units from arrows but
also improves the speed and the attack
of the rams themselves the first
question we might ask is which units can
garrison in two Rams in the standard age
of conquerors or HD versions it's
basically any infantry or Archer unit
the units that can't are the siege units
including the petard cavalry units which
includes elephants and camels monks
trade carts animals Kings and villagers
in the Forgotten Empire's expansion
villagers can go into Rams which is
theoretically handy for getting them to
the frontlines to do a castle drop or
for a really sneaky way to get them past
wolves so now that we know which units
can garrison we might wonder if the unit
type matters when it comes to RAM speed
here I have a selection of archers and a
selection of infantry covering many
different speeds there's everything from
a Teutonic Knight up to an Eagle warrior
and we can see how they all affect the
speed that the rams move in starting all
the Rams at the same time we can see
first of all that all of the infantry
are at the same speed it doesn't matter
how fast the garrison infantry itself is
they all seem to contribute the same
once they're in the RAM we also notice
the infantry filled Rams are fast
than the archer filled ramps and that
the longbow men are also very aggressive
drivers just because there's no roads
doesn't mean you can drive wherever you
want dude we'll do the two archers on
the end again and compare it to an Unger
and RAM we can clearly see in this test
the archers don't affect the speed of
the RAM at all so now let's dig a bit
deeper in this infantry in RAM
relationship first of all we can see
that the relationship is linear and
adding more infantry makes the RAM
faster for each one that you add
remember the stats of the infantry don't
make any difference at all so a militia
champion do tonic night has Scarl it's
all the same and they contribute the
same to the RAM speed just comes down to
the number of units that are inside of
it so that's the general mechanic but
now let's take a look into a few
specifics and at the upgrades I've
grabbed the alignment grid for this task
to make things a bit more visual and
basically I'm going to have the
different RAM upgrades go across the map
with different numbers of infantry units
garrisoned and then try to work
backwards and figure out the formula it
turns out it's much easier than the
market one the battering ram and capped
ram both have a speed of half a tile per
second completely on garrisoned and that
goes at point zero five for each
infantry added to a maximum of 0.7 tiles
per second the seed ram on the other
hand is a bit faster and starts at point
six tiles per second on garrisoned and
goes up to a maximum of 0.9 tiles per
second because it can hold more infantry
than the others that's great but what
does that mean is 0.78 vampires tiles in
one Age of Empires ii fast to put it in
context let's take a look at the speed
of some other units I didn't include
every unit in the game here but it
should be enough to give us a nice
variety for context and show where Rams
settle within the grand scheme of things
on the right are the fastest units
tested and on the left are the slowest
the ramps fit within this range with the
bar representing the possible speed
depending on how many infantry are
garrison inside of it we can see the
battering and capped Rams are incredibly
slow units without a garrison
significantly slower than even the
unupgraded war elephant and only 2/3 the
speed of the trebuchet that can increase
though when fully garrisoned to
almost the speed of a villager and
faster than the teutonic night without
Squires or the post imperial war
elephant if you incorporate the CRM here
as well we can see its range goes
between the unupgraded war elephant up
to the swordsmen line without Squires
and significantly outpacing both the
trebuchet and the villager the last
thing our visual here needs is some info
about the Rams after the mongol unique
tech their tech drills says it increases
siege workshop unit speed by 50%
a quick test shows that adding more
infantry still has the same effect on
speed but it just starts the RAM at
point 9 tiles per second instead of 0.6
that means a CRM with drill goes as fast
on garrisoned as a fully garrisoned
siege ram without drill and a full
mongol seed ram with drill goes as fast
as a scout in the Dark Age a plumed
Archer or a bold Raider without Squires
for the Mongols that means that the seed
Ram can move faster than any of the
unit's that you could be garrisoning
them with carpooling wasn't a big thing
in the Age of Empires world unless you
were wait for it the Mongols
so that's RAM speed and I look forward
to seeing your background speeding
around the map take it easy guys and
I'll see you next time