Teutons

“A wise choice…”

Quick Card

  • Monks healing range 2X
  • Towers garrison 2X units
  • Murder Holes free
  • Farms cost -33%
  • Town Center +5 Line of Sight
  • Unique Unit: Teutonic Knight
  • Unique Technology: Crenellations
  • Team Bonus: Units Resist Conversion

Analysis of bonuses

Monks healing range 2X

This bonus has more allures of “free candy” than it has as a powerful boost to your armies. In an early monkrush the teutonic Fathers can heal the support units or each other from a longer distance, which allows them to operate in a wider scope for action. Later, they can heal the slow but powerful (and not to mention: expensive) units from a relatively secured place, which make it easier to take care of them when the enemy wants to slaughter your wololos. Let’s say it compensates for their slow units, which don’t have to run back as far to be healed.

Towers garrison 2X units

This bonus is handful in both defensive and offensive situations, especially in the earlier ages. You can hide 10 units in a tower instead of 5, giving significant power to this type of building. If your base is flooded with a bunch of early castle units, but you have a few towers there, a swift garrison can save your ass. But don’t forget to send the villies back to work!

Late game, this bonus also comes with a nice gimmick: if you fill a bombard tower with gunpowder units (janissaries or hand cannoneers), it will fire two cannon balls!

Murder Holes free

Exactly, 200 food and 200 stone spared in the Teutonic stocks. This bonus actually works without building a University, since it comes up immediately when you hit the Castle Age. Which is also the real strength of this bonus. A lone tower can now stand a chance against a unit, while otherwise, even an archer could technically kill a tower once it sheltered in its shadow. A rather specific, yet strong bonus.

Farms cost -33%

One of the greatest economy bonuses has arrived! Farms for 40 wood instead of 60? Yes, please! This bonus allows you to apply fewer villagers as lumberjacks or make much more food for a nice scout rush. If the opponent trushed your woods, with chopping wood near your TC you can still go on like if nothing happened. Your boars and/or sheeps kidnapped? It is a trouble, but not that big, if you can make cheaper farms. The Teutonic boom is clearly among the bests. With more wood you can make more Town Centers earlier. The longer the game, the greater the benefits of this bonus. There are several possibilities to profit from this: you need fewer villagers to maintain your economy, therefore you are able to hold more military units, which is a great advance. With equal numbers of workers you can spare more resources and this helps to keep continuous pumping of units. On a sea map you can boom at home without problems while making enough ships for naval fighting. Or to conclude this bonus with a quote from the old school players: “With Teutons, you can pretty much skip Feudal Age”.

Town Center +5 Line of Sight

A very good thing to have is a greater line of sight from the beginning: you can bet, you will find your 4 first sheeps immediately, this reduces the odds for a bad start to almost zero. Back in AoK-times Teutons had extra range and attack from their Centers, hence they were extremely good in pushing with TCs. (It was even possible to take down castles with them!). Since this lead to Teutons being banned from RM games, they were fixed and only their extra line of sight was kept intact.

Team Bonus: Units Resist Conversion (+50%, cumulative with other resistance abilities.)

A bonus against monk rushes and heavy-on-monks defense. It is clearly harder to stop Teutons and their teammates with wololos, especially if you dare to involve a monk vs monk combat. But note again how it is a team bonus: amazingness ensues for Persians and Koreans, those heavy civs that really don’t want to see their beast-like units being converted.

Teutonic Knight

  • Cost: 85 food, 40 gold
  • Attack: 12 (Elite: 17 )
  • Armor: 5/2 (Elite: 10/2)
  • HP: 70 (Elite: 100)
  • Elite Upgrade: 1200 food, 600 gold

Through the Middle Ages, the Order has had very few members, but their knights in battles were priceless. They fought at several places in Central and Eastern Europe with great success. Their name “Teutonic” comes from a barbaric German tribe, which was legendary by its bravery. According to Florus, their matrons once slaughtered their own children and committed suicide because of an unsuccesful request from a Roman consul to set them free from slavery in the late 2nd century BC.

Indeed, these brave and heartful beasts tear up everything easily in close combat, even the mighty Paladins! With an attack bonus against buildings, the showing up of the Order near an enemy village means the whole population will dine in hell! They cost a lot of resources, but regard to this, they are the fastest to train among infantry units. They move and attack slowly, but the high normal armor makes them invulnerable to close combat units, while their high HP means a lot against archers. We have to say, the elite upgrade is a must-have, if you plan to fall back on Teutonic Knights. The price is fairly high (cheaper than the Elite Throwing Axeman upgrade, though), but gives a Big Boost to the Beast. It donates a whopping +30 HP, doubled normal armor and almost +50% attack points to our precious nobles.

Hard to counter them, if you allow a Teutonic player to mine enough gold for an action with Elite Teutonic Knights, you are going to have a hard time to stop those monsters. The best solution is start to mass archers early enough, but a wisely escorted Elite Teutonic Knight army can be unstoppable, as you can see in the record of _Daut_ and Myst_IORI below. Let’s see, how ETKs beat Huns at the latter’s “Sweet home Arabia”.

Recorded Game

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Crenellations (+3 range Castles; garrisoned infantry fire arrows)

This technology is incredibly expensive with its price of 600 food and 400 stone, and not even worth every rubble paid for it. (Sure, there is no gold attached to this tech, but the even rarer stone instead) This tech aides your Teutonic Knights or halberdiers in defending positions even if they’re hiding in a castle – in a castle which has 13 range! It can reach even the Bombard Cannons, forcing the opponent to use trebuchets instead. With all upgrades on their own trebuchets, the Teutonic castle is one of the ultimate solutions to stand ground if supporting trebuchets and infantry are around. It is great in a defensive position, and maybe viable for a castle push in imperial age, if you got enough rock on. Then again, the stone cost is immense and with bombard towers at their disposal, Teutons could just do like everyone else and push with BBT. Even if they are not fully upgraded. All in all, this means there is no rec available to prove the value of this tech. See it as a challenge to find us one!

Dominance through the Ages

An oversight about dominance through the ages can be found in this article.

Dark Age

We have to say, Teutons’ performance is average in the Dark Age. The easier start from the TC’s extra line of sight and a few cheaper farms are good stuff to have, but won’t give a head start compared to civs with direct Dark Age economy bonuses.

Feudal Age

The Teutonic economy bonus starts to work harder in the Feudal Age, when Mother Nature’s goods were collected already. Teutons got every units for a good flush with nice economic boost. And much more! It is time to build some towers and garrison 2X more units in them, if that’s the case! Wanna go for a trush? And this chapter obviously brings us back to the early days of AoC. The days where the likings of The_Sheriff ruled the scene of tactical thinking. And he’s not only famous for his Saracen Monkrush. Here is his infamous Teutonic superdrush. Totally outdated nowadays, but an inevitable part of AoC history nevertheless.

Recorded Game

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Castle Age

The farm bonus carries the Teutonic economy pretty well. Their knight pumping can keep up with the Franks, while booming can still go on. The free Murder Holes appears, make the castles and towers slightly better. Teutons may face the problems of a heavy on gold military for the first time here, however. Soon, they have to choose wisely between blacksmith upgrades.

Early Imperial Age

They can advance to Imperial Age with a decent time, if everything goes well for them, despite their gold and food heavy units. The war machine needs time to roll, the upgrades are expensive. The Teutonic economy still shines, but they can not bring Gold Shaft Mining from Castle Age with themselves, this slows them down a bit. But with such an extended tech tree and the possibility to make gunpowder armies, they do stand a chance to defend themselves here.

Imperial Age

The Teutonic technology tree is quiet good, filled with the strongest units and siege. They blessed with Paladins, Siege Onagers, Bombard Towers and they also got the Siege Engineers technology to make sure, as long as the gold is coming in, the slow but powerful army can do its best in a population effective way.

Imperial Age (no trade)

Without gold and forced to train trash units, Teutons are sentenced to death. Slow, but certain death it is.
The lack of Bracer hurts their skirmishers badly, while the Teutonic light cavalry is a total catastrophe. They are stuck with Scouts, Bloodlines make them slightly better, but they are still worthless in trashwars. In fact, they are the 2nd worse light cavalry unit in the game. The worse is the Viking light cavalry, which Teutons beat narrowly one-on-one. The only one usable Teutonic trash unit is the fully upgradeable Halberdier, but with these units they aren’t going to make the cut.

Post Imperial age (with trade)

With perfect siege, Paladins and Bombard Towers, combined with exceptionally awesome Castles, Teutons are among the best civilisations in late gold-laden wars. They can choose from a wide range of the strongest units to invent devastating combinations.

Economy

The Achilles heel of the Teutons is their serious addiction to gold. While other gold heavy civilisations got bonuses (Turks) or at least Gold Shaft Mining (Franks) to support their military actions, Teutons have cheaper farms, but later it won’t be enough to hold on without gold. Luckily the Guilds are there to support the unavoidable transactions. Otherwise Teutonic economical technology tree combined with the farm bonus is really strong.

Military

Infantry

Teutons got the title of “infantry civilisation” by the creators, although they don’t have any single bonus that directly supports the infantry line. Their Unique Unit is infantry, Crenellations tied closely to infantry and the farm bonus with the slower gold mining also suggests that we should rely on these guys, instead of ponies. On the top of that, this section of the technology tree is flawless.

A highlight goes to their champions in this case. Not only do they have the best anti-trash unit, namely, the Elite Teutonic Knight, which can take 100 beatings of ANY trash unit. Teutons also have Champions in their ranks, so they have an anti-trash backup unit. You hear me coming, time for another AoClassic. A 1h20 showdown between DreaIVIs and ralber on the plains of Arabia.

Recorded Game

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Archery

Teutons can compete with the Franks and Spanish on the field of weakness regarding to the archer-line. Teutons lack Arbalests, Heavy Cavalry Archers, Bracer, Thumb Ring, Parthian Tactics. But at least they can train Hand Cannoneers.

Cavalry

Although the lack of Husbandry can be annoying, these somewhat slower Paladins are still mighty Paladins with all of their power. The scout line doesn’t give us opportunity to celebrate, virtually the light cavalry line is nonexistent in later ages, especially without Husbandry: they aren’t the best for harassing the opponent, but apparently the Teutons have nothing else for the dirty job. At earlier stages the Feudal Age Scout Rush is a pretty good option for the Teutons, as an outcome of the combination of the economy bonus and Bloodlines.

Siege

The best part of the Teutonic tech tree is maybe the siege section. They got almost everything: Heavy Scorpions, Siege Onagers, Bombard Cannons with the +1 range and plus attack points by favour of the Siege Engineers. The capped rams are good enough, especially when they are filled with Teutonic Knights or Champions, Halberdiers. But obviously in trash wars, where siege rams play a crucial role as meat shield and bulldozer, Teutons fall short again.

Monks

As we mentioned earlier, Teutons got a bonus for their Monks, and an even better bonus against other civlisations’ wololos. The important Monastery Technologies are all available, only Herbal Medicine is missing, but that is dispensable anyways. Sure, they’re still no competition for the Aztec monks. Who are the #1 monk civ by a landslide. But maybe it’s time for a Crusade against these heathens, under the brave leadership of TheViper of Norway against Drinking Monkey Ares.

Recorded Game

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Navy

The Teutonic navy can get along till the Imperial Age. They don’t have Bracer, Dry Dock, Shipwright nor the Elite upgrade for Cannon Galleons, this means they are not meant to be played on large surface of water for a long time.

Structures

Our Eastern European Conquerors built up several very good fortresses and castles through the centuries. The Teutonic buildings only lack the university technology of Architecture, otherwise they have Bombard Towers, a cool Unique Technology, and a garrisoning bonus to make them even better and to forget the missing Bracer.

Conclusion

The Teutons are a lovely civilisation to play with, not only for top players. The reliable start and the easy to use, really strong units with several bonuses make it easier to handle. They do their best especially on closed maps, such as Black Forest and Arena where manoeuvring speed isn’t an issue, but they can prove on open maps too, let it be a team game or a one-on-one. And since we already had two classic games in this article, let’s make it three. DriNkY_T vs PL_PeEl in yet another classical game of AoC!

Recorded Game

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Owê war sint verswunden alliu mîniu jâr?
(Alas, where have they gone to, year on weary year?)

-Walther von der Vogelweide

Written by GntlMn

  • TheMyrco

    There’s a small typo at the subparagraph “Imperial Age” (quiet should be quite).
    Other than that: great article.

  • tarkan123

    good attack but slow

  • LukeMam

    I’m wondering – what civs do the Teutons have problems against?

    Teutons obviously have no problems against Goths, Franks, and opposing Teutons, and maybe Saracens, who rely on melee units and don’t have strong pierce units to attack them with. And Celts, if they couldn’t research heavy scorpion upgrade in time.

    Now the civs that the Teutons have trouble against. I’m thinking of these following:

    Turks – this one’s obvious. Superior GP, camels for paladins, and cannons for siege onagers.

    Mayans – EPA’s own ETK’s. Halbs can chase down slow paladins. EEW’s move faster than their paladins so I can see that as a problem (especially when EEW’s raid your town)

    Japanese – Think ETK’s can stop an infantry army? Esams can easily obliterate an army ETK’s. Also, fast firing halbs. Good thing Teutons have heavy scorpions though.

    Spanish – Superior gunpowder for ETK’s, and any other units Teutons throw at you, the Spanish can counter them fine.

    • barbarossa89

      Teutons don’t necessarily completely dominate any other civilizations, but they can make imperial interesting for them. For example, Goths and Saracens can use hand cannons to good effect at countering ETKs, but they can’t use their main “imperial power” units, and are stuck with non-bonused units. BTW, Saracens get fully upgraded arbalests, hand cannons, and heavy cavalry archers. That’s not a “reliance” on melee units.

      Turks dominate, but they dominate EVERYONE late imperial. Teutons can still try to force a trash war, at which point they will win.

      Mayans actually do worse than you might think. Siege onagers guarded by ETKs are very annoying for Mayans to counter. Teutons can make bombard towers all over too.

      Samurai actually lose 1v1 against ETKs, but they are cheaper. Japanese lose to a combination of paladin, hand cannon, and siege onager.

      Spanish die to that heavy siege; Teuton cannons actually beat Spanish cannons because of the extra range. Faster paladins and one more range on bombard towers could make a difference, however. I still consider Teutons better than Spanish in post-imperial, except for that lovely trade bonus.

      You didn’t mention Mongols, I noticed. Mangudai can do hit and run on those slow paladins, have an attack bonus against siege, and destroy ETKs. Teutons miss bracer for their skirmishers to boot. Teutons can still win with siege onager lucky shots and elite skirmishers, but Mongols actually present somewhat of a problem in most instances. Still, bombard towers + siege onagers + paladins + cannons + elite skirmishers is an excellent counter to the Mongols.

      Because Teutons have slower units, Britons can have an impact on them as well. Their units will take more shots before closing in, and their siege onagers will be outranged by the longbows. Teutons have big troubles with longbows guarded by halberdiers.

      • Arnavius

        Byzantines…..They easily counter Pals with their trash units and camels, and the Cataphract slaughters teutonic knights….;)

  • alesik

    I have a question about units that can be garrison into tower
    how does it influence attack of the tower when different units are in?
    is there some table? e.g. wher archers are in or skirmishers … or it is only about the number of units inside? can’t find anythink

  • Wurstigkeit

    I remember back in the years there were a series of recs in which Daut played Teutons on arabia vs Aztecs. In one of them, where Daut was playing against a Polish player (Moczymorda, I think), Daut was flooding in so many ETKs that as Moczymorda was pulling back his helpless army of pikes and eagles, he said: “omg I’ll dream of TKs tonight”

    Maybe this quote can be inserted somewhere in this article? Just a thought 11

    • http://www.cysion.be Cysion

      I’d be more interested in seeing the rec of that :D

      • Wurstigkeit
        • barbarossa89

          That’s a GREAT recorded game! Thanks for sharing. It shows two of the big reasons I like Teutons so much:

          First off, their resistance to conversion makes it much harder to counter their knight rushes with monks. The fact that only one or two conversions ever happened is a testament to that.

          Second, ETKs with imperial armor take only one damage a hit from most castle age units. The only exceptions are cavalry archers, (2 damage,) onagers, scorpions, and some unique units (Jaguar warriors, plumed archers, longbowmen, conquistadors, cataphracts, war elephants, janissaries, mangudai, chu ko nu, war wagons, samurai.)

          This makes ETKs extremely powerful in early imperial. And they can often get there sooner because of their cheap farm bonus. It’s hilarious to see all those crossbowmen doing one damage a hit. They’re supposedly the counter! Even the arbalests didn’t do much more, because he was unable to get bracer or chemistry.

          I like Teutons for multiple reasons, and these are two. Thank you again for sharing.

          • LukeMam

            In other words, it pretty much forces the opponent to use UU’s if he’s stuck in castle age and you have 40 ETK’s coming over to destroy everything in sight.

            This leaves 6 UU’s that can’t do a thing to ETK’s. Those would be: throwing axemen, mamelukes, woad raiders, berserkers, tarkans, and huskarls. Celts, Vikings, and Huns can get to imperial age faster than the Teutons, making a ETK flood a good way of annihilating the Franks, Saracens, and Goths.

          • Wurstigkeit

            You’re welcome :D
            At first I downloaded this rec because it’s interesting to see experts trying out other civs on Arabia vs a civ that dominated the map back then. But then this rec is just hilarious when it gets to the part with Daut’s ETKs chasing the numerically superior yet helpless Aztec castle army.

        • http://www.cysion.be Cysion

          Awesome game indeed :D

  • Stryker

    Teutons have the only bombard tower that is actually able to shoot extra cannonballs when filled with cannoneers/jannies

    • Richard

      OMG, thats right, i have just tested it!

    • http://www.cysion.be Cysion

      Aaah yup, how could I forget that one! :D

      -Added-

      • AKFrost

        if you actually put 10 Ejannies in a teuton bombard tower, it shoots 3 cannonballs.

        • BlanketPI

          Really? Because not only could I not get it to work, but it does not work out mathematically…. (22×10=220, 220/120=11/6=1.8 something) I know if you give them high enough attack, you can get a maximum number of 3, but I do not think any technologies increase the attack of Elite Janissaries at all, let alone enough. Maybe there is something else hidden? Maybe you have an older version where the structures fire x2 the normal arrows?

          By the way, I found out they get +1 attack for their Town Centers, despite not being displayed. Please add this in, I guess?

          • AKFrost

            Well, I just did a fresh install with 1.0c, and it worked.

            Also I confirmed that the formula for garrison arrows is some weird-ass thing that I can’t make heads or tails out of.

            for one ejan, you need 142 attack to get two cannonballs, but only 213 for 3, and only 283 for 4 (4′s the maximum).

            But a crossbowman with 128 attack’s good for two cannonballs.

            8 HC’s (136 attack) isn’t enough for an extra cannonball.

            The garrisons really make little to no sense to me, tbh.

            Also, just in case you got it confused, when it says 120+3(2), it’s actually 3 cannonballs.

          • BlanketPI

            Oh, wow, it just barely displays them. It looks like 2 for most of the animation…. That is my fault, then, though!

            My guess as to the system is that they had to remove the x2 garrison arrows, so they put some weird formula to convert it back but it does not work well with large numbers. I guess they needed it so you could get beyond the maximum number. It seems the Teutons have very broken (in terms of function, not power) structures.

            Maybe I will research this more…. Maybe not.

          • AKFrost

            well, i know that it seems to be a combination of attack power, range and firing rate. Echucks, for example, are horribly inefficient for garrison arrows despite boasting a high attack and range.

  • Wurstigkeit

    “The worse is the Viking light cavalry, which Teutons beat narrowly one-on-one.”
    Korean hussars are probably just as bad in close combat, even though they are faster with husbandry and have a greater LOS, but let’s not forget how costly it is to get the hussar upgrade and how little it helps for a civ that lacks all imperial blacksmith upgrades for cavalry

    • LukeMam

      Nah I think Teutons and Vikings light cavalry are the worst.

      Koreans might have hussars that are missing 3 upgrades, but at least they have bloodlines, and the entire purpose of using light cavalry (aside from trash wars) is to raid and chase after weak units. Lacking husbandry means that light cavalry can’t raid so well, and in team games, they can’t chase after trade carts. In fact, Teutons are probably the only civ in the game that cannot effectively raid the enemy’s trade carts (not that it makes a huge difference though). Vikings lack husbandry too, but at least they have FU archers.

      • barbarossa89

        Koreans don’t have bloodlines. Compared to Teutonic scouts, their hussars have ten more HP, the same attack, one less armor, and two less pierce armor.

        Teutons can’t raid. They can come in and absolutely crush, however.

        • LukeMam

          Doh. Sorry I meant husbandry, not bloodlines.

          • LukeMam

            Barb, what are the best to worst civs in terms of raiding capabilities?

          • barbarossa89

            I love lists! I will do this based on post imperial, not through the ages. This will be on ability to raid trade in non-michi situations.

            Mongols – Mangudai
            Mayans – Plumed Archers
            Huns – Heavy Cavalry Archers
            Britons – Longbowmen
            Celts – Woad Raiders
            Saracens – Mamelukes; Heavy Cavalry Archers
            Koreans – War Wagons
            Spanish – Conquistadors
            Chinese – Chu Ko Nu, Bombard Towers
            Turks – Janissaries, Bombard Towers
            Franks – Knights +2 LoS
            Aztecs – Eagles
            Goths – Infantry Spam
            Byzantines – Bombard Towers, Cataphracts, Who Knows?
            Persians – Paladins with no raiding bonus, Heavy Cavalry Archers with no bracer
            Japanese + Vikings – Arbalests
            V
            V
            V
            V
            V
            V
            Teutons. No Heavy Cavalry Archers, No Arbalests, No Bracer, Slow Paladins, but by golly, they have some of the best siege in the game, and can do a full-frontal assault like almost no one else.

          • Age2player

            Japanese could possibly make use of their HCA’s

  • Wurstigkeit

    Another great article and certainly worth the waiting :D

  • LukeMam

    Also, regarding Teutonic navy, that 13-range castles could help immensely because it forces the player to research elite cannon galleons. Only the ELITE form of cannon galleons can overcome the 13-range. This means that if the Teutons have crennelations, have lots of castles on the shoreline, and the opponent can’t research elite cannon galleons, then you’re pretty much immune to your opponent’s navy.

    The same thing could be said about Turk’s 13-range bombard towers, and the Koreans 13-range keeps.

    • barbarossa89

      The reason he has no records about this is that everyone plays Vikings on water maps, not Teutons. Last time I was Teutons on water, the game was over before I got imperial age.

  • LukeMam

    Teutons are one of my favourite civs too. Almost like Franks on steroids.

    Interesting fact: Compare the Frankish tech tree to the Teutonic tech tree. Teutons have every single thing that the Franks have except Husbandry, Light cavalry upgrade, Gold shaft mining, Architecture, and Dry Dock. Only husbandry and gold shaft mining may be an issue, but bloodlines > LC upgrade, and the later two aren’t really essential.

    On the other hand, we all know what the Teutons have that the Franks don’t have (siege onager, bombard tower, ring archer armour, redemption, two hand saw. Ouch.).

    Seems like a landslide win here, but in terms of bonuses, cheaper castles > free murder holes, 192 HP paladins > slow 180 HP paladins, and ETA > ETK when defending paladins. But I still prefer the Teutons because 33% cheaper farms >>> free farm upgrades, and doing a fast boom + massing a unit that has almost no castle age counter is something that the Franks could only dream of doing. And I like siege onagers and BT’s.

  • Age2player

    Awesome review, good to see that you’re working, can’t wait for the next one. Which one will it be? Persians, Japanese, Vikings? I’m looking forward to it.

  • Skanderbeg

    Rox article!

    • GntlMn

      :) I love it too. hehehe. Cys will understand my trolling on this. xD

  • barbarossa89

    Teutons! My favorite civilization!

    Comment time!

    Perhaps the biggest use of the Teuton team bonus is with knight rushes, which are often countered by monks. Teutons are much hard to stop, which along with their farm bonus is what makes them top-tier knight rush material.

    In trash wars, if the Teutons has some relics, putting out ETKs can hand him the victory. I have won Teutons vs Mongols on highland by forcing it to a trash war, keeping some gold in reserve, and pumping out the unstoppable ETKs.

    In michi games that ban bombard towers, crenelations can be useful. Limited use, I know, but Teutons are beasts on michi anyway.

    I would like to offer my services as an editor/proofreader. English is my first language, so I could make articles better understood. Send me articles in advance and I can read them. The only reason I wouldn’t be a good article writer is that I have no skills at digging up old recs.

    Now that we have a glowing review like that, could Teutons move up a rank in post imperial + trade? Surely they are a cut above Chinese, Mayans, Byzantines, etc.

    Speaking of which, how are Mayans better than Franks in post imperial + trade?

  • BlanketPI

    I somehow missed this one yesterday.

    I think you forgot something very important about the Town Center bonus: +2 attack. (You still have the Korean Villager Line of Sight bonus at +2, by the way.) Yes, it does mean you need more Villagers to get as many arrows, which is important against, say, Battering Rams. However, when doing a Town Center rush, (I hate the normal name for it. Sorry!) your arrows do twice the regular damage! (It takes 14 Villagers instead of 10 to get it to full capacity, but….)

    It is also important against the enemy raids with Scout Cavalry and Knights. If you lack Fletching, your Town Center will still do 5 damage per arrow to either. With Fletching, it is 6 and with Bodkin Arrow, 7. Comparing to normal damage, that is a 66% increase, 50% increase and 40% increase in damage, which is a lot!

    The other thing is that Town Centers can fire a maximum of 10 arrows, so it makes your Town Centers stronger, even against 0 pierce armor units, since you can get closer to the 150 damage inside your Town Center, if you have as many Villagers inside as you can.

    It is double-edged, in that you get fewer arrows with few Villagers, so I guess that is worth mentioning, too.

    Crenellations needs not to apply only to Castles. I tested it out and Elite Teutonic Knights do minimal damage, being around 6. I have yet to test it out with Champions and Halberdiers, since I am lazy, but…. Still, it is rare for it to be useful. I guess if you are on a michi map with large amounts of stone, it would be worth having the extra ranged Castles, but other than that….

    Other than those it looks great! I will check out the recorded games soon. Thank you for sharing!

    • GntlMn

      “Since this lead to Teutons being banned from RM games, they were fixed and only their extra line of sight was kept intact. ”
      I did’t know this earlier, Cysion said, that the plus attack points are muted, the documentary is wrong.

      • BlanketPI

        It does not show it for some reason, but it still acts. You can test it out by garrisoning a Villager in a Teutonic Town Center. It shows nothing in the parentheses. I just tested it out and it actually only has +1 attack in comparison to normal Town Centers. (So neither of us were right!) Town Centers have +5 attack against buildings, though, so it still helps a bit in the Town Center rush. (20% more damage per arrow)

        I guess it is not as useful as I thought. Still, it does exist.

        • AKFrost

          it’s +1, and is part of the civ bonuses.
          However, the upgrade is applied to the arrow the TC fires. Due to how projectile duplication works, the TC’s attack value actually is meaningless, since all of the damage is calculated via the duplicated projectile’s own attack values.
          You can give a TC +10000 attack, and it still will not do any more than a regular TC.

  • http://www.facebook.com/isr.necrotik Israel

    amazing site !!! i just discovered it along with my new comback to the addiction of AoE!! jsut one question, sorry for my ignorance, but, could you please tell me how to watch the recorded games ??? congrats for the site and ill be waiting for the awnser. :)

    • http://www.cysion.be Cysion

      Download the files, unzip them and copy the resulting files in your “SaveGame” folder in you Age of Empires 2 folder. Now open the game and load the recorded game =)

      All games are played in the 1.0c version btw. Hf!