Transcription
[Music] Ah, paper cut. Hi everyone, Papercut here with another uh theory strategy breakdown.
Uh, I have been wanting to for a while really understand the full passive resource option. I feel like a lot of the newer saves that have come out, I mean, even all the way back to Ottoman and Malian were so passive resource-heavy where a lot of the beginning saves were not that passive resource heavy. So, originally this video was conceited because I was playing a lot of Malian recently. I feel like I was crushing Lancaster's Malian. So, I wanted to see how did their booms compare and originally I actually shot the whole video and it was just those two things.
Then one of my discord members mentioned one how this has been done before. Shout out to Swaggy Professor. He did a very good video on Malians verse uh House of Lancaster and and he also pointed out how I've done a lot of other videos where I'm much more broad in my breakdown. And so uh shout out to him. I'm going to give him a shout at the end of the video. Uh, Mal, what a guy. But he also helped me a lot with the numbers on these. So, I really appreciate him for that help. But I decided to expand this to let's examine all of the passives that all all the passive resources all the cives in the game have. So, you have a true understanding of what is every civ bringing to the table eco-wise. And that's not to say that if a civ has a lot of passive resources, they're going to win. It's more of saves that have less passive resources tend to be strong in other things. Maybe they have a really good military timing. Maybe they have a really good uh bonuses and other things besides those type of resources. But since I do have really heavy passive resources, it gives them an advantage if they can just live. You know what I mean? So, let's look at all of them, compare them. I'm still going to have kind of like my more intensive breakdown of Knights Templar, Malians, Ottomans, and uh House of Lancaster because they are so passive resource heavy. So, I'm I'm still going to do pretty big breakdowns on them, but lighter lighter breakdowns on all the other civ just to say what they have. So, without further ado, let's jump in.
First, as always, check out my Patreon. Um, I just launched it recently. Uh, already have had uh people sign up, which is really cool. I I post extra content weekly, sometimes twice weekly. Um, I'm also doing anything where I post like my musings on the game and things like that. I'm going to start doing live lessons that are starting this week where if you can catch it live, you can ask me questions, take part in the lesson like it's a real classroom. If not, I post the recordings if you can't make it. And I'm soon going to be trying to do multiple lessons to try to catch both time zones. So like a morning lesson and an afternoon lesson. So I catch all the as many time zones as I can basically around the world. Um if you're interested in coaching, message me on Discord. Be happy to help you out and coach and check out my coaching Discord if you want a nice place to just ask questions. It's usually bump in every day with people asking questions, getting help, things like that. So awesome. Let's jump in.
So first the context, the rise of passive civs. As I kind of mentioned in the opening, um, on the release saves, many of them had some sort of passive bonus, whether it was the roose gold from meat, deli, extra gold from sacred sites, Chinese tax, um, and getting extra resources when vills drop off food and stuff like that. French with the guild hall, Hri with the relics. So, some of them are very civ perient. So like China the the imperial officials is a major part of their eco but like for French guild hall is one strategy where and maybe if you have a lot of knights you want to go royal institute and win the game of knights. So like that's what I'm getting at is that for a lot of the deli it's a major part of their their eco roo somewhat but like what I'm getting at is they're there but it wasn't such like this is how the civ plays.
As the devs have released more civs, we've seen a lot more emphasis on passive resources. And you could quibble if you like it or if you don't like it. But the but the point being is that the devs have seen this as a legitimate strategy that civs can have. And I think it's kind of difficult balancing them in the sense I feel like the golden zone for them is um kind of weak unit wise. Uh susceptible to being pushed, but if they live, they're bumping. is that has that been successful? Uh I think Malians is example of a civ that feels pushable. It feels like you can punish the Molly and cow boom. It feels like you can punish their pit mines because it has to be on the map a little bit. House of Lancaster, the biggest question is can you punish them like once once they because of how close their boom can be to their TC, it feels hard to punish. KT is similar in that sense as well where it's like if KT starts getting keeps up, it's really hard to start punishing their passive resources. So, but you know, we'll get into it.
So, the methodology, any farm related uh eco bonus or passive bonus, we did 40 farms under an optimal setup. So, if the sie can boost farms some way, they're all boosted. I think the greatest example is is Byzantines where you can fit 27 farms around the Grand Winery. So, we did 27 farms on the Grand Winery and then all the rest of the farms are under a five sister boost. So, as much as possible, we're going to do the ultimate like full imp upgrades, best conditions farms, right? So on probably in your games it'll be less but under optimal conditions any trade we did 10 traders universal passive income. So any civ can do these. The relics are 80 gold per relic which is pretty significant. That's like nothing to sneeze at. And then in Imperial you can go ty I put tither barns. Oops. I'm not I've spent too long on this. I'm not going to pause and and fix that. But it's tithe barns which produces 80 gold, 40 food, 40 wood, and 10 stone per minute. It is very good. It's only 500 gold. If you have any amount of relics, I suggest getting it because if the game goes very long, it will pay for itself and way more. Sacred sites, you get 100 gold per sacred site. Take the sacred sites if you can get them. It's very much worth it.
So start with Byzantine. So, their passive is olive oil based. So, they get their whole unique resource, olive oil. Villagers generate 50% olive oil when gathering from berry bushes, 20% from olive groves, and 10% from shorefish. And then fishing boats also generate 20% olive oil from deep water fish. Traders also provide olive oil. 20% of their trade is olive oil. So what we found is 40 farms under optimal conditions, you can get 560 olive oil a minute, which is 14 olive oil per minute per villager. Um, I put P I think per person. I should have put V for villager, but it's fine. Now that's pretty significant. 500 like the average I I think the long bows cost 550 olive oil. So basically getting a batch of long bows per minute is pretty insane. Uh, and that's a lot of extra units if you add in Golden Horn. Golden Horn and and this is very dependent on uh which units producing, but it's roughly another 320 to 450 olive oil a minute with a total of a,000 per minute. Keep in mind if you're late in imp, you're probably having like 60 farms, like 50 to 60 farms, which is so much olive oil. I have lost games to Byzantine players who don't have gold, but they just make all their units they really need with olive oil and they make limit. So, it's like um, it's very good. The the passive resources for Byzantines is definitely a big big thing for them via the olive oil.
Japan Japan doesn't have any major passive resources, but it's definitely there. So, the car storehouse will produce 45 wood a minute um after all the farms are placed. And if you think about it, the farms are basically 80 wood a minute cuz a farm is 75 wood. Placing them faster than a minute per floating gate is 70 wood uh a minute, 50 gold per minute uh sorry 70 foot or food or wood a minute or 50 gold a minute depending if you put the euros in the uh in those eco buildings. So, at max you get 420 food or wood a minute or 300 gold a minute if you put all the euros that you can into those eco buildings. Which if you think about it, you know, it's good to put the euros in production buildings usually early for the research boost or for the production speed boost. But if you're getting late into the game and you're and you have a lot a lot of production, you can totally just destroy the production buildings that have the euros in them. the the glamark will automatically make a new yearro and you can put it in resources. So it's if you don't think about it it's not the end of the world but if you start having a lot of production it's and you can think think about it and do it adding it to the econ building makes the most sense.
Castle the crow if you place it half the distance you need for a market on the max is half the map it's 630 food wood and gold and 200 stone 210 stone the second the trader gets there and that happens every 3 minutes. So technically you're getting 210 food, gold, wood a minute. It's 70 stone a minute. Um, which is legitimately crazy. That is a lot of resources. Um, so if you can like when when you actually read it, it's like, wow, that's actually a lot. And if if you're in these imperial situations where you've divided the map in half and you have a pretty safe market, like that's very much worth it. Um, Teneosima Gunsmith. I probably butchered that. I'm very sorry. Um, it depends on the unit you get cuz you get tickets that you can then use to buy units. Um, but it's around 480 resources a minute. Like the hand cannon is 120 food, 120 gold every 30 seconds or you have like 350 wood, 500 gold if you're doing like some of the siege. So, it's variable depending what you spend the ticket on. Um, but it's it's passive resource. It's very nice.
Ambisonid 25% total gold is wood or food. 30% more is gold. technic like if you get the trade up and booming it's very good but that takes a while to get there. So um that's why Abbisid is kind of a terror and very late imper like very late Imperial I mean we're out of gold on the map we're both trading Abbisid is really good there. Iubid same as Abvisid not really in a lot of passive resources and I mean Iubid eco is one of the worst in the game but they do get the free desert raider if they choose the military wing option for that and feudal that's 40 food 25 wood 25 gold a minute castle 120 food 75 wood 75 gold a minute and Imperial that's a whopping 280 food 175 wood 175 gold a minute not bad.
Next we have China I think is actually the original passive resource just like craziness And I think people are really feeling it now. Like people are really in season 11 here. If you watch this later, China is really good because of the the passive resources they're getting from pro scouts, the deer. They're getting so much extra food. The taxes, the the production speed, it's just so much. But anyway, let's get into it. So, first there's tax. Whenever a resource is dropped off, one gold is generated. Whenever a unit is produced, four gold is generated. And whenever research is complete, that's 32 gold generated. And so the the Imperial official, which is that special eco unit China and Zushi can make, can then pick up the tax and drop it off. So you think about it, whenever they research a technology, they actually get 32 gold back. Uh, if they produce a unit, they're getting full four gold back if if it's a gold unit. So that's pretty crazy. Imperial Academy buildings within its influence will produce 100% extra gold. So um, a a blacksmith in the influence will get 64 gold when you research something. That's like half the cost of most of your mil like feudal military techs um in gold cost, but like that's actually crazy. That means every production mode is making eight gold. Resource drop off is two. So like a big goal of your Imperial Academy is that you're able to fit your first like eco like your first mill because you drop off so often at the first mill and then you put all your military and a blacksmith around it.
Imperial official supervision. So when supervising an economy building 20% extra resources. This is felt heavily if your Imperial official is observing villagers dropping off for boar or dropping off for deer. You just you just get these massive food bumps. Um, so when you think of granaries, graineries is like once they get the farms up, the tax on a 40 farms around three granaries is around 100 gold a minute. It fluctuates pretty heavily as you know the drop off and and walk back time. Um, and you get bonus food from both the graneries if you supervise it, which um is around 2,700 a minute with 40 farmers if you have a uh Imperial official watching it. If you have hypothetically if you had three Imperial officials watching three farm graineries, you'd get a lot of extra food. Now, is it worth it? Probably not, cuz it's much better actually to have those imperial officials on gold. Um, because gold is a very finite resource, same as stone. and in fact often suggested that once you get the grainers up your your Imperial officials aren't on gra on food anymore because the bigger issue often is trying to get as much gold and stone off the map as possible.
So Zushi is same as China, but with the Mount Lu Academy and Castle, this vastly improves the passive income possibility of them. Imperial officials can collect taxes twice as often. So like a lot of times on these graneries, the big thing holding them back is they're getting way more tax and the imper official can pick up on cool down. So now they can pick up even more. Um, they can they collect 20 extra 20% of taxes as food. So that's a huge food bump. And also contains unique upgrades that greatly improve the Imperial officials such as movement speed and the amount of officials you can have and non-passive resource related but also you can improve how fast they're bumping up the unit production speed when they're observing a military building. So overall pretty big deal. Like you're getting a lot out of that. Uh, and I think people underestimate the food on it. It's it's hard to give an amount because it's so variable depending on what food building it is, but you can imagine already like that that's a pretty big bump if you're actually using those Imperial officials. If you have six Imperial officials constantly gathering as fast as they can with like I would say two gathering while four on the resources you need. That's a really really nice eco.
French and JD. Another wamp wamp as they only have the guild hall and the trader tech. Trader tech kind of sucks. It's just like you're producing a gold per trader. So you get 10 gold a minute per trader. So 10 traders are getting 100 gold per minute. Nice. Yeah. Nice. Not the craziest thing in the world. Guild Hall, it generates more resources the more you don't touch it. So it's kind of hard to calculate, but um if you go to the A4 um Wikipedia basically wiki uh it gives this nice little stat here. It generates food, wood, and gold every 20 seconds with the resource value generated per tick starting at 20. So, one resource per second and increasing by 20 every minute. So, this will cap out at 200 resources per tick. So, 10 resources a second. So, if you don't touch it, it can produce a 1,200 resources in 5 minutes, 3,500 in 10 minutes, and 6,500 in 15 minutes. So, very common strategy with guild hall is you drop guild hall, you leave it on food, then you're checking it. And when you're getting close to 1,500 food in that bad boy, you go really heavy on gold, you get the imperial gold, then you pull the guild hall food and you immediately drop imp. So once you get down red palace, it's really hard to be pushed. Uh, you can use that red palace to secure a big gold and you're using that as a big way you survive in the game.
H OTD also wamp wamp double relic gold from so you can get up to 800 gold a minute. Really nothing to sniff at. Very very good. Shout out to everyone who played when the game first came out and that was 200% gold per minute which was bonkers. Um, but yeah, not much there. I think part of it is that OTD and HRE well HR at least HR gets a lot from um boosting their gather rates with prelets and in the in the buff around like um Aen and things like that and monasteries now. Um, OTD all their villagers are just naturally kind of buffed so they don't they don't get that.
Delhi is a weird one. I didn't know if you consider the free techs passive resources because the idea of passive resources is you're getting it continuously. So, you're not getting these resources continuously. It is interesting to know that Delhi basically saves around 30,000ish resources from getting free techs if they get all of them. So, that's pretty nice. Um, sanctity upgrade. It gives them 25% more sacred site gold. So, they're getting 125 gold per minute per sacred site. So on the average map, if they had three sacred sites, that's 375 gold a minute. That's why if you can't let them get all three sacred sites in feudal um the his academy, so the next way they get past resources is their choice of imperial landmark. The much more picked palace of the sultan gives them the improved tower elephant, which is if you have four scholars in it, roughly an a tower elephant every 69 seconds. Nice. which that's 400 food, 600 gold per elephant. Really nice uh passive resources there. Um, the hisor academy much less taken because the elephants are so good. But if you did take it, hypothetically, you get one food every 5 seconds for each technology researched for a total of 768 food per minute with all 64 technologies researched. You have to have all of them. Um, if you add on the House of Learning, which is the castle landmark and a dock, and all of their attacks, you can add on another uh group of food, resulting in about 960 food per minute. So, that's nice and all. The elephant's actually producing more resources. Like the the free elephant is actually more about the same, but like better cuz you actually just get a unit that works immediately. It's it's the Ottoman theory. It's nice to get the resources, but if you just get the unit instantly, that's that's really nice. And so I think it's why Palace of the Sultan is the much more chosen option.
English W they have enclosures. People would be like those are good. Well, 40 farms equals about 380 gold per minute. So that's a 9.5 gold per vill. Not bad. It's really and that's why it's really good for mana arm spam. like this sort of passive resource is is pretty big for meta arms spam because an English player can go like 60 70 farms and just do pure meta arms and imperial as like a way to win the game or like really really heavy horsemen uh like spear hand cannon stuff like that.
Mongols they have the white stupa for 240 stone a minute and they the coagnate palace it's it depends on the unit it produces but around 670 resources a minute.
Roo. Um, their global passive income cap is 420 gold a minute from hunting cabins. So that's they have to build a lot of them if they get up there. It's really nice. Golden gates around 60 free resources a minute. Um, but it is unique because the stone is treated the same. So like guild hall for example, I think I forgot to say it, but for guild hall for French and JD, you only get half the amount of stone that you do the other resources. Golden Gate, no. You you can trade stone the same amount. That's why it's actually super easy for roost to drop a second TC. If they get like three tickets, they can buy wood and then buy two stone and boom, you can basically like buy three stone and you basically can drop a second TC. High trade house after the nerf radius is around 120 to 200 gold per minute. So overall, like a pretty sizable amount of passive resources and that's not even counting how every time they they drop off sheep, deer, or boar, they're getting gold for that, too. Um, I forgot to put that here. I'm really sorry, but they're also getting passive gold from that. Hypothetically, they'll run out of sheep eventually and the deer will be reduced down to um whatever is around the high trade house, but early on that's a pretty big deal.
Knights Templar. Okay, so now we're reaching our uh more passive, heavier passive based resource Sith. So bear with me here. It's got to get a lot more number intensive. So for Night Templar, 20% of all wood gathered becomes food passively. That's why they're so good on water because they can go really heavy on wood, get ships, and still get food. Dark Age, um, they're getting about, so this is for eight vill. So, keep in mind this is eight vills on the wood line. They get 268 wood per minute. That's 54 food per minute. So, that's about 6.75 food per minute from each vill while they're on the wood. I'm going to stop saying the whole thing now and just to how much each vill is getting. In feudal, a vill will get 7.5 food per minute while on wood. On feudal we that becomes 7.8 8. I just keep wheelbarrow on the rest because hypothetically you're probably getting wheelbarrow before you get to castle. So in castle that's 9 food per minute per vill on wood. In Imperial it's 9.75 food per minute per vill on wood. So hypothetically if you had like 30 vills on wood that give you 292 food per minute. Like not bad at all. Like not not like you can't run all your military off wood gathering. But, uh, if you're trying to make that farm transition, it makes a farm transition super easy because you're still getting food, for example. Like, it's stuff like that where it makes all your transitions a lot easier to do cuz you're still getting this trickle of food. And that's also why they can get a second TC so quickly cuz they can go basically all on wood and they can still make villagers, which and no other civ can do that.
Knights Templar continued. So, we've talked about the wood. Let's talk about the pilgrims. So, pilgrims, you can get 10 maximum pilgrims, two from TC upgrades, and then you get the 10 total from eight fortresses added. The pilgrims provide gold if they can get to a sacred site. You choose which sacred site they go to. The amount of gold they get is dependent on how far they walk. So, the max amount of gold a pilgrim could get is 130 per drop off. Um, if you go to if you go the Republic of Genanoa Castle upgrade, you can actually then get 169 gold per per uh pilgrim max. Nice. um getting the upgrade in the fortress that I forget the name of it now, but it increases the amount of gold that a pilgrim gets if it goes on a sacred site with a fortress near it and if they from monastery relics as well. So getting the upgrade can increase each pilgrim to 203. So eight pil so 10 pilgrims getting 203 gold is 2,030 gold a minute. That's insane. That is so much gold per minute. Um, now they have to get eight fortresses and two upgrades and do everything like that and get the upgrade in the fortress and do Jupan Genanoa, but that's a lot of gold. Um, even if it was like 1,500 gold, that'd be a lot of gold per minute. Relics. So, if you do the upgrade and then put the monastery near a fortress and get five relics, that would be 96 re resources times 5. That'd be 480 more gold a minute if you were near a fortress with the upgrade. So, now how much does it cost to get this all set up? So, 300 for safe passage, that's first pilgrim from the TC. 450 for the second pilgrim from the TC. 480 for the fortress upgrade to make the pilgrims drop off more. And then 7,200 for eight fortresses. That's 8,430 resources. And that's not even counting the Republic of Genanoa if you want to get the upgraded in percentage for program pilgrims, which would be another 1,600 on top of that. So that'd be 10,000 resources roughly. So that's a lot of resources. The problem is is that it scales really well. So like if you have three fortresses and you add that fourth fortress, now that's that's paying off faster. You know what I mean? like it you don't feel that as harshly every time you add a fortress which is why it feels like they can just spam fortresses out of nowhere. Um, cuz once they get that first like one or two all of a sudden the the eco is getting passively so good they can just drop them pretty easily as long as they're getting stone cuz the gold they're getting means that all they need is the stone to pay it off and it costs stone and gold not just pure stone. If it cost pure stone, it'd be a lot harder, but since part of it is gold, um, it makes it a lot easier to drop them once you start getting the eco going. Great. So, that's nice templar.
Malian's passive. Uh, let's check this out. So, the pit mine pit mine costs 150 wood. You can get one per age for maximum of four. That means for both Lancaster and Malian, you can't maximize your boom until you hit Imperial. Though I will say on the front end, the Mians can get a lot more in castle than house of Lancaster can get. So each pit mine provides 36 gold per minute at 4.1 gold per minute. Each house or mine around the pit mine increases that gold by 9. So a small or medium gold ring. That's right. Small and medium provide the same amount. It's 108 gold per minute. Large pit mines can get up to 144 gold per minute if completely covered by a house or or gold or a or pit or not pit mine, I'm sorry. the mining camp. Boom. And they work even if depleted. Now, the tool tip lies. The tool tip in the in AoE4 will say that if the mine runs out of gold, the pit mine stops working. That's wrong. It'll still keep working, which is really nice how mods can still be getting passive gold even if all the gold mines have been mined out.
Cows, they're made out of milk. 90 gold per cow for a maximum of 20. They can be slain and eaten by villagers as well in times of desperate need. Um, you put them in ranches. So each ranch is 100 wood for a max three cows per ranch. That's 25 food per minute while on the ranch. So three cows in a ranch pays for itself in 4.9 minutes. That's paying for the cows and paying for the ranch in 4.9 minutes. Castle landlord cow causes cows in radius to produce 20 food per minute. Keep in mind even if the cows aren't in the in the ranches, it still produces that 20 food per minute. So keep in mind that's why it's really important to kill the cows cuz if you don't and the fani is there, the council landmark, it will still produce food. ranches produce that means at peak ranches can produce 135 wood per minute. So the things to consider about this one as I said tool tip is wrong. Two, you can only add one pit mine per age. The farming upgrades do affect the cows. So each farming upgrade roughly adds three food per minute per cow. So the fani and the fani corral landmark adds food on top. So, you're not getting extra food from the farming upgrades. It's like you get all the extra food from the farming upgrades and then it tops on another 20 food on top. So, by the numbers, the total full cost of a cow boom and what you get from it, I'm counting the pit mines in there as well. So, cows cost 1,800 gold. Ranches cost 700 wood. Landmark to boost them is 1,800 resources. So, the total cost of four pit mines at pit mine, it'd be 600 wood for all the pit mines, 800 wood for all the houses, and that's if we're talking about small or medium pit mine for 5,700 total resources. So, much cheaper than KT Boom, for example. What do you get out of it? So, cow boom produces 900 food if you have no upgrades per minute. It gets 1,600 food with full farming upgrades per minute. And that's includes Imperial. They get 4,32 passive gold from pit mines. All small to medium mines. So all together that's 1,332 resources per minute. No upgrade cow boom plus pit mine. You can get up to 1,567 with upgrades and the feudal landmark that provides 75 gold per minute. So it is cheaper, but you're getting less, right? Like KT boom at its maximum is getting a lot of resources though. House of Lancaster boom at its maximum is not getting as much as Malian. So overall KT is like secretly doing well there, but it costs a lot more to get KTS and it takes a lot to get KTS fully going. I realize at the top of this slide it says Mullen. Um, I'm going to be quite honest. I'm not going to stop. I'm not going to redo the whole slide reading that so bear with me. So overall we have 34.82. So what is this worth? 1,567 resources per minute is about 34.82 Imperial vills fully upgraded on farms, not including S bonuses. That's a lot of vills worth of passive resources. That's why Malians can kind of hang against 2TC for a little bit though 2TC will eventually out boom. Um, but the kind of the big thing is if you can get an equal amount of vills as Malian, and that's how all passive resources work, right? But if you can get as many vills as the other civ, but you have your passive resources, you're just dominating.
Ottoman by the numbers. So Ottoman can get five military schools. That's 250 resources per military school. And you want 90 wood for the blacksmith to boost their production rate. So at full M upgrades at full and this is including the landmarks, this is including the vizier points, everything you need to maximize military schools, they produce 137 resources per minute, which is the most passive resource a building creates in the game. Now schol Now the pilgrims for the KT can do better than that, right? But if we talk about just a building, it's the best. That means five military schools are producing 685 resources a minute. That's about 15 Imperial vills fully upgraded on farms. Now in castle, that's 102 resources per minute on four because you can only have one military school per age. So that's 48 per minute and you get one from a visitor point. So in castle, I like to put that because the idea is like, well, what if I'm stuck in castle? You can get 48 resources per minute. So things to consider, you unlock an extra military school by age. You also get one by vizier point. Blacksmith speed increases by age. So the military schools get better the later the game goes. Um, and you also need use a vazier point to unlock faster production speed and you need to make the Imperial Landmark that produces that increases production speed as well. Luckily, that's the one you always make as Ottomans. You would never really would never make the Seagate. Um, so overall, I think what we're seeing here once again is that this is a really strong boom, but I think the case of Malian with Ottoman, with Lancaster, you don't want to take and KT as well, you don't want to go to Imperial with them. It it just gets worse and worse for you. Malian is the one where like Malian still kind of struggles in Imperial mostly because their units get really bad in Imperial. Um, but uh overall though all of these saves of good passive resources, you don't want to go toe-to-toe with them at Imperial because their their booms are getting so good.
The island's other passive resources the Sultania train network which can produce 240 gold per minute with 10 traders in it but with trade bags they would actually produce 40% more. So it's 336 gold per minute. Not huge but it's nice. This is an old picture of the sultanary trademark when you can only have six. The Muhammed Imperial Armory, which is their castle landmark that they almost always go, produces free siege. That's roughly 465 resources per minute, but that varies widely. It depends on age, blacksmith, Imperial landmark choice, vier point choice, things like that.
House of Lancaster, the passive uh demon manners, 300 resources each, 2,700 resources per. Now, what's nice is that or for all nine. 2,700 resources per all nine. Now, it's nice technically too is that each manor counts as a house. So, you're technically knocking off 10 resources per manor cuz you're saving that on the house. Um, they also shoot arrows if they're around the castle Lancaster, which is really nice. And they're much tankier than like cow ranches are um or uh military schools. They produce 60 food, 45 wood a minute. So, they take about 2.8 minutes for a manor to pay off, which is pretty fast. For reference, three cows plus a ranch is 370 resources for 75 food per minute. Um, so the cow, the cow ranch is much worse, but you can make a lot more of them. That's how that balances out. You can make more, but they're worse individually. Text to get more manners plus imper will get you gold, but it has the imperial. So, all the text to get your maximum amount of manners is 400, 600, and 700. So that's 400 600 for the manner amounts increase and 700 for the scutage to get gold. So total cost is 4,400 resources to get a nine manner boom fully online manners at full upgrades equals 1,350 resources per minute. Though this can be cheaper if you go and castle and delay your upgrades. So you can get you can make this cost cheaper by waiting until you get King's College and getting them with that because it makes all your upgrades cheaper.
So, how's the lancaster? What to consider here? While all manners can be main feudal, they will take a long time and multiple texts to get. And generally, if you go nine manners, you'll probably die if someone just feudal pushes you. Manners don't provide gold till imp. So, once again, they pop a lot more later in the game. Manners provide a variety of resources unlike many other booms like the KT boom only provides gold. Malian cow boom only provides food, but pit mines provide gold, things like that. Um, at its peak, it's 60 food, 45 wood, and 40 gold per minute. So, while the Mauian passive income is more expensive, 5,700 to 4,400, it produces 1,567 resources per minute versus 1,38 from the manor boom. Malian can also reach a much higher peak in castle than Lancaster can. Which is why I feel like I do so well as Malian is that my castle age is much more powerful because I'm getting more resources than Lancaster and Castle and most of the time Lancaster can't even get nine manners. Like they're running on six manners while I have a full COM going. So that's that's nice to consider.
Overall our tips for beating passive res passive civs that are like heavy passive like Lancaster like Molly and Kum. You have two choices. either attack or go heavy greed. Um, greed with multic or trade can work as you're outbooming their slower passive buildup. Um, for both of them, they'll definitely have a point where they can attack you, but if you live that, you will just out eco their boom. Um, when I've played both mal and lancasters, plenty of times I've lost to opponents who just did a much greedier boom than me, and I never really like adjusted to punish them for that. You can also attack to prevent them from putting up all their resource into passive income. So attack and then get a good age up. For example, I've seen plenty of games where for like a Malian Kow, they will attack to force the Molly player to make units and then they themselves will age up and have a good a castle attack or they'll go multiTC behind that, but they force the Malian player to way invest in the units. Some Sims have really strong castle timings that can be aggressive as well. So I think like Japan and Iubid against Lancaster, those fast castles into units work very well. you you make you're making knights or camel lancers. You make archers and then you're grabbing the relics, you're getting the sacred sights, and your eco is still very comparable to Lancaster to mine and you can fight it out that way. Um, or if you're if you have a really good timing and you can do some sort of light harass delay the cowboom, you can attack it for the cowboom pays off or force them to do a much worse cow boom if it's malant. This is the same thing for Ottomans though. Like you don't want to fight Ottomans into Imperial cuz they get so much passive units that's really hard to beat and their imperial units are very good. Same with KT. You don't want to fight KT Imperial. Their imperial units are really good. They're getting so much passive resources. You want to end the game earlier when they're much weaker. I don't know why that came up second, but yeah.
Lastly, my shout outs. First, major help with the that with the data. Mal, thank you so much, Mal, for helping me with all that data. He did a huge job on that. Made my job a lot easier. Thank you. Thank you. Thank you. And then I want to shout Sally Bar who is my first big dog tier member on Patreon. Thank you Sally Bar for doing that. And I hope others join. That'd be pretty sweet. But uh thank you sir for um liking my content and trusting me on more. With that uh thank you all so much for watching. Um in my in the box below the video there's my Twitch, there's my coaching discord, there's all those things. Um, and have a great whatever is happening with you right now. I hope it's great and good luck on your