Transcription
This season is amazing for 2TC strategies for two main reasons. The current rank matpool which contains really closed maps with tons of safe food and defensive possibilities and the recent buffs to secondary town centers themselves like cheaper cost, stronger walls, and better spearmen, which are much better now at defending knights. So, let's talk about the top five best 2DC civilizations in my opinion.
The way I will rank them is by analyzing how many advantages they have over other 2DC sets and by how many matchups I think they can win versus other civilizations in the current 1v1 ranked map pool. This is not taking into consideration tournament play at all. So, let's get into it.
Let's start with number five and it's going to be the English. Now, the English has always been one of the best civilizations in the game and the reason I think this is is because of how many defensive bonuses they have. So first the villagers attack which means that they cannot be rushed in the dark age like you can try but you are going to get shot down by villagers. They also have a defensive buildings giving them all of their units 20% attack speed which is great for villagers if they dark age rush you. It is great for long boss because long boss already have plus one range damage so their DPS is going to be insane. And it even affects melee units too. So 20% attack speed defensively is really great. Their TC shoots extra arrows. So if they dive you, they are just going to die faster. And they have access to quite a few things. So the first thing is that once they get into Fal, they get access to the king, uh, which is free. It comes out free. The Abby of Kings also heals your unit. So if you get attacked, you can just heal them back with the Abby of Kings. And the king also gives you a lot of space because your opponent cannot deny your second DC. Uh you can place it anywhere you want most most times and he is going to have to deal with the king which is going to be attacking their base at around 6 minutes most likely. So they cannot attack you and defend the king at the same time. They first have to defend the kings uh somehow by either just chasing it with knights or horsemen or just building a tower or whatever. and these disrupt their build and allows your t second TC to give you benefits over time without getting disrupted back by your opponent. The king is also great uh to delay the opponent's pass castle by the way. So it it does not only delay the opponent's aggression. It all also delays the opponent's boom strats. You also get access to the longbow, which I just mentioned before has more damage. It also has more range and it gets 20% attack speed when it's defending or near tower. So, the longbow is, in my opinion, one of the best units in the game to defend. U, this is something minor, but getting a free feudal age spearman upgrade is kind of nice. And you also have access to the early manatarmms which for some matchups it is actually pretty good because most times your opponent might try to manatarm rush you or it might try to go to fast castle and then go into some kind of armored unit to disrupt your second DC but you also have manatarm so you can defend this pretty easily too. And the last defensive bonus I think they it is very worthwhile to mention is that they have the white tower. In some cases, you can even go naked fast castle like uh after you place your second TC, you don't make any units and you just go straight to fast castle. You will can survive this only because of the white tower. Uh the white tower protects you so many resources. It will protect your gold most likely and uh a couple of farms and it just makes it so hard for your opponent to aggress you. Even if they have armored units, they cannot dive the white tower because it is just way too strong. It has 15 spots as well uh to depend every single villager you will have at that at that point. Uh so 2TC's um plus white tower, it's probably like uh 40 spots for your villagers to garrison. And it also acts as a production building. So you don't even have to spend more wood in production buildings. You can just make knights or make crossbows or whatever you need to defend yourself once you age a shop up. So the White Tower is such a great landmark for the English to defend themselves once they set up their 2DC.
Now the bad thing about the English 2DC is that their only economic bonus is their farms. And their farms only come online after a certain while like you can start placing them at the start of the game in on the start of the feudal age, but it will still take a while to pay off. And it is also an investment. Even if they are cheaper and they are probably the best farms in the game, they still require investment even if it is less than other sibs. So they I feel they need a lot of time to pop off. Most players already know how to play versus English also because English is one of the most played ses in the game and it is very vulnerable to fast castles. What people do against 2DC English is that they just fast castle. They get all the relics. They get all of the sacred sites. They get a bigger army than you. Even if you if they are one TC and you are two TCs, they will still get a way bigger army than you for like let's say 15 to 17 minutes. Um, so that is plenty of time for them to just get map control, get a big army and push your base with trebushets or siege or just raid around around your white tower. Uh, and that's how people deal with English 2TC. So those are the weaknesses of English to DC and why it's on the number five spot.
Now for the number four spot, we go into the Knights Templar. The Knights Templar has also quite a few defensive bonuses. Uh the first one is that they can age up with the hospitaler commandery and that will give them tougher builds with higher mobility. These are the tankiest villagers in the game by far in the fiddle age because they can reach up to 100 HP and they move probably like at 150 speed something close to that uh because they get two wheelbarrow effects which is kind of crazy. And uh this I will count it as a defensive bonus even though it's also an economic bonus. But having the second fastest DC in the game, which is like let's say you start placing it at 415 or even before that 410. I think I've seen some people do it. That is a defensive bonus because you can place it anywhere you want. You can place it in the deer and there is no civilization in the game that can deny that fast of a DC. Even if it's ranch and they make knights, you can still get the DC up before a knight gets into your base. They also get access to the sergeant and the hospitaler knight. Uh depending on which commander you aged up, but having access to both of these units is actually really nice because hospital knights, they are mentors. They're tanky even if they're not as tanky as regular mentors and they also heal. So they are really useful at defending feal age bushes. And the sergeant is also pretty good because it is an armored unit that is decently good against horsemen and knights as well. They can attack them from afar like archers do and they have a lot of HP even though they are pretty expensive. They're really good at defending in my opinion. They also have access to keeps which most players only start making keeps in in Castle, but they also have access to them in Fal even if if it is not a really common strategy. keep their keeps are still easier to put on out on the map because they require less stone and more gold and they just give the night simp so many buffs. They are insane if they manage to survive the feudal age because they get so many units, so many good units. They get keeps the keeps also buff the units. Uh every keep you make also gives you a pilgrim and that that also lets us talk about their economic bonuses which are pilgrims as I just mentioned. is just passive gold and you get more and more of them as you keep getting more and more keeps. So the longer the game goes, the better it is for Knights Templar. And they also have insane wood economy, even from the dark age, even if it has been nerfed a couple of times already. The wood economy for Knights Temper is just insane. It might be the best in the game. I don't quite mean that, but I think it might be. And also, every time they chop wood, they also get extra food, which is pretty nice.
Some of the weaknesses of 2DC strategies is that most civilizations that go for this are going to be starved for food by the way. So this is why having food economic bonuses is actually really good. And this is why this an insane economic bonus for night sampler. But now let's talk about weaknesses. And it is that they are relatively weak in feudal age. So even though I mentioned all of the things before, they still are vulnerable to most feudal age aggression civilizations. So they can die if you make any mistake. And also, they lose villagers on Asia. So even though they get the second TC faster than most other civilizations, which means that they will produce villagers faster, they still lose, I think, three or four villagers every time they age up. Uh because the TC has idle time while you age up. uh the main TC. So that means you are not producing villagers. And if you're not producing villagers, that just means that you're losing villagers. So u even though they have a really fast second TC, they're still going to need a little bit of time to catch up to their opponent. So that is a pretty nice weakness. And that is why they are going to land here on number four.
Now let's talk about number three, which is going to be the opposites. Now the opposites have not that many defensive bonuses. They have harder to kill buildings that this is because of the house of wisdom aura that uh decreases the damage that buildings take. I think it what it does technically is to increase the fire armor of buildings. They also have tankier infantry. So they if they age up with the military wing, they can get an upgrade that increases the infantry HP by 20%. Which is really nice because you are going to need a lot of spearman to survive, right? Uh in some cases you're also want going to want to make archer. So 20% HP just means your units survive longer. One pretty interesting defensive bonuses that most people don't mention that much is that they have access to the camel archer. And the camel archer is really expensive. But if you manage to get enough of them, you can defend uh things like menatarms rushes for example because they are fast and they also have an insane base damage. So you can kite manatarmms really easily even if your opponent pass castles and then starts uh spamming either knights or metatarmms. You can counter this uh with camel archers which are really nice at dealing with that. Also the camel reduces the horsemen and the knight damage by I think 20%. I'm not sure on that but the camel onise ability uh which is an arrow around the camels uh it just increases the damage on all of the opponent's cavalry which is going to be really nice defensively.
Now, the real highlight of the assets is their economic bonuses. So, they have so many economic bonuses. I think they're they might be the best economic to save. Uh, and it's because they first they have cheaper villagers. Their villagers cost nothing. It's like 30 food or something like that. When their golden age tier one, which gets online at around like 6 minutes, something like that, it gives them 15% gather rate. That is like having two systems uh worth of gather rate from on all of your villagers uh just for doing absolutely nothing. They also have 25% gather speed on berries and their meals also increase the food that you get from berries. So uh they have more food available to them. And as I mentioned before, having more food uh when you are on multiple PCs is great because you are expending more food to produce villagers. So your food uh is going to be a really important resource. If they age up with the economic wing, they get cheaper farms, which again is really nice for uh multiple TCs because you need a lot of food and you also get cheaper economic buildings, which means faster TCs because TCs count as economic buildings. And once you get to castle, they also get an increase on farm gathering rate, which is just going to be great.
Now, what are the weaknesses of Abvisit? The first one that comes to mind is that they can also die in fuel against very aggressives. Much like KT, they don't have that many defensive bonuses. So, you have to rely on your economic bonuses to just make more units than your opponent and survive as long as possible. Make walls, make towers, uh survive as much as you can and defend with units. But that is pretty much the extent of the defense that you have. Also, the army of the Avisit is good, but it is not great in my opinion. There are way better army compositions uh from other civilizations than the aasidit army. Like you have standard knights, you have really good archers when once you get to castle and you have the camera archer, you have the camera rider that has been recently buffed. All of these things are are good, but they're not great. Like compare the aid units to Macedonian dynasty units for example or to sangoku knights and archers or you know this what I mean. The army is good, but it is not great. And this also comes into play um with this next weakness, which is that villagers take up way too much pop space. Like the the thing with aid is that if you don't win in in the castle age, you are going to have a bad time in Imperial. A lot of guys say that Abasid is one of the best Imperial Age units. I disagree with this because in Imperial age you need to have like 140 or 150 uh villagers or economic units, right? So, you don't have enough pop space for army. A lot of other civilizations have economic bonuses that are passive or that they give you free units or this kind of stuff. So, they don't need as many villagers in the late game. But doesn't have any passive economic bonuses like that. So, they rely only on villagers. If you have less villagers, you have less economy than your opponent even if you are free disease. And so your army is not never going to be as big as the opponents uh or at least uh as big as most other civilizations. So in my opinion, you have to win either on the castle age or in early imperial with the aids otherwise you are going to fall off.
Now, let's go into number two, which might be controversial, but I do think this is really good, and it's going to be the roose. The RS are insane in this patch, and it is because they have so many defensive bonuses, and they also have a lot of economic bonuses. So, let's go through them. First, the defensive bonuses. Uh, they don't need to mine gold early. They just get passive gold from the start of the game, which means that they are also immune to dark age rushes. uh much like English as well, they also have access to the Kremlin uh which a lot of people are using right now and especially on certain maps, the Kremlin can be straight up OP. Uh let's say you are on heal and they all right and you just place the Kremlin in front of your base and then you're completely immune to damage and you also have stronger walls. You can wall the sides of your base. Uh there are also a lot of really closed maps on this map pool. So the roose is really good defensively. Now they also get new militia once they get into castle age. They get access to the militia hand canoner which doesn't deal that much damage. It's I think 12 base damage but just think of it as having horse archers with you like that. The horse archer has 10 range damage right now. Uh so imagine like you just have a little bit of extra DPS on your army thanks to these new militia which they also have one HP but uh they still soak up damage from the opponent's army. This new militia is also a great defensive bonus. They also have access to the early knights. So in cases where you need to stay in fage, you have one of the best units available to you in the in the field age to survive like if your opponent wants to go minat rush or also knight rush or at least knights in the past castle age, you still have fuel age knights. and fuel age knights if you make enough of them they will beat uh castle age units if they are if they are higher in number. So having access to the early knight is really nice. They also have access to the wooden fortress. So they have better towers which are now cheaper in the last update that they had. They have stronger walls. I already mentioned that. Uh they have I think the walls are almost twice as strong as regular polyet walls. So really nice uh defensive bonus. Also, something that most people don't talk about much is that they have great vision because they can make multiple scouts from their mills, which are the hunting cabins. So, having great vision in this game is one of the most important bonuses that you can have. You can know where your opponent is attacking you from. You can follow night rates easily. You can know what your opponent is doing at all times. You can know when they're booming, when they're attacking. Uh vision is such an underrated uh thing in this game. And once they get to Gastage, they have access to the warrior monk, which also increases the armor and damage of all your units that are around them when they attack. So, you have access to really nice units. And once you get to Imperial, you get a keep landmark. So, you got more defensive uh bonuses over there. And you also have the access to the Imperial Age hand canoners, which are just hand canoners that attack faster and are cheaper, which is insane. So, they have a lot of bonuses.
Now, let's talk about the economic bonuses. The hunting cabin passive gold is the first thing that comes to mind. Just think of this thing as maybe half a villager or one/ird of a villager at the beginning of the game. So, if you get two of them, it's like having almost one villager worth, but there you can just start spamming hunting cabins. And if you get 1,000 bounty, these things can give you like 20 or 25 gold per minute, which is already more than half a villager. So, hunting cabin passive gold is not to be underrated. This is really good once you max the gold. I think it's something around 400 gold per minute that you can get and it is really nice. Also, you get passive gold from sheep and huntables. I think this is something that most people overlook and it is the fact that every 10 food that you get from sheep or huntables, you get one gold and that is that is actually a lot. that is 10% uh gold just from all the food you are gathering. That this is why they have so much gold and most times they don't even have to mine gold uh in the game. So it is really nice. They also get 20% wood drop off uh when they're close to the Kremlin or to the wooden fortresses. And 20% wood drop off is insane. Drop off bonuses are way better than gathering rate bonuses because it is it is not affected by walking time or drop off animations or any of that. It's just 20% more and that's it. They also get up to 20% food gather speed when you max out the the food bounty which is insane especially for hunting. They also have access to the high trade house which just gives you passive gear. It gives you passive gold income like in normal cases it can vary between 100 around 150 gold per minute. Uh and also the passive deer that it gives you remember that you also get passive gold from it uh 10%. So it it's even more gold uh that you are getting from this landmark. And war monks also means that you are more likely to get more relics because wire monks are just faster. They're tankier. They can attack other units. So it is more likely that you are going to get more relics. So as you can see, Ruse is insane. They had they have almost no weaknesses. You are not going to stop a Ruse uh 2DC play because they just have so many defensive bonuses and they also have a lot of economic bonuses.
So let's what are their weaknesses? I would say the biggest weakness of Ruse is that they take a little bit uh to take to take off. Most of their uh bonuses they have to work for them. So, for example, you don't get 20% food drop off just because you have to build a wooden fortress, you have to build the Kremlin. Um, uh, you have to take huntables, otherwise you don't get the bounty. Uh, so it does take a little bit to take off the second TC. So, that could be a weakness because other civilizations can either fast castle or can either uh 2TC and get returns faster. Also, I think the units are great, but I still don't think they're better than Sier. Like for example, if you go against Lasian Dynasty, they're still going to get better cavalry, uh, better backline than you. So even though they are great, I still think they are not the best in the game. And the last weakness I can think of is that the Kremlin, which is the defensive landmark in Few spawn and map dependent. Uh, like let's say it is not the same going for Kremling in Heandale that it is in Dry Arabia. In dry Arabia you can sometimes get a really bad map bun for gremlin. So sometimes it's not going to feel worth going for Kremlin in this map but it is always going to be worth to go for Kremlin in the Healandale for example. So I definitely think it depends on the spawn and the map. Um, and this is why they're in in number two even though I think number two and number one for this top uh can be interchangeable. Uh I'm still decided to put number two uh ruse for this reason.
Now before we go into number one uh let's mention some honorable mentions. So first let's mention tuklak dynasty. Uh tukl is really good um because you have access to the tuklab about fort in the fage. You can get it really fast and it makes it also impossible to to kill you in the fal age. You can get up to 50% easy production speed uh with one of the fort governors. You can also get access to the Amir fort in case of emergencies. You can just place an Amir fort and get free units. But their units are way too expensive. They are really good, but they're so expensive. I feel like dynasty runs out of food way too quickly and the farm transition is really really costly. So because of these reasons, I didn't look like it's going to land here.
The second honorable mention is going to be order of the dragon. They have really nice 2TC because of emergency repairs. They have nice eco with the aken chapel and if they survive the fudal age, they are insane in castle with their really OP units. But getting there is a really really difficult thing to do. They run out of food really quickly. If they have to make units, they just run out of food immediately and they have to go into farms. And the units in the fuel age are trash. They are just so easy to counter. your opponent is always going to know what you're going to make. Um, and they are going to counter them and they're going to kill your second TC and they kill your base or deny your gold and then you cannot ace up. So, OD is really good if you manage to get to survive the privilege. But getting there is the problem.
And in number three, I put Jin Dynasty uh because they have a really fast DC timing. They have access to the mounted villagers which build faster, they move faster, they're stronger that they're tankier. They also have access to the flower pagora which even when you're 2TC uh you can make some uh building placements in order to get all of your villagers under the flower pagota buff and that just mean 25 25% uh gather speed on all your villagers if possible. Which is like having a level five system straight away, right? So your economy is really nice and you also have access to the dragon pavilion which is going to just make all your TCs spawn knights when you get attacked. So they are really nice defensively but they have trash units. Their units are probably the worst in the game. Um, so yeah, their econ economy is good but it's not great. Other sieves I think have better economic bonuses and they are also really gold hungry. I feel like it is really hard to break out of your base with Jin Dynasty um once you go to DC. So for these reasons, Yen is going to land outside of the top five.
And now for number one, we are going to talk about the House of Lancaster, which which some people probably didn't see coming, but House of Lancaster is so good right now. Uh they're even using them in pro play right now, I think, uh with two DCs. And the reasons for this is first let's talk about the defensive bonuses. Same as English, they have villagers that shoot arrows, so they're immune to dark age to dark age harass with spearman or tower rushes. They also have extra DC arrows and they have access to probably one of the best uh defensive landmarks right now, which is going to be the Lancaster Castle. The Lancaster Castle, well, I'm not sure if call it the best. probably that spot goes to the Kremlin. But the Lancaster Castle is also really good because as House of Lancaster, you don't really depend on the spawn. You get so much wood under your base that you don't have to place the the Lancaster Castle anywhere else that's not uh protecting your gold, right? So, your gold is impossible for your opponent to break because you're going to have your Lancaster Castle there. You can get uh five demilancers if you need them. uh which is going to put your opponent on the defensive as well because you have let's say horsemen um attacking your opponent much how English gets the king right you also get access to the white tower uh in case that your opponent allins and you have access to the geommen which like I mentioned in the English section the geommen are also really good at defensive at defending because they have one extra range and in castle they are insane as well with the synchronized shot ability you have access to the earth guard as well once you survive the the fetal age which is really not not a difficult thing to do because you get to the fast castle age you you can 2DC and then fast castle without making any units and you will get to the castle age at like a 30 minutes something like that something really insane.
The reason for this is because of their economic bonuses. So let's talk about their eco bonuses first. They get a manor. The manners even though they were nerfed, they were really adjusted, but what happens with manners is that you can get a lot of resources with your first manor because all of your villagers are going to be clumped up around your main TC. So, your first manor is going to give you somewhere around 150 and 200 resources per minute in most cases. You also get uh I think four extra sheep on the start. uh which is just one almost 1,000 foot uh extra there, which like I mentioned before, food is the most important resources for 2TCS because you are going to be spending a lot of food. You also get extra sheep from your second town center. So your second town center once you place it, it gives you four more sheep, which is is another 800 uh food, extra food over there. You also gather from sheep faster. So your sheep gathering rate is almost I think it is the same as gathering from deer. So you're straight from the dark age. You already have an insane economy. And the second DC, I feel like the economy for House of Lancaster, it's the one that comes online faster out of every single other sec to DC civilization in the game. What I mean by this is that once they place the second DC, they're the ones that get the most economy straight away. U so that makes it so they can either fast castle really fast or they can place units uh in the fal age really fast and defend themselves. So, the economy comes online faster than any other save in this game. Also, something that I think is really underrated is that even though they have access to the white tower, I feel like most times you don't even need it to survive. And that means that you can also go for the College of Kings, which not only gives you more upgrades for your military, but it also discounts 20% of the price of all your upgrades, every single upgrade in the game, including the ones in Imperial Age. So, if the game gets to Imperial, 20% discount on all your university upgrades, on all your elite upgrades, on all your manner uh and let's say economic upgrades is so much resources that you get just from the 20% discount. So Lancaster is really good economically. like uh they have been struggling a lot uh in the past patches but with all of these changes I think the Lancaster might be the best 2DC civilization in the game.
Now what are the Lancaster weaknesses? The first one is that the economy drops when ship runs out by a lot. So you have to go out you have you have to make sure that you have units before your ship runs out so you can get out of your base and go get some other food source right like the deer the berries or whatever. And the other weakness I think is that the units are really good but if you go for the Lancaster castle it means that you are going to skip on the lords and the lords mean uh 20% HP on all of your units and skipping that I think makes them a bit worse. But they're still really good. And yeah, that is pretty much it. Leave a like, uh, comment, whatever you you want. And yeah, see you in the next one.