Persians overview (Aoe2) – updated for 2023!

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Shout out to Squarespace for sponsoring this video hey guys Spirit of the law here in this overview we’re going to be looking at the recently revamped and re-energized Persians [music] Persians these days are comfortably a top tier civilization following
Some recent buffs that had a dramatic impact on both their 1v1 win and play rate on the ladder now while it’s true that 1v1 stats are usually the standard when talking about balance I should note they’re actually performing the best right now in team games and are
Especially crushing things on michi which really plays to all of their strengths it’s pretty good for a civilization that doesn’t even have bracer let’s check them out [Music] to start things off their team bonus is that their Knights have plus two attack against archers the
Term Archer here is used very Loosely including skirmishers Cavalry archers hand caners and every variant of those you can think of the effect of this can be quite profound and in Castle for example it means a Persian teams Knights take out crossbows one attack sooner with three instead of
Four hits while that doesn’t always help against massed crossbows that are one shotting your Knights for cleaning up feudal archers or taking slightly better engagements it’s a handy bonus especially in team games where Knight and crossbow meta is quite popular moving on to their C bonuses
The first two I consider strongly linked together creating a super economy package for Persians first they start with plus 50 wooden food adding in a faster work rate on your town center in dock
A third effect here is you also have double HP on Town centers and docks as well and maybe the most infamous use of this is to delete your starting Town Center partway through Dark Age and then rebuild it beside your opponent given Persian double HP with similar villager numbers your
Opponent’s Town Center will always go down first without repairing while it also means repairing your own Town Center is cheaper since the cost is tied to the percent of HP repaired it’s a risky all-in strategy but you can’t talk about Persians without mentioning it the faster work rate though
Is among the best booming bonuses in the game in Dark Age with a typical fetal Advance time you’re usually up by 1 villager already from a 5% faster TC absorbing your extra 50 starting food but leading into a dangerous Scout Rush which is by far the most popular way to play
Persians online in feudal age and Beyond the bonus actually grows in its effect size with a fast Castle under three four or even five Town centers all getting that plus 15% and this is when your villager count can really start to snowball one thing I should note about this bonus though
Is that it doesn’t mean you’re going to have 15% more resources to work with in the mid game in fact usually not floating more resources than other civilizations as remember you have to pay for those extra villagers and farms and with villagers coming out 4 seconds faster it’s an
Unusually resource hungry boom I’ve modelled this before and found in a pure booming situation by 25 minutes you should be somewhere around nine villagers ahead of your opponents but once you factor in those villagers cost you’re only ahead of a generic Civilization by about 150 resources
It’s when you stop at that 130 villagers let’s say while your opponent has 110 and is still creating more that this bonus really leads to a flood of resources keep in mind your Advanced times are also sped up saving anywhere from 6 seconds going up to feudal and your research time for
Wheelbarrow and Town Center Etc are also slightly faster of course a lot of this applies to the dock as well giving them a better than average fish boom made even easier with some extra starting wood while also functioning as a bit of a naval military bonus helping you Mass ships faster than
An opponent on the same number of docks or get upgrades like War galley just those couple of seconds earlier combined with the Town Center boost this makes them a dangerous civilization on both hybrid and water Maps moving on their next bonus is a new one and it’s that parthan
Tactics is available in Castle age not only does this help their attack against Spear units but the plus two armor means they take just three damage from crossbows instead of five leading to much better trades there’s an argument they’re among the best Castle AG Cavalry archers though
Of course don’t forget Persians are missing bracer in Imperial AG this ties in very nicely with their next SI bonus which is the cavalry including Cavalry archers generate five gold per enemy unit killed an hour plus 1v1 game can easily get into the range of 500 or 700 units lost on both
Sides and if even half of those are military units killed by Persian Cavalry whether it be the knight line camels hazards war elephants or cavalry archers we’re talking on a scale of 1,500 or more gold comparable in total to having an extra Relic for most of the game of course this doesn’t
Include any villager picks when raiding but it’s another completely passive bonus that just throws a few more resources at Persians for using units they were probably already going to make their final bonus then becomes another gold bonus this time unlocking the caravanserai this building is
Only available to hindustanis and Persians and heals and speeds up passing trade cards by 20% making them harder to raid and improving your gold income at the same time this even works on ally trade cards as well though if there’s one drawback is that they cost 50 Stone each in addition to 175
Wood so covering a trade route on a 2v2 map puts you back about 400 Stone and covering the side of a 4v4 map would be nearly the stone cost of a castle plus a lot of wood the payoff
Is substantial though and for a 4v4 game with say 40 trade cards per player this could be worth for your team collectively 800 more gold per minute in theory so it’s generally worth doing if you can afford it so that’s the Persian bonuses and if there’s one recurring theme so far it’s really
That your economy is going to be very strong next though you need to decide what to spend all those resources on which is where their expensive unique units enter the scene let’s take a look at those starting with the war elephant these are of course the classic example of an expensive but
Very population efficient unit stats-wise you’re getting over three times the HP of a paladin a third more damage when fully upgraded and 50% trample damage to adjacent units of course they cost over 250 resources each with an elephant size emphasis on food and the elite upgrade is also
Quite expensive keep in mind their tanky stats can be slightly misleading here as they take a lot of extra bonus damage from spear units scorpions and a few anti-cavalry Specialists including tatar’s flaming camel one hidden advantage to be aware of though is they actually deal a lot of bonus
Damage to buildings between High melee attack adding in plus 30 against all buildings plus another 30 against what the game calls Stone defenses including walls towers and Gates but for some reason not castles for comparison a cap dram has 150 bonus versus buildings so while the
War elephant isn’t quite on that level it’s still a nice bonus thrown in for an already strong unit to give a b of perspective they are cost effective against paladins even outnumber two to one not just ending with about 2/3 of their HP left but not even a single elephant goes down outnumber
2 to one by halberdiers they actually still do okay and even 3 to1 they can still technically win this isn’t necessarily cost effective for the elephants but stopping a large elephant army with halberdiers takes longer than you might think partly because trample damage is so effective
Against large numbers of low HP units you might think their slow speed could then be exploited by archers but it turns out they need over three times the number of arrows as a paladin and almost nine times a hussar so again while it works in theory and genoese crossbows specifically do
Okay in general archers are not as effective as you might think even if they have bracer instead it’s monks best equipped to exploit the elephant slow speed and the only thing worse than losing your 250 resource elephant unit is immediately having to fight it after a conversion as noted
Earlier Persians aren’t necessarily floating a lot of extra resources in the mid game despite having more villagers so war elephants are pretty rare in Castle age and I’d even say 1v1s in general for team games like black forest or michi though where pop efficiency is King they’re reasonably
Common to see and can be quite effective when paired with bombard cannons or hazards to handle enemy monks in Siege competing for your attention though is another Imperial age unique unit this time a Persian specific slightly modified reskin of the Paladin this is what Persians upgrade their
Cavaliers to and it offers two major advantages and one disadvantage the disadvantage is it has 15 less HP and actually ends up being a little worse in some melee situations than the Paladin it’s not a massive Difference by any means but against Pikeman for example they go down one
Hit sooner though notably they beat paladins one-on-one thanks to a slightly faster attack rate on the flip side their first Advantage is they’re a bit cheaper and even a little faster to upgrade than Paladin so you hit that power Spike sooner making it also easier to upgrade
While continuing to build up numbers its other main advantage is it’s just all around better against archers not only does it have one more Pierce armor which has a pretty large percentage impact on their damage taken per Arrow but they also get an enhanced version of the Persian team
Bonus having not just plus two but a secret plus five against archers which means they can take out arbalesters and Elite skirmishers in two hits as opposed to three despite having lower HP it’s clearly the better unit against anything ranged or especially Town centers where they take just
One instead of two damage per Arrow making even just a few of them very frustrating to clear out unless you have spear units or camels on hand now that slight extra weakness to Pikeman and halberdiers sounds a little rough on paper but Persians actually have a few good ways to deal
With that one way is with Cavalry archers another is hand caners or instead you could use their first unique Tech commander on this swaps the crossbows gold cost with extra wood giving them the affectionate name trash bows per Persians are missing bracer don’t forget so they’re not
The best crossbows in the world but with up to eight attack plus three more unblockable damage to Spears they can do the job while conserving your gold typically Elite skirmishers play an anti-par role for most civilizations but even without bracer the crossbow has one more attack
So especially if there’s Champions or anything else with even modest Pierce armor around the crossbow feels significantly more well-rounded the other Persian unique Tech is citadels giving various attack improvements including bonus damage to your castles while also letting them take 25%
Less bonus damage from things like trebuchet and Rams now something you may not have run into before is Captain Siege Rams add a bit of resistance to anti-ram bonus damage with Siege Rams actually negating the Persian Tech entirely but against infantry Persians deal almost double
The damage after this Tech and about 50% more damage to any raiding hussars just remember your missing bracer so your castles are harder hitting but a bit shorter range and again totally generic against Siege ramps on top of this they also take three extra shots from trebuchet thanks to taking
Less bonus damage so that’s the unique units in TX which combined to give you the foundation of a powerful and generally cost-efficient Lake game Army Persians actually have a pretty nice Tex in general as well and let’s take a look at that now starting with the archers opening with an
Early archery range or two is a very reasonable play with fully upgraded crossbows and as we saw arguably among the best Cavalry archers in Castle age thanks to Plus Pierce armor while you lack bracer and arbalester in Imperial their crossbows can then have their gold cost removed and arguably
The Cavalry Archer are still viable in Imperial age given they generate Gold Plus don’t forget the hand Canon ear if you’re getting overrun by halberdiers yes they lack bracer but there’s enough here I think it’s still a solid B+ moving on to infantry Persians somewhat randomly lack
Two-handed swordsman which is a funny combo with getting supplies and gambesons for some excellent long swords that go nowhere basically the halberdier is fine and the long sword technically still beats Elite Eagle Warriors in the late game one-on-one though usually players avoid the
Persian swordsman line for obvious reasons I’d say it’s a C+ for infantry next up for Cavalry you basically have a full Tech Tree obviously missing a few Regional units but have camels as well as their unique Paladin replacement like I said earlier the safest Persian play is to go
Scouts and their night and or camel spam is also quite solid late game they have a ton of great options to the point they’re almost in a class of Their Own with various good supporting units to
Handle Cavalry counters as well I’d say it’s an A+ and they’re at the moment quite possibly the best Cavalry civilization in my opinion moving on to Siege the variety is surprisingly good for a Cavalry Civ though unfortunately you’re missing Siege Engineers losing that plus one
Range hurts there’s no way around it and it’s almost like you’re missing bracer on your siege at the same time I’m actually tempted to mention the war elephant here now given all of its anti-b building damage plus the ability to tank a lot of arrow fire altogether I’d say it’s a b next
Up for the Navy again the tech tree is awesome but keep in mind you’re missing bracer early game you have double HP docks that work slightly faster and you also start with a little extra wood for a very
Clean dark age as well while there’s no direct Galley or fire galley bonus I think there’s still a very competitive a minus on water early late game you lack ship R and that one range upgrade that you’re probably sick of me saying but still have the dock work rate bonus for faster creation
I’d say it slips to a solid but not amazing B on water for a B+ overall taking a quick look at the monks Persians actually have among the worst monasteries lock printing without Redemption
Is a bit of a troll and in fact the tech you’re probably most likely to get here is Faith as that can be handy for Cavalry albeit at a high cost I’d say it’s a c minus but probably could be an F next
Up for defenses they have pretty brutal towers and also no fortified walls with of course brace for it yes lacking bracer don’t forget the double Town Center HP though making them harder to push with Castle a Siege and their new Imperial AG unique Tech giving castles improved attack albeit with
A bit shorter range the Caravanserai could also be included here as it helps resist raiding so it’s a mix of some advantages but also glaring holes I’d say it averages out to a middling C+ with lacking
Fortified walls in particular being able to bite you on Arena or black forest and finally for their trash units that is units that don’t cost gold again they’re just missing bracer on skirmishers and crossbows I’d say that’s more than made up for by having hazards generate gold with each military
Unit killed letting you sneak in the odd extra Siege unit plus of course crossbows also factor in is a trash unit here costing just wood and doing much better against things like Champions than skirmishers I like it enough for an A and especially with the new gold generation would
Be very happy to get into a trash War as Persians these days so to give some final thoughts there’s no question the recent rework and overhaul has turned Persians into a Powerhouse especially in team games their extra starting resources and faster town center give them a strong start with
Scouts or a fast Castle being the most standard strategy depending on the map their night spam with a bonus against archers also makes them a top tier pocket in team games arguably even the best choice at the moment once you factor in the Savar and caravanserai their Cavalry archers have
Also turned into a very intriguing option with their two new bonuses and were lacking bracer is sometimes a kiss of death for Cavalry archers in this case it doesn’t feel like it has to be a deal breaker combining their strong stable and archery range they’re definitely not a one trick
Pony with a knight line having several powerful late game units including gunpowder with many good unit combinations depending on what you’re up against everyone loves to have options after all which was also a founding principle in my newest online side hustle Spirit of the W
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Squarespace.com/spiritofthelaw to save 10% off your first purchase of a website or domain so hopefully that was a useful overview of the revamp Persians and that like a good elephant you’ll never forget that Persians lack bracer thanks for watching guys and I’ll see you next time [Music]
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