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    Age of Empires 3 US economy late game

    Age of Empires 3 US economy late game


    US economy late game

    Posted: 09 Jul 2021 05:21 PM PDT

    I know the US have a reputation for having busted late game economy, but why is that?

    aside from the california card, Late game US doesn't seems to have particularly better economy than the other European powers.

    submitted by /u/mrIronHat
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    Can anyone tell me the best Indian unit to counter horse archers efficiently.

    Posted: 09 Jul 2021 08:07 PM PDT

    From horse archers I meant ranged cavalry 😅

    submitted by /u/leamusex
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    Critical Position

    Posted: 09 Jul 2021 11:16 PM PDT

    United states build order I'm working on (FF with mortars)

    Posted: 09 Jul 2021 09:23 AM PDT

    so lately I've been playing A LOT with my marines timing push, currently my favorite united states strat, but I've been wanting to spice it up a little and add some new strategies, and I've come up with a concept for a build order I'd like ya'lls input on. so read this closely, and post any tips you have on improving this build order please. ill be testing the strat today when i get home from work

    NOTE: although i use the marines strats for 1v1s and team games alike, this strategy is at first being designed with having a teammate in mind, and if it works well enough, ill think about incorporating it in 1v1s later

    the start of this strategy is exactly the same actually as my marines build order, and it even hits at the exact same time. Ill make note of exactly when the build differs and how

    age 1:
    build a house, chop 100 wood, send french immigrants
    age to 2 with virginia and 16 settlers

    transition:
    5 to coin, que 4 settlers, make minutemen after the e in age for treasures and defence

    age 2:
    700 coin, then Virginia general assembly.
    stop mining as soon as you reach 300, everyone to food until the 700 coin arrives.
    age up ASAP with New Hampshire
    when you build the state capital, the XP will give you enough for your next card: 700 wood. also research statehood at the capital.

    transition:
    THIS moment here is where the build differs. normally id be chopping tons of wood, building 1 house, setting a few back to coin for a second round of minutemen, and saving up wood for 2 TCs. additionally, with the marines i would have made a stable with the military wagon and trained huss after all my TCs are up and im no longer housed (generally after ive already started attacking) but this build is different.

    during transition, set a couple to food for settlers, and everyone else to wood and coin (not exactly sure how many to each, as i don't know how the macro will quite work until i actually do it). make a second batch of minutemen. collect the 700 wood crates. with that wood you'll be making houses (not exactly sure how many yet, but i think we'll need 4 in order to catch up, leaving 300 wood from the crates). we'll be making houses instead of TCs like we normally would so that we can get a ton of pop room for our mortars (marines can be made regardless of your pop situation so its not the end of the world to pop yourself with united states normally)

    age 3:
    5 regulars joined your army with the 12 minutemen!
    collect your XP crates, and use the military wagon you got at the beginning of age 2 to make an artillery foundry. send advanced artillery.
    as soon as advanced artillery arrives, train 5 mortars. when they train, theoretically the train XP will get you your next shipment (normally the XP is the build XP from the 2 town centers) and you can send 3 Gatling guns (in the marines build, you'd first send marines instead of advanced artillery, followed by Culpeper minutemen instead of Gatling guns)

    if you have the time, make 6 more minutemen. if not, push as soon as the gats arrive and count on your ally you've been coordinating with to defend your artillery from cavalry

    just like with marines, this build loses to all in super early rushes and beats booms and turtles. where i think marines will be a much stronger fighting force against civs like sweden and germany and dutch, i think this build with mortars and gattling guns will perform better against civs that have units that marines struggle against, namely india, with their agra fort and sepoy mass.

    with this build you'll be attacking at 10 minutes with 12-18 minutemen, 5 regulars, 3 gattling guns and 5 mortars. 10 minute mortars is gonna be really scary for whoever you're fighting

    submitted by /u/buckshot371
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    Intervention Card?

    Posted: 09 Jul 2021 01:45 PM PDT

    Is it worth it?

    The card gives only 9 musks with British and 4 hussars with ottomans and 5 grenadiers with French. Quite weak in age 3.

    I know these are buffed units but do any of you guys use it in your decks.

    submitted by /u/Apprehensive_Ad1827
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    Why is there no mod that increases the population limit?

    Posted: 09 Jul 2021 04:15 AM PDT

    I know there are multiple mods that provide unlimited population or decrease the pop count units take, but why is there not a single mod the increases the population to idk, 500?

    I really miss this improvement from the DE game itself and I get that in 2005 the PCs were not powerful enough but that's not the case anymore.

    submitted by /u/Ilynav
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