Age of Empires 3 Hello, I am mexican Bison. As Mexico the USA Bison TC card seems to be broken... |
- Hello, I am mexican Bison. As Mexico the USA Bison TC card seems to be broken...
- What's your best FI time with Mexico? I was wondering whether sub 7 minute times are possible?
- USA Fort based FF
- Fiesta Mexicana Event bug
- California Haciendas Card Broken?
- 1800 ELO AZTEC DECK LOL
- USA and Mexico starting resources
- Decks are not saving, either in campaigns or skirmishes
- Meta civs?
- China revolution idea
- Texan Forts card
Hello, I am mexican Bison. As Mexico the USA Bison TC card seems to be broken... Posted: 15 Dec 2021 01:28 PM PST
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What's your best FI time with Mexico? I was wondering whether sub 7 minute times are possible? Posted: 15 Dec 2021 01:18 PM PST
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Posted: 15 Dec 2021 11:56 PM PST Age of Empires 3 DE: The USA Fortress Fast Fortress - YouTube for those of you who like playing united states but wish the cool fort mechanics were just a little more central, I give you this new strat I dub: the fortress fast fortress do you like map control? do you like having a good fucking anti-cav but think you can't because you're playing united states? do you have a small dick? well i give you this strategy, because you know what they say about guys with big buildings... and you'll have 2 of them in 10 minutes!!! ok real talk tho, this strat is made for team games and is still a bit experimental. it's not better than my absolutely BONKERS marines strat (also on the channel) but is moreso meant as a support strat in a team game, with you being the guy who takes map control for everyone and counters the cav flanks and musket armies from the back while your teammates take the brunt. And also, I kinda fucked up with mic audio, sorry about that please sub! important notes about the strat: VERY difficult to macro for going to age 3, every treasure matters and needs to be accounted for when determining how many settlers you need on each resource with the state capital, you're getting it too late to benefit from statehood, and aren't building any town centers right away and can't build forts wagons at all, so that leaves the 25% building HP upgrade as the best free upgrade option, which leans well into having 2 age 3 forts extremely quicky. this begs the question however: why not go improved buildings for 40% HP instead? the answer is twofold: first is that the state capital gives 300 MUCH needed XP upon construction, allowing us to send our fort wagon faster. the second is that the casual ability to train wagons on demand is simply too good to pass up. as an added bonus, walls get 100% instead of 25% which will make them nice for blocking random raids strategy is still experimental, if you can think of ideas to improve, comment below and ill test them out! [link] [comments] | ||
Posted: 15 Dec 2021 03:55 PM PST
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California Haciendas Card Broken? Posted: 15 Dec 2021 12:43 PM PST When I revolt to California from Mexico in Age 4 and send the California Haciendas card, my build limit for Haciendas does not go up. They will automatically gather crates, which is nice, but it doesn't matter if I'd sent the Alto California card (for a 7th Hacienda) or not, my build limit stays what it was. Anybody else get that? Also, the California Bear Flag Revolt only sends 5 bears the first time you drop a flag. And doesn't spawn anymore on subsequent drops. Probably working as intended (-1 bear), but also not a high value card (unless I desperately need to turn those settlers I just got back into Californios). [link] [comments] | ||
Posted: 15 Dec 2021 01:40 PM PST | ||
USA and Mexico starting resources Posted: 15 Dec 2021 02:51 PM PST does it drive anyone else crazy that because of the VERY specific USA starting crates you almost always go idle for a couple seconds in age 1 before you age up? like really, if USA had just like 100 more starting food it would make everything SO much smoother... like Mexico! USA starts with 300 food, 200 wood, and 100 XP Mexico starts with 400 food, 200 wood, 100 coin, and a cow and has overall similar starts in where you spend 150-200 wood on something and then chop for a house so basically that 100 XP crate is valued by the devs to be equal to 100 food, 100 coin, and a cow "but you get quick shipments" i hear you saying, well hear me out here, Mexico catches up at the second shipment because of the build bounty for their 2 villagers + 1 hacienda card, so in the end it makes almost no difference, and Mexico just has better starting resources and ages with the same amount of settlers are USA but about 10 seconds faster and without idling... and that's if you choose to go with 16! you could VERY easily just go with 15 and idle for only a handful of seconds. this is a luxury that USA doesn't have since a 17 vil age up would put the click-up at around 3:45 which is way too late obviously Mexico needs a nerf, everybody knows that. me personally in addition to tons of changes other people have already proposed for the hacienda (lowering the HP and only making economic cards appear at it instead of military AND economic) i would also like to see a reduction to the xp build bounty to them, for the sake of keeping what makes united states unique from Mexico well... unique (that being incredibly high XP gain and extremely powerful shipments, especially the federal states. Mexico has far more card options through the use of revolts, but USA has stronger individual cards, with a couple obvious exceptions like tlaxcala textiles) but the main issue is still that like... USA could really use like 100 more food to their starting resources... or maybe Mexico should remove the 100 coin from the starting and make you mine it or set the hacienda to it if you want hunting dogs... just some starting crate balance thoughts of mine [link] [comments] | ||
Decks are not saving, either in campaigns or skirmishes Posted: 15 Dec 2021 02:26 PM PST I keep building a new deck only to get into the game and find it gone. Exiting the match and going to Build A Deck shows that the deck doesn't exist. I've gone through this multiple times and carefully saved it, but each time I have the same issue. Is there a fix for this? I saw forum and Steam posts about it back in May but there doesn't seem to be a resolution. [link] [comments] | ||
Posted: 15 Dec 2021 04:26 AM PST What are the "S tier" civs right now for supremacy? Can I check the civ pick and winrate for the top 100 supremacy players anywhere? [link] [comments] | ||
Posted: 15 Dec 2021 01:55 AM PST Really enjoying the revolution feature in this game, sadly Asians, Natives, and Africans do not have access to this yet Just my idea about maybe a revolution state for China Hongkong - revolution from China in Industrial age Effects - Max population limit +80, for a total of 300 - Ships a Factory wagon, and ship 2 more after 120 sec each, that cannot be rebuilt if destroyed - Rice Paddies become Trade Centers, that comes with function of a market and can garrison Workers to produce Export. - Villagers become Workers, Workers can build buildings unique to Hongkong as well as Villages and Castles, and can only work on Factories, Trade Centers, and Docks. Garrison on Factory to increase yield by 1.1 food, 0.8 wood, or 0.9 coin per sec, increase Factory HP by 100 per garrisoned Workers, enable ranged attack 5 x number of garrisoned workers with 32 range. Garrison on Trade Centers to generate 0.7 Export per sec. Garrison on Docks to generate 0.5 Export per sec and reduce ship building time by 0.5% per Worker. - Worker build limit is 200. Garrison limit for each building is 100 Workers. - Villages cannot train Cow and Sheep anymore, can build Pig instead with 200 food and max 600 food yield, Pig fattens faster than Cows and Sheep while being more expensive to buy. Will automatically gather from fully fattened animals at a slower rate than Villagers. Pig build limit is 20. - Consulate now is automatically allied with British - War Academies become Consulates, can train British troops with Export, British troops cost 5% more resources to train each time you train them, resets to 0% when reach 100%.(This is to penalize building up a death ball with it) - Town Centers become Kowloon Walled City and support 300 population each, can train Workers at very fast speed with 85 food. Kowloon walled city also spawns a Triad every 60 sec that you cannot select or control but will fight opponent units when they come nearby or attacks the city. Max 4 Triads per city. Build limit is 5. Can garrison Workers that perform stronger attack with more range than TCs. To build a new City, it must be placed nearby to an existing City or an existing Factory unless you have non of them.(this is to prevent using them offensively) - Kowloon Walled City also spawns garbage pile every 120 sec, you have to send Workers to clean them up(gather) because those piles take up large space, each pile is worth 1000 wood but they take long time to clean up so you need to send a lot of Workers when they accumulate too much. Cards A bunch of sending units and resources cards Chinese refugees - Cost 1000 food 1000 wood 1000 gold. Ships 30 Chinese Villagers that can build Rice Paddies and work on them. Allows Villages to train Chinese Villagers. Chinese Villagers can only build Villages, Rice Paddies, and Castles. Chinese Army - Cost 1000 food 1000 wood 1000 gold. Allow Villages to train Vigilante Arquebusiers, Vigilante Changdao, Vigilante Qiang pike, and Vigilante Chukonus. Also ships 10 of them each.(Cant train Cavalry) Year of the Pig - Ships 6 semi-fattened Pigs, Pig train limit + 5. Can be sent unlimited times. Year of the Rat - Every existing Village auto spawn Bamboo Rats every 60 sec and gather them when fully fattened, that starts with 20 food and fattens very fast to max 200 food. You will lose 1 food per 10 sec for each alive Bamboo rat. Mass Breeding - Workers now can be Garrisoned in Villages to increase food gather rate and growth rate of Pigs, Villages now have a button that can be toggled to auto spawn Pigs if you have enough resource to buy them. Rats! Rats! nd more Rats! - Villages spawn 2 Bamboo rats instead of 1. Bamboo rats fatten twice as fast, but consumes 2 food per 10 sec. World Trading Center - Can no longer train Native units, but can start trade monopoly count down if you have 1 trading post, count down timer is set to 10 minutes if you own every available trading post on the map, adds 10 minutes for each trading post you don't own. Countdown is only stopped when all your trading posts are destroyed.(You can win by keeping only 1 alive) Also set your opponent's trade monopoly countdown to 20 minutes instead of 5. [link] [comments] | ||
Posted: 15 Dec 2021 12:53 AM PST So today I tried to experiment around with the Texas forts to see how viable they are, as well as test a new strategy I'm workshopping at the moment. I sent every legion card for the sake of testing The following are all the batch numbers for each unit: 5 state militia 4 regulars 4 sharpshooters 3 hussar 3 carbine cav 2 Gatling guns 3 Armand's dragoons 4 pulakis ulhans 2 kovats Magyar hussar 3 Washington grenadiers The obvious and very clear winner in efficiency per patch from the forts is the ulhans, but really it extends to all of the legion shipments All of the relationships shadowtech, and come with a plus 10% to their stats like a royal guard upgrade, only available right when you get them. The thing is though: guard ulhans do not exist, only the royal guard status upgrade. Which means that they get an extra 10% in addition to the 10% they already get once they hit the industrial age. At that point they are pretty kick ass, and I firmly believe are better than Magyar huss from kovats However well they win in unit efficiency from the free Texas Ford pops, I generally think armands legion is a must-have card for any United States deck, as it more or less on walks an actual anti-cav unit that doesn't suck ass Lastly when it came to testing forts was the time it takes to train each batch. The state militia took just under 70 seconds, magyar took just under 90. However these count as producing, and not training. This means that these times are unaffected by any upgrades of the church, patriotism, or any team training cards Previously the special fortifications card USA has cut down on research time which did affect this, however that card has been changed to now have the cost and build time of forts and provide +2 build limit While losing the research time kind of sucks for texas, it's still a huge win for the card overall and really makes it something I take in a lot of my decks, as 250 would / 300 coin is pretty easy to get in the industrial age Which brings me to the last point about Texas. In each five you have two factories, along with tons of other stuff, and you're actively losing out on the ability to train and take advantage of train time techs... So why bother going Texas at all? I can't think of a single reason I would ever take Texas. Once you get to age 5 you want to be training in batches of five quickly, and what's important is more of unit stats. I think that overall Florida is a much better option if you are making a fort/legion centric focus for your build, since most of the units are cavalry, the Florida upgrades will work out well for them. Texas I think is best used if you are running a marine's strategy, especially since Land of Lincoln got nerfed The fact that the Alamo immediately ships 16 Marines just like a Minuteman companies batch is fantastic for your mass, and the secondary effect really encourages making more forts. Wholeheartedly approve of Texas for marines, but not for Ford / legion. If you're running a fort-centric build I actually think Florida is the much better option Am I incorrect in saying that there is no way to reduce the production time? I can't for the life of me think or find a card in USA is arsenal that will affect the production time [link] [comments] |
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