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    Age of Empires 3 Aztec strategy idea (tips and thoughts wanted)

    Age of Empires 3 Aztec strategy idea (tips and thoughts wanted)


    Aztec strategy idea (tips and thoughts wanted)

    Posted: 05 Jan 2022 09:25 PM PST

    So i came up with a new Aztec strategy idea and i want some thoughts on it.

    Bear with me, its a long post XD

    The build order is only a rough idea rather than a tested strategy (I'm not in front of my gaming computer ATM) and I may just be stupid and this might be something already known as a strategy or something, in which case fuck me XD

    If you are familiar with me and my posts and my YouTube channel, you know I play mostly United States and that I love designing my own build orders rather than using well known and pre-established ones. I love to do whacky out-of-the box ideas and always have done so (like my TAD Aztec team Strat where I closed all enemy players in with 72 thousand HP walls as fast as I could to establish absolute map control for the entire team)... Not all of them are spectacular but all of them are really fun XD

    The main reason I love United States so much is because they are so uncharted, and everything I come up with is likely original. It's a huge draw for me

    But i also love Aztecs, because everybody just expects the same damn rush from them every game and a lot of people think its all they are good for and its really fun to prove them wrong :)

    Also the belief that an Aztec player will rush 9/10 times is really helpful in terms of people not being super aggressive in the beginning of the game and allowing me the space and time to do weird stuff

    But in this strategies case, uncharacteristically of me I'm designing a rush. i normally don't enjoy rushing as more often than not i find it rather boring, and also I'm usually not as good at it as i am defending a rush and fast fortressing to do weird out-of-the box stuff

    But it occurs to me that i have quite a few levels in Aztec and lots of cool strategies for them but the one thing that i don't have is a solid rush XD. I have booms and fast industrials and a semi-effective scout rush more for the memes than anything else, but no true build order with the intention of winning in the second age. I know OF the skull knight rush, but i find it bland and not really very fun, and if I'm gonna have a build order where I win in age 2 than god damn it am I gonna do it my way XD

    So with that all out of the way, lets get into the meat and potato's: my thought process behind the build order and what all it entails.

    I thought of this build order after doing an in-depth post on ALL of the Aztec warchiefs stats and upgrades with cards and age-ups for my discord group (I'll make that a separate post). Side note, the AOE3 wiki is VERY wrong about the warchief, but that's not on them. I know nobody actually updates that, all i can guarantee is that the AOE3 Companion App I'm helping design WILL be in depth and as accurate as we can manage (go look at my other posts if your curious)

    Anywho, in the skull knight semi-fast industrial strategy (again, look at my previous posts if you're curious), the build order relies on me going with the chief in age 3 and using him almost exclusively to fight off rushes until I get age 3 unit shipments, and this brought on an incredible discovery for me: I fucking LOVE using the Aztec explorer in combat. The dude is a 1 man army who can solo large groups of enemies BY HIMSELF. Now he doesn't REALLY become a powerhouse until age 3, most notably when smoking mirror arrives. But it got me thinking, if i wanted to use my explorer in age 2 super effectively, how possible could it be? Thus begun the research that eventually resulted in this strategy.

    Age 2 your explorer has 750 HP and 9 attack. he scales REALLY fucking hard in age 3 where he jumps to 18 attack and 1250 HP. For the purpose of scaling, his swashbuckler attack has 60 base damage, and 90 in age 2 (not that you can use it without aging with the chief, which boosts it further)

    if you age with the chief to age 2, your explorer gains 100 more HP, the ability to use the swashbuckler attack, and a 25% damage boost (50% to age 3, 75% to age 4, and 100% to age 5) to said ability. This 15 damage for a total of 105 swashbuckling attack damage, 9 attack, and 850HP, which is a far cry from THE 210 DAMAGE HE DOES IF YOU AGE TO 3 WITH THE CHIEF. In reality, your only missing out on 15 damage, as if you age with the chief to 2, and then go to 3, your swashbuckler will be at 195 damage (15 less than 210)

    So then what else can we upgrade him with? The Age 1 card High priest of Ixtlilton, which boosts HP and attack by 50%. This gives us a 1100HP explorer with 12 attack in age 2 with a 135 damage swashbuckling attack... suddenly its no joke anymore. It's not quite enough to 1 shot a musketeer like in age 3, but you could still do that once you GOT to age 3. regardless, its suddenly very threatening to an early force, and DEFINETLY a 1 shot for any age 2 skirmisher that's the state militia (and that's only if there's a mass of at least 26 of them). The other thing we can boost him with is of course our explorer dance at the community plaza, which means we will want some warrior priests in whatever strat we are doing

    But a strat that relies on using an entire shipment and specific age-up to get a not-quite-a-1-shot explorer isn't going to cut it in an actual game obviously, so i looked at the secondary effect of the high priest card, and THATS when this strategy started to really start turning in my head as a possibility instead of just a hypothetical "How strong could my age 2 explorer be" fun mental ramble

    The card also enables the early construction of noble huts, and enables Jaguar Prowler Knights to be trained. Now I'm very familiar with Jaguar prowlers. After all, they take up the TC big button that serves to defend your town/ boost your rush. They are very fast melee infantry that counter cavalry and heavy infantry, and can also stealth. But after doing some testing, I made a discovery about them: Unlike Dragoons or Sharpshooters or various other examples, they do not have an age 2 base stat. NOR do they have degraded age 2 stats like Inca Huraucas or Mexican Petards and Revolutionaries. In fact, they are actually just like Dutch Logistician Halberdiers, where they are a true veterancy unit with veterancy stats but in age 2

    When thinking about what kind of units you want (especially in a rush), its important to think about what units your opponent will make and what you might need to counter them. NOW when you think about it, for MOST civs, the biggest unit threats they possess in age 2 are either heavy cavalry or musketeers. Most civs have an archaic skirmisher unit but don't get their REALLY GOOD skirmisher unit until the third age (like Germany for example). Some don't have a skirmisher at all (looking at you Sweden)

    So now jaguars look even better, as they counter the 2 biggest age 2 unit threats from most civs, and can go stealth to close in skirm types like crossbowmen, let alone the explorer who can 1 shot 99% of age 2 skirms in the game through the combination of the chief and high priest. And suddenly this strategy sounds REALLY good on paper. Now all i need to do is figure out the build order...

    Jaguar prowlers cost 90 food and 30 coin, the same as a sepoy. Theoretically it shouldn't be TOO hard to macro and mass for them in age 2, since India can do it. Because I'm not aging with the elder I also have to get the resources i need to actually build my damn Noble Hut, and they cost 200 wood and 100 coin. looks like ill have to go with a 15 vil age-up instead of 14 for that extra eco, which will give me a click-up time of around 3 minutes and 5 seconds

    As for the card order, obviously 3 vils comes first. As i start aging i will get the second shipment, which will be the high priest. During transition I will have several goals:

    1. Collect 200 wood and 100 coin for a noble hut, and get it built with a forward villager ASAP
    2. Dance enough XP to get my third shipment right when i get to age 2 (not sure how many if any vils i will need to accomplish this, but point 1 and 2 mean that I will rely VERY strongly on how well i can take treasures in the first age)
    3. Collect the 400 food i need to send my TC big button immediately upon hitting age 2 (More cost effective than training 4 normally)

    Once i hit age 2, I need to macro for villager AND jaguar production, and still leave 3 on wood or so to make houses. To help with this I could send 600 coin as my third shipment (enough coin for 20 jaguars) but there's also the warrior priests to consider. I want a good amount of warrior priests to help boost my explorer in combat

    An added bonus to this build is access to the noble hut big button in age 2, allowing me to secure a counter to 2 falcs using age 3 arrow knights, also in the second age

    This is as far as i have gotten in designing this build order. What are your guys' thoughts? Think it has any viability?

    submitted by /u/buckshot371
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    Companion App update #2

    Posted: 05 Jan 2022 12:55 PM PST

    lol heres me defending a rush with JUST my explorer #Aztec life

    Posted: 05 Jan 2022 09:41 PM PST

    Is there a way to avoid a player?

    Posted: 05 Jan 2022 12:15 PM PST

    He keeps matching with me in ranked matches, and while I've reported and blocked him for both abusive behavior and what I'm quite sure is cheating, he keeps showing up as my opponent. Is there anything I can do?

    submitted by /u/caocaomengde
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    How do I delete building's I've placed?

    Posted: 05 Jan 2022 09:53 AM PST

    Stupid question but how do I delete building's I've placed? Looks simple enough in aoe2 but can't find anything on aoe3. I'm a first time ever player of the series, I love it but am getting stumped on simple things haha

    submitted by /u/ZenOrganism
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    FULL Detailed Hotkey Guide!

    Posted: 05 Jan 2022 04:59 AM PST

    Native army

    Posted: 05 Jan 2022 09:10 PM PST

    Is it just me or I feel civs with innate ability to get Native armies just have advantage in treaty games?

    I tried Maya with NR40 on Andes I think, I went up against China and the result was hilariously one sided win for me. Both me and opponent were not very good players but similar skill level I think.

    By the end of 40 min I had 80 vils, 120 pop worth of army, 12 Conquistadors, and 10-12ish Holcan Javelins. I couldn't believe how much bigger and better my army was compared to his. China 220 pop? Yeah right his 110-120 pop army just melted like butter against mine. Unless he delete his vils he can't keep up the army bulk to compete with me but then his eco would drain.

    12 Conquistadors are like watered down Dragoons but should be worth 1-2 pop (let's evaluate them at 1.5pop), Holcan Javelins are like Musketeers. So that's nearly 30 pop of extra anti Cav at the start of fight and Javelins grow in number as game goes on. I could use majority of my pop for artillery and still had enough anti Cav to protect them.

    China sorta could over pop with Natives with the unlimited 10 Rattan card, but 1000 gold + 1 shipment is a hefty price to pay for 10 Rattans tbh. (Rattan is like a Coyote/Chimu) While I could use that shipment for a free Fort. On top of that China had to delete all his existing Rattans to be able to send that shipment again, if he had 1 Rattan alive he can't ship it due to number limit. While I can replenish my Native units almost immediately especially Javelins cuz they can be trained at Forts. (and Maya always fight with Fort back up)

    My point is, should every civ get at least 1 innate Native army, or even 2? Cuz each Native army is worth like at least 10-20 pop.

    submitted by /u/CheeseB8ll
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    Unique Capitol Techs for AOE3 DE

    Posted: 05 Jan 2022 02:49 PM PST

    In this mod for Legacy, there is one unique tech for each civ, at capitol or town center.

    http://aoe3.heavengames.com/downloads/showfile.php?fileid=4171

    So I wondered, would any ideas like this be viable in Definitive Edition?

    For instance:

    Mercenary Gurkha Regiment for British: 22 Exalted Gurkha that can be researched repetitively for 1100 coin from Capitol.

    Oblique Battle Formations for Germans: better Musketeer ranged damage and speed (+50% and +15%) given either a tech enabling them or having them enabled after tech.

    Linhas de Torres Vedras for Portuguese improving Forts and Outposts range and stats (+2 and +40% attack and hitpoints).

    Fort Wagon: 1000 food, 1000 wood, 1000 coin, Wagon +1 build limit. For all European civs.

    Army of Flanders for Spanish, enabling Corsolet Halberdier Regiment which sends 15 Imperial Halberdiers that can be researched repetitively for 900 coin from Capitol.

    V.O.C. Infantry Regiment for Dutch: 17 Imperial Musketeers that can be researched repetitively for 700 Coin from Capitol.

    Modern Army for Japan: Ashigaru and Warships have +10% Combat.

    The Russian Steamroller and Russian Regulars for Russians: 10% faster training and 5% cheaper infantry, and 10% more hitpoints for Musketeers and Strelets.

    Garde Nationale for French: -10% Cheaper Musketeers, +10 Population Cap

    Colonial Government (All): +20 Population Cap, Town Centers support +10 Population for 1000 Coin.

    These are examples from the mod and I wanted to know what devs would think of the concept of an Individual Civilization Unique Tech in Imperial Age.

    submitted by /u/Justus_Pacificia
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    3 Ways To Improve In Age Of Empires

    Posted: 04 Jan 2022 10:21 PM PST

    Is it likely that more civs will be added? If they do add new ones which civs would you like to see?

    Posted: 04 Jan 2022 09:15 PM PST

    I can't reliably guess on what civs they might add next. However there are civs I would like to see added and some tweaks I'd like to see for existing civs. For Latin America they should Brazil as its own civ. Asia should have Korea and Vietnam added.

    Germany in Definitive edition is definitely more representative of the Holy Roman Empire as whole than just Prussia- in my opinion Frederick the Great should be replaced with Charles V or Maria Theresa. Also Italy could be a nation Germany can revolt into. They could also add Denmark which had a few colonies in Africa and the Caribbean and ruled the rest of Scandinavia in the Kalmar Union prior to 1523.

    submitted by /u/Mindless-Strike8356
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    Old School question

    Posted: 04 Jan 2022 04:57 PM PST

    So I play TAD on my home computer for fun. (One day, I'll get a computer that can run DE. That's a post for another day.)

    My favorite civ is India. However, India on the OG is very different. For example, they only start with 5 vills, and if I am not mistaken, do not cut wood as quickly as they currently do.

    Does anyone remember back in the day what the ideal build order was, if any, for India when TAD first came out?

    submitted by /u/A10airknight
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    Showing the visible shipments in all campaign unique home cities

    Posted: 04 Jan 2022 10:21 AM PST

    What so you think about a Mapuche civ?

    Posted: 04 Jan 2022 06:29 AM PST

    I've seen a lot of predictions and hopes this days, and sometimes there is people like me that hope for the Mapuche to join the game as a full civilization.

    They have full potential as they got in the Wars of Liberty mod (I made the voices to them there), they were the most complex society south of the Inca, also fought them as well as they fought the Spanish empire and won against both. Their recent history is full of memory from the period the game is in, since the XV century to late XIX century playing a mayor rol in politics and economics of the southern corn of the continent, making treaties with Spain, with alliances with Netherlands and pirates, welcoming explorer from France, England and the US.

    I am one of those who hope each continent gets one more civ at least, or rework for Europe specifically, but anyway, what do you think? I know I am biased as Chilean historian who study the indigenous people including the Mapuche, but anyway, want to know your oppinion.

    (If anyone have questions about how they can be included, I think I can give clues as historian myself and loving the Wars of Liberty inlcusion)

    submitted by /u/Simon133000
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    Game doesn't recognize graphics card?

    Posted: 04 Jan 2022 04:38 PM PST

    I recently bought the definitive edition on Steam, and I keep getting an error at startup that my computer "doesn't appear to meet the minimum requirements" for the game, specifically:

    "Your video hardware does not support DirectX 11 which is required for Age of Empires III DE.

    Age of Empires III DE requires at least a 1 GB video card. This computer appears to have a 0 MB video card.

    Your video hardware does not support DirectX 11 which is required for Age of Empires III DE."

    I have a laptop with an NVIDIA GeForce GTX 1060 containing 6GB video RAM, and I definitely can support DirectX 11. I've messed around with the NVIDIA control panel so that the game will explicitly use that card rather than the dedicated Intel card, and I don't know what else to do or what exactly is causing the problem. Any advice? I've seen other threads and forum posts others have made regarding the message I received, but the errors and solutions all appear to be related to modifications the users made, and I've freshly installed this game just now.

    submitted by /u/joshportunities
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    Total performance crash

    Posted: 04 Jan 2022 12:55 PM PST

    I've been playing aoe3 DE for the last couple months on my laptop (Intel Iris(R) Xe graphics card ; intel i5 processor), which was going great.

    All of a sudden, with the latest update the game is unplayable and extraordinarily laggy. I got it to almost playable by turning the graphics WAY down but this is a huge reduction from what I had a few weeks ago.

    I've tried changing graphic settings, verifying integrity of game files, and updating drivers - none of that worked.

    Has anyone else had this issue, or have any ideas on how to fix it?

    submitted by /u/MauBicara
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    Akan Ankobia viable as Hausa?

    Posted: 04 Jan 2022 02:00 PM PST

    Akan Ankobia seams pretty good age 2 the aoe damage makes them good against groups of enemies which in my experience is worth the less damage than regular musks. However since you can only upgrade them in age 3 on some maps (right?) are they really viable age 3 and if not maybe they are not viable at all?

    submitted by /u/3DJakob
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    Modding tutorial

    Posted: 04 Jan 2022 06:37 AM PST

    Hi everyone! I've been trying to get some mods for AoE3 Definitive Edition running on my PC, but I can't get them to work. Almost everytime I download a mod (so far, I've only downloaded them in-game, and only some of the mods ended up working), the game either crashes a few seconds after a skirmish session launches, and/or I get a display error stating:

    00:00:00 (0): D:\steamlibrary\steamapps\common\aoe3de\game\ai\aimain.xs(10369) : XS: Error 0127: 'cunitytypehacienda' is not a valid operator.

    D:\steamlibrary\steamapps\common\aoe3de\game\ai\aimain.xs(10369) : XS: Error 0165: high level parseExpr2 failed.

    D:\steamlibrary\steamapps\common\aoe3de\game\ai\aimain.xs(10369) : XS: Error 0142: parsevariableassignment failed.

    The list goes on a little longer, but as I'm typing this on mobile, I'm not going to add the full list unless necessary.

    I haven't found any modding tutorials online for the Definitive Edition, except for the one on the official website, but needless to say, that doesn't work. Does it matter that my Steam is installed on a different disk than AoE? Do I need to move files around manually, and if so, where to? I'd appreciate if anyone could help me out with this :) thanks in advance!

    Edit: it 100% always happens with build/pop limit mods.

    submitted by /u/mascapelle
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    lol skull knight spam on Aztec is amazing

    Posted: 03 Jan 2022 11:51 PM PST

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