[AOE3] Can Full Cavalry Against Germans Work?

  Рет қаралды 2,032

SoldieR

SoldieR

26 күн бұрын

Age Of Empires 3 - British vs Germans
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Пікірлер: 7
@Abdu_401
@Abdu_401 24 күн бұрын
Your micro and life guard hussar saved you. His water boom gave him way more eco then you expected
@DakkaDakkaDakkaWaagh
@DakkaDakkaDakkaWaagh 24 күн бұрын
i love how you were like i need more food for cree and then proceded to forget about it haha
@Skippygumbo
@Skippygumbo 24 күн бұрын
Great game my dude
@zachariastsampasidis8880
@zachariastsampasidis8880 24 күн бұрын
Very sceptical on 4 vil card for Brits.
@warren53ify
@warren53ify 25 күн бұрын
Funny Ger comp but you’re macro and micro are perfect :)
@UniDocs_Mahapushpa_Cyavana
@UniDocs_Mahapushpa_Cyavana 23 күн бұрын
Uhlans you actually pay resources for are such a bad unit. Even though there was barely any anti-cav, they did so poorly. Germany needs a rework to not have its power be so heavily focused in the early game, due to shipments falling off in value. And a bunch of other early game weighted civs. I would go with: Germans start with: +1 Pikeman, +1 Estate Wagon, Estates can be built in any Age. Germans instead gain +1/+2/+3/+4/+5 Uhlans each shipment in the Exploration/Commerce/Fortress/Industrial/Imperial Age rather than it being tied to what Age the shipment is in the deck. Uhlans get +30 base hit points and +7 line of sight (putting them equal with a War Wagon). German Age ups and Revolts cost entirely coin 🪙 (e.g. Commerce Age costs 800 coin 🪙), and all Age up rewards overhauled to give around +300 resource value (still worse than normal, especially for tempo and build order). Germans lose Philosopher Prince and Inventor Commerce Age ups. Gain King’s Musketeer for 6 Musketeers and Governor for 2 Outpost Wagons and 200 coin 🪙. Germantown Farmers changed to a technology at the Mill: costs 300 food 🥩 and 300 coin 🪙, Commerce Age. Germans lose Advanced Estate (because it does not really have a point if Estates are already unlocked), Advanced Market, and infinite ♾ 300 coin 🪙. USA starts with: -100 food 🥩, -100 wood 🪵, +1 Revolutionary. Pennsylvania Cavalry costs coin 🪙 instead of food 🥩. Non-Pennsylvania Commerce Age Federal States changed to give around +100 resources value/card (focused on the possible one if one is hard to change). USA gains access to Grenadiers (so it has a late game stalemate breaker unit). (Italy has the opposite problem of being too weighted to the late game) Italy starts with: -1 villager, -300 food 🥩 and +2 Outpost Wagons. Freemasons gives +100% construction speed instead, but does not allow building of fortifications. Haudenosaunee starts with: -1 villager, -100 food 🥩. Haud Age ups researched at the Long House (for flavour reasons, as well as game balance). Long House cost +10 wood 🪵, hit points increased to 6 000 Aztecs start with: -1 villager. Aztecs can train Xolotl Elite (reference to Aoe2 story) at Farms and Estates: expensive, 2 pop cavalry villagers, excels at gathering in risky locations. Effective versus light infantry and artillery. Lakota start with: -200 food 🥩. Lakota have all their Age up rewards reduced by 50% (except Wise Woman hunt bonus) and cost +200 food if not possible. Lakota can train the White Buffalo Calf Woman hero from Farms (Lakota were pretty vanilla in real life like the Goths, so a random religion reference), and 7 technologies referencing what she instructed to do. Spanish start with -200 wood 🪵, +1 Church Wagon. Spanish civ bonus changed to shipments cost -33% xp and have -33% maximum xp cost. Spanish Age ups take +33% time. Colonial Estancias, Medicine, and Viceroyalty of New Spain moved to the Exploration Age. Viceroyalty of New Spain made an infinite shipment (to replace lost Haciendas). Russians gain the civ bonus buildings have +100% attack. Russians have the Fur Market instead of the Market and Stable: 200 wood 🪵. Acts as a market and stable. Upgrades all the cavalry with the same unit upgrades. Guard costs the same as Dvoryane on its own. Cavalry unit upgrades give a coin trickle of 2 coin 🪙/second. Reformist Tsar (church card) unit upgrade granting technologies grant +1 shipment instead of upgrading cavalry. Westernisation costs +400 food 🥩. Russians can research the technology Holy Synod from the Town Center: 200 wood 🪵, 200 coin 🪙, 30 seconds, Commerce Age, Priests become villagers, who can build buildings and can only gather from agricultural buildings and trees, Church build limit +4. 700 coin 🪙, 600 coin 🪙, 13 Strelet, Town Militia, Fort, and 1 000 coin 🪙 removed from Home City Poruchiks have a base cost of 90 food 🥩 and 30 🪙 coin instead of 50 food 🥩 and 70 🪙 and gain +10 hit points. Dutch starts with: +1 Estate Wagon. Estates can be built in any Age. Livestock Pens cost changed to 40 wood 🪵 and 40 food 🥩. Ranching/Llama Ranching, Stockyards, and Fulling Mills turned into technologies. Can train John the Reflective Ox: 80 food 🥩, pet, can build the buildings Settlers can, can tank effectively, build limit of 10. Can train house wagons (scaled to unique buildings) which cost food 🥩 instead of wood 🪵. Can tain Livestock Pen Wagons for 25 food 🥩 so there is a building to have the line of sight role. Can research Local Council: 600 food 🥩 (scales to unique buildings), ships 2 Church Wagons, ships 2 Tavern Wagons, Church build limit +2, Tavern built limit +2. Can research Animal Cadavers: 200 food 🥩 and 100 coin 🪙, Unlocks Surgeons and gives them +100% healing rate (replaces Master Surgeons) Can Research Donate Body to Science: 500 food 🥩 and 500 coin 🪙, Industrial Age, requires Animal Cadavers, Surgeons cost set to 150 food 🥩, base attack set to 20, Surgeons get +1.5 speed, and +4 multiplier versus villagers. Field Hospitals get +100% healing rate, +4 build limit, +5 line of sight, +400% build xp, and +300% hit points. Livestock gain a train and kill bounty of 20% (players using them get both). Livestock no longer decays. Fully fatted livestock get auto harvested by idle villagers like crates.
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