Professional Documents
Culture Documents
By TheJASS
Introduction
Musketeer:
Cost: 75 f, 25 c
HP: 150
Attack: 23
Hussar:
HP: 320
Attack: 30
Longbowman:
Cost: 60 f, 40 w
HP: 95
Attack: 17
Pikeman:
Cost: 40 f, 40 w
HP: 120
Attack: 8
Dragoon:
Cost: 90 f, 90 c
HP: 200
Attack: 22
Falconet:
Type: Artillery
HP: 200
Attack: 100
Training time: 45 s
Rocket:
Type: Artillery
HP: 350
Attack: 300
Caravel:
Type: Warship
HP: 800
Attack: 75
Frigate:
Type: Warship
HP: 2000
Attack: 90
Roger’s Ranger:
Having a good deck is essential for optimal play, many times card matters and if
you have bad /wrong cards you might lose the game. I have seen many players
do good strategy but due to a bad deck, players loose, I don’t want that to
happen to you so, I will paste some decks with variations so you can use it. I
recommend having a 60-80+ home city level, now that xp mod is available I
don’t think lack of cards is going to be an issue.
For maps with Trading Posts:
This is the deck you want to use in trading post map if you start with 300w.
Some Variations:
You can remove those 2 Cavalry HP and attack upgrade cards and
add 4 settlers or 700 f or Advanced Arsenal card + 600 g or The
church card (The Glorious Revolution) or Improved Grenades.
You can also remove the Fort wagon card and add a unit shipment
in age 3 like 9 Musketeers. (Fort is for map control)
Points to consider:
You can have 4 settlers card if you’re playing vs a civilization which can
raid you a lot (Example: Germans).
You can have 700 f + 600 g in your deck if you want to mass more and
push or pressure harder in age 2 and also because of bad hunts you may
have 700 f.
you can have 9 Musketeers if you feel like fort is not going to do
anything, fort is useful for some mid-late games, generally place fort near
your fb to make it stronger or place near sea or covering a lot of natural
resources.
You can have the Improved Grenades if your going to cheese with
grenadiers rush (in a rare way).
You can have the church card(The Glorious Revolution) for 8 Black
watches (Highlanders, cost 1000 f, available in age 3) and 26 Roger’s
Rangers (Guard Skirmishers with slightly increased stats, cost 2000 g,
available in age 4)
You can have the Advanced Arsenal card. Helpful in long game…again
rarely used.
For maps without Trading Posts:
Some Variations:
Same variation as the above deck (1v1 TP), you can have 4 settlers card
This is all in water play deck or full water deck which should be used if you
spawn on a map which has full water like Honshu, Indochina, Bayou, and
Amazonia etc. The reason for going water is that you have less resources on
land so switching to mills and plantations so early is very bad and sea is better
in terms of gathering etc, you might encounter ship wars if your opponent goes
water too. So I have all the right cards in the deck necessary for each different
situation.
Some variations:
You can remove the Cavalry HP card and add Team Infantry HP card.
Map variation:
Some maps have water + TP or Land covered with minimal water in that
case, you need to have Semi water deck where the plan is to play on land
and then move on to sea after the natural resources are exhausted.
For Semi Water play:
Again there are some variations in this deck if you start with 300 w, then
pick a deck with Virginia Company (VC) in it, remove 8 settlers and
replace it with VC.
I think Fort is good on water maps, so have it. 😊
For Team on Land maps
For Team on water maps:
Same as the 1v1 deck for full water
1. 300f 300w
1. Spread all of your vills to each of the crates and queue the first vill asap,
if you’re playing on a TP map get a TP with your explorer and chop 35w
and get a house , so on TP maps, you exactly build 1 TP and 1 House in
age 1.
If it’s a non TP map, you can build 3 manors, so you need to chop 100w and if
by any means you found some good coin treasures you can build 1 market and
research Hunting dogs, so 1 House 1 Market and age.
2. The same thing, spreading of vills all the time. Always 1 vill on 1 crate.
Then, you build 1 manor and 1 market and research Hunting Dogs and
age.
2. 200f 300w
1. Same as the one mentioned in 2nd case in good spawn.
2. Same as the one mentioned in 1st case in good spawn.
How many vills are you supposed to put on wood?
Most of the time 3 vills on wood to get all the things done as I mentioned above,
rest of the vills on food and new vills onto food too.
General Thumb rule:
1 manor =16 vill age up
2 manors =17 vill age up
3 manors =18 vill age up
For fast age up you need to count down 1 vill from each of the things I said
above, so it goes 15, 16, and 17.
Any big wood treasures you get invest it on manor and you get an extra vill.
The Market Micro:
Ok, many would have been thinking how I utilise the market effectively? I don’t
want to draw out a big drama on this, it’s just simple, sometimes you can just
build market first and then trade gold to wood and get a manor asap (if you
found a lot of coin treasures), this is the most effective way of doing and makes
you a lot faster, it takes 126 gold to buy 100w, if you have 100g just mine 26
more and trade it to wood since vills gather wood the slowest out of all
resources and hence it’s better.
Aging timings:
1. Fast age up before 3:00 mins (ok)
2. 3-3:05 normal age up time (standard)
3. 3:10-3:15+ late age (bad)
It exactly takes 90 seconds to reach age 2.
What politician to pick to age 2?
Always either of these two politicians.
The Philosopher Prince: OR The Governor:
Ships 500 food Ships an outpost wagon
And 200 gold
This build came into existence ,when GUA (GiveUAnxiety) first used it I
think ,and it’s a powerful rush in water which can destroy opponents naval and
end the game . So do the normal age 1 micro and aging to 2 ,age with the The
Governor(Grants 1 tower+200c) ,if you know for sure that your opponent goes
for water by seeing him build a dock and has a water deck you can go for this
build I guess….so all vills on wood during transition you need to gather 200w
asap and get a dock and then chop 300w and mine 100c asap,and some vills on
food to make vills too and you age put tower near your dock so you can defend
your dock if he rushes as well its just safer to put there and collect the 200c with
2 vills spread on each crate and get a 1 caravel asap ,First card in age 2 is 2
caravels put your home city flag near your dock or near to your opponent’s
shore and harass his boats and kill his dock. After that your build can turn into
either pike/lbs or musk huss.
The VC BOOM
GoodSpeed where you at? Probably one of the coolest builds in my opinion, if
you can get away with it of course, the VC Boom, or more commonly known as
the “GS VC Boom” because notably he does it best, is a very greedy British
approach involving 2 prime units, the longbow and pike.
Age I: 3 villagers to gather crates, 3 to gather food, age with ~14 or ~15
villagers any more than that would be too slow, however if you find a
treasure ranging from 90f~140f either age with ~16 or just age with ~15
and be faster, up to you, and depends on MU. First card is Virginia
Company (VC), Age with The Philosopher Prince politician (500f), and
in transition all except 2 vills, which will be herding, on wood. Make sure
to build manors after VC arrives, and build a manor before a market. Also
if you started with 200w/100c build market first and gather coin to sell
for wood and get a manor up, that way in transition you will be a lot
faster. Keep making manors, research Gang Saw and Hunting Dogs.
Age II: Once you have aged gather the 500f with 2v and ship 700w. With
the 700w, build a lot of manors, and add a Barracks, your 2nd Barracks
will be added after the 600w card arrives. You can use 400w right away
for 2 rax, but I prefer more manors/villagers. Start LB or Pike depending
on MU. After 600w either send 5v if you’re staying age 2 longer, or 700g
if you want to age, eg vs Portuguese/Germans you probably want to age
slightly faster to match their age III.
Age III: So here you can basically send anything, 1000 wood, 10 lb,
Yeoman, it’s up to you how you wish to adapt to what your opponent is
doing. From here the choice is yours, either veteran pike, veteran
longbow or even dragoon/longbow which brings more versatility. It is
also very viable to make 5-8 spies if against Portuguese to deal with the
Mamelukes timing seeing as the lb mass usually is greater than the pike
mass. https://youtu.be/yULN7xAMcik
BONUS CONTENT:
CHEESE BUILD:
BWKiC - The "Black Watch Kick in the Crotch"
Summary
clik up at 2:45 with outpost guy
click up at 5:20 with 400w + caravel guy
8 Black Watch + 2 Falconets at 7:58
Main Article:
Having trouble with the British? Eaten alive by that Spanish fast fortress? Wondering what keeps
you coming back time and time again to such an underpowered civ as the Brits? Maybe it's time
for a little help from the Black Watch!
I've tried colonial warfare, I've tried to boom... but both approaches seem doomed in the current
FF and shipment-dominated gameplay. Playing with Brits was destroying my record and there
seemed to be no way to make the wood-heavy, sluggish Brits get off the ground. What was
wrong with them? What was wrong with me?
But giving up is for people who actually care about their record. Not I! To paraphrase Mokon,
you get a lot further if you blame yourself than if you blame the civ.
So I sat down and I studied the Brits, wondering what could make their Fast Fortress
competitive. I noticed that they had the following things going for them:
To pull this off, you MUST get a trading post ASAP, and you must perform a solid fast fortress.
The advanced church must be shipped during the age to fortress, and the falconet card must be
shipped as soon as you hit fortress. Even though you will not have sufficient housing, you can
still research the Black Watch, and miracle of miracles, they still show up (presumably to sleep in
boxes under an overpass.)
That's it -- the rest is all based off of that. There are 2 styles of BWKiC -- the aggressive style
and the defensive style. In the aggressive style, we will sneak a forward tower to the enemy
base and attempt to bring this highlander + falconet combo right to the enemy's door as close to
pre-8:00 as possible.
First some warnings: This is a fun build that could possibly be a nice cheese strategy in a
competitive environment. British normally does an 8/9 minute timing push anyways, albeit a
colonial one. Never attempt this strategy on a map without a trading post.
The Deck:
Note: This is a modified build order, the original was a TWC build and the timings and exact
order were not accurate on the RE/EP patch. For instance churches costed 250w, tps costed
250w, there was a different crate orientation etc.
3 vills to hunts and 3 to food crates. Note that if animals are close enough, you do not need to
herd on your first shot. Queue villagers!
Collect wood crates once food crates exhausted. Once done, set all three crate collectors to
wood. A villager will just have finished training, causing you to now have 4 hunters total and 3
woodcutters total.
Build a trading post with your explorer before building a manor house.
Set your TC gather point to food.
As soon as 135 is acquired, build a manor and switch all villagers to food. If the house is built
with two villagers, it will not cause any idle time and the 3 villagers shipment can be sent on
time.
First Card: 3 Villagers
Stop producing villagers at 15 (including the ones from your card.) Eat, eat, and eat. Strongly
consider eating some livestock (i.e. sheep and cattle) if you feel it will speed you up here.
Age up as soon as you have 800 food age with The Governor for 1 tower + 200 gold. (2:45)
Make sure you have 100 gold before reaching colonial. If you do not, task 3 villagers to gold by
your town center.
Task 3 vills to wood by your town center, transfer two of the gold miners to wood as soon as
you have 100, and put one back on food. This will keep 5 villagers under your town center for
quick crate gathering
do not queue villagers once in colonial. As soon as you hit colonial, send your 2nd card: 700
gold. Gather this gold, along with the 200 gold from aging up with all villagers near the tc (5).
Place a forward tower with the wagon. Age to fortress using The Admiral of the Ocean Sea. He
gives 400 wood and a caravel. I send this even on a land map. (5:20)
during the transition to fortress, 11 vills on food, 5 on wood. The first 135 wood is used on a
manor house, next 100 is used on a church.
As soon as you are able, play your 3rd card: The Glorious Revolution (advanced church
card.)
You have now hit fortress age. You should have another shipment ready (thanks to your trading
post.) Ship your 4th card: 2 Falconets.
Call the Black Watch from your church. Do NOT do this before you have shipped falconets. You
will be over pop limit, but you can still call the Black Watch (its magic!) Set the shipment arrival
point to your tower. Also, try to get your caravel either fishing, whaling, or perhaps even
harassing for an economy boost.
Attack with 8 highlanders + 2 falconets (8:00)
When attacking, you must use the highlanders to protect your falconets! They are great anti-
cavalry.
For a later push, (9:30ish) wait for 9 Highlanders/10 Jaegers in addition to the 8 Highlanders + 2
falconets.
For a more eco intensive build, start house booming while shipping either 8 villagers/1000 wood
or more military. Tune your shipments to your enemy -- 5 huss, 9 muskets, 9 highlanders, 10
jaegers, etc.
From there, it's up to you! You should have a jumping economy at this point.
Optional: Research The Thin Red Line (no cost, at the church for extra hitpoints at the cost of
speed.) This is useful when under the enemy's TC or in a decisive fight. If a fight will be lost if
you don't research this technology, there is no point in not doing it. You could either win the
fight or have slower units, or you could lose the fight and the game.
https://www.rts-sanctuary.com/index.php?
s=36ae80d9e0bb5291cb548a374ffad289&portal=TAD&act=aoe3_rec_game&cmd=04&version=TAD
FP12
https://pkclan.net/viewforum.php?f=2
https://eso-community.net/community-links.php
VOD: https://www.twitch.tv/videos/121716190
Commentary: New Meta. This video doesn't do it justice. Against previous Meta brit mirror (700w
600w fb mid map) this build is dominating. I've beat players better than me like Risi123,
KingofOsmane, cramper, (GUA?) with this build in quick fashion. Having an explorer at high
health mele'ing units that pop out of the rax is key. Open to being countered by defensive fb and
700w. I want to say this is strictly viable when fbs are mid map on top of each other, but when it
is, oh boy is it good. Optimally off 300w start, (2 starting manors + 3 transition manors = 60
pop). I got housed in this VOD because my opening mass was so good my units didn't die and I
only had 50 pop. Alternatively you can ship 700w instead of 6 lbow as you will most likely have
already broken his fb.
Build 2
VOD: https://www.twitch.tv/videos/121716679
Commentary: Old Meta. I scouted his defensive fb which 6 musk is not great against, so I took
map and did standard boom. Add second rax with 600w for optimal greed. 5v isn't needed for
high musk production, better to get the upgrades in first and engage, imo.
Build 3
VOD: https://www.twitch.tv/videos/121717782
Card Order: 700w, 600w, 5v, musk attack, musk hp
Commentary: Full manor boom. Open defensive lbows; age with 500f. Add musk after ~20
lbows or so and ship musk cards. Pure lbow are shit pushing out vs carded musks but they excel
at defending and when you decide to push out, that amount of lbows is actually nice adding dps
in back and allowing for optimal musk pathing. Ideal on maps with a large amount of hunts in
base as you rely on a slight economic advantage to leverage enough of a military advantage in
time to push out for map. Your eco is so large add a stable too.
Outstanding Builds
Build 1: 3c, VC, 700w, musk atk, musk hp is one I have yet to experiment with but it sounds
promising as you get your musk cards in one card sooner than any other build. I'm curious
whether full boom off of it is optimal or not.
Build 2: Wicked Cossack's brit mirror build: 500f age up, proxy stable, 5 huss only (raid!), 700w
(rax at home), 700c or 5v? (No 600w). If they push your stable, push their base with musks.
Vs Portuguese: VC Boom/Age
There isn’t many options here in my opinion, you could Hussar starts and really catch Port’s
3rd TC wagon, slow him down, perhaps kill a few vills but the later the game stretches that
you are still in Age 2 the better it will get for Port. I’d have to say booming with VC and
making pikes to defend any raids is the way to go, you will still age1 min or so slower then
Port to the 3rd but it won’t matter seeing as Port don’t have the tendency to push right away
and rather boom up a little more. You only run 1 risk with this BO, letting Portuguese take
the TP’s, It won’t cause a larger economic different seeing as the VC boom is very effective
however you will eventually need to contest the trade route line, also you should make vet lb/
vet pike or dragoon and 2 falconets shipment to deal with organ guns/cassador mass, again be
aware of the Mamelukes timing.
https://youtu.be/1DDMrA6y4zc
https://youtu.be/fcUvfBJQwNU
https://youtu.be/wXnRd6TzyVM
https://youtu.be/elcPpFLLNFI
https://youtu.be/1Xx0O7n9soA
Vs Japan: VC Boom/Pike/Bow
While Japan might seem to be the god of economy in most eyes, and no way to break that
economy effectively, it’s the point where Japan realise LB> Yumi and get overwhelmed with
a large timing that Japan doesn’t seem so strong anymore. The Musketeers/LB/Hussar
combination is something that isn’t easy for Japan to deal with at all. You just need to watch
out if he tries to age. You should VC boom fast and have a greater economy then he/she does
around 6-7min and then pump LB/Pike from two Barracks very fast, add Hussars if need be.
https://youtu.be/bfQ1hhbkyZY
https://youtu.be/i0pToTCamG8
https://youtu.be/yO2YKZLvTRw