3/16/2023 3 Comments Age of empires 3 german strategy![]() You shouldn't ever build mills plantations until all natural resources have run out, which can be upto around 25-30min into game, Again, your treating rush almost like its treaty.įort card is really a waste for German. Why not just save this card, age up and get op german uhlan shipments. This card takes time to payoff and takes away momemtum away from your timing pushes etc.Īdvanced Arsenal: This card is only really worth for civs that are drawn out in late colonial such as brits and maybe russians. Palatine houses: German's like to mass up any harass the enemy. Going defensive with Germans is like taking the chisel from a sculptor.Īdvcd market: It may be most cost effective, but it will take so long to pay off that for the first 20 min of the game a 1SW shipment is more worth while. German's are always used for their ability to quickly mass up units and go on the offense. If you want to get better you have to lose ties with this. What I found on the internet was a bunch of vanilla AOE 3 so that wasn't helpful.įirst off, you treat "rush" games as almost pseudo-treaty games. What do you guys prefer, logic why these cards are bad or good etc.Īlso any decks you guys use if you can show me would be cool. just curious what you guys thought of my disgusting deck. dunno it's experimental (that's what I do)) yes it gets blown down by artillary but it makes the enemy commit and it stalls them longer so I can eco boom. I am testing that for fun (sadly I am really liking it. so I end up having age 3 town centers that cost 240w and can produce powerful villies.Īll this is behind an absurd amount of walls by the way.Īnd yes the fortress card is disgusting. a synergy is with the card that allows mills to produce sett wagons. Then they are weak and I can strike, or let them be weak and eco boom. The main thing is: since i go end game I can make this beautiful transition into infinite resources while the enemy burnt up natural resources and starts suffering the great wood cost of mil/plants. Of course, this will reveal I am a turtler. When I do hit age 3, the upgrades stack beautifully with age 3 upgrades which germs have already a strong age 3. Teh arsenal upgrades allows me to get pseudo age 3 like troops without actually aging which gives me a tech advantage (or equalizes me with the opponent). So this solves any housing development issues and allows me to put more attension on troop micros and growth rather than worrying about housing so much.Īdvcd arsenal: germans have sucky age 2 and people known that, so they rush hard preventing me from piling ernough money to age. The best argument against this card I heard was that I won't get xp for building houses, however, that would would rather be spent on troops which is equivalent in xp anyways. Palatine houses: allows me to build very few houses. ![]() I usually bet this card around middle or end of age 3. (time: 4 min walls are complete or just about)Īdvcd Market: I used it in treaty games in place of the factories (only profitable with germans due to coin income bla bla mathematically outways factories, in short) But the market allows a surplus of resources to be traded around for minimal loss which means if I need to I can gather just wood in massive quantities and do coin conversions for troops. Here is some of my logic why I chose certain cards that obviously are unorthodox:įirst though, my play style is very defensive' I turtle hard throwing up walls before or as soon as age 2 comes. I am a very defensive player in aoe 3 TAD and am curious if I could have people's thoughts/logic/advice on card choices.
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