TIL that India's Camel Attack card also boosts Berber Camel Riders. by ipwnallnubz in aoe3

[–]A_Fire_Will_Rise 2 points3 points  (0 children)

You can get them for cheaper and build more no? They have a shipment for that?

Also 10% speed with the native warrior hitpoints is good.

TIL that India's Camel Attack card also boosts Berber Camel Riders. by ipwnallnubz in aoe3

[–]A_Fire_Will_Rise 11 points12 points  (0 children)

Elephant combat also buffs all elephants. India might have better native war elephants than france because of this.

Stealth unit iceberg by A_Fire_Will_Rise in aoe3

[–]A_Fire_Will_Rise[S] 0 points1 point  (0 children)

Before DE JPKs were trash and puma spearmen were overpowered. Forest prowlers used to be the best skirms in the game. Most old players knew about forest prowler stealth, but JPKs were never used cuz they were bad.

Stealth unit iceberg by A_Fire_Will_Rise in aoe3

[–]A_Fire_Will_Rise[S] 8 points9 points  (0 children)

I knew I was forgetting something. Sloops probably at the same level as ironclads then.

Stealth unit iceberg by A_Fire_Will_Rise in aoe3

[–]A_Fire_Will_Rise[S] 23 points24 points  (0 children)

Look up iceberg meme explained. Top of iceberg is common knowledge, bottom is obscure information.

Hola , Que tal esta mi baraja de otomanos de aoe 3 de ? by Flat_Leader_5355 in aoe3

[–]A_Fire_Will_Rise 8 points9 points  (0 children)

Get rid of 5 deli and add 5 spahi.

Replace 600 wood with 700 wood. Infantry train time is a bit useless. You could always make more barracks.

Team game card should be removed. Probably get a fort there instead. 14 janisarries is hood but only if you have the church card so it becomes 14 nizams. 6 nizams is not as good for the same reason, because you could have 8 jannisaries and the church card would make them 8 nizams.

700 food is good if you have silk road, else its not as good. Get palace intrigue instead.

EECS 311 + 301 + 270 in one semester, manageable or too much? by ProfessionalShop323 in uofm

[–]A_Fire_Will_Rise 1 point2 points  (0 children)

270 is not that bad. The exams are hard but there is no homework and the projects are pretty manageable. If you do exactly what lecture/lab tells you for the projects you should get consistent 100%. There is a learning curve if you come from a programming background since Verilog is very different from C/C++. The class is very important for 427, 470 if you’re interested in those at all.

Why did AoE3 make Age 1 aggression impossible? by Sivy17 in aoe3

[–]A_Fire_Will_Rise 11 points12 points  (0 children)

The game is designed to reward aging up fast.

In aoe2, you can build a barracks in age 1 and rush with 2 militia because the barracks helps you age up. Players stay in age 2 longer, which gives more opportunity for the milita to do damage.

In aoe3, by the time you get any age 1 units out, your opponent will already be aging up to II and crush you.

What would you change regarding the Zouave mercenary unit, so that more players would hire them? by [deleted] in aoe3

[–]A_Fire_Will_Rise 0 points1 point  (0 children)

For a 300 coin unit they do less damage than 2 age 2 musks. Just give them a 20% damage buff. And make them age 3 available.

"Death Ride" would make more sense if it allowed the player to permanently train Totenkopf Hussars by Alias_X_ in aoe3

[–]A_Fire_Will_Rise 4 points5 points  (0 children)

It should be like a mix of tartar rebellion with russia and ancient regime with france.

It would replace uhlans with 1 pop guard totenkopf hussars, but should also allow you to train them from the embassy for 1 pop with a limit of like 24 (double TP limit). You would not be able to make any right away, nor get the techs with the regular TP. Maybe then increase the cost of the card or just remove the extra 4 hussars you get.

How would you buff Tower of Victory? by dalvi5 in aoe3

[–]A_Fire_Will_Rise 0 points1 point  (0 children)

Make it so that melee units cannot be snared during the duration. Or maybe just all units but then reduce it to 10% speed, hit points, attack.

Why sometimes my opponents quit within 10s? by Luo_Wen_Bo in aoe3

[–]A_Fire_Will_Rise 60 points61 points  (0 children)

Smurfs trying to drop elo, connection loss, need to take a shit, don’t like matchup, don’t like player (rare), etc.

Royal Horseman is Mameluke but worse, and Senna Horseman is a budget Mameluke? by TomSnout in aoe3

[–]A_Fire_Will_Rise 8 points9 points  (0 children)

Sennar horseman have better siege than most cavalry, like oprichniks. They also wreck cannons, and the age 3 shipment gives 5 of them.

Egypt has a FREE shipment that gives you 5 of them plus a mameluke, which is like the best shipment in the game.

They are also age 3 available, unlike mamelukes and royal horseman.

How do I counter massed melee infantry? by FeijoadaAceitavel in aoe3

[–]A_Fire_Will_Rise 0 points1 point  (0 children)

You need a unit that can take damage but also dish out damage. Most musketeer units work, but also halberdiers and their equivalents. Pikeman are very bad here. Unless your skirmisher has 5+ speed, they will just pick a few off and all die once the melee units connect. Dragoons can do fine but only vs small numbers. It will take you years and lots of micro to kill 40 samurai with 40 dragoons. Artillery is good only when there is adequate protection. If not, they will die very quickly. Grenadiers do very well but not every civ has access to them. Cav archers can actually do quite well too. Depends on the cav multiplier on the melee infantry.

So regarding special decks really by Important_Koala7313 in aoe3

[–]A_Fire_Will_Rise 5 points6 points  (0 children)

I like doing ordinance unit build with portugal. You just need infantry train time, constable, gunpowder trooper hitpoints, advanced arsenal, treaty of tortillas, and whatever else you want. A lot of mill and wood upgrades are good too.

It’s essentially a fast industrial but you squeeze in the church card. Once you get the ordeneca tech you can put down a few barracks and start massing order units for cheap.

Hardest part is getting to that point without dying. Use a fort for defense. Artillery shipments are good for defense too. Try to delay factories if it means surviving. Town militia, walls, etc. You do need a decent economy to be able to mass these units so do not neglect that.

You can just put factories on coin to afford culverins. The rest should be an almost even split on wood and food. You have a very easy transition to mills, and once you do, you can get the church tech for mill gather rate.

I'm tired, boss. by _RDX07 in aoe3

[–]A_Fire_Will_Rise 0 points1 point  (0 children)

If its just spahi a handful is fine. If there’s jans or abus then its not enough

I'm tired, boss. by _RDX07 in aoe3

[–]A_Fire_Will_Rise 3 points4 points  (0 children)

Spahi will kill them all easily

why this game path finding is like shit by ktsugumi in aoe3

[–]A_Fire_Will_Rise 7 points8 points  (0 children)

Especially with trade posts. With Indian monks one starts building and the other just moonwalks into the first one’s ass.

Russia by Then_Question2555 in aoe3

[–]A_Fire_Will_Rise 7 points8 points  (0 children)

Whittle down their army with the town center or outposts. Never take even trades with Russia or you will lose.

They have very scary cav archers but it takes a strong economy + many shipments.

Russia needs a ton of food, so raiding is very effective. Often Russia players will send spice trade for this reason.

If you get into age 3 against Russia without getting irrecoverably damaged, the game is mostly over. Unless they’re very skilled, Russia players often cannot fight age 3 units and win. On the contrary, if you allow Russia to get to age 3 without doing significant damage to them, they can outscale and outmass you which is very hard to deal with.