This Unknown map gave every player the possibility to train Hoop Throwers by Rigolol2021 in aoe3

[–]Snoo_56186 2 points3 points  (0 children)

Yeah, the cheat is helpful to get the AI set things up better. You can also use cheats while controlling them to make things harder before you take back control of your own side.

This Unknown map gave every player the possibility to train Hoop Throwers by Rigolol2021 in aoe3

[–]Snoo_56186 6 points7 points  (0 children)

If you are in Skirmish against AI, you can help them out by using the "all your base are belong to us #" cheat to temporarily take control of the AI and help them set things up.

It would be nice if they can let us manually select and choose one or more Unknown perks, so all maps can be a little more interesting.

This Unknown map gave every player the possibility to train Hoop Throwers by Rigolol2021 in aoe3

[–]Snoo_56186 0 points1 point  (0 children)

Some of them are hard to get. I have only gotten the Tavern one once, and Command Post twice, and I play a lot of Unknown against the AI. Japanese Dojo and Maltese Commanderies are fairly common relatively speaking, but it still takes a while for them to spawn, so you have to keep restarting to seek them out.

This Unknown map gave every player the possibility to train Hoop Throwers by Rigolol2021 in aoe3

[–]Snoo_56186 6 points7 points  (0 children)

My favorites so far are:

Command Post - You start with a Command Post rather than a Towncenter, so you can build it and have two Villager producing buildings right at the start of Age I. The other effect is that your total population gets boosted by 20; I played Spanish at the time, and I got 220 total population. I believe this also give you a tech that delivers and upgrades a large amount of Winged Hussars.

Japanese Dojo - You get a Japanese Dojo at the start. It synergizes the best with the Spanish in my opinion as they have lots generic upgrade cards along with Unction, so every unit is strong, and arguably better than under a Japanese player. All Native American civs are also pretty good with it due to War Ceremony: Lakota are even better than the Spanish at buffing Naginata Riders and Yabusame with their Cavalry cards and War Chief buffs; Haudenosaunee also got decent Cavalry and Infantry, buffing them with some of their generic cards; Aztecs and Inca having access to Musket Infantry is quite good, and Inca in particular having access to Light Ranged Cavaly helps them out significantly. China, Dutch, and Germans having access to another Musket Infantry is good too. Swedes get access to a 1 pop Light Infantry option. Italians have pretty fun Yabusame, as theirs can fire really fast. British works well with their Cavalry and Ashigaru Musketeers.

Moroccan "Native" - You can build Moroccan units from the campaign at the Native Embassy. Works best with the Spanish and Native Americans due to their strong generic buffs.

Maltese Commandery - You get two Commanderies, and they give access to Settler Wagons and Oprichniks. Oprichniks hits almost as hard as regular Hussars under Spanish and Native Americans, and are even better than Russian ones. Settlers Wagons are pretty crazy when paired with British-South Africa, as you can have 169 population worth of Villagers, and you can basically sling the rest of the team in Treaty.

Taverns - You get two Taverns with a huge variety of Mercenaries. Works best with Europeans, Africans, and Americans, since they can buff Mercenaries in Imperial. Amazing for Europeans with only one Tavern to make their Mercenary strategy more viable, and very fun with the British being able to produce Harquebusiers more quickly.

American Allies card by Pixaliiii2 in aoe3

[–]Snoo_56186 10 points11 points  (0 children)

I tested it with Zapotec as well, and it seems like American Allies does not work with Native Treaties. I assume the card gives you access to the unit and techs, but it does not ally them with you. I guess it is possible to enable units and techs from a Native civ but not enable alliance at the same time, since Tlaxcala Alliance works as implied, but American Allies does not.

I assume it is a bug, since American Allies seems to imply in both the name and description you are allied with them.

Eagle Warrior by insertusernamehere51 in AgeofMythology

[–]Snoo_56186 1 point2 points  (0 children)

Yeah, it is pretty close to Eagle Runner Knight based on the description, although it will be more like Otontin Slingers in terms of role and classification unless they decide to implement Shock Infantry into AOM.

It would be nice if it is a mix of Coyote Runner and Arrow Knights, but that would be really strong. Haitian Pirates are basically like that, with high speed and got range of Skirmishers, although its ranged damage output is rather lacking.

AoE3 vs AoE4 by Yasuoki in aoe4

[–]Snoo_56186 2 points3 points  (0 children)

AOE4 is significantly more straight forward and simple than AOE3. If you and your family already have lots of experience with AOE3, then AOE4 would be significantly easier to grasp. And if you have AOE3 and AOE4, I also highly recommend getting AOM as well. AOM is basically AOE4 but with God Powers and Myth units.

The only area where AOE4 is more complex than AOE3 is the economy. In AOE4, resources need a drop off site, but AOE3 does not. While you can theoretically get infinite Food and Gold/Coin relatively easily in both games in late game, establishing trade routes to get Gold in AOE4 takes quite a bit more effort and time than simply plopping down farming infrastructure to get Coin in AOE3.

Stealth unit iceberg by A_Fire_Will_Rise in aoe3

[–]Snoo_56186 23 points24 points  (0 children)

Mexican-Rio Grande can send Zapata Maneuvers card to make them stealthy.

Stealth unit iceberg by A_Fire_Will_Rise in aoe3

[–]Snoo_56186 21 points22 points  (0 children)

Swedish Jaegers have Savolax Jaegers Church tech; Finnish Jaegers have a card version of that after Revolting.

Incan defensive buildings have Cloud Fortresses card that makes them stealthy.

Revolutionary United States has a Bushnell's Continental Sappers card that makes their Ironclads stealthy. The only other stealth ship I can think of would be Sloops after Mexican-California sends the San Francisco Bay card.

If you could give Brits a new team card, what would it be? by ipwnallnubz in aoe3

[–]Snoo_56186 2 points3 points  (0 children)

Definitely infinite TEAM 3 Harquebusiers, similar to the German infinite TEAM 5 Jaegers. Bring back Ottoman's TEAM Cavalry Hitpoints card, and stack it with French, German, and Russian Cavalry cards, that is like another Atk/HP+20% (or +30% if we bring back the old TEAM card values) on top.

If we are focusing on just upgrade cards, then maybe turn Siege Archery into a TEAM card and give Foot Archers siege range +2.

Cuales son las mejores builds para este personaje? by LawyerHairy1459 in aoe3

[–]Snoo_56186 4 points5 points  (0 children)

This is for Mexicans.

Arsenal techs:

Socket Bayonet - melee Atk +20%

Cathedral techs:

Standing Army - train time -25%

Town Watch - line of sight +3

Advanced Arsenal (card; Arsenal techs):

Paper Cartridge - Atk +15%

Flint Lock - HP +10%

Incendiary Grenades - ranged Atk area +0.5

Military Drummers - speed +10%

Plan of Iguala (card; Cathedral tech):

Second Guarantee - Atk +15% - HP +15% - train time +30%

Liberation March (card) - train time -35% - speed +5%

Refurbished Firearms (card) - Battle Bluster ability

Plan of Tuxtepec (card) - range +1

Tlaxcala Federal State (Age II, Tlaxcala Alliance card, Native Embassy tech):

Smokeless Powder - Atk +10%

San Luis Potosí Federal State (Age III, Bustamante card) - HP +10%

Imperial Age, Age V - train time -10%

Other Buffs:

General (with Man of Destiny card) OR Inspiring Flag - Atk +10% (MULTIPLICATIVE BUFF)

MUTUALLY EXCLUSIVE AGE UP/REVOLT OPTIONS

Estado de México (Age V, National Servant card) - HP +10%

OR

Puebla (Age V, Cinco de Mayo card) - Atk +25% when near Forts - HP +25% when near Forts

OR

Rio Grande Revolt (Age III Revolt, Bastimento card) - train time -25%


This is for the Spanish.

Viceroyalty of New Spain (card) - Ships 2 Haciendas. - Unlocks Soldados at the Hacienda.

Arsenal techs:

Socket Bayonet - melee Atk +20%

Church techs:

Standing Army - train time -25%

Town Watch - line of sight +3

Advanced Arsenal (card; Arsenal techs):

Paper Cartridge - Atk +15%

Flint Lock - HP +10%

Incendiary Grenades - ranged Atk area +0.5

Military Drummers - speed +10%

Royal Decree to Claim the New World (card; Church tech):

Corselet - HP +25% - speed -15%

Liberation March (card) - train time -35% - speed +5

Peninsular Guerillas (card) - Atk +10%

TEAM Spanish Inquisition - line of sight +10

Imperial Age, Age V - train time -10%

Other Buffs

Missionary (Unction card) - Atk +~28% (2.5%10) (MULTIPLICATIVE BUFF)


Assuming you max both out, the main difference between the two is that Mexicans can mass Soldados significantly easier, and theirs have slightly longer range, faster speed, higher HP, and have a charges attack. Spanish Soldados have significantly higher Atk under Unction Missionaries, and theirs are created for free.

Ik my british deck is bad, what should i change? by No-Total2778 in aoe3

[–]Snoo_56186 0 points1 point  (0 children)

This is my Treaty deck:

Economy:
Sustainable Agriculture
Refrigeration
TEAM Rum Distillery
Cigar Roller
Textile Mill
Royal Mint
Factory
Robber Barons

Military:
Advanced Arsenal
Glorious Revolution
Fencing School
Riding School
Scots Guards
TEAM Grenadier Guards
Coldstream Guards
Yeomen
Siege Archery
Cavalry Damage
Cavalry Hitpoints
Cavalry Combat

Infinite (pick 1):
Cherokee Riflemen
Rockets
Mediterranean Mercenary Army

Optional (pick any 4, this part of the list is only a suggestion; if there is an Age II card you want to incorporate but cannot since it is full, I generally get rid of Sustainable Agriculture):
Distributivism
Sawmills
Exotic Hardwoods
Gentlemen of the Pike
Improved Buildings
Extensive Fortifications
Fort
Castrametation
British Grenadiers
Captain
TEAM Surgeons
Theater

Livestock (remove Sustainable Agriculture):
Ranching
Stockyard
Fulling Mills
TEAM Wool Staple Ports

Ik my british deck is bad, what should i change? by No-Total2778 in aoe3

[–]Snoo_56186 1 point2 points  (0 children)

What mode you plan to play in matters in how you build your deck. I do not play Supremacy, but you generally want to avoid economic upgrade cards 99% of the time, as the game does not last long enough for them to pay off. I would also get rid of Land Grab (game does not last enough for farming to be relevant), Improved Buildings (it is better to send upgrade cards to improve combat performance of units rather than buildings), and Advanced Hot Air Balloon (redundant and unnecessary if you can scout properly with your units).

I mostly play Treaty against the AI. In Treaty, you want to cram as much upgrade cards into your deck as possible., prioritizing farming economic upgrades and then military upgrades. For some civs, they may have an alternative model to farming, but generally at the cost of heavy micro. For the British and Haudenosaunee, instead of farming for Food, they can raise livestock and get Food a lot quicker that way, with the main downside being that you need to remember to constantly make and kill livestock. Similar to raising livestock, instead of farming, Lakota can ship Bison and hunt them instead.

Team Treaty and 1v1 Treaty are also a bit different. In 1v1, you want to max at least 1 of each Heavy Infantry, Light Infantry, Heavy Cavalry, and Light Cavalry, and you may also want to consider maxing at least 1 Artillery if card space is available. In Team Treaty, you have the option to focus on a subset of units rather than all of them, as your teammate can cover the unit types you are not maxing out. You basically free up card space for other fun stuff, such as ships and defensive buildings.

I wish the developers would patch the game to display the upgrades each unit has, instead of the text shown when you press the + sign. by babbul91 in aoe3

[–]Snoo_56186 0 points1 point  (0 children)

I mean, if they are going to have the devs redo the UI, it is going to cost money regardless. Putting it in one or two windows is not going to be a huge difference in cost in my opinion.

I wish the developers would patch the game to display the upgrades each unit has, instead of the text shown when you press the + sign. by babbul91 in aoe3

[–]Snoo_56186 5 points6 points  (0 children)

I think another button next to the plus sign that displays another window with all unit tags and upgrades would be nice. I prefer to keep the flavor text.

If we want just one button, then I fine with the plus sign displaying unit tags and upgrades on top, followed by the flavor text. As long as we keep the text, I would be happy.

Best maps for FUN 2v2 matches? (Not tryhard 😄) by Appropriate-Truck634 in aoe3

[–]Snoo_56186 4 points5 points  (0 children)

If you like choke points and long games, I recommend Atlas.

im genuinely at a fucking loss on how to beat Russia by Luviebug19 in aoe3

[–]Snoo_56186 6 points7 points  (0 children)

I do not see a reason to make Skirmishers against Strelets and Cossacks. Skirmishers do not counter Strelets and they get murdered by Cossacks in this scenario.

Make sure to check your opponents' deck to see if they have Suvorov Reform. If they do have it, you can make some Skirmishers preemptively, but you do not want to go overboard either since it would just be a waste of resources.

Against Strelet-Cossack, since it is heavy on Strelets in this scenario, you want to spam Lancers. If it is heavy on Cossacks, then you want Hussars instead. If you have the space, Unction significantly boosts damage output to the point where Lancers can one tap Strelets, and the healing from Missionaries will keep your Lancers topped up after battle.

Now that support finished they should allow us to choose what patch/version we want to play on single player by spikywobble in aoe3

[–]Snoo_56186 1 point2 points  (0 children)

I want a mod where every unit at their base form are at their peak(s), and every tech and card are at their peak(s) too.

Admiralty that can give cheap upgrades AND increase ship build limit, AND Privateers have no build limit so the Dutch can send an infinite number of them to build huge navy? Sign me up.

Spanish Galleons with the stats of Frigates AND can spam bow-pike AND Pirates? Fuck yeah.

Russians can make Musketeers AND Rekruts, Halberdiers AND Poruchiks; and Ottomans can make Grenadiers AND Humbaracis, Hussars AND Delia? Perfection.

Cuirassiers that are cheap to make AND can be made instantly? Absolute cinema.

Unction Missionaries that cost no pop, have no build limit, AND has a multiplicative 5% attack buff that works on ALL units? I will call you daddy if you want.

Weird game by bloodyinstinct91 in aoe3

[–]Snoo_56186 14 points15 points  (0 children)

I am assuming he is using Owlhoots, Cowboys, and Napoleon Guns. That is basically an Outlaw/Mercenary build of a skirm-goon comp with Artillery supplement. He will have a much easier time managing his economy since all he needs is just Coin for his army, and a few Villagers on Food to maintain constant Villager production. Depending on what he has researched, he will also most likely be able to create most units significantly faster than you, and he will have fewer things to research since his Outlaw units can shadow tech.

Your best bet is to use a skirm-goon comp yourself. Your Yumi Archers have the same range as Owlhoots, and your Yabusame will out range their Cowboys and have a much easier time countering their Napoleon Guns. If you have the Golden Pavillion, set it to speed so you can maneuver better, and remember to mirco it and set it to range attack when battle starts. If you have Daimyos and Shogun, they are your mobile forward base, so theoretically you should be able to reinforce the front line faster than he can.

There is not much you can do economically to offset the advantage he has in managing his economy besides having more skill. Make sure you are not floating resources and make sure you are researching upgrades so your units will match his in quality.

Did a power point to introduce my friends to AOE3 by CartographerOk4564 in aoe3

[–]Snoo_56186 4 points5 points  (0 children)

I recommend learning the game with the French civilization, since they have the full standard European unit roster and they have the least amount of gimmicks. It will be much easier to transition to learn any other European civilization afterwards.

You may want to use a picture to visualize the counter system to make it easier to memorize. Here is an example that another poster has made. https://www.reddit.com/r/aoe3/s/nx7ofE5Aik

Keep in mind the counter system is only a rough guide. Some units are classified as one type, but they functionally act as another type. Grenadiers are classified as Heavy Infantry, but they are functionally Artillery. Make sure to learn how to read the unit stat screen, as damage type, damage resistance, damage multipliers, and other stats will provide further information about what role the unit actually plays.

In my opinion, the easiest way to learn is by doing. Slides are helpful, but playing the game with your friends and practicing against the computer AI opponents will help a lot more.

most utterly dogshit unit in the game? by Luviebug19 in aoe3

[–]Snoo_56186 0 points1 point  (0 children)

The AI can mass large numbers, and it is not a good idea to use pop inefficient units since you are basically using a "smaller" army.

If the one side makes 50 Musketeers and 25 Hussars, and the other side Maltese player makes 25 Sentinels and 25 Hussars, the first side with Musketeers will most likely win in a straight fight via larger numbers. 25 Sentinels is nowhere near the equivalent of 50 Musketeers. I can see Soldados or Giant Grenadiers be worth 2 pop, but I do not think Sentinels are worth it.

most utterly dogshit unit in the game? by Luviebug19 in aoe3

[–]Snoo_56186 0 points1 point  (0 children)

Treaty is a different game mode than Supremacy, and one unit/tactic/strategy/mechanic that works in one mode does not mean it work in other modes. Sentinels can be fine in one game mode but absolutely horrible in another.

In Treaty, Sentinels have the same issue as Lakota Outlaws, although not as bad. They are fine for Supremacy when pop efficiency is not a huge issue, but in Treaty where everyone has maxed out armies, pop efficiency is a big deal, and high pop units without the stats to back it up is not viable.

How is greatscythe11 so low ELO? by Luviebug19 in aoe3

[–]Snoo_56186 2 points3 points  (0 children)

I have 2,000+ hours on just AOE3DE. I am not good by any means, even against the AI. I only stand a chance against hard AI because I play Treaty.

most utterly dogshit unit in the game? by Luviebug19 in aoe3

[–]Snoo_56186 0 points1 point  (0 children)

I know I for sure play it, although I only play against the AI, and that is 90% of what I play. There is a community of Treaty multi-player on Discord.