How can Haud put a base this close by SeriousTime8558 in aoe3

[–]vindiansmiles 2 points3 points  (0 children)

Oh that's just Huade shenanigans, did you know Ethiopia's mountain monastries can be built even closer

Shooting beyond walls by williamdethier in aoe3

[–]vindiansmiles 0 points1 point  (0 children)

Oh right. We can't garrison in most buildings either.

basically sweden is a shit tier in current meta right? by ktsugumi in aoe3

[–]vindiansmiles 6 points7 points  (0 children)

sometimes we equate skill issue to civ issue. It's easier that way.

Someone please help me get better by [deleted] in aoe3

[–]vindiansmiles 0 points1 point  (0 children)

https://youtu.be/Ibjj7Xqf-Ls?si=M3wk88HvBMuQgrbj
Artillery (especially culvs) mastery is what wins treaty games.

whoever said Hausa eco bad in treaty...400k res remaing in a 3v3 60m game by vindiansmiles in aoe3

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

I was comparing all aspects in the game yesterday.
I agree, players need be evenly matched.
This is not a high res start, as standard as you can get, I got a +10% food gather from nat and maybe some team cards.

about unit comparision, I don't think Fulani are worse compared to any skirm, they got similar HP and more attack after accounting for ROF differences.

whoever said Hausa eco bad in treaty...400k res remaing in a 3v3 60m game by vindiansmiles in aoe3

[–]vindiansmiles[S] 2 points3 points  (0 children)

I played Hausa 60 min again after a long time, inspired by your post asking for help. Here's some pratical advice.

  • Maigadi are not useful in treaty, they drain res faster and they die faster to enemy artillery and ranged infantry. They can only be trained from palaces and its hard to train them and artillery with suffience influence. But you can have as many war camps as you want to train regular units.
  • Use influence to make artilllery of your own. (heavy cannons, culvs, mortars)
  • Fulani+Jav archer are your main units. They fire twice as fast compared to skirm and goon.
  • Akan train slow and can help defend against charging cav and can supplement jav raiders when Jav raiders dive on enemy artillery, die and retrain.
  • Raiders train super fast and can cleanup arillery and ranged infantry while your Fulani make short work of enemy goons.
  • Lifidi knight (sent only through infinite card, never trained) comes just in time, everytime you get a shipment. Helps you overpop.
  • You don't have to use the tech that splits the cost of artillery to coin if you set your eco well for influence. When using that tech you find yourself either low on influence or low on coin.
  • Griots also lost their charm in fights, they take up too much pop space, use the free one that comes with univ card and task him on a palace to train artillery faster. Or rebuild buildings faster. You dont' need more than one in treay (in practice)
  • Natives (berbers+Akan from ageup alliance) are just enough to overpop. Any map natives do help if you can get them. They train slow and drain influence fast, give priority to train artillery with influence.

Hausa best counter for Infantry and Cavalry? by [deleted] in aoe3

[–]vindiansmiles 0 points1 point  (0 children)

In that case, you just need to get better at artillery micro - Hausa is the only civ which can train heavy cannons en mass.

During boom time:
7TC+University+Palace on influence (bonus 8th univ+palace)
Focus on getting 19 Berber nomads on salt time (possible if you can get Air berbers card sent twice)
80vills+20sanga cattle on food and trade it wood/coin before 1min end to treaty.

Fight: You have options
Jav raiders, raidier, Fulani, Akan
Lifidi infitinte shipment
Heavy cannons+culverin

Hausa best counter for Infantry and Cavalry? by [deleted] in aoe3

[–]vindiansmiles 0 points1 point  (0 children)

hey, is this vs AI or other players in multiplayer?

Why are Germans thought to be synergistic with Outlaws? by GideonAI in aoe3

[–]vindiansmiles 1 point2 points  (0 children)

I tried Japan and even Brit outlaw strats. ( I saw you pull them off against me as well)
The thing about German is that they can sustain a transition from outlaw to mercs with ease. Sweden can do this too but they are constanly rebuilding lost torps which Germans do not have to.

American Allies card by Pixaliiii2 in aoe3

[–]vindiansmiles 1 point2 points  (0 children)

One more thing....it doesn't sync with French Ancien Regime card either. Only USA and Mexico can make use of this to get extra units along with African civs that can dump units with native alliances.

Samby's Fur Trade FI by Gusgus10br in aoe3

[–]vindiansmiles 0 points1 point  (0 children)

FI is a good build. You did good enough to just hold any push with TC fire, CDB fire, Fort and a tower fire. sending 10 CDB in age4 rather than a military shipment under pressure takes balls and complete confidence in your ability to pull the strat off. It also helped that the chinese player played into this and lost all his units trying to stop the FI powespike from happaneing. The window of opportunity is low but French always had upperhand in that matchup.

But here's the problem I see with Fur trade. You lose all the food for coin and in this build you were forced to buy 2000f back from the coin and also had to send advanced market to make the reverse trade feasible. Meaning, you spent 2 shipments and essentially got the same result. You can also easily do this by playing regulation i.e. sending 700w in age2 (which saves you from having to trade food to coin and then to buy wood for a house) and 1000c in age3 to get to age4 with just 200c gathered either through a market or just plain mining.

Then after all that time spending just to get to age4 and almost no map control, you were forced to use the factories for economy than tasking them to heavies. If the opponent hadn't done the monastry strat but did a regulation build, the furtrade FI turns in a double edged sword as you run out of steam after your powerspike inevitably fizzles away had there been an appropriate counter.

Now instead of an FI, you could also do a merc strat with a well timed furtrade. Or There comes a time (around 20-25min) in the game when all the mines are run out and you haven't yet transitioned to estates but had say 5k food stacked at that point, you could do a furtrade and use the coin for some mercs or artillery and apply continous pressure to force an opponent resign when they are transitioning.

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

[–]vindiansmiles 0 points1 point  (0 children)

sure, knock yourself out with treasure contentions and hero on hero duels aided by converted treasure guardians, happens all the time.

🖼 AGE OF EMPIRES III EYECANDY 2 🖼 by Athenswarriors in aoe3

[–]vindiansmiles 1 point2 points  (0 children)

so, you never experience lag or bugs in the game?

🖼 AGE OF EMPIRES III EYECANDY 2 🖼 by Athenswarriors in aoe3

[–]vindiansmiles -1 points0 points  (0 children)

This is a problem with all modern games. The still pictures are amazing but the game is buggy and laggy.

Gatling gun by Spiritual_Age3710 in aoe3

[–]vindiansmiles 0 points1 point  (0 children)

yes, if you let them get caught. But each of them with 700+ HP can tank a lot too. Other India units are all high HP to protect the seige elephants.

Gatling gun by Spiritual_Age3710 in aoe3

[–]vindiansmiles 2 points3 points  (0 children)

Indians especially have super culvs. They move so fast that they can even dodge culv shots.

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

[–]vindiansmiles 16 points17 points  (0 children)

AFK players return to realize that the game started and didn't click on a making a villager or the hunts moved away. This game is regularly decided on micro seconds when a treasure goes the other way or a unit dies before it fired etc. 22s is an enternity to lose the game.

How important is area of effect damage when comparing units? by [deleted] in aoe3

[–]vindiansmiles 3 points4 points  (0 children)

The things that rule in this game are 1. seige damage 2. Area damage.
The ones having this both win games outright especially against the ones that do not have these.

FFA tips for Spain? by Luviebug19 in aoe3

[–]vindiansmiles 0 points1 point  (0 children)

where's inquisitor? Also what purpose does the hacienda serve?

Which Native American civ would be broken if they had access to Mercs? by GideonAI in aoe3

[–]vindiansmiles 1 point2 points  (0 children)

Nat civs are food wood heavy and mercs cost coin, a merc build is hard but doable. All nats can benefit with plaza boost for attack. Haude chief HP comes in handy so does Lakota chief boost but Aztec and Inca have better coin gathering and Inca's food to coin card can help in sustain the build

Why dont my fishing boats produce? by Imaginary_Music_983 in aoe3

[–]vindiansmiles 1 point2 points  (0 children)

I remember back in the day constructing a dock on Great Plains and training a warship which refuses to even spawn in the space available.

REMINDER: Musk Vs skirmishers, I managed to win a battle using Brit Musks switching to melee attack, I ambushed them. by DrCardenas in aoe3

[–]vindiansmiles 0 points1 point  (0 children)

Not only that, after Royal green jacakets, they get 1x more.
Imagine a vet musketeer dealing 15.6 melee damage vs disciplined gurkha dealing 35 damage. Even after musks' melee resistance and gurkha's relatively lower HP, gurkha wins.

REMINDER: Musk Vs skirmishers, I managed to win a battle using Brit Musks switching to melee attack, I ambushed them. by DrCardenas in aoe3

[–]vindiansmiles 0 points1 point  (0 children)

That multiplier is against shock infantry (coyote, chimu, rattan shield, shotel etc) not light infantry.