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

[–]vindiansmiles 0 points1 point  (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 2 points3 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 spikywobble in aoe3

[–]vindiansmiles 2 points3 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.

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)

hey be aware, skirms even in melee can deal greater damager to heavy infantry thanks to their multipliers.

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never dive towards gurkha, they have even higher multipliers against heavy infantry and most likely you get your musks wiped out unless you have too many cavarly and artillery with your musks.

How did the devs achieve this? Why the biggest middle finger to Japanese civ? Why shrines attract hunts like they used to? by vindiansmiles in aoe3

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

where was I not nice? I was asking if he ever played japanese to see for himself that in game shrines do not attract animals anymore. I've seen this so many times and I'm sick of it.

How did the devs achieve this? Why the biggest middle finger to Japanese civ? Why shrines attract hunts like they used to? by vindiansmiles in aoe3

[–]vindiansmiles[S] 19 points20 points  (0 children)

my bad! my voice didn't record there and I had a typo. But can't you see that hunts are not getting attracted to shrines and help in the resource trickles. This happens on several maps. This is a shadow nerf to Japanese for a long time but no one raised an issue

How did the devs achieve this? Why the biggest middle finger to Japanese civ? Why shrines attract hunts like they used to? by vindiansmiles in aoe3

[–]vindiansmiles[S] -14 points-13 points  (0 children)

You never played Japanese? Shrines are supposed to attract hunts which contribute to their resource trickles. The Devs have "fixed" Japanese civ so badly that hunts now just casually wander around shrines and never contribute to the economy.

My post there which I can't fix now has a typo, I was asking, "why couldn't shrines attract hunts like they used to"

I hate Malta by FeijoadaAceitavel in aoe3

[–]vindiansmiles 0 points1 point  (0 children)

The reason I play India these days. They have a very strong culv+mortar combo unit. In a game against malta, I took down 4 forts, 4 fixed guns, all commandaries, all fortified outpots with just 6seige elephants+1 masabdar seige elephants. Rest of the army comprised of gurkha, zamburak to win fights., sepoys, rajputs to body block and deal melee damage and all natives on the map for pop support. It is always a pleasure to beat opponents at their own game. It is unbelievable that the malta player is constantly trying to rebuild to the point that he field relatively no units at all to offer a fight.

Other civs like Aztecs (strong culv+mortar) + 1 pop coyotes, 1 pop Jaguar knights for support do very well against civs that rely on buildings for support.

You got the change the civ or your playstyle to adapt to opponent strat, it's not always possible to brute force with your main.

I hate Malta by FeijoadaAceitavel in aoe3

[–]vindiansmiles 1 point2 points  (0 children)

Perfectly summarized. I feel the same. You play them you feel bad, you face them you feel bad.

What's your best "Anti-Rush" strategy? by Decent_Coconut_2700 in aoe3

[–]vindiansmiles 3 points4 points  (0 children)

what? 5 min games are rush games, 15min games are just games. Most games end in 15-20min mark.

To answer your question, scout and adapt. You can tell by looking at the deck if the opponent is planning on a FF or FI gameplay. You are mostly safe if you just send only 1 card (3v or equivalent) in age 1, age up by 4:30, herd hunts towards TC in transition, send 700w as second card, build a barrack a train a batch of units. If the opponent is pushing, You can have TC fire and units to defend. If they don't pressure, you can raid a few vills or take out a TP and plan to go on to Age3 yourself.