BEST Cards in Age of Empires III
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- Опубліковано 14 жов 2024
- VOTE HERE: docs.google.co...
The BEST Cards in Age of Empires III
Here are the best cards in Age of Empires III voted by you guys! I am really enjoying this series, and I hope you are too! Vote for your favorite Rushing, Turtle, Booming, and Treaty Civilizations next!
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Vote here for the next video! docs.google.com/forms/d/e/1FAIpQLSf9eq-afgnQ66sF9L6XtGHY6YzTS7g4swtmoMFGxWDrVxYVsQ/viewform?usp=sf_link
I mean 2 Settler Wagons is objectively better than 3 Settlers, but OK.
Yeah
EVERY settler wagon card should be on this list. (But especially team 2 settler wagons).
What is the diffrence between 1 simple settler and 1 settler wagon?
@@icecheat08 A settler wagon gathers double the amount of resources the normal settler does. They have great upgrades and end up saving you tons of population while paying off with the same if not even bigger amount of resources.
@@FrancisDashwood1 ok, thanks for the answer
I'm more interested in what you think than what your viewers voted
My personal fav. is suvorov reform !!! (NOT STRATEGICALLY BUT JUST FOR FUN)
A card that would be completely broken if its team version was colonial or even fortress would be recruit 2 privateers. Privateers are beast in colonial and two of them even beat frigates and distracted fuchuans in fortress. Many civs can send 3 in colonial, and boost them with water dance. The Aztec can send 3 for 500 gold, boost them with water dance, and give them offshore support in colonial.
Really surprised by the forts and the 40% train times. You almost never see them in high-level supremacy. I know you touched on the forts, but I feel like if you send a fort and the other guy sends a military shipment, then the other guy can probably just deny the fort. If the other guy sends an eco shipment/unit upgrade, his eco can eventually just overtake yours. Kind of a similar deal with the train time shipments. Most people just build another rax/stable and send a different card.
Also surprised by the lack of 700w, 700g, 4 Kanyas, 5 Cossacks, heavy cannons, schooners, ATP, and 3 CDB.
I'm glad Boyars and 2 falcs got honorable mentions, at least.
As a fan vid are a lot of other fun ones like the industrial ones but yeah, I agree the 700g is very important for FF and 4Kanyas are super good!
Well, the cards placed for a late game usually need that the player can defend itself well against attackers, but obviously will have a massive advantage against many enemies
Forts are invaluable if you are a turtling player like myself, especially as Portugal, a good placed Fort with a Town Center to back it up is invaluable.
And latemid I can have the same barracks like u and spam u until u rage quit.
I always refrain from using villager cards in age 4. Maybe my strategy is not the best, but I usually try to do villager boom in first and 2nd age. Age 4 just seems so late to still be worrying about training villagers
Thorough Bred used to be even better until the very last patch; it used to give -1 pop requirement for the cuirassiers.
Jezz that whould make currasiers even more broken
Team 3 vills from aztecs is pretty good too along with town defence dance
Town Defense it's way too OP, it can make the walls have 30k hp, and the towers have 11k health and 100 attack...
"I don't know, who's developing this game, who's like, yeah, that's a great idea, let's just have, the best cav in the game, have a card that reduces the cost AND reduces how fast it train, that sounds like a great idea" hahahhahahhahaha my exact reaction to the existence of thoroughbreds :D sooo trueee!!!!
Hey for the cheap fishing boats it's not 15 wood for the team, that's from 2 cards: Schooners and T cheap fishing boats. The T fishing boats card makes it 75 wood for the team, but from those 2 shipments it's 15 wood for yourself.
Best card is Dumdum bullets! It's for Ethiopia in the Wars of Liberty mod. It makes neftenyas (a cheap, low-hp, high DPS musketeer) do splash damage. The only counters are a ton of cannons, Mexico, or god-like skirmisher micro.
Thoroughbreds was kinda insane before because it reduces 1 population of the Cuirassiers.
Really enjoyed this: Looking forward to play Age of Empires III again with this knowledge. (For instance I didn't knew Russians had National Redoubt card)
I gotta admit that sounds pretty interesting, you should edit your skirmish HC for level 40 (1m XP) and extra unlocks and try it out!
Honestly all the civs are good in this game and its all about match ups some civs seem to be bad in a 1 v 1 match up vs a certain civ but they could be an extremely perfect teammate civ all depends
How's economic theory a good card? Basically it goes like this: for every 10 villagers you have, you basically have the value of 11 villagers. So let's say you're at 10 villies and send Eco theory you get the equivalent of 1 villagers. this means you need at least 30 villagers to get the equivalent of 3 villies shipment Way better to send 3 villies since it start to pay off as soon as they get on th field. On top of that, Eco theory as no value at all when your villagers are idle. Eco theory only pays off late game and that's IF you get there.
There should be different lists for nr40 and rush. In nr40 the eco boosting cards are very important and economic theory is a very good one to start of since you'll swap your eco focus a couple of times. Something you didn't mention is that the boost of economic theory doesn't cost pop, which isn't a major issue. So I agree that 3 villagers is better for rush decks/ games.
Hi! i would like to know if i can vote for 2 civilizations in each category, for example: Best rushing civ- Sioux and Spanish. Or first place for the sioux and second place for the spanish, or i cant do that and i must vote for only one
Jorge Rodríguez Sure!
Ok. thanks! :)
I always thought that resource shipments are too useful, considering how you generally want to win as soon as possible. Why take the advanced building cards or even gathering rate up when you can get the resources here and now? Not only that, the shipments gather much more quickly than natural resources.
These are essential in a supremacy match and especially is the plan is to rush
Hello, I love this channel. Please can you fight German 30 min treaty with vs 7 expert bot?
Ali A no one is doing that
Oh god all 4 players spamming cav, imperial gendarmes?!
Just Go dop
Japan has a card that improve gathering of ressources for the entire team and another one to boost the effect of Shrines, as it allow em to gather XP and boost income from building Shrines as well. Age 2 Japan can also send 3 fishing boats for the Team and they have good troop cards for the Team as well.
If You play say the Chinese and partner with Suleiman and he sends 2 outpost wagons and Aztecs send 3 settlers, those settlers can build more Outposts, up to 13, with Heavy Fortification Card. It is a shame to see that AI often fail to use those Outpost Wagons. A Card that provide a Covered Wagon for the Team is often not used either.
Regarding troop training Cards, I'll say Russia wins as they can train infantry as fast as You can click your mouse. If Japan side with Dutch in consulate, they can build a Church and gain acces to boost training time of infantry and cavalry, like european civilizations. Taking into consideration they have 2 buildings, that train banner armies, it is pretty hard to run out of troops.
Japan has a fun Card, that turn all gold into Export. Getting 50K of Export allow to spam extremely powerful troops from consulate, just avoid enemy artillery, when they are deployed, hehehe.
Does cavalry combat work on Mams?
12:53 That's 2 organ guns for Portugese.
Fort? Nevermind i just send my petard
Im playing british now, and its going pretty good, only problem is i have small army at 6 or 7 minutes and thats 1 or 2 minutes to late.. this is how i play: every villager on food, first card is 3 vills, then i age up with 16 or 17 vills, then when i age up i put around 12 vills on mining and age up with 200 coin 1 tower, when i finish the crates , the second card needs to kick in and then i have a greater amount of wood around 1200, then i built houses for vill boom. But have u tips on how to get an army ready around 5 minutes? Im gonna watch youre british videos👍🏻
Age with 17 vills gater wood for 2 manor house in tranzition to age 2 and 200 wood for one barack sow u bild barack imedialtly when u age up put 3 vill on coin when rich age 2 , 4 on wood rest on food and when 700 wood arive make secound barack and keep make manor plus market etc
Ciprian Ludescu thx
Can do video for best exploerers/heros in Age of Empires 3?
For me Aztec are the best for explorer
3 cdb is great age 1 card. 2 falconets is far better than fort card age 3. 2 heavy cannons is insanely strong industrial card follow by factory and 10 winged hussar german industrial card is also insanely good. in 1 v 1 , worth of card is if it provides instant boost to your army or economy and most important a tech advantage.
Always calculate how much resource a card is worth. like gae 2 standard card is 700 resource so if a card ships more than 700 worth resource, its op like 4 axe riders (800 resource worth) while 5 uhlans is a bad card coz u already get 2 free uhlan for any age 3 shipment so it gives u 3 extra uhlans which are worth 450 resource (for 3) only which is so underwhelming compared to a 700 resource card. same goes for 5 abus age 3 card. winged hussars are op for germany because they get auto upgraded.
U r absolutely right.😊😊
I cannot find the card that makes Fishing Boats to 15 wood, I only find the -60% as a regular card and -25% from aztec as team card.
The combination of both of them is what makes them 15 wood
@@MatheusFinatto Makes sense, thank you!
I play as the Dutch and I have 2 forts + 13 canon towers surrounded by walls haha.
Can you cast viewer subbmited games?
pro gamer You bet!
Nice video but i play AEO 3 Complete Edition This cards arent here
batununbiri get Asian dynasties NOW
De esa lista, hay 5 cartas que pueden usarlo los franceses y me parece muy injusto
Insane, insane and guess what? insane again..
God all these stupid noobs voting for the worst cards, this almost makes me cry :'(
Indeed. Like how did Economic theory got in top 3 Age 1 cards?
What about the team card that makes constructing houses 90% faster?
Great card!!
That was one of the age I honorable mentions
I like that card because it's the best way to tell your teammates rate, even better than PR or elo. If your Brit teammate sends that one card you know for certain he is a MS.
8:18 what map is this ?
Andes
Insane
I just tried to get as far over my population limit as possible
Not even a mention of Fulling Mills?
Which ones this???
@@betolicks4071 +300% livestock gather rate. It's been a while since I played, but I think that the British, Chinese and Iroqouis have it. It's mostly useful in nr/ treaty games. With that card your 20 villagers on food will perform better than the opponent 's 40/50 villagers. Ofcourse you'll want to take cards for fattening rate as well and don't take cards that improve only the mill (or equivalent).
@@Vincrand Tru Tru I get what it saying it seems like Brits china and iro have the best booms
Anyone else having trouble AOE III online? I am unable to join anyone's lobby. I'm about to lose my sanity because of how many times I've seen the 'failed to join game' message. If anyone has any information how to fix this issue, please let me know.
Hey! I had this issue with my old router and it was an issue with port forwarding. I was able to manually open ports to allow myself to connect to games. Unfortunately, my newer, faster router does not have that capability for some reason, and my ISP is no help. But I like to help out because this was a strenuous issue. Set a static IP: portforward.com/networking/static-ip-windows-8.htm & then find your router type here: portforward.com/router.htm ~~~ Hope this resolves your issue! Somebody should be able to enjoy online play. :'(
Thanks for the help, James. I'm thinking that you're completely right about my problem. Unfortunately, I'm on the Barracks' network, and I don't think I'm able to port forward on this network. I did, however, use my I-phone's hotspot and was able to play no problem, even though the throughput on my mobile hotspot is much slower.
I'm unfamiliar with Barracks'. Is that a unique ISP? Also the phone hotspot may be a good idea. I have not tried it myself.
What I meant is that I'm on the WiFi network that is in the barracks
Ahh gotcha. Much respect!
Utterly ridiculous, Confucius' Gift is by far the best Age III card.
Why's that? Some sort of fast fortress timing push or something?
German settler wagon is best
Did not know unction stacks 😬
What is averege pr for your subs?
aleksi koli probably like 12
ahaha what a bunch of noobs we are
Lol almost all of those are horrible choices, voters must be corps or treaty players. But even if that was the case, just who the hell thinks 1 fort is a useful card? Jesus.
AGE I:
2SW
Honorable Mentions: Chonindo, Schooners, Team Schooners, 3CDB.
AGE II:
4 Axe Riders
Honorable Mentions: 5 cossacks, team 3 villies, 700 wood, 3SW, 1 bank
AGE III:
5 mamluks
Honorable Mentions: Team 5 urumi, team 5 manchu, 2 cannons, 7 villagers (x2), 400 food 400 wood and 400 coin, cavalry combat.
AGE IV:
Any of the two factory cards.
Honorable Mentions: Old Han Reforms, Genitours.
Man what abouylt boyars?
@@parimalakumarir4406 yeah okay, you are right, that's one hell of a card!
How are Mamulukes better than a Fort?
A fort takes time to build and can't move.
To be honest I don't like either of them. 5 mamluks aren't that much better than 7/8 hussar. They are worth about 1.5k gold and you pay 1k so your profit is 500 gold and a one time minor boost on the battlefield. On top of that training those hussar is faster than sending the shipment, meaning you have a longer time on dead population.
@@Vincrand 5 Mamluks are nominally worth 2000 gold. That's about 10 huss. Actually more taking in fact that 400 gold is worth more than 240 food and 160 gold.
But all in all I would say a single mamluk is worth about ~450 gold. They are the tankiest unit in the entire game, at least in age 3 that is. 1650HP and additionally a 40% ranged resist? A vet goon must shoot a mamluk 36 times to kill him. So, yeah, I would rather have 5 mamelukes than as many as 12 hussars.
A fort is extremely meh because its very static. It's just a bigass block house. It's really worth only about 600wood and it takes some time to build. The only civ a fort may ever be worthwhile or useful is spain, and really just because there's not much to choose from.
I think Mamuls also regenerate their health if you have them idle if I'm wrong?
What is that map on 6:52 ?
DeterminatiotheBlood Andes :)
Japan is good on paper but some other things keep em down in a pro match.
if you play agains russia otto and iro you are corect but in rest are op look h2o games he is pro and rock with japan
gabriel padurean H2O is an exteme example, he's just too good. But the thing is Japan has a slow start, cuz of wonder building time n/ shit. Shrines are so they have something for not hunting but shrines are awfully slow. Samurai's are the only cool thing about them.
I find Japan's eco is slow (like you said partially because of the no hunting), and it might be because I'm not great with the Japanese. I love everything else about them as they are my favourite civ
@@@johngaudet7363: I think if you build a market and use the berry upgrades instead of wood upgrades, Japan makes up for it quite a bit. H2O says that Kami + Port Embassy + Shrine generation (spam boom on huntables to get a large wood trickle) can solve most early game wood needs, without wasting food.