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Topic Subject: FRENCH Selfeeding Native Rush Couldn't think of an acronym...
posted 07-27-06 00:10 AM EDT (US)   
EDITED added Native Guide.
Introduction.

My Name is Frstyle77 and I have been using this Native Rush/Harrasment strat and I thought I would share it with you.Well When I use Atp to get Natives I have Found out that grabbing Trade Routes are very helpful. When Upgraded This valuble Trade Site Has the ability to Give you resources. AND It also gives You map control SO here goes.

Discovery Age

~2 Cdbs Herd and 3 Collect Crates.
~Make 4 Cdbs and ship 3 Cdbs in.
~Advance with Quartermaster (400 wood) Once 800 food Comes in.
~Explorer MUST keep killing Treasure Guardians EVEN if you dont get treasure

Transition

~Put about 7 on wood and 5 on food
~You should have a shipment thanks to your explorer.
~Send in ATP and Make a Trade Post at a native Tribe.
~Keep making Trade post at trade routes. About 2 trade post should be good

Colonial Age

~Collect 400 wood And make 4 houses.
~Cue as much Cdb as u can put them to food/wood Depends on natives. And always keep making Cdbs.
~Send in Native Treaties.
~Harass Opponents Or Kill Buildings (depends on natives).
~Upgrade Trade route and set it so that it will make Food.
~Make another TP at a different native. If theres only one kind of native get another trade route.
~Make More and More Natives to harass/or Destroy opponent.
~Make a rax and Make either Xbows or Pikes (Depends ON natives)
~Make a Market.(YOU will have a lot of wood)
~Since you will Have alot of wood I suggest making outpost.
~With You shipments (should have 2 or 3 because you killed people AND made Tps and raxes and made CDBS, Indians, and Pikes/xbows AND outpost.)Send in 700 food then 700 gold. Sell About 300-400 wood to recieve 300 gold.
ADvance to Fortress and Get Either Pikes/XBows Or if you had nice natives try shipping in cards that makes them better/cheaper.
~WITH your exess wood make Tcs,stables,houses, and Foundries.
~ALL Cdbs Goes to gold for merc/cav/or Falconet production.


NEW SECTION (still under editing)
What to use with what natives.
Age of Empires 3

° Amazonia : Tupi, Carib, & Inca
° Bayou: Cherokee & Seminole
° Caribbean: Carib
° Great Lakes: Iroquois & Lakota
° Great Plains: Lakota & Comanche
° New England: Cherokee & Iroquois
° Pampas: Inca & Tupi
° Patagonia: No Native Tribes
° Rockies: Commanche & Lakota
° Saguenay: Cree & Nootka
° Sonora: Aztec & Maya
° Texas: Commanche
° Yucatan: Atec & Maya
° Yukon: Cree & Nootka


Aztec Jaguar Warrior: 40 Food & 60 Wood
° Role
- Heavy, Anti-Cavalry
° Stats
· Age Available: Colonial
· Hitpoints: 230
· Pop. Use: 1
· Pop. Limit: 8 per Trading Post
· Resists: -10% Hand Damage
· Speed: 4.5
° Attacks
- Hand: 11 Hand Damage, 2x Damage bonus vs. Cavalry
- Siege: 60 Siege Damage, Range 6
· Modes: Cover, Melee, & Defend
° Experience
- Build: 10
- Kill: 10

Aztec Eagle Warrior: 60 Food & 40 Wood
° Role
- Light, Ranged Anti-Infantry
° Stats
· Age Available: Colonial
· Hitpoints: 110
· Pop. Use: 1
· Pop. Limit: 8 per Trading Post
· Resists: -30% Ranged Damage
· Speed: 6
° Attacks
- Range: 11 Range Damage, Range 14, 2x Damage bonus vs. Infantry
- Hand: 6 Hand Damage, 2x Damage bonus vs. Infantry
- Siege: 10 Siege Damage, Range 6
· Modes: Volley, Stagger, Melee, & Defend
° Experience
- Build: 10
- Kill: 10

Aztec Upgrades:

- Aztec Warrior Societies: 300 Wood & 200 Coin = +25% HP & Damage
· Age Available: Fortress
-- Champion Aztec: 500 Wood & 400 Coin = +40% HP & Damage
· Age Available: Industrial
· PreReq: Aztec Warrior Societies
--- Aztec Garland Wars: 400 Wood & 400 Coin = +30% HP
· Age Available: Industrial
· PreReq: Champion Aztecs
- Aztec Chinampa: 175 Food & 175 Coin = +20% Work rate for Mills and Fishing Boats
· Age Available: Discovery
- Aztec Chocolate Recipies: 225 Food & 220 Coin = Grants 1 chest of coin per 2 minutes of game played thus far
· Age Available: Discovery
- Aztec Initiation: 200 Wood & 200 Coin = +100% HP & Damage for your Explorer
· Age Available: Discovery

With Aztecs I prefer making a stable and producing some Hussars (7 is good) I ofcourse put at least 5 villies to gold. With Maya they make a preety complete fighting force. YOU CAN get xbows but shouldnt get pikes since you have spearmen AND Jaguar warriors for enemy cavalries and buildings.


Cherokee Rifleman: 60 Food & 60 Wood
° Role
- Light, long-range Anti-Infantry
° Stats
· Age Available: Colonial
· Hitpoints: 200
· Pop. Use: 1
· Pop. Limit: 15 per Trading Post
· Resists: -10% Ranged Damage
· Speed: 4
° Attacks
- Range: 13 Range Damage, Range 16, 2x Damage bonus vs. Infantry
- Hand: 12 Hand Damage, 2x Damage bonus vs. Infantry
- Siege: 10 Siege Damage, Range 6
· Modes: Volley, Stagger, Melee, & Defend
° Experience
- Build: 10
- Kill: 10

Cherokee Upgrades:

- Cherokee Warrior Societies: 200 Wood & 150 Coin = +25% HP & Damage
· Age Available: Fortress
-- Champion Cherokee: 400 Wood & 300 Coin = +40% HP & Damage to Cherokee Riflemen
· Age Available: Industrial
· PreReq: Cherokee Warrior Societies
- Cherokee War Dance: 150 Food & 150 Coin = +20% all Native unit speed
· Age Available: Discovery
- Cherokee Basketweaving: 100 Food & 100 Coin = Amalgamation, Artificial Fertilizer, Bookkeeping, Steel Traps, Seed Drill, Placer Mines, Refineries, Long Lines, Homesteading, & Hunting Dogs upgrades require no Wood
· Age Available: Discovery
- Sequoyah's Cherokee Syllabary: 200 Wood & 200 Coin = +4 Settlers
· Age Available: Discovery

I tend to start massing pikes with Cherokee riflemen Since I will need something to Kill buildings and Kill Horsies The Riflemen is even stronger than the skirmisher Since they get a x2 multiplier against Heavy infantry while skirms get x1.5 the Extra Settler research Improvement is also helpful.


Comanche Horse Archer: 65 Food & 70 Wood
° Role
- Light, Raiding Anti-Cavalry
° Stats
· Age Available: Colonial
· Hitpoints: 175
· Pop. Use: 1
· Pop. Limit: 10 per Trading Post
· Resists: -10% Ranged Damage
· Speed: 7.5
° Attacks
- Range: 12 Range Damage, Range 12, 2.3x Damage bonus vs. Cavalry, .5x Damage bonus vs. Settlers, & 2x Dmg vs. Artillery
- Hand: 6 Hand Damage, & 2x Dmg vs. Artillery
- Siege: 12 Siege Damage, Range 6
· Modes: Stagger, Melee, & Defend
° Experience
- Build: 14
- Kill: 14

Comanche Upgrades:

- Comanche Warrior Societies: 200 Wood & 150 Coin = +25% HP & Damage
· Age Available: Fortress
-- Champion Comanche: 400 Wood & 300 Coin = +40% HP & Damage to Horse Archer
· Age Available: Industrial
· PreReq: Comanche Warrior Societies
- Comanche Horse Breeding: 150 Food & 150 Coin = +10% Cavalry HP
· Age Available: Discovery
- Comanche Trading Language: 100 Food & 100 Coin = -10% all Coin research & Age costs
· Age Available: Discovery
- Comanche Mustangs: 200 Wood & 200 Coin = +10% faster speed
· Age Available: Discovery

I make a balance of Xbows and pikes mostly pikes though. Since Pikes own buildings and Horse While Comanche can still own enemy pikes with micro. If the game goes to the Late Ages Those Techs will really help your curraiser.

Cree Tracker: 40 Food & 80 Wood
° Role
- Heavy, Ranged Anti-Infantry
° Stats
· Age Available: Colonial
· Hitpoints: 300
· Pop. Use: 1
· Pop. Limit: 13 per Trading Post
· Resists: -10% Ranged Damage
· Speed: 4
° Attacks
- Range: 10 Range Damage, Range 18, 2x Damage bonus vs. Infantry
- Hand: 4 Hand Damage, 2x Damage bonus vs. Infantry
- Siege: 12 Siege Damage, Range 6
· Modes: Volley, Stagger, Melee, & Defend
° Experience
- Build: 12
- Kill: 12

Cree Coureur de Bois: 120 Food
° Role
- Multi-purpose worker unit
° Stats
· Age Available: Colonial
· Hitpoints: 180
· Pop. Use: 1
· Pop. Limit: 5 per Trading Post
· Resists: -40% Ranged Damage
· Speed: 4
° Attacks
- Range: 8 Damage, Range 16, 2x Damage to Hunted Animals, Pets, & Artillery, .5x Damage to Settlers
- Chop: 8 Damage
- Siege: 8 Damage, Range 6
- Hand: 10 Damage
° Build
- All Buildings
° Experience
- Build: 12
- Kill: 12

Cree Upgrades:

- Cree Warrior Societies: 200 Wood & 150 Coin = +25% HP & Damage
· Age Available: Fortress
-- Champion Cree: 400 Wood & 300 Coin = +40% HP & Damage
· Age Available: Industrial
· PreReq: Cree Warrior Societies
- Cree Textile Craftsmanship: 175 Wood & 175 Coin = -25% Building wood cost
· Age Available: Discovery
- Cree Kinship: 75 Food & 75 Coin = Cree Trackers can train from Barracks/Blockhouse
· Age Available: Discovery
- Cree Tanning: 100 Food & 100 Coin = +5% HP for Infantry and Cavalry
· Age Available: Discovery

With Cree I tend to mass Pikes with Cree Trackers. IF im not making any natives I make CDBS with em WHICH REALLY boost your eco its like having 2 or 3 momentary TCS.

Incan Huaminca: 20 Food & 100 Wood
° Role
- Light, Anti-Cavalry
° Stats
· Age Available: Colonial
· Hitpoints: 170
· Pop. Use: 1
· Pop. Limit: 13 per Trading Post
· Resists: -20% Hand Damage
· Speed: 5
° Attacks
- Hand: 18 Hand Damage, 3x Damage bonus vs. Cavalry
- Siege: 48 Siege Damage, Range 6
· Modes: Cover, Melee, & Defend
° Experience
- Build: 12
- Kill: 12

Incan Bolas Warrior: 70 Food & 30 Wood
° Role
- Heavy, Ranged Anti-Infantry
° Stats
· Age Available: Colonial
· Hitpoints: 250
· Pop. Use: 1
· Pop. Limit: 8 per Trading Post
· Resists: -10% Ranged Damage
· Speed: 4.5
° Attacks
- Range: 8 Range Damage, Range 12, Area 3, 2x Damage bonus vs. Infantry
- Guardian: 8 Range Damage, Range 12, 2x Damage bonus vs. Infantry
- Hand: 4 Hand Damage, 2x Damage bonus vs. Infantry
- Siege: 10 Siege Damage, Range 6
· Modes: Volley, Stagger, Melee, & Defend
° Experience
- Build: 10
- Kill: 10

Incan Upgrades:

- Incan Warrior Societies: 300 Wood & 200 Coin = +25% HP & Damage
· Age Available: Fortress
-- Champion Inca: 500 Wood & 400 Coin = +40% HP & Damage
· Age Available: Industrial
· PreReq: Incan Warrior Societies
- Incan Road-building: 300 Food & 300 Coin = +20% Infantry speed
· Age Available: Discovery
- Incan Metalworking: 175 Food & 175 Coin = +20% Mining rate
· Age Available: Discovery
- Incan Chasquis Messengers: 250 Food & 250 Coin = -25% Infantry, Cavalry, & Artillery build time
· Age Available: Discovery

Incans has a wide selection of Infantry Upgrades So in the early stages I'll prolly get Xbows with their humanica/bolas. In the Late games tho I get skirms with huamanica/bolas plus Heavy cannon (preety Effective since SKirms runs fast.

Iroquois Trading Post:

Iroquois Warrior: 60 Food & 15 Wood
° Role
- Light, Anti-Cavalry
° Stats
· Age Available: Colonial
· Hitpoints: 120
· Pop. Use: 1
· Pop. Limit: 8 per Trading Post
° Attacks
- Range: 12 Hand Damage, Range 10, 2x Damage bonus vs. Cavalry
- Hand: 6 Hand Damage, 2x Damage bonus vs. Cavalry
- Siege: 8 Siege Damage, Range 6
· Resists: -10% Hand Damage
· Speed: 5
· Modes: Volley, Stagger, Melee, & Defend
° Experience
- Build: 8
- Kill: 8

Iroquois Mantlet: 50 Wood & 100 Coin
° Role
- Short-range siege
° Stats
· Age Available: Colonial
· Hitpoints: 225
· Pop. Use: 1
· Pop. Limit: 5 per Trading Post
· Resists: -40% Ranged Damage
· Speed: 3.5
° Attacks
- Range: 25 Range Damage, Range 10
- Hand: 10 Hand Damage
- Siege: 45 Siege Damage, Range 6
· Modes: Volley, Stagger, Melee, & Defend
° Experience
- Build: 15
- Kill: 15

Iroquois Upgrades:

- Iroquois Warrior Societies: 300 Wood & 200 Coin = +25% HP & Damage for Tomahawk and Mantlet
· Age Available: Fortress
-- Champion Iroquois: 500 Wood & 400 Coin = +40% HP & Damage for Tomahawk and Mantlet
· Age Available: Industrial
· PreReq: Iroquois Warrior Societies
- Iroquois Lacrosse: 300 Wood & 200 Coin = +10% ranged gunpowder unit Damage
· Age Available: Discovery
- Iroquois League: 125 Wood & 125 Coin = Iroquois units now train from Barracks
· Age Available: Discovery
- Iroquois Morning Wars: 400 Wood & 400 Coin = Receive 1 Mantlet for every 2 minutes the game has progressed.
· Age Available: Discovery

I put about 4 or 5 CDBS to gold Since I use mantlets as seige (DUH) And mass xbows. Tomahawks are like muskets cept they have a multiplier against cavalry even in ranged! So you can scewer Cavalry In the distance.

Lakota Axe Rider: 40 Food & 110 Wood
° Role
- Heavy Cavalry
° Stats
· Age Available: Colonial
· Hitpoints: 365
· Pop. Use: 1
· Pop. Limit: 10 per Trading Post
· Resists: -10% Ranged Damage
· Speed: 6.75
° Attacks
- Guardian: 21 Hand Damage
- Hand: 21 Hand Damage
- Trample: 11 Hand Damage, Area 3
- Siege: 15 Siege Damage, Range 6
· Modes: Trample, Melee, & Defend
° Experience
- Build: 15
- Kill: 15

Lakota Dog Warrior: None - Granted via Lakota Dog Soldiers Upgrade
° Role
- Heavy Cavalry
° Stats
· Age Available: Colonial
· Hitpoints: 730
· Pop. Use: n/a
· Pop. Limit: n/a
· Resists: -20% Range Damage
· Speed: 6.75
° Attacks
- Guardian: 42 Hand Damage
- Hand: 42 Hand Damage
- Trample: 21 Hand Damage, Area 3
- Siege: 30 Siege Damage, Range 6
° Experience
- Build:
- Kill:

Lakota Upgrades:

- Lakota Warrior Societies: 200 Wood & 150 Coin = +25% HP & Damage
· Age Available: Fortress
-- Champion Lakota : 400 Wood & 300 Coin = +40% HP & Damage
· Age Available: Industrial
· PreReq: Lakota Warrior Societies
- Lakota Hunting Grounds: 150 Wood & 150 Coin = Grants 12 Bison at your Town Center
· Age Available: Discovery
- Lakota Horse Training: 250 Wood & 250 Coin = -25% Cavalry training time
· Age Available: Discovery
- Lakota Dog Warriors: 500 Wood & 500 Coin = Grants 1 Dog Warrior for every 3 minutes of game played thus far
· Age Available: Discovery

I dont think theres anything else to say about lakota. Just mass Xbows/pikes You can even get more hunts. THere just amazing.

Maya Holcan Spearman: 75 Food & 25 Wood
° Role
- Heavy, Anti-Cavalry
° Stats
· Age Available: Colonial
· Hitpoints: 200
· Pop. Use: 1
· Pop. Limit: 15 per Trading Post
· Resists: -10% Hand Damage
· Speed: 5
° Attacks
- Hand: 11 Hand Damage, 3x Damage bonus vs. Cavalry
- Siege: 60 Siege Damage, Range 6
· Modes: Cover, Melee, & Defend
° Experience
- Build: 10
- Kill: 10

Maya Medicine Man: 200 Food
° Role
- Heals wounded units
° Stats
· Age Available: Colonial
· Hitpoints: 200
· Pop. Use: 1
· Pop. Limit: 4 per Trading Post
· Resists: -10% Ranged Damage
· Speed: 4
° Attacks
- Hand: 4 Hand Damage, 2x Damage bonus vs. Infantry
° Experience
- Build: 20
- Kill: 20

Maya Upgrades:

- Maya Warrior Societies: 200 Wood & 150 Coin = +25% HP & Damage
· Age Available: Fortress
-- Champion Maya: 400 Wood & 300 Coin = +40% HP & Damage
· Age Available: Industrial
· PreReq: Maya Warrior Societies
- Maya Cotton Armour: 300 Food & 300 Coin = +20% Hand Infantry HP
· Age Available: Discovery
- Maya Calendar: 120 Food & 120 Coin = +10% work rate for Hunted Animals and Mills
· Age Available: Discovery

Now With them I ussually make xbows Since they own cavalry and buildings(big time) Also You can increase their hp which isnt bad.


Nootka Clubman: 85 Food & 15 Wood
° Role
- Heavy, Anti-Cavalry
° Stats
· Age Available: Colonial
· Hitpoints: 200
· Pop. Use: 1
· Pop. Limit: 15 per Trading Post
· Resists: -10% Hand Damage
· Speed: 5
° Attacks
- Hand: 12 Hand Damage, 2x Damage bonus vs. Cavalry
- Siege: 30 Siege Damage, Range 6
· Modes: Cover, Melee, & Defend
° Experience
- Build: 10
- Kill: 10

Nootka Warchief: 200 Food & 100 Wood
° Role
- Heavy Infantry
° Stats
· Age Available: Colonial
· Hitpoints: 400
· Pop. Use: 1
· Pop. Limit: 1
· Resists: -40% Ranged Damage
· Speed: 5
° Attacks
- Hand: 24 Hand Damage, Area 4, 2x Damage bonus vs. Infantry
° Experience
- Build: 20
- Kill: 20

Nootka Upgrades:

- Nootka Warrior Societies: 200 Wood & 150 Coin = +25% HP & Damage
· Age Available: Fortress
-- Champion Nootka: 400 Wood & 300 Coin = +40% HP & Damage
· Age Available: Industrial
· PreReq: Nootka Warrior Societies
- Nootka Bark Clothing: 125 Wood & 125 Coin = +50% Settler HP
· Age Available: Discovery
- Nootka Potlach: 300 Food & 300 Coin = -50% Nootka training time, -10% Nootka Wood and Food cost
· Age Available: Discovery
- Loyal Nootka Chief: 200 Wood & 200 Coin = Enables your Explorer to train a Nootka Warchief
· Age Available: Discovery

WIth Nootkas I make xbows and maybe some backup pikes But they practically own cavalry and buildings and there SOO cheap (put a lot on food). With xbows they can own any early army.


Tupi Blackwood Archer: 50 Food & 50 Wood
° Role
- Light, Anti-Infantry
° Stats
· Age Available: Colonial
· Hitpoints: 88
· Pop. Use: 1
· Pop. Limit: 15 per Trading Post
· Resists: -10% Ranged Damage
· Speed: 4.8
° Attacks
- Range: 19 Range Damage, Range 18, 2x Damage bonus vs. Infantry
- Hand: 16 Hand Damage, 2x Damage bonus vs. Infantry
- Siege: 10 Siege Damage, Range 6
· Modes: Volley, Stagger, Melee, & Defend
° Experience
- Build: 10
- Kill: 10

Tupi Pet Cougar: 60 Food & 60 Wood
° Role
- Anti-Treasure Guardian
° Stats
· Age Available: Colonial
· Hitpoints: 115
· Pop. Use: 1
· Pop. Limit: 5 per Trading Post
· Resists: -10% Hand Damage
· Speed: 5.5
° Attacks
- Hand: 10 Hand Damage, 3x Damage bonus vs. Treasure Guardians
° Experience
- Build: 12
- Kill: 12

Tupi Upgrades:

- Tupi Warrior Societies: 200 Wood & 150 Coin = +25% HP & Damage
· Age Available: Fortress
-- Champion Tupi: 400 Wood & 300 Coin = +40% HP & Damage
· Age Available: Industrial
· PreReq: Tupi Warrior Societies
- Tupi Poison Arrow Frogs: 150 Food & 150 Coin = +10% Archer Damage
· Age Available: Discovery
- Tupi Forest Burning: 175 Food & 175 Coin = -20% Building Wood cost
· Age Available: Discovery

When you get this guys on pampass Get pikes and start owning them since there Archers are JUST LIKE British lbows BIG RANGE.

I didnt add seminoles since i dont use them.


My Russia Guide
How to turtle withRussia AND WIN
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^_COPY THIS SMILEY FACE AND HELP SPREAD ITS POPULARITY
THE SMILEY FACE WILL RULE ALL. This is the offspring of THE BUNNY(^_^ GRINS AT __Sephiroth__)

[This message has been edited by Frstyle77 (edited 07-27-2006 @ 11:38 AM).]

Replies:
posted 07-27-06 00:55 AM EDT (US)     1 / 19  
Why did you call it a "selffeeding" native rush?

Also, have you got some times at key points so we can compare them to other strategies?

Quote:

~Explorer MUST keep killing Treasure Guardians EVEN if you dont get treasure

I'm not quite so sure that this will be overly helpful - particularly if your explorer dies in the process. 10XP for killing a critter isnt really fantastic (though it is better than nothing, provided you keep your explorer alive).

Quote:

~Harass Opponents Or Kill Buildings (depends on natives).

Perhaps you could mention what natives you use for which purpose, as then you can compare this strategy's performance on various maps etc.

Quote:

~Make another TP at a different native. If theres only one kind of native get another trade route.

Why? Also, wouldnt it be best if you had two diffent Native tribes before you sent the Native Treaties card (which iirc is the one that gives you a shipment from each allied tribe)?

Quote:

~With You shipments (should have 2 or 3 because you killed people AND made Tps and raxes and made CDBS.)Send in 700 food then 700 gold. Sell About 300-400 wood to recieve 300 gold.

I'm not too sure if you would have quite that many shipment just going by what you are doing - though i must admit it depends entirely on what and how much you've killed - and as such, i query the use of the 700 Food card; if you have all of these Trade Routes, then gaining enough food to age up to Fortress should be easy to achieve.

Furthermore, if you are over-producing wood by such a large margin, wouldnt it make sense to send some more Cdb onto Gold rather than go nuts with the wood? The market is pretty inefficient at such an early stage of the game; you need to produce ~25% more resources in order to merely break even - that's a large production gap at that stage of the game to make it worthwhile.

Having said that i know how handy using your market can be to take the edge off times etc, but still i'm not sure if spending 3-400 wood to age up is the most efficient use of villager time.


The Optimist believes that we live in the best possible world. The Pesimist believes this to be true.
posted 07-27-06 01:47 AM EDT (US)     2 / 19  
-ATP is not worthwhile if you get less than 3 tps.
-selling 400+ wood for 300 gold is terrible economy management.

If all things are relative then cannibalism is just a matter of taste...
My AoE3 Stats
posted 07-27-06 02:12 AM EDT (US)     3 / 19  
OMFG YOU'RE 1837, that's a really high rate, way above the average of 1600.

I hope that one day using your stategy I can get 1800 with French, I'm floating around the 1600s right now.

Thanks Frystle77 for this super strat, I'll go try it on ESO 2 right now!

[This message has been edited by synch (edited 07-27-2006 @ 02:13 AM).]

posted 07-27-06 02:32 AM EDT (US)     4 / 19  
Your sig link says you're a 2100 though. You must be very proud of that. When you die they can put it on your gravestone and women will come from all parts to mourn the loss of a 2100 AOE3 player. Of course when you get to the afterlife God will surely be impressed by your incredible rating and ask you for tips and strats.
posted 07-27-06 08:00 AM EDT (US)     5 / 19  
No need for that Synch.
posted 07-27-06 08:22 AM EDT (US)     6 / 19  
and again sync, for the benefit of all the people who dont speak french, could you explain what your sig is saying ?
posted 07-27-06 08:31 AM EDT (US)     7 / 19  
i think he's just being sarcastic
posted 07-27-06 09:55 AM EDT (US)     8 / 19  

Quote:

and again sync, for the benefit of all the people who dont speak french, could you explain what your sig is saying?

According to Google: bitch please, to obtain downwards on your knees foutus.

And I think you would get better results if you didn't build 4 Houses... you see, Natives don't take pop


ESO - Walker

>> Napoleonic Era --> Visit their Homepage!
"Holy *****" > Thunder (Ensemble Studios)

Retired from AoE3. But I do play AoK HD in Steam now and then.
posted 07-27-06 11:01 AM EDT (US)     9 / 19  
Walker.SRY I dont really know how to quote so im doing my best here.

I called it Selffeeding Because the Trade Routes Gives you Food Wood or Gold.

For what I meant with the explorer is ONCE you have done killing those 1 gaurdian tresures you try to Pick off (with Sharpshoot) BIG Treasure guardians THose once that gives you like 15xp or so. Since You porbably wont get the treasure YOU STILL have the xp.And ofcourse you should keep your explorer alive.

For The Natives If you have Lakotas And Comanches YOU DONT attack their TC you just harrass his eco like uhlans raiding. OR if you have mayaholcen spearmen then I would say to attack houses. And Maybe the tc. Remember though I still say in the guide to make a rax to start training pikes/xbows so I can do this in practically any map cept Water maps and Bayou.

For the Other question About having 2 different tribes at the exact time u send native treaties, I thought that even after you sent Native American Treates you still get a shipment of Natives when you make a tp at a different tribe?(Not Sure)

Also I say 700 food because My food ususally is almost depleted SINCE I make CDBS I make Indians I make xbows/pikes.

I also keep producing wood (forgot to add this in the strat) To make Outpost Which provides EVEN more map control
(got this idea From poita with the RIFF)And raxes and houses Which gives me xp. Also i just found out that you dont really need 300-400 wood to get 300 gold You just need( IF YOU HAVENT USED MARKET TO TRADE OTHER RESOURCE )about 260 wood. And ofcourse you research market improvements.

Ill be editing my strat soon ok.


My Russia Guide
How to turtle withRussia AND WIN
http://www.skwizz.com/eso/Frstyle77/83.png
^_COPY THIS SMILEY FACE AND HELP SPREAD ITS POPULARITY
THE SMILEY FACE WILL RULE ALL. This is the offspring of THE BUNNY(^_^ GRINS AT __Sephiroth__)

[This message has been edited by Frstyle77 (edited 07-27-2006 @ 03:16 PM).]

posted 07-27-06 02:43 PM EDT (US)     10 / 19  
By the way, none of the native units take up any pop room (at least i think they dont).

Smoke Rings Award Winner
Chill with me.
posted 07-27-06 03:11 PM EDT (US)     11 / 19  
Yea i know that

My Russia Guide
How to turtle withRussia AND WIN
http://www.skwizz.com/eso/Frstyle77/83.png
^_COPY THIS SMILEY FACE AND HELP SPREAD ITS POPULARITY
THE SMILEY FACE WILL RULE ALL. This is the offspring of THE BUNNY(^_^ GRINS AT __Sephiroth__)
posted 07-27-06 03:12 PM EDT (US)     12 / 19  
hmmm yeah it could work i'll try it out and tell you what i think but it will work better in patch 1.8 since rax will only cost 200 and u get + one food crate so you faster and your opponent will age slower in age 3 and has lower hp for his tc
posted 07-27-06 03:17 PM EDT (US)     13 / 19  
THATS right!

My Russia Guide
How to turtle withRussia AND WIN
http://www.skwizz.com/eso/Frstyle77/83.png
^_COPY THIS SMILEY FACE AND HELP SPREAD ITS POPULARITY
THE SMILEY FACE WILL RULE ALL. This is the offspring of THE BUNNY(^_^ GRINS AT __Sephiroth__)
posted 07-27-06 10:22 PM EDT (US)     14 / 19  
eek!

freestyle, i didnt mean post all the native's attributes, i meant explain which natives you would use where - eg, Commanche on Villagers - not to destroy buildings whereas use Lakota to kill Houses or whatever.

I still kinda have misgivings about this strategy, but if it works then go for it!

I might go off and test that Native Treaties card right now, see what happens...

EDIT: I just tried the Native Treaties card on the map British Columbia, with 1 Iroquis TP and 2 Cree TP. The shipment gave me 5 Cree Trackers, 6 Iroquis Tomahawks and 0 Mantlets - so unless a single Cree TP sends 2.5 Trackers, i think you only get one shipment from each tribe you have a TP next to, regardless of how many of that tribe you have. Else, it has a certain number of units/value that it sends an equilivent number of natives - more testing (to be done later) will reveal the answer methinks.

EDIT2: That testing is described in the Native American Treaties thread. Enjoy .


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[This message has been edited by Ultimate Newbie (edited 07-28-2006 @ 02:05 AM).]

posted 07-28-06 07:28 AM EDT (US)     15 / 19  

Quote:

I didnt add seminoles since i dont use them.

Why? O_O

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posted 07-28-06 10:29 AM EDT (US)     16 / 19  
Lol Oh my bad. Anyways I already knew that native treaties will only give you a shipment with each DIFFERENT tribe you ally.
Oh yea and I dont use seminoles since they appear in Bayou and carolina. In Carolina EVERYONE gets extra Crates so everyone can Go to Colonial very Quickly. In Bayou Well theres no Trade route.

My Russia Guide
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[This message has been edited by Frstyle77 (edited 07-29-2006 @ 09:34 PM).]

posted 07-30-06 09:03 AM EDT (US)     17 / 19  
Well... you get also extra crates, and are you aware of seminoles tech that gives them 3x siege attack?
posted 07-30-06 10:06 AM EDT (US)     18 / 19  
yes im well aware But In Carolina THEY can advance as Fast or maybe Faster. Especially when i tried this strat against Russia and fast cossacks killed explorer. So I fish boom and still won

My Russia Guide
How to turtle withRussia AND WIN
http://www.skwizz.com/eso/Frstyle77/83.png
^_COPY THIS SMILEY FACE AND HELP SPREAD ITS POPULARITY
THE SMILEY FACE WILL RULE ALL. This is the offspring of THE BUNNY(^_^ GRINS AT __Sephiroth__)
posted 08-16-06 11:21 AM EDT (US)     19 / 19  
My suggested changes to your fine strategy:

Don't collect so much wood because you have map control and can collect any huntables on the map (much faster). Instead ship 700wood, not 700food. And set those trade routes to make wood and not food. This, of course, is map dependant, but it's very usual to have enough huntables to ignore food shipments. Even berries are gathered faster than wood.

Also don't sell wood for gold, just have some cdbs collect you gold.

Thus you don't need that market either.

And 4 houses isn't really necessary that early, instead use the wood on those natives.

Oh... and you were wondering if the native treaties card works after you have shipped it. It does work even if you build a TP after shipping the card.

Also... everyone keep an eye out for xp treasures.


My old mate tingchung made this strategy the best and nobody ever beat his native rush on great plains. Not even when knowing what he was doing. I think poita played him too sometime... you can ask him .

Age of Empires III Heaven » Forums » Strategy Central » FRENCH Selfeeding Native Rush Couldn't think of an acronym...
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