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Topic Subject: Rise of Berlin: a guide to Germany
posted 02-18-07 06:58 AM EDT (US)   
Rise of Berlin
A Guide to Germany by Mediolanus

During the past few weeks, I've been playing Germany, which was, to say the least, a challenge. I've decided to put my experiences, and the strats I have used, in this guide, to help my fellow German players (Yes, I know there are like 5 of them on this forum), and to encourage others to play this civ.

Before I begin, I'd like to thank some people without whom I could not have created this guide. First of all, xMatt the Greatx aka __Sephiroth__ for the title My gratitude also goes to dr nefarious and General_II for their revolutionary ideas about revolting as Germany. Cyclohexane, MNBob and Brtnboarder495 for the very useful statistics they have gathered, and everyone who posted in my Germany vs. Sioux, Germany vs. Dutch and German Outlaw Defence threads. Your help hasn’t gone unnoticed. In the end, I would like everyone who played against me on ESO (to try my strats on), specifically JarlNick and nzoldager, and off course Ender_Ward, for a reason he might discover as he reads this. Now, let’s get going to the first chapter (which you might want to skip if you’ve played more than 5 games with Germany):

NOTE: This guide is written for The War Chiefs. Anything of this may apply to Age of Empires 3, but I am not to be held responsible if you lose using some of the strategies listed.

An overview of Germany
If you grab the Quick Reference card of Age of Empires 3, and you look at Civilisation Attributes, this is what you’ll see about Germany:

German
Unique Units: Uhlan, Settler Wagon, Doppelsoldner
Civ Bonus: Uhlans arrive at no cost with every Home City Shipment
- Settler Wagons from Home City cost more but gather faster than Settlers.
- Can dispatch mercenaries long before other civilisations.

A lot of things there just aren’t right. First of all, they forgot about the War Wagon as one of the Unique Units (you can even say nitro-glycerine petards are unique units to them too). Second, the Uhlans from your Home City aren’t free: Germany needs 14% more experience to gain shipments than the other civilisations. Also, while Germany can get mercenaries in age 2, other civilisations (British, French, Iroquois, Sioux, Aztec) get mercenaries in age 2 too.

So what is Germany in reality? To be blunt: the weakest civilisation. They start off with 3 Settler Wagons and no extra crates compared to other civilisations, which is the slowest start of all civilisations. And, as I said before, shipments cost 14% more XP then for other civilisations.

Germany’s specialty is their strong shipments. You get Uhlans (some sort of cavalry) with every shipment (except for Discovery and TEAM shipments) you send: 2 in age 2, 3 in age 3, 4 in age 4. With some shipments (Mercenaries, Polish Winged Hussars) you don’t get Uhlans, but some extra of the units it sends. This brings us to another strong point of Germany, its mercenaries. Germany has the most mercenary shipments (if you don’t count shipments like Two Kettle support the natives have), has a research to get free mercenaries, and has a shipment which upgrades all your mercenaries. Germany also has a very strong late game economy, because you can exceed your settler limit by building settler wagons from your mill (provided you have sent the Germantown farmers card).

Germany has one big problem though: the Uhlan bug. Some cards (check the list below) are bugged. When you click those cards to send them, the pop they cost is added to your population. However, when you cancel them, the pop stays (and when you click them again the pop is even added again!). When they arrive, the population is added again, but the latter will be removed when the Uhlans are dead. The following cards have been infected:
-7/15 sheep
-7 cows
-600/700 food/wood/gold
-1 Covered wagon (not TEAM)
-2 Outpost wagons
-Fort Wagon
-Castrametation
-Factory
-Robber Barons
-1,2 Caravels
-1 Galleon
-1 Frigate
-1 Monitor (not TEAM)

While some of those cards don’t matter, some of them are a real miss. The resource cards in age 2 were used to fuel a Fast Fortress, the Fort Wagon gave you some good defence, and the factories were needed to get a good late game economy. Remove these cards from your deck as you don’t want any pop space lost)

Now, let’s have a look at the units Germany has at its disposal: (NOTE: no factory units were included as you won’t get factories)


Town Centre


Settler
Your basic gathering and building unit. For information how fast he gathers click here.

Minuteman
Only available by summoning them 6 at a time from your TC for 150 food, 150 gold, and slowly loosing HP, this unit can only be used as a quick defence force.


Mill

Settler Wagon
Germany’s second villager unit. It gathers resources twice as fast as a settler and has twice the HP. Use them as a boost to your economy when you’re at 99 settlers, and manning plantations and mills (because one mill can hold either 10 settlers or 10 settler wagons).


Barracks


Crossbowman
A cheap and weak infantry unit. It’s supposed to counter heavy infantry, but lacks herein because it has no multiplier against them. Don’t build them beyond colonial age (skirmishers are much better, and they only have a fortress upgrade) and in colonial, look for alternatives (strategies will be covering this).


Doppelsoldner
Misspelled, gold-heavy and expensive, but with an area-of-effect attack, this is a specialised unit. It gets killed by every ranged unit, but kills everything in melee (except Ronin) and has a high siege attack. Look for better alternatives against heavy infantry (like skirmishers) and against cavalry (War Wagons).


Pikeman
Another specialised unit, this cutie slaughters horses and has a high siege, but gets killed by everything else. Without upgrades beyond fortress, only use them as a siege/anti-cav unit in colonial.


Skirmisher
The first of Germany’s royal guard units (it can be upgraded to Prussian Needle Gunner in Industrial), this is a unit Germany can rely on. Low hit points but a high attack, this unit is your man for killing heavy infantry and ranged cavalry, but stay clear of cannons and melee cavalry.


Stable


Uhlan
No matter how you play, you’ll always have some of those. A decent unit (a bit too pricy to my liking), with low hit points but a high attack. Not the kind of cavalry for a head-on charge, but good for flanking. They might die, but they’ll take those cannons with them. Use your free ones for scouting and raiding. They can be upgraded to Czapka Uhlans, and are Germany’s second royal guard unit.


War Wagon

Your favourite anti-cavalry unit. With a good share of Hit Points, anti-melee armour, and a ranged attack that is strong against cavalry and artillery, you’ll want this unit in your army quite some times. Unfortunately, it is very expensive.


Artillery Foundry


Falconet
A light artillery unit, which does a good deal of damage against infantry and buildings. Be sure to protect them, because they’re quite low on Hit Points.


Culverin
Similar to the falconet in cost and pop space, but entirely different in use. It has a longer range and its main (actually only) role is to take out enemy artillery. They suck against pretty much everything else.


Petard
A suicide unit that blows up buildings, but forget to run away. Only use them when you need a building down fast, or a sneak attack, as what they do is rarely cost-effective.


Mortar
Slow, and very long ranged, this unit is good for only two things: destroying buildings and sinking ships (it can’t even attack other targets). Very good to obliterate the enemy’s base, but only available from industrial age.


Horse Artillery
More expensive than a falconet, it’s only difference is the higher speed. I prefer falconets since they have more firepower per pop space, but these might come in handy (especially the three horse artillery shipment in industrial).


Church


Priest
A unit whose sole purpose is to heal other units. I never build them. They might be useful to heal artillery though, as they don’t have much hit points.


Spy
Melee infantry who can go stealth, can see stealth units, and has a huge multiplier against explorers, war chiefs, mercenaries and minor natives. Your best defence against a native rush.


Dock


Fishing boat
A villager on sea that can gather food from fish and coin from whales. I’m not too keen on them, since you don’t get schooners as Germany and Settler Wagon booming is usually a better alternative.


Caravel
A light vessel. They die to frigates, but are good for getting unprotected enemy fishing ships off the water.


Galleon
A load of hit points but weak in combat, this boat is best used as a transport. And you can train units from them (no artillery) making them very useful in a rear attack.


Frigate
Big and heavy, this is the ship you want in combat situations. No other ship stands up to him.


Monitor
A Frigate-like hull with a mortar on top. Useful for killing buildings, but less effective against other ships. They also have a rechargeable long range shot that does loads of damage against buildings.


Now that we’ve seen some of the fine units Germany can bring us, it is time to see what we actually can import from our Home City:



2 Settler Wagon (Age I) and 3 Settler Wagon (Age II)
These two shipments are a must for every German. They are, quite simply, the best villager shipments in the game. The other Settler Wagon shipments are weaker versions of those and should not be used (6 SW in industrial isn’t useful either; by that time you’ll have Germantown Farmers shipped and you can train them).


Bürgermeister (Age I)
A card that gives you a dog and makes your explorer better. Don’t send: there is a better age 1 card (see above) and a whole lot of better age 2 cards.


9 Crossbowmen (Age II)
A card every German should have in each of its decks. It gives you a lot (well, for a shipment) of archer units that will be able to help you in any rush.


Solingen Steel (Age IV)
Gives your Doppelsöldner +50% HP and attack but -33% speed. Don’t send because 1) you got better units than doppels 2) With the speed nerf any unit they’re supposed to counter can just run away.


4 Nitro-glycerine Petards (Age IV)
4 Suicide bombers that do 4500 damage each, which is enough to destroy any building but Town Centres, Forts and Factories. I never have had any situation where it came in handy to send them. They might be nice if you can take out the opponent’s factories with a rear attack though.

Polish Winged Hussars (Age IV)
Gives you 10 Guard Hussars (without wings). A very good shipment early industrial, where all you see is veteran units.


Westphalia Treaty (Age II)
A card which enables 3 researches from your church:
- Tilly’s Discipline: Infantry gain +20% speed, +10% cost.
- Wallenstein’s contracts (4000 gold, age 3): Mercenary Shipments no longer cost gold.
- Zweihander(2000 gold, age 4): 12 Doppelsoldner, all Doppelsoldner+10% Hit Points.

Tilly’s discipline is worthless (you don’t want to spend extra for each unit late game), Wallenstein is overpriced (it would become useful after sending 4 batches of mercs, something you rarely do), and Zweihander is useful once you’ve got Guard Doppelsoldner (which doesn’t happen too often either). Our conclusion: don’t send this card.


TEAM Teutonic Town Centers (Age I)
Town Centers get +30% Hit Points, + 50% Attack. There are better anti-rush cards around.


Palatine Settlements (Age II)
All houses give +20 population room. Can save you up to 1100 wood. Useful when ff-ing (to make sure you have enough pop room) or when using very pop-heavy units in colonial (we’ll get to that later).


Germantown Farmers (Age III)
Gives you the ability to build Settler Wagons from your mills. In my opinion one of those cards you should always have in your deck. It gives you a nice booming boosts, and it is great for revolutions (more on that later).


Capitalism (Age I)
Gives you a coin trickle of 1.25. Doesn’t sound bad, but that is 0.05 more than 1 Settler Wagon can gather, and you can send two.


Guild Artisans (Age IV)
Gives Settler Wagons +35% to all gather rates. A very nice card, but only send it when you have 20 Settler Wagons.


Band of Landsknecht (Age II)
Ships 4 Landsknecht. Don’t use this. Landsknechts are only real useful for sieging, and thus would be useful in a rush, but as Germany you don’t rush. And you’ve got two other heavy infantry options in age 2.


TEAM 5 Jäger (Age IV)
Sends 5 Jäger to all your team mates for 1000 gold. In my opinion the most worthless card there is. Who needs 5 Jäger in age 4, let alone waste a shipment and 1000 gold on it?

Now that you have a bit of an idea what Germany is all about, it’s time to go to the part you’ve all been waiting for:

Strategies

First of all, playing Germany is reacting. You can’t just pick one of these strats here and get on quicksearch. Instead, you need to decide what you are going to do on what you’re enemy is going to do (this must seem like something entirely new to Spain/Iroquois players). Here is my deck that I use in nearly every situation:

[JPEG, (191.24 KB)]

Every single card there is there with a reason. It is advisable you have a similar deck, because you won’t always know what your enemy is going to do when you choose your deck.

Most of the time, the enemy will rush you, because Germany’s colonial army sucks. That’s why you often need more than Germany can offer. On a fair number of maps (those with anti-infantry infantry minor natives), minor natives can give you what you need. The following strategy is based around them:

The new German Way

Required cards:
-2 Settler Wagons
-3 Settler Wagons
- 9 crossbowmen

Recommended cards:
- Native American Treaties
- some age 2 and age 3 military shipments

Build order
Gather crates, build as many houses as possible, gather food
First card: 2 Settler wagons.
Keep making Settlers until 17
Age up with 400 wood (only available after level 40)
All (5) Settler wagons to wood
Go to the closest (or closest useful) minor native village
Claim it
Once in colonial, ship 9 xbows.
Gather the wood crates
If your native village is far away from your town, build a native embassy
Build some more vills
Start cranking out natives.

These units should provide you with enough defence to fend of early rushes (Iroquois for example) and you can hold them off for long enough to go to fortress or on a counteroffensive (if you do that, beware of spies!). Don’t forget to build some Uhlans (or ship them) in case the opponent is Ottoman, but his first attack will mostly be Jans only, which your natives can handle just fine. Also note that I do not use ATP; this is because 2 Settler Wagon is a too important card to be missed, and you only get your 2nd shipment when you’re in colonial.

Sometimes, however, you won’t get the right natives (or they are in a place the opponent will have his forward base, like Painted Desert or Bayou), or you want something more powerful for a counteroffensive. In that case we can rely on cowboys (NOTE: not on Saguenay, Patagonia, Hispaniola and Caribbean, because there are no pistoleros or renegados there) (for more information look here)

The German Outlaw Defence

Necessary cards:
-2 Settler Wagons (I)
-Palatine Settlements +2 Uhlans(II)
-3 Settler Wagons +2 Uhlans(II)
-9 Crossbowmen +2 Uhlans(II)
-Minimum level: 40 (for quartermaster politician)

Reccommended cards:
-Fencing School
-Dance Halls
-5 Uhlan
-Some nice age 3 military shipments, including mercs

Build order:

Age I:
- gather crates, hunt animals, ship 2 SW when possible. Age up with 6/7 vills (and 5 SWs).
- While aging, put all SWs on gold, half the vills on wood, keep the rest on food. Age up with 400 wood. Build as many houses as you can get.

Age II:
- Ship Palatine Settlements as soon as you arrive. send your wood vills to collect the crates and build 2 more houses and a saloon (behind your TC).
-Continue to make settlers.
-If the enemy comes early, use minutemen to fight them off. Garrison some vills, but keep your Settler Wagons out collecting gold (somewhere out of sight preferably).
-When your saloon is up, have 5 vills on food, 3 on wood, and the rest on gold. Use the food to buy non-stop vills.
-Buy some outlaws. Preferably more. Use them to fight off the enemy.
-When your next shipment arrives, you can choose between 3 SW (when things are going easy and you want to boost your eco), or 9 xbows (when you need some extra military).

And you're off! If all things went well, you should now have some decent defence force. Because of the pistolero’s musk-like nature, and the renegado’s high siege damage you might even want to go on a counter-offensive! You can also ship fencing school for making those outlaws come faster (due to one saloon build limit), 5 Uhlans against abus guns.

Or you can age up and use your spare gold for merc shipments, or even buying them from the saloon!

Of course, there are some situations where you can’t get outlaws or natives (Patagonia for instance). In that case it is best to age up with 400 wood, build a barracks, a lot of xbows, and pray to your favourite god.

Now think of an entirely different situation: the enemy FFs. This can happen (but does not have to) with French, Iroquois, Aztec, Dutch, Spanish, German (yes, you will even encounter those!), Ottomans (don’t ask why) and Portuguese opponents. In that case it is best to a slower, but more economical FF:

The Inexhaustible German Semi-Fast Fortress

Required cards:
- 2 Settler Wagons
- 3 Settler Wagons
- Palatine Settlements
- 13 Jäger

Recommended cards:
- 9 xbows (in case you were wrong and he does rush
- 8/7 Skirmishers
- 3 War Wagons
- 9 Uhlans
- 1000 gold

Build Order:
Standard discovery age, age up with 400 wood (as always. The nice thing about all strats listed here is that you can easily switch strats).
All Settler Wagons to wood.
Build a Trade Post (not the one nearest to your base)
Place some houses so you have enough for 40 pop.
When in colonial, gather wood, build trade posts, send new villagers to gold
Send 3 Settler Wagons
Research stagecoach, build some more houses (until you have around 70 pop), and another trade post if possible, then switch all Settler Wagons 50/50 to food/gold. Use your trade posts to make sure you get 1200 food and 1000 gold at about the same time.
3rd card: Palatine Settlements. Use your Uhlans!
You should have around 14 vills when you have 1200 food and 1000 gold. Age up with the 6 skirms politician (or the fast one if you fear you might be too late).
All Settler Wagons and trade posts to gold, settlers 50/50 on food/wood. Build a barracks or stables (depending on your opponent), and some houses if you need them, while aging.
When in age 3, send Jäger (or Hackapells or Black Rider, depending on what you thinks the enemy will send to you. Jäger are your best bet against most attacks), build a foundry, and create falconets (culverins if you suspect the enemy has falconets).

You will probably have your army by the time the enemy is at your door, but you will have a much stronger economy (due to those trade posts). If you can survive long enough (which you should) you can switch to falconets + war wagons, a combo that is still very strong nowadays, especially against France.

Now imagine a map without a trade route, or when you can’t grab (part of) the trade route (like Rockies). In that case there are two options: the Merc FF and the Merc FF.

Mercenary Fast Fortress

Required Cards:
- Jäger
- Black Riders
- Hackapells
(actually, either of these three, but having them all is better if you don’t know what your opponent is going to send)
- 2 Settler Wagon
- 3 Settler Wagon

Recommended Cards:
A nice heap of fortress unit shipments

Build Order:
- Standard Discovery with 400 wood age up.
- 2 Settler Wagons to gold, 3 to wood.
- when aged up, gather the wood, build some houses
- ship 3 Settler Wagons
- gather food and gold until you have enough to age up
- ship Palatine Settlements
- age up with skirm politician
- all Settler Wagons on gold, settlers 50/50 on food/wood
- when arrived in fortress, ship your favourite mercenary.
- build a barracks/stables/artillery depot (depending on what your opponent will send to you)
- build troops
- defend.

I know I have been rather vague here, but as I’ve said before, Germany is all about reacting. You have no fixed build orders that will always work. You will always have to scout.

The next Fast Fortress option relies less on mercenaries and more on regular troops. It is a safer bet if you expect your opponent to come fast (like a Spanish ff).

Mercantilism Fast Fortress

Required Cards:
- 2 Settler Wagon
- 3 Settler Wagon
- Palatine Settlements
- Good fortress shipments, like:
- 9 Uhlans
- 8 Skirmishers
- 7 Skirmishers
- 3 War Wagons
- 5 Doppelsoldner
- 1000 gold

Recommended cards:
- nothing really

Build order
The same as the previous one, but, when on your way to fortress, get two food villagers and two wood ones on gold to get 1500 ASAP. Build a Church and research mercantilism. Use your shipments to build up a good army and back it up with some troops trained.

This is about all the help I can give you with handling FFs. Sometimes it will work, sometimes it won’t. Just remember: every single action of you should be a reaction.


Revolting

Germany has the strongest revolt in this game. It is the only civilisation with the option to revolt to Argentina, which gives you 6 Imperial Howitzers, which is by far the best revolutionary. After Germantown farmers is sent, you also can build Settler Wagons from your mills.

While it’s hard to make a strategy entirely based upon revolting (since you can’t go FI as Germany), the following should be done when you find yourself in such a situation:

Argentina Rush

Required Cards: (You must have sent those before you revolt!)
- Germantown Farmers

Recommended Cards:
- Fencing School
- Guild Artisans
- Polish Winged Hussars
- Refrigeration

The main Idea
When you revolt, make sure that you have at least 100 food and 100 wood left, and a mill left standing (two is better, and so is 2000 food, 2000 wood). Also, researching Mercantilism and the church tech that reduces infantry train time before you revolt is recommended, as is researching farming techs.

Put all Settler wagons on food/wood to get more Settler Wagons. When you have 20, put them on two mills and use them to spam Colonial Militia. Use any shipments for Gattling Guns. You must overwhelm the enemy as soon as possible, because his economy will be MUCH better. This is also one of Germany’s most fun strategies.

Well, this was pretty much all there is to say about Germany. You should now have a counter for every strat your opponent can bring to you (though this doesn’t mean it can be tough). I’ll finish this guide with a list of units your opponents mostly use against you and how to counter them:

Aztec
Rush: Macehualtin, Puma Spearman, Coyote runners; counter with Renegados/ Pistoleros/ skirmisher-like minor native.
FF: Eagle Runner knights, arrow knights; counter with skirms
British
Rush: Musketeers; counter with renegados/ pistoleros/ skirm-like natives/ xbows (if nothing else is available)
FF: more musketeers, highlanders, longbows, falconets; counter with skirmishers+cannons.
Dutch
Rush: Pikemen, Skirmishers; counter with renegados/ skirm-like minor natives
FF: Skirmishers, Halberdiers, Ruijter, falconets, stradiots; counter with culverins (early fortress)/ skirmishers/ jäger/ War Wagons/ falconets
French
Rush: musketeers or natives; counter with renegados/ skirm-like natives/xbows or spies, respectively.
FF: Cuirassiers+skirms+ falcs; counter with culverins/ falcs + WW
Iroquois
Rush: Tomahawks+ War Chief; counter with renegados/ skirm-like natives/xbows
FF: Forest prowlers, mantlets, 5 cuirassiers; counter with hackapells, falcs, uhlans, skirms.
Ottoman
Rush: Jans+Abus; counter with renegados/ skirm-like native + Uhlans
FF: Jans+Abus+falcs+Spahi; counter with falcs+ Black Rider + skirmishers
Portuguese
Rush: not applicable
FF: Cassadors, mamelukes, dragoons; counter with skirmishers, jäger, war wagons
Russians
Rush: Strelets+ musketeers; counter with Uhlans + renegados/ skirm-like native/ xbows
FF: more Strelets/Cossacks/falconets; counter with falcs + WW
Sioux
Rush: Cetan bows + axe riders; counter with Uhlans + renegados/ skirm-like natives/ xbows
FF: Rifle Riders + Wakina; counter with skirms + falconets
Spanish
Rush: rodeleros+pikes+xbow; counter with renegados/ skirm-like natives/ xbows + doppelsoldner meatshield
FF: lancers+ rodeleros+falcs; counter with skirms/ war wagons/ doppelsoldners/ falconets

Good luck playing Germany!

Replies:
posted 02-18-07 09:28 AM EDT (US)     1 / 28  
Wow. Someone actually tried to help us play Germany- I will definitely try to play them sometime soon now! -But I don't have a level 40 HC

My AoE3 Stats
My Warchiefs Stats
Games currently playing:
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Proud author of the Comprehensive Guide- The Basics of Age of Empires III guide!
posted 02-18-07 09:41 AM EDT (US)     2 / 28  
You'll need to find some workarounds then, because all my strats require the 400 wood politician.

But of course, that's no reason not to play Germany!

posted 02-18-07 09:48 AM EDT (US)     3 / 28  
Can I include some of this in my Comprehensive Guide to Age of Empires III?

My AoE3 Stats
My Warchiefs Stats
Games currently playing:
Age of Empires 3 (and The Warchiefs)
Proud author of the Comprehensive Guide- The Basics of Age of Empires III guide!
posted 02-18-07 09:55 AM EDT (US)     4 / 28  
Sure, go ahead!
posted 02-18-07 10:01 AM EDT (US)     5 / 28  
Meh, I just arrived and its far too long to read. But I'm already adding it to the TWC Strategy Guide You gotta be really tough to write such a great post about Germans, specially when not crying about ES' job!

Quote:

Culverin
Similar to the falconet in cost and pop space, but entirely different in use. It has a longer range and its main (actually only) role is to take out enemy artillery. They suck against pretty much everything else.

Don't forget they also own ships


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 02-18-07 10:13 AM EDT (US)     6 / 28  
You can skip half of it and go straight to the strategy part. I just wanted this guide to be helpful to anyone.
posted 02-18-07 10:30 AM EDT (US)     7 / 28  
Very nice. Ive always loved playing Germany. However, dont count out Solingen Steel. In a 2v2 (especially in a deathmatch), that card comes in very nicely if you are the defensive partner (and in the deathmatch where everything hits an improvement limit, it tips scales in your favor). Those are less played scenarios, but the card has its uses.

Legit Copy, but on Hamachi
Message me to play
posted 02-18-07 10:38 AM EDT (US)     8 / 28  
This guide is about Germany in 1v1. Solingen Steel might also be useful if there are Incan allies on the map.
posted 02-18-07 12:00 PM EDT (US)     9 / 28  
Dang nice job jonnie. With u me and seph working we can create a guide to all civs

Although this wont make me play germany lol. They are still to UP to get to 2k even with these strats.

Also im adding a bit to my sig i expecially like this part

"You can’t just pick one of these strats here and get on quicksearch. (this must seem like something entirely new to Spain/Iroquois players)."


"Smear's WarChief tumbles through the stage, leaps off of it right onto Mokon's car in front of the stage."
Full Guides:
~Sioux Survival Guide: The Last Stand
~The Tashunke Shank: A New Hope
Mini Guides:
~Sioux vs French: Napoleons Downfall

[This message has been edited by Smear (edited 02-18-2007 @ 12:01 PM).]

posted 02-18-07 01:14 PM EDT (US)     10 / 28  
Wow, you seem to have everything covered

but what if your enemy is brits and he turtles with walls and outposts and he manor booms?

Would you rush him? Because you won't be able top out boom him. Especially when he reaches fortress.

You only talk about when he rushes. When i play brits i rarely attack until late fortress (sometimes BWK).

And what would you do if there was water?

[This message has been edited by strazzle (edited 02-18-2007 @ 01:16 PM).]

posted 02-18-07 01:22 PM EDT (US)     11 / 28  
Against British who boom I'd go for a Stagecoach Semi-FF and attack them with a mix of skirmishers, falconets and some culverins.

Or go to industrial and revolt (they won't harm you until you get there).

posted 02-18-07 05:43 PM EDT (US)     12 / 28  
This convinced me. I made me want to play Germans, specially the Argentina Rush...
Well, there´s another reason too: if I lose as Argentina I won´t feel guilty AT ALL lol (for those who don´t know, Brazil and Argentina are rivals in football, and in everything else )

This guide is great reading, thanks Mediolanus!


I MADE IT!!!
I posted in a closed thread after a mod!

Meet the bagpipe performer!

posted 02-18-07 08:48 PM EDT (US)     13 / 28  
Another guide to news

Great job with images and thigns too.


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posted 02-18-07 09:18 PM EDT (US)     14 / 28  
Nice guide, especially the revolution part. One thing you excised that might be helpful is that you can build up to 40 settler wagons using the Germantown Farmers card. So, in a revolution, you have the potential to produce a minimum of ~2000 food per minute using the 40 settler wagons (much more with farming upgrades, Guild Artistans). That's 20 colonial milita spammed deployed per minute.
posted 02-18-07 10:15 PM EDT (US)     15 / 28  
@ General

You can only get 40 SW pop wise because 1 SW = 2 pop

So it's 20 SW in fact, worth 40 vils.


I MADE IT!!!
I posted in a closed thread after a mod!

Meet the bagpipe performer!

posted 02-18-07 11:13 PM EDT (US)     16 / 28  

Quote:

Portuguese
Rush: not applicable

ROFL


~·························································~
ESO: F1RÉ_FLÝ
~·························································~
posted 02-19-07 00:07 AM EDT (US)     17 / 28  
Well its true, why would you rush a german player if you were ports, go fort and get them with your goons and cassadores :P

Proud Citizen of Sovietcanuckistan
posted 02-19-07 00:42 AM EDT (US)     18 / 28  
For your mercinary FF, What if i get Spies, Then your basically screwed eh?

Also. If i FF Slapped you with Sioux.. Omg new strat name.. "Sioux Fast Fortress SLAP!" woah! ... .. anyway.. umm ... where was i..

ok if i fast fortress vs you, i would get Lakota/wakina and axe. not wakina/rifle. So how would you counter that? im guessing something like WW and Skirm. Although micro easily solves that.. ideas?

P.S. Look for the new Sious FF SLAP!


"Smear's WarChief tumbles through the stage, leaps off of it right onto Mokon's car in front of the stage."
Full Guides:
~Sioux Survival Guide: The Last Stand
~The Tashunke Shank: A New Hope
Mini Guides:
~Sioux vs French: Napoleons Downfall

[This message has been edited by Smear (edited 02-19-2007 @ 00:48 AM).]

posted 02-19-07 02:05 AM EDT (US)     19 / 28  
Doppels are the German power unit in late industrial/imperial. You just have to use like 5 cards for them to be of any use so don't try even in 2v2
In an even 3v3 it's well possible. Solingen Steel hits their speed too much to be of use, so I'd just use hand inf attack/HP/combat shipments, advanced arsenal and treaty of westphalia (=zweihänder and Tilly's discipline). If there's something OP about germans now, it's late game doppels. The problem is getting them :P
War Wagons are a great unit, although in TWC cards like Throughbreds kinda makes them slightly worse.

Quote:

Gives Settler Wagons +35% to all gather rates. A very nice card, but only send it when you have 20 Settler Wagons.

For 20 SW this card is equal to 14 popless villagers, it's stupendously good. If you have Germantown farmers in your deck (like you should), you should have this too.

I don't quite follow your logic in getting natives that early with Germans, I personally prefer to get a TP if possible. Native American Treaties is a card I rarely use anymore, because it's rare there are two good natives on the same map - using 500w for native TPs, then sending native american treaties just to get zapotecs worth of 400 resources isn't really that good. 500w is A LOT of wood to use early on. I'd personally have cavalry HP there instead to make those uhlans less miserable.

Now when someone goes check my decks, note that most of them are for 2v2 or 3v3...

Nice guide in general, although I personally wouldn't include so many images there, you could decrease the length of this post to half. If someone doesn't know what a town center or a settler looks like, they wouldn't exactly benefit from your article


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posted 02-19-07 05:31 AM EDT (US)     20 / 28  

Quote:

For your mercinary FF, What if i get Spies, Then your basically screwed eh?

Most of the time I go for Jäger, which get a multiplier against spies. And they have skirms mixed in their numbers, and it requires too much micro for the spy guy to get them of the skirms and go for the Jäger.

And how many players use spies?

Quote:

ok if i fast fortress vs you, i would get Lakota/wakina and axe. not wakina/rifle. So how would you counter that? im guessing something like WW and Skirm. Although micro easily solves that.. ideas?

Ship Jager and 8 skirms and then go WW+falcs seems like the best idea.

Quote:

Doppels are the German power unit in late industrial/imperial.

You're right, but most of the time I play 1v1s, and I have about 0 games which lasted until that time. Do you think Tilly's discipline is worth the extra cost?

Quote:

I don't quite follow your logic in getting natives that early with Germans, I personally prefer to get a TP if possible. Native American Treaties is a card I rarely use anymore, because it's rare there are two good natives on the same map - using 500w for native TPs, then sending native american treaties just to get zapotecs worth of 400 resources isn't really that good. 500w is A LOT of wood to use early on. I'd personally have cavalry HP there instead to make those uhlans less miserable.

I rarely take two TPs and send NAT. I just take 1 TP and train natives from there, and send 9 xbows for defense. It's on maps like Carolina that you want to grab more, but that is something you won't do directly (just when you need more than the ~15 one village can give you).

posted 02-19-07 06:09 AM EDT (US)     21 / 28  

Quote:

Do you think Tilly's discipline is worth the extra cost?

Absolutely. Even if you have just 60 villagers and 20 settler wagons with guild artisans, you have an economy worth of 114 villagers, a lot better than most civs can muster. The extra food+gold cost won't be a problem at that stage. And of course, creating more villagers is possible... Tilly's discipline gives doppels a way to catch their counters faster and tear them to pieces Or alternatively you can just run into his base and destroy all buildings - not unlike speed 6 pumas but much more destructive.

A small thing worth considering:
Dutch need 2150f 2150w and 2 cards to get 6 banks. Similarly Germans need 2000f 2000w and 1 card for the settler wagons, plus 500w or 1000w for the mills (which can be offset by 1000w shipment)...
Now obviously there are tons of reasons why banks are better early on (and some advantages carry until later too), but when you consider the costs, getting that 20sw economy isn't that far-fetched. SW booming is one of the fastest ways to gain economy in the game. You probably have 8 sw from shipments anyway.

Sure the Dutch cards are age1, but it's unlikely a Dutch player would send the bank cards before getting to age3, so the point is moot. When the Dutch player gets his 2 other banks, you get guild artisans.


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•Guide my keystrokes, keep my programs alive, protect me from viruses, back up my drive.•
posted 02-19-07 06:55 AM EDT (US)     22 / 28  
I'm the first to admit that I'm probably not much of a reference, but my personal experience is that "going Argentine" is only worth it if you go all-out fast revolution as I described here. You call it a "rush" in your post as well, but the way you describe it, it takes far to long to be effective in my mind. The problem is that the longer you wait (building mills, shipping Germantown Farmers, Guild Artisans or even factories) the more time your opponent has to build/upgrade his troops, and the less you get out of your mortars. They are great against a turtler/boomer who relies on walls, forts and the likes, but against an Age 4 opponent who is prepared for open battle I found you'll go down pretty quick. As you stated yourself:

Quote:

You must overwhelm the enemy as soon as possible, because his economy will be MUCH better.

Usually you won't be able to do this if you have to rebuild your economy first. It will remain weak anyway, so I'd rather forget about it completely.

Did you ever pull it off successfully the way you describe it here?


Quote:

This is also one of Germany’s most fun strategies.

You won't get an argument from me here!

posted 02-19-07 08:26 AM EDT (US)     23 / 28  
Wow great job Mediolanus

You at this rate are corrupting enough players to join Germany that soon I may have to worry about something I never though could happen, a Germany mirror game......


Proud leader of Legion XI

We crusade on for the might of Germany!

"I came, I saw, I conquered"

posted 02-19-07 09:58 AM EDT (US)     24 / 28  
I never enter a game with revolution in mind. I just described what you should do when the situation occurs you can revolt. Of course, sending all those cards will take you to long if you go for a Fast Revolt, but how often can you fast revolt? Very few opponents will let you get that far unharmed.
posted 05-29-07 05:25 AM EDT (US)     25 / 28  
Hi m8, I have a few questions about your Germany Strat guide. First off I’m American but live in Germany so I recently started playing Multiplayer and I decided to use Germans. From what I’ve seen that may have been a mistake. Everything I read basically says they are horrible for multiplayer. Let me tell you this as well, when I play multiplayer I only play NoRush 30-45 min games (2vs 2 or 3vs 3). I hate rushing, I like to try and build the biggest badest army on the planet and then attack. I’m currently a “Private (lev 6)” with a win % of 60%. I’ve won my last 5 games in a row because I think I’m finally getting it down but I still think I could improve. My basic plan has been as follows. By the 45 min mark I usually have about 70-80 settlers, 8-10k in each resource (unless I bought Spies, usually cost about 10-13k) I use all the Uhlans sent with my shipments and about 15 cannon for my first assault. I then pump out war wagons and cannon (both upgraded to max). Now this seems to work but because each unit requires 3 and 5 pop my formations are rather small. My currently city level is 38. I’ll ask a few questions to address where I think I’m having problems.


1. Settler Wagons or no Settler Wagons. I’ve tried both ways and still have a problems getting to Imperial Age 5-7 minutes slower than my opponents. (Usually get to Imperial age around 25-30 mins. So should I use the Settle Wagon cards in Age 1 and 2 or replace those with Civ improvement cards (wood, coin, and hunting)?


2. You said this, While some of those cards don’t matter, some of them are a real miss. The resource cards in age 2 were used to fuel a Fast Fortress, the Fort Wagon gave you some good defence, and the factories were needed to get a good late game economy. Remove these cards from your deck as you don’t want any pop space lost) You just crushed me, not so much about the fort but the Factories? I don’t understand what you mean about the lost population. I highly depend on 2 factories late in the game for additional resources. exactly what do you mean?


3. Send Military unit from my city or use all civ improvement cards? At first I was sending every military unit I could (cavalry based) and no civ improvements, I found this tactic to be useless because I’m playing no rush for 30-45 mins so all those units were not needed early on.


4. Because of Germany’s City experience problem, I’m forced to always get at least 1 trade route, this slows me down as well in the beginning because I’m busy chopping down trees instead of food to gather more settles for the first few minutes but at least 1 trade route is a MUST in order to have a chance of using all 20 of my cards by 45minutes.


For now this is all I can think of, thank you if your able to answer any of my questions.
posted 05-29-07 06:01 AM EDT (US)     26 / 28  
2. You said this, While some of those cards don’t matter, some of them are a real miss. The resource cards in age 2 were used to fuel a Fast Fortress, the Fort Wagon gave you some good defence, and the factories were needed to get a good late game economy. Remove these cards from your deck as you don’t want any pop space lost) You just crushed me, not so much about the fort but the Factories? I don’t understand what you mean about the lost population. I highly depend on 2 factories late in the game for additional resources. exactly what do you mean?
There was a bug that made the Uhlans you get with the cards cost pop even when they were dead. This is fixed now, so put those cards in if you want.

My grandmother slaps harder than the Agra Fort shoots. And she's dead. ~ Ender_Ward

By the same token, if I attempt to operate the mouse using nothing but my butt-cheeks, micro will also come down to "luck." ~ Beatnikjoe
posted 05-30-07 03:00 AM EDT (US)     27 / 28  
As lord richard said the Uhlan bug is gone.

Is this a big difference? does it change all of your strategies?

F u z z y W a l l

If you're reading this you would have read my post or thread, thanks

posted 05-30-07 10:46 AM EDT (US)     28 / 28  
Each of my strats get a little bit better because of the new options. Overall I don't find it affecting my gameplay much.
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