Welcome readers, to my comprehensive guide to the British, which includes everything you need to know about them to become an accomplished British player! I have PR Lieutenant Colonel, 2100~ ELO rating, played over 800 games in vanilla supremacy. The British were my first civilization, and I learnt most of the basics of Age3 gameplay as them.
The British unique boost is receiving a free settler for every house (manor) built. The cost of a manor house is thus increased from 100 wood to 135 wood. However, taking into account the extra few seconds it takes to build and just 35 wood, a free instant settler is definitely worthwhile. This forms the foundation of the British ability to boom amazingly in the colonial age. Royal guard units the British have are Redcoat Musketeers and King’s Lifeguard Hussars, two of the most commonly used units in the game (musketeer and hussar are in most euro civs). Apart from that, the British have a normal explorer and start of 6 villagers.
Unique unit: Longbowman
Royal guard units: Musketeer & Hussar
Cards
Units
Settler Allocation & Resource Analysis
General Tips
Strategies & Replays
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British do not heavily depend on resource cards, because of their great early economy. They tend to survive to mid to late game which means that other civilizations which are powerful in fortress and industrial have units which overpower British. This is the reason why you need upgrade cards. British are great in the way that they have 3 cards that upgrade Muskets and Grenadiers, 3 cards that upgrade all Cavalry, a church card which affects Musket HP, and in TAD an advanced Grenadier card. In Vanilla you won’t be able to include all these, due to limit of 20 cards in deck. However in TAD you have 25 cards, and can easily include additional upgrade cards.
Requires level
Enables all manor houses to slowly heal nearby units.
Requires level
Increases Longbowman range and line of sight by 4, and enables Guard and Imperial upgrades.
Requires level
Increases Musketeer and Grenadier all damage actions +15%.
Requires level
TEAM increases Musketeer and Grenadier all damage actions +15%. For Indian and Japanese allies, Sepoy and Ashigaru hitpoints are increased. Applies to consulate musketeers too.
Requires level
Increases Musketeer and Grenadier all damage actions and hitpoints increased by 15%.
Requires level
Grenadiers buildings attack +67% and all damage actions +20%.
Requires level
TEAM Houses, Manors, Shrines, Villages build 90% faster
Requires level
Manors cost 35% cheaper – 88 wood.
Requires level
Manors are able to train settlers, but all settlers now train 100% slower.
Requires level
Provides Church with unique British improvements:
Requires level
TEAM wood costs for dock and improvements are cheaper. Dock wood cost -25%.
Requires level
When this shipment arrives all of your coin is exchanged for a greater amount wood.
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HP: 95, Resists 30% Ranged Damage
Train time: 30 seconds
Line of sight: 24
Speed: 4.0
Build / Kill xp: 10
Cost: 60 food, 40 wood
HP: 120, Resists 10% Hand Damage
Train time: 27 seconds
Line of sight: 12
Speed: 5.0
Build / Kill xp: 8
Cost: 40 food, 40 wood
HP: 150, Resists 20% Hand Damage
Train time: 30 seconds
Line of sight: 16
Speed: 4.0
Build / Kill xp: 10
Cost: 75 food, 25 gold
HP: 320, Resists 20% Ranged Damage
Train time: 40 seconds
Line of sight: 15
Speed: 6.8
Build / Kill xp: 20
Cost: 120 food, 80 gold
HP: 200, Resists 30% Ranged Damage
Train time: 38 seconds
Line of sight: 15
Speed: 7.3
Build / Kill xp: 18
Cost: 90 food, 90 gold
The Musketeer and Longbow are your main units in colonial age. Pikemen are rather clumsy because they can be sniped at by other LI if the cavalry isn’t attacking you yet. Musketeers, however, are able to shoot back whilst being able to switch to melee mode to effectively destroy cavalry. They also have 30 more health than pikemen, and do 30 damage to all cavalry, compared to 32 damage by pikemen.
I’m not totally sure of the stats of a FU (fully upgraded) imperial Redcoat Musketeer or FU imperia Lifeguard Hussar. Roughly:
3 hussars kill 1 strelet in 1 strike
4 hussars kill 1 crossbowman in 1 strike
4 hussars kill 1 skirmisher in 1 strike
5 hussars kill 1 abus gun in 1 strike
7 hussars kill 1 falconet in 1 strike
7 musketeers kill 1 musketeer in 1 volley
8 musketeers kill 1 skirmisher in 1 volley
6 musketeers kill 1 pikeman in 1 volley
6 musketeers kill 1 longbowman in 1 volley
6 musketeers kill 1 crossbowman in 1 volley
11 musketeers kill 1 jannisary in 1 volley
6 musketeers kill 1 strelet in 1 volley
7 musketeers kill 1 settler in 1 volley
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For 5 musketeers 375 food & 125 gold needed.
A settler gathers 0.84 food from huntables every second
A settler gathers 0.60 gold from a mine every second
A musketeer requires 30 seconds to train. Extra units can be added using the queue system
For 125 gold to be gathered in 30 seconds, we need 7 settlers. Explanation: 7 * 0.6 * 30 = 126
For 375 food to be gathered in 30 seconds, we need 15 settlers. Explanation: 15 * 0.84 * 30 = 378
All these are excluding walking times. We can see that we only need double the amount of gold settlers to achieve triple the amount of food in the same time. This is because food gathers faster than gold.
So every 30 seconds, we can train 5 musketeers, but it needs precise timing, because the final 75f and 25g will only arrive roughly 1 second before the batch finishes. Also, to be able to start another batch straight after the previous batch, we need 75f and 25g, which we do not have because we will have to wait a few seconds since we have like 0f and 0g after our last musket was added.
The solution is obvious. We put more settlers on each resource. So let’s say we want constant settler production and constant musketeer production to maximize efficiency. A settler trains in 25 seconds, muskets in 30 seconds. Keep in mind we also need to be able to train another settler and another musket straight after the batch is completed. So roughly, we need 650 (200+450) food and 150 gold every 30 seconds.
For 150 gold to be gathered in 30 seconds we need 9 settlers on gold.
This is a total of 35 settlers. So theoretically once we achieve 26 on food and 9 on gold we can direct all new settlers to wood, for constant manor boom. But in early game, this is not the case. Our resources are increased by food treasures, the amount of food we have gathered before our barracks is built, age-up 200 coin or 500 food etc.
Similarly, this can be used to calculate settler allocation for longbowmen. Longbowmen train in 29 seconds and cost 60 food 40 wood. 5 longbows cost 300 food.
For 500 food to be gathered in 29 seconds we need 21 settlers on food.
For 240 wood to be gathered in 29 seconds we need 17 settlers on wood.
This gives a total of 38 settlers. This is more than the musketeer, although their combined cost value is 100, 40 wood gathers much slower than 25 gold. Although this bit of information is useless in most situations because you have to have a dynamic settler allocation, it just might be useful to know.
HC cards such as Exotic Hardwoods, Lumberyards and Sawmills both increase gather rate by 15%. So you get: current gather rate * 1.15. If you sent both cards, it is basically current gather rate * 1.15 * 1.15. 1.15 squared is 1.3225. Assuming you have fully upgraded wood rate, it would leave you with 0.86 per second (at imperial age after last wood upg), but say if you had no market improvements it would give you 0.66125 per second. However, not many people use this card in normal games and there is good reason not to.
Both cards can be shipped in age 1. However, 3 settlers is much better, because (a) they can be sent to gather food to help you age faster; (b) the wood upgrade card will not be effective till you start gathering wood (in transition obviously). You would also not ship it in age 2, because there are better cards: 5 settler, 700 wood etc.
A manor house costs 135 wood. As I have discussed earlier, the extra 35 wood and a few seconds more than makes up for a free instant settler. This is why manors can be used to “boom”. Let’s take the scenario that you are building musketeers, which cost no wood.
If you have 6 settlers on wood, you get 3 wood / second. In 45 seconds you end up with 135 wood, enough for a manor house.
If you have 10 settlers on wood, you get 5 wood / second. In 27 seconds you will have enough for a manor house.
If you have 20 settlers on wood, you get 10 wood / second. In 14 seconds you will have enough for a manor house.
Constant settler production is a must for most civilizations. I like to do this as British also, giving me a very good early economy. As mentioned above, once you have 26 on food and 9 on gold for constant musket and settlers, new settlers can go to wood. TC trains settler in 25 seconds, if you have around 12 settlers on wood you could have another settler (manor spawn) in addition to TC trained one in 25 seconds, thus doubling your settler production.
On an ending note to this section, I will share some of my experiences. My advice is that if you are massing longbows (dual barracks late colonial) then have at least 20+ on food, 20+ on wood (if you have reached max houses already then maybe less), and new settlers go to gold. Why gold? Because you need it to age up, for cannons when you do age, and improvements, all for the reason that you don’t suddenly have to gather lots of gold in age 3 because you will have surplus from age 2.
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[This message has been edited by Valckrie1 (edited 02-17-2009 @ 06:49 AM).]