As an introduction and my first topic in these forums, I'd first like to say that I have no experience with age3 expansion packs, so any counter attacks or defenses with civilizations excluding the original 8 I don't know about. This strategy is aimed toward NR30-35 games, but if done efficiently it can be for NR25 too. The main focus of the strategy is to boom your eco and mass cuirassier's, though later if necessary other units to counter the enemy counter-attack is simple. *** This is the perfect strategy when playing on Great Plains***
-Deck setup-
^tier 1^
3 coureurs; exotic hardwoods; food silos; rum distillery
^tier 2^
4 coureurs; TEAM hand cavalry attack; hand cavalry hitpoints;
advanced arsenal; fencing school; riding school; edict of nantes; sustainable agriculture; cigar roller
^tier 3^
1 covered wagon; cavalry combat; royal mint; refrigeration; textile mill
^tier 4^
factory; robber barrons
*Age One
Start off by quickly sending all your coureurs on food crates and build a coureur ASAP then after all the crates are finished, put 2 coureur on wood and the rest on hunting *If you only have 100 wood put 3 on wood* now, build a market. At the same time as all this, scout with your native, and look for any resource treasures you can find!!! when you get the first shipment, send the 3 coureur, and now you should be able to build a house. After you build the house focus on getting the first 2 upgrades at the market, and if possible try to get at least one trade post, this means that the length of time to age will change, but in the end its usually about the same time when your ready. when you have enough food to age, age with 400 wood. During the transition put approx 4-5 villagers on coin and 3-4 on wood, the rest still on food.
*Age Two
Now keep on pumping out Coureurs and try to get all market improvements except the ones for hp and attack. This age is the age you must keep a balance of food wood and coin which varies, usually mostly food, then a big part coin, and a some coureurs on wood. Get any upgrades necessary to improve your economy, the 4 coureurs shipment is vital, build houses etc. Save any other cards for age 3. Age ASAP sometimes if you fail to balance your coureurs you might have to sell food/coin at the market which blows. Before you age out the majority of your coureurs on wood. Age with the quick age and have your explorer near your city.
*Age Three
Send the covered wagon, and build a new TC with the wood you should have collected, put most of your villagers on food, and set all 3 TC spawns on food. At this point in the game many options are available about how you play it as far as upgrades, I like to stick to sending my eco cards in age 3. Age with 1000 coin and your on your way.
*Age Four
Okay now after age 3 is over you should have a LOT of coureurs, this is the most important age, I still barely have any military developed, but the goal for this age is to
finish , or close to finish getting 80 coureurs, get all non military improvements you still need, and then put LOTS AND LOTS of coureurs on wood once you get enough to age (perhaps the commanche trade language helps -10% coin cost), by now you have to have both factories running on coin or food, but dont upgrade them, it will be used mainly for wood most of the game. Age to 5 with the 2000 coin politician.
*Age Five
Hopefully you have at least 5000 wood or so, and you can build mills, plantations, work on the capitol upgrades for food and coin and wood, build your houses, get all the native upgrades, (keep like 20 coureurs on wood though and the other ones keep even 30-30 food/coin) pgrade your plantations, build a stable and upgrade the curraisiers stuff, send riding school card whenever, then the upgrades to eco OR curraisers combat. Get the native upgrade from the capitol, basically just go to town now on military then once your military is good to go build up defenses if you have time to spare, your army is practically undef eatable.
*******GERMANS have the unit DOPPELSOLDNER'S... this unit is like, the death of curraisers, if your playing germans, be sure to have skirms ready and upgraded, or if another civ mass anti cavalry like skirms or dragoons, usually they'll eat them, but skirms and halbeirders do the trick. having a good native army is great for this strategy... and if you really have time, you can get the church units when you play edict of nantes for the grenadeirs, with potentially 50 natives, 40 cuirassiers, and 30 or so grenadiers the army is indestructable
PS email me with any mistakes or improvements, monoxide_77@hotmail.com
OR
whisper me ChrisTheBug on AOE3, im not that high of a rank but I've played my fair share of french games to be an expert on them
-Deck setup-
^tier 1^
3 coureurs; exotic hardwoods; food silos; rum distillery
^tier 2^
4 coureurs; TEAM hand cavalry attack; hand cavalry hitpoints;
advanced arsenal; fencing school; riding school; edict of nantes; sustainable agriculture; cigar roller
^tier 3^
1 covered wagon; cavalry combat; royal mint; refrigeration; textile mill
^tier 4^
factory; robber barrons
*Age One
Start off by quickly sending all your coureurs on food crates and build a coureur ASAP then after all the crates are finished, put 2 coureur on wood and the rest on hunting *If you only have 100 wood put 3 on wood* now, build a market. At the same time as all this, scout with your native, and look for any resource treasures you can find!!! when you get the first shipment, send the 3 coureur, and now you should be able to build a house. After you build the house focus on getting the first 2 upgrades at the market, and if possible try to get at least one trade post, this means that the length of time to age will change, but in the end its usually about the same time when your ready. when you have enough food to age, age with 400 wood. During the transition put approx 4-5 villagers on coin and 3-4 on wood, the rest still on food.
*Age Two
Now keep on pumping out Coureurs and try to get all market improvements except the ones for hp and attack. This age is the age you must keep a balance of food wood and coin which varies, usually mostly food, then a big part coin, and a some coureurs on wood. Get any upgrades necessary to improve your economy, the 4 coureurs shipment is vital, build houses etc. Save any other cards for age 3. Age ASAP sometimes if you fail to balance your coureurs you might have to sell food/coin at the market which blows. Before you age out the majority of your coureurs on wood. Age with the quick age and have your explorer near your city.
*Age Three
Send the covered wagon, and build a new TC with the wood you should have collected, put most of your villagers on food, and set all 3 TC spawns on food. At this point in the game many options are available about how you play it as far as upgrades, I like to stick to sending my eco cards in age 3. Age with 1000 coin and your on your way.
*Age Four
Okay now after age 3 is over you should have a LOT of coureurs, this is the most important age, I still barely have any military developed, but the goal for this age is to
finish , or close to finish getting 80 coureurs, get all non military improvements you still need, and then put LOTS AND LOTS of coureurs on wood once you get enough to age (perhaps the commanche trade language helps -10% coin cost), by now you have to have both factories running on coin or food, but dont upgrade them, it will be used mainly for wood most of the game. Age to 5 with the 2000 coin politician.
*Age Five
Hopefully you have at least 5000 wood or so, and you can build mills, plantations, work on the capitol upgrades for food and coin and wood, build your houses, get all the native upgrades, (keep like 20 coureurs on wood though and the other ones keep even 30-30 food/coin) pgrade your plantations, build a stable and upgrade the curraisiers stuff, send riding school card whenever, then the upgrades to eco OR curraisers combat. Get the native upgrade from the capitol, basically just go to town now on military
*******GERMANS have the unit DOPPELSOLDNER'S... this unit is like, the death of curraisers, if your playing germans, be sure to have skirms ready and upgraded, or if another civ mass anti cavalry like skirms or dragoons, usually they'll eat them, but skirms and halbeirders do the trick. having a good native army is great for this strategy... and if you really have time, you can get the church units when you play edict of nantes for the grenadeirs, with potentially 50 natives, 40 cuirassiers, and 30 or so grenadiers the army is indestructable
PS email me with any mistakes or improvements, monoxide_77@hotmail.com
OR
whisper me ChrisTheBug on AOE3, im not that high of a rank but I've played my fair share of french games to be an expert on them
[This message has been edited by Cpeel42 (edited 08-04-2010 @ 02:44 AM).]