
This Guide will help you win your first few games in Multiplayer. It discusses common starter build orders, unit compositions, scouting and good Cards. General Tips Things you always want to do: Allways Produce vills Keep your villagers Working keep ressources low by Spending your ressources as soon as you can and get army or economy be active on map Get Used to hotkeys early! Age 1 Send your Vills to collect seperate crates (food first, then wood) only collect as much as you need (all food, 100 wood) then build house Start hunting with your vills (Berries are slower than hunts) Scout with your explorer and get treasures (see Chapter Scouting) Start Herding hunts to your tc (you want 2 extra batches of them) if you found wood: Build market (and get food upgrade) or TP Age 1 card: usually 3 vills Age up politician: Quartermaster (400w) or 200 gold outpost while Ageing up scout your opponent (see chapter Scouting) During Age up split your vills accordingly (for hussars send 4-5 from food to gold) During Age UP get Market upgrades (food and gold) or trade post on the trade route (to get shipments faster) Age 2 Immediately after ageup: send first card (if rushed, then units) if not 700 wood (wood is gathered the slowest. Food (from hunts) the fastest. Gold gather rate is between wood and food) gather the ress and build barracks/houses and get units out Try to always have a unit in Queue, so you can always get batches out (if you need them) with 700 wood you can get market upgrades (both food upgrades/first gold) a stable, houses and maybe a tp good cards to follow up (depending on situation and what you want to do), Villagers, crates, units Transition to age 3 with 700 gold Scouting Basic Tips Use shift click for scouting Scout for treasures and sheeps (if the map has any) Treasures: 3 types of treasures Easy: 0 - 2 (weak) guardians (monkeys) medium 2-3 guardians hard: 3 or more guardians (good guardians) Get all easy treasures get good medium treasures (scout, food and wood maybe xp and gold) still: dont be too picky, get as many treasures as possible. Treasures usually not worth getting in age 1: (non scout) units, pets, sheeps how to get treasures with minimal dmg: go in melee against bandit riflemen, pistoleros and caribeans Use this Tricks to take minimal dmg shoot guardian move out of treasure "circle" when guardians turn around shoot them go back into "treasure circle" and kill guardian rinse and repeat. BE CAREFUL! only do this if you know where the enemy explorer is or on locations which are unlikely enemy explorers will come (edge of the map). You can do this somewhat safely against civs which go for tradeposts. Scouting what the Enemy is doing: at 3:30-4:00 send your scout to enemy base and look out for: Forward vills who maybe want to build a front base What ressources he s gathering: food + wood = crossbow pike, many vills on gold = Abus or uhlans, much wood = fishboom? Manor boom? if and what military building he is getting (stable, barracks, foundry?). If he s getting none, he probably goes ff (or you didnt scout the fb) if you can spot the first shipment it s also good to anticipate what he s doing (aggressive, ff or boom). Avoid loosing your explorer in the process of scouting After you scouted: get back and get medium treasures. About scouting in midgame: you can do this with explorer OR by raiding/ attacking the enemy you want to look out for: Unit composition, unprotected vills,docks, and military buildings Video showcasing scouting https://youtu.be/czHwrsVFBQA Unit Composition Age 2: Musk/melee cav, Musk/light infantry(archer,crossbow,strelets) , xbow pike, MAYBE: melee infantry/melee cav (hard to pull off) Age 3: Musk + melee cav (hussar) + canon (falc) dragoons/skirmisher Decks Detailed Deck Guide: For Water and Teamgame see the complete Guide! https://steamcommunity.com/sharedfiles/filedetails/?id=2319936517 Corresponding Video for all Decks: https://youtu.be/VV9t3sML1Hg Generally: Usually you only send one card in age one and you safe your next shipment for age 2 and send the age 2 power cards. Most games get decided in fortress and comerce age. That means you want to have cards for every situation in those Ages. Most supremacy Games wont reach industrial and if they do, you usually want your factories as fast as possible. Adjust your deck to the strategy you are doing: If you are going ff, you wont need as many age 2 cards and can put in more age 4 cards. But also, your deck shouldnt be to one dimensional because: - you are not flexible and cant react to the things the enemy is doing - the enemy might know your complete gameplan just by looking at your deck Diaruga pro tip: Only have 2 decks for 1v1 land and 1v1 water each. So you wont be predictable. Land Age 1 Cards: Age 1 you allmost allways send vills. If your civ doesnt have vills, you send your wood trickle or some other economy card. Sometimes you can also justify 300w. If you want to tp boom or fishboom your second card is advanced tp or schooners. Usually you have 1 to 4 age 1 cards (vills, economic theory +...) Age 2 Cards: Good cards to start age 2 are usually vills, 700w or if you want to be aggressive units. For cards: you want to have Crates (allways wood and gold), units, and vills/banks. You allways want to get a boost to your tempo or have choices to react to the enemy. Getting rushed early? you want to be able to send 8 crossbow. Enemy overcommiting on light infantry? 3 huss. Enemy is going for a ff? Send 700 g and advance too. rule of the thumb is you want 7 "immediate" cards (crates, units, vills) and 3 can be upgrades of your choice (cav HP, musk HP, advanced arsenal) Age 3 Cards: Good cards to send when you just reached age 3: 2 falcs, other units The rest of the Age 3 Cards look like this: 7 Immediate Cards: crates (1000 wood for buildings/tcs, 1000 gold), + units. Best unit cards are: 2 falcs, 8 skirm, 5 huss/3 cuirass, 5 goons, maybe some mercenaries 3 economic cards/ unit upgrades (usually 3): Refridgeration, royal Mint and a strong unit upgrade (as french: Cav upgrade) Diaruga pro tip: Dont use royal mint or refridgeration, they take too long to pay off. He uses more unit upgrades and up to 8 unit/crates cards Age 4 Cards Factories, 2 heavy canons, 10 vills, Strong unit upgrades (usually you have 2-5 age 4 cards) Summary: few age 1 cards (vills + advanced tp/shooners) All Age 2 cards (7 crates/units/eco, 3 long term Economic / Unit upgrades) All Age 3 cards (7 units/crates/eco, 3 long term Economic / Unit upgrades) Age 4 cards: Factories, 2 heavy canons (or other unit shipment)/ Power unit upgrades maybe: 10 vills

卡牌升级与总结 好用的卡牌: 时代1:3村民(在霸权模式中始终是不错的首发卡牌)、高级贸易站(若走贸易路线)、纵帆船(若走水路)。对于没有3村民卡牌的文明,首发卡牌可以是木材持续产出(印度和俄罗斯的分配主义)或资源箱。 时代2:700木材、700黄金、单位、村民 好用的时代3卡牌:2鹰炮、1000木材、单位 团队游戏思路:通常在开局专注于一种单位类型(近战骑兵、轻步兵、重步兵),并在堡垒时代发展更多经济。 如有疑问,尽管提出。祝好运,玩得开心! 《帝国时代3:决定版》© Microsoft Corporation。本视频/指南是根据微软《游戏内容使用规则》制作,使用了《帝国时代3:决定版》的素材,与微软无关联也未获其认可。
2026-02-20 16:00:06 发布在
Age of Empires III: Definitive Edition
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