r/aoe3

▲ 92 r/aoe3+1 crossposts

🎆🎇Age of Empires III: Definitive Edition - Independence Day (Cinematic)🎇🎆

Hello Explorers,

Happy 4th of July to those who are celebrating! This is the longest cinematic video I've ever created this week. I hope some of you recognize some scenes. Some mods are included in this video. I'm leaving four links down below if you want to try them out in Age of Empires III: Definitive Edition. ENJOY AND HAPPY 4TH OF JULY! 😄👍

SPECIAL THANKS TO...

My friend - u/Emotional-Service928

Additional Skyboxes - RoomOfTheEvil
( https://www.ageofempires.com/mods/details/237847/ )

Holiday Map Set - u/Assertive_Wall
( Holiday Map Set - Mods - Age of Empires )

MOD Custom Settler vs.3 - u/AlguienNo
( MOD Custom Settler vs.3 - Mods - Age of Empires )

Permanent Bodies and Destruction - Jojoess
( Permanent Bodies and Destruction - Mods - Age of Empires )

u/Athenswarriors — 10 hours ago
▲ 11 r/aoe3

Ulufeli - What the hell are you supposed to do?

Rant start.

I'm a relatively good player, I play 3v3s. Ulufeli regularly make me stop playing this game for the day. Players use them as a crutch.

They have

- High health

- High area damage against anything

- Cost slightly more than a Soldado

You can't use infantry, they die.

You can't use falconets, they die. Gatlings are alright but nation specific.

You weirdly can't use cav, I find only Spanish lancers at guard level with the home city card even trade with them. That's relying on the other two players not making anti-cav.

I once managed to win a game about 6 months ago using German Jaegers with the mercenary home city card and age V politican, with the cost reduction church upgrade, with an entire economy dedicated to gold, behind walls. The Otto player never changed his comp and died.

They just seem like a punishment for going late game. I've seen players I recognise play other nations and they are suddenly awful because they've learnt literally nothing from using them. The new stacks of 3 Otto players are starting to make me move on to other games.

Rant over.

reddit.com
u/TopHatHat — 13 hours ago
▲ 13 r/aoe3

If Denmark and Poland would ever get added (I still have hope) what revolts would they get?

Would they make new revolts or could some of the existing ones work for them?
What do you guys think?

reddit.com
u/Bamischijf35 — 14 hours ago
▲ 48 r/aoe3

The Inca have no way to stop Gustav of Sweden.

Of course, if you gather a large number of archers, they'll probably retreat.

But they come back with Jaegers and cannons.

Even if it didn't come out ,It's no problem for sweden

if I’am not careful, I will lose easyly.

But even if I stay careful, all it does is make the time I lose drag on.

u/Think-Promotion-6804 — 16 hours ago
▲ 2 r/aoe3

I have 100s of games and 1100 elo. I read in some comment that you are ready for multiplauer when you can beat 2v1 expert. Was i fooled?

I can't do it

reddit.com
u/WanderingGoodNews — 1 day ago
▲ 0 r/aoe3

Hot take:AOE3 died because it tried to copy starcraft

I heard multiple times AOE dev Sandy saying that they wanted to do a starcraft like game whit civs that were 100% different from each other and that's why age of mythology had civs that did not shared units.

Age 3 vanilla was great because it continued the phylosophy of age 2,and the most popular civs still being the euro civs to this day. But when the warchiefs arrived, they were not only 100% different from the euro, but also between each other. IDK why the cetan bow and aenna have to be different units, neither the axe rider and kanya horseman. Also here is when we started to get weirdo units whitout intuitive counters, like thr tomahawk countering cavalry and the coyote runner artillery.

Whit the asian dinasties theh doubled down, theycould had make a glaive lancer shared between the 3 civs, or an arquebusier as a musketeer shared by asians, orshared artillery, but they opted for 100% civs because "starcraft did it".

The problem whit all of this is that releasing a new civ that is not european is waaaaay more expensive to develop than an entire age4 expansion. If you want to make koreans for example, you need cavalry, infantry, artillery AND EVEN SHIPS made 100% original.

The system is already broken and cannot be fixed at this point, the devs teased an expansion that was cancelled that was made of another set of euro civs, because they are the only ones whit good design in the entire game.

And don't get me start ranting on the USA and Mexico🤦‍♀️🤦‍♀️🤦‍♀️ absolute abominations of feature creep

reddit.com
u/Tall_Sky1906 — 2 days ago
▲ 166 r/aoe3+2 crossposts

A Deckbuilding Card Game Inspired by Age of Empires 3

Disclaimer: this game concept was created under Microsoft's "Game Content Usage Rules" using assets from Age of Empires III: Definitive Edition, and it is not endorsed by or affiliated with Microsoft.

Hello everyone, lately I've been thinking that it would be nice to have a card game inspired by Age of Empires III. Two years ago, someone from the community started a similar project, but unfortunately, we never heard any further news about it after this post.

I would like to hear your opinion on the card game project I am proposing here. I started designing the cards (the text is in French on some cards because it’s my mother tongue. I plan to translate everything into English if people are interested in the project).

What is a deckbuilding game?

One common issue with many trading card games (TCGs) is that a large part of the game actually takes place outside the match itself: carefully building your deck. In a deckbuilding game, this aspect is reified and turned into a core mechanic. Both players start with the same deck of mediocre cards. On their turn, they can play cards from their hand to gain resources, then use those resources to buy cards from a "market": a set of cards available for both players to purchase. In doing so, they gradually make their deck stronger.

When a card is bought from the market, it is added to the player’s discard pile, and a new card is drawn from the main deck to refill the market. When a player's deck is empty and they need to draw, they shuffle their discard pile to form a new deck.

Rules

The game is played by two players, in turn-based fashion. Each player must defend their Town Center and destroy their opponent's. The first player to reduce the opposing Town Center's hit points to 0 wins the game.

Players begin the game with a basic deck made up of 10 cards. On each turn, players play cards from their hand to gain resources and build up military forces. These resources can be used to buy additional cards from a market of 5 cards.

The game is divided into rounds, each made up of 2 turns called phases:

  • The expansion phase, during which players deploy their military units on the battlefield and buy cards with their resources.
  • The combat phase, during which players have their military units fight, with the goal of breaking through the enemy’s defenses to reach their economy and, ultimately, their Town Center.

At the end of each turn, players discard their entire hand and draw 5 cards. At the end of each round, the market slots are gradually replaced with cards from more advanced ages.

The game includes four resources:

  • Gold
  • Wood
  • Food
  • Experience

The first three are used to buy cards from the market and do not carry over from one turn to the next. Cards played during a turn may provide resources, which are virtually placed into a shared "pool". The player may spend the resources in this pool as they wish, either to buy cards or to trigger specific effects. However, at the end of their turn, the pool is emptied.

Experience accumulates over the course of the game through certain actions. It allows players to draw cards from a special deck of various one-use boost cards.

An important mechanic of the game consists in removing the weakest cards from your deck and acquiring increasingly powerful ones.

Combat phase

The battlefield is a 4×3 grid. During the expansion phase, each player may place military units in the two rows closest to them. Each grid space can contain only one unit at a time.

Units may have a ranged attack, a hand attack, or both. Hand attacks have a range of 0, while ranged attacks can target units or buildings at a greater distance. Units follow the classical yet rich counter system of Age of Empires 3: some are more effective against cavalry, while others are devastating against infantry.

The player whose military units have the highest combined speed has the initiative. In case of a tie, the player whose Town Center has the fewest hit points has the initiative. If there is still a tie, the player who started the game has the initiative.

Players activate their military units in descending order of speed. When both players have units with the same speed, they alternate turns. Each time a unit is activated, it may move and/or attack, or do nothing. Once all surviving units have completed their actions, the combat phase ends.

Some units must choose between attacking or moving, while others can move and then attack, or attack and then move. A unit may only move onto empty spaces.

Issues

I played a game with a friend, and we found several issues with the current rules. Like any game, it needs careful balancing. Units may not be strong enough at the moment, and some combat phases can end in a stalemate. It is quite difficult to reach the opponent's Town Center.

Another issue is the resource system. With three different resources, it becomes harder to get the right combination needed to buy new cards from the market, which can slow down or even block the game.

I am also not sure yet how to properly integrate the different civilizations into the gameplay. Right now, nothing prevents a player from buying units and buildings from different civilizations if they are available in the market. The only civilization-related mechanic is that some cards have synergies/effects with other cards from the same civilization, but I think this could be improved. Overall, the combat phase may also be too complex.

I hope to get some constructive ideas and feedback from the community!

u/Ekkaiaaa — 2 days ago
▲ 11 r/aoe3

Displaying what 1.4k elo micro should look like

Hey guys, I watched Lionhearts youtube video from last Thurdsay showing greatscythe on 1.4k elo. Watching that match I kept on thinking, damn, these guys have no micro for this level. Now, I am also around that range. Here is a match I played recently which I feel displays a more realistic level of micro for the elo range. There are some noob moments ofc, but I still think it's a really interesting game!

Check it out:
Lakota vs Russia 1v1 - Age of Empires III Definitive Edition - YouTube

u/Karl137 — 1 day ago
▲ 70 r/aoe3

me pulling up to the Treaty hate convention (I'm very well known there)

u/Luviebug19 — 3 days ago
▲ 29 r/aoe3

I love Austrians

(Note: This is a mod in the modifications menu after you revolt has Hungrians.)

u/EsperanzaArts2020 — 3 days ago
▲ 50 r/aoe3

mfw I see YET ANOTHER fully stacked imperial army coming my way in a 2v2:

2v2s can get so unfun omg, just the concept of endlessly barraging hundreds of units to die over and over to gain 20cm of land for 4 minutes.... who even finds ts fun? AND GOD FORBID YOU TAKE YOUR FOOT OFF THE PEDAL FOR ONE JUST ONE SECOND, bc then they'll raid ALL ur vills, siege down ALL ur factories/wonders/irreplaceable shit, and the last 2 hours will have been for naught. I can't even imagine the mental anguish treaty players experience daily.

u/Luviebug19 — 4 days ago
▲ 5 r/aoe3

Hello! Ai still not the best?

It's 7-8 years since I've played. Bought the CD-Rom deluxe pack when it first came out and have also downloaded from Steam. Has the ai gotten any better? Or does the machine still gather massive armies and do nothing with the armies etc?

reddit.com
u/Longjumping-Gur1878 — 4 days ago
▲ 12 r/aoe3

Stuck at 1200 ELO for 4 years, How to ladder Up

I have been playing competitively for 4 years now, went from 1000 to 1200 elo pretty easily, But I cannot seem to get above that. I play almost one match everyday build orders are reflexive at this point, but I just cannot go above. Pro players, how to improve. ID lose a match to some Bottoman or some other bullshit everynow and then.

reddit.com
u/Hot_Garage701 — 5 days ago
▲ 17 r/aoe3

How to transition from playing with bots to multiplayer?

I usually play brits and my friend played french or dutch. we usually play with extreme bot, any tips on how to play multiplayer cause we got absolutely crushed

reddit.com
u/Crotcrotcrot — 6 days ago
▲ 7 r/aoe3

Considerations on When To Avoid Guard Upgrades

So if you have 1 of a unit, it might seem questionable to research an upgrade for that unit. But what's the breakpoint? How many units do you need for it to be "worth it"? I checked this out for Veteran once, which is simple math, but I also realized I was looking at Guard upgrades the wrong way.

First, and quickly, the vet math: Based on base gather rates you need about 28 Musketeers to get the same value out of upgrading to Veteran than you'd otherwise get from just training more Musketeers with your resources (assuming you manually gather it all with equal access to the resources, which I know is unrealistic).

For Guard, one might think the same math would apply (just 30% more value per dude based on base stats/cost) - but there's a caveat. You're now already training Veteran dudes. This makes the Guard upgrade lower in value than it might seem on the surface (25% relative increase in value rather than 30%).

Here's how the formula shakes out: Guard Musketeer tech costs 2200 Villager-Seconds, boosts Veteran Musks by effectively +25%. Alternatively, you can train ~25 Veteran Musks. This means you need 119 Veteran Musks for the Guard tech to give you the same volume of stats that you'd get from just macroing for more dudes.

Imperial's even worse - grants a mere +33% marginal power gain over Guard, but costs 5500 VS. This means you need 185 musks for it to be of equal value to training dudes.

However, there are some alternatives. The Portuguese Royal Guard tech for Musketeers, for example, garners +10% more than the usual Guard stats and for not too much more - 2750 VS for the +40% (+33.3% relative to Vet) means you only need 93 vet musks on the field to break even, which is 26 fewer musks than normal Guard.

This is a super simple look at this math ofc. The math changes depending on civ (Natives get cheaper unit techs) and other unit types (like artillery, which scale off of veteran stats as base). This also ignores every consideration for things like max pop, value of more units (less overkill on enemies, bodyblocking, etc), value of less units (easier to attack with full force at once, etc), and housing cost (which some civs, eg Brits, effectively don't pay).

reddit.com
u/GideonAI — 6 days ago