Worked out · AoE3: DE 100.19.18309
Best rush civilizations
No. 1: Chinese (average edge ×1.87), then United States (×1.69) and Hausa (×1.66). All 24 civilizations ranked by their best two-unit Colonial Age army: how hard it beats, for the same resources, every regular unit out in the Colonial Age.
| # | Name | Average edge | Note |
|---|---|---|---|
| 1 | ×1.87 | Qiang Pikeman + Steppe Rider; beats 75% of 77 | |
| 2 | ×1.69 | Pistolero + Hussar; beats 97% of 77 | |
| 3 | ×1.66 | Levied Gunner + Raider; beats 96% of 77 | |
| 4 | ×1.65 | Desperado + Chinaco; beats 97% of 77 | |
| 5 | ×1.65 | Tomahawk + Kanya Horseman; beats 88% of 77 | |
| 6 | ×1.6 | Levied Gunner + Desert Raider; beats 96% of 77 | |
| 7 | ×1.6 | Poruchik + Cossack; beats 91% of 77 | |
| 8 | ×1.55 | Cetan Bowman + Club Warrior; beats 97% of 77 | |
| 9 | ×1.54 | Otontin Slinger + Puma Spearman; beats 87% of 77 | |
| 10 | ×1.54 | Pikeman + Uhlan; beats 66% of 77 | |
| 11 | ×1.52 | Rodelero + Hussar; beats 74% of 77 | |
| 12 | ×1.5 | Sepoy + Sowar; beats 77% of 77 | |
| 13 | ×1.5 | Musketeer + Hussar; beats 87% of 77 | |
| 14 | ×1.5 | Musketeer + Hussar; beats 87% of 77 | |
| 15 | ×1.5 | Musketeer + Hussar; beats 87% of 77 | |
| 16 | ×1.5 | Musketeer + Hussar; beats 87% of 77 | |
| 17 | ×1.5 | Musketeer + Hussar; beats 87% of 77 | |
| 18 | ×1.48 | Pikeman + Hussar; beats 65% of 77 | |
| 19 | ×1.48 | Pikeman + Hussar; beats 65% of 77 | |
| 20 | ×1.48 | Samurai + Naginata Rider; beats 78% of 77 | |
| 21 | ×1.47 | Pikeman + Retainer; beats 65% of 77 | |
| 22 | ×1.46 | Janissary + Deli; beats 79% of 77 | |
| 23 | ×1.34 | Pikeman + Sentinel; beats 77% of 77 | |
| 24 | ×1.17 | Jungle Bowman + Plumed Spearman; beats 52% of 77 |
How this is worked out
Each civilization's best army of 2 of its own regular units out by the Colonial Age (the Colonial rush plan on /builds): against every regular unit of every civilization out by then, the best unit of the army counts, by its edge for the same resources (Lanchester's square law: strength = (resources ÷ cost)² × damage per second × hit points; edge = √ of the strength ratio, held between ×¼ and ×4). The score is the geometric mean of those edges.
Assumptions: Base stats: no upgrades, cards or civilization bonuses. Only the army counts: economy, timing, bonuses and cards are not in it. Range, speed and area damage are not modelled.