AoE3 DatabaseAoE3: DE 100.19.18309 · read from the game files · unofficial

Worked out · AoE3: DE 100.19.18309

Aztecs builds

For the Aztecs in AoE3: Definitive Edition 100.19.18309, the Fortress Age army that answers the most enemy units for the same resources is Jaguar Prowl Knight, Otontin Slinger and Puma Spearman: between them they beat 95% of the 119 regular units of all civilizations out by then (average edge ×1.97). Colonial pressure (Colonial Age): Otontin Slinger and Puma Spearman, 87%. Economic boom (Industrial Age): Jaguar Prowl Knight, Otontin Slinger and Puma Spearman, 95%.

This section as JSON: /raw/builds.json

Quick answers (4)
What is the best Aztecs army in AoE3?
Colonial Age: Otontin Slinger and Puma Spearman (beats 87% of 77 units); Fortress Age: Jaguar Prowl Knight, Otontin Slinger and Puma Spearman (beats 95% of 119 units); Industrial Age: Jaguar Prowl Knight, Otontin Slinger and Puma Spearman (beats 95% of 123 units) — base stats, AoE3: Definitive Edition 100.19.18309.
What beats the Aztecs Fortress Age army?
Bandido (its best answer, Jaguar Prowl Knight, is at ×0.94), Renegado (its best answer, Jaguar Prowl Knight, is at ×0.94), Aenna (its best answer, Jaguar Prowl Knight, is at ×0.95), Cetan Bowman (its best answer, Jaguar Prowl Knight and is at ×0.95).
Which cards should the Aztecs send first?
For the fortress push: 3 Villagers, 3 Fishing Boats, 5 Villagers and Fencing School.
Which Aztecs age-ups hand over the most?
to the Colonial Age: The Warrior (≈ 500 resources).

Colonial pressure · Colonial Age

The full deck (25 cards)
Open this deck in the deck builder →

Fortress push · Fortress Age

The full deck (25 cards)
Open this deck in the deck builder →

Economic boom · Industrial Age

The full deck (25 cards)
Open this deck in the deck builder →

What to train against the most common units

The Aztecs unit that does best for the same resources against each of the 12 units most civilizations have (any age).

How this is worked out

Army: every mix of 2 (Colonial) or 3 (Fortress, Industrial) of the civ's own regular units out by that age is tried against every regular unit of every civilization out by then. Against each enemy the best unit of the mix 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 mix with the highest geometric mean of those edges wins; "beats" = the share of enemy units where that edge is above ×1.

Age-ups: on the way, the choice that hands over the most (shipped units at their train cost, livestock and crates at what they hold, resources). Cards: economy first (villagers, crates, livestock, gathering and trickle bonuses), then the shipments of fighting units worth the most net of their price, then cards that raise hit points, damage, resists, range or speed of the army's units or cut their cost or train time. The deck adds more of the same by value, spread over the ages by the plan (an early plan keeps more early cards), at most 10 per age, 25 cards.

Not modelled: upgrades, civilization bonuses, range and speed (kiting), area damage beyond one target, abilities, maps, timing and the economy behind it. These plans are what the game's numbers favour, not build orders from top players.

Aztecs: bonuses, units and every cardAztecs deck builder← All civilizations' builds