Worked out · AoE3: DE 100.19.18309
British builds
For the British in AoE3: Definitive Edition 100.19.18309, the Fortress Age army that answers the most enemy units for the same resources is Pikeman, Hussar and Falconet: between them they beat 87% of the 119 regular units of all civilizations out by then (average edge ×1.91). Colonial rush (Colonial Age): Musketeer and Hussar, 87%. Boom (Industrial Age): Pikeman, Hussar and Falconet, 87%. Treaty (Imperial Age): Musketeer, Pikeman, Hussar and Falconet, 95%.
This section as JSON: /raw/builds.json
Quick answers (4)
- What is the best British army in AoE3?
- Colonial Age: Musketeer and Hussar (beats 87% of 77 units); Fortress Age: Pikeman, Hussar and Falconet (beats 87% of 119 units); Industrial Age: Pikeman, Hussar and Falconet (beats 87% of 123 units); Imperial Age: Musketeer, Pikeman, Hussar and Falconet (beats 95% of 123 units) — base stats, AoE3: Definitive Edition 100.19.18309.
- What beats the British Fortress Age army?
- Veteran Halberdier (its best answer, Pikeman, is at ×0.59), Jaguar Prowl Knight (its best answer, Hussar, is at ×0.67), Poruchik (its best answer, Pikeman, is at ×0.73), Tomahawk (its best answer, Pikeman and is at ×0.76).
- Which cards should the British send first?
- For the fast fortress: 3 Settlers, 2 Settlers, 7 Semi-fattened Cows and Cavalry Damage.
- Which British age-ups hand over the most?
- to the Colonial Age: The Naturalist (≈ 500 resources); to the Fortress Age: The Mohawk Statesman (≈ 790 resources).
Colonial rush · Colonial Age
Army
Beats 87% of the 77 regular units out by the Colonial Age (average edge ×1.5), training the right one of them against each.
Age-ups
- II
The Naturalist≈ 500
Cards to send, in order
- 1.I
3 SettlersEconomy · hands over ≈ 300 net - 2.I
2 SettlersEconomy · hands over ≈ 200 net - 3.II
7 Hanover AlliesArmy · hands over ≈ 620 net - 4.II
6 LongbowmenArmy · hands over ≈ 600 net - 5.II
6 MusketeersArmy · hands over ≈ 600 net - 6.II
Cavalry DamageUpgrade · helps Hussar - 7.II
Cavalry HitpointsUpgrade · helps Hussar
The full deck (25 cards)
Fast Fortress · Fortress Age
Army
PikemanInfantry · answers 43 enemy units
40
40
HussarCavalry · answers 30 enemy units
120
80
FalconetArtillery · answers 30 enemy units
400
100
Beats 87% of the 119 regular units out by the Fortress Age (average edge ×1.91), training the right one of them against each.
Weak against
Veteran Halberdier×0.59
Jaguar Prowl Knight×0.67
Poruchik×0.73
Tomahawk×0.76
Samurai×0.81
Changdao Swordsman×0.82
Age-ups
- II
The Naturalist≈ 500 - III
The Mohawk Statesman≈ 790
Cards to send, in order
- 1.I
3 SettlersEconomy · hands over ≈ 300 net - 2.I
2 SettlersEconomy · hands over ≈ 200 net - 3.II
7 Semi-fattened CowsEconomy · hands over ≈ 1,050 net - 4.II
Cavalry DamageUpgrade · helps Hussar - 5.III
Hire Hessian Jaeger DivisionArmy · hands over ≈ 1,100 net - 6.III
6 GrenadiersArmy · hands over ≈ 1,080 net - 7.III
10 LongbowmenArmy · hands over ≈ 1,000 net - 8.III
Cavalry CombatUpgrade · helps Hussar
The full deck (25 cards)
Boom · Industrial Age
Army
PikemanInfantry · answers 43 enemy units
40
40
HussarCavalry · answers 33 enemy units
120
80
FalconetArtillery · answers 31 enemy units
400
100
Beats 87% of the 123 regular units out by the Industrial Age (average edge ×1.94), training the right one of them against each.
Weak against
Veteran Halberdier×0.59
Jaguar Prowl Knight×0.67
Poruchik×0.73
Tomahawk×0.76
Samurai×0.81
Changdao Swordsman×0.82
Age-ups
- II
The Naturalist≈ 500 - III
The Mohawk Statesman≈ 790 - IV
The Engineer≈ 1,000
Cards to send, in order
- 1.I
3 SettlersEconomy · hands over ≈ 300 net - 2.I
2 SettlersEconomy · hands over ≈ 200 net - 3.I
DistributivismEconomy · gathering or trickle bonus - 4.II
7 Semi-fattened CowsEconomy · hands over ≈ 1,050 net - 5.II
4 SettlersEconomy · hands over ≈ 400 net - 6.II
Cigar RollerEconomy · gathering or trickle bonus - 7.II
Cavalry DamageUpgrade · helps Hussar - 8.III
8 SettlersEconomy · hands over ≈ 800 net - 9.III
Cavalry CombatUpgrade · helps Hussar - 10.IV
20 LongbowmenArmy · hands over ≈ 2,000 net - 11.IV
3 Horse ArtilleryArmy · hands over ≈ 1,800 net
The full deck (25 cards)
Treaty · Imperial Age
Army
MusketeerInfantry · answers 13 enemy units
75
25
PikemanInfantry · answers 41 enemy units
40
40
HussarCavalry · answers 32 enemy units
120
80
FalconetArtillery · answers 31 enemy units
400
100
Beats 95% of the 123 regular units out by the Imperial Age (average edge ×2), training the right one of them against each.
Weak against
Jaguar Prowl Knight×0.67
Veteran Halberdier×0.74
Maceman×0.83
Levied Gunner×0.92
Poruchik×0.93
Tomahawk×0.96
Age-ups
- II
The Naturalist≈ 500 - III
The Mohawk Statesman≈ 790 - IV
The Engineer≈ 1,000 - V
El Presidente≈ 2,000
Cards to send, in order
- 1.I
DistributivismEconomy · gathering or trickle bonus - 2.I
Establish IronmongerEconomy · gathering or trickle bonus - 3.II
Cigar RollerEconomy · gathering or trickle bonus - 4.II
Fencing SchoolUpgrade · helps Musketeer, Pikeman - 5.II
Cavalry DamageUpgrade · helps Hussar - 6.II
Cavalry HitpointsUpgrade · helps Hussar - 7.II
Riding SchoolUpgrade · helps Hussar - 8.III
Cavalry CombatUpgrade · helps Hussar - 9.III
Coldstream GuardsUpgrade · helps Musketeer - 10.III
RefrigerationEconomy · gathering or trickle bonus - 11.III
Royal MintEconomy · gathering or trickle bonus
The full deck (25 cards)
What to train against the most common units
The British 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), 3 (Fortress, Industrial) or 4 (Treaty, Imperial) 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 Treaty plan keeps only cards that last (upgrades, gathering and trickle bonuses, building improvements), no one-off shipments. 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.
British: bonuses, units and every cardBritish deck builder← All civilizations' builds