Worked out · AoE3: DE 100.19.18309
Dutch builds
For the Dutch in AoE3: Definitive Edition 100.19.18309, the Fortress Age army that answers the most enemy units for the same resources is Veteran Halberdier, Hussar and Falconet: between them they beat 98% of the 119 regular units of all civilizations out by then (average edge ×2.1). Colonial rush (Colonial Age): Pikeman and Hussar, 65%. Boom (Industrial Age): Veteran Halberdier, Hussar and Falconet, 98%. Treaty (Imperial Age): Veteran Halberdier, Hussar, Ruyter and Falconet, 98%.
This section as JSON: /raw/builds.json
Quick answers (4)
- What is the best Dutch army in AoE3?
- Colonial Age: Pikeman and Hussar (beats 65% of 77 units); Fortress Age: Veteran Halberdier, Hussar and Falconet (beats 98% of 119 units); Industrial Age: Veteran Halberdier, Hussar and Falconet (beats 98% of 123 units); Imperial Age: Veteran Halberdier, Hussar, Ruyter and Falconet (beats 98% of 123 units) — base stats, AoE3: Definitive Edition 100.19.18309.
- What beats the Dutch Fortress Age army?
- Jaguar Prowl Knight (its best answer, Veteran Halberdier and is at ×0.78).
- Which cards should the Dutch send first?
- For the fast fortress: 3 Merchants, 2 Merchants, 4 Merchants and Bahia.
- Which Dutch age-ups hand over the most?
- to the Colonial Age: The Naturalist (≈ 500 resources); to the Fortress Age: The Sergeant at Arms (≈ 720 resources).
Colonial rush · Colonial Age
Army
Beats 65% of the 77 regular units out by the Colonial Age (average edge ×1.48), training the right one of them against each.
The full deck (25 cards)
Fast Fortress · Fortress Age
Army
Veteran HalberdierInfantry · answers 64 enemy units
50
70
HussarCavalry · answers 24 enemy units
120
80
FalconetArtillery · answers 29 enemy units
400
100
Beats 98% of the 119 regular units out by the Fortress Age (average edge ×2.1), training the right one of them against each.
Weak against
Jaguar Prowl Knight×0.78
Age-ups
- II
The Naturalist≈ 500 - III
The Sergeant at Arms≈ 720
Cards to send, in order
- 1.I
3 MerchantsEconomy · hands over ≈ 300 net - 2.I
2 MerchantsEconomy · hands over ≈ 200 net - 3.II
4 MerchantsEconomy · hands over ≈ 400 net - 4.II
BahiaArmy · hands over ≈ 1,560 net - 5.II
Fencing SchoolUpgrade · helps Veteran Halberdier - 6.III
Hire BosniaksArmy · hands over ≈ 1,100 net - 7.III
5 HussarsArmy · hands over ≈ 1,000 net - 8.III
Cavalry CombatUpgrade · helps Hussar
The full deck (25 cards)
Boom · Industrial Age
Army
Veteran HalberdierInfantry · answers 64 enemy units
50
70
HussarCavalry · answers 27 enemy units
120
80
FalconetArtillery · answers 30 enemy units
400
100
Beats 98% of the 123 regular units out by the Industrial Age (average edge ×2.13), training the right one of them against each.
Weak against
Jaguar Prowl Knight×0.78
Age-ups
- II
The Naturalist≈ 500 - III
The Sergeant at Arms≈ 720 - IV
The Tycoon≈ 1,000
Cards to send, in order
- 1.I
3 MerchantsEconomy · hands over ≈ 300 net - 2.I
2 MerchantsEconomy · hands over ≈ 200 net - 3.I
AmazoniaEconomy · gathering or trickle bonus - 4.II
4 MerchantsEconomy · hands over ≈ 400 net - 5.II
Cigar RollerEconomy · gathering or trickle bonus - 6.II
SilversmithEconomy · gathering or trickle bonus - 7.II
Fencing SchoolUpgrade · helps Veteran Halberdier - 8.III
RefrigerationEconomy · gathering or trickle bonus - 9.III
Cavalry CombatUpgrade · helps Hussar - 10.IV
Hire Highland Mercenary ArmyArmy · hands over ≈ 1,800 net - 11.IV
Hire Mounted RiflemenArmy · hands over ≈ 1,800 net
The full deck (25 cards)
Treaty · Imperial Age
Army
Veteran HalberdierInfantry · answers 63 enemy units
50
70
HussarCavalry · answers 27 enemy units
120
80
RuyterCavalry · answers 1 enemy units
30
75
FalconetArtillery · answers 30 enemy units
400
100
Beats 98% of the 123 regular units out by the Imperial Age (average edge ×2.14), training the right one of them against each.
Weak against
Jaguar Prowl Knight×0.78
Age-ups
- II
The Naturalist≈ 500 - III
The Sergeant at Arms≈ 720 - IV
The Tycoon≈ 1,000 - V
El Presidente≈ 2,000
Cards to send, in order
- 1.I
AmazoniaEconomy · gathering or trickle bonus - 2.I
ColbertismEconomy · gathering or trickle bonus - 3.I
Military ReformsUpgrade · helps Veteran Halberdier - 4.II
Cigar RollerEconomy · gathering or trickle bonus - 5.II
Riding SchoolUpgrade · helps Hussar, Ruyter - 6.II
Fencing SchoolUpgrade · helps Veteran Halberdier - 7.II
Infantry AttackUpgrade · helps Veteran Halberdier - 8.III
Cavalry CombatUpgrade · helps Hussar, Ruyter - 9.III
Infantry CombatUpgrade · helps Veteran Halberdier - 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 Dutch unit that does best for the same resources against each of the 12 units most civilizations have (any age).
| Enemy unit | Train | Edge |
|---|---|---|
| ×1.81 | ||
| ×4 | ||
| ×2.83 | ||
| ×4 | ||
| ×3.04 | ||
| ×2.01 | ||
| ×3.38 | ||
| ×1.71 | ||
| ×2.55 | ||
| ×1.44 | ||
| ×3.12 | ||
| ×1.71 |
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.
Dutch: bonuses, units and every cardDutch deck builder← All civilizations' builds