Worked out · AoE3: DE 100.19.18309
Ethiopians builds
For the Ethiopians in AoE3: Definitive Edition 100.19.18309, the Fortress Age army that answers the most enemy units for the same resources is Levied Gunner, Levied Spearman and Desert Raider: between them they beat 96% of the 119 regular units of all civilizations out by then (average edge ×1.98). Colonial rush (Colonial Age): Levied Gunner and Desert Raider, 96%. Boom (Industrial Age): Levied Gunner, Levied Spearman and Desert Raider, 96%. Treaty (Imperial Age): Levied Bowman, Levied Gunner, Levied Spearman and Desert Raider, 97%.
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Quick answers (4)
- What is the best Ethiopians army in AoE3?
- Colonial Age: Levied Gunner and Desert Raider (beats 96% of 77 units); Fortress Age: Levied Gunner, Levied Spearman and Desert Raider (beats 96% of 119 units); Industrial Age: Levied Gunner, Levied Spearman and Desert Raider (beats 96% of 123 units); Imperial Age: Levied Bowman, Levied Gunner, Levied Spearman and Desert Raider (beats 97% of 123 units) — base stats, AoE3: Definitive Edition 100.19.18309.
- What beats the Ethiopians Fortress Age army?
- Jaguar Prowl Knight (its best answer, Desert Raider, is at ×0.69), Veteran Halberdier (its best answer, Levied Gunner, is at ×0.83), Desperado (its best answer, Levied Gunner, is at ×0.88), Pistolero (its best answer, Levied Gunner and is at ×0.88).
- Which cards should the Ethiopians send first?
- For the fast fortress: Trinity, Oromo Migrations, 4 Villagers and 1 Sebastopol Mortar.
- Which Ethiopians age-ups hand over the most?
- to the Colonial Age: Habesha (≈ 300 resources); to the Fortress Age: Somalis (≈ 700 resources).
Colonial rush · Colonial Age
Army
Beats 96% of the 77 regular units out by the Colonial Age (average edge ×1.6), training the right one of them against each.
Age-ups
- II
Habesha≈ 300
Cards to send, in order
- 1.I
TrinityEconomy · hands over ≈ 350 net - 2.I
Oromo MigrationsEconomy · hands over ≈ 50 net - 3.I
ShiftasUpgrade · helps Desert Raider - 4.I
TemenyasUpgrade · helps Levied Gunner - 5.II
6 GascenyaArmy · hands over ≈ 600 net - 6.II
6 Berber AlliesArmy · hands over ≈ 580 net - 7.II
10 Desert ArchersArmy · hands over ≈ 550 net
The full deck (25 cards)
Fast Fortress · Fortress Age
Army
Levied GunnerInfantry · answers 39 enemy units
90
Levied SpearmanInfantry · answers 37 enemy units
65
Desert RaiderCavalry · answers 38 enemy units
50
130
Beats 96% of the 119 regular units out by the Fortress Age (average edge ×1.98), training the right one of them against each.
Weak against
Jaguar Prowl Knight×0.69
Veteran Halberdier×0.83
Desperado×0.88
Pistolero×0.88
Age-ups
Cards to send, in order
- 1.I
TrinityEconomy · hands over ≈ 350 net - 2.I
Oromo MigrationsEconomy · hands over ≈ 50 net - 3.II
4 VillagersEconomy · hands over ≈ 400 net - 4.III
1 Sebastopol MortarArmy · hands over ≈ 1,000 net - 5.III
15 Sudanese AlliesArmy · hands over ≈ 1,000 net - 6.III
Hire Sennar HorsemenArmy · hands over ≈ 1,000 net - 7.III
Feudal ArmiesUpgrade · helps Levied Gunner, Levied Spearman, Desert Raider - 8.III
Loyal WarriorsUpgrade · helps Desert Raider
The full deck (25 cards)
Boom · Industrial Age
Army
Levied GunnerInfantry · answers 40 enemy units
90
Levied SpearmanInfantry · answers 37 enemy units
65
Desert RaiderCavalry · answers 41 enemy units
50
130
Beats 96% of the 123 regular units out by the Industrial Age (average edge ×2.01), training the right one of them against each.
Weak against
Jaguar Prowl Knight×0.69
Veteran Halberdier×0.83
Desperado×0.88
Pistolero×0.88
Age-ups
Cards to send, in order
- 1.I
TrinityEconomy · hands over ≈ 350 net - 2.I
Oromo MigrationsEconomy · hands over ≈ 50 net - 3.I
Establish IronmongerEconomy · gathering or trickle bonus - 4.II
4 VillagersEconomy · hands over ≈ 400 net - 5.II
TEAM CalpulliEconomy · hands over ≈ 300 net - 6.II
BeekeepersEconomy · gathering or trickle bonus - 7.III
Iyasu ReformsEconomy · gathering or trickle bonus - 8.III
Feudal ArmiesUpgrade · helps Levied Gunner, Levied Spearman, Desert Raider - 9.IV
Hire Gatling CamelsArmy · hands over ≈ 2,050 net - 10.IV
2 Sebastopol MortarsArmy · hands over ≈ 2,000 net - 11.IV
Ignatian SpiritualityUpgrade · helps Levied Gunner, Levied Spearman, Desert Raider
The full deck (25 cards)
Treaty · Imperial Age
Army
Levied BowmanInfantry · answers 21 enemy units
70
Levied GunnerInfantry · answers 22 enemy units
90
Levied SpearmanInfantry · answers 36 enemy units
65
Desert RaiderCavalry · answers 40 enemy units
50
130
Beats 97% of the 123 regular units out by the Imperial Age (average edge ×2.05), training the right one of them against each.
Weak against
Veteran Halberdier×0.83
Jaguar Prowl Knight×0.92
Desperado×0.96
Pistolero×0.96
Age-ups
Cards to send, in order
- 1.I
Establish IronmongerEconomy · gathering or trickle bonus - 2.I
ShiftasUpgrade · helps Desert Raider - 3.I
TemenyasUpgrade · helps Levied Gunner - 4.II
BeekeepersEconomy · gathering or trickle bonus - 5.II
Fazogli GoldEconomy · gathering or trickle bonus - 6.III
Feudal ArmiesUpgrade · helps Levied Bowman, Levied Gunner, Levied Spearman, Desert Raider - 7.III
Loyal WarriorsUpgrade · helps Desert Raider - 8.III
Iyasu ReformsEconomy · gathering or trickle bonus - 9.IV
Ignatian SpiritualityUpgrade · helps Levied Bowman, Levied Gunner, Levied Spearman, Desert Raider - 10.IV
TEAM Coffee ConsumptionUpgrade · helps Levied Bowman, Levied Gunner - 11.IV
Roof of AfricaEconomy · gathering or trickle bonus
The full deck (25 cards)
What to train against the most common units
The Ethiopians unit that does best for the same resources against each of the 12 units most civilizations have (any age).
| Enemy unit | Train | Edge |
|---|---|---|
| ×1.93 | ||
| ×4 | ||
| ×2.74 | ||
| ×4 | ||
| ×2.94 | ||
| ×2.15 | ||
| ×3.83 | ||
| ×1.34 | ||
| ×2.46 | ||
| ×1.22 | ||
| ×3.52 | ||
| ×1.66 |
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.
Ethiopians: bonuses, units and every cardEthiopians deck builder← All civilizations' builds