Worked out · AoE3: DE 100.19.18309
Germans builds
For the Germans in AoE3: Definitive Edition 100.19.18309, the Fortress Age army that answers the most enemy units for the same resources is Pikeman, Uhlan and Falconet: between them they beat 87% of the 119 regular units of all civilizations out by then (average edge ×1.96). Colonial pressure (Colonial Age): Pikeman and Uhlan, 66%. Economic boom (Industrial Age): Pikeman, Uhlan and Falconet, 87%. Treaty (Imperial Age): Crossbowman, Pikeman, Uhlan and Falconet, 90%.
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Quick answers (4)
- What is the best Germans army in AoE3?
- Colonial Age: Pikeman and Uhlan (beats 66% of 77 units); Fortress Age: Pikeman, Uhlan and Falconet (beats 87% of 119 units); Industrial Age: Pikeman, Uhlan and Falconet (beats 87% of 123 units); Imperial Age: Crossbowman, Pikeman, Uhlan and Falconet (beats 90% of 123 units) — base stats, AoE3: Definitive Edition 100.19.18309.
- What beats the Germans Fortress Age army?
- Veteran Halberdier (its best answer, Pikeman, is at ×0.59), Poruchik (its best answer, Pikeman, is at ×0.73), Jaguar Prowl Knight (its best answer, Uhlan, is at ×0.75), Tomahawk (its best answer, Pikeman and is at ×0.76).
- Which cards should the Germans send first?
- For the fortress push: 2 Settler Wagons, 1 Settler Wagon, Cavalry Combat and TEAM Cavalry Attack.
- Which Germans age-ups hand over the most?
- to the Colonial Age: The Naturalist (≈ 500 resources); to the Fortress Age: The Gentleman Pirate (≈ 800 resources).
Colonial pressure · Colonial Age
Army
Beats 66% of the 77 regular units out by the Colonial Age (average edge ×1.54), training the right one of them against each.
Age-ups
- II
The Naturalist≈ 500
Cards to send, in order
- 1.I
2 Settler WagonsEconomy · hands over ≈ 400 net - 2.I
1 Settler WagonEconomy · hands over ≈ 200 net - 3.II
4 Surgeons +2 UhlansArmy · hands over ≈ 1,200 net - 4.II
2 Caravels +2 UhlansArmy · hands over ≈ 1,100 net - 5.II
Chests of 700 Coin +2 UhlansArmy · hands over ≈ 1,000 net - 6.II
Cavalry CombatUpgrade · helps Uhlan - 7.II
TEAM Cavalry AttackUpgrade · helps Uhlan
The full deck (25 cards)
Fortress push · Fortress Age
Army
PikemanInfantry · answers 42 enemy units
40
40
UhlanCavalry · answers 37 enemy units
50
100
FalconetArtillery · answers 24 enemy units
400
100
Beats 87% of the 119 regular units out by the Fortress Age (average edge ×1.96), training the right one of them against each.
Weak against
Veteran Halberdier×0.59
Poruchik×0.73
Jaguar Prowl Knight×0.75
Tomahawk×0.76
Samurai×0.81
Changdao Swordsman×0.82
Age-ups
- II
The Naturalist≈ 500 - III
The Gentleman Pirate≈ 800
Cards to send, in order
- 1.I
2 Settler WagonsEconomy · hands over ≈ 400 net - 2.I
1 Settler WagonEconomy · hands over ≈ 200 net - 3.II
Cavalry CombatUpgrade · helps Uhlan - 4.II
TEAM Cavalry AttackUpgrade · helps Uhlan - 5.III
15 Sheep + 1 Homestead WagonArmy · hands over ≈ 1,950 net - 6.III
Hire British HarquebusiersArmy · hands over ≈ 1,640 net - 7.III
Hire Landsknecht MercenariesArmy · hands over ≈ 1,500 net
The full deck (25 cards)
Economic boom · Industrial Age
Army
PikemanInfantry · answers 42 enemy units
40
40
UhlanCavalry · answers 40 enemy units
50
100
FalconetArtillery · answers 25 enemy units
400
100
Beats 87% of the 123 regular units out by the Industrial Age (average edge ×2), training the right one of them against each.
Weak against
Veteran Halberdier×0.59
Poruchik×0.73
Jaguar Prowl Knight×0.75
Tomahawk×0.76
Samurai×0.81
Changdao Swordsman×0.82
Age-ups
- II
The Naturalist≈ 500 - III
The Gentleman Pirate≈ 800 - IV
The Cavalry Marshal≈ 1,050
Cards to send, in order
- 1.I
2 Settler WagonsEconomy · hands over ≈ 400 net - 2.I
1 Settler WagonEconomy · hands over ≈ 200 net - 3.I
CapitalismEconomy · gathering or trickle bonus - 4.II
Cavalry CombatUpgrade · helps Uhlan - 5.II
TEAM Cavalry AttackUpgrade · helps Uhlan - 6.III
TEAM Settler WagonsEconomy · hands over ≈ 400 net - 7.IV
24 Crossbowmen +4 UhlansArmy · hands over ≈ 2,520 net - 8.IV
Hire Highland Mercenary ArmyArmy · hands over ≈ 2,490 net
The full deck (25 cards)
Treaty · Imperial Age
Army
CrossbowmanInfantry · answers 9 enemy units
40
40
PikemanInfantry · answers 39 enemy units
40
40
UhlanCavalry · answers 40 enemy units
50
100
FalconetArtillery · answers 23 enemy units
400
100
Beats 90% of the 123 regular units out by the Imperial Age (average edge ×2.02), training the right one of them against each.
Weak against
Veteran Halberdier×0.63
Poruchik×0.79
Jaguar Prowl Knight×0.81
Tomahawk×0.82
Qiang Pikeman×0.87
Changdao Swordsman×0.89
Age-ups
- II
The Naturalist≈ 500 - III
The Gentleman Pirate≈ 800 - IV
The Cavalry Marshal≈ 1,050 - V
El Presidente≈ 2,000
Cards to send, in order
The full deck (15 cards)
What to train against the most common units
The Germans unit that does best for the same resources against each of the 12 units most civilizations have (any age).
| Enemy unit | Train | Edge |
|---|---|---|
| ×1.68 | ||
| ×4 | ||
| ×3.14 | ||
| ×4 | ||
| ×3.37 | ||
| ×1.86 | ||
| ×3.32 | ||
| ×1.02 | ||
| ×2.82 | ||
| ×1.44 | ||
| ×3.06 | ||
| ×1.9 |
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.
Germans: bonuses, units and every cardGermans deck builder← All civilizations' builds