Worked out · AoE3: DE 100.19.18309
Hausa builds
For the Hausa 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 Raider: between them they beat 96% of the 119 regular units of all civilizations out by then (average edge ×2.03). Colonial rush (Colonial Age): Levied Gunner and Raider, 96%. Boom (Industrial Age): Levied Gunner, Levied Spearman and Raider, 96%. Treaty (Imperial Age): Levied Bowman, Levied Gunner, Levied Spearman and Raider, 97%.
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Quick answers (4)
- What is the best Hausa army in AoE3?
- Colonial Age: Levied Gunner and Raider (beats 96% of 77 units); Fortress Age: Levied Gunner, Levied Spearman and Raider (beats 96% of 119 units); Industrial Age: Levied Gunner, Levied Spearman and Raider (beats 96% of 123 units); Imperial Age: Levied Bowman, Levied Gunner, Levied Spearman and Raider (beats 97% of 123 units) — base stats, AoE3: Definitive Edition 100.19.18309.
- What beats the Hausa Fortress Age army?
- Jaguar Prowl Knight (its best answer, Levied Gunner, is at ×0.61), 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 Hausa send first?
- For the fast fortress: 3 Villagers, 2 Villagers, Fulani Cattle Fertilizer and Hand Cavalry Damage.
- Which Hausa age-ups hand over the most?
- to the Colonial Age: Hausa (≈ 500 resources); to the Fortress Age: Berbers (≈ 720 resources).
Colonial rush · Colonial Age
Army
Beats 96% of the 77 regular units out by the Colonial Age (average edge ×1.66), training the right one of them against each.
Age-ups
- II
Hausa≈ 500
Cards to send, in order
- 1.I
3 VillagersEconomy · hands over ≈ 300 net - 2.I
2 VillagersEconomy · hands over ≈ 200 net - 3.II
7 Fulani ArchersArmy · hands over ≈ 735 net - 4.II
5 RaidersArmy · hands over ≈ 725 net - 5.II
6 Berber AlliesArmy · hands over ≈ 580 net - 6.II
Hand Cavalry DamageUpgrade · helps Raider - 7.II
Hand Cavalry HitpointsUpgrade · helps Raider
The full deck (25 cards)
Fast Fortress · Fortress Age
Army
Levied GunnerInfantry · answers 40 enemy units
90
Levied SpearmanInfantry · answers 37 enemy units
65
RaiderCavalry · answers 37 enemy units
100
45
Beats 96% of the 119 regular units out by the Fortress Age (average edge ×2.03), training the right one of them against each.
Weak against
Jaguar Prowl Knight×0.61
Veteran Halberdier×0.83
Desperado×0.88
Pistolero×0.88
Age-ups
Cards to send, in order
- 1.I
3 VillagersEconomy · hands over ≈ 300 net - 2.I
2 VillagersEconomy · hands over ≈ 200 net - 3.II
Fulani Cattle FertilizerEconomy · gathering or trickle bonus - 4.II
Hand Cavalry DamageUpgrade · helps Raider - 5.III
5 Lifidi KnightsArmy · hands over ≈ 1,100 net - 6.III
15 Sudanese AlliesArmy · hands over ≈ 1,000 net - 7.III
Hire Sennar HorsemenArmy · hands over ≈ 1,000 net - 8.III
Feudal ArmiesUpgrade · helps Levied Gunner, Levied Spearman, Raider
The full deck (25 cards)
Boom · Industrial Age
Army
Levied GunnerInfantry · answers 41 enemy units
90
Levied SpearmanInfantry · answers 37 enemy units
65
RaiderCavalry · answers 40 enemy units
100
45
Beats 96% of the 123 regular units out by the Industrial Age (average edge ×2.07), training the right one of them against each.
Weak against
Jaguar Prowl Knight×0.61
Veteran Halberdier×0.83
Desperado×0.88
Pistolero×0.88
Age-ups
Cards to send, in order
- 1.I
3 VillagersEconomy · hands over ≈ 300 net - 2.I
2 VillagersEconomy · hands over ≈ 200 net - 3.I
Establish IronmongerEconomy · gathering or trickle bonus - 4.II
Fulani Cattle FertilizerEconomy · gathering or trickle bonus - 5.II
SilversmithEconomy · gathering or trickle bonus - 6.II
Spice TradeEconomy · gathering or trickle bonus - 7.III
JukunawaEconomy · hands over ≈ 1,250 net - 8.III
Feudal ArmiesUpgrade · helps Levied Gunner, Levied Spearman, Raider - 9.IV
Futa ToroArmy · hands over ≈ 2,250 net - 10.IV
Hire Gatling CamelsArmy · hands over ≈ 2,050 net - 11.IV
Durbar ParadeUpgrade · helps Raider
The full deck (25 cards)
Treaty · Imperial Age
Army
Levied BowmanInfantry · answers 21 enemy units
70
Levied GunnerInfantry · answers 23 enemy units
90
Levied SpearmanInfantry · answers 36 enemy units
65
RaiderCavalry · answers 39 enemy units
100
45
Beats 97% of the 123 regular units out by the Imperial Age (average edge ×2.1), 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
FurrierEconomy · gathering or trickle bonus - 3.II
Fulani Cattle FertilizerEconomy · gathering or trickle bonus - 4.II
Hand Cavalry DamageUpgrade · helps Raider - 5.II
Hand Cavalry HitpointsUpgrade · helps Raider - 6.III
Feudal ArmiesUpgrade · helps Levied Bowman, Levied Gunner, Levied Spearman, Raider - 7.III
TEAM Senegalese RiflemenUpgrade · helps Levied Bowman, Levied Gunner - 8.III
Rano Indigo ProductionEconomy · gathering or trickle bonus - 9.III
Suya SkewersEconomy · gathering or trickle bonus - 10.IV
Durbar ParadeUpgrade · helps Raider
The full deck (25 cards)
What to train against the most common units
The Hausa 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 | ||
| ×2.53 | ||
| ×1.22 | ||
| ×3.52 | ||
| ×1.86 |
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.
Hausa: bonuses, units and every cardHausa deck builder← All civilizations' builds