AoE3 DatabaseAoE3: DE 100.19.18309 · read from the game files · unofficial

Worked out · AoE3: DE 100.19.18309

Indians builds

For the Indians in AoE3: Definitive Edition 100.19.18309, the Fortress Age army that answers the most enemy units for the same resources is Rajput, Sepoy and Sowar: between them they beat 84% of the 119 regular units of all civilizations out by then (average edge ×1.74). Colonial rush (Colonial Age): Sepoy and Sowar, 77%. Boom (Industrial Age): Rajput, Sepoy and Sowar, 85%. Treaty (Imperial Age): Gurkha, Rajput, Sepoy and Sowar, 93%.

This section as JSON: /raw/builds.json

Quick answers (4)
What is the best Indians army in AoE3?
Colonial Age: Sepoy and Sowar (beats 77% of 77 units); Fortress Age: Rajput, Sepoy and Sowar (beats 84% of 119 units); Industrial Age: Rajput, Sepoy and Sowar (beats 85% of 123 units); Imperial Age: Gurkha, Rajput, Sepoy and Sowar (beats 93% of 123 units) — base stats, AoE3: Definitive Edition 100.19.18309.
What beats the Indians Fortress Age army?
Jaguar Prowl Knight (its best answer, Sepoy, is at ×0.58), Veteran Halberdier (its best answer, Sepoy, is at ×0.74), Desperado (its best answer, Sepoy, is at ×0.75), Pistolero (its best answer, Sepoy and is at ×0.75).
Which cards should the Indians send first?
For the fast fortress: 2 Pet Lions +1 Villager, 2 Pet Tigers +1 Villager, 2 Caravels +1 Villager and Fencing School.
Which Indians age-ups hand over the most?
to the Colonial Age: Karni Mata (≈ 500 resources); to the Fortress Age: Taj Mahal (≈ 800 resources).

Colonial rush · Colonial Age

The full deck (25 cards)
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Fast Fortress · Fortress Age

The full deck (25 cards)
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Boom · Industrial Age

The full deck (25 cards)
Open this deck in the deck builder →

Treaty · Imperial Age

The full deck (25 cards)
Open this deck in the deck builder →

What to train against the most common units

The Indians 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.

Indians: bonuses, units and every cardIndians deck builder← All civilizations' builds