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
Army
Beats 77% of the 77 regular units out by the Colonial Age (average edge ×1.5), training the right one of them against each.
Age-ups
- II
Karni Mata≈ 500
Cards to send, in order
- 1.I
2 Pet Lions +1 VillagerEconomy · hands over ≈ 440 net - 2.I
2 Pet Tigers +1 VillagerEconomy · hands over ≈ 370 net - 3.II
4 Sowars +1 VillagerArmy · hands over ≈ 740 net - 4.II
5 Rajputs +1 VillagerArmy · hands over ≈ 725 net - 5.II
5 Sepoys +1 VillagerArmy · hands over ≈ 700 net - 6.II
Camel AttackUpgrade · helps Sowar - 7.II
Desert TerrorUpgrade · helps Sowar
The full deck (25 cards)
Fast Fortress · Fortress Age
Army
RajputInfantry · answers 17 enemy units
90
35
SepoyInfantry · answers 41 enemy units
90
30
SowarCavalry · answers 42 enemy units
80
80
Beats 84% of the 119 regular units out by the Fortress Age (average edge ×1.74), training the right one of them against each.
Weak against
Jaguar Prowl Knight×0.58
Veteran Halberdier×0.74
Desperado×0.75
Pistolero×0.75
Maceman×0.77
Levied Gunner×0.86
Age-ups
- II
Karni Mata≈ 500 - III
Taj Mahal≈ 800
Cards to send, in order
- 1.I
2 Pet Lions +1 VillagerEconomy · hands over ≈ 440 net - 2.I
2 Pet Tigers +1 VillagerEconomy · hands over ≈ 370 net - 3.II
2 Caravels +1 VillagerEconomy · hands over ≈ 900 net - 4.II
Fencing SchoolUpgrade · helps Rajput, Sepoy - 5.III
9 Sepoys +1 VillagerArmy · hands over ≈ 1,180 net - 6.III
9 Zamburaks +1 VillagerArmy · hands over ≈ 1,180 net - 7.III
6 Sowars +1 VillagerArmy · hands over ≈ 1,060 net - 8.III
British East India CompanyUpgrade · helps Sepoy, Sowar
The full deck (25 cards)
Boom · Industrial Age
Army
RajputInfantry · answers 18 enemy units
90
35
SepoyInfantry · answers 41 enemy units
90
30
SowarCavalry · answers 45 enemy units
80
80
Beats 85% of the 123 regular units out by the Industrial Age (average edge ×1.78), training the right one of them against each.
Weak against
Jaguar Prowl Knight×0.58
Veteran Halberdier×0.74
Desperado×0.75
Pistolero×0.75
Maceman×0.77
Levied Gunner×0.86
Age-ups
- II
Karni Mata≈ 500 - III
Taj Mahal≈ 800 - IV
Charminar Gate≈ 1,300
Cards to send, in order
- 1.I
2 Pet Lions +1 VillagerEconomy · hands over ≈ 440 net - 2.I
2 Pet Tigers +1 VillagerEconomy · hands over ≈ 370 net - 3.I
1 Grove Rickshaw +1 VillagerEconomy · hands over ≈ 100 net - 4.II
2 Caravels +1 VillagerEconomy · hands over ≈ 900 net - 5.II
Chests of 700 Coin +1 VillagerEconomy · hands over ≈ 800 net - 6.II
Cords of 700 Wood +1 VillagerEconomy · hands over ≈ 800 net - 7.III
3 Caravels +1 VillagerEconomy · hands over ≈ 1,300 net - 8.III
British East India CompanyUpgrade · helps Sepoy, Sowar - 9.IV
Hire Indian Mercenary ArmyArmy · hands over ≈ 1,850 net - 10.IV
Hire Indian Jat LancersArmy · hands over ≈ 1,800 net - 11.IV
TEAM Shivaji's TacticsUpgrade · helps Rajput, Sepoy, Sowar
The full deck (25 cards)
Treaty · Imperial Age
Army
GurkhaInfantry · answers 17 enemy units
70
50
RajputInfantry · answers 15 enemy units
90
35
SepoyInfantry · answers 37 enemy units
90
30
SowarCavalry · answers 45 enemy units
80
80
Beats 93% of the 123 regular units out by the Imperial Age (average edge ×1.8), training the right one of them against each.
Weak against
Veteran Halberdier×0.74
Maceman×0.77
Jaguar Prowl Knight×0.78
Desperado×0.81
Pistolero×0.81
Poruchik×0.93
Age-ups
- II
Karni Mata≈ 500 - III
Taj Mahal≈ 800 - IV
Charminar Gate≈ 1,300 - V
Tower of Victory≈ 2,000
Cards to send, in order
- 1.I
Advanced DockEconomy · hands over ≈ 100 net - 2.I
Advanced Rice PaddyEconomy · hands over ≈ 100 net - 3.II
1 Flatland CastleEconomy · hands over ≈ 100 net - 4.II
Fencing SchoolUpgrade · helps Gurkha, Rajput, Sepoy - 5.II
Camel AttackUpgrade · helps Sowar - 6.II
Desert TerrorUpgrade · helps Sowar - 7.II
Dravidian Martial ArtsUpgrade · helps Rajput - 8.III
British East India CompanyUpgrade · helps Gurkha, Sepoy, Sowar - 9.III
Elephant CombatEconomy · hands over ≈ 100 net - 10.III
Foreign Trading CompaniesEconomy · hands over ≈ 100 net - 11.IV
TEAM Shivaji's TacticsUpgrade · helps Gurkha, Rajput, Sepoy, Sowar
The full deck (25 cards)
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).
| Enemy unit | Train | Edge |
|---|---|---|
| ×1.34 | ||
| ×4 | ||
| ×2.63 | ||
| ×4 | ||
| ×2.83 | ||
| ×1.49 | ||
| ×2.47 | ||
| ×1.26 | ||
| ×2.18 | ||
| ×1.03 | ||
| ×2.27 | ||
| ×2.07 |
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