Worked out · AoE3: DE 100.19.18309
Japanese builds
For the Japanese in AoE3: Definitive Edition 100.19.18309, the Fortress Age army that answers the most enemy units for the same resources is Samurai, Naginata Rider and Flaming Arrow: between them they beat 92% of the 119 regular units of all civilizations out by then (average edge ×1.71). Colonial rush (Colonial Age): Samurai and Naginata Rider, 78%. Boom (Industrial Age): Samurai, Naginata Rider and Flaming Arrow, 93%. Treaty (Imperial Age): Ashigaru Musketeer, Samurai, Naginata Rider and Flaming Arrow, 93%.
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Quick answers (4)
- What is the best Japanese army in AoE3?
- Colonial Age: Samurai and Naginata Rider (beats 78% of 77 units); Fortress Age: Samurai, Naginata Rider and Flaming Arrow (beats 92% of 119 units); Industrial Age: Samurai, Naginata Rider and Flaming Arrow (beats 93% of 123 units); Imperial Age: Ashigaru Musketeer, Samurai, Naginata Rider and Flaming Arrow (beats 93% of 123 units) — base stats, AoE3: Definitive Edition 100.19.18309.
- What beats the Japanese Fortress Age army?
- Jaguar Prowl Knight (its best answer, Naginata Rider, is at ×0.63), Veteran Halberdier (its best answer, Samurai, is at ×0.72), Levied Gunner (its best answer, Samurai, is at ×0.82), Maceman (its best answer, Samurai and is at ×0.87).
- Which cards should the Japanese send first?
- For the fast fortress: 3 Fishing Boats, 2 Villagers, 4 Villagers and 5 Naginata Riders.
- Which Japanese age-ups hand over the most?
- to the Colonial Age: Golden Pavilion (≈ 315 resources); to the Fortress Age: Great Buddha (≈ 600 resources).
Colonial rush · Colonial Age
Army
Beats 78% of the 77 regular units out by the Colonial Age (average edge ×1.48), training the right one of them against each.
The full deck (25 cards)
Fast Fortress · Fortress Age
Army
SamuraiInfantry · answers 53 enemy units
95
95
Naginata RiderCavalry · answers 41 enemy units
100
100
Flaming ArrowArtillery · answers 16 enemy units
300
100
Beats 92% of the 119 regular units out by the Fortress Age (average edge ×1.71), training the right one of them against each.
Weak against
Jaguar Prowl Knight×0.63
Veteran Halberdier×0.72
Levied Gunner×0.82
Maceman×0.87
Poruchik×0.91
Tomahawk×0.94
Age-ups
- II
Golden Pavilion≈ 315 - III
Great Buddha≈ 600
Cards to send, in order
- 1.I
3 Fishing BoatsEconomy · hands over ≈ 210 net - 2.I
2 VillagersEconomy · hands over ≈ 200 net - 3.II
4 VillagersEconomy · hands over ≈ 400 net - 4.III
5 Naginata RidersArmy · hands over ≈ 1,000 net - 5.III
Hire Ninja AssassinsArmy · hands over ≈ 1,000 net - 6.III
Hire RoninArmy · hands over ≈ 1,000 net - 7.III
Bloody HarvestUpgrade · helps Naginata Rider - 8.III
Flaming Arrow HitpointsUpgrade · helps Flaming Arrow
The full deck (25 cards)
Boom · Industrial Age
Army
SamuraiInfantry · answers 53 enemy units
95
95
Naginata RiderCavalry · answers 44 enemy units
100
100
Flaming ArrowArtillery · answers 17 enemy units
300
100
Beats 93% of the 123 regular units out by the Industrial Age (average edge ×1.75), training the right one of them against each.
Weak against
Jaguar Prowl Knight×0.63
Veteran Halberdier×0.72
Levied Gunner×0.82
Maceman×0.87
Poruchik×0.91
Tomahawk×0.94
Age-ups
- II
Golden Pavilion≈ 315 - III
Great Buddha≈ 600 - IV
Torii Gates≈ 1,140
Cards to send, in order
- 1.I
3 Fishing BoatsEconomy · hands over ≈ 210 net - 2.I
2 VillagersEconomy · hands over ≈ 200 net - 3.I
Cherry Blossom FestivalEconomy · gathering or trickle bonus - 4.II
4 VillagersEconomy · hands over ≈ 400 net - 5.II
5 Fishing BoatsEconomy · hands over ≈ 350 net - 6.II
TEAM SushiEconomy · hands over ≈ 210 net - 7.III
7 VillagersEconomy · hands over ≈ 700 net - 8.III
Bloody HarvestUpgrade · helps Naginata Rider - 9.III
Flaming Arrow HitpointsUpgrade · helps Flaming Arrow - 10.IV
Hire Japanese Mercenary ArmyArmy · hands over ≈ 2,000 net - 11.IV
14 Ashigaru MusketeersArmy · hands over ≈ 1,680 net
The full deck (25 cards)
Treaty · Imperial Age
Army
Ashigaru MusketeerInfantry · answers 27 enemy units
80
40
SamuraiInfantry · answers 28 enemy units
95
95
Naginata RiderCavalry · answers 44 enemy units
100
100
Flaming ArrowArtillery · answers 15 enemy units
300
100
Beats 93% of the 123 regular units out by the Imperial Age (average edge ×1.78), training the right one of them against each.
Weak against
Jaguar Prowl Knight×0.63
Veteran Halberdier×0.72
Levied Gunner×0.82
Maceman×0.87
Poruchik×0.91
Tomahawk×0.94
Age-ups
- II
Golden Pavilion≈ 315 - III
Great Buddha≈ 600 - IV
Torii Gates≈ 1,140 - V
The Shogunate≈ 350
Cards to send, in order
- 1.I
Cherry Blossom FestivalEconomy · gathering or trickle bonus - 2.I
Exotic HardwoodsEconomy · gathering or trickle bonus - 3.II
Cigar RollerEconomy · gathering or trickle bonus - 4.II
Ashigaru Musketeer AttackUpgrade · helps Ashigaru Musketeer - 5.II
Samurai AttackUpgrade · helps Samurai - 6.III
Bloody HarvestUpgrade · helps Naginata Rider - 7.III
Close CombatUpgrade · helps Ashigaru Musketeer - 8.III
Flaming Arrow HitpointsUpgrade · helps Flaming Arrow - 9.III
Sword SaintUpgrade · helps Samurai - 10.III
RefrigerationEconomy · gathering or trickle bonus - 11.III
Royal MintEconomy · gathering or trickle bonus
The full deck (25 cards)
What to train against the most common units
The Japanese unit that does best for the same resources against each of the 12 units most civilizations have (any age).
| Enemy unit | Train | Edge |
|---|---|---|
| ×1.32 | ||
| ×4 | ||
| ×2.65 | ||
| ×4 | ||
| ×2.84 | ||
| ×1.47 | ||
| ×2.14 | ||
| ×1.24 | ||
| ×2.38 | ||
| ×1.19 | ||
| ×1.97 | ||
| ×1.96 |
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.
Japanese: bonuses, units and every cardJapanese deck builder← All civilizations' builds