Worked out · AoE3: DE 100.19.18309
Lakota builds
For the Lakota in AoE3: Definitive Edition 100.19.18309, the Fortress Age army that answers the most enemy units for the same resources is Cetan Bowman, Club Warrior and Axe Rider: between them they beat 98% of the 119 regular units of all civilizations out by then (average edge ×1.94). Colonial rush (Colonial Age): Cetan Bowman and Club Warrior, 97%. Boom (Industrial Age): Cetan Bowman, Club Warrior and Axe Rider, 98%. Treaty (Imperial Age): Cetan Bowman, Club Warrior, Axe Rider and Rifle Rider, 98%.
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Quick answers (4)
- What is the best Lakota army in AoE3?
- Colonial Age: Cetan Bowman and Club Warrior (beats 97% of 77 units); Fortress Age: Cetan Bowman, Club Warrior and Axe Rider (beats 98% of 119 units); Industrial Age: Cetan Bowman, Club Warrior and Axe Rider (beats 98% of 123 units); Imperial Age: Cetan Bowman, Club Warrior, Axe Rider and Rifle Rider (beats 98% of 123 units) — base stats, AoE3: Definitive Edition 100.19.18309.
- What beats the Lakota Fortress Age army?
- Veteran Halberdier (its best answer, Cetan Bowman, is at ×0.82), Maceman (its best answer, Cetan Bowman and is at ×0.95).
- Which cards should the Lakota send first?
- For the fast fortress: 3 Villagers, 3 Fishing Boats, Astute Trading and Cavalry Damage.
- Which Lakota age-ups hand over the most?
- to the Colonial Age: The Wise Woman (≈ 3,000 resources); to the Fortress Age: The Elder (≈ 1,000 resources).
Colonial rush · Colonial Age
Army
Beats 97% of the 77 regular units out by the Colonial Age (average edge ×1.55), training the right one of them against each.
Weak against
Longbowman×0.99
The full deck (25 cards)
Fast Fortress · Fortress Age
Army
Cetan BowmanInfantry · answers 36 enemy units
65
35
Club WarriorInfantry · answers 40 enemy units
50
40
Axe RiderCavalry · answers 41 enemy units
150
50
Beats 98% of the 119 regular units out by the Fortress Age (average edge ×1.94), training the right one of them against each.
Weak against
Veteran Halberdier×0.82
Maceman×0.95
Age-ups
- II
The Wise Woman≈ 3,000 - III
The Elder≈ 1,000
Cards to send, in order
- 1.I
3 VillagersEconomy · hands over ≈ 300 net - 2.I
3 Fishing BoatsEconomy · hands over ≈ 210 net - 3.II
Astute TradingEconomy · gathering or trickle bonus - 4.II
Cavalry DamageUpgrade · helps Axe Rider - 5.III
Lakota SupportArmy · hands over ≈ 4,900 net - 6.III
5 Rifle RidersArmy · hands over ≈ 1,050 net - 7.III
10 Cetan BowmenArmy · hands over ≈ 1,000 net - 8.III
Cavalry CombatUpgrade · helps Axe Rider
The full deck (25 cards)
Boom · Industrial Age
Army
Cetan BowmanInfantry · answers 36 enemy units
65
35
Club WarriorInfantry · answers 40 enemy units
50
40
Axe RiderCavalry · answers 45 enemy units
150
50
Beats 98% of the 123 regular units out by the Industrial Age (average edge ×1.97), training the right one of them against each.
Weak against
Veteran Halberdier×0.82
Maceman×0.95
Age-ups
- II
The Wise Woman≈ 3,000 - III
The Elder≈ 1,000 - IV
The Chief≈ 1,200
Cards to send, in order
- 1.I
3 VillagersEconomy · hands over ≈ 300 net - 2.I
3 Fishing BoatsEconomy · hands over ≈ 210 net - 3.I
2 VillagersEconomy · hands over ≈ 200 net - 4.II
Astute TradingEconomy · gathering or trickle bonus - 5.II
Great HunterEconomy · gathering or trickle bonus - 6.III
8 VillagersEconomy · hands over ≈ 800 net - 7.III
Lakota SupportArmy · hands over ≈ 4,900 net - 8.III
Cavalry CombatUpgrade · helps Axe Rider - 9.IV
18 Cheyenne AlliesArmy · hands over ≈ 2,330 net - 10.IV
AkichitaUpgrade · helps Cetan Bowman, Club Warrior, Axe Rider
The full deck (25 cards)
Treaty · Imperial Age
Army
Cetan BowmanInfantry · answers 36 enemy units
65
35
Club WarriorInfantry · answers 40 enemy units
50
40
Axe RiderCavalry · answers 44 enemy units
150
50
Rifle RiderCavalry · answers 1 enemy units
120
90
Beats 98% of the 123 regular units out by the Imperial Age (average edge ×1.98), training the right one of them against each.
Weak against
Veteran Halberdier×0.82
Maceman×0.95
Age-ups
- II
The Wise Woman≈ 3,000 - III
The Elder≈ 1,000 - IV
The Chief≈ 1,200 - V
The Warrior≈ 1,500
Cards to send, in order
- 1.I
Exotic HardwoodsEconomy · gathering or trickle bonus - 2.I
Food SilosEconomy · gathering or trickle bonus - 3.I
Morning StarUpgrade · helps Axe Rider - 4.II
Astute TradingEconomy · gathering or trickle bonus - 5.II
Cavalry DamageUpgrade · helps Axe Rider, Rifle Rider - 6.III
Cavalry CombatUpgrade · helps Axe Rider, Rifle Rider - 7.III
TEAM MustangsUpgrade · helps Axe Rider, Rifle Rider - 8.III
Territorial ClaimsUpgrade · helps Club Warrior - 9.III
Earth BountyEconomy · gathering or trickle bonus - 10.IV
AkichitaUpgrade · helps Cetan Bowman, Club Warrior, Axe Rider, Rifle Rider
The full deck (25 cards)
What to train against the most common units
The Lakota unit that does best for the same resources against each of the 12 units most civilizations have (any age).
| Enemy unit | Train | Edge |
|---|---|---|
| ×1.66 | ||
| ×4 | ||
| ×2.7 | ||
| ×4 | ||
| ×2.9 | ||
| ×1.84 | ||
| ×3.1 | ||
| ×1.32 | ||
| ×2.43 | ||
| ×1.47 | ||
| ×2.85 | ||
| ×1.63 |
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.
Lakota: bonuses, units and every cardLakota deck builder← All civilizations' builds