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

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%.

This section as JSON: /raw/builds.json

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

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

Fast Fortress · Fortress Age

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

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 Lakota 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.

Lakota: bonuses, units and every cardLakota deck builder← All civilizations' builds