Worked out · AoE3: DE 100.19.18309
Ottomans builds
For the Ottomans in AoE3: Definitive Edition 100.19.18309, the Fortress Age army that answers the most enemy units for the same resources is Janissary, Deli and Falconet: between them they beat 94% of the 119 regular units of all civilizations out by then (average edge ×1.72). Colonial rush (Colonial Age): Janissary and Deli, 79%. Boom (Industrial Age): Janissary, Deli and Falconet, 94%. Treaty (Imperial Age): Azap, Janissary, Deli and Falconet, 96%.
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Quick answers (4)
- What is the best Ottomans army in AoE3?
- Colonial Age: Janissary and Deli (beats 79% of 77 units); Fortress Age: Janissary, Deli and Falconet (beats 94% of 119 units); Industrial Age: Janissary, Deli and Falconet (beats 94% of 123 units); Imperial Age: Azap, Janissary, Deli and Falconet (beats 96% of 123 units) — base stats, AoE3: Definitive Edition 100.19.18309.
- What beats the Ottomans Fortress Age army?
- Jaguar Prowl Knight (its best answer, Deli, is at ×0.68), Veteran Halberdier (its best answer, Janissary, is at ×0.78), Maceman (its best answer, Deli, is at ×0.84), Levied Gunner (its best answer, Falconet and is at ×0.92).
- Which cards should the Ottomans send first?
- For the fast fortress: 3 Yörüks, 2 Yörüks, 7 Semi-fattened Cows and Cavalry Combat.
- Which Ottomans age-ups hand over the most?
- to the Colonial Age: The Naturalist (≈ 500 resources); to the Fortress Age: The Scout (≈ 800 resources).
Colonial rush · Colonial Age
Army
Beats 79% of the 77 regular units out by the Colonial Age (average edge ×1.46), training the right one of them against each.
Weak against
Desperado×0.76
Pistolero×0.76
Levied Gunner×0.86
Soldado×0.92
Sentinel×0.94
Desert Warrior×0.95
The full deck (25 cards)
Fast Fortress · Fortress Age
Army
JanissaryInfantry · answers 49 enemy units
90
25
DeliCavalry · answers 32 enemy units
110
90
FalconetArtillery · answers 31 enemy units
400
100
Beats 94% of the 119 regular units out by the Fortress Age (average edge ×1.72), training the right one of them against each.
Weak against
Jaguar Prowl Knight×0.68
Veteran Halberdier×0.78
Maceman×0.84
Levied Gunner×0.92
Comanchero×0.98
Cuatrero×0.98
Age-ups
- II
The Naturalist≈ 500 - III
The Scout≈ 800
Cards to send, in order
- 1.I
3 YörüksEconomy · hands over ≈ 300 net - 2.I
2 YörüksEconomy · hands over ≈ 200 net - 3.II
7 Semi-fattened CowsEconomy · hands over ≈ 1,050 net - 4.II
Cavalry CombatUpgrade · helps Deli - 5.III
11 AzapsArmy · hands over ≈ 1,100 net - 6.III
Hire BosniaksArmy · hands over ≈ 1,100 net - 7.III
7 Phanar AlliesArmy · hands over ≈ 1,040 net - 8.III
Cavalry CombatUpgrade · helps Deli
The full deck (25 cards)
Boom · Industrial Age
Army
JanissaryInfantry · answers 49 enemy units
90
25
DeliCavalry · answers 35 enemy units
110
90
FalconetArtillery · answers 32 enemy units
400
100
Beats 94% of the 123 regular units out by the Industrial Age (average edge ×1.76), training the right one of them against each.
Weak against
Jaguar Prowl Knight×0.68
Veteran Halberdier×0.78
Maceman×0.84
Levied Gunner×0.92
Comanchero×0.98
Cuatrero×0.98
Age-ups
- II
The Naturalist≈ 500 - III
The Scout≈ 800 - IV
The Grand Vizier≈ 1,200
Cards to send, in order
- 1.I
3 YörüksEconomy · hands over ≈ 300 net - 2.I
2 YörüksEconomy · hands over ≈ 200 net - 3.I
CapitalismEconomy · gathering or trickle bonus - 4.II
7 Semi-fattened CowsEconomy · hands over ≈ 1,050 net - 5.II
5 YörüksEconomy · hands over ≈ 500 net - 6.II
SilversmithEconomy · gathering or trickle bonus - 7.II
Cavalry CombatUpgrade · helps Deli - 8.III
RefrigerationEconomy · gathering or trickle bonus - 9.IV
22 AzapsArmy · hands over ≈ 2,200 net - 10.IV
12 Abus GunnersArmy · hands over ≈ 1,860 net - 11.IV
Acemi Oglan SchoolUpgrade · helps Janissary
The full deck (25 cards)
Treaty · Imperial Age
Army
AzapInfantry · answers 17 enemy units
60
40
JanissaryInfantry · answers 37 enemy units
90
25
DeliCavalry · answers 33 enemy units
110
90
FalconetArtillery · answers 31 enemy units
400
100
Beats 96% of the 123 regular units out by the Imperial Age (average edge ×1.86), training the right one of them against each.
Weak against
Jaguar Prowl Knight×0.68
Veteran Halberdier×0.78
Maceman×0.84
Levied Gunner×0.92
Poruchik×0.98
Age-ups
- II
The Naturalist≈ 500 - III
The Scout≈ 800 - IV
The Grand Vizier≈ 1,200 - V
El Presidente≈ 2,000
Cards to send, in order
- 1.I
CapitalismEconomy · gathering or trickle bonus - 2.I
Economic TheoryEconomy · gathering or trickle bonus - 3.I
Exotic HardwoodsEconomy · gathering or trickle bonus - 4.II
Matrakci SchoolUpgrade · helps Azap, Janissary - 5.II
Cavalry CombatUpgrade · helps Deli - 6.III
Enderun SchoolUpgrade · helps Azap, Janissary - 7.III
Cavalry CombatUpgrade · helps Deli - 8.III
RefrigerationEconomy · gathering or trickle bonus - 9.III
Royal MintEconomy · gathering or trickle bonus - 10.IV
Acemi Oglan SchoolUpgrade · helps Azap, Janissary - 11.IV
Kuleli SchoolUpgrade · helps Azap, Janissary
The full deck (25 cards)
What to train against the most common units
The Ottomans unit that does best for the same resources against each of the 12 units most civilizations have (any age).
| Enemy unit | Train | Edge |
|---|---|---|
| ×1.42 | ||
| ×4 | ||
| ×2.86 | ||
| ×4 | ||
| ×3.07 | ||
| ×1.58 | ||
| ×2.06 | ||
| ×1.34 | ||
| ×2.58 | ||
| ×1.44 | ||
| ×2.01 | ||
| ×1.73 |
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.
Ottomans: bonuses, units and every cardOttomans deck builder← All civilizations' builds