Worked out · AoE3: DE 100.19.18309
Poles builds
For the Poles in AoE3: Definitive Edition 100.19.18309, the Fortress Age army that answers the most enemy units for the same resources is Pikeman, Retainer and Falconet: between them they beat 87% of the 119 regular units of all civilizations out by then (average edge ×1.9). Colonial rush (Colonial Age): Pikeman and Retainer, 65%. Boom (Industrial Age): Pikeman, Retainer and Falconet, 87%. Treaty (Imperial Age): Crossbowman, Pikeman, Retainer and Falconet, 90%.
This section as JSON: /raw/builds.json
Quick answers (4)
- What is the best Poles army in AoE3?
- Colonial Age: Pikeman and Retainer (beats 65% of 77 units); Fortress Age: Pikeman, Retainer and Falconet (beats 87% of 119 units); Industrial Age: Pikeman, Retainer and Falconet (beats 87% of 123 units); Imperial Age: Crossbowman, Pikeman, Retainer and Falconet (beats 90% of 123 units) — base stats, AoE3: Definitive Edition 100.19.18309.
- What beats the Poles Fortress Age army?
- Veteran Halberdier (its best answer, Pikeman, is at ×0.59), Jaguar Prowl Knight (its best answer, Falconet, is at ×0.61), Poruchik (its best answer, Pikeman, is at ×0.73), Tomahawk (its best answer, Pikeman and is at ×0.76).
- Which cards should the Poles send first?
- For the fast fortress: 3 Settlers, Agrarian Reforms, Cigar Roller and Cavalry Combat.
- Which Poles age-ups hand over the most?
- to the Colonial Age: The Naturalist (≈ 700 resources); to the Fortress Age: The Scout (≈ 840 resources).
Colonial rush · Colonial Age
Army
Beats 65% of the 77 regular units out by the Colonial Age (average edge ×1.47), training the right one of them against each.
Age-ups
- II
The Naturalist≈ 700
Cards to send, in order
- 1.I
3 SettlersEconomy · hands over ≈ 300 net - 2.I
Agrarian ReformsEconomy · gathering or trickle bonus - 3.II
5 RetainersArmy · hands over ≈ 700 net - 4.II
Hire CranequiniersArmy · hands over ≈ 660 net - 5.II
8 CrossbowmenArmy · hands over ≈ 640 net - 6.II
Cavalry CombatUpgrade · helps Retainer - 7.II
PetyhorcyUpgrade · helps Retainer
The full deck (25 cards)
Fast Fortress · Fortress Age
Army
PikemanInfantry · answers 42 enemy units
40
40
RetainerCavalry · answers 37 enemy units
90
50
FalconetArtillery · answers 24 enemy units
400
100
Beats 87% of the 119 regular units out by the Fortress Age (average edge ×1.9), training the right one of them against each.
Weak against
Veteran Halberdier×0.59
Jaguar Prowl Knight×0.61
Poruchik×0.73
Tomahawk×0.76
Maceman×0.8
Samurai×0.81
Age-ups
- II
The Naturalist≈ 700 - III
The Scout≈ 840
Cards to send, in order
- 1.I
3 SettlersEconomy · hands over ≈ 300 net - 2.I
Agrarian ReformsEconomy · gathering or trickle bonus - 3.II
Cigar RollerEconomy · gathering or trickle bonus - 4.II
Cavalry CombatUpgrade · helps Retainer - 5.III
20 PikemenArmy · hands over ≈ 1,600 net - 6.III
12 SkirmishersArmy · hands over ≈ 1,380 net - 7.III
LeičiaiArmy · hands over ≈ 1,360 net - 8.III
Cavalry CombatUpgrade · helps Retainer
The full deck (25 cards)
Boom · Industrial Age
Army
PikemanInfantry · answers 42 enemy units
40
40
RetainerCavalry · answers 39 enemy units
90
50
FalconetArtillery · answers 26 enemy units
400
100
Beats 87% of the 123 regular units out by the Industrial Age (average edge ×1.94), training the right one of them against each.
Weak against
Veteran Halberdier×0.59
Jaguar Prowl Knight×0.61
Poruchik×0.73
Tomahawk×0.76
Maceman×0.8
Samurai×0.81
Age-ups
- II
The Naturalist≈ 700 - III
The Scout≈ 840 - IV
The Cavalry Marshal≈ 1,400
Cards to send, in order
- 1.I
3 SettlersEconomy · hands over ≈ 300 net - 2.I
Agrarian ReformsEconomy · gathering or trickle bonus - 3.I
Amber CraftsmenEconomy · gathering or trickle bonus - 4.II
Cigar RollerEconomy · gathering or trickle bonus - 5.II
SilversmithEconomy · gathering or trickle bonus - 6.II
Sustainable AgricultureEconomy · gathering or trickle bonus - 7.II
Cavalry CombatUpgrade · helps Retainer - 8.III
Textile MillEconomy · gathering or trickle bonus - 9.III
Cavalry CombatUpgrade · helps Retainer - 10.IV
3 Horse ArtilleryArmy · hands over ≈ 1,800 net - 11.IV
Hire Highland Mercenary ArmyArmy · hands over ≈ 1,800 net
The full deck (25 cards)
Treaty · Imperial Age
Army
CrossbowmanInfantry · answers 9 enemy units
40
40
PikemanInfantry · answers 39 enemy units
40
40
RetainerCavalry · answers 39 enemy units
90
50
FalconetArtillery · answers 24 enemy units
400
100
Beats 90% of the 123 regular units out by the Imperial Age (average edge ×1.97), training the right one of them against each.
Weak against
Veteran Halberdier×0.63
Poruchik×0.79
Maceman×0.8
Jaguar Prowl Knight×0.81
Tomahawk×0.82
Qiang Pikeman×0.87
Age-ups
- II
The Naturalist≈ 700 - III
The Scout≈ 840 - IV
The Cavalry Marshal≈ 1,400 - V
The Royalist≈ 2,100
Cards to send, in order
- 1.I
Agrarian ReformsEconomy · gathering or trickle bonus - 2.I
Amber CraftsmenEconomy · gathering or trickle bonus - 3.II
Cigar RollerEconomy · gathering or trickle bonus - 4.II
Cavalry CombatUpgrade · helps Retainer - 5.II
PetyhorcyUpgrade · helps Retainer - 6.II
Polish Cavalry CombatUpgrade · helps Retainer - 7.III
Cavalry CombatUpgrade · helps Retainer - 8.III
Textile MillEconomy · gathering or trickle bonus - 9.IV
Piechota WybranieckaUpgrade · helps Crossbowman, Pikeman - 10.IV
National CavalryUpgrade · helps Retainer - 11.IV
Royal SaltworksEconomy · gathering or trickle bonus
The full deck (25 cards)
What to train against the most common units
The Poles unit that does best for the same resources against each of the 12 units most civilizations have (any age).
| Enemy unit | Train | Edge |
|---|---|---|
| ×1.68 | ||
| ×4 | ||
| ×3.96 | ||
| ×4 | ||
| ×4 | ||
| ×1.86 | ||
| ×3.32 | ||
| ×1.02 | ||
| ×2.36 | ||
| ×1.44 | ||
| ×3.06 | ||
| ×1.77 |
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.
Poles: bonuses, units and every cardPoles deck builder← All civilizations' builds