Worked out · AoE3: DE 100.19.18309
Portuguese builds
For the Portuguese in AoE3: Definitive Edition 100.19.18309, the Fortress Age army that answers the most enemy units for the same resources is Veteran Cassador, Veteran Halberdier and Hussar: between them they beat 98% of the 119 regular units of all civilizations out by then (average edge ×2.04). Colonial rush (Colonial Age): Musketeer and Hussar, 87%. Boom (Industrial Age): Veteran Halberdier, Hussar and Horse Artillery, 98%. Treaty (Imperial Age): Veteran Halberdier, Dragoon, Hussar and Horse Artillery, 98%.
This section as JSON: /raw/builds.json
Quick answers (4)
- What is the best Portuguese army in AoE3?
- Colonial Age: Musketeer and Hussar (beats 87% of 77 units); Fortress Age: Veteran Cassador, Veteran Halberdier and Hussar (beats 98% of 119 units); Industrial Age: Veteran Halberdier, Hussar and Horse Artillery (beats 98% of 123 units); Imperial Age: Veteran Halberdier, Dragoon, Hussar and Horse Artillery (beats 98% of 123 units) — base stats, AoE3: Definitive Edition 100.19.18309.
- What beats the Portuguese Fortress Age army?
- Jaguar Prowl Knight (its best answer, Veteran Cassador and is at ×0.79).
- Which cards should the Portuguese send first?
- For the fast fortress: Amazonia, Economic Theory, Cigar Roller and Bahia.
- Which Portuguese age-ups hand over the most?
- to the Colonial Age: The Naturalist (≈ 500 resources); to the Fortress Age: The Admiral of the Ocean Sea (≈ 700 resources).
Colonial rush · Colonial Age
Army
Beats 87% of the 77 regular units out by the Colonial Age (average edge ×1.5), training the right one of them against each.
Age-ups
- II
The Naturalist≈ 500
Cards to send, in order
- 1.I
AmazoniaEconomy · gathering or trickle bonus - 2.I
Economic TheoryEconomy · gathering or trickle bonus - 3.II
BahiaArmy · hands over ≈ 1,560 net - 4.II
Hire CranequiniersArmy · hands over ≈ 660 net - 5.II
8 CrossbowmenArmy · hands over ≈ 640 net - 6.II
Fencing SchoolUpgrade · helps Musketeer - 7.II
Gunpowder Infantry AttackUpgrade · helps Musketeer
The full deck (25 cards)
Fast Fortress · Fortress Age
Army
Veteran CassadorInfantry · answers 6 enemy units
80
35
Veteran HalberdierInfantry · answers 77 enemy units
50
70
HussarCavalry · answers 34 enemy units
120
80
Beats 98% of the 119 regular units out by the Fortress Age (average edge ×2.04), training the right one of them against each.
Weak against
Jaguar Prowl Knight×0.79
Age-ups
- II
The Naturalist≈ 500 - III
The Admiral of the Ocean Sea≈ 700
Cards to send, in order
- 1.I
AmazoniaEconomy · gathering or trickle bonus - 2.I
Economic TheoryEconomy · gathering or trickle bonus - 3.II
Cigar RollerEconomy · gathering or trickle bonus - 4.II
BahiaArmy · hands over ≈ 1,560 net - 5.II
Fencing SchoolUpgrade · helps Veteran Cassador, Veteran Halberdier - 6.III
Hire Landsknecht MercenariesArmy · hands over ≈ 1,000 net - 7.III
Passage to NipponArmy · hands over ≈ 1,000 net - 8.III
ConstableUpgrade · helps Veteran Halberdier, Hussar
The full deck (25 cards)
Boom · Industrial Age
Army
Veteran HalberdierInfantry · answers 68 enemy units
50
70
HussarCavalry · answers 30 enemy units
120
80
Horse ArtilleryArtillery · answers 23 enemy units
500
100
Beats 98% of the 123 regular units out by the Industrial Age (average edge ×2.1), training the right one of them against each.
Weak against
Jaguar Prowl Knight×0.78
Age-ups
- II
The Naturalist≈ 500 - III
The Admiral of the Ocean Sea≈ 700 - IV
The King's Musketeer≈ 1,000
Cards to send, in order
- 1.I
AmazoniaEconomy · gathering or trickle bonus - 2.I
Economic TheoryEconomy · gathering or trickle bonus - 3.I
Establish IronmongerEconomy · gathering or trickle bonus - 4.II
Cigar RollerEconomy · gathering or trickle bonus - 5.II
SilversmithEconomy · gathering or trickle bonus - 6.II
Spice TradeEconomy · gathering or trickle bonus - 7.III
RefrigerationEconomy · gathering or trickle bonus - 8.III
ConstableUpgrade · helps Veteran Halberdier, Hussar - 9.III
Artillery HitpointsUpgrade · helps Horse Artillery - 10.IV
5 Organ GunsArmy · hands over ≈ 2,000 net - 11.IV
24 PikemenArmy · hands over ≈ 1,920 net
The full deck (25 cards)
Treaty · Imperial Age
Army
Veteran HalberdierInfantry · answers 65 enemy units
50
70
DragoonCavalry · answers 3 enemy units
90
90
HussarCavalry · answers 30 enemy units
120
80
Horse ArtilleryArtillery · answers 23 enemy units
500
100
Beats 98% of the 123 regular units out by the Imperial Age (average edge ×2.1), training the right one of them against each.
Weak against
Jaguar Prowl Knight×0.78
Age-ups
- II
The Naturalist≈ 500 - III
The Admiral of the Ocean Sea≈ 700 - IV
The King's Musketeer≈ 1,000 - V
El Presidente≈ 2,000
Cards to send, in order
- 1.I
AmazoniaEconomy · gathering or trickle bonus - 2.I
Economic TheoryEconomy · gathering or trickle bonus - 3.II
Cigar RollerEconomy · gathering or trickle bonus - 4.II
Riding SchoolUpgrade · helps Dragoon, Hussar - 5.II
Engineering SchoolUpgrade · helps Horse Artillery - 6.II
Fencing SchoolUpgrade · helps Veteran Halberdier - 7.III
ConstableUpgrade · helps Veteran Halberdier, Hussar - 8.III
Artillery HitpointsUpgrade · helps Horse Artillery - 9.III
Dragoon CombatUpgrade · helps Dragoon - 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 Portuguese unit that does best for the same resources against each of the 12 units most civilizations have (any age).
| Enemy unit | Train | Edge |
|---|---|---|
| ×1.81 | ||
| ×4 | ||
| ×2.83 | ||
| ×4 | ||
| ×3.04 | ||
| ×2.01 | ||
| ×3.38 | ||
| ×1.71 | ||
| ×2.55 | ||
| ×1.35 | ||
| ×3.12 | ||
| ×1.71 |
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.
Portuguese: bonuses, units and every cardPortuguese deck builder← All civilizations' builds