Worked out · AoE3: DE 100.19.18309
Russians builds
For the Russians in AoE3: Definitive Edition 100.19.18309, the Fortress Age army that answers the most enemy units for the same resources is Poruchik, Strelet and Cossack: between them they beat 99% of the 119 regular units of all civilizations out by then (average edge ×1.91). Colonial rush (Colonial Age): Poruchik and Cossack, 91%. Boom (Industrial Age): Poruchik, Strelet and Cossack, 99%. Treaty (Imperial Age): Poruchik, Strelet, Veteran Oprichnik and Falconet, 99%.
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Quick answers (4)
- What is the best Russians army in AoE3?
- Colonial Age: Poruchik and Cossack (beats 91% of 77 units); Fortress Age: Poruchik, Strelet and Cossack (beats 99% of 119 units); Industrial Age: Poruchik, Strelet and Cossack (beats 99% of 123 units); Imperial Age: Poruchik, Strelet, Veteran Oprichnik and Falconet (beats 99% of 123 units) — base stats, AoE3: Definitive Edition 100.19.18309.
- What beats the Russians Fortress Age army?
- Veteran Halberdier (its best answer, Strelet and is at ×0.88).
- Which cards should the Russians send first?
- For the fast fortress: Distributivism, Economic Theory, Dueling School and 7 Semi-fattened Cows.
- Which Russians age-ups hand over the most?
- to the Colonial Age: The Naturalist (≈ 500 resources); to the Fortress Age: The Adventurer (≈ 1,020 resources).
Colonial rush · Colonial Age
Army
Beats 91% of the 77 regular units out by the Colonial Age (average edge ×1.6), training the right one of them against each.
Age-ups
- II
The Naturalist≈ 500
Cards to send, in order
- 1.I
DistributivismEconomy · gathering or trickle bonus - 2.I
Economic TheoryEconomy · gathering or trickle bonus - 3.II
13 StreltsyArmy · hands over ≈ 780 net - 4.II
5 CossacksArmy · hands over ≈ 750 net - 5.II
6 PoruchiksArmy · hands over ≈ 720 net - 6.II
BoyarsUpgrade · helps Cossack - 7.II
Cavalry CombatUpgrade · helps Cossack
The full deck (25 cards)
Fast Fortress · Fortress Age
Army
PoruchikInfantry · answers 41 enemy units
70
50
StreletInfantry · answers 34 enemy units
50
10
CossackCavalry · answers 43 enemy units
75
75
Beats 99% of the 119 regular units out by the Fortress Age (average edge ×1.91), training the right one of them against each.
Weak against
Veteran Halberdier×0.88
Age-ups
- II
The Naturalist≈ 500 - III
The Adventurer≈ 1,020
Cards to send, in order
- 1.I
DistributivismEconomy · gathering or trickle bonus - 2.I
Economic TheoryEconomy · gathering or trickle bonus - 3.I
Dueling SchoolUpgrade · helps Poruchik, Strelet - 4.II
7 Semi-fattened CowsEconomy · hands over ≈ 1,050 net - 5.II
Fencing SchoolUpgrade · helps Poruchik, Strelet - 6.III
11 PoruchiksArmy · hands over ≈ 1,320 net - 7.III
13 RekrutsArmy · hands over ≈ 1,300 net - 8.III
17 Nootka AlliesArmy · hands over ≈ 1,200 net
The full deck (25 cards)
Boom · Industrial Age
Army
PoruchikInfantry · answers 41 enemy units
70
50
StreletInfantry · answers 34 enemy units
50
10
CossackCavalry · answers 47 enemy units
75
75
Beats 99% of the 123 regular units out by the Industrial Age (average edge ×1.95), training the right one of them against each.
Weak against
Veteran Halberdier×0.88
Age-ups
- II
The Naturalist≈ 500 - III
The Adventurer≈ 1,020 - IV
The King's Musketeer≈ 1,300
Cards to send, in order
- 1.I
DistributivismEconomy · gathering or trickle bonus - 2.I
Economic TheoryEconomy · gathering or trickle bonus - 3.I
Exotic HardwoodsEconomy · gathering or trickle bonus - 4.I
Dueling SchoolUpgrade · helps Poruchik, Strelet - 5.II
7 Semi-fattened CowsEconomy · hands over ≈ 1,050 net - 6.II
Treaty of MozhayskEconomy · hands over ≈ 260 net - 7.II
Cigar RollerEconomy · gathering or trickle bonus - 8.II
Fencing SchoolUpgrade · helps Poruchik, Strelet - 9.III
4 Sámi AlliesEconomy · hands over ≈ 100 net - 10.IV
KalmyksArmy · hands over ≈ 1,840 net - 11.IV
12 OprichniksArmy · hands over ≈ 1,800 net
The full deck (25 cards)
Treaty · Imperial Age
Army
PoruchikInfantry · answers 39 enemy units
70
50
StreletInfantry · answers 18 enemy units
50
10
Veteran OprichnikCavalry · answers 30 enemy units
90
60
FalconetArtillery · answers 35 enemy units
400
100
Beats 99% of the 123 regular units out by the Imperial Age (average edge ×1.99), training the right one of them against each.
Weak against
Veteran Halberdier×0.88
Age-ups
- II
The Naturalist≈ 500 - III
The Adventurer≈ 1,020 - IV
The King's Musketeer≈ 1,300 - V
El Presidente≈ 2,000
Cards to send, in order
- 1.I
DistributivismEconomy · gathering or trickle bonus - 2.I
Economic TheoryEconomy · gathering or trickle bonus - 3.I
Dueling SchoolUpgrade · helps Poruchik, Strelet - 4.II
Cigar RollerEconomy · gathering or trickle bonus - 5.II
Fencing SchoolUpgrade · helps Poruchik, Strelet - 6.II
New Order RegimentsUpgrade · helps Poruchik, Strelet - 7.II
BoyarsUpgrade · helps Veteran Oprichnik - 8.III
RansackUpgrade · helps Poruchik, Strelet - 9.III
SovnyaUpgrade · helps Poruchik, Strelet - 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 Russians unit that does best for the same resources against each of the 12 units most civilizations have (any age).
| Enemy unit | Train | Edge |
|---|---|---|
| ×1.57 | ||
| ×4 | ||
| ×3.85 | ||
| ×4 | ||
| ×4 | ||
| ×1.75 | ||
| ×2.7 | ||
| ×1.5 | ||
| ×3.46 | ||
| ×1.44 | ||
| ×2.49 | ||
| ×1.78 |
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.
Russians: bonuses, units and every cardRussians deck builder← All civilizations' builds