Worked out · AoE3: DE 100.19.18309
Spanish builds
For the Spanish in AoE3: Definitive Edition 100.19.18309, the Fortress Age army that answers the most enemy units for the same resources is Pikeman, Veteran Lancer and Falconet: between them they beat 89% of the 119 regular units of all civilizations out by then (average edge ×2.12). Colonial rush (Colonial Age): Rodelero and Hussar, 74%. Boom (Industrial Age): Pikeman, Veteran Lancer and Falconet, 89%. Treaty (Imperial Age): Musketeer, Pikeman, Veteran Lancer and Falconet, 96%.
This section as JSON: /raw/builds.json
Quick answers (4)
- What is the best Spanish army in AoE3?
- Colonial Age: Rodelero and Hussar (beats 74% of 77 units); Fortress Age: Pikeman, Veteran Lancer and Falconet (beats 89% of 119 units); Industrial Age: Pikeman, Veteran Lancer and Falconet (beats 89% of 123 units); Imperial Age: Musketeer, Pikeman, Veteran Lancer and Falconet (beats 96% of 123 units) — base stats, AoE3: Definitive Edition 100.19.18309.
- What beats the Spanish Fortress Age army?
- Veteran Halberdier (its best answer, Veteran Lancer, is at ×0.73), Tomahawk (its best answer, Veteran Lancer, is at ×0.78), Rodelero (its best answer, Pikeman, is at ×0.82), Puma Spearman (its best answer, Pikeman and is at ×0.85).
- Which cards should the Spanish send first?
- For the fast fortress: 3 Settlers, 2 Settlers, 7 Semi-fattened Cows and 2 Falconets.
- Which Spanish 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 74% of the 77 regular units out by the Colonial Age (average edge ×1.52), training the right one of them against each.
Age-ups
- II
The Naturalist≈ 500
Cards to send, in order
- 1.I
3 SettlersEconomy · hands over ≈ 300 net - 2.I
2 SettlersEconomy · hands over ≈ 200 net - 3.II
7 RodelerosArmy · hands over ≈ 700 net - 4.II
8 PikemenArmy · hands over ≈ 640 net - 5.II
6 RodelerosArmy · hands over ≈ 600 net - 6.II
Archaic Infantry HitpointsUpgrade · helps Rodelero - 7.II
Hand Cavalry AttackUpgrade · helps Hussar
The full deck (25 cards)
Fast Fortress · Fortress Age
Army
PikemanInfantry · answers 41 enemy units
40
40
Veteran LancerCavalry · answers 46 enemy units
110
90
FalconetArtillery · answers 19 enemy units
400
100
Beats 89% of the 119 regular units out by the Fortress Age (average edge ×2.12), training the right one of them against each.
Weak against
Veteran Halberdier×0.73
Tomahawk×0.78
Rodelero×0.82
Puma Spearman×0.85
Qiang Pikeman×0.86
Levied Spearman×0.87
Age-ups
- II
The Naturalist≈ 500 - III
The Scout≈ 800
Cards to send, in order
- 1.I
3 SettlersEconomy · hands over ≈ 300 net - 2.I
2 SettlersEconomy · hands over ≈ 200 net - 3.II
7 Semi-fattened CowsEconomy · hands over ≈ 1,050 net - 4.III
2 FalconetsArmy · hands over ≈ 1,000 net - 5.III
5 HussarsArmy · hands over ≈ 1,000 net - 6.III
5 LancersArmy · hands over ≈ 1,000 net - 7.III
Liberation MarchUpgrade · helps Pikeman, Veteran Lancer - 8.III
Archaic Infantry CombatUpgrade · helps Pikeman
The full deck (25 cards)
Boom · Industrial Age
Army
PikemanInfantry · answers 41 enemy units
40
40
Veteran LancerCavalry · answers 49 enemy units
110
90
FalconetArtillery · answers 20 enemy units
400
100
Beats 89% of the 123 regular units out by the Industrial Age (average edge ×2.16), training the right one of them against each.
Weak against
Veteran Halberdier×0.73
Tomahawk×0.78
Rodelero×0.82
Puma Spearman×0.85
Qiang Pikeman×0.86
Levied Spearman×0.87
Age-ups
- II
The Naturalist≈ 500 - III
The Scout≈ 800 - IV
The Cavalry Marshal≈ 1,200
Cards to send, in order
- 1.I
3 SettlersEconomy · hands over ≈ 300 net - 2.I
2 SettlersEconomy · 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 SettlersEconomy · hands over ≈ 500 net - 6.II
4 SettlersEconomy · hands over ≈ 400 net - 7.III
RefrigerationEconomy · gathering or trickle bonus - 8.III
Liberation MarchUpgrade · helps Pikeman, Veteran Lancer - 9.III
Archaic Infantry CombatUpgrade · helps Pikeman - 10.IV
4 CulverinsArmy · hands over ≈ 2,000 net - 11.IV
24 CrossbowmenArmy · hands over ≈ 1,920 net
The full deck (25 cards)
Treaty · Imperial Age
Army
MusketeerInfantry · answers 12 enemy units
75
25
PikemanInfantry · answers 41 enemy units
40
40
Veteran LancerCavalry · answers 45 enemy units
110
90
FalconetArtillery · answers 20 enemy units
400
100
Beats 96% of the 123 regular units out by the Imperial Age (average edge ×2.2), training the right one of them against each.
Weak against
Veteran Halberdier×0.74
Levied Gunner×0.92
Poruchik×0.93
Tomahawk×0.96
Jaguar Prowl Knight×0.99
Age-ups
- II
The Naturalist≈ 500 - III
The Scout≈ 800 - IV
The Cavalry Marshal≈ 1,200 - V
El Presidente≈ 2,000
Cards to send, in order
- 1.I
CapitalismEconomy · gathering or trickle bonus - 2.I
Exotic HardwoodsEconomy · gathering or trickle bonus - 3.II
Cigar RollerEconomy · gathering or trickle bonus - 4.II
Archaic Infantry HitpointsUpgrade · helps Pikeman - 5.II
Hand Cavalry AttackUpgrade · helps Veteran Lancer - 6.III
Liberation MarchUpgrade · helps Musketeer, Pikeman, Veteran Lancer - 7.III
Archaic Infantry CombatUpgrade · helps Pikeman - 8.III
CaballerosUpgrade · helps Veteran Lancer - 9.III
Cavalry CombatUpgrade · helps Veteran Lancer - 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 Spanish unit that does best for the same resources against each of the 12 units most civilizations have (any age).
| Enemy unit | Train | Edge |
|---|---|---|
| ×1.71 | ||
| ×4 | ||
| ×2.83 | ||
| ×4 | ||
| ×3.04 | ||
| ×1.9 | ||
| ×3.32 | ||
| ×1.22 | ||
| ×3.76 | ||
| ×1.44 | ||
| ×3.06 | ||
| ×2.53 |
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.
Spanish: bonuses, units and every cardSpanish deck builder← All civilizations' builds