Worked out · AoE3: DE 100.19.18309
Swedes builds
For the Swedes in AoE3: Definitive Edition 100.19.18309, the Fortress Age army that answers the most enemy units for the same resources is Pikeman, Hussar and Falconet: between them they beat 87% of the 119 regular units of all civilizations out by then (average edge ×1.91). Colonial rush (Colonial Age): Pikeman and Hussar, 65%. Boom (Industrial Age): Pikeman, Hussar and Falconet, 87%. Treaty (Imperial Age): Carolean, Pikeman, Hussar and Falconet, 97%.
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Quick answers (4)
- What is the best Swedes army in AoE3?
- Colonial Age: Pikeman and Hussar (beats 65% of 77 units); Fortress Age: Pikeman, Hussar and Falconet (beats 87% of 119 units); Industrial Age: Pikeman, Hussar and Falconet (beats 87% of 123 units); Imperial Age: Carolean, Pikeman, Hussar and Falconet (beats 97% of 123 units) — base stats, AoE3: Definitive Edition 100.19.18309.
- What beats the Swedes Fortress Age army?
- Veteran Halberdier (its best answer, Pikeman, is at ×0.59), Jaguar Prowl Knight (its best answer, Hussar, is at ×0.67), Poruchik (its best answer, Pikeman, is at ×0.73), Tomahawk (its best answer, Pikeman and is at ×0.76).
- Which cards should the Swedes send first?
- For the fast fortress: 3 Settlers, 2 Settlers, 7 Semi-fattened Cows and Hand Infantry / Hand Cavalry Hitpoints.
- Which Swedes age-ups hand over the most?
- to the Colonial Age: The Naturalist (≈ 500 resources); to the Fortress Age: The Gentleman Pirate (≈ 800 resources).
Colonial rush · Colonial Age
Army
Beats 65% of the 77 regular units out by the Colonial Age (average edge ×1.48), 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
2 Leather CannonsArmy · hands over ≈ 650 net - 4.II
8 PikemenArmy · hands over ≈ 640 net - 5.II
3 HussarsArmy · hands over ≈ 600 net - 6.II
Hand Infantry / Hand Cavalry HitpointsUpgrade · helps Pikeman, Hussar - 7.II
Cavalry DamageUpgrade · helps Hussar
The full deck (25 cards)
Fast Fortress · Fortress Age
Army
PikemanInfantry · answers 43 enemy units
40
40
HussarCavalry · answers 30 enemy units
120
80
FalconetArtillery · answers 30 enemy units
400
100
Beats 87% 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×0.59
Jaguar Prowl Knight×0.67
Poruchik×0.73
Tomahawk×0.76
Samurai×0.81
Changdao Swordsman×0.82
Age-ups
- II
The Naturalist≈ 500 - III
The Gentleman Pirate≈ 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.II
Hand Infantry / Hand Cavalry HitpointsUpgrade · helps Pikeman, Hussar - 5.II
Cavalry DamageUpgrade · helps Hussar - 6.III
17 Carib AlliesArmy · hands over ≈ 1,200 net - 7.III
3 Leather CannonsArmy · hands over ≈ 1,200 net - 8.III
6 GrenadiersArmy · hands over ≈ 1,080 net
The full deck (25 cards)
Boom · Industrial Age
Army
PikemanInfantry · answers 43 enemy units
40
40
HussarCavalry · answers 33 enemy units
120
80
FalconetArtillery · answers 31 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×0.67
Poruchik×0.73
Tomahawk×0.76
Samurai×0.81
Changdao Swordsman×0.82
Age-ups
- II
The Naturalist≈ 500 - III
The Gentleman Pirate≈ 800 - IV
The Engineer≈ 1,000
Cards to send, in order
- 1.I
3 SettlersEconomy · hands over ≈ 300 net - 2.I
2 SettlersEconomy · hands over ≈ 200 net - 3.I
ColbertismEconomy · gathering or trickle bonus - 4.II
7 Semi-fattened CowsEconomy · hands over ≈ 1,050 net - 5.II
Cigar RollerEconomy · gathering or trickle bonus - 6.II
SilversmithEconomy · gathering or trickle bonus - 7.II
Hand Infantry / Hand Cavalry HitpointsUpgrade · helps Pikeman, Hussar - 8.II
Cavalry DamageUpgrade · helps Hussar - 9.III
4 Sámi AlliesEconomy · hands over ≈ 100 net - 10.IV
2 Falconets +2 CulverinsArmy · hands over ≈ 2,000 net - 11.IV
5 Leather CannonsArmy · hands over ≈ 2,000 net
The full deck (25 cards)
Treaty · Imperial Age
Army
CaroleanInfantry · answers 15 enemy units
60
40
PikemanInfantry · answers 41 enemy units
40
40
HussarCavalry · answers 32 enemy units
120
80
FalconetArtillery · answers 31 enemy units
400
100
Beats 97% of the 123 regular units out by the Imperial Age (average edge ×2.04), training the right one of them against each.
Weak against
Jaguar Prowl Knight×0.69
Maceman×0.83
Veteran Halberdier×0.88
Levied Gunner×0.92
Age-ups
- II
The Naturalist≈ 500 - III
The Gentleman Pirate≈ 800 - IV
The Engineer≈ 1,000 - V
El Presidente≈ 2,000
Cards to send, in order
- 1.I
ColbertismEconomy · gathering or trickle bonus - 2.I
Establish IronmongerEconomy · gathering or trickle bonus - 3.II
Cigar RollerEconomy · gathering or trickle bonus - 4.II
Fencing SchoolUpgrade · helps Carolean, Pikeman - 5.II
Hand Infantry / Hand Cavalry HitpointsUpgrade · helps Pikeman, Hussar - 6.II
TEAM House of BernadotteUpgrade · helps Carolean, Pikeman - 7.II
Cavalry DamageUpgrade · helps Hussar - 8.II
Engineering SchoolUpgrade · helps Falconet - 9.III
RefrigerationEconomy · gathering or trickle bonus - 10.III
Royal MintEconomy · gathering or trickle bonus - 11.IV
FinnhorsesUpgrade · helps Hussar
The full deck (25 cards)
What to train against the most common units
The Swedes unit that does best for the same resources against each of the 12 units most civilizations have (any age).
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.
Swedes: bonuses, units and every cardSwedes deck builder← All civilizations' builds