Worked out · AoE3: DE 100.19.18309
United States builds
For the United States in AoE3: Definitive Edition 100.19.18309, the Fortress Age army that answers the most enemy units for the same resources is Pistolero, Renegado and Hussar: between them they beat 98% of the 119 regular units of all civilizations out by then (average edge ×1.9). Colonial pressure (Colonial Age): Pistolero and Hussar, 97%. Economic boom (Industrial Age): Pistolero, Renegado and Hussar, 98%.
This section as JSON: /raw/builds.json
Quick answers (4)
- What is the best United States army in AoE3?
- Colonial Age: Pistolero and Hussar (beats 97% of 77 units); Fortress Age: Pistolero, Renegado and Hussar (beats 98% of 119 units); Industrial Age: Pistolero, Renegado and Hussar (beats 98% of 123 units) — base stats, AoE3: Definitive Edition 100.19.18309.
- What beats the United States Fortress Age army?
- Veteran Halberdier (its best answer, Pistolero, is at ×0.94), Maceman (its best answer, Pistolero and is at ×0.97).
- Which cards should the United States send first?
- For the fortress push: French Immigrants, Irish Immigrants, 7 Semi-fattened Cows and 11 State Militia.
- Which United States age-ups hand over the most?
- to the Colonial Age: Delaware (≈ 300 resources); to the Fortress Age: Indiana (≈ 525 resources).
Colonial pressure · Colonial Age
Army
Beats 97% of the 77 regular units out by the Colonial Age (average edge ×1.69), training the right one of them against each.
The full deck (25 cards)
Fortress push · Fortress Age
Army
PistoleroInfantry · answers 41 enemy units
90
RenegadoInfantry · answers 36 enemy units
110
HussarCavalry · answers 40 enemy units
120
80
Beats 98% 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×0.94
Maceman×0.97
Age-ups
Cards to send, in order
- 1.I
French ImmigrantsEconomy · hands over ≈ 135 net - 2.I
Irish ImmigrantsEconomy · hands over ≈ 120 net - 3.II
7 Semi-fattened CowsEconomy · hands over ≈ 1,050 net - 4.III
11 State MilitiaArmy · hands over ≈ 990 net - 5.III
Shotgun MessengersArmy · hands over ≈ 960 net - 6.III
Apache ScoutsArmy · hands over ≈ 940 net - 7.III
Continental RangersUpgrade · helps Renegado - 8.III
Georgia HussarsUpgrade · helps Hussar
The full deck (25 cards)
Economic boom · Industrial Age
Army
PistoleroInfantry · answers 41 enemy units
90
RenegadoInfantry · answers 36 enemy units
110
HussarCavalry · answers 44 enemy units
120
80
Beats 98% 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×0.94
Maceman×0.97
Age-ups
- II
Delaware≈ 300 - III
Indiana≈ 525 - IV
New Jersey≈ 600
Cards to send, in order
- 1.I
French ImmigrantsEconomy · hands over ≈ 135 net - 2.I
Irish ImmigrantsEconomy · hands over ≈ 120 net - 3.I
CapitalismEconomy · 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.III
RefrigerationEconomy · gathering or trickle bonus - 8.III
Continental RangersUpgrade · helps Renegado - 9.III
Georgia HussarsUpgrade · helps Hussar - 10.IV
4 CulverinsArmy · hands over ≈ 2,000 net - 11.IV
22 State MilitiaArmy · hands over ≈ 1,980 net
The full deck (25 cards)
What to train against the most common units
The United States 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) or 3 (Fortress, Industrial) 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 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.
United States: bonuses, units and every cardUnited States deck builder← All civilizations' builds