Enemy is going for a ff? Send 700 g and advance too. Enemy overcommiting on light infantry? 3 huss. Getting rushed early? you want to be able to send 8 crossbow. You allways want to get a boost to your tempo or have choices to react to the enemy. For cards: you want to have Crates (allways wood and gold), units, and vills/banks. Usually you have 1 to 4 age 1 cards (vills, economic theory +.)Īge 2 Cards: Good cards to start age 2 are usually vills, 700w or if you want to be aggressive units.
If you want to tp boom or fishboom your second card is advanced tp or schooners. If your civ doesnt have vills, you send your wood trickle or some other economy card. But also, your deck shouldnt be to one dimensional because: - you are not flexible and cant react to the things the enemy is doing - the enemy might know your complete gameplan just by looking at your deckĪge 1 Cards: Age 1 you allmost allways send vills. Most supremacy Games wont reach industrial and if they do, you usually want your factories as fast as possible.Īdjust your deck to the strategy you are doing: If you are going ff, you wont need as many age 2 cards and can put in more age 4 cards. That means you want to have cards for every situation in those Ages. Most games get decided in fortress and comerce age. Usually you only send one card in age one and you safe your next shipment for age 2 and send the age 2 power cards. If you have any Questions, just ask in the Comments! :) It is mainly targeted to those, who struggle to make decks on their own and provides some rule of thumbs and guidelines. I will talk about Supremacy, treaty and DM. This Guide will be about building decks in Age of empires 3:DE.