This means: you have more space for Age 4 Cards. Test around in games how many you end up needing and adjust. For french take: 2 falcs and 3 cuirs, 5 goons + maybe black rider. You also probably wont need that many unit shipment in age 3. That means you put in all your upgrades for one unit type (as french, all cav upgrades) and can swap out some age 2 cards (crossbows, maybe one crates card) for more age 4 cards Teamgame is usually not as aggressive as 1v1 and you often make only one unit type.
AGE OF EMPIRES 3 FRENCH DECK UPGRADE
You can swap out upgrade cards and a unit shipment. You'll need all the wood cards and gold cards. If your civ is not good for water: take the most important cards (water combat, advanced dock, 2 caravels, 1 frigate, maybe the coastguard upgrade), so you can atleast contest water IF your Civ is good for a water boom (= have shooners) you can put in Schooners and the Fishboom upgrades. Best unit cards are: 2 falcs, 8 skirm, 5 huss/3 cuirass, 5 goons, maybe some mercenariesģ economic cards/ unit upgrades (usually 3): Refridgeration, royal Mint and a strong unit upgrade (as french: Cav upgrade)įactories, 2 heavy canons, 10 vills, Strong unit upgrades (usually you have 2-5 age 4 cards)įew age 1 cards (vills + advanced tp/shooners)Īll Age 2 cards (7 crates/units/eco, 3 long term Economic / Unit upgrades)Īll Age 3 cards (7 units/crates/eco, 3 long term Economic / Unit upgrades)Īge 4 cards: Factories, 2 heavy canons (or other unit shipment)/ Power unit upgrades maybe: 10 vills / The rest of the Age 3 Cards look like this:ħ Immediate Cards: crates (1000 wood for buildings/tcs, 1000 gold), + units.
Good cards to send when you just reached age 3: 2 falcs, other units Rule of the thumb is you want 7 "immediate" cards (crates, units, vills) and 3 can be upgrades of your choice (cav HP, musk HP, advanced arsenal) 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. You want to have Crates (allways wood and gold), units, and vills/banks. Good cards to start age 2 are usually vills, 700w or if you want to be aggressive units. Usually you have 1 to 4 age 1 cards (vills, economic theory +.) 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. the enemy might know your complete gameplan just by looking at your deckĪge 1 you allmost allways send vills.
you are not flexible and cant react to the things the enemy is doing If you are going ff, you wont need as many age 2 cards and can put in more age 4 cards.īut also, your deck shouldnt be to one dimensional because: