Aztec treaty 40 guide?

User avatar
United States of America gro74
Crossbow
Posts: 37
Joined: May 25, 2015
ESO: gro74

Aztec treaty 40 guide?

Post by gro74 »

Hello,

I was wondering if anyone had an Aztec treaty 40 guide to share or was willing to write one. Doesn't seem like Aztec would be too difficult to boom with but it never hurts to look at the "meta" :smile:
Every man has his own way of eating yogurt.
User avatar
Canada _NiceKING_
Retired Contributor
Donator 01
Posts: 1795
Joined: Sep 16, 2015
ESO: _NiceKING_
GameRanger ID: 9999999
Clan: Xbox

Re: Aztec treaty 40 guide?

Post by _NiceKING_ »

AZTECS TREATY GUIDE

BOOM

Age I

Gather your crates. Build a house and firepit. Have your Warrior Priest dance on XP.
Put a few villagers on wood until you have enough to build a market and research Hunting Dogs and Amalgamation. If you don't have gold starting crates you'll need put a villager on gold too to get hunting dogs.
Advance with age up fast. You should age up with around 16 villagers but this varies based on starting crates and treasures.
During Age I, you should send the 20% woodcutting card (send team 15% card if you're playing a team game).

Age II

As soon as you get to Age 2 you should have a card to ship fencing school and switch your firepit to produce Warrior Priests.
Distribute villagers to gold and food mostly so you get to 1000 gold and 1200 food at around the same time. This usually entails moving some of your earlier food villagers to gold and then sending new ones to food as well, but once again this depends on your start and treasures. Adapt as you need.
Age up with the Warchief option. Once you've clicked advance you'll want to put around 6 villagers on wood so you'll be able to build a TC. After you send fencing school in a team game you'll want to send either the team 3 villagers or Warrior Priests based on your deck [More on this later] If you're not in a team game send the other woodcutting cards. Save your next shipment.

Age III

Build a second TC (3rd is optional). You should be close to maxed on Warrior Priests now (all new ones going to firepit obviously) and when you're done with them switch firepit to Fertility Dance and leave it there until you've maxed your villagers.
Send most new villagers to food. They should be coming out close to how fast you're gathering food.
During this time, you should gather 1000 gold to send the 10 villagers card [which also includes farm upgrade]. This card helps a lot with your boom.
Once you have approximately 40 villagers on food send the new ones to gold until you're at 2000 food and 1200 gold. Advance with the 2 Noble Hut Wagons.

Age IV

By now you should be close to maxing villagers. Leave the 40 on food and send new villagers to gold. Leave like 10 on wood so you can build farms/plantations when you run out of mines and hunts.
You should finish maxing villagers right about when you start advancing. If you haven't already, research the upgrades for wood at the market.
Advance with the +20% mill gather rate. This is very important to age with to age V because it has a higher bonus than if aged with to any other age. As soon as you click advance redistribute to around 40 food, 30 gold, 29 wood. Continue sending all wood card, farm/plantation and farm cards until you've sent them all.

Age V

If you haven't already maxed your villagers do so. Then switch your firepit to Skull Knights (this is optional. more on that later).
Start building walls (at least 5 layers) and War/Nobles Huts. Upgrade units. Build Skull Knights up to 199. Send the Jaguar Prowl Knights shipment.
Then research all the big button upgrades at each of your buildings. These give you a huge pop at a maximum of 329/200.

FIGHT

If you're doing a Skull Knight box take your 49 Skull Knights in defense mode. Then put a single Eagle Runner Knight/or Arrow Knight in defense mode separately. When you select them all they should form a tight box. This is a high siege army that melt thru wall like butter.
Put your Jaguar Prowl Knights in stealth mode [invisisble] to follow your Skull Knight army.
Scout your enemy base to find weak point in walling, use Skull Knight box to break in and try to kill valuable buildings like factories and first town center. Stealth in your Jaguar Prowl Knights behind them for even more carnage.
After the first fight you need to get map control, because if you don't and you run out of wood you're screwed. If you're on a team make sure to use teamwork because Aztecs could use some help with artillery [culverin].
Keep your warchief near combat so you units get more XP=more shipments.
Keep your firepit on Combat Dance as much as possible when fighting. Occasionally switch to Fertility if you need to get out units fast, Town Dance if you need to protect your town or forward base and don't have nearby units, and Warchief dance if you need to revive him.

UNITS

The Aztec counters and units can be confusing at first.
Puma Spearman is just regular Pikeman and counter cavalry. They're not very useful because Jaguar Prowls Knight do everything they do better.
Macehualtins are like crossbowmen/strelet with fast rate of fire. They counter infantry.
Coyote Runners are the Aztec equivalent of heavy cavalry. They are good against skirmisher type units but lose to anything that counters cavalry (musketeers, halberdiers, dragoons...).
Jaguar Prowl Knights are solid units that have good siege and are good against cavalry. They are also good against infantry if you can get to melee with them.
Eagle Runner Knights are the equivalent of ranged cavalry. They are good against cavalry but lose to Skirmisher. Although they can be reasonably effective against Musketeer/Janissary/Abus Gun.
Arrow Knights fill the roles of Mortars and Culverins. They are good against buildings and cannons, but lose to infantry and cavalry.
Skull Knight is like Doppelsoldner/Samurai. They are good against building and should be trained for your first army only.

DECK

The Aztecs need lots of decks for different situations, but they should all have the same basic cards:
The 2 largest wood cards (1 is team), all the farm and farm/plantation cards
Essential military cards like the Knight combat cards and fencing school.
Several of the waterfront cards (they look like unit shipments but if you read the descriptions they improve their units) especially the Jaguar Prowl, Arrow, Eagle Runner Knight and 10 villager ones.
Other cards vary. For example you can use the town dance card or not. It depends on how comfortable you are without it.
The Aztecs need at least 4 decks though:
1 deck for a 1v1 fight or with another Aztec teammate (no team cards besides natives and the woodcutting one)
1 deck for having European and/or Asian allies (the team 3 villager shipment because it gives them an extra 3 villagers for their limit)
1 deck for Iroquois or Sioux allies (team 2 Warrior Priest card because it improve their firepits effectiveness and frees up 2 villagers)
Finally 1 deck for both European/Asian allies and native allies (both team 2 Warrior Priest and 3 villagers).
And also make sure you have the infinite 1000 gold shipment. That one really helps in long games.


Recorded games: https://www.dropbox.com/sh/p53uuxvuhpp8 ... ZTECS?dl=0 (note: the recordings are pretty old).

Good Luck & Have Fun
User avatar
United States of America gro74
Crossbow
Posts: 37
Joined: May 25, 2015
ESO: gro74

Re: Aztec treaty 40 guide?

Post by gro74 »

Perfect. Thank you! Also didn't know http://aoeiii.wix.com/aoex was a thing, so that's a nice bonus :smile:
Every man has his own way of eating yogurt.
User avatar
Portugal sergyou
Lancer
Posts: 636
Joined: Apr 9, 2015

Re: Aztec treaty 40 guide?

Post by sergyou »

do market in age 2 that way u age faster and u can start to make warrior priests earlier , if u dont mess up u ar max on warrior priets on your way to fortress. Don't make skull nights thats a waste of xp . Also u wanna send arrow knight and not jaguars simple bc jags are 18 pop and arrow knights are 20 pop. To your core composition u wanna use macehlutin coyotes runner and egle runners knights , ocasionally jaguars but no too many , dont use puma spearman they are not very good and cost efectively compared to eagle runners.nice_king's post is pretty accurate u should be good , GL :D
User avatar
United States of America gro74
Crossbow
Posts: 37
Joined: May 25, 2015
ESO: gro74

Re: Aztec treaty 40 guide?

Post by gro74 »

sergyou wrote:do market in age 2 that way u age faster and u can start to make warrior priests earlier , if u dont mess up u ar max on warrior priets on your way to fortress. Don't make skull nights thats a waste of xp . Also u wanna send arrow knight and not jaguars simple bc jags are 18 pop and arrow knights are 20 pop. To your core composition u wanna use macehlutin coyotes runner and egle runners knights , ocasionally jaguars but no too many , dont use puma spearman they are not very good and cost efectively compared to eagle runners.nice_king's post is pretty accurate u should be good , GL :D


Are you sure about making mace? I would expect that they would get killed off too quickly and they're a very population prohibitive unit.
Every man has his own way of eating yogurt.
User avatar
Germany yemshi
Jaeger
Posts: 2311
Joined: Jun 3, 2015
ESO: yemshi
Location: Germany

Re: Aztec treaty 40 guide?

Post by yemshi »

Never forget the inf 1k coin card which is, with all the Aura-boosted XP you get, a very reliable coin supply
User avatar
Austria KINGofOsmane
Pro Player
Posts: 3096
Joined: Feb 24, 2015
ESO: KINGofOsmane
Location: Walling Town

Re: Aztec treaty 40 guide?

Post by KINGofOsmane »

@Garja pls write
"Losing to Callen was the worst night of my life" Gibthedurrty 2019
"If hazza can get pr42 with team i can get pr50 with 1v1" Gibthedurrty 2018
Lecastete wrote: Dude i hate this game. I am bad and i also dont have luck
Tete cs:go experience
User avatar
Portugal sergyou
Lancer
Posts: 636
Joined: Apr 9, 2015

Re: Aztec treaty 40 guide?

Post by sergyou »

gro74 wrote:
sergyou wrote:do market in age 2 that way u age faster and u can start to make warrior priests earlier , if u dont mess up u ar max on warrior priets on your way to fortress. Don't make skull nights thats a waste of xp . Also u wanna send arrow knight and not jaguars simple bc jags are 18 pop and arrow knights are 20 pop. To your core composition u wanna use macehlutin coyotes runner and egle runners knights , ocasionally jaguars but no too many , dont use puma spearman they are not very good and cost efectively compared to eagle runners.nice_king's post is pretty accurate u should be good , GL :D


Are you sure about making mace? I would expect that they would get killed off too quickly and they're a very population prohibitive unit.

yeah u want to make them as your skirm unit , eale runners as antivav , and coyotes as your melee unit (cav).
User avatar
Sweden martinspjuth
Dragoon
Posts: 245
Joined: Sep 18, 2015
ESO: martinspjuth

Re: Aztec treaty 40 guide?

Post by martinspjuth »

NiceKING's post is quite accurate, but you should be making atleast 1 farm and 1 plantation in age3, not wait to age4. That is because the farm uppgrades affect hunting as well, and the plantation uppgrades affect mining as well. For aztec there is no rush going to age4 since they have no eco uppgrades that get avaiable there or any important eco cards, like factories, you can only send when you reach age4.

So once you got a steady food production to suport your settler production and have sent the 1000gold villager card, you go for getting the plant and farm uppgrades, then you go for age5 asap, age4 is just a middle step of no importance in the boom.
User avatar
United States of America gro74
Crossbow
Posts: 37
Joined: May 25, 2015
ESO: gro74

Re: Aztec treaty 40 guide?

Post by gro74 »

@sergyou Does aztec really not have any better skirm unit than the mace?


martinspjuth wrote:NiceKING's post is quite accurate, but you should be making atleast 1 farm and 1 plantation in age3, not wait to age4. That is because the farm uppgrades affect hunting as well, and the plantation uppgrades affect mining as well. For aztec there is no rush going to age4 since they have no eco uppgrades that get avaiable there or any important eco cards, like factories, you can only send when you reach age4.

So once you got a steady food production to suport your settler production and have sent the 1000gold villager card, you go for getting the plant and farm uppgrades, then you go for age5 asap, age4 is just a middle step of no importance in the boom.


Really good points, particularly regarding age 4.
Every man has his own way of eating yogurt.
User avatar
Canada _NiceKING_
Retired Contributor
Donator 01
Posts: 1795
Joined: Sep 16, 2015
ESO: _NiceKING_
GameRanger ID: 9999999
Clan: Xbox

Re: Aztec treaty 40 guide?

Post by _NiceKING_ »

gro74 wrote: Does aztec really not have any better skirm unit than the mace?

mace is the only skirm-type unit Aztec has.
User avatar
Germany Lukas_L99
Pro Player
Donator 01
Posts: 2059
Joined: Nov 15, 2015
ESO: Lukas_L99
Location: Lübeck

Re: Aztec treaty 40 guide?

Post by Lukas_L99 »

There are a few things I don't think are perfect in that boom, I will tell why:

_NiceKING_ wrote:AZTECS TREATY GUIDE

BOOM

Age I

Gather your crates. Build a house and firepit. Have your Warrior Priest dance on XP.
Put a few villagers on wood until you have enough to build a market and research Hunting Dogs and Amalgamation. If you don't have gold starting crates you'll need put a villager on gold too to get hunting dogs.
Advance with age up fast. You should age up with around 16 villagers but this varies based on starting crates and treasures.
During Age I, you should send the 20% woodcutting card (send team 15% card if you're playing a team game).

Build 2 houses in age 1, there is absolutely no rush to go to age 2 as fast as possible unless it's a team game and you wanna send team 3 villagers (in that case just make hunting dogs and a house for a fast age 2). Age up with 22-23 villagers, depending on treasures, so you directly have the resources for age 3 once you're aged up. An earlier age up doesn't have any benefits except idle TC time which could be used for training vills instead; send 2 wood cards.

Age II

As soon as you get to Age 2 you should have a card to ship fencing school and switch your firepit to produce Warrior Priests.
Distribute villagers to gold and food mostly so you get to 1000 gold and 1200 food at around the same time. This usually entails moving some of your earlier food villagers to gold and then sending new ones to food as well, but once again this depends on your start and treasures. Adapt as you need.
Age up with the Warchief option. Once you've clicked advance you'll want to put around 6 villagers on wood so you'll be able to build a TC. After you send fencing school in a team game you'll want to send either the team 3 villagers or Warrior Priests based on your deck [More on this later] If you're not in a team game send the other woodcutting cards. Save your next shipment.

As I said once you're age 2 you should have the resources to go to age 3 directly, while aging up research the first 2 wood upgrades in the market, put 3 villagers on the firepit to train warrior priests after fencing school arrived and all other villagers (except about 3-4 on food) need to chop wood so you have ~600 wood once you're aged up. Never ever send 3 warrior priests, they're like a villager or resource shipment without a long-term effect and are a waste in treaty decks.

Age III

Build a second TC (3rd is optional). You should be close to maxed on Warrior Priests now (all new ones going to firepit obviously) and when you're done with them switch firepit to Fertility Dance and leave it there until you've maxed your villagers.
Send most new villagers to food. They should be coming out close to how fast you're gathering food.
During this time, you should gather 1000 gold to send the 10 villagers card [which also includes farm upgrade]. This card helps a lot with your boom.
Once you have approximately 40 villagers on food send the new ones to gold until you're at 2000 food and 1200 gold. Advance with the 2 Noble Hut Wagons.

I'd advise you to build 1 farm after the 3rd TCs and leave like 5 on coin and 7 on wood for the upgrades, rest goes to food until you can pump out villagers without idle time, then the new ones go to coin. Sending 10 villagers for 1k coin > age up to 4, that's correct. There is nothing like factories or other great shipments in age 4 for aztecs, 10 villagers are much better.

Age IV

By now you should be close to maxing villagers. Leave the 40 on food and send new villagers to gold. Leave like 10 on wood so you can build farms/plantations when you run out of mines and hunts.
You should finish maxing villagers right about when you start advancing. If you haven't already, research the upgrades for wood at the market.
Advance with the +20% mill gather rate. This is very important to age with to age V because it has a higher bonus than if aged with to any other age. As soon as you click advance redistribute to around 40 food, 30 gold, 29 wood. Continue sending all wood card, farm/plantation and farm cards until you've sent them all.

Just distribute your villagers so you have 4000 food and 4000 coin at the same time, fixed numbers almost never work out, it's just experience.

Age V

If you haven't already maxed your villagers do so. Then switch your firepit to Skull Knights (this is optional. more on that later).
Start building walls (at least 5 layers) and War/Nobles Huts. Upgrade units. Build Skull Knights up to 199. Send the Jaguar Prowl Knights shipment.
Then research all the big button upgrades at each of your buildings. These give you a huge pop at a maximum of 329/200.

Skull knights are optional, they're great units for only using 2 pop and you don't need to invest resources for units but lose XP at the same time (could be on XP dance instead of training them). Think about what units your opponent will have, will he have a huge ranged mass with lots of skirmishers, will his starting army be really small (like germans or otto on RE for example) or will he even make cavalry? Obviously it wouldn't be smart to send many skull knights into a mass of skirms, rather make coyotes in this case. But versus small starting armies (or cav heavy armies if your opponent doesn't know aztecs well) you can just make skull knights instead and overrun him and also be able to siege.

User avatar
Portugal sergyou
Lancer
Posts: 636
Joined: Apr 9, 2015

Re: Aztec treaty 40 guide?

Post by sergyou »

Lukas_L99 wrote:There are a few things I don't think are perfect in that boom, I will tell why:

_NiceKING_ wrote:AZTECS TREATY GUIDE

BOOM

Age I

Gather your crates. Build a house and firepit. Have your Warrior Priest dance on XP.
Put a few villagers on wood until you have enough to build a market and research Hunting Dogs and Amalgamation. If you don't have gold starting crates you'll need put a villager on gold too to get hunting dogs.
Advance with age up fast. You should age up with around 16 villagers but this varies based on starting crates and treasures.
During Age I, you should send the 20% woodcutting card (send team 15% card if you're playing a team game).

Build 2 houses in age 1, there is absolutely no rush to go to age 2 as fast as possible unless it's a team game and you wanna send team 3 villagers (in that case just make hunting dogs and a house for a fast age 2). Age up with 22-23 villagers, depending on treasures, so you directly have the resources for age 3 once you're aged up. An earlier age up doesn't have any benefits except idle TC time which could be used for training vills instead; send 2 wood cards.

Age II

As soon as you get to Age 2 you should have a card to ship fencing school and switch your firepit to produce Warrior Priests.
Distribute villagers to gold and food mostly so you get to 1000 gold and 1200 food at around the same time. This usually entails moving some of your earlier food villagers to gold and then sending new ones to food as well, but once again this depends on your start and treasures. Adapt as you need.
Age up with the Warchief option. Once you've clicked advance you'll want to put around 6 villagers on wood so you'll be able to build a TC. After you send fencing school in a team game you'll want to send either the team 3 villagers or Warrior Priests based on your deck [More on this later] If you're not in a team game send the other woodcutting cards. Save your next shipment.

As I said once you're age 2 you should have the resources to go to age 3 directly, while aging up research the first 2 wood upgrades in the market, put 3 villagers on the firepit to train warrior priests after fencing school arrived and all other villagers (except about 3-4 on food) need to chop wood so you have ~600 wood once you're aged up. Never ever send 3 warrior priests, they're like a villager or resource shipment without a long-term effect and are a waste in treaty decks.

Age III

Build a second TC (3rd is optional). You should be close to maxed on Warrior Priests now (all new ones going to firepit obviously) and when you're done with them switch firepit to Fertility Dance and leave it there until you've maxed your villagers.
Send most new villagers to food. They should be coming out close to how fast you're gathering food.
During this time, you should gather 1000 gold to send the 10 villagers card [which also includes farm upgrade]. This card helps a lot with your boom.
Once you have approximately 40 villagers on food send the new ones to gold until you're at 2000 food and 1200 gold. Advance with the 2 Noble Hut Wagons.

I'd advise you to build 1 farm after the 3rd TCs and leave like 5 on coin and 7 on wood for the upgrades, rest goes to food until you can pump out villagers without idle time, then the new ones go to coin. Sending 10 villagers for 1k coin > age up to 4, that's correct. There is nothing like factories or other great shipments in age 4 for aztecs, 10 villagers are much better.

Age IV

By now you should be close to maxing villagers. Leave the 40 on food and send new villagers to gold. Leave like 10 on wood so you can build farms/plantations when you run out of mines and hunts.
You should finish maxing villagers right about when you start advancing. If you haven't already, research the upgrades for wood at the market.
Advance with the +20% mill gather rate. This is very important to age with to age V because it has a higher bonus than if aged with to any other age. As soon as you click advance redistribute to around 40 food, 30 gold, 29 wood. Continue sending all wood card, farm/plantation and farm cards until you've sent them all.

Just distribute your villagers so you have 4000 food and 4000 coin at the same time, fixed numbers almost never work out, it's just experience.

Age V

If you haven't already maxed your villagers do so. Then switch your firepit to Skull Knights (this is optional. more on that later).
Start building walls (at least 5 layers) and War/Nobles Huts. Upgrade units. Build Skull Knights up to 199. Send the Jaguar Prowl Knights shipment.
Then research all the big button upgrades at each of your buildings. These give you a huge pop at a maximum of 329/200.

Skull knights are optional, they're great units for only using 2 pop and you don't need to invest resources for units but lose XP at the same time (could be on XP dance instead of training them). Think about what units your opponent will have, will he have a huge ranged mass with lots of skirmishers, will his starting army be really small (like germans or otto on RE for example) or will he even make cavalry? Obviously it wouldn't be smart to send many skull knights into a mass of skirms, rather make coyotes in this case. But versus small starting armies (or cav heavy armies if your opponent doesn't know aztecs well) you can just make skull knights instead and overrun him and also be able to siege.



The faster u get to age 2 the faster u max warrior priests , whats the point behind what u do ?
User avatar
Bavaria Gichtenlord
Howdah
Donator 03
Posts: 1437
Joined: Nov 15, 2015

Re: Aztec treaty 40 guide?

Post by Gichtenlord »

Do the math: more vills earlier -> more ressources. Thats pretty much the concept of any treaty ff boom. You still can max wps before all 3 of your tcs are up
r]
User avatar
Germany Lukas_L99
Pro Player
Donator 01
Posts: 2059
Joined: Nov 15, 2015
ESO: Lukas_L99
Location: Lübeck

Re: Aztec treaty 40 guide?

Post by Lukas_L99 »

sergyou wrote:
The faster u get to age 2 the faster u max warrior priests , whats the point behind what u do ?


Faster age 3 and faster TCs, faster warrior priests won't help you cause you won't have the res for pumping out vills that fast anyways.
User avatar
Canada _NiceKING_
Retired Contributor
Donator 01
Posts: 1795
Joined: Sep 16, 2015
ESO: _NiceKING_
GameRanger ID: 9999999
Clan: Xbox

Re: Aztec treaty 40 guide?

Post by _NiceKING_ »

Lukas_L99 wrote: Age up with 22-23 villagers. An earlier age up doesn't have any benefits except idle TC time which could be used for training vills instead

What is the difference between making like 16 vills in age 1 and then continue making them in age 2 and making 22 vills in age 1?
Early age up will allow you to start training wps earlier and even though u will not need them that early for training vills, u can use them for XP dance.
User avatar
No Flag Magnam
Musketeer
Posts: 81
Joined: Oct 1, 2015

Re: Aztec treaty 40 guide?

Post by Magnam »

Lukas_L99 wrote:Faster age 3 and faster TCs, faster warrior priests won't help you cause you won't have the res for pumping out vills that fast anyways.


I can normaly start to pump out vills as soon as I hit age3 without delaying tcs and I don't need vills on my firepit for warrior priests. So I think that u get more vills out earlier when u go to age2 asap(I do the age1 market). As soon as u hit age2 u start to dance for warriorpriests and send fencing school. Try to go to age3 as fast as u can and do both wood ups in transition. U can now have like 10 vills on food rest on wood and be able to build a tc in age3 and pump pout vills.
User avatar
Sweden martinspjuth
Dragoon
Posts: 245
Joined: Sep 18, 2015
ESO: martinspjuth

Re: Aztec treaty 40 guide?

Post by martinspjuth »

Lukas_L99 wrote:There are a few things I don't think are perfect in that boom, I will tell why:

Build 2 houses in age 1, there is absolutely no rush to go to age 2 as fast as possible unless it's a team game and you wanna send team 3 villagers (in that case just make hunting dogs and a house for a fast age 2). Age up with 22-23 villagers, depending on treasures, so you directly have the resources for age 3 once you're aged up. An earlier age up doesn't have any benefits except idle TC time which could be used for training vills instead; send 2 wood cards.

As I said once you're age 2 you should have the resources to go to age 3 directly, while aging up research the first 2 wood upgrades in the market, put 3 villagers on the firepit to train warrior priests after fencing school arrived and all other villagers (except about 3-4 on food) need to chop wood so you have ~600 wood once you're aged up. Never ever send 3 warrior priests, they're like a villager or resource shipment without a long-term effect and are a waste in treaty decks.



If you use fast age up you will only be behind 1villager (+5sec) for some time, but in return you can put your firepit to produce wp earlier which will make it possible for you to be almost full on wp's when you reach age3 without the need of putting 3 villagers on the firepit.

When i tried both versions of the boom, i reached age3 6 seconds earlier with lukas version, had the same amount of vills and same amount of ress cards sent and upgrades done. But with lukas version i only had 2 wp when hitting age3, while i had 7 when doing it with the boom NiceKING posted.

To me it would seem that 7 instead of 2 wp's when hitting age3 are worth more than 6sec earlier age up.
User avatar
Germany Lukas_L99
Pro Player
Donator 01
Posts: 2059
Joined: Nov 15, 2015
ESO: Lukas_L99
Location: Lübeck

Re: Aztec treaty 40 guide?

Post by Lukas_L99 »

_NiceKING_ wrote:
Lukas_L99 wrote: Age up with 22-23 villagers. An earlier age up doesn't have any benefits except idle TC time which could be used for training vills instead

What is the difference between making like 16 vills in age 1 and then continue making them in age 2 and making 22 vills in age 1?
Early age up will allow you to start training wps earlier and even though u will not need them that early for training vills, u can use them for XP dance.


In those 40 second's you age up you could train almost 2 villagers->more res. Also I think I have all 3 wood cards+fencing school once I reach age 3, don't need more XP.

Magnam wrote:
Lukas_L99 wrote:Faster age 3 and faster TCs, faster warrior priests won't help you cause you won't have the res for pumping out vills that fast anyways.


I can normaly start to pump out vills as soon as I hit age3 without delaying tcs and I don't need vills on my firepit for warrior priests. So I think that u get more vills out earlier when u go to age2 asap(I do the age1 market). As soon as u hit age2 u start to dance for warriorpriests and send fencing school. Try to go to age3 as fast as u can and do both wood ups in transition. U can now have like 10 vills on food rest on wood and be able to build a tc in age3 and pump pout vills.


I usually have like 1000 wood when I hit age 3, means I can build the TC directly and either the 3rd one with villagers (if I have many hunts) or a farm for upgrades just after I started the 2nd TC.


martinspjuth wrote:
Lukas_L99 wrote:There are a few things I don't think are perfect in that boom, I will tell why:

Build 2 houses in age 1, there is absolutely no rush to go to age 2 as fast as possible unless it's a team game and you wanna send team 3 villagers (in that case just make hunting dogs and a house for a fast age 2). Age up with 22-23 villagers, depending on treasures, so you directly have the resources for age 3 once you're aged up. An earlier age up doesn't have any benefits except idle TC time which could be used for training vills instead; send 2 wood cards.

As I said once you're age 2 you should have the resources to go to age 3 directly, while aging up research the first 2 wood upgrades in the market, put 3 villagers on the firepit to train warrior priests after fencing school arrived and all other villagers (except about 3-4 on food) need to chop wood so you have ~600 wood once you're aged up. Never ever send 3 warrior priests, they're like a villager or resource shipment without a long-term effect and are a waste in treaty decks.



If you use fast age up you will only be behind 1villager (+5sec) for some time, but in return you can put your firepit to produce wp earlier which will make it possible for you to be almost full on wp's when you reach age3 without the need of putting 3 villagers on the firepit.

When i tried both versions of the boom, i reached age3 6 seconds earlier with lukas version, had the same amount of vills and same amount of ress cards sent and upgrades done. But with lukas version i only had 2 wp when hitting age3, while i had 7 when doing it with the boom NiceKING posted.

To me it would seem that 7 instead of 2 wp's when hitting age3 are worth more than 6sec earlier age up.


I'm pretty sure that I get to send exotic hardwoods, team exotic hardwoods, fencing school and saw mills until I'm age 3, usually I have 1000 wood etc etc read above ^^
User avatar
Canada _NiceKING_
Retired Contributor
Donator 01
Posts: 1795
Joined: Sep 16, 2015
ESO: _NiceKING_
GameRanger ID: 9999999
Clan: Xbox

Re: Aztec treaty 40 guide?

Post by _NiceKING_ »

Lukas_L99 wrote:
_NiceKING_ wrote:
Lukas_L99 wrote: Age up with 22-23 villagers. An earlier age up doesn't have any benefits except idle TC time which could be used for training vills instead

What is the difference between making like 16 vills in age 1 and then continue making them in age 2 and making 22 vills in age 1?
Early age up will allow you to start training wps earlier and even though u will not need them that early for training vills, u can use them for XP dance.


In those 40 second's you age up you could train almost 2 villagers->more res.


I use fast age up to age 2 and then continue making villagers, I really do not understand why staying in age 1 longer is better since you will spend time aging anyways.
User avatar
Germany Lukas_L99
Pro Player
Donator 01
Posts: 2059
Joined: Nov 15, 2015
ESO: Lukas_L99
Location: Lübeck

Re: Aztec treaty 40 guide?

Post by Lukas_L99 »

_NiceKING_ wrote:
Lukas_L99 wrote:
Show hidden quotes


In those 40 second's you age up you could train almost 2 villagers->more res.


I use fast age up to age 2 and then continue making villagers, I really do not understand why staying in age 1 longer is better since you will spend time aging anyways.



You will just be almost 2 villagers behind and have slightly less res than with my version
User avatar
Sweden martinspjuth
Dragoon
Posts: 245
Joined: Sep 18, 2015
ESO: martinspjuth

Re: Aztec treaty 40 guide?

Post by martinspjuth »

Lukas_L99 wrote:In those 40 second's you age up you could train almost 2 villagers->more res. Also I think I have all 3 wood cards+fencing school once I reach age 3, don't need more XP.


Fast age up takes 30sec, training a villager takes 25sec. So you are only 1.2 settlers behind, not "almost 2".

Lukas_L99 wrote:I'm pretty sure that I get to send exotic hardwoods, team exotic hardwoods, fencing school and saw mills until I'm age 3, usually I have 1000 wood etc etc read above ^^


As i wrote above, i had the same amount of cards and same amount of ress when i reached age3 with both versions of the boom. I had all 3 wood cards + fencing school out when i reached age3. I also had 1500 wood and 200 food + 1 settler in quee when i reached age3 both times. I forgot to do the 2nd wood upp from market both times so that's probably why i got so much more wood than you. So the only difference was that your boom had 5 less wp when you hit age3, but was 6sec earlier. So why do you think 6sec earlier age time is more important? What above shows that it is?
User avatar
Germany Lukas_L99
Pro Player
Donator 01
Posts: 2059
Joined: Nov 15, 2015
ESO: Lukas_L99
Location: Lübeck

Re: Aztec treaty 40 guide?

Post by Lukas_L99 »

martinspjuth wrote:
Lukas_L99 wrote:In those 40 second's you age up you could train almost 2 villagers->more res. Also I think I have all 3 wood cards+fencing school once I reach age 3, don't need more XP.


Fast age up takes 30sec, training a villager takes 25sec. So you are only 1.2 settlers behind, not "almost 2".


That's weird, European fast age-up is 40 seconds but you learn something new every day.

I'm trying both versions now

Edit: I was in age 3 at 9:58 with my version but only had 2 wp, with the other version I was in age 3 at 10:02 but had 4 WP, both times about 1k wood and no treasures; no idea how you had 7 WP D:
Netherlands momuuu
Ninja
Posts: 14237
Joined: Jun 7, 2015
ESO: Jerom_

Re: Aztec treaty 40 guide?

Post by momuuu »

Fast up to age 2 is faster than to age 3 I think. Are you guys saying that fast age uo to age 3 is faster for native civs too?
User avatar
Bavaria Gichtenlord
Howdah
Donator 03
Posts: 1437
Joined: Nov 15, 2015

Re: Aztec treaty 40 guide?

Post by Gichtenlord »

Lukas_L99 wrote:
martinspjuth wrote:
Lukas_L99 wrote:In those 40 second's you age up you could train almost 2 villagers->more res. Also I think I have all 3 wood cards+fencing school once I reach age 3, don't need more XP.


Fast age up takes 30sec, training a villager takes 25sec. So you are only 1.2 settlers behind, not "almost 2".


That's weird, European fast age-up is 40 seconds but you learn something new every day.

I'm trying both versions now

Edit: I was in age 3 at 9:58 with my version but only had 2 wp, with the other version I was in age 3 at 10:02 but had 4 WP, both times about 1k wood and no treasures; no idea how you had 7 WP D:

4 seconds are definitely worth it tho :ugeek:
r]

Who is online

Users browsing this forum: No registered users and 3 guests

Which top 10 players do you wish to see listed?

All-time

Active last two weeks

Active last month

Supremacy

Treaty

Official

ESOC Patch

Treaty Patch

1v1 Elo

2v2 Elo

3v3 Elo

Power Rating

Which streams do you wish to see listed?

Twitch

Age of Empires III

Age of Empires IV