AoE3 Russians Treaty Guide

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AoE3 Russians Treaty Guide

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Post by _NiceKING_ »

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RE Patch
Treaty Patch

BOOM

Age I
As soon as you start, separate vills on dif food crates, quickly queue your first batch of villagers when you got 270 food, all but one go to gather food. Quickly build a house. Get all age 1 upgrades (except villager attack/hitpoints upgrade).
Send Wood Trickle Card.
Queue up to about 23 villagers.
Age Up with 2 Settlers or 400 wood. If you use Wood Trickle in your boom, you do not really need 400w option because the trickle provides enough wood for TCs. So, 2 Settlers is a better option in this case.
Aging to II
2nd card is Economic Theory.
Distribute your villager on food/gold to gather 1200 food/1125 gold.
Age Up Very Fast
Aging to III
As soon as you hit Age II, collect Age II 400 wood crates, research 2nd food upgrade. [Only if you aged up with 400 wood)
While aging from II to III keep ~10 villagers on food for continuous vill production, the rest go onto wood.
Age III
Build 2 more Town Centers.
Send Refrigeration and Royal Mint Cards.
Gather extra wood to research second gold upgrade in market.
Distribute your villagers on food/gold to gather 2000 food/1200 gold for Age IV.
Note that with Russia your villagers come in batch of 3 so keep an eye out for housing, use your villager training hotkey to queue 1 batch of villager per Town Center, don't queue too many on each TC or you will miss your aging milestone and fill up your pop limit.
Age Up with Musks, Cossacks or Oprichniks. [On Treaty Patch age up with 1000 coin].
Age IV
Send 2 Factories, put them on wood and upgrade wood production rate.
Tweak your villager distribution to get 4000 food/4000 gold for Age V.
Age Up with 2000 Gold.
Aging to V
Research all market wood upgrades.
Age V
Build Capitol right away, upgrade wood/food/gold.
Build a church, buy Mercantilism (2000 XP) and send all the mill upgrade cards.
Note that after maxing the villagers queue in your Town Centers, you will have 97 villagers (98 if you used 400w age up) in total, you need to delete two (two if you used 400w age up) of existing villagers so the last batch of 3 can come out for max 99 villagers (Do it like a few seconds before the last batch comes put).
Build a mill and a plantation and upgrade them fully first.
Most settlers are on wood now.
When you finish sending Sustainable Agriculture and Food Silos cards, put your villagers on mills.
When you finish sending all plantation cards, put your villagers on plantations.

CARD ORDER
Distributivism (Wood Trickle) >Economic Theory > > Refrigeration > Royal Mint > Factories > Sustainable Agriculture > Food Silos > Cigar Roller > Textile Mill-> Rum Distillery > Advance Arsenal -> Fencing School > Cavalry Training > anything you need.

UNITS
Musketeer: your main unit as it's cheap and fast to mass.
Cossack: weaker than other hand cav but lower pop.
Mortar: Send Unicorne Mortars card as soon as you can, probably after all training cards, since your mortar will train 2x faster than your enemy with 1/2 coin cost, use your advantageous mortars to destroy your enemy's forward base and push hard with Sevastopol.
National Redoubt: one of the most important cards if you plan to run, should follow up with Improved Buildings to turn your fort into a highly mobile stronghold which enables you to attack from everywhere. Or just use them as mighty 16500 hitpoint cannons to fortify your forward base.
Oprichnik: very unique unit of Russia, they are hand cavalry but with extremely strong siege and bonus against villager. Don't waste them attacking other hand cavalry. Use them to pick up villagers building forward base and a couple oprichnik around would be handful to push your enemy's base back or to poke a hole on your enemy wall.
Strelet: cheap and weak counter if your enemy is massing infantry. They are Russian version of skirmisher with lower HP, attack and range.

DECK

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Re: Russians Treaty Guide

Post by AraGun »

Ah thanks, you wrote exotic hardwood instead of woodtrickle tho
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Re: Russians Treaty Guide

Post by AraGun »

I play mainly tr 20 but im sure this is will work for it also.
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Re: Russians Treaty Guide

Post by _NiceKING_ »

AraGun wrote:Ah thanks, you wrote exotic hardwood instead of woodtrickle tho

Uh ye, well you can use exotic hardwood instead of wood trickle anyways.
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Re: Russians Treaty Guide

Post by martinspjuth »

Another great write-up.

A few thoughts i have about it:
Treaty patch Russia is better in heads up figths (while still good on running). RE Russia is however a lot more reliant on fast map control after 40, before enemy can wall up the map. RE Russia do in most cases want to have out National Redoubt, AA, train cards, Sevastopol and sometimes also Advanced Church before 40. There is no room for sending wood trickle (not saying that there never is, but in most cases there isn't). The small eco boost it gives is just not a big deal compared to the great military advantage Russia can get by getting out more military cards before 40 (and the overpop from Advanced Church if you choose to send that).
Even on Treaty Patch it is debatable whether or not you should send wood trickle. It delays your factories and make you have one less military card out before 40. It also takes up valuable space in your deck. Cards you can have instead is explorer card (improved explorer + dog companion) and infite 7 Cavalry Archers. Stronger explorer + dog give you a strong 6k hp tank (of which only the explorer have HI tag). 7 Cavalry Archers are 1,120 free ress every time you send them. And even though you want to send Nootkas as many times as you can, you will rarely be able to send them often enough to keep up with your skipments. So alternating with 7 Cavalry Archers can be really usefull.

Lastly, on treaty patch you want to have Stonemasons and not Sevastopol in your deck if you can have only one of them (since Sevastopol was nerfed on treaty patch, and since you don't build forts as often).
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Re: Russians Treaty Guide

Post by Gichtenlord »

Strelet + Cav archer is also a very fun and viable unit composition on patch!
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Re: Russians Treaty Guide

Post by pl0xmaster »

When booming with russians what is a good score @40? Played vs russian who got 2.9k. Following this BO I usually get between 2.3-2.4k.
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Re: Russians Treaty Guide

Post by _NiceKING_ »

2.3-2.4 is good
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Re: Russians Treaty Guide

Post by noissance »

Why isn't ransack in the deck? It ups infantry siege damage... Also, what about church card?
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Re: Russians Treaty Guide

Post by _NiceKING_ »

noissance wrote:Why isn't ransack in the deck? It ups infantry siege damage.

why would you use infantry to siege when you have oprichniks and mortars?
noissance wrote:Also, what about church card?

Church card has short-term effect, you don't need it.
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Re: Russians Treaty Guide

Post by pl0xmaster »

Infantry siege card is pretty useless just adds 50% more siege. In the other hand I feel I save resources with the church card for military upgrades.
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Re: Russians Treaty Guide

Post by martinspjuth »

_NiceKING_ wrote:
noissance wrote:Also, what about church card?

Church card has short-term effect, you don't need it.

Church card can be usefull sometimes. With church card you save ress worth somewhere between 8200 (4900 wood and 3300 coin) and 2600 (2100 wood and 500 coin). The amount you save depends on how many of the units you actually plan to use.

Even more important than that tho, is that church card gives you an overpop for the start army (9 dragoons and 17 hussars). This can be really usefull when you are playing 1v1 or 2v2 on re. As I said before, RE russia is more dependent on map control and should try to get an early advantage. If they get locked into a head to head battle on equal terms, they will lose. 52 extra pop for start army is a hugh help for that.

Why usefull in 1v1/2v2 but not in 3v3? Because in 3v3 the start is in general less important and games tend to last longer -> cards with long term effect have more time to pay off.

I'm not saying church card is always a good choise in 1v1/2v2, just saying that it can be. And ye, on TP you should probably never send it.
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Re: Russians Treaty Guide

Post by Panmaster »

Some might prefer to ignore strelets entirely and focus on grenadiers and musketeers instead.
Grenadier siege pressure should not be underestimated late-game. I've seen many die to it.
The +1 fortress limit, ransack and team +50% barracks HP are nice cards to send. Infinite 300 wood might be a safer card than infinite nootka warriors in a long game.
The economy is the easiest to master: train 26 settlers and age 2, send Sevastopol, age 3, build towncenters. Figure out the rest.
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Re: Russians Treaty Guide

Post by dicktator_ »

Making grens just seems so 2011 to me. They're clunky units with an awkward animation and their only redeeming quality is their siege. That said ignoring strelet cards and just going musk coss art is a perfectly viable option.
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Re: Russians Treaty Guide

Post by _NiceKING_ »

another reason why grenadiers suck is that they are heavy inf
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Re: Russians Treaty Guide

Post by martinspjuth »

Grens can be viable (or at least not too bad) in some mu for russia on RE (vs britt or russia who go very musk heavy). 50%rr, high hp and area attack are quite good as long as they don't face skirms.

+ 1 fort limit card can also be viable for Russia on RE for sure. There is rarely room for Ransack imo, neither for 50% (100% barrack hp, 50% blockhouse hp) team barrack hp. If you do want a hp building card in your deck, you would probably want the 40% building hp card instead, since it would affect all your buildings + walls and also your forts.
Ye 300wood might be an easier solution than nootkas, but used right, nootkas are probably the better choise.
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Re: Russians Treaty Guide

Post by NoName »

The age up with 1000 gold option is that exclusive to Treaty Patch? There is no option for it on RE.
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Re: Russians Treaty Guide

Post by supernapoleon »

Russia should go strelets imo for s simple reason. They are fully upgraded the most cost effective unit in the game and therefore russia will win any match up in the long term. Once russia pushed with musk cossack and is low on ress they easily can maintain army with strelets and can try to restack their ress.
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Re: Russians Treaty Guide

Post by martinspjuth »

NoName wrote:The age up with 1000 gold option is that exclusive to Treaty Patch? There is no option for it on RE.

Ye, the 1000 gold option to the Industrial Age is exclusive to Treaty Patch. On RE you should age to age IV with 7 Oprichniks or 13 Musketeers.

supernapoleon wrote:Russia should go strelets imo for s simple reason. They are fully upgraded the most cost effective unit in the game and therefore russia will win any match up in the long term. Once russia pushed with musk cossack and is low on ress they easily can maintain army with strelets and can try to restack their ress.

Ye, on Treaty Patch strelets are very cost effective. If you can't push, going strelets to try to outlast your enemy eco wise can be a good choice. But I don't agree with that they will win any match up. Even though making mainly strelets won't drain you very hard, it wont drain the enemy hard either. And even though strelets are very cost effective vs other infantry, they just vaporize when faced with Heavy Cavalry and Artillery. Russian musketeers are also, even though good for their cost, weak vs cav. They don't kill them fast enough. So vs any civ with a decent Heavy Cavalry unit Russia needs to keep out a decent amount of musketeers just to block enemy cav from reaching their strelets/artillery and maybe mix in a few Cavalry Archers to kill the enemy cav.
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Re: Russians Treaty Guide

Post by dicktator_ »

supernapoleon wrote:russia will win any match up in the long term.

List of matchups Russia loses in the long term: Brits, Ports (only if they wall a lot), possibly german (russia v germany may be even in long term), Otto (jan bombard is too much for russia), France (Russia loses short term middle term and long term), Japan (Russia loses short term middle term and long term)
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Re: Russians Treaty Guide

Post by Gichtenlord »

dicktator_ wrote:
supernapoleon wrote:russia will win any match up in the long term.

List of matchups Russia loses in the long term: Brits, Ports (only if they wall a lot), possibly german (russia v germany may be even in long term), Otto (jan bombard is too much for russia), France (Russia loses short term middle term and long term), Japan (Russia loses short term middle term and long term)

I think russia vs ger is pretty similar to port vs ger. Russia cant deal with ulan/doppel waves here and there and when heavy cannons arrive it gets even worse.
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Re: Russians Treaty Guide

Post by Lukas_L99 »

dicktator_ wrote:
supernapoleon wrote:russia will win any match up in the long term.

List of matchups Russia loses in the long term: Brits, Ports (only if they wall a lot), possibly german (russia v germany may be even in long term), Otto (jan bombard is too much for russia), France (Russia loses short term middle term and long term), Japan (Russia loses short term middle term and long term)


You forgot China, they just overrun Russia too and have better infinite shipments

TL;DR: Russia is pretty bad
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Re: Russians Treaty Guide

Post by dicktator_ »

Lukas_L99 wrote:
dicktator_ wrote:
supernapoleon wrote:russia will win any match up in the long term.

List of matchups Russia loses in the long term: Brits, Ports (only if they wall a lot), possibly german (russia v germany may be even in long term), Otto (jan bombard is too much for russia), France (Russia loses short term middle term and long term), Japan (Russia loses short term middle term and long term)


You forgot China, they just overrun Russia too and have better infinite shipments

TL;DR: Russia is pretty bad

Supernapoleon was referring to "long term" and I think if by some miracle Russia can hold the push they can win, since China has trouble once they run out of steam. Of course usually Russia would lose that match up.
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Re: Russians Treaty Guide

Post by supernapoleon »

dicktator_ wrote:
supernapoleon wrote:russia will win any match up in the long term.

List of matchups Russia loses in the long term: Brits, Ports (only if they wall a lot), possibly german (russia v germany may be even in long term), Otto (jan bombard is too much for russia), France (Russia loses short term middle term and long term), Japan (Russia loses short term middle term and long term)

There are other reasons that support my statement.
Russia has 3 big advantages compared to other civ: russia can spam infantry and cavalary units, russia has the most cost effective units, russia is good in running due to the siege damage of opris and the ability that musks can build forts; also their eco is one of the best during the fight.
When you make use of these 3 advantages you can win any match up.
Go running and the enemy has to split his army. Russia just can spam the best and most costeffective counter unit to his devided army. And thats the reason why russia will prevail in the long term.
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Re: Russians Treaty Guide

Post by Lukas_L99 »

I don't think that russian musketeers are that cost effective, strelets are bad for their pop, their artillery is kinda average except for train time and cossacks block themselves in high numbers (but have decent stats)

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