india vs china

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Italy Garja
Retired Contributor
Donator 02
Posts: 9729
Joined: Feb 11, 2015
ESO: Garja

Re: india vs china

Post by Garja »

I agree that 1010 becomes good with best crate start and possibly treasures. But that's just because it is basically the same as the slow age one just with the house a bit delayed (minimal idle time with +100w +100f +treasure +livestock).
1. Walking 4 vills at mid map does suck indeed. Mid agramin general sucks if you ask me cause there is always the risk of notmfinding room (even if planned it can be blocked). We were ralking about in base Agra for defense in which case you have almost no walking time.
2. Map conrtol is the same with slow agra.
3. I dont think cutting offyokur own eco just to siege a TP is a good trade. Basically the opponent is paying 200w to force you on a suboptimal build and not get rushed. You cant even take down ATPs efficiently that early.
4. That's a good point and also why on RE patch Asian maps 1010 works better.
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India drsingh
Dragoon
Posts: 273
Joined: Jun 10, 2016
ESO: drsingh

Re: india vs china

Post by drsingh »

On a 100wood or wood+food start. 10/10 which is actually 11/10 + trickle worth 2.17 villagers should be considered equal to any european 13v age up. Since there is tc idle time similar to that european civ have during ageup up. Though it is ofcourse 2-3 villagers inferior to slow ageup. But should we compare India to its own builds or compare it eco wise with the enemy. And the requirement of the matchup.
Eg
Against civ which can boom harder than India. 10/10 with forward agra with no villager on wonder. Could be better. Since a sub optimal rush won't be as effective against an optimal boom.
Against ff or turtle civs. Slow age with karni with 1 or 2 villagers on wonder. (boom)
And against civ which have better rush. A defensive agra with 4v on wonder. (turtle)

The idea is 10/10 is definitely effective at what it is supposed to do. Given the conditions are right. The crate start is most important here. And the tc idle time increases by about 10-15 sec from 100 wood to 100 food and further 20-25 sec to 100 coin start. So it becomes less effective on other starts.
But the uncertainity of when its good and when its not makes it less favourable to use often.

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