Alternate Japan play

Netherlands momuuu
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Re: Alternate Japan play

Post by momuuu »

Im kinda with hazza here. 2 vills and then just skip the portuguese consulate stuff and eventually get a consulate to get clubs to support your yumis against the inevitable rush. The eco contribution of heavenly kami is vastly overstated and the wood reduction isnt worth much if it means you get to be stuck in your tc for forever.
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Re: Alternate Japan play

Post by tedere12 »

I've been doing a different japan build order these days:
Age 1 build consulate and a shrine, ally with spain.
Ship 2 vills, age with 15 vills usually with the big shrine, it gives you the export.
Ship 4 vills in age 2 and get the shipment reducing time tech from the consulate, make shrines until you get 80 pop, get market and tier 1 and 2 food ups, tier 1 gold, all upgrade. Make barracks and make 5-10 ashis, raid, protect shrines. Due to the shipment reducing time and the extra exp you can squeeze in 600wood and after that send 600 gold, and age with the damiyo. You age around 9 minutes if you dont get pressured with 1 and a half shipment, you also have almost 20 ashi ( you train in transition) and can research the ashi upgrade. Due to the mobility of damiyo and ashi, you can be very aggresive and ship double FA's from damiyo and skip walking distance. I also tried a variation where you stay age 2 and ship crates, if your enemy tries to stay in age 2, while grabbing a tp from 600wood. Its a pretty cool build, tell me guys if you think its a decent alternative
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Tuvalu gibson
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Re: Alternate Japan play

Post by gibson »

2 vil is fine
Italy DaRkNiTe1698
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Re: Alternate Japan play

Post by DaRkNiTe1698 »

On a good map, kami is far better than 2v. Also because you usually send 4v twice, in colonial
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Re: Alternate Japan play

Post by AOE3_Novice »

DaRkNiTe1698 wrote:On a good map, kami is far better than 2v. Also because you usually send 4v twice, in colonial

4 vill twice is said to be very bad and feels weak in a lot of cases
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Tuvalu gibson
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Re: Alternate Japan play

Post by gibson »

on a high hunt map vs a civ that isnt gonna be rushing hard( so like iro otto aztec russia etc) kami is probably better. On every other map it isnt.
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Re: Alternate Japan play

Post by AOE3_Novice »

gibson wrote:on a high hunt map vs a civ that isnt gonna be rushing hard( so like iro otto aztec russia etc) kami is probably better. On every other map it isnt.

Brits rush Japan pretty good
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Re: Alternate Japan play

Post by Hazza54321 »

Jerom wrote:Im kinda with hazza here. 2 vills and then just skip the portuguese consulate stuff and eventually get a consulate to get clubs to support your yumis against the inevitable rush. The eco contribution of heavenly kami is vastly overstated and the wood reduction isnt worth much if it means you get to be stuck in your tc for forever.

exactly, 2vills is equal in scaling if u compare it to kami, it allows for more res in transition. Skipping cons and aging faster allows for quicker age up and mass. Plus its so easy to recover your eco as japan, just ship 600w 600w get a big mass of yumis, train some clubs with the age up export and youre fine to send 4v 4v afterwards
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Re: Alternate Japan play

Post by momuuu »

That being said, a 300w start seems to give more incentive to shrine boom since getting port consulate seems like an absolute no brainer at that point and is very likely to be the best option by far. At that point you're not really going to get many clubs out from a japanese consulate shift at which point waiting for the besteiros (surprisingly efficient against cav due to a missing .75 multiplier I think, although they're a weird unit in general) and just doing kami makes a lot more sense.

But yes, I do think 2 villagers is kinda underrated. I feel like there are way too many cases where heavenly kami is just way too slow (match ups like Russia, Aztec and otto come to mind).
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Germany yemshi
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Re: Alternate Japan play

Post by yemshi »

Well 300w is just 300w.
2 vills gather that in not so short time and benefit from market ups.
You might have a 4 yumi batch though.
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Re: Alternate Japan play

Post by DaRkNiTe1698 »

AOE3_Novice wrote:
DaRkNiTe1698 wrote:On a good map, kami is far better than 2v. Also because you usually send 4v twice, in colonial

4 vill twice is said to be very bad and feels weak in a lot of cases
Ryan used to send 4w twice and win np
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Re: Alternate Japan play

Post by yemshi »

It's too slow. 600c is way faster if you age, daimyo, crates and units are faster if you are the aggressor.
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Austria KINGofOsmane
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Re: Alternate Japan play

Post by KINGofOsmane »

DaRkNiTe1698 wrote:
AOE3_Novice wrote:
DaRkNiTe1698 wrote:On a good map, kami is far better than 2v. Also because you usually send 4v twice, in colonial

4 vill twice is said to be very bad and feels weak in a lot of cases
Ryan used to send 4w twice and win np

coz he plays age 2 lol
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Germany optimusprime
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Re: Alternate Japan play

Post by optimusprime »

KINGofOsmane wrote:
DaRkNiTe1698 wrote:
Show hidden quotes
Ryan used to send 4w twice and win np

coz he plays age 2 lol

4v 4v is more a Option for boomwars and noobmaps like tex sib hisp when u do a slow ff
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Tuvalu gibson
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Re: Alternate Japan play

Post by gibson »

Ye the more Ive played jap the more I think that in most mus on most maps 4v isn't a great card.
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Austria KINGofOsmane
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Re: Alternate Japan play

Post by KINGofOsmane »

gibson wrote:Ye the more Ive played jap the more I think that in most mus on most maps 4v isn't a great card.

4 4 is just too greedy in some cases
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