ESOC Native Analysis

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ESOC Native Analysis

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Post by Durokan »

Durokan's Age of Empires ESOC Native Settlement Analysis

[spoiler=Comprehensive Native List]Apache
Aztec
Bhakti
Carib
Cherokee
Cheyenne
Comanche
Cree
Huron
Incas
Iroquois
Jesuit
Klamath
Lakota
Mapuche
Maya
Navajo
Nootka
Seminole
Shaolin
Sufi
Tupi
Udasi
Zapotec
Zen[/spoiler]

[spoiler=ESOC maps Native Count]Apache: II
Aztec:
Bhakti: I
Carib:
Cherokee: I
Cheyenne: I
Comanche: II
Cree: I
Huron: II
Incas: I
Iroquois:
Jesuit: I
Klamath: I
Lakota:
Mapuche: II
Maya:
Navajo: II
Nootka: II
Seminole: II
Shaolin: II
Sufi: I
Tupi:
Udasi: I
Zapotec: I
Zen: I

N/A: III

Note, of the 3 that were not "removed" the following are missing: Carib, Maya, Tupi
In addition, we are missing: Aztec, Iroquois, Lakota.[/spoiler]

[spoiler=ESOC Natives + Maps]Adirondacks: Huron
Arizona: Apache / Navajo
Arkansas: Cherokee / Seminole
Baja California: Apache / Navajo
Bengal: Bhakti
Bonnie Springs: N/A
Cascade Range: Klamath / Nootka
Colorado: Comanche
High Plains: Comanche / Cheyenne
Hudson Bay: Cree / Huron
Indonesia: Jesuit / Sufi
Kamchatka: N/A
Klondike: Nootka
Manchac: Seminole
Manchuria: Shaolin / Zen
Mendocino: Zapotec / Mapuche
Pampas Sierras: Inca / Mapuche
Tassili: N/A
Tibet: Udasi / Shaolin[/spoiler]

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This is my new and improved guide to all natives. This guide was originally written for the ESOC summer tournament, but has been completely overhauled. My original goal was to promote awareness for the least well known part of the Age of Empires universe, the Minor Natives. Until writing this guide, I didn't know what a single native post did aside from the Cree Courer de Bois section of the Cree post. I can say looking in depth into this topic has made me think alot, even if I would never build a few of these units. Natives are underused and an unutilized part of the game. It will attempt to promote strategies using natives. I had never seen a single native unit been trained outside of treaty in my entirety of watching AOE III until recently. It also shows what improvements are to be had at certain settlements. It compares the unit against their competitor from standard play. For the villager seconds section, assume .84f/s, .5w/s, .6g/s. This is the base for standard, unmodified villagers. If there is interest I can add a French section and a modified section: dogs, traps, placer mines, etc. Assume the compared unit comes from the respective civilization in age two. The following units will be used as a benchmark: Musketeer, Dragoon, Skirmisher, Hussar, Crossbowman, Pikeman, Coyote Runner, and Mahout Lancer. Also assume the units and techs to be built and researched are age one/two unless otherwise stated. Generic native warrior upgrades are excluded, ie elite/champion/etc.

The format for the map/native analysis will be as follows:

Nation
(Unit)- Train limit using one post, units received on sending Native Treaties, single unit cost, speed, notable attribute if needed
Technologies:
Tech Name 1 (Food cost, Wood cost, Coin cost) (effect of technology) notable use if applicable
Tech Name 2 (Food cost, Wood cost, Coin cost) (effect of technology) notable use if applicable
Tech Name 3 (Food cost, Wood cost, Coin cost) (effect of technology) notable use if applicable

[Unit Picture]

Apache
(Apache Cavalry) - 8, 3, 90f 90g, 257vs, 7.3, is an age 2 goon
Technologies:
Apache Cactus Use (150 Wood, 100 Coin) (increases villager speed and HP by 15%)
Apache Endurance (300 Wood, 300 Coin) (Infantry, cavalry and artillery have +5% speed)
Apache Raiders (150 Wood, 150 Coin) (Apache Warriors do 200% more damage to villagers) Age III

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Aztecs
(Jaguar Warrior) - 8, ?, 40f 60w, 4.5
Eagle Warrior) - 8, ?, 60f 40w, 6
Aztec Chocolate Recipe (225 Wood 225 Coin) Delivers 1 100 Coin crate per 2 mins.
Aztec Chinampa (175 Wood 175 Coin) Villagers gather food from mills 20% faster and boats gather from fish and whales 20% faster.
Aztec Initiation (?, ?) Increases hero hitpoints and all actions damage by 100%.
Garland Wars (?, ?) Increases HP for both units by 30%. - Age V

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Bhakti
(Tiger Claw) - 18, 4, 60f 50w, 171vs, 6
Technologies:
Vegetarianism (100 coin, 100 Wood.) (+40% berry gather rate)
Yoga (200 Food, 200 coin.) (Increases cavalry and infantry damage by 5%)
Reinforced Gauntlets (300 coin, 300 wood) (Increases Tiger Claw health by 50%)

Image

Carib
(Carib Blowgunner) - 15, 5, 65f 35w, villager seconds, 4.5, 38 damage to vills in colonial with the drum upgrade, 40 with beer
(Carib Ambusher) - 12, 0, 65f 35w, villager seconds, 4.5, 38 damage to vills in colonial with the drum upgrade
Technologies:
Carib Kasiri Beer (250f, 250c) (increases archer and hand infantry damage by 10%) notable use if applicable
Carib Ambush Party (200w, 200c) (allows an ambush party to be trained at the explorer) notable use if applicable
Carib Garafuna Drums (150f, 150c) (doubles carib unit damage against villagers) 38 damage to villagers in colonial, can be trained from explorer for a surprise attack!
Carib Ceremonial Feast(400w, 400c) Increases carib unit hitpoints and damage by 50% - age V

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Cherokee
(Cherokee Rifleman) - 13, 4, 60f 60w, 191vs, 4 -
Technologies:
Cherokee War Dance (200 Wood, 200 Coin) (all native allies have +20% speed) cancels out the crappy Cherokee base speed
Cherokee Basket Weaving (100 Food, 100 Coin) (dock/market/mill/plantation upgrades don't cost wood)
Sequoyah's Cherokee Syllabary (200 Wood, 200 Coin) (get shipment of 4 settlers)

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Cheyenne
(Cheyenne Rider) - 10, 3, 40f 110 w 268vs, 6.8
Technologies:
Cheyenne Hunting Grounds (150 Wood, 150 Coin) (12 bison appear at town center) great for people bad at herding like me, or japan for safe shrines
Cheyenne Horse Trading (250 Wood, 250 Coin) (cavalry train +40% faster)
Cheyenne Fury (350 Wood, 350 Coin) (Cheyenne Riders do +100% damage to cavalry)

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Comanche
(Comanche Horse Archer) - 10, 3, 70f 80w 243vs, 7.3
Technologies: Comanche Horse Breeding (150 Food, 150 Coin) (cavalry and light infantry HP +10%)
Comanche Trade Language (100 Food, 100 Coin) (all research items cost -10% coin)
Comanche Mustangs (200 Wood, 200 Coin) (cavalry speed +10%)

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Cree
(Cree Tracker) - 13, 4, 40f 80w 208vs, 4
(Cree Courer des Bois) - 5, 0, 120f 143vs 1 population
Technologies:
Cree Textile Craftsmanship (175 Wood, 175 Coin) (buildings cost -25% wood)
Cree Kinship (225 Wood, 225 Coin) (Cree Tracker build limit +50%)
Cree Tanning (100 Food, 100 Coin) (infantry and cavalry HP +5%)

Image

Huron
(Huron Mantlet) - 10, 3, 50w 100 coin 267vs, 3.5
Technologies:
Huron Fish Wedding (75 Wood, 75 Coin) (fishing boat gather rate +20%)
Huron Sun Ceremony (225 Wood, 225 Coin) (Huron Mantlet build limit +200%)
Huron Trade Dominance (400 Wood, 400 Coin) (ships 1 Huron Mantlet for every 2 minutes of the game up to 30 minutes)

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Inca
(Incan Bolas Warrior) - 8, 3, 40f 60w, 168, 4.5, area 3 ranged attack
(Incan Huamanica)- 13, 2, 100f 20w, 159vs, 6
Technologies:
Incan Chasquis Messengers (250 Food, 250 Coin) (reduces Infanty + Cavalry train speed by 25%, Artillery 10%)
Incan Road-Building (300 Food, 300 Coin) (infantry move speed +20%)
Incan Metalworking (175 Food, 175 Coin) (gather rate from mines increased 20%)

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Iroquois
(Iroquois Mantlet) - ?, ?, 50w 100c, ?, ?
(Iroquois Tomahawk) - ?, ?, 60f 40w, ?, ?
Iroquois League (75 Wood 75 Coin) lets you train mantlets and Tomahawks out of your barracks and fort. (does not work with TAD civs)
Iroquois Lacrosse (250 Wood 250 Coin) Increases Gunpowder Unit and Archer damage by 10%.
Iroquois Morning Wars (400 Wood 400 Coin) Ships 1 Mantlet for every 2 minutes of the game

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Jesuit
(Conquistador) - 12, 3, 85f 70w 241vs, 7.3
Technologies:
Flying Butress (250 Wood, 250 Coin) (+30% Building HP)
Smokeless Powder (250 Food, 250 Coin) (+30% Gunpowder unit siege attack)
Christian Schools(100 Wood, 100 Coin) (-15% Villager train rate) age III

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Klamath
(Klamath Rifleman) - 13, 4, 60f 60w, 191vs, 4
Technologies:
Klamath Worth Ethos (100 Food, 100 Wood, 100 Coin) (+5% gather rate)
Klamath Huckleberry Feast (150 Wood, 150 Coin) (Receive 1 food crate for every 3 minutes of the game, up to 10 crates, 100f each)
Klamath Strategy (200 wood, 150 coin) (Increases Klamath damage 25%) Age III

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Lakota
(Axe Rider) - ?, ?, 40f 110w, ?, ?
Lakota Hunting Grounds (150 Wood 150 Coin) Delivers 12 bison to your home city point.
Lakota Dog Soldiers (500 Wood 500 Coin) You get 1 dog soldier for every 3 minutes of the game.
Lakota Horse Trading (250 Wood 250 Coin) Train Light Infantry, Cavalry 25% faster. Train armies with Chinese cav in them by 12% faster.

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Mapuche
(Mapuche Ironwood Clubman) - 15, 5, 85f 15w, 131vs, 5
Technologies:
Mapuche Tactics (200 Food, 200 Wood) (hand infantry siege attack increased 50%) super-petards huehuehuehue
Mapuche Treaty of Quillin(225 Food, 225 Wood) (receive one 100 coin crate for every 3 minutes of the game, up to 30 minutes)
Mapuche Ad-Mapu (250 Wood, 250 Coin) (Reduces unit coin cost 10%)

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Maya
(Maya Holcan Spearman) - 15, 5, 75f 25w, 139vs, 5
Technologies:
Maya Cotton Armor: (300 Wood 300 Coin) (Hand infantry +20% hitpoints)
Maya Calendar (120 Wood 120 Coin) (Villagers gather from hunts and farms 10% faster)

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Navajo
(Navajo Rifleman) - 15, 5, 60f 40w, 151vs, 5, can stealth
Technologies:
Navajo Weaving (100 Wood 250 Coin) (All troops +5% hp)
Navajo Shepherds (200 Wood) (Herds animals +30% faster)
Navajo Craftsmanship (150 Food, 100 Wood) (Plantation, Mining, Whaling gather rate +20% faster)

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Nootka
(Nootka Clubman) - 15, 5, 85f 15w 130vs, 5
Technologies:
Loyal Nootka War Chief (200 wood, 200 coin) (Your Explorer can now train a single Nootka War Chief) 200f, 100w
Nootka Bark Clothing (125 wood, 125 coin) (increases villager health by 50%)
Nootka Potlatch (300 food, 300 coin) (Nootka Clubman train points -50%, decrease Clubman cost 10%)

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Seminole
(Seminole Sharktooth Bowman) - 15, 5, 75f 25w, 139vs, 4.5 - poor animation, similar to an arrow knight's
Technologies:
Seminole Guerrilla Wars (200 Food 200 Coin) (Seminole Sharktooth Bowmen get +300% multiplies vs. buildings)
Seminole Bowery (300 Wood 300 Coin) (Archer attack +25%) Makes Longbows/Yumi/Bow Riders really good

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Shaolin
(Rattan Shield) - 15, 4, 50f 60w, 179vs, 6
Technologies:
Clenched Fists (200 Wood, 200 Coin) (Ranged Infantry hand attack increased by 25%)
Wood Clearing (200 Food, 200 Coin) (+20% wood gather rate)
Din Mak (300 Wood, 300 Coin) (+50% Rattan Shield attack) goes from 15 to 22 in age 2

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Sufi
(War Elephant) - 6, 2, 200f 80w 398vs, 6, splash attack
Technologies:
Fasting (200 wood, 200 coin)(Increases villager gather rate by 10% but reduces hp by 40%)
Sharia (100food, 100 coin) (increases villager limit 10%)
Pilgrimage (250 food, 250 coin) (Delivers 1 fattened goat for every two minutes of the game, max 15, they have 300f each)

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Tupi
(Tupi Blackwood Archer) - 15, 5, 50f 50w, ?vs, 4
(Buttercup the Pet Cougar) - 12, 0, 100f, ?vs, 5
Technologies:
Tupi Forest Burning(175 food, 175 coin) (Reduces Building wood cost by 20%.)
Tupi Poison Arrow Frogs(150 wood, 150 coin.) (Increases archer damage by 10%)
Tupi Animal Lore (75 wood, 75 coin) (lets you train buttercup from your town center)

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Udasi
(Chakram) - 12, 3, 100f 50w, 219vs, 4.5, splash damage 50% range resist
Technologies:
Punjabi New year (200 food, 200 coin) (Increases gathering rates from Mills, Plantations, Farms, Cherry Orchards, Mango Groves and Rice paddies by 10%)
Army of the Pure (300 food, 300 coin) (Increases Chakram range and line of sight by four)
Sikh Gurus (100 food, 100 coin) (Increases Explorer, War Chief and Monk hitpoints by 50%)

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Zapotec
(Zapotec Lightning Warriors) ?, ?, 40f 60w, ?, ?
Zapotec Cloud People (225 Wood 225 Coin) delivers 100w crates for every 2 minutes of the game until 30min.
Zapotec Cult of the Dead (200 Wood 200 Coin) increases hand infantry all actions damage by 20%
Zapotec Food of the Gods (175 Wood 175 Coin) Increases gather rate for villagers on berry bushes, farms, mills, plantations, rice paddies, cherry orchard by 10%

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Zen
(Sohei) - 15, 5, 55f 40w, 145vs, 5
Technologies:
Master Lessons (150 food, 150 coin) (Improves hand infantry attack by 10%.) super good for aztecs
Meditation (350 wood, 350 coin.) (Awards 1.000 Experience) 1683vs vs 2900 for mercantilism, 1/2 cost for 1/2 xp, factors in structure cost
Meritocracy (300 food, 300 coin) (Decreases unit upgrade costs by 20%)

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Benchmarks Units

Format
Unit (Food Cost Wood Cost Gold Cost) Villager Seconds, rounded to the closest whole number
Units Similar to this one:
[Picture]

Musketeer (75f 25g) 131vs
Units Similar in purpose to this one: None, this is just compared for survivability. IE a Cree tracker is roughly twice as hard to kill as a Musketeer
Image

Crossbowman (40f 40w) 128vs
Units Similar in purpose to this one: Seminole Sharktooth Bowman, Incan Bolas Warrior, Chakram. (Chakrams are not a bow unit but fill the same role as a crossbowman, play similar to one as well)
Image

Pikeman (40f 40w) 128vs
Units Similar in purpose to this one: Sohei, Nootka Clubmen, Mapuche Ironwood Clubman, Incan Huamanica
Image

Hussar (120f 80g) 276vs
Units Similar in purpose to this one: Cheyenne Rider
Image

Dragoon (90f 90g) 257vs
Units Similar in purpose to this one: Comanche Horse Archer, Apache Cavalry, Conquistador
Image

Skirmisher (50f 65g) 169vs
Units Similar in purpose to this one: Navajo Rifleman, Cherokee Rifleman, Klamath Rifleman, Cree Tracker.
Image

Coyote Runner (85f 25w) 151vs
Units Similar in purpose to this one: Rattan Shield, Tiger Claw
Image

Units without age two comparison:
War Elephant
Huron Mantlet

Notable Units
Seminole Sharktooth Bowman - 139vs, similar to an xbow except it does 32 damage to HI instead of 21
Apache Cavalry - exactly the same as an age two dragoon in every way, minus the 2x artillery damage
Conquistador - Alternative to a dragoon, is more specialized against cav, does have the 2x artillery damage multiplier
Ongoing, will be fixed with edits according to the discussion

Notable Techs
Seminole Bowery
Cheyenne Hunting Grounds
Huron Fish Wedding
Navajo Craftsmanship
Master Lessons
Meditation
Smokeless Powder
Cree Textile Craftmanship
Ongoing, will be fixed with edits according to the discussion

Home City Improvements
Native Lore - All native improvements cost 0 coin at trading posts.
Native Treaties - Receive a shipment of units from each allied tribe.
Native Warriors - Reduces native cost by 25%
Blood Brothers - All natives are improved to the champion level
Team Native Warrior Societies - Increases build limit by 30%
Native Learning - All native improvements cost 50% less at tps.
Native Warrior Attack - Attack increased 30% train points reduced 25%
Native Warrior Hitpoints - Hitpoints increased 30% speed increased 10%
Native Crafts - You receive export from each allied tribe
Native Alliance - Native warrior cost reduced by 10%, train limit increased by 20%
Kinship Ties - Enables villagers in the native embassy
Black Arrow - Native train time reduced by 85%
Team Improved Native Warriors - Native hitpoints and attack increased 15%
Native Warrior Combat - Native hitpoints and attack increased 25%
Wilderness Warfare - Courer, Skirmisher, Native Warrior hitpoints increased 20%


Europeans:
Dutch - Native Lore, Native Treaties, Native Warriors, Team Native Warrior Societies
German - Native Lore, Native Treaties, Native Warriors, Blood Brothers
British - Native Lore, Native Treaties, Native Warriors
Portugese - Native Lore, Native Treaties, Native Warriors, Blood Brothers
Russian - Native Lore, Native Treaties, Native Warriors, Blood Brothers
Spanish - Native Lore, Native Treaties, Native Warriors, Blood Brothers
French - Native Lore, Native Treaties, Native Warriors, Blood Brothers, Team Improved Native Warriors, Wilderness Warfare, Native Warrior Combat
Ottomans - Native Lore, Native Treaties, Native Warriors

Asians:
China - Native Learning, Native Crafts, Native Warrior Hitpoints, Native Warrior Attack
India - Native Learning, Native Crafts, Native Alliance, Native Warrior Hitpoints
Japan - Native Learning, Native Crafts, Native Alliance, Native Warrior Attack


TWC Natives:
Aztec - Native Lore, Native Treaties, Native Warriors, Blood Brothers, Team Native Warrior Societies, Kinship ties
Sioux - Native Lore, Native Treaties, Native Warriors, Blood Brothers, Team Native Warrior Societies, Kinship ties, Black Arrow
Iroquois - Native Lore, Native Treaties, Native Warriors, Blood Brothers, Team Native Warrior Societies, Kinship ties, Native Warrior Combat
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United States of America _H2O
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Post by _H2O »

Thanks for writing this up! I hope that those who choose to respond to this thread take some care and reflection before rushing to reply!

There is a lot of potential to using these natives for techs, and even training their units.
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Post by deleted_user0 »

Intersting guide. I love certain natives, especially for their tech which can make such a big difference at times.

Things i think u forgot to mention:

Seminole have 2x the rof of a xbow and 4 less range. Imo they compare better to an aenna. Same for the other units u mentioned there. Tbh xbow is quite exceptional.

The chakram is not a bow, its a native grenadier with less hp but more dmg multiplier vs heavy infantry.

I dont find the war elephant that impressive tbh, low attack and ho not that much above a huss, specially not upgraded hussar (with card). Cheyenne riders have way better stats i feel.

Cree trackers are quite a freak unit with their super high hp but low dmg. They do cost alot in vs tho.

Arent tiger claws like rattans and coyos? I thought they were but i could be wrong

As for tech, i always love the cherokee, 4v for 400 res is pretty good and also no wood market tech for 100f100c is nice if u get it early. The navajo shepherds also seem amazing, its better than spicetrade. Also cree cheaper buildings is nice if u get it early and u get to train cours which is awesome
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Post by _DB_ »

It's interesting to observe that Tiggy claws have a good siege for a cav type. 20 Siege attack for no-pop and speed (6???). 10 Tiggy claws is a nice shipment for India despite their cost. At least they don't suck like 4 camels and kill skirms well.
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Post by edeholland »

Tiger claws are both heavy inf and light inf if I am correct, making them a very weird unit. They are like a coyo/rattan but not 100% the same...idk
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Post by edehollandsbrother »

They are not heavy inf, but they are inf, which they shouldn't be considering their role. It means falcs and cav like sowars counter them.
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Post by glorious_ »

edehollandsbrother wrote:They are not heavy inf, but they are inf, which they shouldn''t be considering their role. It means falcs and cav like sowars counter them.
i don''t think falcs counter them. Yeah obviously if u shoot with a falc on huss u kill less than tigerclaws but only because huss have more hp.
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Post by WickedCossack »

Wow nice guide. I will try some out today, though a lot of them do look useless. :sleepingeggplant: Exception being Cree.

There's untapped potential for the age 2 dragoon units I guess though (Apache mostly but a little less for Comanche and Conquistador) for civs that don't have a goon.

The skirm units are decent aswell, Klamath and Cherokee are not too disimilar to Cree, and have some good techs. I feel like they could do well in a french mirror for example that's just musk/xbow wars. French often start with a TP, but you could take native TP and train some extra CDB in age 1 and then 300hp skirms in age 2.

Pro tip for splitting infantry vs cannons: Build a huron mantlet and add it to your control group. The spread units tactic formation always bugs out on me, but huron never does !
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Post by deleted_user0 »

comanche are pretty decent. conquistadores seem kinda overpriced. the problem is kinda the pop limit tho. i think u can make only like 8 apache :/
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Post by benj89 »

apache raid on texas op
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Post by edeholland »

skyrunner wrote:
edehollandsbrother wrote:They are not heavy inf, but they are inf, which they shouldnt be considering their role. It means falcs and cav like sowars counter them.
i dont think falcs counter them. Yeah obviously if u shoot with a falc on huss u kill less than tigerclaws but only because huss have more hp.
If they have the inf tag, falcs counter them. Which they should not have.
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Post by Durokan »

edeholland wrote:Tiger claws are both heavy inf and light inf if I am correct, making them a very weird unit. They are like a coyo/rattan but not 100% the same...idk



[strike]They are Infantry class and function like an urumi without splash damage. I think.[/strike]

Edit: In game they are tagged as the following: Hand Infantry, Light Infantry, Infantry, Native Warrior
They are effective against anything tagged as infantry, ie skirms and archers n stuff. I mixed up my reds and my blues for the multipliers originally
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Post by edeholland »

They are just native cav (with multipliers against inf and handicaps against heavy inf) but with a inf tag. Urumi is more like skirm.
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Post by deleted_user0 »

durokan wrote:
edeholland wrote:Tiger claws are both heavy inf and light inf if I am correct, making them a very weird unit. They are like a coyo/rattan but not 100% the same...idk

[strike]They are Infantry class and function like an urumi without splash damage. I think.[/strike]

Edit: In game they are tagged as the following: Hand Infantry, Light Infantry, Infantry, Native Warrior
They are effective against anything tagged as infantry, ie skirms and archers n stuff. I mixed up my reds and my blues for the multipliers originally?



Ye so theyre like coyotes but with multiplier
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Post by iNcog »

I saw this thread from work, it's insane!

Detective crocodile avatar is well deserved. ^_^

I'm going to add this to the strategy wall when I have the right graphics for it
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20 Mar 2020, 21:46
I just hope DE is not going to implement all of the EP changes. Right now it is a big clusterfuck.
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Post by Durokan »

incog wrote:I saw this thread from work, it''s insane!

Detective crocodile avatar is well deserved. ^_^

I''m going to add this to the strategy wall when I have the right graphics for it
Bad pun incoming in 3....2....1.... its an in-vest-i-gator. ?\_(??)_/?
Also make sure to link it here, dont move a copy of this over there, it is under development still. I am going to add a civ by civ card section later. Im out of school for the summer after today, so I can devote endless hours to writing this and developing it further.
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Post by lemmings121 »

Great post. I few like there are quite a few usefull techs that are overlooked.

Getting comanches as sioux sounds kinda good. 10% hp and speed for cavs for 900 res in colo isnt bad. maybe using the 700w card to archive this tech, instead of the 15% hp card? also, you can get the hp card latter..
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Post by iNcog »

durokan wrote:
incog wrote:I saw this thread from work, its insane!

Detective crocodile avatar is well deserved. ^_^

Im going to add this to the strategy wall when I have the right graphics for it
Bad pun incoming in 3....2....1.... its an in-vest-i-gator. ?\_(??)_/?
Also make sure to link it here, dont move a copy of this over there, it is under development still. I am going to add a civ by civ card section later. Im out of school for the summer after today, so I can devote endless hours to writing this and developing it further.

Everything which is on the strategy wall is a link to a thread, or else proper discussion can never take place. ^^

Keep it up, friend.
YouTube: https://www.youtube.com/incog_aoe
Garja wrote:
20 Mar 2020, 21:46
I just hope DE is not going to implement all of the EP changes. Right now it is a big clusterfuck.
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United States of America Durokan
Retired Contributor
Posts: 970
Joined: Apr 12, 2015
ESO: Durokan

ESOC Summer Native Analysis

Post by Durokan »

Just added Home city cards that effect natives. (i didn't do the native warrior shipments ie 2000 gold for 30 tupis)
Added the other ESOC maps in a divided section.
Also added movespeed for all units, I realized the minimized UI setting in game removes movespeed from the stat sheet I took screenshots of.
Check out my Custom Map Workshop here!
http://eso-community.net/viewtopic.php?p=98718#top
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New Zealand zoom
Gendarme
Posts: 9314
Joined: Apr 26, 2015
ESO: Funnu
Location: New_Sweland

ESOC Summer Native Analysis

Post by zoom »

Build limits.
Great Britain WickedCossack
Retired Contributor
Posts: 1904
Joined: Feb 11, 2015

ESOC Summer Native Analysis

Post by WickedCossack »

So the tournament has begun, will anyone use natives ?

Maybe in the first rounds but the only thing we might see after Ro64 are the cree on hudson bay.
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Brazil macacoalbino
Howdah
Posts: 1305
Joined: Apr 2, 2015
ESO: MacacoAlbino
Clan: 3Huss

ESOC Summer Native Analysis

Post by macacoalbino »

I think that seminoles for brit lbow or japs yumi are quite viable too.
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New Zealand zoom
Gendarme
Posts: 9314
Joined: Apr 26, 2015
ESO: Funnu
Location: New_Sweland

ESOC Summer Native Analysis

Post by zoom »

Build limits??
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Brazil macacoalbino
Howdah
Posts: 1305
Joined: Apr 2, 2015
ESO: MacacoAlbino
Clan: 3Huss

ESOC Summer Native Analysis

Post by macacoalbino »

it sucks, but might be worth just for the tech in late colonial...
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