Contents
1) Introduction
2) Deck
3) Age 1
4) Build Order
5) Match Ups
1) Introduction
Arriving in 2005, British is a very particular civ distinguished above all by being GUA's main squeeze, with a powerful eco thanks to copulating houses and a church card army that would make even kerimb1903 jealous. Britain is also aiz's main squeeze and mine.
This guide is for players who would like a good base to start with British and I hope it helps. Nothing fancy, just the basics.
2) Deck
1v1 Deck
1v1 water
1v1 eco
1v1 IV
Just some standard decks for different flavors of the game, pretty self explanatory.
3) Age 1
42 vills age up with market, gang saw, and hunting dogs
This age 1 is for standard Brit. Hotkeying "bild manor" is important.
After collecting your crates build your first copulating house and a market ASAP BUT you need to build them in a particular way. They are the cornerstone of your defense and I recommend they're placed in front of your TC, but not too far, probably within TC firing range and contiguous (that units cannot path between them) and with foreknowledge of how the rest of your copulating houses will be built from this position. Protect a tree line if at all possible. More on this later. Put your vills on food and research gang saw. After gang saw is done and you've queued another vill, move your vills over to wood except for 5 for constant villager production. Use your hero to walk around. Get treasures but also get LOS for wall building, around your base.
Keep chopping as much wood as you can and making villagers. Your first card will be (1) Viriginia Company. You want to bild more copulating manors in rapid succession in a wall. Make sure this wall doesn't impede villager walking time (you cannot build a gate in a copulating house). So for instance if you have a bunch of vills chopping wood on the other side of the manor wall, and you will need to eventually move them on the inside part of the manor wall, maybe leave a gap and fill it in later but not too late. Think of a manor-wall as two layers of pallisade walls which break into smaller pieces.
OK with all this nerfed-ass Virginia Company manor XP you'll soon have your next shipment, (2) 3 Villagers. Keep chopping wood and building manors in a wall. Try to get a small coin treasure for HD.
You want a continuous perimeter defense before the opponent has units in your base. Not all opponents will have units in your base at the same time. Most opponents will have units in your base before you can make 20 sexual houses, so you will need to start walling now and finish manor booming later. You will use pallisade walls to distance the gaps the manors cannot. For noob boobs tell yourself, "better safe than sorry." For high-GK oven-checkers (deep GUA reference), you will greed ovulating cottages as much as you can and build the walls at just the right time, for thrills that the drugs can't provide.
Your third card is (3) Town Militia (fka Colonial Militia and as habit oft writ as "CM" fyi). This is to kill things with your TC. You can't kill things unless they are in range of your TC. So when the opponent starts attacking a part of the perimeter defense, and it is outside TC range, you will need to build more walls closer to your TC. Like so.
This is what it might look like in a real geam.
CM TC fire is so effective you always want to do it if they are in range. And you have 42 vill and they have 12. Call small mm if needed. Exercise restraint in calling the large batch of MM. This is really not cost effective unless you get an insane trade, and will slow you down and eat your mines, but better than losing your only TC. Basically if I need to call big MM and they aren't all-in I've messed something up. Two years ago I made this thread: viewtopic.php?p=514474 . curious.
Learn to wall (and re-wall) like a pro sinner with [Roayl] JAILEDaoe's Advanced Walling Tips and Tricks (1) and (2): |
A lot of your apm will be spent on re-walling, retasking vills, not losing vills, repenting, and etc., but if you have extra apm, you can micro the TC onto the highest priority units and/or use your hero (and age up tower, when it comes), to finish off low HP units from TC, to avoid over killing with CM TC damage.
You don't age until you've built 20 horny homes, or at least 17-18 ish. Always age with 200c and tower. Get great coats if you didn't need it already and placer mines. Put most/all of your vills on food/coin to go straight III after hitting II. But you want to chop for steel traps and a church and more walls if you think they're needed.
Smell the flowers. No one has ever stayed age 1 as long as you have and won a game.
Tower placement matters. You can either tower in base for immediate defensive DPS, or tower to your next closest coin mine to ship your age 3 TC to, or you can shift click your tower around the map to act as a proxy shipment point to base trade later. I usually stick to close tower or 2nd mine tower. If I want a proxy tower I will use a vill later to build it.
Pioneers is obselete, however, if you get otto gren rushed and lose your TC in age 1, pioneers may be helpful (yes, this did happen to me and I won). GMT is an adaptation for specific maps and MUs. If your opponent makes 5 units the card is kind of wasted. If the opponent does nothing about GMT and you get 3+ TPs it makes the build 20%+ better, straight up. You ship GMT instead of CM and ship CM after.
This completes the age 1 portion of the standard British opening. The rest of the build order is trivial and left as an exercise to the reader.
Tips
Never 15-16v age up. You gain nothing to 15-16v age up. You are too fast and in a hurry. If you play vs fc (fast commerce) or ff (fast fortress) console yourself say, "age is just a number" and breathe.
Walls > outposts. I used to do this bild without walls, and with outposts. Then all of my vills were endlessly idled in a building 50x more expensive. Now they aren't and it's good (for me).
Always go III with a 2nd TC, for more CM firing and in case need to age IV from there.
6 Lbows + (enough) walls (+ CM) > any age 2 rush in the game
Incorporate natural obstacles into your walling to save resources (cliffs, TP sockets, mines)
Vs ff falc timings, you want SEVERAL layers of walls right in front of your TC, to buy your TC time to CM fire at the falcs, and prevent the infantry from mass seiging TC. Then call highlanders or CM to hold, or with 2 falc of your own. 2 falc + (enough) walls (+CM) > 2 falc 40 musk. See example: https://www.twitch.tv/callenapexlegends ... &sort=time
Forts take too long to build and require too large of a footprint (ideally your base has too many walls to build one) and I rarely if ever ship it, but it is good for prolonged surviving in age 3 to secure more res situationally.
If unpressured or lightly pressured try to queue age IV before shipping highlanders. You want to get age IV. You try to go immediately IV after reaching III.
Shib Gentlemen of Le Pike! Shib 20 lbow (into rangers)! Shib 3 rocket!
5) Match Ups :

This mu is very hard, in general fre want to 12/10 ff and go church card gren rush from outpost. It is simply too overpowered for brit to do anything about it. Consider shipping 7 shitty huss and time with CM. Avoid playing when Alvarow is in queue. Still, there's room to outplay.
Recommended build : 42v age 1 FI

This mu is quite ez for Britain but not unlosable, you have to start 42 vill in age 1 and build some walls, then some more walls, then you need to TC fire their falcs down and call small mm or highlanders or something. if you can do that just go IV after and type gg ez.
Recommended Build : 42v age 1 FI

Traditionally this is an historical match up where the meta was 700w 600w bow pike. While those cards do exist in aoe3 DE I don't send them and prefer to make 42 villagers in age1. dutch will probably out eco ngl but they then have to build a barracks and train their units 5 at a time instead of research 36 and ship 20, so you will out spike powerfully in early IV. consider a proxy outpost or two. banks cant move but vills can.
Recommended build : 42v age 1 FI

This mu is a coin flip. whoever 3 rockets 3 rocket rockets and clicks guard ranger first wins.
Recommended build : 42v age 1 FI

quite an ez MU since uhlans die to CM TCs, therefore recommend a total defensive perimeter and 42 vills. Just watch out for an early 2 uhlan from a nerdy 16v german player. beware of GUA imposters 7 falcing your ass too, then the 2nd TC and 3 rockets come in handy. Actually, sometimes vs GUA imposters you need to make a pit-stop in age 3 and train a culv. When this is happening just pretend youre playing port-style organ-gun/artillery only challenge and you'll be alright.
Recommended build : 42v age 1 FI

deeply complex match up especially with the multitude of port build orders on the ladder. there are several ways you can play it, of course, but can't go too wrong with maxing manors in age 1 and FIing, shipping 2 falc to deal with 3 organs.
Recommended build : 42v age 1 FI

Mu is hard just because of grens that smartly bonus even harder vs buildings. Some would suggest not building so many buildings then. I'd suggest building more.
Recommended build : 42v age 1 FI

If you lose this MU I come into your life as a sleep paralysis demon and make you dream that you can't close a gap in your wall no matter how hard and 100 suvrov ruskets march in and raze your TC and all of your vill are dying but you're clicking them away but they're all dying and you're clicking and clicking, and they're dying and dying, every night, 100 res short of hitting IV and never getting that age up in queue.
Recommended build : 42v age 1 FI

MU is close depending on if you're playing Frontline or not.
Recommended build : 42v age 1 FI
shitpost over.