Hey man, just found your vids after wanting to get back into AoE3 again and have been really enjoying them. Good to see some high level descriptive gameplay!
@@asifcra7839 they could just spam the army that makes steppes with Archers. And the army that makes the two other melee cavs. They are both Good and Gold as well.
I disagree with nerfing church techs to require pop space (if it’s even possible) because that’s going to kill other church strats. The mosque card simply has too much to give. One thing to consider is less starting wood to nerf the shipment curve a bit (no longer start with a mosque and tp).
perfect explanation of the build. 500 food age up is worth a mention and building a spy against china can be good especially since otto's pretty much always have their church. age 3 artillery combat card makes great bombards unkillable
Ottomans are just strong because so many civs have their power focused so early. So turtling 🐢 with Ottomans counters that. If they were not so unbalanced over time, Ottomans would not be such a problem. I would try: USA starts with: -100 food 🥩, -100 wood 🪵, +1 Revolutionary. Pennsylvania Cavalry costs coin 🪙 instead of food 🥩. Non-Pennsylvania Commerce Age Federal States changed to give around +100 resources value/card (focused on the possible one if one is hard to change). USA gains access to Grenadiers (so it has a late game stalemate breaker unit). Italy (Italy is unbalanced to have its power in the late game instead) starts with: -1 villager, -300 food 🥩 and +2 Outpost Wagons. Freemasons gives +100% construction speed instead, but does not allow building of fortifications. Haudenosaunee starts with: -1 villager, -100 food 🥩. Haud Age ups researched at the Long House (for flavour reasons, as well as game balance). Long House costs +5 wood 🪵. Aztecs start with: -1 villager. Aztecs can train Xolotl Elite (reference to Aoe2 story) at Farms and Estates: expensive, 2 pop cavalry villagers, excels at gathering in risky locations. Effective versus light infantry and artillery. Lakota start with: -200 food 🥩. Lakota have all their Age up rewards reduced by 50% (except Wise Woman hunt bonus) and cost +200 food if not possible. Lakota can train the White Buffalo Calf Woman hero from Farms (Lakota were pretty vanilla in real life like the Goths, so a random religion reference), and 7 technologies referencing what she instructed to do. Germans start with: +1 Pikeman, +1 Estate Wagon, Estates can be built in any Age. Germans instead gain +1/+2/+3/+4/+5 Uhlans each shipment in the Exploration/Commerce/Fortress/Industrial/Imperial Age rather than it being tied to what Age the shipment is in the deck. Uhlans get +30 base hit points and +7 line of sight (putting them equal with a War Wagon). German Age ups and Revolts cost entirely coin 🪙 (e.g. Commerce Age costs 800 coin 🪙), and all Age up rewards overhauled to give around +300 resource value (still worse than normal, especially for tempo and build order). Germans lose Philosopher Prince and Inventor Commerce Age ups. Gain King’s Musketeer for 6 Musketeers and Governor for 2 Outpost Wagons and 200 coin 🪙. Germantown Farmers changed to a technology at the Mill: costs 300 food 🥩 and 300 coin 🪙, Commerce Age. Germans lose Advanced Estate (because it does not really have a point if Estates are already unlocked), Advanced Market, and infinite ♾ 300 coin 🪙. Spanish start with -200 wood 🪵, +1 Church Wagon. Spanish civ bonus changed to shipments cost -33% xp and have -33% maximum xp cost. Spanish Age ups take +33% time. Colonial Estancias, Medicine, and Viceroyalty of New Spain moved to the Exploration Age. Viceroyalty of New Spain made an infinite shipment (to replace lost Haciendas). Russians gain the civ bonus buildings have +50% attack and hit points. Russians have the Fur Market instead of the Market and Stable: 100 wood 🪵. Acts as a market and stable. Upgrades all the cavalry with the same unit upgrades. Guard costs the same as Dvoryane on its own. Cavalry unit upgrades give a coin trickle of 2 coin 🪙/second. Reformist Tsar (church card) unit upgrade granting technologies grant +1 shipment instead of upgrading cavalry. Westernisation costs +400 food 🥩. Russians can research the technology Holy Synod from the Town Center: 200 wood 🪵, 200 coin 🪙, 30 seconds, Commerce Age, Priests become villagers, who can build buildings and can only gather from agricultural buildings and trees, Church build limit +4. 700 coin 🪙, 600 coin 🪙 and 13 Strelet removed from Commerce Age Russian Home City. Poruchiks have a base cost of 90 food 🥩 and 30 🪙 coin instead of 50 food 🥩 and 70 🪙 and gain +10 hit points. Livestock Pens cost changed to 40 wood 🪵 and 40 food 🥩. Ranching/Llama Ranching, Stockyards, and Fulling Mills turned into technologies. Can train John the Reflective Ox: 80 food 🥩, pet, can build the buildings Settlers can, can tank effectively, build limit of 10. Can train house wagons (scaled to unique buildings) which cost food 🥩 instead of wood 🪵. Can tain Livestock Pen Wagons for 25 food 🥩 so there is a building to have the line of sight role. Can research Local Council: 600 food 🥩 (scales to unique buildings), ships 2 Church Wagons, ships 2 Tavern Wagons, Church build limit +2, Tavern built limit +2. Can research Animal Cadavers: 200 food 🥩 and 100 coin 🪙, Unlocks Surgeons and gives them +100% healing rate (replaces Master Surgeons) Can Research Donate Body to Science: 500 food 🥩 and 500 coin 🪙, Industrial Age, requires Animal Cadavers, Surgeons cost set to 150 food 🥩, base attack set to 20, Surgeons get +1.5 speed, and +4 multiplier versus villagers. Field Hospitals get +100% healing rate, +4 build limit, +5 line of sight, +400% build xp, and +300% hit points. Livestock gain a train and kill bounty of 20% (players using them get both). Livestock no longer decays. Fully fatted livestock get auto harvested by idle villagers like crates.
I think they just need to get rid of the half off church tech card. It’s insane how many resources you save from that card, especially considering every unique ottoman church tech is worth getting
Hi SoldieR, thanks for the good content. I disagree with you about Otto Church FI is the most op strat and needs to be nerfed. First of all this strat easily countered by any rush strat and early age3 timing push with could be performed by a lot of civs. Notable mentions would be Aztec/Haud/Lakota Rush, Spanish FF. Looks like China player did a good job ealy game with raids but i think raids could be more intense and more annoying. Also lategame he failed to counter your units due to his banner army choice. He could counter your Abus-Bombard army with forbidden army(Meteor-Iron flail) spam + some Hand cannons. But he went for Steppe+ChukoNu army for no reason. You had zero Anti-cav unit a whole time but he could not use this as his advantage. Otto Church FI is a strong strat when left alone but i think it is easily countered by a 6-7 min rush or a 9-10 mins timing push with a lot of raids before that.Otto player needs to ageup Industrial and 2 extra shipments with a lot of resource value and loses so much early tempo until gets the units from mosque researches. That makes him vulnerable the most critical first 10-12 mins in supremacy games. So as conclusion I think is balance is just fine. Some cool addition would be a homecity card or an update to Kapıkulu tech to activate Sipahis to be trained at the stable/fort with an increase at the cost of the tech. Similar to Dutch Blueguard-Red Lancer, British Blackwatch.
I kinda feel this game was lucky on your side. There were a lto of moments where he could win or at least make a lot of damage to you and it seems like he refused to do so.
Honest question: why don't good players like you ever bring a single priest to heal the Bombards while in idle? I don't macro and my micro is shit since I'm a casual, but it hardly seems like an hard task to do. Am I missing something?
@adrielcamilo2564 most of the time when you have bombards, you probably have tempo or are in the midst of a timing attack. You don't typically want to keep your army idle with such powerful units. However, there may be times where you can afford to sit and heal, but since you're usually thinking attack, it's easy to forget to heal.
Soldiers, getting hard counter by cavs, meanwhile soldiers: i dont need to make anything except abus gun. I Was dying to see some azaps. Azap would made those cavs melt. I dont get why peeps dont make jans or azaps with mosque Build.
I disagree with nerfing church techs to require pop space (if it’s even possible) because that’s going to kill other church strats. The mosque card simply has too much to give. One thing to consider is less starting wood to nerf the shipment curve a bit (no longer start with a mosque and tp).
Ah yes, the civ/strat that made me both quit playing and quit working as a dev.
Hey man, just found your vids after wanting to get back into AoE3 again and have been really enjoying them. Good to see some high level descriptive gameplay!
29:10 bombards just decided to quit the battle and shoot the treasure guardian hippo in the lake hahahahaha
Lool poor hippo xD there he was minding his own business... XD
Why don't china players go cav cards against Otto? Cav cards counter Abus and Bombards hard. Meteors also avoid splash of Spahi in melee
Yep, China could go harder on cavs but azaps could deal with them.
@@asifcra7839 they could just spam the army that makes steppes with Archers. And the army that makes the two other melee cavs.
They are both Good and Gold as well.
@@iamdanyboy1 azaps deal well with light infantry but hard counter both types of cavs. Cheaper than abus and takes only 1 pop.
Nazim fusilier do ranged calv bonus dmg at defend mode. he already send the card, he can just keep spamming the units
I know the high elo players gonna hate me for this, but the infinite spahi card could also come in handy, to keep the raids going later in the game
Idk if its worth because otto shipments are crazy...if you are going to raid delis are a really good unit in my opinion
It also costs 800f to send, it's a super late game card that's not really necessary in sup imo
It’s a great card
idk why he didn't transition into iron flail meteor hammer
I disagree with nerfing church techs to require pop space (if it’s even possible) because that’s going to kill other church strats. The mosque card simply has too much to give. One thing to consider is less starting wood to nerf the shipment curve a bit (no longer start with a mosque and tp).
perfect explanation of the build. 500 food age up is worth a mention and building a spy against china can be good especially since otto's pretty much always have their church. age 3 artillery combat card makes great bombards unkillable
Ottomans are just strong because so many civs have their power focused so early. So turtling 🐢 with Ottomans counters that. If they were not so unbalanced over time, Ottomans would not be such a problem.
I would try:
USA starts with: -100 food 🥩, -100 wood 🪵, +1 Revolutionary.
Pennsylvania Cavalry costs coin 🪙 instead of food 🥩.
Non-Pennsylvania Commerce Age Federal States changed to give around +100 resources value/card (focused on the possible one if one is hard to change).
USA gains access to Grenadiers (so it has a late game stalemate breaker unit).
Italy (Italy is unbalanced to have its power in the late game instead) starts with: -1 villager, -300 food 🥩 and +2 Outpost Wagons.
Freemasons gives +100% construction speed instead, but does not allow building of fortifications.
Haudenosaunee starts with: -1 villager, -100 food 🥩.
Haud Age ups researched at the Long House (for flavour reasons, as well as game balance).
Long House costs +5 wood 🪵.
Aztecs start with: -1 villager.
Aztecs can train Xolotl Elite (reference to Aoe2 story) at Farms and Estates: expensive, 2 pop cavalry villagers, excels at gathering in risky locations. Effective versus light infantry and artillery.
Lakota start with: -200 food 🥩.
Lakota have all their Age up rewards reduced by 50% (except Wise Woman hunt bonus) and cost +200 food if not possible.
Lakota can train the White Buffalo Calf Woman hero from Farms (Lakota were pretty vanilla in real life like the Goths, so a random religion reference), and 7 technologies referencing what she instructed to do.
Germans start with: +1 Pikeman, +1 Estate Wagon, Estates can be built in any Age.
Germans instead gain +1/+2/+3/+4/+5 Uhlans each shipment in the Exploration/Commerce/Fortress/Industrial/Imperial Age rather than it being tied to what Age the shipment is in the deck.
Uhlans get +30 base hit points and +7 line of sight (putting them equal with a War Wagon).
German Age ups and Revolts cost entirely coin 🪙 (e.g. Commerce Age costs 800 coin 🪙), and all Age up rewards overhauled to give around +300 resource value (still worse than normal, especially for tempo and build order).
Germans lose Philosopher Prince and Inventor Commerce Age ups. Gain King’s Musketeer for 6 Musketeers and Governor for 2 Outpost Wagons and 200 coin 🪙.
Germantown Farmers changed to a technology at the Mill: costs 300 food 🥩 and 300 coin 🪙, Commerce Age.
Germans lose Advanced Estate (because it does not really have a point if Estates are already unlocked), Advanced Market, and infinite ♾ 300 coin 🪙.
Spanish start with -200 wood 🪵, +1 Church Wagon.
Spanish civ bonus changed to shipments cost -33% xp and have -33% maximum xp cost.
Spanish Age ups take +33% time.
Colonial Estancias, Medicine, and Viceroyalty of New Spain moved to the Exploration Age.
Viceroyalty of New Spain made an infinite shipment (to replace lost Haciendas).
Russians gain the civ bonus buildings have +50% attack and hit points.
Russians have the Fur Market instead of the Market and Stable:
100 wood 🪵.
Acts as a market and stable.
Upgrades all the cavalry with the same unit upgrades. Guard costs the same as Dvoryane on its own.
Cavalry unit upgrades give a coin trickle of 2 coin 🪙/second.
Reformist Tsar (church card) unit upgrade granting technologies grant +1 shipment instead of upgrading cavalry. Westernisation costs +400 food 🥩.
Russians can research the technology Holy Synod from the Town Center: 200 wood 🪵, 200 coin 🪙, 30 seconds, Commerce Age, Priests become villagers, who can build buildings and can only gather from agricultural buildings and trees, Church build limit +4.
700 coin 🪙, 600 coin 🪙 and 13 Strelet removed from Commerce Age Russian Home City.
Poruchiks have a base cost of 90 food 🥩 and 30 🪙 coin instead of 50 food 🥩 and 70 🪙 and gain +10 hit points.
Livestock Pens cost changed to 40 wood 🪵 and 40 food 🥩.
Ranching/Llama Ranching, Stockyards, and Fulling Mills turned into technologies.
Can train John the Reflective Ox: 80 food 🥩, pet, can build the buildings Settlers can, can tank effectively, build limit of 10.
Can train house wagons (scaled to unique buildings) which cost food 🥩 instead of wood 🪵.
Can tain Livestock Pen Wagons for 25 food 🥩 so there is a building to have the line of sight role.
Can research Local Council: 600 food 🥩 (scales to unique buildings), ships 2 Church Wagons, ships 2 Tavern Wagons, Church build limit +2, Tavern built limit +2.
Can research Animal Cadavers: 200 food 🥩 and 100 coin 🪙, Unlocks Surgeons and gives them +100% healing rate (replaces Master Surgeons)
Can Research Donate Body to Science: 500 food 🥩 and 500 coin 🪙, Industrial Age, requires Animal Cadavers, Surgeons cost set to 150 food 🥩, base attack set to 20, Surgeons get +1.5 speed, and +4 multiplier versus villagers. Field Hospitals get +100% healing rate, +4 build limit, +5 line of sight, +400% build xp, and +300% hit points.
Livestock gain a train and kill bounty of 20% (players using them get both).
Livestock no longer decays.
Fully fatted livestock get auto harvested by idle villagers like crates.
Kinda seems like opponent outplayed for most of the game, but he had no real counter to this bs
This is so informative! Great cast, great channel
There's this kind of OP civ vs OP civ games, and me with main Japan lol
I think they just need to get rid of the half off church tech card. It’s insane how many resources you save from that card, especially considering every unique ottoman church tech is worth getting
Ya, 1100w, 850c, 1250f lol. It's quite insane
Pushing the WoodPusher himself. GG!
Gotta love mass Bombards 😂
A p with a gun fighting a p with no gun how da f i got here
Hi SoldieR, thanks for the good content. I disagree with you about Otto Church FI is the most op strat and needs to be nerfed. First of all this strat easily countered by any rush strat and early age3 timing push with could be performed by a lot of civs. Notable mentions would be Aztec/Haud/Lakota Rush, Spanish FF. Looks like China player did a good job ealy game with raids but i think raids could be more intense and more annoying. Also lategame he failed to counter your units due to his banner army choice. He could counter your Abus-Bombard army with forbidden army(Meteor-Iron flail) spam + some Hand cannons. But he went for Steppe+ChukoNu army for no reason. You had zero Anti-cav unit a whole time but he could not use this as his advantage. Otto Church FI is a strong strat when left alone but i think it is easily countered by a 6-7 min rush or a 9-10 mins timing push with a lot of raids before that.Otto player needs to ageup Industrial and 2 extra shipments with a lot of resource value and loses so much early tempo until gets the units from mosque researches. That makes him vulnerable the most critical first 10-12 mins in supremacy games. So as conclusion I think is balance is just fine. Some cool addition would be a homecity card or an update to Kapıkulu tech to activate Sipahis to be trained at the stable/fort with an increase at the cost of the tech. Similar to Dutch Blueguard-Red Lancer, British Blackwatch.
I kinda feel this game was lucky on your side. There were a lto of moments where he could win or at least make a lot of damage to you and it seems like he refused to do so.
And whats about Inca? They have not even the range with hurracs to counter Bombards and Bows are so low HP with bad animation😢
Honest question: why don't good players like you ever bring a single priest to heal the Bombards while in idle? I don't macro and my micro is shit since I'm a casual, but it hardly seems like an hard task to do. Am I missing something?
@adrielcamilo2564 most of the time when you have bombards, you probably have tempo or are in the midst of a timing attack. You don't typically want to keep your army idle with such powerful units. However, there may be times where you can afford to sit and heal, but since you're usually thinking attack, it's easy to forget to heal.
Surprised CN didn't make any cav. Meteor hammers OP, just need an excuse to make them XD
Back at it again with another banger
On the one hand the strat needs to be nerfed. On the other hand we still want to see that Kerimb content!!
Lol, he'll find a new way to make things work
my man teched a lil too hard
Clicking up to fortress when opponent is still age 1 haha.
There's a reason why kerimb beats good players with this strategy
Been time some since I quit aoe3. Sipahis no longer seem OP, in fact look very fragile
Soldiers, getting hard counter by cavs, meanwhile soldiers: i dont need to make anything except abus gun. I Was dying to see some azaps. Azap would made those cavs melt. I dont get why peeps dont make jans or azaps with mosque Build.
Abus are just so much cooler :D
@@SoldieRaoe yep, most satisfying gunshot in the game.
welcome to the dark side
keep it up man
tbh if you're playing China you should be raiding all the time
Abus lategame have no counter. Change my mind.
They don’t nerf this civ because it is the most played civ! Sad but true, they don’t want to lose the Otto lamers
Ur Nation is not armenia its TURKEY
yor very bad
You’re *
I disagree with nerfing church techs to require pop space (if it’s even possible) because that’s going to kill other church strats. The mosque card simply has too much to give. One thing to consider is less starting wood to nerf the shipment curve a bit (no longer start with a mosque and tp).
Yeah I agree. 400 wood is completely ridiculous. (Cries in german 100 wood+100coin)