The Top 10 Worst Cards in AOE 3: DE

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Which are the worst card in AOE 3 right now? Find out ;)



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00:00 - Intro

00:25 - 10
1:30 - 9 & 8
2:50 - 7
3:50 - 6
4:35 - 5
6:20 - 4
9:30 - honorable mentions
11:05 - 3
12:50 - 2
14:10 - 1

10 - Peace of Münster (Dutch, Age 1): 1 envoy + envoys can construct military Buildings + tps.
This card saves some Villager Seconds in early game and allows in the late game for funny /sneak attacks. Overall it seems very mediocre, especially considering you would need villagers at the front in lategame to build towers/walls. This can be mitigated by using age 4 fort card, which allowes your Explorer to construct outposts and forts.
To make it completely viable, it could increase the envoy limit by 5 and enable them to construct walls, so you dont need front base villagers anymore. But really it might just be viable, since it is incredibly good with dutch if you can keep your overpop Villager (Age 4 Politician)

9 Advanced Estates and variants:
Increases Estates Hp and reduces cost by 200 wood. Allows Estates to be built in Age 1
Hp on Estates doesn't matter, because when your estates are attacked you lost anyway (90% of the time) and during raids estates are not a target, but rather the villagers which are working on the estates. 200 wood/ mill saving means you need to build around 4 estates for this card to be better than an age 2 wood shipment. In lategame in total you save a maximum of 2000 wood with this card (= 10 estates). In this scenario a wood chopping card is almost always better. For this card to be decent it either needs to give a gathering bonus or it would have to allow villagers being garrisoned (and maybe even shoot)

8 Advanced mills
Increases Mills and reduces cost by 200 wood.
Same as Advanced Estates, only even worse

7- Zen diet (Japan, Age 2): Replaces the food cost of Villagers with a cost of 60 wood.
Japanese are stretched for wood early and the cost reduction isn't enough to justify putting it in. It is a bad medicine Type card, which doesnt reduce the traintime of villagers, and medicine type cards are only used in niche cases anyway.
Could be improved by also granting train time reduction, so it would be on a similar power level as medicine. Probably will still always suck, because you are stretched for wood anyway with japan and putting in a boom card means you either send it when you are already winning or you send it instead of another boom card (which is almost always worse)

6 - Akincis (Ottoman):
Cav Archer deal 100% damage to Villagers. It makes CA a lot better in situations where you typically don't use them. Raiding with CA/ Dragoons is just not common and sending an age 3 card to make it somewhat viable is not worth it, since it is countered very easily by some walls. It feels like you are always better of just making huss if you want to raid. This card would be decent if it also gives an increase to the overall attack of cav archers, something like 10% - 20%.

5- Florence Nightingale:
Florence Nightingale (British - Nearby units are healed)
Healing in AOE 3 is not useful in a lot of scenarios, because army sizes quickly reach a point where it is impractical to pull single units back and heal them up. Also the high value units (canons) are hard to keep alive and oftentimes you would only start to retreat once these are dead. Healing on houses means you have to go back and stay close to your base until your units are healed or spend a lot of actions filtering out the weak units and sending them back. Also remember even a 1 hp unit does full damage, especially ranged units stay alive surprisingly long with little hp, if the enemy is not specifically alt-microing. Another downside to this card is that its age 2, which is filled in a british deck with cards, since the game plan with britons typically is to stay long in age 2 and boom/ pressure. This card also is useless in late game, since you would rather retrain units than keep them idle for long.
How can you make this card better? My best idea is that in addition to the effect you get a padre healing unit. Alternatively you could enable them to train priests with a limit of 5 and at a highly reduced cost (-75%).

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Age Of Empires 3 DE Gameplay

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Warrior Culture actually works really well with the Royal Huntsman from the Oldenburg natives. Their high attack multipliers against skirmishers and the high bonus make them absolutely deadly. An absurdly niche scenario, but fun if you can pull it off.

stephenhargreaves
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If advanced mills and estates were merged into same card and allowed garrison of vills or even just a 5% gather rate bonus then it would be viable perhaps.

wyliehj
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Given how the average Japan player scatter their shrines all around the map to max out their boom potential more shrine HP might actually make sense, either the shrines last long enough for you to save them or it wastes the opponent's time to play wack-a-mole.

MajesticOak
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47 ronin is a great turn around card if your army is defeated and you can’t train another but there’s is almost destroyed as well. Also very funny to use

blessed
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Forty-seven-ronin is a great card. Devs even had to nerf it recently because it was OP.
Florence Nightingale is good for a turtle play with longbows.
Warrior culture basically turns your vills into musks, how is it bad???.

fxmorin
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absolutely loved this!! When I saw the title i had a few cards in my head and they were all here hahaha

Rose
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Niños Heroes refers to the tale of 6 mexican cadets who died defending Chapultepec's Castle during the Mexican - American War. It could be made to spawn 6 milita when Outputs and Forts are destroyed, which would basically be the Mexican version of The Alamo card (although Mexico can have this card revolting to Texas). It's a similar problem with the Tamaulipas card and the California card that have the same effect with diferent names, docks techs are free but take longer to research.

lg
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I know this video is a year old and is not up to date but.
The Azekura card is changed now. Instead of giving HP, it instead improves their gather rates while also shipping 4 shrine rickshaws/wagons.

cleeiii
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Watching this and feeling like a pro when I only had...stable mills :D

kwiiin_
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Doesn't agree #6 and #7 zen diet is a res-contiune card wood is much more near the TC and shirne can reduce the vilger-debt effect it kind strong card
#7 It is obvious that you have revealed your own segmentation and the level of your opponents (Fun right ? how do i know? you can think)

Warrior culture is actually a very good fi tactical card. Imagine that the villagers' ranged damage is changed to 3+3+20=26 musketeers, even if upgraded, it is only 23, and they will not be restrained by skim, and your cavalry will not play a role in the future running village. You must organize a larger team to restrain the villagers.
and what more the vil will become a cannon killer when enemy want to rush you !
Usually you think the reason for this card is urgency, or you rarely face such a match, or you don't know how to use those processes at all



Advanced estate is a functional card normally you need age 3 to get a estate unlock but it makes you have a chance to get infinte coin in the ii age
It's strange to say that, but when some super fast attacks have exhausted the map resources but have not entered the next era, an additional option is to design this card because the original version of the game's eight European countries failed to win or lose in age 2, and also because the map conditions did not have gold, so as to produce a balance card, From the current point of view, it is not practical and needs to be changed (I think it would be better to increase the feedback of construction experience) 40%reduce and 50% bounty will be very good like Hacienda

Good video but i think you need to watch more high elo match and play more 1v1 or more 4v4 ramdon civ ai carring-no-wall-game

chickenrice
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What if that shrine card becomes: Shrines generate Wildlife if being gathered from. (up to 10? Increased speed? Larger area of effect? Train priests or some sort from shrines?)

jaymenjanssens