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theCresus
theCresus

2 weeks ago

FF
Natives
Revolt
1vs1

Solo - FF into Révolution Française

0/0
Franceses


Intoduction

The french are one of the most polyvalent civs in the game and are strong at all ages. This deck focuses on a FF with a powerful midgame and an insane late game revolution with an option to do the native rush instead of FF. The goal is to rush the fortress age to get access to powerfull shipments and crush you enemy. It's important to keep in mind that this strategy aims to play most of the game in age 3. The french revolution is a late game option if the game extends.


Age I

  • 12/10 with all villagers on food
  • Build a TP

Depending of the strategy of your opponent, you can choose between 2 politicians and it will have an impact on your transition :

If you are going to get rushed, take the governer and put ? vills on coin and gather 100 coins or less depending on the treasures you got and X vills to build a house, the rest of vills go on food.

Else age up Quartermaster put ? villagers on gold and gather 200 coins or less depending on the treasures you got and the rest on the food.


AGE II

  • If you aged up with the Quartermaster, build a barrack, a house and a market. Else, build a house.
  • queue 1 or 2 vills depending on your timing
  • Send the 700 coins

During the Age II. The goal is to send the 700coins and age up to fortress as soon as possible. Most of the time, you will have enough time to go age III before your opponent rushes you. In case of a rush, you can send the card pionneers before taking the 700 coins. Coureurs des bois are very strong units and can fight against enemy infantry units. Obviously, you will loose some age up time but it's better than loosing the game.

You can age up with 3 politicians :

The exiled prince, if you want to age up fast and fight earlier.

The sharpshooter, always good to have soldiers (even stronger if you see you enemy going heavily on musks and if you plan to start with black rider + skirms composition).

The bishop, if you want to get a 2nd TC and boom (when revolted, Sansculottes can be trained in batches, which is excellent if you want to rush the revolution and boom). /!\ very greedy but can pay off if your enemy is very passive and also plans to boom.


AGE III

Your game begins when you reach age 3. You will spend most of the time in age 3 and generally the game will end at age 3.

you will have to build your army and improve your economy.

French have access to all armies combinations, so you have plenty of options to fight your opponent.

Here are 2 powerful but costly combinations you can do :

  • Falcs + black rider + skirms/Jaeger
  • Falcs + royal musk + gendarme

Remember that the Royal Musketeer is a gunpowder infantry native warrior so it benefits from natives bonuses card. You can make them cheaper to recruit than regular musk by sending the indigenes warrior card.

with theses 2 combinations you have a deadly army and are unbeatable against any enemy comp as long as you know how to manage your army.

Age up with :

1000 coins (Helps you sending the royal musk/cav card when you reach age IV or helps researching mercantilism).

2 falcs (If you need more fire power).


AGE IV

You will not stay very long in age IV but you need to have sent the essential cards before revolting. To get enough shipments you will research mercantilism and the bourbon reforms card (you need to have maxed out the amount of xp you'll gain (2000xp)).

At age IV, you also get access to 4 strongs shipments the royal musks/cavs, the 4 culverines and the 2 heavy cannons. Choose 2 of them to build your deck

The bourbons allies card makes the royal musketeers shadow tech and get the veteran upgrade for free. If you already have 15 royal musks you will get a critical mass of royal musks and you might be able to anhilate you opponent.

Before revolting, make sure you have taken theses cards (marked with a *):

  • Advanced arsenal
  • Edit de Nantes (no need to research Napoleon code, Sansculottes won't benefit from it)
  • Native combat upgrade
  • Native combat team
  • pionneers
  • Wilderness warfare
  • Northwest passage

Pionneers, Northwest passage and Wilderness warfare will make your sansculottes incredibly strong (see the note about the combat upgrade of the Sansculottes). In short, Get your villager combat upgrades BEFORE revolting and your military combat upgrades AFTER revolting.

the 2 natives combat upgrades and Wilderness warfare will make your royal units from the ambassy stronger.


French Revolution

You've reached the peak of your power and now the strategy will depends mostly on the state of the game :

  • At this point you must have a strong army and you can do a massive overpop death ball army with the combination 3 grenadiers churche's tech to finish your opponent.
  • rush the napoleonic era and get the access to very powerful unit shipments and upgrades.
  • You can do an economic Boom with the Sanscullotes cards upgrades and the factories.

Some cards can be really good regarding the context :

Client states is an excellent card when you control a lot of TP.

Cent jour combined with the grenadier churche's card will do a massive deathball with around 350+ pop. This strat is a finisher because the shipment will massively nerf your musketeers.


Notes

Sansculottes

Sansculottes are reskinned coureurs des bois. The two units have the same internal ID in the game files. When revolting to the French Republic, a large number of "shadow nerfs" are applied to your cdb alongside the reskin. Here is the list :

  • HP nerf of 25% (from 180 to 135)
  • Cost reduction of 20% (from 120 to 100)
  • Speed buff of 0.25 units (from 4.5 to 4.75)
  • Hunt gather rate nerf of 32.65%
  • Wood gather rate nerf of 19.5%
  • Coin gather rate nerf of 10.5%
  • Berry gather rate nerf of 27.5%
  • Mill gather rate nerf of 40%
  • Estate gather rate nerf of 36%

Lose the "Villager" and "Land villager" tag. Gains the "Land military", "Affected by villager combat upgrades", "infantry", "ranged infantry" and "gunpowder infantry" tags.

Since you lose the "villager" tag, you lose the benefits of gathering upgrades on top of the shadow nerf.

Besides, they have a x2 multiplier against artillery so don't be afraid to rush a cannon with them. They also don't have the villager tag so they don't benefit from the vills gathering upgrades card.

Combat upgrades of the Sansculottes

Get your villager combat upgrades BEFORE revolting and your military combat upgrades AFTER revolting.

If you research blunderbuss before the revolt, your sansculottes get a +4 range and +3 damage upgrade. If you research blunderbuss after the revolt, your sansculottes only get +1 damage.

If you research flint lock (advanced arsenal) before the revolt, your sansculottes get no benefit. If you research it after the revolt, your sansculotte will get 18 extra HP (10% of the 180 base health).

BUG ! The game retroactively nerfs the "Northwest Passage", "Pionniers", and "Great coat" upgrades upon revolting. However, the HP nerf of "Pionniers", and "Great coat" is not applied if you have also sent "Wilderness warfare". This leads to sansculottes with more than 350HP.

Why is there no factory shipment in this deck at age IV? The french rev gives you access to factories so it allows you to take 2 other cards to strengthen your early/mid game.

Napoleonic Era upgrades Bourbon units to Guard status and gives the royal musk the grenade launcher ability.

You can adapt this deck to have the possibility to do the french natives rush by adding native treaty.

I've seen a lot of player taking the Fort card, you can add it if you want but I'm not a fan of this card. You might want to take it if you want to rush revolutionary France.


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Comments (1)

jerome
jerome

I can see someone read a comment I posted on my own French révolution BO. ^^'