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Age of empires 3 all national characteristics

Turkey (also known as Osman): The easiest country to play in Empire 3 game, with fewer weapons but better military strength, is stronger than other countries. Its economic feature is that farmers are automatically produced free of charge, but the speed is slow, so the early economy is fine, and it gradually distanced itself from other countries in the later colonial period. In order to catch up with other countries economically, it is necessary to speed up the agricultural production of the church. In the fortress era, only 3TC farmers were needed. Generally speaking, the basic tactic of Tui is colonial fast break. In the second era, the cards put resources and soldiers, and by virtue of the advantage of upgrade time, they constantly attacked and overwhelmed their opponents. Other tactics include defensive fishing, 3TC economic speed, etc. Generally speaking, Tui's economy is not good, and it needs two kinds of economic assistance, trading posts and fishing, to compete with its rivals. Therefore, this natural deficiency leads to its poor adaptability, and it is simply vulnerable on maps without sea and trading stations.

Spain: This real maritime power has been given a very high status by ES in the game. No matter which version, it has never been a weak country. This country is extremely rich in armaments, and its unique shields and guns make it extremely rich in armaments, which requires excellent micromanipulation to control the army. In addition, there were many card arms in the west during the fortress era, which means that the west can assemble a large number of troops in a short time and destroy the opponent's troops in one fell swoop. Starting from the version of 1.08, the characteristics of speeding up shipment basically made Spain's city-fast tactics without the risk of failure, and TWC 1 strengthened the Western Shield, which made Spain even more invincible in the colonial era. It can be said that the mainstream tactic of Spain is "fast city", but you can use any tactics at will, without losing the wind. It is easy to use cooked western food, but difficult to use it well.

Portugal: As a maritime power, Portugal is not as beautiful as the West in the game. It has always been an unpopular country and was once reduced to a third-rate weak country. Its biggest feature is to send a TC car for free every time, which seems to be very cost-effective on the surface. However, due to the poor military strength of Portugal, the advantages of 3TC in the fortress era could not be fully exerted, so 3TC can only be said to be better than nothing. Of course, as long as Portugal is given enough space and time for development, it will be difficult for its economy to be overtaken by other countries. Another feature of Portugal is that mercenaries have various arms, such as Japanese ronin warriors, Barbary pirates, Mamluk and so on. As long as enough gold is collected in the fortress era, several groups of mercenary troops can kill their opponents by surprise. In addition, Portugal's skirmisher attack height is higher than that of ordinary skirmishers, and HP is lower, so it is an excellent hit-and-run service. Portugal's current mainstream tactics are fast city, and then full defense. As long as it is held, it will develop again, and the advantages in the later period will naturally emerge.

Germany: Germany had a great time in version aoe3 1.07, because mercenaries were super strong and carriages were too powerful. Later, after being modified by ES, 1.08 began to belong to a second-rate country. I feel that Germany, unlike other countries, has no special advantages both militarily and economically, and can only be described as passable, which also leads to the fact that German tactics can be used to colonize or directly accelerate the siege. It is precisely the lack of economic advantages that determines that Germany is short of resources in economic and military development, and there are not many resources for development when it goes all out to send troops. Therefore, it is impossible to suffer losses militarily, otherwise it will affect the whole body, and some losses will lead to total collapse, with little chance of recovery.

Britain: Britain inherited the characteristics of Age of Empires II in Empire III. The excellent range and attack power of longbow soldiers made it possible for them to be invincible with one arm-of course, only guns were the bane of longbow. Another feature of Britain is building houses to send farmers, which made the early British economy grow explosively. In the colonial era, it was guaranteed to send troops and strive to build houses at the same time, so the economic effect brought by the sudden increase in the number of farmers was no small matter. If the opponent can't give Britain an effective blow at this time, then it is clear.

France: When talking about France, players usually think of hunters and armored cavalry. France's economic advantage is hunters. Compared with ordinary villagers attacking high blood, the collection efficiency is equivalent to 120% of ordinary farmers. It can also be equivalent to a crossbowman in battle. Although the training time is a little longer and costs 120, the economic growth is much larger than that of other countries. However, the unique breastplate cavalry in France is invincible in the later stage of the game, with HP above 1000 and attack power above 60. Even in the middle of the game, several armored cavalry are very powerful, and its trampling ability can crush a bunch of skirmishers without anti-cavalry protection in an instant. France's fortress period was stronger than colonial period, so it should be upgraded to a fortress as soon as possible under safe conditions to produce superior arms, especially armored ones.

Netherlands: It was once an unpopular country of aoe3. Although the advantages were strengthened after 1.08, they were not recognized. It was not until twc 1.0 1 that Holland gradually became popular. ES's setting of Holland in the game also highlights its realistic characteristics, training farmers with 100 gold and owning a characteristic building-bank. There are at most 50 farmers and 8 banks in the Netherlands, which makes the population of the Dutch army reach 150 in the later period, which is a great advantage. Another big advantage of the Netherlands is that banks can automatically withdraw gold, which is equivalent to the speed of 4-5 farmers collecting gold. On the other hand, similar to the British housing market storm, the role of banks is to improve economic growth instantly and make the Dutch economy ahead of other countries for quite some time. The mainstream tactic in the Netherlands is that four banks will go to the fortress and overwhelm their opponents with superior economic advantages.

Russia: Russia is equivalent to Byzantium in Age of Empires II. Cheap junk weapons allow Russia to use veritable sea tactics and scare its opponents with a large number of troops. . . On the other hand, although the quality of Russian arms is not good, the price-performance ratio is not worse than that of other European countries, and TC can train three farmers at a time, so Russia is not strong, but it is not a weak country.

Iroquois: the only ethnic group with guns in indigenous civilization, which showed its power in the demo version of the information piece, was gradually recognized by more people in the later official version, and was not inferior to European civilization at all. At first, it has one more sleigh than other countries (it can be turned into a building); Its skirmishers are the strongest among all skirmishers and can be invisible; The gun in its industrial age is a combination of eagle gun and pike, which is both anti-infantry and anti-artillery, and can be described as an all-round gun; His era 2 upgrade time is the fastest. When others haven't reached the colonial era, they can clear the obstacles in one fell swoop at lightning speed ... His shortcoming is that he didn't have the strength to fight back against guns in the fortress era. At present, the mainstream tactics of Yi nationality are super-colonization, quick axe attack and quick city attack.

Su: After the expansion piece twc came out, it was the first indigenous civilization known to players, probably because it was simple and convenient, similar to Xiongnu in Empire 2. The characteristics of Sioux nationality are: no need to build a house; Its chief is cavalry, which has great advantages in exploring the road and playing treasure at first; You can jump siege and increase fire dance by 200%. It is worth mentioning that its arms, colonial Gong Bing is one of the best arms of all colonial long-range infantry, and Ottoman light artillery can defeat it. Rifle cavalry in the fortress era is a relatively versatile arms, taking into account infantry, heavy cavalry and artillery. Of course, there is also a trade-off between infantry and anti-cavalry. The tactics of the Sioux are the same as those of the Huns in Empire II. In colonial times, cavalry+Gong Bing, fortress times and some rifle cavalry could travel around the world. Rifle cavalry attacked guns six times, which made Sioux soldiers not afraid of guns like Iroquois, and they could dance when attacking, so Sioux was also a very useful indigenous civilization.

Aztec: the only pure infantry nation, with a large number of novel and elite arms, such as eagle and wolf soldiers instead of cavalry and longbow soldiers instead of artillery. Az, like other nationalities, does not divide military buildings into barracks/stables/gun factories, but into nobles/civilians. Civil barracks produce slingshots, hyenas and jaguars with low cost and fast training, which can be built since colonial times. The aristocratic barracks produced high-quality and high-cost eagles, leopards and longbowmen, which appeared in the fortress era. In addition, the main city of Az can only rely on transportation, dancing and big buttons to produce more and more skeleton soldiers, and later there are colorful and ever-changing tactics.

Complementing the developed military is Az's powerful economy. Az holds the farmer card with the most games (more than Britain), the most exaggerated economic efficiency card, plus the unique fighting spirit and the power of 10 farmers to dance on the fire. Once Az releases boom, the economy will explode.

Compared with the unparalleled strength and team battle in the later period, Az's performance in one-on-one combat is relatively weak, especially in the early period, which is usually forced to colonize or slow down the fortress. On the whole, Az tactics are numerous and changeable, strong in the late stage and weak in the early stage.