Attach a SAVE (.aoe3Ysav) or GAME RECORD (.aoe3Yrec) to the game where the problem occurred. Link it below if you are using an external file service. A few games where this has happened: This may be useful, but distributivism has immediate effects as the first card. Good faith agreements require too much investment to have a real impact. Ehhh Good faith deals are passable if you go to France and trade, but the AI usually stays with an ally throughout the game, which significantly reduces the value of the shipment. Very often, Indian AI sends bona fide agreements as the first card instead of distributivism. I don`t think that`s what he should do because distributivism is worth a little over 3 villagers with immediate benefits. Good faith agreements as the first card do not make sense. Together, Red Ship Seal will allow us to assemble a massive musketeer and a mass of Ruyters, while mercantilism will provide us with up to 8 flaming arrows.
All this between 12 and 13 minutes for a crazy timing attack! I still have a few AI tips for you (I didn`t want to create a new report because I`ve already created too many AI reports). With the latest PUP #43576, I noticed that AI-made units sometimes go to a specific location near their base shortly after training. However, if they are attacked on the way to the place, they do not defend themselves. It`s easy to kill. For European allies, brigade delivery will be available once the Imperial Age is reached, which consists of many of the best units of the Allied civilization. The normal value for a cash delivery in the commercial era for each faction is 700 resources, we will make 750. In the age of the fortress, the normal value is 1000 resources, we will make 1250! In total, the Consulate of Spain allows us to send 3 more shipments of boxes between the ages of trade and fortress, for a total of 3250 additional resources at the same time! To ally with a European civilization (or enter isolationism for the Japanese), the player must select the option via Open Relations, which costs 100 exports (25 exports with Diplomatic Intrigue Home City Card) and lasts 60 seconds. Once the player forms an alliance/enters isolation, he receives the associated bonus from the ally and has access to the armies/units and broadcasts/technologies of the ally at the consulate. Unlike their regular counterparts, consular units start with +10% of hit points and attacks (except artillery) and are upgraded at each age from the age of the fortress (industrial age for artillery and ninjas): consular armies resemble banner armies in which they are groups of units trained in a single block. They usually consist of the best units of the Allied civilization, especially those that can be upgraded at the level of the Royal Guard (for example.
B, Redcoat musketeers) or those that cannot be trained by the ally but can be shipped via certain technologies (for example. B, Roger`s Ranger skirmishes). This should be a very difficult step forward to defend. However, nothing is on our side! We can track this in different ways! Embark mercenaries, train Ashigarus and explore their honored upgrade or build a stable and prepare Naginata reinforcements. Our economy is extremely strong right now and allows us to go in any direction! Ok, we`ve found our way to quickly reach the industrial age with a ton of extra resources. But how can we use these resources effectively as we enter the industrial age? Again: Consulate, but with the Dutch! They need to be more precise. Which faction do you play? Under what circumstances do you use the consulate? What is your strategy? Good morning, Mr. @Ippert. Thank you for reading and responding to my AI reports.
And also for your hard work to improve the game. I appreciate it very much. The player can end their alliance/isolation using End Relations/Isolation, which takes 60 seconds. Once the alliance/isolation is complete, the ally`s associated bonus and access to their armies/units and supplies/technologies will be removed (armies/units and deliveries/technologies rented/sent/explored before the end of the alliance/isolation will be retained), but the player can choose a new ally via open relationships. In the second, the Ethiopian AI sends Gascenya (why does she want to make Gascenya against my Fulani, I don`t know, she may not have heard of her warrior Shotel?) to a destination, even if the city is attacked. He also lost his Sevastopol by the same mistake – Sevastopol died without reacting to my attacks towards the end of the game. Recording: Record game 2021-09-07 23-56-45.age3Yrec (9.1 MB) To avoid a slow IF, it may be possible to massage the ashigari and the inflamed arrow at the age of 3 years. Nothing in particular, I was just wondering if there was a guide for this or something. As with Japs, you start with Portuguese for cheaper shrines etc.
The consulate is an economic/military building in Age of Empires III: The Asian Dynasties that is unique to Asian civilizations (Chinese, Indian and Japanese). It allows them to ally with one of the eight European civilizations (or enter isolationism for the Japanese), which offers a passive bonus, as well as units and technologies that can be acquired through export spending, and configures the export collection rate. All right. There are so many things that plague AI and mods can`t do much. Bored of being called a Japanese Lamer? Here is! Because this Frankenstein horror of a construction contract is coming! Role-playing games like the Spanish and the Dutch with this fast industrial strategy very exotic for the Japanese. First, they will provide a church. Church = mercantilism, mercantilism = emissions and boy, oh boy, industrial age supplies are crazy of the Japanese! To study mercantilism, we need a ton of coins. But this will not be the only use of our piece! Red Ship Seal allows us to convert all our parts to export, for a total of 2400 exports and more with correct execution! Is there any guidance or advice on when to choose which ally is on the advisory board and which is the best choice for export? Instead of being trained as armies, units provided by Japanese isolationism are trained in the same way as regular units. Where to start? We are so used to Japanese Ashigarus spam with double barracks that it feels like 75% of the faction forces are never used.
The first idea is quite simple: we reach the industrial age, we get a ton of parts, we send Red Ship Seal, we enjoy it! This card turns all our coins into exports, so we can recruit many armies from our consulate. Heey @DiplexBoss6, it`s an unfortunate side effect of another change. We will make sure that everything works smoothly. DESCRIBE THE PROBLEM IN DETAIL (BELOW). LIMIT YOURSELF TO ONE ERROR PER THREAD. I`ve had a suggestion for AI that I`ve had for a while, but it`s not really a “bug,” so I haven`t reported. Can AI learn how to build military buildings outside its base once the existing military buildings in its base are destroyed? I always know where the AI wants to build a barracks, stable, or dock, and if I keep troops near a destroyed military building, the AI will sacrifice all its villagers to build the exact same place. I would send diplomatic intrigues > Spain > good faith agreement > nanban trade and merchant navy to amortize the delayed TP or the card without TP at some point.
What does it look like? Consulate deliveries and technologies vary depending on Allied civilization, which ranges from economic and military units to upgrades. How often does the problem occur? CHOOSE ONE; DELETE THE REST! If my memory doesn`t play with me, you should grow old at the fortress 9 minutes ago It`s a very cool strategy. I hadn`t really seen much use for the Spanish consulate before, so grateful for the ideas. However, I am a bit slow with my age. The fastest thing I can industrialize with it is 12:30 against a simple AI with 10 Ashis. .