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Russian settlers and infantry are also trained in batches - despite the 10% discount, players still have to gain the required amount of resources in order to train them. The Boyars card also increases Strelet, Cossack and Oprichniks health and damage by 15% which can prove helpful when attacking another player.ĭespite the extra resources at the start of a game, the Russians only begin with 5 settlers, which can severely limit economic growth. Ransack, another card unlocked at level 25, increases the siege damage Russian infantry deal to buildings by 50%, making them superior to other infantry when attacking buildings.
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With 7 Blockhouses, this equates to 35 free Strelets. In addition, they have other cards such as Strelet Horde unlocked at level 25, this card will make all Blockhouses train 5 Strelets after a while. Blockhouse Cannon allows Blockhouses to train Falconets and Mortars while useful on paper, additional Artillery Foundries negate the card's effects if the player requires Grenadiers or Culverins. Improved Buildings increases the Blockhouse's hitpoints by 80%, which will help even more if the Blockhouses are upgraded to fortified status. Blockhouses on the other hand, gain a 50% hitpoints bonus instead, due to their ability to act as Outposts. Barracks Hitpoints is a TEAM card and will help allies, boosting their Barracks hitpoints by 100%, essentially doubling their health. Russians have the cards Barracks Hitpoints and like most other civilizations, Improved Buildings. The two church upgrades do not affect heavy artillery nor do they have an Imperial-tier counterpart, so players will still need the resources if they are required. The amount of resources saved from researching these two is immense, and they can be redirected for other purposes such as buildings, ships and even advancing to the next Age.
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As each Guard upgrade costs 600 Wood and Coin, while Royal Guard costs 1000 Wood and Coin, and there are 5 units which can be upgraded from Veteran to Guard status, and 2 units from Veteran to Royal Guard status, this saves 5000 Wood and 3000 Coin.As each Veteran upgrade costs 200 Wood and Coin, and there are five units which can be upgraded from base to Veteran level, this saves 100 Wood and 1000 Coin.Westernization and Petrine Reforms are easily considered to be the best cards to utilize: Their unique church upgrades are far more valuable compared to other civilizations. Oprichniks can halt an enemy player's progress, especially if they are directed to target economic buildings. Combined with their Grenadiers (who have Royal Guard status), one could easily raze a whole settlement in seconds before the enemy has enough time to react - however, players must ensure that the enemy army is far away or occupied to ensure maximum damage. At the Fortress Age, the Oprichnik can be trained unlike other cavalry which is designed to deal with infantry or other cavalry, Oprichniks excel in terrorizing enemy settlements, due to their incredibly high siege damage and multipliers against enemy settlers. However, there are other, cheaper alternatives such as the Cossack, which is a cheaper Hussar, only taking 1 population slot. Russians have excellent raiding capabilities compared to the other civilizations this is due to their many high siege damage units they can muster. Infantry can be produced quickly with Mass Army, Fencing Duel and TEAM Dueling School for use in attacks and defence. Most of their units only take up a single population slot, aiding them even more in building a massive force. This allows the Russians to be great at rushing due to their ability to train a large amount of soldiers in such a short amount of time. So a villager (normally costing 100 food) will cost 90 food. Fortunately Russian units are cost effective as they cost 10% less than normal. Most Russian units are trained in groups, which is a double-edged sword: Units are trained faster but it means the player needs a larger amount of resources to train them. They can use these resources to either produce extra villagers or create early military units to raid the enemy and disrupt their economy.
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They start off the game with extra resources but fewer villagers. They have a versatile and good assortment of cavalry and the only civilization with cavalry dedicated to destroying buildings and killing villagers making them deadly when rushing or facing opponents with no strong counter cavalry. Their units are weaker than those of other civilizations but are cheaper and easy to mass-produce. The Russians are an offensive civilization that emphasizes overwhelming infantry and cavalry forces and quantity over quality.