Home City Card Tier List / Recommendations
Welcome, aspiring conquerors, to the definitive guide on optimizing your Home City shipments in Age of Empires III! Your Home City deck is a crucial strategic element, providing vital resources, units, and upgrades that can turn the tide of battle. This tier list and recommendation section will help you craft powerful decks tailored to various playstyles and situations.
Remember, the "best" cards often depend on your chosen civilization, your opponent's strategy, and the map. However, some cards consistently offer exceptional value. We'll break down essential shipments by age and category, offering actionable advice for their deployment.
General Deck Building Principles
- Early Game Focus: Prioritize economic boosts and early military units in your Discovery and Colonial Age decks. Securing a strong economy and map control early is paramount.
- Adaptability: While having a core strategy is good, don't make your deck too rigid. Include cards that can counter common enemy tactics or capitalize on opportunities.
- Synergy: Look for cards that complement each other. For example, a card that boosts settler production pairs well with resource-gathering upgrades.
- Resource Management: Understand the resource cost of your cards. Sending a large resource shipment when you're already floating that resource is inefficient.
Discovery Age (Age I) - Foundation for Victory
The Discovery Age is all about setting up your economy and getting your first military units out. These cards are critical for a strong start.
- S-Tier (Must-Have):
- 3 Settlers: Almost universally the best first card. More villagers mean faster resource gathering and a quicker transition to the Colonial Age.
- 700 Food / Wood / Coin: Depending on your civilization and build order, these resource crates are invaluable for hitting age-up timings or training initial military. For example, if you're going for an early barracks, 700 Wood is excellent.
- A-Tier (Highly Recommended):
- Advanced Market: If you plan on trading extensively or need better exchange rates, this can be a strong early pick.
- Economic Theory: A solid long-term economic boost, especially if you anticipate a longer game.
- Situational:
- Scout Cavalry: For civilizations that lack a strong starting explorer or need early map control/treasure hunting.
- Military Unit Shipments (e.g., 2 Crossbowmen): Only consider if you're facing an aggressive rush and need immediate defense, or if your civilization has a particularly strong early unit.
Colonial Age (Age II) - Military & Economic Expansion
The Colonial Age is where most early engagements happen. Your cards should support your chosen military strategy and continue to grow your economy.
- S-Tier (Game Changers):
- 700 Food / Wood / Coin: Still incredibly strong. Use these to fund unit production, build additional economic buildings, or save for your Fortress Age up.
- Factory Wagon (for some civs): If your civilization has access to this, it's an unparalleled economic boost, providing a steady stream of resources.
- Military Unit Shipments (e.g., 8 Musketeers, 7 Hussars): These are your bread and butter for early military engagements. Prioritize units that counter your opponent's likely army composition.
- Advanced Arsenal: Crucial for boosting your military's effectiveness with upgrades like Infantry Combat or Cavalry Combat.
- A-Tier (Strong Choices):
- Banks (Dutch): Absolutely essential for Dutch players, providing a powerful economic backbone.
- Livestock Shipments (e.g., 4 Cows): Excellent for sustainable food income, especially if you plan on booming.
- Team Resource Shipments: In team games, these can be incredibly impactful for coordinating pushes or supporting struggling allies.
- Town Center Wagon: Allows for rapid expansion and increased settler production, but requires careful protection.
- Situational:
- Outpost Wagon: For aggressive map control or defending forward positions.
- Wall Upgrades: If you anticipate heavy pressure and need to turtle.
Fortress Age (Age III) - Power Spikes & Mid-Game Dominance
The Fortress Age introduces powerful units and technologies. Your Home City cards should reflect this, providing significant boosts to your army or economy.
- S-Tier (Defining Cards):
- Heavy Cavalry / Infantry / Artillery Upgrades: These cards significantly enhance your core military units, making them much more formidable.
- Advanced Mill / Plantation / Mine: Further boosts to your resource gathering rates, essential for sustaining a large army.
- Military Unit Shipments (e.g., 10 Musketeers, 8 Hussars, 2 Falconets): Larger shipments of powerful units, including your first artillery. Falconets are often a top priority for their siege and area-of-effect damage.
- A-Tier (Solid Contributions):
- Resource Crates (1000-1200): Still very useful for immediate needs or saving for Imperial Age.
- Fort Wagon: Provides a strong defensive structure and unit production point, excellent for forward bases or securing a flank.
- Team Military Unit Shipments: In team games, these can be devastating when coordinated.
- Situational:
- Church Upgrades: If you're heavily relying on priests or need specific technologies from the church.
- Native American Alliance Cards: If you've established an alliance, these can provide unique and powerful benefits.
Industrial Age (Age IV) - Late Game Supremacy
The Industrial Age is all about overwhelming your opponent with superior technology and a massive economy. Your cards should reflect this late-game power.
- S-Tier (Game Enders):
- Factories: If you haven't received them already, these are the ultimate economic boom.
- Advanced Artillery / Cavalry / Infantry Upgrades: Further enhance your elite units, making them nearly unstoppable.
- Imperial Unit Shipments: Large shipments of your civilization's most powerful units, often including unique units or heavy artillery.
- A-Tier (Sustaining Power):
- Resource Crates (1500-2000): For maintaining your massive army and funding late-game research.
- Revolutionary Cards: If you're going for a revolutionary victory, these are obviously essential.
Imperial Age (Age V) - The Final Push
The Imperial Age is the culmination of your strategy. Cards here should provide the final push needed to secure victory.
- S-Tier (Victory Conditions):
- Imperial Upgrades: The most powerful upgrades for your units and buildings.
- Massive Unit Shipments: Often 20+ units of your most powerful types, designed to break through enemy defenses.
By carefully selecting and deploying your Home City cards, you can significantly enhance your gameplay and lead your civilization to glory!