Insurgents are cheaper, but any investment you put into them basically goes away at age 4 unless you revolt and more importantly they get 1 shot by TCs (in age 2) and aren’t as pop efficient as rods. No doubt that they are decent, but they die easier than rods.
Hp is better for melee units than attack in general. Reasonable that he took hp and not attack (I never said “take all three every time). @coffeeco01 also made a great point about trade-offs and not needing to boost your mates’ heavy infantry if you’re providing it. As far as the rest of the deck goes, it’s not terrible, but could be better. I’ve played with similar decks in the few Spain team games I’ve done, but that was a while ago when I used worse decks. For a 3v3 team game, he should have had both 2 falcs and Team 1 Falc. Infinite 7 Lancers also would have been better than 300c. The issue with Spain in team games is that most buffs would improve them too much in 1v1 or Treaty (thus you leave them at “playable, but not great” in team to avoid damaging other modes).
No, I said kill them quickly. He used some tactics I brought up, but to very different ends. Btw, I think I’ve seen him play I think. I don’t remember him being bad at all. I’ve played with a lot better, and a lot worse. It does sound like there was some coordination failures on his team, though no telling whose fault that was.
Say what? Samurai have 4.5 speed with a +10% and a +5% aura for around 5.2ish. Maybe 5.6ish if I’m forgetting something. Rods have 6 +10+5% for 6.9 (if you’re even counting the upgrades).
2 Factories +99 Vills vs 99 vills, some of whom might be helping on the Plaza. In a 1v1 Aztecs will have a faster boom (if they choose to boom), but a worse maxed out eco I think (neither of you will have a lot of eco cards). In team Aztecs can probably get away with more eco cards. Might be enough to overcome the 2 factories and Spanish gold, idk. Still a faster boom for Aztecs tho. In Treaty I’m pretty sure it’s pretty heavily favored for Spain.
Watch some higher level games. Spain can FF and hit with like 2 falcs, 8 xbows (or 4 huss), and some other units trained in transition. All that can come around 8:15-8:40 on the clock. If you make it a 3v3 it’s 3 falcs and the units made by two teammates too.
It’s about momentum. Dutch will out-eco you, but he’s spending 700 res per bank while you’re doing other things. There’s a lot you don’t understand.
Again, you always talk about age 5. Rods are better earlier, but do fall off at some point, especially in 3v3s because big battles favor ranged units. In 1v1 they’re usable all the way into age 5 if a 1v1 sup game goes there.
In a team game, I wouldn’t begrudge you your Dragoons if you reach late age 3 and feel it better to upgrade Lancer/Huss +Dragoons (though you should still end it earlier since not all civs are equally good at all stages of the game in all modes).
Having seen your vill micro, I don’t think you’re playing treaty with many people I’d call “high level”. 1300 elo is high in treaty only because very few people play ranked treaty. If your 1300 treaty rating is the highest you have it’s not that impressive (sorry, but it’s not). Lots of 1600+ team players play treaty pretty well but don’t bother with treaty rank. Mexico will also force their opponents into making Dragoons (because Chinacos are op), and you’ll see a few Dragoons in a lot of games. Musketeers are just better for most treaty situations for most civs though.
Can’t really judge the battle without a rec, but from the numbers you gave they had a lot more cavalry than you you had anti cav. A Cossack is about 5/6 a Hussar’s attack with about 2/3 the hp, and if he has 50 he’s probably sent Boyars and Cavalry Combat +Veteran (at least). You also allowed his Skirmishers to hit your anti cavalry without your Hussars in position to either kill Skirmishers or at least to body block skirm shots by mixing into the battle between his Skirmishers and your rods.
No. You can’t let someone’s eco bonus overtake you because then it’s not an even fight. Depending on the civs, you should do fine if you both have 99 vills. But if you sit back and let Brit boom then he’ll have like 60 vills when you have like 40. He’ll hit 99 before you, but you should do fine once things even out again. Every civ has certain timings where you’re good or bad. Civs are balanced around that.
This is very well summarized.
Edit: This is an excellent summary as well. 10/10.
You’re correct that as team cards they are most useful for a smaller set of civs. But team GP Infantry HP is still slower than team 1 Falc. It’s usually a fairly late game card. Team 1 Falc might have the other team out before they get to send it.
You still haven’t shown a picture of your deck.
Having responded to all this, I’m going to leave this here. If you think you know more about the game than these guys, nothing I say is going to convince you of anything. Farewell Juan, I hope you improve to whatever degree you wish.