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Of Note, you can absolutely achieve a higher score by going heavier on food/wood. On this map in particular, the natives cost food/wood. I still prefer to not play natives with USA as long term it's a tough to sustain. Segments: [00:00] USA Civilization Overview -Introduction to the USA's history in AOE3 (originally overpowered, now balanced). Unique features, vulnerabilities, and strategic card choices. [01:02] Deck and Strategy Focus -Discussion of unique strategies, including Forts (for free units like Gatling Guns or Magyar Hassar), mercenaries, and the flexibility of the Federal State age-up system. [03:00] Age 1 (Discovery Age) Booming Strategy -Starting villagers and crates. -Sending Immigrant Cards (Spanish, Dutch, French, German) to gain XP, a bank, an outpost, and settler wagons early. [10:39] Age 2 (Colonial Age) & Federal State Choice -Analyzing the choice between Massachusetts (trade/food-to-coin) and Pennsylvania (Cherokee Rifleman, Native Embassy, and unique Church card). Pennsylvania is chosen for the villager boost and units. -Building the Saloon and Church to get the coin trickle and upgrades. [15:19] Age 3 (Fortress Age) & Federal State Choice -Analyzing the choice between New Jersey (faster shipments/resource deposit) and South Carolina (State Militia build ability). New Jersey is chosen for rapid card delivery (especially for free unit spam). -Building two Town Centers using the State Capital wagon. [25:13] Age 4 (Industrial Age) & Federal State Choice -Analyzing the choice between Illinois (eco gather/larger flag), New York (mercenary/unlimited Zouave), and Texas (Alamo/Fort free unit training). Texas is chosen to train units like Gatling Guns or Magyar Hassar for free. [30:04] Imperial Age (Age 5) Transition & Eco Setup -Sending the capital upgrade to double XP crates and speed up the age-up. -Building Mills and Plantations, and sending the initial eco cards (Mill and Plantation upgrades). [38:58] Final Preparations and Upgrades -Building two Arsenals for the Advanced Arsenal card (which provides all arsenal techs for free, but slower). -Upgrading the General/Hero and unit stats. [42:29] Final XP Push & Army Composition -Sending the Bill of Rights XP shipment right as the 10-minute mark hits for maximum benefit. -Training the starting army (Regulars, State Militia Skirmishers, Carbine Cavalry, and Sharpshooters). [52:25] Final Score and Unit Breakdown -Review of the final economic score (around 200). -Detailed discussion of USA's main military units: Volunteers (Skirmishers), Regulars (Musketeers), Sharpshooters, and Cavalry. [56:01] Key Post-Treaty Cards and Strategies -Demonstrating the power of faster card shipments (Morris Canal). -The United States Marines card, which transforms Minutemen into Marines (a very strong unit). -Setting up Texas Forts to continuously train free units.