Age of Empires III: The Warchiefs
Building/Unit FAQ
Version 1.2
April 5, 2007
Wraith10 (
[email protected])
Version History
---------------
1.0 Spell checked and submitted
1.1 Expanded and Revised for Expansion
1.2 Age for saloons and native embassies added
Contacting Me
-------------
I can be contacted at
[email protected] please include age of empires,
AOE or similar wording in the subject line of the email. This guide may not
be posted anywhere except gamefaqs without my prior consent via email. I
welcome feedback and additional information to be included in the guide.
WANTED (I will also accept other suggestions/contributions)
------
Anything marked with a ?
Verification of the ages listed for unique units
Verification of the Use vs for unique units
Native american unit information for minor tribes
Civilization details for some of the newer units
Info on treasure guardians and mercenaries trainable at saloon
===============================================================================
1.0 Buildings
-------------
Buildings are found in across civilizations and are unlocked upon reaching
various ages. Buildings typically cost wood to build and offer benefits,
improvements and unit creation. Some will shoot at nearby enemeies or allow
you to garrison units inside them. Buildings are constructed by villagers.
Explorers can construct trading posts. Buildings vary by civilization slightly
and some are available only to European civilizations while others are only
for native civilizations.
*European only building
**Native only building
***Special restrictions. See description for details.
Age I Buildings
---------------
Town Center: Can garrison villagers or courerus inside it in times of attack.
Supports up to 10 population per town center and can build more than one.
Shipments from your home city or tribal council arrive here by default
although they can be assigned to arrive at another building. Ringing the bell
will auto garrison all villagers and if you ring it again it will send them back
to what they were doing. Allows you to build villagers/coureurs or ransom your
explorer (100g) if he falls in battle. You can also spawn minutemen in an
emergency to ward off attack but they lose hitpoints over time (European).
Natives gain some of the improvements of the capitol building from their town
center in age V.
*Livestock Pen: Allows you to train sheep. It permits up to 10 animals to be
tasked to the pen to "fatten" which will double their food value. There is
a card that allows you to train cows at your livestock pen as well. A fat
sheep is worth 300 food and costs 100 food to create. A fat cow is worth
500 food. You can also receive livestock from shipments or find them wandering
on the map and claim them.
*Mill: Allows up to 10 villagers to farm food. Later ages allow improvements
for faster food gathering from mills.
**Farm: This is the native solution for both the mill and the livestock pen. It
allows up to 10 units to use it at one time in any combination of grazing
animals and farming villagers. Improvements allow increased food gathering.
Dock: Allows the construction of fishing boats and navy boats. Improvements
buildable here allow for improved fishing, more hitpoints on ships, and
increased naval attack power. It also allows Europeans to build native
canoes if they have a trading post alliance with a minor tribe.
*Outpost: Builds a tower with a good line of sight that will fire at nearby
enemies. Later ages allow for upgrades to stronger towers with more attack and
increased hitpoints. Units can be garrisoned inside of towers.
Market: Allows you to sell excess resources and buy other resources at
fluctuating market prices. Also allows for research to improve villager attack
and hitpoints as well as faster mining, hunting/gathering, and lumbering.
***House: Allows you to support 10 population, villagers or military. Build by
Aztecs and European civilizations only.
***Longhouse: The Iroquois version of the house. These cost a bit more but
support up to 15 population points.
***Teepee: Since Sioux are automatically allowed up to 200 population without
needing to build houses teepess instead have the effect of providing extra
hitpoints to units in the area.
Wall: A defensive fortification that cannot be passed through. Right clicking
a wall will allow you to build a gate which your units can pass through.
Trading Post: Allows control of a trade route or native village. Improvements
and units available in native villages vary greatly depending on the tribe.
In later ages trading posts can be improved by allowing you to select to
receive wood, food, coin or experience from the trade route. Upgrades also
allow for less time between receiving "goods" from trade routes. Villagers and
explorers can both build trading posts.
**Fire Pit: Perform ceremonial dances, special techs, spawn units, up to 25
villagers can be dancing at any one time and the more dancers you have the
better the effect of the dance they are doing.
Age II Buildings
----------------
*Barracks: Allows for the building of ranged and melee infantry units. Later
ages allow for upgrades of the units to Veteran, Guard or Imperial status.
*Stable: Allows for the building of cavalry units. Later ages allow for upgrades
of the units to Veteran, Guard or Imperial status.
*Artillery Foundry: Allows for the building of artillery units. Later ages allow
for upgrades of the units to Veteran, Guard or Imperial status.
**War Hut: This building fires at nearby enemies, train warriors and upgrade
them to Elite, Champion or Legendary Status.
***Corral: Train cavalry and upgrade them to Elite, Champion or Legendary status
Sioux and Iroquois only
***Siege Workshop: Train artillery and upgrade them to Champion or Legendary
status, Iroquois only
*Church: Allows for the creation of priests to heal units. Improvements also
allow improvements to building and unti line of sight, wall hitpoints,
experience, and speed of cavalry or infantry training.
Native Embassies: Used to build native units from all civilizations you are
allied with.
Age III Buildings
-----------------
*Fort: Forts are sent from the home city rather than built by villagers. They
will shoot at nearby enemies and have very hard to penetrate walls. Forts
also spawn military units. Improvements to the fort's attack and hitpoints are
available. Revolution allows unlimited forts to be sent but only 2 to be built
at one time.
***Plantation: Allows for up to 10 villagers to work to produce coin.
Improvements are available for faster coin production. Available in age one
for natives.
*Arsenal: Allows for improvements to military units in terms of more damage,
increased hitpoints, better line of sight, specialized damage, etc.
**Nobles' Hut: Train next level of warriors, available in Age III, fires at
enemies, more hitpoints than war hut, Aztec only
*Saloon: Used to hire mercenaries which cost gold only. You can also hire
humanoid treasure guardians which vary depending on what map you are on.
Age IV Buildings
----------------
*Factory: Can be set to produce either coin, wood, food or artillery for free.
Improvements to speed factory production of these four items are available as
well as an upgrade to Imperial status for the particular artillery unit being
produced (which varies by civilization).
Age V Buildings
---------------
*Capitol: Allows for unique effects and improvements including more attack or
hitpoints for your explorer, blocking the enemy from home city shipment,
seeing all enemy units and buildings, faster resource gathering, improvements
to native warriros and allowance of more population.
===============================================================================
Units
-----
Usability Codes: (European)
B = British R = Russian D = Dutch O = Ottoman
F = French P = Portuguese G = German Sp = Spanish
Usability Codes: (Native)
Sx = Sioux I = Iroquois A = Aztec
Unit Upgrades
-------------
Veteran and Elite Upgrades are in Age III
Guard and Champion Upgrades are in Age IV
Imperial and Legendary Upgrades are in Age V
Upgrades that affect units are not listed under upgrades, please see building
descriptions for where to obtain these sorts of upgrades.
--------
Infantry (Barracks, War Hut, Nobles' Hut, Fire Pit Dances)
--------
Pikemen
Use Vs: cavalry
Info: slow, lacking range attack
Upgrades: Veteran
Civ: SpBFPDG
Age: II
Musketeers
Use Vs: cavalry
Info: slow firing, inaccurate, inexpensive, ranged
Upgrades: Veteran, Guard, Imperial
Civ: SpBFPR
Age: II
Crossbowmen
Use Vs: infantry
Info: light infantry, ranged
Upgrades: Veteran
Civ: SpFPG
Age: II
Rodeleros
Use Vs: cavalry
Info: strong attack, melee
Upgrades: ?
Civ: Sp
Age: II
Skirmishers
Use Vs: infantry
Info: more advanced than crossbomen, light infantry, ranged
Upgrades: Guard, Imperial
Civ: SpFDG
Age: III
Halberdiers
Use Vs: buildings, cavalry
Info: stronger pikeman, move slowly, strong attack
Upgrades: Guard, Imperial
Civ: FPDR
Age: III
Cassadores
Use Vs: infantry
Info: light infantry, ranged
Upgrades: ?
Civ: P
Age: II
Strelets
Use Vs: infantry
Info: light infantry, trained in groups, weak, inexpensive
Upgrades: ?
Civ: R
Age: II
Doppelsoldners
Use Vs: cavalry, pikemen, buildings
Info: infantry, no range
Upgrades: ?
Civ: G
Age: II
Janissaries
Use Vs: cavalry
Info: infantry, slow
Upgrades: ?
Civ: O
Age: II
Longbowmen
Use Vs: infantry
Info: light infantry, good fire rate, long range, expensive
Upgrades: ?
Civ: B
Age: II
Spy
Use Vs: explorers, mercenaries, war chiefs
Info: stealth, low cost, see stealth units
Upgrades: N/A
Civ: European?
Macehualtin
Use Vs: heavy infantry, musketeers, pikemen
Upgrades: Elite, Champion, Legendary
Info: cheapest and weakest, ranged
Civ: A
Age: II
Coyote Runner
Use Vs: versus artillery, skirmishers
Upgrades: Elite, Champion, Legendary
Info: fast, agile
Civ: A
Age: II
Puma Spearman
Use Vs: cavalry, buildings
Upgrades: Elite, Champion, Legendary
Info: good hitpoints, no range
Civ: A
Age: II
Arrow Knight
Use Vs: buildings, artillery
Upgrades: Champion, Legendary
Info: slow, good hitpoints, medium range, good attack
Civ: A
Age: III
Eagle Runner Knight
Use Vs: cavalry
Upgrades: Champion, Legendary
Info: good attack, decent range
Civ: A
Age: III
Jaguar Prowl Knight
Use Vs: cavalry, heavy infantry
Upgrades: Champion, Legendary
Info: big attack, no range, lots of hitpoints, stealth
Civ: A
Age: III
Warrior Priest
Use Vs: infantry
Upgrades: N/A
Info: can heal nearby units, good attack, counts as 2 units when
dancing at fire pit, builds at firepit dance
Civ: A
Age: I
Skull Knight
Use Vs: cavalry, heavy infantry
Upgrades: N/A
Info: lots of hitpoints, no range, builds at fire pit dance
Civ: A
Age: IV
Aenna
Use Vs: non-ranged infantry
Upgrades: Elite, Champion, Legendary
Info: cheap, ranged
Civ: I
Age: II
Tomahawk
Use vs: cavalry
Upgrades: Elite, Champion, Legendary
Info: short range
Civ: I
Age: II
Forest Prowler
Use vs: heavy infantry
Upgrades: Champion, Legendary
Info: stealth, long range
Civ: I
Age: III
War Club
Use Vs: cavalry, buildings
Upgrades: Elite, Champion, Legendary
Info: cheap, good hipoints, no range, decent damage
Civ: S
Age: II
Cetan Bow
Use Vs: slow melee
Upgrades: Elite, Champion, Legendary
Info: cheap, ranged, light infantry
Civ: S
Age: II
Wakina Rifle
Use Vs: non-range infantry, other infantry
Upgrades: Champion, Legendary
Info: good range, good damage
Civ: S
Age: II
-----
Ships (Docks)
-----
Caravels
Info: exploring, fishing, transportation
Upgrades: N/A
Civ: SpBFPDRG
Age: II
Galleons
Info: slow, powerful, can train units, fire resistant
Upgrades: N/A
Civ: SpBFPROG
Age: III
Galleys
Info: maneuverable
Upgrades: N/A
Civ: O
Age: II
Fluyts
Info: slow, powerful, can train units, fire resistant
Upgrades: N/A
Civ: D
Age:III
Frigates
Info: most powerful warship
Upgrades: Imperial
Civ: SpBFPDRGO
Age: III
Monitors
Use Vs: buildings, long range targets
Info: good at bombarding, long range
Upgrades: Imperial
Civ: SpBFPRDOG
Age: IV
Canoe (European civilizations if allied with natives)
Use: Fighting, transporting units
Builds At: Dock
Upgrades: War Canoe, Tlaloc Canoe (Aztec only)
Info: water only
Civ: ASxI
---------
Artillery (Artillery Foundry)
---------
Falconets
Use Vs: infantry
Info: not as good versus buildings
Upgrades: Field Gun (IV), Imperial
Civ: SpBFDRGO
Age: III
Heavy Cannon
Use Vs: infantry and buildings
Info: can obtain from home city or factory
Upgrades: ?
Civ: SpFPDRG
Age: IV
Rockets
Use Vs: buildings, infantry
Info: can obtain from home city or factory
Upgrades: Imperial
Civ: B
Age: IV
Organ Guns
Use Vs: infantry
Info: not as good versus buildings
Upgrades: ?
Civ: P
Age: ?
Abus Guns
Use Vs: infantry
Info: not as good versus buildings
Upgrades: ?
Civ: O
Age: ?
Great Bombards
Use Vs: buildings
Info: can obtain from home city or factory
Upgrades: ?
Civ: O
Age: ?
Grenadiers
Use Vs: buildings, heavy infantry
Info: resistant to artillery, expensive
Upgrades: Veteran, Guard, Imperial
Civ: BDRO
Age: II
Culverins
Use Vs: ships, artillery
Info: not as good versus infantry, smaller area of effect
Upgrades: Imperial
Civ: SpBFPDRGO
Age: III
Mortars
Use Vs: buildings
Info: not as good versus infantry, long range
Upgrades: N/A
Civ: SpBFPDRGO
Age: IV
Horse Artillery
Use Vs:
Info: costs more than falconet, good speed, mobility
Upgrades: ?
Civ: European?
Age: ?
Petard
Use Vs: walls, defensive structures, buildings
Info: dies when used, explosive unit, break down defenses
Civ: European?
Age: ?
Ram
Type: siege
Use Vs: buildings
Builds At: Siege Workshop
Upgrades: Champion, Legendary
Info: slow, short range, high attack vs buildings
Civ: I
Light Cannon
Type: siege
Use Vs: artillery, infantry, buildings
Builds At: Siege Workshop
Upgrades: Field Cannon, Legendary
Info: can do peripheral damage to nearby targets
Civ: I
Mantlet
Use Vs: buildings, towers
Upgrades: Champion, Legendary
Info: weak attack, lots of hitpoints, good range, carries shield that
helps it to resist enemy fire
Civ: I
-------
Cavalry (Stable)
-------
Hussars
Use Vs: artillery
Info: fast moving, light cavalry
Upgrades: Veteran, Guard, Imperial
Civ: SpBFPDO
Age: II
Lancers
Use Vs: infantry
Info: stronger than hussars
Upgrades: ?
Civ: Sp
Age: II
Dragoons
Use Vs: cavalry
Info: ranged
Upgraddes: Guard, Imperial
Civ: SpBFP
Age: III
Ruyters
Use Vs: cavalry
Info: ranged
Upgrades: ?
Civ: D
Age: II
Cossacks
Use Vs: ?
Info: inexpensive, light cavalry
Upgrades: ?
Civ: R
Age: II
Oprichniks
Use Vs: villagers, buildings
Info: heavy cavalry
Upgrades: ?
Civ: R
Age: II
Uhlans
Use Vs: ?
Info: not very durable, heavy, good attack
Upgrades: ?
Civ: G
Age: II
War Wagon
Use Vs: heavy cavalry
Info: cannon in horse drawn wagon
Upgrades: ?
Civ: G
Age: II
Cavalry Archers
Use Vs: cavalry
Upgrades: ?
Info: fast
Civ: RO
Age: II
Spahis
Use Vs: light infantry, artillery
Info: heavy cavalry, home city only
Upgrades: ?
Civ: O
Age: II
Cuirassiers
Use Vs: ?
Info: heavy cavalry, does damage by trampling
Upgrades: ?
Civ: F
Age: II
Kanya Horseman
Type: cavalry
Use vs: ?
Builds At: Corral
Upgrades: Elite, Champion, Legendary
Info: strong attack, good speed
Civ: I
Musket Rider
Type: cavalry, ranged
Use vs: melee infantry, cavalry
Builds At: Corral
Upgrades: Champion, Legendary
Info: short range, fast, hitpoints
Civ: I
Axe Rider
Type: cavalry
Use Vs: artillery
Builds At: Corral
Upgrades: Elite, Champion, Legendary
Info: strong, fast
Civ: S
Bow Rider
Type: cavalry, ranged
Use Vs: cavalry
Builds At: Corral
Upgrades: Elite, Champion, Legendary
Info: good hitpoints, excellent speed
Civ: S
Rifle Rider
Type: cavalry, ranged
Use Vs: ranged infantry, artillery
Builds At: Corral
Upgrades: Champion, Legendary
Info: good speed, good hitpoints
Civ: S
Tashunke Prowler
Type: cavalry
Use Vs: ?
Builds At: Corral
Upgrades: N/A
Info: stealth, good speed, no range, good attack, more
effective when used in large groups
Civ: S
Dog Soldier
Type: cavalry
Use Vs: light infantry, artillery
Builds At: Fire Pit Dance, Tribal Council
Upgrades: N/A
Info: spear
Civ: S
-------------------
Revolutionary Units
-------------------
Avaiable to European civilizations that have advanced to revolution (option at
age IV instead of advancing to age V). These units can be sent by cards from
the home city. Additional fort cards can also be sent limit of 2 built at one
time.
Gatling Gun:
Info: rapid fire artillery, use versus big groups of infantry
Build: home city card for 4
Colonial Militia:
Info: infantry, ranged
Build: town center, all villagers turn into this, card for 16
Ironclad
Info: heavily armored ship with good firepower
Build: card for 2, limit 2 owned at one time
---------
Explorers
---------
Explorer (European)
Build: unique to each civilization, cannot die, can be ransomed to your
town center if he falls in combat, heals over time
Use: only unit that can harvest treasures, has a unique attack that
instantly kills treasure guardians
Upgrades: card from home city shipment
Explorer Dog (European)
Build: card from home city, also cannot die, heals over time
War Dog (Spanish)
Build: Spanish start with, explorer can train additional
War Chief (Native)
Build: unique to each native civilization, cannot die, can be summoned
to fire pit with dance if he falls in combat, heals over time,
Upgrades: Strengthened by a fire pit dance
Sioux: Increases Speed of nearby units, light melee cavalry, good speed,
good attack
Iroquois: Increases hitpoints of nearby units, infantry, good speed,
good attack, use versus melee units
Aztec: Increases earned experience points of nearby units, high
hitpoint infantry, good attack, no range, use versus melee
---------
Civilians
---------
Settler
Civ: SpBPDRGOASxI
Use: construct buildings, gather resources
Info: weak attack, low hitpoints
Build: town center
Age: I
Coureur
Civ: F
Use: gather resources, construct buildings
Info: more expensive than settler, gather resources faster, more
hitpoints, stronger attack, doubles as infantry
Build: town center
Age: I
Settler Wagpon
Civ: ?
Use: gather resources
Build: ?
Info: gathers resources faster than a settler
Age: ?
Covered Wagon
Info: Turns into a town center
Age: I
Travois
Info: immediately create a free building, cannot be used for town
centers or trading posts
Civ: I
Age: ?
Envoy
Civ: D
Use: exploration, scouting
Info: good line of sight, no attack
Age: ?
Priest
Civ: BPDRG
Build: Church
Use: healing
Info: heals units
Age: II
Missionary
Civ: Sp
Build: ?
Use: healing
Info: mounted, heals units
Age: II
Imam
Civ: O
Build: ?
Use: healing
Info: heals units
Age: II
Surgeon
Civ: European?
Build: home city card, field hospital
Use: build field hospitals, heal units
Info: can heal units, build field hospitals, better than priests
Age: ?
Hot Air Balloon
Use: scouting
Info: vulnerable to range attack, huge line of sight, used with
explorer
Upgrades: N/A
Builds At: Card, Explorer
Civ: European?
Age: ?
Fishing Boat
Type: boat
Use: fishing
Builds At: Dock
Upgrades: N/A
Info: water only
Civ: All
Age: I
-----------
Mercenaries (European)
-----------
Mercenaries are obtainable from your home city in exchange for coin. More
powerful than other units but costly. In the expansion mercenaries can
now also be hired through the saloon and more mercenary units have been
added to the game. Treasure guardians are also trainable from saloons.
Barbary Corsair
Info: infantry
Black Rider
Info: heavy cavalry, armored, ranged
Elmeti
Info: heavy cavalry, good versus infantry
Fusilier
Info: light infantry, inexpensive
Hackapell
Info: heavy cavalry
Highlander
Info: ranged infantry
Jaeger
Info: fast ranged infantry, accurate but lower damage
Landsknecht
Info: infantry
Li'l Bombard
Info: artillery, second biggest cannon
Mameluke
Info: cavalry
Manchu
Info: ranged cavalry
Ninja
Info: stealth, bonsus versus mercenaries, explorers, war chiefs, fast
Ronin
Info: infantry
Stradiot
Info: light cavalry
Swiss Pikeman
Info: infantry
Privateer
Info: warship, combat or transport
----------------
Native Americans - Minor Tribes
-------------------------------
You gain access to these units when you build a trading post in a native
village. The units available depend on the tribe and the current age.
The Lakota (Sioux), Aztec and Iroquois were in the previous game but were
removed from the expansion due to the addition of the native civilizations.
Overall 16 minor tribes are in the expansion instead of 10 in the previous
game.
Canoe
Info: inexpensive, attack, transport units
Carib Blowgunner
Info: infantry with good hitpoints, decent range
Cherokee Rifleman
Info: ranged infantry, accurate
Comache Horse Archer
Info: accurate, fast, good range, excellent vs hand cavalry
Cree Tracker
Info: decent hitpoints, long range, good line of sight
Incan Bola Warrior
Info: ranged infantry
Incan Huaminca
Info: strong attack, lots of hitpoints, no range, good vs buildings
Maya Holcan Spearman
Info: good at close range combat, verus cavalry and siege equipment
Nootka Clubman
Info: inexpensive, infantry, weak, good in melee combat
Scout
Info: exploration support unit
Build: rescued from treasure nodes
Seminole Sharktooth Bowman
Info: ranged infantry, short range, high damage
Tupi Blackwood Archer
Info: accurage for long range, low hitpoints, infantry, ranged
===============================================================================
Distribution/Copyright
-------------------------
This guide be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without permission. Use of this guide on any other web site or as a
part of any public display is strictly prohibited, and a violation of copyright.
===============================================================================
Credits/References
----------------------
Game Manual, Expansion Manual, Accompanying Charts - basic info
Age of Empires III
thecrazygamemaster: saloons are age III
rospo_ragazzo: salooons are age III, natives embassies are age II
===============================================================================
Latest version of this guide can always be found at www.gamefaqs.com