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
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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
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