Age of Empires III: The Warchiefs
Civilization FAQ
Version 1.0
Wraith10 ([email protected])

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Version History
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1.0 Spell checked and submitted
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Contacting Me
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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.
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Contents
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1. New Civilizations
  1.1 Aztec
  1.2 Iroquois
  1.3 Sioux
  1.4 New Civilization Game Mechanics
2. European Civilization Updates
  2.1 New Buildings
  2.2 New Units
  2.3 New Game Mechanics
3. Distribution/Copyright
4. Credits
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1.0 New Civilizations
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1.1 Aztec
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Buildings:
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* denotes available to all native civilizations
** denotes available to all civilizations

**Town Center: build villagers, various upgrades, new Age
**House: allows 5 population and worship done here can spawn Macehualtins, Aztec
        and European only
**Market: exchange resources, various upgrades
**Trading Post: ally with native tribes, control trade routes
**Farm: grow food, various upgrades
**Wall: protect buildings or resources
**Dock: build boats, fishing/boat improvements
*Fire Pit: perform ceremonial dances (more later), special techs, spawn units
*War Hut: building fires at nearby enemies, train warriors here
Nobles' Hut: train next level of warriors, available in Age III, fires at
            enemies, more hitpoints than war hut
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Units:
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* denotes available to all native civilizations
** denotes available to all civilizations

Macehualtin
       Type: infantry, ranged
       Use Vs: heavy infantry, musketeers, pikemen
       Build At: War Hut
       Upgrades: Elite, Champion, Legendary
       Misc: cheapest and weakest
Coyote Runner
       Type: infantry
       Use Vs: versus artillery, skirmishers
       Build At: War Hut
       Upgrades: Elite, Champion, Legendary
       Misc: fast, agile
Puma Spearman
       Type: infantry, melee
       Use Vs: cavalry, buildings
       Build At: War Hut
       Upgrades: Elite, Champion, Legendary
       Misc: good hitpoints, no range
Arrow Knight
       Type: infantry, ranged
       Use Vs: buildings, artillery
       Build At: Nobles' Hut
       Upgrades: Champion, Legendary
       Misc: slow, good hitpoints, medium range, good attack
Eagle Runner Knight
       Type: infantry, ranged
       Use Vs: cavalry
       Build At: Nobles' Hut
       Upgrades: Champion, Legendary
       Misc: good attack, decent range
Jaguar Prowl Knight
       Type: infantry
       Use Vs: cavalry, heavy infantry
       Build At: Nobles' Hut
       Upgrades: Champion, Legendary
       Misc: big attack, no range, lots of hitpoints, stealth
*War Chief (effects/stats vary by civilization)
       Type: infantry, explorer
       Use Vs: cavalry, heavy infantry
       Build At: N/A
       Upgrades: N/A
       Misc: lots of hitpoints, nearby units earn extra exp points,
             can be ressurected/healed with Fire Pit Dance
Warrior Priest
       Type: infantry
       Use Vs: infantry
       Build At: Fire Pit Dance
       Upgrades: N/A
       Misc: can heal nearby units, good attack, counts as 2 units when
             dancing at fire pit
Skull Knight
       Type: infantry
       Use Vs: cavalry, heavy infantry
       Builds At: Fire Pit Dance
       Upgrades: N/A
       Misc: lots of hitpoints, no range
*Canoe (European civilizations if allied with natives)
       Type: boat
       Use: Fighting, transporting units
       Builds At: Dock
       Upgrades: War Canoe, Tlaloc Canoe (Aztec only)
       Misc: water only
**Fishing Boat
       Type: boat
       Use: fishing
       Builds At: Dock
       Upgrades: N/A
       Misc: water only
**Villager
       Type: land
       Use: gather resources, build buildings, small attack
       Builds At: Town Center
       Upgrades: N/A

1.2 Iroquois
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Buildings:
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* denotes available to all native civilizations
** denotes available to all civilizations

**Town Center: build villagers, various upgrades, new Age
Longhouse: Iroquois version of house, allows 15 population
**Market: exchange resources, various upgrades
**Trading Post: ally with native tribes, control trade routes
**Farm: grow food, various upgrades
**Wall: protect buildings or resources
**Dock: build boats, fishing/boat improvements
*Fire Pit: perform ceremonial dances (more later), special techs, spawn units
*War Hut: building fires at nearby enemies, train warriors here
Corral: train cavalry and upgrade them here
Siege Workshop: train artillery and upgrade them here
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Units:
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* denotes available to all native civilizations
** denotes available to all civilizations

Mantlet
       Type: infantry, range
       Use Vs: buildings, towers
       Builds At: Siege Workshop
       Upgrades: Champion, Legendary
       Misc: weak attack, lots of hitpoints, good range, carries shield that
             helps it to resist enemy fire
Ram
       Type: siege
       Use Vs: buildings
       Builds At: Siege Workshop
       Upgrades: Champion, Legendary
       Misc: slow, short range, high attack vs buildings
Light Cannon
       Type: siege
       Use Vs: artillery, infantry, buildings
       Builds At: Siege Workshop
       Upgrades: Field Cannon, Legendary
       Misc: can do peripheral damage to nearby targets
Aenna
       Type: infantry, range
       Use Vs: non-ranged infantry
       Builds At: War Hut
       Upgrades: Elite, Champion, Legendary
       Misc: cheap
Tomahawk
       Type: infantry, range
       Use vs: cavalry
       Builds At: War Hut
       Upgrades: Elite, Champion, Legendary
       Misc: short range
Forest Prowler
       Type: infantry, range
       Use vs: heavy infantry
       Builds At: War Hut
       Upgrades: Champion, Legendary
       Misc: stealth, long range
Kanya Horseman
       Type: cavalry
       Use vs: ?
       Builds At: Corral
       Upgrades: Elite, Champion, Legendary
       Misc: strong attack, good speed
Musket Rider
       Type: cavalry, ranged
       Use vs: melee infantry, cavalry
       Builds At: Corral
       Upgrades: Champion, Legendary
       Misc: short range, fast, hitpoints
Travois
       Use: can create any building available in the current age for free
            with the exception of tading posts or town centers
*War Chief (effects/stats vary by civilization)
       Type: infantry, explorer
       Use Vs: cavalry, heavy infantry
       Build At: N/A
       Upgrades: N/A
       Misc: lots of hitpoints, nearby units get extra hit points, can heal,
             can be ressurected/healed with Fire Pit Dance
*Canoe (European civilizations if allied with natives)
       Type: boat
       Use: Fighting, transporting units
       Builds At: Dock
       Upgrades: War Canoe
       Misc: water only
**Fishing Boat
       Type: boat
       Use: fishing
       Builds At: Dock
       Upgrades: N/A
       Misc: water only
**Villager
       Type: land
       Use: gather resources, build buildings, small attack
       Builds At: Town Center
       Upgrades: N/A

1.3 Sioux
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Buildings:
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* denotes available to all native civilizations
** denotes available to all civilizations

**Town Center: build villagers, various upgrades, new Age
Teepee: Sioux do not need houses to support population but can instead build
       teepees to add hitpoints to units near them
**Market: exchange resources, various upgrades
**Trading Post: ally with native tribes, control trade routes
**Farm: grow food, various upgrades
**Wall: protect buildings or resources
**Dock: build boats, fishing/boat improvements
*Fire Pit: perform ceremonial dances (more later), special techs, spawn units
*War Hut: building fires at nearby enemies, train warriors here
Corral: train cavalry and upgrade them here
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Units:
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* denotes available to all native civilizations
** denotes available to all civilizations

War Club
       Type: infantry
       Use Vs: cavalry, buildings
       Builds At: War Hut
       Upgrades: Elite, Champion, Legendary
       Misc: cheap, good hipoints, no range, decent damage
Cetan Bow
       Type: light infantry, ranged
       Use Vs: slow melee
       Builds At: War Hut
       Upgrades: Elite, Champion, Legendary
       Misc: cheap
Wakina Rifle
       Type: infantry, ranged
       Use Vs: non-range infantry, other infantry
       Builds At: War Hut
       Upgrades: Champion, Legendary
       Misc: good range, good damage
Axe Rider
       Type: cavalry
       Use Vs: artillery
       Builds At: Corral
       Upgrades: Elite, Champion, Legendary
       Misc: strong, fast
Bow Rider
       Type: cavalry, ranged
       Use Vs: cavalry
       Builds At: Corral
       Upgrades: Elite, Champion, Legendary
       Misc: good hitpoints, excellent speed
Rifle Rider
       Type: cavalry, ranged
       Use Vs: ranged infantry, artillery
       Builds At: Corral
       Upgrades: Champion, Legendary
       Misc: good speed, good hitpoints
Tashunke Prowler
       Type: cavalry
       Use Vs: ?
       Builds At: Corral
       Upgrades: N/A
       Misc: stealth, good speed, no range, good attack, more
             effective when used in large groups
Dog Soldier
       Type: cavalry
       Use Vs: light infantry, artillery
       Builds At: Fire Pit Dance, Tribal Council
       Upgrades: N/A
       Misc: spear
*War Chief (effects/stats vary by civilization)
       Type: light cavalry, explorer
       Use: lead raids, economic targets
       Build At: N/A
       Upgrades: N/A
       Misc: lots of hitpoints, nearby units get extra speed,
             can be ressurected/healed with Fire Pit Dance
*Canoe (European civilizations if allied with natives)
       Type: boat
       Use: Fighting, transporting units
       Builds At: Dock
       Upgrades: War Canoe
       Misc: water only
**Fishing Boat
       Type: boat
       Use: fishing
       Builds At: Dock
       Upgrades: N/A
       Misc: water only
**Villager
       Type: land
       Use: gather resources, build buildings, small attack
       Builds At: Town Center
       Upgrades: N/A
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1.4 Game Mechanics
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Fire Pit
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The fire pit is built during the Discovery Age (age 1) by a villager. Once it
is built you can task up to 25 villagers to dance around it. The more villagers
you have dancing the stronger the effect of the dance will be applied. You can
not have miliary units dance, with the exception of the Aztec Warrior Priest
who counts as 2 villagers when dancing. Each civilization has unique dances as
well as dances which are shared by all and the dances available depend on the
current age. All dances which spawn units will not exceed the population cap.
There are also a few permanent upgrades to your war chief available at the fire
pit.

*Shared by all three native civilizations
Discovery Age:
       *Fertility - allows faster unit creation, 11% per dancer
       Founder - spawns a Travois (Iroquois only)
       *War Chief - boosts war chief hitpoints or resurrects him at fire pit
       *Gift - boosts experience gain
Colonial Age:
       *Alarm - spawns warriors which lose hp over time (similar to minutemen)
       *Holy - spawns healers
Fortress Age:
       Medicine - regens units who are idle (Aztec only)
       Fire - boosts damage versus buildings (Sioux only)
       Earth Mother - boosts population cap
Industrial Age:
       Garland Wars - spawns skull knights (Aztec only)
       War Song - spawns dog soldiers (Sioux only)
Imperial Age:
       no new dances
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Tribal Council
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The tribal council is made up of 5 members and is the native equivalent of the
home city mechanic for everyone else. When you upgrade civilizations you will
be given a choice of a benefit from the 5 paths and your deck is structured
around them.
Chief (economy), War Leader (military), Shaman (building upgrades), Wise
Woman (economic upgrades), Messenger (military upgrades and special units)
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Native Embassy
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Allows you to build a building which can train native warriros from tribes you
are allied with. This is primarily to eliminate travel distances. The native
embassy is also available to European civilizations.
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Stealth
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Allows some units to be invisible to most enemy units when moving. Also allows
you to detect other stealth units. Stealth units are available to European
civilizations as well. You cannot stealth when you are near enemy units. There
is a chance for stealth to break and the unit to be revealed if you are near
enemy units.
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Nature Friendship
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Instead of a sharpshooter ability your war chief will be able to tame treasure
guardians. It works regardless of whether they are humanoid or animals. The
tamed guardian will then be a fully controllable unit and never revert back to
a foe. It can, however, be killed in combat.
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Trade Monopoly
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If you own over half the trade posts on a map (native villages and trade routes)
you can start a countdown to win the game by monopoly. You must maintain
control of at least half the entire time to win. The team who starts the timer
cannot build any more trade posts while the countdown is still going.
This game mechanic can be disabled by selecting the Classic ruleset.
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Deck Changes
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For every 10 levels of your home city you now gain an additional card for your
deck. This means a level 9 civilization may have 20 cards but a level 10
civilization can have 21 cards, a level 20 can have 22 and so on.
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2.0 European Civilizations
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1.1 New Buildings
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* denotes available to all native civilizations
** denotes available to all civilizations

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.
Native Embassies:
See new game mechanics for new civilizations

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1.2 New Units:
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* denotes available to all native civilizations
** denotes available to all civilizations

Horse Artillery
       Type: artillery
       Builds At: Seige Workshop
       Misc: good speed and mobility, costly
Spy
       Type: stealth infantry
       Use vs: war chiefs, spies, mercenaries, explorers
       Misc: see stealth
Petard
       Type: Seige
       Use vs: buildings, walls, defensive structures
       Misc: destroyed when used
Fusilier
       Type: light infantry, ranged, mercenary
       Builds At: Saloon
       Misc: fairly inexpensive
Elmeti
       Type: heavy cavalry, mercenary
       Use vs: infantry
       Builds At: Saloon
Ninja
       Type: stealth infantry, mercenary
       Use vs: mcercenaries, explorers, war chiefs
       Builds At: Saloon
Li'l Bombard
       Type: artillery, mercenary
       Use vs: buildings, wall, defenses
       Builds At: Saloon
       Misc: second biggest cannon in the game
Gatling Gun: rapid fire artillery, revolution
Colonial Militia: ranged infantry, revolution
Ironclad: heavily armored ship with good attack, revolution
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1.3 New Game Mechanics:
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Please see the new game mechanics section of the new civilizations for an
explanation of Native Embassies, Stealth, Deck changes, and Trade Monopoly.
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Revolution
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A new option available through the town center when you reach the fourth Age.
You revolt and lose contact with your home city, and any shipments from it,
then become a new nation. You receive access to 4 cards that replace your
previous deck though all of these can be sent unlimited times. All your
villagers stop gathering resources and become militia units instead. The new
nation is dependent on your starting civilization and confers specific new
benefits following the revolution.

Mexico: Spanish, Portuguese - a group of outlaws join you
Venezuela: Russian, German - all units gain slightly more hitpoints
Argentina: German - 6 Imperial Howitzers, mortar upgraded to howitzer
United States: British, Dutch - Gatling guns have more hitpoints
Brazil: Portuguese, Dutch - upgrades natives to legendary, tupi warriors join
Colombia: Ottoman, French, Russian - 3 ironclads
Haiti: French, British - militia have more hitpoints
Chile: Ottoman, Spanish - 10 Imperial Hussars, upgrade hussars to imperial

Revolution Cards:
4 Gatling Gun: unlimited
16 Colonial Militia: unlimited
2 Ironclad: lmite 2 owned at a time, send unlimited
1 Fort: limit 2 built at a time, send unlimited
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3. Distribution/Copyright
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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.
===============================================================================
4. Credits/References
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Game Manual, Expansion Manual, Accompanying Charts - basic info
Age of Empires III: Warchiefs
Voivode - insights on game mechanics for native civilizations

Copyright 2007 Wraith10