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:
----------
* 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