Age of Empires III: The Warchiefs Civilization FAQ Version 1.0 Wraith10 ([email protected]) --------------- Version History --------------- 1.0 Spell checked and submitted ------------- 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. -------- Contents -------- 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 =============================================================================== 1.0 New Civilizations ===================== 1.1 Aztec --------- Buildings: ---------- * 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 ------ Units: ------ * 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 ------------ 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 ------ Units: ------ * 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 --------- Buildings: ---------- * 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 ------ Units: ------ * 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 =============================================================================== 1.4 Game Mechanics ------------------ Fire Pit -------- 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 -------------- Tribal Council -------------- 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) -------------- Native Embassy -------------- 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. ------- Stealth ------- 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. ----------------- Nature Friendship ----------------- 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. -------------- Trade Monopoly -------------- 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. ------------ Deck Changes ------------ 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. =============================================================================== 2.0 European Civilizations ========================== 1.1 New Buildings ----------------- * 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 -------------- 1.2 New Units: -------------- * 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 ----------------------- 1.3 New Game Mechanics: ----------------------- Please see the new game mechanics section of the new civilizations for an explanation of Native Embassies, Stealth, Deck changes, and Trade Monopoly. ---------- Revolution ---------- 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 =============================================================================== 3. 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. =============================================================================== 4. Credits/References --------------------- Game Manual, Expansion Manual, Accompanying Charts - basic info Age of Empires III: Warchiefs Voivode - insights on game mechanics for native civilizations Copyright 2007 Wraith10