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Building/Unit FAQ

by Wraith10

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