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