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Civilization FAQ

by Wraith10

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