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Age of Empires III Units and Buildings

By: Talon and Elpea

Russian


Russian Units and Buildings in Age of Empires III
Explorer
The leader of your New World colony. Explores, fights, builds Town Centers and Trading Posts. Cannot die. If he falls unconscious, he can be rescued.
  • First available: Discovery Age
  • Hitpoints:400
  • Speed:4.5
  • Resists:
    10% vs Ranged
  • Bonuses:
    x1 vs Buildings
    x0 vs MercType2
    x3 vs Guardians
    x0.3 vs Settlers
  • Trains: TradingPost, TownCenter, NatBlowgunAmbusher, WarDog, NatClubmanLoyal
  • Attacks:
    Name Damage Range Rate of Fire
    Siege 15 0 3
    Special - Crackshot Attack (Kills any unit in one shot) 5000 16 3
    Melee 6 0 1.5
    Special - Sharpshooter (Only against Treasure Gaurdians) 750 16 3
    Special - Buckler Attack (Explorer does damage to units all around him) 100 0 2
    Ranged (While in Volley Formation) 12 16 3
Town Center
Most important building in a colony. Home City arrival point. Supports 10 population.
  • First available: Discovery Age
  • Cost: 600 Wood
  • Hitpoints:6500
  • Resists:
    0% vs Siege
  • Bonuses:
    x0.5 vs Non Cannon Siege
    x1.5 vs Cavalry
  • Trains: xpColonialMilitia, HotAirBalloon, Envoy, Settler, Coureur, SettlerNative, PetCougar
  • Techs: Sioux Dog Soldiers, Washington, Hidalgo, Legendary Native Warriors, Blockade, San Martin, Santander, OHiggins, Aztec Scouting Party, Aztec Raiding Party, Aztec War Party, Iroquois Raiding Party, Iroquois War Party, Immigrants, Louverture, Bonifacio, Bolivar, Spies, The Chief, The Warrior, The Wise Woman, The Messenger, The Shaman, Iroquois Scouting Party, The Admiral of the Ocean Sea, The Viceroy, The King's Musketeer, The Cavalry Marshal, The Adventurer, The War Minister, The Philosopher Prince, The Marksman, The Scout, The Sergeant at Arms, The Engineer, The General, The Exiled Prince, The Tycoon, The Naturalist, The Mohawk Statesman, The Gentleman Pirate, The Bishop, The Grand Vizier, The Governor, El Presidente, The Quartermaster
  • Attacks:
    Name Damage Range Rate of Fire
    AntiShipAttack 100 40 3
    Ranged Attack 9 32 3
Cossack
Solid general-purpose infantry. Good against cavalry.
  • First available: Colonial Age
  • Cost: 75 Food 75 Gold
  • Hitpoints:225
  • Speed:6.8
  • Resists:
    10% vs Ranged
  • Attacks:
    Name Damage Range Rate of Fire
    Siege 15 0 3
    Melee (While in Defense Formation) 26 0 1.5
    GuardianAttack 26 0 1.5
    Melee 26 0 1.5
    Trample 18 0 2
Sheep
Herd animal. Fattens over time. Fattens faster if tasked on a Livestock Pen or Farm.
  • First available: Discovery Age
  • Cost: 100 Food
  • Hitpoints:20
  • Speed:4
House (Eastern)
Supports 10 population.
  • First available: Discovery Age
  • Cost: 100 Wood
  • Hitpoints:1200
  • Resists:
    0% vs Siege
Mill
Slow, infinite source of Food. Limited to 10 gatherers.
  • First available: Discovery Age
  • Cost: 400 Wood
  • Hitpoints:2500
  • Resists:
    0% vs Siege
  • Techs: Seed Drill, Artificial Fertilizer
Musketeer
Heavy ranged infantry. Armed with a bayonet to beat cavalry.
  • First available: Colonial Age
  • Cost: 75 Food 25 Gold
  • Hitpoints:150
  • Speed:4
  • Resists:
    20% vs Hand
  • Bonuses:
    x3 vs Cavalry
  • Attacks:
    Name Damage Range Rate of Fire
    Siege 20 0 3
    Melee (While in Defense Formation) 13 0 1.5
    Ranged (While in Defense Formation) 23 12 3
    Melee 13 0 1.5
    Melee (While in Stagger Formation) 13 0 1.5
    Ranged (While in Stagger Formation) 23 12 3
    Melee (While in Volley Formation) 13 0 1.5
    Ranged (While in Volley Formation) 23 12 3
Settler
Villager that constructs buildings and gathers resources.
Strelet
Russian weak but cheap skirmisher. Good against infantry.
  • First available: Colonial Age
  • Cost: 50 Food 10 Wood
  • Hitpoints:90
  • Speed:4.5
  • Resists:
    30% vs Ranged
  • Bonuses:
    x2 vs Heavy Infantry
  • Attacks:
    Name Damage Range Rate of Fire
    Siege 9 0 3
    Melee (While in Defense Formation) 5 0 1.5
    Ranged (While in Defense Formation) 10 14 3
    Melee 5 0 1.5
    Melee (While in Stagger Formation) 5 0 1.5
    Ranged (While in Stagger Formation) 10 14 3
    Melee (While in Volley Formation) 5 0 1.5
    Ranged (While in Volley Formation) 10 14 3
Capitol
Powerful improvements for your civilization.
  • First available: Imperial Age
  • Cost: 400 Wood
  • Hitpoints:3000
  • Resists:
    0% vs Siege
  • Techs: Blockade, Spies, Artillery Regiments, Knighthood, Immigrants, Large Scale Agriculture, Peerage, Legendary Native Warriors, Deforestation, Excessive Taxation
Falconet
Light artillery. Better against infantry than buildings.
  • First available: Fortress Age
  • Cost: 100 Wood 400 Gold
  • Hitpoints:200
  • Speed:4
  • Resists:
    75% vs Ranged
  • Bonuses:
    x3 vs Infantry
  • Attacks:
    Name Damage Range Rate of Fire
    Cannon Siege 100 26 4
Artillery Foundry
Trains and upgrades artillery.
  • First available: Fortress Age
  • Cost: 300 Wood
  • Hitpoints:2500
  • Resists:
    0% vs Siege
  • Trains: AbusGun, Grenadier, Falconet, SPCHoopThrowers, OrganGun, Culverin, Mortar, Rocket, GreatBombard, Cannon, xpRam, xpMantlet, xpLightCannon, xpHorseArtillery, xpPetard, xpGatlingGun
  • Techs: Champion Rams, tlets, Guard Abus Guns, Legendary Rams, Imperial Abus Guns, Veteran Abus Guns, Field Cannon, Legendary Mantlets, Legendary Field Cannon, Siege Drill, Imperial Grenadiers, Imperial Baratcu, Culverins Royale, Baratcu Corps, Field Guns, Howitzers, Guard Grenadiers, Imperial Rabaulds, Rabaulds, Imperial Field Guns, Imperial Culverins Royale, Imperial Howitzers, Imperial Pavlovs, Pavlov Grenadiers, Veteran Grenadiers, Imperial Horse Artillery, Heavy Horse Guns
Stable
Trains and upgrades hand and ranged cavalry.
  • First available: Colonial Age
  • Cost: 200 Wood
  • Hitpoints:2500
  • Resists:
    0% vs Siege
  • Trains: Cuirassier, Uhlan, Oprichnik, CavalryArcher, Hussar, WarWagon, Ruyter, Dragoon, Lancer, Cossack
  • Techs: Czapka Uhlans, Guard Oprichniks, Jinetes, Gardeners, Tartar Loyalists, Life Guard Hussars, Carabineers, Garrochistas, Guard Ruyters, Veteran Cossacks, Imperial Life Guards, Imperial Hussars, Imperial Gardeners, al Tartar Loyalists, Imperial Dragoons, Imperial Czapka, Imperial Cossacks, Imperial War Wagons, Imperial Oprichniks, Imperial Cavalry Archers, Veteran Hussars, Guard Cavalry Archers, Guard War Wagons, Guard Uhlans, Veteran Uhlans, Guard Hussars, Gendarmes, Guard Dragoons, Guard Cossacks, Imperial Gendarmes, Imperial Carabineers, Imperial Jinetes, Imperial Garrochistas
Plantation
Slow, infinite source of Coin. Limited to 10 gatherers.
  • First available: Fortress Age
  • Cost: 800 Wood
  • Hitpoints:3500
  • Resists:
    0% vs Siege
  • Techs: Bookkeeping, Refineries, Homesteading, Earth Ceremony, Earth Gift Ceremony, Gun Trade, Tezcatlipoca Worship, Maple Festival, Excessive Tribute
Trading Post
Build near Native American settlements or Trade Routes. Provides Experience Points and other benefits.
  • First available: Discovery Age
  • Cost: 250 Wood
  • Hitpoints:3000
  • Resists:
    0% vs Siege
  • Bonuses:
    x0.3 vs Settlers
  • Trains: CoureurCree, NatKlamathRifleman, NatMapucheClubman, NatNavajoRifleman, NatApacheCavalry, NatAxeRiderDogSoldier, NatSharktoothBowman, NatAxeRider, NatMantlet, NatHuaminca, NatBolasWarrior, NatJaguarWarrior, NatClubman, NatTracker, NatTomahawk, NatRifleman, NatBlowgunWarrior, NatHorseArcher, NatHolcanSpearman, NatBlackwoodArcher, NatEagleWarrior, NatMedicineMan, NatHuronMantlet, NatLightningWarrior, NatCheyenneRider
  • Techs: Comanche Horse Breeding, Champion Comanche, Comanche Mustangs, Aztec Chinampa, Carib Kasiri Beer, Cree Textile Craftsmanship, Iroquois Lacrosse, Champion Seminoles, Zapotec Garland Wars, Carib Ceremonial Feast, Sequoyah's Cherokee Syllabary, Comanche Trade Language, Tupi Forest Burning, Aztec Chocolate Recipes, Champion Nootka, Champion Aztecs, Seminole Guerilla Wars, Iroquois League, Iroquois Morning Wars, Champion Iroquois, Champion Caribs, Champion Maya, Carib Garifuna Drums, Cherokee War Dance, Maya Cotton Armor, Tupi Poison Arrow Frogs, Champion Cherokee, Champion Cree, Seminole Bowyer, Cree Kinship, Incan Road, Cree Tanning, Nootka Bark Clothing, Champion Inca, Champion Lakota, Champion Tupi, Cherokee Basket Weaving, Incan Metalworking, Lakota Hunting Grounds, Tupi Animal Lore, Nootka Potlatch, Incan Chasquis Messengers, Maya Calendar, Lakota Horse Trading, Cherokee Warrior Societies, Stagecoach, Lakota Dog Soldiers, Cree Warrior Societies, Incan Warrior Societies, Iroquois Warrior Societies, Maya Warrior Societies, Nootka Warrior Societies, Iron Horse, Aztec Warrior Societies, Carib Warrior Societies, Comanche Warrior Societies, Lakota Warrior Societies, Seminole Warrior Societies, Tupi Warrior Societies, Aztec Initiation, Carib Ambush Party, Loyal Nootka War Chief, Huron Warrior Societies, Zapotec Warrior Societies, Champion Zapotec, Apache Warrior Societies, Navajo Warrior Societies, Champion Klamath, Champion Cheyenne, Champion Navajo, Champion Huron, Champion Apache, Klamath Warrior Societies, Cheyenne Warrior Societies, Cheyenne Hunting Grounds, Huron Fish Wedding, Champion Mapuche, Klamath Strategy, Klamath Huckleberry Feast, Klamath Work Ethos, Navajo Weaving, Zapotec Food of the Gods, Huron Sun Ceremony, Huron Trade Dominance, Apache Cactus Use, Apache Raiders, Zapotec Cult of the Dead, Zapotec Cloud People, Mapuche Ad, Mapuche Tactics, apuche Warrior Societies, Cheyenne Horse Trading, Navajo Shepherds, Cheyenne Fury, Apache Endurance, Navajo Craftsmanship, Mapuche Treaty of Quillin
  • Attacks:
    Name Damage Range Rate of Fire
    Ranged Attack 25 8 3
Mortar
Artillery that fires an exploding shell at buildings or ships.
  • First available: Industrial Age
  • Cost: 100 Wood 350 Gold
  • Hitpoints:300
  • Speed:3
  • Resists:
    75% vs Ranged
  • Bonuses:
    x0.5 vs Ships
  • Attacks:
    Name Damage Range Rate of Fire
    Cannon Siege 500 40 6
Blockhouse
Russian combination of Barracks and Outpost. Can defend the frontier or train infantry in groups. Also provides 5 population.
  • First available: Discovery Age
  • Cost: 250 Wood
  • Hitpoints:2000
  • Resists:
    0% vs Siege
  • Bonuses:
    x0.5 vs Non Cannon Siege
    x0.3 vs Settlers
  • Trains: Pikeman, Strelet, Halberdier, Musketeer
  • Techs: Imperial Musketeers, Imperial Strelets, Imperial Halberdiers, Guard Strelets, Guard Halberdiers, Guard Musketeers, Veteran Musketeers, Veteran Pikemen, Frontier Blockhouse, Veteran Strelets, Fortified Blockhouse
  • Attacks:
    Name Damage Range Rate of Fire
    AntiShipAttack 100 40 3
    Cannon Siege 60 24 3
    Ranged Attack 30 24 3
Dock
Builds and upgrades Fishing Boats and war ships. Repairs nearby ships.
Market
Provides early economic improvements and exchanges one resource for another.
  • First available: Discovery Age
  • Cost: 100 Wood
  • Hitpoints:2000
  • Resists:
    0% vs Siege
  • Techs: Steel Traps, Circular Saw, Great Coat, Hunting Dogs, Gang Saw, Log Flume, Amalgamation, Placer Mines, Blunderbuss, Spirit Medicine , Forest Spirit Ceremony, Forest People Ceremony, Lumber Ceremony, New Year Festival, Deforestation
Arsenal
Provides military improvements.
  • First available: Fortress Age
  • Cost: 250 Wood
  • Hitpoints:3000
  • Resists:
    0% vs Siege
  • Techs: Incendiary Grenades, Infantry Breastplate, Heated Shot, Trunion, Flint Lock, Socket Bayonet, Gunner's Quadrant, Cavalry Cuirass, Counter Infantry Rifling, Paper Cartridge, Military Drummers, Pillage, Professional Gunners, Ranged Cavalry Caracole
Gate
A gate in the wall. Prevents enemies from entering a colony.
  • First available: Discovery Age
  • Cost: 50 Wood
  • Hitpoints:3000
  • Resists:
    0% vs Siege
Livestock Pen
Livestock fatten faster when tasked on a Pen. Trains Sheep.
  • First available: Discovery Age
  • Cost: 200 Wood
  • Hitpoints:1200
  • Resists:
    0% vs Siege
  • Trains: Sheep
  • Techs: Selective Breeding
Church
Trains healers and provides colony improvements and unique improvements.
  • First available: Colonial Age
  • Cost: 200 Wood
  • Hitpoints:3000
  • Resists:
    0% vs Siege
  • Trains: xpSpy, Surgeon, Imam, Missionary, Priest
  • Techs: Galata Tower District, Indian Friendship, Grand Encampment, American Patriots, Mass Cavalry, High Crusade, Corselet, Tax Burden, ustomized Merc Weapons, Abbasid Market, Order of the Tower and the Sword, Topkapi, The Black Watch, Roger's Rangers, Wild Geese, Mercantilism, Tanzimat, Kalmucks, Westernization, Garde Imperial 1, Tufanci Corps, Bashkir Ponies, Thin Red Line, Petrine Reforms, Code Napoleon, Garde Imperial 2, Garde Imperial 3, Bastion, Town Watch, Tilly's Discipline, Waardgelders, Besteiros, Encomienda Manor, Stadhouders, Standing Army, Millet System, Wallenstein's Contracts, Coffee Trade, Koprulu Viziers, Zweihander, Topcu Corps, Gas Lighting, Quatrefage, Mission Fervor
Wall Medium
A wall. Prevents enemies from entering a colony.
  • First available: Discovery Age
  • Cost: 5 Wood
  • Hitpoints:3000
  • Resists:
    0% vs Siege
  • Techs: Bastion
Wall Large
A wall. Prevents enemies from entering a colony.
  • First available: Discovery Age
  • Cost: 5 Wood
  • Hitpoints:3000
  • Resists:
    0% vs Siege
  • Techs: Bastion
Wall Connector
A wall. Prevents enemies from entering a colony.
  • First available: Discovery Age
  • Cost: 5 Wood 0 Gold
  • Hitpoints:3000
  • Resists:
    0% vs Siege
  • Techs: Bastion
Fishing Boat
Gathers Food from Fish or Coin from Whales.
  • First available: Discovery Age
  • Cost: 100 Wood
  • Hitpoints:200
  • Speed:4
  • Resists:
    50% vs Ranged
Field Hospital
A building that heals nearby units.
  • First available: Discovery Age
  • Cost: 400 Wood
  • Hitpoints:250
  • Resists:
    0% vs Siege
  • Trains: Surgeon
Priest
Heals injured units.
  • First available: Colonial Age
  • Cost: 200 Gold
  • Hitpoints:360
  • Speed:4
  • Resists:
    10% vs Ranged
  • Attacks:
    Name Damage Range Rate of Fire
    Melee 5 0 1.5
Veteran Halberdier
Slow, heavy infantry with a large attack.
  • First available: Fortress Age
  • Cost: 50 Food 70 Gold
  • Hitpoints:200
  • Speed:4
  • Resists:
    10% vs Hand
  • Bonuses:
    x2 vs Cavalry
  • Attacks:
    Name Damage Range Rate of Fire
    Siege 36 0 3
    CoverBuildingAttack 18 0 3
    CoverHandAttack 13 0 1.5
    Melee (While in Defense Formation) 25 0 1.5
    Melee 25 0 1.5
Veteran Oprichnik
Russian cavalry that is good at raiding villagers or taking down buildings.
  • First available: Fortress Age
  • Cost: 90 Food 60 Gold
  • Hitpoints:250
  • Speed:6.8
  • Resists:
    20% vs Ranged
  • Bonuses:
    x3 vs Settlers
  • Attacks:
    Name Damage Range Rate of Fire
    Siege 75 0 3
    Melee (While in Defense Formation) 20 0 1.5
    GuardianAttack 20 0 1.5
    Melee 20 0 1.5
    Trample 13 0 2
Cavalry Archer
Ranged cavalry. Good against hand cavalry.
  • First available: Fortress Age
  • Cost: 100 Food 60 Gold
  • Hitpoints:265
  • Speed:6.8
  • Resists:
    30% vs Hand
  • Bonuses:
    x0.5 vs Settlers
    x4.5 vs Heavy Cavalry
  • Attacks:
    Name Damage Range Rate of Fire
    BowAttack 13 12 1.5
    Siege 8 0 3
    Special - Charge Attack 6.5 0 1.5
Grenadier
Light foot artillery that throws grenades to defeat infantry or buildings.
  • First available: Colonial Age
  • Cost: 120 Food 60 Gold
  • Hitpoints:200
  • Speed:4
  • Resists:
    50% vs Ranged
  • Bonuses:
    x1 vs Buildings
    x1 vs Sword Cavalry
  • Attacks:
    Name Damage Range Rate of Fire
    Siege 54 12 3
    Melee (While in Defense Formation) 8 0 1.5
    Ranged (While in Defense Formation) 16 12 3
    Melee 8 0 1.5
    Melee (While in Stagger Formation) 8 0 1.5
    Ranged (While in Stagger Formation) 16 12 3
    Melee (While in Volley Formation) 8 0 1.5
    Ranged (While in Volley Formation) 16 12 3
Monitor
Monitor. Mortar ship good at bombarding buildings at great range.
  • First available: Industrial Age
  • Cost: 800 Wood 200 Gold
  • Hitpoints:1200
  • Speed:6.5
  • Resists:
    50% vs Ranged
  • Bonuses:
    x10 vs Buildings
  • Attacks:
    Name Damage Range Rate of Fire
    LongRangeAttack 200 100 20
    MortarAttack 80 36 5
Frigate
Frigate. Heavy war ship.
  • First available: Fortress Age
  • Cost: 500 Wood 500 Gold
  • Hitpoints:2000
  • Speed:7.5
  • Resists:
    75% vs Ranged
  • Bonuses:
    x2 vs Ships
    x0.5 vs Artillery
  • Attacks:
    Name Damage Range Rate of Fire
    Broadside Attack (Special) 40 30 0.1
    Ranged Attack 90 30 2
Galleon
Galleon. Slow, powerful ship resistant to building fire that can train units.
Caravel
Caravel. Good at exploring, fishing or transport.
  • First available: Colonial Age
  • Cost: 300 Wood 100 Gold
  • Hitpoints:800
  • Speed:8.5
  • Resists:
    50% vs Ranged
  • Bonuses:
    x2 vs Ships
    x0.5 vs Artillery
  • Attacks:
    Name Damage Range Rate of Fire
    Broadside Attack (Special) 50 20 0.1
    Ranged Attack 75 20 2
Culverin
Light artillery. Good against other artillery.
  • First available: Fortress Age
  • Cost: 100 Wood 400 Gold
  • Hitpoints:280
  • Speed:3.5
  • Resists:
    75% vs Ranged
  • Bonuses:
    x4 vs Artillery
  • Attacks:
    Name Damage Range Rate of Fire
    Cannon Siege 40 34 6
Saloon
Trains sinister outlaws and mercenaries.
Petard
Siege warrior that dies when it attacks buildings, but does lots of damage.
  • First available: Fortress Age
  • Cost: 50 Food 100 Wood
  • Hitpoints:225
  • Speed:4
  • Resists:
    40% vs Hand
  • Attacks:
    Name Damage Range Rate of Fire
    Siege 1600 0 3
    CoverBuildingAttack 800 0 3
    CoverHandAttack 3 0 1.5
    Melee 6 0 1.5
Horse Artillery
Quick moving artillery. Strong vs infantry.
  • First available: Industrial Age
  • Cost: 100 Wood 500 Gold
  • Hitpoints:200
  • Speed:6
  • Resists:
    75% vs Ranged
  • Bonuses:
    x3 vs Infantry
  • Attacks:
    Name Damage Range Rate of Fire
    Cannon Siege 125 26 4
Spy
Sneaky assassin. Highly effective vs. mercenaries, Explorers, and War Chiefs.
  • First available: Discovery Age
  • Cost: 125 Gold
  • Hitpoints:150
  • Speed:6.3
  • Resists:
    20% vs Ranged
  • Bonuses:
    x10 vs Mercenary
  • Attacks:
    Name Damage Range Rate of Fire
    Siege 20 0 3
    CoverBuildingAttack 20 0 3
    CoverHandAttack 5 0 1.5
    Melee (While in Defense Formation) 10 0 1.5
    Melee 10 0 1.5
Covered Wagon
Starts a new colony by transforming into a Town Center. Most civilizations can only have 1 Town Center until the Fortress Age.
  • First available: Discovery Age
  • Hitpoints:250
  • Speed:4
  • Resists:
    20% vs Siege
  • Trains: TownCenter
Fort
Powerful, defensive building that can also train units. Can only be sent from the Home City.
Factory
Generates resources or artillery automatically. Configure it to produce different things. Can only be sent from the Home City.
  • First available: Industrial Age
  • Cost: 200 Wood 400 Gold
  • Hitpoints:5000
  • Resists:
    0% vs Siege
  • Techs: Water Power, Cannery, Steam Power, Imperial Bombards, Imperial Rockets, Mass Production, Imperial Cannon
Explorers Dog
Explorer Dog. Your Explorers loyal companion.
  • First available: Discovery Age
  • Hitpoints:215
  • Speed:5
  • Resists:
    10% vs Hand
  • Bonuses:
    x3 vs Guardians
  • Attacks:
    Name Damage Range Rate of Fire
    CoverHandAttack 9 0 1.5
    Melee (While in Defense Formation) 9 0 1.5
    Melee 9 0 1.5
Janissary
Powerful Ottoman infantry that acts like a powerful Musketeer.
  • First available: Colonial Age
  • Cost: 100 Food 25 Gold
  • Hitpoints:235
  • Speed:4
  • Resists:
    20% vs Hand
  • Bonuses:
    x2 vs Cavalry
  • Attacks:
    Name Damage Range Rate of Fire
    Siege 25 0 3
    Melee (While in Defense Formation) 15 0 1.5
    Ranged (While in Defense Formation) 20 12 3
    Melee 15 0 1.5
    Melee (While in Stagger Formation) 15 0 1.5
    Ranged (While in Stagger Formation) 20 12 3
    Melee (While in Volley Formation) 15 0 1.5
    Ranged (While in Volley Formation) 20 12 3
Highlander
Powerful Musketeer from Scotland.
  • First available: Fortress Age
  • Cost: 200 Gold
  • Hitpoints:400
  • Speed:4
  • Resists:
    40% vs Hand
  • Bonuses:
    x2 vs Cavalry
  • Attacks:
    Name Damage Range Rate of Fire
    Siege 40 0 3
    Melee (While in Defense Formation) 32 0 1.5
    Ranged (While in Defense Formation) 63 12 3
    Melee 32 0 1.5
    Melee (While in Stagger Formation) 32 0 1.5
    Ranged (While in Stagger Formation) 63 12 3
    Melee (While in Volley Formation) 32 0 1.5
    Ranged (While in Volley Formation) 63 12 3
Fusilier
Powerful ranged infantry mercenary.
  • First available: Fortress Age
  • Cost: 300 Gold
  • Hitpoints:300
  • Speed:5.5
  • Resists:
    10% vs Hand
  • Bonuses:
    x1.5 vs AbstractLightInfantry
    x1.5 vs AbstractLightCavalry
  • Attacks:
    Name Damage Range Rate of Fire
    Siege 60 0 3
    Melee (While in Defense Formation) 35 0 1.5
    Ranged (While in Defense Formation) 70 12 3
    Melee 35 0 1.5
    Melee (While in Stagger Formation) 35 0 1.5
    Ranged (While in Stagger Formation) 70 12 3
    Melee (While in Volley Formation) 35 0 1.5
    Ranged (While in Volley Formation) 70 12 3
Heavy Cannon
Heavy artillery. Good against infantry or buildings.
  • First available: Industrial Age
  • Cost: 200 Wood 500 Gold
  • Hitpoints:475
  • Speed:3.5
  • Resists:
    75% vs Ranged
  • Bonuses:
    x3 vs Infantry
  • Attacks:
    Name Damage Range Rate of Fire
    Cannon Siege 200 28 6
Colonial Militia
Solid general-purpose infantry. Good against cavalry.
  • First available: Fortress Age
  • Cost: 100 Food
  • Hitpoints:200
  • Speed:5
  • Resists:
    30% vs Hand
  • Bonuses:
    x2 vs Cavalry
  • Attacks:
    Name Damage Range Rate of Fire
    Siege 20 0 3
    Melee (While in Defense Formation) 12 0 1.5
    Ranged (While in Defense Formation) 24 12 3
    Melee 12 0 1.5
    Melee (While in Stagger Formation) 12 0 1.5
    Ranged (While in Stagger Formation) 24 12 3
    Melee (While in Volley Formation) 12 0 1.5
    Ranged (While in Volley Formation) 24 12 3
Gatling Gun
Solid general-purpose infantry. Good against cavalry.
  • First available: Fortress Age
  • Cost: 100 Wood 300 Gold
  • Hitpoints:150
  • Speed:4
  • Resists:
    75% vs Ranged
  • Bonuses:
    x0.5 vs Artillery
  • Attacks:
    Name Damage Range Rate of Fire
    Cannon Siege 30 24 4
Coureur des Bois
More expensive villager but gathers faster. Available to French, via treasure, or the Cree Minor tribe.
Version 1.1 - November 30th, 2006