Consulate Guide
            By Angel Walker               4/6/08, TAD v1.01, Author's Rating: Inactive
I've created this small guide so you (yes, you!) could learn more about the Consulate, as well as have a pratical access to some stats which, other way, would require hours of in game testing and surfing through thousands of text file bytes. If you happen to find any mistake or have any suggestion regarding this guide, please contact one of our moderators. Have fun!
It takes 100 Exports (
) and
10 seconds to ally with a civilization through the Consulate, while it takes 60 seconds to end the alliance so a
new one can be chosen. When an alliance is cancelled, the passive bonus is lost, though you will still keep
all the upgrades and units acquired. The guide below displays the bonus given by each civilization, as well as
the armies, technologies and their respective costs, effects and the age which they are first available.
For design purposes, I've abstained myself from referring to the items by their name, so I used pictures instead.
Technologies:
Consulate technologies offer a diverse selection of effects that range from upgrades and small groups of units to building wagons. Technologies have a cost in Export and can only be used once, while most of them take 30 seconds to be researched, although there are a few exceptions. Brigades, however, are technologies available only in Imperial Age that ship a large ammount of units and take 90 seconds. Unlike armies, brigades can only be used once, similar to other technologies.
Armies:
Consulate armies are groups of regular units (although they have unique names) that can be trained at the expense of Export. You can train each army infinite times, as long as you can afford the Export cost and population slots. Consulate units usually get the following bonuses:
- +10% HP/Dmg in Colonial Age
- +20% HP/Dmg in Fortress Age (on top of the previous upgrade)
- +30% HP/Dmg in Industrial Age (on top of the previous upgrades)
- +50% HP/Dmg in Imperial Age (on top of the previous upgrades)
Note the usually, because that's not always true. One thing that's correct is that most (if not all) Consulate units availabe since Colonial Age will receive all bonuses. Units first available in Fortress Age usually get only a 10% on top of their base stats, then are boosted correctly in Industrial and Imperial Age.
Still that rule has some flaws, be them design decisions made by BHG or simply mistakes. Cuirassiers (which have Veteran stats as base) will get a 10% bonus in Fortress (theoretically that 10% + Vet. base stats would put them on par with Colonial Age units which are receiving a 30% bonus). But then we have Skirmishers - even though they can only be acquired from the Consulate in Fortress Age, they don't get a veteran upgrade and stay with only a 10% upgrade. Artillery units such as Falconets and Culverins get no upgrade at all before Industrial Age, when they will get their regular 25% upgrade instead of the 30% pointed out in the rule above.
Also, armies take the following times to be trained:
- 20 seconds for Colonial Age armies
- 40 seconds for Fortress Age armies
- 60 seconds for Industrial Age armies
The Japanese are, however, a big exception. Instead of armies, their Consulate allows them to directly train a selection of unique units. Either way, their respective costs and age availability are still displayed in the Japanese Consulate section below.
Consulate Table:
The following table displays the consulate options available to each Asian civilization. The number represents when each option becomes available based on home city level. A dash means that the civilization can't ally with that country with the Consulate.
| Britain | Dutch | France | Germany | Isolation | Ottomans | Portugal | Russia | Spain | |
|---|---|---|---|---|---|---|---|---|---|
| Chinese Consulate | |||||||||
| Indian Consulate | |||||||||
| Japanese Consulate |
Britain +10% land unit hitpoints -
Technologies:
Costs: 200
(II)Ships: 2 Surgeons Costs: 300
(II)Ships: 3 Spies Costs: 450
(III)Ships: 5 Petards Costs: 2400
(V)Ships: 16 Skirmishers / 5 Falconets Armies:
Costs: 400
(II)Ships: 6 Musketeers Costs: 800
(III)Ships: 8 Musketeers / 1 Falconet Costs: 1600
(IV)Ships: 6 Hussars / 3 Falconets                                                            
The Dutch +0.8 coin trickle -
Technologies:
Costs: 150
(II)Ships: 1 Church Wagon Costs: 450
(II)Ships: 1 Bank Wagon Costs: 300
(III)Ships: 1 Arsenal Wagon Costs: 2400
(V)Ships: 28 Musketeers / 4 Mortars Armies:
Costs: 400
(II)Ships: 6 Musketeers Costs: 800
(III)Ships: 6 Musketeers / 7 Ruyters Costs: 1600
(IV)Ships: 9 Ruyters / 2 Mortars                                                                
France +5% villager gather rate -
Technologies:
Costs: 250
(II)Ships: 500 Food Costs: 250
(II)Ships: 500 Wood Costs: 250
(II)Ships: 500 Coin Costs: 2400
(V)Ships: 15 Cuirassiers Armies:
Costs: 400
(II)Ships: 4 Grenadiers Costs: 800
(III)Ships: 3 Grenadiers / 3 Cuirassiers Costs: 1600
(IV)Ships: 5 Cuirassiers / 2 Horse Artilery                                                                          
Germany banner armies cost -15 of each resource -
Technologies:
Costs: 250
(II)Ships: 1.5 Food Trickle Costs: 250
(III)Ships: 1.25 Wood Trickle Costs: 250
(IV)Ships: 1.25 Coin Trickle Costs: 2400
(V)Ships: 15 Skirmishers / 19 Uhlans Armies:
Costs: 400
(II)Ships: 3 Doppelsoldners Costs: 800
(III)Ships: 3 Doppelsoldners / 6 Skirmishers Costs: 1600
(IV)Ships: 11 Skirmishers / 2 Heavy Cannons                                              
Japan +10% unit damage -
Technologies:
Costs: 100
(II)Ships: 1 Military Rickshaw Costs: 250
(II)Ships: Units can be trained in blocks of 10 Costs: 500
(II)Ships: Each Castle spawns 1 Samurai Costs: 4000
(IV)Ships: Ages up to Imperial Age Units:
Costs: 60
(II)Unit: Yamabushi Costs: 80
(II)Unit: Shinobi Costs: 145
(III)Unit: Ninjutsu-Zukai Costs: 290
(III)Unit: Hatamoto Samurai                                                              
The Ottomans +10 line of sight -
Technologies:
Costs: 200
(II)Ships: 6 Minutemen Costs: 300
(II)Ships: 4 Settlers Costs: 850
(IV)Ships: 2 Great Bombards Costs: 2400
(V)Ships: 13 Janissaries / 4 Great Bombards Armies:
Costs: 400
(II)Ships: 3 Hussars Costs: 800
(III)Ships: 3 Hussars / 6 Janissaries Costs: 1600
(IV)Ships: 11 Janissaries / 2 Great Bombards                                  
Portugal buildings cost less 15% wood and food -
Technologies:
Costs: 250
(II)Ships: 3 Fishing Ships Costs: 425
(III)Ships: 1 Caravel with 3 Petards Costs: 700
(IV)Ships: 1 Ironclad Costs: 2400
(IV)Ships: 11 Dragoons / 4 Horse Artillery Armies:
Costs: 400
(II)Ships: 7 Crossbowmen Costs: 800
(III)Ships: 10 Crossbowmen / 1 Culverin Costs: 1600
(IV)Ships: 13 Musketeers / 3 Culverins                                              
Russia villagers train 10% faster -
Technologies:
Costs: 200
(II)Ships: 1 Blockhouse Wagon Costs: 600
(III)Ships: 1 Fort Wagon Costs: 800
(IV)Ships: 1 Factory Wagon Costs: 2400
(V)Ships: 15 Hussars / 3 Culverins Armies:
Costs: 400
(II)Ships: 4 Cossacks Costs: 800
(III)Ships: 5 Cossacks / 1 Culverin Costs: 1600
(IV)Ships: 7 Dragoons / 3 Culverins                                                                  
Spain +0.8 experience trickle -
Technologies:
Costs: 200
(II)Ships: Shipments arrive 50% faster Costs: 450
(II)Ships: Crates deliver +25% resources Costs: 700
(III)Ships: 1500 Experience Points Costs: 2400
(V)Ships: 17 Rodeleros / 15 Garrochistas Armies:
Costs: 400
(II)Ships: 7 Pikemen Costs: 800
(III)Ships: 10 Pikemen / 1 Falconet Costs: 1600
(IV)Ships: 13 Rodeleros / 3 Falconets                                                    
(View further discussion about this guide)
            By Angel Walker               4/6/08, TAD v1.01, Author's Rating: Inactive
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