Consulate Guide

By Angel Walker, 4/6/08, TAD v1.01, Author’s Rating: Inactive

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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 (Export) 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.

\\\\\\\\\\\\\\\\\\\\\\\\\\\\
BritainDutchFranceGermanyIsolationOttomansPortugalRussiaSpain
Chinese Consulate
1
25
40
1
Indian Consulate
1
25
40
1
Japanese Consulate
25
1
1
40

Britain

+10% land unit hitpoints

Technologies:

Surgeon
Costs: 200 Export (II)
Ships: 2 Surgeons
Spy
Costs: 300 Export (II)
Ships: 3 Spies
Petard
Costs: 450 Export (III)
Ships: 5 Petards
Brigade
Costs: 2400 Export (V)
Ships: 16 Skirmishers / 5 Falconets

Armies:

British Company
Costs: 400 Export (II)
Ships: 6 Musketeers
British Force
Costs: 800 Export (III)
Ships: 8 Musketeers / 1 Falconet
British Army
Costs: 1600 Export (IV)
Ships: 6 Hussars / 3 Falconets
 
 
 
  Britain (5 KB)

The Dutch

+0.8 coin trickle

Technologies:

Church
Costs: 150 Export (II)
Ships: 1 Church Wagon
Bank
Costs: 450 Export (II)
Ships: 1 Bank Wagon
Arsenal
Costs: 300 Export (III)
Ships: 1 Arsenal Wagon
Brigade
Costs: 2400 Export (V)
Ships: 28 Musketeers / 4 Mortars

Armies:

Dutch Company
Costs: 400 Export (II)
Ships: 6 Musketeers
Dutch Force
Costs: 800 Export (III)
Ships: 6 Musketeers / 7 Ruyters
Dutch Army
Costs: 1600 Export (IV)
Ships: 9 Ruyters / 2 Mortars
 
 
 
  Dutch (5 KB)

France

+5% villager gather rate

Technologies:

Food Crates
Costs: 250 Export (II)
Ships: 500 Food
Coin Crates
Costs: 250 Export (II)
Ships: 500 Wood
Wood Crates
Costs: 250 Export (II)
Ships: 500 Coin
Brigade
Costs: 2400 Export (V)
Ships: 15 Cuirassiers

Armies:

French Company
Costs: 400 Export (II)
Ships: 4 Grenadiers
French Force
Costs: 800 Export (III)
Ships: 3 Grenadiers / 3 Cuirassiers
French Army
Costs: 1600 Export (IV)
Ships: 5 Cuirassiers / 2 Horse Artilery
 
 
 
  France (5 KB)

Germany

banner armies cost -15 of each resource

Technologies:

Food Trickle
Costs: 250 Export (II)
Ships: 1.5 Food Trickle
Wood Trickle
Costs: 250 Export (III)
Ships: 1.25 Wood Trickle
Coin Trickle
Costs: 250 Export (IV)
Ships: 1.25 Coin Trickle
Brigade
Costs: 2400 Export (V)
Ships: 15 Skirmishers / 19 Uhlans

Armies:

German Company
Costs: 400 Export (II)
Ships: 3 Doppelsoldners
German Force
Costs: 800 Export (III)
Ships: 3 Doppelsoldners / 6 Skirmishers
German Army
Costs: 1600 Export (IV)
Ships: 11 Skirmishers / 2 Heavy Cannons
 
 
 
  Germany (5 KB)

Japan

+10% unit damage

Technologies:

Military Rickshaw
Costs: 100 Export (II)
Ships: 1 Military Rickshaw
Master Training
Costs: 250 Export (II)
Ships: Units can be trained in blocks of 10
Koujou
Costs: 500 Export (II)
Ships: Each Castle spawns 1 Samurai
Meiji Restoration
Costs: 4000 Export (IV)
Ships: Ages up to Imperial Age

Units:

Yamabushi
Costs: 60 Export (II)
Unit: Yamabushi
Shinobi
Costs: 80 Export (II)
Unit: Shinobi
Ninja
Costs: 145 Export (III)
Unit: Ninjutsu-Zukai
Ronin
Costs: 290 Export (III)
Unit: Hatamoto Samurai
  Japan (5 KB)

The Ottomans

+10 line of sight

Technologies:

Levy
Costs: 200 Export (II)
Ships: 6 Minutemen
Settlers
Costs: 300 Export (II)
Ships: 4 Settlers
Great Bombard
Costs: 850 Export (IV)
Ships: 2 Great Bombards
Brigade
Costs: 2400 Export (V)
Ships: 13 Janissaries / 4 Great Bombards

Armies:

Ottoman Company
Costs: 400 Export (II)
Ships: 3 Hussars
Ottoman Force
Costs: 800 Export (III)
Ships: 3 Hussars / 6 Janissaries
Ottoman Army
Costs: 1600 Export (IV)
Ships: 11 Janissaries / 2 Great Bombards
 
 
 
  Ottomans (5 KB)

Portugal

buildings cost less 15% wood and food

Technologies:

Fishing Fleet
Costs: 250 Export (II)
Ships: 3 Fishing Ships
Exploration Fleet
Costs: 425 Export (III)
Ships: 1 Caravel with 3 Petards
Expiditionary Fleet
Costs: 700 Export (IV)
Ships: 1 Ironclad
Brigade
Costs: 2400 Export (IV)
Ships: 11 Dragoons / 4 Horse Artillery

Armies:

Portuguese Company
Costs: 400 Export (II)
Ships: 7 Crossbowmen
Portuguese Force
Costs: 800 Export (III)
Ships: 10 Crossbowmen / 1 Culverin
Portuguese Army
Costs: 1600 Export (IV)
Ships: 13 Musketeers / 3 Culverins
 
 
 
  Portugal (5 KB)

Russia

villagers train 10% faster

Technologies:

Blockhouse
Costs: 200 Export (II)
Ships: 1 Blockhouse Wagon
Fort
Costs: 600 Export (III)
Ships: 1 Fort Wagon
Factory
Costs: 800 Export (IV)
Ships: 1 Factory Wagon
Brigade
Costs: 2400 Export (V)
Ships: 15 Hussars / 3 Culverins

Armies:

Russian Company
Costs: 400 Export (II)
Ships: 4 Cossacks
Russian Force
Costs: 800 Export (III)
Ships: 5 Cossacks / 1 Culverin
Russian Army
Costs: 1600 Export (IV)
Ships: 7 Dragoons / 3 Culverins
 
 
 
  Russia (5 KB)

Spain

+0.8 experience trickle

Technologies:

Faster Shipments
Costs: 200 Export (II)
Ships: Shipments arrive 50% faster
Enhanced Profits
Costs: 450 Export (II)
Ships: Crates deliver +25% resources
Mercantilism
Costs: 700 Export (III)
Ships: 1500 Experience Points
Brigade
Costs: 2400 Export (V)
Ships: 17 Rodeleros / 15 Garrochistas

Armies:

Spanish Company
Costs: 400 Export (II)
Ships: 7 Pikemen
Spanish Force
Costs: 800 Export (III)
Ships: 10 Pikemen / 1 Falconet
Spanish Army
Costs: 1600 Export (IV)
Ships: 13 Rodeleros / 3 Falconets
 
 
 
  Spain (5 KB)

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By Angel Walker, 4/6/08, TAD v1.01, Author’s Rating: Inactive

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