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    Civilization FAQ by Wraith10x

    Version: 1.0 | Updated: 04/04/07 | Printable Version | Search Guide | Bookmark Guide

    Age of Empires III: The Warchiefs
    Civilization FAQ
    Version 1.0
    Wraith10 (wraith_10_@hotmail.com)
    
    ---------------
    Version History
    ---------------
    1.0 Spell checked and submitted
    -------------
    Contacting Me
    -------------
    I can be contacted at wraith_10_@hotmail.com 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