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    Building/Unit FAQ by Wraith10x

    Version: 1.2 | Updated: 04/28/08 | Search Guide | Bookmark Guide

    Age of Empires III: The Warchiefs
    Building/Unit FAQ
    Version 1.2
    April 5, 2007
    Wraith10 (wraith_10_@hotmail.com)
    
    Version History
    ---------------
    1.0 Spell checked and submitted 
    1.1 Expanded and Revised for Expansion
    1.2 Age for saloons and native embassies added
    
    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. 
    
    WANTED (I will also accept other suggestions/contributions)
    ------
    Anything marked with a ?
    Verification of the ages listed for unique units
    Verification of the Use vs for unique units
    Native american unit information for minor tribes
    Civilization details for some of the newer units
    Info on treasure guardians and mercenaries trainable at saloon
    
    ===============================================================================
    1.0 Buildings
    -------------
    Buildings are found in across civilizations and are unlocked upon reaching
    various ages. Buildings typically cost wood to build and offer benefits, 
    improvements and unit creation. Some will shoot at nearby enemeies or allow 
    you to garrison units inside them. Buildings are constructed by villagers. 
    Explorers can construct trading posts. Buildings vary by civilization slightly
    and some are available only to European civilizations while others are only
    for native civilizations.
    
    *European only building
    **Native only building
    ***Special restrictions. See description for details.
    
    Age I Buildings
    ---------------
    Town Center: Can garrison villagers or courerus inside it in times of attack. 
    Supports up to 10 population per town center and can build more than one. 
    Shipments from your home city  or tribal council arrive here by default 
    although they can be assigned to arrive at another building. Ringing the bell
    will auto garrison all villagers and if you ring it again it will send them back
    to what they were doing. Allows you to build villagers/coureurs or ransom your
    explorer (100g) if he falls in battle. You can also spawn minutemen in an
    emergency to ward off attack but they lose hitpoints over time (European).
    Natives gain some of the improvements of the capitol building from their town
    center in age V. 
    
    *Livestock Pen: Allows you to train sheep. It permits up to 10 animals to be 
    tasked to the pen to "fatten" which will double their food value. There is
    a card that allows you to train cows at your livestock pen as well. A fat 
    sheep is worth 300 food and costs 100 food to create. A fat cow is worth 
    500 food. You can also receive livestock from shipments or find them wandering
    on the map and claim them.
    
    *Mill: Allows up to 10 villagers to farm food. Later ages allow improvements 
    for faster food gathering from mills. 
    
    **Farm: This is the native solution for both the mill and the livestock pen. It
    allows up to 10 units to use it at one time in any combination of grazing 
    animals and farming villagers. Improvements allow increased food gathering.
    
    Dock: Allows the construction of fishing boats and navy boats. Improvements
    buildable here allow for improved fishing, more hitpoints on ships, and 
    increased naval attack power. It also allows Europeans to build native
    canoes if they have a trading post alliance with a minor tribe. 
    
    *Outpost: Builds a tower with a good line of sight that will fire at nearby
    enemies. Later ages allow for upgrades to stronger towers with more attack and
    increased hitpoints. Units can be garrisoned inside of towers.
    
    Market: Allows you to sell excess resources and buy other resources at 
    fluctuating market prices. Also allows for research to improve villager attack
    and hitpoints as well as faster mining, hunting/gathering, and lumbering.
    
    ***House: Allows you to support 10 population, villagers or military. Build by
    Aztecs and European civilizations only. 
    
    ***Longhouse: The Iroquois version of the house. These cost a bit more but 
    support up to 15 population points.
    
    ***Teepee: Since Sioux are automatically allowed up to 200 population without
    needing to build houses teepess instead have the effect of providing extra 
    hitpoints to units in the area. 
    
    Wall: A defensive fortification that cannot be passed through. Right clicking
    a wall will allow you to build a gate which your units can pass through. 
    
    Trading Post: Allows control of a trade route or native village. Improvements
    and units available in native villages vary greatly depending on the tribe. 
    In later ages trading posts can be improved by allowing you to select to 
    receive wood, food, coin or experience from the trade route. Upgrades also
    allow for less time between receiving "goods" from trade routes. Villagers and
    explorers can both build trading posts. 
    
    **Fire Pit: Perform ceremonial dances, special techs, spawn units, up to 25
    villagers can be dancing at any one time and the more dancers you have the
    better the effect of the dance they are doing.
    
    Age II Buildings
    ----------------
    *Barracks: Allows for the building of ranged and melee infantry units. Later
    ages allow for upgrades of the units to Veteran, Guard or Imperial status. 
    
    *Stable: Allows for the building of cavalry units. Later ages allow for upgrades
    of the units to Veteran, Guard or Imperial status.
    
    *Artillery Foundry: Allows for the building of artillery units. Later ages allow
    for upgrades of the units to Veteran, Guard or Imperial status. 
    
    **War Hut: This building fires at nearby enemies, train warriors and upgrade
    them to Elite, Champion or Legendary Status.
    
    ***Corral: Train cavalry and upgrade them to Elite, Champion or Legendary status
    Sioux and Iroquois only
    
    ***Siege Workshop: Train artillery and upgrade them to Champion or Legendary
    status, Iroquois only
    
    *Church: Allows for the creation of priests to heal units. Improvements also 
    allow improvements to building and unti line of sight, wall hitpoints, 
    experience, and speed of cavalry or infantry training.
    
    Native Embassies: Used to build native units from all civilizations you are 
    allied with.
    
    Age III Buildings
    -----------------
    *Fort: Forts are sent from the home city rather than built by villagers. They 
    will shoot at nearby enemies and have very hard to penetrate walls. Forts
    also spawn military units. Improvements to the fort's attack and hitpoints are
    available. Revolution allows unlimited forts to be sent but only 2 to be built
    at one time.
    
    ***Plantation: Allows for up to 10 villagers to work to produce coin. 
    Improvements are available for faster coin production. Available in age one
    for natives.
    
    *Arsenal: Allows for improvements to military units in terms of more damage,
    increased hitpoints, better line of sight, specialized damage, etc.
    
    **Nobles' Hut: Train next level of warriors, available in Age III, fires at
                 enemies, more hitpoints than war hut, Aztec only
    *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. 
    
    Age IV Buildings
    ----------------
    *Factory: Can be set to produce either coin, wood, food or artillery for free. 
    Improvements to speed factory production of these four items are available as
    well as an upgrade to Imperial status for the particular artillery unit being
    produced (which varies by civilization). 
    
    Age V Buildings
    ---------------
    *Capitol: Allows for unique effects and improvements including more attack or
    hitpoints for your explorer, blocking the enemy from home city shipment, 
    seeing all enemy units and buildings, faster resource gathering, improvements
    to native warriros and allowance of more population. 
    ===============================================================================
    Units
    -----
    Usability Codes: (European)
    B = British    R = Russian      D = Dutch    O = Ottoman
    F = French     P = Portuguese   G = German   Sp = Spanish
    Usability Codes: (Native)
    Sx = Sioux     I = Iroquois     A = Aztec
    
    Unit Upgrades
    -------------
    Veteran and Elite Upgrades are in Age III
    Guard and Champion Upgrades are in Age IV
    Imperial and Legendary Upgrades are in Age V
    
    Upgrades that affect units are not listed under upgrades, please see building
    descriptions for where to obtain these sorts of upgrades.
    
    --------
    Infantry (Barracks, War Hut, Nobles' Hut, Fire Pit Dances)
    --------
    Pikemen 
    	Use Vs: cavalry
    	Info: slow, lacking range attack
    	Upgrades: Veteran
    	Civ: SpBFPDG
    	Age: II
    Musketeers
    	Use Vs: cavalry
    	Info: slow firing, inaccurate, inexpensive, ranged
    	Upgrades: Veteran, Guard, Imperial
    	Civ: SpBFPR
    	Age: II
    Crossbowmen
    	Use Vs: infantry
    	Info: light infantry, ranged
    	Upgrades: Veteran
    	Civ: SpFPG
    	Age: II
    Rodeleros
    	Use Vs: cavalry
    	Info: strong attack, melee
    	Upgrades: ?
    	Civ: Sp
    	Age: II
    Skirmishers
    	Use Vs: infantry
    	Info: more advanced than crossbomen, light infantry, ranged
    	Upgrades: Guard, Imperial
    	Civ: SpFDG
    	Age: III
    Halberdiers
    	Use Vs: buildings, cavalry
    	Info: stronger pikeman, move slowly, strong attack
    	Upgrades: Guard, Imperial
    	Civ: FPDR
    	Age: III
    Cassadores
    	Use Vs: infantry
    	Info: light infantry, ranged
    	Upgrades: ?
    	Civ: P
    	Age: II
    Strelets
    	Use Vs: infantry 
    	Info: light infantry, trained in groups, weak, inexpensive
    	Upgrades: ?
    	Civ: R
    	Age: II
    Doppelsoldners
    	Use Vs: cavalry, pikemen, buildings
    	Info: infantry, no range
    	Upgrades: ?
    	Civ: G
    	Age: II
    Janissaries
    	Use Vs: cavalry  
    	Info: infantry, slow
    	Upgrades: ?
    	Civ: O
    	Age: II
    Longbowmen
    	Use Vs: infantry	
    	Info: light infantry, good fire rate, long range, expensive
    	Upgrades: ?
    	Civ: B
    	Age: II
    Spy
    	Use Vs: explorers, mercenaries, war chiefs
    	Info: stealth, low cost, see stealth units
    	Upgrades: N/A
    	Civ: European?
    Macehualtin 
    	Use Vs: heavy infantry, musketeers, pikemen
    	Upgrades: Elite, Champion, Legendary
    	Info: cheapest and weakest, ranged
    	Civ: A
    	Age: II
    Coyote Runner
    	Use Vs: versus artillery, skirmishers
    	Upgrades: Elite, Champion, Legendary
    	Info: fast, agile
    	Civ: A
    	Age: II
    Puma Spearman
    	Use Vs: cavalry, buildings
    	Upgrades: Elite, Champion, Legendary
    	Info: good hitpoints, no range
    	Civ: A
    	Age: II
    Arrow Knight
    	Use Vs: buildings, artillery
    	Upgrades: Champion, Legendary
    	Info: slow, good hitpoints, medium range, good attack
    	Civ: A
    	Age: III
    Eagle Runner Knight
    	Use Vs: cavalry
    	Upgrades: Champion, Legendary
    	Info: good attack, decent range
    	Civ: A
    	Age: III
    Jaguar Prowl Knight
    	Use Vs: cavalry, heavy infantry
    	Upgrades: Champion, Legendary
    	Info: big attack, no range, lots of hitpoints, stealth
    	Civ: A
    	Age: III
    Warrior Priest
    	Use Vs: infantry
    	Upgrades: N/A
    	Info: can heal nearby units, good attack, counts as 2 units when 
    	      dancing at fire pit, builds at firepit dance
    	Civ: A
    	Age: I
    Skull Knight
    	Use Vs: cavalry, heavy infantry
    	Upgrades: N/A
    	Info: lots of hitpoints, no range, builds at fire pit dance
    	Civ: A
    	Age: IV
    Aenna
    	Use Vs: non-ranged infantry
    	Upgrades: Elite, Champion, Legendary
    	Info: cheap, ranged
    	Civ: I
    	Age: II
    Tomahawk
    	Use vs: cavalry
    	Upgrades: Elite, Champion, Legendary
    	Info: short range
    	Civ: I
    	Age: II
    Forest Prowler	
    	Use vs: heavy infantry
    	Upgrades: Champion, Legendary
    	Info: stealth, long range
    	Civ: I
    	Age: III
    War Club
    	Use Vs: cavalry, buildings
    	Upgrades: Elite, Champion, Legendary
    	Info: cheap, good hipoints, no range, decent damage
    	Civ: S
    	Age: II
    Cetan Bow
    	Use Vs: slow melee
    	Upgrades: Elite, Champion, Legendary
    	Info: cheap, ranged, light infantry
    	Civ: S
    	Age: II
    Wakina Rifle
    	Use Vs: non-range infantry, other infantry
    	Upgrades: Champion, Legendary
    	Info: good range, good damage
    	Civ: S
    	Age: II
    -----
    Ships (Docks)
    -----
    Caravels
    	Info: exploring, fishing, transportation
    	Upgrades: N/A
    	Civ: SpBFPDRG 
    	Age: II
    Galleons
    	Info: slow, powerful, can train units, fire resistant
    	Upgrades: N/A
    	Civ: SpBFPROG
    	Age: III
    Galleys
    	Info: maneuverable 
    	Upgrades: N/A
    	Civ: O
    	Age: II
    Fluyts 
    	Info: slow, powerful, can train units, fire resistant
    	Upgrades: N/A
    	Civ: D
    	Age:III
    Frigates
    	Info: most powerful warship 
    	Upgrades: Imperial
    	Civ: SpBFPDRGO
    	Age: III
    Monitors
    	Use Vs: buildings, long range targets
    	Info: good at bombarding, long range
    	Upgrades: Imperial
    	Civ: SpBFPRDOG
    	Age: IV
    Canoe (European civilizations if allied with natives)
    	Use: Fighting, transporting units
    	Builds At: Dock
    	Upgrades: War Canoe, Tlaloc Canoe (Aztec only)
    	Info: water only
    	Civ: ASxI
    ---------
    Artillery (Artillery Foundry)
    ---------
    Falconets
    	Use Vs: infantry
    	Info: not as good versus buildings
    	Upgrades: Field Gun (IV), Imperial
    	Civ: SpBFDRGO
    	Age: III
    Heavy Cannon
    	Use Vs: infantry and buildings
    	Info: can obtain from home city or factory
    	Upgrades: ?
    	Civ: SpFPDRG
    	Age: IV
    Rockets
    	Use Vs: buildings, infantry
    	Info: can obtain from home city or factory
    	Upgrades: Imperial
    	Civ: B
    	Age: IV
    Organ Guns
    	Use Vs: infantry
    	Info: not as good versus buildings
    	Upgrades: ?
    	Civ: P
    	Age: ?
    Abus Guns
    	Use Vs: infantry
    	Info: not as good versus buildings
    	Upgrades: ?
    	Civ: O
    	Age: ?
    Great Bombards
    	Use Vs: buildings
    	Info: can obtain from home city or factory
    	Upgrades: ?
    	Civ: O
    	Age: ?
    Grenadiers
    	Use Vs: buildings, heavy infantry
    	Info: resistant to artillery, expensive
    	Upgrades: Veteran, Guard, Imperial
    	Civ: BDRO
    	Age: II
    Culverins
    	Use Vs: ships, artillery
    	Info: not as good versus infantry, smaller area of effect
    	Upgrades: Imperial
    	Civ: SpBFPDRGO
    	Age: III
    Mortars
    	Use Vs: buildings
    	Info: not as good versus infantry, long range
    	Upgrades: N/A
    	Civ: SpBFPDRGO
    	Age: IV
    Horse Artillery
    	Use Vs:
    	Info: costs more than falconet, good speed, mobility
    	Upgrades: ?
    	Civ: European?
    	Age: ?
    Petard
    	Use Vs: walls, defensive structures, buildings
    	Info: dies when used, explosive unit, break down defenses
    	Civ: European?
    	Age: ?
    Ram
    	Type: siege
    	Use Vs: buildings
    	Builds At: Siege Workshop
    	Upgrades: Champion, Legendary
    	Info: slow, short range, high attack vs buildings
    	Civ: I
    Light Cannon
    	Type: siege
    	Use Vs: artillery, infantry, buildings
    	Builds At: Siege Workshop
    	Upgrades: Field Cannon, Legendary
    	Info: can do peripheral damage to nearby targets
    	Civ: I
    Mantlet
    	Use Vs: buildings, towers
    	Upgrades: Champion, Legendary
    	Info: weak attack, lots of hitpoints, good range, carries shield that
    	      helps it to resist enemy fire
    	Civ: I
    -------
    Cavalry (Stable)
    -------
    Hussars
    	Use Vs: artillery
    	Info: fast moving, light cavalry
    	Upgrades: Veteran, Guard, Imperial
    	Civ: SpBFPDO
    	Age: II
    Lancers
    	Use Vs: infantry
    	Info: stronger than hussars
    	Upgrades: ?
    	Civ: Sp
    	Age: II
    Dragoons
    	Use Vs: cavalry
    	Info: ranged
    	Upgraddes: Guard, Imperial
    	Civ: SpBFP
    	Age: III
    Ruyters
    	Use Vs: cavalry
    	Info: ranged
    	Upgrades: ?
    	Civ: D
    	Age: II
    Cossacks
    	Use Vs: ?
    	Info: inexpensive, light cavalry
    	Upgrades: ?
    	Civ: R
    	Age: II
    Oprichniks
    	Use Vs: villagers, buildings
    	Info: heavy cavalry
    	Upgrades: ?
    	Civ: R
    	Age: II
    Uhlans
    	Use Vs: ?
    	Info: not very durable, heavy, good attack
    	Upgrades: ?
    	Civ: G
    	Age: II
    War Wagon
    	Use Vs: heavy cavalry
    	Info: cannon in horse drawn wagon
    	Upgrades: ?
    	Civ: G
    	Age: II
    Cavalry Archers
    	Use Vs: cavalry
    	Upgrades: ?
    	Info: fast 
    	Civ: RO
    	Age: II
    Spahis
    	Use Vs: light infantry, artillery
    	Info: heavy cavalry, home city only
    	Upgrades: ?
    	Civ: O
    	Age: II
    Cuirassiers
    	Use Vs: ?
    	Info: heavy cavalry, does damage by trampling
    	Upgrades: ?
    	Civ: F
    	Age: II
    Kanya Horseman
    	Type: cavalry
    	Use vs: ?
    	Builds At: Corral
    	Upgrades: Elite, Champion, Legendary
    	Info: strong attack, good speed
    	Civ: I
    Musket Rider
    	Type: cavalry, ranged
    	Use vs: melee infantry, cavalry
    	Builds At: Corral
    	Upgrades: Champion, Legendary
    	Info: short range, fast, hitpoints
    	Civ: I
    Axe Rider
    	Type: cavalry
    	Use Vs: artillery
    	Builds At: Corral
    	Upgrades: Elite, Champion, Legendary
    	Info: strong, fast
    	Civ: S
    Bow Rider
    	Type: cavalry, ranged
    	Use Vs: cavalry
    	Builds At: Corral
    	Upgrades: Elite, Champion, Legendary
    	Info: good hitpoints, excellent speed
    	Civ: S
    Rifle Rider
    	Type: cavalry, ranged
    	Use Vs: ranged infantry, artillery
    	Builds At: Corral
    	Upgrades: Champion, Legendary
    	Info: good speed, good hitpoints 
    	Civ: S
    Tashunke Prowler
    	Type: cavalry
    	Use Vs: ?
    	Builds At: Corral
    	Upgrades: N/A
    	Info: stealth, good speed, no range, good attack, more
    	      effective when used in large groups
    	Civ: S
    Dog Soldier
    	Type: cavalry
    	Use Vs: light infantry, artillery
    	Builds At: Fire Pit Dance, Tribal Council
    	Upgrades: N/A
    	Info: spear
    	Civ: S
    -------------------
    Revolutionary Units
    -------------------
    Avaiable to European civilizations that have advanced to revolution (option at
    age IV instead of advancing to age V). These units can be sent by cards from
    the home city. Additional fort cards can also be sent limit of 2 built at one 
    time.
    
    Gatling Gun: 
    	Info: rapid fire artillery, use versus big groups of infantry
    	Build: home city card for 4
    Colonial Militia:
    	Info: infantry, ranged
    	Build: town center, all villagers turn into this, card for 16
    Ironclad
    	Info: heavily armored ship with good firepower
    	Build: card for 2, limit 2 owned at one time
    ---------
    Explorers
    ---------
    Explorer (European)
    	Build: unique to each civilization, cannot die, can be ransomed to your
    	       town center if he falls in combat, heals over time
    	Use: only unit that can harvest treasures, has a unique attack that 
    	      instantly kills treasure guardians
    	Upgrades: card from home city shipment
    Explorer Dog (European)
    	Build: card from home city, also cannot die, heals over time
    War Dog (Spanish)
    	Build: Spanish start with, explorer can train additional
    War Chief (Native)
    	Build: unique to each native civilization, cannot die, can be summoned
    	       to fire pit with dance if he falls in combat, heals over time, 
    	Upgrades: Strengthened by a fire pit dance
    	Sioux: Increases Speed of nearby units, light melee cavalry, good speed,
                   good attack
    	Iroquois: Increases hitpoints of nearby units, infantry, good speed,
                      good attack, use versus melee units
    	Aztec: Increases earned experience points of nearby units, high
                   hitpoint infantry, good attack, no range, use versus melee
    ---------
    Civilians
    ---------
    Settler
    	Civ: SpBPDRGOASxI
    	Use: construct buildings, gather resources
    	Info: weak attack, low hitpoints
    	Build: town center
    	Age: I
    Coureur
    	Civ: F
    	Use: gather resources, construct buildings
    	Info: more expensive than settler, gather resources faster, more 
    	      hitpoints, stronger attack, doubles as infantry
    	Build: town center
    	Age: I
    Settler Wagpon
    	Civ: ?
    	Use: gather resources
    	Build: ?
    	Info: gathers resources faster than a settler
    	Age: ?
    Covered Wagon
    	Info: Turns into a town center
    	Age: I
    Travois
    	Info: immediately create a free building, cannot be used for town
    	      centers or trading posts
    	Civ: I
    	Age: ?
    Envoy
    	Civ: D
    	Use: exploration, scouting
    	Info: good line of sight, no attack
    	Age: ?
    Priest
    	Civ: BPDRG
    	Build: Church
    	Use: healing
    	Info: heals units
    	Age: II
    Missionary
    	Civ: Sp
    	Build: ?
    	Use: healing
    	Info: mounted, heals units
    	Age: II
    Imam
    	Civ: O
    	Build: ?
    	Use: healing
    	Info: heals units
    	Age: II
    Surgeon	
    	Civ: European?
    	Build: home city card, field hospital
    	Use: build field hospitals, heal units
    	Info: can heal units, build field hospitals, better than priests
    	Age: ?
    Hot Air Balloon
    	Use: scouting
    	Info: vulnerable to range attack, huge line of sight, used with
    	      explorer
    	Upgrades: N/A
    	Builds At: Card, Explorer
    	Civ: European?
    	Age: ?
    Fishing Boat
    	Type: boat
    	Use: fishing
    	Builds At: Dock
    	Upgrades: N/A
    	Info: water only
    	Civ: All
    	Age: I
    -----------
    Mercenaries (European)
    -----------
    Mercenaries are obtainable from your home city in exchange for coin. More
    powerful than other units but costly. In the expansion mercenaries can
    now also be hired through the saloon and more mercenary units have been
    added to the game. Treasure guardians are also trainable from saloons.
    
    Barbary Corsair
    	Info: infantry
    Black Rider
    	Info: heavy cavalry, armored, ranged
    Elmeti
    	Info: heavy cavalry, good versus infantry
    Fusilier
    	Info: light infantry, inexpensive
    Hackapell
    	Info: heavy cavalry
    Highlander
    	Info: ranged infantry
    Jaeger
    	Info: fast ranged infantry, accurate but lower damage
    Landsknecht
    	Info: infantry
    Li'l Bombard
    	Info: artillery, second biggest cannon
    Mameluke
    	Info: cavalry
    Manchu
    	Info: ranged cavalry
    Ninja
    	Info: stealth, bonsus versus mercenaries, explorers, war chiefs, fast
    Ronin
    	Info: infantry
    Stradiot
    	Info: light cavalry
    Swiss Pikeman
    	Info: infantry
    Privateer
    	Info: warship, combat or transport
    ----------------
    Native Americans - Minor Tribes
    -------------------------------
    You gain access to these units when you build a trading post in a native 
    village. The units available depend on the tribe and the current age. 
    The Lakota (Sioux), Aztec and Iroquois were in the previous game but were 
    removed from the expansion due to the addition of the native civilizations.
    Overall 16 minor tribes are in the expansion instead of 10 in the previous
    game. 
    
    Canoe
    	Info: inexpensive, attack, transport units
    Carib Blowgunner
    	Info: infantry with good hitpoints, decent range
    Cherokee Rifleman
    	Info: ranged infantry, accurate
    Comache Horse Archer
    	Info: accurate, fast, good range, excellent vs hand cavalry
    Cree Tracker
    	Info: decent hitpoints, long range, good line of sight
    Incan Bola Warrior
    	Info: ranged infantry
    Incan Huaminca
    	Info: strong attack, lots of hitpoints, no range, good vs buildings
    Maya Holcan Spearman
    	Info: good at close range combat, verus cavalry and siege equipment
    Nootka Clubman
    	Info: inexpensive, infantry, weak, good in melee combat
    Scout
    	Info: exploration support unit
    	Build: rescued from treasure nodes
    Seminole Sharktooth Bowman
    	Info: ranged infantry, short range, high damage
    Tupi Blackwood Archer
    	Info: accurage for long range, low hitpoints, infantry, ranged
    ===============================================================================
    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.
    ===============================================================================
    Credits/References
    ----------------------
    Game Manual, Expansion Manual, Accompanying Charts - basic info
    Age of Empires III
    thecrazygamemaster: saloons are age III
    rospo_ragazzo: salooons are age III, natives embassies are age II
    ===============================================================================
    Latest version of this guide can always be found at www.gamefaqs.com

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