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PostSubject: Units and Buildings   Sat Sep 25, 2010 1:47 pm

British 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

Hussar
Melee cavalry good against villagers, artilery, and ranged infantry.

* First available: Colonial Age
* Cost: 120 Food 80 Gold
* Hitpoints:320
* Speed:6.8
* Resists:
10% vs Ranged
* Attacks:
Name Damage Range Rate of Fire
Siege 20 0 3
Melee (While in Defense Formation) 30 0 1.5
GuardianAttack 30 0 1.5
Melee 30 0 1.5
Trample 20 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

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

Manor House
135 wood instead of 100. Available only to the British it supports 10 population and spawns a settler when created.

* First available: Discovery Age
* Cost: 135 Wood
* Hitpoints:1800
* Resists:
0% vs Siege
* Trains: xpColonialMilitia

Settler
Villager that constructs buildings and gathers resources.

* First available: Discovery Age
* Cost: 100 Food
* Hitpoints:150
* Speed:4
* Resists:
20% vs Hand
* Bonuses:
x4 vs Huntables
* Trains: Manor, Capitol, HouseEast, HouseMed, House, Saloon, FirePit, Teepee, Longhouse, HouseAztec, WallStraight2, WallStraight5, Market, Farm, Mill, LivestockPen, Dock, Outpost, Blockhouse, TradingPost, WallConnector, Bank, Church, WarHut, Barracks, Stable, Corral, NoblesHut, ArtilleryDepot, Arsenal, Plantation, NativeEmbassy
* Attacks:
Name Damage Range Rate of Fire
BlunderbussAttack 3 12 3
Siege 5 0 3
Chopping (Trees) 8 0 0
Melee 10 0 1.5

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

Barracks
Trains and upgrades hand and ranged infantry.

* First available: Colonial Age
* Cost: 200 Wood
* Hitpoints:2500
* Resists:
0% vs Siege
* Trains: Crossbowman, Longbowman, Musketeer, Janissary, Cacadore, Skirmisher, Pikeman, Halberdier, Rodelero, Dopplesoldner, Boneguard, BoneguardAge2
* Techs: Imperial Redcoats, Guard Janissaries, Redcoats, Veteran Janissaries, Voltigeurs, Veteran Crossbowmen, Veteran Musketeers, Veteran Pikemen, Guard Musketeers, Veteran Longbowmen, Guard Skirmishers, Guard Halberdiers, Guerreiros, Guard Rodeleros, Guard Longbowmen, Tercio, Guard Doppelsoldners, Veteran Doppelsoldners, Guard Cassadores, Veteran Rodeleros, Nassau's Linear Tactics, Prussian Needle Gun, Imperial Voltigeurs, Imperial Guerreiros, Imperial Halberdiers, Imperial Musketeers, Imperial Janissaries, Imperial Nassauers, Imperial Cassadores, Imperial Longbowmen, Imperial Doppelsoldners, Imperial Skirmishers, Espadachins, Imperial Espada, Imperial Tercio, Imperial Needle Guns

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

Outpost
Tower that can be used to defend the frontier.

* First available: Discovery Age
* Cost: 250 Wood
* Hitpoints:2000
* Resists:
0% vs Siege
* Bonuses:
x0.5 vs Non Cannon Siege
x0.3 vs Settlers
* Techs: Fortified Outpost, Frontier Outpost
* 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.

* First available: Discovery Age
* Cost: 200 Wood
* Hitpoints:2500
* Resists:
0% vs Siege
* Trains: FishingBoat, Caravel, Galley, Galleon, Frigate, Monitor, SPCFireship, Fluyt, Canoe, xpWarCanoe, xpTlalocCanoe
* Techs: Imperial Men, Imperial Monitors, Gill Nets, Long Lines, Carronade, Percussion Lock, Armor Plating, Ship's Howitzers, Rawhide Covers, Flaming Arrows, Cipactli Worship
* Attacks:
Name Damage Range Rate of Fire
AntiShipAttack 15 32 3

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

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

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

Pikeman
Archaic heavy infantry. Good against cavalry and buildings.

* First available: Colonial Age
* Cost: 40 Food 40 Wood
* Hitpoints:120
* Speed:5
* Resists:
10% vs Hand
* Bonuses:
x5 vs Cavalry
* Attacks:
Name Damage Range Rate of Fire
Siege 32 0 3
CoverBuildingAttack 16 0 3
CoverHandAttack 4 0 1.5
Melee (While in Defense Formation) 8 0 1.5
Melee 8 0 1.5

Longbowman
Archaic long-ranged archer. Good against infantry.

* First available: Colonial Age
* Cost: 60 Food 40 Wood
* Hitpoints:95
* Speed:4
* Resists:
30% vs Ranged
* Bonuses:
x1.5 vs AbstractLightCavalry
* Attacks:
Name Damage Range Rate of Fire
Siege 10 0 3
Melee (While in Defense Formation) 11 0 1.5
Ranged (While in Defense Formation) 17 22 1.5
Melee 11 0 1.5
Melee (While in Stagger Formation) 11 0 1.5
Ranged (While in Stagger Formation) 17 22 1.5
Melee (While in Volley Formation) 11 0 1.5
Ranged (While in Volley Formation) 17 22 1.5

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

Field Hospital
A building that heals nearby units.

* First available: Discovery Age
* Cost: 400 Wood
* Hitpoints:250
* Resists:
0% vs Siege
* Trains: Surgeon

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

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

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

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

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

Dragoon
Ranged cavalry. Good against cavalry.

* First available: Fortress Age
* Cost: 90 Food 90 Gold
* Hitpoints:200
* Speed:7.3
* Resists:
30% vs Ranged
* Bonuses:
x0.5 vs Settlers
x3 vs Heavy Cavalry
* Attacks:
Name Damage Range Rate of Fire
Siege 9 0 3
Ranged (While in Defense Formation) 22 12 3
Melee 11 0 1.5
Ranged (While in Stagger Formation) 22 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.

* First available: Colonial Age
* Cost: 300 Wood 500 Gold
* Hitpoints:1500
* Speed:8.5
* Resists:
75% vs Ranged
* Bonuses:
x0.5 vs Artillery
* Trains: AbusGun, Halberdier, Rodelero, Dopplesoldner, Longbowman, Crossbowman, Janissary, Musketeer, Pikeman, Strelet, Skirmisher, Cacadore, Hussar, Ruyter, Lancer, Cossack, Uhlan, Cuirassier, Oprichnik, WarWagon, CavalryArcher, Dragoon, Grenadier
* Attacks:
Name Damage Range Rate of Fire
Ranged Attack 50 20 2

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

Saloon
Trains sinister outlaws and mercenaries.

* First available: Colonial Age
* Cost: 200 Wood
* Hitpoints:2500
* Resists:
0% vs Siege
* Trains: MercSwissPikeman, MercRonin, MercJaeger, MercStradiot, MercLandsknecht, MercHighlander, MercHackapell, MercNinja, MercMameluke, MercManchu, MercElmeti, MercBlackRider, MercBarbaryCorsair, SaloonOutlawPistol, SaloonOutlawRider, SaloonOutlawRifleman, SaloonPirate, MercFusilier, MercGreatCannon
* Techs: Wild West

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.

* First available: Fortress Age
* Cost: 600 Wood 500 Gold
* Hitpoints:8500
* Resists:
0% vs Siege
* Bonuses:
x0.5 vs Non Cannon Siege
* Trains: Cossack, Uhlan, CavalryArcher, Dragoon, Grenadier, AbusGun, Janissary, Musketeer, Pikeman, Crossbowman, Longbowman, Halberdier, Rodelero, Dopplesoldner, Skirmisher, Cacadore, Hussar, Ruyter, Lancer, Cuirassier, Oprichnik, WarWagon, Strelet
* Techs: Revetment, Star Fort
* Attacks:
Name Damage Range Rate of Fire
AntiShipAttack 300 40 3
Cannon Siege 150 26 3

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

Rocket
Heavy artillery that fires a rocket and is good against infantry or buildings.

* First available: Industrial Age
* Cost: 100 Wood 500 Gold
* Hitpoints:350
* Speed:4
* Resists:
75% vs Ranged
* Bonuses:
x3 vs Ships
* Attacks:
Name Damage Range Rate of Fire
Cannon Siege 300 28 5

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.

* First available: Discovery Age
* Cost: 120 Food
* Hitpoints:180
* Speed:4.5
* Resists:
40% vs Ranged
* Bonuses:
x2 vs Huntables
* Trains: Capitol, Plantation, House, Manor, HouseEast, HouseMed, NativeEmbassy, Saloon, FirePit, Longhouse, Teepee, HouseAztec, WallStraight2, WallStraight5, Market, Mill, Farm, LivestockPen, Dock, Outpost, Blockhouse, TradingPost, WallConnector, Bank, Church, WarHut, Barracks, Stable, NoblesHut, ArtilleryDepot, Arsenal
* Attacks:
Name Damage Range Rate of Fire
Siege 6 0 3
Melee 10 2 1.5
Chopping (Trees) 8 0 0
Ranged Attack 8 12 3
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