recursal/Fanatic-Fandom huggingface dataset:
Partisan

> "*Archaic heavy infantry. Good against shock units and buildings.*"
> ― In-game description
>
>

## Overview

The **Partisan** is an archaic heavy infantry unit from *Age of Empires 3*, accessible at National Age by many European nations. It's a pretty decent unit to train in early game with its high siege damage and cavalry-killing attack. By the time Industrial Age rolls around the Pikeman becomes very weak and disposable, surpassed by Halberdiers and Line Infantry.

Due to being an archaic unit they are upgradable only to Veteran, outside of their Royal Guards with Russians, Spanish, and French.

## Civilization Differences

* As seen above, the French, the Russians, and the Spanish can upgrade their Partisan to Royal Guard and Imperial Guard levels.

## Changelog

1.0.14 patch:

* Pikemen have received a couple of changes:
	+ Hitpoints increased to 130 from 120.
	+ Melee attack increased to 10 from 8.

## See Also

* Pardo
* Scytheman
* Spontooner
* Spearman
Sereno

> "*Latin american emergency unit.*"
> ― In-game description
>
>

The **Sereno** is a melee heavy infantry in *Wars of Liberty* that is unique to Latin American civilizations and can be spawned through the **Call Serenos** function at Town Centers. It is similar to Minuteman and Warrior, but attacks in melee and does well against shock units, similar to a Partisan.

## Overview

Like Firemen, Minutemen, Warriors, and Irregulars, Serenos quickly lose hit points over time, which only stops when they have only 1 hit point remaining. Any damage taken after that will kill them, making them almost useless once this occurs.

Serenos are a good tool for quickly defending Town Centers and also useful in temporary battles or to react quickly to an immediate crisis. They are also effective in large infantry armies due to their good speed and attack especially when being sufficiently protected by the units around them.

Serenos do not lose hit points while garrisoned in ships.

## Further Statistics

 **Weak vs.** | Skirmish Units and Artillery

## Home City Cards

As the **Sereno** is a shared Latin American unit, only shipments related to the Latin American civilizations and other civilizations' TEAM cards are shown in the following tables:

Click for a list of Home City Cards related to the Settler

* **TEAM** Shipments are highlighted in **Green**

## See Also

* Minuteman
* Fireman
* Landowner
* Sentry
* Irregular
* Warrior
Ruyter

> "*Ranged Cavalry armed with pistols. Good against cavalry.*"
> ― In-game description
>
>

## Overview

**Ruyters** are a ranged cavalry unit accessed only by Dutch from Capital Age and beyond. They are light-armored and light-equipped Dragoons who move fast, come cheap and occupy little space inside the army; because of this and despite their weakness individually, they are a fan favorite among ranged cavalry in Age of Empires. Dutch also get their Royal Guard.

## Upgrades

*\* Ruyters are automatically upgraded to Veteran status once Capital Age is reached.*

## Civilization Differences

* The Italians can get 13 Guard Ruyters called *Carabinier* throughout one of their Royal Decree technologies called *Carabinieri* at the cost of 1000 Food.

### Revolutionary

* Revolting as the Philippines with the Dutch will upgrade Ruyters to Imperial status.

## Changelog

1.0.14 patch:

* All ranged armoured Dragoon type units now get a malus of x0.75 against Heavy Infantry units.
* Ruyter malus against infantry removed.

## See Also

* Calaras
* Dragoon
* Jinete
Opalchenets Infantry

> "*Frail partisan infantry that can be transformed into other infantry units throughout cards.*"
> ― In-game description
>
>

The **Opalchenets Infantry** is a unique Skirmish Infantry that is available for the Bulgarians. It is a cheap Skirmisher that can be trained quickly but possess weak attack and no damage multiplier against any units. They can be transformed into other Infantry through the use of **Samara Banner** military shipments.

## Overview

The Opalchenets infantry is a cheap skirmisher that can be quickly massed thanks to their cheap cost and quick training time. They are the backbone of the Bulgarian army given that they are available to train as early as the National Age and can be trained for up to 10 units in a single batch if the player sends the **Levski's Legion** shipment. They can also be transformed into other infantry units through the **Samara Banner** shipments allowing the player to quickly mass units that in large numbers can come in handy in both resources saved and combat capabilities.

However, individually they are quite weak in terms of stats and they also possess no damage multiplier, which makes them unsuitable as a primary attack unit. Defensively however, they can be trained quickly to repel enemy attacks at the player's base.

## See Also

* Hajduk
* Recruit
* Border Patrolman
Schooner

> "*Anglo light ship, stronger than its counterparts, but with a lower build limit.*"
> ― In-game description
>
>

## Overview

The **Schooner** is a shared Anglophone light ship that is available from the Dock after advancing to National Age. It is a Light Ship that is limited to six units. They are a quick-moving ship that can also train. Like most Light ships, they are vulnerable to other ships and building attack.

## Units

  Troupe de la Marine | 40 Food, 60 Coin | -

## Further Statistics

 **Weak vs.** | Ships, Buildings, and Artillery

## See Also

* Aviso
* Gunboat
* Lorcha
* Corvette
* Torpedo Boat
Spontooner

## Overview

The **Spontooner** is the generic pikeman-like unit of the Anglos. Canadians have one upgrade available for their Spontooners, Americans have two, while Australians can fully upgrade their Spontooners to Expeditionary status.

## Changelog

1.0.14 patch:

* Spontooners have received the following changes:
	+ Melee damage increased to 8, up from 7.
	+ Resistance decreased to 0.1 Hand, down from 0.2 Hand.
	+ Light Infantry bonus increased to x4.5, up from x3.
Sevite

> "*Villager that constructs buildings and gathers resources. When it dies, you can pay Faith to bring it back.*"
> ― In-game description
>
>

## Overview

The **Sevite** is the unique villager of the Haitians. It works like a regular Settler, but when it is killed, for a limited time the player can revive them into a **Revived Sevite** which moves slower by paying a Faith cost.

## History

**Sevite:**

*As a slave economy, the colony of Saint Domingue relied heavily on large plantations of cash crops, being sugar, indigo and coffee the most important ones. After the revolution and abolition of slavery the country was broken, in ruins and facing several blockades by the nations that wanted to punish the successful slave rebelion and the black republic that came after. With those challenges, Jean-Jacques Dessalines took control of the government and its economy.*

*Dessalines tried to recover the economy through a reorganisation of the now disappeared slave economy into serfdom and forced labor. Haitian citizens were divided into two categories: soldiers and laborers. Laborers were supposed to be bound to a plantation, with artisans and other skilled workers being excent of this. To avoid the appearance of slavery, Dessalines abolished the whip, reduced the working day to a third and provided the laborers with a quarter of the wealth they produced. This system had some success in slowly rebuilding the economy and providing an income to the state, but it was hated by the laborers which likened it to slavery.*

**Revived Sevite:**

*In Haitian folklore, the zombie is a dead person physically revived through necromancy by a bokor. The zombi becomes the personal slave of the bokor, being under his control and having no will on its own, with most zombies being used to work at sugar plantations. As zombies' existence became known in the 20th century, it was clear that zombies weren’t actually revived people, but people deprived from their will through psychoactive drugs.*

*In 1936 the Haitian town of Ennery experienced a shocking situation when an old woman appeared in the town. Pale, naked, with rags covering her head and terrifying screams coming out of her throat. The inhabitants of Ennery recognized her as Felicia Félix-Mentor, a woman who died after a long disease (and was buried) in 1907. The story of Félix-Mentor attracted the attention of the African American folklorist and author Zora Neale Hurston, who documented it in the book Tell My Horse, which confirmed zombies' existence to the American public, and added a new terror creature, whose popularity today is bigger than ever.*
Paraguayans/Tech Tree

## Military Buildings

### Barracks

Paraguayan Barracks will automatically train Primero de Linea for free, although the player can also train them manually.

### Stables

Paraguayan Stables will automatically train Aca Yboty for free, although the player can also train them manually.

## Ultimate Building

### Heavy Works

Paraguayan Heavy Works will automatically train Cohetes for free, although the player can also train them manually.

## Immigrants

### Advance to Any Age

* French Immigrants
* Croatian Immigrants
* Scandinavian Immigrants
Ninja

> "*Japanese assassin. Highly effective against mercenaries, Explorers, War Chiefs, and Monks.*"
> ― In-game description
>
>

The **Ninja** is a mercenary melee heavy infantry unit in *Wars of Liberty*. It is a stealthy unit that excels against heroes and mercenaries, similar to the Spy.

## Overview

Ninjas are infantry units that are very effective against heroes and mercenaries. Ninjas themselves are mercenaries, so are easily countered by Spies. The Ninja can also use Stealth Mode, which can be detected by an Explorer or Town Center (or other units or buildings).

The Ninja differs from the Spy in that it is classified as a mercenary, in contrast to the Spy, making the Spy very effective against Ninjas. The Ninja also has much higher cost, slightly less speed, much lower Line of Sight and much lower multipliers, but it has more hit points and much higher base damage and siege damage. Ninjas also take up 4 population per unit, despite only costing 200 coin, whereas Spies take up only 1 population per unit, despite costing 125 coin. Ninjas are slightly more deadly against mercenaries, but less effective against heroes, and are far less useful for scouting.

As is the case with Spies, Ninjas are not cost effective against any units other than mercenaries and heroes. However, they do much better against normal units than Spies do, because of their higher base damage. This makes them more well-rounded than Spies. Ninjas are classified as heavy infantry and infantry, making them especially vulnerable to light infantry, counter-skirmishers, and artillery.

The Ninja also has worse accessibility than Spies, as Spies are always available from the Church/Mosque from the National Age onward and also can be sent from the Home City by many civilizations, while the Ninja can only be sent from Home City shipments by certain civilizations.

## Further Statistics

 **Weak vs.** | Spies, Skirmish Units, and Artillery

## Home City Cards

Click for a list of Home City Cards related to the Ninja

* INFINITE Shipments are highlighted in **Purple**
* TEAM Shipments are highlighted in **Green**
* Shipment that can be sent multiple times are highlighted in **Red**
Mornar

> "*Immigrant sailor from Croatia, good against ships and cannons.*"
> ― In-game description
>
>

The **Mornar** is an Immigrant Marine Infantry that is available from the Falkusa. It is a Marine Infantry that excels in fighting Ships and Artillery. Being an immigrant unit, it is available to be trained in batches of 6 units in National Age, 9 units in Capital Age, and 14 units in Industrial Age respectively each at the cost of 1  with the exception of Uruguayans who are able to train them individually for Food and Coin cost.

## Overview

Mornar is a powerful Naval Infantry that specializes in fighting against ships, artillery, and ranged units due to their piercing ranged damage. Like most Infantry, they are weak against Artillery and Assault Units. They should be carefully managed as they are difficult to replace due to them costing shipments to train instead of normal resources.

Compared to the Latin American Sailor, they possess more Hitpoints, making them an excellent supplement to the player's main army especially in civilizations that can quickly gather shipments. They are also automatically upgraded on every Age-Up making them a strong force that can be trained and utilized from the get-go without having to worry about unit upgrades.

## Upgrades

Mornars are automatically upgraded on every Age-Up.

## Further Statistics

 **Weak vs.** | Scout Units, Shock Units, and Assault Units

## See Also

* Sailor
* Guardamarina
Nizam-i-Cedid

> "*Ottoman ultimate heavy ranged infantry with good range and hitpoints. Carries a sword to beat cavalry*"
> ― In-game description
>
>

## Overview

The **Nizam-i Cedid** is the ultimate infantry unit for the Ottomans and as such it can be trained at Barracks, Forts and Galleons. They are quite powerful units and basically better Janissaries. They have almost the same hitpoints as mercenariy heavy ranged infantry and good ranged damage, while their melee attack is great against light infantry and especially Coyote Runners. Their only imperial upgrade gives them almost twice as much of their great stats, making deadly in the late game.

## Civilization Differences

* The Indians can get 12 Nizams through the Ottoman Consulate.

## Changelog

1.0.14 patch:

* The Nizam-i Cedid has received the following changes:
	+ Population cost increased to 2.
	+ Rate of fire corrected to 3 from 2.35 on ranged actions.
Plague Catapult

The **Plague Catapult** was a unique artillery unit available for the Romanians until it was definitively removed in the patch **1.0.13c**. It throws corpses, dealing very little damage on hit, but inflicts damage over time to all units in the area through plague. Any unit killed by the plague has its Kill Bounty given to Mother Nature.

## Upgrades

**Army Plague Catapult**: Are better than Plague Catapult in terms of hit points and damage. The upgrade is available at the Artillery Foundry once Industrial Age is reached.

Hit points: 390
Bombard attack: 6
Cost: 1500 Wood and 1500 Coin
**Aristocrat's Plague Catapult**: Are better than Army Plague Catapult in terms of hit points and damage. The upgrade is available at the Artillery Foundry once Imperial Age is reached.

Hit points: 540
Bombard attack: 9
Cost: 4000 Wood and 4000 Coin
Sertanista

> "*One of the leaders of your settlement, weaker than other Explorers. Explores, fights, builds Town Centers and Trading Posts. Cannot die. If he falls unconscious, he can be rescued.*"
> ― In-game description
>
>

The **Sertanista** is the unique Explorer unit of the Brazilians. It is an explorer that is weaker than other Explorers individually, but the player can send more of them through Home City shipments, allowing them to explore large amounts of territory and gathering treasures easier than other Explorers when enough number of them is present. The Player can field a maximum of 10 Sertanistas in a game session.

## Overview

Like other explorer units, the **Sertanista** can build Town Centers and Trading Posts in both Enlightenment and Capital Age. He also has the ability to regenerate lost health and his stats are automatically upgraded with each Age-Up. He is strong against treasure guardians and weak against Spies and Ninja type units.

Unlike other units who simply die when their hit points reach 0, the **Sertanista** will collapse, like other explorers. When this happens, the player can ransom him to whoever dealt the final blow (including Mother Nature) for 100 Coins or send an allied unit near him to help him get back on his feet (a minimum of 100 hitpoints is needed). He is also affected by treasures or shipments that boosts the stats of Explorers units.

What sets the **Sertanista** apart from other explorer units is the ability to send more of them through Home City shipments, capped at 10. While individually they have fewer hitpoints than standard Explorers (they have a base hitpoint of 250 which is 37,5% fewer than standard Explorer hitpoint which is 400). The Home City has 3 additional shipments scattered in various Ages which bolster their number to a maximum of 10 Sertanistas. However, this means that in order to achieve the maximum number of Sertanistas in a game session. The player has to dedicate 3 shipment slots in their deck in which it could have been used for other shipments, bringing certain risks as they are innately an explorer which is only good at exploring and fighting treasure guardians. Although they have the ability to support nearby native warriors in combat if the **Cunhadismo** shipment is sent.

### Special Abilities

* **Sharpshooter Attack**: The Sertanista fires a shot dealing 750 ranged damage to a treasure guardian. 60 seconds cooldown.
* **Crackshot Attack** (Available upon reaching Industrial Age): The Sertanista fires a shot dealing 5000 base ranged damage to an enemy infantry or cavalry. 90 seconds cooldown.
* **Cunhadismo Aura** (Available upon sending the **Cunhadismo** shipment): The Sertanista emits an aura which improves nearby native units in combat by 5%.

### Upgrades

The damage and hit points of the **Sertanista** increase with each Age Up.

* +25% hit points and attack
* +30% hit points and attack
* +40% hit points and attack
* +50% hit points and attack

## Home City Cards

As the Sertanista is unique to the Brazilians, only their cards and other civilizations' TEAM cards that benefit them are shown in the following tables:
Panteon

Prevents enemies to begin to construct most builds near it (Except basic gathering buildings and houses).
Reduces the enemy gathering rate near it.
Closes enemies lose **10%** attack damage.

## Buttons

### Technologies

Distinguished Cueteros

The **Panteon** is the Mexicans ultimate building. It can only be send from the home city and is avaible in the Industrial Age.

## Overview

The panteon allows Mexicans to train their ultimate unit, the Cuetero, a very powerful and quick train skirmisher unit, but also prevents enemies near it to construct most buildings, reduces the enemy gathering rate and reduces **10%** attack basic damage from nearby enemies.

As every latin ultimate building, it can only be constructed using a respective wagon (Panteon wagon in this case) send from the home city, if it's destroyed, it is lost for the rest of the game; unless the wagon is lost or consumed, it can cancel this construction.

The enemy buildings which are avaible to construct inside the Panteon perimiter, are mills, plantations, houses, and similars, but it is not recommended for them, as it will decrease the gathering rate of their villages inside the area.

## Home City Cards

As the Mexican unique building, only shows cards from them, that affects the panteon.

* **Improved buildings.** (II) Building **+40%** hitpoints.

## Trivia

* The panteon shows to be a infinite food source, also has a maximum limit of 40, but it can not be gathering, even so, when is attacked by enemies units it shows their number in the gather count, they do not earn any food.

## See Also

* Presidio. Another Mexican building.
* Cuetero. The unit recruited from this builing.
Mortar

> "*Artillery that fires explosive shells at buildings and ships.*"
> ― In-game description
>
>

## Overview

The **Mortar** is a siege artillery available for the Europeans trained at the Artillery Foundry from Industrial Age and beyond. It fires shells at extreme range and with a wide arc, dealing heavy damage. It's great at destroying walls and Outposts for an assault to a colony, however it can also damage ships to a lesser extent unless they are moving. The unit can only attack buildings and ships, so to hurt any other unit it relies on the area of effect along enemies close to the explosion.

## See Also

* Dictator
* Pedrero
Sapper

The Sapper is an archaic siege unit available for the Anglos.

## Upgrades

**Specialist Sapper**: Provides a 20% damage and hitpoints upgrade for your Light Cavalry. The upgrade is available at the Artillery Foundry once Capital Age is reached.

Hit points: 144
Hand attack: 9
Siege attack: 96
Cost: 200 Wood and 200 Coin
Procer

> "*Explores and can find treasures, and can also train decoy units. Cannot die. If he falls unconscious, he can be rescued.*"
> ― In-game description
>
>

## Overview

The **Prócer** is the unique Explorer unit of the Peruvians. It can train Decoys, fake units, to confuse and draw attention. Like most Explorers, it can build Trading Posts and Town Centers, and it becomes stronger with each Age Up. Due to his ability to train decoys, he does not possess anti-guardian abilities such as sharpshooter attack.

## Upgrades

The damage and hit points of the Prócer increase with each Age Up.

**National Age**

Hit points: 500
Hand attack: 7
Ranged attack: 15
Siege attack: 18
**Capital Age**

Hit points: 620
Hand attack: 9
Ranged attack: 18
Siege attack: 23
**Industrial Age**

Hit points: 780
Hand attack: 11
Ranged attack: 23
Siege attack: 29
**Imperial Age**

Hit points: 980
Hand attack: 14
Ranged attack: 29
Siege attack: 36

## Trivia

* The Prócer is based on the Peruvian hero Andrés Avelino Cáceres, also called the Warlock of the Andes, who fought against the Chilean Army in the Pacific War. Under his command were the army of Breñeros, which are also in the game.

## History

*Andrés Avelino Caceres was a Peruvian president and national hero who fought in the War of The Pacific and resisted the Chilean occupation after the fall of Lima. He organized a guerrilla group called ‘Ejército de la Breña’ that defeated the Chilean expeditions sent after him, despite being at numerical inferiority.*

*Cáceres received the nickname ‘The Warlock on the Andes’ because of the tactics he used to deceive the Chilean expeditions, like dressing llamas with ponchos and chullos to make his army look bigger and making Chileans pursue his forces through the rough terrain of the hinterland until they got altitude sickness and faded out. Despite these brave efforts, the Peruvian resistance was finally defeated in the Battle of Huamachuco, which paved the recognition of the defeat.*

## Patches

Since the patch 1.0.11b the decoys cannot attack the buildings.
National Guard

## Overview

National Guards are military units which can receive an additional 10% extra attack and hit points when their **Guard** upgrade is researched in Industrial Age. In total the upgrade gives the unit 40% attack and hit points over its base stats *(30% Guard upgrade + 10% National Guard bonus)*.

National Guard upgrades are only available to the Europeans and the Latin Americans. Normally there are only 2 National Guard upgrades per civilization, however there are exceptions like France, Brazil and Central America. Additionally this type of upgrades cost 800 more resources than normal Guard upgrades. In total one National Guard upgrade costs 1000 Wood and 1000 Coin.

After its research the unit's name will change to a unique denomination based on the civilization's military in real life. I.E.: The Peruvian Lancer changes its name to *"Junin Hussar"*.
## European Units

###  Austro-Hungarians

  **Skirmisher** | Feldjägers (requires the player to send the **Hungarian Compromise** shipment and then researching the **Dual Monarchy** improvement at the Capitol, automatically applied upon reaching Capital Age)

###  Belgians

  **Bicycle Infantry** | Belgica Carabinier

###  French

  **Chasseur a Cheval** | Chasseurs d'Afrique

###  Germans

  **Cuirassier** | Garde du Corps Cuirassier (Available after aging to Industrial Age with **The Crown Prince** politician.)

## Latin American Units

###  Chileans

  **Frontier Cavalry** | Colonial Gendarmes

## Notes

* *The British and the Ottomans don't have access to National Guards despite being European civilizations.*
* *The Central Americans gain one National Guard upgrade depending on the roster the player chooses.*
* *The Austro-Hungarians gain access to Royal Veteran upgrades instead of National Guard upgrades, they are available in Capital Age and grant 5% instead of the usual additional 10% stat increase.*

.

## Changelog

1.0.14 patch:

* Peseteros has been moved to the Capital Age, and no longer changes the units name in imperial and neither gives a 10% Royal upgrade. No longer affects galleons.
Rompelinea

> "*Venezuelan ultimate unit. Hand cavalry good against heavy infantry.*"
> ― In-game description
>
>

## Overview=

The **Rompelinea** is a heavy melee cavalry available for the Colombians when the player chooses to not oust Venezuelan politicians until Industrial Age. It is trained at the Academy (Colombian ultimate building available only through shipments).

It is effective against heavy infantry in melee due to their toughness and strong resistance against melee attacks. However, they are cheaper and not as strong as regular Escolta and are limited to 15 units at any given time. Despite being not as strong, they resist more melee damage and have a bonus against light cavalry units, thus lessening their vulnerabilities against ranged cavalries.

## Notes

* Like all the other Colombian Ultimate Units, **Rompelineas** can only be upgraded when reaching Imperial Age
* The in-game files state **Rompelineas** as Mantuano (Venezuelan title for Criollo aristocrats) which denotes their noble background.
Plastun

> "*Cossack melee shock assault infantry armed with a shashka.*"
> ― In-game description
>
>

The **Plastun** is a unique Russian Shock - Assault Melee Infantry that is trained from the Blockhouse in batches of three units, and later from Forts individually. They have excellent movement speed and melee resistance that allows them to withstand melee attacks in heated combat.

## Overview

The Plastun is a shock - assault infantry that has excellent speed and melee resistance which makes them excellent at engaging Skirmish Units or raiding enemy villagers while also holding their own in melee combat. While they are difficult to mass initially due to them costing Coin more than Food, they are ideal for executing hit and run attacks thanks to their charged Shashka attack that deals 1,5 times of their base damage and has a small area-of-effect. While they are classified as Shock and Assault Units, they are also classified as an Infantry unit, which means that they are vulnerable to Maneuver Units, Heavy Infantry, and Artillery.

## Further Statistics

 **Weak vs.** | Heavy Infantry, Maneuver Units, and Artillery

## See Also

* Machetero
* Zinglin
* Guarda Negra
* Auca Runa
* Fighter
* Umpakati
Reiter

* Basics
* Actions
* Trained Via
* Commands
* Type
* Modding

 nil

* File:Fort icon.png Fort
* Galleon
* File:Fort icon.png Maltese Tower
* Schloss

* LogicalTypeValidSharpshoot
* LogicalTypeNeededForVictory
* LogicalTypeHandUnitsAutoAttack
* LogicalTypeLandMilitary
* LogicalTypeScout
* LogicalTypeValidSPCUnitsDeadCondition
* LogicalTypeGarrisonInShips
* LogicalTypeRangedUnitsAutoAttack
* LogicalTypeVillagersAttack
* LogicalTypeHandUnitsAttack
* LogicalTypeRangedUnitsAttack
* LogicalTypeMinimapFilterMilitary
* Mercenary
* AbstractCavalry
* AbstractLightCavalry
* Unit
* Military
* UnitClass
* Ranged
* HasBountyValue
* CountsTowardMilitaryScore
* AbstractCavalryInfantry
* AbstractGunpowderCavalry
* AbstractRangedCavalry
* ConvertsHerds

> "*Germanic cavalry mercenary armed with pistols. Good against cavalry*"
> ― In-game desription.
>
>

## Overview

The **Reiter** is a mercenary of light cavalry that comes from Germany to serve the Habsburgs' empire. It comes with heavy armor for melee attacks and a set of pistols that uses to kill Hand Cavalry and Coyote Runners, although with lesser bonuses due to being an already powerful Dragoon. One of the better traits is its very high hitpoints that in and of itself are above those of an Imperial Dragoon and manage to get past most troublesome counters in the game. While the cost is rough, Habsburgs are able to build Banks to recuperate coin after aging up to the Capital Age or to assign 20 gatherers to their economic buildings and gather resources more efficiently.
Saami Rider

> "*Saami moose rider with many hitpoints.*"
> ― In-game description.
>
>

## Overview

The Saami Rider is a Native Warrior available to the Swedes. They are a resistant Hand Cavalry unit mounted on moose, effective against skirmishers and artillery, and can be trained at the Native Embassy even without other Native Trading posts present (with Lappkodicillen shipment) or sent from Home City.

The Saami bring a few improvements when trained from the Embassy:

* **Joiks**: you receive 3 faith for every Native Warrior trained;
* **Sea Saami**: you can train Canoes and they gather from whales faster;
* **Siida**: spawns reindeers at every Trading Post.
Niam-Niam

> "*Zande tribesman armed with a spear and shield. Good against cavalry.*"
> ― In-game description.
>
>

## Overview

Niam-Niams are brave warriors of the Zande tribe and defend it with shields and spears. They are good against cavalry and buildings like pikemen; also like Hunga-Mungas and Zappo-Zaps they are trained only at the Native Embassy and cannot be upgraded through normal means, although they do not occupy population.

## Trivia

"Niam-Niam" is a derogatory French term to descibe the Zande ethnic group as a whole, as Belgian royalty saw these people as mere property.

Nowadays Zande are spread between South Sudan, D.R. Congo and CentralAfrican Republic.

## Changelog

1.0.13 patch:

* Fixed a bug that gave Niam niams a super fast siege attack.

## See Also

* Zappo-Zap
* Hunga-Munga
Pandur

* Basics
* Actions
* Trained Via
* Commands
* Type
* Modding

 nil

* File:Fort icon.png Fort
* Galleon
* File:Fort icon.png Maltese Tower
* Schloss

* LogicalTypeValidSharpshoot
* LogicalTypeNeededForVictory
* LogicalTypeHandUnitsAutoAttack
* LogicalTypeLandMilitary
* LogicalTypeScout
* LogicalTypeValidSPCUnitsDeadCondition
* LogicalTypeGarrisonInShips
* LogicalTypeRangedUnitsAutoAttack
* LogicalTypeVillagersAttack
* LogicalTypeHandUnitsAttack
* LogicalTypeRangedUnitsAttack
* LogicalTypeMinimapFilterMilitary
* AbstractGunpowderTrooper
* Ranged
* HasBountyValue
* AbstractCavalryInfantry
* CountsTowardMilitaryScore
* AbstractRangedInfantry
* ConvertsHerds
* Military
* UnitClass
* Unit
* AbstractInfantry
* Mercenary
* AbstractHeavyInfantry

> "*Heavy infantry mercenary from Slavonia. Carries sword to beat cavalry.*"
> ― In-game description
>
>

## Overview

The **Pandur** is a unique Musketeer-like unit available for the Habsburgs. It is one of the main infantry unit for the Austro-Hungarian empire as it combats with its musket and holds the line against enemy cavalry. Pandurs tend not to be used in National Age as they cost lots of coin and instead get replaced with Pavisiers for the time being, but once the Habsburgs' economy is set up they are much more useful. Their high siege and ranged damages are among the best for a unit like it and it may become cheaper with one of the Imperial Age politicians while several cards improves its hitpoints.

## History

> "*Pandurs were regiments of light infantry which served the Habsburgs since 1741 when the empress Maria Theresa issued an official permission to Baron Franz von der Trenck to raise these regiments; their soldiers came from a region in modern Croatia and Serbia called Slavonia and from Central Europe. They fought in the Austrian Succession War against Prussia and proved to be as audacious on battlefields as ruthless for burning villages and pillaging. Despite Austria loss in this war Pandurs kept their role in the Austrian army, until 1919 when they were disbanded.*"
>
>
>
Spearman (Polynesian)

## Spearman

* Spearman
* Tewhatewha
* Tao

> "*Polynesian melee warrior with a bonus against cavalry.*"
> ― In-game description
>
>

## Overview

The **Spearman** is the base heavy infantry unit of the Polynesians. It's effective against cavalry and light infantry. There is a choice of upgrades available to specialize your Spearman, such as choosing to equip them with weapons for countering cavalry or with weapons to enable area attacks.

## Upgrades

Polynesian civilizations feature shared basic military units which can then be upgraded starting at Age III with different choices. For example, the Māori can choose between arming their Spearmen with Taiaha spears to make them faster and stronger against cavalry, or with Tewhatewha clubs that makes them slower but adds an area attack. After the initial specialization is chosen, more upgrade choices become available to further tune the unit, such as focusing on high hitpoints and lower damage or vice versa.

**Māori**
* **Taiaha Spearman**: Warrior armed with a Taiaha spear. Moves and attacks faster than a standard Spearman. With a bonus against cavalry.
* **Tewhatewha Spearman**: Warrior armed with a Tewhatewha. Moves slower but has a much stronger attack than a standard Spearman. With a bonus against infantry.

## Changelog

1.0.14 patch:

* Cost reduced to 30 Food and 30 Wood from 35 Food and 30 Wood.
* Bounties adjusted to 6.
Surveyor

> "*The leader of your industry. Boosts the production of nearby Works, explores, fights, builds Town Centers and Trading Posts. Cannot die. If he falls unconscious, he can be rescued.*"
> ― In-game description
>
>

The **Surveyor** is the unique Explorer unit of the Paraguayans. It is an explorer that can boost the rate of which nearby Works produce resources. This allows him to support the Paraguayan economy in all stages of the game.

## Overview

Like other explorer units, the **Surveyor** can build Town Centers and Trading Posts in both Enlightenment and Capital Age. He also has the ability to regenerate lost health and his stats are automatically upgraded with each Age-Up. He is strong against treasure guardians and weak against Spies and Ninja type units.

Unlike other units who simply die when their hit points reach 0, the **Surveyor** will collapse, like other explorers. When this happens, the player can ransom him to whoever dealt the final blow (including Mother Nature) for 100 Coins or send an allied unit near him to help him get back on his feet (a minimum of 100 hitpoints is needed). He is also affected by treasures or shipments that boosts the stats of Explorers units.

What sets the **Surveyor** apart from other explorer units is his innate ability to enhance the output of nearby Works. The boost rate is 10% of the base Works rate and it has the range of 16 tiles. Unlike other explorer units, this means that the Surveyor is best to remain at the player's base since his aura is useful to boost the production rate of your works, making him a primary target for raids if the opponent seeks to cripple the player's economy.

### Special Abilities

* **Aura**: The Surveyor emits an aura which permanently boosts the rate of nearby resource Works by 10%. Has a range of 16.
* **Sharpshooter Attack**: The Surveyor fires a shot dealing 750 ranged damage to a treasure guardian. 60 seconds cooldown.

### Upgrades

The damage and hit points of the **Surveyor** increase with each Age Up.

* +25% hit points and attack
* +30% hit points and attack
* +40% hit points and attack
* +50% hit points and attack

## Home City Cards

As the Surveyor is unique to the Paraguayans, only their cards and other civilizations' TEAM cards that benefit them are shown in the following tables:
Rosior

* Basics
* Actions
* Trained Via
* Commands
* Type
* Modding

 nil

* Monastery
* File:Free port icon.png Free Port

* LogicalTypeValidSharpshoot
* LogicalTypeNeededForVictory
* LogicalTypeHandUnitsAutoAttack
* LogicalTypeLandMilitary
* LogicalTypeScout
* LogicalTypeValidSPCUnitsDeadCondition
* LogicalTypeGarrisonInShips
* LogicalTypeRangedUnitsAutoAttack
* LogicalTypeVillagersAttack
* LogicalTypeHandUnitsAttack
* LogicalTypeRangedUnitsAttack
* LogicalTypeMinimapFilterMilitary
* AbstractCavalry
* AbstractCavalryInfantry
* AbstractHandCavalry
* AbstractHeavyCavalry
* AbstractSiegeTrooper
* ConvertsHerds
* CountsTowardMilitaryScore
* HasBountyValue
* Mercenary
* Military
* Unit
* UnitClass
Spearman

The **Spearman** is a Pikeman-like unit available for the Africans.

## Overview

The Spearman is a heavy infantry unit. Like Pikemen, they have low attack, but high siege damage and multipliers against cavalry and light infantry. The Spearman is one of the earliest heavy infantry units available to the African civilizations with the purpose of countering cavalry and light infantry, but it is often outclassed by the alternatives with more versatility, such as the Neftenya and the Impi, both being ranged Heavy Infantry with melee multipliers equal or greater than that of the Spearman.
Paddock

> "*Annex for the Stable. Heals nearby cavalry units and musters Adelsryttare Allotments.*"
> ― In-game description
>
>

## Overview

The **Paddock** is an annex available to the Swedes' Stable from National Age. It functions as a Hospital for cavalry units while it provides **Adelsryttare Allotments**, which gather 5 of them for 300 Wood, Food and Coin; it can be used virtually infinite times, but the total cost will increase by 30% each new time.

## See also

* Hof
* Torp
* Maypole
Police Elephant

> "*Blegian ultimate unarmored elephant with a powerful attack and many hitpints.*"
> ― In-game description
>
>

## Overview

Police Elephants are a slow, resistant, powerful and unarmored war elephants shipped from Congo to serve Belgians.

They deal heavy damage in an area of effect and can resist many attacks before falling, having one of the highest base hit points in the game. They are intended to work as a support unit which is capable of sponging high amounts of damage.

## Upgrades

(free)
(free)

## Changelog

1.0.13 patch:

* Police Elephants now have a Train Limit of 5.

1.0.14 patch:

* Police Elephants have received a couple of changes:
	+ Damage reduced to 35 from 60.
	+ Siege damage reduced to 100 from 120.
Pedrero

The **Pedrero** is an artillery available for the Latin Americans. It is a siege cannon with a good range and a strong attack against buildings.

## Changelog

1.0.14 patch:

* The Pedrero has received the following changes:
	+ Cost reduced to 100 Wood and 300 Coin from 200 Wood and 400 Coin.
	+ Bounties adjusted to 40.
	+ Area of effect reduced to 1 from 4.
Parrot

The **Parrot** is a Heavy Artillery unit Produced Automatically in the Industry of the Anglos civilizations.

## Changelog

1.0.14 patch:

* Parrotts have received the following changes:
	+ Damage increased to 250, up from 240.
	+ Range increased to 28, up from 27.
	+ Area of effect decreased to 4, down from 5.
	+ Has received a x2 against Infantry bonus.
	+ Has received a x0.6 against Artillery malus.
Salitrera

> "*Produces crates of Food, Wood or Coin over time. Contains crate related upgrades. Villagers can Garrison here.*"
> ― In-game description
>
>

## Overview

The **Salitrera** is an economic building available for the Chileans. It is available at Industrial Age through a shipment which enables the Husar de la Muerte to build it.

The **Salitrera** is one of Chile's late-game economic strengths, and it produced crates of Food, Wood or Coin over time, allowing villagers to gather from them. Since crates are a very fast source of any resource, and because the Salitrera has crate-related upgrades such as increasing resources contained and gathering speed for villagers, this building can give the Chileans a boost to their economy in the late-game. The **Salitrera** also allows the training and upgrade of their ultimate unit, the **Carreta Blindada**. Making them a high priority building for the player.
River Monitor

> "*Nation States siege ship.*"
> ― In-game description
>
>

## Overview

The **River Monitor** is a shared Nation States siege ship that is available from the Dock after advancing to Industrial Age. It is a Siege Ship that is limited to three units. They deal vast damage to buildings and have two types of attack which are a normal mortar attack and an active Long-Range attack ability which allows them to destroy buildings with a well-timed Long-Range attack. Like most siege ships, they are vulnerable to other ships and land artillery.

## Furter Statistics

 **Weak vs.** | Land Units and Ships

## See Also

* Floating Battery
* Popovka
* Bombarda
* Ironclad
* Bomb Ketch
Sertanejo Cangaceiro

The **Cangaceiro** is a native ranged infantry unit. It is effective against infantry at range and against cavalry in melee. It can also be sent from the Home City for the Argentines.

## Upgrades

**Brave Cangaceiro**: Are better than Cangaceiro in terms of hit points and damage. The upgrade is available at a Sertanejo Trade Site once Capital Age is reached.

Hit points: 250
Hand attack: 12
Ranged attack: 23
Siege attack: 22
Cost: 300 Wood and 200 Coin
**Skilled Cangaceiro**: Are better than Brave Cangaceiro in terms of hit points and damage. The upgrade is available at the Sertanejo Trade Site once Industrial Age is reached.

Hit points: 330
Hand attack: 16
Ranged attack: 31
Siege attack: 29
Cost: 400 Wood and 300 Coin
Temple

**Temple** is a Building in Age Of Empires 3: Wars of Liberty.

However, it functions very differently from churches in original game. You have option to opt for 17 religion and Laicism that is no Religion totaling for 18 options. Laicism is available to all the civilizations. Apart from Laicism all the civilizations get a choice of two other religions. In total, All civilizations get choice for 3 religions.Each Religion offers it own powerful researches and bonuses. Faith which a new kind of resource can be generated here by tasking villagers or whatever gathering unit civilization has. Researches of all the religions cost some amount of faith except Laicism.
Samurai

> "*Powerful Japanese samurai swordsman that inflicts area damage in hand combat. Good against shock units and buildings. Ignores armor.*"
> ― In-game description
>
>

The **Samurai** is a melee heavy infantry unit in *Wars of Liberty* that is unique to the Japanese and can be trained at Barracks and by Gensuis. It has a splash attack that harms multiple enemy units in one sweep of their sword and is one of the strongest melee infantry units in the game.

## Overview

The Samurai is an expensive heavy melee infantry in terms of resource and population cost but are very effective in what they do. Their melee attacks deal splash damage allowing them to damage multiple enemies at once. They are also effective against buildings due to their excellent siege damage. Like most heavy melee infantry, they are countered by skirmish units and artillery.

The Japanese can also train the Samurai from the Gensui and if sufficiently supported by shipments and technology such as the "Kazoku" shipment which boost the training rate of Gensuis and the "Bushido Principles" improvement from the Japanese Isolation ally at the Consulate, the Gensui will be able to train 10 strong melee infantry in a single batch.

## Further Statistics

 **Weak vs.** | Skirmish Units and Artillery

## Home City Cards

As Samurai are unique to the Japanese, only their cards and other civilizations' TEAM cards are shown in the following tables:

Click for a list of Home City Cards related to the Samurai

* INFINITE Shipments are highlighted in **Purple**
* TEAM Shipments are highlighted in **Green**
* Shipments that can be sent TWICE are highlighted in **Red**
Skull Knight

> "*Aztec elite berserker.*"
> ― In-game description
>
>

## Overview

The **Skull Knight** is the ultimate unit of the Aztec empire which brings death with a large two-handed wooden sword covered in sharp stones. The unit is effective against groups of cavalry that might try to fight it because of the area damage and the bonus. It is good against buildings since it can resists many shot from them and inflict big siege damage. However, the Knight is rather slow compared to the rest of Aztec's infantry and moving more like a Halberdier, so it loses to artillery. Provide cover with Arrow Knights or Eagle Runners to protect their advance.

With the Home Citycombat cards for the knights they become more powerful and can sweep through most units and can handle forts without much fear. Also if sending the **Great Temple of Huiztilopochtli Support** card they will get +1 area of effect.

The unit is trained for free at the Fire Pit, where villagers dance to summon 1 Skull Knight after several seconds. This can take a while because at best the train time is 10 seconds and that makes it difficult for the Skull Knight to be used. Focusing on Warrior Priests is crucial for the task.
Ottomans/Home City

This page contains all Home City Cards available for the **Ottoman** civilization in *Wars of Liberty*.

* **Green**: TEAM Shipment that is sent to each player in a team.
* **Purple**: Shipment that can be sent an INFINITE number of times.

All cards are unlocked by default starting from Patch 1.0.14

* Colonial Office
* Military Academy
* Hagia Sophia
* Manufacturing Plant
* Harbor
National Age

The **National Age** is the second Age in *Age of Empires III:Wars of Liberty*, after the start of the game in the Enlightenment Age. The National Age is characterized by the start of a civilization's formal military and small battles over resources may break out, as players develop their economy.

In-game, this is often characterized by a focus on obtaining several sets of 200 **wood**, the cost required for construction of the main military buildings. Alternatively, civilizations may focus on the 1,000 **coin** required to get ahead to the Capital Age and forgo development during National Age, for earlier access to advanced units such as a shipment of Falconets. Large crates sent by Home City Cards tend to play an important role in either of these developments.

The National Age also marks the spread of specialist work such as religion through introduction of the first healing units such as the Priest, Imam, or Missionary. Artillery is sometimes available in the National Age depending on the culture; civilizations with access to Grenadiers and early artillery units are able to build the Artillery Foundry at this Age rather than in Capital Age. Similarly, the Dutch can train the Skirmisher.

For most cultures, advancing to the National Age is done through the selection of a politician at the Town Center. This is the case of the Europeans, the Latin Americans, the Anglos and the Native Americans. The Asians can reach National Age through the construction of Wonders with their Villagers. The Africans need to research three technologies in total at their Library. The Nation States have a single different politician in any of their buildings (Casern, Stable, Market, Artillery Foundry and the Hunter's Lodge; plus the Dock for the Greeks). The Polynesians have to send their explorer into voyages instead.

Advancing to the National Age grants buildings a 7 LOS upgrade.
Observatory

> "*Annex for the Town Center. Provides a large line of sight and casts the Spyglass ability, which temporarily reveals the minimap.*"
> ― In-game description
>
>

## Overview

The Observatory is an Annex for the Town Center, available only to Swedes. Its primary function is the Spyglass ability to remove war fog and reveal portions of the map for a few seconds. It also has great line of sight, comparable to that of an Outpost.
Scots Grey

> "*Ranged maneuver cavalry armed with a carbine and straight sword which does area damage.*"
> ― In-game description
>
>

The **Scots Grey** is a British unique ranged cavalry that excels against Assault Units and Artillery. It has more health and able to perform area damage on melee attacks compared to the European Dragoons.

## Overview

Scots Grey is a Manouevre cavalry that moves and attacks faster than most Manoeuvre cavalry, making them an ideal force for focus-firing artillery and Assault Units. However, like most Manoeuvre cavalry, they are especially weak against Skirmish units.

Unlike most manoeuvre cavalry, they are able to perform area melee attacks, allowing them to be more viable than other ranged cavalry when it comes to close combat. However, being shock units, they are also countered in melee by Heavy Infantry.

## Upgrades

*\*Note: The **Veteran Scots Greys** upgrade is automatically applied in Capital Age.*

## Gallery

In-game model of British Scots GreyIn-game model of Guard Scots GreyIn-game model of Imperial Scots Grey

## See Also

* Dragoon
* Jinete
* Carabinier
* Escort