recursal/Fanatic-Fandom huggingface dataset:
Grenzer

* 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
* ConvertsHerds
* AbstractRangedInfantry
* AbstractCavalryInfantry
* CountsTowardMilitaryScore
* HasBountyValue
* Ranged
* AbstractGunpowderTrooper
* UnitClass
* Military
* Unit
* AbstractInfantry
* Mercenary

> "*Skirmisher mercenary coming from Croatia. Good against infantry.*"
> ― In-game description
>
>

## Overview

The **Grenzer** is the mercenary counterpart for the Skirmisher available to the Habsburgs. With double the base stats of the latter they are effective more than most units against heavy infantry and light cavalry, but they cost much more to train and occupy double the population in return.

## Upgrades

* "Veteran Grenzer" is researched automatically and for free at Capital Age.

## History

> "***Grenzers** ("border guards" in German) were light infantry regiments that were issued at the border between the Austro-Hungarian and Ottoman empires, the latter of which was the predominant threat to fight.
> They trained at skirmishing and they were very skilled at it as they showed during the Napoleonic Wars, but they were sometimes used as line infantry also.*"
>
>
>
Greeks/Home City

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

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

* Philanthropist
* War Adviser
* Hermit
* Foreign Investor
* Chief Seaportman
Longswordman

## Overview

The Longswordsman is a powerful Maltese meelee unit, their ultimate soldier: an effective anti-cavalry unit with great damage on area of effect, much like the Samurai, and good siege damage.

## Changelog

	+ Melee damage reduced to 25, down from 50.
	+ Hitpoints reduced to 320, down from 380.
	+ Longswordsmen no longer have a train limit.
Immigrant Colony

> "*Trains and upgrades immigrant units. Contains powerful immigrant technologies that use shipments.*"
> ― In-game description.
>
>

The **Immigrant Colony** is an economic and military building in in *Wars of Liberty* that becomes available after aging up with an Immigrant Nation is reached. It trains its respective Immigrant Worker and Immigrant Military Units. It also houses the immigrant improvements gain after aging up that cost shipments to research.

The Immigrant colony is limited to one Colony per Immigrant Nations (with the exception of Confederate Immigrants that can increase the Immigrant Colony limit by researching the **Americana Party** improvement). And once lost, the player has no way to rebuild it. Making it the second most important building beside the Town Center.

Up to 50 Immigrant Workers can garrison in Immigrant Colony for shelter from attacks. By doing so, they give the Immigrant Colony an attack, allowing players to survive and fend off attacks. The Immigrant Colony also automatically attack passing enemy ships at all times.

## Overview

The Immigrant Colony is the center of the Latin American Immigrant gameplay system, as it allows the training of Immigrant Workers that can help bolster the economy of the player's civilization. Unlike Town Centers, they can also train Immigrant Military units in batches that costs shipments (with the exception of the Uruguayans which can train them like standard military units). They also house the immigrant improvements gained after aging up but they cannot accept shipments.

The Town Center is a strong building. It can defend itself from land units with its top tower with a musket, from boats with a cannon and can garrison Settlers/Villagers to protect it and increase its firepower. In cases of emergency, they can also levy Firemen which are ranged irregular unit that functions the same as Minutemen.

## Attack

The total attack of an Immigrant Colony are calculated on the following formula\*

# * A
B
∗
m
i
n
(
G
,
10
)

{\displaystyle A = B \* min(G, 10)}

Where A is the total attack, B is the Immigrant Colony's base attack, and G is the number of workers garrisoned in the Immigrant Colony.

Players can garrison up to 50 workers, but the attack will only increase with the first 10. For example, having 10 workers garrisoned (at a base attack of 9) grants a total attack of 90.
International Police Agency

**International Police Agency** (IPA) is a secret international law-enforcement organization of the United Nation that makes use of many high-tech gadgets and weapons specializing in handling International crime such as Criminal Syndicate Smuggling Rings and illegal Weapon Trade or Drug Dealing computer crime, cybercrime, drug trafficking, environmental crime, genocide, human trafficking, illicit drug production, copyright infringement, illicit traffic in works of art, intellectual property crime, money laundering, organized crime, corruption, terrorism, war crimes, weapons smuggling, and white-collar crime.

The Organization was founded by John Wayne a multi-billionaire who is well known across the globe who swore to his crusade to take down many Dangerous Criminal and Crime Syndicate after witnessing the murder of his parents and take action in the shadows taken down any dangerous threats of balance and order within a various nation.

## Overview

The IPA is an international secret Police Organization specializing in dealing with International Crime and Secret Crime Organization the IPA have a number of branches such as Japan America China and the United Kingdom

John founded the organization and kelp his identity as the Leader a secret with only certain groups of High Ranking IPA Agents known as the Leader Identity

### High Ranking Agents

* Seiichiro Kikuchi
* Atsushi Narukami (semi-retire) High Ranking IPA Agent
* Masato Narukami (semi-retire) High Ranking IPA Agent
Mercantilism

## Effect

Grants 2000 XP

> "*Emphasis on commercial pursuits gives you 2,000 experience points towards your next Shipment.*"
> ― In-game description
>
>

**Mercantilism** is a technology in *Wars of Liberty* that can be researched at the Market for the Europeans. As soon as it is researched, the player will receive 2000 XP.

## See Also

* Carnaval -Latin American equivalent
* Urbanization - Anglo equivalent
* Cultural Heritage - African equivalent
* New Year Festival - Native American equivalent
* Trade Mission - Maori equivalent
Huai

> "*Heavy ranged infantry mercenary from China with an area damage hand attack. Good against shock units.*"
> ― In-game description
>
>

The **Huai** is a mercenary ranged infantry unit in *Wars of Liberty*. It is a powerful heavy ranged infantry that deals area damage in melee. It is good against shock units in melee.

## Overview

The Huai is a mercenary heavy ranged infantry. It is effective against shock units in melee combat, but vulnerable against skirmish units and artillery. Their melee attack causes splash damage, which makes them effective to take down large groups of shock units in close combat. However, they can be taken down by long-ranged infantry like Skirmish units and artillery.

Due to being expensive in coin cost, it is recommended to have a steady economy that allows the player to train Huais constantly. Additionally, they should be combined with melee shock units to take down ranged infantry or artillery that can defeat them. They also possess decent siege attack which makes them an excellent supplement for the player's attacking army.

## Further Statistics

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

## Home City Cards

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

* INFINITE Shipments are highlighted in **Purple**
* TEAM Shipments are highlighted in **Green**

### Shared Cards

* "Infantry Hitpoints" is available to the Danes and Spanish
* "Infantry Combat" is available to the Belgians and Danes.
* "Fencing School" is available to Europeans, Latin Americans (with the exception of Paraguayans) and Indians.
* "Hire Chinese Huais" is available to the Belgians, British, Chinese, French, Italians, and Portuguese.
* "Mercenary Loyalty" is available to the Europeans (except Germans), Asians, and Nation States (except Greeks) civilizations.
Mill

## Overview

Mills are economic buildings for infinite Food gathering. Europeans, Anglos and Latin Americans can build them and have occasional different bonuses off of them, while Native Americans have Farms. Gather rates, as well as hitpoints, cost and build time, are improved by its own techs and by home city cards.
Haudenosaunee/Home City

This page contains all Home City Cards available for the **Haudenosaunee** 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

* Chief
* War Leader
* Shaman
* Wise Woman
* Messenger
Konjanik

The **Konjanik** is a unique Hussar-like unit available for the Serbians. It has low hitpoints but a powerful attack.

## Upgrades & Improvements

The following tables show the available upgrades and technologies available at the Stable.

* *Note: The Konjanik is automatically upgraded to **Recruit** status upon reaching Capital Age.*

## Changelog

1.0.14 patch:

* The Konjanik has received the following changes:
	+ Hitpoints increased to 160 up from 150.
	+ Cost changed to 90 Food and 110 Coin, from 80 Food 120 Coin.
	+ Train time reduced to 38, down from 45.
	+ Armor increased to 0.3, up from 0.2.
	+ Siege damage increased to 20, up from 15.
Fellah

The **Fellah** is a unique heavy melee infantry available for the Egyptians. It has low hitpoints and armor, but is cheap, moves quickly, has very quick rate of fire and has bonus against villagers.

## Changelog

1.0.14c:

* Fellahs have received the following changes:
	+ Their Siege attack Rate of Fire is now 2, down from 3.
	+ Their Melee attack Rate of Fire is now 0.75, down from 0.8.
	+ Their Armor is now 0.1 against Melee damage, instead of Ranged damage.

1.0.14a-b:

* Fellahs Siege damage reduced to 10, down from 25.
Immigrants

The **Immigrants** system is a unique mechanic available for the Latin American culture in *Age of Empires III: Wars of Liberty*.

Immigrants are available as an Age-Up mechanic for Latin American civilizations, in which most Latin American civilizations (with the exception of Colombians and Haitians that have extra non-immigrant politicians available for selection) will begin with three Immigrant option to choose from during Age-Ups. The Player can also choose to Age-Up with a different Immigrant ally after an Immigrant Nation is chosen, the player will receive Immigrant Colony which enables the player to research improvements and training Immigrant Legions that the immigrant nation brings and also the Aging-Up bonus offered by said Immigrant nation. Choosing a different Immigrant option will also give the player their respective colony building and unique immigrant houses. However, sticking with one immigrant option until the Imperial Age allows the player to receive a powerful bonus (called the **Ultimatum**) on the Imperial Age.

The immigrant Colony provides access for up to **six** unique technologies that vary depending on the immigrant option chosen, with each Age-Up offering two unique improvements for research. These improvements costs 1  to research. The Immigrant colony also provide access to said nation's Immigrant Workers for 100 Coin. These workers have unique attributes that sets them apart from the standard Villager (i.e faster building speed, resource trickle, comes with a livestock and so forth) but they often gather slower than standard villager units, they can also build their respective **Immigrant Houses.** Initially, the player can only train 3 Immigrant Workers, this limit however can be increased on every Age-Up with the same Immigrant nation.

Immigrant colonies also enable the player to train unique Immigrant Units called Legions at the cost of shipments. The number of units in a legion increase on every Age-Up even if the player does not choose that Immigrant option.

## List of Immigrant Nations

* Arab Immigrants
* Chinese Immigrants
* Confederate Immigrants
* Croatian Immigrants
* French Immigrants
* German Immigrants
* Irish Immigrants
* Italian Immigrants
* Japanese Immigrants
* Polish Immigrants
* Scandinavian Immigrants

## List of Immigrants per Civilization

 Brazil |  Confederates Germans Italians Japanese
 Chile |  Germans Arabs Croatians
 Haiti |  Germans Arabs Poles
 Paraguay |  French Croatians Scandinavians
 Uruguay |  Arabs Croatians Poles Irish French Scandinavians Confederates Germans Italians

## Notes

* Prior to Patch 1.0.15e (the Compromise Patch), utilizing the Immigrant system requires the player to build a Post Office which allows them to choose the Immigrant nation they want to ally with. After the Compromise Patch, the Immigrant system has been merged with the Age-Up system akin to the African and Federal Civilizations in Age of Empires 3: Definitive Edition which simplifies the process by guaranteeing Immigrant alliance without having to build any additional building (with exceptions to some civilizations).
Legione Agricola

> "*Italian fast and fragile light infantry. Good against shock units.*"
> ― In-game description
>
>

The **Legione Agricola** is an immigrant Manoeuvre Infantry that is available from the Italian Immigrants. It is a ranged manoeuvre infantry that excels in fighting Assault Units in general. Being an immigrant unit, it is available to be trained in batches of 5 units in Capital Age, and 8 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

Legione Agricola is a powerful Manoeuvre Infantry that specializes in fighting against Assault Units at range and Scout Units in melee, they have excellent speed which allows them to execute hit and run attacks against advancing enemy army. Like all Manoeuvre Infantry, the player must not send them carelessly against Skirmish Units and Artillery in large numbers as they are difficult to replace due to them costing shipments to train instead of normal resources.

Their stats are comparable to the Italian Bersagliere making them an all-rounder supplement to the player's ranged infantry force, especially in civilizations that can quickly gather shipments. They are also automatically upgraded on every Age-Up making them a strong force that is can be trained and utilized from the get-go without having to worry about unit upgrades.
Gaucho

> "*Swift-moving Cavalry Villager that constructs buildings and gathers resources.*"
> ― In-game description.
>
>

## Overview

The **Gaucho** is the unique villager of the Argentines. It is a mounted unit and counts as cavalry. It gathers resources and constructs buildings.

It must be taken into account that the Gaucho is a cavalry unit, and as such, it is affected by the corresponding technologies and bonuses.

## History

*The gauchos are skilled horsemen from Argentina, Uruguay and Rio Grande do Sul, whose occupations and culture were commonly based around cattle and horses. It is said that  gaucho boys took their first riding lessons before being able to walk. Gauchos themselves were not only skilled jinetes but fierce fighters armed with bolas, long spears and a dagger called facón. Therefore, important Argentine caudillos such as Juan Manuel Rosas and Martín Miguel de Güemes relied on gauchos for their armies.*

*Gauchos have become a distinctive symbol of Southern Cone culture and folklore. “El Gaucho Martín Fierro'' is an epic poem written by the Argentine writer José Hernández, considered the pinnacle of gauchesque poetry. The story goes around Martín Fierro, a gaucho that lives in his ranch with his family and is drafted to fight against the native people in a border outpost. He escapes and tries to return home only to discover his family, house and farm are gone. After that he kills a man in a knife duel and becomes an outlaw pursued by the police, with one of the policemen, Sergeant Cruz, becoming his friend and joining him to set out to look for a better life among the natives.*
Hunter's Lodge

## Overview

The **Hunter's Lodge** is an economic building in *Wars of Liberty* available to the Balkans. It merges functions of a Livestock Pen and a market by providing the player with early economic upgrades and the possibility of training and fattening **livestock** here.

The Romanians can additionally receive 1 and 2 Pigs for the first and second time they modernize their Lodge.
Mapuche/Home City

This page contains all Home City Cards available for the **Mapuche** 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

Unlike other civilizations, the Mapuche does not have a Home City deck as they choose their shipments directly from the Tribal Council members on the field (The list below shows the specific shipments available on each Tribal Council member:

* Chief
* War Leader
* Wise Woman
* Shaman
* Messenger
* Ulmen

Tribal Council member: War Chief

Tribal Council member: War Leader

Tribal Council member: Wise Woman

Tribal Council member: Shaman

Tribal Council member: Messenger

Tribal Council member: Ulmen (Requires the player to send the **Cahuin** shipment)
Haudenosaunee

## Music theme

> "*Can build cheaper Trading Posts, buildings drop resources when destroyed. Travois construct buildings for free. Best at: Expanding and Booming.*"
> ― In-game description.
>
>

## Overview

The **Haudenosaunee** were one of the original Native American civilizations added to *Age of Empires III* with *The WarChiefs* expansion.
In *Wars of Liberty*, the Haudenosaunee are a native American tribe which prefers having more allies than enemies. They may be a melting pot of other native tribes, but their unity is as remarkable as their ability to move unseen in the vast woodlands. Furthermore, they try to maintain their good relationships with the European colonizers, offering them their help when needed, but also preventing them from spoiling their land.
## Features

* Starts the game with a Travois
* Can get free Travois throughout many different sources
* Buildings drop wood crates when destroyed
* Trading Posts are cheaper

### Unique Units

 Haudenosaunee War Chief: Explorer unit with an aura that increases the hit points of nearby units. Converts treasure guardians and gets an Eagle Eye area attack.

 Aenna: Unique archer unit. Good against heavy infantry.

 Tomahawk: Tomahawk thrower, heavy infantry unit. Good against cavalry on melee.

 Forest Prowler: Skirmisher unit that can go stealthy.

 Kanya Horseman: Regular heavy cavalry unit.

 Musket Rider: Light ranged cavalry unit. Good against cavalry and artillery.

 Mantlet: A tanky siege unit. Good at defending and taking down buildings.

 Ram: Siege unit. Good against buildings.

 Light Cannon: Artillery unit, good against buildings and infantry.

### Unique Buildings

 Longhouse: House that supports more population.

### Fire Pit Dances

 Earth Mother Dance: Increases population.

 War Chief Dance: Increases War Chief hit points and returns him to the Fire Pit when collapsed.

 Founder Dance: Spawns Travois.

 Alarm Dance: Spawns Warriors.

 Gift Dance: Give an experience trickle.

 Fertility Dance: Increases unit train rate.

 Holy Dance: Spawns Medicine Men.

## Portals

* Civilizations
* Minor Allies
* Religions
Force Publique

> "*African skirmisher from the Congo Free State. Good against Infantry and Native Warriors.*"
> ― In-game description
>
>

## Overview

The **Force Publique** is a Belgian skirmisher hired and sent from Congo to defend Belgium against Natives' riots, therefore its bonus against Native Warriors. It's also better against Light cavalry, but worse against Heavy cavalry, due to no Cavalry general malus.

Its main trait is having a ranged rate of fire of 2 seconds, instead of the usual 3, which allows the Force Publique to kite enemy Infantry with more ease and makes it deal about 33% more damage per second in prolonged battles.

## History

*The Belgian Congo was an anomaly among European colonies. Unlike other colonial possessions which owed loyalty to a sovereign nation, the Congo was the personal property of King Leopold, and the Belgian monarch ran his personal colony as he saw fit. Establishing a gendarmerie force to police the Congo, the Force Publique was initially formed by regular Belgian troops as well as foreign mercenaries from Italy and Scandinavia. These European troops would serve as officers and superiors to the ethnically diverse locals that were conscripted into this new military police force.*

*This supposed Gendarmerie force was in reality a brutal enforcement tool to control the local population and maintain production quotas for the rubber plantations. Soldiers of the Force Publique earned a brutal reputation for torture, trophy hunting, and other attrocities comitted against the native Congolese.*

*After the control of the Congo was ceded to the Belgian government, there were attempts to reign in the Force Publique, reorganizing their structure and re-arming them with more modern weaponry. They would later be called into frontline service in both World Wars and would continue to be a notable presence in the Congo until its independence in 1960, when it became part of the Congolese army.*

## Changelog

1.0.13 patch:

* Force Publique now costs 65 Food and 65 Coin, down from 60 Food and 70 Coin.

1.0.14 patch:

* 6 Force Publiques is now 7 Force Publiques.
* 11 Force Publiques is now 12 Force Publiques.

* Colonial Combat is now Infantry Combat, and affects all Infantry instead of Police Elephants and Force Publiques.
Koygua

The **Koygua** is the unique villager of the Paraguayans. It gathers resources slowly and can only build few buildings, but doesn't occupy population and has a higher ranged attack than other villagers.

## Upgrades

**Milicia Paraguaya**: Are better than Koygua in terms of hit points and damage. The upgrade is available at the Town Center once Capital Age is reached.

Hit points: 141
Hand attack: 11
Ranged attack: 21
Siege attack: 7
Cost: 200 Wood and 200 Coin
**Infanteria Ligera**: Are better than Milicia Paraguaya in terms of hit points and damage. The upgrade is available at the Town Center once Industrial Age is reached.

Hit points: 173
Hand attack: 14
Ranged attack: 26
Siege attack: 8
Cost: 600 Wood and 600 Coin
**Soldado del Chaco**: Are better than Infanteria Ligera in terms of hit points and damage. The upgrade is available at the Town Center once Imperial Age is reached.

Hit points: 227
Hand attack: 19
Ranged attack: 34
Siege attack: 11
Cost: 1200 Wood and 1200 Coin
## History

*The War of the Triple Alliance made a catastrophe on the Paraguayan demographics. During the 5 years of the war Paraguay lost around 90% of the male population and between 50% and 85% of its total population. The causes of this mortality varied from famine and diseases like cholera to those directly related to combat and the stubbornness of Solano López refusing to surrender even after the war was lost.*
Jaguar Prowl Knight

> "*Stealthy noble armed with an obsidian sword. Good against cavalry and heavy infantry.*"
> ― In-game description
>
>

## Overview

The **Jaguar Prowl Knight** is a heavy hand infantry unit trained at Nobles' Hut from Capital Age and it's a decently unique unit because it has bonuses against both cavalry and heavy infantry itself and most heavy infantry combats well only against the former. The jaguar Knight can take on armies of Line Infatries sponging the initial volleys and then submitting them in hand combat. The proportionally large food cost makes it easy to micromanage, too, and they occupy only 1 population. All these features make it the main infantry unit for the Aztecs.

The Jaguar Prowl Knight can activate Stealth and sneak nearby an opponent's colony to harass villagers while attempting a siege.

The  **Aztec Scouting Party**, **Aztec Raiding Party** and **Aztec War Party** are techs activated at the Town Center mustering respectively 3, 6 and 12 of them for 450 Food, 450 Coin/450 Food and 450 Coin/450 Wood/450 Food.

## Changelog

1.0.14 patch:
The Jaguar Prowl Knight has received a couple of changes:

* Hitpoints increased to 240 from 230.
* Hand attack increased to 20 from 18.
* Multipliers adjusted to x3 versus Heavy Infantry, x2 versus Cavalry and Light Infantry.

## See also

* Halberdier, European hand heavy infantry.
Mexicans/Home City

This page contains all Home City shipments available to the **Mexicans** 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

* Palacio Nacional
* Colegio Militar
* Catedral Metropolitana
* Palacio de Mineria
* Correos de Mexico
Maxim Gun

> "*Powerful automatic-fire weapon. Better against infantry than buildings.*"
> ― In-game description.
>
>

The **Gatling Gun** is an artillery mercenary unit in *Wars of Liberty*. A precursor to modern-day machine guns, the Maxim Gun fires at a rapid rate, which tears apart infantry at a brisk pace.

Like most mercenary units, Maxim Gun is available as a trainable unit on random maps and Home City shipments for certain civilizations.

## Overview

The Maxim Gun is unusual compared to the other artillery pieces in the game, with the exception of the Nordenfelt Gun and Gatling Gun. While devastating against infantry they are less effective against cavalry and buildings, doing reduced damage against them. However, due to their high rate of fire they can still do good damage against them if in groups. Like most artillery they are mainly countered by shock units and counter-artillery units such as Culverins.

## Further Statistics

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

## Home City Cards

Click for a list of Home City Cards related to the Vistula Lancer

* INFINITE Shipments are highlighted in **Purple**
* TEAM Shipments are highlighted in **Green**
* MAP shipments are highlighted in **Red**
* POLITICIAN shipments are highlighted in **Blue**

### Shared Cards

* "Engineering School" is available to the Bulgarians, Danes, French, Germans, Greeks, Ottomans, and Portuguese.
* "Hire Maxim Guns" is available to the Argentines, Belgians, Bolivians, Brazilians, British, Danes, French, Italians, Romanians, Russians, Serbians, Spanish, and Swedes.
* "Mercenary Loyalty" is available to the Europeans (Except Germans), Asians, and Nation States (Except Greeks) civilizations.

## See Also

* Nordenfelt Gun - Swedish counterpart
* Gatling Gun - American and Revolutionary Nations counterpart
* Revolving Cannon - African counterpart
Landwehrinfanterie

## Landwehrinfantrie

> "*Prussian infantry who loses hitpoints, becoming less effective over time.*"
> ― In-game description
>
>

The Landwehrinfantrie is a unique German irregular unit that is available from the Redoubt through the **Levy landwehr** function and spawned from the Barracks when it's built. It is armed with a rifle to fight against Siege Troopers at range.

## Overview

Landwehrinfantrie is an irregular ranged infantry that is effective against Siege units at range. Being classified as infantry they are vulnerable to artillery and shock units.

What makes them unique is that Landwehrinfantrie are also an emergency unit that can be levied from Redoubts in a batch of 3 per Levy at the cost of 150 Food and 150 Coin, this allows them to be massed when the player has enough Redoubts, and the player can destroy and rebuild the Redoubt to re-enable the Levy ability. The player can also further boost their number through additional shipments such as the **Hanseatic League** which allows Trading Posts to recruit Landwehrinfantrie and also allow them to be levied at the Tavern. They are also spawned from the Barracks when they are built.

However, their main drawback is that given they are an Irregular unit, they will slowly lose health akin to Minutemen, making them unsuitable to siege enemy bases as they will lose their hitpoints on the journey. This can be mitigated if the player sends the **Bismarck Model** shipment which prevents their hitpoints loss.

Initially Landwehrinfantrie does not have any upgrades, however the player can send the **Berlin Conference** shipment which enables the **Weltpolitik** improvement at the Capitol which allows them to be trained from the Barracks and Forts and also upgrade them, this comes with the caveat that their individual cost will escalate the more Landwehrinfantrie you have. However, they are very powerful to mass thanks to their dual multipliers and multitude of recruitment options.

## Upgrades

*\*Landwehrinfantrie upgrades are available to be researched upon researching the **Weltpolitik** improvement at the Capitol which is enabled by the **Berlin Conference** shipment.*

## Gallery

In-game Landwehrinfantrie modelIn-game Veteran Landwehrinfantrie modelIn-game Guard Landwehrinfantrie modelIn-game Imperial Landwehrinfantrie model
## Changelog

### 1.0.15f patch

* Landwehrinfanterie stats now match those of Minutemen.

## See Also

* Minuteman
* Sereno
* Landowner
Fishing Boat

> "*Gathers Food from Fish or Coin from Whales.*"
> ― In-game description.
>
>

## Overview

The **Fishing Boat** is the primary economic unit to use on water, basically a villager on ship that costs wood instead of wood. However, unlike the villager, their function is more limited: they can gather limited amounts of food from groups of fish or gather coin infinitely from whales, but they cannot gather wood since they are ships (excluding some marine treasures that give wood, which they can recover). In WoL, they can build Fish Traps, small wooden floating platforms from which you can train Fishing Boats themselves and conveniently create a fleet offshore.

## Civilization differences

They are a basic unit in and of itself, therefore they get several bonuses from different civilizations:

* Greeks auto-train fishing boats from their Docks, but their initial number is limited to 25 and they need fishing upgrades to increase it;
* the Portuguese gain 2 fishing boats at their Home City water gather point with each age-up and can send the Portuguese White Fleet card to muster 4 of them in each dock;
* Asians have both East Indiamen card, providing a dock rickshaw and cheapening fishing boats, and (except for Chinese) Armed fishermen card, giving the boats a ranged attack.
* the Argentines, thanks to Scandinavian Immigrants get access to **Immigrant Fishermen**, better gatherer than normal fishing boats;
* the Aztecs get the TEAM card **Cheap Fishing Boats** which renders them extremely economical if combined with **Schooners**, the standard card for low-cost sea villagers.

## Revolutionary

During a Revolution, fishing boats cannot be trained.

## Changelog

1.0.14 patch:

* The cost of all Fishing Boats have been reduced to 80 Wood, down from 100 Wood.
* Schooners now reduces the cost of Fishing Boats by 20%, down from 35%
* Asian Schooners now reduces the cost of Fishing Boats by 15%, down from 30%
* TEAM Cheap Fishing Boats now reduces the cost of Fishing Boats by 10%, down from 25%

## See Also

* Villager
* Dock
Ethiopians

## Music theme

 Former
 Current

> "*Buildings are stronger. Porters construct buildings for free and are constantly spawned from the Town Center. Best at: Infantry and Defending.*"
> ― In-game description.
>
>

## Overview

The **Ethiopians** are an African civilization featured in the first release of *Age of Empires III: Wars of Liberty*, in September of 2015. The Ethiopians are one of the first original African civilizations in the mod, along with the Egyptians and Zulu.
The Ethiopians in-game are based in the XIX century Ethiopian Empire. Ethiopia, Abyssinia during that time, was one of the two African states that resisted European Imperialism thanks to Menelik II's victory at Adwa, their in-game leader, against the Italians.
## Features

* Town Centers will produce porters over time that are used to construct buildings for free
* Tough buildings and extra defensive structures

### Unique Units

 Neftenya: Heavy infantry armed with a dimoftar. Carries a bayonet to beat cavalry.

 Tigray Lancer: Infantry armed with a long spear to fight cavalry. Uses sword to fight in close combat.

 Oromo Horseman: Hand cavalry, good against infantry.

 Mehal Sefari: Skirmisher that gets stronger the closer it is to a Town Center, and also counters artillery.

 Sebastopol: Heavy artillery that causes massive amounts of damage.

 Menelik: Unique Explorer that can use Lion's Roar to cause damage in an area.

### Unique Buildings

 Apartment: Upgradable House.

 Lion of Judah: Statue that increases the hit points of nearby buildings.

## Gallery

Ethiopia's Home CItyThe Lion of Judah can be called in from your Home City to bolster nearby buildingsA lineup of units from Ethiopia's Garrison and CantonmentEthiopia's Explorer stands with units from the Spice ShopAn Ethiopian Palace, the deadly Mountain Gun and Sebastopol stand watch with a Mehal SefariAn Ethiopian Tower stands guard behind their Wall
## Changelog

* 1.0.13c:

-Scramble for Africa card now ships 1 Selfenga for every 2 minutes of play.
-Companhia Majestatica’s trickle has been doubled and the card can now be shipped an age earlier.
-Grain Economy card no longer improves gather rate at lots, but gives you a 1.65/s food trickle.
-Mutton card now enables the Granary by default.
-Fixed a number that caused the Kuban Volunteers card and Degredados card not to show the number of units they ship.
## Portals

* Civilizations
* Minor Allies
* Religions
Brandy

Occupation:

**Brandy** is a high-ranking member of the Black Organization. He play a role that result Ethan Hondou's death

## Personality

Brandy was ruthless and cold with a quick, proficient way of carrying out his tasks. He is very dedicate in his work and his loyalties to the organization.

## Trivia

* Brandy is a spirit made by distilling wine, fruit juice, or fermented fruit mash.
Galego

> "*Arab line infantry. Good against shock units.*"
> ― In-game description
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The **Galego** is an immigrant Heavy Ranged Infantry that is available from the Arab Immigrant Colony. It is a Heavy Infantry that excels in fighting Shock Units. Being an immigrant unit, it is available to be trained in batches of 5 units in National Age, 8 units in Capital Age, and 12 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

Galego is a powerful Heavy Infantry that specializes in fighting against Shock Units. Like most Heavy Infantry, they are weak against Skirmish Units and Artillery. 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 Conscript, they possess more Hitpoints with their stats being comparable to the Ottoman Janissary, making them an excellent supplement to the player's main army and raiding units since they also possess decent siege damage and has the Hitpoints to soak up damage from building fire, 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

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

* +20% hit points and attack
* +30% hit points and attack
* +50% hit points and attack

## Further Statistics

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

## Home City Cards

As the Galego is an Arab Immigrant unit, only shipments related to the civilizations that can ally with the Arab Immigrants and other civilizations' TEAM cards are shown in the following tables:

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

TEAM Shipments are highlighted in **Green**

## Trivia

* Prior to Patch 1.0.15, Galegos were called **Maronite Rifleman** and their bonus was that they benefit from Catholic improvements. Despite not being stated in their description, they can still benefit from those improvements currently.

## See Also

* Conscript
* Janissary
Mehariste

> "*Camel rider armed with a pistol that fires multiple shots at once. Good for raiding.*"
> ― In-game description
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## Overview

The **Mehariste** is a unique Dragoon-like unit available for the Egyptians. It has a very weak attack, but fires 6 shots at once.

## Changelog

1.0.13 patch:

* Meharistes now cost 80 Food and 70 Coin, down from 80 Food and 80 Coin.
* Meharistes now deal 4 damage at range, up from 3.

1.0.14 patch:

* Meharistes have received a couple of changes:
	+ Melee damage increased to 12, up from 9.
	+ Cost decreased to 65 Food and 65 Coin, down from 80 Food and 70 Coin.
	+ Bounties decreased to 13, down from 15.
	+ Resistance has been changed from 0.3 Melee to 0.3 Ranged.
	+ Population cost decreased to 1, down from 2.
Ethiopians/Home City

This page contains all Home City Cards available for the **Ethiopian** 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

* Ethiopian Spokesman
* Russian Advisor
* Portuguese Catechist
* Italian Explorer
* Indian Merchant

> "*Each card makes you train military units 1% faster.*"
> ― In-game description.
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> "*Each card increases the gathering rate of Fishing Boats by 1%.*"
> ― In-game description.
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> "*Each card gives +100 free Faith.*"
> ― In-game description.
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> "*Each card brings a free Villager.*"
> ― In-game description.
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Fenrik

> "*Ranged light infantry mercenary from Norway that will fight for your cause.*"
> ― In-game description
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The **Fenrik** is a mercenary maneuver infantry unit in *Wars of Liberty* that has good movement speed and is good against assault units. It is essentially a stronger version of the Bersagliere.

## Overview

The Fenrik is a strong unit against assault units. Like all maneuver infantry, they are countered by skirmish units and artillery so they should be guarded well, ideally by shock units such as Hussars or artillery such as Foot Artillery to help counter skirmish infantry.

The Fenrik shipments that some civilizations get in the Capital Age is a good way of repelling large numbers of assault units. Due to their low cost and population use, a civilization should replace their normal heavy infantry and/or ranged cavalry with them as they have much better stats at least until the heavy infantry and maneuver units are upgraded in the late game as they lose their population efficiency the longer the game goes.

## Further Statistics

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

## Home City Cards

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

* INFINITE Shipments are highlighted in **Purple**
* TEAM Shipments are highlighted in **Green**

### Shared Cards

* "Infantry Hitpoints" is available to the Danes and Spanish
* "Infantry Combat" is available to the Belgians and Danes.
* "Fencing School" is available to Europeans, Latin Americans (with the exception of Paraguayans), Nation States, and Indians.
* "Hire Norwegian Fenriks" is available to the Danes, Māori, and Swedes.
* "Hire Nordic Mercenary Army" is available to the British, Danes, and Swedes.
* "Mercenary Loyalty" is available to the Europeans (except Germans), Asians, and Nation States (except Greeks) civilizations.

## See Also

* Bersagliere - Italian counterpart
* Komiti
Flankeur

> "*Dutch ultimate skirmisher with a powerful attack against light infantry.*"
> ― In-game description
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## Overview

Flankeurs are the Dutch ultimate unit and as such can be trained from Industrial Age at Barracks, Forts and Galleons.
They work as a powerful, gunpowder version of the Longbowman with their bonus against other skirmishers and foot archers; they move slower than average and have sligtly longer range to compensate, also they boast a very strong ranged resistance.

They have one of the most permissive build limts among ultimate units because they are specialized infantry.

## History

*Born during the Napoleonic Wars, the Flankeurs were light infantry troops of the newly reformed Kingdom of the Netherlands, emerging just soon enough to fight in the decisive Battle of Waterloo alongside their allies in the coalition against France. Unusually for light infantry, the Flankeurs were trained to fight both as line units and skirmishers, adapting to both close order and open order tactics as needed.*

*Notably, the Flankeurs also had companies of volunteers, comprised of students and professors from many Dutch universities who enlisted to fight in both 1815 and 1830. These temporary companies would be called up at the start of a campaign and then disbanded once hostilities had ended.*

## Changelog

1.0.13 patch:

* Flankeurs now have a Train Limit of 20.
* Flankeurs no longer get a bonus against Heavy Infantry.

1.0.14 patch:

* Flankeur’s ranged damage reduced to 16 from 22.

## See Also

* Skirmisher
* Escopetero
Krupp Factory

> "*Automatically produces different types of Artillery.*"
> ― In-game description
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## Overview

The **Krupp Factory** is a unique German military building that can be built by Settlers or be shipped from the Home City. It is a building that automatically trains heavy artillery units such as Foot Artillery, Culverin, Mortar, Horse Artillery, and the Steel Gun for free. The Krupp Factory initially only have a build limit of 1 in the beginning that is increased on every Age advancement to a maximum of 4 Factories. While the Krupp Factory is able to produce artillery units, it is not a replacement of the Artillery Foundry as the Krupp Factory does not house upgrades for artillery units.

## Further Statistics

 **Weak vs.** | Everything

## Home City Cards

Click for a list of Home City Cards related to the Krupp Factory

* INFINITE Shipments are highlighted in **Purple**
* TEAM Shipments are highlighted in **Green**

### Shared Cards

* "Improved Buildings" is available to the Anglos, Europeans, and Latin Americans.
* "TEAM Improved Buildings" is available to the Indians.
Hausa

## Huai

> "*Heavy ranged infantry mercenary from Nigeria.*"
> ― In-game description
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The **Hausa** is a mercenary ranged infantry unit in *Wars of Liberty*. It is a powerful heavy ranged infantry that is good against shock units in melee.

## Overview

The Hausa is a mercenary heavy ranged infantry. It is effective against shock units in melee combat, but vulnerable against skirmish units and artillery.

Due to being expensive in coin cost, it is recommended to have a steady economy that allows the player to train Hausas constantly, at least until the player's own heavy infantry is sufficiently upgraded. Additionally, they should be combined with melee shock units to take down ranged infantry or artillery that can defeat them. They also possess decent siege attack which makes them an excellent supplement for the player's attacking army.

## Further Statistics

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

## Home City Cards

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

* INFINITE Shipments are highlighted in **Purple**
* TEAM Shipments are highlighted in **Green**

### Shared Cards

* "Infantry Hitpoints" is available to the Danes and Spanish
* "Infantry Combat" is available to the Belgians and Danes.
* "Fencing School" is available to Europeans, Latin Americans (with the exception of Paraguayans) and Indians.
* "Hire Lagos Hausas" is available to the Danes.
* "Mercenary Loyalty" is available to the Europeans (except Germans), Asians, and Nation States (except Greeks) civilizations.
Khevsur

> "*Mercenary Khevsur.*"
> ― In-game description
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The **Khevsur** is a mercenary melee heavy infantry in *Wars of Liberty* that deals area damage in melee. It is good against shock units.

## Overview

Khevsurs are classified as heavy melee infantry, they are best at fighting shock units and are fairly effective against other heavy infantry units, but, for melee heavy infantry, it has relatively low attack damage against buildings. They compensate on this by dealing area melee damage, allowing them to fight against multiple shock units in melee. Like most heavy infantry, they are countered by skirmish units and artillery.

Khevsurs are available as a random map mercenary and home city shipments.

## Further Statistics

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

## Home City Cards

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

* INFINITE Shipments are highlighted in **Purple**
* TEAM Shipments are highlighted in **Green**
* Shipments that are boosted by politicians are highlighted in **Blue**

### Italians

* "Infantry Hitpoints" is available to the Danes and Spanish
* "Infantry Combat" is available to the Belgians and Danes.
* "Fencing School" is available to Europeans, Latin Americans (with the exception of Paraguayans), Nation States, and Indians.
* "Hire Khevsurs" is available to the Ottomans and Russians.