recursal/Fanatic-Fandom huggingface dataset:
Hajduk

* Hajduk
* Becar

> "*Brigand, bandit and freedom fighter. Has better multipliers than the average irregular. Good against heavy infantry and manoeuvre units.*"
> ― In-game description.
>
>

The **Hajduk** is an archaic Skirmish Infantry available for the Bulgarians, Romanians and Serbians. It costs more Wood than a regular **ranger** unit in exchange for having more multipliers against Manoeuvre Units and Heavy Infantry.

## Overview

The Hajduk is an early ranged infantry for the Nation States civilizations. It is a skirmish infantry that possesses more multipliers against Heavy Infantry and Manoeuvre Units than other archaic skirmish infantry. Compared to European Volunteer and Latin American Escopetero they cost more wood than food and don't possess area damage, but they have slightly more multipliers against Line Infantry and Manoeuvre Units. Being Skirmish Units, they are vulnerable to Assault Units and Artillery.

The Serbians can further upgrade the combat capabilities of the Hajduk by researching the **Order of Karadorde's Star** improvement at the Town Center in Industrial Age. The upgrade transforms the Hajduk into Becari, which have 20% more damage and 2 more range and also allows them to benefit from further Barracks upgrades.

## Upgrades

* *Note: The Hajduk can only be upgraded up to **Loyal** status, except the Romanians after sending the **Monstrous Coalition** shipment and the Serbians after researching the **Order of Karadorde's Star** improvement at the Town Center.*

## Elite Upgrade

The Serbians can further upgrade the combat capabilities of the Hajduk by researching the **Order of Karadorde's Star** improvement at the Town Center in Industrial Age. The upgrade transforms the Hajduk into Becari, which have 20% more damage and 2 more range and also allows them to benefit from further Barracks upgrades.

## History

*Hajduk is a term most commonly referring to outlaws, highwaymen or freedom fighters from across the Balkans, as well as Central and Eastern Europe. In Balkan folklore, the Hajduk is a romanticized hero figure who steals from, and leads his fighters into battle against, the Ottomans and the Hapsburgs. They are comparable to the English legend of Robin Hood and his merry men, who stole from the rich (which as in the case of the hajduks happened to be also foreign occupants) and gave to the poor, while defying unjust laws and authority. In reality, the hajduks of the 17th, 18th and 19th centuries were as much guerrilla fighters against the Ottoman rule as they were bandits and highwaymen who preyed not only on Ottomans and their local representatives, but also on local merchants and travelers. As such, the term could also refer to any robber and carry a negative connotation.*

## Changelog

1.0.14c:

* Hajduk’s Ranged damage is now 18, down from 20, and their Hand damage is now 8, up from 7.

1.0.14a-b:

* The Hajduk has received a couple of changes:
	+ Range increased to 16 from 14.
	+ Line of sight adjusted to 20.

## See Also

* Volunteer
* Escopetero
* Klepht
Italian Immigrants

The **Italian Immigrants** is an Immigrant option that is available for certain Latin American (Argentine, Bolivian, Brazilian, and Uruguayan) civilizations in *Wars of Liberty.*

## Bonuses

Aging-Up with the Italian immigrants provide the following benefits:

### Immigrant Colony Units

* Italian Immigrant Worker: Immigrant worker that gathers faster from Mills, Plantations, and Italian Houses. Gathers other resources slower than other villagers.
* Legione Agricola: Italian fast and fragile light infantry. Good against shock units.
* Tatterdemallion: Italian lancer fighting for South American independence. Good against infantry.

### Unique Building

* **Italian House**: House that supports 5 population and serves as an infinite source of Food and Coin.

### Shipments

Advancing in Age with the Italian Immigrants grants different shipments based on the Age the Immigrant nation was first chosen.

* National Age
* Capital Age
* Industrial Age

* **First Italian Wave** = 1 Italian House + 2 Italian Workers + 1 Italian Colony
* **Second Italian Wave** = Crates worth 900 Food + 3 build limits for Italian Houses
* **Third Italian Wave** = 4 Redshirts
* **Ragamuffin War** = Haciendas, Pastures, Plantations and Italian Houses do a 1 time muster of Legiones Agricolas

- **First Italian Wave** = 2 Italian House + 3 Italian Workers + 1 Italian Colony

- **Second Italian Wave** = Crates worth 1200 Food + 3 build limits for Italian Houses

- **Italian Cultural Group** = 7 Redshirts

- **First Italian Wave** = 3 Italian House + 4 Italian Workers + 1 Italian Colony

- **Italian Cultural Group** = 5 Legioni Agricoli and 5 Tatterdemallioni
Horse Artillery

> "*Fast-moving artillery. Strong against infantry.*"
> ― In-game description
>
>

## Overview

The **Horse Artillery** is a light artillery available for the Europeans and it is trained at the Artillery Foundry from Industrial Age and beyond. Usually the best counter to infantry for Europeans because of the great damage and especially speed which beat almost every other artillery. The downsides are the population and resources the Horse Artillery demands to be trained, however you can send it from the Home City to spare coin and the performance is too good not to be invested in.

## See Also

* Napoleon
* San Patricio
Foot Guard

The **Foot Guard** is a unique Grenadier available for the Canadians if they choose a New England politician to advance to Age II.

## Changelog

1.0.14c:

* Hitpoints down to 160, from 225, Ranged Armor up to 0.50, from 0.30 and Traintime down to 39, from 40.

1.0.14a-b:

* Foot Guards have received the following changes:
	+ Population cost increased to 3, up from 2.
	+ Cost changed to 100 Food and 70 Coin, from 90 Food and 80 Coin.
	+ Hitpoints increased to 225, up from 220.
	+ Siege damage increased to 56, up from 54.
	+ Melee damage increased to 8, up from 7.
Heiau

The Heiau is a native Hawaiian temple and a Minor Ally. The player can ally with it and train units by moving units near the Heiau site and capturing it.

## Unit

 Expert Ship Builder: Native expert that can train Waka and Waka Taua when standing near water, plus has a Boat Repair ability to quickly repair your ships. Build limit of 80.
 Waka: A swift Māori war canoe. Requires Expert Ship Builder and Age II. Build limit of 10.
 Waka Tau: Huge, sea-going Māori war canoe. Trains Māori Marksman, Fighter, and Spearman when near land. Requires Expert Ship Builder and Age III. Build limit of 5.
 Kahuna Warrior: Hawaiian expert spearman. Good against cavalry. Can blow a Conch Horn to increase the attack of nearby units. Build limit of 12.
 Herfylkingin: Mercenary priest. Build limit of 10.
## Technologies

The Heiau currently does not provide any technologies, only units. This may change when the Hawaiians are made playable in a future update.
Ingenior

## Ingeniør

> "*Danish ultimate musketeer that repairs artillery. Armed with a hammer to beat artillery.*"
> ― In-game description.
>
>

## Overview

The Ingeniør is the Danish ultimate musketeer. It's a versatile unit that also specializes against artillery. It can quickly repair damaged artillery units.

## Upgrades

* *Veteran and Guard upgrades are automatically researched upon reaching Capital and Industrial Ages respectively.*

## Changelog

1.0.13 patch:

* Ingeniører have now a build limit of 15.

	+ Population cost decreased to 1 from 2.
	+ Siege resistance decreased to 0.3 from 0.5.
	+ Unit cap increased to 20 from 15.
	+ Ranged damage increased to 20 from 8.
	+ Range reduced to 16 from 17.
	+ Line of sight adjusted to 20.
	+ Siege damage reduced to 30 from 40.
	+ Multiplier versus Artillery changed to x2 from x5.
	+ Multiplier versus Cavalry removed.
Marksman

* Marksman
* Purukumu
* Tupara

> "*Ranged Polynesian warrior. Can be upgraded to fulfill multiple roles.*"
> ― In-game description
>
>

## Overview

The **Marksman** is the base ranged infantry unit of the Polynesians. It's effective against light cavalry and heavy infantry. There is a choice of upgrades available to specialize your Marksman, such as choosing to equip them with long range or short range firearms.

## 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 Purukumu Marksmen that are armed with long range firearms or Tupara Marksmen that are armed with shorter range shotguns. 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**
* **Purukumu Marksman**: Warrior armed with a European musket. The long range option, deals bonus damage against heavy infantry and light cavalry.
* **Tupara Marksman**: Warrior armed with a Tupara shotgun. The short range option, can do an area damage attack at close range, and deals bonus damage against heavy infantry and light cavalry.

## Changelog

1.0.14a hotfix:

* Now has a minimal range.

1.0.14 patch:

* Cost increased to 55 Food and 55 Coin from 35 Food and 35 Coin.
* Bounties adjusted to 11.
Laicism

**Laicism** is the secular religious option, meaning no state religion.

Allows late-game scientific research and a cheaper healer, the Physician, who is unable to condemn.

Laicism is available to the majority of civilizations as an option at their Temple, it costs more Coin to choose it over a religion.

## Portals

* Civilizations
* Minor Allies
* Religions
Germans/Home City

This page contains all Home City Cards available for the **German** 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
* Cathedral
* Kruttz Metal Werks
* Harbor
Lakota

## Music theme

> "*Start the game with 200 population capacity. Units siege damage increases on each Age Up. Best at: Cavalry and Raiding.*"
> ― In-game description.
>
>

## Overview

The **Lakota** were one of the original Native American civilizations added to *Age of Empires III* with *The WarChiefs* expansion.
In *Wars of Liberty*, the Lakota are a proud native American tribe, whose bravery is unparalleled. Used to living in the prairie, hunting the bisons, who are their major source of food, atop their robust horses, the Lakota have been calloused and know how to enjoy the small moments of happiness in their everyday life.
## Features

* Start the game with 200 population space
* Aging-up increases military siege damage
* No access to walls

### Unique Units

 Lakota War Chief: Mounted Explorer unit with an aura that increases the speed of nearby units. Converts treasure guardians and can be enhanced with Home City cards.

 Cetan Bow: Archer unit. Good against heavy infantry.

 War Club: Hand heavy infantry unit. Good against cavalry.

 Wakina Rifle: Fragile, skirmisher unit armed with a rifle. Very good against heavy infantry.

 Axe Rider: Heavy cavalry unit. Armed with an axe.

 Bow Rider: Light ranged cavalry unit. Has good speed. Good against cavalry and artillery.

 Rifle Rider: Light ranged cavalry armed with a rifle with a high rate of fire. Good against infantry, cavalry and artillery units.

 Tashunke Prowler: Cavalry unit that can go stealthy. Their stats grow as they grow in numbers.

 Dog Soldier: A very powerful heavy hand cavalry unit with a bonus versus infantry. Can only be sent from the Home City, from Big Button Technologies, or spawned by dancing at the Fire Pit.

### Unique Buildings

 Tipi: Weak building that boosts the hit points of your units.

### Fire Pit Dances

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

 War Dance Song: Increases all units' melee and ranged attack.

 Fire Dance: Increases all units' siege attack.

 Holy Dance: Spawns Medicine Men.

 Alarm Dance: Spawns Warriors.

 Gift Dance: Give an experience trickle.

 Fertility Dance: Increases unit train rate.

## Portals

* Civilizations
* Minor Allies
* Religions
Insurgente

The **Insurgente** is a unique skirmisher-like infantry unit available for the Mexicans. He has high hitpoints and damage on ranged attack, but less scope on it and bonuses than other skirmishers, even through, he doesn't have damage penaltis against cavalry units.

## Trivia

* Insurgentes are better in do what skirmishers are poor to do.
* Actually, is the unique avaible unit which cost food-wood to mexicans.
* There's a bug or error with the latin arsenal tech, **Magnified scope**, wich doesn't increases Insurgente scope on ranged attack. The same occurs with the Soldadera, another mexican unique unit.
Great War

# **The Great War is a Work in Progress, FAQs below**

## Overview

*Wars of Liberty* has come a long way since the days when it was titled *War of the Triple Alliance*; back in those days the mod featured a **sixth** Age, the Great War, which allowed civilizations to advance to the era of the First World War. It was unfortunately very unpolished and was removed in *Wars of Liberty* so that the quality and content could be improved. The Great War is the end point for all the stories the developers want to tell with *Wars of Liberty* - imperialism and the struggle for liberty set the world stage for what became the Great War. At this highly expensive, super late game Age, you'll have access to the ultimate technologies and new types of era appropriate units.

## How many Ages are there in *Wars of Liberty* anyways?

For the time being there are five Ages, plus Revolt options for certain civilizations, just like in the default *Age of Empires III*. However, when the Great War is implemented there will be **six** Ages, the most Ages in a single *Age of Empires* game ever. You start in the Enlightenment Age (aka: Discovery Age), then advance into the National Age (Colonial Age), Capital Age (Fortress Age), Industrial Age, Imperial Age (which used to be the final Age), and finally all cultures will be able to advance to the Great War Age at the same cost.

## What can you do in the Great War Age?

First of all, any civilization can advance into the Great War Age. After reaching this Age there will be new buildings, technologies, units, and other abilities appropriate for the Great War. The units available include the tank, the airplane, the blimp (which drops mustard gas on enemies), infantrymen armed with quick reloading firearms, the flame thrower, and the new warship the dreadnought class. New bunkers, and other buildings are available to train all the units available to the civilization and the Great War themed ones. Aging into the Great War Age is quite expensive, and not all games will get to that point. The Great War Age is meant to allow a player to crush their opponents with advanced technology that will ruin the enemies' economy, military, and buildings with ease.
German Immigrants

The **German Immigrants** is an Immigrant option that is available for certain Latin American (Brazilian, Chilean, Haitian, and Uruguayan) civilizations in *Wars of Liberty.*

## Bonuses

Aging-Up with the German immigrants provide the following benefits:

### Immigrant Colony Units

* German Immigrant Worker: Immigrant worker that can quickly construct buildings, gathers other resources slower than other villagers.
* Brummer: German immigrant forced to take up arms to defend his colony. Good against buildings and shock units.
* Batalhão do Diabo: German cavalry fighting for your nation. Sacrifices hitpoints for attack.
* Krupp Steel Cannon: Heavy artillery piece imported directly from Germany. Good against buildings and other artillery.

### Unique Building

* **German House**: House that supports 5 population and can call a small batch of Firemen.

### Shipments

Aging Up with German Immigrants grants different shipments based on the Age the Immigrant nation was first chosen.

* National Age
* Capital Age
* Industrial Age

* **First German Wave** = 1 Frontier Wagon + Crates of 200 Food + 1 German Colony
* **Second German Wave** = 1 Krupp Stahl Cannon + 3 build limits for German Houses
* **Third German Wave** = 1 Fort Wagon
* **German Cultural Group** = **Forty Eighters** (Ships 2 Factory wagons)

- **First German Wave** = 1 Frontier Wagon + Free Watch Tower upgrade + 1 German Colony

- **Second German Wave** = 2 Krupp Stahl Cannon + 2 build limits for German Houses

- **German Cultural Group** = 10 Brummers and 6 Batalhãos do Diabo

- **First German Wave** = 1 Frontier Wagon + Free Parapet upgrade + 1 German Colony

- **German Cultural Group** = 20 Brummers
Fighter

* Fighter
* Mere
* Hoeroa

> "*Polynesian warrior armed with a club.*"
> ― In-game description
>
>

## Overview

The **Fighter** is the base light infantry unit of the Polynesians. There is a choice of upgrades available to specialize your Fighter, such as choosing to equip them with weapons for more speed 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 Fighters with Mere to make them swifter, or with the Hoeroa for area attacks. 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**
* **Mere Fighter**: Melee warrior armed with a pounamu club. Stronger, faster hand attack than a standard Fighter.
* **Hoeroa Fighter**: Melee warrior armed with a long whalebone club. Fights with a wide-area splash attack.

## Changelog

1.0.14 patch:

* Cost increased to 85 Food and 35 Coin from 75 Food and 25 Coin.
* Bounties adjusted to 12.
Granadero a Caballo

> "*Argentine ultimate unit. Hand cavalry that throws a grenade before engaging in hand combat.*"
> ― In-game description
>
>

## Overview

The **Horse Grenadier** is the ultimate unit of the Argentines. It is trained from their unique Industrial Age building, the Estancias. It is a melee cavalry that throws a grenade before charging towards the enemy in melee combat. It is strong against infantry and buildings.

## Upgrades

* **Heroic Horse Grenadiers** is researched automatically and for free once Industrial Age is reached

## Changelog

1.0.14c:

* Horse Grenadier’s Hitpoints are now 200, down from 260, their Ranged armor is now 0.40, up from 0.20 and their Train time is now 63, up from 50.
* The Horse grenadier has received the following changes:
	+ Their Ranged damage is now 30 down from 36.
	+ Their Ranged damage now has an Area of Effect of 3, up from 2.

1.0.14a-b:

* Horse Grenadiers have received the following changes:
	+ Hitpoints reduced to 260 from 285.
	+ Grenade damage reduced to 36 from 40.
	+ Hand attack reduced to 31 from 35.
	+ Trainpoints increased to 50 from 45.
	+ Now receives his Brave shadowtech properly.
	+ Added 0.5 malus against Villagers on melee.
Footman

> "*Fast-moving infantry armed with a sword and shield. Good against Cavalry.*"
> ― In-game description.
>
>

## Overview

The Footman is a Maltese Heavy Infantry hand unit armed with sword and shield. With its high melee resistance and optimal bonus against Cavalry, it's great at holding the line against other Cavalry units. However, the low hitpoints make it highly vulnerable to ranged units.

## Changelog

1.0.14 patch:

* The Footman has received the following changes:
	+ Cost adjusted to 70 Food and 30 Coin from 50 Food and 40 Coin.
	+ Hitpoints increased to 135 from 120.
	+ Armor increased to 40% hand from 30%.
	+ Train time increased to 30 from 20.
	+ Speed increased to 6 from 5.
	+ Hand attack reduced to 15 from 25.
	+ Multipliers versus Infantry removed.
	+ Added x3 and x2.25 multipliers against Cavalry and Light Infantry respectively.
	+ Description changed with:”Fast-moving infantry armed with a sword and shield. Good against Cavalry.”
Guanera

## Overview

The Guanera is a unique naval Plantation type building for the Peruvian Civilization. It is sent from the Guanera home city shipment and is built using a Guanera Builder Ship that acts like a wagon on water in building it.

The Guanera allows fishing ships and other ships with gathering capabilities to gather coin from it. Unlike sources like Whales or Plantations however, the coin source can be depleted. However, the Guanera regains coin at a initial rate of 0.25 coin per second. It's initial maximum capacity of coin it can hold is 1000 coin. In addition, when a shipment is sent and delivered, some xp is returned as long as it stands.

In addition, the Dreyfus Contract tech at the Guanera will not only increase the rate of coin regeneration at the building, but also increase fishing ship's ability to gather coin from it, and also gathering rate at other water based sources, but hurting villager gathering rate in the process.

Should be built as early as possible in the National Age to take advantage of the returned xp should could prove useful really on. Also, keep it close to your base to prevent enemy ships and artillery from destroying it as you cannot make another. Is ideal for when Whales are under the control of the enemy and you need some quick coin.
Jinete

> "*Ranged cavalry. Good against cavalry.*"
> ― In-game description
>
>

## Overview

The **Jinete** is a Dragoon-like unit available for the Latin Americans, except for Chileans and Uruguayans. It excels against heavy cavalry at range.

## Upgrades

* **Inspired Jinetes** is researched automatically and for free once Capital Age is reached

## Changelog

1.0.14 patch:

* The Jinete has received the following changes:
	+ Hitpoints increased to 190 from 180.
	+ Trainpoints increased to 36 from 33.
	+ Line of sight reduced to 15 from 17.
Fluyt

> "*Fluyt. Slow, powerful ship resistant to building fire that can train units.*"
> ― In-game description.
>
>

## Overview

The Fluyt is the Dutch counterpart to the Galleon. A warship resistant to buildings' attack, with many hitpoints and good attack that can also train infantry and cavalry units if close enough to the shore. The difference for the Fluyt is having a third less hitpoints, but 40% more attack, than the actual Galleon and costing much less coin.

## Trivia

* The Fluyt's model is used for the Steamboat.
Haitians/Tech Tree

## Revolutionary Politicians

In addition to the standard Latin American Immigrant Age Advancement, the Haitians can also choose a Revolutionary politician, these politicians are more expensive than the standard Age Advancement, but they offer powerful military bonuses at the cost of temporary villager gather reduction.

### Advance to National Age

* The New President: (Ships 4 Revolutionary Militias). Upgrades Conscripts to Inspired status and reduces villagers gathering rate by 50% for 30 seconds.

### Advance to Capital Age

* The New President: (Ships 4 Sevites). Upgrades Conscripts to Heroic Status and transforms all Sevites and Zombies into Revolutionary Militia.

## Revolution

The Haitians can do a full scale Revolution from the Capital Age instead of the Industrial Age.

* The New President: (Ships 15 Maroons and 1 Maxim Gun). Upgrades Conscripts to Distinguished Status and Revolts from the Home City.
Legion Libertadora

> "*Uruguayan ultimate unit. Commander that can recruit immigrant units to fight for your cause and boost them in combat.*"
> ― In-game description
>
>

**Legion Libertadora** is Uruguayan ultimate Scout - Shock cavalry that is able to recruit and boost immigrant units the player has allied with in combat. It is trained from the Uruguayan unique building, the Apostadero. Like most Ultimate units, it regenerates when standing idle.

## Overview

Legion Libertadora is a tough Scout cavalry that functions similarly to the Japanese Gensui, only instead of recruiting standard troops they are able to recruit Immigrant units which synergizes well with Uruguay's main bonus of being able to train Immigrant Units individually and with actual resource cost allows the player to essentially have a mobile military building that can train powerful units everywhere on the map. The Legion Libertadora is also able to boost nearby Immigrant units' stats by 15%, making Immigrant push a very viable strategy for a Uruguayan player. However, they are not able to receive shipments unlike Gensui.

While the unit itself is very powerful, it is limited to one unit, and it has a long training time of 100 seconds. This means that the player must be careful in positioning the Legion Libertadora as the loss of this unit can present a major setback to an ongoing Immigrant push, as they can only be trained from the Apostadero. This problem can be slightly ameliorated by the fact that the Legion can regenerate hitpoints after being idle for some time. However, they are still vulnerable to abilities that can kill a single target such as Priest's condemnation ability and Sharpshooter Attack from Explorers. Being classified as a scout cavalry also means that they are weak against Heavy Infantry and Assault Units.

## See Also

* Gensui
* General
Mehal Sefari

The **Mehal Sefari** is a unique infantry unit available for the Ethiopians.

## Overview

The Mehal safari is an infantry unit for the Ethiopians trainable at the Palace. It is their only non-Foreign infantry that costs export.

The Mehal Safari's best asset is its ranged damage which is both high enough to reach 61 after all upgrades, and does bonus damage to artillery, all infantry, and light cavalry. Similarly to Skirmishers, they are weak against hand cavalry even though they do not suffer negative multipliers against them, allowing them to handle them in small numbers.

The Mehal Safari, when export is available, can and should replace **Askaris** as they are a much stronger unit choice, though Askaris still serve a purpose when export is depleted, or when quick masses are needed.

## Changelog

1.0.14 patch:

* Mehal Sefari Melee damage increased to 9, up from 5.
Frontier Cavalry

> "*Ranged cavalry with strong bonuses. Good against cavalry, artillery and Native warriors.*"
> ― In-game description
>
>

## Overview

The **Frontier Cavalry** is a unique Dragoon-like unit available for the Chileans. More expensive than Dragoons, but with a higher bonus against artillery and a bonus against natives.

Like Dragoons and Jinetes, the Frontier Cavalry works as a ranged counter-Cavalry unit. It also deals additional damage to Native Warriors and Coyote Runners, but like other Light Cavalry, it is weak to Skirmishers, and it has no resistance against melee attacks, making it vulnerable to Heavy Infantry, like Pardos and Conscripts.

## Upgrades

* **Inspired Frontier Cavalry** is researched automatically and for free once Capital Age is reached
Marauder

> "*Scout cavalry that sacrifices hitpoints for attack.*"
> ― In-game description
>
>

The **Marauder** is a Scout Cavalry available for the Nation States (specifically Greeks and Serbians). It has excellent speed and is good for raiding villagers, skirmish units, and artillery.

## Overview

The Marauder is a scout cavalry with an excellent speed and more hand attack than standard Scout Cavalries (E.g., Hussars and Lancers), but lower hitpoints. This makes them suitable for executing raids due to their strong hand attack and excellent speed allowing them to take down villagers in roughly 4 hits compared to the standard Scout cavalry than often needs 7 to 8 hits to take down a villager. However, like most Scout Cavalry they are vulnerable to Line and Assault Units in pitched melee combat, therefore they should be used to flank enemy Skirmishers and artillery in a head-to-head match.

## See Also

* Hussar
* Lancer
* Calaras
Knight

## Overview

The Knight is a Hand Cavalry unit unique to the Maltese. The Knight is a little more expensive in food and gold than standard Hand Cavalry of the same type, but has much more hitpoints to compensate. Knights are best used against units such as archers, rangers, skirmishers, or artillery that cannot fight back, but should avoid units with anti cavalry damage like light cavalry or heavy infantry.

The Knight is meant to serve the role of the unit with the same name (Knight Line) in Age of Empires II, which the civilization is based off of.
Komiti

> "*Macedonian skirmisher mercenary with very high attack and low hitpoints.*"
> ― In-game description
>
>

The **Komiti** 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 cheaper version in terms of coin cost and population space of the Fenrik.

## Overview

The Komiti 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.

Komiti is a good way of repelling large numbers of assault units thanks to their cheap coin cost and low population space unlike most mercenaries. 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 comparably 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 Komiti

* 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.

## See Also

* Bersagliere - Italian counterpart
* Fenrik
Magyar Grenadier

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

> "*Grenadier mercenary from Hungary. Good against infantry and buildings.*"
> ― In-game description
>
>

## Overview

**Magyar Grenadier** is a Habsburgs-only heavy infantry mercenary coming from Hungary, very costly but also very reliable.
It throws grenades at buildings and infantry like any Grenadier-like unit, with the upside of being very powerful and tanky and the downside of being very vulnerable to Spies and units with multipliers similar to them. Luckily the Habsburgs have Landsknechts , Doppelsoldners and their strong cavalry to provide cover.

## Changelog

1.0.14c:

* Magyar Grenadier’s Hitpoints have been reduced to 320, from 450, their Ranger Armor is now 0.50, up from 0.30 and their Traintime is now 59, up from 50.

## See Also

* Grenadier
* Humbaraci
Haitians/Home City

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

Per patch 1.0.14, all cards are unlocked by default.

* The Iron Market
* Military Academy
* Cathedral
* Manufacturing Plant
* Harbor
Manillaman

> "*Valiant Filipino mercenary armed with a rifle.*"
> ― In-game description
>
>

## Overview

Manillamen are a mercenary skirmisher that can be recruited from Home City shipments. They can also be trained in Taverns (for Europeans), Monasteries (for Asians), or Apostaderos (for Uruguayans).

## In-game Dialogue

Manillamen speak Modern Tagalog, although one of their voice lines is from Classical Tagalog.

### Select

* *Kumusta? ("How are you?", also is a form of greeting)*
* *Kumander? ("Commander?)*
* *Handa. ("Ready")*

### Move

* *Opo. ("Yes")*
* *Sulong! ("Advance!")*
* *Isa, dalawa, tatlo, apat. ("One, two, three, four")*

### Attack

* *Walang tatalikod! ("No one will turn back!")*
* *Sugod! ("Onwards!")*
* *Tanghal ta! ("Let's go!")*

## Trivia

* The "Manilla" from "Manillaman" is a misspelling of the Philippines' capital, Manila.
Jornalero

> "*Central American villager that gathers faster from natural sources.*"
> ― In-game description
>
>

## Overview

The *Jornalero'* is the unique villager of the Central Americans. It differs from other villagers in that it can collect more from natural resources making them synergizing well with the Carretero of which they are trained from. At first, the player can only build them through transforming from **Carreteros** and sending shipments. However, the player can send the card **Reglamento Jornalero** which allows the player to train them from a native embassy instead.
Hoop Thrower

> "*Maltese ultimate light artillery that throws flaming hoops at enemies. Good against infantry and buildings.*"
> ― In-game description
>
>

## Overview

Hoop Throwers are a Maltese grenadier-like unit, being effective against infantry and buildings.

## Upgrades

* Veteran (+20%) and Guard (+30%) upgrades are researched automatically once Capital Age and industrial Age are reached, thus being free.

## Trivia

In the original Age of Empires 3 game, they were available to the Knights of St. John as a Jannissaries specific counter.

## Changelog

1.0.14c:

* Hoop Thrower’s Hitpoints go down to 230, from 320, their Ranged armor goes up to 0.50, from 0.30, their cost is now 110 Food and 110 Coin, instead of 130 Food and 90 Coin and their Traintime is now 44, down from 50.

1.0.14a-b:

* Hoop Thrower’s now have a train limit of 20.
* Hoop Thrower’s damage area has been increased to 3 from 1.
Foreign Legion

## Ranged Attack

### Multipliers

The Foreign Legionnaire is a ranged heavy infantry available to the French and also their ultimate unit. What makes this unit different from other line infantry is that it becomes stronger the further it is from its own Town Centers. As with other ultimate units these have a build limit which should be supplemented with Line Infantry where needed.

## History

*The French Foreign Legion, or Légion Étrangère, was formed in 1831 as a force of expatriates, convicts, and foreign volunteers fighting alongside French soldiers and officers. The history of the legion in the 19th century is deeply tied to the Armée d'Afrique and France’s colonial wars across the world. Originally stationed in Algeria, the legion consisted of Poles, Germans, Dutchmen, Italians, Swiss, Spaniards, Belgians, and even a few Englishmen, this force of many nationalities fought to expand France’s colonial domain and pacify native rebellions wherever they were deployed.*

*Fighting colonial wars in Africa and Asia, the Foreign Legion was also called to serve France in greater European conflicts, fighting against the Russians in the Crimean war, and even being shipped to Mexico to participate in the ill-fated “Mexican Adventure” of Napoleon III.*
Filibuster

> "*Heavy ranged infantry from the Southern United States with dubious intentions. Good against scout units at range and shock units in hand combat.*"
> ― In-game description
>
>

The **Filibuster** 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 and Scout Units. Being an immigrant unit, it is available to be trained in batches of 5 units in National Age, 6 units in Capital Age, and 9 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

Filibuster is a powerful Heavy Infantry that specializes in fighting against Shock Units and 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 and with a ranged multiplier against Scout Units, 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

Filibusters are automatically upgraded on every Age-Up.

## Further Statistics

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

## See Also

* Conscript
* Line Infantry
Herfylkingin

> "*Heavy infantry mercenary from Iceland with a siege attack in both range and melee that can pierce every armor.*"
> ― In-game description
>
>

The **Herfylkingin** is a mercenary ranged infantry unit in *Wars of Liberty*. It is a powerful heavy ranged infantry that deals siege damage in both ranged and melee attack.

## Overview

The Herfylkingin is a mercenary heavy ranged infantry. It is effective against units with high armor, 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 Herfylkingins 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 Herfylkingin

* 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 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.
Knight of Devotion

**Knight of Devotion** is a National Age politician in *Wars of Liberty*, available to the Maltese. As soon as the player advances to the National Age by choosing him, 1 Church Wagon and 1 Priest in the Home City shipment point.

## Trivia

* Knight of Devotion is the second of the three classes of the Order of Malta.
Manaism

**Manaism** is a Polynesian faith centered around personal spiritual power, or Mana.

Killing enemies produces Faith.

## Unique Priests

Each Polynesian civilization will have their own unique priest unit when choosing Manaism.

* Maori: The Tohunga has all the standard priest abilities but is also able to defend himself in hand-to-hand combat with a mere.

## Portals

* Civilizations
* Minor Allies
* Religions
Japanese Isolation

The **Japanese Isolation** is a unique Consulate ally option for the Japanese in *Wars of Liberty*. Like most consulate allies, they cost 100 Export to research which can be discounted up to 25 Export after the **Diplomatic Intrigue** Home City Card is sent. Once chosen as an ally, they passively grant a +5% attack damage boost for all land units (villagers, infantry, cavalry, and artillery. Unlike most consulate allies, they provide units that can be trained individually instead of armies.

## Units

  Hatamoto Samurai | 290 Export | 30 seconds

## Improvements

  Bushido Principles | 250 Export | 30 seconds
  Clan Offerings | 400 Export | 30 seconds
Headhunter

The **Headhunter** was a Heavy Infantry with a bonus against other infantry, available for the Australians if they chose a native politician to advance to Age II. **The Headhunter was replaced with the Boomerang in the "Meri Kirihimete" update in July 2020.**

## Upgrades

**Legionary Headhunter**: Are better than Ordinary Headhunter in terms of the amount of hit points and the amount of damage it inflicts. The upgrade is available at the Barracks once Capital Age is reached.

Hit points: 189
Hand attack: 14
Siege attack: 36
Cost: 200 Wood and 200 Coin
**Provisionary Headhunter**: Are better than Legionary Headhunter in terms of the amount of hit points and the amount of damage it inflicts. The upgrade is available at the Barracks once Industrial Age is reached.

Hit points: 225
Hand attack: 18
Siege attack: 45
Cost: 600 Wood and 600 Coin
**Expeditionary Headhunter**: Are better than Provisionary Headhunter in terms of the amount of hit points and the amount of damage it inflicts. The upgrade is available at the Barracks once Imperial Age is reached.

Hit points: 300
Hand attack: 24
Siege attack: 60
Cost: 1500 Wood and 1500 Coin
Infantry

***European Common Units:***

* **Ranger**
* **Pikeman**
* **Line Infantry**
* **Halberdier**
* **Skirmisher**

***European Unique Units:***

* **Friskytte (Danish unique Ranger)**
* **Ordenanza (Portuguese unique Pikeman)**
* **Opolchenets (Russian unique Pikeman**
* **Bevaring (Swedish unique Line Infantry)**
* **Bersagliere (Italian unique anti cavalry unit)**
* **Redcoat (British unique Line Infantry)**
* **Highlander (British Unique heavy infantry)**
* **Regular (Unique Spanish Line Infantry)**
* **Infante De Marina (Unique Spanish naval infantry)**
* **Landwehr (Unique German Line Infantry)**
* **Jannisary (Unique Ottoman ranged heavy infantry unit)**
* **Cassador (Unique Portuguese skirmisher)**
* **Ryadavoi (Unique Russian light skirmisher)**
* **Force Publique (Unique Belgian skirmisher)**
* **Green Jacket (Unique British skirmisher)**
* **Alpino (Unique Italian skirmisher)**
* **Jaeger (Unique German skirmisher)**
* **Zwarte Hollander (Unique Dutch skirmisher**
* **Aduanero (Spanish raiding infantry that trickles coin)**

***European Ultimate Infantry Units:***

* **Foreign Legion (French)**
* **Ultramarino (Portuguese)**
* **Flankeur (Dutch)**
* **Nizam-i-Cedid (Ottoman)**
* **Ingenior (Danish)**

***European Ultimate Cavalry Units:***

* **Batidor (Spansih)**
* **Scots Grey (British)**
* **Totenkopf Hussar (German)**
* **Ohkranik (Russian)**
Klepht

* Klepht
* Evzone

> "*Early skirmisher with better range. Good against heavy infantry and manoeuvre units.*"
> ― In-game description
>
>

The **Klepht** is a unique early Skirmisher unit available for the Greeks. It has a long range and many upgrades from the Home City.

## Overview

The Klepht is an early Skirmisher unit that has more range than other skirmish units with stats comparable to that of the Hajduk. Their extra range allows them to engage enemies more safely at a distance. Like all Skirmish units they are countered by Melee Shock Units and Artillery.

The Klephts can be further upgraded into **Evzones** through the **Order of the Saviour** improvement at the Town Center which is available at the Industrial Age. This upgrade grants them 20% increase in Hitpoints and changes their cost from Wood to Gold, which combined with the civilization's powerful fishing bonus allows them to be easily massed in Industrial Age and beyond when Wood is starting to get scarce. This upgrade also allows them to benefit from the Patriotic and Vasilia's Barracks upgrades which further boost their stats.

## Upgrades

* *Patriotic and Vasilia's upgrades for Evzones are available after researching the **Order of the Savior** improvement at the Town Center.*

## Elite Upgrade

The Greeks can upgrade Klephts into Evzones through the **Order of the Saviour** improvement at the Town Center which is available at the Industrial Age.

## History

*Klephts (which means "thieves" - and perhaps originally just meant "brigands") were highwaymen that turned self-appointed Armatoloi (singular: ''armatolos''), anti-Ottoman insurgents, and warlike mountain-folk who lived in the countryside when Greece was a part of the Ottoman Empire. They were the descendants of Greeks who retreated into the mountains during the fifteenth century in order to avoid Ottoman oppression. They carried on a continuous war against Ottoman rule and remained active as brigands until the nineteenth century. Most Klephtic bands participated in some form in the Greek War of Independence. During the Greek War of Independence, the Klephts, along with the Armatoloi, formed the nucleus of the Greek fighting forces, and played a prominent role throughout the duration of the conflict.*

## Changelog

1.0.14c:

* Their cost is now 50 Food and 70 Coin, instead of 65 Food and 55 Coin.
* They now have 110 Hitpoints, down from 125.
* Their range is now 21, up from 20.
* Their Line of Sight is now 25, up from 24.

## See Also

* Hajduk
* Volunteer
* Escopetero
* Schutzkorps
Mahout Lancer

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

 nil

* Caravanserai
* File:Japan castle icon 64.png Castle
* File:Indian castle icon 64.png Castle
* File:Fort icon.png Maltese Tower

* LogicalTypeValidSharpshoot
* LogicalTypeNeededForVictory
* LogicalTypeHandUnitsAutoAttack
* LogicalTypeLandMilitary
* LogicalTypeScout
* LogicalTypeValidSPCUnitsDeadCondition
* LogicalTypeGarrisonInShips
* LogicalTypeRangedUnitsAutoAttack
* LogicalTypeVillagersAttack
* LogicalTypeHandUnitsAttack
* LogicalTypeRangedUnitsAttack
* LogicalTypeMinimapFilterMilitary
* AbstractCavalry
* Unit
* Military
* UnitClass
* CountsTowardMilitaryScore
* AbstractCavalryInfantry
* AbstractHeavyCavalry
* HasBountyValue
* AbstractHandCavalry
* ConvertsHerds
* AbstractElephant
* AbstractHandElephant
* AbstractMahout
Falkusa

> "*Strong warship from Croatia. Can train Mornars.*"
> ― In-game description
>
>

The **Falkusa** is an immigrant Ship that is available from the Dock after advancing in Age with the Croatian Immigrants. It is a powerful ship that costs 1  that can also train Mornars from it.

## Overview

Falkusa is a powerful ship that can also train Mornar in blocks from it. This made them a self-sufficient force provided the player has enough shipments to support Mornar production. 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 Corvette and Frigate, they possess more Hitpoints and attack, making them an excellent supplement to the player's naval force 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

Falkusas are automatically upgraded on every Age-Up.

## Further Statistics

 **Weak vs.** | Artillery and Siege Ships

## See Also

* Corvette
* Frigate
* Battleship
Menelik

**Menelik** is the unique Explorer of the Ethiopians. It moves faster than most Explorers and has the Lion's Roar attack. Like other Explorers, it becomes stronger with each Age Up and can build Town Centers, but can't build Trading Posts.

## Abilities

**Lion's Roar**

100
16
10
x0.25
## Upgrades

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

    **National Age**

Hit points: 550
Hand attack: 6
Ranged attack: 13
Siege attack: 17
Lion's Roar: 115
    **Capital Age**

Hit points: 650
Hand attack: 8
Ranged attack: 16
Siege attack: 21
Lion's Roar: 140
    **Industrial Age**

Hit points: 800
Hand attack: 10
Ranged attack: 21
Siege attack: 26
Lion's Roar: 175
    **Imperial Age**

Hit points: 1000
Hand attack: 13
Ranged attack: 26
Siege attack: 33
Lion's Roar: 220
Gunboat

> "*Light warship carrying a cannon. Has a powerful attack for its cost.*"
> ― In-game description.
>
>

## Overview

The Gunboat is a Danish unique warship unit. It comes at an affordable cost and fast training time compared to other ships; it also behaves more like an artillery unit than a regular naval unit as it has a low, fixed rate of fire and bonuses against infantry and other ships.

## Changelog

1.0.13 patch:

* Gunboats can now transport up to 10 units.