recursal/Fanatic-Fandom huggingface dataset:
Mounted Police

The **Mounted Police** or "Mountie" is a strong Light Cavalry available for the canadians if they choose a New England politician to the advance to Age IV.

## Upgrades

(free)
(free)

## Changelog

1.0.14 patch:

* The Mountie has received the following changes:
	+ Hitpoints decreased to 300 from 310.
	+ Armor reduced to 0.2 from 0.3.
	+ Ranged damage reduced to 30 from 34.
	+ Melee damage increased to 15 from 10.
	+ Siege damage reduced to 12 from 16.
	+ Trainpoints increased to 50 from 40.
	+ Cost increased to 140 Food and 140 Coin from 130 Food and 130 Coin.
Rifleman

The **Rifleman** is the generic heavy ranged infantry of the Anglos, it can deal bonus damage to Heavy Cavalry and Light Infantry at range.

## Changelog

1.0.13 patch:

* Rifleman now costs 70 food and 80 coin, up from 60 food and 70 coin.

1.0.14 patch:

* Riflemen have received the following changes:
	+ Train points increased to 38, up from 35.
	+ Cost increased to 80 Food and 80 Coin, up from 70 Food and 80 Coin.
	+ Siege damage decreased to 26, down from 30.
	+ Rate of fire increased to 3, up from 2.
	+ Range decreased to 14, down from 15.
	+ Line of sight decreased to 18, down from 20.
	+ Abstract Pig bonus has been removed.
	+ Heavy Cavalry bonus decreased to x3, down from x3.5 for Melee attacks.
Serbians

## Music theme

> "*Nearby units get stronger when a unit dies. Best at: Military and Fighting.Elite Units: Becar Hajduk.*"
> ― In-game description.
>
>

## Overview

The **Serbians** are a Nation States civilization in *Wars of Liberty.* They are a small nation, a victim of the ambitions of its great European neighbors.
Their unity and strength come from their courage and resilience. Their army is mostly based on experienced cavalrymen and archaic infantry. War doesn't end for the Serbians until their enemies are completely destroyed; and they do whatever possible to achieve this, even if it costs the lives of many.
## Features

* Fallen units increase the damage output of all nearby units for a few seconds.
* Access to Elite Unit upgrade: Hajduk (Becar Hajduk)

### Unique Units

* Sajkas: Serbian naval ranged infantry. Ignores armor on range.
* Sokol: Resistant Serbian cavalry that deals trample damage. Can only be sent from the Home City.

## Trivia

* All Serbian voice lines are taken from the Age of Empires II mod "Age of Voivods."

## Changelog

* 1.0.15c
	+ Building Fire Ability removed.
	+ "The Retreat" Home City Card removed.
* 1.0.13c
	+ The Serbian attack bonus has been capped at 15 improvements at any given time. It used to have no limit, allowing you to reach infinite damage in theory.

## Portals

* Civilizations
* Minor Allies
* Religions
Picket

> "*Heavy infantry. Good against cavalry and buildings. Can see stealth.*"
> ― In-game description
>
>

## Overview

The **Picket** is a unique Pikeman-like unit available for the Haitians replacing Pardos. It has a very large line of sight and is faster than average pikemen, making it excellent for scouting, and can see stealth units. It is also good against cavalry and buildings, making them an excellent early unit to scout and raid enemies.

## Changelog

1.0.14 patch:

* Picket cost increased to 85 Food and 30 Coin, up from 80 Food and 30 Coin.
Paddle Steamer

> "*Anglo heavy ship.*"
> ― In-game description.
>
>

## Overview

The **Paddle Steamer** is a shared Anglo heavy ship that is available from the Dock after advancing to the Capital Age. It is a Heavy Ship that is limited to four units. Like most Heavy ships, they are good against Light and Siege Ships and vulnerable to land artillery and building attack. They possess more hitpoints compared to the European Battleship.

The Paddle Steamer sports the **Broadside Attack** ability to attack with all six cannons at once; it deals great damage to ships, but has a cooldown of 1 whole minute, however it doesn't prevent normal firing while the Broadside Attack is active.

## Further Statistics

 **Weak vs.** | Artillery

## See Also

* Battleship
* Frigate
* Destroyer
* Windjammer
Native Policeman

> "*Aboriginal light cavalry. Good for raiding*"
> ― In-game description
>
>

## Overview

The Native Police is a hand cavalry that requires little investment to reach full potential, available for the Australians if they choose a native politician to advance to age V. It has high attack and very low HP compared to generic cavalry

## Changelog

1.0.14 patch:

* Native Police have received the following changes:
	+ Hitpoints decreased to 300, down from 350.
	+ Resistance decreased to 0.2 Ranged, down from 0.3 Ranged.
	+ Cost increased to 180 Food and 180 Coin, up from 150 Food and 150 Coin.
	+ Train points increased to 60, up from 50.

## History

*When the famous Bushranger Ned Kelly was finally tracked down and arrested in 1880, in what would become known as the Glenrowan Shootout, a significant portion of the police effort was on account of the Native Police, a force of Aboriginal constables policing the Australian colonies along with their European colleagues. Native Policemen were first recruited in 1837, as the Australian police considered their tracking skills and knowledge of the landscape to be a great asset when it came to finding runaway convicts and other criminals hiding in the bush. In territories that weren't yet settled by Europeans. Native Police forces were also often sent to make sure the Aboriginal population wouldn't rebel against Colonial rule, a duty that earned the Native Police a rather sinister reputation, as they often preferred to shoot suspects on site rather than bother with giving them a fair trial.*
Royal Dahomet

> "*General purpose cavalry. Has a chance of transforming the units it kills into Sevites.*"
> ― In-game description
>
>

## Overview=

The **Royal Dahomet** is a unique melee cavalry available to the Haitians. It is a tough melee cavalry trained from the Lakou (Haitian ultimate building) that has a chance to convert enemy unit it kills into a revived Sevite, allowing the player a chance to supplement their economy late in the game. It is weak against Heavy Infantry.

## Notes

* *Royal Dahomets have a 20% chance of converting killed enemies.*
Stable

> "*Trains and upgrades hand and ranged cavalry.*"
> ― In-game description
>
>

The **Stable** is a military building in *Wars of Liberty* that trains and upgrades cavalry. It becomes available once the National Age is reached.

Native Americans have the Corral which is identical in function, while the Aztecs don't have access to it due to their lack of cavalry units. The Chinese have the War Academy which trains banner armies, and the Indians have the Caravanserai which trains camel and elephant units.

## Units

* Europeans
* Anglos
* Latin Americans
* Balkans

Template:EuropeanCavalry

Template:AngloCavalry

* Cavalry Voivods cannot be trained individually. They can only be trained alongside 5 or 10 Spasitels.

## Technologies & Upgrades

The Anglos, Latin Americans and Balkans have additional technologies at their stables.

* Anglos
* Latin Americans
* Balkans

The Anglos have their Cavalry train time upgrades at the stable as they don't possess a **Capitol** building.

Template:AngloStableUpgrades

The Latin Americans cavalry train time upgrade is available at the stable as they don't have a **Capitol** building.

Template:LatinamericanStableUpgrades

The Balkans have their arsenal upgrades counterparts available at the **Stable**.
Their Cavalry train time upgrade is also available here.
Polish Immigrants

**Polish Immigrants** is an Immigrant option that is available for certain Latin American (Argentine, Central American, Haitian, and Uruguayan) civilizations in *Wars of Liberty.*

## Bonuses

Aging-Up with the Polish Immigrants provide the following benefits:

### Immigrant Colony Units

* Polish Immigrant Worker: Immigrant worker that arrives with a cow when trained, gathers other resources slower than other villagers.
* Auxiliary: Immigrant Polish heavy ranged infantry armed with a bayonet to beat shock units.
* Picador Infernal: Immigrant Polish scout cavalry armed with a lance.

### Unique Building

* **Polish House**: House that supports 5 population and heals nearby units.

### Shipments

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

* National Age
* Capital Age
* Industrial Age

* **First Polish Wave** = 3 Cows + 1 Polish Colony
* **Second Polish Wave** = 1 Arsenal Wagon + 2 Stable Wagons
* **Third Polish Wave** = Chests worth 1000 Coin
* **Polish Cultural Group** = **Great Emigration** (Grants a Picador Infernal for each 2 minutes and an Auxiliary for each minute of game length, up to 30 minutes)

- **First Polish Wave** = 6 Cows + 1 Polish Colony

- **Second Polish Wave** = 3 Stable Wagons + 3 Barracks Wagons

- **Polish Cultural Group** = 10 Picadores Infernales

- **First Polish Wave** = 10 Cows + 1 Polish Colony

- **Polish Cultural Group** = 20 Auxiliaries
Renegado

> "*A dangerous outlaw with a rifle.*"
> ― In-game description
>
>

The **Renegado** is an outlaw in *Wars of Liberty* available on the Arabia, Bayou, California, Carolina, Great Lakes, Great Plains, Sleepy Hollow, New England, Northwest Territory, Painted Desert, Rockies, and Texas maps.

## Overview

The Renegado is an outlaw unit armed with a rifle to attack enemies from afar. As an outlaw it costs little coin but many population slots (6; 4 with the Dance Hall or equivalent shipments). It has fewer hitpoints than a Skirmisher but more initial damage. Like most skirmish units, it is weak against melee shock units and artillery.

Renegados are, also like most outlaw units, strongest in the National Age and weaker as the game progresses as they lack further unit upgrades. While it can reach a high output by the Imperial Age, its frailty and heavy population cost make it generally more efficient to field standard skirmish units.

### Upgrades

Like most outlaw units, the Renegado only has one upgrade in the Industrial Age through the Compunction or Wild West improvements. While Latin Americans with access to Irish Immigrants can further upgrade them through the Town Hall Caudillo improvements beside the Wild West improvement from the Tavern.

* Tavern
* Town Hall
* Monastery

  Promise Safety | 500 Coin | Outlaws gain +25% attack

## Further Statistics

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

## Home City Cards

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

* 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.
* "Dance hall" is available to the Europeans (except Germans).
* "Atonement" is available to all Asian civilizations.
Portuguese/Home City

This page contains all Home City Cards available for the **Portuguese** 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
* Manufacturing Plant
* Harbor
Napoleon

The **Napoleon** is an artillery available for the Anglos. It has good mobility and is good against infantry.

## Changelog

1.0.13 patch:

* Napoleon now occupies 7 population, up from 6

1.0.14 patch:

* Napoleons have received the following changes:
	+ They are now available at the Homecity on Age IV as 2 Napoleons and 3 Napoleons.
	+ Hitpoints increased to 230, up from 220.
	+ Damage increased to 160, up from 150.
	+ Cost changed to 100 Wood and 700 Coin, from 200 Wood and 500 Coin.
	+ Bounties increased to 80, up from 70.
	+ Moved to the Industrial Age.
	+ Guard upgrade has been removed.
Soldadera

> "*Skirmisher with low hitpoints, but a long-ranged attack and a powerful healing ability. Good against infantry.*"
> ― In-game description
>
>

## Overview

The **Soldadera** is a unique Skirmisher-like unit available to the Mexicans. It has low hitpoints and slightly high damage on ranged attack than other Skirmishers, but she can heal nearby units like the Vivanderas that are available for other civilizations, but Soldadera heals double as fast.

## Upgrades

* **Inspired Soldadera** is researched automatically and for free one Capital Age is reached

## Changelog

1.0.14 patch:

* The Soldadera has received a couple of changes:
	+ Cost reduced to 60 Food and 60 Coin from 50 Food and 70 Coin.
	+ Range increased to 20 from 18.
	+ Multipliers corrected to x0.75 versus Heavy Cavalry and Light Infantry.
	+ Revolutionary Hitpoints Age 2 increases Soldadera and Insurgente hitpoints by 15%.
Tavern

> "*Trains sinister outlaws and mercenaries.*"
> ― In-game description.
>
>

The **Tavern** is a military building in *Wars of Liberty* that is available for the Europeans once the National Age is reached. It trains various outlaw and mercenary units.

In the National Age, only outlaws are available for "hire". With every Age up until the Industrial Age, mercenaries become available. The former are preset while the latter are randomly generated in each map. Mercenaries available at the Saloon in a game are shared across *all* players.

## Tactics

The "Dance Hall" shipment upgrades the Tavern to the **Dance Hall**, which reduces the population used by outlaw units by 2.

The Irish Immigrants can get an access to Taverns (which are renamed to **Pubs**) by advancing to Industrial Age with the Irish Immigrants and researching the "Pubs" improvement at their Immigrant Colony. The improvement also grants the player access to the Fenian immigrant unit in addition of the standard mercenaries and outlaws.

## Units

*Main article: Outlaw*

*Main article: Mercenaries*

## Further Statistics

 **Weak vs.** | Everything

## History

> "*Taverns, Inns, and Public Houses (a.k.a. Pubs) have a long and colorful history across Europe and North America. While the term Saloon commonly refers to establishments associated with the American Old West, businesses where local townsfolk gather to consume alcohol and discuss the issues of the day have existed for centuries.*
>
>
> The common denominator, of course, is the ready availability of alcohol, noted for its ability to loosen the tongue and inflame passions. The future course of nations was most often argued and planned within such walls. From Paul Revere to Wild Bill Hickock, the day's movers and shakers typically gathered in a local watering hole.*"*
>
>
>
>

## See Also

* Monastery - Asian equivalent
* Apostadero - Uruguayan equivalent
Ordenanza

> "*Portuguese militia armed with a spear. Good against cavalry.*"
> ― In-game description.
>
>

## Overview

The Ordenanza is a Portuguese unit that replaces the Pikeman. While having the same anti-cavalry utility, it has less hit points and speed, but it's cheaper and has same siege damage and higher hand attack. It's best used in National Age since it cannot be upgraded above Veteran status.

This unit is quite good at compensating Portuguese incapacity of massing an army in early game because of their vast numbers from shipments securing an economic build up.

## Changelog

1.0.14c:

* The Ordenanza has received the following changes:
	+ They now have a Melee armor of 0.10, instead of 0.20 Ranged armor.
	+ Their Hitpoints are now 90, up from 70.
	+ They now cost 30 Food and 30 Wood.
	+ Their Speed is now 5, from 4.

1.0.14a-b:

* The Ordenanza has received a x0.5 multiplier versus villagers.
* 48 Ordenanzas Home City card is now 32 Ordenanzas.

1.0.13:

* Ordenanzas now take 27 seconds to be trained, up from 10.
* Ordenanzas now cost 30 Food and 20 Wood, up from 20 Food and 20 Wood.

## See Also

* Opolcheniye
* Spontooner
* Spearman
* Machetero
Perjanik

> "*Montenegrin bodyguard that makes nearby explorers stronger and is good at fighting Spy-like units.*"
> ― In-game description
>
>

The **Perjanik** are a ranged infantry mercenary in *Wars of Liberty*. They are available as units that can be sent from the Home City. It is a bodyguard mercenary that can boost allied explorer units and good against spies.

## Overview

Zouaves are a ranged infantry that is good against infantry at range, they also have a fast movement speed which allows them to execute hit and run attacks against tight infantry formation. However, they lack multipliers against any other type of units and combined with their meager hitpoints and melee damage makes them unsuitable in pitched battles especially against Shock and Assault units. They are also vulnerable against artillery fire.

Zouaves are not a unit that can be easily massed as they are only available from the Home City, however this can be alleviated by sending the **Algiers Zouaves** shipment which allows them to be trained from Forts with a 100 Food cost for each one of them while also improving their stat by a small amount which makes them into a strong support unit to supplement your army given the lack of Skirmishers for the French.
Saker

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

 nil

* LogicalTypeNeededForVictory
* LogicalTypeHandUnitsAutoAttack
* LogicalTypeLandMilitary
* LogicalTypeValidSPCUnitsDeadCondition
* LogicalTypeGarrisonInShips
* LogicalTypeRangedUnitsAutoAttack
* LogicalTypeVillagersAttack
* LogicalTypeHandUnitsAttack
* LogicalTypeRangedUnitsAttack
* LogicalTypeMinimapFilterMilitary
* UnitClass
* Military
* Unit
* AbstractArtillery
* CountsTowardMilitaryScore
* HasBountyValue
* Ranged
* ConvertsHerds
* Mercenary

> "*Mercenary cannon from the foundries of Austria-Hungary. Good against infantry and buildings.*"
> ― In-game description
>
>

## Overview

The **Saker** is an artillery mercenary that comes from the artillery foundries and Schlosses of Austria-Hungary. The unit packs good damage in its cannonballs and use it at a longer range than average to bombard the battlefield and buildings. It's more effective against buildings than infantry as opposed to the Falconet, even though Saker's utility remains the same as that, and costs both more wood and coin. It must be well protected so you don't lose a pricy cannon that also moves slowly while it guns down enemy infantry.
Romanians/Tech Tree

## Economic Buildings

The Romanians can access several Economic and Military Improvements early but at a 50% higher cost.

## Military Buildings

The Romanians can access several Economic and Military Improvements early but at a 50% higher cost.

## Changelog

1.0.14, 1.0.14a and 1.0.14b:

* The following politicians have been altered:
	+ Casern, II, Mihail Soutzos, now sends 3 Macemen instead of 2, name corrected to Mihail Sutu.
	+ Stable, II, Emanuil Godju, Age up is done faster (switched with the Foundry).
	+ Foundry, II, Grigore IV Ghica, Sends 400 Coin (switched with the Stable).
	+ Casern, III, Tudor Vladimirescu, now sends 5 Vanators instead of 4.
	+ Stable, III, Avram Iancu, now sends 7 Calarasi instead of 4.
	+ Market, III, Mihail Sturdza, now sends 3 Spies instead of 4.
	+ Hunter’s Lodge, III, Ion Heliade Radulescu, now sends 1000 Food instead of 700.
	+ Casern, IV, Vasile Alecsandri, now sends 13 Dorobanti instead of 10 Dorobanti.
	+ Market, IV, Mihail Cogalniceanu, now sends 6 Boyars instead of 4 Stradiots.
	+ Stable, IV, Alexander John Cuza, now sends 6 Stradiots instead of 4 Boyars.
	+ Hunter’s Lodge, IV, Ion C. Bratianu, now sends 1500 Food instead of 1000.
	+ Market, V, Ion Luca Caragiale, now sends 1500 Wood instead of 1000 Wood.
	+ Stable, V, Nicolae Fleva, now sends 17 Calarasi instead of 12.
	+ Foundry, V, King Carol I, now sends 3 Schneiders instead of 2.
Puma Spearman

> "*Warrior armed with a lethal spear. Good against cavalry and buildings.*"
> ― In-game description
>
>

## Overview

The **Puma Spearman** is a unique Pikeman-like unit available for the Aztecs which is classified as a Siege Unit thus resisting buildings' ranged attack. It has a strong siege attack and a bonus against cavalry and Light Infantry.

Unlike a Pikeman the Puma Spearman costs Food and Coin and needs a balanced gathering of them, which might be difficult. Alternatively, activating **Barometz** at the War Hut for a quick muster spending Coin or sending some of them from the Home City might work.

## History

In Aztec society, membership in the calpulli established each individual's religious and secular schooling, as well as how they would be trained in warfare. The men of a calpulli served together in battle and on the numerous public works projects. Their soldiers wielded weapons of wood and stone, and they often sought prisoners to be sacrificed in religious ceremonies.

To the Aztecs, the puma was a respected predator and held religious significance within their pantheon of gods. The Spanish recorded that Montezuma kept a puma-like creature called the cuitlamiztli (or wolf-cat) in his private zoo. Mexican legends refer to the existence of the onza, a long-legged and extremely aggressive cat native to the region.

## Changelog

1.0.14 patch:

* Puma Spearman’s multiplier versus Light Infantry changed to x3.5 from x3.
Sapa Inca

The **Inca Chief** is the unique Explorer of the Inca. It cannot attack, construct buildings or collect treasures, but has several abilities, can train Chasqui and empowers nearby units.

## Abilities

**Heal:** Restores the hitpoints of allies units in an area.

**Way of the Warrior:** The Inca Chief becomes invulnerably for 10 seconds.
Presidio

### Function

Trains villagers. Trains infantry and cavalry units. Defends the colony. Supports 10 population. Home City arrival point.

## Ranged Attack

### Damage

                      100 *(only versus Ships)*

## Buttons

### Units

Gatherers

The **Presidio** is a powerful economic, defensive and militar building avaible only to Mexicans, it combines the standart function of a Fort and a Town Center. The presidio supports 10 population and can only be build near a own mexican town center.

## Overview

To Mexicans, the **Presidio** becomes the 2nd most important build in the game, even it can't be used to reach ages, they can use it to train Chinacos, infantry, cavalry and recive shipments as well.

In standard random map games, Mexicans start with 1 presidio wagon and can only build 1 until reach capital age (III), onward, 2 additional Presidios can be built (3 in total). Town center mexican wagons can also be used to build presidios and aside from them, Mexicans can only build it with the Bounty Hunter.

Presidio can not be use offensively, until capital age, this because of the build limit already explained, but also the town center limit build and because it can't be build aside from a 38 radio of a mexican town center; the radio area is the same as the original town center line of sight.

Different from the Fort, the **Presidio** doesn't start whit a bombard attack, working more like a Outpost and different from a Town Center, it can't increases damage with garrison units, but compensate this weakness with bonus multipliers against heavy infantry and cavalry and by upgrating with every age, gaining more damage and hitpoints, after reaching capital age (III), the Presidio gains a bombard attack. Another advantage against the fort is the area, in comparasion, the Presidio is more compact, allowing to build more defense and move military units near it.

## Trivia

* The town hall shares the same build limit like the Presidio, no one can be build outside of a own town center.
* As the Presidio works like a town center, other Presidios can be build near one already build, town halls applies too.
* Presidios can be build near a own inmigrant town center.

## See Also

* Fort
* Palace
* Pā
Post Office

## Overview

The Post Office is a building introduced in *Wars of Liberty* for the Latin Americans. For every Latin American civilization except Uruguay, the Post Office must be built in order to select an Immigrant colony. Once built and your immigrants of choice have been selected, the Post Office will house two unique Post Office techs as well as the Generation techs to improve your Immigrant Colony.

## Trivia

* The Post Office used to contain more unique technologies prior to patch 1.0.15c, but some of those were deprecated due to the 1.0.15 Immigrant rework and were removed.

## Changelog

**1.0.15c**

* Post office now only has two techs:
	+ Remittance - Boosts revenue from trade routes.
	+ Chain Migration - Immigrant units train faster

**1.0.15b**

* Fixed a bug for Uruguay that caused all generation technologies to appear at the Post Office before their corresponding Immigrant Colony was chosen.

**1.0.15**

* Generation technologies are now researched at the Post Office instead of Immigrant Colonies.
* New Post Office technology: Chain Migration: Immigrant units train faster. Age 4. 150 Food. 150 Wood. 150 Coin.
* New Post Office technology: Remittance: Boosts revenue from trade routes. Age 4. 300 Food. 300 Wood. 300 Coin.

**1.0.13c**

* Land Grant card now also reduces the cost of the Post Office by 75% on top of its other effects.
Shaguma Musketeer

> "*Heavy ranged infantry with an area damage hand attack. Good against shock units. Ignores armor on melee.*"
> ― In-game description
>
>

The **Shaguma Musketeer** is a heavy infantry unit in *Wars of Liberty* that is unique to the Japanese and can be trained at the Barracks and by Gensuis. It is the Japanese equivalent of the Line Infantry that is effective against shock units especially in melee.

## Overview

The Shaguma Musketeer is a heavy ranged infantry that has excellent hitpoints and damage but are slightly more expensive than most heavy ranged units. It also moves slightly faster compared to most line units. Like most heavy ranged infantry, they are countered by skirmish units and artillery.

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

## Further Statistics

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

## Home City Cards

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

Click for a list of Home City Cards related to the Shaguma Musketeer

* INFINITE Shipments are highlighted in **Purple**
* TEAM Shipments are highlighted in **Green**
* Shipments that can be sent TWICE are highlighted in **Red**
Double Ram

The **Double Ram** is a unique siege unit available for the Zulu. It has a strong siege attack and good hitpoints.

## Overview

As the name implies, the Double Ram is a double battering ram siege unit. Its only purpose is to siege buildings better than Firebrands. It's however much more expensive than them. The Double Ram's armor allows it to make it to the building long enough before regular ranged infantry can take them down. Its biggest threat is artillery and all forms melee units.
Taiaha

> "*Martial arts specialists armed with a fighting staff. Effective against hand infantry.*"
> ― In-game description
>
>

The **Taiaha** is a Māori Combat School melee infantry that is good against melee infantry in general. It is unlocked to train after the player choose the **Taiahas** improvement in the Combat School from Capital Age onwards.

## Overview

The Taiaha is a specialized melee infantry that has decent melee resistance. It is effective against melee infantry in general but weak against all other units, like most Heavy Infantry they are vulnerable to Skirmish Units and Artillery.

Unlike most Māori infantry that can be recruited from Pā in National Age, the Taiahas are only available once the player builds the Combat School building which is available only from the Capital Age, as such they can be considered a mid to late game unit. Unlike most infantry, they possess area melee damage making them suitable in fighting against civilizations with lots of melee infantry such as Paraguayans (among others).

Like all Māori units, they can be further upgraded to bolster either their attack or hitpoints while also benefitting from the Haka speed boost bonus and Manaism's strength bonus.

## =Further Statistics

 **Weak vs.** | Skirmishers and Artillery
Random Maps/Original

These maps came with Age of Empires III or its expansions. In Wars of Liberty, some of the maps have been edited.

## Other

The mysterious Unknown! Snow or desert, land or water, Trade Routes or Natives or both - you never quite know what you're going to get. Expect the unexpected!
* Some Obsolete Native Allies are available.

**Possible Native Allies:** Caribs • Cherokee • Cheyenne • Comanche • Cree • Huron • [Incas] • Klamath • [Mapuche] • Maya • Navajo • Nootka • Seminoles • [Tupi] • Zapotec
Town Center

The **Town Center** is an economic building in in *Age of Empires III* that becomes available once the Fortress Age is reached. As it trains Settlers/Villagers and acts as the default drop-off point for Home City shipments, it is the most important of all buildings. Town Centers also support 10 population.

In standard random map games, every player starts the game with a Town Center. Until the Fortress Age is reached, no more than one Town Center can be built at a time. From the Fortress Age onward, two additional Town Centers may be built.

Up to 50 villager-type units can garrison in Town Centers for shelter from attacks. By doing so, they give the Town Center an attack, allowing players to survive and fend off attacks. Town Centers also automatically attack passing enemy ships at all times.

## Overview

The Town Center is the most important building in the game, as it is the nucleus of every players' settlements, produces Settlers/Villagers that are the backbone of every player's empire, and serve as the only means of advancing to the next Age for European and Native American civilizations.

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.

If the player's Explorer has fallen in battle too close to enemy territory, instead of manually retrieving the unit, they may choose to pay Ransom money from the Town Center and return the Explorer back safely. Asian civilizations retrain fallen Monks from the Town Center instead of ransoming them.

European civilizations can select to "revolt" from the Industrial Age. Revolting will also increase the Town Center's build limit to 10 and makes them no longer necessary to support population.

## Civilization differences

* Maltese have the ability "Quick Defenses".
* Swedes can build an Observatory annex next to it.
* Mexicans can build Presidios, a combination of Town Centers and Forts.
* Maori have Pās, fortified villages which provide lots of population and train infantry.
* Egyptians use a Caravan as their Town Center.
* Portuguese get a Covered Wagon with each Age-up.

## Technologies

 II
 III
 IV

## History

*The Town Center is the commercial, cultural and often historical, political and geographical heart of a city, especially those of the Western world. Churches, taverns, and town halls were all important colonial centers where leaders and citizens met to discuss the issues facing their towns and colonies. Carpenter's Hall in Philadelphia was the site of several important events in the history of the American colonies. One, the First Continental Congress, was the meeting of the thirteen colonies in the fall of 1774 to discuss their grievances with British governance and just what they could do about it.*

## Changelog

1.0.14, 1.0.14a and 1.0.14b

* Town Centers now provide a build bounty of 120 XP.
Ranseur

## Overview

The Ranseur is a Heavy Hand Infantry unit of the Maltese Civilization. The Ransuer has very strong multipliers against cavalry making even more effective than similar units like the pikeman and spontooner. The unit however has a weak base attack making it weak against non cavalry units. The best usage is to protecting units weak against cavalry including the Maltese archer units and artillery.

## Changelog

1.0.14 patch:

* The Ranseur has received the following changes:
	+ Cost adjusted to 30 Food and 50 Wood from 50 Food and 30 Wood.
	+ Hitpoints reduced to 140 from 150.
	+ Armor reduced to 10% from 30% hand.
	+ Siege damage increased to 20 from 10.
	+ Speed reduced to 5 from 6.
	+ Multipliers adjusted to x5 versus Cavalry and x3.5 versus Light Infantry from 6 and 5.
Sawmill

> "*A building that slowly trickles wood. Can also quickly turn trees into crates of wood.*"
> ― In-game description
>
>

## Overview

The Sawmill is the Swedish unique building. It trickles 1.75 wood/s.

By sending the Norrland Logging card Sawmills get 40% cheaper and get their build limit to 2.

## Changelog

1.0.14 patch:

* Sawmill no longer cuts trees into Wood crates; instead produce a crate of 100 wood at the next intervals: 90 seconds, 75 seconds, 60 seconds, 45 seconds and 30 seconds; from Enlightenment to Imperial Age respectively.
Peruvians/Strategy

* Sorry. Due to some technicalities, please set your editor to classic editor before creating your strategy page as visual editor will give you a unstandardized blank page. Click here for more details. Thank you.

The list is organised alphabetically only. Might be improved in the future.

* UnstoppableStreletsy Strategy
Rum Corpsman

> "*Almost loyal infantry in charge of Australia. Good against infantry.*"
> ― In-game description
>
>

## Overview

The Rum Corpsman is a Ranged Infantry available for the Australians if they choose a colonialist politician to advance to the Age III.

## Upgrades

* *The **Legionary** upgrade (+20% Attack and Hit points) is researched automatically, instantly and for free once Capital Age is reached.*

## History

*The 102nd Regiment of Foot, officially known as the New South Wales Corps, were sent to Australia in 1789, and effectively formed the entirety of the Australian army for two decades. Though seemingly a short time, this was a rather eventful one in Australian history. The Corps was used to fight several Aboriginal clans, and was essential in quelling several convict rebellions.*

*Eventually the Corps would start a rebellion of its own, which had everything to do with their favourite pastime, the one that gave them their most well known name; the smuggling of rum. Governor William Bligh imposed harsh measures to prevent the Corps from trading rum, practices which had the completely adverse effect on the Corps. They attacked the governor's residence, imprisoned Bligh, and took control of the Sydney government in an event known as the Rum Rebellion.*

*The Rum Corps would govern the colony of New South Wales for two years, after which they were recalled to Britain in disgrace, and order was restored to the colony.*

## Changelog

1.0.14c:

* The Rum Corpsman has received the following changes:
	+ Their Hitpoints are now 180, down from 210.
	+ Their cost is now 90 Food and 110 Coin, instead of 50 Food and 150 Coin.
	+ Their Traintime is now 45, down from 50.
	+ Their Siege damage is now 15, down from 20.
	+ Their Ranged damage is now 26, down from 32.
	+ Their Melee damage is now 10, down from 15.
	+ They now get a malus against Heavy Cavalry and Coyote Runner type units.

1.0.13:

* Rum Corpsmen’s Ranged damage down to 32, from 45.
* Rum Corpsman now takes 2 population space, down from 6.
* Rum Corpsman now has a cost of 50 Food and 150 Coin, up from 50 Food and 100 Coin.
* Rum Corpsman train points reduced to 50, down from 54.
Organ Gun

> "*Artillery that fires multiple projectiles. Better against infantry than buildings.*"
> ― In-game description
>
>

## Siege Attack

### Multipliers

 x0.5   x0.5    x0.75   x0.5           x0.5         x0.5

## Overview

The Organ Gun is a Portuguese unique artillery unit available at Capital Age replacing the Falconet. It fires 6 projectiles in quick sequence and primarly damages infantry as all other units resist it.

It serves as a cheap alternative that's quicker to deploy than the falconet until you reach Industrial Age and use Horse Artillery.

## See Also

* Gatling Gun
* Mitrailleuse
Random Maps/New

*Wars of Liberty* adds a number of new maps from new continents and locations. Each new region has a unique system of Trading Posts from previous regions.

## Africa

***Currently, African Commodities ally system isn't working.***

## Europe

European Maps are mostly characterized by the existence of European Profession Trading Posts. **European Profession are coming soon and thus is currently disabled (won't appear) in most maps.**

## Middle East

Also known as Asia Minor, the Anatolian Peninsula has experienced countless wars through the course of history. The Order of Christ has now sent some of their knights to build encampments there; forging an alliance with them will provide you with powerful units to expand your strategy. Resources are abundant, both on land and sea, while your economy can also be supported by the Trade Route, which is equally split between the players. If you wish to take control of the sea, be careful about the Galleys that patrol the shores as they may damage your ships.

**Native Allies:** None

## Others

 Eurasian Steppe

**Possible Native Allies:** Iroquois • Lakota
Monastery

> "*Trains repentant outlaws and mercenaries. Provides Monk improvements.*"
> ― In-game description.
>
>

The **Monastery** is a military building in *Wars of Liberty* that is unique to the Asian civilizations (Chinese, Indians, Japanese, and Koreans). It is an equivalent of the European Tavern and the Uruguayan Apostadero, but also provides technologies to improve Monks.

Outlaws and mercenaries trained at the Monastery are statistically identical to ones trained at the Tavern in most cases, but have the **Repentant** prefix added before their names (e.g. Repentant Pistolero, Repentant Corsair, etc.).

## Units

*Main article: Outlaw*

*Main article: Mercenaries*

## Further Statistics

 **Weak vs.** | Everything

## See Also

* Tavern - European equivalent
* Apostadero - Uruguayan equivalent
Spahi

> "*Powerful cavalry available only from the Home City.*"
> ― In-game description
>
>

## Overview

The **Spahi** is the Ottomans ultimate heavy cavalry unit, in that they are powerful, not the actual Ottoman ultimate unit. They work like a Cuirassier because they deal good splash damage and are quite resistant, but they are not trained at Stables and instead get shipped from your Home City for a food cost. Their limited number is not much of a hinder to their quality: they're best used in Fast Fortress strategies when just a few can basically win a match, more so when accompanied with Mamluks.

## Upgrades

* The Spahi is upgraded automatically when aging up.

## Changelog

* The Spahi has received the following changes:
	+ Now receives the veteran upgrade as a shadow tech.
	+ Hitpoints reduced to 675 from 750.
	+ Hand attack reduced to 31 from 35.
Shotai

> "*Immigrant Heavy ranged infantry with an area damage hand attack. Good against shock units. Ignores armor on melee*"
> ― In-game description
>
>

The **Shotai** is an immigrant Heavy Ranged Infantry that is available from the Japanese 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 14 units in Industrial Age respectively each at the cost of 1 . They are also automatically trained at the Dojo in a batch of 5 units.

## Overview

**Shotai** 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 and attack, making them an excellent supplement to the player's main army and raiding units since they also possess decent siege damage, 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

Auxiliaries are automatically upgraded on every Age-Up.

## Further Statistics

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

## See Also

* Conscript
* Brummer
Lebanese Immigrants

## Lebanese

Lebanese are a immigrant colony available to Chileans and Paraguayans.

Units - All cost one shipment

* **Arab Immigrant Worker:** Normal Villager but prays faster.
* **Maronite Rifleman Legion:** Skirmisher that gets stronger the more Catholic techs you research. Good against infantry.

Upgrades

* **Ikinci Nesil:** Improves Maronite Rifleman hitpoints and damage by 30% 1000 coin, Costs 1 Shipment.
* **Ucuncu Nesil:** Improves Maronite Rifleman hitpoints and damage by 50% Costs 2000 coin, 2 Shipments.
* **Kebabs:** All herdables turn into crates of 500 food Costs 1 Shipment.
* **Kilim Rugs:** Cuts house cost by half Costs 1 Shipment.
* **Burkhas:** Increase Villager hitpoints by 100% and speed by 10% Costs 1 Shipment.
* **Islamic Law:** Villagers pray 35% faster Costs 1 Shipment.
* **Almsgiving:** All coin is exchanged for a double amount of faith Costs 2 Shipments.
* **Taki:** Changes Arab Immigrant Worker cost from 1 shipment to 100 coin and Maronite Rifleman Legion cost from 1 shipment to 180 coin Costs 1 Shipment.
* **Ultimatum: Flea Market:** Improves Market Buy/Sell factor by 50% Costs 2 Shipments.
Nordenfelt Gun

## Overview

The Nordenfelt Gun is the Swedish ultimate artillery unit, a meelee-resistant anti-Cavalry machine gun. It can be trained both at the Artillery Foundry and (for free) at Steel Mill annexes.

It is the first artillery ever to have a bonus against Cavalry.

## Changelog

1.0.13 patch:

* Nordenfelt Gun have now a train limit of 5.

	+ Armor increased to 0.6 up from 0.4.
Pavisier

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

> "*Archaic mercenary infantry from Italy.Good against light cavalry.*"
> ― In-game description
>
>

Pavisier is unique ranged archaic infantry unit available to Habsburgs.

## Changelog

1.0.14c:

* The Ranged attack of the Pavisier is now 32, down from 35 and their Hand attack is now 13, down from 14.
Russians/Home City

This page contains all Home City Cards available for the **Russian** 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
* St. Basil's Cathedral
* Manufacturing Plant
* Harbor
Ranged infantry

**Ranged infantry** are usually the least expensive military units in *Age of Empires III*, but they counter heavy infantry and light cavalry. They are countered by artillery and melee cavalry (heavy), melee light infantry (in the expansions), and some heavy infantry in melee mode.

The following infantry are considered ranged infantry:
Portuguese (Consulate)

The British is a Consulate ally option for the Chinese, Indians, and 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 -15% Food and Wood cost reduction to buildings.

## Overview

The Portuguese are a Consulate ally focused on shipping shipping fleets and strong combination of gunpowder infantry and ranged cavalry armies. The improvements available to be researched mainly focuses on shipping fleets of Fishing Boats, Aviso, and Ironclad. The time required to train these armies varies but can be reduced by 50% with the **Good Faith Agreements** Home City Card (with the exception of the Brigade improvement). The Portuguese also passively grants a -15% cost reduction on building's Food and Wood cost which makes them ideal to help the player in building a Wonder earlier.

## Shipments

* The Good Faith Agreements Home City Card reduces shipment cost by 40% and research time by 50%, except for Brigades, whose cost are reduced by 400 Export and do not arrive faster.
Paraguayans/Home City

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

* Mercado Guazú
* Casa de Solano López
* Panteón de los Héroes
* Manufacturing Plant
* Harbor
Siamese

## Overview

The **Siamese** are an upcoming Asian civilization coming to *Age of Empires III: Wars of Liberty*.
The Siamese in-game are based on Siam, known in the modern day as the Kingdom of Thailand, which was ruled by the Ayutthaya Kingdom from 1350 until disastrous wars with Burma in the mid 1700s which led to the downfall of the Ayutthaya Kingdom in 1767.
Taksin the Great fought against the occupiers to liberate Siam and established the Thonburi Kingdom, which reigned from 1767 to 1782. The fourth kingdom, the Rattanakosin Kingdom, was established by General Chakri after Taksin's rule ended with rebellion and discontent, Taksin was deposed and the Chakri dynasty was established, he began rebuilding Siam and restoring some of the Ayutthaya policies and glory.
The new kingdom faced many military struggles as it rebuilt and expanded, including renewed attacks from the Burmese  and almost a century of warfare and invasions in conflict with the Vietnamese.

Siam was known to the whole Europe in the 19th century during the reign of Rama V, which created the relationship between Siam and Britain, Russia, United States, Prussia and many more. Most nations in Europe were cordial with Siam, except France, who sought to expand their influences in Indochina with aggressive moves instead.

## Trivia

* The voice lines for the Siamese units were recorded years in advance, being one of the first civilizations to have fully custom voice sets commissioned for them.

## Portals

* Civilizations
* Minor Allies
* Religions
Bargi

> "*Raiding cavalry mercenary from Bengal that deals great damage against buildings.*"
> ― In-game description.
>
>

The **Bargi** is a mercenary assault cavalry in *Wars of Liberty*. It is an assault melee cavalry that is good at raiding buildings.

## Overview

The Bargi is an assault raiding cavalry with a whopping 125 initial siege attack, which makes them useful in destroying enemy buildings combined with their decent hitpoints to help withstand building fire. However, they have a mediocre melee attack against everything else. Like most assault units, they are countered by maneuver units.

Bargis are available as random map mercenaries for civilizations that can train them and from home city shipments for several civilizations.

## Further Statistics

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

## Home City Cards

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

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

### Shared Cards

* "Cavalry Combat" is available to the Belgians, Dutch, French, Italians, Lakota, Ottomans, Russians, and Spanish.
* "Riding School" is available to Europeans, Latin Americans (with the exception of Paraguayans) and Indians.
* "Hire Bengali Bargis" is available to the Danes and French.
* "Mercenary Loyalty" is available to the Europeans, Asians, and Nation States civilizations.