recursal/Fanatic-Fandom huggingface dataset:
Contra-Guerrilla

> "*Immigrant scout cavalry with many hitpoints. Good against archers and skirmishers.*"
> ― In-game description
>
>

**Contra-Guerrilla** is an immigrant Scout cavalry that is available from the French Immigrants. It is a Scout - Shock cavalry that excels in fighting Skirmish Units. Being an immigrant unit, it is available to be trained in batches of 3 units in National Age, 5 units in Capital Age, and 8 units in Industrial Age respectively each at the cost of 1  with the exception of Uruguayans who are able to train them individually for Food and Coin cost.

## Overview

Contra-Guerrilla is a powerful Scout cavalry that specializes in fighting against Skirmish Units, however they are also good at raiding villagers and artillery due to their excellent speed. Like all Scout cavalry, the player must not send them carelessly against Line and Assault units as they are difficult to replace due to them costing shipments to train instead of normal resources.

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

## Upgrades

The damage and hit points of the **Contra-Guerrilla** increase with each Age Up.

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

## Home City Cards

As the Contra-Guerrilla is a French Immigrant unit, only shipments related to the civilizations that can ally with the French Immigrants and other civilizations' TEAM cards are shown in the following tables:

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

TEAM Shipments are highlighted in **Green**
Factory

### Function

Produces 1 of 3 standart resources to the inventory or can train heavy artillery.

## Buttons

### Technologies

Cannery
 Water power
 Steam power
 Mass production

The **Factory** is an economic/military building from original *Age of Empires III* that can only be built by Factory Wagons sendded from european and anglo civilizations' Home City in the Capital Age onward. It trickles Food Food, , Wood Wood, , Coins Coin to the inventory or train constantly free heavy artillery; some civs haves different heavy artillery.

# Overview

The factory trickles 5.5 Food, , 5.5 Wood, or 5.5 Coin per second to the owner inventory, even so, it can train for free special heavy artillery, 1 by 1, usually Heavy Cannons, but some civs haves their own special heavy artillery, like British or Ottomans, which train Rockets and Great Bombards, respectively.

Most civs can send up to 2 factory wagons and their cards increases it build limit by 1.

Each resource production tech increases the rate of 5.5 to 7.15 (+1.65).

# Trivia

* The factory is the second build which trickles resources direct to the inventory.

# See also

* Bank. Dutch unique build, produces coin directly to the inventory.
* Steel Mill. Swedes unique build, anex to artillery foundry, produces free Nordenfelt Gun.
* Food Works, Wood Works, Gold Works and Heavy Works. Paraguayan special builds, each one do the same as a factory in separate ways, but cost population.
* Shrine. Japanese house which works like the factory, but cannot train artillery, hunting animals and herdables increases the production.
* Sawmill. Swedes unique build, produces free 100 Wood creates, 1 by 1.
Dragón Rojo

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

## Overview

The Dragón Rojo is a tougher and more expensive version of the Jinete that is currently only available for certain Central Americans rosters (Honduras, Guatemala, and Nicaragua respectively). It is more expensive in terms of resources and populations but they offer better values than standard ranged cavalry.

* **Inspired Dragón Rojo** is researched automatically and for free once Capital Age is reached
Libertador

> "*The commander of your army. Explores, fights and builds Town Centers, Trading Posts and Tent Military Buildings. Cannot die. If he falls unconscious, he can be rescued.*"
> ― In-game description
>
>

The **Libertador** is the unique Explorer unit of the Colombians. He can build Tent Camps which are cheaper and less durable military buildings that can only train units. Like most Explorers, He can also build Trading Posts and Town Centers, and becomes stronger with each Age Up.

## Overview

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

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

What sets the **Libertador** apart from other Explorer is that he can build Tent Military Buildings, these buildings are cheaper and simpler than normal military buildings with the limitation that these buildings can only train units (units can only be upgraded at the standard military buildings or the French Immigrant House for Barrack units if the Player choose to ally with the French Immigrants) anywhere on the map, this allows the player to create makeshift and forward bases allowing them to launch surprise raids or help maintain constant troop productions. The **Supremacism** shipment grants him the bombard attack ability which is very powerful against grouped infantry units.

### Special Abilities

* **Build Tent Buildings**: The Libertador is able to build Tent Military Buildings which is cheaper and provide fewer experience bounty than normal military buildings.
* **Sharpshooter Attack**: The Libertador fires a shot dealing 750 ranged damage to a treasure guardian. 60 seconds cooldown.
* **Bombard Shot** (Requires the **Supremacism** shipment): The Libertador fires a shot from a Volante dealing 100 base siege damage with 3 area of effect and 3x multiplier against Infantry to enemy units.

### Upgrades

The Libertador's attack damage and hit points are upgraded automatically with each Age Up.

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

## Home City Cards

As the **Libertador** is unique to the Colombians, only their shipments and other civilizations' TEAM shipments that benefit them are shown in the following tables:
Anglos

The **Anglophones**, or Anglos for short, are a culture group of the descendant civilizations from the British Empire. The newly independent nations bore the brunt of divided political and military entities - divided because of nationalistic ideologies, racial injustice, or pursuit of an identity. After fending off inner turmoil they emerged as key international players with the dawn of the 20th century.

## Overview

In *Wars of Liberty*, the history of the Anglos is reflected by a new feature completely unique to them — each is two civilizations in one, and which path they'll follow is up to the player to decide.

Each nation is controlled by two opposing political parties, and the player can choose the political party that will control his nation when Aging-up. Gameplay wise, this is a twist on the classic Age-up politician system as for each Age you'll be offered two sets of politicians to choose from and each set grants a unique unit unlock. For example, Canadians can choose between New England and New France politicians, choosing New England can unlock the Mountie cavalry unit while New France offers the Mississauga Horse. Each politician additionally provides the standard Age-up choices of resources, crates, units, wagons, etc. and additionally offers a unique technology that can be researched.

## Features

* **Exploration**: Unlike other civilizations, the Anglos don't have traditional Explorers. Instead, they start with Shepherd Dogs and Fur Traders. Shepherd Dogs are similar to the canine companions available to other cultures through Home City cards, and come with new abilities such as being able to mark territory for Line of Sight and a strong bite attack. Fur Traders are specialized Villager-Explorer hybrids who can hunt, snipe treasure guardians, and gather from crates and treasures. You can build multiple Fur Traders and each has the sniping ability, letting you quickly clear even the most heavily guarded treasure.

* **Forts and Factories**: While the Anglos have their own unique buildings, units, and technologies that differentiate them from the Europeans, they share aspects with them and also get access to the Forts and Factories through Home City cards. A unit called a General can be trained from the Fort, he can boost nearby units.

* **Aging-up**: Anglos Age-up similar to Europeans, however each Age offers a choice between unique units and technologies in addition to the standard rewards. Players are not restricted to a single party and can freely choose whichever politician's benefits they want for each Age.

## Gallery

The Americans' Home City.The Canadians' Home City.The Australians' Home City.Some Age-up choices for the Americans, each side offers a unique unit and each politician has a unique technology in addition to the normal offerings.
## Trivia

* The Anglos used to feature a unique building and system where they would be able to choose a political party and vote on issues to get certain upgrades and units.
Galley

> "*Galley. Good at exploring, fishing or transport.*"
> ― In-game description.
>
>

## Overview

The **Galley** is the Ottoman counterpart to the Caravel. This light warship quickly scouts the shore and carries troops to the battlefield with the high speed. It also packs quite high damage for an Age 2 naval unit, although it has few hitpoints and therefore it's more vulnerable to Outpost bombard attack than most other ships.

It can use the **Broadside** ability to fire all its cannons in one volley, but inflicting less damage overall.

## Civilization differences

* The Maltese can receive a few Galleys through their Royal Decree technology called *Corso Gallerys*.
Irish Immigrants

**Irish Immigrants** is an Immigrant option that is available for certain Latin American ( Colombian, Peruvian, and Uruguayan) civilizations in *Wars of Liberty.*

## Bonuses

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

### Immigrant Colony Units

* Irish Immigrant Worker: Immigrant worker that prays faster than other villagers, gathers other resources slower than other villagers.
* Zamurito: Recruit from the British Legion in Angostura, Colombia. Good against heavy infantry and light cavalry.
* San Patricio: Immigrant artillery. Strong against infantry.

### Unique Building

* **Irish House**: House that supports 5 population and allows Villagers to gather Faith from it.

### Shipments

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

* National Age
* Capital Age
* Industrial Age

* **First Irish Wave** = 1 Temple Wagon with increased build limit + Religious Books worth 200 Faith + 1 Irish Colony
* **Second Irish Wave** = 5 Fenians + 3 Irish House build limit
* **Third Irish Wave** = 2 San Patricios
* **Erin Go Bragh** = Each religious technology researched improves military unit attack and hitpoints.

- **First Irish Wave** = 1 Temple Wagon with increased build limit + Religious Books worth 400 Faith + 1 Irish Colony

- **Second Irish Wave** = 10 Fenians + 2 Irish House build limit

- **Irish Cultural Group** = 12 Zamuritos + 1 San Patricio

- **First Irish Wave** = 1 Temple Wagon with increased build limit + Religious Books worth 700 Faith + 1 Irish Colony

- **Irish Cultural Group** = 10 Fenians
Galleon

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

## Overview

The **Galleon** is an European warship available from National Age at the Dock. This ship is tagged as 'Siege Trooper', meaning it resists siege damage from buildings like Forts, and has pretty high hitpoints to double down on the resilience.
It can train almost any infantry and cavalry unit of its controller's civilization (even Abus Guns) when close to the shore, so it's the best ship to send for an assault along with a Monitor that can eliminate defensive buildings. Unfortunately it cannot train Mercenaries from the Salloon or artillery units, but it can still transport them safely.

## Civilization differences

* The Dutch have the Fluyt, a more powerful yet more fragile counterpart.
* The Japanese on the other hand have the Atakabune, which is even more resistant and has less damage.
Isikhulu

## Overview

The **Isikhulu** is a unique melee infantry available for the Zulu. It moves slowly and is very expensive, but has a large armor, high hitpoints and a massive attack against both units and buildings. It can be be built by maturing Impis once all the Library's Military techs are researched.

## Changelog

1.0.14 patch:

* Isikhulus line of sight increased to 12, up from 10.

## History

*The division of warriors by age is a common aspect among the Bantu peoples. Shaka took full advantage of this, achieving a greater mobilization of troops for his expansionist agenda. One of Shaka's reforms consisted of forming new regiments according to age instead of origin or tribe, which decreased the influence of clans and tribal chiefs.*

*In battle, the Zulu always took the offensive, displaying their famous buffalo horns. The youngest warriors were the "horns", tasked with surrounding the enemy. Then "the head" or main force proceeded to attack. The oldest warriors formed the "back", intervening where necessary. Sometimes they were positioned with their backs to the battle so as not to get unduly excited.*
Humbaraci

> "*Ottoman light artillery that throws grenades to defeat infantry or buildings.*"
> ― In-game description
>
>

## Overview

**Humbaracis** are Ottomans' grenadiers and follow their civilization logic, having very good base stats but being upgradable only to imperial status. They can be trained at Artillery Foundry, Forts and Galleons from Industrial Age, which is one of the latest age for a grenadier outside of Consulate units; this is because the Humbaraci is very resistant and has more siege damage than a normal Imperial Grenadier. Also their high cost isn't that far from the aforementioned unit and they still take only 3 population slots.

## Civilization Differences

* The Indians can get access to three Humbaracis with the Expeditionary Force technology at the Ottoman Consulate.

## Trivia

* Ottomans featured Grenadiers that got a Royal Guard in Baratçu Grenadiers; in Wars of Liberty they now have the Humbaracis.

## Changelog

1.0.14c:

* Humbaraci’s Hitpoints are now 300, down from 420, their Ranged armor is now 0.50, up from 0.30 and their Traintime is now 44, down from 50.
Honor Guard

* Honor Guard
* Konvoi

> "*Assault shock cavalry. Has ranged and hand armor.*"
> ― In-game description
>
>

## Overview

The Honor Guard is the shared Nation States Assault Cavalry unit that excels in heated combat with both melee and ranged armor. Like all Assault Cavalry, they are vulnerable to Manoeuvre Units given that they move slower than other cavalry units. They are expensive to train in both resources and population space, making them a late-game staple among most player's army composition especially if they are sufficiently supported by Ranged Infantry and/or artillery units.

The Bulgarians can further boost the defensive capabilities of the Honor Guard by researching the **Order of St Cyril and Methodius** improvement in the Town Center which is available at the Industrial Age. The improvement transforms them into Konvoi which has 20% hitpoints and further melee and ranged armor increase.

## Upgrades

*\* Honor Guards are automatically upgraded to Loyal status once Capital Age is reached.*

## Elite Upgrade

The Bulgarians can upgrade their Honor Guards to **Konvoi** through the **Order of St Cyril and Methodius** improvement in the Town Center which is available at Industrial Age. The upgrade grants 20% more Hitpoints and 0.10 armor increase in both melee and ranged resistance.

## See Also

* Cuirassier
* Escolta
Guardamarina

> "*Peruvian ultimate unit. Naval infantry good against ships and infantry.*"
> ― In-game description
>
>

## Overview

The **Guardamarina** is a unique naval infantry available for the Bolivians (after the **Peru-Bolivian Confederation** shipment is sent) and Peruvians. Like most naval infantry it is trained from the **Huascar** (Peruvian ultimate ship) and has armor-piercing damage at range allowing them to take down most units from afar as they establish a beachhead. Unlike the shared Latin American Sailor, it is more expensive in coin cost and have lower melee damage but it is offset by having a higher ranged and siege attack. Players can only field maximum of 20 Guardamarinas at a time.

## Upgrades

* **Heroic Guardamarinas** is researched automatically and for free once reaching Industrial Age.
Chetnik

> "*Frail skirmisher that possesses a powerful attack. Good against infantry.*"
> ― In-game description
>
>

## Overview

The **Chetnik** is a unique Skirmisher unit available for the Serbians. It has very low hitpoints but a powerful attack.

## Upgrades & Improvements

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

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

## Changelog

1.0.14c:

* The Chetnik has received the following changes:
	+ They now cost 50 Food and 90 Coin, instead of 55 Food and 55 Coin.
	+ Their Trainpoints are now 36, instead of 28.
	+ Their Siege damage is now 14, down from 24.
	+ Their Ranged damage is now 25, down from 30.
	+ Their Hitpoints are now 90, up from 70.
	+ Their Multiplier versus Light Cavalry is now x1.6, instead of x1.5.
Husstruppe

> "*Melee shock cavalry armed with a pallasch. Weaker than a Cuirassier. Trained in blocks from Rusthåll Allotments.*"
> ― In-game description
>
>

## Overview

The **Husstruppe** is a Swedish Assault Cavalry unit that is good at holding the line with its high hitpoints and Melee resistance. Because of this, it lacks offensive prowess and it's somewhat slow.

The Rusthåll allotment will muster 5 Husstruppen for 300 Wood, Food and Coin and progressively increase the cost with each new mustering.

## Uprades

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

## Further Statistics

 **Weak vs.** | Maneuver Units

## Changelog

### Patch 1.0.15f

* Renamed Adelsryttare to Husstruppe. Stats remade from scratch.

### Patch 1.0.14c

* Adelsryttare now get +1 on their multiplier against Heavy Infantry.

### Patch 1.0.14a-b

* Food cost increased from 120 to 140; train/kill bounties adjusted accordingly
* Hit points reduced from 500 to 450
* Damage increased from 13 to 17
* Adelsryttare gets a shadow Veteran upgrade
Infante de Marina

> "*Spanish naval ranged infantry. Ignores armor on range.*"
> ― In-game description.
>
>

## Overview

The Infante de Marina is a Spanish naval Infatnry unit which deals siege damage at range to counter ships. This allows to ignore resistances of most other land units. If combined with Regulares early on it may easily destroy buildings, posing a threat in rush strategies.

Can only be trained at Galleons and Docks.

## Changelog

1.0.13 patch

* Infantes de Marina now get a 0.20 Ranged armor.
* Infantes de Marina no longer get bonuses on their piercing armor ranged attack.

1.0.14 patch:

* The Infante de Marina has received a couple of changes:
	+ Range reduced to 16 from 18.
	+ Line of sight adjusted to 20.
	+ Upgrades have been moved to the Dock from the Barracks.

## See Also

* Troupe de la Marine
* Marine (Unit)
* Ultramarino
* Sailor
Highlander

> "*Scottish ranged line infantry. Discharges its musket before charging in hand combat. Good against shock units. Automatically upgraded with each Age up.*"
> ― In-game description.
>
>

## Overview

The **Highlander** is a British Line Infantry-like unit that is only available from the Home City starting from Fortress Age. It is a heavy ranged infantry that has both charged ranged and melee attacks. They also have excellent speed and melee resistance which allows them to hold their own in engagements or to execute hit-and-run tactics. Their main drawback is that they're only available from Home City Shipments therefore care is required to keep them safe for future battles because they are weak to Skirmish Units and Artillery. They are also able to regenerate lost hitpoints.

## Upgrades

* *Highlanders are automatically upgraded on every Age-Up.*

## Further Statistics

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

## History

*Following its union with Britain in 1707, the armies of Scotland found themselves in the service of the rising British Empire, alongside the Irish who were similarly joined with England during the previous century. The British raised many regiments from both the Highlands and the Lowlands of Scotland, a tradition that began in the 18th century and carried forward into the modern day.*

*Although Scottish regiments were drawn from both the Highlands and Lowlands of Scotland, they became known as “Highlanders” due to the inclusion of kilts and tartans in their dress, as well as the bagpipes used by their musicians. Originally considered disloyal and untrustworthy, they earned a reputation as fierce soldiers utterly loyal to the crown during their service in India and the Americas, leaving no doubt as to the worth of their fighting skill or their dedication to their country.*

## Changelog

1.0.14c:

* The Highlander has received the following changes:
	+ Their Hitpoints are now 170, down from 190.
	+ Their Trainpoints are now 35, up from 33.
	+ Their cost is now 65 Food and 65 Coin, up from 65 Food and 55 Coin.

1.0.14a-b:

* Highlanders have received a couple of changes:
	+ Melee attack increased to 15 from 11.
	+ Melee multiplier versus Light Infantry reduced to x2.25 from x2.5.
	+ Melee rate of fire increased to 1.5, up from 1.
	+ Cost increased to 65 food and 55 coin from 65 food and 50 coin
	+ They now give a bounty of 12.

## See Also

* Line Infantry
* Redcoat
Americans/Tech Tree

These are the buildings, units and technologies available for the Americans in Age of Empires III: Wars of Liberty.

## Economic Buildings

### Market

#### Great Companies

Once you select a Great Company, you will receive an Entrepreneur, who can build a Great Company Stand that enables you to select the improvements of the Great Company. If you want to research more than one improvement at a time, you first have to make another Entrepreneur, and have him build another stand.

Show/Hide Tables

## Military Buildings

The Americans, like other Anglophone civilizations can gain unique units after advancing in age with certain political party that will be detailed below the name of the unit.

## Notes

* African Slaves are available to be trained after advancing in Age with Confederate Politicians.

## Changelog

1.0.14, 1.0.14a and 1.0.14b:

* Union politician, Samuel Colt (III), now sends 6 Riflemen instead of 6 Marines.
* Confederate politician, Albert Pike (IV), now sends 8 Sharpshooters instead of 8 Riflemen.
* Army Reserves discount has been increased to 30% from 25%. Cost adjusted to 400 Coin. American advanced technology has been adjusted accordingly
* Cavalry Drill discount has been reduced to 30% from 50%. Cost adjusted to 500 Coin. American advanced technology has been adjusted accordingly
* Lightning Rod cost increased to 200 Wood and 200 Coin from 200 Wood.
* Continental Army cost increased to 250 Wood from 100 Food and 100 Coin.
* Declaration of Independence cost decreased to 150 Food and 150 Coin from 300 Food and 300 Coin.
* Federalist Papers cost adjusted to 150 Food and 150 Coin, and now decreases all confederate unique technologies’ cost by 15.
* Morse Code cost decreased to 100 Coin from 200 Coin.
* Colt Revolver cost increased to 500 Wood and 500 Coin from 300 Wood and 300 Coin.
* Conestone Speech cost decreased to 500 Food and 500 Coin from 1000 Food and 1000 Coin.
* Presbyterian Church cost decreased to 300 Coin from 600 Coin.
* Red Cross cost increased to 800 Wood and 800 Coin from 400 Food and 400 Wood.
* Foot Cavalry cost decreased to 150 Wood and 150 Coin from 800 Food and 400 Coin.
* Freemasonry cost decreased to 150 Coin from 600 Coin
* Montgomery Convention cost adjusted to 3000 Wood and 3000 gold from 6000 Food and 6000 Coin.
* Manifest Destiny cost reduced to 400 Food and 400 Coin from 500 Food and 500 Coin.
Arsonist

> "*Light artillery that throws fire bombs to destroy buildings.*"
> ― In-game description
>
>

The **Arsonist** is a mercenary bombardier unit in *Wars of Liberty*. It is a powerful heavy ranged infantry that throws grenades in combat. It is good against mass infantry units and buildings.

## Overview

The Arsonist is a mercenary bombardier infantry. It is effective against massed infantry and buildings at range but vulnerable against shock units in melee and artillery. Their ranged attack causes splash damage, which makes them effective to take down large groups of infantry in ranged combat. They can also soak up ranged attacks thanks to their strong ranged attack resistance.

The Arsonist are available as a trainable mercenary in random maps and from Home City Shipments for the Dutch, Indians, and Portuguese.

## Further Statistics

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

## Home City Cards

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

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

### Shared Cards

* "Infantry Hitpoints" is available to the Danes and Spanish
* "Infantry Combat" is available to the Belgians and Danes.
* "Fencing School" is available to Europeans, Latin Americans (with the exception of Paraguayans) and Indians.
* "Hire Indian Arsonists" is available to the Dutch, Indians, and Portuguese.
Bolas Warrior

> "*Inca infantry that hurls bolas for a wide area of effect.*"
> ― In-game description.
>
>

## Overview

The **Bolas Warrior** is a unique Skirmisher-like unit available for the Inca. It has a weak attack and low hitpoints, but has an area of effect, trains quickly and is very cheap.

## Changelog

1.0.14 patch:

* The Bolas Warrior has received a couple of changes:
	+ Hitpoints increased to 110 from 100.
	+ Ranged damage increased to 10 from 8.
	+ Cost increased to 40 Food and 40 Coin from 30 Food and 30 Coin.
	+ Bounties adjusted to 8.
	+ Area of effect reduced to 2 from 3.
	+ Multipliers corrected to x2 versus Heavy Infantry, x1.6 versus Light Cavalry, x2 versus AbstractPig, x0.75 versus Heavy Cavalry and Light Infantry.
	+ Siege damage reduced to 7 from 10.
	+ Hand attack increased to 5 from 4.
Belgians/Home City

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

* Grand Place
* Military Academy
* Cathedral
* Manufacturing Plant
* Harbor
Bulgarians/Home City

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

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

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

> "*Slinger. Good against heavy infantry.*"
> ― In-game description
>
>

## Overview

The **Macehualtin** is a unique Skirmisher-like unit available for the Aztecs. It throws stones with a sling and is quite effective against heaby infantry and light cavalry with a fast fire rate. A small group of Macehualtins can very well support against heavy infantry and cost little in resources, even though they depend on wood which is important for buildings and techs early in the game.

There is a big button, call **Coatlicue Worship** at the Aztecs' house which will spawn 1 Macehualtin for every 2 minutes of play in a match (up to 30 minutes with 15 Macehualtins). This big button costs 500 Coin and reaserches fast, so if if the player lacks food and wood for the slingers, this is an alternative solution.

From Capital Age Eagle Runner Knights can accompany and eventually replace Macehualtins to fight heavy infantry.

## Trivia

The Macehualtin is tagged both as an Archer and a Gunpowder Unit because it throws stones without travel time.

## 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.

The macehualtin, who comprised the majority of the Aztec population, labored as farmers, tradesmen, and merchants. During times of war and conquest, they took up arms as needed

## Changelog

The Macehualtin has received a couple of changes:

* Train time reduced to 23, down from 26.
* Multipliers adjusted to x2 versus Heavy Infantry and abstract pig, x1.6 versus Light Cavalry and x0.75 versus Heavy Cavalry and Light Infantry.
Mietskaserne

> "*More expensive than a normal House. Supports 10 population.*"
> ― In-game description
>
>

The **Mietskaserne** is a civilian building in *Wars of Liberty* that replaces the House for the Germans. It is similar in function to Houses, but are 35 Wood more expensive and spawn a Settler when built. Mietskasernen cannot be deleted; this is likely to prevent spawning extra Settlers by deleting and rebuilding the Mietskaserne repeatedly.

## Further Statistics

 **Weak vs.** | Everything

## Home City Shipments

As Mietskasernen are unique to the Germans, 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 Mietskaserne

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

## History

> "*Houses in the New World displayed varying styles, from the Cape-style houses of New England to the claim shanties in the West to the ranch houses in Texas and Mexico. Often the house style reflected the cultural heritage of the people who settled the land.
>
>  Of course, Native Americans also had a wide variety of housing, including the tipis of the Plains tribes and the wattle-and- daub houses of the Cherokee.*"
>
>
>

## Portals

* Civilizations
* Minor Allies
* Religions
Light Cavalry

**Light cavalry** refers to a class of cavalry featured in all games of the *Age of Empires* series. Light cavalry in general possess quick speed and decent attack, but lack hit points and armor required for sustained combat. Most light cavalry units are used for exploring, hit-and-run-tactics, Villager disruptions, and scouting. Most ranged cavalry are light cavalry.
Juana

> "*Colombian villager that excels in melee combat.*"
> ― In-game description
>
>

## Overview

The **Juana** is the unique villager of the Colombians. It works like a regular Settler, but it has a higher melee resistance and melee attack damage. Allowing them to better survive when being raided.

## Notes

* Prior to patch 1.0.15d, they had an automatic healing ability, but it was removed by the developers due to such ability rendered them unable to automatically gather resource crates at the start of the game (this presented a major problem with their AI).
Kihei

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

The **Kihei** is a ranged skirmish infantry unit in *Wars of Liberty* that is unique to the Japanese and can be trained at Barracks and by Gensuis. It has a long-range attack and is good against heavy infantry and maneuver units at range.

## Overview

The Kihei is a skirmisher that has excellent ranged attack and ranged resistance. Like most skirmish infantry, they are countered by melee shock units, counter-skirmishers, and artillery.

The Japanese can also train the Kihei 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 skirmish infantry in a single batch.

## Further Statistics

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

## Home City Cards

As Kihei 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 Kihei

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

## History

Based on Kiheitai (***Irregular Regiment)*** Chōshū domain militia active during the  Bakumatsu period which was known for its discipline, and use of western-style weapons and military techniques.

## Changelog

1.0.14 patch:

* The Kihei have received the following changes:
	+ Cost increased to 55 Food and 60 Wood from 55 Food and 50 Wood.
	+ Multipliers corrected to x2 versus Heavy Infantry and abstractpig, x1.6 versus Light Cavalry and x0.75 versus Heavy Cavalry and Light Infantry.
Missionary

> "*Healer with multiple combat abilities. Can condemn enemy units depending of the religion chosen.*"
> ― In-game description.
>
>

## Overview

The Missionary is a healer only available to the Spanish. It replaces the Priest at the Temple.

It's a fast healer who also boosts the attack of nearby units (stackable).

## Civilization Differences

* The Japanese can get Missionaries through their Home City.

## Changelog

1.0.14 patch:

* The Missionary has received a couple of changes:
	+ Cost increased to 125 Wood and 250 Coin from 100 Wood and 200 Coin.
	+ Bounties adjusted to 38.
	+ Train limit decreased to 4 from 10.
	+ Hitpoints increased to 275 from 120.
	+ Melee damage increased to 13 from 5.
	+ Aura multiplier increased to 1.13 from 1.06.
	+ Population cost increased to 2 from 1.

## See Also

* Priest
* Religion
Kouloughli

> "*Maghrebi warrior of Turkish descent that throws fire bombs to defeat infantry and buildings.*"
> ― In-game description
>
>

The **Kouloughli** is a mercenary bombardier unit in *Wars of Liberty*. It is a powerful heavy ranged infantry that throws grenades in combat. It is good against mass infantry units and buildings.

## Overview

The Kouloughli is a mercenary bombardier infantry. It is effective against massed infantry and buildings at range but vulnerable against shock units in melee and artillery. Their ranged attack causes splash damage, which makes them effective to take down large groups of infantry in ranged combat. They can also soak up ranged attacks thanks to their strong ranged attack resistance.

The Kouloughli are available as unit shipments for the Ottomans, and the player can also gain 8 Kouloughlis after revolting to Algeria.

## Further Statistics

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

## Home City Cards

Click for a list of Home City Cards related to the Legion Paraguaya

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

## See Also

* Burgwache
* Yungayo - Chilean counterpart
* Naffatun - Egyptian counterpart
Fougasse

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

 nil

* LogicalTypeValidSharpshoot
* LogicalTypeNeededForVictory
* LogicalTypeHandUnitsAutoAttack
* LogicalTypeLandMilitary
* LogicalTypeScout
* LogicalTypeValidSPCUnitsDeadCondition
* LogicalTypeGarrisonInShips
* LogicalTypeRangedUnitsAutoAttack
* LogicalTypeVillagersAttack
* LogicalTypeHandUnitsAttack
* LogicalTypeRangedUnitsAttack
* LogicalTypeMinimapFilterMilitary
* ConvertsHerds
* AbstractHandSiege
* CountsTowardMilitaryScore
* AbstractSiegeTrooper
* Ranged
* HasBountyValue
* AbstractInfantry
* Unit
* Military
* UnitClass
* Mercenary

> "*Czech explosive expert. Good against buildings.*"
> ― In-game description.
>
>

## Overview

**Fougasses** are a mercenary version of the Europeans' Petard and so they approach buildings and ships to perform a suicide attack and severely damage them, the difference being that they cost coin, too, and deal twice as damage. It destroys Barracks and Stables in one hit and resists Outpost fire because it's a siege trooper and tanks well enough ranged damage. Sadly it cannot be upgraded in the foundry, but since he is a one-time deal that's fine.
Falangite

> "*Filibuster Mercenary.*"
> ― In-game description
>
>

The **Falangite** is a mercenary heavy ranged infantry unit in *Wars of Liberty*. It is essentially a stronger version of the Filibuster.

## Overview

The Falangite is a heavy ranged infantry that is good against assault units in both melee and ranged attacks. This allows them to deal with assault units that could pose a threat to most infantries such as Zouaves. Like all heavy infantry, they are countered by skirmish units and artillery.

Falangites are available as a random map mercenary for civilizations that can train mercenaries and home city shipments for the Central Americans and the Mexicans.

## Further Statistics

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

## Home City Cards

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

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

### Shared Cards

* "Infantry Hitpoints" is available to the Danes and Spanish
* "Infantry Combat" is available to the Belgians and Danes.
* "Fencing School" is available to Europeans, Latin Americans (with the exception of Paraguayans) and Indians.
* "Hire Falangites" is available to the Central Americans and Mexicans.
* "Hire Isthmus Mercenary Army" is available to the Central Americans and Mexicans.
Green Jacket

> "*Ranged skirmish infantry armed with a rifle. Better against Maneuver units than Line units.*"
> ― In-game description
>
>

## Overview

Green Jacket is a British unique version of the Skirmisher, with more multipliers against Maneuver unit than Heavy Infantry. Good against heavy infantry and manoeuvre units.

As with other Skirmishers, they are vulnerable to Assault Units and Artillery

## Further Statistics

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

## History

*Formed in 1800 as a corps of sharpshooters and skirmishers armed with the highly accurate Baker Rifle, the “Experimental Corps of Riflemen” would serve with incredible distinction in the Napoleonic Wars, giving rise to the mythos of the “Green Jackets” as they are now known today. Standing out from their contemporaries in the British army by wearing dark green uniforms and fighting in open order formation, the RIflemen of the British army were trained to target enemy officers, NCOs, and other important individuals to disrupt enemy communication and cause chaos during a battle.*

*Even after rifles became the primary weapon for infantry, the “Green Jackets” continued their distinguished service throughout the many wars of the 19th century.*

## Gallery

In-game model of British Green JacketsIn-game model of Veteran Green JacketsIn-game model of Guard Green JacketsIn-game model of Imperial Green Jackets
## Changelog

* The following changes have been made to the Green Jacket:
	+ Hitpoints increased from 85 to 95.
	+ Line of sight increased from 24 to 26.
	+ Training time decreased from 30 to 29 seconds.
	+ Bounties decreased from 11 to 10.
	+ Wood cost decreased from 45 to 0.
	+ Coin cost increased from 0 to 50.
	+ Ranged attack increased from 15 to 20.
	+ Ranged rate of fire decreased from 1/2s to 1/3s

## See Also

* Skirmisher
* Ranger
* Vivandera
* Border Patrolman
* Askari
Argentines/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
Central Americans/Home City

This page contains all Home City shipments available to the **Central Americans** 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

* Market
* Academy
* Cathedral
* Manufacturing Plant
* Dock
Louisiana Tiger

> "*Scout shock infantry. Good against infantry.*"
> ― In-game description
>
>

## Overview

The Louisiana Tiger is a tough Heavy Ranged Infantry unit equipped with a bayonet for countering cavalry, Louisiana Tigers are available for the Americans if they choose a Confederate politician to advance to Age II.

## Changelog

1.0.13 patch:

* Zouaves get +10 Hit Points, up to 170.
Independentista

> "*Colombian ultimate unit. Solid general-purpose infantry. Good against light cavalry.*"
> ― In-game description
>
>

## Overview=

The **Independentista** is an ultimate ranged infantry available for the Colombians when the player chooses to not oust Colombian politicians until Industrial Age. It is trained at the Academy (Colombian ultimate building available only through shipments).

**Independentistas** are a solid counter to light cavalry units, making them a valuable complement unit in case the player wants to utilize mass Escolta or Rompelinea strategy against the enemy as this will help eliminate their greatest danger. They can also hold their own in ranged firefights due to their excellent 50% resistance against ranged attacks and that they are not classified as Heavy Infantry meaning that they won't take extra damage from Skirmishers.

## Changelog

1.0.14 patch:

* The Independentista has received a couple of changes:
	+ Cost reduced to 75 Food and 100 Coin from 80 Food and 110 Coin.
	+ Bounties adjusted to 18.
	+ Trainpoints decreased to 35 from 40.

## Notes

* Like all other Colombian Ultimate Units, **Independentista** can only be upgraded when reaching Imperial Age
French Immigrants

The **French Immigrants** is an Immigrant option that is available for certain Latin American (Colombian, Mexican, Paraguayan, and Uruguayan) civilizations in *Wars of Liberty.*

## Bonuses

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

### Immigrant Colony Units

* French Immigrant Worker: Immigrant villager that is powerful in combat.
* Contra-Guerrilla: Immigrant Scout Cavalry with many hitpoints. Good against Skirmish Units and Artillery.
* Legionnaire: Immigrant Maneuver Cavalry. Good against Heavy Infantry and Assault Units.
* Palatine Guard: Immigrant Heavy Melee Infantry good against Shock Units and Buildings.

### Unique Building

* **French House**: House that supports 5 population and can train Barracks units.

### Shipments

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

* National Age
* Capital Age
* Industrial Age

* **First French Wave** = Crates worth 200 XP + 1 French Colony
* **Second French Wave** = 4 French Workers + 3 French House build limit
* **Third French Wave** = 5 Contra-Guerrillas
* **Military Reforms** = (All of your military unit upgrades are free)

- **First French Wave** = Crates worth 400 XP + 1 French Colony

- **Second French Wave** = 6 French Workers + 2 French House build limit

- **French Cultural Group** = 14 Palatine Guards

- **First French Wave** = Crates worth 700 XP + 1 French Colony

- **French Cultural Group** = 5 Contra-Guerrilla + 5 Legionnaires
Heavy Infantry

**Heavy infantry** are infantry units that have comparatively high HP and a high attack. Most heavy infantry also have an attack bonus against buildings. On the downside, they have no range and are rather slow, making it hard to successfully battle ranged units, especially in larger numbers.

Heavy infantry is a cornerstone in many armies and an important unit branch for many civilizations.
Marine (Unit)

## Marine

> "*American naval ranged infantry. Ignores armor on range.*"
> ― In-game description.
>
>

## Overview

The **Marine** is a Naval Infantry unit available for the Americans if they choose a Union politician to advance to Age II.

Its perk is dealing siege damage at range and ignoring melee and ranged resistances, therefore being versatile against most land units and ships.

## Changelog

1.0.14c:

* Marine’s Hitpoints are now 130, up from 120, their Ranged attack is now 20, up from 17, their cost is now 70 Food and 40 Coin, down 85 Food and 35 Coin and their Traintime is 32, down from 33.

1.0.14a-b:

* Marines have received the following changes:
	+ Range decreased to 16, down from 20.
	+ Line of sight decreased to 20, down from 24.
	+ Cost increased to 85 Food and 35 Coin, up from 70 Food and 20 Coin.
	+ Train points increased to 33, up from 30.

1.0.13:

* Marines now get a 0.20 Ranged armor.
* Marines no longer get bonuses on their piercing armor ranged attack.
* Mounted Rifleman’s Rate of Fire down to 3.0, from 4.5.
Mamluk

> "*Heavy Egyptian cavalry. Has many hitpoints.*"
> ― in-game description
>
>

The **Mamluk** is a unique assault cavalry available for the Egyptians. It is an expensive cavalry with massive hitpoints and attack.

## Overview

The Egyptian Mamluk boasts an impressive 1000 hitpoints and 30% melee armor, while this is slightly lower than its mercenary counterpart the Cairo Mamluk, the Mamluk can be upgraded at the Palace Caravan, allowing them to gain up to 1500 hitpoints which allows them to hold their own in pitched battles again enemy Line formation. Like all assault cavalry, they are weak against Maneuver units at range. They each cost 5 populations and is quite expensive in terms of Coin and Export cost, which is why it is advisable for the player to get unit shipments that send them if the player wants to center their strategy on the Mamluks.

While they can only be trained from the Palace Caravan at first, the Egyptians can field shipments that allows them to be trained from the Town Center Caravan and even from Ali Pasha himself namely **Rebellion of Ali Bey** and **Cercle Commander** shipments respectively.

## Further Statistics

 **Weak vs.** | Maneuver Units

## Home City Cards

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

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

## Changelog

1.0.13 patch:

* Mamluk Hitpoints down to 1100, from 1500.
* Mamluk ranged armor down to 0.30, from 0.40.
* Mamluk Hitpoints down to 1000, from 1150.

1.0.14 patch:

* Mamluks have received a couple of changes:
	+ Population cost increased to 5, up from 4.
	+ Siege damage increased to 50, up from 40.
	+ Melee damage decreased to 25, down from 40.
	+ Mercenary tag has been removed.