You must be logged in to post messages.
Please login or register

Strategy Central

Hop to:    
loginhomeregisterhelprules
Bottom
Topic Subject: Natives: Units, Techs, and RM maps
posted 11-06-05 06:38 PM EDT (US)   
Compiled information about native units and techs. There may be some errors.

Native Units and Techs

* All techs are relative to base value.
* Crates are worth 100 of any resource. Large crates are worth 500.
* Build limit is shown before the unit names
* For ranged unit, only main attack is shown
* Attack rates are 3.0/1.5 for ranged/melee unless specified
* Ranges for ranged units are given in parentheses next to the ranged attack value
* NATIVE TREATY card is worth 4 of each allied native units unless noted otherwise

Common units:
(20) Canoe................100W (5.5 Speed / 200 HP / 50 Siege / 16 Ranged)

Common techs:
Warrior Society (300W / 200C)
* Elite upgrade (1.25x HP / Attack)

Champion (500W / 400C)
* Champion upgrade (1.4x HP / Attack)

------------------------------------------------------------
Aztecs
------------------------------------------------------------
Units:
-------
( 8) Jaguar Warrior..40F / 60W (4.5 Speed / 230 HP / 30 Siege / 11 Melee / 2x Cavalry)
( 8) Eagle Warrior...60F / 40W (6.0 Speed / 110 HP / 10 Siege / 11 Ranged (14) / 2x Heavy Infantry)
-------
Techs:
-------
Garland Wars (600W / 600C)
* Champion -> Garland Warrior upgrade (1.3x HP)

Chinampa (175W / 175C)
* 1.20x Gather rate for Mills/Fishing boats (Fish and Whales)

Chocolate Recipes (225W / 225C)
* 1 crate of gold per 2 minutes of game time

Aztec Initiation (200W / 200C)
* Explorer upgrade (2x HP / Attack)

NATIVE TREATY
* 4 Eagle and 6 Jaguar Warriors

------------------------------------------------------------
Carib
------------------------------------------------------------
Units:
-------
(15) Blowgun Warrior..65F / 35W (4.5 Speed / 160 HP / 10 Siege / 19 Ranged (10) / 2x Heavy Infantry)
-------
Techs:
-------
Garifuna Drums (150F / 150C)
* Archer upgrade (+1.0 damage bonus vs villies)

Kasiri Beer (250F / 250C)
* Archer and infantry upgrade (1.1x archer / hand infantry attack)

Ceremonial Feast (400W / 400C)
* Champion -> Feast Warrior upgrade (1.5x HP)

Blowgunner Ambush (200W / 200C)
* Explorer can build blowgun ambushers (same as base blowgun warrior)

------------------------------------------------------------
Cherokee
------------------------------------------------------------
Units:
-------
(13) Rifleman..60F / 60W (4.0 Speed / 230 HP / 12 Siege / 13 Ranged (16) / 2x Heavy Infantry)
-------
Techs:
-------
War Dance (200W / 200C)
* Native upgrade (1.2x speed)

Basketweaving (100F / 100C)
* Dock, Market, Mill, and Plantation improvements no longer cost Wood

Sequoyah Syllabary (200W / 200C)
* 4 Settlers

------------------------------------------------------------
Comanches
------------------------------------------------------------
Units:
-------
(10) Horse Archer..70F / 80W (7.25 Speed / 200 HP / 15 Siege / 13 Ranged (12) / 2.25x Heavy Cav, 0.5x Villie)
-------
Techs:
-------
Horse Breeding (150F / 150C)
* Cav upgrade (1.1x HP)

Mustangs (150F / 150C)
* Cav upgrade (1.1x Speed)

Trade Language (100F / 100C)
* All techs cost 0.1x less coin

------------------------------------------------------------
Cree
------------------------------------------------------------
Units:
-------
(13) Tracker.......40F / 80W (4 Speed / 300 HP / 12 Siege / 10 Ranged (18) / 2x Heavy Infantry)
( 5) Coureur Cree.......120F (Similar to Coureur des Bois)
-------
Techs:
-------
Kinship (75F / 75C)
* Build Cree Trackers out of barracks / blockhouses / forts.

Tanning (100F / 100C)
* Military unit upgrade (1.05x HP)

Textile Craftsmanship (175W / 175C)
* All buildings cost 0.75x Wood

------------------------------------------------------------
Inca
------------------------------------------------------------
Units:
-------
(13) Huaminca.......20F /100W (5.0 Speed / 170 HP / 48 Siege / 18 Melee / 3x Cavalry)
( 8) Bolas Warrior..70F / 30W (4.5 Speed / 250 HP / 10 Siege / 8 Ranged (12) / 3 Area Damage, 2x Heavy Infantry)
-------
Techs:
-------
Chasquis Messengers (250F / 250C)
* Military units build faster (0.75x build time)

Roadbuilding (300F / 300C)
* Infantry upgrade (1.2x speed)

Metalworking (175F / 175C)
* Villie upgrade (1.2x mining)

------------------------------------------------------------
Iroquois
------------------------------------------------------------
Units:
-------
(8) Tomahawk..60F / 40W (5.0 Speed / 170 HP / 10 Siege / 16 Ranged (10) / 2x Cavalry)
(5) Mantlet...50W /100C (3.5 Speed / 250 HP / 45 Siege / 25 Ranged (10))
-------
Techs:
-------
Iroquois League (75W / 75C)
* Allows Tomahawk/Mantlet training out of barracks / blockhouse / fort.

Lacrosse (250W / 250C)
* Ranged unit upgrade (1.1x attack)

Morning Wars (400W / 400C)
* 1 Mantlet for every 2 minutes of game time

NATIVE TREATY
* 4 Tomahawks and 2 Mantlets

------------------------------------------------------------
Lakota
------------------------------------------------------------
Units:
-------
(15) Axe Rider..40F / 110W (6.75 Speed / 365 HP / 15 Siege / 21 Melee)
-------
Techs:
-------
Horse Trading (250W / 250C)
* Cavalry upgrade (0.75x build time)

Hunting Grounds (150W / 150C)
* 12 Bison (500F each)

Dog Soldier (500W / 500C)
* 1 Lakota Dog Soldier (6.75 Speed / 730 HP / 30 Siege / 42 Melee)
* for every 3 minutes of game time

NATIVE TREATY
* 4 Axe Riders and 2 Dog Soldiers

------------------------------------------------------------
Maya
------------------------------------------------------------
Units:
-------
(15) Holcan Spearman..75F / 25W (5.0 Speed / 200 HP / 60 Siege / 11 Ranged / 3x Cavalry)
( 4) Medicine Man............200F (Native healer)
-------
Techs:
-------
Cotton Armor (300W / 300C)
* Melee infantry upgrade (1.20x HP)

Calendar (120W / 120C)
* Villie upgrade (1.10x Mill / Huntable gather rate)

NATIVE TREATY
* 4 Holcan Spearmen and 6 Medicine Men

------------------------------------------------------------
Nootka
------------------------------------------------------------
Units:
-------
(15) Clubman..85F / 15W (5.0 Speed / 200 HP / 30 Siege / 12 Melee / 2x Cavalry)
-------
Techs:
-------
Potlach (300F / 300C)
* Clubman upgrade (0.5x build time, 0.9x Food / Wood cost)

Bark Clothing (125W / 125C)
* Villie upgrade (1.5x HP)

Loyal Clubman (200W / 200C)
* Explorer can build a Nootka Warchief
* (5.0 Speed / 400 HP / 60 Siege / 24 Melee / 2x Cavalry)

------------------------------------------------------------
Seminole
------------------------------------------------------------
Units:
-------
(15) Sharktooth Bowman..75F / 25W (4.5 Speed / 115 HP / 10 Siege / 16 Ranged (12) / 2x Heavy Infantry)
-------
Techs:
-------
Guerilla Wars (200F / 200C)
* Sharktooth Bowman upgrade (3.0x siege bonus)

Bowyery (300W / 300C)
* Archer upgrade (1.25x Attack)

------------------------------------------------------------
Tupi
------------------------------------------------------------
Units:
-------
(15) Blackwood Archer..50F / 50W (4.0 Speed / 80 HP / 10 Siege / 19 Ranged (18) / 16 Melee / 2x Heavy Infantry)
-------
Techs:
-------
Animal Lore (75W / 75G)
* Allows you to train (5) Cougars, 60F / 60W (5.5 Speed / 115 HP / 10 Melee),
* from your TC

Poison Arrow Frogs (150W / 150C)
* Archer upgrade (1.1x attack)

Forest Burning (175F / 175C)
* All buildings cost 0.80x Wood

NATIVE TREATY
* 6 Blackwood Archers


--------------------------------------------------


Where there is not a set number of native types, the value is randomly chosen.
Some numbers differ depending on number of players.

Amazonia
* 2 Tupi
* 1 Carib
or
* 1 Tupi
* 1 Carib
* 1 Inca

Bayou
* 2 Cherokee
* 2-3 Seminoles

Carribean
* 3 Carib (or 1 Carib if FFA)

Carolina
* 1-2 Seminoles (50:50 chance of either 1 or 2)
* 2 Cherokee

Great Lakes (2 of the Iroquois villages placed only if # of human players >= 4)
* 4 Iroquois
or
* 3 Iroquois
* 1 Lakota
or
* 2 Iroquois
* 2 Lakota

Great Plains
* 3 Comanche
* 3 Lakota

New England
* 2 Iroquois
or
* 2 Cherokee

Pampas
* 1 Tupi
* 2 Inca

Patagonia
* No Natives

Rockies
* 2 Lakota
or
* 2 Commanche

Saguenay
* 2 Cree
* 2 Nootka

Sonora
* 1 Maya
* 1 or 2 Aztecs (2 if no central uber mine)

Texas
* 3 Commanche

Yucatan
* Aztecs and/or Maya (1 per player placed near starting location)

Yukon
* 2 Cree
or
* 2 Nootka

cue (DBD_cuehara)

[This message has been edited by cu3hara (edited 11-13-2005 @ 09:47 PM).]

Replies:
posted 11-07-05 01:29 AM EDT (US)     1 / 18  
I was hoping someone would do this! And the map info is a very valuable add-on. Thanks!

...oh one thing, is it right that native treaties gives you more medicine men (6) than the max (4)?


agecommunity quote of the month Ok i have payed for this game for al my moneythat i get in a month so when i go online isee these 9 year old kids that beat me that have played for 2 weeks and i have played since release of vanilla so im pretty pissed of that es dosent want to do anything about the balance of the game.
posted 11-07-05 02:02 AM EDT (US)     2 / 18  
Great post, thanks for doing this.

Everyone got AIDS and shit
posted 11-07-05 12:51 PM EDT (US)     3 / 18  
No problem, I've been looking for this info myself, especially when I realized that some overlooked native units were really excellent in cost effectiveness.

As for the medicine man shipment, I'm sure it's right. If I recall correctly, I was using Mayans for the destroyer-like Holcan Spearmen, and when I played the Native Treaty card, I was surprised by how many medicine men showed up.

cue

posted 11-07-05 01:16 PM EDT (US)     4 / 18  
Yes, six medicene men show up, quite a lot. I enjoy using the natives and find most of them to be useful. Also some good techs that can be researched.

Little_Wing


Oh as I was young and easy in the mercy of his means,
Time held me green and dying
Though I sang in my chains like the sea.
posted 11-07-05 03:44 PM EDT (US)     5 / 18  
Native units really should be taken advantage of by more people. They generally cost just food and wood. There is the initial 250W for the tradepost, but it is offset somewhat by natives not requiring houses.

Most of the native units are decent vs their intended targets, and their techs vary from mildly useful to great. I tend to give more weight to the wood costs, because it's the slowest res to gather.

UNITS:

Anyway imo the standout units in terms of cost effectiveness early on (feel free to add to this) are:

------------------------------------------------------------
Cherokee Rifleman (Bayou, Carolina, and occasionally New England)
------------------------------------------------------------
Fairly expensive unit (60F / 60W) and slow (4.0), but tough (230 HP) with a decent attack vs heavy infantry (13 base, 2x bonus, 16 range).

------------------------------------------------------------
Cree Tracker (Saguenay and Yukon)
------------------------------------------------------------
Costly in terms of wood, but cheap in food (40F / 80W). This is another slow (4.0), tank-like unit with 300 HP and a decent attack vs heavy infantry (10 base, 2x bonus, 18 range).

------------------------------------------------------------
Inca Bolas Warrior (Pampas and Amazonia)
------------------------------------------------------------
Relatively cheap at 70F / 30W. A bit faster than Trackers and Riflemen (4.5) but still tough (250 HP). Has an okay ranged attack vs heavy infantry (8 base, 2x bonus, 12 range). Has the added bonus of doing area damage.

------------------------------------------------------------
Mayan Holcan Spearman (Sonora and Yucatan)
------------------------------------------------------------
Cheap in Colonial (75F / 25W), when you can have a lot of food and, if you plan ahead, some spare wood. They are fairly fast (5.0), have good HP (200), and do 60 siege damage! Like fast versions of AOM's destroyers.

TECHS:

The standout techs are generally late game types and are expensive. Alot of the native techs are decent, but if the native units aren't cost effective and hence unused, then it's expensive to drop a trade post just to get some okay techs. That's my opinion though.

------------------------------------------------------------
Aztec Chocolate Recipes (Sonora and Yucatan)
------------------------------------------------------------
Expensive tech (225W / 225C) but pays off in 1 crate of coin (100C per crate) for every 2 minutes of game time. If the game has gone into Fortress for any length of time, say 20 minutes, that's 1000C for the investment.

------------------------------------------------------------
Cherokee Basketweaving (Bayou, Carolina, and often New England.)
------------------------------------------------------------
This tech removes all wood costs for Dock, Market, Mill, and Plantation improvements. At 100F / 100C, it's cost effective in villie secs. This is a decent tech, but since you should drop a tradepost to get Cherokee Riflemen anyway, it's better than most.

------------------------------------------------------------
Iroquois Morning Wars (Great Lakes and often New England)
------------------------------------------------------------
Expensive tech (400W / 400C), but if you're in the late game, it can pay off. Provides 1 Mantlet for every two minutes of game time.

------------------------------------------------------------
Lakota Hunting Grounds (Great Plains, usually Great Lakes, often Rockies)
------------------------------------------------------------
A cheap tech (150W / 150C) that provides 12 Bison. At 500F a piece, that's 6000F in huntables delivered safely to a TC. A bargain.

------------------------------------------------------------
Lakota Dog Soldier (Great Plains, usually Great Lakes, often Rockies)
------------------------------------------------------------
Expensive tech (500W / 500C) provides 1 Dog Soldier for every 3 minutes of game time. Dog Soldiers are alot like Cuirassiers, the elephant-like French cav unit. A bunch of them would break a stalemate. It's costly, but for the same expense, you'd only get 3.3 Cuirassiers and you'd have to be French to do so.

cue

[This message has been edited by cu3hara (edited 11-08-2005 @ 09:23 PM).]

posted 11-07-05 04:26 PM EDT (US)     6 / 18  
Nootka clubmen=worst Native unit.

[This message has been edited by majpain (edited 11-07-2005 @ 04:26 PM).]

posted 11-07-05 04:54 PM EDT (US)     7 / 18  
What if your native limit is full? Can the mantlets then still spawn?

BTW great post

posted 11-07-05 08:44 PM EDT (US)     8 / 18  
You aren't limited to _having_ the build limit's number of natives; you just can't _build_ more than that. Native units obtained through Native Treaty or native techs aren't built, per se, so they can put you over the build limit.

Hope that clears it up.

cue

[This message has been edited by cu3hara (edited 11-07-2005 @ 08:45 PM).]

posted 11-08-05 02:44 AM EDT (US)     9 / 18  
Can I point out that some times the aztec can build medicine men, maybe if you own a mayan tribe all the other tribes can build medicine men.
posted 11-08-05 12:50 PM EDT (US)     10 / 18  
Is that true? I wonder if that's intentional; I'll have to check it out. It doesn't seem like the medicine man is different from other native units, and only Mayans have it as a specified, buildable unit.

cue

posted 11-08-05 01:47 PM EDT (US)     11 / 18  
Ya, aztecs and build a medicine man if you also have a mayan trading post.

Also IMHO a few more good native units are tupi archers, carib blowgunners, and seminole sharktooth,thse guys are like super light-infantry, they rox.

Also all natives are good due to instaneous traning time early on, they can stop a jannie rush single-handedly.

posted 11-13-05 09:33 PM EDT (US)     12 / 18  
hoho, thanks this really helps.
posted 11-14-05 05:22 AM EDT (US)     13 / 18  
Nootka clubmen are great in early game, and they cost nothing.
posted 11-14-05 07:27 AM EDT (US)     14 / 18  
Nootka clubmen are good for native rushes

;zlskehrt;oaweifalkdjfa;io3
posted 11-14-05 11:49 AM EDT (US)     15 / 18  
How does Native treaties work? you have to have a trading post built before you use it?
posted 11-14-05 12:02 PM EDT (US)     16 / 18  
*EDITED something, not sure on it now..... if you have multiple TP's on the same tribe, will you get a contigent from each TP, or just one contigent for that tribe?

The 12 bison from Lakota not only spawn at your TC, but they also do NOT move when you hunt them. It's the safest 6000 food you'll ever hunt.

[This message has been edited by Unthinking_Pain (edited 11-14-2005 @ 12:05 PM).]

posted 12-17-05 00:07 AM EDT (US)     17 / 18  
Just want to add that Native Treaties for Nootka spawn 4 Nootka Clubmen and 4 Comanche Archers for Comanche.

And just to clear any doubts anyone has, using Native Treaties Shipment on more than one native of the SAME TRIBE does not get you more natives shipped. (eg. 2 trading posts at 2 Comanche still only gives you 4 Comanche Horse Archers spawning out of your TC, not 8...)

[This message has been edited by wsmc (edited 12-17-2005 @ 00:08 AM).]

posted 12-17-05 00:26 AM EDT (US)     18 / 18  
I like Nootka Clubman because with Potlach they become so easy to spam it's not funny. Claim two Trading Posts on Saguenay and mass them out of the closer one, they can just flood small groups of units, and are excellent for raiding as well. I use them often on Saguenay. The villager HP tech also makes them more than worth it.

"I found no one ripe for many of my thoughts; the case of 'Zarathustra' proves that one can speak with the
utmost clearness, and yet not be heard by any one." - Friedrich Wilhelm Nietzsche
"The fearless are merely fearless. People who act in spite of their fear are truly brave."
Oprichniks are the best units in AoE3. Why? It's elementary, they're Horse-riding Russian Pirates, nothing beats Horse-riding Russian Pirates.
Age of Empires III Heaven » Forums » Strategy Central » Natives: Units, Techs, and RM maps
Top
You must be logged in to post messages.
Please login or register
Hop to:    
Age of Empires III Heaven | HeavenGames