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Topic Subject: Aztec Unit Guide
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posted 10-24-06 05:02 AM EDT (US)   
The Aztec Unit Guide
Updated

I've updated the in-depth section to include unit stats and I rewrote the unit guidelines.

Currently I am playing the Aztec civilization from The War Chiefs expansion and like most players, I was quite confused by the all-infantry Aztec military. What units counter what? What are good unit combinations? How do the units compare to similar European units? I'm writing this guide to answer these questions and more.

Brief overview

The main Aztec military consists of two tiers of three units and one extra unit. Three units in colonial age, three units in fortress age and the skull knight, which can be either shipped in, spawned at fire pit or acquired through an age-up politition.

The 3 colonial age units are all built from the War Hut. They are the Coyote Runner, the Macehualtin and the Puma Spearman. These are the Aztec equivalent of heavy cavalry, light infantry (pre TWC) and heavy infantry respectively.

The 3 fortress age units are built from the Noble Hut. They are the Arrow Knight, the Eagle Knight and the Jaguar Prowl Knight. These are the Aztec equivalent of culverin/mortar, light cavalry and light/heavy infantry respectively.

The Skull Knight is like a slower, more powerful Doppelsoldner.

Aztec counter system

Like any other civ the Aztecs have an effective way of deating any unit class. Although all their units may appear as infantry they do not necessarily act that way. This is a quick rundown of what each unit counters and what it is countered by.

(Note that when I say light infantry I am refering to the pre-War Chiefs light infantry such as skirmishers, strelets etc.)

Coyote Runner
Counters: Light infantry, artillery
Countered by: Heavy infantry, light cavalry

Macehualtin
Counters: Heavy infantry, light cavalry
Countered by: Heavy cavalry, artillery

Puma Spearman
Counters: Cavalry, buildings
Countered by: Light infantry, artillery

Arrow Knight
Counters: Artillery, buildings
Countered by: Heavy cavalry, fast melee infantry

Eagle Knight
Counters: Heavy cavalry
Countered by: Heavy infantry, light infantry

Jaguar Prowl Knight
Counters: Cavalry, heavy infantry
Countered by: Light infantry, artillery

Skull Knight
Counters: Cavalry, buildings
Countered by: Light infantry, artillery

In-depth Unit Analysis

Macehualtin - 40f + 30w
80 HP, 4.5 Speed, 30% Ranged Resist
Ranged attack: 8 damage, 1.5 ROF, 16 range
Melee attack: 4 damage, 1.5 ROF
Bonuses: 1.5 to Heavy Infantry, 1.5 to Light Cavalry

The Macehualtin are the Aztec's main ranged infantry. They are cheap and massable like Russian strelets and can be quite powerful in large numbers. Their 4.5 speed makes hit-and-run possible but not to the level of skirmisher type units due to their small setup time.

Macehualtin are quite fragile and you should keep them away from melee units at all costs. It's definitely worth it to have them protected by a small number of Puma Spearmen or Coyote Runners so they can keep their distance. Macehualtin are not quite up to the standard of the more powerful infantry thus should not constitute your entire army. Use them for countering heavy infantry and light cavalry, nothing more.

Upgrades:
Temple of Ceteotl Support (Age 3 card): +25% HP
War Hut Training (Age 2 card): -40% train time

Coyote Runner - 85f + 25w
150 HP, 6.0 Speed, 10% Ranged Resist
Melee attack: 18 damage, 1.5 ROF
Bonuses: None

The Coyote Runner is the Aztec substitute for heavy cavalry. You should note that they are NOT classed as infantry and as a result they do not receive damage bonuses from falconets or lancers. Other than their appearance, they are identical to melee cavalry in every way and you should think of them as such.

Cost-effectively, Coyote Runners are identical to Russian Cossacks. For 70% the cost of a Cossack they have 70% the attack and 70% the hitpoints. They do have 0.8 less speed but make up for this with their relatively small pathfinding problems.

Like cavalry, Coyote Runners are countered by heavy infantry and light cavalry. However, Coyote Runners receive less of a bonus from these units than normal cavalry. For example, again cavalry pikemen have an attack bonus of 5, but against Coyote Runners they only have 3.5. For this reason, you can think of Coyote Runners as having about 15% more hitpoints when against their counters. This in addition to their good pathfinding makes them excellent for breaking through a meathshield.

In colonial age, Coyote Runners have a card that enables the stealth action. This makes them exceptional raiders and is a must-have for every Aztec deck.

Upgrades:
War Hut Training (Age 2 card): -40% train time
Coyote Combat (Age 2 card): +20% hitpoints, +10% speed
Silent Strike (Age 2 card): Enables stealth
Temple of Xipe Totec (Age 3 card): +20% damage

Puma Spearman - 50f + 50g
135 HP, 5.0 Speed, 20% Melee Resist
Melee attack: 12 damage, 1.5 ROF
Siege attack: 48 damage, 3.0 ROF
Bonuses: 5 to Cavalry, 3 to Light Infantry (eg. Coyote Runners)

The Puma Spearman is a more or less an improved Pikeman:

  • 50% more attack/siege
  • 13% more hitpoints
  • 12% higher cost (in villager seconds)

    The main thing to note about the Puma Spearman is his siege. At 48 siege damage they are the second most cost effective siegers in the game, only being topped by the inredibly special purpose Iroquois Ram. Puma Spearman should be abused as much as possible by Aztec players by smashing your opponents houses and taking down outposts that protect enemy settlers. The ultimate turtle-killer.\

    Upgrades:
    War Hut Training (Age 2 card): -40% train time
    Temple of Xochipilli Support (Age 3 card): +20% speed

    Arrow Knight - 50f + 75g
    150 HP, 3.8 Speed, 40% Ranged Resist
    Ranged attack: 10 damage, 1.5 ROF, 30 range
    Melee attack: 6 damage, 1.5 ROF
    Siege attack: 36, 3.0 ROF
    Bonuses: 5 to Artillery at Range, 2 to Boats with Siege

    The Arrow Knight is a very unique unit. It's like a cross between a culverin and a mortar but as infantry. Their main uses are to take out artillery and to take out buildings from outside their attack range. They can attack other units with similar power to the Iroquois Aenna but nowhere near as cost-effectively.

    Arrow knights must never be used on their own and should always be protected by some sort of meatshield. Always try to keep them at full range from cannons as they can still be killed very fast like other infantry even though artillery does less to them than normal infantry.

    Upgrades:
    Knight Hitpoints (Age 3 card): +15% hitpoints
    Knight Attack (Age 3 card): +15% attack
    Knight Combat (Age 3 card): +15% hitpoints, +15% attack
    Scorched Earth (Age 4 card): +50% siege damage
    Temple of Coatlicue Support (Age 3 card): +20% attack

    Eagle Runner Knight - 75f + 75g
    180 HP, 6.0 Speed, 30% Ranged Resist
    Ranged attack: 17 damage, 1.5 ROF, 14 range
    Melee attack: 11 damage, 1.5 ROF
    Bonuses: 2.5 to Heavy Cavalry, 2.0 to Coyote Runners, 0.5 to Settlers at range

    The Eagle Runner Knight is the Cetan Bow of light cavalry. High attack, 1.5 rate of fire, decent range and excellent multipliers.

    Damage to heavy cavalry in 3 seconds
    Ruyter - 42
    Cavalry Archer - 58.5
    Dragoon - 66
    Eagle Runner - 85
    War Wagon - 126

    Note that a War Wagon costs exactly double an Eagle Runner so for the same cost the Eagle Runner would do 170. You should also note that the Eagle Runner is cheaper than both the Dragoon and Cavalry Archer and does more damage to normal (non-heavy cavalry) units as well.

    An upgrade that's worthwhile noting is the Temple of Tlaloc Support card in age 3 that gives the Eagle Runner +4 range. This means that they would have a total range of 18 and could even hit and run some ranged infantry. Eagle Runners are definitely something to consider as a strong late game massable unit.

    Upgrades:
    Knight Hitpoints (Age 3 card): +15% hitpoints
    Knight Attack (Age 3 card): +15% attack
    Knight Combat (Age 3 card): +15% hitpoints, +15% attack
    Scorched Earth (Age 4 card): +50% siege damage
    Temple of Tlaloc Support (Age 3 card): +4 range
    Ruthlessness (Age 3 card): +1.5 to settler attack bonus

    Jaguar Prowl Knight - 120f + 30g
    230 HP, 4.5 Speed, 10% Melee Resist
    Melee attack: 18 damage, 1.5 ROF
    Siege attack: 36 damage, 3.0 ROF
    Bonuses: 3 to Cavalry, 2 to Light Infantry (eg. Coyote Runners) and 2 to heavy infantry

    The Jaguar Prowl Knight is a popular unit among the Aztec players. It's the only heavy infantry unit in the game that gets an attack bonus against other heavy infantry. So they beat cavalry in melee and they beat infantry in melee. They are kings of melee in the game (maybe besides Rodeleros). To aid them in getting into melee they come pre-equipped with stealth ability, giving them the means to creep up on the enemy and surprise them with a strong melee assault.

    It's worth noting that while the Jaguar Prowl Knight beats most units in melee, it doesn't necessarily beat them most effectively. Elite Puma Spearmen kill cavalry faster and are also better siegers. They also do around the same damage cost-effectively to non-heavy infantry. The Jaguar Prowl Knight is only better against heavy infantry and for their stealth ability.

    A common strategy that uses the Jaguar Prowl Knight is the Big Button Rush. The Aztec town center grants the following Big Button technologies:

  • 3 Jaguar Prowl Knights for 450f
  • 6 Jaguar Prowl Knights for 450f+450g
  • 12 Jaguar Prowl Knights for 450f+450g+450w

    You should note that these technologies give you access to Jaguar Prowl Knights (a fortress age unit) in colonial age. In addition, the units arrive very quickly and do not require you to have any population space to send. These 2 factors make the rush very successful. You should note however that the techs aren't cheap and in Fortress age they are don't really save you any resources compared to just training them from the Noble's Hut.

    Knight Hitpoints (Age 3 card): +15% hitpoints
    Knight Attack (Age 3 card): +15% attack
    Knight Combat (Age 3 card): +15% hitpoints, +15% attack
    Scorched Earth (Age 4 card): +50% siege damage
    Great Temple of Quetzacoatl Support (Age 4 card): +25% attack

    Skull Knight - 250g
    300 HP, 4.0 Speed, 20% Melee Resist
    Melee attack: 20 (area 2 with 68 cap) damage, 1.5 ROF
    Siege attack: 72 damage, 3.0 ROF
    Bonuses: 3 to Cavalry and 2 to Light Infantry (eg. Coyote Runners)

    As mentioned earlier, the Skull Knight can only be obtained from shipments, age up politician and the fire pit in age 4.

    Shipments

  • Age 3 - 3 Skull Knights
  • Age 3 - 4 Skull Knights
  • Age 4 - 5 Skull Knights
  • Age 4 - 7 Skull Knights
  • Age 4 - 11 Skull Knights + 1 attack area (2000 gold)

    Like the Ottoman Spahi, Skull Knights get automatically upgraded upon aging up.

    In industrial age, you can spawn Skull Knights from the fire pit. With the firepit maxed out (10 Warror Priests + 15 Settlers) it takes 9.8 seconds to spawn 1 Skull knight, which comes out at around 350 VS. This is not really worth it in my opinion and should be used scarcely.

    Knight Hitpoints (Age 3 card): +15% hitpoints
    Knight Attack (Age 3 card): +15% attack
    Knight Combat (Age 3 card): +15% hitpoints, +15% attack
    Great Temple of Huitzilopochtli Support (Age 4 card): +1 area attack

    Thoughts
    It's a bit early to say yet but I think that Aztec will have most trouble against civs that can spam effective light infantry such as the British and Russians. The only answer that Aztec have to light infantry is the coyote knight, which are very food heavy. I think against these civs, an Aztecan should aim to rush to keep the game in colonial and outboom his opponent. The Aztecs have a few good colonial military shipments that could give them the upperhand.

    Thanks for reading my guide and I hope it helps you get started with my favourite native civ.

    If I've made any mistakes then please let me know. I'm open to any constructive criticism too.


    - - ESO Name: poita - -
    - - ELO Rating: 2120 - -
    - - Civ: Russia + Dutch - -
    My Aztec Unit Guide (Updated!)

    [This message has been edited by poita (edited 11-13-2006 @ 04:16 AM).]

  • Replies:
    posted 10-24-06 05:13 AM EDT (US)     1 / 41  
    Do all 3 times big button tech in Town Center give u total
    21 Jaguar knight in age 2 rush as well, that's awesome.

    3 + 6 + 12


    [img]http://www.skwizz.com/aoe_sign/Wilson@5@81@1@aoe3x@250,250,250@220,172,58.png[/img]

    [This message has been edited by wilson0825 (edited 10-24-2006 @ 05:14 AM).]

    posted 10-24-06 07:16 AM EDT (US)     2 / 41  
    Pretty good and i think most of it is right!

    Quote:

    Like the coyote men, eagle knights are countered by heavy cavalry and they too receive less damage than most other cavalry.

    U mean heavy inf there.

    Im thinking that playing against the aztecs is gonna be difficult to micro coz it isnt as easy to notice cav(coys) to quikly send pikes(or equivilent) to counter them.

    Arrows knights are definately their best/most unique unit and it doesnt do too bad against other units wen it is protected but wen they start hailing arrows on a TC it gets fun

    Btw

    Quote:

    I'm not really sure that their purpose is.

    What their purpose is*


    If u played Stronghold u might enjoy this http://www.zshare.net/download/sh-mix-mix-rar.html
    posted 10-24-06 07:22 AM EDT (US)     3 / 41  
    Not bad. Im no expert myself (a dodgy 1800) but im pretty sure it will help me get to know the units better. Oh and BTW, i think one of the bonuses of Jaguar Knights is that they get stealth, so you can get up close on units before they see you. Just a thought.

    MASH
    Just another n00bs opinion
    posted 10-24-06 07:32 AM EDT (US)     4 / 41  
    Jaguar Knights-
    Still learning myself, but I found jag knights stealthed made a super surprise as a meatshield to my arrow knights. They LOOKED undefended...

    I think if you are not totally sure what to build, due to your opponent having both cav and inf options, the jag knight isn't a terrible comprimise. Similar to building muskets, except they actually counter everything, just not so well.

    Fully upgraded axe riders can kill them effectively for example, which is not good. But the stealth on the defense, worked a couple times beautifully for me.

    posted 10-24-06 07:50 AM EDT (US)     5 / 41  
    Very nice and well written guide. I think it should be made sticky along with other 2 native civilazations' units. It helps a lot.
    posted 10-24-06 09:27 AM EDT (US)     6 / 41  
    Nice write-up! I'm really enjoying the Aztec military myself. Something that's incredibly nice about an all-infantry army is that you avoid the two most annoying unit AI issues in the entire game -- melee cavalry and artillery limber mode switching. It gives the Aztec military a very smooth feeling.

    Coyote runner are particularly fun as they have the effect of melee cavalry but move a lot more like rodeleros (presumably because of their smaller size.)


    Strategies:
    - BWKiC - A British Fast Fortress strategy
    - The Aztec Scout Slam- An Envoy Rush, Native-Style
    posted 10-24-06 09:33 AM EDT (US)     7 / 41  
    Very nice. If you dont mind Id like to put this up on the main site along with the other guides that im suppost to write up this week-end
    -Mokon

    Mokon | | | AoE3 Rate 2200~ | | |
  • To check out my Age of Empires III Strategy Guide click here!
  • The price of my guide has been reduced! Check it out!
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  • posted 10-24-06 10:06 AM EDT (US)     8 / 41  
    Thanks Mokon. That helps alot. Will you be writing a write up on the other civs? Oh yeah, thanks for kicking me off ESO the other day. Since when does someone who doesnt work for ESO have the ablity to kick someone off of eso?
    posted 10-24-06 02:36 PM EDT (US)     9 / 41  

    Quote:

    Very nice. If you dont mind Id like to put this up on the main site along with the other guides that im suppost to write up this week-end
    -Mokon

    Not at all. Thanks


    - - ESO Name: poita - -
    - - ELO Rating: 2120 - -
    - - Civ: Russia + Dutch - -
    My Aztec Unit Guide (Updated!)
    posted 10-24-06 02:45 PM EDT (US)     10 / 41  
    My fault Potia, I saw you made the unit tread after I posted. I was looking who responded last when I entered the thread. Very nice job buddy! Very helpful. I only say Mokon, because usually he is very helpful!
    posted 10-24-06 04:38 PM EDT (US)     11 / 41  
    Thanks for the guide, I was wondering how Aztecs would deal with lancers because I never realized skirms don't get a bonus vs coyote men.

    ESO2: mista_mista
    "Baby, you like shopping? Well, I like sieging town centers and raiding villagers..." -DONofCHRON
    "Then theres the aztecs. With their 35 guys on the pit they can spit out vills faster than george bush can spit out troops into Iraq." -Cookiecrisp13
    posted 10-25-06 06:53 AM EDT (US)     12 / 41  

    Quote:

    Thanks for the guide, I was wondering how Aztecs would deal with lancers because I never realized skirms don't get a bonus vs coyote men.

    Lancers don't get a bonus against coyote men or eagle knights as they are not classed as infantry, just as falconets do not get a bonus against them. The Eagle Knight is IMO the best unit for killing lancers in the game. One eagle knight will kill one lancers in 13.5 seconds. 9 eagle knight could one-shot a lancers every 1.5 seconds.

    I actually think that Aztec have the best units for against spain. The jaguar knight alone cost-effectively beats lancers, hussars, pikes and rods.

    I'm working on an Aztec FF but it's a little tricky with no 700 gold and no resource age-up shipments.


    - - ESO Name: poita - -
    - - ELO Rating: 2120 - -
    - - Civ: Russia + Dutch - -
    My Aztec Unit Guide (Updated!)
    posted 10-25-06 06:57 AM EDT (US)     13 / 41  

    Quote:

    Something that's incredibly nice about an all-infantry army is that you avoid the two most annoying unit AI issues in the entire game -- melee cavalry and artillery limber mode switching. It gives the Aztec military a very smooth feeling.

    Coyote runner are particularly fun as they have the effect of melee cavalry but move a lot more like rodeleros (presumably because of their smaller size.)

    I agree completely, I find the Aztec to be a very smooth playing civ and very fast paced once you get going. I do wish they had some better ways to deal with light infantry though. Not having any infantry-killing artillery is a real set back.


    - - ESO Name: poita - -
    - - ELO Rating: 2120 - -
    - - Civ: Russia + Dutch - -
    My Aztec Unit Guide (Updated!)
    posted 10-25-06 12:07 PM EDT (US)     14 / 41  
    I think an aztec player will lose a game as soon as his opponent is able to spam artillery + heavy infantry.

    In my opinion the eagle knight is the superior villie-raider in TWC. He can attack villagers at range, is fast, gets a card to increase damage vs. villagers and can even benefit from that carib-cannibal-tech.

    Therefore I don't think I'll raid with jaguars or coyotes.


    Play my scenarios! You won't believe how much fun they are!
    posted 10-25-06 01:58 PM EDT (US)     15 / 41  

    Quoted from Beatnik Joe:

    Something that's incredibly nice about an all-infantry army is that you avoid the two most annoying unit AI issues in the entire game -- melee cavalry and artillery limber mode switching. It gives the Aztec military a very smooth feeling.

    Very good observation. Before I had TWC, I was sure I would play either Sioux or Iroquois. I had no interest in playing Aztec. But, I have to admit, they do feel smooth to play. And I think you've figured out why. There's none of that hurky-jerky motion and me screaming "What?!! Where are you going? Why did you ride 3/4 of the way around that army, just to go back the way you came?!"

    Yeah, anyway smoothness gives the Aztecs an unexpected boost in the "tilt" score.

    posted 10-25-06 03:10 PM EDT (US)     16 / 41  

    Quote:

    I think an aztec player will lose a game as soon as his opponent is able to spam artillery + heavy infantry.

    I disagree. Arrow knight + jaguar prowl knight will quite easily take care of arty+heavy inf. The arrow knights are very good at killing artillery.

    The biggest problem aztecs have is against the a pure LI spam. Most civs can just build falconets to wipe them up but aztecs have little other than coyote runners to beat them. We all know the ineffectiveness of cavalry against massed LI, especially when any sort of a meatshield is employed.


    - - ESO Name: poita - -
    - - ELO Rating: 2120 - -
    - - Civ: Russia + Dutch - -
    My Aztec Unit Guide (Updated!)
    posted 10-25-06 03:33 PM EDT (US)     17 / 41  
    Yes. Arrow Knights counter heavy infantry and artillery pretty well. Throw in some Jaguar Knights to soften the heavy infantry, and micro your arrow knights alright and you'll do pretty well.

    [This message has been edited by MrHumphries (edited 10-25-2006 @ 03:33 PM).]

    posted 10-25-06 03:46 PM EDT (US)     18 / 41  
    ^ Arrow Knights don't counter heavy infantry. They only do well against artillery and buildings. Jaguar knights do very well against heavy infantry as do the macehualtin.

    - - ESO Name: poita - -
    - - ELO Rating: 2120 - -
    - - Civ: Russia + Dutch - -
    My Aztec Unit Guide (Updated!)
    posted 10-25-06 05:27 PM EDT (US)     19 / 41  
    By "counter" I mean "can deal with" not "get a multiplier against". Aside from those fast halberdiers, heavy infantry is going to be slow enough that a massed force of Arrow Knights will be able to turn them into pincushions from a distance, especially if you have surprise Jaguar Knights to keep the heavy infantry busy.

    In my experience a decent sized force of Arrow Knights "does well" against most infantry.

    [This message has been edited by MrHumphries (edited 10-25-2006 @ 05:30 PM).]

    posted 10-25-06 07:12 PM EDT (US)     20 / 41  

    Quoted from "poita":

    I disagree. Arrow knight + jaguar prowl knight will quite easily take care of arty+heavy inf. The arrow knights are very good at killing artillery.

    The biggest problem aztecs have is against the a pure LI spam. Most civs can just build falconets to wipe them up but aztecs have little other than coyote runners to beat them. We all know the ineffectiveness of cavalry against massed LI, especially when any sort of a meatshield is employed.


    LOL... I should check my replies after posting. I mixed up HI with LI. I wanted to say that they will be hard to play without falconets - you'd need a decent micro. Actually I'd rather do without culvs and mortars (that's what an arrow knight actually is) to get falconets.

    Quoted from "MrHumphries":

    In my experience a decent sized force of Arrow Knights "does well" against most infantry.


    Really? Their attack is even worse then a crossbow and he needs 2 pop... I don't think I'll use them for anti-inf purposes.

    Play my scenarios! You won't believe how much fun they are!

    [This message has been edited by Darthcast (edited 10-25-2006 @ 07:13 PM).]

    posted 10-25-06 09:35 PM EDT (US)     21 / 41  
    "Really? Their attack is even worse then a crossbow and he needs 2 pop... I don't think I'll use them for anti-inf purposes."

    I wouldn't recommend it, since there are better options. Only point being is they do decently against both artillery and heavy infantry, thus tossing in some Jaguar Knights as a meatshield will make for a very effective counter against an artillery/heavy infantry force without needing to spend a cash on units that will get squelched by falconets (Slingers)

    posted 10-26-06 01:00 AM EDT (US)     22 / 41  

    Quote:

    By "counter" I mean "can deal with" not "get a multiplier against". Aside from those fast halberdiers, heavy infantry is going to be slow enough that a massed force of Arrow Knights will be able to turn them into pincushions from a distance, especially if you have surprise Jaguar Knights to keep the heavy infantry busy.

    In my experience a decent sized force of Arrow Knights "does well" against most infantry.

    Ah ok, my apologies then. As you say though, there are better choices. If I knew my opponent was massing infantry, I wouldn't mass Arrow knights but rather either jaguar knights, macehualtin or coyote runners depending on what they have.


    - - ESO Name: poita - -
    - - ELO Rating: 2120 - -
    - - Civ: Russia + Dutch - -
    My Aztec Unit Guide (Updated!)
    posted 10-26-06 01:00 AM EDT (US)     23 / 41  
    You only use arrow knights for anti-infantry, when the battle is heated and you need the help. Otherwise, they should be shooting at buildings so you can dictate where the fighting shall be.
    posted 10-26-06 01:38 AM EDT (US)     24 / 41  
    One assumes against a euro civ massing heavy infantry and falconets the battle is going to be "heated" :P
    posted 10-26-06 09:45 AM EDT (US)     25 / 41  
    Its no fun if its too easy .
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