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Age of empires 3: chiefs

content

Services: Infantry/Cavalry/Artillery/Economic Services/Navy/Native American Services/Natural Ecology Services.

Architecture: neutral architecture/colonial architecture/hometown architecture

Infantry:

Explorers: Explorers are the leaders of your expansion in the new world, and also serve as scouts at the beginning. With the upgrade of homecity, we can constantly improve our capabilities. "The sharpshooter on the team belongs to the explorer-the hero of a long adventure. Played a heroic role in Age of Empires 3. The ability of the shooter (the only unit in the game) is suitable for players who like to micromanage a single unit. "

Marines: Before bayonets appeared, marines were responsible for protecting troops from enemy cavalry. Pickermann spearmen are good at dealing with infantry, attacking cavalry and destroying enemy buildings, but their slow speed and only one upgrade opportunity make their fighting capacity decline in the later period (except Spanish Euonymus).

The First Acquisition: Colonial Times (2)

Cost: 40 food, 40 wood, 1 population point.

Health: 120

Speed: Medium (5)

Impact resistance: 10% melee

General attack damage: 8 damage, x5 to cavalry.

Siege damage: 24 damage

Halberd (Heavy Infantry): It is equipped with a short halberd, which is versatile and can be used to stop a horse from charging or chop a knight off the saddle with an axe blade. As mercenaries and professional infantry, they were very popular and were an alternative to spearmen in the tertiary period. They are more expensive as cadres, and they have maintained stronger fighting capacity and competitiveness than the spearmen in the later period.

Dopplesoldner (Germany, heavy infantry): Double sword heavy infantry. A variety of halberd soldiers, especially suitable for dealing with infantry and cavalry, but slow and fragile under long-range fire.

Rodler Luo heavy shield swordsman (Spanish special forces, heavy infantry): Heavy shield spearmen are famous Spanish troops, and their unarmed combat skills are unparalleled in Europe. They fought Cortes in the war to conquer the New World, armed with long swords and round shields. They are unique to Spain and are powerful heavy infantry units, good at dealing with cavalry and melee units.

Longbow soldier (special air service, light infantry): Compared with musketeers, it only takes several hours of training, but it takes several years to use longbow effectively. The range and accuracy of archery make it still used in gunpowder long after its invention, especially in Britain. Compared with musketeers, longbowmen are excellent long-range attackers, but they lack the strategic advantage of bayonets. They are good at dealing with heavy infantry.

Crossbowmen (light infantry): The crossbow is a variation of the traditional bow and arrow. This long-range weapon can be mastered after some training, and it does not have some tactical advantages like bows and arrows. Therefore, it was quickly replaced by muskets. Crossbowmen is suitable for dealing with heavy infantry, such as spearmen. They were not upgraded in the later stage of the game, and gradually lost their functions over time.

Musketeer Musketeer (heavy infantry): With the help of gunpowder, Musketeer became the mainstream force of European army. Training soldiers to use muskets is very simple, so it combines the lethality of gunpowder with the characteristics of upgrading the army at a low cost. As a basic combat force, it is very powerful when shooting in line, but it is difficult to resist the British musketeers when fighting against cavalry. It can be upgraded to the level of "guard force" and turned into a regular Red Army.

The First Acquisition: Colonial Times (2)

Cost: 75 food, 20 gold, 1 population point.

Health: 150

Speed: Medium (4)

Anti-strike ability: 20% long range

General attack damage: 23 damage (30 when queuing) range 12.

Siege damage: 20 damage

Unarmed combat: 13 damage

Scattered soldiers elite scout (light infantry): Scattered soldiers are elite infantry, usually equipped with complex rifles, unlike musketeers, which are conventional troops. Their names are not the main battle troops, but the troops that launch all-weather raids on the enemy. Good at long-range shooting, extremely suitable for fighting heavy infantry, but weak against cavalry. French stragglers can be upgraded to the "Imperial Guard"-Voltigeur.

The first acquisition: fortress era (3)

Cost: 50 food, 65 gold coins, 1 population point.

Health: 120

Speed: Fast (5)

Anti-strike ability: 30% long range

Normal attack damage: 20 damage (double when dealing with infantry) range of 20

Siege damage: 12 damage.

Unarmed combat: 6 damage

Casado (Portuguese Special Forces) (Light Infantry): casado is an experienced rifleman in the Portuguese army. In addition to stragglers, there is also a high damage value, which can effectively resist enemy gunfire. But the strike force is low-so it is easier to become the target of cavalry.

Guards: The Turkish King's Guard Infantry (Ottoman Special Forces) (Heavy Infantry): The Guards are mainly composed of young slaves who have been strictly trained. They are a fanatical and efficient force in the Ottoman Empire. Musketeers are specially used to deal with European countries, and they will be better than other infantry in hand-to-hand combat because they have replaced their swords with heavy sabres.

Streetz (Russian special forces) (heavy infantry): Streetz, as an outstanding representative of the Russian army, formed Streetz United. The members of the company are all hereditary-only the sons of joint soldiers can join. It is a unique musketeer unit in Russia, slightly weaker than the traditional musketeers, but with a large amount of training. (Russia can train infantry in teams: general musketeers train five at a time, Streetz training 10).

Unit introduction of Age of Empires 3-Cavalry

Page 2: "Age of Empires 3" unit introduction-cavalry

○ cavalry:

The advantage of cavalry is that it can launch a flank assault on the enemy and completely destroy the enemy's artillery.

Light cavalry (cavalry): Light cavalry is the most common cavalry unit in gunpowder age. What they are good at is not directly charging the enemy in absolute numbers, but using speed to destroy the enemy's artillery positions and open the gap of the other side's defense. As a basic cavalry unit, they are very suitable for fast-attack artillery and units that are not good at melee.

The First Acquisition: Colonial Times (2)

Cost: 120 food, 80 gold coins, 2 units of population.

Strike point: 290

Speed: extremely fast (6.75)

Counterattack: 10% melee

Melee damage: 30 points

Siege damage: 30 points

Dragoons (anti-cavalry): Dragoons are the most versatile fighters. Traditionally, dragon knights need to be trained in combat skills and various weapons on horseback and on foot. As a fast unit, dragoons are extremely powerful against other cavalry, but in fact, their attacks are slightly weaker than musketeers. Dragon Knight Dragon Knight uses short rifles when dealing with enemies at a certain distance and heavy sabres in melee.

The First Acquisition: Fortress Age (2)

Cost: 90 food, 90 gold coins, 2 units of population.

Strike point: 250

Speed: extremely fast (7.25)

Counterstrike: 30% melee

Ranged damage: 25, range 12, damage X3 when dealing with cavalry.

Melee damage: 4 points, range 12.

Siege damage: 4 points

Breastplate cavalry (cavalry): The breastplate cavalry is the last armored unit on the battlefield. Wearing the heavy armor of medieval knights, you can get strong protection from powerful enemies. French armored cavalry is the most difficult multi-functional unit. Compared with light cavalry, it has more than 50% HP, causing trampling damage to all enemy units nearby. However, the maintenance cost of breastplate cavalry is high, occupying three population points, and it is slower than other cavalry. French armored cavalry can be upgraded to the level of Royal Guard.

Knight of Ulan Lance (unique unit in Germany) (cavalry): Ulan is a native of German light cavalry. Traditionally, they don't wear armor, and their main weapon is a spear. Although Ulan is weaker than the light cavalry, it has a very strong attack power and is a powerful fast-break unit. There is an attack bonus against villagers. Every time Homecity gets the freight, it can get some free Uhlan in the town center of Germany.

Lancer Lancer (Spain's unique unit) (cavalry): Lancer gave up the medieval fighting style, and the Spanish forged them into representatives of gunpowder power. Because they are equipped with lances, they can still charge organized infantry, but they can take advantage of the range of weapons to preempt them. Lancers are harmful to infantry, but weak to hussars.

Ruyt (unique Dutch unit) (anti-cavalry): Ruyt is a unit of the Dutch cavalry and uses short-barreled muskets for long-range attacks. Similar to dragoons, Ruit is used to fight against other cavalry units quickly and effectively. But not as powerful as musketeers in head-on combat.

Cossack Cossack Cavalry (Russian unique unit) (cavalry): Cossack is a notorious irregular unit in the Russian army, formed by militant nomadic groups from southern Russia, and is the weakest cavalry unit in the game, occupying only 1 population point (all other cavalry units occupy at least two).

Aprics Nick (Russian special unit) (cavalry): As the terrible guard of the Tsar, Aprics Nick is responsible for destroying the enemy for him-usually relying on simple and rude extermination tactics to deal with anyone who is suspected. Aprics Nick is undoubtedly an elite heavy cavalry, much more powerful and expensive than Goshak.

Algerian local cavalry in Spahi (a unique unit of the Ottoman Empire) (cavalry): Spahi was the landlord of the feudal Ottoman Empire, and maintained his landlord status by fulfilling his military obligations to Sudan. Similar to European knights, Spahi was a cavalry unit of the Ottoman Empire. Almost like a hussars.

Fighting dog (unique to Spain): The fighting dog trained by Spanish explorers is a fragile fighting unit. Spain has war dogs at the beginning of the game, so it can be trained to deal with the situation at the beginning, and the threat is probably equivalent to wild animals.

Unit Introduction of Age of Empires 3-Artillery

Page 3: Introduction to Age of Empires 3-Artillery

Artillery:

Grenadiers (artillery): Grenadiers are assault units used to break through encirclement and enemy lines. Its name comes from their tactics: throwing light explosives-grenades. As a support of conventional weapons, grenades thrown by grenadiers cause regional damage. They can be used against buildings or enemy units, especially against heavy infantry.

The First Acquisition: Colonial Times (2)

Cost: 120 food, 60 gold coins, 2 units of population.

Strike point: 200

Speed: medium (4.5)

Counter-strike: 50% melee

Siege damage: 18, range 10, explosion effective range 3.

Melee damage: 12 points

Artillery: In the gunpowder age, artillery is the most important weapon. It can deal with the whole enemy, forcing the enemy to retreat from the highlands and destroying the strongest fortifications. Artillery is the most important unit: it is good at destroying the whole team of soldiers and taking down buildings.

Mortars Mortars (artillery): Mortars are less mobile, but easier to assemble than artillery. Compared with artillery, its tactical advantage is that the shell is parabolic when it is launched, so it can cross obstacles. Unlike artillery, mortars throw shells into the air, making them good at aiming and destroying enemy buildings.

Congreve rockets (special air service) (Artillery): Congreve rockets is a special artillery developed by the British Army, which is often used to attack towns and cause fires. As a special air service, its exact attributes are not clear for the time being.

Abs Gun (Ottoman Special Forces) (Artillery): Abs Gun is a bronze howitzer made by Ottoman. Because of its light weight, it can move synchronously with the infantry and be deployed in the most intense places. Abus gun has better maneuverability than conventional artillery and is very suitable for dealing with infantry units.

Big artillery (Ottoman special unit) (artillery): Big artillery is the earliest and oldest artillery. Osman is famous for its early use of artillery-for example, the wall of Constantinople collapsed in heavy shelling. The big shelling is probably a special heavy artillery unit dedicated to destroying urban buildings.

Unit Introduction of Age of Empires 3-Economic Unit

Page 4: Unit Introduction of Age of Empires 3-Economic Unit

○ Economic and other units

Settled immigrants (villagers): immigrants will collect resources and build buildings, which will be the center of building a new world power.

Migrant car (German special unit) (villager): German special immigrant unit has obvious advantages in load capacity and collection speed.

Coureur de Bois French militia (French local army unit) (villager): In addition to immigrants, there are French militia units in France. They are stronger than ordinary workers, assemble faster and are equipped with rifles ... so that they can provide services when necessary. The dual identity of light infantry. At the same time, it is more expensive than ordinary villagers, but it is not as fragile to enemies or hungry beasts in the natural environment of the New World.

Covered van: Covered van is used to build a new town center and develop the most important buildings in your colony.

Trade vehicle (trade unit): A trade vehicle is an uncontrollable unit that travels along the trade route. Depending on your choice of colonies, outposts built on these roads will gain experience or resources.

Coach post station: In later times, the post carriage replaced the trade car and served the trade route on the map.

Train train (trading unit): Since the fourth era (industrial era), trains and railway lines have replaced stage carriages and roads and traded on maps. When the train passes by, the outpost built along the railway line will produce experience.

Special envoy (unique Dutch unit) (special explorer): Special envoy is an early unit with the same ability as explorer. Unlike explorers, there is no attack ability; But it has a great vision, which makes it a better scout-you can produce many envoys.

Father (treatment unit)

Missionary Missionary (Spanish terroir unit) (treatment unit): As a Spanish terroir unit, missionaries are riding units, which not only enable them to get on the cavalry quickly, but also have special abilities. Treat all units in an area at the same time, not one at a time.

Field surgeon (treatment unit): The information is unknown.

Unit Introduction of Age of Empires 3-Navy

Page 5: Introduction to Age of Empires 3-Navy

A. navy:

Warships and warships: naval power is not only reflected in reaching the new world, but also a link to Europe. All the forces in the new world have powerful and sophisticated navies. These warships are equipped with many side guns, such as Spanish galleons or three-sail fast warships. "These ships are very interesting to use and have interesting abilities. If there is a unit that can be made-so that you can dock it on the enemy's coast, it is a mobile frontline base. "

Bomb schooner (warship): Bomb schooner is a light warship equipped with mortars. Compared with attacking other ships, it is mainly designed to shell fixed targets on land. This two-masted warship may be the best ship to clear the coast defense.

Fluyt (Dutch special forces) (warship): Fluyt is a ship designed to carry a lot of goods, so it has huge space and a few guns. As a special force in the Netherlands, Fluyt can be used for fighting, fishing and transporting ground troops.

Warships (Ottoman Special Forces) (Warships): Warships are the favorite weapons of many Mediterranean countries, including the notorious Barbary pirates. It is very effective in attacking from the port and confronting modern warships at close range. Galley's unique skills are still unclear.

Fishing boat (boat): The fishing boat collects food from the fish and returns to the dock for storage.

Introduction to Age of Empires Unit III-Indigenous Unit

Page 6: Introduction to Age of Empires 3-Indigenous Units

○ Introduction of Native American Units

By forming alliances with Native Americans, European colonists could learn new technologies and recruit more troops. English players allied with the Iroquois. In fact, you can play with two civilizations: Britain and Iroquois.

Aztec Jaguar Warrior Aztec Jaguar Warrior (Heavy Infantry)

Jaguar is an Aztec unit, wielding an obsidian sword and a unique melee unit.

Cost: 35 food, 40 wood

Health: 145

Speed: medium (4.5)

Counterattack: 10% melee

Unarmed attack: 7 damage

Siege: 2 1 damage

Construction restriction: 12

Aztec Eagle Warrior (Light Infantry): When you control an Aztec fortress, you can get Eagle Warrior. As light infantry, they throw javelin at medium distance, which is very suitable for dealing with melee infantry.

Cost: 60 food, 15 wood.

Health: 90

Speed: Fast (6)

Resistance: 10% range

Ranged attack: 18 damage, range 9.

Unarmed attack: 9 damage

Siege: 18 damage, range 6.

Structural limitation: 24

Caribbean gunner (light infantry): When you control a Caribbean station, you get a gunner. The light infantry fired poison darts at the enemy at short range.

Cost: 50 food, 25 wood

Health: 125

Speed: Fast (5.5)

Counter strike: 10% remote

Ranged attack: 14 damage, range 8.

Siege: 14 damage, range 6.

Unarmed attack: 7

Construction restriction: 40

Caribou Ambusher (Light Infantry): You can get an ambush by controlling caribou Station, similar to blowgunner, but the training speed is faster.

Cost: 50 food, 25 wood

Health: 125

Speed: medium (4.5)

Counter strike: 10% remote

Ranged attack: 14 damage, range 8.

Siege: 14 damage, range 6.

Unarmed attack: 7

Construction restriction: 10

Cherokee rifleman Cherokee rifleman (light infantry): When a Cherokee camp is controlled, the rifleman becomes an optional unit, which is another powerful choice besides European stragglers (elite scouts). Good at dealing with infantry from a long distance and shooting accurately.

Cost: 50 food, 50 wood

Health: 170

Speed: Medium (4)

Counter strike: 10% remote

Ranged attack: 36 damage, range 16.

Siege: 18 damage, range 6.

Unarmed attack: 9

Construction restriction: 15

Comanche Horsarcher Comanche archer (anti-cavalry): After controlling a Comanche camp, there will be archers to choose from, similar to the European dragoons, which is very effective against cavalry.

Cost: 65 food, 70 wood

Health: 175

Speed: Very fast (7.25)

Counterattack: 10% melee

Ranged attack: 12 damage, range 12, cavalry X2.3, villager X0.5.

Siege: 12 damage, range 6.

Construction restrictions: 22

Cree Tracker Cree Tracker (Light Infantry): When a Cree camp is controlled, the tracker becomes optional, similar to an elite European scout, who is good at attacking infantry from a long distance, with a very far field of vision, but no melee ability.

Cost: 30 food, 70 wood

Health: 260

Speed: Medium (4)

Counter-strike: None

Ranged attack: 22 damage, range 18.

Siege: 22 damage, range 6

Construction restriction: 15

Inca Bora warrior: Inca Bora warrior (light infantry): optional when controlling Inca camp.

Cost: 50 food, 25 wood

Health: 170

Speed: medium (4.5)

Counter strike: 10% remote

Ranged attack: 10 damage, range 12.

Siege: 10 damage, range 6.

Melee: 5 damage.

Structural limitation: 24

Inca Huaminka (Heavy Infantry): When the Inca camp is controlled, Huaminka becomes an optional unit, which is an infantry unit equipped with flexible long hair and a powerful anti-cavalry unit.

Cost: 100 food, 20 wood

Health: 170

Speed: Fast (5)

Counterattack: 10% melee

Sprint attack: 23 damage, X3 to cavalry.

Siege: 40 damage, range 6

Construction restriction: 18

Iroquois Tomahawk Warrior (Light Infantry): Tomahawk Warrior is optional when controlling an Iroquois camp. Unlike other ranged units, this is an infantry unit that can cause short-range damage (it can throw its tomahawk).

Cost: 60 food, 15 wood.

Health: 130

Speed: Fast (5)

Counter strike: 10% remote

Ranged attack: 12 damage, range 8.

Hand to hand combat: 6 damage

Siege: 12 damage, range 6.

Construction restriction: 12

Iroquois Mantlet Iroquois Shield (siege unit): Optional after controlling Iroquois camp. Two soldiers were armed with mobile shield walls, which were used as weapons for close siege in the battle.

Cost: 100 gold, 50 wood.

Health: 225

Speed: slow (3.5)

Anti-strike: 40% remote range

Siege: 60 damage, range 6

Melee attack: 10 damage.

Ranged attack: 25 damage, range 6

Construction restrictions: 6

Lakota Axe Knight Lakota Axe Knight (Cavalry): The fastest cavalry unit you can choose when controlling Lakota Camp. Good at attacking light infantry and fast-attack artillery.

Cost: 40 food, 80 wood

Health: 240

Speed: Fast (6.75)

Counter strike: 10% remote

Siege: 15 damage, range 6.

Melee attack: 15 damage.

Structural limitation: 24

Lakota Dog Warrior Lakota Dog Warrior (Cavalry): Optional after controlling Lakota Camp, Elite Axe Knight.

Cost: unknown

Health: 480

Speed: extremely fast (6.75)

Counter strike: 10% remote

Melee attack: 30 damage

Siege: 30 damage, attack range 6.

Construction restriction: 12

Maya Holkan Maobing Maya Holkan (Heavy Infantry): Optional after controlling a Mayan camp. This unit uses long hair with thorns, which is very suitable for combat cavalry and buildings.

Cost: 55 food, 20 wood

Health: 160

Speed: Fast (5)

Counterattack: 10% melee

Siege: 140 damage, range 6.

Hand-to-hand combat attack: X3 deals 8 damage to cavalry.

Construction restriction: 40

Nootka Clubman Nutka Batsman (heavy infantry): After controlling Nutka camp, you can choose Clubman, which is a weak infantry unit, but cheap, and suitable for dealing with cavalry.

Cost: 40 food, 10 wood.

Health: 100

Speed: Fast (5)

Counterattack: 10% melee

Hand-to-hand combat attack: 7 damage, cavalry x2.

Siege: 2 1 damage, range 6.

Construction limit: 60

Nü tka War Leader (Heavy Infantry): You can gain the war leader after you control Nü tka Camp. Heavy elite force is very effective for cavalry.

Cost: 100 food, 50 wood.

Health: 300

Speed: Fast (5)

Counter strike: 10% remote

Sprint attack: 14 damage to cavalry x2.

Siege: 42 damage, attack range 6.

Construction restriction: 1 (? )

Bonny Scout: A non-combat unit.

Price: 90 pieces of wood

Health: 250

Speed: Fast (5.5)

Counter strike: 10% remote

Minor Shark-Toothed Archer: Shark-Toothed Archer of Lord Sen (light infantry): You can get a Shark-Toothed Archer after controlling a Lord Sen camp. A Gong Bing with a long range and great accuracy, good at fighting cavalry.

Cost: 35 food, 40 wood

Health: 75

Speed: Medium (4)

Counter strike: 10% remote

Ranged attack: 24 damage, range 18.

Melee attack: 12 damage.

Siege: 24 damage, supply range 6

Construction restriction: 40

Tupi Blackwood Shooter Tupi Blackwood Shooter (light infantry): When you control a Tupi camp, you can choose to build a Blackwood Shooter. This is a light infantry with a long and accurate range, which is very suitable for dealing with infantry.

Cost: 35 food, 40 wood

Health: 75

Speed: Medium (4)

Counter strike: 10% remote

Ranged attack: 24 damage, range 18.

Siege: 24 damage, attack range 6.

Melee attack: 12 damage.

Construction restriction: 40

Age of empires 3- introduction to natural biological units

Page 7: Age of Empires 3 Introduction-Natural Creatures

○ Natural ecological unit:

There are many kinds of animals in Empire III, and basically all of them can get food by hunting.

Sheep sheep

cow

Wild horse

deer

Bison bison

Reindeer reindeer

Tapirs

Crocodile crocodile

Polar bear polar bear

Turtle turtle

Fish

Turkey Turkey

Swan swan

Goose goose

sea mew sea mew

Age of Empires 3- Introduction to Neutral Building Units

Page 8: Age of Empires 3 Introduction-Neutral Architecture

Neutral building:

Indigenous Camp Indigenous Camp: Every week, the indigenous camp is a neutral building, and players can control it by building a trading post. Once the camp is controlled, units representing indigenous tribes in the camp can be built and upgraded. Recruited indigenous units are not included in the total population of players, but each camp has a recruitment ceiling.

Outpost: a neutral building, distributed around the road/railway on the map. Players can control it by setting up a trading post at this location. After each trading unit, players can choose to receive experience value or resources. When four outposts are controlled, four first-class victory conditions will be started and the countdown to victory will begin.

Railway: In the last era of AOE3, roads and trade trucks were replaced by railways and trains.

Colonial architecture

Town Center Town Center (economic building): The town center is the core part of the player's settlement, which is used to train immigrants (villagers) and research and upgrade projects to evolve into a new era. Unlike the previous imperial series, the town center was not built by immigrants, but by explorers or caravan troops.

Trading post (map area control building): The building of the trading post is used to control the camps of Native Americans or to protect the interests of players.

Railway Station Railway Station (map area control building): When roads are replaced by railways, railway stations are used to replace trade stations on trade routes. Both have the same function, but this aesthetic change shows that the forces in the game have entered a new era.

House house (Support Building): The house represents food and beds to support the colonial people. Its function is the same as that of the previous imperial series: the house raises your population ceiling, and at the same time, like AoM, each unit consumes 1 or two slots under the population ceiling when it is alive.

Manor House (unique in Britain) (supporting building): As a unique building in Britain, it is more expensive than ordinary houses, but it will produce a free immigrant after completion.

Mill Mill (economic building): Building a mill can create a farm for immigrants to collect food. Different from the previous emperor series, this is not the drop-off point of resources (because the resources in Emperor III do not need to be placed). But we still need to study economic upgrading.

Farm (Economic Building): Farms domesticate all kinds of livestock (cattle and sheep, etc.). ) to produce more food. The specific operation is not clear, but the overall concept is similar to the animal nursery in Star Wars: Galactic Battlefield.

Market Market (Economic Building): The market continues to provide players with the ability to obtain gold by trading food and wood, but unlike the previous series, the market is not responsible for collecting resources through trading. (In AOE3, this is achieved through a trading post. Another great use of the three markets in the imperial era is to study economic upgrading.

Planting plantation (economic building): this kind of building is inhabited by immigrants and generates stable coin income.

Factories and factories (economic buildings): The buildings of the fourth era automatically generate resources with the passage of time, and do not need immigrants to live in.

Bank Bank (unique to the Netherlands) (economic building): Banks are unique to the Netherlands. They produce coins themselves, just like factories produce other resources.

Barracks Barracks (military buildings): The place where most infantry units are produced and upgraded.

Stables (military buildings): The place where most cavalry units are produced and upgraded.

Armory (military building): artillery warehouse, where artillery units, including grenadiers, are built and upgraded.

Dock dock (military/economic building): Fishing boats and warships are built in different places from the previous imperial games. Fishing boats no longer need to put resources at the dock.

Church/Mosque Church/Mosque (building type unknown) "The exact function of the church is unknown, and it is basically the construction site of medical units such as missionaries. Mosques in Osman have similar functions to churches.

Tower watchtower (defensive building): The watchtower is equipped with artillery, which is very effective against mechanical devices, especially warships.

Introduction to Unit 3 of the Age of Empires-Characteristic Architecture

Page 9: Unit Introduction of Age of Empires 3-Characteristic Architecture

Home city architecture

Trading companies: Trading companies in the New World are located in the capitals of various countries, studying the economic upgrading of their hometown cities, and at the same time being responsible for loading the freight of immigrants to your colony.

Military Academy: The Military Academy studies the homechity upgrade project to improve the quality of the army and allow soldiers to be transported to colonies in the new world by freight.

Cathedral: Every city has a cathedral area, such as St. Vasily in Russia or Notre Dame de Paris in France. The building opposite Osman is a mosque similar to Hagia Sophia. It is not clear what kind of upgrade the cathedral in Haocheng will provide.

Harbor: The seaport upgrades the home city project to improve the naval strength, which allows you to order new ships and recruit rented ships.

Factory building: The exact function is unclear, and it is most likely to study advanced upgrade projects or artillery upgrades.

The article is transferred from 2 1CN game channel, and the original author is BaileyBear.

I think it may not be all.

I found some for you.