Carib

The Carib are a minor civilization in Age of Empires III.

Overview
They valued the exploits of their warriors and were also known to raid local colonies. They defended their lands fiercely and cannibalized their enemies, this caused the frightened Spanish to avoid lands owned by their tribe. Their Trading Posts train Carib blowgun warriors and offer improvements for all Carib.

The modern word cannibal is derived from the Caníbales, the Spanish name for the Carib people.

Units
Carib Blowgun Warriors and Ambushers excel at killing villagers in the Colonial Age even without the drum upgrade. They inflict 3 more damage than crossbowmen and have more hit points than crossbowmen or Musketeers. Their ranged resistance is less than a crossbowman, but the 60 extra hit points more than make up for this fact, this allows them to be more durable than crossbows (especially against outposts) at the same cost as a musketeer (100 resources total, but they don't require gold so it can still be stockpiled for Fortress Age or used to purchase the drum upgrade). The fact the ambushers can be replaced at the explorers location after bypassing enemy towers makes them quite flexible as raid units.

The ambushers train nearly 2x as fast as their trading post counterparts, 3x faster than most European units and nearly 4x faster than all Colonial Age cavalry as well. Only town centers with bunkered villagers, massed outposts (focus fire), large armies, melee cavalry and longbowmen (their range is the key factor) can threaten a party of ambushers with total annihilation in the Colonial Age despite careful management of the units.

Upgrades
Carib upgrades focus on boosting archer damage versus villagers, infantry attack, Carib damage upgrades and allowing an Explorer to train an ambush party.

Carib Kasiri Beer (Colonial Age): Improves Hand Infantry and archer damage by 10%. Cost:,

Carib Garifuna Drums (Colonial Age): Archer multiplier vs villagers +1x. Cost: ,

Carib Ambush Party (Colonial Age): Your Explorer can train 12 ambushers. Cost: ,

Carib Warrior Societies (Fortress Age): Carib attack and HP raised by 25%. Cost: ,

Carib Champions (Industrial Age): Carib attack and hitpoints raised by 40%. Cost: ,

Usefulness

 * Getting the Carib Garifuna Drums early can be the difference between a successful raid and a failed one.
 * Japanese monks are considered archers, therefore they gain the drum bonus damage versus villagers. When combined with the Mountain Warrior card, it allows the Japanese monks to hit enemy villagers for 20.8 damage in the Colonial Age and 50+ damage in the Industrial Age.
 * Obviously, the upgrade also affect cavalry archer types.
 * Asian civilizations with two monks will not be able to train two ambusher armies, they both share the 12 unit cap.
 * Civilizations can remove the upgrade gold costs, or cut the upgrade costs in half depending on their home city cards.

In-game dialogue
Caribs historically spoke Carib instead of Taino. The Taino or Arawaks were a different tribe.


 * Guaiba (Go or leave / Guama superior or head man of the tribe)
 * Boria (work)
 * Guazabara (war or warrior)
 * Han (yes)
 * Bara! (Kill! or Death!)
 * Ri (valiant, valor, brave spirit!)