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"Provides military improvements."

In-game description

The Arsenal is a military building in Age of Empires III that is unique to European civilizations and is available once the Fortress Age is reached unless if the Advanced Arsenal Home City Card has been sent, in which case it can be built in the Colonial Age. It provides technologies to improve the effectiveness of military units from the three major lines – infantry, cavalry, and artillery.

Tactics Edit

Whether players build one or a mix of unit lines, the bonuses provided in the Arsenal can give their armies an edge.

The Advanced Arsenal Home City Card provides the Arsenal with additional technologies.

Improvements Edit

Infantry Edit

Improvement Cost Effect
Infantry Breastplate
Infantry Breastplate
200 wood,
200 coin
Melee infantry and archers get +10% hit points
Counter Infantry Rifling
Counter Infantry Rifling
200 wood,
200 coin
Skirmishers, Abus Guns, Cassadores, Streltsy, Cherokee Riflemen, Cree Trackers, Klamath Riflemen, Navajo Riflemen, and Jaeger get +1.0x multiplier against heavy infantry
Socket Bayonet
Socket Bayonet
400 wood,
400 coin
Musketeers, Janissaries, Grenadiers, Highlanders, and Fusiliers get +20% melee attack
Flint lock
Flint Lock
200 wood,
250 coin
Gunpowder infantry gets +10% hit points; requires Advanced Arsenal Home City Card
Paper cartridge
Paper Cartridge
350 wood,
350 coin
Gunpowder infantry gets +15% attack; requires Advanced Arsenal Home City Card
Military Drummers
Military Drummers
150 wood,
150 coin
Infantry gets +10% speed; requires Advanced Arsenal Home City Card

Cavalry Edit

Improvement Cost Effect
Cavalry Cuirass
Cavalry Cuirass
100 wood,
300 coin
Heavy cavalry gets +10% hit points
Ranged Cavalry Caracole
Ranged Cavalry Caracole
200 food,
300 wood
Light cavalry gets +10% attack, +2 LOS and +2 range
Pillage
Pillage
300 wood,
350 coin
Heavy cavalry gets +25% siege attack; requires Advanced Arsenal Home City Card

Artillery Edit

Improvement Cost Effect
Incendiary grenades
Incendiary Grenades
400 wood,
300 coin
Grenadiers get +30% siege attack and +1 AOE radius
Gunners Quadrant
Gunner's Quadrant
100 food,
100 coin
Artillery gets +6 LOS
Heated Shot
Heated Shot
150 food,
150 wood
Artillery and defensive buildings get +0.5x multiplier against ships
Professional gunners
Professional Gunners
400 food,
100 coin
Artillery gets +10% hit points; requires Advanced Arsenal Home City Card
Trunion
Trunion
400 wood,
200 coin
Artillery gets +15% speed; requires Advanced Arsenal Home City Card
Note: Incendiary Grenades is only available to civilizations that can train Grenadiers (British, Dutch, Ottomans, and Russians) and can be researched once the Fortress Age is reached (if the Arsenal is built at the Colonial Age with the Advanced Arsenal Home City Card).

Civilization differences Edit

Further statistics Edit

As the Arsenal can only be built by European civilizations, only improvements available to them (including native improvements) are listed here.

Building strengths and weaknesses
Strong vs. Nothing
Weak vs. Everything
Improvements
Hit points Flying Buttress Flying Buttress (+20%)
Sight Gas Lighting Gas Lighting (+4)
Construction cost Cree Textile Craftsmanship Cree Textile Craftsmanship (-25% wood)
Tupi Forest Burning Tupi Forest Burning (-20% wood)
Penalties Code Napoleon Code Napoleon (+50% cost, French only)
Counter Infantry Rifling Customized Merc Weapons (+30% cost, John Black's Mercenaries only)

Home City Cards Edit

As the Arsenal is exclusive to European civilizations, only other civilizations' TEAM cards that affects them are listed here.

History Edit

"An arsenal is a storehouse for all manner of weapons and ordinance of war. Some arsenals were brick-and-mortar storehouses, guarded and protected. During the lead up to the American Revolutionary War, arsenals could be any stockpile of weapons, often hidden in attics and walls so that British soldiers could not find them. Artillery pieces were even taken apart and buried in fields to hide them, making "arsenals" out of entire towns.

On April 19, 1775, the British marched into Lexington hoping to chase down rebellion leaders and capture an insurgent arsenal. The British regulars outnumbered the revolutionaries 10 to 1 and ordered the gathered militia to stand down so that they could go about disbanding the militia and seizing or destroying any weapons cached in an arsenal.
"

Gallery Edit