Age of Empires Series Wiki

Welcome! Find useful links from the home page by clicking the wiki name link at the top.

READ MORE

Age of Empires Series Wiki
Age of Empires Series Wiki
This article is about the revolutionary civilization. For the civilization in Battle of Queenston Heights, see Canadians.

Canada is one of the revolutionary nations in Age of Empires III: Definitive Edition, available to the British and French.

Effects[]

Home City Cards[]

  • Green: TEAM Shipment that is sent to each player in a team
  • Purple: Shipment that can be sent an INFINITE number of times
  • Blue: Shipment that arrives fast (5 seconds)

Card Description
Town Militia Town Centers get +50% attack and can use Conscription
Pioneers Villagers get +65% hit points
Fur Trade Exchanges all food for 1.2× the coin
Spice Trade Villagers gather food from huntable animals, Berry Bushes, and Cherry Orchards 20% faster; huntable animals, Berry Bushes, and Cherry Orchards last 10% longer
Wilderness Warfare Coureurs des Bois, Cree Coureurs des Bois, Skirmishers, native warriors, and Métis Pathfinders* get +20% hit points
7 Grizzlies Ships 7 Pet Grizzly Bears
15 Elk Ships 15 Elks
Great Buffalo Hunt Ships 10 Bison; villagers gather food from huntable animals 10% faster
Hudson Bay Company Ships 16 Deer; villagers gain a trickle of 0.15 coin/sec. whilst gathering from huntable and herdable animals, and 0.015 coin/sec. whilst gathering from other resources
4 Hanover Allies Ships 4 Drummers; costs 500 coin
2 Ironclads Ships 2 Ironclads
14 Blackwatch Highlanders Ships 14 Highlanders; costs 1,000 coin
16 Musketeers Ships 16 Musketeers
13 Rangers Ships 13 Rangers
Quebec Ships 1 Fort Wagon; Fort build limit +1; Militiamen can be called from Outposts and Forts
12 Métis Pathfinder Ships 12 Métis Pathfinders
Canadian Loyalists Ships 10 Legion Dragoons; costs 1,000 food
Permanent Active Militia Ships 16 Militiamen; Militiamen no longer lose hit points, can be healed, and give 11 XP train or kill bounty
Militia Officer Ships a Militia Officer; Militia Officer can train Militiamen
Fencibles Upgrades Musketeers to Fencibles (Redcoat Musketeers with -10% cost, +10% hit points and +10% attack, and +2 range)
22 Lenape Allies Ships 22 Lenape Warriors and upgrades them to Elite (if not already); costs 1,000 coin
Native American Allies Ships 3 Native Embassy Travois; allows Cherokee Riflemen, Cree Trackers, Cree Coureur des Bois, Huron Mantlets, and Nootka Clubmen to be trained at Native Embassies, and upgrades them to Elite (if not already); the player is considered to be allied with Cherokee, Cree, Huron, and Nootka for "Native Treaties"
TEAM Native Weapon Trade Native warrior train limit +20%
Blood Brothers Upgrades native warriors to Elite/Disciplined/Veteran and Champion/Honored/Royal Guard (if not already); Native Embassies get +40% hit points and +5 build limit

Card Description
Town Militia Town Centers get +50% attack and can use Conscription
Pioneers Villagers get +65% hit points
Fur Trade Exchanges all food for 1.2× the coin
Spice Trade Villagers gather food from huntable animals, Berry Bushes, and Cherry Orchards 20% faster; huntable animals, Berry Bushes, and Cherry Orchards last 10% longer
Wilderness Warfare Coureurs des Bois, Cree Coureurs des Bois, Skirmishers, native warriors, and Métis Pathfinders* get +20% hit points
Fencibles Upgrades Musketeers to Fencibles (Redcoat Musketeers with -10% cost, +10% hit points and +10% attack, and +2 range)
7 Grizzlies Ships 7 Pet Grizzly Bears
15 Elk Ships 15 Elks
Great Buffalo Hunt Ships 10 Bison; villagers gather food from huntable animals 10% faster
Hudson Bay Company Ships 16 Deer; villagers gain a trickle of 0.15 coin/sec. whilst gathering from huntable and herdable animals, and 0.015 coin/sec. whilst gathering from other resources
2 Ironclads Ships 2 Ironclads
14 Blackwatch Highlanders Ships 14 Highlanders; costs 1,000 coin
16 Musketeers Ships 16 Musketeers
12 Skirmishers Ships 12 Skirmishers
Quebec Ships 1 Fort Wagon; Fort build limit +1; Militiamen can be called from Outposts and Forts
10 Métis Voyageurs Ships 10 Métis Voyageurs
Permanent Active Militia Ships 16 Militiamen; Militiamen no longer lose hit points, can be healed, and give 11 XP train or kill bounty
Militia Officer Ships a Militia Officer; Militia Officer can train Militiamen
Canadian Loyalists Ships 10 Legion Dragoons; costs 1,000 food
Native American Allies Ships 3 Native Embassy Travois; allows Cherokee Riflemen, Cree Trackers, Cree Coureur des Bois, Huron Mantlets, and Nootka Clubmen to be trained at Native Embassies, and upgrades them to Elite (if not already); the player is considered to be allied with Cherokee, Cree, Huron, and Nootka for "Native Treaties"
22 Lenape Allies Ships 22 Lenape Warriors and upgrades them to Elite (if not already). Due to a bug, the Lenape Warrior won’t be affected by Blood Brothers; costs 1,000 coin
4 Hanover Allies Ships 4 Drummers; costs 500 coin
TEAM Native Weapon Trade Native warrior train limit +20%
Blood Brothers Upgrades native warriors to Elite/Disciplined/Veteran and Champion/Honored/Royal Guard (if not already); Native Embassies get +40% hit points and +5 build limit

Strategy[]

Unlike other revolutionary nations, which are made for a massive attack at the expense of economy, Canada instead improves Settlers' or Coureurs des Bois' attack. Instead of becoming Revolutionaries or other military units, Settlers become Métis Pathfinders, and Coureurs des Bois become Métis Voyageurs, although this change is purely esthetical, as the other stats, aside from their ranged attack, remain the same. This enables the player to keep growing their economy, but with the advantage that their villagers have a better chance of defending themselves or support the army if needed. Canada also offers The "Great Buffalo Hunt" and and infinite "15 Elk" shipments, which are specially helpful for team games, as the animals shipped can be shared to the teammates and "Great Buffalo Hunt" increases the gathering rate from huntable animals to all the villagers on the team. This makes Canada a good option if playing in team games, as they can become the "board" on Sling tactics by focusing on shipping Elks and increasing the economy fast without having to worry too much if an opponent raids the player's town.

Canada has access to many unit and wagon shipments, so here is a comparison of their value (subtracting their cost and multiplying to adjust for missing unit upgrades):

Non-infinite[]

  • Team Great Buffalo Hunt: 5,000 food in huntables the player has to gather from to get. 5,500 food if sent after Spice Trade. Also, +10% villager hunting gather rate.
  • Hudson Bay Company: 6,400 food in huntables the player has to gather from to get. 7,040 food if sent after Spice Trade. Also, villagers gain a trickle of 0.15 coin/sec whilst gathering from huntable and herdable animals, and 0.015 coin/sec whilst gathering from other natural resources.
  • Quebec: 1,100 resources. Also, allows training of Militiamen from Forts and Outposts for 110 food.
  • Permanent Active Militia: 1,760 resources. Also, Militiamen no longer lose hit points over time.
  • Militia Officer: Ships a Militia Officer instead of units with official resource value. Mostly there to allow the indefinite training of Militiamen from a mobile source, as the hero is very fragile with only 500 hit points.
  • 4 Hanover Allies: 214 resources. 700 resources if sent after Blood Brothers.
  • Native American Allies: 300 resources. Also, allows the training of some native units, most notably the Cree Coureur des Bois, and upgrades the unlocked units to Elite (Veteran). Very helpful after Blood Brothers, as the units are not behind in upgrades and effectively add a lot to the population limit.
  • 22 Lenape Allies: 956 resources. 1,640 resources if sent after Blood Brothers.

Infinite[]

  • 7 Honcho the Pet Grizzly Bears: 1,400 resources. Pets are most useful for tanking in the frontline in the late game, due to rarely taking increased multipliers from enemy units and having much stronger than normal automatic unit upgrades with the Ages.
  • 15 Elk: 7,500 food in huntables the player has to gather from to get. 8,250 food if sent after Spice Trade.
  • 14 Blackwatch Highlanders: 1,154 resources.
  • 16 Musketeers: 1,600 resources.
  • 13 Rangers / 12 Skirmishers: 1,560 resources / 1,380 resources.
  • 2 Ironclads: 1,760 resources. Also, high utility, due to the great stats of ships. Also, trainable Ironclads are balanced around a train limit of 1.
  • 12 Métis Pathfinders / 10 Métis Voyageurs: 1,200 resources. Effectively worth more as villagers are bottlenecked by production capacity.
  • Canadian Loyalists: 800 resources.

Picking Canada may be preferred if the player previously focused on native units, since they have the "Native American Allies" card that ships 3 Native Embassy travois and allows the player to train Cherokee Riflemen, Cree Trackers, Cree Coureur des Bois, Huron Mantlets, and Nootka Clubmen. Canada also offers Blackwatch (which are a variant of the Highlander) and Grizzly Bears, and these Cards also makes them a good option if the player opted for mercenary units before revolting.

Since Coureur des Bois and Settlers have different base stats, picking Canada with the French is substantially different than if playing with British, as Coureurs des Bois are already better at fighting than Settlers, but their creation limit is much lower. However, the British can muster up their Settlers faster due to their Manor bonus and cards like "Estates".

The player should ideally make as few Mills as possible, because hunting animals is more efficient with Canada, and it saves a lot of resources on Mills and their upgrades. Estates should be built instead if possible, as there is no anti-synergy with Canada.

Since Canada has so many cards and good infinite shipments, it is important to get a lot of xp. The player can do this by using Trading Posts (including on minor civilization sites), generating more resources to make more units/buildings, building Churches, and destroying enemy buildings. These actions are made more viable due to them having utility by themselves.

Since musket infantry are one of Canada's main military units (along with Militiamen), supporting them with Falconets can help cover their weaknesses. Thus, the player may decide to pre-emptively invest in Falconets to have the complementary unit ready for Canada.

Overall, Canada is a good late game revolt, due to a strong economic and development cards, having strong infinite cards, and having a large deck of 24 cards. Thus it could be used to free up card slots in the base deck, especially for the earlier Ages. This is the most helpful for strategies focusing on the early game, as they want to have as many cards as possible for the earlier Ages. The revolution has a heavy focus on economy. It plays very normally compared to most revolutions, even other good late game revolutions, so players who prefer more standard playstyles will probably like this revolution.

Synergistic cards[]

General[]

  • Native Warriors: Makes Native units cheaper.
  • Fencing School: Cree Trackers, Cherokee Riflemen, Nootka Clubmen and Huron Mantlets are considered infantry.
  • Advanced Arsenal: improvements enabled benefit Blackwatch and the Native units from "Native American Allies"
  • Musket infantry buff cards, such as French Royal Army and Team Grenadier Guards: Synergises with infinite 16 Musketeers and Fencibles.
  • Stonemasons: Villagers and Wagons build buildings faster. This also applies to Métis Pathfinders and Métis Voyageurs.
  • 1 Covered Wagon: It helps to spam villagers faster.
  • Mercenary Loyalty: It reduces the cost of the Blackwatch Shipment.
  • All resource and livestock shipments. This revolution gives access to a lot of cards, especially including the base deck, so the xp generation when using the resources from these cards to make units/building can help send as many as possible. Especially from the base deck before the player loses access to them.
  • Economic cards (except Spice Trade) such as Establish Ironmonger, Furrier, Refrigeration, Distributivism etc.: Allows more xp generation when using the gained resources are used to make units/building. Synergises with the late game power of Canada.
  • Villager shipments. Allows more xp generation.
  • Factory Shipments: Allows more xp generation. Synergises with the late game power of Canada. Gives a large infinite source of wood for making the native warriors from Native American Allies.

British[]

  • TEAM Fast-building Houses: As Settlers can be spawned from Manors with Estates, this is useful for revolting with Canada.
  • Virginia Company: Reduces the cost of Manors, which spawn Settlers
  • Estates: Manors are able to train Settlers, which become Métis Pathfinders with Canada.
  • The Glorious Revolution: Enables the Thin Red Line technology at the Church, which applies to the Blackwatch and infantry units provided with the "Native American Allies" card.
  • Medicine: Settlers are created faster. This also applies to Métis Pathfinders.
  • Greenwich Time: Allows more xp generation, especially by incentivising building more Trading Posts. Makes it easier to get to the revolt.

French[]

  • Northwest Passage: Increases Coureurs des Bois' movement speed and attack against Treasure Guardians. This will also apply to the Métis Voyageur and Cree Coureur des Bois.
  • TEAM Ranged Infantry Attack: Increases the attack of ranged infantry, which applies to Blackwatch, Cherokee Riflemen, Huron Mantlets and Cree Trackers.
  • Native Warrior Combat and TEAM Improved Native Warriors: Increases the attack and Hit points of native warriors, including those provided by the "Native American Allies" card.
  • Edict of Nantes: Enables the Code Napoleon technology at the Church, which improves Coureur des Bois' and Métis Voyageurs' gathering rates, but buildings cost more.
  • Voyageur: Synergises with Militia Officer (both by buffing it and being able to heal it quickly) and the late game power of Canada.

Redundant shipments[]

These shipments may be available in the base deck, and this revolution has them, but they can't be shipped twice. If planning to revolt into Canada, it may be preferable to have a deck without the following cards, as the player can get them through this revolution:

  • Town Militia
  • Spice Trade
  • Blood Brothers (French)
  • Wilderness Warfare (French)
  • Pioneers

Recommended politicians[]

Commerce Age

  • The Logistician (French and British): In both cases, this politician may help for improving the Blackwatch Highlanders.
  • The Naturalist (French and British): She gives an early economic boost that may be used for a fast Revolution strategy. Also, since Canada just makes Settlers better instead of transforming them into a military unit, this synergizes well, especially for the French, as the Settlers do not count against the Coureur des Bois creation limit.
  • The Philosopher Prince (French and British): Like The Naturalist, he can make for a fast age advancement.

Fortress Age

  • The Bishop (French and British): The Covered Wagon provided helps to reach the Revolution while also improving economy.
  • The Exiled Prince (French): His fast aging-up bonus may help to save time and get the Revolution earlier.
  • The Adventurer (British), The Marksman (French): This revolution is more focused on economy, so the player may need some additional troops.
  • The Mohawk Statesman (British): Given Canada has some shipments focused on native units, it makes it likely the player may have a base deck that focuses on native units, so this politician synergizes nicely.

Industrial Age

  • The Cavalry Marshal (French), The King's Musketeer (French and British), The Engineer (French and British): This revolution is more focused on economy, so the player may need some additional troops.
  • The Viceroy (British), The Tycoon (French): Both politicians may help to get an early revolution. The British will have two extra Settlers that will be improved with Canada. The French coin crates may help to pay for one Blackwatch Highlanders shipment.

Changelog[]

Definitive Edition[]

  • Originally, the "7 Grizzlies" card featured the Lazerbear. With a later update, the card features a Grizzly Bear.

Trivia[]

  • Canada's flag is based on early versions of the Canadian Red Ensign (from 1868 to 1957).
  • Canada's availability to both the British and the French reflects the fact that Canada was a French colony until it was ceded to the British in 1763.
  • Canada gained independence through various acts of Parliament between 1867 and 1982. 1867, the year of Confederation, is considered the year when modern Canada was born.
  • Hudson's Bay Company became the oldest and largest company in Canada. It still exists today as a retail store company.
  • The Militia Officer is presumably representing Roger Hale Sheaffe.
  • Unlike most revolts, Canada genuinely has wheat be its main crop (even among crops not represented in game). So having Mills is flavourful.[1]

References[]

Revolutionary leaders and nations in Age of Empires III
The WarChiefs (removed)
Bernardo O'Higgins · Francisco de Paula Santander · George Washington · José Bonifácio de Andrada e Silva · José de San Martín · Miguel Hidalgo · Simón Bolívar · Toussaint L'Ouverture
Definitive Edition
European Argentina · Barbary States · Brazil · Canada · Chile · Egypt · Finland · Gran Colombia · Haiti · Hungary · Indonesia · Mexico · Peru · Revolutionary France · Romania · South Africa · United States
Mexican Baja California · California · Central America · Maya · Rio Grande · Texas · Yucatán