A variant of the Blowgunner, Carib Ambusher, can be trained by hero units once Carib Ambush Party is researched. Aside from having a faster train time and slightly lower train limit, it is statistically identical to the Carib Blowgunner.
Carib Blowgunners and Ambushers excel at killing villagers in the Commerce Age even without Carib Garifuna Drums. They inflict three more damage than Crossbowmen and have more hit points than Crossbowmen or Musketeers. Their ranged resistance is less than that of a Crossbowman, but the 60 extra hit points more than make up for this fact by allowing them to be more durable than Crossbowmen (especially against Outposts) at the same cost as a Musketeer (100 resources total, but they don't require Coin so it can still be stockpiled for Fortress Age or used to research the Carib Garifuna Drums improvement). The fact the Ambushers can be replaced at the Explorer's location after bypassing enemy defenses makes them quite flexible as raid units.
Carib Ambushers train twice as fast as Blowgunners, three times faster than most European units and four times faster than all Commere 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 Commerce Age despite careful management of the units.
Ranged infantry get +10% attack damage; French and Hausa-only ranged infantry get +15% attack damage instead
Native Treaties
Each different allied native tribe sends a shipment of their respective native warriors (also +2 Uhlans for the Germans)
Native Alliance
Native warrior train limit +20% and cost -10% (also +1 Hindu Villager for the Indians)
Native Warriors
Native warriors cost -25% (also +3 Uhlans for the Germans)
Native Warrior Combat
Native warriors get +15% hit points and attack damage
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 (also +4 Uhlans for the Germans)
"TEAM Senegalese Riflemen" is available to the French and Hausa.
"Native Treaties" is available to Europeans (except the Maltese) and Native Americans, and ships 5 Carib Blowgunners if the player had built a Trading Post on a Carib settlement.
"Native Alliance" is available to the Aztecs, Inca, Indians, and Japanese.
"Native Warriors" is available to Europeans and Native Americans (except the Haudenosaunee).
"Native Warrior Combat" is available to the French, Haudenosaunee, Inca, and Mexicans (upon revolting to the Maya).
"TEAM Native Weapon Trade" is available to the Dutch, Native Americans (except the Inca), and also British and French upon revolting to Canada.
"Blood Brothers" is available to the Aztecs, French, Germans, Haudenosaunee, Lakota, Portuguese, Russians, and Spanish.
"Liberation March" is available to the Mexicans and Spanish.
"Fencing School" is available to the Aztecs, Europeans (except the French, Maltese, Ottomans, and Spanish), and Indians.
Each different allied native tribe sends a large shipment of their respective native warriors and upgrades them to Elite and Champion (if not already); native warriors train time -10%; native warrior shipments and "Native Treaties" arrive time -50%; costs 500 food, 500 wood
"Indian Friendship" is available to the United States and "Chimayo Genizarios" to the Mexicans.
"Indian Friendship"/"Chimayo Genizarios" ships 10 Carib Blowgunners if the player had built a Trading Post on a Carib settlement.
The player gains +10% XP from training units and other players receive -10% XP from defeating them; Sansculottes gather resources from Crates 50% faster; food from Berry Bushes and Cherry Orchards 25% faster; wood from trees and Mango Groves and coin from mines 20% faster; food from huntable and herdable animals, Mills, Farms and coin from Estates 15% faster
"Cult of the Supreme Being" is available upon revolting to Revolutionary France.
Delivers 1 Carbine Cavalry for each shipment sent so far this game including this one; unit train time (except Heavy Cannons), technology research time, and age-up time -10%; costs 250 food, 250 wood
"Native Treaties" is available to Europeans and Native Americans, and ships 5 Carib Blowgunners if the player had built a Trading Post on a Carib settlement.
"Native Warriors" is available to Europeans and Native Americans (except the Iroquois).
"Native Warrior Combat" is available to the French and Iroquois.
"TEAM Native Warrior Societies" is available to the Dutch and Native Americans.
"Blood Brothers" is available to the Aztecs, French, Germans, Iroquois, Portuguese, Russians, Sioux, and Spanish.
"Fencing School" is available to the Aztecs, Europeans (except the Ottomans), and Indians.
The Carib of the Lesser Antilles were warlike, skillfully navigating the waters of the Caribbean in canoes to raid other settlements - native and later, European - for women and food. Men and women spoke different languages, the men Carib and the women Arawak. It is thought that the Carib came from the northern coast of South America and drove off or killed the Arawak-speaking men, taking their women as wife-slaves. Carib warriors fought primarily with bows and blowguns. Their dress was minimal, primarily elaborate loincloths and necklaces for both men and women.
The Bandit Blowgunner (Outlaw Blowgunner before update 38254) is a treasure guardian version of the Carib Blowgunner. They yield more hit points and speed as well as dealing a much higher ranged attack. Their hand damage however is significantly lower and it is recommended to defeat them with melee combat. The Bandit Blowgunner also lacks the multipliers against heavy infantry and light ranged cavalry and other units. They are found in maps set in Central and South America such as Amazonia, Yucatán, Araucania, and others.
Unlike the Carib Blowgunner, who has long, black hair, the Bandit Blowgunner is bald.
The Bandit Blowgunner is an outlaw variant of the Bandit Blowgunner (treasure guardian), exclusive to Unknown maps.
History[]
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Blowguns, or blowpipes, are common hunting tools for native tribes inhabiting the rain forests of the Amazon and southern Central America. They are extremely accurate, though not particularly strong as weapons. Without poisons they are capable of taking down only very small prey, such as birds and tiny mammals. Curare is a famous dart poison that can be extracted from the roots, sprouts, and bark of a number of plants. Curare relaxes muscles and kills when it relaxes the muscles that control breathing. Tiny animals can die in a matter of seconds, larger animals a couple of minutes, and humans in an hour or so. The relaxation is temporary, and a victim who receives artificial respiration for the duration of the poison's effects may survive. The brightly colored poison dart frog is the source of one of the most deadly toxins known. Hunters roast these frogs to harvest their poisons. Not all poison dart frogs are poisonous and the toxins they secrete may actually be related to a diet of insects that eat toxic plants and pass the toxins on to the frogs. Poison dart frogs in captivity, fed a steady diet of 'clean' insects, have eventually lost their toxins and become safe to handle.
Carib Blowgunners train in 30 seconds, have 5.0 speed, a ×1.5 multiplier against infantry, a ×0.75 multiplier against cavalry and hand shock infantry, and multipliers against heavy infantry, light cavalry and ranged shock infantry were removed.
With update 13.58326, Carib Blowgunners have a ×0.75 melee multiplier against heavy cavalry, a ×0.6 ranged multiplier against heavy cavalry and ×0.5 against hand shock infantry.
With update 14.43676, Carib Blowgunners have a ×0.6 ranged multiplier against hand shock infantry.