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The Church (and Mosque) is a building in [[Age of Empires III]] where European colonies train their healing units, priests, imams or missionaries. It is also a source of many unique upgrades either provided by your civilization or unlocked in your Home City and shipped to the New World. Some civilizations, particularly the Ottomans, get a lot of benefit from the improvements here.
== Age of Empires III ==
 
'''Availability''':[[Colonial Age]]
 
'''Cost''': 200 [[Wood]]
 
'''Hitpoints''': 3000
 
The Church (and Mosque) are where colonies train their healing units, priests, imams or missionaries. They are also a source of many unique upgrades either provided by your civilization or unlocked in your Home City and shipped to the New World. Some civilizations, particularly the Ottomans, get a lot of benefit from the improvements here.
 
   
It is important to note that each colony may build only one church.
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Each colony may build only one church.
   
; For all civilizations you have the following available improvements -
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; All civilizations you have the following improvements -
   
 
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== Advanced Church ==
 
== Advanced Church ==
 
[[Image:Church_OTT_POR_RUS_SPA.jpg|right|100px]]
 
[[Image:Church_OTT_POR_RUS_SPA.jpg|right|100px]]
Next, a player has the possibility to ship in an advanced church (or Mosque) from the homecity. When the player reaches a level 10 Homecity, the advanced church (or Mosque) makes for unique improvements to your New World Colony.
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Each civilization can ship an advanced church (or Mosque) from the homecity. When the player reaches a level 10 Homecity, the advanced church (or Mosque) enables improvements unique to its civilization.
   
 
=== Knights of St. John ===
 
=== Knights of St. John ===

Revision as of 01:44, 5 October 2010

The Church (and Mosque) is a building in Age of Empires III where European colonies train their healing units, priests, imams or missionaries. It is also a source of many unique upgrades either provided by your civilization or unlocked in your Home City and shipped to the New World. Some civilizations, particularly the Ottomans, get a lot of benefit from the improvements here.

Each colony may build only one church.

All civilizations you have the following improvements -
Age Improvement Cost Explanation
2 Bastion 400 wood, 600 coin Wall hitpoints +150%
2 Mission Fervor 200 wood, 200 coin Healer speed +15%, healer hitpoints +35%
2 Town Watch 200 food L.O.S. +2 for all units
2 Gas Lighting 100 food L.O.S. +4 for all buildings
2 Mercantilism 1500 coin 2000xp with next shipment
4 Standing Army 350 coin Infantry train 25% faster
4 Mass Cavalry 750 coin Cavalry train 50% faster
Ottoman mosques feature these bonus upgrades -
Age Improvement Cost Explanation
2 Millet System 300 Training time villagers -8 points faster
3 Koprulu Viziers 500 food Training time villagers -4 points faster
4 Abbasid Market 800 coin Training time villagers -6 points faster
2 Galata Tower District 400 coin Villager population limit from 25 to 45
3 Topkapi 400 wood, 400 coin Villager population limit from 45 to 70
4 Tanzimat 400 food, 400 wood, 400 coin Villager population limit from 70 to 99

Advanced Church

Each civilization can ship an advanced church (or Mosque) from the homecity. When the player reaches a level 10 Homecity, the advanced church (or Mosque) enables improvements unique to its civilization.

Knights of St. John

Age Improvement Cost Explanation
2 Corselet No cost Heavy infantry hitpoints +25%, but speed -15%
2 Tax Burden No cost Villager hitpoints -40%, but you receive 1 crate of 100 gold for every minute the game has lasted (up to 30 minutes). Hp loss can be entirely offset by Market upgrades and the Pioneers card.
3 High Crusade No cost Shipment of 8 Hoop Throwers and boosts their attack by +20%, hitpoints by +25% but reduces all other military units hitpoints by -5%.


British

Age Improvement Cost Explanation
2 Thin Red Line No cost Infantry hitpoints +20%, speed -25%
3 The Black Watch 1000 food Shipment of 8 Highlanders
4 Roger's Rangers 2000 coin Shipment of 26 Skirmishers


Dutch

Age Improvement Cost Explanation
2 Coffee Trade No cost Bank limit +2, military speed -10%
3 Waardgelders 1000 food Shipment of 5 Stradiots
4 Stadhouders 2000 coin Shipment of 30 Musketeers


French

Age Improvement Cost Explanation
2 Code Napoléon No cost Villagers work faster +10%, construction cost of buildings +50%
2 Garde Imperial I 500 food Shipment of 4 Grenadiers (young guard rank)
3 Garde Imperial II 2000 coin Shipment of 8 Grenadiers (middle guard rank, + promotion of young guard)
4 Garde Imperial III 2000 coin Shipment of 15 Grenadiers (old guard rank, + promotion of middle guard)


German

Age Improvement Cost Explanation
2 Tilly's Discipline No cost Infantry speed +20%, Infantry training cost +10%
3 Wallenstein's Contracts 4000 coin Mercenaries are without cost
4 Zweihander 2000 coin Shipment of 12 Doppelsoldner, hitpoints all Doppelsoldner +10%


Ottoman

Age Improvement Cost Explanation
3 Tufanci Corps 1000 wood Shipment of 15 Janissaries
4 Topcu Corps 1500 food Shipment of 3 great Bombards


Portuguese

Age Improvement Cost Explanation
2 Encomienda Manor No cost Villagers work faster at mills +20%, but slower at everything else -5%
3 Besteiros 2000 wood Shipment of 22 crossbowman, crossbowman attack +30%
4 Order of the Tower and Sword 2000 coin Shipment of 11 Black Riders


Russian

Age Improvement Cost Explanation
2 Westernization No cost Promotes all troops to veteran, if not already
3 Kalmucks 1000 wood Shipment of 9 dragoons
4 Bashkir Ponies 2000 coin Shipment of 17 Hussars


Spanish

Age Improvement Cost Explanation
2 Corselet No cost Heavy infantry hitpoints +25%, but speed -15%
3 Quatrefage 1000 wood Shipment of 13 Halberdiers
4 Wild Geese 2000 wood Shipment of 10 Hackapell