This article is about the unit. For the Home City card, see Levy.

The Colonial Militia is a unit introduced in Age of Empires III: The WarChiefs.

Variants Edit

There are three versions of the Colonial Militia: the Revolution version, the Campaign version, and the Villager version.

"Solid general-purpose infantry. Good against cavalry."
In-game description

In random map games, the Colonial Militia is only available to a revolting European civilization, where all Settlers (and their derivatives) will turn into Colonial Militia and they can be trained at the Town Center; the British can also train them at their Manors.

Colonial Militia functions in a similar manner to Minutemen, both appear similar, have similar attack, and can be trained from the Town Center, but the Colonial Militia are much stronger in attack overall and do not lose hit points over time like Minutemen, but are fairly weak in comparison to other infantry units, making them basically hybrid musketeer/skirmishers. However, the Musketeers and Skirmishers both outperform the Colonial Militia in their separate roles.

Choosing Toussaint L'Ouverture as the revolutionary leader will increase the Colonial Militia's hit points by 10%.

Further statistics Edit

As Colonial Militia are unique to revolutionary European civilizations, only technologies that their base civilizations have access to are shown in the following table:

Unit strengths and weaknesses
Strong vs. Cavalry, light infantry
Weak vs. Skirmishers, archers, artillery
Hit points Flint lock Flint Lock (+10%)
Thin Red Line Thin Red Line (+20%, British only)
Corselet Corselet (+25%, Spanish only)
Cree Tanning Cree Tanning (+5%)
Navajo Weaving Navajo Weaving (+5%)
Attack Counter Infantry Rifling Counter Infantry Rifling (+1.0x multiplier vs. heavy infantry)
Paper cartridge Paper Cartridge (+15%)
Yoga Yoga (+5%)
Smokeless Powder Smokeless Powder (+30% siege attack)
Clenched Fist Clenched Fist (+30% melee attack)
Speed Military Drummers Military Drummers (+10%)
Tillys Discipline Tilly's Discipline (+20%, Germans only)
Inca Road-building Incan Road-building (+20%)
Apache Endurance Apache Endurance (+5%)
Sight Town Watch Town Watch (+2)
Creation speed Standing Army Standing Army (-25%)
Inca Chaquis Messengers Incan Chasquis Messengers (-25%)
Penalties Coffee Trade Coffee Trade (-10% speed, Dutch only)
Tillys Discipline Tilly's Discipline (+10% cost, Germans only)
Corselet Corselet (-15% speed, Spanish only)

Home City Cards Edit

As Colonial Militia are unique to revolutionary European civilizations, only their base civilizations' cards and other civilizations' TEAM cards are shown in the following tables (for the revolting player themselves, non-TEAM cards will only be applied if they are sent before revolting):

History Edit

"The term militia refers to a citizen's military force, and not under the direct control or authority of a central government. Each of the original thirteen British colonies in North America had their own militias. They were composed of volunteers from a variety of backgrounds. During the seventeenth and eighteenth centuries, it was considered one's civic duty to serve in the local militia to protect the colony from outside attacks.

During the early days of the U.S. Revolutionary War, local militias played a key role in the initial skirmishes with British regulars. The battles of Lexington and Bunker Hill were carried out by local militias. To bolster the fledgling country's military capabilities, the Continental Congress established a formal American Continental Army on 14 June 1775, which officially created six companies of expert riflemen, from Pennsylvania, Maryland, and Virginia.

"Light infantry with low hitpoints, but a long-ranged attack. Good against infantry."
In-game description

In the Act I: Fire campaign, the Colonial Militia can be trained in Nathaniel Black's War Huts and acts as the basic soldier for the Continental Army during the American Revolution. Their stats and price are slightly changed than their Revolution variant, making them resemble more of a regular Skirmisher. However, they can be upgraded to Veteran and Guard levels.

Upgrades Edit

Age Upgrade Cost Effect
Ages fortress
Veteran infantry Veteran Militia 200 wood,
200 coin
Upgrades Colonial Militia to Veteran (+20% hit points and attack)
Ages fortress
Guard infantry Guard Militia 600 wood,
600 coin
Upgrades Colonial Militia to Guard (+30% hit points and attack); requires Veteran Militia

Trivia Edit

  • The Campaign version of the Colonial Militia is the only unit with the Guard level upgrade available in the Fortress Age.

"A soldier who can gather Wood, but not other resources. He looks cold."
In-game description

These Colonial Militia appears in the Valley Forge scenario of the Act I: Fire campaign, which acts as a villager that can only gather wood and are essential in gathering wood at the start to send Food Wagons.

The villager Colonial Militia appears exactly the same with the infantry version, only that the idle villager button will show up when the former are idle.

Gallery Edit

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