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Age of Empires Series Wiki
Age of Empires Series Wiki
Civilization Technology tree Home City Cards
Civilization Technology tree Home City Cards

The following lists all of the cards available to the Knights of St. John in the Act I: Blood campaign of Age of Empires III.

  • Purple: Shipment that can be sent an INFINITE number of times

Card Description Age HC level
2 Settlers Delivers 2 Settlers
1
4 Settlers Delivers 4 Settlers
1
Crates of 300 Food Delivers 3 Crates of Food (300 food)
1
Crates of 600 Food Delivers 1 Huge Crates of Food and 1 Crates of Food (600 food)
1
Cords of 300 Wood Delivers 3 Cords of Wood (300 wood)
1
Cords of 600 Wood Delivers 1 Huge Cords of Wood and 1 Cords of Wood (600 wood)
1
Chests of 300 Coin Delivers 3 Chests of Coin (300 coin)
1
Chests of 600 Coin Delivers 1 Huge Chests of Coin and 1 Chests of Coin (600 coin)
1
1 Covered Wagon Delivers 1 Covered Wagon; Town Center build limit +1
1
Admiralty Dock warship technology cost and research time -60%
1
1 Galleon Delivers 1 Galleon
1
Recruit Privateers Delivers 2 Privateers; costs 500 coin
10
2 Fireships Delivers 2 Fire Ships
10

Card Description Age HC level
8 Crossbowmen Does nothing
1
Archaic Infantry Hitpoints Hand infantry and foot archer hit points +15%; Rodelero hit points +20% instead
10
6 Rodeleros Delivers 6 Rodeleros
1
8 Rodeleros Delivers 8 Rodeleros
1
Hand Cavalry Hitpoints Hand cavalry hit points +15%
10
Hand Cavalry Attack Hand cavalry damage +15%
10
4 Lancers Delivers 4 Lancers
1
6 Lancers Delivers 6 Lancers
1
5 Lancers Delivers 5 Lancers
10
4 Hoop Throwers Delivers 4 Hoop Throwers
1
8 Hoop Throwers Delivers 8 Hoop Throwers
1
1 Falconet Delivers 1 Falconet
1
2 Falconets Delivers 2 Falconets
1
2 Mortars Delivers 2 Mortars
1
3 Mortars Delivers 3 Mortars
10

Card Description Age HC level
Native Lore Native technology cost -20%*
1
Native Treaties Each different allied native tribe sends a shipment of their respective native warriors
1
Native Warriors Native warrior cost -25%
10
Pioneers Villager hit points +65%; unit affected by villager upgrades hit points +20%
1
Improved Buildings Building hit points +40%
10
Fort Delivers 1 Fort Wagon; Fort build limit +1
10
Heavy Fortifications Grants all defensive building upgrades; costs 250 wood
10
Royal Decree to Claim the New World Delivers 2 Surgeons; enables Corselet, Tax Burden, and High Crusade at the Church
1
Advanced Mill Delivers 1 Mill Wagon; Mill cost -50%, hit points +100%
1

Notes[]

  • In the original Age of Empires III, it's not important to earn large amounts of experience in the campaign (cheats), this is due to the fact the player won't be able to Build a Deck like in skirmishes. Any new cards unlocked will not be able to be switched out for inferior cards, so the player is stuck with both. Furthermore, if the player reaches the maximum number of cards allowed in a single age (9) the next card purchased for that age will push one off the list (can never be used again), maybe even one the player wanted to keep. This is no longer the case in Age of Empires III: Definitive Edition, where the player can use the standard deck builder interface.
  • The Knights start with 3 Commerce Age cards and 2 Fortress Age cards already selected for them. This means the player can only choose 6 more Commerce Age and 7 more Fortress Age cards before the player is at the age limit, and start pushing cards out of the deck if more are purchased for that age. It is safe to buy all Exploration Age cards with the Knights, if the player really wants them. The player starts with the following cards already selected:
    • 2 Settlers and Crates of 300 Food
    • 8 Crossbowmen, 6 Rodeleros, Native Lore
    • 1 Falconet, 1 Covered Wagon
  • If the player is playing on easy or normal difficulty and wish to destroy the The Circle base at the end of Act I: Blood it's important to take both Falconet cards.
  • The Heavy Fortifications card is the only way for the Knights to upgrade their Outpost to Fortified Outposts and their Fort to a Star Fort.
  • The Royal Decree to Claim the New World card is the only method that enables the player to improve the Hoop Throwers.
  • The 8 Crossbowmen card used to deliver what it advertised, but since an update[When?] in the Definitive Edition, it has been rendered useless, and requires mods to function properly. This is because the root card used by the playable civilizations was updated to accommodate the Ordenança Riflemen and Landwehr upgrades.

Trivia[]

  • The '5 Lancers' icon suggests the card sends 6 Lancers, while in reality it only sends 5.
  • Increasing the Home City level also increases the deck size limit, which can go beyond the number of cards the player can place in the deck (10 per age maximum, so 40)
  • The '1 Falconet' and '2 Falconets' cards both have a purple border, but cannot be sent infinitely. Note the missing infinity symbol in the top left of the icon.
Home City Cards in Age of Empires III
Civilizations
African Ethiopians · Hausa
Asian Chinese · Indians · Japanese
European British · Dutch · French · Germans · Italians · Maltese · Ottomans · Portuguese · Russians · Spanish · Swedes
Federal American Mexicans · United States
Native American Aztecs · HaudenosauneeI · Inca · LakotaS
Campaign and Historical Battle civilizations
Barbary Pirates (Algiers) · Black Family Estate (Act I: Fire and Act II: Shadow) · Canadians (Battle of Queenston Heights) · John Black's Mercenaries (Act II: Ice) · Knights of St. John (Act I: Blood) · Moroccans (The Battle of the Three Kings) · United States (campaign) (Act III: Steel)
I formerly "Iroquois"; S formerly "Sioux"