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Maryland is a Fortress Age Federal State in Age of Empires III: Definitive Edition, available to the United States. As soon as the player advances to the Fortress Age by choosing Maryland, a Sloop appears at the Home City naval shipment point and the following Home City cards will be added into the U.S. player's deck:

Card Description Age
Annapolis Naval Academy Delivers 1 Sloop with 6 Minutemen in it; enables Minutemen to be called from Docks; Minutemen garrisoned in Sloops, Steamers, and Ironclads improve their ranged attack damage by 10% each (up to +60%)
Chesapeake Oyster Pirates Delivers 1 Sloop; Sloop and Steamer gather work rate for fish +200%, for whale +50%

Further statistics[]

Improvements
Cost Marriage Politics (-15%)
Comanche Trade Language (-10% coin)
Time Statehood (-50 seconds)
Other Statehood (doubles the XP crates shipped by the next Federal State Age up)
Jagiellonian Legacy (units and resources already earned from age-ups are provided again)

Strategy[]

Maryland is the federal state the player should pick in the Fortress Age in naval maps if playing with the United States. It gives 1 Sloop, and both federal cards further improve naval units. Picking Maryland may enable the player to surpass the creation limit of the Sloop by 1, if the player already reached the creation limit of the Sloop.

The first federal card, Annapolis Naval Academy, not only ships a Sloop and 6 Minutemen, but also enables Minutemen to increase the attack of warships when garrisoned inside them. The player should pick a deck with some other improvements for the Minutemen and ships. Their second federal card, Chesapeake Oyster Pirates, increases the economic value of Sloops and Steamers, enabling them to gather coin instead of food from fish, and gives them better coin gather rates from whales.

Rhode Island and Virginia are the best options in the Commerce Age before picking Maryland in the Fortress Age. Rhode Island offers the Corliss Steam Engine federal card, which makes Iron Horse and Steamers available from the Commerce Age, and Ironclads available from the Fortress Age, adding a lot of power to the navy early. Virginia, on the other hand, offers Virginia Plan (+2 Home City shipments) and Culpeper Minutemen, which reduces Levy/Conscription global cooldown by 50%; reduces Minutemen hit point degeneration rate by 50%; and Each Town Center spawns 6 Minutemen. These two federal cards enable a fast Minutemen spam that can be used in combination with Annapolis Naval Academy if the player has enough ships deployed for a naval attack. Virginia Plan should be sent first for getting 2 shipments, and then the player should use Culpeper Minutemen and Annapolis Naval Academy.

The best follow-up Federal States in the Industrial Age are New Jersey and Vermont. The New Jersey Seaports federal card gives crate shipments +extra resources (+300 for infinite ones), and those that were already sent can be sent a second time and are immediately gathered. This is important for naval warfare, as wood is the resource with the lowest gathering rate, so the card lets the player create a lot of warships. Vermont, on the other hand, ships 600 wood, and their federal card Vermont Coppers (Estate technologies are free and researched instantly; Coin gather rate +5%) can stack with Chesapeake Oyster Pirates for the coin from whales and fish.

When aging up to Imperial Age the best option is Connecticut as it adds more naval power with both of their federal cards and the 1500 wood shipped.

Recommended shipments[]

  • United States Army: The General, Minutemen, and heavy infantry get +15% hit points and attack. Helpful for the Minutemen.
  • Minutemen Companies: Replaces Levy with Conscription; Ships 10 Minutemen.
  • United States Marines: Upgrades Minutemen into Marines with +1,000% siege attack, +2.0ร— multiplier against artillery, +3.0ร— multiplier against ships, and a long-ranged anti-ship attack; +8 Line of Sight.
  • Long Rifles: Minutemen get +4 range and Line of Sight.
  • Advanced Dock: Docks get +100% attack and heal ships 85% faster, and warship train time -33%
  • Fish Market, Rendering Plant and Whale Oil: These stack up with Chesapeake Oyster Pirates.
  • Wood Crate shipments and wood gathering rate improvements: A navy requires a good amount of wood.
  • European Cannons: Warships get +15% attack, +2 Line of Sight and range.
  • Naval Gunners: Warships get +20% attack.
  • Admiralty: Armor Plating, Carronade, Percussion Lock, Ship's Howitzers, and Imperial Men-o'-War cost and research time -60%
  • Mississippi Steamers: Steamers get +35% hit points and attack, and +2 Line of Sight and range.
  • Virginia Oak: Docks, Fishing Boats, Sloops, and Frigates get +15% hit points
  • Hulks: Upgrades Ironclads to Hulks, which get +1 build limit and a 25% chance to block all incoming attacks.
  • Corliss Steam Engine (Rhode Island): Iron Horse and Steamers available from the Commerce Age; Ironclads available from the Fortress Age.
  • Culpeper Minutemen (Virginia): Levy/Conscription global cooldown -50%; Minutemen hit point degeneration rate -50%; Each Town Center spawns 6 Minutemen.
  • Virginia Plan (Virginia): Gives 2 Home City shipments.
  • Vermont Coppers (Vermont): Coin gather rate +5%
  • New Jersey Seaports (New Jersey): Resource shipments' content +900 and are immediately gathered; Can send resource-only shipments that have already been sent for the second time, as well as 'Washington Lumber Mills', 'Minneapolis Mills', and 'Plymouth Settlers' (except TEAM ones). Infinite crate cards are only increased by +300.
  • Connecticut Shipwrights (Connecticut): Building build time -25%; artillery build time -10%; warship build time -50%
  • Bushnell's Sapper Corps (Connecticut): Ironclad build limit +1.
  • The Alamo (Texas): Ship 16 Minutemen; when destroyed by enemies, buildings spawn a number of Minutemen equal to 1.5% of their cost rounded up

Changelog[]

Definitive Edition[]

  • With update 54545, "Annapolis Naval Academy" now also ships 1 Sloop with 6 Minutemen, and "Chesapeake Oyster Pirates" now also ships 1 Sloop.
Age up methods in Age of Empires III
Politicians for European civilizations
British ยท Dutch ยท French ยท Germans ยท Italians ยท Maltese ยท Ottomans ยท Portuguese ยท Russians ยท Spanish ยท Swedes
Commerce Age The Governor ยท The Imam ยท The Inventor ยท The Logistician ยท The Naturalist ยท The Philosopher Prince ยท The Quartermaster ยท The Medici
Fortress Age The Admiral of the Ocean Sea ยท The Adventurer ยท The Bishop ยท The Ethiopian Queen ยท The Exiled Prince ยท The Gentleman Pirate ยท The Marksman ยท The Mercenary Contractor ยท The Mohawk Statesman ยท The Scout ยท The Sergeant at Arms
Industrial Age The Cavalry Marshal ยท The Engineer ยท The Grand Vizier ยท The King's Musketeer ยท The Logistician ยท The Papal Guard ยท The Tycoon ยท The Viceroy ยท The War Minister ยท The Pope
Imperial Age El Presidente ยท The General ยท The Black Duke ยท The Inventor ยท The Knight ยท The Mercenary Contractor ยท The Royalist ยท The Scottish Marshal
Tribal Council members for Native American civilizations
Aztecs ยท Haudenosaunee ยท Inca ยท Lakota
Commerce Age The Messenger ยท The Wise Woman ยท The Warrior ยท The Elder ยท The Chief
Wonders for Asian civilizations
Chinese Confucian Academy ยท Porcelain Tower ยท Summer Palace ยท Temple of Heaven ยท White Pagoda
Indians Agra Fort ยท Charminar Gate ยท Karni Mata ยท Taj Mahal ยท Tower of Victory
Japanese Golden Pavilion ยท Great Buddha ยท The Shogunate ยท Torii Gates ยท Toshogu Shrine
Federal States for the United States
Commerce Age Massachusetts ยท Virginia ยท Delaware ยท Pennsylvania ยท Rhode Island
Fortress Age Indiana ยท New Hampshire ยท Maryland ยท Tennessee ยท Kentucky
Industrial Age South Carolina ยท Vermont ยท California ยท New Jersey ยท Ohio
Imperial Age Illinois ยท Connecticut ยท New York ยท Texas ยท Florida
Federal States for the Mexicans
Commerce Age Chiapas ยท Durango ยท Michoacรกn ยท Querรฉtaro ยท Tlaxcala
Fortress Age Sonora ยท Coahuila ยท Sinaloa ยท San Luis Potosรญ ยท Tabasco
Industrial Age Chihuahua ยท Zacatecas ยท Tamaulipas ยท Guanajuato ยท Guerrero
Imperial Age Oaxaca ยท Jalisco ยท Estado de Mรฉxico ยท Veracruz ยท Puebla
Alliances for African civilizations
Ethiopians Habesha ยท Jesuits ยท Portuguese ยท Somalis ยท Sudanese ยท Indiansยท Oromo+ ยท Arabsx
Hausa Akan ยท Berbers ยท Hausa ยท Moroccans ยท Songhai ยท Fulaniยท Yoruba+ ยท Britishx
* requires Fortress Age to be unlocked; + requires Industrial Age to be unlocked; x requires Imperial Age to be unlocked
Unused options for Tribal Council members, Wonders, and Alliances can be used in future Age-ups.