“ | Decoy unit which deals no damage but can take the shape of any common artillery. Good to distract the enemy and to attract enemy fire. | ” |
—In-game description |
The Quaker Gun is a decoy unit in Age of Empires III: Definitive Edition that is unique to the United States and can be trained at the Artillery Foundry once the Industrial Age is reached and the "Marion's Diversions" Federal Home City Card (given by advancing to the Industrial Age with South Carolina) is sent. It is a harmless artillery unit which can appear as an artillery unit available to the United States for enemies to deceive or trick them.
Overview[]
As Quaker Guns' attacks deal no damage, attentive players can exploit that to distinguish Quaker Guns from other artillery, especially if they are mixed together. In addition, Quaker Guns are always in Bombard Mode and cannot switch to Limber Mode, which could be a dead giveaway.
Appearances[]
The following are the artillery units whose appearance can be assumed by Quaker Guns:
When trained, Quaker Guns appear to enemies as a Culverin.
Upgrades[]
The Quaker Gun is automatically upgraded at every Age up starting in the Industrial Age.
- +30% hit points
- +50% hit points
Further statistics[]
Unit strengths and weaknesses | |
---|---|
Strong vs. | Nothing |
Weak vs. | Everything |
Improvements | |
Hit points | Professional Gunners (+10%) Tar Kilns (+5%) |
Line of Sight | Gunner's Quadrant (+6) Town Watch (+3) |
Speed | Trunion (+15%) Apache Endurance (+5%) |
Train time | Immigrants (-10%) |
Home City Cards[]
- Click for a list of Home City Cards related to the Quaker Gun
Some cards are highlighted with: | |
Green | TEAM Shipment that is sent to each player in a team |
Purple | Shipment that can be sent an INFINITE number of times |
Red | Shipment that can be sent twice |
Blue | Shipment that arrives fast (5 seconds) |
All[]
Card | Description | Age |
---|---|---|
Marions Diversions | Ships 2 Quaker Guns; Quaker Guns available at Artillery Foundries; artillery get +5% speed |
- "Marions Diversions" is available to the United States upon selecting the South Carolina Federal State, and also British, Dutch, French, Italians, and Swedes upon revolting to the United States.
Chinese[]
Card | Description | Age |
---|---|---|
TEAM Engineering School | Artillery, Fixed Gun, Siege Elephant, Flamethrower, Ram, Mantlet, and Haudenosaunee Mantlet train time -15%; Heavy Cannon, Great Bombard, Rocket, Flying Crow, and Gatling Camel train time -5% |
Europeans[]
Card | Description | Age |
---|---|---|
Engineering School | Artillery, Fixed Gun, Siege Elephant, Flamethrower, Ram, Mantlet, and Haudenosaunee Mantlet train time -30%; Heavy Cannon, Great Bombard, Rocket, Flying Crow, and Gatling Camel train time -10% | |
Knox's Continental Artillery | Ships 5 Consulate Culverins; artillery get +10% hit points and -10% train time; Culverins get +20% hit points and -25% train time instead; costs 500 wood |
- "Engineering School" is available to the French, Ottomans, Portuguese, Russians, and Swedes.
- "Knox's Continental Artillery" is available to the British, Dutch, French, Italians, and Swedes upon revolting to the United States.
Indians[]
Card | Description | Age |
---|---|---|
TEAM Shivaji's Tactics | All units get +5% hit points and attack |
Maltese[]
Card | Description | Age |
---|---|---|
TEAM Knights of the Round Table | Ships 1 Hospitaller for each Town Center owned by the player; all units get +2% hit points |
Mexicans[]
Card | Description | Age |
---|---|---|
Plan of Veracruz | [Plan] Turns all Outposts into Falconets; upgrades Falconets to Field Guns (if not already); artillery get +4 Line of Sight; costs 250 food, 250 wood | |
TEAM Mariachi | For the next 30 seconds, military buildings work 400% faster and units get +10% speed | |
Colegio de San Nicolás | Ships 500 XP; units get +4 and buildings (except Walls) get +8 Line of Sight; sees what enemies can see for 20 seconds | |
National Servant | All units get +10% hit points; Padre healing 200% faster | |
Walker's Illusions | Ships 1 Culverin and 2 Quaker Guns | |
Artillery | Ships 1 Falconet, Gatling Gun, or Horse Artillery, chosen randomly, and 2 Quaker Guns; costs 1,000 coin |
- "Colegio de San Nicolás" is available upon selecting the Michoacán Federal State.
- "National Servant" is available upon selecting the Estado de México Federal State.
- "Walker's Illusions" and "Artillery" are available upon revolting to Baja California.
Spanish[]
Card | Description | Age |
---|---|---|
TEAM Spanish Inquisition | Ships 1 Inquisitor; all units get +10 Line of Sight |
United States[]
Card | Description | Age |
---|---|---|
Indiana Mobilization | Ships 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 | |
Connecticut Shipwrights | Ship train time -50%; building build time -35%; artillery train time -15%, Heavy Cannon train time -10% instead |
- "Indiana Mobilization" is available upon selecting the Indiana Federal State.
- "Connecticut Shipwrights" is available upon selecting the Connecticut Federal State.
History[]
Named after the pacifistic Quaker movement, "quaker guns" were false cannons, usually made from logs painted black, that were used to deceive enemy spies or troops into believing a fort or emplacement had more artillery than they actually did. Quaker guns were used throughout the 18th and 19th centuries; one of the first recorded instances came in the American Revolution, when Colonel William Washington (second cousin to George) had surrounded a group of British Loyalists in a farmhouse and barn near Camden, South Carolina. Washington had a pine log prepared to resemble a cannon, pointed it at the Loyalist position, and threatened to open fire if they didn't surrender. The Loyalists gave up without a fight.
Quaker guns were also occasionally used during World War II to fool enemy reconnaissance. Wooden or inflatable rubber tanks were used for similar purposes.