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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.

Industrial age up.png +30% hit points
Imperial age up.png +50% hit points

Further statistics[]

Unit strengths and weaknesses
Strong vs. Nothing
Weak vs. Everything
Improvements
Hit points Professional gunners.png Professional Gunners (+10%)
Sight Town Watch.png Town Watch (+2)
Gunners Quadrant.png Gunner's Quadrant (+6)
Speed Trunion.png Trunion (+15%)
Apache Endurance.png Apache Endurance (+5%)
Creation speed Inca Chaquis Messengers.png Quechuan Diet (-10%)

Home City Cards[]

Click for a list of Home City Cards related to the Quaker Gun
Green: TEAM Shipment that is sent to each player in a team

Chinese[]

Card Description Age
Team engineering school.png TEAM Engineering School Abus Gun, Grenadier, Falconet/Organ Gun, Culverin, Mortar, Horse Artillery, Petard, Ram, Mantlet, Light Cannon, Flamethrower, Hand Mortar, Siege Elephant, Flaming Arrow, and Morutaru train time -15%; Heavy Cannon, Rocket, Great Bombard, and Flying Crow train time -5%; Black Flag Army and Mongolian Army train time -15%
Age II tech tree aoe3.png

Europeans[]

Card Description Age
Ottoman Home City 2 (Artillery Hitpoints).png TEAM Artillery Hitpoints Artillery, Abus Guns, and Grenadiers get +15% hit points
Age II tech tree aoe3.png
The TEAM Artillery Hitpoints card is available to Ottomans and Portuguese (from the Fortress Age).

Indians[]

Card Description Age
Shivajis tactics.png TEAM Shivaji's Tactics All units get +5% hit points and attack
Age IV tech tree aoe 3.png

Spanish[]

Card Description Age
Spanish Home City 3 (Inquisition).png TEAM Inquisition All units get +10 LOS
Age I tech tree aoe3.png

United States[]

Card Description Age
TEAM North Carolina Quakers Ships 5 Quaker Guns for the entire team; also can be sent infinite times
Age IV tech tree aoe 3.png

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 George Washington 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.

Gallery[]

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