South Carolina is an Industrial Age Federal State in Age of Empires III: Definitive Edition, available to the United States. As soon as the player advances to the Industrial Age by choosing South Carolina, 600 wood appears at the Home City shipment point and the following Home City cards will be added into the U.S. player's deck:
Card | Description |
---|---|
Moultrie's Militia | Ships 12 State Militia; State Militia can build military buildings; Inspiring Flags increase State Militia's attack by 10% |
Marion's Diversions | Artillery get +5% speed; Quaker Guns available at the Artillery Foundry, sends 2 Quaker Guns. |
Strategy[]
South Carolina is a Federal State that favors the use of artillery and State Militia. This Federal State ships 600 wood, which addresses part of the cost of State Militia and artillery units, although it may also be used for the military buildings required to train these units.
Moultrie's Militia allows State Militia to build military buildings, and the Inspiring Flag will increase their attack by 10%. State Militia are already a peculiar unit able counter other infantry, and have the ability of increasing hit points per State Militia nearby. In this aspect, South Carolina can be used in conjunction with federal states such as Tennessee (Watauga Association spawns 2 State Militia per Outpost) or Indiana (Indiana Mobilization reduces unit train time and technology research time by 10%) for aging up to the Fortress Age. Probably the best pick in the Commerce Age is Pennsylvania if going for a State Militia combo with South Carolina, as Tammany Festival enables Cree Textile Craftsmanship, and its effects will apply to the buildings built by State Militia. Also, Cree Tanning improves the hit points of the State Militia by 5%. For Aging up to the Imperial Age, the player may pick Illinois for getting Land of Lincoln, which increases the Area of Effect of Inspiring Flags, and also increases the hit points of nearby units.
The other way to play with this Federal State is by focusing on artillery; in this aspect, the player may combine South Carolina with Federal States such as New Hampshire in the Fortress Age and New York in the Imperial Age. Each of these States offer mercenary artillery units, which can be improved with Marion's Diversions; otherwise, the player may also consider Connecticut in the Imperial Age, as Connecticut Shipwrights reduces the training time of all artillery, including Quaker Guns. For advancing to the Commerce Age in this strategy, the player may pick Delaware in order to perform a Fast Industrial Age strategy.
Recommended shipments[]
- State Militia unit shipments, especially infinite 9 State Militia and 54th Massachusetts Volunteers.
- Long Rifles: State Militia get +4 Line of Sight and range.
- Continental Rangers: Rifle infantry get +15% hit points and attack.
- Patriotism: State Militia train time -45%;
- Indiana Mobilization (Indiana): Ships 1 Carbine Cavalry for each shipment sent so far this game, including this one; all units and technologies, including Age advancements, train and research time -10%.
- Watauga Association (Tennessee): Ships 2 Outpost Wagons; all existing and newly-constructed Outposts and Blockhouses spawn 2 State Militia and support 10 population.
- Tammany Festival (Pennsylvania): Cree Textile Craftsmanship and Cree Tanning are enabled.
- Springfield Armory: Ships 1 Arsenal Wagon; Flint Lock, Paper Cartridge, Military Drummers, Professional Gunners, and Trunion available at the Arsenal; Arsenal technologies are free, but take +250% times as long to be researched.
- Texan Forts (Texas): Free Forts spawn units in batches instead of training them. Spawn rate +15% slower. Useful if the player has enough Forts, as they can train State Militia and some artillery units for free at them.
- Russian-American Company: Ships 2 Blockhouse Wagons, which can construct Frontier Blockhouses.
- Artillery unit shipments, especially the infinite ones.
- Coffee Mill Guns: Gatling Guns fire continuously instead of in bursts.
- Connecticut Shipwrights (Connecticut): Artillery train time -25%
- Advanced Artillery: Mortars and Horse Artillery can be trained in the Fortress Age.
- Knox Artillery Train: Upgrades Horse Artillery to Heavy Horse Guns (if not already); Horse Artillery and Heavy Cannons get +20% hit points; Horse Artillery train time -25%; Heavy Cannon train time -15%
- Hamilton's Own (New York): Ships 2 Li'l Bombards and 4 Napoleon Guns; Mercenaries get +25% hit points and attack.
- Land of Lincoln (Illinois): Inspiring Flags' Are of Effect and Line of Sight increased to 70, and now also increases the hit points of friendly units by 5%
- French Canadians (New Hampshire): Ships 2 Napoleon Guns; Napoleon Gun available at the Saloon.