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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, 1 Huge Cords of Wood and 1 Cords of Wood (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 Age
Moultrie's Militia Delivers 12 State Militia; enables State Militia to build Outposts, Barracks, and Stables; the General's Inspiring Flag now boosts the damage of nearby State Militia by an additional +10%
Marion's Diversions Delivers 2 Quaker Guns; enables Quaker Guns to be trained at Artillery Foundries; artillery speed +5%

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)

Home City Cards[]

Click for a list of Home City Cards related to South Carolina
Some cards are highlighted with:
Blue Shipment that arrives fast (5 seconds)
United States
Card Description Age
Indiana Mammoth Improvement Act All effects limited to ONE Age Up; Industrial Age research is free; Imperial Age research cost 2,400 food, 2,400 coin; Age up research time +350%
  • "Indiana Mammoth Improvement Act" is available upon selecting the Indiana Federal State.

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