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Skirmisher with low range that sacrifices attack for hitpoints. Gains additional hitpoints in groups.
—In-game description

The State Militia is a ranged gunpowder infantry in Age of Empires III: Definitive Edition that is unique to the United States and can be trained at the Barracks, Fort and Steamer. It is a short-ranged but more durable Skirmisher that gains additional hit points when grouped together.


The State Militia is a weak anti-infantry ranged unit that lacks a direct equivalent in role in other nations. While similar in production cost and availability to a Crossbowman, making them useful for rushing opponents in the Commerce Age, they have a number of key changes that make them harder to compare to other units.

The most notable is a speed of 4.5, allowing them to flee from most other infantry units (usually speed 4.0). The second however, is a short range of 13 that prevents them from effectively kiting, only barely outranging Musketeers (range 12). And a third feature is improved durability, which works by increasing the State Militia's hit point by 1 for every State Militia in an AOE of 32. Thus when two unupgraed State Militias are together, both of them will have 117 hit points; with the third, it becomes 118; and so on, up to 28 State Militias with 143 hit points each. Thus State Militias can be rather effective, becoming stronger as their number grows. As a whole, other comparisons can be drawn to other anti-infantry units, such as the Russian Strelet which also has a short range but is significantly less durable than the State Militia, or the Skirmisher which is the standard anti-infantry unit, including their longer range and higher production cost.

Overall, the lack of good range when compared to a Skirmisher is strongly compensated by their ability to move quickly, and they can still slightly out-range Musketeers. They are a good choice against civilizations that rely on gunpowder heavy infantry, but they are extremely susceptible to cavalry or artillery-based strategies/civilizations. It is highly recommended to research Counter Infantry Rifling upon reaching the Fortress Age to make them as effective as other Skirmisher type units in countering heavy infantry.


Age Upgrade Cost Effect
Age III tech tree aoe3.png
Veteran infantry.png Veteran State Militia 200 wood,
200 coin
Upgrades State Militia to Veteran (+20% hit points and attack)
Age IV tech tree aoe 3.png
Guard infantry.png Volunteers 1,000 wood,
1,000 coin
Upgrades State Militia to Volunteers (+40% hit points and attack); requires Veteran State Militia
Imperial Age
Imperial infantry.png Imperial Volunteers 1,500 wood,
1,500 coin
Upgrades Volunteers to Imperial Volunteers (+50% hit points and attack); requires Volunteers

Civilization differences[]

Further statistics[]

As State Militia are unique to the United States, only technologies that they have access to are shown in the following table:

Unit strengths and weaknesses
Strong vs. Heavy infantry, light cavalry, Eagle Runner Knights
Weak vs. Heavy cavalry, Coyote Runners, artillery
Hit points Flint lock.png Flint Lock (+10%)
Cree Tanning.png Cree Tanning (+5%)
Navajo Weaving.png Navajo Weaving (+5%)
Attack Counter Infantry Rifling.png Counter Infantry Rifling (+1× multiplier vs. heavy infantry)
Paper cartridge.png Paper Cartridge (+15%)
Yoga.png Yoga (+5%)
Smokeless Powder.png Smokeless Powder (+30% siege attack)
Clenched Fist.png Clenched Fist (+30% melee attack)
Speed Military Drummers.png Military Drummers (+10%)
Inca Road-building.png Quechuan Mountaineering (+20%)
Apache Endurance.png Apache Endurance (+5%)
Sight Town Watch.png Town Watch (+2)
Creation speed Standing Army.png Standing Army (-25%)
Inca Chaquis Messengers.png Quechuan Diet (-25%)
Other Merritocracy.png Meritocracy (-20% upgrade cost)

Home City Cards[]

As State Militia are unique to the United States, only their cards and other civilizations' TEAM cards are shown in the following tables:

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


Card Description Age HC level
Dutch Home City 2 (Infantry Hitpoints).png TEAM Infantry Hitpoints Infantry get +15% hit points
Age II tech tree aoe3.png


Card Description Age HC level
French Home City 2 (Ranged Infantry Attack).png TEAM Ranged Infantry Attack Ranged infantry get +15% attack
Age III tech tree aoe3.png
French Home City 2 (Early Skirmishers).png TEAM Early Skirmishers Skirmishers, Cassadores, Forest Prowlers, Wakina Rifles, and Black Flag Army can be trained in the Commerce Age; Longbowman, Strelet, Macehualtin, Gurkha, and Yumi Archer train time -20%
Age I tech tree aoe3.png


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


Card Description Age HC level
Iroquois Home City 2 (Scout Infantry).png TEAM Scout Infantry Infantry get +8 LOS
Age II tech tree aoe3.png


Card Description Age HC level
Japanese Home City 3 (Cheaper Unit Upgrades).png TEAM Cheaper Unit Upgrades Unit upgrades cost -20%
Age IV tech tree aoe 3.png


Card Description Age HC level
Portuguese Home City 2 (Gunpowder Infantry Hitpoints).png TEAM Gunpowder Infantry Hitpoints Gunpowder infantry get +15% hit points
Age IV tech tree aoe 3.png


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


Definitive Edition[]

  • Originally, the State Militia has a speed of 5. With hotfix 24632, it has a speed of 4.75.
  • With hotfix 24632, Imperial Volunteer increases the hit point boost cap by 20.
  • The State Militia cost 50 food, 35 wood, has 120 hit points, and the hit point boost is capped at +30.

The African Royals[]

  • With update 50830, the State Militia costs 50 food, 40 wood, has 115 hit points, a speed of 4.5, and the Imperial Volunteers upgrade no longer increases the hit point boost cap by 20.
  • Although it is not listed in the patch notes, with update 50830, the hit point boost is now capped at +28.



State militias as an institution date back to before the American Revolution, when each region raised its own local militia to defend against enemy incursions and support the regular armed forces. While not as well trained, their irregular nature often lent itself well to warfare in urban areas and terrain with which they were more familiar than their adversaries. As the United States developed as a nation, volunteer militias connected to each individual state retained their role and were instrumental in both expansionist and defensive conflicts -- but somewhat less reliable in battle than well trained, regular armed forces.