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Age of Empires Series Wiki

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 becomes stronger as it grows in numbers, which gives additional hitpoints.


The State Militia is a weak variant of a Skirmisher with low range, but also cheaper and quicker, making them useful for rushing opponents in the Commerce Age. It is similar to the Russian Strelet. State Militias are cost-effective, as they become stronger as their number grows.

One of their most noticeable features is that every State Militia adds +1 hit point to the group of State Militias, i.e. when 2 State Militas are together they gain +2 hitpoints, with the third, it becomes +3, and so on, with a limit of up to 30 State Militias gaining +30 hit points. Although 30 is their improvement cap, this is increased to 50 upon researching Imperial State Militia.

The lack of good range when compared to a Skirmisher is compensated by their ability to move quickly, with a speed of 4.75. 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
Ages fortress.jpg
Veteran infantry.png Veteran State Militia 200 wood,
200 coin
Upgrades State Militia to Veteran (+20% hit points and attack)
Ages industrial.jpg
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, HP improvement cap +20); requires Volunteers

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 (+1x multiplier vs. heavy infantry)
Paper cartridge.png Paper Cartridge (+15%)
Iroquois lacrosse.png Iroquois Lacrosse (+10%, vanilla Age of Empires III only)
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 Incan Road-building (+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 Incan Chasquis Messengers (-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:


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 grants +20 HP improvement cap.


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.