Minor Native Civ Techs Reference Guide

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Minor Native Civ Techs Reference Guide

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Post by Squamiger »

I just wanted to compile this list mainly for my own sake, as a reference to become more familiar with what the native minor civs get you with trading posts, and since other lists make you click through different civs and many pages to find the info you want. I wanted to be able to see it all at once. But instead of making it a word document I figured I would post it here.

All these techs basically cost between 100-500 res, so I didn't bother listing their costs. If you want to make a build that features really tight macro to get one of these techs, I imagine you can look it up yourself. Normally I find myself getting a nat tp in mid-late fortress when it looks like the game is a stalemate and is going to go into later stages, so I generally don't think much about the resource costs.

I've commented on some of the techs that seem truly worth it and even OP, to me. Let me know if I've missed anything or if anything is out of date.

I've also listed which maps of the 1v1 standard map quicksearch map pool have which natives. Nootka and Klamath are not currently available on any of the 1v1 maps in quick search. Sufi, Shaolin, and Comanche are the most numerous natives, featuring on 3 maps each. Udasi, Navajo, Maya, Jesuit, Huron, Cree, Cheyenne, and Apache all feature on 2 maps each. Bhakti, Carib, Cherokee, Mapuche, Seminole, Tupi, Zapotec, and Zen all feature on 1 map each.

From my calculations, it seems like the best maps to go natives with in general are Baja California and Mexico. These two maps are incredibly weighted toward the best natives with the best techs. They get you the incredibly powerful Maya, Navajo, Apache, with Zapotec as well on Mexico. Ozarks also gives you a lot of options with Cherokee, Cheyenne, and Comanche, but these aren't quite as strong except for Comanche, which is definitely S or A tier.

Florida is a good map for archer civs, with Seminole and Carib.

Huron is a must on Saguenay and New England, for water booming.

Apache: on Baja California and Mexico
units: Apache Cavalry, dragoon unit
-Villagers get +15% hit points and +15% speed
-Military units get +5% speed. Seems very worth it.
-Apache Cavalry get +2.0x multiplier against villagers

Bhakti: on Himalayas
units: Tiger Claw, a hand shock infantry, like a coyote runner.
-Infantry, light infantry and cavalry get +5% attack
-Tiger Claws get +50% hit points
-Settlers, Coureurs des Bois, Settler Wagons, and Villagers gather from Berry Bushes 40% faster. On Dhaka it's extremely good, idk about anywhere else

Carib: on Florida
units: Carib Blowgunner, short range skirmisher unit.
-Melee infantry and archers get +10% attack -Decent for some civs
-Archers get +1.0x multiplier against villagers
-Heroes can train Carib Ambushers
-Upgrades Carib Blowgunners and Ambushers to Feast Warriors (+50% hit points); requires Champion Carib

Cherokee: on Ozarks
units: Cherokee Rifleman, skirmisher unit.
-Native warriors get +20% speed
-Ships 4 Settlers - seems nice, not sure if worth 200w 200c + 200w for cost of TP though.
-Dock, Market, Mill, Farm, Rice Paddy and Plantation improvements (except Selective Breeding, Armor Plating, Carronade, Percussion Lock, Ship's Howitzers, Large Scale Gathering, Deforestation, Excessive Tribute and Big Buttons) cost no wood

Cheyenne: on Great Plains and Ozarks
units: Cheyenne Rider, a melee cav that does decently against light infantry, and has multipliers vs. cavalry.
-Ships 12 Bisons - Can be very nice if you're turtling or contained.
-Cavalry, light infantry, and Forbidden Army train time -25%; Standard Army, Mongolian Army, Ming Army, and Imperial Army train time -12%
-Cheyenne Riders get +2.0x multiplier against cavalry

Comanche: on Ozarks, Colorado, and Great Plains
units: Comanche Horse Archer, an anti-cav mounted archer.
-Improvements cost -10% coin
-Cavalry and light infantry get +10% hit points
-Cavalry get +10% speed - Both these cav techs from Comanche seem really good.

Cree: on Dakota and Saguenay
units: Cree Tracker, a skirmisher unit. Also, cree CDBs are French villagers with a limit of 5.
-can train Cree CDBs, which is the main reason you get this nat tp. Great for greedy play.
-Infantry, cavalry, and light infantry get +5% hit points
-Native warrior and Cree Coureur des Bois train time -45%
-Buildings cost 10% less resources, build time -25%

Huron: on Saguenay and New England
units: Huron mantlet, high siege unit with high ranged resist.
-Huron Mantlet train limit +200%
-Ships 1 Huron Mantlet for every 2 minutes the game has passed, up to 30 minutes
-Fishing Boats, Caravels/Galleys/War Junks/Fune, Canoes, War Canoes, Tlaloc Canoes, and Marathan Catamarans gather 20% faster. This is only 75w, 75c, really insane tech for fish booming.

Jesuits: on Korea and Malaysia
units: Conquistador, a dragoon unit.
-Buildings get +20% hit points
-Gunpowder units get +30% siege attack - This seems like a pretty great overlooked tech, if you're going for muskets or skirms. It's basically like that Russian card that gives your infantry more siege damage.
-Villager train time -15%

Klamath: not on any current 1v1 qs maps
units: Klamath Rifleman, a skirmisher unit.
-Settlers, Coureurs des Bois, Settler Wagons, and Villagers gather 5% faster - Decent
-Ships 100 food for every 3 minutes the game has passed, up to 30 minutes
-Klamath Riflemen get +25% attack

Mapuche: on Pampas Sierras
units: Mapuche Ironwood Clubman, a pike/halberdier style unit, and Mapuche Bolas Rider, a dragoon unit with a slow effect and area damage.
-All units cost -10% coin
-Melee infantry get +50% siege attack - Could be great if you're going for halbs, rods, pikes, changdao, skull knights, etc. For super siegers.
-Ships 100 coin for every 2 minutes the game has passed, up to 30 minutes

Maya: on Baja California and Mexico
units: Holcan Spearman, a pike unit with good siege.
-Melee infantry get +20% hit points - That's a pretty beefy boost to melee infantry. Seems really good for China with Changdao or Spain with rods.
-Settlers, Coureurs des Bois, Settler Wagons, and Villagers gather food 10% faster. Pretty great as well. Maya seem top tier.

Navajo: on Baja California and Mexico
units: Navajo Rifleman, a skirmisher unit.
-Infantry and cavalry get +5% hit points - Pretty decent.
-Livestock fattens 100% faster, and 30% faster when tasked to Livestock Pens, Farms, and Villages; Indian livestock generates XP 30% faster when tasked to Sacred Fields; Japanese livestock contributes 35% more to Shrines' resource/XP trickle. Situationally pretty good.
-All coin gathering (but not trickles) is 20% faster. Holy shit, this is basically like a Royal Mint card that stacks on top of other coin gathering upgrades. Nutty.

Nootka: not on any current 1v1 qs maps
units: Nootka Clubman, a pike/halberd style unit.
-Villagers get +50% hit points. Fun for troll builds with France going this + northwest passage + pioneers + wilderness warfare.
-Nootka Clubmen cost -10% and train time -50%
-Spawns a Nootka War Chief, and enables Nootka Settlements, Native Embassies and Heroes to retrain him.

Seminole: on Florida
units: Seminole Archer, an archer / aenna style unit that can be made good a sieging with a tech.
-Seminole Sharktooth Bowmen get +3.0x multiplier against buildings
-Archers get +15% attack. Decent for archer civs.

Shaolin: on Central Plain, Manchuria, and Mongolia
units: Rattan Shield. A fast hand shock infantry unit like a coyote runner. Good against skirms.
-Ranged infantry get +25% melee attack Here's the answer for cassador melee attack being too weak, I see you breeze
-Settlers, Coureurs des Bois, Settler Wagons, and Villagers gather wood 20% faster - Pretty good, basically just a free exotic hardwoods card.
-Rattan Shields get +50% attack - Good for China if you ship them.

Sufi: on Mongolia, Fertile Crescent, and Malaysia
units: War Elephant, similar to a mahout lancer.
-Ships 1 Fattened Goat for every 2 minutes the game has passed, up to 30 minutes
-Villager (and Fishing Boats) get -40% hit points but Settlers, Coureurs des Bois, Settler Wagons, and Villagers gather 10% faster. Good once you are walled up with mills and estates and don't need to worry about being raided.
-Villager train limit +10% - Also good for lategame

Tupi: on Gran Chaco
units: Blackwood Archer, an archer unit with modifiers vs. heavy infantry.
-Archers get +10% attack - Good for archer civs.
-Buildings cost -20% wood
-Town Centers can train Buttercup the Pet Cougars

Udasi: on Punjab and Himalayas
units: Chakram. Ranged heavy infantry unit, with area damage. 50% ranged resist. Multipliers vs. heavy infantry, negative against light infantry. Kind of a grenadier unit.
-Heroes get +50% hit points - Could be quite nice, possibly an underrated tech for big fights where you slam that explorer in cover mode.
-Settlers, Coureurs des Bois, Settler Wagons and Villagers gather from Mills, Farms, Rice Paddies, and Plantations 10% faster; Livestock fattens 10% faster when tasked to Livestock Pens, Farms, and Villages; Indian livestock generates XP 10% faster when tasked to Sacred Fields; Japanese livestock contributes 10% more to Shrine's resource/XP trickle - Quite a nice lategame boost.
-Chakrams get +4 LOS and +4 range

Zapotec: on Mexico
units:Lightning Warrior, works like a Jaguar Prowl Knight. Multipliers vs. heavy infantry and cavalry, and good siege.
-Ships 100 wood for every 2 minutes the game has passed, up to 30 minutes
-Melee infantry get +20% attack - Really great for Spain/China/Aztec, other civs with melee units.
-Settlers, Coureurs des Bois, Settler Wagons, and Villagers gather food 10% faster - Also quite nice.

Zen Temple: on Hokkaido
units: Sohei, a pike unit.
-Gives 1,000 XP - this is almost mercantilism, for 700 resources.
-Melee infantry get +10% attack
-Unit upgrades cost -20%

African Natives

Berbers definitely a top tier nat civ, with berber vills
units: Berber Camel Rider, a true melee dragoon. Counter heavy cav in melee, dies to skirms.
-Can train Berber settlers, which are better at gathering natural resources than farming on mills or estates
-Can train a salt camel, giving a coin mine that gathers slowly
-Zenata Riders, Berber Camel Riders and the Berber Sultan get the Musket Attack charged ability
-Villager hit points +35%; Berber Nomads get +5.0× and +3.4× multiplier against cavalry and shock infantry, respectively
-Ships the Berber Sultan
-Gives a trickle of coin based on total food and wood (0.001 coin per food + wood; min. 1 coin, max. 4 coin)
-Mills, Estates, Farms, Rice Paddies, and Fields reduce the speed of enemy military units around them by 30%

Akan gold prospector mine is really good and underused i think
units: Akan Ankobia, a heavy infantry musket unit with area damage.
-Ships the Akan Tufohen
-Infantry train time -20% and speed +5%; Akan Tufohen respawn time -20%
-Ships 1 Gold Prospector Wagon; Villagers gather from mines 10% faster
-Villagers gather from Berry Bushes and Cherry Orchards 30% faster; Villagers gather from Mills, Farms, Rice Paddies (food), and Fields (food) 10% faster
-Exchanges all food for 0.5× the wood and coin

Somalis god tier water boom / turtle / eco techs imo
units:Issa Warrior, a better version of a Gascenya, a musketeer type unit. Also can train a Darood Warrior, which is an anti-artillery and anti-ship skirm, kind of like a Huaraca or an Arrow Knight
-Trade Routes generate +30% resources; Villagers and Fishing Boats gather coin 10% faster
-Archers and rifle infantry get -35% melee ROF; Melee Skirmishers get +20% melee attack; Urumis get -20% ROF
-Outpost, Blockhouse, War Hut, Castle, and Watch Tower build limit +4; Artillery, siege unit, and warship gets +0.2× multiplier against Outposts, Blockhouses, War Huts, Castles, and Watch Towers
-Trading Posts on Somali settlements can train Askaris
-Ships 1 Red Sea Wagon; Receive 1 Fishing Boat with every future Home City shipments
-Infantry melee/ranged resistance +10%; melee infantry cost -10%
-Outposts, Blockhouses, War Huts, Castles, and Watch Towers get +10 LOS; Trading Posts on Somali settlements can use Lighthouse

Sudanese decent techs, main bonus is having access to dervishes and sennar horsemen
units: Dervish, which is basically a urumi with a longer ranged attack but no area damage. Countered by cav and artillery.
-Mill, Estate, Farm, and Rice Paddy cost and build time -30%; Field cost -30% and build time -15%
-Can be researched twice: Ships 2 Red Sea Wagons; costs 250 food, 150 coin. Ships 1 Red Sea Wagon for every 5 minutes of game time, up to 30 minutes; costs 500 food, 300 coin
-Cavalry and shock infantry get +10% melee resistance
-Trading Posts on Sudanese settlements can train Askaris and Sennar Horsemen

Yoruba probably the least useful african nat unless you're doing the cheese with the eso rider doubling tech, but I think that's been nerfed
units: Oyo Legionary, a musketeer type unit, and Eso Rider, a strong heavy cav that decays health over time.
-Yoruba Oyo Legionaries' melee attack poisons the enemy
-Each Yoruba Oyo Legionary and Eso Rider spawns a second one
-Villagers gather wood 10% faster; native warriors and civilian units regenerate hit points when close to a tree and/or Berry Bush
-Militiaman, Minuteman, Warrior, Irregular, Sentry, Levied Spearman, Levied Bowman, Levied Gunner, and Yoruba Eso Rider hit point degeneration rate -25% and stops at 25% HP
-Ships 2 Outpost Wagons; give Walls and Gates a build bounty of 1 XP and 10 XP, respectively
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Re: Minor Native Civ Reference Guide

Post by dansil92 »

"Maya
-Melee infantry get +20% hit points - That's a pretty beefy boost to melee infantry. Seems really good for China with Changdao or Spain with rods."
this also includes coyote runners and pets, unless de has very recently changed this and i missed the patch note. same goes for the zapotec and carib techs, among others. Its really good for aztec, inca, spain, china and india (urumi with 20% hp, or with zapotec another 20% attack, stacks with dravidian)

excellent post btw
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06 Jun 2022, 21:43
with all due respect, this is the kind of comment that should not be taken into consideration.
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Re: Minor Native Civ Reference Guide

Post by Squamiger »

I want to find the map pool for 1v1 quicksearch so I can sort this list by what nat tps you will actually encounter in a 1v1 game, but I can't find it anywhere. Can someone help ?

ok just from memory we got:

hokkaido
dakota
mexico
baja california
kamchatka
florida
manchuria
great plains
siberia
central plain
new england
saguenay (or is this called hudson bay now)

what am I missing?
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Re: Minor Native Civ Reference Guide

Post by EliteRifleman »

This post comes in handy with the tier list of minor civilizations 21.
But yes, sometimes I see twich games, already advanced, where resources are superfluous, and even then people ignore the natives!
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Re: Minor Native Civ Techs Reference Guide

Post by Squamiger »

Yes it was inspired by the tier list. Bc I realized I didn’t know what any of the nat civs do.
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Re: Minor Native Civ Reference Guide

Post by EliteRifleman »

Squamiger wrote:I want to find the map pool for 1v1 quicksearch so I can sort this list by what nat tps you will actually encounter in a 1v1 game, but I can't find it anywhere. Can someone help ?

ok just from memory we got:

hokkaido
dakota
mexico
baja california
kamchatka
florida
manchuria
great plains
siberia
central plain
new england
saguenay (or is this called hudson bay now)

what am I missing?
Colorado
Fertile Crescent
Gran Chaco
Himalayas
Korea
Malasya
Mongolia
Ozarks
Pampas Sierras
Punjab

I don't know if they come in too Ozarks and Patagonia
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Re: Minor Native Civ Techs Reference Guide

Post by Squamiger »

@EliteRifleman thanks, its updated
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Re: Minor Native Civ Reference Guide

Post by PatrickLFC »

Squamiger wrote:I want to find the map pool for 1v1 quicksearch so I can sort this list by what nat tps you will actually encounter in a 1v1 game, but I can't find it anywhere. Can someone help ?

ok just from memory we got:

hokkaido
dakota
mexico
baja california
kamchatka
florida
manchuria
great plains
siberia
central plain
new england
saguenay (or is this called hudson bay now)

what am I missing?
Great list!

Someone made this a while back, it's Standard Maps

https://aoetools.space/
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Re: Minor Native Civ Reference Guide

Post by Squamiger »

PatrickLFC wrote:
Great list!

Someone made this a while back, it's Standard Maps

https://aoetools.space/
thats awesome, it should be stickied somewhere. Looks like I got all the maps covered, plus great plains which was added as a standard map but isnt in this list.
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Re: Minor Native Civ Techs Reference Guide

Post by Jets »

They should make a map with both Mayas and Zapotecs on it, so the players could compete to take native tps since those 2 buff HI a lot.
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Re: Minor Native Civ Techs Reference Guide

Post by duckzilla »

Jets wrote:They should make a map with both Mayas and Zapotecs on it, so the players could compete to take native tps since those 2 buff HI a lot.
Gotta watch out for these tanky 9 damage pikes
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Re: Minor Native Civ Techs Reference Guide

Post by Squamiger »

Jets wrote:They should make a map with both Mayas and Zapotecs on it, so the players could compete to take native tps since those 2 buff HI a lot.
i think Mexico can have both. Or is it an either/or situation when they spawn?
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Re: Minor Native Civ Techs Reference Guide

Post by dansil92 »

Jets wrote:They should make a map with both Mayas and Zapotecs on it, so the players could compete to take native tps since those 2 buff HI a lot.
and urumi, coyote runners, rattan, pet dogs, etc. lots of things have the hand inf class :flowers:
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06 Jun 2022, 21:43
with all due respect, this is the kind of comment that should not be taken into consideration.
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Re: Minor Native Civ Techs Reference Guide

Post by DNLgibraltar »

I strongly wait for a patch to make Minor natives useful.

Right now using them is almost a con to your own game.
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Re: Minor Native Civ Techs Reference Guide

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Post by Squamiger »

added african civ techs
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Re: Minor Native Civ Techs Reference Guide

Post by duckzilla »

thx! forgot this thread exists and did not yet really understand what the new minors offer.
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Re: Minor Native Civ Techs Reference Guide

Post by andrewgs »

a couple of updates ago they added the old inca native back as quecha and changed a few of the maps the tupi/quecha/mapuche spawn on. think you're missing the south american maps too. the wiki is quite good for this information too
Squamiger wrote:
Jets wrote:They should make a map with both Mayas and Zapotecs on it, so the players could compete to take native tps since those 2 buff HI a lot.
i think Mexico can have both. Or is it an either/or situation when they spawn?
either maya + zapotec or apache + navajo
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Re: Minor Native Civ Techs Reference Guide

Post by duckzilla »

Which natives do you guys think could be interesting for French native strats in team games?

To me it looks like Akan could be nice if you happen to be find two available native trade posts. There are lots of upgrade cards available in age II/III and a force limit of 24 could have some impact.
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Re: Minor Native Civ Techs Reference Guide

Post by Squamiger »

just updated w the native units
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Re: Minor Native Civ Techs Reference Guide

Post by Squamiger »

duckzilla wrote:Which natives do you guys think could be interesting for French native strats in team games?

To me it looks like Akan could be nice if you happen to be find two available native trade posts. There are lots of upgrade cards available in age II/III and a force limit of 24 could have some impact.
Yoruba have pretty strong nats
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Re: Minor Native Civ Techs Reference Guide

Post by helln00 »

would Somali be good? they have 2 units which is always nice and provides both muskets for age 2 a skirm with a bonus vs artillery in age 3, also they have a tech for infantry increasing range resist.
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Re: Minor Native Civ Techs Reference Guide

Post by duckzilla »

Squamiger wrote:
duckzilla wrote:Which natives do you guys think could be interesting for French native strats in team games?

To me it looks like Akan could be nice if you happen to be find two available native trade posts. There are lots of upgrade cards available in age II/III and a force limit of 24 could have some impact.
Yoruba have pretty strong nats
I tried Yoruba yesterday. The units are really good, but you get only a tiny number of them. Force limit of 8 for the javelin guy and of 5 for the rider. It was still fun to play.
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