Civilization comparison · AoE3: DE 100.19.18309
Lakota vs Mexicans
Lakota and Mexicans share 2 of their regular units and 26 Home City cards. Lakota start worth 1,300 resources and train 12 kinds of units; Mexicans start worth 1,450 and train 22.
Start worth 1,300 · 1 Chests of Coin, 4 Crates of Food, 1 Cords of Wood, 5 Villager, 1 War Chief
Civilization bonus: Begins with 200 population and Huntable Animals last longer, but cannot build Walls until the Industrial Age. Unique units: Axe Rider, Bow Rider, Cetan Bowman, Rifle Rider, Tokala Soldier, Tashunke Prowler, Wakina Rifle and Club Warrior. Unique buildings: Teepee provides small hitpoint bonus to nearby units. Unique ceremonies: Call the People Ceremony and Tokala Ceremony
Start worth 1,450 · 1 Cow, 1 Chests of Coin, 4 Crates of Food, 2 Cords of Wood, 6 Settler, 1 General
Civilization bonus: Livestock and Settlers may be tasked to Haciendas to produce resources or spawn units. Can revolt in earlier ages and return to Mexico afterwards. Gains an additional Padre hero early on. Culture Bonus: Starts with a General who can plant an Inspiring Flag and build Forts instead of Town Centers. Advances in Age by choosing a Federal State that unlocks two powerful unique cards. Has access to Saloons, Sloops, Steamers, and unique Outlaws. National guard units: Chinaco (Charro), Salteador (Vigilante) Unique units: Padre, Insurgente, Salteador, Soldado, Chinaco Unique buildings: Can build Haciendas and a Cathedral which may research unique improvements.
Units only one of them has
Only Lakota
Villager
Both: Fishing Boat, Surgeon.
Best age-up per age
| Age | Lakota | Mexicans |
|---|---|---|
| Colonial Age | ||
| Fortress Age | ||
| Industrial Age | ||
| Imperial Age |
The choice that hands over the most in resources (units at train cost, livestock and crates at what they hold).
Home City cards
119
only Lakota
26
in both decks
132
only Mexicans