AoE3 DatabaseAoE3: DE 100.19.18309 · read from the game files · unofficial

Mercenary · Fortress Age

Barbary Corsair

Barbary Corsair (proto ID MercBarbaryCorsair) is a mercenary unit in AoE3: Definitive Edition 100.19.18309 from the Fortress Age: 315 hit points, melee 28 every 1.5 s (×3 vs Cavalry, ×2.25 vs Light Infantry), 40% melee resist. It costs 180 coin and takes 40 s to train at the Saloon, Lombard, Palace and 2 more. 1 civilization has it.

Quick answers (3)
How much does Barbary Corsair cost in AoE3?
180 coin; 40 s to train; 2 population (AoE3: Definitive Edition 100.19.18309).
Which civilizations have Barbary Corsair?
Ottomans.
What is the proto ID of Barbary Corsair?
MercBarbaryCorsair — the name scenario triggers, AI scripts and mods use.
Hit points
315
Cost
Coin180
Train time
40 s
Speed
6

Pirate mercenary from the Barbary Coast.

Population
2
Line of sight
12
Melee resist
40%
Available from
IIIFortress
XP when killed
18
Game ID
MercBarbaryCorsair

In the game's words

How to use it

Mercenaries are much stronger versions of native auxiliaries, standard or unique units. For a sum of coin they can be hired from the Home City as well as respective Mercenary training buildings of your civilization (i.e. Taverns, Saloons, Monasteries, Palaces, or Lombards). Make sure to check its tooltip at the game start to see what Mercenaries are available. Their selection per map is fully random. Typical Mercenary counter units are Spies, Native Scouts, Inquisitors, Disciples.

History

The Barbary Corsairs were pirates and privateers that raided trade routes and plundered cities on the Mediterranean Sea for hundreds of years. If they had a capitol, it was Algiers - a city captured by the Barbary pirates under their leader Kair Ad Din, more commonly known as Barbarossa. The corsairs had defended Algiers from the Spanish, but turned on the ruler and claimed the city for themselves. The Corsairs sailed sleek Galleys, crewed by slaves who rowed and were meant only for short voyages of no more than six or eight weeks. Janissaries accompanied the crews and boarded enemy ships. The reign of the Barbary Corsairs ended in the first half of the nineteenth century when the growing pressure and assault on the pirate states from Europe and Ottoman forces shut down or took control of the Barbary Coast.

From the game's History encyclopedia (Mercenaries).

Barbary Corsair, from the game's History

Attacks

AttackDamageEveryRangeMultipliers
Melee28 melee1.5 s—×3 vs Cavalry×2.25 vs Light Infantry
Siege20 siege3 s——
Melee (cover)14 melee1.5 s—×3 vs Cavalry×2.25 vs Light Infantry

Trained at

Civilizations

Ottomans

Home City cards that ship it

Cards and technologies that change it

Somali Oryx Hide ShieldsInfantry: ranged resist +0.05; Hand Infantry: Wood cost −10%, Food cost −10%, Coin cost −10%; Coin cost +5%
Yemeni RelationsMercenary: Coin cost −5%, Coin cost −3%; Coin cost −5%
Blue Nile TiesMercenary: Influence cost −15%, Coin cost −15%, train time −15%
Dutch States ArmyMercenary: train time −15%, speed +7%
German Mercenary ContractsMercenary: hit points +20%, damage +20%
Golden LibertyUnit: Coin cost −5%; Mercenary: Coin cost +2%
Improved MercenariesMercenary: hit points +15%, damage +15%
Loyal WarriorsMercenary: Influence cost −15%, Coin cost −15%
Loyal WarriorsMercenary: Coin cost −15%
Mapuche Ad-mapuUnit: Coin cost −10%; Mercenary: Coin cost +5%
New YorkMercenary: hit points +25%, damage +25%
Outlaw CombatMercenary: hit points +15%, damage +15%
Outlaw CombatMercenary: hit points +15%, damage +15%
PhilhellenismMercenary: Coin cost −10%, Food cost −10%, Wood cost −10%, Influence cost −10%, train time −10%
Sahelian KingdomsMercenary: hit points +10%, damage +10%
The Mercenary ContractorMercenary: hit points +50%, damage +50%
Wallenstein's ContractsMercenary: Coin cost −15%, train time −10%
Akan FontomfromInfantry: speed +5%, train time −20%
BastimentoInfantry: train time −25%
Conservative TacticsInfantry: damage +10%, hit points +10%
CouriersInfantry: train time −45%
Cree TanningInfantry: hit points +5%
Dueling SchoolInfantry: train time −25%
Dutch-only extra +5% infantry hitpointsInfantry: hit points +5%
Fencing SchoolInfantry: train time −40%
Fencing SchoolInfantry: train time −40%
Fencing SchoolInfantry: train time −40%
HualcanaInfantry: resist +0.05
Infantry CombatInfantry: damage +15%, hit points +15%
Infantry HitpointsInfantry: hit points +15%
Liberation MarchInfantry: train time −35%, speed +5%
Liberation MarchInfantry: train time −35%, speed +5%
Matrakci SchoolInfantry: train time −30%
Military DrummersInfantry: speed +10%
Navajo WeavingInfantry: hit points +5%
Piechota WybranieckaInfantry: train time −20%
Pok Ta PokInfantry: speed +10%, train time −10%
Quechuan DietInfantry: train time −15%
Quechuan MountaineeringInfantry: speed +10%
RansackInfantry: damage (Siege) +50%, damage (Mortar Building) +50%
Royal Fencing SchoolInfantry: train time −40%
Royal Fencing SchoolInfantry: train time −40%

…and 43 more that change every Infantry.

Source: protoy.xml and techtreey.xml, AoE3: DE 100.19.18309 (build 25040513).