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

Mercenary · Colonial Age

Cannoneer

Cannoneer (proto ID deMercCannoneer) is a mercenary unit in AoE3: Definitive Edition 100.19.18309 from the Colonial Age: 130 hit points, ranged 28 every 3 s at range 18 (×1.5 vs Heavy Infantry, ×2.5 vs Light Cavalry, ×2.5 vs Ranged Shock Infantry); melee 14 every 1.5 s (×1.5 vs Heavy Infantry), 20% ranged resist. It costs 140 coin and takes 37 s to train at the Saloon, Lombard, Palace and 2 more. 4 civilizations have it.

Quick answers (3)
How much does Cannoneer cost in AoE3?
140 coin; 37 s to train; 1 population (AoE3: Definitive Edition 100.19.18309).
Which civilizations have Cannoneer?
Ethiopians, Hausa, Maltese and Portuguese.
What is the proto ID of Cannoneer?
deMercCannoneer — the name scenario triggers, AI scripts and mods use.
Hit points
130
Cost
Coin140
Train time
37 s
Speed
4

Armored cannoneer mercenary who fires a heavy musket inflicting siege damage.

Population
1
Line of sight
22
Ranged resist
20%
Available from
IIColonial
XP when killed
14
Game ID
deMercCannoneer

In the game's words

How to use it

The Cannoneer is a mercenary ranged infantry unit. Like the Abus Gun, it is effective against infantry and deals siege damage in its attacks.

History

It was not at all uncommon for European adventurers and soldiers of fortune to pledge themselves to foreign rulers in exchange for vast sums of money. Cannoneers represent the vast number of European mercenaries who used advanced weaponry such as early muskets to carve out a niche in foreign lands, such as the Kongolese Kingdom, where military technology was not yet quite as advanced.

From the game's History encyclopedia (Mercenaries).

Cannoneer, from the game's History

Attacks

AttackDamageEveryRangeMultipliers
Ranged28 siege3 s18×0.5 vs Artillery×0.4 vs Cavalry×1.5 vs Heavy Infantry×2.5 vs Light Cavalry×0.4 vs Light Infantry×2.5 vs Ranged Shock Infantry×0.5 vs Villager×0.75 vs Ship
Melee14 melee1.5 s—×0.5 vs Coyote Man×0.5 vs Heavy Cavalry×1.5 vs Heavy Infantry
Siege13 siege3 s12×2 vs Ship

Trained at

Civilizations

EthiopiansHausaMaltesePortuguese

Home City cards that ship it

Cards and technologies that change it

Akan FontomfromInfantry: speed +5%, train time −20%
BastimentoInfantry: train time −25%
Conservative TacticsInfantry: damage +10%, hit points +10%
CouriersInfantry: train time −45%
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%
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%
Standing ArmyInfantry: train time −25%
Standing ArmyInfantry: train time −25%
TEAM Inca BridgesInfantry: speed +5%
TEAM Infantry HitpointsInfantry: hit points +10%
TEAM Yongle InfrastructureInfantry: speed +5%
Tilly's DisciplineInfantry: speed +20%, Coin cost +10%, Food cost +10%, Wood cost +10%
ZamindarsInfantry: train time −20%
Continental RangersRifleman: hit points +15%, damage +15%
Counter Infantry RiflingRifleman: damage bonus against Heavy Infantry +1
Guerilla TacticsRifleman: hit points +15%, damage +15%
Plan of MiramareRifleman: line of sight +2, minimum range (Ranged) +2, range (Ranged) +2, range (Ranged Attack2) +2, range (Ranged (defend)) +2, range (Ranged (stagger)) +2, range (Long Ranged) +2, minimum range (Long Ranged) +2, range (Buckshot Charge) +2, range (Eagle Eye Charge) +2, range (Dynamite Attack Charge) +2
Kalthoff RepeatersLight Infantry: damage bonus against Light Infantry +0.1
End RelationsMilitary: line of sight −7
Ottoman AlliesMilitary: line of sight +7
TEAM Spanish InquisitionMilitary: line of sight +10
Town WatchMilitary: line of sight +3

…and 41 more that change every Infantry.

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