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

Other · Discovery Age

Chasqui

Chasqui (proto ID deChasqui) is an other unit in AoE3: Definitive Edition 100.19.18309 from the Discovery Age: 120 hit points, melee 6 every 1.5 s (×3 vs Guardian, ×5 vs Mercenary), 20% ranged resist. It costs 50 wood, 50 coin and takes 15 s to train at the Native Embassy, Town Center and Trading Post. 1 civilization has it.

Quick answers (3)
How much does Chasqui cost in AoE3?
50 wood, 50 coin; 15 s to train (AoE3: Definitive Edition 100.19.18309).
Which civilizations have Chasqui?
Inca.
What is the proto ID of Chasqui?
deChasqui — the name scenario triggers, AI scripts and mods use.
Hit points
120
Cost
Coin50Wood50
Train time
15 s
Speed
6.5

Inca scout with a great deal of utility. Good against Treasure Guardians and can construct various buildings.

Population
0
Line of sight
22
Ranged resist
20%
Build limit
1
Available from
IDiscovery
XP when killed
10
Game ID
deChasqui

In the game's words

How to use it

The Chasqui Scout is a unique Inca infantry unit available starting in the Commerce Age. It can be trained at the Town Center, the Tambo, and at the Native Embassy. Chasqui Scouts are swift units well suited to roam the map gathering intel. They can receive Home City Shipments after The Messenger is selected when advancing in age, construct Tambos, and collect Treasures. They are particularly effective against Treasure Guardians and mercenary units, and, unlike most other units, are not slowed down when receiving damage. Each time that the Incas advance in age, a Chasqui Scout will spawn at the Town Center and their build limit will increase by one.

History

The standing army of the Inca was formed primarily by nobles, but the Sapa Inca could raise an army of able-bodied men from the general populace at will. Military discipline was strictly enforced when the troops were on the march and the army, although variously specialized, was extremely well trained. Of central importance to the Inca military were the Chasquis, scouts and messengers who could swiftly relay orders and were capable of traveling across extremely long distances as a result of their peak physical condition and the existence of an extensive network of Tambos, inns situated alongside the vast roadways of the Inca Empire. Chasquis were formidable fighters as well as messengers and scouts, however, and their keen senses, speed, and agility made them a challenge for even the most experienced troops in an enemy force.

From the game's History encyclopedia (Special).

Chasqui, from the game's History

Attacks

AttackDamageEveryRangeMultipliers
Melee6 melee1.5 s—×0.25 vs Villager×3 vs Guardian×5 vs Mercenary
Siege5 siege3 s——
Melee (cover)3 melee1.5 s—×0.25 vs Villager×3 vs Guardian×5 vs Mercenary

Trains and researches

Every unit and technology the game lists at this building; each civilization sees only its own.

Home City cards that ship it

Cards and technologies that change it

Aymara Supportbuild limit +15, damage +9, hit points +50%, damage bonus against Hero +3.5
Quipu Kamayuksline of sight +8, speed +5%
Archaic Infantry CombatHand Infantry: hit points +15%, damage +15%
Archaic Infantry HitpointsHand Infantry: hit points +15%
Carib Kasiri BeerHand Infantry: damage +10%
Hand Infantry / Hand Cavalry HitpointsHand Infantry: hit points +15%
Infantry BreastplateHand Infantry: hit points +10%
Mapuche TacticsHand Infantry: damage (Siege) +50%
Master LessonsHand Infantry: damage +10%
Maya Cotton ArmorHand Infantry: hit points +20%
Push of PikeHand Infantry: speed +10%, train time +10%
Somali Oryx Hide ShieldsHand Infantry: Wood cost −10%, Food cost −10%, Coin cost −10%
TEAM Hand Infantry AttackHand Infantry: damage +15%
Zapotec Cult of the DeadHand Infantry: damage +20%
AcupunctureUnit: train time −25%
Cult of the Supreme BeingUnit: XP for building +10%, XP for kills −10%
Feudal ArmiesUnit: train time −15%
Gadaa SystemUnit: hit points +5%, damage +5%
Golden LibertyUnit: Coin cost −5%
Mapuche Ad-mapuUnit: Coin cost −10%
Tar KilnsUnit: hit points +5%
TEAM Shivaji's TacticsUnit: damage +5%, hit points +5%
Torii GatesUnit: XP for building +60%
Torii GatesUnit: XP for building +60%
Torii GatesUnit: XP for building +60%
Torii GatesUnit: XP for building +60%
WampumUnit: XP for building +35%, train time −20%
Western ReformsUnit: damage +8%, hit points +8%
Winter CountsUnit: XP for building +40%
Ignatian SpiritualityUnit Class: hit points +5%
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
Cheyenne Horse TradingLight Infantry: train time −40%
Comanche Horse BreedingLight Infantry: hit points +10%
Comanche MustangsLight Infantry: speed +5%
CouriersLight Infantry: train time −45%
Cree TanningLight Infantry: hit points +5%
Fencing SchoolLight Infantry: train time −40%

…and 27 more that change every Hand Infantry.

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