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

Cavalry · Colonial Age

Chinaco

Chinaco (proto ID deChinaco) is a cavalry unit in AoE3: Definitive Edition 100.19.18309 from the Colonial Age: 290 hit points, melee 25 every 1.5 s (×1.25 vs Coyote Man, ×1.25 vs Heavy Cavalry, ×1.5 vs Infantry), 20% ranged resist. It costs 110 food, 90 coin and takes 43 s to train at the Fort, Galleon, Stable and 1 more. For the same resources it loses hardest to the Puma Spearman (edge ×2.5) and beats the Gatling Gun hardest. 2 civilizations have it.

Quick answers (5)
What counters Chinaco in AoE3?
For the same resources, Puma Spearman (×2.5), Qiang Pikeman (×2.5), Levied Spearman (×2.5) and Soldado (×2.4) beat it hardest among regular units (base stats, AoE3: Definitive Edition 100.19.18309).
What is Chinaco good against?
For the same resources it beats Gatling Gun (×7.3), Culverin (×5.7), Organ Gun (×5.6) and Siege Elephant (×4.7) hardest.
How much does Chinaco cost in AoE3?
110 food, 90 coin; 43 s to train; 2 population (AoE3: Definitive Edition 100.19.18309).
Which civilizations have Chinaco?
Mexicans and Spanish.
What is the proto ID of Chinaco?
deChinaco — the name scenario triggers, AI scripts and mods use.
Hit points
290
Cost
Food110Coin90
Train time
43 s
Speed
6.75

Heavy cavalry armed with a lance for extra range. Good against skirmishers, and holds its own against cavalry.

Population
2
Line of sight
15
Ranged resist
20%
Available from
IIColonial
XP when killed
20
Game ID
deChinaco

In the game's words

How to use it

The Chinaco replaces the Hussar and is unique to the Mexicans. It is available starting in the Commerce Age and, like the Hussar, is effective against ranged infantry but weak against heavy infantry and light cavalry. Chinacos have lower hit points than Hussars but, unlike Hussars, have multipliers on their damage output – making them more of a hard counter than a soft counter to the units against whom heavy cavalry excel. They also have a slightly longer range than other melee cavalry units, making it easier for them to attack their targets.

History

During the 19th century, many Mexican military forces were irregular detachments that fought effectively despite a general lack of discipline and earned a formidable reputation. Doubling as cattle ranchers in times of peace, Chinacos were famous for their equestrian skills, martial spirit, and flamboyant attire. Respected by their peers and feared on the battlefield, these bold riders were a credit to any army they saw fit to join.

From the game's History encyclopedia (Cavalry).

Chinaco, from the game's History

Attacks

AttackDamageEveryRangeMultipliers
Melee25 melee1.5 s2.75×1.25 vs Coyote Man×1.25 vs Heavy Cavalry×0.67 vs Heavy Infantry×1.5 vs Infantry
Siege20 siege3 s——
Tramplearea 316.67 melee2 s2.75×1.25 vs Coyote Man×1.25 vs Heavy Cavalry×0.67 vs Heavy Infantry×1.5 vs Infantry

Counters, worked out

Armies of equal cost, base stats (no upgrades or cards). "Edge" = how many times the winner's spending the loser would need to draw.

Chinaco beats

Beats Chinaco

How this is worked out

Each hit: damage × every multiplier that matches the target's types × (1 − the target's resist to that damage). Two ranged units trade shots; against a melee-only unit the better of ranged and melee is used. Damage per second = hit ÷ seconds between attacks.

Armies bought with the same resources fight by Lanchester's square law: strength = (resources ÷ unit cost)² × damage per second × hit points. The edge is the square root of the strength ratio. All matchups.

Trained at

Civilizations

MexicansSpanish

Home City cards that ship it

Cards and technologies that change it

Charrosdamage +40%, hit points +40%
Imperial Charrosdamage +50%, hit points +50%
Leather SoldiersWood cost set to 0, Coin cost set to 90
Veteran Chinacoshit points +20%, damage +20%
Cavalry CombatCavalry: hit points +15%, damage +15%
Cavalry CombatCavalry: damage +15%, hit points +15%
Cavalry CombatCavalry: hit points +15%, damage +15%
Cavalry CombatCavalry: hit points +15%, damage +15%
Cavalry CombatCavalry: hit points +15%, damage +15%
Cavalry CombatCavalry: hit points +15%, damage +15%
Cavalry CombatCavalry: hit points +15%, damage +15%
Cavalry CombatCavalry: hit points +15%, damage +15%
Cavalry CombatCavalry: hit points +15%, damage +15%
Cavalry CombatCavalry: hit points +15%, damage +15%
Cavalry DamageCavalry: damage +15%
Cavalry DamageCavalry: damage +15%
Cavalry HitpointsCavalry: hit points +15%
Cavalry HitpointsCavalry: hit points +15%
CouriersCavalry: train time −45%
Horse SecretsCavalry: speed +10%, train time −35%
HorsemanshipCavalry: train time −33%, damage bonus against Walls +1
Junín HussarsHand Cavalry: train time −30%; Cavalry: speed +5%
Liberation MarchCavalry: train time −35%, speed +5%
Liberation MarchCavalry: train time −35%, speed +5%
Mass CavalryCavalry: train time −35%
Mass CavalryCavalry: train time −35%
Polish HorsemanshipCavalry: train time −40%
Quechuan DietCavalry: train time −15%
Riding SchoolCavalry: train time −40%
Riding SchoolCavalry: train time −40%
Riding SchoolCavalry: train time −40%
Spanish Riding SchoolCavalry: speed +10%
Sudanese Quilted ArmorCavalry: hand resist +0.1
TEAM Kamchatka ExpeditionsCavalry: line of sight +4, hit points +10%
TEAM MustangsCavalry: Coin cost −10%, Wood cost −10%, Food cost −10%
Terror ChargeCavalry: train time −20%
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
AcupunctureUnit: train time −25%
Cult of the Supreme BeingUnit: XP for building +10%, XP for kills −10%

…and 29 more that change every Cavalry.

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