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

Infantry · Colonial Age

Chu Ko Nu

Chu Ko Nu (proto ID ypChuKoNu) is an infantry unit in AoE3: Definitive Edition 100.19.18309 from the Colonial Age: 90 hit points, ranged 5 every 3 s at range 16 (×2 vs Heavy Infantry, ×2.5 vs Light Cavalry, ×2.5 vs Ranged Shock Infantry); melee 6 every 1.5 s (×2 vs Heavy Infantry, ×2 vs Light Cavalry, ×2 vs Ranged Shock Infantry), 20% ranged resist. It costs 85 food and takes 24 s to train. For the same resources it loses hardest to the Falconet (edge ×3.4) and beats the Siege Elephant hardest. 1 civilization has it.

Quick answers (5)
What counters Chu Ko Nu in AoE3?
For the same resources, Falconet (×3.4), Steppe Rider (×3.3), Horse Artillery (×3.2) and Veteran Lancer (×3.1) beat it hardest among regular units (base stats, AoE3: Definitive Edition 100.19.18309).
What is Chu Ko Nu good against?
For the same resources it beats Siege Elephant (×1.7), Bolas Warrior (×1.3), Hand Mortar (×1.3) and Hakkapelit (×1.1) hardest.
How much does Chu Ko Nu cost in AoE3?
85 food; 24 s to train; 1 population (AoE3: Definitive Edition 100.19.18309).
Which civilizations have Chu Ko Nu?
Chinese.
What is the proto ID of Chu Ko Nu?
ypChuKoNu — the name scenario triggers, AI scripts and mods use.
Hit points
90
Cost
Food85
Train time
24 s
Speed
4.5

Archaic Chinese crossbow that fires at an extremely fast rate. Good against infantry.

Population
1
Line of sight
20
Ranged resist
20%
Available from
IIColonial
XP when killed
9
Game ID
ypChuKoNu

In the game's words

How to use it

The Chu Ko Nu is a cheap and relatively weak Chinese archer unit that fires three times faster than regular archer units. As a result of its great speed, the Chu Ko Nu’s individual arrows do less damage than other arrows. However, the unit does have a bonus when fighting heavy infantry and light cavalry. The Chu Ko Nu is part of the Old Han and Standard Banner Armies can be trained at the Chinese War Academy.

History

The Chinese chu ko nu repeating crossbow was known for its simple design and incredible rate of fire. It held a magazine of 10 bolts with steel tips, which it shot in succession, and was operated by grasping the stock in the left hand and working the lever with the right. In that swift movement, a bolt would drop into place, the string would be strung, and then the bolt would be fired, with another bolt dropping in to take its place. The weapon was specifically designed to fire rapidly and be turned on groups of enemy troops at a distance of no more than 150-250 feet. It was especially effective against cavalry. Horses provided large targets for the generally inaccurate chu ko nu, and when the animal was wounded it usually lost control and sowed pandemonium in the surrounding ranks. Stories of the chu ko nu date back to 250 BCE, when legend has it that the first Chinese emperor Qin Shi Huang used the weapon to shoot sharks for sport. Most accounts, however, have the creation of the chu ko nu occurring during the Chinese Han Dynasty, around the year 200 CE.

From the game's History encyclopedia (Infantry).

Chu Ko Nu, from the game's History

Attacks

AttackDamageEveryRangeMultipliers
Ranged5 ranged3 s16×0.6 vs Cavalry×2 vs Heavy Infantry×2.5 vs Light Cavalry×0.6 vs Light Infantry×2.5 vs Ranged Shock Infantry
Melee6 melee1.5 s—×0.75 vs Cavalry×2 vs Heavy Infantry×2 vs Light Cavalry×0.75 vs Light Infantry×2 vs Ranged Shock Infantry
Siege3 siege3 s——

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.

Chu Ko Nu beats

Beats Chu Ko Nu

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.

Civilizations

Chinese

Home City cards that ship it

Cards and technologies that change it

Disciplined Chu Ko Nudamage +20%, hit points +20%
End RelationsFood cost +15%
Exalted Chu Ko Nuhit points +50%, damage +50%
German AlliesFood cost −15%
Honored Chu Ko Nudamage +30%, hit points +30%
Old Dynasty Reformshit points +50%, damage +50%, Food cost +25%, Wood cost +25%
Repelling Volleydamage bonus against Light Cavalry +1.25, damage bonus against Heavy Infantry +1, damage bonus against Ranged Shock Infantry +1
ArmatoloiRanged Infantry: damage +5%
French and Hausa-only extra +5% Ranged Infantry damageRanged Infantry: damage +5%
Peninsular GuerrillasRanged Infantry: damage +20%
TEAM Coffee ConsumptionRanged Infantry: speed +5%
TEAM Senegalese RiflemenRanged Infantry: damage +10%
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%
Feudal ArmiesUnit: train time −15%
Gadaa SystemUnit: hit points +5%, damage +5%
Golden LibertyUnit: Coin cost −5%
Mapuche Ad-mapuUnit: Coin cost −10%
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%
Carib Garifuna DrumsArcher: damage bonus against Villager +1
Carib Kasiri BeerArcher: damage +10%
SarmatismArcher: range (Ranged) +1, range (Ranged (defend)) +1, range (Ranged (stagger)) +1, range (Bow) +1, line of sight +1
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%

…and 25 more that change every Ranged Infantry.

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