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

Cavalry · Fortress Age

Dragoon

Dragoon (proto ID Dragoon) is a cavalry unit in AoE3: Definitive Edition 100.19.18309 from the Fortress Age: 200 hit points, ranged 22 every 3 s at range 12 (×2 vs Artillery, ×2.25 vs Coyote Man, ×3 vs Heavy Cavalry); melee 11 every 1.5 s (×2 vs Artillery, ×2.25 vs Coyote Man, ×3 vs Heavy Cavalry), 20% ranged resist. It costs 90 food, 90 coin and takes 38 s to train at the Corral, Fort, Galleon and 4 more. For the same resources it loses hardest to the Qiang Pikeman (edge ×3.9) and beats the Siege Elephant hardest. 13 civilizations have it.

Quick answers (5)
What counters Dragoon in AoE3?
For the same resources, Qiang Pikeman (×3.9), Levied Spearman (×3.8), Puma Spearman (×3.7) and Veteran Halberdier (×3.4) beat it hardest among regular units (base stats, AoE3: Definitive Edition 100.19.18309).
What is Dragoon good against?
For the same resources it beats Siege Elephant (×3.3), Gatling Gun (×3.1), Hand Mortar (×2.7) and Culverin (×2.5) hardest.
How much does Dragoon cost in AoE3?
90 food, 90 coin; 38 s to train; 2 population (AoE3: Definitive Edition 100.19.18309).
Which civilizations have Dragoon?
British, Danes, Italians, Mexicans, Poles, Swedes, Dutch, French, Germans, Ottomans, Portuguese, Russians and Spanish.
What is the proto ID of Dragoon?
Dragoon — the name scenario triggers, AI scripts and mods use.
Hit points
200
Cost
Food90Coin90
Train time
38 s
Speed
7.25

Ranged cavalry. Good against cavalry.

Population
2
Line of sight
15
Ranged resist
20%
Available from
IIIFortress
XP when killed
18
Game ID
Dragoon

In the game's words

How to use it

Dragoons are a fast, ranged unit. They are effective at raiding and chasing down enemy cavalry. Their range is short, and they can be vulnerable to longer ranged soldiers. Dragoons have a good measure of everything that make a unit effective: speed, some range, and hitpoints. Sure, they cost more population space than infantry, but infantry can't catch them.

History

Dragoons were a very flexible mounted infantry, using their horses to move swiftly, then often dismounting to fight on foot with carbines, pistols, and sabers. During the eighteenth century in Europe, military leaders maintained dozens of regiments of Dragoons, placing them in a fixed role as medium cavalry. In the Americas, Dragoons were used as both cavalry and infantry. They scouted, raided camps, screened armies, and protected the rear of retreats. Dragoons wore tall helmets, often plumed, and carried a variety of arms. The carbines they used, called "dragons," gave the Dragoons their name. This short-barreled, smoothbore weapon had less range and power than a rifle and required that Dragoons be accompanied by infantrymen or dismounted Dragoons armed with longer-range firearms.

From the game's History encyclopedia (Cavalry).

Dragoon, from the game's History

Attacks

AttackDamageEveryRangeMultipliers
Ranged (defend)22 ranged3 s12×2 vs Artillery×2.25 vs Coyote Man×3 vs Heavy Cavalry×0.5 vs Villager
Melee11 melee1.5 s—×2 vs Artillery×2.25 vs Coyote Man×3 vs Heavy Cavalry
Siege9 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.

Dragoon beats

Beats Dragoon

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.

Home City cards that ship it

Cards and technologies that change it

Dragoon Combatdamage +20%, hit points +20%
Duchy of Warsawhit points +40%, damage +50%, becomes available
Finnhorseshit points +20%
Fire Drillstime between attacks (Ranged (defend)) −5%, time between attacks (Ranged (stagger)) −5%, speed +5%
Guard Dragoonshit points +30%, damage +30%
Guard of Honorbecomes available, minimum range (Ranged (stagger)) set to 2, minimum range (Ranged (defend)) set to 2
Horse Huntersdamage bonus against Heavy Cavalry +1.5, damage bonus against Coyote Man +1.2, train time −20%
Imperial Dragoonsdamage +50%, hit points +50%
Imperial Jutland Dragoonsdamage +50%, hit points +50%
Imperial Legion Dragoonsdamage +50%, hit points +50%
Jutland Dragoonsdamage +10%, hit points +10%, damage (Melee) +25%
Leather SoldiersWood cost set to 0, Coin cost set to 90
Legion Dragoonsdamage +10%, hit points +10%
Order of Avizrange (Ranged (stagger)) +4, range (Ranged (defend)) +4, line of sight +4
Plan of Tacubayahit points +10%
Plater's Legionrange (Ranged (defend)) +2, range (Ranged (stagger)) +2
Prussiabecomes available, time between attacks (Melee) −20%, hit points −10%, range (Ranged (defend)) +1, range (Ranged (stagger)) +1, range (Guardian Ranged) +1
Queen's Dragoonsdamage +10%
Romaniaspeed +10%, hit points −15%, damage +15%
Royal GuardsCoin cost +50%, Food cost +50%
Snaplockrange (Ranged (defend)) +2, range (Ranged (stagger)) +2, line of sight +4
ThoroughbredsFood cost −15%, Coin cost −15%
CarabinieriRanged Cavalry: time between attacks (Ranged (defend)) −10%, time between attacks (Ranged (stagger)) −10%, time between attacks (Ranged) −10%, time between attacks (Bow) −10%, time between attacks (Guardian Ranged) −10%, time between attacks (Repeating Ranged) −10%, train time −10%
Ranged Cavalry CaracoleRanged Cavalry: damage +10%, range (Ranged (stagger)) +2
Ranged Cavalry CombatRanged Cavalry: hit points +15%, damage +15%
Smokeless PowderGunpowder Cavalry: damage +10%
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%
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
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%

…and 25 more that change every Ranged Cavalry.

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