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

Infantry · Discovery Age

Levied Spearman

Levied Spearman (proto ID deSpearmanLevy) is an infantry unit in AoE3: Definitive Edition 100.19.18309 from the Discovery Age: 120 hit points, melee 7 every 1.5 s (×5 vs Cavalry, ×2.25 vs Light Infantry), 10% melee resist. It costs 65 influence and takes 12 s to train at the Battle Canoe and Hut. For the same resources it loses hardest to the Jaguar Prowl Knight (edge ×1.9) and beats the Yabusame Archer hardest. 2 civilizations have it.

Quick answers (5)
What counters Levied Spearman in AoE3?
For the same resources, Jaguar Prowl Knight (×1.9), Veteran Halberdier (×1.5), Desperado (×1.3) and Pistolero (×1.3) beat it hardest among regular units (base stats, AoE3: Definitive Edition 100.19.18309).
What is Levied Spearman good against?
For the same resources it beats Yabusame Archer (×4.9), Flail Elephant (×4.6), Hand Mortar (×4.6) and Mahout Lancer (×4.3) hardest.
How much does Levied Spearman cost in AoE3?
65 influence; 12 s to train; 1 population (AoE3: Definitive Edition 100.19.18309).
Which civilizations have Levied Spearman?
Ethiopians and Hausa.
What is the proto ID of Levied Spearman?
deSpearmanLevy — the name scenario triggers, AI scripts and mods use.
Hit points
120
Cost
Influence65
Train time
12 s
Speed
5

Quick-training, Spearman who quickly loses hitpoints, becoming less effective over time.

Population
1
Line of sight
12
Melee resist
10%
Available from
IDiscovery
Game ID
deSpearmanLevy

Attacks

AttackDamageEveryRangeMultipliers
Melee7 melee1.5 s—×5 vs Cavalry×2.25 vs Light Infantry×0.25 vs Villager
Siege6 siege3 s——
Melee (cover)3.5 melee1.5 s—×5 vs Cavalry×2.25 vs Light Infantry×0.25 vs Villager

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.

Levied Spearman beats

Beats Levied Spearman

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

EthiopiansHausa

Cards and technologies that change it

Mass Levieshealth regeneration set to 0, damage bonus against Villager set to 1
Yoruba Wrestlinghealth regeneration −25%
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%
Maya Cotton ArmorHand Infantry: hit points +20%
Push of PikeHand Infantry: speed +10%, train time +10%
TEAM Hand Infantry AttackHand Infantry: damage +15%
Zapotec Cult of the DeadHand Infantry: damage +20%
Kraton GuardsPikeman: damage +20%, hit points +20%
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
Ignatian SpiritualityUnit Class: hit points +5%
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%
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%

…and 26 more that change every Hand Infantry.

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