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

Infantry · Colonial Age

Maigadi

Maigadi (proto ID deMaigadi) is an infantry unit in AoE3: Definitive Edition 100.19.18309 from the Colonial Age: 260 hit points, ranged 36 every 3 s at range 14 (×1.5 vs Merc Type2, ×1.5 vs Mercenary); melee 36 every 1.5 s, 20% ranged resist. It costs 190 influence and takes 38 s to train at the Palace. For the same resources it loses hardest to the Jaguar Prowl Knight (edge ×1.8) and beats the Hand Mortar hardest. 1 civilization has it.

Quick answers (5)
What counters Maigadi in AoE3?
For the same resources, Jaguar Prowl Knight (×1.8), Falconet (×1.7), Horse Artillery (×1.6) and Bandido (×1.6) beat it hardest among regular units (base stats, AoE3: Definitive Edition 100.19.18309).
What is Maigadi good against?
For the same resources it beats Hand Mortar (×2.6), Siege Elephant (×2.3), Flail Elephant (×2.2) and Mahout Lancer (×2.1) hardest.
How much does Maigadi cost in AoE3?
190 influence; 38 s to train; 1 population (AoE3: Definitive Edition 100.19.18309).
Which civilizations have Maigadi?
Hausa.
What is the proto ID of Maigadi?
deMaigadi — the name scenario triggers, AI scripts and mods use.
Hit points
260
Cost
Influence190
Train time
38 s
Speed
4

Powerful heavy ranged infantry bodyguard with a deadly melee attack.

Population
1
Line of sight
28
Ranged resist
20%
Available from
IIColonial
XP when killed
20
Game ID
deMaigadi

In the game's words

How to use it

The Maigadi is a unique Hausa ranged infantry unit. It is available starting in the Commerce Age and is versatile but especially effective against mercenary units.

History

The Maigadi (bodyguards) were the personal guards of Hausa emirs. In an ever-shifting and often treacherous political climate, the ability to trust in those nearest to oneself was paramount. Maigadi not only safeguarded the welfare of the emir but also served as a private army of sorts.

From the game's History encyclopedia (Infantry).

Maigadi, from the game's History

Attacks

AttackDamageEveryRangeMultipliers
Ranged36 ranged3 s14×1.5 vs Merc Type2×1.5 vs Mercenary
Melee36 melee1.5 s——
Siege36 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.

Maigadi beats

Beats Maigadi

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

Hausa

Home City cards that ship it

Cards and technologies that change it

Dane Gunsdamage +20%, train time −25%, Influence cost −100, Coin cost +100
Sarkin Dogaraihit points +20%, damage bonus against Cavalry +0.5, damage bonus against Light Infantry +0.3
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%
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%
Akan FontomfromInfantry: speed +5%, train time −20%
BastimentoInfantry: train time −25%
Conservative TacticsInfantry: damage +10%, hit points +10%
CouriersInfantry: train time −45%
Cree TanningInfantry: hit points +5%
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%
Infantry HitpointsInfantry: hit points +15%
Liberation MarchInfantry: train time −35%, speed +5%
Liberation MarchInfantry: train time −35%, speed +5%
Matrakci SchoolInfantry: train time −30%
Military DrummersInfantry: speed +10%
Navajo WeavingInfantry: hit points +5%

…and 36 more that change every Infantry.

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