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

Infantry · Discovery Age

Militiaman

Militiaman (proto ID Minuteman) is an infantry unit in AoE3: Definitive Edition 100.19.18309 from the Discovery Age: 200 hit points, ranged 26 every 3 s at range 12 (×2 vs Siege Trooper); melee 13 every 1.5 s (×2 vs Siege Trooper), 20% melee resist. It costs 75 food and takes 2 s to train at the Watch House. 9 civilizations have it.

Quick answers (3)
How much does Militiaman cost in AoE3?
75 food; 2 s to train; 1 population (AoE3: Definitive Edition 100.19.18309).
Which civilizations have Militiaman?
British, Danes, Italians, Maltese, Poles, Swedes, Dutch, French and Germans.
What is the proto ID of Militiaman?
Minuteman — the name scenario triggers, AI scripts and mods use.
Hit points
200
Cost
Food75
Train time
2 s
Speed
4

Quick-training ranged infantryman who quickly loses hitpoints, becoming less effective over time. Good against Siege troopers.

Population
1
Line of sight
15
Melee resist
20%
Available from
IDiscovery
Game ID
Minuteman

In the game's words

How to use it

The Militiaman is a ranged infantry unit with a good attack against siege units like Grenadiers, but diminishing hitpoints. When your town is under attack and you don't have an army ready to defend it, call out the Militiamen. They will come from the Town Center and fight off attackers. As soon as the Militiamen appear, their hitpoints start to decrease. This makes their hitpoint bar act like a timer, indicating how long the Militiamen are effective. When their hitpoints drop to one the Militiamen can still move and fight, but taking any more damage kills them. You should therefore use them largely for defense against a surprise attack.

History

Militiamen were recruited from the local population and could be quickly called to arms to defend cities and support professional armies in a case of war. In times of peace they often acted as police force to uphold public order. The level of organization, training and equipment differed greatly and was highly dependent on funds. The Minutemen were American militiamen who vowed to be ready in a minute's notice to fight against British soldiers leading up to and during the American Revolutionary War. They had no formal training and used their own weapons as arms, relying on hunting skills for marksmanship and guerilla tactics learned from the Native Americans in the recent French and Indian War. Monuments stand at the North Bridge in Concord and Battle Green Square in Lexington to commemorate the first fighting of the American Revolution, fighting done by Minutemen.

From the game's History encyclopedia (Special).

Militiaman, from the game's History

Attacks

AttackDamageEveryRangeMultipliers
Ranged26 ranged3 s12×2 vs Siege Trooper×0.25 vs Villager
Melee13 melee1.5 s—×2 vs Siege Trooper×0.25 vs Villager
Siege5 siege3 s——

Trained at

Civilizations

BritishDanesItaliansMaltesePolesSwedesDutchFrenchGermans

Home City cards that ship it

Cards and technologies that change it

CanadaFood cost +35
CanadaFood cost +35
Continental Armyhit points +15%, damage +15%
Disruptiondamage bonus against Resource Enclosure +2, damage (Siege) +50%, damage bonus against Villager set to 2, damage bonus against Villager set to 1, damage bonus against Guardian set to 3, damage bonus against Guardian set to 1
FreikorpsCoin cost set to 10, Food cost set to 60, train time set to 20, damage bonus against Infantry set to 1.6, damage bonus against Infantry set to 1, damage bonus against Cavalry set to 1, becomes available
Friskytterhit points +30%, damage +30%, range (Ranged (defend)) +2, range (Ranged (stagger)) +2, range (Ranged) +2, line of sight +2
Imperial Friskytterhit points +50%, damage +50%, range (Ranged (defend)) +2, range (Ranged (stagger)) +2, range (Ranged) +2, line of sight +2
Kuleli Schoolhit points +15%, damage +15%
Lexington Minutemenhealth regeneration −80%
Militia Officerbecomes available, train time +24
Nuremberg Gunsmithsbecomes available, health regeneration +0.5
Pennsylvania Long Riflesrange (Ranged (defend)) +4, range (Ranged (stagger)) +4, range (Ranged) +4, range (Ranged Ship) +4, range (Defend Ranged Ship) +4, line of sight +4
Permanent Active Militiahealth regeneration set to 0, XP for kills set to 11, XP for building set to 11
Royal GuardsFood cost +25%, Wood cost +25%
Royal ServiceWood cost set to 0, Coin cost +30, health regeneration set to 0, XP for kills set to 9
Safehousestrain time −20%
Seviteshealth regeneration +0.1
Veteran Snaphanerhit points +20%, damage +20%
Yoruba Wrestlinghealth regeneration −25%
Zealand Jaegerssiege resist +0.1, damage bonus against Artillery +1.5, damage bonus against Artillery set to 1
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%
Piechota WybranieckaInfantry: train time −20%
Pok Ta PokInfantry: speed +10%, train time −10%
Quechuan DietInfantry: train time −15%
Quechuan MountaineeringInfantry: speed +10%
RansackInfantry: damage (Siege) +50%, damage (Mortar Building) +50%
Royal Fencing SchoolInfantry: train time −40%
Royal Fencing SchoolInfantry: train time −40%
Somali Oryx Hide ShieldsInfantry: ranged resist +0.05
Standing ArmyInfantry: train time −25%
Standing ArmyInfantry: train time −25%
TEAM Inca BridgesInfantry: speed +5%
TEAM Infantry HitpointsInfantry: hit points +10%
TEAM Yongle InfrastructureInfantry: speed +5%
Tilly's DisciplineInfantry: speed +20%, Coin cost +10%, Food cost +10%, Wood cost +10%
YogaInfantry: damage +5%
ZamindarsInfantry: 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

…and 24 more that change every Infantry.

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