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

Artillery · Fortress Age

Organ Gun

Organ Gun (proto ID OrganGun) is an artillery unit in AoE3: Definitive Edition 100.19.18309 from the Fortress Age: 150 hit points, ranged 33 every 4 s at range 26 (×2.5 vs Fixed Gun), 75% ranged resist. It costs 100 wood, 300 coin and takes 40 s to train at the Artillery Foundry, Fort, American Citadel and 2 more. For the same resources it loses hardest to the Retainer (edge ×9) and beats the Chu Ko Nu hardest. 2 civilizations have it.

Quick answers (5)
What counters Organ Gun in AoE3?
For the same resources, Retainer (×9), Veteran Oprichnik (×8.8), Kanya Horseman (×8.7) and Steppe Rider (×7.3) beat it hardest among regular units (base stats, AoE3: Definitive Edition 100.19.18309).
What is Organ Gun good against?
For the same resources it beats Chu Ko Nu (×1.2) and Bersagliere (×1) hardest.
How much does Organ Gun cost in AoE3?
100 wood, 300 coin; 40 s to train; 4 population (AoE3: Definitive Edition 100.19.18309).
Which civilizations have Organ Gun?
Ethiopians and Portuguese.
What is the proto ID of Organ Gun?
OrganGun — the name scenario triggers, AI scripts and mods use.
Hit points
150
Cost
Coin300Wood100
Train time
40 s
Speed
4

Artillery that fires multiple projectiles. Better against infantry than buildings.

Population
4
Line of sight
28
Ranged resist
75%
Available from
IIIFortress
XP when killed
40
Game ID
OrganGun

In the game's words

How to use it

The Organ Gun is a Portuguese artillery piece focused on damaging units. It has less range than most artillery pieces, but is devastating to soldiers, especially infantry. It is trained from the Artillery Foundry in the Fortress Age, or can be sent from the Home City. Like all artillery pieces, it is expensive and takes up several population spaces. Organ Guns are what a Portuguese player uses to shred enemy units. Because of their limited range and low hitpoints, it is important to protect them from units that get close.

History

Also called a ribauldequin, this Renaissance-era gun's multiple iron barrels line up side by side. These small caliber (for artillery) projectiles were meant to be fired at the same time, creating a wave of fearsome iron that could tear ranks of enemy foot and cavalry soldiers apart.

From the game's History encyclopedia (Artillery).

Organ Gun, from the game's History

Attacks

AttackDamageEveryRangeMultipliers
Cannonarea 233 siege4 s26×0.5 vs Artillery×0.5 vs Cavalry×0.5 vs Light Infantry×0.75 vs Building×0.5 vs Ship×2.5 vs Fixed Gun×0.5 vs Arrow Knight

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. This unit hits an area, so one-on-one figures understate it against groups.

Organ Gun beats

Beats Organ Gun

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

Grapeshottime between attacks (Cannon) −0.15, area of damage (Cannon) +0.5
Imperial Rabauldshit points +50%, damage +50%
Rabauldsdamage +25%, hit points +25%
Starting TechsWood cost set to 0, Trade cost +100
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%; Artillery: train time +15%
Western ReformsUnit: damage +8%, hit points +8%
Winter CountsUnit: XP for building +40%
Artillery HitpointsArtillery: hit points +15%
BakufuArtillery: train time +10%
Engineering SchoolArtillery: train time −30%
Flying BatteryArtillery: speed +1.1
Gunner's QuadrantArtillery: line of sight +6
Heated ShotArtillery: damage bonus against Ship +50%
Italian FirearmsArtillery: area of damage (Cannon) +25%, area of damage (Solid) +25%, area of damage (Explosive) +25%
Knox's Continental ArtilleryArtillery: train time −10%, hit points +10%
LantakasArtillery: damage +15%
Marion's DiversionsArtillery: speed +5%
Plan of VeracruzArtillery: line of sight +4
Professional GunnersArtillery: hit points +10%
Siege AttackArtillery: damage +15%
Siege CombatArtillery: damage +15%, hit points +15%
Siege HitpointsArtillery: hit points +15%
Smokeless PowderArtillery: damage +5%
TEAM Engineering SchoolArtillery: train time −15%
TEAM Odzutsu MortarsArtillery: damage +10%
TopçularArtillery: damage +15%, hit points +15%

…and 1 more that change every Artillery.

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