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

Infantry · Colonial Age

Regular

Regular (proto ID deRegular) is an infantry unit in AoE3: Definitive Edition 100.19.18309 from the Colonial Age: 150 hit points, ranged 25 every 3 s at range 14; melee 14 every 1.5 s (×3 vs Cavalry, ×2.25 vs Light Infantry), 20% melee resist. It costs 55 food, 50 coin and takes 34 s to train at the Barracks, Blockhouse, Fluyt and 5 more. For the same resources it loses hardest to the Jaguar Prowl Knight (edge ×1.8) and beats the Flail Elephant hardest. 8 civilizations have it.

Quick answers (5)
What counters Regular in AoE3?
For the same resources, Jaguar Prowl Knight (×1.8), Bandido (×1.5), Renegado (×1.5) and Aenna (×1.5) beat it hardest among regular units (base stats, AoE3: Definitive Edition 100.19.18309).
What is Regular good against?
For the same resources it beats Flail Elephant (×3.7), Mahout Lancer (×3.4), Tashunke Prowler (×3.1) and Hand Mortar (×3) hardest.
How much does Regular cost in AoE3?
55 food, 50 coin; 34 s to train; 1 population (AoE3: Definitive Edition 100.19.18309).
Which civilizations have Regular?
British, United States, Italians, Mexicans, Poles, Swedes, Dutch and French.
What is the proto ID of Regular?
deRegular — the name scenario triggers, AI scripts and mods use.
Hit points
150
Cost
Food55Coin50
Train time
34 s
Speed
4

Heavy ranged infantry with greater range than other Musketeers. Armed with a bayonet to beat cavalry.

Population
1
Line of sight
16
Melee resist
20%
Available from
IIColonial
XP when killed
11
Game ID
deRegular

In the game's words

How to use it

The Regular replaces the Musketeer and is unique to the United States. It is available starting in the Commerce Age and, like the Musketeer, is an all-around strong soldier that is effective against cavalry. United States Regulars have a higher range than their European counterparts, however, giving them a slight edge in battle.

History

As the American Revolution erupted, the Continental Congress realized the need for a regular, disciplined, and well trained army rather than a patchwork of local militias. The Continental Army was initially at a steep disadvantage when facing the British, but the leadership of influential figures such as George Washington, the Marquis de La Fayette, and Baron von Steuben helped the fledgling force evolve into a disciplined, effective military machine. From that point on, regular troops became the backbone of the American armed forces, drawing on people from all backgrounds and walks of life and bringing them together in the service of the growing nation.

From the game's History encyclopedia (Infantry).

Regular, from the game's History

Attacks

AttackDamageEveryRangeMultipliers
Ranged25 ranged3 s14—
Melee14 melee1.5 s—×3 vs Cavalry×2.25 vs Light Infantry
Siege22 siege3 s——
Mortararea 122 ranged3 s16—

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.

Regular beats

Beats Regular

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

American Patriotismtrain time −35%
Continental Armyhit points +15%, damage +15%
Guard Regularshit points +30%, damage +30%
Imperial Regularshit points +50%, damage +50%
Patriotismtrain time −35%
Veteran Regularshit points +20%, damage +20%
CorseletHeavy Infantry: hit points +25%, speed −15%
TEAM House of BernadotteHeavy Infantry: hit points +15%
United States ArmyHeavy Infantry: hit points +15%, damage +15%
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%
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%
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%
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%
ZamindarsInfantry: train time −20%
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%

…and 29 more that change every Heavy Infantry.

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