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

Infantry · Colonial Age

Young Guard

Young Guard (proto ID ypConsulateYoungGarde) is an infantry unit in AoE3: Definitive Edition 100.19.18309 from the Colonial Age: 200 hit points, ranged 16 every 3 s at range 12; melee 24 every 1.5 s, 50% ranged resist. It costs 120 food, 60 coin and takes 42 s to train. 4 civilizations have it.

Quick answers (3)
How much does Young Guard cost in AoE3?
120 food, 60 coin; 42 s to train; 2 population (AoE3: Definitive Edition 100.19.18309).
Which civilizations have Young Guard?
Chinese, French, Indians and Japanese.
What is the proto ID of Young Guard?
ypConsulateYoungGarde — the name scenario triggers, AI scripts and mods use.
Hit points
200
Cost
Food120Coin60
Train time
42 s
Speed
4

Heavy siege infantryman that throws grenades to defeat infantry or buildings.

Population
2
Line of sight
15
Ranged resist
50%
Available from
IIColonial
XP when killed
18
Game ID
ypConsulateYoungGarde

In the game's words

How to use it

The Grenadier is a heavy ranged infantry unit that throws grenades, which inflict siege damage in an area. It is already available in the Commerce Age at the Artillery Foundry and operates like a short-ranged artillery unit. They are effective against buildings and infantry formations, but are vulnerable to cavalry. Grenadiers are more costly than regular infantry units, but possess high resistance against ranged attacks and many hit points to withstand musket fire. Grenadiers are a little faster than proper artillery, but have less range and damage. All European civilizations can equip Grenadiers with hand mortars with greater range by sending the Grenade Launchers card.

History

Grenadiers began as a unit of siege infantry that hurled grenades - iron spheres filled with gunpowder -- at their targets. Grenadiers needed to be tall, strong men so they could lob the grenades to their targets, or at least far enough away so that the explosion didn't damage their own troops. Over time, tactics and technology changed, and Grenadiers evolved into elite, highly trained and storied infantry regiments. Grenadiers wore long-tailed coats festooned with buttons, braid, and brass. The classic Grenadier wears a tall, cylindrical hat trimmed in or covered with bearskin. The hat originally had no brim, or a very little one at most, so it would not interfere with throwing, even though later Grenadiers fought as traditional infantry.

From the game's History encyclopedia (Infantry).

Young Guard, from the game's History

Attacks

AttackDamageEveryRangeMultipliers
Rangedarea 316 siege3 s12×0.5 vs Artillery×0.4 vs Cavalry×0.4 vs Light Infantry×0.5 vs Villager
Meleearea 124 melee1.5 s—×0.25 vs Cavalry×0.15 vs Light Infantry
Siege41 siege3 s12—
Mortararea 316 siege3 s14×0.5 vs Artillery×0.4 vs Cavalry×0.4 vs Light Infantry×0.5 vs Villager

Civilizations

ChineseFrenchIndiansJapanese

Cards and technologies that change it

Génie Troopscan train Field Hospital, can train Trading Post, can train Barracks, can train Stable, can train Artillery Foundry, can train Outpost
Old Guardline of sight +2, siege resist +0.1, hand resist +0.1, damage (Melee) +100%
Somali Ajuran EngineersSiege Trooper: damage bonus against Frontier Fortification +20%
WampumUnit: XP for building +35%, train time −20%; Siege Trooper: train time +15%
CorseletHeavy Infantry: hit points +25%, speed −15%
TEAM House of BernadotteHeavy Infantry: hit points +15%
United States ArmyHeavy Infantry: hit points +15%, damage +15%
ArmatoloiRanged Infantry: damage +5%
French and Hausa-only extra +5% Ranged Infantry damageRanged Infantry: damage +5%
Haudenosaunee LacrosseRanged Infantry: damage +10%
Peninsular GuerrillasRanged Infantry: damage +20%
TEAM Coffee ConsumptionRanged Infantry: speed +5%
TEAM Senegalese RiflemenRanged Infantry: damage +10%
Good Faith AgreementsConsulate Unit: train time −50%
Good Faith AgreementsConsulate Unit: train time −50%
Industrial AgeConsulate Unit: hit points +30%, damage +30%
Starting TechsConsulate Unit: damage +10%, hit points +10%
Starting TechsConsulate Unit: damage +10%, hit points +10%
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%

…and 44 more that change every Siege Trooper.

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