Canoe
Canoe is Native Americans, All (after building the Trading Post or Tambo on a Native American settlement) naval unit in Age of Empires III, available from the Commerce Age; obtained through European Dock (Asians, Europeans, Federal Americans, and Native Americans), Port (Africans). Its listed ability is Gathers from fish and whale; Transports land units.

Recorded values
- Cost
- 100 Wood
- Available
- Commerce Age · European Dock (Asians, Europeans, Federal Americans, and Native Americans) ; Port (Africans)
- Training
- 10 sec · 10 XP per train
- Durability & mobility
- 220 hit points · 50% ranged resistance · 8.5 speed · 22 line of sight
- Ranged attack
- 16 damage · 18 range · 2.0 attack interval
- Siege attack
- 40 damage · 18 range · 2.0 attack interval
- Ability
- Gathers from fish and whale; Transports land units
Role, availability & values
Production is available through European Dock (Asians, Europeans, Federal Americans, and Native Americans) or Port (Africans). It has 220 hit points and 50% ranged resistance. It moves at 8.5 speed. Training costs 100 Wood; it takes 10 seconds to train. Attack profile: Ranged attack deals 16 damage. Siege attack deals 40 damage. Special ability or role: Gathers from fish and whale; Transports land units.
Matchup & timing
Canoes combine a 40-damage ranged siege attack, transport capacity and fishing or whaling, so choose a job before sending one out. Their 8.5 speed and 50% ranged resistance help with a crossing, but 220 hit points do not make them safe against a fleet. Use nearby Native access or the relevant card route, and keep a warship nearby when the shore is contested.
Native warship, transport and fishing boat
The Canoe is an inexpensive Commerce Age warship that can also fish and carry land units. It costs 100 Wood, trains in 10 seconds, has 220 hit points, 50% ranged resistance, speed 8.5 and line of sight 22. Its transport capacity is 20. The ranged attack deals 16 damage at range 18 every two seconds; the siege attack deals 40 at the same range and interval. Its current line of sight and attack range were reduced from 24 and 20 in older versions, so legacy data should be marked by version. Aztecs, Haudenosaunee, Lakota and Inca have access by default. Other civilizations can unlock Canoes by building a Trading Post or Tambo on a Native American settlement, then produce them from a Dock or Port depending on civilization group. African civilizations pay 100 Influence for production. The ship can transport cavalry and artillery as well as infantry, which makes its capacity useful for crossing rivers or moving a mixed force between shorelines. Protect a loaded Canoe: losing it can strand the army and sacrifice all units on board. Canoes are versatile but do not match the durability of larger warships. Their lower price allows a group to scout a coastline, escort fishing and challenge enemy ships through numbers. They can fight Galleons and Caravels in a sufficiently large group, but should not sail alone into a fortified harbor. Artillery, especially Culverins, and defensive structures are dangerous counters. Use the ship’s speed to withdraw from a losing engagement and the transport role to approach a safe landing rather than trying to trade shots under Outpost fire. Fishing provides 0.22 Food per second, or 13.2 per minute, from Fish; Whales yield 0.17 Coin per second, or 10.2 per minute. This is less efficient than a dedicated Fishing Boat, so the Canoe’s economic role is most attractive when a military and transport vessel is already needed. Water Ceremony and War Ceremony can improve ranged warships, with Water Ceremony requiring a card. The maximum attack and hit points depend on upgrades and ceremony effects, and Native American upgrades such as River Raids, Improved Cordage and Legendary War Boats do not apply to Canoes. Check technology eligibility before spending resources expecting a bonus. The unit combines three jobs—warship, fishing craft and transport—but performs each with limits. Use a small number for reconnaissance and safe ferry routes, assign Fishing Boats to large-scale economic gathering and build heavier warships for a contested sea. A Canoe can support shore pressure with its siege attack and carry reinforcements, but its modest 220 hit points make it a poor choice for absorbing fire.
Use the Canoe where its three roles overlap
A Canoe earns its place when the map needs transport, reconnaissance and light naval defense at the same time. For example, ferry a small force across a river, keep the ship near the landing to discourage a weak pursuit, and gather from a nearby Fish patch while the land army secures the shore. The 20-unit capacity can carry artillery, but the ship’s 220 hit points make loading it under fire a high-risk choice. Clear the landing first and move the Canoe away from enemy defensive structures before unloading. If the route is contested, escort the transport with dedicated warships and avoid treating the Canoe’s short-range attack as sufficient naval protection. For economy, compare the gathering rates with the safety and opportunity cost of the vessel. Canoes collect 13.2 Food per minute from Fish or 10.2 Coin per minute from Whales at base rates; dedicated Fishing Boats gather Fish more efficiently. The Canoe can still be useful when the player wants a boat that can defend itself and ferry troops after the resource line is exhausted. Whales may be exposed or contested, so use a faster naval escort if the opponent controls the water. Training the ship from a Native American alliance route also consumes the settlement’s access opportunity, which may compete with other native units or technologies. Decide what the map demands before investing in a fleet of multipurpose boats.
Retreat before defensive fire accumulates
Speed 8.5 helps a Canoe scout and retreat, but its 50% ranged resistance is not immunity to focused ship or structure fire. Watch its health while fishing near an enemy shoreline and move out before several defensive weapons can target it together.
Affordable warship, fishing boat and transport
Canoes can attack, fish and transport units, giving Native American civilizations a flexible ship at relatively low cost. They are less powerful than dedicated warships, and their fishing is less efficient than a Fishing Boat, but their versatility can be valuable on a map where the player needs both exploration and transport. A Canoe’s documented damage output and hit points match the Marathan Catamaran comparison.
Use the ship for a clear water objective
Canoes can collect sea Treasures, escort a landing or carry units across a channel, but they should not fight a stronger fleet unsupported. Keep fishing craft behind the combat line and retreat when heavy ships arrive. Their low cost makes a small group practical for scouting or transport, while a sustained naval economy may need dedicated Fishing Boats and warships. Check civilization and map access before assuming every faction can build them.