Units

Culverin

The Culverin is long-range artillery specialized for fighting other artillery and damaging buildings. Its cannon fire can remove enemy guns before they decide an Infantry engagement.

APPLIES TO Original game (2005); also in Definitive Edition
Culverin in Age of Empires III
Culverin
IN-GAME VALUES

Recorded values

Cost
100 Wood, 400 Coin
Available
Fortress Age · Artillery Foundry (Europeans and Federal Americans) ; Palace (Africans)
Training
45 sec · 4 population · 50 XP per train
Durability & mobility
280 hit points · 75% ranged resistance · 3.5 / 1.4 speed · 36 line of sight
Bombard attack
40 base damage · range 34 · attack interval 6.0 · area of effect 1 · bonus damage: 10.0x vs. Ship; 4.0x vs. Artillery; 2.0x vs. Gatling Camel, 16; 1.9x vs. Building; 1.75x vs. Siege unit; 0.57x vs. Recruiting ship; 0.5x vs. Cavalry; 0.5x vs. Shock troops
Case shot attack
4 (7) base damage · range 17 · attack interval 6.0 · area of effect 3 · bonus damage: 2.0x vs. Infantry; 2.0x vs. Gatling Camel, 16; 1.9x vs. Building; 1.75x vs. Siege unit; 0.57x vs. Recruiting ship; 0.5x vs. Cavalry; 0.5x vs. Shock troops · requires Case Shot card

Role & counters

Culverins have a strong bonus against artillery and greater reach than many field units. They are vulnerable to Cavalry and do not replace anti-Infantry artillery such as Falconets. Their slower firing role rewards selecting high-value targets rather than firing at whatever is closest.

When to field it

Bring Culverins when the opponent relies on Falconets, Heavy Cannons or other artillery. Keep anti-cavalry units nearby and let the rest of the army handle Infantry while the Culverins focus enemy guns. Protect them during repositioning.

Choose targets that justify the long reload

The Fortress Age Culverin costs 100 Wood and 400 Coin, takes 45 seconds to train and uses four population. Its 34-range Bombard attack deals 40 base damage with a 4× multiplier against Artillery and 1.9× against Buildings; the six-second interval makes target selection important. It is a specialist answer to enemy guns, not the army’s general anti-infantry weapon. The Case Shot card adds a shorter-range attack that can strike Infantry in an area, but the Culverin remains vulnerable to Cavalry and Shock troops. Keep a screening force close, let it focus artillery or valuable structures, and avoid moving it without protection.