Frigate
The Frigate is a Fortress Age heavy warship with high durability, strong ship-to-ship fire and troop transport capacity. Its special Broadside Attack delivers a burst of cannon damage to another ship.

Recorded values
- Available
- Fortress Age* · European Dock (Europeans, Federal Americans, and Indians) ; Port (Hausa)
- Training
- 40 sec · 100 XP per train
- Durability & mobility
- 2,000 hit points · 75% ranged resistance · 7.5 speed · 34 line of sight
- Ranged attack
- 90 base damage · range 30 · attack interval 2.0 · area of effect 1 · bonus damage: 0.5x vs. Artillery
- Broadside attack
- 40 (5) base damage · range 30 · attack interval 0.05 · area of effect 1 · bonus damage: 2.0x vs. Ship
- Ability
- Transports land units
Role & counters
European civilizations, Federal Americans and Indians train Frigates from a Dock; Hausa access depends on the British Alliance. The current standard limit is three, and the ship can transport land units. Availability was Industrial Age in the original release and moved earlier in The Asian Dynasties.
When to field it
Build or ship one when sustained naval control or troop transport matters. Keep it away from shore defenses and land artillery, which can punish ships despite their ranged resistance.
Fortress Age naval control
The Frigate is a heavy warship available from the Fortress Age in later releases, with a 500-Wood and 500-Coin cost, 40-second training time, limit of three, 2,000 hit points, 75% ranged resistance, speed 7.5 and line of sight 34. It can transport land units and deliver sustained naval fire, while its Broadside Attack releases a burst against another ship. The combination makes it useful for controlling water and moving an army, but it is a valuable target for shore defenses and opposing artillery. Keep Frigates away from fixed guns and land-based siege, and use escorts or supporting ships during a crossing. The broadside is a timed burst, so coordinate it on a priority ship rather than firing at a target that can escape. European civilizations, Federal Americans and Indians use a Dock; Hausa access depends on the British Alliance. In the original release, the Frigate was an Industrial Age unit; The Asian Dynasties moved it to the Fortress Age. That version difference changes the timing of naval control significantly. Check the active rules before comparing costs and access. The ship’s large health pool helps it absorb some ranged fire but does not make it invulnerable. Use it when the map has enough water to justify a 500/500 investment, and avoid building the fleet before the land economy can maintain both ships and army.
Broadside and transport timing
The Frigate combines a warship role with land transport, giving it value on maps where the army must cross water. Its current Fortress Age access is earlier than in the original release, where it was Industrial Age; The Asian Dynasties introduced the earlier timing. The ship’s 2,000 hit points and 75% ranged resistance help it withstand ranged fire, but shore defenses and land artillery can still be dangerous. Broadside Attack is a burst against enemy Ships, so synchronize it with other naval fire and protect the Frigate while the cooldown recovers. A transport garrison can turn the ship into a high-value target, so escort the crossing and unload on a safe shore. The current limit is three. European civilizations, Federal Americans and Indians use a Dock, while Hausa access depends on the British Alliance. Costs and availability may change by release, so check the civilization and expansion before following an older guide. Build Frigates when naval control or transport will materially affect the match; the 500 Wood and 500 Coin investment competes with land production. Keep the fleet near allied forces if the enemy has a Monitor or fixed coastal defense, and avoid treating 75% ranged resistance as immunity to all attacks.
Naval support and matchup
Frigates are most valuable when the match has enough water to contest. Their 34 line of sight helps identify ships and shore targets, while broadside damage can swing a ship engagement. Keep land artillery away from their route and use transport capacity only when the landing can be supported.
Selecting the timing
A Fortress Age Frigate can arrive much earlier than in the original game, when it required Industrial Age. Use the current release’s access and unit limit when planning naval control; older guides may describe a later timing.
Fortress Age Fleet Role
A Frigate is a major naval investment and should be built when the map makes sustained water control worthwhile. Use its transport capacity for a supported landing, then keep the ship with the fleet rather than sailing through shore defenses alone. The current Fortress Age availability makes it a midgame option in later releases.
Heavy warship for fleet control
The Frigate is a large naval warship with substantial hit points and cannon fire. It can contest enemy ships, protect transports and fishing, and pressure coastal positions. Its cost and build time make it a major naval investment, so place it with supporting vessels rather than sending it alone into a concentrated fleet.
Choose a target and use the Dock
Frigates are strongest when they can remain in firing range and focus on a valuable ship or shoreline objective. Repair them at a Dock between engagements; the building repairs one ship at a time, and high-health vessels take longer. Keep fishing boats behind the combat line and retreat if the enemy has a larger fleet or specialized anti-ship unit. Naval availability and limits vary by civilization and map.