Technologies

Great Coat

Great Coat is an Exploration Age Market upgrade that increases Villager hit points. It gives workers more time to reach shelter when raiders attack, but it does not turn them into combat units or remove the need to protect remote gathering.

APPLIES TO Original game (2005); also in Definitive Edition
Great Coat in Age of Empires III
Great Coat
TECHNOLOGY DETAILS

Research profile

Civilization
Europeans
Research location
Market
Research time
20 seconds
Food cost
75
Effect
Villager hit points +35%; Unit affected by villager upgrades hit points +10%

Effect

For eligible European civilizations, the Market researches it for 75 Food in 20 seconds. Villagers gain 35% hit points; units affected by Villager hit-point upgrades receive the listed smaller 10% increase. The bonus changes durability, not gathering speed, attack or resistance, so scouting and garrison access remain important.

Research condition

Available in the Exploration Age at Market. Cost: 75 food. Civilization access varies by roster.

Research decision

Consider it when the economy gathers at exposed sites or the opponent frequently raids workers. It can make a retreat more forgiving, particularly when the Town Center or Outpost is close, but production and scouting may still be better if the economy is safe. Keep workers within a route to shelter.

Who benefits from the upgrade

Great Coat improves Villager hit points by 35%, and it also gives a 10% hit-point bonus to units affected by Villager hit-point upgrades. Fishing Boats count as Villagers for this effect, so a player with an exposed fishing economy can protect both shore and water workers with one Market research. The technology does not increase gathering speed, attack, or ranged resistance: its value is the extra time it may buy for a retreat or garrison.

Cards and defensive planning

The Dutch Home City deck includes the TEAM House of Nassau card, which is associated with Great Coat. Treat the technology as one part of worker safety rather than a substitute for it: scout likely raid paths, keep a Town Center or Outpost within reach, and avoid leaving a large group on a remote Hunt without an escape route. Compare its food cost with immediate Villager production when the economy is not under pressure.