Khutorian
Khutorian is Cossack Hetmanate economic unit in Age of Empires III, available from the Revolution; obtained through Town Center, Folwark (with the "Wild Fields" card), Lavra Monastery (with Church Peasants). Its listed ability is Gathers resources; Builds buildings; Claims treasures; Stronger in groups.

Recorded values
- Cost
- 105 Food
- Available
- Revolution · Town Center; Folwark (with the "Wild Fields" card) ; Lavra Monastery (with Church Peasants)
- Training
- 23 sec · 1 population · 11 XP per train
- Durability & mobility
- 135 hit points · 25% ranged resistance · 5.0 speed · 14 line of sight
- Hand attack
- 8 damage · 1.5 attack interval · bonuses: 5.0x vs. Llama, 16; 3.0x vs. Cavalry; 2.0x vs. Shock troops
- Ranged attack
- 3 damage · 2-12 range · 3.0 attack interval · bonuses: 4.0x vs. Huntable; 2.0x vs. Pet; 2.0x vs. Artillery; 0.5x vs. Villager
- Siege attack
- 25 damage · 6 range · 3.0 attack interval · bonuses: 3.0x vs. Resource enclosure
- Ability
- Gathers resources; Builds buildings; Claims treasures; Stronger in groups
Role, availability & values
Production is available through Town Center, Folwark (with the "Wild Fields" card), or Lavra Monastery (with Church Peasants). It has 135 hit points and 25% ranged resistance. It moves at 5.0 speed and uses 1 population. Training costs 105 Food; it takes 23 seconds to train. Attack profile: Hand attack deals 8 damage. Ranged attack deals 3 damage. Siege attack deals 25 damage. Hand attack bonuses: 5.0× against Llama, 16, 3.0× against Cavalry, and 2.0× against Shock troops. Ranged attack bonuses: 4.0× against Huntable, 2.0× against Pet, 2.0× against Artillery, and 0.5× against Villager. Siege attack bonuses: 3.0× against Resource enclosure. Special ability or role: Gathers resources; Builds buildings; Claims treasures; Stronger in groups.
Matchup & timing
Hand attack is especially effective against Llama, 16 (5×), Cavalry (3×), Shock troops (2×). Ranged attack is especially effective against Huntable (4×), Pet (2×), Artillery (2×). Siege attack is especially effective against Resource enclosure (3×). Its reduced multipliers against Villager (0.5×) make it less suitable for those targets. Use ranged fire to focus Huntable, Pet, and Artillery before they can close; hold the melee attack for Llama, 16, Cavalry, and Shock troops when they enter contact; reserve the siege attack for Resource enclosure. Keep a frontline between this unit and threats that can reach it safely.
Cossack Hetmanate conversion and roles
The Khutorian is a revolutionary Cossack Hetmanate unit that replaces the Settlers when the player revolts. It is both a Villager and an infantry combat unit, allowing the new economy to continue gathering and building while retaining more defensive power than an ordinary worker. The unit costs 105 Food, uses one population, trains in 23 seconds and has 135 hit points, 25% ranged resistance, speed 5 and line of sight 14. Its basic hand attack is eight damage every 1.5 seconds; it deals 3× damage against Cavalry and 2× against Shock troops, while a separate special multiplier applies to Llamas. The ranged attack deals three damage at range 2–12, with bonuses against Huntables, Pets and Artillery and only 0.5× against Villagers. Its 25-damage siege attack has a 3× multiplier against Resource Enclosures. Khutorians can gather resources, construct buildings and claim Treasures, so a revolt does not remove all economic actions. Their description emphasizes strength in groups and an ability to repel cavalry attacks; the combat multipliers support this defensive use. They are not equivalent to a specialized military unit, however, and the low Villager multiplier makes them poor raiders. The player’s decision to revolt changes the entire Settler workforce at once, so compare the long-term loss of ordinary Settler functions with the improved combat profile and available shipments before committing. Town Centers remain the baseline access, with Folwark access requiring Wild Fields and Lavra Monastery access requiring Church Peasants. Use the group bonus and anti-cavalry role to protect the new economy, while using the ranged attack selectively against the listed target classes.
Group defense and economic transition
A Khutorian force should be understood as the Cossack Hetmanate’s new workforce after revolution, not simply as a Pikeman replacement. When the revolt completes, the Settlers are transformed, so the player retains gatherers and builders but changes how they fight and what they cost. The unit’s single population and 105-Food cost allow a large group, and its ranged resistance improves its ability to stand against some attacks. Its 8-damage hand attack is modest except against Cavalry and Shock troops, where the multipliers make it a deterrent. The ranged attack’s 4× bonus against Huntables can be useful against those targets, while its 0.5× against Villagers warns against treating it as a raiding force. Khutorians can still build structures and claim Treasures, which helps maintain map control after the old workforce is gone. Use groups to protect resource gatherers and defend routes, and add specialist units or shipments for targets they do not handle efficiently. Folwark production is conditional on Wild Fields, and Lavra Monastery access requires Church Peasants, so Town Centers remain the simplest access point. The revolution is a strategic commitment: compare the new unit’s defensive strength, continued economy and available military support with what the ordinary civilization would produce in the same match. Build a resource plan that covers both unit production and upgrades after the conversion.
A revolutionary worker with group combat utility
Khutorians replace the familiar worker role after the Cossack Hetmanate Revolution. They gather resources, construct buildings and claim Treasures, but also carry a combat profile that becomes more effective in groups. A single Khutorian should not be treated as a dedicated cavalry counter: its strongest listed bonuses include 3× against Cavalry and 2× against Shock troops in hand combat, while its ranged profile is mainly a utility attack against Huntables, Pets and Artillery. The group-strength property rewards keeping workers together when moving through dangerous territory, but clustering economic units can expose the whole resource base to area damage. Assign a protected group to build or gather near the army and leave enough workers safely distributed to sustain production.
Recruitment and balancing the new economy
The Town Center is the standard listed source; a Folwark with the Wild Fields card and a Lavra Monastery with Church Peasants provide conditional alternatives. At 105 Food, one population and 23 seconds to train, Khutorians consume resources that could otherwise fund the army or the first buildings after revolution. Their 135 hit points, 25% ranged resistance and five speed make them more capable of accompanying an expedition than ordinary workers, but losing them still damages the economy. Use their 25-damage siege attack with its bonus against Resource enclosures when a safe opening appears, and let military units take the main fight. Plan the transition around the available training route, worker count, gathering needs and the territory the new nation can actually hold.