Native Embassy
The Native Embassy trains allied Native units and lets a civilization spend resources on a map’s Minor civilization roster. Available choices depend on the settlement alliance and on which civilization is using the building.

Recorded values
- Cost
- 100 Wood
- Available
- Exploration Age
- Builder
- Settler and its counterparts, Native Embassy Travois
- Ranged attack
- 30 ranged damage · range 24 · interval 3.0 · 1.5x vs. Cavalry; 1.3x vs. Shock troops; 0.5x vs. Siege unit; 0.25x vs. Villager
- Function
- Trains allied native warriors and some units
- Construction
- 30 sec · up to 8 builders · limit 3
- Structure
- 2,500 hit points · 12 line of sight · 4x4 footprint
- Anti-siege attack
- 100 anti-siege damage · range 40 · interval 3.0 · 0.5x vs. Siege unit
Function
A Trading Post on a Native settlement is normally required before the Embassy can recruit that ally’s units. The WarChiefs civilizations and African civilizations have exceptions to this prerequisite. It is available from the Exploration Age; its roster is not universal, and Mexican and African access may use a Royal Embassy or different interface.
Placement & timing
Scout the map and inspect the ally’s roster before building. Recruit when a Native unit fills a role missing from the main army, and protect the Trading Post or access route that makes the roster available.
Unlocking the Embassy
The Native Embassy is a military building introduced in The WarChiefs. In its original rules, European, Asian and Native American players generally needed a Trading Post on a minor civilization settlement before they could build one and recruit that ally’s units. Native American and African civilizations can build it by default under the applicable rules. In Definitive Edition, access is broader, although the Embassy’s unit menu still depends on the player’s civilization and alliances. The building can be placed close to the front, allowing allied warriors to reinforce a chosen position rather than walking from a distant settlement. A Native Embassy Travois can provide another construction route where available. Verify the map and civilization rules before planning around a specific Embassy, because the required settlement and available roster are not universal.
Building statistics and defensive value
The standard Definitive Edition profile costs 100 Wood and takes 30 seconds to build, with up to eight builders. Its build limit is three. The structure measures 4 by 4, has 2,500 hit points and 12 line of sight, and yields 10 XP when constructed and 20 XP when destroyed. It has a 24 range ranged attack with 30 damage every three seconds, but this attack requires the Aztec Pueblos card. The Mexican Guerrero Federal State can also unlock an attack with range 40 and 100 damage every three seconds through that card. Those defensive attacks deal reduced damage to Siege units, so an Embassy should not be mistaken for a Fort. Its main strength is producing allied troops where the army needs them; use the attack as added protection rather than relying on it to hold a siege alone.
Training allied units
The Embassy trains warriors from the minor civilizations with which the player has access, and can also train selected economic or special units. The exact list varies by civilization and by settlement. Available examples include Native Scouts, Chasquis, Healers, Pistoleros, Comancheros, Renegados and Captured Mortars. Maya Villagers, Axehilt the Tame Tiger and other unique units require their own Home City cards or settlement conditions. Africans can use the building to train Alliance units. This variety makes the Embassy a flexible production site, but it does not provide every native unit in every match. Check the unit buttons and prerequisites before assigning a strategy to a particular roster. Embassy troops can be mixed with standard Barracks units so the player can fill a specialized role without rebuilding the entire army composition.
Trading Post dependency and map control
For civilizations whose access depends on a minor civilization, the Trading Post is the link between an alliance and Embassy recruitment. A Trading Post must be built on the relevant settlement, and losing it can reduce or remove access to that settlement’s units until the post is rebuilt. This creates a map-control objective beyond the Embassy itself: defend the post, scout enemy raids and avoid spending resources on a production building that has no usable allied roster. The Embassy still offers a positional benefit because it can produce close to the front line. A remote settlement may remain strategically valuable for its alliance, but the Embassy’s placement should account for travel time, protection and the enemy’s likely approach.
Civilization and revolution variants
Definitive Edition gives some civilizations a Royal Embassy form that changes the appearance and opens a civilization-specific roster. The French can send Ancien Régime to gain House of Bourbon units and technologies. The Germans can use Prince-Electors to select one of five houses: Hanover, Habsburg, Oldenburg, Wettin or Wittelsbach. The Russians can send Treaty of Mozhaysk to train Royal Huntsmen there. Mexico’s Aztec Pueblos card, when paired with the Guerrero Federal State, allows Aztec Jaguar Warriors and Aztec Eagle Warriors and provides the Embassy’s ranged attack. Romania’s Danubian Principalities revolution card converts it to a Royal Embassy, unlocks Evzones and Boyars, and grants several technologies. These are card and state-dependent variants, not standard options for every civilization.
Outlaws and advanced recruitment
Native American civilizations can research Gun Running to unlock a group of outlaw units at the Embassy, including Pistoleros, Comancheros, Renegados and Captured Mortars. Gun Running costs 700 Coin in the listed profile. The later Wild West technology improves outlaw hit points and damage and reduces training time; its effects scale further in the Industrial and Imperial Ages, with separate treatment for Captured Mortars. These units create a different army option from ordinary native warriors, but their access depends on both civilization and research. A player should compare the Embassy’s Coin demand with age advancement and other mercenary spending. Captured Mortars are siege support and need escorts; do not expose them to cavalry while the rest of the army is fighting elsewhere.
Production strategy and placement
An Embassy is most useful when its chosen units address a clear weakness in the main army. Train close to the front to shorten reinforcement travel, but leave enough distance from enemy siege and avoid placing all three Embassies where one raid can destroy them. Keep a Trading Post connection active if the unit roster depends on it. Native warriors can add scouting, mobility or a specialized counter, while standard production buildings continue to supply the core army. Because the Embassy has a three-building cap and its roster depends on map content, do not treat it as a substitute for a Barracks or Stable in every match. Build it after confirming that the relevant ally and desired unit are available and that the resource cost fits the current age-up and defense plan.
Age and population considerations
The Native Embassy draws from the unit limits and population costs of its roster. Several native scouts and special units use no population but still have a per-unit limit, while allied Villagers and some combatants consume population normally. Some options require the player to reach a later Age or research a technology first. Check the Embassy’s current unit panel because its list can include early economic choices, age-gated warriors and specialized siege. Producing a no-population unit can preserve space for the core army, but it does not make the unit free: Wood, Coin, access conditions and the Embassy’s training time still constrain how quickly it can arrive.
Train allied warriors at a chosen location
The Native Embassy allows allied Native warriors to be trained closer to the front line and at a location selected by the player, rather than relying only on the settlement’s map position. In the documented profile it costs 100 Wood, takes 30 seconds to build and has a limit of three. A Home City Card can enable special movement behavior for the building. This makes the Embassy a flexible production site, but it still needs a valid alliance and a safe position.
Trading Post access and defense
Native Embassy production depends on access to the relevant settlement or alliance. If the Trading Post connected to an allied settlement is destroyed, access to that settlement’s warriors can be reduced or removed until the post is rebuilt. Protect the Trading Post and Embassy together, and place forward production only when the army can defend it. Use the Embassy to shorten reinforcement routes and train units suited to the opponent; do not spend Wood on several Embassies if housing or core military production is missing.