Units

Ruyter

The Ruyter is the Dutch ranged Cavalry unit. It uses less population than Heavy Cavalry and is useful for shooting down mounted enemies while remaining mobile.

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

Recorded values

Cost
30 Food, 75 Coin
Training
31 sec · 1 population · 11 XP per train
Durability & mobility
140 hit points · 10% ranged resistance · 7.25 speed · 14 line of sight
Hand attack
7 damage · 1.5 attack interval · bonuses: 3.0x vs. Heavy cavalry; 2.25x vs. Hand shock trooper; 2.0x vs. Artillery
Ranged attack
14 damage · 12 range · 3.0 attack interval · bonuses: 3.0x vs. Heavy cavalry; 2.25x vs. Hand shock trooper; 2.0x vs. Artillery; 0.5x vs. Villager
Siege attack
6 damage · 6 range · 3.0 attack interval

Role & counters

Ruyters use ranged fire and movement to keep distance from melee Cavalry. Their lighter profile makes them vulnerable to Skirmishers and other units with bonuses against ranged Cavalry; they are not a replacement for Infantry against every target. Dutch Banks can support a sustained force but do not remove the need for Food and Wood.

When to field it

Use them to protect Banks, Skirmishers or artillery from mounted attacks. Add Infantry or artillery for opposing ranged units and buildings, and keep space to retreat from a closing screen. Avoid fighting in terrain that prevents them from kiting.

Dutch access and efficient cost

The Ruyter is the Dutch replacement for the Dragoon, available from the Fortress Age at the Stable, Fort, or Fluyt. It costs 30 Food and 75 Coin, takes 31 seconds to train, uses one population, and has 140 hit points, 10 percent ranged resistance, speed 7.25, and line of sight 14. Dutch Banks make the Coin heavy cost manageable, while its one population cost allows the army to field twice as many Ruyters as two population ranged cavalry within the same cap. This efficiency is balanced by lower individual durability and short range. The Ruyter's range is 12, and its pistol attack deals 14 damage every three seconds. A Dutch player should usually evaluate the unit as a mobile counter line rather than as a durable raider.

Attack bonuses and matchups

The Ruyter's ranged and hand attacks carry three times damage against Heavy cavalry, 2.25 times against Hand shock troops, and twice against Artillery. Its ranged attack deals half damage to Villagers, so it is not the ideal worker raider. The hand attack deals only 7 damage, but the multipliers make it useful when artillery is safely within reach and no Heavy infantry guard is present. Against Heavy cavalry, the pistol range lets Ruyters fire while retreating. Against Artillery, switching to melee mode can improve damage if the enemy's screen has been cleared; if Heavy infantry protect the guns, remain at range and use a safer formation. The unit is weak in prolonged melee and should withdraw before enemy infantry surrounds it.

Population and army composition

One population per Ruyter is its defining advantage. A Dutch army can field a dense anti-cavalry line without consuming the space required by heavier troops. This combines well with Dutch infantry and Arsenal upgrades, and the Ranged Cavalry Caracole technology improves Ruyter attack and defense. The unit is a Royal Guard option, allowing a higher upgrade level than ordinary Dutch units. Its lower individual hit points mean the army still needs a frontline; pair Ruyters with infantry that can stop melee cavalry and with artillery that pressures buildings. If the opponent is not using Heavy cavalry, Shock troops, or Artillery, a large Ruyter investment may be inefficient. Use the low population cap to add the specific support units the matchup demands.

Position and firing discipline

Ruyters work best in groups that focus fire on one expensive target and then move before melee troops make contact. Their speed 7.25 helps them reposition, but their range 12 is short compared with dedicated long range cavalry archers. Keep them behind a screen and use their mobility to change flanks. When enemy artillery is exposed, the Ruyters can close in for a melee attack, but first check whether Heavy infantry are waiting nearby. If so, use ranged fire or draw the screen away before committing. Do not leave Ruyters standing under defensive fire; the 140 hit point profile does not support long exchanges. Their single population cost makes replacements efficient, but lost units still consume training time and Coin.

Version and upgrade notes

The Ruyter is a Dutch unit in Age of Empires III and remains a core part of the civilization's army. It is a Royal Guard unit and benefits from Dutch cards and Arsenal technologies. Older strategy notes may list different values for attack or upgrades, but the current profile gives 14 ranged damage and 140 hit points. The Ranged Cavalry Caracole upgrade is a useful choice when the unit is expected to remain in the composition. The Dutch economy's Banks can sustain Coin production, but the player must still balance Ruyters against artillery, infantry, and age advancement. A focused Ruyter line is effective when the opponent supplies its intended targets; a mixed force is safer when the enemy composition is uncertain.

Dutch economic and production timing

The Dutch population system and Banks make Ruyters a natural unit to mix into a compact army, but Coin remains a shared resource for upgrades and mercenaries. Queue the cavalry when the army needs its specific bonuses and add infantry when a frontline is missing. A Fluyt can produce Ruyters from the coast, which may shorten reinforcement travel on a water map, but the ship itself is valuable and must remain protected. The Stable is the ordinary production route; a Fort or Fluyt gives a forward option when the map supports it. Do not build a forward production point merely to save travel time if the opponent controls the shoreline or can destroy the building before units arrive.

Maintaining a counter line

Ruyters should focus fire on Heavy cavalry and artillery rather than scattering damage across the enemy formation. Their 3.0 multiplier against Heavy cavalry and 2.0 against Artillery make them efficient when several pistols target the same unit. Against a retreating target, move and fire in short cycles so the Ruyters do not drift within melee range. If Heavy infantry guard the artillery, draw the infantry away with another unit before switching Ruyters to melee mode.

Royal Guard investment

The Royal Guard upgrade can improve the Ruyter beyond the ordinary Dutch unit tier. It is most useful when the match will continue long enough for the higher statistics to matter and when the player already has enough Ruyters to benefit. Do not delay a needed counter unit or artillery upgrade just to complete the Royal Guard improvement.

Replacing losses

The 31 second training time and one population cost allow the Dutch to replace Ruyters steadily from a Stable. Keep production active when the opponent continues to field Cavalry or Artillery, and pause it when those targets disappear so Coin can support the rest of the army.

Dutch pistol cavalry against Heavy Cavalry

Ruyters use pistols and are most effective in groups against Heavy Cavalry and hand Shock troops. They perform a role similar to a Dragoon but have lower individual statistics in the documented comparison. Their bonus damage lets several Ruyters remove mounted units efficiently, and they can threaten artillery at range. Use them as a screen for Dutch Banks and ranged units rather than as a melee cavalry line.

Switch attack mode when the target closes

Ruyters can perform better against suitable targets when set to melee, so adjust their attack mode when Heavy Cavalry reaches them. Their ranged fire is useful while the enemy approaches, but a stationary group can be overwhelmed. Keep enough Dutch infantry or artillery nearby to handle targets the Ruyter does not counter. The population and resource profile differs from other mounted units, so use the unit’s stat table when planning the size of the group.