Units

Sloop

Sloop is Federal Americans, Cossack Hetmanate, Gran Colombia naval unit in Age of Empires III, available from the Commerce Age; obtained through European Dock. Its listed ability is Gathers from fishes and whales; Transports land units.

APPLIES TO Definitive Edition (2020)
Sloop in Age of Empires III
Sloop
IN-GAME VALUES

Recorded values

Cost
200 Wood, 200 Coin
Available
Commerce Age · European Dock
Training
40 sec · 40 XP per train
Durability & mobility
750 hit points · 50% ranged resistance · 9.25 speed · 28 line of sight
Ranged attack
110 base damage · range 22 · attack interval 3.0 · area of effect 1 · bonus damage: 0.5x vs. Artillery
Broadside attack (charged)
34 (3) base damage · range 20 · attack interval 0.05 · area of effect 1 · bonus damage: 2.0x vs. Ship · recharge 60
Ability
Gathers from fishes and whales; Transports land units

Role, availability & values

Production is available through European Dock. It has 750 hit points and 50% ranged resistance. It moves at 9.25 speed. Training costs 200 Wood and 200 Coin; it takes 40 seconds to train. Attack profile: Ranged attack: 110 damage at range 22; every 3.0 seconds; area of effect 1. Broadside attack (charged): 34 damage (3) at range 20; every 0.05 seconds; area of effect 1. Special ability or role: Gathers from fishes and whales; Transports land units.

Matchup & timing

Use this transport for a planned crossing or landing rather than sending it alone into contested water. Its listed speed is 9.25, so load the army before the route becomes unsafe and allow time for the return trip. The page also records a ranged attack at 22 range; use that profile as support, not as a substitute for a protected landing. Unload where the force has room to form up, keep an escort near the ship, and protect the shore while the last units disembark.

Small warship and fishing support

The Sloop is a fast Commerce Age ship available in Definitive Edition to the Federal Americans, Cossack Hetmanate and Gran Colombia. It costs 200 Wood and 200 Coin, trains in 40 seconds, occupies a limit of five and has 750 hit points, 50% ranged resistance, speed 9.25, line of sight 28 and transport capacity 50. It gathers from Fish and Whales, so it can contribute to the economy while supporting naval movement. Its regular attack deals 110 siege damage at range 22 every three seconds; a charged broadside fires three projectiles for 34 damage at range 20 and deals double damage to Ships, with a 60-second recharge. This mix makes the Sloop useful for exploring, fishing, transporting land units and contesting a limited water area, but it does not replace a dedicated late-game warship. Use speed to scout shorelines and avoid a stronger fleet, and protect it when carrying units because losing a transport can also cost its garrison. The Sloop replaces the Caravel in the Federal American civilizations under the listed Definitive Edition rules. Cossack Hetmanate and Gran Colombia can access it through their respective Home City cards. It is not a unit from the 2005 original roster, so do not apply its 750 hit points or gathering role to older European naval strategies. If fish or whales are contested, the ship’s economic role may justify it; if land transport is the goal, compare the capacity and safety of the route before building multiple sloops.

Using the three ship functions

The Sloop can fish, transport land troops and fight ships, but those jobs compete for the same vessel. Assign a ship to the role that matters most: a fishing Sloop needs protection from enemy warships, a transport should not be left collecting resources far from the landing route, and a combat Sloop should preserve its charged broadside for an important ship target. The five-ship limit applies to the shared unit type, so account for it when building several specialized fleets. Federal Americans gain it as a Caravel replacement, while Cossack Hetmanate and Gran Colombia access it through their Home City cards. The broadside’s double damage against ships makes a timed volley valuable, but the 60-second recharge prevents repeated bursts. Its 750 hit points and 50% ranged resistance support skirmishing but do not make it safe against concentrated naval fire. Use speed 9.25 to scout and disengage; do not carry a full garrison into a contested landing without escort.

Water map decision

On a map with safe Fish or Whales, a Sloop can serve as an early economic vessel and still transport or defend later. On a heavily contested sea, build it only with an escort or a clear route, because the 200 Wood and 200 Coin investment can be lost before its gathering pays back.

Broadside timing

The charged broadside has a 60-second recharge, so time it for a target ship that materially affects control of the water. Use the normal attack while the ability recovers and retreat if the opponent can focus the Sloop. Its transport and fishing functions do not make it a dedicated heavy warship.

Transport, fishing and broadside support

The Sloop is a versatile naval unit available to Federal Americans, the Cossack Hetmanate and Gran Colombia in their relevant contexts. Alongside its 750 hit points and 9.25 speed, it can transport land units and gather from Fish and Whales, allowing it to contribute to both crossings and water economies. Its standard 110-damage attack reaches 22 range; a charged Broadside adds a different burst profile at 20 range. The ship is therefore useful for more than ferrying troops, but using it to gather or fight can leave a transport route uncovered. Decide which job matters most before sending it away from the fleet.

Planning a safe landing

Sloops cost 200 Wood and 200 Coin and train in 40 seconds at a European Dock. Their 50% ranged resistance does not make them immune to concentrated naval fire, so scout the coastline and enemy fleet before loading valuable troops. A safe landing needs a shore where units can disembark, space to form up and a follow-up objective that the force can reach. Use the ship’s 28 line of sight to help inspect the approach, then unload beyond immediate enemy fire. If the map’s economy needs a fishing vessel, keep the Sloop near the protected waters instead of risking it on an attack. Its 22-range attack can support a shoreline push, but only while it has a clear target and escort.