Game systems · United States · Federal State

South Carolina

South Carolina is an Industrial Age Federal State for the United States in Definitive Edition. The age-up costs 2,000 Food and 1,200 Coin and takes 90 seconds. It delivers 600 Wood and adds Moultrie’s Militia and Marion’s Diversions to the U.S. Home City deck. This is a specialized choice for State Militia and artillery, with the immediate Wood helping pay for the structures or units that use those cards.

APPLIES TO Age of Empires III: Definitive Edition — United States Federal State
South Carolina in Age of Empires III
South Carolina

Age-up cost & reward

Moultrie’s Militia delivers 12 State Militia, allows them to construct Outposts, Barracks and Stables, and increases the damage granted by the General’s Inspiring Flag to nearby State Militia by 10%. Marion’s Diversions delivers two Quaker Guns, makes Quaker Guns trainable at Artillery Foundries and increases artillery speed by 5%. The two cards support distinct but compatible armies: State Militia can establish production and hold ground, while Quaker Guns and other artillery benefit from the mobility improvement.

Federal cards & effects

Pick South Carolina when State Militia or artillery is central to the plan. The 600 Wood can fund military buildings, and State Militia construction creates a way to expand production nearer the front. Tennessee’s Watauga Association can generate State Militia at Outposts, while South Carolina gives those militia more uses and improves their flag-supported attack. For an artillery route, protect the Quaker Guns and use their speed bonus to reposition rather than leave them exposed. The Federal State is most valuable when the player can use both its shipment and the new cards during the match.

Moultrie’s Militia as a production network

Moultrie’s Militia turns State Militia from a field unit into a builder as well as a combat force. The 12-unit shipment can establish Outposts, Barracks and Stables, allowing the United States to create production near a contested region without first committing ordinary Settlers. The General’s Inspiring Flag adds a further 10% damage to nearby State Militia. Since the unit gains durability when grouped with other militia, it is often better to gather the shipment into a supported formation than to split it among several distant tasks. Moultrie’s Militia pairs especially well with Tennessee’s Watauga Association: Outposts create more State Militia, and State Militia can then build additional military structures. Indiana Mobilization also complements this route by reducing unit training and technology research time. The 600-Wood age-up shipment can help cover the early cost of this forward infrastructure.

Marion’s Diversions and the artillery route

Marion’s Diversions is the artillery branch of South Carolina’s deck. It delivers two Quaker Guns, unlocks Quaker Gun training at Artillery Foundries and improves artillery speed by 5%. A Quaker Gun is a decoy artillery piece that can mimic common artillery; its role is to misdirect attention and absorb enemy fire, not to deliver ordinary artillery damage. The mobility increase applies to artillery and helps move the real guns into position, but the units still need a screen against cavalry and raids. New Hampshire and New York can add further mercenary artillery options, while Connecticut offers artillery training support in the Imperial Age. Use the 600 Wood to build the Foundry or other support structures only when the timing makes sense; sending a card that unlocks a unit does not instantly create the whole production chain.

Practical route through the Federal States

South Carolina can follow Tennessee for a militia defense plan or Indiana for a faster training and research plan. Pennsylvania is a useful early choice when its upgrades help the militia and lower building investment, while Delaware can provide the fast Commerce Age transition into an early Industrial timing. At the next age, Illinois improves the General’s flag area and can add a nearby-unit health benefit, supporting a militia group around the flag. If the opponent is attacking a narrow approach, militia builders can help establish Outposts or military buildings near the fight; if the map is open, keep the army mobile and avoid trying to fortify every location. Choose between the militia and artillery cards based on the enemy composition: militia support a distributed defense and production line, while Quaker Guns and artillery support a slower push that needs protection.

Choosing the Industrial shipment for the match

South Carolina is an Industrial Age option with a 2,000 Food and 1,200 Coin age-up cost, a 90-second transition, and a 600-Wood arrival. That Wood can offset the first structure needed for the chosen card, but it does not automatically create the whole production chain. Moultrie’s Militia is the direct choice when the army needs twelve State Militia or when forward builders can turn a foothold into production. It lets those militia build Outposts, Barracks, and Stables, while the General’s flag improves nearby State Militia damage by 10%. Marion’s Diversions suits a player who already has a screen to protect its artillery: it sends two Quaker Guns, unlocks their training at Artillery Foundries, and increases artillery speed by 5%. The two routes answer different needs, so choose around the current army and opponent rather than treating them as interchangeable. Keep militia close enough to the flag to receive its benefit, but avoid a formation so tightly packed that artillery or area attacks can punish it. If taking the artillery route, secure the Foundry and screen the guns against cavalry before committing to a slower push.