The Quartermaster
The Quartermaster is a Commerce Age politician in Age of Empires III. For eligible European civilizations, the 800 Food advance takes 90 seconds and sends 400 Wood (four Cords of Wood) to the Home City shipment point. The reward is a flexible stock of building material, not troops or an automatically collected resource.

Age-up reward & access
The Quartermaster is available to European civilizations except the British, Italians, Spanish and Swedes. When the age-up completes, four Cords of Wood worth 400 Wood arrive at the Home City shipment point. Settlers must gather the crates before that Wood can be spent. In older versions, Russians, Germans and Portuguese had Home City level requirements of 10, 40 and 60 respectively; those unlock rules should not be applied to Definitive Edition.
Research condition
Commerce Age age-up; 800 Food; 90 seconds; eligible European civilizations. Reward: 400 Wood in four Cords of Wood at the Home City shipment point.
When to choose it
Choose this politician when the opening has a specific Wood need: claim a Trading Post, add production or defense, begin a Dock and ship plan, or start an economic building transition. Decide where the crates will land and which workers will gather them. The reward arrives only after the 90-second transition, so it cannot fund construction during the age-up; choose an immediate military option when survival is the priority.
Reading the age-up reward
The Quartermaster is a Commerce Age politician selected during the transition from the Exploration Age. In the standard profile, the advance takes 90 seconds and the reward is 400 Wood delivered at the Home City shipment point. The reward is a crate shipment, so it becomes useful when it arrives and still needs Settlers to gather it. This makes the politician a flexible economic choice rather than an immediate army shipment. The listed European roster excludes the British, Italians, Spanish and Swedes; availability can also change with civilization, Home City progression, campaign rules and game edition. Older versions had additional Home City level requirements for the Russians, Germans and Portuguese, so those unlock rules should not be assumed to apply to Definitive Edition.
Choosing what the Wood should buy
Wood is often the resource that constrains early infrastructure. Four hundred Wood can fund a pair of standard Trading Posts, two Barracks, several Outposts, a Dock contribution or the start of a Mill transition, depending on the civilization and current prices. The right purchase depends on the map and opponent. On a land map with valuable Trading Posts, the reward can secure route experience and deny the opponent a site. Against a rush, Barracks or Outposts can turn a fragile opening into a defensible one. On a water map, the same crate can support a Dock and ships, but it may not cover the full naval investment. If the player is already short on Food or Coin, a Wood reward does not solve those shortages; it is strongest when the opening has a clear structure or production bottleneck.
Timing, shipment point and gathering
Plan for the reward before starting the age-up. Keep enough Settlers near the Home City shipment point to collect the crates quickly, and avoid placing the arrival area where a raid can deny them. Because the 400 Wood is delivered only when the transition finishes, it cannot pay for a building that must be started during the advance. Queue the intended purchase after the crates arrive and retain a small reserve for Houses or emergency defense. If the opponent can attack during the politician’s 90-second transition, the flexibility of the later crate is not worth losing the economy; add defense first or select a faster military option when the matchup demands it.
Home City cards that change the value
Cards that lower building costs can make the reward stretch farther. Advanced Trading Posts can reduce the price and improve their durability and attack, turning the crate into more route control. Land Grab reduces the cost and construction time of Mills, Estates and Livestock Pens, while Advanced Mill or Advanced Estate can change when those economic buildings become available. Schooners lowers Fishing Boat costs, so Wood is more valuable on maps where water is safe. Frontier Defenses provides Outpost Wagons and can preserve the crate for other investments. These cards consume deck slots and should match a plan: a player who does not intend to fish gains little from Schooners, while a player who cannot hold a Trading Post may waste an infrastructure discount.
Civilization-specific combinations
The same crate supports different national economies. Dutch players can invest in Banks, although each Bank also requires Food and therefore competes with age-up and unit production. Germans may use discounted Stables or preserve Wood for Houses and military buildings while their Home City shipments add Uhlans. Ottomans can pair a Wood reward with Silk Road, which improves resource crates and Trade Route rewards in the versions where that card is available; they may also need Wood for Mosque research and age-specific technologies. Maltese players can reserve Wood for Commanderies, Depots or a Dock plan, while Portuguese naval cards can make the reward more useful near the coast. Check each card’s current cost and eligibility: a card that names a civilization or expansion may not be available in every ruleset.
Practical opening examples
For a trade-route opening, scout both nearby Trading Post sites before advancing. If the route can be held, use the reward to claim a site and spend subsequent Wood on a second site or defense. For a defensive opening, place an Outpost to cover the resource line being targeted, then use the remaining economy to keep Villagers and basic troops in production. For a naval transition, identify a safe shoreline and decide whether the first Wood goes to a Dock, Fishing Boats or warships; a Dock with no ships can be a delayed investment, while ships without a protected economy may be lost quickly. In a boom, pair the reward with cost-reduction cards only if the cheaper buildings will be staffed and useful. In each case the politician’s value comes from converting a known Wood shortage into a timely option, not from choosing Wood automatically every game.
Strengths and limitations
The Quartermaster offers a broad choice of infrastructure and has immediate strategic value on maps where Wood-heavy actions decide early control. The reward is easy to redirect when scouting reveals a different need, unlike a fixed group of units. Its limitation is that flexibility arrives later and must be gathered. A military shipment may prevent damage more reliably, a Food reward may enable an earlier age-up, and another politician may provide a more specialized advantage. Compare the opponent’s likely timing, map resources, card deck and civilization bonuses before choosing. The 400 Wood figure is the standard listed reward; card multipliers, scenario scripting and balance updates can alter the delivered amount or its practical cost.
Comparison with alternative politicians
The Quartermaster competes with age-up options that grant units, faster advancement or a different resource package. Compare the total value over the next minute, not just the crate number. A batch of military units can defend a vulnerable map position immediately, whereas Wood needs to be collected and converted through construction. A faster age-up can unlock stronger units sooner and may prevent more losses than early infrastructure. Conversely, if the opponent is not threatening and a Trading Post or Dock site is available, the Quartermaster’s Wood can generate value throughout the match. The best choice is therefore map- and matchup-dependent: scout the enemy, estimate when combat will begin and make sure the reward arrives before the building window closes.
Age-up sequence and economic follow-through
The politician’s reward does not replace a complete age-up plan. While the transition runs, keep enough Food and Coin income to resume Villager production, and decide which gatherers will collect the Wood crates. Once collected, assign builders immediately so the resources do not sit idle. If the investment is a Trading Post, queue its route improvement or protect it with units. If it is a Barracks, confirm that the economy can afford the units that building produces. If it is a Mill, move only enough Settlers to establish a sustainable farm transition. A building that is constructed but cannot be staffed, upgraded or defended has delayed the army without delivering its intended payoff.
Definitive Edition and campaign caveats
The standard 400-Wood reward is the baseline associated with the politician profile, but Home City cards and special scenario rules can modify resource shipments. The Quartermaster is not a universal option for every European civilization, and campaign protagonists can have custom decks or scripted age-ups. The original release also tied access for some civilizations to Home City levels, with different thresholds for Russians, Germans and Portuguese. Those historical unlock notes describe older progression and should be separated from current Definitive Edition availability. When recording a build order, name the game edition, civilization, map and relevant card; otherwise two players can follow the same politician choice and receive different practical results.
Quick decision checklist
Before selecting the Quartermaster, ask three questions: can the map reward an early structure, can the economy gather and spend the 400 Wood safely, and is a military or faster age-up reward more urgent? If the answer to the first two is yes and the third is no, the politician is a strong flexible choice. If a raid is imminent, protect the Villagers first. After the crates arrive, spend them on the planned purpose and adapt only when scouting shows the original site is lost or the opponent has changed plans.
Wood reward and build-order impact
The Quartermaster is an age-up politician associated with a Wood-focused reward in the versions where it is available. Wood has many early uses—housing, military buildings, a Market, docks or civilization-specific infrastructure—so it can unlock a faster transition into production. Its value depends on map and civilization: safe forests and a plan that needs Coin may favor another choice, while a shortage can delay housing and the first military structure. Account for the reward when assigning Villagers, then spend it on the structure that improves the next phase.
Compare immediate resources with lasting bonuses
Compare politician choices by timing as well as total value. A Wood delivery is immediate, while a unit reward, gathering improvement or new production option may pay off over time. Choose the Quartermaster when its Wood crosses a useful threshold, such as allowing both housing and a military building without interrupting Villager production. If it changes no near-term action, another politician may create a stronger timing. Rewards vary by civilization and expansion, so consult the applicable age-up profile.