Wild West
Wild West is an outlaw-focused technology for Federal Americans, Native Americans and Mexico. It improves Outlaw durability and damage, shortens their training time, and adds age-scaled bonuses for outlaws and Treasure guardians. Captured Mortars follow a separate Imperial Age rule.

Research profile
- Age
- Fortress Age*; Revolution (Mexico)
- Civilization
- Federal Americans; Native Americans; Mexico
- Research location
- Saloon (Federal Americans and Mexico) ; Native Embassy (Native Americans)
- Prerequisite
- Gun Running (Native Americans)
- Research time
- 30 seconds
- Food cost
- 250
- Wood cost
- 250
- Effect
- Outlaw hit points and damage +20%, train time -50% (except Captured Mortars); Outlaw and treasure guardian hit points and damage +30% in the Industrial Age, +50% in the Imperial Age; Captured Mortars hit points and damage +60% in the Imperial Age instead
- Next technology
- Peacemakers (Federal Americans and Mexico)
Outlaw and guardian effects
Research costs 250 Food and 250 Wood and takes 30 seconds. The base effect adds 20% hit points and damage to Outlaws and cuts their training time by 50%, except Captured Mortars. In the Industrial Age, Outlaws and Treasure guardians gain a further 30% hit points and damage; in the Imperial Age that age-scaled bonus is 50%. Captured Mortars instead receive +60% hit points and damage in the Imperial Age.
Captured Mortars and age scaling
Federal Americans and Native Americans can research it from the Fortress Age; Mexico has its Revolution-specific access. Federal Americans and Mexico use the Saloon, while Native Americans use the Native Embassy and require Gun Running. Peacemakers is a follow-up for Federal Americans and Mexico.
Access and prerequisites
Choose Wild West when the army plan already relies on Outlaws or Treasure guardians and the improvement will affect enough units to justify its Food and Wood cost. The shorter training time supports replacement production, but does not apply to Captured Mortars. For Native access, include Gun Running and the Native Embassy in the plan; check the Federal American or Mexican research site and follow-up options separately.
Age scaling applies by target group
The initial outlaw improvement and later age bonuses are distinct parts of the technology profile. Outlaws and Treasure guardians receive the listed Industrial and Imperial Age increases. Captured Mortars are excluded from the outlaw training-time reduction and use their own +60% hit-point and damage bonus in the Imperial Age instead.
Research sequence
Native American access requires Gun Running before researching at a Native Embassy. Federal Americans and Mexico use a Saloon; Mexico’s access is tied to its Revolution rules. Peacemakers follows Wild West for Federal Americans and Mexico, so consider whether the later research fits the same army plan before committing resources.