The Algonquins were one of the indigenous people who dominated Lake Ontario and Mohawk River. Theoretically in-game, they would focus on infantry and archers. Just like their Central and South American counterparts (Aztecs, Maya, and Inca), they have no gunpowder or cavalry units.
To reflect on the ferocity of the Algonquins, most of the bonuses reflect their infantry units. Their unique unit is the Algonquin Maceman, a very fierce infantry unit that will slay a enemy unit once their HP is halved during their hand-to-hand combat. Their unique technology in the Imperial Age would make the Barracks units deal double blows per attack.
Because their home is in the dense forests, much of the economic bonuses reflect on wood efficiency.
Characteristics:
Infantry and Archer civilization
- Lumberjacks gather food as well as wood.
- Archers can garrison in and fire from Archery Ranges. (Attack power is less than that of towers, and on par with Malay Harbours)
- Lumberjacks carry +15 wood.
Unique Units
- Algonquin Maceman (45f, 30g) - Infantry unit that slays a enemy unit that they are engaging, once their HP is reduced to a half.
Stats:
Upgrade to Elite: 650f, 500g, HP: 60, 70 (Elite), Base Attack: 8, 9 (Elite), Attack bonus: +2 vs buildings, RoF: 2, Base Melee Armor: 1, Base Pierce Armor: 1
Unique Techs
Castle Age: Longhouses (300w, 300g) - Units regenerate HP around houses (8 tiles).
Imperial Age: Native Warfare (1200f, 800g) - Barracks units deal double blows per strike.
Team Bonus
Trade units generate 10% wood in addition to gold.
Not available
Archery Range:
Cavalry Archer, Hand Cannoneer, Elephant Archer
Parthian Tactics
Barracks:
Blacksmith:
Blast Furnace
Siege Workshop:
Heavy Scorpion, Bombard Cannon
Stable:
All stable units and techs disabled
Defense:
Architecture, Bombard Tower, Keep
Navy:
Cannon Galleon
Economic:
Crop Rotation, Stone Shaft Mining,
Monastery:
Redemption, Heresy, Theocracy, Block Printing