Faction Overview Strategic Overview CtW Information Tech Tree

Unique UnitsEdit

  • Cavalry guard [1] => Pulaski's regulars [2-3] => Cavalry Corps [4] (USA doesn't train light or heavy melee cavalry)
  • Leathernecks [2-3] => US Marines [4-5] (replaces the heavy infantry line)
  • Doughboys [5] light infantry
  • Frontiersmen [1] is a combination of the scout/commando and the militia. Mediocre missile range, but the ability to snipe and sabotage.
  • Continental dragoons [2] => Washington's dragoons [3] => Federal horse rifles [4]
  • Rangers [2] No different from their British counterparts - costly, yet stealthy and strong.
  • Fire Vessel [from 1] replaces the war galley.
  • Ironclad [4] fast-firing and faster-moving, but weaker-hitting bombardment ship
  • Yacht [1] a cheaper and stronger light vessel for the Colonial Era
  • Constitution-class Frigate [3] - a medium ship that upgrades later to more mainstream units.

(Note: America cannot build galleons or frigates in [1])


  • [1] Merchant cavalryman — Weak but rather fast unit.
  • [1] Tribal Warriors - replaced by Garde Écossaise in [2]
  • [3] Native Scouts
  • [3] Foreign chasseurs
  • [4] Repeating rifle horse
  • [4] Presidential Guard
  • [5] Colonial grenadiers
  • [5] Tankette.

Unique buildingsEdit

  • Academy - trains elite units
  • Church - performs taxation and religion research, and is the main stopping point for your auxiliary units.
  • Military-industrial complex (requires 6 levels of Military research; available from [4])
    • Units heal within your borders
    • Reduces the build time of ships, foundry units and aircraft
    • Has a +10 oil and +10 metal bonus (once 3rd Green researched).
    • Reduces the knowledge costs of science research and the research time for military research.
    • Grants access to upgrades that allow for the creation of dreadnoughts, howitzers and heavy machine guns in [5].
    • Has a facility for building recoilless gun infantry and tanks (different non-European sides build different tanks in [5] - Tanks are powerful mechanised units that destroy all other units, but have their own weaknesses - recoilless guns destroy them; they are vulnerable from aircraft attack; a direct hit from a cannon could potentially destroy them; and they are slower than tankettes, although they are much powerful in a shot-for-shot battle.)