


All the cards can be sent in Age 2, and while they each have different names, pretty much do the same thing. These cards give the civilization's Churches the ability to research civilization-specific upgrades. Factories can produce any resource and really bolster your economy. Heavy Fortifications upgrades all defensive structures for free, and can be sent in Age 4.īoth of these cards send one Factory Wagon to your Town Center, which you can convert into a Factory. Improved Buildings increases all buildings' hitpoints, and can be sent in Age 1. Extensive Fortifications increases the number of Outposts you can build, and can be sent in Age 2. The Fort is a powerful defensive building that is difficult to take down and serves as a combined Barracks, Artillery Foundry, and Stable it can be sent in Age 3. These cards improve defenses and building strength. Advanced Frontier Defenses can be sent in Age 3, and it delivers three Outpost Wagons. Colonial Militia can be sent in Age 1, which makes your Town Center's attack stronger and allows you to call the Minutemen a second time. Pioneers can be sent in Age 1, and it increases Settlers' hitpoints by 65%. All cards can be sent in Age 2.įrontier Defenses can be sent in Age 2, and it delivers two wagons that will almost instantly build one Outpost each. Lore and Treaties can be sent in Age 2 Warriors can be sent in Age 3. Lore makes all upgrades cost zero coin Treaties sends a bunch of native units to your Town Center Warriors makes all native units cheaper to train.

When you build a Trading Post next to a native village, you can build warriors from it.
