American Conquest

American Conquest

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Britain Guide
By Valadorn
This is a Guide for the Britain Faction
   
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Description
For many times of history, Britain combated fiercely with Spain, the Netherlands, Portugal and France to build a mighty colonial power.
War with Spain, which had started in the second half of the 1500’s, ended in the late 1600’s with a British victory led to war with the Netherlands.
Britain’s successes in war awarded them with reign at sea, creating a base for capturing vast colonies in the New World.
By the end of the 1700’s, chiefly after the victories in the 7 Years’ War, Britain acquired the entire expanses of land that is now Canada and Florida. At the same time, the final stroke on French possessions in India was delivered.
Still, the victorious rebellion of the American colonies shuttered the colonial domination of the English.
Loss of these colonies, stretching over 400,000 square miles and populated by 2.5 million
settlers, had great consequences on further destiny of the British Empire.
The focus of colonial expansion shifted from America to India, Australia and New Zealand. Their expansion was made stronger after the victory over Napoleonic France, as well as an industrial boom on the home soil.
Units
Fleet

Buildings
Additional Info
British units focus on gunpowder, so they rely heavily on coal.

Peasant
The Peasant is the core unit of the game. They are workers, collecting resources and erecting buildings. Peasants can be recruited at any kind of Dwelling
They can be captured by enemy forces if there is no friendly military unit nearby. When there is a friendly unit nearby they will attempt to fight the enemy off.
"Worker. Procures resources and constructs buildings. Relatively inexpensive. Ineffective in combat operations. Has less strike power than other European peasants. When entering a clash with an enemy, this unit should be accompanied by military units, otherwise, it can be captured by the enemy. Very resistant fighter, not inclined to flee from the battlefield. Average creation time."
Trivia
The decision of which faction the player plays is only made when the Player places their first building. The Faction of the Peasant the building was placed with determines the player's faction.

Trapper
The Trapper is a European hunter unit, armed with a musket that can collect meat and bring it to
Ranches and Storehouses. British Trappers are recruited at the Ranch

Pikeman
The European Pikeman is a recruitable melee Infantry unit in American Conquest with very high attack speed. They are recruitable at the fort. All European factions can recruit pikemen.
Trivia
Non-Spanish pikemen are the fastest hitting unit ingame.

Arquebusier
The Arquebusier is an early unit available to every European faction except Russia. This unit has good armor, decent firepower, and morale but has a poor melee attack. They are exclusively trained at the Fort.

Musketeer
The Musketeer is a gun powder infantry unit. They are trained at the Fort and Fortress.

Every European faction has access to Musketeers. Their quick availability and fast train time make them a vital part of the earlier stretches of most matches.

The most widespread variant carries a stationary pole which they need to set up first to start shooting. They also need to put their poles back before moving again. This variant is used by Britain.

Officer, 17th century
17th-century Officers can, together with a 17th-century drummer, form Squads of Harquebusiers, Musketeers, and Pikemen. These Squads can be further improved by adding 17th century Standard Bearers.
The 17th-century officer of the United States and Britain are the only ones to use a pike.

Standard Bearer, 17th century
Standard bearers or Flag bearers are morale-boosting support units in American Conquest that can be added to Formation-Squads to boost their morale, attack damage, and defense.

Drummer, 17th century
Drummers are morale-boosting support units in American Conquest that are needed to form Squads, which in-turn boosts Attack damage and Defense.

Killing a Squad's Drummer will lower its morale but won't negate the bonus Attack damage and Defense of the already formed Squad.

Fusilier
The Fusilier is an infantry unit armed with a flintlock musket, recruitable in American Conquest. They are trained at the Fortress.

All European factions are able to recruit Fusiliers. They are arguably the most effective gunpowder Infantry at almost every European faction's disposal.

Their high firepower, good morale, and excellent Storm Force value make them optimal for capturing and defending buildings, especially as they additionally boost the firepower of most buildings they are positioned in.

The optimal strategy for capturing an enemy building would be to shoot one (or multiple) volleys at the besieged building to reduce the defenders inside and then capturing it.

Those same volleys can, when used at the right moment, cause a substantial amount of enemy units to flee the battlefield due to the fear of fire weapons that many units have.

Fusiliers demand to be paid or else those of most factions will turn hostile. One gold mining peasant is capable of entertaining 83 Fusiliers.

Officer, 18th century
18th-century Officers can, together with an 18th-century drummer, form Squads of Fusiliers. Squads cab further be improved by adding 18th century Standard Bearers.

Standard Bearer, 18th century
Standard bearers or Flag bearers are morale-boosting support units in American Conquest that can be added to Formation-Squads to boost their morale, attack damage, and defense.

Drummer, 18th century
Drummers are morale-boosting support units in American Conquest that are needed to form Squads, which in-turn boosts Attack damage and Defense.

Killing a Squad's Drummer will lower its morale but won't negate the bonus Attack damage and Defense of the already formed Squad.

All European factions have access to the 18th-century Drummers.

Priest
The Priest ist a unit in American Conquest that is capable of healing allied units. Priests are trained at the Church. All European factions have access to Priests.

The Priest can heal any unit except cannons for 50 hitpoints every 4 seconds.

Their high storm force value makes them useful in defending buildings from capture.

Additional Info 2
Dragoon, 17th century
Dragoons of the 17th century are a ranged, moderately fast Cavalry unit, armed with a short-musket in American Conquest that is recruitable by all European factions except Russia. They are trained at the Fortress.

One of the main tasks of Cavalry, in general, is spreading fear so that the lines of the enemy dissolve into nothing. Having access to both of the things that most units fear the most (horses and firearms) makes them optimal at fulfilling that task.

Mounted Officer, 17th century
Mounted Officers are the Cavalry units armed with a sword and handgun. They are the equivalent to ordinary Officers. They are able to form Squads of 17th-century cavalry without needing support units. If an already formed Squad loses its Officer, the Squad isn't automatically dissolved but its morale is severely lowered.

The mounted 17th-century officer is able to form squads of 17th-century Dragoons and can only be trained if Form regular subdivisions is researched at the fortress.

Dragoon, 18th century
Dragoons of the 18th century are a ranged Cavalry unit, armed with a short-musket in American Conquest that is recruitable by all European factions. They are usually trained at the fortress after researching Purchase European flint fuses for Dragoons.

Usage
One of the main tasks of Cavalry, in general, is spreading fear so that the lines of the enemy dissolve into nothing. Having access to both of the things that most units fear the most (Horses and firearms) makes them optimal at fulfilling that task.

Their improved movement speed compared to 17th C. Dragoons and their high bonus damage on kill (+20) makes them excellent at chasing down huge swaths of units, while constantly spreading fear.

Their decent range and ability to reload while moving makes them also a viable option for performing hit-and-run tactics.

Mounted Officer, 18th Century
Mounted Officers are the Cavalry units armed with a sword and hand-gun. They are the equivalent to ordinary Officers. They are able to form Squads of 17th-century cavalry without needing support units. If an already formed Squad loses its Officer, the Squad isn't automatically dissolved but its morale is severely lowered.

The 18th-century mounted Officer can form Squads of 18th-century Dragoons. and can only be trained if Develop regular subdivisions is researched at the fortress. All European factions can create mounted 18th-century officers.

18th-century cavalry-squads can be improved by adding mounted flag bearers.

Mounted Standard Bearer
The Mounted Standard Bearer of the 18th century is a variation of the Standard-bearer unit that increases morale, attack damage and defense of unit-squads. The main difference between their Infantry counterparts is that they can only Support 18th Century cavalry. The mounted standard bearer is recruited at the fortress or stable (Germany and Portugal) after researching Develop regular subdivisions. All European factions have access to Mounted Standard Bearers.

Their unusually high Stormforce also makes them excellent at Storming Forts, Fortresses, and Stables.

Cannon
The Cannon or Field Cannon is an artillery unit in American Conquest, best utilized in sieges. Cannons are built at the Fortress and can be upgraded at the Town Center. All European factions have access to Cannons after building an artillery depot at the Fortress.

The cost for every new Cannon on the battlefield increases by 40% multiplicatively.

Cannon Abilities
Attack Ground: Fire at a designated location.

Prepare for fire: The Artillery-crew executes the windup animation early, preparing to shoot instantly.

Fire Grapeshot: Fire a devastating close-range shot that damages all units in front of the Cannon.

Upgrade issues
The cost and creation time of Cannons can be drastically lowered by researching the Foundry mechanization and Develop new metalworking methods-technology chains in the fortress.

The Foundry mechanization technology chain doesn't discount the shown values, neither additively nor multiplicatively. The advertised discount of 35% is misleading because:

Wood does not receive a discount
The discount value of iron is 26.2%
The discount value of gold is 30%
The discount value of coal is 46%
Develop new metalworking applies multiplicatively.

Trivia/b]
One of the artillery crewmen's animation has a secret bonus when he hurries up the rest of the crew by putting his fists up in frustration. You can see this when you ordered them to move up and when pressing the "prepare to fire" button.

Rowboat
The Rowboat or Boat is the smallest European/American naval unit. It has riflemen on its bow which can fire at enemy units, boats and ferries.

All European factions can build rowboats.

Caravel
The Caravel is a small warship with one cannon on each board side available to all European factions. Like all Warships, it moves slowly but is very durable, having a number of hitpoints that is comparable to a fortress.

Carrack
The Carrack is a medium-sized ship available to all European factions. She has two cannons on each board side and a very high rate of fire, which makes her more powerful than the Caravel and more flexible than the Frigate.

Frigate
The Frigate is the largest and strongest ship available to all European factions. She has 8 cannons per board side and can let loose a devastating broadside, that has a very long reload time. She, like the other ships, also can't shoot at targets which are too close to her. This can make her vulnerable to smaller enemy naval units if they attack in larger numbers.

Ferry
Ferries are naval transportation units in American Conquest. All factions have access to ferries.

They can be upgraded to be incredibly durable.

The Repair ferry technology allows players to repair all ferries on the battlefield for 10%, which makes the already very durable ferries even more resistant. Repair ferry can be researched an infinite amount of times.

Fort
The Fort is a military building in American Conquest and American Conquest: Fight Back. It usually is the first building you can build as a European faction. It is needed to produce and upgrade 17th-century infantry units, like Pikemen, Musketeers, Arquebusiers and the 17th-century officer, drummer and standard-bearer.

Like the Fortress, it will shoot with cannons on enemies once units are deployed inside it. This can be risky at times, since it can also hit and set ablaze your own or allied buildings if they are in the way.

Fortress
The Fortress is a military building in American Conquest and American Conquest: Fight Back. It is needed to produce advanced units like Fusiliers, cavalry, 18th-century officers, drummers, standard bearers and field artillery.

Cavalry and artillery can only be created if the Fortress is upgraded with Build stables or Build artillery depot. Most factions have both combined as one single upgrade.

Like the Fort, the Fortress can shoot with cannons at enemies once there are units deployed inside it. This can be risky at times since they can also hit and set ablaze your own or allied buildings if they are in the way. Fortress uses coal and iron for shooting.

Trivia
The model of the British fortress is based on Fort Chambly.

Dwelling I-II
Dwellings are buildings in American Conquest that allow the production of Peasants and substantially increase the population limit. All factions except the Pueblos can build Dwellings I
The player can select the all idle peasants (ctrl+p) or unoccupied mines (ctrl+m) button, found in the menu of Dwellings to select idle peasants or unoccupied mines.

Hunting Lodge
The Hunting Lodge is a building in American Conquest where Trappers can be trained and the meat they gather can be stored.

Church
The Church is a building in American Conquest where Priests can be trained. All European factions can build Churches.

Additional Info 3
Blockhouse
The Blockhouse is a military building in American Conquest and American Conquest: Fight Back.
It is a purely defensive building and does not produce or upgrade any units. As is the case with other buildings, units stationed inside will shoot with rifles at approaching enemies.

There is also the Blockhouse II, which has more hitpoints, can hold ten more units inside and will also shoot with cannons, something the Blockhouse can't do.

Blacksmith
Blacksmiths are buildings that enable mines and allow the research of technologies that increase field capacity and the creation speed of various units. All European factions can build Blacksmiths.

Town Center
The Town Center is a building in American Conquest that allows the research of a wide range of different technologies. All factions can build Town Centers.

Mill
The Mill is a building in American Conquest that is the center of food production of almost every faction. When a mill is built, a field of infinitely regrowing food will be sown around the Mill which takes a short time to grow. The European factions grow wheat, while the Natives grow maize.

The resowing of field can be toggled on and off (auto: on)

Every faction has access to 4 technologies at the mill. The upgrade-costs depend on the faction that the mill belongs to.

Storehouse
Storehouses serve as a dropoff point for Peasants, gathering wood and for hunters gathering meat. All factions can build Storehouses.
Tactics
The best way to play as the British is to adopt a strong defensive stance early on. Focus on building a solid army and a few cannons before launching offensives. Patience and preparation are essential for success. If you have effective British tactics, feel free to share them in the comments—I’ll add the best ones!
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