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Daimyo
Daimyo
First AppearanceAge of Empires III: The Asian Dynasties
Melee Cavalry
Cost350 CoinIcon coin
Age AvailableAges colonial Colonial Age
BuildingThe Shogunate
Base Hit Points650
Pop. Use4
Speed6.5
LOS12
Resists30% vs. ranged
Melee Damage30
Siege Damage40
Siege Range6
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The Daimyo is a very powerful Japanese cavalry unit featured in Age of Empires III: The Asian Dynasties.

Overview Edit

The Daimyo is a Japanese military unit that boasts several special abilities it can use in battle. First, all Daimyo possess an aura, which boosts the attack of all nearby units. it should be noted that the auras of multiple Daimyos do not stack. The Daimyo can also serve as a Home City Shipment point, bringing in Shipments to wherever he is on the map. Finally, he can train certain military units in the field, giving the Japanese army the advantage of boosting its numbers in the middle of a fight.

The Daimyos cannot create artillery units, but Shogun Tokugawa can. The Daimyo cannot build naval units and they must stand still while they’re training units, so they are very vulnerable when they are training units.

The Daimyos can only be sent from the Home City, but if the player has build the Shogunate wonder, they can retrain killed Daimyos. There are three different Daimyos in Random Map games, which only differs in appearance and name; Daimyo Mototada, Daimyo Kiyomasa and Daimyo Masamune. Mototada and Kiyomasa can be shipped from the Home City, while Masamune is given if the player uses the Shogunate wonder to advance into Fortress Age or higher.

Strategy Edit

Daimyoimg

In-game Daimyo

The Daimyo are very important to win a skirmish via conquest. The preferable method is building a Shogunate, where you can retrain killed Daimyo if you have enough pop slots and a prosperous economy. The other way, the hardest, is keeping them out of battle with the help of the advance button commands, ordering him to not attack any unit, but to do this, you must have a lot of Yumi Archer, Ashigaru Musketeers and some Flaming Arrows and Morutaru nearer the Daimyo for best results.

The weakest point of the Damiyo is their ability to train units, because they must stay still while they’re producing the unit. So, if you are not aware of this and leave a Daimyo alone, your Daimyo run the risk of being killed. The Daimyo don’t need to stand still when a Home city shipment arrives, but if you don’t choose your cards wisely, your shipped crates of resources may drop in enemy territories.

Campaign Edit

In Act I, Japan, the Daimyos can be sent in battlefield but you can’t send Torii Mototada or Tokugawa Ieyasu to help you. The Daimyos heroes, as Mototada and Tokugawa, they lack their aura-boost ability but they cannot die like the other Daimyo. Mototada can train infantry and cavalry units, meanwhile Tokugawa can train infantry, Shinobi-no-mono, cavalry and artillery units. Tokugawa also counts with two special abilities: the Divine Strike, a passive ability that deals extra hand damage, and Way of the Warrior, an active power that makes invulnerable all the units nearer Tokugawa. Mototada and Tokugawa can receive Home City shipments without impediments.

HistoryEdit

"The daimyo were the great feudal landowners of Japan. Unlike the kuge, or court nobleman, the daimyo were lords of territory and local citizenry, and as such held great power. By the twelfth century the influence of certain daimyo rivaled even the power of the emperor. The first Kamakura shogun, Minamoto no Yoritomo, had been a daimyo, but upon obtaining power in 1192 CE, he established a centralized feudal system. As a result, the shogun’s power quickly weakened during the bloody civil wars occurring between the fourteenth and sixteenth centuries. By the end of the sixteenth century, one daimyo was quickly growing in power and wealth, rivaling the emperor for power. His name was Tokugawa Ieyasu. Upon becoming shogun in 1603, Tokugawa once again strengthened central power."

GalleryEdit

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