Curare
Castle - ImperialEvolution
Curare
ImperialStop searching after the game
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"Foot archers and fortifications deal poison damage"
Coach's Tip
Curare is the Imperial Age unique technology for the Tupi. It gives all foot archers and defensive fortifications a poison damage effect, dealing damage over time to targets they hit. This makes Tupi archers and towers particularly deadly, as enemies continue to take damage even after retreating.
Strategic Analysis
Strategic Identity
Curare is the Imperial Age unique technology for the Tupi. It gives all foot archers and defensive fortifications a poison damage effect, dealing damage over time to targets they hit. This makes Tupi archers and towers particularly deadly, as enemies continue to take damage even after retreating.
When to Research
High Priority
Research Curare as soon as you have the resources and are using unique units.
Combat Impact
Foot archers and fortifications deal poison damage
Civilization Access
* 1 civilizations have access to this technology.
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Other Technologies to Explore
AoE Coach analysis
Context & meta
Curare is the Tupi's unique Imperial Age technology, researched at the Castle for 650 food and 600 gold over 45 seconds. The official effect says that Foot Archers and Fortifications deal poison damage; its description specifies damage over time to targets they hit. Curare therefore amplifies an existing ranged-and-defensive roster instead of creating a new unit. Its price and age make the question strategic: do you already have enough affected pieces for the poison effect to matter, and can your economy afford a long, expensive Castle research without delaying the army that protects it?
History & balance
Curare belongs to the Tupi unique-technology branch and appears in the Imperial Age at the Castle. The official strings keep its identity narrow: Foot Archers and Fortifications gain poison damage, while no unit, armor, range or production unlock is listed as part of the effect. Its upgrade data also fixes the investment at 650 food, 600 gold and 45 seconds. Its design history is therefore a late conversion of an existing roster into persistent pressure, not a shortcut to an army. It rewards a player who has already built the pieces that can carry the technology.
In pro play
Plan Curare around the moment your Tupi composition can use both sides of its documented effect. Foot Archers keep applying the poison through ranged contact, while Fortifications turn a defended position into another source of pressure; targets keep taking damage after retreating. Do not let the 45-second Castle research run while your army has no protected way to operate. Secure the position, maintain the affected production and choose the upgrade when its 650 food and 600 gold buy persistent value rather than an abstract badge. The technology is strongest when it compounds an army already on the map.
How to counter it
The classic mistake is to research Curare because it is unique, without Foot Archers or Fortifications ready to deliver the documented poison damage; the other mistake is to wait until the Imperial fight is already decided. Curare has no combat body and no Weak vs. list, so its timing is the counter question: research it in the Castle when the Tupi army can exploit the effect, then protect the long investment with an active composition. If you keep losing the technology race without knowing what to research or when, that is exactly what AoE Coach does: it reads your match-up and gives you the composition and timing.