Curare

Curare

Castle - Imperial
Food 650
Gold 600
Time 45s
Category unique

Evolution

Curare

Imperial
Food 650 Gold 600
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Technology Effect

"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

Armenians
Aztèques
Bengalis
Berbères
Bohémiens
Britanniques
Bulgares
Bourguignons
Birmans
Byzantins
Celtes
Chinois
Coumans
Dravidiens
Éthiopiens
Francs
Géorgiens
Goths
Gurjaras
Hindustanis
Huns
Incas
Italiens
Japonais
Jürchen
Khitans
Khmers
Coréens
Lituaniens
Magyars
Malais
Maliens
Mapuche
Mayas
Mongols
Muisca
Perses
Polonais
Portuguese
Romains
Sarrasins
Shu
Siciliens
Slaves
Espagnols
Tatars
Teutons
Tupi
Turcs
Vietnamiens
Vikings
Wei
Wu

* 1 civilizations have access to this technology.

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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.