Cannon Galleon
ShipBase values, before Blacksmith upgrades. The Blacksmith raises attack and armour for infantry, cavalry and archers — Blast Furnace, for instance, gives "+2 Attack for infantry & cavalry". Late in a game, the real numbers are higher.
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Cannon Galleon
ImperialElite Cannon Galleon
ImperialThe coach's briefing
The Cannon Galleon is a floating siege weapon. 13 range and 50 attack devastate shoreline buildings. Use them to destroy enemy Docks, TCs, and production buildings from water. They're slow and vulnerable to Fast Fire Ships, so protect them with Galleons.
STRONG AGAINST
You win these trades cost-effectively.
WEAK AGAINST
Avoid these fights or bring support.
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Your coach names the counters during the match — not once the game is over.
Strategic Analysis
Tactical Identity
The Cannon Galleon is your **naval siege platform**. Use it to destroy shoreline infrastructure.
Tactical Playbook
Building Destruction
50 attack with +200 vs Buildings shreds shoreline structures. TCs, Docks, and production buildings melt.
Range Dominance
13 range outranges everything except Elite Cannon Galleons. You dictate engagements at sea.
Castle Assault
Cannon Galleons can take down Castles near water. Combine with land siege for devastating attacks.
Critical Point
**Fast Fire Ships delete you**. Your 1.05 speed can't escape. Always have Galleons protecting your Cannon Galleons.
Understanding The Stats
The Cannon Galleon is a specialized siege ship designed for building destruction from extreme range.
Extreme Range
Outranges almost everything. Safely destroys buildings from water.
High Attack
Massive damage per shot. Combined with building bonus, devastating.
Slow Speed
Very slow. Vulnerable to closing ships. Needs protection.
Expensive
Heavy investment. Protect them carefully.
Coach's Tip
Your 1.05 speed is your biggest weakness. Fast Fire Ships at 1.56 speed will catch you. Never let Cannon Galleons get isolated.
Mechanics & Bonuses
Attack Bonuses
| Target | Bonus Dmg |
|---|---|
| Building | +200 |
| Siege Weapon | +25 |
Armor Classes
Ship
Takes bonus from Heated Shot, Fire Ships, and Demolition Ships.
Gunpowder Unit
Vulnerable to Condottieros.
Key Upgrades
Civilizations
* 36 civilizations have access to this unit.
Other Units
AoE Coach analysis
Context & meta
The Cannon Galleon is the long-range Siege Gunpowder Warship, listed at 200 wood and 150 gold, 46 seconds to train, 120 HP, 50 attack, 0/5 armor, 5–13 range, 1.05 speed and 15 line of sight. It also carries +35 versus Buildings, +15 versus Ships and +40 versus Siege Weapons. The official help gives the categories: strong versus buildings and weak versus units at close range; it explicitly cannot attack enemies at close range. This is a strategic gun, not a fleet brawler. It wins by making shore defenses unsafe, then dies if the opponent closes the distance.
History & balance
The Cannon Galleon is the naval expression of siege warfare: range and building damage are the whole identity, while close-range combat is deliberately removed. The official help makes the intended use readable, and its building and ship bonuses explain why one cannon can reshape a shoreline without needing to win every naval exchange. Its 46-second train time and double resource cost keep the unit from being a casual Dock addition. It belongs in a fleet that controls space around it, with other ships screening the approach. The design asks the player to separate jobs: Cannon Galleons threaten structures, while the rest of the fleet protects the gun.
In pro play
Use Cannon Galleons to open a coastal position: remove a Dock, tower or Castle, then advance the rest of the fleet through the gap. The 5–13 range and 15 line of sight reward scouting before the first shot, because the unit must stay outside the response while its screen moves. Never patrol them alone; a 120-HP ship with no close-range attack is a gift to Fire Ships or Demolition Ships that reach it. Queue production early because 46 seconds is a long replacement window, and keep the fleet spread against area damage. On water-heavy maps, the best timing is the moment the opponent has invested in shore defenses but has not yet surrounded them with mobile ships.
How to counter it
The classic mistake is answering Cannon Galleons with shore buildings and letting long range dismantle the base one structure at a time. The official help gives the categories: strong versus buildings and weak versus units at close range. Fire Ships, Fast Fire Ships and Heavy Demolition Ships close the gap, deny the cannon attack and force the ship to flee or die. Keep a Galleon screen in front if needed, approach from two angles and do not trade one hull into the +15 Ship bonus. If you keep losing to Cannon Galleons without knowing what to produce or when, AoE Coach reads your match-up and gives you the counter composition and timing.