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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The coach's briefing
The Galleon is the pinnacle of the Galley line. 9 attack, 7 range, 155 HP, and 6 pierce armor make it a naval powerhouse. In Imperial Age, Galleons dominate standard water combat. Only Cannon Galleons outrange you. Combine with Fast Fire Ships for a balanced navy.
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 Galleon is your **Imperial Age naval backbone**. It provides the firepower and durability for late-game water control.
Tactical Playbook
Mass Production
Keep producing from 3+ Docks. Galleons are the core of Imperial navies.
Range Advantage
7 range lets you hit most threats before they can respond. Use this to kite Fire Ships.
Shore Bombardment
Galleons can damage shoreline buildings. Support land assaults from the water.
Critical Point
**Cannon Galleons outrange you**. Elite Cannon Galleons have 15 range vs your 7. Don't try to trade - close the distance or avoid them.
Understanding The Stats
The Galleon is the ultimate standard warship with balanced offensive and defensive capabilities.
Superior Range
Best range among Galley-line ships. Control engagements with positioning.
High Firepower
Strong damage output. Combined with bonus, deals 16 to ships.
Tanky Stats
Very durable. Can absorb significant damage in prolonged fights.
Same Cost
Same cost as Galley despite being far superior. Great value.
Coach's Tip
155 HP and 6 pierce armor make you the tankiest Galley-line ship. You can trade efficiently against most naval units.
Mechanics & Bonuses
Attack Bonuses
| Target | Bonus Dmg |
|---|---|
| Galley-type ship | +9 |
| Building | +6 |
Armor Classes
Ship
Takes bonus from Heated Shot, Fire Ships, and Demolition Ships.
Galley-type ship
Vulnerable to units with bonus damage vs this class.
Key Upgrades
Castle Age
Civilizations
* 47 civilizations have access to this unit.
Other Units
AoE Coach analysis
Context & meta
The Galleon is the standard late-game ranged Warship, listed at 90 wood and 30 gold, 27 seconds to train, 155 HP, 9 attack, 0/6 armor, 7 range, 1.36 speed and 9 line of sight. It carries +8 attack versus Ships, +8 versus Fishing Ships and +8 versus Buildings. The official help gives the categories: strong versus the Hulk-line and weak versus Fire Ships. This is the reliable fleet backbone: cheaper and faster to replace than a specialist siege ship, with enough range to control open water. It still needs numbers and screening because the Fire Ship matchup is structural, not cosmetic.
History & balance
The Galleon is the stable endpoint of the galley family: a ranged ship for ordinary fleet work while specialists answer buildings or massed targets. Its official strong category, the Hulk-line, defines the baseline naval role; its Fire Ship weakness preserves water combat counterplay. Repository bonuses against Ships, Fishing Ships and Buildings reinforce that purpose without making it universal. A 27-second train time supports continuous Dock production, but 90 wood and 30 gold still demand a real water economy. The unit history is one of dependable mass, not a flashy special mechanic.
In pro play
Use Galleons as the main line protecting Docks, transports and fishing while faster ships scout the enemy Fire Ship count. Seven range and 1.36 speed let the fleet kite slower targets, but the formation must stay wide enough to avoid one Demolition Ship hit. The +8 Ship bonus makes focus fire valuable: remove one hull, then shift the whole line instead of choosing separate targets. Add Cannon Galleons only when shore structures justify the slower investment. The right timing is sustained Dock production with enough wood to replace losses immediately; a first wave without reinforcements loses to the first counter transition.
How to counter it
The classic mistake is massing Galleons and assuming range makes Fire Ships irrelevant. The official help gives the categories: strong versus the Hulk-line and weak versus Fire Ships. Fire Ships and Fast Fire Ships close to effective range and apply sustained damage where Galleon armor does not save the hull; Heavy Demolition Ships punish a fleet that stays too tight. Keep a screen in front, split the water into two angles and focus the first Fire Ship before contact. If you keep losing to Galleons without knowing what to produce or when, AoE Coach reads your match-up and gives you the counter composition and timing.