Trade Cog — Counters, Stats & Civ Bonuses

Trade unit used for generating gold at another player's Dock.

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The Trade Cog is countered by Galley and Fire Ship. It is a Ship / Economy unit.

Trade Cog
Class
Ship / Economy
Available to
All civilizations
Cost
Wood 100 Gold 50

Trade Cog stats

Hit points 80
Melee attack 0
Pierce attack 0
Range 0
Melee armour 0
Pierce armour 6
Speed 1.65
Line of sight 6
Training time 36s

What counters the Trade Cog?

Hard counters deal bonus damage against this unit — they beat the Trade Cog even at a cost disadvantage. Soft counters win the fight through cost-efficiency or mobility, without a dedicated bonus.

CounterTypeWhy it works
Galley hard No combat ability
Fire Ship hard No combat ability

What does the Trade Cog counter?

The Trade Cog is not a combat unit — it has no attack bonus and no matchup it is built to win.

Civilizations that improve the Trade Cog

20 civilizations have a bonus or unique technology that affects this unit.

Armenians

  • Galley-line and Dromons fire an additional projectile
  • Cilician Fleet (unique tech): Demolition Ships +20% blast radius; Galley-line and Dromons +1 range

Bengalis

  • Ships regenerate 15 HP per minute

Berbers

  • Ships move +10% faster

Byzantines

  • Fire Ships and Dromons attack +25% faster
  • Greek Fire (unique tech): Fire Ships +1 range; Dromons and Bombard Towers increased blast radius

Chinese

  • Fire Lancers and Fire Ships move +5/10% faster in Castle/Imperial Age

Dravidians

  • Fishermen and Fishing Ships carry +15

Gurjaras

  • Docks +5 garrison capacity

Italians

  • Dock and University technologies cost -25%
  • Fishing Ships cost -15%

Japanese

  • Fishing Ships work +5/10/15/20% faster in Dark/Feudal/Castle/Imperial Age; +100% HP

Koreans

  • Warships cost -20% wood
  • Shinkichon (unique tech): Rocket Carts and Turtle Ships +1 range, fire additional projectiles

Malay

  • Thalassocracy (unique tech): Docks are upgraded to Harbors

Persians

  • Town Centers and Docks +100% HP and work +5/10/15/20% faster in Dark/Feudal/Castle/Imperial Age

Portuguese

  • Ships +10/15/20% HP in Feudal/Castle/Imperial Age
  • Circumnavigation (unique tech): Sets the entire map to explored; Ships train +33% faster

Romans

  • Galley-line and Dromons +1 melee/+1 pierce armor
  • Ballistas (unique tech): Scorpions attack +33% faster; Galley-line +2 attack

Saracens

  • Galley-line attacks +25% faster
  • Transport Ships +100% HP, +20 carry capacity

Shu

  • Siege Weapons and Siege Warships move +10/15% faster in Castle/Imperial Age

Spanish

  • Cannon Galleons fire more accurately at moving targets

Turks

  • Artillery (unique tech): Bombard Towers, Bombard Cannons, Cannon Galleons +2 range

Vikings

  • Warships cost -10/15/20% in Feudal/Castle/Imperial Age

Wu

  • Military production buildings and Docks provide +55 food
  • Careening, Dry Dock free
  • Red Cliffs Tactics (unique tech): Demolition Ships and Fire Archers deal fire damage to ships and buildings

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