American tribes populate game maps and support their own brand of military units that can be trained once an alliance has been formed. Some Native American military units use mêlée weapons, a few use indigenous ranged weapons, such as bows and arrows or atl-atls, while still others adopt ranged European gunpowder weapons. These units usually pertain to the infantry or cavalry classes, but, on maps with water, canoes are also available to the player through the dock. Buildings Buildings play a big role in gameplay, as they are used for training civilian and military units, researching improvements, supporting population, providing structural defense, or as resource providers. The buildings portrayed in Age of Empires III resemble the architectural design of that era. All of the games in the series share several buildings, including the Town Center and Docks. The appearance and attributes of a building change as the player advances through the Ages, and some civilizations have their own unique buildings. The appearance of these buildings depends on civilization. Some buildings can only be built at certain times like the defensive towers. There are certain architectural styles present in the game; architectural styles determine the appearance of in-game buildings. Each civilization is automatically assigned its architectural style. These three architectural styles are the Western European, which consists of classical styled wooden buildings and is shared by the British, French and Dutch; the Eastern European, which consists of wooden and straw structures and is shared by the Germans and Russians, and the Mediterranean, which consists of buildings made of stucco cement and dry brick, which is shared by the Spanish, Portuguese and Ottomans. Plot The campaign follows the fictional Black family in a series of three "Acts", which divide the story arc into three generations. All three acts are narrated by Amelia Black (Tasia Valenza). Instead of playing as one of the standard civilizations, the player controls special civilizations linked to the character or period that each Act portrays: the Knights of St. John for Act I, John Black's Mercenaries for Act II, and the United States for Act III. Act I: Blood In the late 16th century, Morgan Black—a Scottish-born mid-level commander of the Knights of Saint John— defends their last stronghold on Malta from the forces of Sahin "The Falcon" of the Ottoman Empire (in a telling of the Great Siege of Malta). When the Turks flee, Morgan and his