Additional shipments of my wish in AOE3

I wish there was way a to upgrade Irish Brigadier and Portuguese fusiliers in later Ages (other than imperial or if you are an African civ). Their usefulness period is quite short.

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Aventuros, perhaps? :portugal::joy::joy::joy:

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Too many single function card with doubtable value.

Personally i like the Idea of Scottish High Landers and Irish Brigadiers as Trainable British Fort units. However, Both take the role of heavy infantry and both have melee resist. Both also cost coin. So balance wise. I do not find them easy to place as unit the British can train but more like a card that can be sent infinitely however British redcoats are already solid units.

I can imagine them as a 1 time card.
“The Queen’s Trump Card”
10 Irish Brigadiers, 8 highlanders and 1 heavy canon. 2000-2500 coin

Or,

Can Work like Conquistador card of Spain. For every 2 Infantry lost in battle. this card sends 1 Highlander to a Maximum of 8

“Aventuros” isn’t a real name, though.

British keep getting the most boring new cards and units. They have little access to their own royal house or mercenaries. Several other civ can gain better British stuff by allying with British.
And see how reluctant they were when trying to add a new ranger unit and make it work.

People keep using “ugh but they are quite strong already” but that’s invalid even when British were strong. Swedes also have a strong boom and a super musketeer. That does not prevent them from amassing even stronger musketeers easier than anyone else.

Now they are quite weak now could we at least make it interesting?

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@ArrivedLeader22 I totally agree with you that British civ desperately need a proper make-over but I do understands where @OrthoSkate01994 is coming from.

The British economy late game is not strong especially in the coin department. So to introduce our beloved Highlander / Irish Brigadier units we will need the British civ to have as an improvement in coin production (potential through a tech that improves gather rates in factories) or have a mechanics that changes the cost of native British mercenary units to either partly or fully food (maybe called “Act of Union” or something).

There also need to be an incentive to train these units that act basically as Redcoat Musketeers. They will need to have a unique features that helps them in certain situation but make sure they don’t overshadow the standard Redcoats.

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Will “Spinning Jenny” , “Cromford Mill” and “James Watt’s steam engines” do by the way? :uk::joy::joy::joy:

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I’d love them to get a shipment called 'British Auxillaries’ which adds the ability to gain additional unit choices linked to auxillary forces used within/closely to the British Army.

Whilst the shipment is free, to unlock the various British Empire Auxillary units for each Barracks, you need to research each respective Auxillary option which has small cost for each. Once researched, that Auxillary line, will now be permanently present as additional units to choose from within the Garrison, the name that replaces all Barracks now. The choices could be Hannover (Royal native units), British Isles forces (British/Irish mercs, British East India Company (Gurkas and Sepoys)

The negative part is that each Garrison can only offer one Auxillary line (all other techs disappear after your selected research is complete), so if you wanted the whole lot of unit options you would need to build a number of Garrisons and pay/research for each Garrison to ‘host’ a different set of regional auxillary units along with the ‘regular’ units. One may choose to have one Garrison with Hannover units available, only paying for that tech, or you may be super-rich and build a ton of Garrisons and give each one a different Auxillary line.

Alternatively


If being able to train these units seems unbalanced, this could function instead like the Italian’s Basilica and their Papal units - Auxillary units could always be sent as shipments and as small groups, for example once you’ve researched the British East India Company auxillary tech, you will see a ‘Ship East India forces’ button which will send a small group of Sepoys and Gurkas after a 30-60 second shipping time.

Instead of seperate Auxillary unit line/garrisons needed, the shipment could allow you instead to ‘nominate’ one of your Barracks (again via a research tech within) to become the sole Garrison (which can now be a shipment drop-off point too). This singular Garrison has all the Auxillary lines available as group shipments instead of single units and offers all choices - meaning you can have a shipment of Hannover Auxillaries (a group of Tot Hussars, Drummers and Brunswickers) folllowing on after your British Isles forces or Indian Auxillaries.

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If their one is not strong what about natives or indians, that dont get factories (and their units are expensive)

Unfortunately Chasseurs Britanniques weren’t included in AOE3, otherwise it can be a main part of French Royalist Auxiliaries for British :uk::fr::joy::joy::joy:

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Some more shipments I can suggest is:

Chinese:
Shoubilu(手臂錄): -0.1/0.2/0.3/0.5 ROF of Qiang Pikemen in Age 2/3/4/5(Age 2)
Poll and farm taxes amalgamation (æ”€äžć…„ç•): -10% cost and +10% work rate in rice paddies for villagers(Age 2/3)

Maltese:
Saint James Cavalier: +1 range and +10% base attack for both forts and commanderies(Age 3)
Neapolitan condottieri: 1,000 coins for 4 Elmetti(Age 3, can be infinite)

United States:
Free men of color: 1,000 for 8 Askaris/Zouaves, plus reduced 1 of their population cost and allowed them to be trained at Saloons and forts(Age 3)
Bleeding Kansas: +10% HP of settlers and all infantries by sacrificing 5% income from Estates(Age 4)
Treaty of Guadalupe Hidalgo: ship a Hacienda wagon, then turn it to the Hacienda that can slowly spawn and upgrade Soldados(Age 4)

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Some more missed shipments I would like to see in future patches are:

Aztecs:

  • Jesuit Colegios (Age 3): Ships 1 Missionary(with Unction upgrade), Conquistadors(and upgrades for them) and Jesuit technologies available at Native Embassy, substitute Warrior Priests with Missionaries in Community Plaza

  • Jesuit Haciendas (Age 4): Villagers can construct haciendas to spawn (and upgrade) soldados(2 at maximum)

British:

  • New Principles of Artillery (Age 3): -10% overall cost and -0.2 ROF for all artillery units(grenadiers excluded) , -10 seconds of cooldown time for Broadside Attack(can be a team card)

Russia:

  • Vodka franchise (Age 3): Farms also produce trickle of coin, non-siege units gain 10% more base attack, but lose 2%HP
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Sorry but this would be over broken. The Aztecs already have war ceremony which can increase their units attack by 27% (25 villagers) or 38% (15 villagers and 10 wp). On the other hand, 10 missionaries with unction give another 28% damage increase (current damage, not base!). I’ve had some fun in the editor, take a look.

NO UPGRADE + war ceremony + unction

Screenshot 2023-12-31 143402
Screenshot 2023-12-31 143457
Screenshot 2023-12-31 143513
Screenshot 2023-12-31 143534
Screenshot 2023-12-31 143603
Screenshot 2023-12-31 143622
Screenshot 2023-12-31 145440

upgraded + war ceremony + unction

Screenshot 2023-12-31 144220
Screenshot 2023-12-31 144305
Screenshot 2023-12-31 144320
Screenshot 2023-12-31 144337
Screenshot 2023-12-31 144352
Screenshot 2023-12-31 144428
Screenshot 2023-12-31 144451

And finally a fully upgraded + war ceremony + unction + fully carded + fully promoted jaguar
Screenshot 2023-12-31 151248

Who could possibly stop these guys? I could’ve gone further with team cards but I’ll stop here. Through my tests, I’ve witnessed things that nobody should ever have to see in his life, such as an eagle runner able to take down 3 hussars without micro and even an elmetto, or 10 arrow knights destroying 5 falconets with EASE (6 remaining).

Now, even if we assume that the missionaries wouldn’t be as efficient as the wp on the plaza, the buff would still be OP as hell. Just look at the stats the eagle knight can get, imagine what the conquistador would be


As for this card, the Spanish can already access haciendas to train soldados, I don’t think it would fit the Aztecs. Moreover, let’s not forget they’re stuck in the Middle Ages. If your intention was to give them a musketeer unit, I’d rather have a brand new aztec unit to fulfill that role.

Please, don’t take this as bad criticism, I hope my post was constructive enough.

4 Likes

I would like to know more

I see, here comes my amendments about this:

  • Jesuit Refuge (for Aztecs)/ Jesuit Influence (for Chinese)(Age 3): Conquistadors(and their upgrads) available at Native Embassies, together with other Jesuit techs(thus allied with Jesuit):ceuta_and_melilla: :joy::joy::joy:
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I’d like to propose something like the French card “Ancient rĂ©gime” or German “Prince-electors”: Ships 1 native embassy wagon, with access to jesuit upgrades and conquistador now costs pop, while keeping the build limit.

What do you think?

Building limit can be kept, but population cost can be scrapped because 
 normally the player can only train a batch of Conquistadors from this shipment, unless there’re some more Jesuit settlements available on the map, not to mention this shipment is supposed to open to Aztecs and Chinese only(but won’t ship some of them in advance, unlike Kirishitan Reinforcements for Japanese) :joy::joy::joy:

I think its better to be in the style of the incan native american allies card and maybe should be choice of maya, carib and zapotec.

Jesuits doesnt really do anything for aztecs besides flavour, they have no gundpower unit so one of the techs is useless, they dont need a tech that reduces vil train time ( the plaza does that plenty) and extra building HP is really meh.

And the unit is anti cav which is like the one thing aztec has way too many of

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Really interesting. What do you think about sending the Church Wagon with the Missionaries?
Maybe HC Jesuit-related cards should also have Aztec civ modernization uses?

I think that Vodka could be a Big Button for some Russian civ units, which would have such a use but for a limited time.