Age of Empires III: Definitive Edition – Update 19.18309

I’ve played some Danes in team, and they were my most played Beta civ. I had some concerns during the beta when they got 100c base tax. I might have been overly cautious. They get some pretty decent skirms in team with 22 range. I feel like they are better suited for Team than 1v1 based on the design of the civ. The discounted age ups incentivizes aging quickly, which you may have more cover to do in team.

A change as simple as a sixth starting vill or 100c to starting crates would probably help a lot.

Edit: please get rid of their Fur Trade to improve treaty balance. I think they should be extremely good there.

What do you mean? You always had to forgo a wonder for Meiji Restoration. In fact it was worse before, because you got nothing other than an Age Up and it also cost import, which is harder to save up than wood and gold. AND it was more expensive.

During the open beta you could advance to Imperial Age and then later go Meiji Restoration.

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Maltese player using multiple new mercenaries in Age II :slight_smile:

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See erics post. You could do it in the beta.

That seems unintended

He posted that after I first talked to him, I don’t know why you wouldn’t just wait for me to acknowledge it.

Why are health bars now forced to match the player’s color? I liked how it was before, and in my opinion, it’s more intuitive. It should be optional.

I also want both versions of the Alaska map (the old one and the new one). It adds variety.

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What was the old version? No natives?

so this is a bit low stakes, but i think it might be worth providing some sort of card that allows the Haudenosaunee to call the house of Stuart, like Ancient Regime for France.

The Highland scots had a lot of interactions and cultural relations with the eastern natives, and theres a lot of history written about both the good and the bad.

Here is a short article to highlight the comparison. https://www.scotsman.com/whats-on/arts-and-entertainment/the-forgotten-links-between-highlanders-and-native-americans-1475025

Like I said, this is small potatoes, but I think it would be a cool tidbit to add.

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I think it had Nootka. It just wasn’t as snowy.

Lionheart casting a game with a Poland revolt and Japanese Meiji Restoration

New map and a new revolt for a old civilization.

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SoldieR plays the new Havana Heat challenge

Psionic plays the new Commonwealth Charge challenge

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Havana Heat was fun, if a bit easy. Did it first try and lost one fort at the end because I wasn’t paying attention to it much. I was surprised just many buildings and units you had to start with. It’s nice to have 300 military. I also liked the little touches like adding unique names to the factories and some of the cards to better fit the region.

Commonwealth Charge challenge was harder though I wasn’t playing well at all. I didn’t pay attention to the secondary objective and didn’t get any of the additional villages apart from one that generated wood. So, I had lots of excess wood for Crossbowmen at least. I really wished the Winged Hussars reinforcements had started near the Russians instead of the Swedish side, because those Caroleans ended up killing many of the winged hussars. Do what SoldieR did and have the winged hussars retreat to the center so that they get skirmisher support.

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Iron Kaiser Gaming video on the new natives Sámi, Stuart, and Inuit.

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SoldieR in a 2v2 Independence mode game.

No, you have access to a factory and a fort. They are its “new wonders.”

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Honestly, it should remove the wonders and shogun/daimyo entirely, trading you some units for them like a horse gun for each wonder, change your heroes to generals that can receive shipments (like for Prussia when you send their general) and give you couple of cards to upgrade you military a little in the first row (the row that the US and Mexico get cards in when aging up), like advanced arsenal, cav combat, infantry HP for example.

Removing the other wonders would cripple the civ. One horse artillery per wonder seems like a terrible trade-off in the long term. They already get combat upgrades through the Imperial Meiji Army tech at the consulate.

I would prefer that that the Shogun/Daimyo be retrainable at the Shogunate/National Government wonder, but they get new visuals that fit the Meiji period. Call them Meiji Commander or Generals. Right now, they just feel out of place in Meiji army and once they fall, you lose them for good.

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Eh I’d prefer Shoguns and Daimyos completely removed and the names freed up for new units. It’d make more sense imo for the Ikko-ikkis (who don’t belong as a hero unit to begin with, and neither do the Shaolin and Brahmin) to be turned into a general-like unit. Maybe replace the two with a single US/Mexico-style hero once Meiji activates?