An actual Brazilian civilization

Since so many here are fond of what they call a “Brazil civilization”, can someone actually suggest a well designed Brazilian civilization that is not:

  • Largely based on the 19th century
  • The Portuguese civilization
  • A native tribe that should rather be a minor civ
  • Another “federal civilization” or whatever…

Can? If can’t, then, you already know what the conclusion should be.

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Yeah hold my beer.

(The reason people don’t is because Brazilians don’t like to see colonial Brazil as Brazil)

Also why wouldn’t Brazil be a federal civ, they are literally the Federative Republic of Brazil.

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Alright! I’m genuinely eager to read that. Brazil has so much interesting stuff

Features

  • Starts with 5 Settlers, 300 food, 200 wood, and 2 Bandeirantes.

  • Choose Federal States to advance in Age and add new Home City Cards to the Deck, starting with fewer cards (21) than other civilizations.

  • National Guard units: Praça (Fuzileiro) Dragoon (Independence Dragoon)

Technology Tree

  • Unlike other colonial American civilizations, Brazil doesn’t get Generals, but rather Bandeirantes. Bandeirantes can still plant Flags, whose effect can be toggled among different options. Additionally they can uncover Treasures and have the crackshot ability. They can be trained like normal units and die like normal units, also needing to be upgraded like regular units. (They can build Brazilwood Camps, Forts, Missions and Trading Posts) (Spawns a Treasure when it dies.)

  • Inspiring flag options are:

  • +10% attack to your units.

  • +10% hit points.

  • +10% bounty from combat.

  • +5% unit speed.

  • +5% gather rate.

  • +10% build rate.

Town Center - No unique features.

  • Trains Settlers

  • House

  • Market

  • Livestock Pen

  • Engenho: Unique economic building. Replaces both the Mill and Estate, producing both food and coin at the same time. Costs 1000 Wood and unlike Hacienda doesn’t have as many defensive capacities, offering a more risk/reward investment than their mexican counterpart.

  • Mission: Replaces Church. Once built, gives you the option to pick one out of 4 allies:

Habsburgs -

Enables Mounted Infantry and Line Infantry

Allows you to research Congress of Vienna - Crown Lands - Multinationalism

Enables Radetzky March ability

Yoruba -

Enables Oyo Legionary and Eso Rider

Allows you to research Ida Swords, Herbalism and Wrestling

Enables Babalao’s Counsel ability

Jesuit -

Enables Conquistador and Bocafuego

Allows you to research Flying Butress, Smokeless Powder, Christian Schools

Enables Great Glory ability

Tupi -

Enables Blackwood Archer and Ybira-Jara

Allows you to research Poison Arrow Frogs, Forest Burning and Animal Lore

Enables Antropophagic Ritual ability

  • Trains

  • Priest

  • Spy

  • Researches -

Mission Fervor

Town Watch

Gas Lightning

Governo Geral - Ships 500 XP for every 10 minutes of the game time (up to 30 minutes)

Redoubts

Standing Army

Standing Cavalry

Gold Cycle - Temporarily boosts gather rate from mines (Requires Inter Caetera)

Brazilwood Cycle - Temporarily boosts gather rate from trees (Requires Inter Caetera)

Sugar Cycle - Temporarily boosts gather rate from Engenhos & Mills (Requires Inter Caetera)

Coffee Cycle - Temporarily boosts gather rate from Mills (Requires Inter Caetera)

Leather Cycle - Temporarily boosts gather rate from huntables and herdables (Requires Inter Caetera)

Cotton Cycle - Temporarily boosts gather rate from Engenhos (Requires Inter Caetera)

  • Capitol

  • Brazilwood Camp: Brazilian unique building, trains infantry units (including Bandeirantes), has a small trickle of wood, boosted if built next to trees.

  • Trains

  • Ordinance Pikeman (II): Slightly cheaper, easier to mass replacement for Pikemen, upgrades alongside Ordinance Riflemen, becoming National, rather than Ordinance, come industrial age.

  • Ordinance Rifleman (II): Slightly cheaper, easier to mass replacement for Crossbowman, upgrades alongside Ordinance Pikemen, becoming National, rather than Ordinance, come industrial age.

  • Praça (II): Heavy Infantry armed with a bayonet to beat cavalry on melee. Slightly heavier leaning towards food than coin in cost. Upgrades to Fuzileiro.

  • Voluntario de Patria (II): Brazilian Ranged Infantry. Heavy infantry that’s good in ranged combat but mad in melee, easy to mass.

  • Bandeirante (I) Build limit about 10 or so?

  • Stable

    Trains

  • Lanceiro Gaúcho: Lancer cav, similar to Naginata Rider.

  • Dragoon: Like a normal Dragoon. Upgrades to Independence Dragoon.

  • Caçador Montado (III): Heavy Ranged Cavalry. Much like the name implies it’s a mounted skirmisher.

Artillery Foundry - Trains

  • Falconet

  • Culverin

  • Mortar

  • Horse Artillery

Dock - Trains

  • Fishing Boat

  • Sloop

  • Steamer

  • Frigate

  • Ironclad

  • Arsenal

  • Boteco: Brazilian replacement for the Saloon. Alongside trickling coin like a Saloon it also spawns a Treasure when built.

- Trains

  • Cangaceiro: Replaces Renegado. Regenerates near natural resources, and has improved attack near them too.

  • Bugreiro: Replaces Pistolero, particularly adept at turning enemy units into Settlers.

  • Jagunço: The current in game Jagunço, except mounting an ox.

Walls (and Gates)

Outpost

Fort

Factory (Matadeira - Replaces Heavy Cannon, slower, has longer range.)

Federal Age up Options

Column 1 Column 2 Column 3 Column 4
Ceará Minas Gerais São Paulo Amazonas
Maranhão Bahia Rio Grande do Sul Mato Grosso
Pernambuco Santa Catarina Grão-Pará Rio de Janeiro
Rio Grande Piauí Paraíba Paraná
Espírito Santo Goiás Alagoas Sergipe
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Hacienda normally doesn’t have defenfsive capacities. They only get them through ageups and cards. The base building doesn’t have attacks or villager garrison and military unit training. They all come through unlockings.

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Excelente civ você criou. Gostaria de acrescentar a ideia de revoluções: Que poderiam ser relacionadas as revoltas que Brasil teve ao longo da sua história: Revolução (revolta) dos Malês, relacionada a escravizados africanos; Revolução Farroupilha; dentre outras.

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Yes, maybe also the Tamoyo Confederation which would act similar to the Mayan revolt that Mexico can use?

I really like these suggestions. Maybe also an age 3 card which ships a diamond mine worth a lot of coin which can be gathered faster than a normal mine, in order to represent the discovery of large diamond deposits in the 18th century and to give a coin boost to the eco?

I can only say that Brazil was an empire throughout the 19th century; for this reason, it would be nearly impossible for it to feature an age-advancement mechanic like that of Mexico or the United States with their federal states. What you can do, however, is introduce the 1889 coup d’état revolution (Proclamação da República) in Age 4—the event that abolished slavery and brought the Brazilian Empire to an end. Unfortunately, that is simply the reality of the situation, my friend: the Brazilian civilization in AoE III can only exist with a European style—there is no other way. Regarding units, you need to be a bit more technical about what you want to add to the Brazilian civilization; the best approach is to opt for a standard army—similar to Portugal’s—while equipping barracks and stables with a few unique units. For instance, you could keep the following Portuguese military units in the barracks: Halberdiers. (Guarda Imperial dos Archeiros), Musketeers (Guarda Nacional), and Caçador (Caçador do Batalhão), while adding Voluntários da Pátria to replace Crossbowmen—with their respective Royal Guard upgrades which are in parentheses. In the stables, you could add three new cavalry units: Cavalaria Ligeira (Light Cavalry), Dragões da Independência (Dragoons of Independence), and Caçadores a Cavalo (Mounted Skirmishers). This way, your Brazilian army will be more historically accurate for the 19th century.

This was probably the best pitch I’ve seen for a Brazil civilization in AoE3. Full credit to KarlosBR96:

Would need some additions and tweaks since it wasn’t fully finished but it’s still impressive. Not sure about the Brazil Republic age-up/deck change. There is a good selection of units and the Age-up mechanic of selecting provinces fits well with the other Federal American civilizations.

What card ideas would work for the following provinces: Piauí, Goiás, Sergipe, Paraíba, and Alagoas?

It is historically inaccurate to grant Brazil a federal government upgrade early on, given that it was an empire for most of the 19th century; it only became a federal republic toward the end of that century—(following the Proclamation of the Republic)—which marked the end of the imperial regime and the abolition of slavery. We ought to use our reason from time to time.

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It is historically inaccurate to grant Brazil a federal government upgrade early on, given that it was an empire for most of the 19th century; it only became a federal republic toward the end of that century—(following the Proclamation of the Republic)—which marked the end of the imperial regime and the abolition of slavery. We ought to use our reason from time to time.

I know reading is not your thing… but the entire premise of the thread is to NOT make Brazil about the 19th century.

This was probably the best pitch I’ve seen for a Brazil civilization in AoE3. Full credit to KarlosBR96:

Would need some additions and tweaks since it wasn’t fully finished but it’s still impressive. Not sure about the Brazil Republic age-up/deck change. There is a good selection of units and the Age-up mechanic of selecting provinces fits well with the other Federal American civilizations.

If you think that’s the best Brazil pitch for Age of Empires 3 I feel very sorry for you because that means standards are six feet under. There’s reasons it was never finished.

To elaborate, all the way back in 2021 there was an attempt to make a custom Brazil civilization with a small team. Karlos however wouldn’t budge even though his civ design is completely unworkable.

Like, making a localized revolution is an insanely hard task. Maybe you could pull it off if the age up activates a power which uses leftover Valor code from Age of Mythology which last time I checked, works and then making it self-cast in the Town Center that you set as the homecity dropoff point.

MAYBE that works, if so, congrats! You just invented a douche strategy that’d make Baja California look tame.
He also had a knack for just making up things. Like he didn’t like Praça as an unit name because it’s a recruitment type rather than an unit type (Praça de Pré is an unit name btw, it just means something along the lines of Footman.) So he kept insisting on us using Cassador instead, I kept telling him that we couldn’t because Cassador has been an unit ingame since 2005 and said unit is… a skirmisher. So he had this amazing idea of the Caçador do Mato, which, after I asked him where did he get it from, he admitted that he just made it up.

Excelente civ você criou. Gostaria de acrescentar a ideia de revoluções: Que poderiam ser relacionadas as revoltas que Brasil teve ao longo da sua história: Revolução (revolta) dos Malês, relacionada a escravizados africanos; Revolução Farroupilha; dentre outras.

Gracias, no me gusta diseñar revoluciones así que esa tarea es toda tuya.

I really like these suggestions. Maybe also an age 3 card which ships a diamond mine worth a lot of coin which can be gathered faster than a normal mine, in order to represent the discovery of large diamond deposits in the 18th century and to give a coin boost to the eco?

Could be one of the shipments you get when you pick Minas Gerais tbh.

Even so, it’s very strange that they’re making these kinds of proposals; it almost looks like they’re trying to imitate Age of Mythology. You come here to check out threads about historical civilization proposals, only to find people fantasizing about civilizations that look like they came straight out of AoM. But hey, everyone has their own ideas; still, I feel like this isn’t the right place for such unrealistic, fanciful suggestions. It just confuses people.
:face_with_spiral_eyes:

Sigh…

No, I don’t want all of the mechanics he proposed included in a potential future Brazil civ. Assuming we get one. I even mentioned how I didn’t feel good about that Brazil Republic thing. I didn’t feel like getting into balance suggestions within that single short post I made.

Why are you ranting and fuming about revolutions to me? I didn’t even mention those in my post. I was just saying that the Age-up mechanic of selecting provinces/states fit with the other Federal American civilizations. There were nice references in some of age up bonuses like when you age up with Maranhão and get the Grão-Pará and Maranhão Company naval bonuses.

I don’t want another Baja California situation. That revolution is getting hit by the nerf hammer soon for a reason. The developers have the final say on what gets changed. That’s their job.

There were concepts in his pitch that could be used. You seemed to agree with some of ideas in his pitch, like the economic cycles…

and from the document…

  • Brazilwood Cycle - Age I

For 120 seconds all villagers gather wood 50% faster.

… and all the other eco boosts were basically there apart from the leather cycle option. I’m assuming “Inter Caetera” is going to be the unique church HCC? Fitting enough.

Praça is mentioned in the document as a potential unit name, for the musketeer unit. I do agree that the name Cassador shouldn’t be re-used for a unique Brazilian rifleman unit. I’d also definitely prefer not to re-use the name of those Portuguese Ordinance units. Provincial Militia is a fine enough name for a State Militia-type unit.

I hope they don’t keep adding 19th-century nations. It’s awful, and if they do, I hope they try to make sure the civilization doesn’t start in the 19th century in the Second Age, like the US with Gatling Guns in the Third Age.

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Gatling shouldn’t have been the age 2 arty and instead beeing a regular falc.

Yeah I know that. I was there when the document was being written. Praça probably is there because of me. I’m not saying all of the document is bad, I’m pretty sure I copied over the federal age up options 1-1 because there’s not much more variation you will find when it comes to that. There are good ideas in that document for sure.

But the meat and potatoes of the design, well, yeah I’m not ashamed of saying it’s really bad, cuz it is. Yeah if you’re part of the dev team you probably can implement the localized revolutions thing. (You’d have to answer the big question of… why and what would it add to gameplay, but I digress.)
Saying it was the “best” Brazil civ design when it was never finished and most of it is not really well thought out, well, it leaves a lot to be desired you know.

For comparison, there is a fully playable Brazil civilization on the game’s workshop already. It’s not like there’s no other proposals out there.

I’m not a fan of having those all those Provincial Revolt cards that allow you to instantly start mini revolts. Those types of cards should be replaced with regular buff cards or eco shipments like the ones in the USA civ. I mostly liked the references in the civ pitch. How it would work in-game is another matter that I won’t get into at this point.

Speaking of revolts, the Danes have that pseudo-revolt via Scanian Resistance. I’ll wait until the civ is actually released before I fully judge that ability, but apparently the Snaphane unit was kind of busted for a militia unit and the “revolt” can be done multiple times.

It is strange that the USA civ doesn’t have any access to falconets. Even Portugal can get some via the Estremoz Field Guns HCC.

The United States in the Act III campaign can train and upgrade Falconets just fine and dandy. The current USA civ should have some way to get falconets, even if thru just a shipment. They were used the Revolutionary War. The Knox Artillery Train HCC would buff them too.

I think we both agree that the revolts are a bad idea.

I guess the most productive way forward is coming up with ideas for the Federal Age up shipment options, no?

They’re actually Heavy Cannons…

The United States military is very powerful especially later on in the game because their Musketeers and Hussars, two mainline units, can be upgraded to Royal Guard level. However unlike the British they train Skirmishers instead of Longbowmen and can also train rockets from their Artillery Foundry and Heavy Cannon from their Factory. They are unable to upgrade the Heavy Cannon with the Imperial upgrade, which instead is only available to their Rockets.