# An actual Brazilian civilization

**URL:** <https://forums.ageofempires.com/t/an-actual-brazilian-civilization/288956>\
**Category:** III - Discussion\
**Created:** [August 20, 2026, 4:00pm UTC](https://forums.ageofempires.com/t/an-actual-brazilian-civilization/288956 "2026-08-20T16:00:36Z")\
**Posts on this page:** 6\
**Page:** 2

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**Author:** ![Soaring\_Crow](https://forums.ageofempires.com/user_avatar/forums.ageofempires.com/soaring_crow/32/214096_2.png) [@Soaring\_Crow](https://forums.ageofempires.com/u/Soaring_Crow)\
**Post date:** [August 23, 2026, 11:04pm UTC](https://forums.ageofempires.com/t/an-actual-brazilian-civilization/288956/21 "2026-08-23T23:04:27Z")

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I liked the USA & Mexico federal shipment offerings. Brazil has potential for some good ones.

> [@MatM1996](#):
>
> 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](https://ageofempires.fandom.com/wiki/Skirmisher_(Age_of_Empires_III) "Skirmisher (Age of Empires III)") instead of [Longbowmen](https://ageofempires.fandom.com/wiki/Longbowman_(Age_of_Empires_III) "Longbowman (Age of Empires III)") and can also train rockets from their Artillery Foundry and [Heavy Cannon](https://ageofempires.fandom.com/wiki/Heavy_Cannon "Heavy Cannon") from their [Factory](https://ageofempires.fandom.com/wiki/Factory "Factory"). They are unable to upgrade the Heavy Cannon with the Imperial upgrade, which instead is only available to their Rockets.

Ok, this actually confused me so much that I went and played the last level of Act 3, _Last Stand of the Boneguard_. It’s when you’re laying siege to the Circle.

The campaign civ is United States but it uses the British army and mechanics. So, we got RG musketeers and hussars along with manor houses that spawn villagers. There are some things to note though:

- No Longbowmen, instead there are regular skirmishers.
- You definitely can train Falconets from the Artillery Foundry as well as being able to upgrade them all the way to Imperial Falconets. There are also Falconet shipments.
- Rockets are trainable thru the Artillery Foundry and can be sent via shipments. They are upgradable thru the Factory but not the Foundry.
- Heavy Cannons are available thru the Factory. 2 cannons can be earned as an Age up bonus. They cannot be upgraded to Imperial for whatever reason. Were the devs not able to add 2 Imperial upgrade options in the Factory?

I should mention that Horse Artillery wasn’t in the base AoE3 game and were introduced in the _Warchiefs_ expansion. Even in DE, the Blood, Ice, and Steel campaign doesn’t let you train them. So, the Rockets could be seen as an alternative.

Here is the Artillery Foundry for the US campaign civ. As you can see the option to train and upgrade Falconets is available. I can train Rockets in Age 4 but not upgrade them at all:

 ![image](https://forums.ageofempires.com/uploads/default/original/3X/a/f/afd43bb889795de97a0559b66f23fe76b7252b16.jpeg)

Here was my artillery lineup. As you can see, I got Imperial Falconet/Field Guns alongside Rockets and Heavy Cannons.

 ![image](https://forums.ageofempires.com/uploads/default/original/3X/b/0/b0611ab9380ac2bee2a578730a24484f4e70a349.jpeg)

Btw I should mention that this was on Hard mode, but the actual level was kind of a joke. My Spanish allies were actively raiding the Circle base. The AI didn’t really know how to handle my mortars, and I managed to destroy every building outside the main base without trouble. Breaking into the Fort was easy with help of the monitor ships and Spanish allies. Only the Fixed Guns were an actual threat.

Also, a Dutch Fluyt makes an appearance here for some reason. I guess it was nice seeing the Dutch involved in the campaign.

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**Author:** ![MatM1996](https://forums.ageofempires.com/user_avatar/forums.ageofempires.com/matm1996/32/29566_2.png) [@MatM1996](https://forums.ageofempires.com/u/MatM1996)\
**Post date:** [August 23, 2026, 11:33pm UTC](https://forums.ageofempires.com/t/an-actual-brazilian-civilization/288956/22 "2026-08-23T23:33:16Z")

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> [@Soaring\_Crow](#):
>
> The campaign civ is United States but it uses the British army and mechanics. So, we got RG musketeers and hussars along with manor houses that spawn villagers. There are some things to note though:
> 
> - No Longbowmen, instead there are regular skirmishers.
> - You definitely can train Falconets from the Artillery Foundry as well as being able to upgrade them all the way to Imperial Falconets. There are also Falconet shipments.
> - Rockets are trainable thru the Artillery Foundry and can be sent via shipments. They are upgradable thru the Factory but not the Foundry.
> - Heavy Cannons are available thru the Factory. 2 cannons can be earned as an Age up bonus. They cannot be upgraded to Imperial for whatever reason. Were the devs not able to add 2 Imperial upgrade options in the Factory?
> 
> I should mention that Horse Artillery wasn’t in the base AoE3 game and were introduced in the _Warchiefs_ expansion. Even in DE, the Blood, Ice, and Steel campaign doesn’t let you train them. So, the Rockets could be seen as an alternative.

Yes, that civilization is a mess (they’re British but without longbowmen and with skirmishers), but that was due to the limitations of that era… When the Baltic DLC comes out, I plan to rework that campaign so you can use the multiplayer United States and that’s it…

> [@Soaring\_Crow](#):
>
> Btw I should mention that this was on Hard mode, but the actual level was kind of a joke. My Spanish allies were actively raiding the Circle base. The AI didn’t really know how to handle my mortars, and I managed to destroy every building outside the main base without trouble. Breaking into the Fort was easy with help of the monitor ships and Spanish allies. Only the Fixed Guns were an actual threat.

Yes, in theory they plan to improve that with the new Ludicrous AI in the Baltic DLC…

> [@Soaring\_Crow](#):
>
> Also, a Dutch Fluyt makes an appearance here for some reason. I guess it was nice seeing the Dutch involved in the campaign.

That Fluyt belongs to Amelia, it doesn’t really do anything…😅

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<div class="post-metadata">

**Author:** ![Soaring\_Crow](https://forums.ageofempires.com/user_avatar/forums.ageofempires.com/soaring_crow/32/214096_2.png) [@Soaring\_Crow](https://forums.ageofempires.com/u/Soaring_Crow)\
**Post date:** [August 24, 2026, 1:57am UTC](https://forums.ageofempires.com/t/an-actual-brazilian-civilization/288956/23 "2026-08-24T01:57:41Z")

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> [@MatM1996](#):
>
> Yes, that civilization is a mess (they’re British but without longbowmen and with skirmishers), but that was due to the limitations of that era… When the Baltic DLC comes out, I plan to rework that campaign so you can use the multiplayer United States and that’s it…

Not a bad idea to add on the actual USA civ in-game or Malta for that matter. At least some of the units.

Even the devs seem to be implementing something similar, albeit for the AI in the campaign. From the beta patch notes.

Campaign Act 1

**5. Temples of the Aztec**

- The “Native Americans” civilization has been replaced by the actual Aztec civilization.

Campaign Act 3

**2. Hold the Fort**

- The enemy Mexican army is now actually the Definitive Edition’s Mexican civilization.

(So, I guess this means that we are going to be fighting Mexican Soldados, Salteadores, and Chicanos.)

**5. Bolivar’s Revolt**

- Bolivar no longer has Musketeers and Skirmishers but Soldados and Salteador instead, utilizing the Mexican civilization.

**7. Last City of the Inca**

- The initial Inca soldiers now use their proper Definitive Edition equivalents instead of legacy native versions.

> [@MatM1996](#):
>
> Yes, in theory they plan to improve that with the new Ludicrous AI in the Baltic DLC…

I plan to try out the new “ludicrous” difficulty option sometime after the DLC drops by playing some campaign missions.

I found the very first Act 1 mission, “Breakout”, to be harder than the last Act 3 mission honestly. The 1st mission waves are rather punishing for beginner players.

> [@MatM1996](#):
>
> That Fluyt belongs to Amelia, it doesn’t really do anything…😅

I like to think of it as the Dutch helping Amelia out by providing one of their ships and some mercenaries. She has a bunch of Barbary Corsairs and some Highlanders with her at the start.

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**Author:** ![RatcicleFan](https://forums.ageofempires.com/user_avatar/forums.ageofempires.com/ratciclefan/32/115119_2.png) [@RatcicleFan](https://forums.ageofempires.com/u/RatcicleFan)\
**Post date:** [August 24, 2026, 2:16am UTC](https://forums.ageofempires.com/t/an-actual-brazilian-civilization/288956/24 "2026-08-24T02:16:40Z")

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The federal age up system is probably the best way to represent Brazil whether it’s the empire or republic, Brazil slowly annexed territories after all (and I think most non-unique Politicians wouldn’t make sense anyway).

> [@zeppelino24](#):
>
> 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_.

Out of the official civilizations in AoE3, I’d say the Native Americans feel the most like AoM civs, thanks to the fire pit/community plaza, maybe followed by Asians thanks to wonder powers. But those are “nostalgic” so a lot of people resist any change to make them less fantasious (same with Portuguese).

Also, it’s weird that the four native civs share a culture (compared to European, Asian, Federal and African) when civs with a lot more historical contact don’t, and people even want new cultures for potential future African and Asian civs.

> [@Soaring\_Crow](#):
>
> **5. Temples of the Aztec**
> 
> - The “Native Americans” civilization has been replaced by the actual Aztec civilization.

I still don’t understand why they didn’t also replace the Aztecs in the Chinese campaign (represented by the campaign Pirates civ instead of the generic Native Americans civ) with the actual Aztec civilization. Would make that campaign slightly less of a bad joke and hopefully remove the endless pet jaguar spam.

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<div class="post-metadata">

**Author:** ![HoopThrower](https://forums.ageofempires.com/user_avatar/forums.ageofempires.com/hoopthrower/32/56873_2.png) [@HoopThrower](https://forums.ageofempires.com/u/HoopThrower)\
**Post date:** [August 24, 2026, 2:37am UTC](https://forums.ageofempires.com/t/an-actual-brazilian-civilization/288956/25 "2026-08-24T02:37:36Z")

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Yeah I wholeheartedly agree.  
Like the “fantasy” of playing with Brazil, especially if we include the colonial era rather than focus exclusively on the Empire, (which is what most people are interested in for some reason.) is to follow the evolution of this country from a handful of tiny colonies on the Atlantic Coast to the giant it is today.

[If we follow this](https://www.reddit.com/r/MapPorn/comments/gwvbtr/territorial_evolution_of_brazil_and/) I’d believe the Federal Age up system is way more than justified.

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<div class="post-metadata">

**Author:** ![MatM1996](https://forums.ageofempires.com/user_avatar/forums.ageofempires.com/matm1996/32/29566_2.png) [@MatM1996](https://forums.ageofempires.com/u/MatM1996)\
**Post date:** [August 24, 2026, 3:00am UTC](https://forums.ageofempires.com/t/an-actual-brazilian-civilization/288956/26 "2026-08-24T03:00:16Z")

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> [@Soaring\_Crow](#):
>
> Not a bad idea to add on the actual USA civ in-game or Malta for that matter. At least some of the units.

Yes, I’m doing that now for the Baltic DLC…

1. Blood Campaign: You play as the Maltese (interestingly, it plays quite well and has many additions that the original game lacked, such as hospitals and taverns)

2. Ice Campaign: You play as the British in the first two scenarios (since you obey Stuart Black and Brunswick) and the Haudenoosaune for the rest of the campaign.

3. Steel, Fire, and Shadow Campaign: You play as the United States instead of SP United States (the units have Revolutionary War skins in the early ages and Civil War skins in the later ones)…

4. TAD Campaigns: Similar to the current campaigns but with the multiplayer civilizations instead…

> [@Soaring\_Crow](#):
>
> - The “Native Americans” civilization has been replaced by the actual Aztec civilization.

Yes, that was the last scenario I played, and I obviously made the Aztecs my allied civilization…

> [@Soaring\_Crow](#):
>
> - The enemy Mexican army is now actually the Definitive Edition’s Mexican civilization.
> 
> (So, I guess this means that we are going to be fighting Mexican Soldados, Salteadores, and Chicanos.)

Yes, just as the campaign is set in 1817, the Spanish weren’t bad either, because at that time, Mexico was still New Spain (not to mention that the United States annexed Florida from (New) Spain that year)…although it’s true that seeing units from the Spanish Conquest like Rodeleros and crossbowmen in 1817 was very anachronistic…

> [@Soaring\_Crow](#):
>
> - Bolivar no longer has Musketeers and Skirmishers but Soldados and Salteador instead, utilizing the Mexican civilization.

That’s really weird, why didn’t they just add the Gran Colombia revolution and be done with it?..but oh well, I guess it’s just a placeholder until they add the Gran Colombian civilization as DLC…

> [@Soaring\_Crow](#):
>
> The initial Inca soldiers now use their proper Definitive Edition equivalents instead of legacy native versions.

Well, that’s something… an Inca campaign against Pizarro wouldn’t be bad either…

> [@Soaring\_Crow](#):
>
> I plan to try out the new “ludicrous” difficulty option sometime after the DLC drops by playing some campaign missions.  
> I found the very first Act 1 mission, “Breakout”, to be harder than the last Act 3 mission honestly. The 1st mission waves are rather punishing for beginner players.

Yes, I tried Breakout on moderate a month and a half ago and it has a decent difficulty (although it’s true that I was testing it in the editor with the Maltese units, I almost lost the barracks and settlers because of that silly mistake xd)…

> [@Soaring\_Crow](#):
>
> I like to think of it as the Dutch helping Amelia out by providing one of their ships and some mercenaries. She has a bunch of Barbary Corsairs and some Highlanders with her at the start.

Yes, that’s possible. I remember John Black’s mercenaries were based in Amsterdam as HC, so that could be why…

> [@RatcicleFan](#):
>
> Out of the official civilizations in AoE3, I’d say the Native Americans feel the most like AoM civs, thanks to the fire pit/community plaza, maybe followed by Asians thanks to wonder powers. But those are “nostalgic” so a lot of people resist any change to make them less fantasious (same with Portuguese).  
> Also, it’s weird that the four native civs share a culture (compared to European, Asian, Federal and African) when civs with a lot more historical contact don’t, and people even want new cultures for potential future African and Asian civs.

Yes, it must be more due to the limitations of regionalizing everything into cultures: European, Asian, African, and Native American, and all civilizations, past, present, and future, fall into one of those four categories depending on the case…

> [@RatcicleFan](#):
>
> I still don’t understand why they didn’t also replace the Aztecs in the Chinese campaign (represented by the campaign Pirates civ instead of the generic Native Americans civ) with the actual Aztec civilization. Would make that campaign slightly less of a bad joke and hopefully remove the endless pet jaguar spam.

Yes, I’m going to do that when I get to that campaign and upload it as a mod:

1. To Finish a Fleet (I’m going to change the Wokou Pirates from Chinese to Japanese) (since Wokou refers to Japan) (although in theory 70% of Wokou pirates were Chinese and not Japanese, so I don’t really know what to do. Maybe I’ll leave it as is, or maybe I’ll make a version against the Japanese for the sheer variety)…

2. Storming the Beach (no changes)

3. Lost Ships (I’m changing the Native Pirates to Aztecs)

4. A Rescue in the Wilderness (the Aztec troops would obviously be Aztecs)

5. No Empire Lasts Forever (here the Chinese Mutineers would be Chinese, but I could make them Aztecs because they’re the majority and for the sheer variety. I’ll see what I do later, or maybe I’ll also make a version against the Aztecs)…

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