Australia

I posted a reply to someone else here → Australians civ and Oceanian maps - #3 by TheSquidEmpire

where I brainstormed some ideas for an Australian architecture set and I decided to do a concept illustration of how it might look like for the discovery/commerce/industrial house:

I get the feeling that a custom architecture set is just too much work for the DE devs to do considering they’ve avoided it for pretty much every new civ (except the incans) but it’s fun to speculate and imagine : )

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I really like this idea :smiley: its a good way to represent that they are convicts

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I love this civ suggestion (I’m totally biased though), and would defo buy it as a DLC, whereas I haven’t coughed up for Mexico or KotM yet.

I don’t see the fact that Australia didn’t become a federated nation until 1901 a problem. Is there a rule somewhere that says a civilisation can’t be an offshoot of another? There’s already USA, Mexico and AOE2 Burgundy…
I agree that an Australian civ shouldn’t progress beyond ~1850, and don’t see the shortness of their existence to that point a problem either. The Incan empire lasted a mere hundred years, and the Aztecs only twice that. The AOE3 community now seems to be about strict factual accuracy, but the game never was originally. It was a wonderful hypothetical “what if” North America was fought for and settled by any European colonial power, not just the British. Time frames and historical accuracy became more elastic with each new expansion. Why can’t that still be the case?

I’d always wanted to see this “what if” approach applied to Australia. Although it was the British who colonised the content, it was done so in haste because France was making its own plans to colonise. The Dutch, Spanish and Portugese had been sailing the waters around the continent well before Cook claimed it for England. And shortly after the ~1850 cut-off date for the game, Chinese and Japanese flocked south to make their fortunes. To not play out this “what if” in the Great Southern Land would be such a missed opportunity.

The obvious caveat though is that First-Nation consultation would need to be conducted, as the colonisation of Australia swiftly led to the genocide of its original inhabitants. Let’s not forget the arrival of Europeans in Australia was far from rosy.

If I can throw a few suggestions, ancillary to The Squid Empires supurb civ idea, to bring Australian maps to life:

  • kangaroos - huntable animal, respawns elsewhere each time one is killed (representing their ########### essentially making them an infinte foodsource.
  • emus - huntable animal. Attracted to farms, haciendas and the OP’s “station” suggestion, where they consume your food supply, and multiply if left unchecked. If allowed to reach large numbers they can render farms useless by consuming more food than is being produced. (Inspired by the Emu Wars saga - look it up!)
  • thylacine (Tasmanian tiger) - won’t attack human or horse units, but will attack herdables that walk past it. Killing them generates a small amount of gold (representing the bounty placed on them that led to their extinction)
  • crocodiles - the same as already exist in the game, attacks all human units without provocation and also attacks any herdable that walks past.
  • cassowaries - attracted to berry bushes and attack any settlers that get too close.

And some of the purely decorative animals:

  • colour the white swans black
  • turn some of the bird flock animations into cockatoo flocks
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Afaik “Digger” has been used in Australia since the mid 19th century, would probably make a better unique unit name than an unit simply named “Trooper”

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the USA and mexico where actually independent in the games time periode and the USA arguably ended the game as a great power.

while i wish we had gotten other nations over them they still have a lot more going for them than australia does.

the barrier for entry into AOE2 is also lower since that game has like 40 factions, and at least burgundy did something and was de facto independent.

the inca are unique as a culture, and the largest native empire in the americas, that alone makes them worthy to be added.

by that point we certainly are moving into the territory of fantasy. and really at this point it seems more like you want a map pack (which why not?) rather than a faction. australian and new zealand maps could be cool.

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@coconutcrab1234 it’s cool to hear about your interest, thanks for saying so :grinning:
I like your animal suggestions! Of course emus and red kangaroos would be the best for flock animals. I think the idea of hunting predators (like aoe2?) is interesting but wouldn’t it be more consistent to just have them as treasure guardians? Tasmanian tigers and devils, inland taipans, and cassowaries would all make nice treasure guardians :wink:

@HoopThrower I’ve actually never heard of digger being used before WW1. Imo even if it was I’m pretty sure the word is strongly associated with the world wars. It’d be like calling the US regular a doughboy… I get Trooper is pretty vauge but the idea I was going for was like the police troopers in early Australian history e.g. in waltzling matilda.

@jonasnee4671 I agree with your arguments RE the Inca, US and Mexico. My dream would be something like a (south pacific and Australia) map pack, a bunch of new native settlements to go with, and a full revolution option for various euro civs (Brits, French, Dutch, Ports) to go to Australia. Now that we’ve seen how in-depth the French revolution option was made to be, I’m sure we could get a full-on unique Australian civ revolution that would make it a “semi-civ” in a way that fits both the time period and gameplay!

I wrote it in a different thread a while back but here’s my ideas for maps I think would be a good varied representation of the south pacific + Australia:

  • Daintree → dense rainforest with coral coast teeming with fish and crocodiles.
  • Van Dieman’s Land → A large heavily forested island with a vital coastal trade route at the north. Everyone starts at the South, or even just with settlers in a boat - like a nomad start.
  • Auralia → Goldfields and the Nullabor, rocky map with coast along the south and NO TREES but a lot of gold mines. There would have to be some map gimmick to supply wood, like everyone starts with a market or there are crates scattered around.
  • Pohnpei → A tiny island where players start really close to each other for a quick, brutal game.
  • Fiordland → A cold coast rising to huge snowy mountains with forest inbetween.
  • Solomon Islands → Each player gets a small island to start on and there are numerous other small islands scattered around for settling (this was my idea before archipelago was added. Now instead I guess it could be so that every player has their own island and there are no small islands…?)
Additional Australian map ideas...
  • Simpson desert → the hot red centre of Australia. Lake Eyre is in the center of the map and is almost always dry, allowing troop movement, but is sometimes full of pinkish water, changing the game completely.
  • Outback → scrubby grasslands - like Great Plains, with wild sheep, but no trade route
  • Blue Mountains → very rugged mountainous terrain with only patches of flat ground suitable for building on, and a long winding trade route
  • Kimberley → rugged coastline with a rocky and cliffy inland. The only mines are diamond mines
  • Botany Bay → the location of the first British colony in Australia. A wide open bay with many whales and a gentle and lush shoreline with plenty of resources.


Daintree
The Tropical North of Australia. The dense jungles hide cassowaries and scattered copper and silver mines, as well as plenty of wood to chop. There is a murky river separating the teams that has no crossings - it’s too dangerous to wade in the crocodile-infested waters! The coastal waters teem with tropical fish in the coral reefs.

Van DIeman’s Land
The island at the bottom of the world. Teams start close but unable to reach each other through dense forests of Antarctic beech, mountain ash, and Huon pine. There is a vital trade route at the north, as well as many lost sheep.

Auralia
The Nullarbor plains of Australia. Players will have plenty of gold available to mine, but only scattered emu flocks to hunt - and absolutely NO TREES to chop! The Great Australian Bight loom at the bottom of the map, but the high cliffs and churning sea means there’s no way to build docks.

(p.s. thanks to @M00Z1LLA for his map template! Polynesian Maps - #16 by M00Z1LLA )

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I think adding an Australian civ, and a Polynesian civ would be great fun. Maps would obviously be included but the civs are the meat and potatoes.

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One thing I was thinking about as a cool idea for AOE3 in general but which now I think would apply especially well to an Australian civ/revolution option would be mines as a replacement for plantations. Obviously you can’t just have an underground mine villagers disappear into because then you’re unraidable.

My thought is that you’d be able to build (or get via shipments?) a small number of “prospecting shafts” on the map at a time which would after a while create a new mine - e.g. silver, copper, coal, gold - with rarer mines less likely. The new mine would replace the shaft I imagine and then you’d be allowed to sink a new shaft somewhere else. Perhaps there’s a build radius rule too, so they can’t be placed too near exisiting mines or shafts.

For an Australian civ I think they should be unable to build plantations and instead have to rely on mines and possibly livestock (maybe a card that makes sheep worth gold instead of food + you get a new free “shorn” sheep when you harvest a fattened one?).
Perhaps by default an Australian civ gets a new prospecting shaft wagon each age up who can sink a new shaft? More carts might be available from cards or from the capital (parliament) building if you reach age 5. Perhaps there could be economic cards to power up prospecting shafts, e.g. they strike their mines faster, or they are more likely to strike a better resource.

For a revolutionary version of Australia I would have an infininte card in the deck that ships 1-2 prospecting shaft wagons. It would be balanced similarly to the South African diamond mine in my mind.


My concept for an Age 2-3 prospecting shaft


My concept for an Age 4-5 prospecting shaft

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I’ve been working on a further architecture concept for an Australian civ town centre. I didn’t want to post it until I’d finished the whole set but with the PUP coming up there’s a slim chance they’re announcing something to do with Australia so I thought I better post what I have just in case…


My concept for a Discovery Age Australian civ town centre

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Love the art. Really captures the vibe

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It would be odd to add australia before you have persians or moroccans or danes.

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Given that the OP was making concept art I thought he was planning to mod the civ in himself. But apparently he legitimately believes FE is planning a playable Australia civ which, well, it’s kinda funny in an endearing way,

Civ design is rather uninspired (by his own admission, he only plays European civs), but there’s solid ideas and the art’s gonna be useful some day for sure.

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I like this idea more than having Australia be a whole civilization like the US and Mexico. The modern nation of Australia is a bit too recent (1901 AD) of a development to be represented in the earlier ages of the game.

That said, a DLC set in Oceania would still be neat. The Maori and Hawaiians at least have potential to be fully playable civilizations, but I think Aboriginal Australian nations would work best as Native tribes to ally with since their nomadic foraging cultures might be tough to translate into playable empires.

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Yes, I think an Oceanic dlc would include Maori and Hawaiians…so nothing from Australia…

honestly if I knew even the first thing about modding I would totally give it a go! I’m sure it would be a lot of fun

I finished my town centre concepts! It took me ages to come up with a design for the middle ages. In the end I’m really happy with the design :grinning:



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they look amazing!
(20 charakters)

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They are really cute… also you need three versions of town center: exploration TC, commerce TC and industrial TC…

I did do all three ages!

Another thing, I had some more ideas and I wanted to edit the original topic but I can’t so I’ll just chuck those here instead.

In-game Australia is roughly like this:

  1. Discovery age ~1790 - 1800
  2. Commerce age ~1800 - 1810
  3. Fortress age ~1810-1830
  4. Industrial age ~1830-1860
  5. Imperial age ~1860+

Australia starts with a Town Center, their explorer, and 10 convicts. They can’t train settlers at all and instead have to rely on convicts from the home city.

Home City only

  • Convict → free settlers that come in huge batches (20+) but move slowly (they have a ball and chain), have low HP, work slowly without military units or buildings (including town centres) nearby, and which turn into bushranger units on the side of whoever kills them. Each convict can be emancipated for 100 gold, which turns them into a regular settler.

Barracks

  • Trooper → Standard muskteer unit with lower stats than normal but higher HP and costing 2 pop. Very tanky.
  • Tracker → Standard light infantry unit with lower stats but higher view range than normal. Royal guard upgrade: Native Policeman
  • Marine → Musketeer unit with decent stats and bonus damage against ships and artillery (like Somali Darood). Replaces the culverin for the civ.

Stable

  • Light Horse → exceptionally fast melee cavalry with low HP and a high attack.
  • Mounted Rifle → dragoon unit also good against heavy infantry, like the Lakota Rifle Rider

Unique buildings:

  • Prospecting shaft → built by miners(?) or from cards. Must be built away from exisiting shafts and mines. Works for a while, then is replaced with a mine of the type chosen: gold mines and coal mines take longer to prospect than copper e.g.
  • Station → huge livestock pen that trains and fattens livestock and then harvests them automatically. Can be toggled to produce cattle (for food) or sheep (for gold). Upgrades: Merino Wool: sheep produce more gold when harvested. Angus Beef: cows produce more food when harvested.

Some more card and improvement ideas:

  • Hard Labour → convicts get even less HP and move even slower but gather much faster
  • Philip’s Land Grants → Commerce Age: each convict now spawns a sheep when emancipated
  • Rum Rebellion → Commerce Age: All current Troopers are replaced with convicts and deposit 100 gold into your resources
  • Castle Hill rebellion → Fortress Age: all convicts turn into bushrangers
  • Coastal Forts → Fortress Age: ships some marines and a few outpost wagons. Increases building and marine’s attack bonus vs ships
  • The Crossing of the Blue Mountains → Fortress Age: ships settlers and a farm wagon
  • 1st Royal New South Wales Lancers → Industrial Age: ships some Light Horse units and improves their HP
  • Imperial Bushmen → Industrial Age: ships some Troopers and improves their HP
  • Federation → Imperial Age: improves all buildings HP and increases villager farm/estate gather rates
  • End Transportation → Imperial Age: a flat gold price to emancipate all remaining convicts and disable any convict shipments
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Compared with Australia, I would prefer them to consider Austria…

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Australia would complement a second Asia DLC with Korean and Indonesian civs. I teresting idea.
Problem is they don’t have enough federal states to match the age up system of the other 2 post-colonials.

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