So, to TLDR it - the British Manors, Rangers, Royal House and a change to British Revs are my main points, the rest are just wishlisty (just for a bit of fun).
British Manors
Currently the only Unique building to not be …unique looking. There’s plenty of threads with plenty of examples of what it could look like - but essentially a modest Manor House (visually can evolve from timber frames to brickwork). The bottom line, is that it would be nice for a visual signifier if we are sticking to the format of unique unit/building = unique model (Denmark being the latest to showcase this format with their houses).
British Rangers
For the record, I love the Rangers (being a Sharpe fan and all), however their unlocking along with the longbow/ranger swappable cards is convoluted and doesn’t particularly add anything other having to jump through some hoops.
Currently via the Church tech Queen’s Rangers, you replace Longbowmen in the Barracks with Rangers, but there’s also a Home City shipment Rangers that does the same (plus grants Guard Rangers) - this seems wasteful. Could we at the very least, just have one of shipments (Rangers or Glorious Revolution card) unlock the Rangers? If it went as just the Ranger card, we could always see something else interesting in lieue of the Kings/Queens Ranger church tech. The crazy option would be that the Ranger is just available as a standard unit in the Barracks (under the pretense that the British have always used skirmishing units - it’s an unfounded sterotype they didn’t).
Royal House links
Much like the Germans and French, it would be nice to have some kind of tie in shipment form to the Royal Houses by way of Embassy Wagon:
British Royal Houses - [Shipment suggestion] Sends a Royal Embassy Wagon which allows the British to pick either House of Stuart or House of Hannover to install and allow their native units (you know, being establishments in Britain…). I’d love their techs, but that would probably be a bit OP.
Just a quick round up on Royal House wagons. Current access:
• French - Ancien Régime - gives access to House of Bourbon (units and some techs)
• Germans - Prince-Electors - units only, but a wide choice of houses.
• Dutch - no access
• Ports - no access
• Spanish - no access
• Swedes - no access
• Russians - Treaty of Mozhaysk limited access to House of Oldenburg - just Oldenburg Hunters
• Ottoman - no access
• British - no access
• Danes - Oldenburg Kings - units, upgrades and some techs
• Poles - Royal Union - access to House of Jagielion - units, upgrades and some techs
note - whilst Swedes and Dutch have not access to Royal Embassy units, they kinda make up the lack by having lots of trainable Merc unlocks (and natives in the Dutch case) via direct (not including church techs) unlock shipments.
Revolutions
Haiti - Doesn’t make sense for British to have Haiti as a revolution option. Haiti as a rev itself needs a bit of tweaking (remove the pirate element and focus on the revolutionary Haiti - no 1600s Tortuga), but regardless, is still ill-fitting.
Irish - Using the Confederate Irish (War of Three Kingdoms 17th Century) as the basis for this revolution would work fine here (could even uprade to the short-lived 18th century Irish Republic). Could be an earlier (Age III) revolution.
Scottish - Another popular suggestion is to have the Scottish as a rev option, based on the Jacobite rebellion. Again, could be an Age III revolution. Along with the obvious House of Stuart units, Manor Houses could convert to Crofts, which spawn a Sheep instead of Settlers upon construction.
Republic of Pirates - as a direct replacement to Haiti, Republic of Pirates (or Flying Gang or New Providence) would thematically fit in well, especially as the majorty of the republic were British ex-sailors, soldiers and those who still supported the Stuarts.
Pirate Republic rev civ suggestion:
Details
Home City: Nassau
Changes:
- Barracks change to Tent Camp Towns - far weaker HP, but can train all land units, is super cheap and has 20 Pop space. Quicker to build.
- Houses are destroyed and change to Pirates.
- Factories change to Trader House (non-socket Trading Post that can be built normally). Can research different black market networks to increase resource trickles. Also allows the Capitol techs Spies and Knighthood (renamed Flying Gang) & Peerage (renamed Old Standers). Adds Advanced Arsenal techs. Can be built (limited quantity). Cannot spawn Heavy Arty and generate less resources.
- Outposts change to Lookout Posts (Fort Tower model) - can spawn treasure shipwrecks near by. Can train Spies.
- Churches change to Taverns (Taverns can train Surgeons)
- Coin bounty on enemy unit death. Wood bounty from buildings (with additional Food or Coin from their respective resource buildings).
Unit roster:
Land units
Pirate Commander (Explorer replacement) - Gets a suitable name, such as Hornigold or Jennings. Can build Tent Camp Towns and Lookout Posts. Gains Charged Shot ability.
Pirate Captain - A weaker Pirate Commander - sent via ‘Crew’ shipsments, for example ‘Blackbeard’s Crew’ - ships Pirate Captain plus a group of Freebooters & Pirates. Has AoE passive that boosts nearby unit HP (
Baymen - Settlers are replaced with Baymen. Tough piratical lumberjack/hunters/eco unit, arrmed with musket.
Freebooter (Musketeer replacement) - Buccaneer Gun-armed pirate. Longer ranged than standard musketeer, weaker melee (cutless). Cav multiplier at range, rather than melee.
Pressed Men (Pikemen replacement). Quicker, cheaper, slightly less durable than Pikemen. Armed with Boarding Pike and useful for mobbing the enemy whilst your Freebooters take shots.
Pirate (Hussar replacement) - Hand cav replacement.
Topmen (Ranger/Longbowmen replacement) - Marksman unit. Can hunt.
Boarder - Shorter-ranged than the Sailor (uses same model, though reskinned), armed with blunderbuss. Uses Boarding Axes in melee (almost like a Halberdier-esque role).
Artillery
Paterero - Swivel Gun on light gun carriage. Cheap, mainly anti-infantry piece, using grapeshot. Can be Leather Gun model with Pirate crew
Light Piece - Reskinned Light Cannon (pirate crew). General use/culverin
Grenadier Crewman (replaces Grenadier) - Cheaper, 1 pop grenadiers with shorter range. Can switch between Grenadoes (standard) or Firepots (damage over time, shorter range - better against buildings/ships).
Captured Mortar (via shipment) - same with just a pirate crew
Naval
Caravels replaced with Rowboat Raiders - Rowboat containing a crew of Freebooters - uses muskets and grenadoes.
Galleons replaced with Jamiacan Sloop (name+stat changed Sloop) - can convert to Fireships for an amount of Coin.
Frigate - no change, except can train infantry and artillery (acts as the Galleon replacement - Pirates didn’t use Galleons!)
Pirate Canoa [via shipment Piraguas] - allows the use of Pirate Canoa (Native Canoes with pirate crew). Can use Stealth and can fish. Replaces Fishing Boats when sent.
Shipments
Signed Articles - Converts all on-screen Pressed Men to Pirates. Also gives the Pirate Commander the ability to ‘Press Men’ (Disciple AD ability) during combat - converts enemy to Pressed Men on succesful convertion hit.
Take to Launches - Destroyed Sloops & Frigates spawn a Rowboat Raider
Enemies of All Mankind - Units gain the Infamous prefix - equivelent to Imperial status, along with state increases.
Commerce Raiders - Enemy shipments sent generate chests of coins +1 Pirate at the Town Center.
Wreckers - Town Center spawns a Treasure Ship wreck. All infantry can now mine Coin from all sources (including wrecks).
Vaporing - Ships a few Drummers. Gives the Pirate Commander the Mayhem (African Royals) ability,
More actual British ‘flavour’
Sure the Brits were a bit of a backwater at the very start of the AOE3 timeframe, but considering that during the 18th and 19th century they were an economic and naval powerhouse, there’s actually not a great deal thematically linked to them.
Leaning into the British Industrial Revolution, one of biggest things to happen for human development - it would be nice to see some kind of reference (unique ‘Arkwright’ factory? unique factory upgrades? rebuildable factory? early factory? additional factory? - though aware that that’s a big balance bomb). Another possibility could be changing Estates to Textile Factories (where silk and cotton were spun in industrial scale) in the Industrial Age.
On the naval side…
Battleships
British get access to one Battleship card with its bonus being that it’s initially free. That’s obviously very handy but all other Euros get their ‘quirky’ one and a normal shipment. Maybe the British could get something more interesting for Rule, Britannia - like a Battleship with a faster RoF (fairly well-linked to the reality of Royal Navy gunners).
Naval roster
British, as well as all euros could do with an Industrial Age shipment (or even an Imperial Dock upgrade) to modernise their ship rosters to steamers, sloops and Ironclads. Seems really odd for the guys who created the first Ironclad (French) and the other guys who created the steam engines (British) to be knocking around in Caravels.
Other naval-linked items
Jack Tar - [unit suggestion] A non-outlaw ‘standard’ version of the Sailor. The nickname of a Royal Navy sailor and again, another way to nod at the fact that the British navy was in fact, a major point of the British during this time frame. Heck, the new Sailor unit uses a British Nock Gun! Could be unlocked via a Royal Navy-themed shipment card and be made available at the Dock and Tavern.
Buccaneer - [unit suggestion] The British, Dutch & French all were seriously into Buccaneering in the 17th century, so much as to being a part of Spain’s decline - it would be nice to present this with a variation of the Pirate outlaw unit (with charged musket/pistol shot) as a Tavern unit via shipment unlock (could even be a Merc version of the outlaw pirate - considering a Buccaneer was a privateer, and could replace the Ronin for Theaters). Available to Brits, Dutch and French.
Rocket Ship - [Shipment?] - This could be anything from a Gunboat Model with Congreve launcher (also a nod to the fact that Danes get Rockets!), which was fairly common, or a Rocket Sloop, or even just a Rocket Barrage ability to Frigates (rocket ‘pods’/racks were also used on standard ships).
Other
Essex Gang - [Shipment Suggestion] Britain (especially England) had a real problem with Highwaymen during the 17th - 19th century, with many gangs roaming the countryside. One of the most successful was the Essex Gang (with the infamous Highwayman, Turpin). Would be nice if we had a similar Highwayman shipment to the Dutch Buckriders for the Brits.




