British update changes/wishlist

Definitely possible. My biggest concern would actually be team I think. With good timing in a lull in the combat you destroy them all with like 1500w in the bank and rebuild to hit 99ish vills pretty quickly. You’d almost certainly be doing it with VC so they’d cost a lot less. Idk, probably not worth the risk.

Rename the card “Rangers” to “Royal Green Jackets”, and rename the Indians’ card “Royal Green Jackets” to other. That could make distinction between the unit and the card.

Change the effects of the church techs to ship the Consulate Rangers. Then, the Queen’s Rangers won’t need to upgrade them. That could make distinction between the Queen’s Rangers and the Royal Green Jackets.

They should design a simple variant of the Haiti rev, just replacing the name and flag with Jamaica. The Jamaican Maroons rebelled against the British several times.

I remember someone saying that the game already has data for an Irish Rev. I believe it’ll eventually be added in a future update as a rev exclusive to British.

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To be fair, Jamaican Maroons is an absolutely fine swap - The Windward and Leeward Maroons were very organised and led by some interesting figures (hero unit potential), like Nanny of the Maroons.

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I was thinking about how to introduce a halberdier type of unit for the British. I believe that the Billman will be a good fit for a new hand-infantry unit.

Billman

55 Food
70 Coin
1 Population

Hand attack does 2.5x vs. Cavalry and 2.0x vs. Shock infantry

The Billman is a unique British heavy hand infantry unit replacing the Halberdier. It is available starting in the Fortress Age. The Billman is an infantry unit with good hitpoints and damage, but no range. They do all of their damage in melee combat. Compared to a Halberdier the Billman does extra damage against cavalry units but costs slightly more food.

While the British still relied on traditional pike and shot formations, the billhook weapon was still regularly used in similar way to how other armies used melee weapons like greatswords, halberds, etc. I gave the Billman extra effectiveness against cavalry units to justify their slightly higher food costs.

I also would add this card:

Flodden Field Tactics - Billman and Pikeman hit points and damage +15%

This is a reference to the Battle of Flodden and how the English army used their billhook weapons to great effect in close-quarters combat against the Scottish, who were unable to rely on their pike formations as effectively. I added the hit points and damage increase to both units, so they scale better in the late game.

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Here it is:

In the The Baltics Powers beta, there are remains of what seems to be an Irish revolution, with Dublin as the Home City. It ships 7 Gallowglasses and Settlers become Bonaght Militia, who counter mercenaries and native auxiliaries. It would have featured these cards:

  1. Fenian Musketeers (Upgrades Musketeers to Fenian Musketeers that have a long-ranged attack, +5 Stealth Petards)
  2. Irish Immigrants (Ships 2 Pilgrims for each shipment sent so far this game as well as every new shipment)
  3. Irish Pilgrim (Ships 8 semi-fattened Cows and 2 Irish Pilgrims)
  4. Dublin Beer Factory (Ships 1 Factory Wagon and researches its resource upgrades, +1 Heavy Cannon)
  5. Pub Culture (Ships 3 Tavern Wagons and enables them at your Town Center. Taverns generate resources faster, including food)
  6. Woodkerne (Ships 3 Pikemen for each House. Pikemen are faster, have Guard status, and now cost less food)
  7. Gaelic Chieftain (Delivers 1 Gaelic Chieftain, a cavalry hero that can receive shipments, train troops, and increase the hitpoints of nearby infantry units)
  8. 18 Bonaght Militia
  9. Creach (Gallowglasses and Bonaght Militias can gather from crates, Berry Bushes, livestock and trees. You gain resources for destroying buildings)
  10. 12 Gallowglasses
  11. 18 Irish Brigadiers
  12. 24 Stuart Allies
  13. Na Séamasaigh (Ships 1 Royal Embassy Wagon in which the House of Stuart grants access to its Royal units, upgrades, and technologies. Stuart units now cost population when acquired from the Royal Embassy or the Home City, +10 Bonaght Militia).
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Looking at it, the overall design of the Irish rev seems to be set way further back in history than I expected.

Bonaght, Chieftain, Gallowglasses, and Woodkerne all feel pretty medieval.

Even the harp flag uses the royal blue background rather than the revolutionary green. This is disappointing to me.

Let’s hope it’s not an age 3 revolt.

Yes, perhaps they’re based on the rebellions from the 16th to the 19th centuries :man_shrugging:…plus you have several cards like Fenian Musketeers and Na Séamasaigh (Jacobites in Welsh) that are from the AoE 3 era, so it’s not so bad either…

Actually, no Irish flag was leaked from the TBP beta :sweat_smile:…so I got that one from Wikipedia as a concept, but you’re right, perhaps the Irish flag is more like this green one than the previous blue one, since it’s from Confederate Ireland (1642-1651):

Yep, 1600s Irish during the War of the Three Kingdoms.

Ireland should replace Haiti

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Don’t even know why British got Haiti. They don’t even synergize well gameplay-wise. France has all the cards that buff native units that the Haiti revolt has access too now. There isn’t anything in British deck that the French deck can’t already offer to the Haiti revolt.

Also, remember the old Haiti deck? There was practically nothing to it aside from that one pirate card gimmick. Geez…

I don’t like losing revolution options for a civ (RIP Gran Colombia for the Germans) … but if I had to choose between an Irish revolt and Haiti revolt for the British, I’m picking Irish.

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It’s totally down to the British - pirate connection, which I love, but Haiti is a bit of a confused civ tries to combine both 1600s Tortuga (which was still mostly French Flibustiers) and mainland late 18th / early 19th century Haiti.

They could still do a tailored pirate one (see OP), though yes Irish/Scots revs (Age III) make a great deal of sense too.

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I’m fine with losing them if it leads to more historically-based options.

Well to be fair, devs used African Royals content for the Haiti revolt and it suited better than the pirate stuff. They could still create some new content for the Haiti revolt.

Haiti should stick with the actual Haitian Revolution theme. Focus the Armée Indigène, guerilla warfare tactics, etc. Maybe even a new card that advances the Haitian revolution to the Empire of Haiti and unlocks some Imperial techs/upgrades. Would mirror the Napoleonic France advancement option for Revolutionary French.

Then you wouldn’t be fine with Germans losing the Gran Colombia revolt option. Klein-Venedig was the biggest German controlled territory in the Americas during the AoE3 period. Egypt being an option for the British also had historical basis, but it doesn’t really fit the AoE3 period.

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I didn’t know there was historical basis for Germans getting Gran-Colombia. I was talking more about English losing Haiti though. Haiti would make more sense for Poles. If the devs want a pirate-themed rev, they should make one separate from Haiti.

Peru should also lose the Inca elements.

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I’ve always wanted Billmen in the game (yes, even back in the 2005 original…) as it was intrinsically linked with bow use in the earliest part the AoE3 timeline, and really did occupy the niche alongside continental Halberdiers/Swordsmen who accompanied Pike blocks. Heck it even had more reason to be in the original release as the Bill was used for longer in the New World.

I’d say now as the British playstyle is well-established this would be hard to introduce it as a standard Barracks unit, though if there was a shipment or Church tech that unlocked it (alongside amalgamating a Longbowmen card with it) and was called Tudor Combat or something, that would be ideal - especially for those that want to explore more the 1500s side of English military.

On that note, I would love for Longbowmen to look more Tudor-style during their upgrades.

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I agree - that last update to the Haiti revolt was a massive step in the right direction - well for France and hopefully Poland!

Aside from Privateer access, they should still loose ‘Bretheren of the Coast’ (specially linked to 1600s Tortugan French, Dutch and English Buccaneers) and Pirates in general, as they have nothing in common with the ‘modern’ Haiti. Haiti are deserving of their own thread not on here really, but basically they should have more Maroon-type units alongside French-inspired line infantry and cav.

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Some of the Inca shared cards are more associated with the remains of the Inca Empire and some cultural elements.

Monumental Architecture? All that architecture is still in Peru. Machu Picchu is questionable since it’s more of a cultural site now. Alpaca Wool is a wool still used by Peruvians long after the empire fell.

Manco Inca is only one that doesn’t fit at all since more directly related to the Neo-Inca state. 6 Priestess should be renamed to 6 Curanderos, who would get a switch of outfits. Andean Warriors… well the use of the huaraca sling continued well after the Inca Empire fell so eh…

And I think that’s it. Really just 3-4 cards, so it’s not a huge deal to change those. Peru should get more cards in general of course, but that’s a separate issue.

It wouldn’t be too unprecedented to add a halberdier-esque unit to the British roster. The Ottomans got the Azap, which is a weird Pikeman/Archer hybrid. I don’t know how much the Billmen would affect balance. If it’s too much, they could be limited to being unlocked via church techs or cards.

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Sure, like the Ranger…you send the “Glorious Revolution” card and swap the Pikeman for the Billmen and the Longbowman for the Ranger…with that you could have 4 UUs without the British changing so much…

Billmen (M2TW unit in AoE 3)

A trained billmen can stab, hack and drag down his enemies, including both infantry and cavalry.

Attack
Primary weapon: Bill (Melee)
Weapon attributes: Armour piercing
Attack: 15 (instead of 8 like the Pikeman)
Charge bonus: 5 (it would be Speed of 5)
Defence
Total defence: 3 (resistance of 30%)
Armour: 0
Defence skill: 3 (bonus x3 vs infantry, cavalry and shock cavalry)
Shield: 0
Hit points: 1 (100 HP)

History:

The billhook was originally developed from a farming tool, and consists of an axe and hook on the end of a long pole. A trained billmen can use it to stab, hack and drag down his enemies, including both infantrymen and cavalry. It is excellent as both a defensive and offensive weapon.

Attributes

Can board ships (could have bonus x1.5 over ships)

Can hide in forest (could have stealth ability)

Can withdraw (loses HP more quickly when surrounded)

Recruitment time: 23 seconds

Recruitment cost: 63 food and 62 coin

I feel like the British barracks would work fine enough with Longbowmen/Rangers, Pikemen, Musketeers, and Billmen. I feel like the British were meant to be an all-rounder civilization and a good choice for beginners to learn the basics of AoE3. They should have a well-rounded selection of units at the barracks that includes pikemen, halberdiers, a skirmisher unit, and musketeers.