Your message contains a lot of speculation, especially regarding the influence of Chinese investors on the decisions made for the Age of Empires series. While I think there is no clear evidence to support it. I don’t think the “China factor” is directly related to whether Age of Empires III was set aside. However, I do want to point out that, compared to Age of Empires IV and Age of Mythology, Chinese players are indeed less fond of how China is represented in Age of Empires III.
There are two main reasons for this:
- The appearance of units and buildings is unattractive.
- The design of units and buildings is extremely inaccurate.
And when I say “extremely inaccurate,” I really mean it. Ming and Qing-era armor and military uniforms were not ugly—in fact, they had distinct characteristics and were quite recognizable. However, the unit designs in the game feel very strange to Chinese players. With very few exceptions, they bear almost no resemblance to familiar Ming and Qing elements. Iconic designs such as the Ming “Yong” character helmet, flying saucer-shaped helmets, arm-wrap armor, cloth-covered hidden armor, fish-scale armor, and mountain-pattern armor are all missing. Even if the unit designs lean toward the Qing Dynasty, details such as cool hats, warm hats, Mongolian-style hats, cloth armor, and helmets are all completely wrong—yes, completely inaccurate.
Take the Mongolian cavalry as an example: their half-naked torsos and shaved heads reflect outdated stereotypes. China has over six million Mongols—more than any other country—yet their portrayal in the game is simply not how they actually looked.
The architectural designs also suffer from similar issues. The structure, color schemes, and decorative details seem entirely based on vague impressions rather than historical accuracy. In this regard, Age of Empires IV is leagues ahead. Another issue is the irrational village design—why would a nomadic-style settlement be called a “village”? If it’s a “village,” it wouldn’t be nomadic. If it’s nomadic, it shouldn’t be called a “village.” Both Han and Manchu people were settled civilizations, and I’ve brought up this problem multiple times before.
The weapon choices are also strange. While some Western players might find them appealing, for us, they seem like something out of a Wuxia novel. Take the meteor hammer and repeating crossbow, for example—these are highly exaggerated representations. The iron flail has little to do with China. The Shen Huo Fei Ya (Fire Crow) was just one of many early Ming gunpowder weapons, and it wasn’t particularly significant in actual combat—other weapons like the Yi Wo Feng(Nest of Bees) had more recorded usage. The Meng Huo You Gui (Flame Thrower) belongs to the Song Dynasty, not the Ming or Qing.
One of the biggest problems is the appearance of the arquebusier (bird gunner) in its first stage—no hat, an unidentifiable hairstyle that is neither a Han-style topknot nor a Manchu queue, but rather a buzz cut. Buzz cuts never existed in China for over 3,000 years since the Zhou Dynasty. On top of that, the outfit looks like a Santa Claus costume—it’s just too ugly.
That said, I don’t think the fundamental game design is a problem. The idea of China having a large population and fielding numerous units makes sense. Weak individual units due to high military population? Also fine. The unique gameplay mechanics are something we actually like.
However, the unattractive unit designs and completely inaccurate representations of units and buildings make it difficult for Chinese players to feel immersed. Instead, the game feels filled with stereotypes—if not outright bias.