In 1806 the Holy Roman Empire was dissolved by its emperor Francis II in reaction to Napoleon’s victories. His coronation as Emperor of France and the creation of the Confederacy of the Rhine came with a serious threat of Napoleon taking the title of Holy Roman Emperor. Rather than suffer this, Francis dissolved the Empire and created his own Austrian Empire which included a hereditary title to safeguard the Habsburg’s domains.
This Dissolvement of the Empire led to the German question. The major powers of the German lands, Austria and Prussia both desired to lead the German people in a united Germany. Austria preferring a “Großdeutsche Lösung“ A united Germany under Austria. And Prussia prefering a „Kleindeutsche Lösung“ that would unite the Northern German states and leave out the Austrians as they wanted to be the major power in Germany.
In the end the Prussians prevailed and in 1871 the German Empire was formed following the Schleswig wars, the Austro-Prussian war and the Franco-Prussian war.
In Age of Empires III the Germans represent the Holy Roman Empire and all states within it, including the bitter rivals Austria and Prussia. There is much discussion about the Germans and how they should be represented or changed. Now with the new mexican civilization and it’s revolutions system I developed an idea. One that not only leaves the current Germans practically untouched but also allows the addition of both Prussia and Austria without the need for entirely new civs, as many people feel that multiple German civs are unneeded.
The Empire Dissolves.
In Age III in addition to advancing in age normally and continuing the game as they normally would, the Germans receive a new option similar to Mexican revolutions. At a higher cost than a regular advancement the Germans can elect to dissolve the Empire and continue on as either Austria or Prussia. This “revolution” differs from a normal revolution or age up. It replaces the flag and home city as usual, but the player retains his normal deck with the exception of the age IV cards. A new row of 10 cards will replace those cards, meaning that a planned change to Prussia or Austria will leave those decks with 10 cards more than a regular German deck would have. In exchange the free Uhlans will no longer be awarded while the increased XP cost will remain. The larger deck being the “new factions” special ability so to say. Like a normal age up all settlers and settler wagons will remain as normal, however several units might be changed upon this age up. Finally the option to move on to the Imperial age and access its upgrades will still be there, the game does not end in age IV for the Austrians or Prussians. They will function like any normal civ would from the moment the player changes to either of these factions.
Focus on Cavalry and mercenaries.
All skirmishers replaced with Pandours. Pandour replaces skirmisher in Barracks.
Grenzer (Musketeer) added to Barracks.
Pandour and Grenzer upgraded to guard level. Uhlan upgraded to royal guard level.
Age IV cards:
Heartlands (can be shipped twice): Ships a Factory Wagon, when producing resources factories now trickle experience in addition to those resources.
2 factories in one slot, the experience trickle should allow Austria to gain shipments equally fast as regular civs.
Spanish Riding School.
Regular cards available to the Germans. They remain here because of their Austrian Habsburg theme.
Kulczycki Coffee House: Increases the Tavern’s coin trickle and increases the build limit by 2.
Austro-Hungarian Compromise : Ships 8 Magyar Hussar and allows them to be trained in Forts.
Alpine Warfare: Pandour get +20% attack and health.
More attack, but less health than regular RG German skirmishers. Note that Pandour are not Royal Guard units.
Jesuit Allies (repeatable): Ships a number of Jesuit Conquistadors.
Großdeutsche Lösung: Ships a fort Wagon, increases the fort build limit by 1 and allows your exporer to rebuild lost forts.
Allowing rebuildable Forts for those that want to keep building those Magyar Hussar.
House of Habsburg: Mercenaries in the tavern are trained faster and are cheaper.
Tu Felix Austria Nube: Increases the build limit of native units and replaces their wood costs with gold.
Musketeer and Grenadier focussed.
Doppelsoldner replaced with Grenadier. Grenadier replaces Doppelsoldner in barracks.
War Wagons replaced with Dragoons. Dragoons replace War Wagon in Stables.
Landwehr (Musketeer) added to Barracks.
Grenadier, Dragoon and Landwehr upgraded to guard level.
Age IV cards:
Blood and Iron (repeatable): Ships a factory wagon, build limit remains at 2.
The industrious Prussians can rebuild lost factories with this card.
Prussian Infantry drills: Grenadiers and Landwehr get +15% attack and health
To allow Prussia to actually use their iconic units a bit better than regular civs.
Totenkopf Hussar : Ships 8 Totenkopf Hussar and allows them to be trained in Forts.
Mirroring the Magyar Hussar of the Austrians
Lange Kerls: Increases Grenadier health by 15% and increases their attack range.
Kleindeutsche Lösung: Ships a fort Wagon, increaes the fort build limit by 1 and allows your exporer to rebuild lost forts.
Krupp Eisenwaren: Increases the production and attack speed of heavy cannon.
Akan Allies (repeatable): Ships a number of Akan Ankobia.
Stechschritt : Landwehr and Grenadiers gain increased movement speed.
Krümpersystem : All your settlers are transformed into Landwehr.
Second Miracle of the House of Brandenburg: Ships a large number of Russian Cossacks.