Got a source on that? The closest thing I found is this thing:
Naval wishlist for DLC
- More ships! I’d love the Ports to get a unique Nao (big Carrack) ship and Brits to get Rocket Ships (Sloops with rockets). Indians to get more regionally appropriate ships rather than Euro types.
- Nations historically tied to piracy (such as British, Dutch and French for Euros) to get better Privateer & Pirate shipments.
- Docks should be able to train non-outlaw versions of Pirates - Sailors! Gives you access to a shock infantry type plus could be garrisoned into Ships to provide a boost to HP and Movement Speed.
- Naval Modernisation! Euros / Asian civs should be able to modernise their navies in the very late game to include Armoured Frigates, Steam ships and Floating Batteries. At the very least, let us covert our Caravels into something slightly modern!
- Water buildables - having Fishing Vessels build a few structures in the sea would add a level of strategy to water maps. Sea Forts, Water Marks/Buoys (to give LOS), even Sea Walls (creating protected harbours).
- More water treasures
- Shipwrecks - acting like sea-based Mine - Fishing Vessels could gather Coin and Wood from them. Could even have Shipwrecks on the coast, for Settlers to gather from.
- Better water-based A.I! (really no explanation required!)
- Capturable water areas - neutral sea/coastal forts, small spice islands, etc
- Fire Ships / Fire Canoes. All civs to get a demo ship of some sort, tied into a general rebalance of Naval combat.
Not the time machine again … let’s just go with the first method and hope the Devs make some changes for the Asian civs
Yes, it’s quite a topic, maybe if they add Haiti as the main civ, then rework the Haitian revolution and add the pirate republic for the British…
Here explains the use of the flamethrower by the Chinese since the 10th or 12th century until at least 17th century…
some changes are fine, some are too much.
I’ve also suggested a lot on Asian civs in the forum.
But I never think that the existing units like Meteor Hammers and Flamethrowers should be completely removed.
That’s an early 17th century copy of a 12th century manuscript. So this is still only evidence of them being used until the 12th century.
Yes, but it is what it is… at least we know that they were used from the Song dynasty to at least the end of the Ming dynasty…
No, that is not evidence of in being used in the Ming era. That’s like saying it’s used today because you can find a record of it on Wikipedia.
Well then it should be removed because they only used it in the Song dynasty?..
Yep, this is the only source of it being mentioned in the 17th century - just part of any early Medieval) Ming book of warfare.
Again, another completely anachronistic unit brought in by BHG to make an Asian civ more novel and mystical. I’d rather give them a Fire Arrow (rocket) unit, even handheld Nest of Bees-style as a Flamethrower replacement as Fire Arrow devices were used throughout (stretching to the insert name of drug which is censored here Wars of the 19th century). They could also have a Hongyipao (Red Barbarian Cannon) which can be shared with a potential Korean civs to give them a Culverin counterpart.
If you’re going to give them Hongyipao as a Culverin, then Hand Mortars should be reworked or replaced by something more dedicated to the siege role. Crouching Tiger Cannons would be a good replacement for that.
China also had various war carts and chariots that could work as siege units. Like you say, the ones carrying rocket arrows would probably be functionally the closest replacement for Flamethrowers. But some of the other ones could be of use. Maybe a chariot to replace Meteor Hammers?
My suggestions for future content for AOE 3:
Polish–Lithuanian Commonwealth & Denmark-Norway Dlc (I hope this will be released now)
Korea & Siam Dlc
South America Campaign Dlc (About road to independency of South American nations and later wars between them with new factions like Brazil, Argentina, Paraguay, Uruguay)
Morocco & Zulu Dlc
African Campaign Dlc
Mayans Flc
Crimean Khanate & Zaprozhian Cossacks Dlc
Swizterland Dlc (with this Dlc should come free “Germans” rework to “Germany” with main role of Prussia and new separate faction - Austria (with new unique units and other new aspects, young Emperor Franz Joseph as main character)
Persia Flc
7 Years War Campaign Dlc (The largest of the proposed campaigns with missions for France, Germany, Austria, Great Britain, Russia)
very minor idea addition to your pirate republic, I think it would be really fun if the Tentcamp Towns train the pirate infantry units that you mention in blocks like the Banner Armies. That would add a bit of chaos to your army comp which I think would be really thematic and fun
You’d train a “boarding crew” or a “salty crew” or something and get a mixed bag of pressed men, marksmen, pirates, freebooters, and boarders ready to set off and cause mayhem
I’ll say two things about this. But first, I want to stipulate that I’d advocate for more civs long before I’d ask for variants. But I think at some point there may be a couple reasons they Could be good.
Just as a definition: variant civs, should be civs that are very similar, but with some different cards dang units. But mostly shared cards/bonuses/units. Like a Scots variant of British with 1-2 unit changes, and instead of vills you get semi fattened sheep from building houses.
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Categorizing, IE, making civs smaller. The reason this may be good, is that it 1, allows you to more easily tell beforehand what your opponent will be going for. And 2, smaller decks would allow new players to learn the game faster, because they can choose the British (example), and have much less cards to have to build a deck feom, thereby confusing them less.
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Doing this would also allow for more unique cards and units without worrying about breaking civs via stacking cards and such. Like Germans having way to fast infantry now due to the old church card being paired with drummers available with the new prince electors card. A card which I like btw, because I enjoy the royal house units, but it’s not really good for balance imo.
Korea & Siam Dlc
The pairing between Korea and Siam is very strange. Korea and Vietnam, Siam and Myanmar should be a more suitable combination
Morocco & Zulu Dlc
Morocco and Zulu are also similar to the above combination, they have no similarities except in Africa. Morocco and Egypt, Zulu (or other East African civilizations) and Kongo have better combinations
very minor idea addition to your pirate republic, I think it would be really fun if the Tentcamp Towns train the pirate infantry units that you mention in blocks like the Banner Armies. That would add a bit of chaos to your army comp which I think would be really thematic and fun
You’d train a “boarding crew” or a “salty crew” or something and get a mixed bag of pressed men, marksmen, pirates, freebooters, and boarders ready to set off and cause mayhem
I like it! As you said it represents a bit of chaos, plus it also acts like a crew of pirates, being available in one mob.
Just for those that think Tentcamp Towns are a fantasy, they’re not. Buccaneers and later Pirates would construct tents and shacks from sail canvas, wood and palmetto leaves and would create these settlements around the coasts of pirate strongholds. Best example was in Nassau where whilst there were ‘proper’ wood beam houses in town, only the wealthier traders, pirates captains and other established folk would be occupying them, whilst the wave of pirates that appeared mostly lived in the tents and huts on outskirts and beach.
Sentinel 1 pop… malta nedded
Yep, this is the only source of it being mentioned in the 17th century - just part of any early Medieval) Ming book of warfare.
Again, another completely anachronistic unit brought in by BHG to make an Asian civ more novel and mystical. I’d rather give them a Fire Arrow (rocket) unit, even handheld Nest of Bees-style as a Flamethrower replacement as Fire Arrow devices were used throughout (stretching to the insert name of drug which is censored here Wars of the 19th century). They could also have a Hongyipao (Red Barbarian Cannon) which can be shared with a potential Korean civs to give them a Culverin counterpart.
If you’re going to give them Hongyipao as a Culverin, then Hand Mortars should be reworked or replaced by something more dedicated to the siege role. Crouching Tiger Cannons would be a good replacement for that.
China also had various war carts and chariots that could work as siege units. Like you say, the ones carrying rocket arrows would probably be functionally the closest replacement for Flamethrowers. But some of the other ones could be of use. Maybe a chariot to replace Meteor Hammers?
Yes, you two are right, most likely if they put in another Asian DLC maybe they will rework the Chinese by putting more Ming (in the early ages) and Qinq (in the later ages) units and eliminate the anachronisms from TAD…
Polish–Lithuanian Commonwealth & Denmark-Norway Dlc (I hope this will be released now)
Yes, most likely so…
Korea & Siam Dlc
Or Burma and Siam, it is better at least geographically and thematically…
South America Campaign Dlc (About road to independency of South American nations and later wars between them with new factions like Brazil, Argentina, Paraguay, Uruguay)
African Campaign Dlc
7 Years War Campaign Dlc (The largest of the proposed campaigns with missions for France, Germany, Austria, Great Britain, Russia)
Unlikely…Most likely historical maps or battles…
Mayans Flc
You already have the Mayan revolution of Yucatan…
Morocco & Zulu Dlc
Crimean Khanate & Zaprozhian Cossacks Dlc
Persia Flc
It would be interesting, although Persia would definitely involve it with Oman (after all, they were both empires)…
The pairing between Korea and Siam is very strange. Korea and Vietnam, Siam and Myanmar should be a more suitable combination
Yes, I say the same…
Morocco and Zulu are also similar to the above combination, they have no similarities except in Africa. Morocco and Egypt, Zulu (or other East African civilizations) and Kongo have better combinations
It could also be a north-south African dlc (Morocco to the north, Zulu to the south)… The African Royals was a west-east African dlc (Hausa to the west and Ethiopia to the east)…
It could also be a north-south African dlc (Morocco to the north, Zulu to the south)…The African Royals was a west-east African dlc (Hausa to the west and Ethiopia to the east)…and then Kongo you can put it with Imerina as a dlc related to the Portuguese exploration voyages…
Sentinel 1 pop… malta nedded
Sentinels have abilities and build outposts, for a reason they cost 2 pop…
I hope we get some more fleshing-out of the African civs. We have regional mechanics linked to them so I hope we get more than two in total down the line.
As mentioned by other posters, we have the East and West ‘covered’, so it would be nice to tackle a Southern African civ and a central one.
I’d be reluctant to include Morocco in that regional as really the Arab Muslim (yes, I’m aware the Moroccans are a Arab/Berber split) belt was culturally and geographically different to the Sub-Saharan Africans. Moroccans deserve to be part of a regional North African & Middle East set, along with the Omani and Egyptians, where they could get mechanics tied more to that region’s quirks.
Of course, anything could be… the other option instead of Egyptians could be the Sudanese/Funjites (Sultanate of Funj) in the northwest of Ethiopia…
The Funj Sultanate , also known as Funjistan , Sultanate of Sennar (after its capital Sennar) or Blue Sultanate (due to the traditional Sudanese convention of referring to black people as blue)[10] (Arabic: السلطنة الزرقاء, romanized: al-Sulṭanah al-Zarqāʼ),[11] was a monarchy in what is now Sudan, northwestern Eritrea and western Ethiopia. Founded in 1504 by the Funj people, it quickly converted to Islam, although this conversion was only nominal. Until a more orthodox form of Islam took hold in the 18th century, the state remained an "African empire with a Muslim ############################################################################################################################################## It reached its peak in the late 17th century, but declined and eventually fell apart in the 18th and 19th centuries. In 1821, the last sultan, greatly reduced in power, surrendered to the Ottoman Egyptian invasion without a fight.[13]
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Sudanese IA: Badi VII (r. 1805-1821), last Sennar sultan
Home City: Sennar
Female Villager
Shukuri Knight (Sudanese Heavy Cavalry)