Re-elaboration of Dutch Civilization

Greetings to all forum members. Today, I am presenting a minor rework for the Dutch civilization—similar to the adjustments the developers made to the Russian and Ottoman civilizations in AoE III. The main focus of this post is the modification and updating of all Dutch units, aiming for greater historical accuracy for the enjoyment of all players. As some may recall, certain Dutch military units—such as the Skirmisher—always possessed unique stats that set them apart from their counterparts. The same applies to the Ruyter cavalry unit; while they function as Dutch Dragoons, they were never given their due—lacking a visual upgrade when advancing to the Carabineer status and remaining quite weak compared to similar mounted units from other civilizations. I have also taken the liberty of completely redesigning the Hussar units to ensure they better reflect the historical accuracy of Dutch colonial armies. Without further ado, let’s dive into the new features this update brings for the Dutch.

1 - Schutterij:


We’ll start with the new—yet regrettably flawed—Dutch Burgher Militia unit, which is being introduced in the update accompanying the new Baltic Powers expansion. Thanks to beta access, I was able to test this unit; upon further research, I realized that it is unfortunately misrepresented. You see, the Home City card used to access this new militia unit is named Schutterij; once activated, you can recruit the Burgher Militia via Envoys for a small resource cost. However, the unit that appears in the game is not the authentic unit the Dutch should have—I have attached a photo of the real Schutterij below. I hope the developers will eventually replace this unit with the true Dutch Civic Militia—which is the actual translation of the card’s name.

Schutterij

2 - Blauwe Garde:


I took the liberty of looking into this unit further by extensively searching the web for a more up-to-date outfit, given that the current Dutch Musketeer unit does not change when advancing through the ages. The only relevant material I could find consists of the photographs attached below; these could serve as a basis for redesigning the Blauwe Garde when reaching the Industrial and Imperial Ages.

Blauwe Garde (Fortress Age)

Blauwe Garde (Industrial Age)

Blauwe Garde (Imperial Age)

3 - Grenadiers: The Grenadiers now hold Guard status and have been renamed the Garderegiment Grenadiers. This regiment was founded in the Netherlands in 1829 by order of King William I. It was created to replace Swiss mercenaries and serve as the royal guard. They also fought in the Belgian Revolution in the early 19th century.

Garderegiment Grenadiers

4 - Demi-Lancer:


Demi-Lancers played a crucial role in the Dutch wars of independence, achieving notable feats throughout their service in various significant military engagements during the early years of Dutch independence. (New Unit) The Demi-Lancers possess the Trample Mode ability. (Standard Hussars removed from the stables). New unit cost: 100 food / 100 gold

Demi-Lancer

Veteran Demi-Lancer

Guard Demi-Lancer

5 - Ruyter:


This cavalry unit features an updated appearance in its veteran state, more historically reflecting the military units of the early years of Dutch independence, alongside new combat statistics: 160 hit points, 17 ranged attack points, and 8 melee attack points, as well as a new creation cost of 45 food and 60 gold. Upon promoting to Carabineer, the Ruyter adopts new attire that more accurately represents the original unit; the rider wears a small breastplate that gives a more imposing look, along with a hat, brown boots, an embroidered red belt, and a striking, ostentatious blue jacket that stands out against the typical Dutch outfits of the era—thereby granting the Ruyters the status they have long deserved as a unique Dutch unit.

Veteran Ruyter

Carabineer

6 - Staatse Leger Pikeman: New update for pikemen. Pikemen now have Guard status, designated as “Staatse Leger Pikeman.” These new Dutch pikemen are more powerful and possess the “Nassau Linear Tactics” ability, which allows them to withstand the first gunpowder attack they receive from enemies.

7 - Klovenier:


Finally, we have the Dutch Skirmisher, now renamed the Klovenier; it sports a distinctively Dutch look—complete with a hat and an elegant cape—during the early stages of the match. Recruitabe in the Commerce Age, this new skirmisher retains the same base statistics as the original Dutch Skirmisher—which already differed from other early-game skirmishers—but now stands out thanks to its ability to upgrade to Veteran and Guard status. Upgrading the Klovenier to Veteran status grants a new appearance and improved combat stats, while advancing to the Industrial Age unlocks the Klovenier Guard status: the Flankeur. The Flankeur is a powerful, modern skirmisher capable of revealing enemies it has recently damaged. Thus, the Dutch Skirmisher gains new advantages and stats upon reaching Guard status, while its appearance now better reflects what one would expect from a uniquely Dutch military unit.

Klovenier

Veteran Klovenier

Flankeur

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Reiter is a german word, not a dutch word. Ruyter is old dutch, it is perfect for them. Today we write it as Ruiter. We never used the word Reiter.

Same here, please keep the word Ruyter.

If you want unique names then make this the “Blauwe Garde”

Than name them Orange Pikeman. Not Nassau.
The Royal family’s name is Van Oranje-Nassau.
We prefer to use the name Oranje and the color Orange. We don’t really actively use the name Nassau. Unless you can link me a reference to a regiment made in this timeframe named Nassau Piekeniers.

Geuzen were the resistance fighters against the Spanish Occupation. They were not the innovative rotation Musketeers.
The innovative musketeers were standardized soldiers and part of the Staatse army (State Army which was totally state organised which was also new, a first standing army).
It would be better to name them Staatse Musketier(s).

This is a Scout, Hunter and Sniper unit that were used to shoot Flagbearers and Officers ahead of the main army.

Greetings a dutchie.

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I have made several changes to the names of the units mentioned, based on the information you provided; I hope the Dutch military units are now correctly designated. Thanks for the information. Best regards.

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nice i like them, thx for the historical accuracy

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Id love to see some of these skins/ upgrades for the units models/textures.

However, I’d love for Dutch/Spanish to be treated as Poland/Germany in the sense of: You can advance to age V, as an “archaic” type civ or have a revolution that updates the units to more modern Napoleonic style.

Because of your post it feels as some units are “archaic” of the baroque style Dutch/Spanish but some others are Napoleonic.

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TBH I think all Euros should be able to modernise.

Fed State civs get a fairly modern unit roster from the get-go. Most revolutions (IV revs) allow modern units of some sort. The upcoming update allows the Japanse to modernise. Yet Euros are pottering around with Caravels and Pikemen.

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Not a big fan of training units from Envoys, but I’ve considered Envoys being able to build houses as a base ability. It would be a tiny eco boost in age 1 for a little tempo and later you could build them kinda wherever which also has its advantages.

Training units from units has never been a problem… I actually kinda like the mechanic for Japan, but it’s pretty questionable and probably shouldn’t be repeated.

Changing their Grenadiers doesn’t seem necessary. Doesn’t feel like you had plans for them which I think is fair. Grens in general are probably hard to balance so another Unique Gren feels like a headache waiting to happen. Idk.

I like the visual updates, UUs are cool. Don’t love the idea of changing Ruyter’s stats/cost. They are one of my favorite Dutch Units. A new Heavy Cav unit actually feels good actually. Dutch aren’t great in 1v1 or treaty so it’s probably pretty safe, especially since it arguably costs slightly more (ie they could be a bit better). I like the Skirm changes too, they seem very mild which is probably for the best. Also to any degree that they maybe slightly better you also left needing to pay for Veteran open as an option. Seems well calibrated, well done.

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I found it pretty tedious in the beta ^^’
If u had multiple envoys you couldnt turn all of them into militia at once, but you had to click them one after another :upside_down_face:
Idk how someone with faster micro handles this, but it made that card completely useless for me

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Yes, that gives you enough for 2 more unique units…

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New military unit icons were added for the new Dutch units, and the missing image for the Fortress Age Blue Guard was also added.

Wait, it’s a transforming unit? That’s interesting, I misunderstood it as training from Envoys.

Seems tedious as you said, perhaps annoying but less concerning than an envoy behind your base popping out militia. I guess Explorer spawns Envoys and Envoys turn into Militia though.

Yes,
Envoys cost 60f, turning them into burgher militia requires another 10c each

Training burgher militia from the german arsenal costs 45f 45c

A batch at the Towncenter costs 30f 30c per unit

Its a bit strange to have very different prices, although i understand the one time batch from the tc being cheap on purpose.

Also, u need to keep in mind, that envoys have a new buildlimit, that is lower at first and then increases every age up… so early game cheese is mitigated a bit.
Dont remember the starting limit and by how much it increases, but age 5 you can have up to 20 envoys.

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Treaty buff I guess. Pioneers adds hp right? Some tanky boys right there maybe

Yep, also ranged attack increases for settlers, they kind of feel like coreur de bois afterwards - pretty nice actually. Had totally forgotten about the villager side of that card tbh.

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I’m really liking the idea of a new Dutch Skirmisher unit. The Dutch are already unique among the Euro civs for being able to train Skirmishers in the 2nd Age (at the expense of no archer unit) and heavily rely on them in the later ages. The Klovenier looks cool.

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personalmente estan bastante buenas las ideas :grin:

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Yes, it would mean replacing the Dutch skirmisher with a unique unit, and then you would have 5 Dutch UUs (Merchant, Fluyt, Envoy, Ruyter and Klovenier)…