Renewals to the original content and its first two expansions

They are doing such renewal, starting for the British
Good, the legacy civs are drawing more of my attention now.

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I suppose that when each civilization ends up receiving their respective facelift, they will focus on the rest of the aspects such as minor factions that would actually be much easier to polish compared to civilizations.


It looks like the European fishing boats will have villagers on them.
I hope the same thing happens with the Native American fishing boats.

(image credit to @Konahrik1140)

I also hope that the way they obtain coins from the Lakota and Jaudenosaunese mines is resolved once and for all. There are already enough proposals in this regard.

I would like you to review the British Cattle as it did not receive any revisions in the recent British rework. They can fatten up and harvest cattle faster than many factions, but it requires a lot of cards and some context, like treaty or maps that have herding cattle.

I think that the best way to update old content related to America and especially South America is that it is accompanied by paid DLC. But how could it be…?, Mapuches as small DLC (?).

With this new expansion it has been shown that the game is improving more than we imagined, so it is easy to assume that new natives for South America, new maps and naval trade routes could be present eventually.


Now that new natives are being added in regions already contributed by old expansions such as the Asian dynasties, to represent those regions with more historical precision, I believe that we should also do the same in South America.

For example these are potential minor factions that could fit into some existing maps, but would ideally add new maps with new fauna and flora. This in order for these tribes to meet the requirement of being present on at least 4-5 maps. Existing maps such as the Andes, the Orinoco and the Amazon could also be subdivided.(Guayu, the Quimbaya, Muisca, Tairona, etc.)

These are some of the minor civilizations that could potentially be in the game and these could be the units and upgrades/techs they could offer:



Unit(s) :

Guecha warrior - Wikipedia

The Franciscan friar, Pedro Simón (1578 – 1620) described the warriors as “men of great physique, bodies, bold, loose, determined and vigilant”. Lucas Fernández de Piedrahita (1624 – 1688) a catholic prelate described the warriors as “brave and determined men, with big beautiful physiques, lightness and skill”. Unlike the common men, the warriors wore their hair very short[5] and were allowed to wear gold beads and ornaments through edge-pierced ears, nose and lips.

The warriors carried clubs, darts, spears, bows and arrows, and slingshots. They took Panche and Calima slaves with them to war. The men went into combat with curled plumes of parrot feathers, and wide ribbons of fine gold encrusted with emeralds. They wore bracelets and fine coral and gold beads. Inks and Jagua tattoos were also used.

It could be a unit like the blowgun warrior, but with a good melee attack. Something like a fusion of the Zapotec lightning warrior and the Caribbean with a blowgun. With good speed. Changes armor depending on the mode it is in (When it attacks from a distance it will have armor from a distance, when it attacks from melee it will have armor from melee). I don’t know what label it might have. Maybe it’s light infantry, or maybe shock infantry.


Worship of the guatative goddess: Unlock a passive ability where every certain amount of time you can sacrifice coins in exchange for a lot of experience.


The origin of the legend of El Dorado (Spanish for “The Golden One”) in the early 16th century may be located in the Muisca Confederation[citation needed]. The zipa offered gold and other treasures to the Guatavita goddess. To do so, the zipa covered himself with gold dust and washed it off in the lake while tossing gold trinkets into the waters. This tradition was well known outside the Confederation, as far as the Caribbean Sea; the Spaniards were attracted by stories of a “city of gold” that did not exist. Indigenous people sometimes got rid of the avaricious Spaniards in that way, pointing them in the direction of other peoples. Lake Guatavita was explored by conquistadors who were looking for gold offerings from the zipa to the goddess. The legend grew until the term became a metaphor for any place where great wealth may be found or made.

Muisca emerald extraction method: Reveal all the emerald mines on the map and you can get more coins and experience from the emerald mines.

This would imply a new type of mine, ‘Emerald Mine’. It’s a new type of mine where villagers can mine experience and coins at the same time, it’s inexhaustible like whales, but only 4-6 villagers can work at a time.

Why also experience? Because emeralds tend to be rarer than diamonds, their value may also reflect prestige, which translates to in-game experience. They were also very popular around the world in that period: Colour of Paradise: The Emerald in the Age of Gunpowder Empires, by Kris Lane (2010) - Not Even Past

Emeralds were exploited using pits dug next to the formation. Because the emeralds from Somondoco were in sedimentary rocks, they would wash clean into the pits during the rainy season


Salt people: The muisca will give you access to a salt mine that you can extract from any point on the map, and you will be able to extract 10% faster from the salt mines. (You can recreate it once it runs out)

They were called “Salt People” because of their extraction of halite from various salt mines on the Altiplano, predominantly in Zipaquirá, Nemocón and Tausa. Muisca mummification - Wikipedia

Salt was mined in Nemocón , Tausa and Zipaquirá, giving the Muisca the name “The Salt People” Muisca economy - Wikipedia

Muisca Barter: Natives are 10% cheaper, and trading posts are 30% cheaper. You will also have access to a construction cart that turns into a muisca market where you will have access to 3 improvements:

  • Excess food: It is a button that converts all current food into coins. It can be reused every 5 minutes and the first time you use it increases crop production by 5%.
    The fertile Muisca lands make food produced in excess, but you can trade it with other tribes.

  • Muisca goldsmith: From now on the muisca market will give you a passive experience income.

  • Muisca Textiles: All villagers are 5% cheaper.

Cotton Cloaks: Muisca villagers and warriors with more tolerance to projectiles. Gives 0.20 armor to projectiles (even if the muisca warrior is in mele mode).

Muisca warfare - Wikipedia

This is a game that I found by chance based on Muisca. Use landscapes like the ones I proposed for the north of the Andes, such as the frailejones.

That’s all for now. Later I will propose about other minor civilizations.


I thought about giving cows a food resource trickle to simulate dairy farming but I realized that there’s a balance issue with providing a 20-stackable food trickle with no downtime and a minimal food investment. Right now I’m thinking that a variation of the Barbacoa card that enables a seperate Dairy Cow unit which generates a food trickle, with an internal food capacity that functions as a timer simulating the dairy cow’s productive years, that then gets either reclaimed or not (leaning towards not since that focuses more on the food trickle, differentiating them from meat cows).

The other thought I had regarding cattle is making them give either a distance based or general buff to agricultural production, simulating cattle ploughs and natural fertilizer. This one seems less tenable though since using regular Cows would make the buff unreliable when the Cows are harvested, and using a seperate Plough Ox or similar type of unit for what is essentially just another Seed Drill-type 15% boost upgrade seems unnecessarily complex. There is the option to let them gather from Mills etc. like Settlers and thus free up Settlers for other things, and that seems more workable, but I don’t really know where else to go from there.

Maybe we could limit the sheep to 15, and the cows to 10 by default, but we could extend the limit with cards. Also the base production could be less, but expand the production capacity with cards.

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I think it’s a good time to reopen this topic.

I still think revolutions should be able to customize their decks.

Gatling Guns should be craftable at Foundries and Fortresses.

Revolutionaries should be able to be created in fortresses and barracks.

Revolutionaries should replace musketeers and gatling guns should replace falconets.

The revolutions should have the same experience systems as the Spanish ones, but for all revolutions.

The scout must become a revolutionary general and have the same skills as other generals in the game.

The units of the revolutions would have to replace the units that fulfilled the same role.


I would also like the revolutions to be reversible. Of course at a much higher cost than the Mexican revolutions. In addition, you would not advance in age, nor would you obtain bonuses from the revolution.

I’m not against giving players more freedom, but I don’t like the idea of being able to reverse the revolutions, I prefer that the revolutions be an alternative fifth age or that they allow us to customize the decks of the revolutions, but I don’t want them to be able to reverse, they would lose the grace and its main essence.

PS: The revolutions in Mexico were created with a very different purpose and that is why they can be reversed, we cannot apply the same logic to the revolutions of the “European Civilizations”.

I’m going to tell you a “secret”, I don’t like the fifth age, I consider it an age lacking in interesting content, for me revolutions should be able to be a valid replacement for the fifth age, because they offer more interesting changes and allow representing to civilizations that we would otherwise never see in a video game, for example, how many games are there, which have the USA, Germany, England, Russia, Japan and China? And how many have Argentina, Peru, Chile, Mexico, Finland, Brazil, Egypt, Indonesia, Hungary, Romania, etc.? I don’t know about you but I’m tired of the same civilizations as always.

I hope you don’t take my opinion the wrong way, I’m not looking to offend you or disrespect you, I just don’t like the idea. :face_exhaling:


a mi me gustaría ver a mi país ser representado en el age of empires 3 (soy de chile) y pagaría por el dlc sin dudarlo, pero solo se vale soñar amigo


Chile is part of the countries represented with the revolutions, but I am not going to deny that they should add more content to the Chilean revolution.

I think that for Chile the developers could have given it a battalion system similar to China but with good base units, Chile historically has infantry and cavalry battalions, but they could count on reinforcements from Argentina and Peru for the siege part.

Dragon Battalion: 10 Dragons 2 Culverins
Battalion of Hussars of Death: 10 Hussars and 2 Falconetes
Guerrilla Battalion: 10 Guerrillas 2 Falconetes
Revolutionary Battalion: 10 Revolutionaries 2 Horse Cannons

Note: Foundries could still create artillery.

Argentine Allies: (Inf) 10 Mounted Grenadiers 2 Mortar
Peruvian Allies: (Inf) 10 Peruvian Guards 2 Royal Cannons

But it is definitely one of the revolutions that needs an urgent rework.

I said that for me the revolutions are more interesting, because they represent civilizations that are not common to see, in addition to presenting more interesting mechanics and units, something that the imperial age does not have, I did not mean to imply that all revolutions should be complete civilizations .

PS: I don’t think it’s impossible for them to add Chile as a full civilization, just unlikely. :laughing:

Do not lose hope. :smile:

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Todos esos países estan representados de la manera más lógica, en forma de revolución; por eso la gente no entendía la adición de EEUU y México. Los devs deberían haber rehecho las revoluciones.


Actually, I would like both options. XD

Being able to reverse them, or being able to go entirely on a new line.

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Sir, yes sir. :saluting_face:

Perhaps it would be necessary to merge the concepts, the fifth age could give unique units just like the revolutions, the revolutions could be designed for an offensive while the imperial age would be designed to be defensive, both could access a customizable deck, the revolutions would have more powerful military shipments and empires would have more infrastructure shipments.

None would lack economic and military shipments, but it would cost them more to obtain them.

Infrastructure cards: Free
Military cards: They cost resources

Infrastructure Cards: They cost resources
Military Cards: Free

Currently there are some units that could be for the imperial age, for example the English could replace the longbow archer with the ranger automatically in imperial and enable upgrades.

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Most revolutions do enable you to re-start your economy I’m fine with that. And reversing revolutions would ruin the point.

The main downsides is you lose out on imperial unit and economic upgrades,

Losing your custom built deck for a fixed one is part of the price for revolting.

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No, on the contrary it is a reward, the deck of a revolution is usually much better than a normal deck, the vast majority of cards in a normal deck are useless for a revolution, for example, what good is a shipment of 2 falconets if you can send me 4 gatling machine gun?.

The only reason I want rev decks to be customizable is to make use of cards that are normally trash, for example.
image image image

That’s a half truth, but yes.

:smile: :+1:

I would like a desert version painted with trade routes. Also a version of the orinoco with trade routes (Could be a river trade route).

Maps like the Amazon and the Caribbean need river/naval trade routes. The map ‘La Española’ does not have a trade route, but it could have a naval trade route.

I also want the ‘new england’ map and tutorial to look similar to the original game.

Bring back this beautiful lighting tone to these 'new england' styled maps

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