some suggestions

As an enthusiast of the Line Infantry Era and the Napoleonic Wars, and also a player of Age of Empires III, I have come up with several historically accurate suggestions after playtesting the new DLC:

  1. The Hussar ought to be repositioned as a fast light cavalry unit specialized in reconnaissance and artillery harassment, which is inconsistent with its current in-game function. I recommend a complete redesign of the Hussar unit. The existing generic light cavalry can be reworked to represent historical line shock cavalry whose core duty was frontal charges.

  2. Grenadiers should be redesigned as elite musket-armed infantry, equipped with a charged grenade ability and powerful siege performance. Their regular basic attack remains musket fire, identical to ordinary musketeers.

  3. Units such as crossbowmen, pikemen and halberdiers feel chronologically misplaced as the game advances. The tactical systems of Frederick the Great and Napoleon differ fundamentally from those of Gustavus Adolphus. As eras progress:

◦ Crossbowmen can be reimagined as light infantry similar to landwehr troops;

◦ Pikemen can be transformed into melee specialists armed with smoothbore muskets that rely on bayonet combat, preserving their original close-combat role.
To prevent visual confusion with regular musketeers, assign distinct headgear for differentiation: musketeers wear shakos, while the former pikeman unit wears bicorne hats.

  1. All European civilizations in the game can be divided into three cultural subgroups: Mediterranean, Western European and Eastern European, each featuring region-exclusive generic unit variants based on real military history.
    Example 1 – Skirmisher-type light infantry:

◦ Eastern European group (Prussia, Denmark, Sweden): Jägers

◦ Western European group (France, the Dutch Republic): Tirailleurs / generic skirmishers

◦ Mediterranean group (Spain, Portugal): Cazadores
Example 2 – Line infantry classifications:
France formally named its rank-and-file line infantry Fusiliers, Austria fielded Musketeers, while Prussia maintained two separate distinct formations: Fusiliers and Musketeers.
Example 3 – Lance-wielding cavalry:
Nations including France and Spain fielded Lancers, whereas Prussia, Austria and Russia filled this tactical role with Uhlans.

These variants are far more than simple regional name changes; their battlefield tactics bear striking differences. For example, Prussian Jägers focused far more heavily on close-quarters fighting than French tirailleurs, and clear operational divides existed between Fusiliers and Musketeers.

I hope these suggestions can provide inspiration for the development team and elevate the game’s historical immersion and epic atmosphere.

作为一名线列时代与拿破仑战争历史爱好者,同时也是《帝国时代3》玩家,在试玩全新DLC后,我整理了几条更贴合真实历史的修改建议:

  1. 骠骑兵(Hussar)应当重新定位为机动速度快、负责侦查与袭扰炮兵的轻骑兵,这和游戏当前设定不符,建议对骠骑兵单位进行整体重做。游戏现有的轻骑兵单位可以调整为史实中负责正面冲锋的线列冲击骑兵。

  2. 掷弹兵应当重新设计为精英火枪步兵,新增蓄力投掷手榴弹的技能,同时拥有极强的攻城能力;其常规基础攻击方式仍和普通火枪手一致,以火枪射击为主。

  3. 随着时代推进,弩手、长矛兵、长戟兵这类古老兵种会显得和时代背景脱节。腓特烈大帝、拿破仑的战术体系与古斯塔夫时代有着天壤之别。时代升级后可以做出如下调整:

◦ 弩手可以改版为类似后备兵(Landwehr)定位的轻步兵;

◦ 长矛兵改编为配备燧发枪、依靠刺刀进行近战肉搏的专职近战单位,保留其原本近距离作战的职能。
为了避免和普通火枪手造型混淆,可以给二者设计不同军帽:火枪手佩戴高筒军帽(Shako),原长矛兵单位佩戴双角帽(Bicorne)。

  1. 游戏里的欧洲文明可以划分为三大文化组别:地中海、西欧、东欧,每组分别配备符合自身历史的通用特色兵种。以散兵类轻步兵举例:

◦ 以东普鲁士、丹麦、瑞典为代表的东欧文化组,对应兵种为猎兵(Jäger);

◦ 法国、荷兰等西欧国家对应兵种为散兵(Tirailleur);

◦ 西班牙、葡萄牙为首的地中海文化组对应猎兵(Cazador)。

再举线列步兵的例子:法国对线列步兵的正式称呼是燧发枪步兵(Fusilier);奥地利称为火枪兵(Musketeer);普鲁士甚至同时编制燧发枪步兵与火枪兵两类独立单位。
枪骑兵同理:法国、西班牙等国的同类单位称作枪骑兵(Lancer);普鲁士、奥地利、俄罗斯承担该战术定位的是乌兰枪骑兵(Uhlan)。

各国同类兵种绝非只是叫法不同,实战战术差异巨大。例如普鲁士猎兵(Jäger)相比法国散兵(Tirailleur),更侧重近距离肉搏;燧发枪步兵与火枪兵在战术运用上也存在明确区分。

希望以上建议能为制作组提供一点思路,进一步提升游戏的历史代入感与史诗氛围。

3 Likes

I fully agree with this request. Let’s not forget that the standard Dragoons for all civilizations are also poorly represented; they wear cuirasses (breastplates) as armor, whereas they should simply wear jackets, given that they are supposed to be light, unarmored units. Regarding standard Grenadiers, I also agree with the original poster: they should use muskets to attack infantry and grenades to besiege buildings. Furthermore, their headgear is poorly rendered—it looks very odd and gives the standard Grenadier unit a bad appearance. Spanish Garrochistas suffer the same fate; this unit should be available starting in Age II so that their “Guard” appearance becomes the “Veteran” look, while the new “Guard” look is more modern, reflecting the fact that Garrochistas were units from the late 18th and early 19th centuries. I hope the developers can rework all the standard generic units mentioned in this post. It is very strange that new units look good while the game’s standard units still look exactly as they did in the 2005 game, without any touch-ups.

Dragoon

Grenadier

Garrochista

Our priority is to create a fun and engaging game. Realism and historical information are resources or ‘props’ that we use to add interest… but they are not the highest priority” - Bruce Shelley, co-founder of ES and lead designer of AoE.

4 Likes

My friend and I have tryed one.

1 Like

It looks great; I wish it were officially in the game.

Well, that person can say and think whatever they want, but ultimately, we—the consumers—are the ones who buy the games, so our opinion counts too, and I think it counts for a lot. Just because someone holds a certain view or follows a specific business model doesn’t mean it’s the right approach for consumers—who are, after all, the ones paying the salaries of the people working at those companies.

In short, consumer opinion counts and must also be taken into account.
:face_with_raised_eyebrow:

The thing is, the philosophy to put gameplay and fun over realism is something that is true since AoE 1.

1 Like

Well, I’m just another consumer, and like some of you here, I ask that they continue to respect the essence of AoE3—that fun takes precedence over historical accuracy—and ignore those who want to tear apart a game that’s been around for a long time just because it isn’t ultra-accurate.

I should add that you history purists are very vocal, but you also have to acknowledge that you’re in the minority. It’s important for you to share your perspectives, but when you ask the devs to substantially change the gameplay based solely on historical grounds, you’re going to face strong opposition. That’s what mods are for.

2 Likes

I think all of these ideas are excellent, and in fact, they are very close to the kind of improvements I have always hoped to see in Age of Empires III. Many history enthusiasts probably have similar ideas.

However, I think the biggest obstacle here is the issue of “path dependency.” Age of Empires III was designed with its current unit system and civilization structures from the very beginning, and after so many years, there are many existing mechanics, balance considerations, and player expectations built around them. The final version of the game is also quite different from some of the original design concepts.

For example, in the original design philosophy, cuirassiers seemed to be intended as the standard heavy melee cavalry of European civilizations, representing the main shock cavalry forces of different nations. Meanwhile, hussars should have been much closer to their historical role: fast and mobile light cavalry used mainly for reconnaissance, harassment, and attacking artillery positions. However, during development, these roles were changed, probably due to gameplay considerations. The current Uhlan unit actually resembles historical heavy shock cavalry more closely, while the hussar has taken on a different role.

Similar issues appear with other units. Dragoons, for example, played an extremely important role during the Napoleonic Wars, but in the game they are represented as ranged cavalry. Grenadiers are another example. Historically, they did originate as elite troops specialized in throwing grenades, but by the 18th and 19th centuries, they had largely evolved into elite line infantry rather than simply “grenade throwers.”

I do not think this necessarily means the developers misunderstood history. Rather, it was a matter of game design decisions. Age of Empires III has always needed to balance historical accuracy, gameplay balance, and accessibility for players.

If Age of Empires III were a completely new game being designed today, I would fully support the kind of comprehensive redesign you suggested. But for the current game, the biggest challenge is that it carries a lot of historical and design baggage. Implementing these changes would not simply mean adjusting a few units; it would require a major reconstruction of the entire European civilization system, military classifications, and balance structure.

Especially because the current game lacks a truly authentic heavy cavalry system for many European civilizations. Some nations historically did not rely heavily on hussars at all, while other units, such as grenadiers and dragoons, already have deeply established identities among players. From a historical perspective, these changes would be very meaningful, but for casual players who are already familiar with the current system, the learning curve and adjustment cost could be quite high.

So overall, I strongly agree with the direction of these historically inspired improvements. I just think the reality is that Age of Empires III carries a very heavy historical and design legacy. If there were ever an opportunity for a true “remake-level” redesign, these suggestions would definitely be worth considering.

You make a very good point; that’s why the request is simply to improve the appearance of standard units without removing the units themselves. I respect the decision to keep the standard units as they are, but I also support enhancing their visuals without altering their stats. After all, requests like this have previously led to massive visual improvements for units like Cuirassiers and Uhlans—as well as other standard Guard units—so I know a request like this wouldn’t harm the classic standard units at all; on the contrary, it would make playing with them more fun.

Of course, and ultimately, it’s just a visual upgrade that doesn’t alter the unit’s stats or original focus.

If the official developers do not take any further action, you might want to look forward to the mod that my friend and I are working on. Almost all of the suggestions you mentioned regarding unit appearances are things we have already done ourselves.

We have redesigned nearly all of the generic units in the entire game, as well as a large number of units where we felt the historical details were not accurate enough. However, we currently do not have a public release plan yet.

2 Likes

Hopefully you can release it publicly at some point so I can review it and play with it.

1 Like

No sabia donde publicar este comentario realmenten asi que me gustaria comentarlo aqui, algunos puntos en concreto.

La carta de 9 arcabuceros reales de los suecos si bien los habilita, no habilita sus mejoras.

parece ser que aun se sufren varias desconexiones en partidas, no por que las haya experimentado yo, sino que en este directo vi varias: https://youtu.be/stVtlP0j_vo
No hace falta que lo vean completo pero se entiende.

Por otro lado y ya hablando de la campaña creo que se podrian arreglar ciertas misiones para que sean más dificiles en la dificultad más dificil que se implemento, pero nombrare algunas de las misiones de las que me acuerdo.

Ultima misión del acto 1 sangre: La mision se vuelve muy sencilla cuando tapas todas las orillas cercanas a tu base, ya que el enemigo no puede desembarcar y ya haciendo eso no te ataca tanto como deberia y la mision se vuelve un chiste incluso puedes desembarcar en una isla cercana a la fuente con morteres para terminar la mision más rapido. Creo que un elemento que seria definitorio seria que la ia utilize morteros y monitores para romper las defensas del jugador o lanzar más tropas por tierra desde el camino de la base de Alain.

1º misión del Acto 2 Hielo: los ataques es tan bien, pero creo que podria subir el tiempo de aguante de 15 minutos a 18, inclusive hacer que los arqueros a caballo cherokee tengan un bonus de x1,8 contra caballeria pesada y que los jinetes con hacha lakota (si, aparecen de alguna manera) tengan un pequeño bonus de x1,3 contra infanteria ligera.

2º mision del Acto 2 hielo: podrian hacer que los ataques fueran más constantes ya que con una buena defensa inicial la ia igual se queda corta, quizas puedan hacer que use culebrinas y morteros.

Hay algunas misiones más pero no quiero alargar mucho mi comentario.

1 Like

In the Baltic Powers beta you can see they have done the opposite of this for the Mameluke, they resigned the unit to have MORE archaic armour plating. You can read the changelist to see why they did it and learn why they do it for other units like the Garrochista. It’s about gameplay unit role clarity; units need to look like they’re getting “stronger” as they are upgraded, and units with more hitpoints need to look “tougher” than other units: the shorthand for all that is armour. So it doesn’t really work to have a unit in age 1 lose its armour as it is upgraded.

Having said that, they’ve started breaking that rule more and more anyway over time so maybe they will give up on it totally eventually. E.g. the Russian halberdiers now lose their armour on being upgraded.

I’m afraid that rule never actually existed. In fact, Pikemen even lose their armor—their helmets—when they’re upgraded from Level 2 to Level 3.

Another example is the original Cuirassier in Age of Empires III. When upgraded from the Fortress Age to the Industrial Age, it would actually lose all of its armor.

The reason is simple: Age of Empires III has never followed a universal rule that units must become more heavily armored as they are upgraded. Some units gain armor, while others become lighter and less armored. Both approaches are perfectly valid.

That makes perfect sense for the historical period the game represents—the transition from the age of melee weapons to the age of firearms, when heavy armor was gradually disappearing rather than becoming more common.

That’s why many units introduced in the Definitive Edition, especially the Royal Guard units, don’t follow this supposed “rule” either. It isn’t a departure from the original design philosophy, because no such rule ever existed in the first place.

If you’re referring to the Spanish Lancer, you may want to look up the name of its Royal Guard upgrade: Garrochistas. The unit we created is based entirely on that official design and naming, just like other Royal Guard units in the game.

As I mentioned earlier, the game has never followed a universal rule that units must become progressively more heavily armored. Some units gain armor, while others become lighter. Both approaches fit the historical setting of the game, so there is no need for the Definitive Edition—or for mods—to adhere to a rule that never existed in the first place.

There are many more examples of this. For instance, Dutch and Danish Halberdiers, Swedish, Danish, Portuguese and Polish Pikemen, all show cases where upgraded versions do not necessarily gain more armor and may even lose armor visually.

The same applies to Portuguese Dragoons and some Revolutionary Dragoons. A large number of units in Age of Empires III actually lose armor when upgraded.

These examples further demonstrate that there has never been such a rule in Age of Empires III. Armor progression has always depended on the specific unit, its historical background, and the design choice of the developers—not on a universal requirement that higher-level units must always have more armor.