The Age of Empires III Cutting Room Floor

Use in the Russian HC

Use in the Germany Church

Use in the Germany HC

Use in the Act 3 Steel

What??? You have a beta version???

Rewind to 0:35 and look carefully, it is unimproved wooden Star Fort

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Yeah, quite interesting what you can find, if you enable the UI stuff

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Am I the only one curious about that ship?

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that would be an early galleon model, source, i played the beta version years ago

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I also did save me all aoe3DE betas, but we’ll due to NDA I’m not allowed to share them :confused:

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As I mentioned earlier Total War esque gameplay of formations (it used to work)

Well, the star fort also appears in the intro of the original game…

The Japanese Dojo was a bit more involved in an earlier iteration and may have been meant to be a primary unit production building. It could produce Kensei, Samurai swordsmen, Shinobi spies, or experience and had multiple cards and techs to increase build limit and decrease train time. Funnily enough the sole remaining Dojo upgrade (ypDojoUpgrade1) is using the icon for tech_dojo_upgrade2.png, none of the icons appear to remain for these cut techs, not even tech_dojo_upgrade1.

<String _locID ='61770' symbol ='cStringDojoKensei'>Configure this Dojo to produce 3 Samurai swordsmen.</String>
<String _locID ='61771' symbol ='cStringDojoKenseiActive'>This Dojo is producing 3 Samurai swordsmen.</String>
<String _locID ='61772' symbol ='cStringDojoSamurai'>Configure this Dojo to produce 3 Samurai swordsmen.</String>
<String _locID ='61773' symbol ='cStringDojoSamuraiActive'>This Dojo is producing 3 Samurai swordsmen.</String>
<String _locID ='61774' symbol ='cStringDojoShinobi'>Configure this Dojo to produce 4 Shinobi spies.</String>
<String _locID ='61775' symbol ='cStringDojoShinobiActive'>This Dojo is producing 4 Shinobi spies.</String>
<String _locID ='61776' symbol ='cStringDojoXP'>Configure this Dojo to produce experience points.</String>
<String _locID ='61777' symbol ='cStringDojoXPActive'>This Dojo is producing experience points.</String>

<String _locID ='61867'>Increases Dojo limit by 2.</String>
<String _locID ='61868'>Bujinkan Expansion</String>

<String _locID ='61870'>Increases Dojo limit by 2.</String>
<String _locID ='61871'>Noma Expansion</String>

<String _locID ='62007'>Dojo build limit increased.</String>
<String _locID ='62008'>Edo Dojo</String>

<String _locID ='62011'>Dojo build limit increased.</String>
<String _locID ='62012'>Osaka Dojo</String>

<String _locID ='61788'>Upgrades to Kendo Dojo, increasing Dojo hitpoints and decreasing Dojo unit train time.</String>
<String _locID ='61789'>Kendo Dojo</String>

<String _locID ='61795'>Upgrades to Hombu Dojo, increasing Dojo hitpoints and decreasing Dojo unit train time.</String>
<String _locID ='61796'>Hombu Dojo</String>

<String _locID ='61970'>Dojo units train faster.</String>
<String _locID ='61971'>Roshi Training</String>

<String _locID ='66444'>Dojos generate armies even faster.</String>
<String _locID ='66445'>Kendo</String>

Little remains for what the difference between Kensei and Samurai was, but they were distinct units at some point.

<String _locID ='62271'>Ships 5 Kensei, 5 Samurai, and 1 Shogun.</String>
<String _locID ='62272'>Shogunate</String>

<String _locID ='62566'>Kensei Splash Attack Shipment has arrived.</String>
<String _locID ='62567'>Kensei Faster Training Shipment has arrived.</String>

An early version of Japan’s Shrines needed to be upgraded to Matsuri Shrines before they could produce resources.

<String _locID ='60222'>Supports 10 population.</String>
<String _locID ='60223'>Shrine</String>
<String _locID ='60224'>Shrine Japanese</String>

<String _locID ='61800'>Upgrades to Matsuri Shrine, enabling production of resources.</String>
<String _locID ='61801'>Matsuri Shrine</String>

The FIre Pit system’s early design also had a Shrine, or medicine shrine in the files, that was to contain ritual dances and ceremonies.

<String _locID ='43494'>Improvement building</String>
<String _locID ='43495'>Ritual dances and ceremonies to benefit the tribe.</String>
<String _locID ='43496'>Shrine</String>

<unit id="714" name="Shrine">
 <displaynameid>43496</displaynameid>
 <animfile>buildings\native_civs\medicine_shrine\medicine_shrine.xml</animfile>
  <icon>resources\art\buildings\medicine_shrine.png</icon>
  <portraiticon>resources\art\buildings\medicine_shrine.png</portraiticon>
  <rollovertextid>43495</rollovertextid>
  <shortrollovertextid>43494</shortrollovertextid>

In an early design every upgrade from Market techs to military unit upgrades (which upgraded multiple units at a time like DE’s African Royals) required the Fire Pit in some capacity.

<String _locID ='45030'>Villagers gather Wood faster. Second wood upgrade.  Requires Fire Pit.</String>
<String _locID ='45031'>Forest People Dance</String>
<String _locID ='45032'>Villagers gather Wood faster. Third wood upgrade.  Requires Fire Pit.</String>
<String _locID ='45033'>Forest Spirit Dance</String>
<String _locID ='45022'>Attack and hitpoints increased for Horsemen.  Requires Fire Pit.</String>
<String _locID ='45023'>Elite Corral</String>
<String _locID ='45024'>Attack and hitpoints increased for Aennas &amp; Tomahawks.  Requires Fire Pit.</String>
<String _locID ='45025'>Elite War Hut</String>
<String _locID ='45020'>Villagers gather Coin faster.  Requires Fire Pit.</String>
<String _locID ='45021'>Earth Dance</String>
<String _locID ='44615'>Boats gather Food from Fish and Coin from Whales faster.</String>
<String _locID ='44616'>Fishing Dance</String>
<String _locID ='44617'>Boats gather Food from Fish and Coin from Whales faster.</String>
<String _locID ='44618'>Greatfish Dance</String>
<String _locID ='44619'>Livestock fatten faster when tasked on Farms.</String>
<String _locID ='44620'>Herd Mother Dance</String>
<String _locID ='45038'>Villagers gather Food faster.  Requires Fire Pit.</String>
<String _locID ='45039'>Green Corn Dance</String>
<String _locID ='45040'>Villagers gather Food faster.  Requires Fire Pit.</String>
<String _locID ='45041'>Harvest Dance</String>
<String _locID ='45044'>Villagers gather Wood much faster. Final wood upgrade.  Requires Fire Pit.</String>
<String _locID ='45045'>Deforestation</String>
<String _locID ='45046'>Villagers (and Banks, if you have any) gather Coin from all sources much faster. Final coin upgrade.  Requires Fire Pit.</String>
<String _locID ='45047'>Excessive Tribute</String>
<String _locID ='45048'>Villagers gather Food from Mills and Hunting much faster. Sheep also fatten at farms much faster. Final coin upgrade.  Requires Fire Pit.</String>
<String _locID ='45049'>Large Scale Gathering</String>
<String _locID ='45014'>Attack and hitpoints increased for all Corral units.  Requires Fire Pit.</String>
<String _locID ='45015'>Champion Corral</String>
<String _locID ='45016'>Attack and hitpoints increased for Rams and Mantlets.  Requires Fire Pit.  </String>
<String _locID ='45017'>Champion Siege Workshop</String>
<String _locID ='45018'>Attack and hitpoints increased for all War Hut units.  Requires Fire Pit.</String>
<String _locID ='45019'>Champion War Hut</String>
<String _locID ='45050'>Legendary upgrade for all Corral units.  Requires Fire Pit.</String>
<String _locID ='45051'>Legendary Corral</String>
<String _locID ='45052'>Legendary upgrade for all Siege Workshop units.  Requires Fire Pit.</String>
<String _locID ='45053'>Legendary Siege Workshop</String>
<String _locID ='45054'>Legendary upgrade for all War Hut units.  Requires Fire Pit.</String>
<String _locID ='45055'>Legendary War Hut</String>
<String _locID ='45056'>Villagers gather Wood faster.  Requires Fire Pit.</String>
<String _locID ='45057'>Lumber Dance</String>
<String _locID ='45058'>Villager attack increased.  Requires Fire Pit.</String>
<String _locID ='45059'>Spirit Medicine Dance</String>
<String _locID ='45357'>Attack and hitpoints increased for Aennas &amp; Tomahawks.  Requires Fire Pit.</String>
<String _locID ='45358'>War Dance</String>
<String _locID ='45377'>Wall hitpoints increased.  Requires Fire Pit.</String>
<String _locID ='45378'>Wall Dance</String>

A few dances were cut from the finalized Fire Pit design, including a Green Corn Dance for unit speed, a Morning Wars Dance for spawning a special unit for Iroquois, and an unknown dance, possibly the Green Corn Dance, that boosted gather rates.

<String _locID ='45585'>Perform a Green Corn Dance to boost unit speed.</String>
<String _locID ='45586'>Your Villagers are performing a Green Corn Dance to boost unit speed.\nCurrent Benefit:\n{danceDescription}</String>
<String _locID ='46057'>Perform a Morning Wars Dance to spawn a special Iroquois unit.</String>
<String _locID ='46058'>Your Villagers are performing a Morning Wars Dance to spawn a special Iroquois unit.\nCurrent Benefit:\n{danceDescription}</String>

<String _locID ='69164'>increased gather rates dance</String>
1 Like

that is still in the tactics file, it just spawns a ninja

@JiMMy12013 found a graveyard of French Revolution cards that were either cut or altered.

The Storming of the Bastille card had a gather rate nerf contemplated for it.

<string _locid="200130">Sansculotte siege damage and armor increased at the expense of reduced gather rates.</string>

Alternate designs for the Indonesia revolt’s Kraton Guards card.

<string _locid="200121">Significantly improves Revolutionaries and Pikemen units in combat at the expense of reduced Musketeer combat strength.</string>
<string _locid="200122">Significantly improves Revolutionaries and Pikemen units in combat at the expense of higher Musketeer costs.</string>

A revolt was going to get Napoleon Guns unlocked.

<string _locid="200116">Ships 2 Napoleon Guns. Enables Napoleon Guns to be hired at the Tavern and Artillery Foundries.</string>

I feel this is a thing, but I also don’t see the strings anywhere for it so it may be cut content.

<string _locid="200125">Dismantle Fishing Boat</string>
<string _locid="200126">Dismantle Fishing Canoe</string>
<string _locid="200127">Dismantle this boat to return 30% of its wood costs.</string>

The Dutch’s Belgian Revolution turned Halberdiers and their cards into Revolutionaries, which would apply to the Seventeen Provinces card as well.

 <string _locid="125554">All your Halberdiers pick up firearms and turn into Revolutionaries to fight for the Belgian cause! All ordinary Halberdier cards replaced with Revolutionaries.</string>
<string _locid="125543">Ships 1 Revolutionary for each military production building that you own (up to 17).</string>

The Dutch unique Battleship card went through a few iterations.

<string _locid="200106">Ships a mighty Battleship! Dutch Battleships move faster and can train Petards.</string>
<string _locid="200107">Ships a mighty Battleship! Dutch Battleships move faster and can train artillery units.</string>

Portugal’s Naval Infantry card additionally let Musks and Cassadors build Docks. The Grapeshot card had a slow effect instead of increased AoE.

<string _locid="125441">Musketeers and Cassadors can build Docks and Portuguese Warships can train Infantry units.</string>

<string _locid="125202">Organ Guns fire faster and slow down hit targets.</string>

Russians had a card called Tula Arms Plant which was cut.

<string _locid="125437">Tula Arms Plant</string>
<string _locid="125438">Ships 1 Falconet and 1 Artillery Foundry Wagon.</string>

Alternative names for the auras for Hospitaller and Basilica.

<string _locid="125140" symbol="deAuraHospitallerB">Chivalry Aura</string>
<string _locid="125141" symbol="deAuraHospitallerC">Knightly Aura</string>

<string _locid="125142" symbol="deAuraBasilica"> Gothic Architecture</string>
<string _locid="125144" symbol="deAuraBasilicaB">Romanesque Architecture</string>

Malta’s Hospitality card went through a few variants.

<string _locid="125015">Arrives fast! Hospital upgrades are cheaper. Your next Age-up is faster for each Hospital Unit you’ve trained in your CURRENT Age.</string>
<string _locid="125016">Arrives fast! Town Centers work faster and Hospital upgrades are cheaper.</string>

Malta had a few Depot upgrade cards cut.

<string _locid="124817">Tersenal</string>
<string _locid="124818">Depots improve the work rate of nearby Docks and can repair ships in radius.</string>
<string _locid="124819">Docks work much faster when a Depot is nearby.</string>

<string _locid="124823">Fougasse</string>
<string _locid="124820">Enables Depots to train Culverins and Mortars.</string>
<string _locid="124824">Enables Fire Throwers, Petards, and Mortars in Depots.</string>
<string _locid="124825">Enables Fire Throwers and Petards in Depots.</string>

<string _locid="124826">Booby Traps</string>
<string _locid="124827">Improves the blast radius of Depots.</string>

Malta had an Italian Tongue card that sent and unlocked Order Schiavones and a Swedish Tongue card; nothing seems to remain for the latter except an icon.
tongue_italian
tongue_swedish

<string _locid="124724">Italian Tongue</string>
<string _locid="124725">Ships a Commandery Wagon and a number of powerful Order Schiavoni. Enables Commanderies to recruit them.</string>

Italy and Malta’s Merchant Republic card sent trading post wagons.

<string _locid="124694">Ships a number of Trading Post Wagons. Trade Routes become more profitable and a percentage of all the resources you have earned from them so far is granted to you again.</string>

Italy had a Venetian Mirror card that sent a second explorer.

<string _locid="124752">Venetian Mirror</string>
<string _locid="124753">Grants your Explorer to look into a rich Venetian mirror and create a copy of himself.</string>

In an earlier post I mentioned that the trailer for Mexico looked like they had one reward for every federal state in an age, this is confirmed as I found the strings. They would have had 1 Military Wagon for Age II, 5 Soldados for Age III, 600 Coin for Age IV, and 1 Fort Wagon +1 Fort limit for Age V.

Central America’s Salvadoran Coffee used to trigger a variant of Tabasco Fruits that boosted Hacienda gather rates for 50 seconds.

Cut Mexican cards and card effects.

<string _locid="113165">Soldado resource and population costs are reduced as well as hitpoints and damage.</string>
<string _locid="113166">Soldados cost less resources and population space at the expense of less hitpoints and damage.</string>
<string _locid="113160">All Mexican units gain more Kill XP.</string>
<string _locid="113161">All Mexican units gain more Build and Kill XP.</string>
<string _locid="113162">Units gain more Build and Kill XP.</string>
<string _locid="113163">Villagers gather natural resources much faster when working nearby Haciendas and Town Centers.</string>
<string _locid="113164">Your Padre regenerates hitpoints much faster at the expense of less total hitpoints.</string>

<string _locid="112852">Ships 3 additional Filibusters for each shipment you have sent so far this game. All Military Buildings and Houses transform into Filibusters.</string>
<string _locid="112853">Filibuster Invasion</string>

<string _locid="112933">Haciendas have more hitpoints and can produce Cuatreros. Cuatreros cost less population and can gather food from Herdables and Huntables.</string>
<string _locid="112934">Ranchos</string>

<string _locid="113051">The next Cathedral tech researched is free.</string>
<string _locid="113052">Despertador Americano</string>

<string _locid="113018">Cry for Liberty</string>
<string _locid="113019">All units in the line of sight of the Revolutionary Padre or the vicinity of the Inspiring Flag are quickly healed.</string>

There are unused Attack, Hunting, and Agility promotions for damage, range, and speed respectively.

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Even with this extra ability, the card would still be terrible so I’m not sure what their thought process was. It needs to be buffed in some way like giving their infantry a multiplier against ships.

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God I want it so bad in AoE3.

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Well, the AoE 3 board game had something similar xd…

image

image

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Well, we can rescue what we can from the game’s Glossary pistures:

Upscaled versions of the Legacy flags:


Beta UI:



I’m glad they got rid of the tabs for seeing unit stats.

Aztec Firepit in DE graphics:

Old Longbowman model (replaced by a patch that overhauled them):

Legacy Iroquois flag was displayed instead of a solid player color flag:

The Settler image in the Compendium is unique and different from any ingame model, as was Legacy’s:

Early DE flag for Indians:
image

Early DE flag for Germans (Legacy design but with yellow background):
image

Early DE flag for Russians:
image

Stances (Squad Locked, Squad Unlocked, Aggressive, Defensive, Stand Ground). In both DE and Legacy:
imageimageimageimageimage
imageimageimageimageimage

Squad (Legacy)

Formations (Box, Line, Mixed, Spread, Wheel Right, Wheel Left). In both DE and Legacy:
imageimageimageimage
imageimage
imageimageimageimage
imageimage
Probably some leftovers from the formations shown in the early game previews, and carry-overs from AoM.
These could also be locked, using the same icons as Squad Locked

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Alright here’s a real headscratcher:

While the graphics and UI definitely look like early DE, there’s something off with pretty much everything else. The unit models, the Settler icon, the layout. it all looks like a sideways development, slightly different from both Legacy and DE rather than an in-between.

The scary thing is, I found this by accident 1 year ago while browsing through the files, but now I can’t find it anywhere (luckily I shared it on Discord and managed to recover it from there). I was lucky to have found it. Could it have been removed? that would seem odd, since so many old files still remain. As far as I know, none of the unique assets shown in this screenshot have been found yet.

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I’m so glad they corrected course tho!

Once more onto the blurry handmade screenshots!

That’s because it’s not an in-engine screenshot at all. It’s a conceptual mockup, composed using some ready-made assets, some custom but provisionary assets, and painting tool effects. You can tell that from its intense lighting, and detailed foliages and flames that are like nothing in the final game.

Such mockups are created in the early exploration phase for a game’s art style, to help devs “get a feel” of the game, and may be used internally to help convey their vision.

Actually knowing that this is a mockup, it bears a close relationship to the final DE art direction. Good or bad, it showcases quite a few things they went for in DE, like minimizing UI screen coverage, a very plain wooden UI texture, emphasizing vegetation models, emphasis on more realistic shadows, and the overall warmer color tone.

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never found these files, however, i did find the early beta UI panels and their access codes to use ingame
just never went through with it

It doesn’t look bad…

Sure, it’s like a general idea of what the game would look like…

Looks like a Tablet UI to me.