The Age of Empires III Cutting Room Floor

Yeah, what little of GC we have in the available game builds are better called “UI mockups” and “unused hooks” than prototypes, isn’t it?

Those “Treaty” strings were definitely for an in-game UI.

Grand Conquest would be what the New World campaign is in Rise of Nations…

I would tell you that 5 centuries (1400-1900)…

Italy and Swedish Church unused models from original AoE3


Absolute units
(20 chars)

Yeah they kinda were Homecity building sized.

Yes, they are very large buildings to be built…originally the HC Italians from ES were going to have the Florence Cathedral and the HC Swedes the Stockholm Cathedral…

There seems to be an unused portrait that I’ve not seen used anywhere ingame. Comes in Legacy and DE versions:


Uhm, some groupings might use it. The Asian trade sights

The Unit Help files are a peculiar graveyard of cut designs and things that just never got updated.

The Crossbowman design was supposed to have a low starting range that improved “dramatically” with the first upgrade.

…their range starts out very poor, but increases dramatically with their first upgrade. Crossbowmen are best fielded against slow, non-ranged units, so that they have time to fire a deadly barrage of crossbow bolts before they are forced to flee or fight hand-to-hand.

The Falconet says something about only Ottomans and Portuguese being able to get non-Falconet artillery early, whether that meant their unique units or Culverin/Mortar I’m not sure.

Falconets are the first true artillery pieces you can generally expect to see in most games. Grenadiers are available earlier, but are often quickly eclipsed by the more powerful, longer-ranged Falconet. Only the Ottomans or Portuguese can field other artillery early.

At some point the Organ Gun had less range than other artillery (it has the same as Falconet and Horse Artillery).

The Organ Gun is a Portuguese artillery piece focused on damaging units. It has less range than most artillery pieces, but is devastating to soldiers, especially infantry. It is trained from the Artillery Foundry in the Fortress Age, or can be sent from the Home City. Like all artillery pieces, it is expensive and takes up several population spaces. Organ Guns are what a Portuguese player uses to shred enemy units. Because of their limited range and low hitpoints, it is important to protect them from units that get close.

Cavalry Archers originally were supposed to be 1 pop units with less hitpoints than Dragoons.

Cavalry Archers are a fast, ranged unit. They are effective at raiding and chasing down enemy cavalry. Their range is short, and they are vulnerable to longer ranged units. Only the Ottomans and Russians field Cavalry Archers. They have fewer hitpoints and a lower attack than Dragoons, but are cheaper to train and cost less population space.

I don’t know if this is missing words or if Longbowmen were only available in Age II.

The Longbowman is a unique British infantry unit that has a long range, decent attack, and poor hitpoints. They are available in the Commerce Age and until the Fortress Age, when Skirmishers and artillery come into play. They are the longest ranged unit.

Instead of a Home City, at some point TAD civs may have used Holy Sites.

They can be sent from the Home City, Holy Sites, or Tribal Council after they are unlocked.

Caravels (and Galleys) were meant to be a free starting unit on a lot of water maps.

On water maps players usually start with a Caravel, a small ship that can fish, scout shorelines, and transport Settlers and soldiers. It sinks quickly when attacked by any ships of the line (Galleons, Frigates, Monitors) or defensive buildings (Town Centers and upgraded Outposts). Artillery and even a group of units can sink a Caravel in reach of their weapons. The best thing about the Caravel is that often the first one is free! Players sometimes forget that they have a starting Caravel and focus their activities on land, but using a starting ship well can be key to a successful game.

The Arsenal may have had techs to increase the range for Skirmishers and Musketeers.

The improvements available in this building can shore up unit weaknesses, like giving artillery more hitpoints, or emphasize unit strengths, like giving Skirmishers and muskets better range.

Instead of making it so you have population without needing houses/TCs, the Capitol may have had a tech that acted like China/Russia’s bonus pop.

Another raises the population limit on gatherers and soldiers.

The Capitol also had a cut tech called Artillery Regiments, which has the description of “Purchases all remaining improvements for Artillery.” It granted all the current Industrial Age upgrades (Field Gun, Grapeshot, etc.) along with Trunion and Professional Gunners.

Some units for WarChiefs civs specify which upgrades they could get, no mention of Legendary though, and Rifle Rider was seemingly in Age II. This may or may not be a relic of when the TWC system let them mass upgrade their units like The African Royals.

You can upgrade the Rifle Rider to Elite and Champion.

Tashunke Prowlers were originally in Age II (they have been pushed back to Age IV in the current build).

First available in the second Age, the Tashunke Prowler gains strength through numbers - the more you have, the tougher they get.

Instead of a Town Center, TWC civs were supposed to have a Camp Circle.

Building a Farm costs a lot of Wood, so Farms are often built later in games when nearby hunting has been exhausted, or when a player wants to keep gatherers near the safety of the Camp Circle.

Both the Cathedral and the Padre were originally available in Age I, and the Padre had to be trained. The Cathedral featured many “double-edged sword” technologies and contingent techs.

The Padre replaces the Priest and is unique to the Mexicans. It is available starting in the Exploration Age and, like the Priest, can heal allied units.

The Cathedral replaces the Church and is unique to the Mexicans. It is available in the Exploration Age, can repair nearby buildings, and can research a series of special technologies, many of which are double-edged swords or can only be obtained under certain conditions. Cathedrals also train the Padre, a unique healer for the Mexicans.

The United States’ Meeting House was also originally in Age I.

The Meeting House is a building unique to the United States and is available starting in the Exploration Age. Unlike the Church that it replaces, its focus is on secular affairs and technologies, and it trains Surgeons instead of Priests.

Soldados may have had a special “fast bayonet attack.”

The Soldado replaces the Musketeer and is unique to the Mexicans. It is available starting in the Commerce Age and, like the Musketeer, is effective against cavalry and shock infantry but weak against light infantry. Soldados are stronger and have a fast bayonet attack, but slower to train and take up two population slots rather than just one.

Settlement Age may have been an alternative for the Discovery Age rename.

The Torp is a unique Swedish building that replaces the House and is available starting in the Settlement Age.

I don’t think the Abun can empower buildings and only the Griot can, so it would be cut if so.

The Abun is a unique Ethiopian priest. It is available starting in the Commerce Age and can heal units at range as well as empower buildings to work more efficiently.

The Italians originally had a Cardinal, a unique Priest replacement with multiple special abilities.

The Cardinal is a unique Italian healer unit that replaces the Priest. It can be trained in the Basilica starting in the Commerce Age and has several special abilities. It can convert buildings, reduce the strength of a single enemy unit, and increase the strength of a single allied unit.

Papal Guards originally had their charged pistol attack by default.

The Papal Guard is a unique Italian unit that can be trained in the Basilica starting in the Commerce Age. Papal Guards are heavy infantry units that regenerate, can deflect a portion of damage from attacks targeting adjacent allied units, and can also use a powerful charged pistol attack against enemy units.

Order Galleys got additional attack and range with their promotions.

Order Galleys regenerate hit points and can ascend up to three levels of promotions by killing enemy units, each level raising their damage output and range

Can these actually herd huntables without killing them?

Royal Hunters counter Skirmishers, can fire at deer to drive them in a certain direction without killing them, gather from hunted animals and pick up Treasures.

The Counter Dragoon was originally a unique Age IV unit for the Russians which could mount and dismount.

The Counter Dragoon is an unique Russian light cavalry unit available at the Stable in the Industrial Age. It performs the role of an ordinary Dragoon to fight heavy cavalry, but actually specializes in countering other light cavalry units and artillery at range. Due to this specialized role he offers lower hitpoints and base damage in exchange for higher attack multipliers and ranged resistance. In his melee attack the counter roles are reversed and the unit performs better against heavy cavalry. Counter Dragoons can dismount from their horses to turn into Counter Jaegers. These units are light ranged infantry units that are better at countering other Skirmisher and Light ranged cavalry units than Heavy ranged infantry such as Musketeers.


Would be nice to have this on cut content page on wikia!

Could be that this would be related to Lakota not all TWC civs?

1 Like

For me, it would only be for the Lakotas, since it was a nomadic civ…

They wanted cardinals to be the mediterranean Monk skin for AoE2DE too.


Looks likea moke up version for a pre-dev stage, to showcase UI and general appearance. It’s probably using a different game engine as well.

1 Like

+1 to a mockup

There is a town center icon on the minimap and obviously no town center on it. I doubt that is hand drawn, so maybe are assets from another game + photoshop for the UI