The Napoleonic Wars - European DLC propose

Age of Empires III: The Napoleonic Wars

Hello everyone on my topic. I will present you my proposal for a new European DLC.

At the outset, I would like to point out that I support adding DLC ​​from other continents, but because I know the history of the “Old Continent” better than the other continents, I prefer to leave them to people who know them better than me. These DLCs would add 3 new civs that would form a whole new group of civs (with completely new mechanics and content) - European non-colonial powers.

I invite you to read :slight_smile:

New civilizations

Italians

The cradle of the Renaissance, full of numerous rich states. Italy consisted of independent republics and principalities, as well as foreign possessions and spheres of influence. It was not until 1861 that the Italian lands were united, as a result of which the Kingdom of Italy was created, on the throne of which Victor Emmanuel II sat - until then the most powerful states were: Venice, Sicily, Sardinia, Tuscany and the Papal State.

The first Italian state can be called the Napoleonic Kingdom of Italy (1805–1814), which covered a narrow area of Northern Italy.

Numerous Italian states offer a lot of interesting things for the AoE 3, but unfortunately it is not possible to present them all at once. When creating this civ, you have to follow the USA and its Federal State (Age Up) mechanics.

Home City

  • Capital - Rome
  • Personality - Victor Emmanuel II of Italy

Units (only the default - not counting the ones available when selecting the Italian state)

Barracks

  • Pikeman (Royal Guard - Picchieri Imperiali)
  • Crossbowman
  • Musketeer

Sample Unique Unit available to trainable in Barrack after selecting the appropriate Italian state as Age Up:

  • Bersaglieri - high-mobility light infantry. Bersaglieri acted as skirmishers

Stable

  • Dragoon
  • Elmeti - it will become the UU for Italians. He will no longer be a Mercenary

Sample Unique Unit available to trainable in Stable after selecting the appropriate Italian state as Age Up:

  • Carabinieri - similar to US Carbine Cavalry (Royal Guard - Carabinieri Imperiali)

Artillery Foundry

  • Grenadier
  • Culverin
  • Falconet
  • Petard
  • Mortar

Unique Features (depending on the choices made during the Age Up)

  • Aristocratico is a Italians civ hero. Can build Wonder and Military buildings.

For example:

  • Each shipment additionally gives you a three huge crates of random resource (food, wood, coin or experience) - Genoa State
  • Would have Unique Economic Units - Architect (e.g. Florence State), Merchant (Genoa State and Venice State), and Trade Ship (e.g. Genoa State and Venice State). They would be available after selecting the appropriate Italian State during Age Up

Architect - economic unit (like the Settler Wagon in Germans civ). This unit would build buildings faster, but it would not be able to mine resources. It would be an expensive unit with a limit of 3. It would use a dagger to defend itself.

Merchant - a unit with which Settlers would increase efficiency. Additionally, this unit could build Markets and Docks. It would be possible to train in the Market. He could also automatically walk through the Markets of allies, thus generating Coins or XP.

Trade Ship (analogous unit - increasing the efficiency of marine resource prospectors, generating Coins and XP when automatically visiting the Docks and ability to build Docks) which would be trainable at the Docks - 3 Units limit.

  • Pope (1 limit) - this unit could convert enemy units to our side and impose Excommunication (reducing the enemy’s HP by half - Treasure Guardian too). He could train the Swiss Pikemen. It would be a defenseless unit. It would be available after choosing Papal State during Age Up.
  • Unique Age up mechanic: Stati Italiani (modeled on unique Age Up mechanics for African civs - Alliance. Choosing one of the Italian states affects Units, Mechanics and Home City Cards for Italians civ). An example of the Italian countries jackpot to choose from during Age Up:
  1. Papal States - Pope & Mercenaries
  2. Savoy - Military
  3. Milan - Economy & Mercenaries
  4. Florence - Architect & Economy
  5. Venice - Merchant & Trade Ship & Stradiot
  6. Genoa - additionally shipment & Merchant & Trade Ship
  7. Naples - Military
  8. Sicily - Economy & Navy

Wonders

  1. Castel Nuovo
  2. Doge’s Palace
  3. Florence Cathedral
  4. Teatro Politeama, Palermo
  5. Victor Emmanuel II Monument

Austria-Hungary

Although Austro-Hungary was founded in 1867, Austria and Hungary were connected with each other from 1526 by a common dynasty - the Habsburgs. The lands belonging to the Austrian Habsburgs were among others:

  1. Hereditary lands of the Habsburgs: Archduchy of Austria, Duchy of Carinthia, Duchy of Styria, Duchy of Land, Gorizia and Gradiyska, Trieste and numerous lands in Swabia and Alsace (the so-called Vernal Austria)

  2. Countries of the Crown of St. Wacław, which included:

  • Kingdom of Bohemia,
  • Moravian Margin,
  • margrave of Lower and Upper Lusatia (until 1635)
  • Silesia (mostly lost in the years 1740–1742)
  1. Countries of the Crown of St. Stefan, which includes:
  • the western part of Royal Hungary (to which the central part - Ottoman Hungary - was attached - in 1699),
  • Duchy of Transylvania (from 1699; from 1765 Grand Duchy of Transylvania),
  • kingdom of Croatia and Slavonia (since 1699)
  1. From the end of the War of the Spanish Succession in 1713:
  • Austrian Netherlands (until 1792)
  • Duchy of Milan (until 1797)
  • Kingdom of Naples (until 1735)
  • Kingdom of Sardinia (until 1720)
  • Kingdom of Sicily (1720-1735)
  1. Lands taken from the Ottoman Empire:
  • Banat (from 1718)
  • Kingdom of Serbia (1718-1739)
  • western part of Wallachia (1718–1739, de facto until 1737)
  1. Other lands include:
  • Duchy of Parma (1735–1748);
  • Kingdom of Galicia and Lodomeria (from 1772)
  • New Galicia (from 1795)
  • Bukovina (since 1774)
  • part of the lands of the liquidated Venetian Republic, including Istria and Dalmatia (from 1797)

So this empire was great and was also a stronghold of Europe guarding against the expansive Ottoman Empire.

Austro-Hungary (in 1867 the transformation of the Austrian Empire into the Austro-Hungarian Empire took place - the continuity of the existence of the same empire was then preserved - these changes were not significant for AoE 3) was an empire that could hardly be called German. The Germans accounted for about 23% of the population in this country. More than three-quarters of the population was diverse: Hungarians, Romanians, Italians, Jews, and many Slavic nations (it was the only empire in history to contain all three groups of Slavs). This empire connected the inhabitant of Krakow with the inhabitant of Venice, the inhabitant of Budapest with the inhabitant of Lviv, or the inhabitant of Prague with the inhabitant of Zagreb - something extraordinary. It is worth noting that this empire included territory not represented in the game. It could also represent nations that could not be represented by Germans civ for logical reasons. It is also worth noting that the Austrian civ would be very much needed for a potential Napoleonic campaign (and Historical Battles), the Battle of Vienna (no Austrians would be very bizarre) and a potential Thirty Years’ War Campaign.
Features of this new civ:

Home City

  • Capital - Vienna
  • Personality - Maria Theresa von Habsburg or Joseph II von Habsburg

Units (only the default - not counting the ones available when selecting the k.u.k. Kronland)

Barracks

  • Halberdier
  • Crossbowman
  • Musketeer (Royal Guard - Kaiserliche Musketeer)

Sample Unique Unit available to trainable in Barrack after selecting the appropriate k.u.k. Kronland as Age Up:

  • Hajduk - weak archer but cheap. They would use axe in hand-to-hand combat.
  • Pandurs - weak and cheap ranged heavy gunpowder infantry. They would use Yatagan in hand-to-hand combat. This unit would be the equivalent of the Ottoman Unique Unit - Janissary (but weaker)
  • Windbüchse Jäger - Austrian elite ranged gunpowder infantry with unmatched rate of fire and long range, with the ability to fire even concealed. It would be a unit similar to the Mercenary Unit - Jaeger (similar situation to Doppelsoldner and Landsknecht).

Stable

  • Uhlan
  • Dragoon (Royal Guard - k.u.k. Dragoner)

Sample Unique Unit available to trainable in Stable after selecting the appropriate k.u.k. Kronland as Age Up:

  • War Wagon
  • Hungarian Hussars (improved Hussar unique to Austro-Hungary civ)

Artillery Foundry

  • Culverin
  • Falconet
  • Petard
  • Mortar
  • Horse Artillery

Sample Unique Unit available to trainable in Artillery Foundry after selecting the appropriate k.u.k. Kronland as Age Up:

  • Hungarian Grenadier (improved Grenadier unique to Austro-Hungary civ)

Unique Features

  • Grenzer - Austria-Hungary civ have a unique counterpart to Militiaman. He loses HP, but only to 75% HP. They train in groups of 5. They can also be summoned in the Outpost and in the Fort (up to two times per building).

  • Unique Age up mechanic: k.u.k. Kronland (modeled on unique Age Up mechanics for African civs - Alliance. Choosing one of the Kronland affects Units, Mechanics and Home City Cards for Austria-Hungary civ). An example of the Kronland jackpot to choose from during Age Up:

  1. k.u.k. Kronland Austria - Windbüchse Jäger & Mercenaries
  2. k.u.k. Kronland Bohemia and Moravia - War Wagon & Arsenal
  3. k.u.k. Kronland Hungary - Military
  4. k.u.k. Kronland Wallachia and Transylvania - Economy
  5. k.u.k. Kronland Croatia and Slavonia - Pandurs & Trade
  6. k.u.k. Kronland Serbia - Hajduk & Navy
  7. k.u.k. Kronland Galicia and Lodomeria - Economy
  8. k.u.k. Kronland Bosnia - Mosque & Mercenaries
  • Hofrat is a Austria-Hungary civ hero. Can train Rottweiler (dog). Settlers are more effective around him.

  • They have a new unique building Festung (connection of the Barrack with the Stable. Unlike Fort and Blockhouse, it doesn’t defend. It has more than 2700 HP, but requires 450 wood and the construction time is 45 seconds).

Wonder

one to choose from:

  1. Rector’s Palace, Dubrovnik
  2. Church of Our Lady before Týn
  3. Burg Kreuzenstein
  4. Hofburg
  5. Hungarian Parliament Building

Prussians

Prussia has a very interesting history - from the Teutonic Order, through the Kingdom of Prussia to the unification of Germany. Modern Germany owes its existence to them.

The first state of existence in Prussia was the state of the Teutonic Order. In 1226, Duke Konrad I of Mazovia brought the Teutonic Knights to the Chełmno Land, from which the Order conquered the Prussians. For the next 200 years, the Teutonic Knights colonized Prussia and built their state. Under the provisions of the Second Peace of Toruń (1466), the Order gave Poland Pomerania, the Chełmno Land and Warmia, became a Polish vassal and moved the capital of the state from Malbork to Królewiec. Monastic Prussia was then established. The fall of the Teutonic state took place in 1525, when the last Grand Master Albrecht Hohenzollern converted to Lutheranism and paid tribute to the Polish king Sigismund the Old. The new state was called the Duchy of Prussia, but it went down in history as Ducal Prussia. In 1618, with the consent of Sigismund III Vasa, due to the extinction of the Prussian line after the death of Albrecht Frederick, the Brandenburg elector Jan Zygmunt Hohenzollern took over his estates and from that moment the Duchy of Prussia was in union with Brandenburg (as Brandenburg-Prussia). The Treaties of Welawa and Bydgoszcz (1657) were the basis for the international recognition of the principality’s sovereignty. They had a legal and political significance for the Brandenburg electors.
Prussia during the reign of Frederick II the Great

The creator of the modern Prussian state was Frederick William, known as the Great Elector, who, as a result of the Peace of Westphalia in 1648, obtained the eastern part of West Pomerania, Magdeburg, Halberstadt, Minden and Kamień. In 1657, taking advantage of the Swedish deluge and the weakening of the Polish Republic, under the Treaty of Welawa-Bydgoszcz, the Great Elector obtained the sovereignty of Ducal Prussia from the Polish-Lithuanian Commonwealth.

After the prince of neighboring Saxony, August II the Strong, obtained the Polish crown, the prince-elector Frederick III decided that he had to equal him and declared himself king in Prussia on January 18, 1701 in Königsberg (German: König in Preußen). From that moment on, we are talking about the Kingdom of Prussia.

In 1871, King William I of Prussia was crowned Emperor of a united Germany.

Home City

  • Capital - Berlin (present now at Germans civ)
  • Personality - Frederick the Great (present now at Germans civ)

Units (only the default - not counting the ones available when selecting the Provinzen)

Barracks

  • Pikeman
  • Landwehr - weak infantry armed with muskets. Uses bayonet in hand-to-hand combat
  • Skirmisher (Royal Guard - Prussian Needle Gunner)

Sample Unique Unit available to trainable in Barrack after selecting the appropriate Provinzen as Age Up:

  • Silesian Schuetzen - Elite rifle-armed troops. They shoot from a long distance and deal massive damage at the cost of a very low rate of fire and training limit (only 10 such units at the same time).

Stable

  • Uhlan (Royal Guard - Totenkopf)
  • Dragoon

Sample Unique Unit available to trainable in Stable after selecting the appropriate Provinzen as Age Up:

  • Teutonic Knight - Archaic heavy cavalry armed with a lance. Modeled on the Knights of the Order (Teutonic Knights and the Livonian Order). This unit would be the equivalent of the Elmeti.

Artillery Foundry

  • Grenadier
  • Culverin
  • Falconet
  • Mortar
  • Horse Artillery

Sample Unique Unit available to trainable in Artillery Foundry after selecting the appropriate Provinzen as Age Up:

  • Howitzer - large ranged artillery

Unique Features

  • Offizier is a Prussian civ hero. It has a Big Button “Prussian Discipline”. This ability increases the rate of fire and durability of ranged infantry units. He can build Forts
  • Unique Age up mechanic: Provinzen (modeled on unique Age Up mechanics for African civs - Alliance. Choosing one of the Provinzen affects Units, Mechanics and Home City Cards for Prussians civ). An example of the Provinzen jackpot to choose from during Age Up:
  1. Provinz Brandenburg - Trade & Economy
  2. Provinz Niederschlesien - Silesian Schuetzen & Mercenaries
  3. Provinz Oberschlesien - Grube & Arsenal
  4. Provinz Ostpreußen - Teutonic Knight & Economy
  5. Provinz Pommern - Economy & Navy
  6. Provinz Posen - Howitzer & Economy
  7. Provinz Westpreußen - Trade & Navy
  8. United Deutschland - Military & Navy (Units from the period of the German Empire - Pickelhaube and armored ships)
  • They have a unique Outpost - Grenzposten in which can train Landwehr
  • They have a new unique building Grube (This Building is being built on a mine. Increases the mine’s capacity by 50%) In this building, you can train Miners (a unit present in the campaign), who obtain coins from mines and from Grube more efficiently. Following the example of Mountain Monastery (a unique civ Ethiopian building), it would generate Coins or XP. This building would have improvements such as: increasing the Coin abundance in Grube and increasing the number of trainable Miners. This building would contain a distinctive Headframe. It would be available after choosing Provinz Oberschlesien during Age Up.

Wonder

one to choose from:

  1. Malbork Castle
  2. Breslau Town Hall
  3. Pless Castle
  4. Brandenburg Gate
  5. Reichstag

New Historical Battles

  1. Battle of Lepanto, 1571 - Spain ally with Italians* vs Ottoman Empire
  2. Battle of Gravelines, 1588 - England (British civ) vs Spain
  3. Battle of Poltava, 1709 - Russia vs Sweden
  4. Battle of Valmy, 1792 - French vs Prussia*, Austria* and Holy Roman Empire Army (Germans civ)
  5. Battle of Waterloo, 1815 - United Kingdom (British civ) ally with Prussia*, Holy Roman Empire (Germans civ) and Netherlands (Dutch civ) vs French Empire
  6. Battle of Königgrätz, 1866 - Prussia* vs Austria-Hungary* and Saxony (Germans civ)

New civs - Italians*, Austria-Hungary* and Prussians*

Progress and Wonders

TWC and TAD made major changes to the game and added a lot of new content. The European DLC could in this case make the Factories buildable by Settlers, but only if we unlock this option (in the Wonder). The same could be true of a Fort that could be built by an Explorer (by unlocking this feature in the Wonder).

New building available only to non-colonial European powers civs could be Wonder - available only in the Imperial Age. It could publish a new resource only for non-colonial European civs - Splendor.

Non-colonial European civs would receive a new resource “Splendor”, which would be generated thanks to the Arsenal and the Factory (Potentially also in Dock, Estate, Market, Mill, Town Center and Trading Post but with a much smaller multiplier).

You could spend this resource in Wonder on Extreme Upgrades, 2-4 brand new Mercenaries, or increasing limits like Factories.
Of course, if it wasn’t too easy, the Wonder could only be built for a certain number of “Splendor”. So this resource can only be properly used after Wonder is built.

Non-colonial European powers civs could only select one Wonder out of the 5 in the Imperial Age. Each Wonder would come from a different AoE 3 timeframe century (15th century, 16th century, 17th century, 18th century and 19th century).

Each of these Wonders would do the same. It would be different in appearance and content of the shipment. For example, the 15th Century Wonder will deliver the shipment of 15 Settlers + 100 population or the 17th Century Wonder will deliver 2 Factories Wagons + 5 Heavy Canons.

Hospital

These DLCs could also add a new building only for non-colonial European powers civs - The Hospital. This building would heal friendly units in its vicinity. A Surgeon could be trained there.

Livestock Pen changes

I would like to add that Cattle could be trained by default in the Livestock Pen. Potentially one could add the possibility of training Pigs and Chicken there. This change would apply to all European civs - both non-colonial powers and colonial powers.

Mercenaries

7 brand new Mercenaries from Western, Central and Southern Europe - few of them exclusive to non-colonial European civs powers in Wonder.

New Game Modes

New game modes would be added, e.g.:

  • The Holy City - teams fight to gain a great Basilica. Relics would be placed on the map that could be picked up by Priests and carried to the Holy Place - carrying them all means victory.
  • Rebuilding the City - a “destroyed city” needs resources to rise from ruin. A Demolished City would function a bit like the Minor Nations, except that you must send resources there. Crossing each resource threshold results in an Extra Random Bonus and visual changes in this “city broken”. The game would end when the 4 reconstruction thresholds would be completed. To make this task more difficult, Trading Post would have symbolic 1 HP. Each demolition of the Trading Post brings this “city destroyed” back to the previous reconstruction threshold.

New Maps

30 new European Maps

  1. England
  2. Scotland
  3. Scottish Highlands
  4. Ireland
  5. France
  6. Alps
  7. Benelux
  8. Iberia
  9. Balearic Islands
  10. Strait of Gibraltar
  11. Apennines
  12. Padania
  13. Sicily
  14. Malta
  15. Northern Germany
  16. South Germany
  17. Bohemia
  18. Carpathians
  19. Pannonian Basin
  20. Bulgaria
  21. Romania
  22. Dalmatia
  23. Western Balkans
  24. Eastern Balkans
  25. Hellas
  26. Aegean Sea
  27. Crete
  28. Cyprus
  29. Thrace
  30. Bosporus

New Minor Nations would appear on completely new European maps, e.g. Scots, Swiss, Bavarians, Catalans and others modeled on Western, Central and Southern European nations.

More European maps would be added gradually to the game.
Eastern European and Northern European maps would be added in the second European DLC.

Revolutions changes

Brand new European Revolutions only available for all European civs on European maps would be added (Finland, Romania and Hungary as revolution options would only be available on European maps. They would be replaced by new revolutions) - a US, Brazil or South African revolution on European maps would be ridiculous.

New Revolutions:

  1. Belgium - French and Dutch civs
  2. Bulgaria - Ottomans
  3. Czechia / Czechoslovakia - Holy Roman Empire and Austria-Hungary
  4. Greece - Ottomans and Italians civs
  5. Ireland - British civ
  6. Revolutionary France - French civ
  7. Serbia / Yugoslavia - Ottomans, Austria-Hungary and Italians civs

Reorganization of the current revolutionary European civs

  • Hungarians - Austria-Hungary and Ottomans civs; this rev civ would focus more on the Hungarian nation, its units would be typically Hungarian
  • Romanians - Austria-Hungary and Ottomans civs
  • Finns (no change)

Non-colonial European civ powers and their revolutions on non-European maps

Revolutions for these civs on non-European maps would be based on the revolutionary countries with the most immigrants from a given civ - so all non-European colonial powers would have a US revolution on non-European maps.

Changes in old civs

Germans

I propose renaming the Germans civ to Holy Roman Empire (such a name should not shock anyone after adding United States civ). This Civ is the best in representing all the small states that make up the HRE, which were very important in the history of Europe and also very rich.
Changelog for this civ:

  • Renaming from the Germans to the Holy Roman Empire
  • Home City change from Berlin to Frankfurt, Aachen, Nuremberg or Prague
  • Change of ruler from Frederick the Great to Charles of Luxembourg
  • The Uhlan with the addition of Poles, Austrians and Prussia would cease to be a Unique Unit but simply a replacement for the Hussar. So HRE civ will keep any bonuses and Cards associated with that unit. The new UU for the HRE civ would be the Saxon Infantry and Trebuchet - available to trainable after selecting the appropriate HRE State as Age Up
  • Unique Age up mechanic: HRE State (modeled on unique Age Up mechanics for African civs - Alliance. Choosing one of the HRE State affects Units, Mechanics and Home City Cards for Prussians civ). An example of the HRE State jackpot to choose from during Age Up:
  1. Austria & Switzerland
  2. Bavaria & Swabia
  3. Bohemia & Silesia
  4. Brandenburg & Pomerania
  5. Hanza & Westphalia
  6. Hesse & Thuringia
  7. Low Countries & Burgundy
  8. Saxony & Lusatia
  • Doppelsoldner and Skirmisher - Royal Guard
  • Relocation of some Home City Cards to Prussia and Austria-Hungary civs. They would be replaced with others - similar.
  • Updating the descriptions of this civ
  • One of the five Wonders to choose

Other civs

Adaptation of old European civs to Livestock Pen changes.

The second European DLC - short summary

New civilizations:

  1. Polish-Lithuanian Commonwealth - Non-colonial European power civ
  2. Danes - colonial European power civ

New Historical Battles:

  1. Battle of White Mountain, 1620 - Habsburg Monarchy (Austria-Hungary civ) ally with Catholic League (Germans civ) and Spain vs Kingdom of Bohemia (Germans civ) and Electoral Palatinate (Germans civ)
  2. Battle of Vienna, 1683 - Polish–Lithuanian Commonwealth ally with Habsburg Monarchy (Austria-Hungary civ) and Holy Roman Empire (Germans civ) vs Ottoman Empire and Romanians (revolutionary Russians)
  3. Battle for Copenhagen, 1801 - Denmark-Norway (Danes civ) vs United Kingdom (British civ)

New maps:

20 new European Maps

  1. Silesia
  2. Pomerania
  3. Poland
  4. Lithuania
  5. Livonia
  6. White Rus
  7. Ukraine
  8. Wild Fields
  9. Lake Ladoga
  10. North Russia
  11. Central Russia
  12. South Russia
  13. Crimea
  14. Volga
  15. Ural
  16. Finland
  17. Fjords
  18. Jutland
  19. Scandinavia
  20. Iceland

New Minor Nations would appear on completely new European maps, e.g. Silesians, Lithuanians, Ruthenians, Norwegians, Crimean Tatars and others modeled on Central, Eastern and Northern European nations.

More European maps would be added gradually to the game.

New Revolutions:

  1. Norwegians - Danes and Swedes
  2. Lithuanians - Russians and Poles
  3. Ruthenians / Cossacks - Russians and Poles

Thank you for reading :blush:

16 Likes

I like the idea of having the Italians, Austrians, and Prussians in the game, but I don’t like the characteristics or bonuses you propose. Usually, the main characteristics of the civilizations in AOE3 revolves around some specific economic bonus. Many of those are very simple to describe: The British get a settler for every house built, the Swedish have houses that gather resources, the Dutch, Inca, and Japanese have buildings that generates resources, the Ports get a town center for every age advance, the Spanish need less experience to earn shipments, the Germans get cavalry for every shipment, the Ottomans get free settlers, the Russian units are cheaper, etc. Your suggestions lacks well defined economic bonuses. With USA you can choose special bonuses and cards for every age advance, but that is one of the main problems of that civ, it deviates too much from the standard. Maybe that kind of bonuses can be done well, but is not something easy to put into practice, and is hard to balance. I’m also working in an Italian civ mod/pitch, and I have a hard time doing something similar (My bonus for the Italians also works around alliances with Italian cities… is not easy… is a headache…).

3 Likes

I had a similar idea too, and I’m working on something that’ll post on my topic. The problem is that I can’t make it unique enough.

Anyway, it would be enough to give them a building that can be placed both on the sea and on land, in the second case of course the ships are disabled.

And if you want a more accurate name, you may call it Fondaco a trading/harbor/warehouse that was really common on Italy.

Maybe just coins would be better, it would represent their ability as expert merchants, and it would be easy to use on their market to buy resources needed.

Elaborate more on this, I’m curious.

Too late, it was finished undet the fascism, so out of the aoe3 timeframe.

I would switch those 2. While the Italians pikes were used, and had a good quality, the xbows for centuries was the true characteristic weapon of Italy.

Also, we don’t have a civ that has the xbow as an Imperial unit (portos has it, but limited to a specific age up).

While the bersaglieri are called skirmishers, it’s a term that intended more of a shock troop. Also, bersaglieri should be an age IV unique upgrade, because having them on age III it would be too soon.

Lastly, as you saw my suggestion, I wouldn’t give them a base skirm units if you gave them xbows. The latter, with the right upgrades, can substitute the former, at least until the IV when you can transition into something else.

You can make it a “non mercenary UU”. Consider that elmeti, basically are mercenary-lancers (spanish), so you would give them a spanish unit.

Those are really similar, isn’t it better to make carabinieri the unique upgrade for the dragoons in age IV?

Nice idea, I’m gonna stole that :joy:

If it’s ok of course.

2 Likes

what is the point of adding prussia if you are going to leave them just as ahistorical as current germans?

Prussia is THE line infantry state, their cavalry by comparison was worse than any of their neighbouring regional powers, doesnt matter if they are danes, swedes, poles, austrian or french, they all had better cavalry than prussia, but yet Prussia gets 3 cavalry units including a guard Uhlan and a Unique unit. on the other hand the faction misses musketeers again, despite being a line infantry based army to an extreme.

Hajduk and Pandurs also both seem to fit the same role, wouldn’t it be possible to make one of them a native unit or something if that faction absolutely needs to be in the game? also i feel like Austria needs more references to their golden age- the 30 years war, like doppel or something. also i feel like Uhlan should be a guard unit for Austria, all be it you obviously wouldnt use it if you have hungarian hussars.

why does Italy get 2 ranged gunpowder units? something Italy aint’ famous for to begin with, also Italy didn’t have repeating riffles in the periode.

also Italy needs more references to the earlier parts of the game, their golden age is the renaissance, not the industrial revolution.

3 Likes

I used a sistem in between the US and the african civs, that would revolve around the university, then I saw that the hausa already had the uni… :sweat_smile:

1 Like

Thanks :slight_smile:

I think the uniqueness could lie in the possibility of training Merchant Ships - they would generate XP or Coins for visiting friendly Docks (your own or friends). An Italian unique building could also automatically train Fishing Boats - similar to the automatic training of Settlers in an Ottomans civ.

Maybe a random shipment of coins or XP (for subsequent shipments)?
Potentially, they could also receive a crate with a new resource - Progress.

All right :slight_smile:

Overall, the mechanics would be heavily inspired by the Federal States mechanics of the USA civ.

We all know that Italy was not united for a very long period of the AoE 3 timeframe. Italy was very fragmented and influenced by outside powers. You could say that it would be difficult to select a specific Italian country for AoE 3 - therefore there is a problem with creating an Italians civ. I think that’s why the developers abandoned adding the Italians civ to the classic AoE 3. After adding the USA civ, I can see that it would finally be possible to create a civ that could represent Italy.

So the mechanics of Età comunale would be that we choose one country during Age Up (which we will play until the next Age Up). After Age Up, Italian civs would receive exceptional things. During each Age Up, we would choose from five countries to choose from (e.g. Venice, Tuscany, Naples, Genoa and Papal States). Each of these countries would offer one unique thing - Unique Unit, Unique Technology, Bonus, Shipment, or Faster Age Up.

By the way, the same mechanics should have Germans civ but unfortunately it would mean big changes in this civ. At least they should have visual changes for Politicians (Flags of HRE members and short descriptions of these countries, e.g. Bohemia, Silesia, Bavaria and Saxony).

Yes that’s true, but I think it would look great in a game.
Some Asian wonders in AoE 3 were built well before the AoE 3 timeframe (the fact they were in the AoE 3 times but that’s not the point). You can just add something that is iconic, for example for the French civ the Eiffel Tower.

Perhaps the Bersaglieri would make a Unique Unit to choose from during Age Up to Imperial Age?

As for the Crossbowman, it could be the default Crossbowman, but choosing Genoa during Age Up would turn the Crossbowman into a Genoese Crossbowman (new unit model, better stats and a special ability - a hail of arrows).

You can do so that the Italian civ would have only default European units by default. Unique Units would be added through Age Up (my proposed combination of Dock and Market also. It would be available, for example, when choosing Venice).

Perhaps, as I mentioned above, you can make Elmeti a unit that can be trained in Forts and Stables by selecting one of the countries during Age Up. This unit would become a bit cheaper than they were as Mercenaries.

You can do the same with the Crossbowman (I wrote it above).

Thank you very much for the good advice :slight_smile:

I don’t really see the point in the wonders and the progress resource tbh. European factions don’t need new mechanics as far as Im concerned. Their current design is nice and simple, a special ability and a somewhat shared unit pool with a few special units. Their major differences mostly come from their cards, I feel that is where you can add new effects if you want to give old factions new stuff. It worked with the spanish gold rework when DE came out for example, change a unused card to something more interesting or add new cards.

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I agree with you, the bonuses should be economic in nature. Military should be handled by cards.

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I had an idea regarding those 2… I’ll work on it and I’ll post it on my topic. If you want I can also link it here.

Mmm yeah ok I get it now.

It’s more or less similar to what I had in mind, just different on some detail.

If you want italian wonders don’t worry, you can choose among a ton of wonder of that period. There is no need for something that was finished so late.

It maybe the unique guard upgrade for either musketeers or skirmishers, though I prefer the former.

Also, an UU usually have some unique aspect.

Yeah but portos already have that, I would like that a civ could get the guard and imp upgrades as a default.

Genoa could unlock all the upgrades an age earlier though.

Yeah I get it, but as the meta will develop, the civ will stagnate into 1 or 2 specific buil orders, so most UU will almost never be used.

I don’t know, I would still give them a couple of UU by default. The age ups can give unique HC shipments or techs, that improves the units anyway.

Yeah I get it. You may do the same with stradiots too.

Prussians civ is not ahistorical. They come from the Teutonic Order - hence they have the Teutonic Knight.

Uhlan could become a replacement for Hussar for several civs - Germans, Prussians, Austria-Hungary and Poland-Lithuania. Germans civ as compensation would receive a new Age Up mechanic “Electors of the Holy Roman Empire” similar to the Federal States mechanic of the USA civ - similar to the Italians civ.

Teutonic Knight could be a unlockable in Wonder - this would cost the Progress resource.

Hajduk would be an archer and Pandur would be like Janissary.

The Thirty Years’ War was definitely not a golden age for Austria!!!
The Golden Age of Austria lasted during the reign of Maria Teresa Habsburg and her son Joseph II Habsburg - Enlightened absolutism.

The Hungarian Hussar could be a unlockable in Wonder - this would cost the Progress resource.

In response to @DoctBaghi I wrote a fix for this.

I think it would add variety to the entertainment with European civs. Wonder would be practical and make your eyes feast. There, you could train new Unique Units for Progress points, use new Unique HC cards, and use powerful upgrades for old civs. This would be practical and would add a lot of new content to the old European civs in a non-invasive way.

oh btw, did Italy ever actually use grenadiers? somehow i cant imagine Italian grenadier units, at least not in the way the rest of Europe used them.

ehm btw, does this replace barracks and stable? or is it simply an option? because it would really hurt their early game if they have to invest 450 wood just to train units.

i mean you write the following about the units:

this gives the impression that they essentially fulfill the same roll, cheap anti infantry unit.

maybe i am blind but i cant really see that note anywhere.

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I applaud you for attempting to create new mechanics, I just think theyd be better served in a new culture group instead of an allready established one.

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It would be nice of you :slight_smile:

I’m glad :blush:

I think this is the best solution for Italians civ.

That’s good. I think it should be a massive monument.

I think the Musketeer is better suited.

Right.

Or Genoa could have 2 things to offer?

I think everyone would be interested in checking every choice :wink:

But then a lot more Italian Unique Units would have to be created. Moreover, it would be best if Italians default units were those used in most Italian states.

I think Stradiot could have a Home City card thanks to Venice’s election during Age Up.

Love the ideas sir. Truly inspired.

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Yes, this building would replace the Barracks and Stables for Austro-Hungary civ.
It could be cheaper, e.g. it would cost 300 wood.

Well, Pandur could be a unit with an average number of HP. Hajduk would remain a unit with a small amount of HP.

For example, in the group of European non-colonial powers / European continental powers?

This would include Italians civ, Prussians civ, Austro-Hungary civ, Poland-Lithuania civ and Germans civ?

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Yes… but not in an extensive measure, or they didn’t have any particulary famous corp.

Still, if they would get them as shipments, techs, or even being able to train them for balance reasons (like swedes have xbows) it wouldn’t be the end of the world.

I instead would give them petards, since in the renaissance period the Italians states did use them quite a lot in sieges.

I mean, it depends what do you want. A church, a fort/military building, an economic building…

Just name it.

Yeah I mean, this one could be one of the things that Genoa offers.

For what is worth it could also be an HC shipment or a tech that made so that each house spawn a xbows, since the levy for their famous xbows on the ships happened this way.

I wouldn’t make it too much unique. It’s still an European civ, not an asia or US civ to say, so it needs to fits alongside other european civs. Having an unique age up sistem already differentiate them, so we need to be careful and not give them too many UU.

I don’t know if made myself clear…

Also because, we may have a ton of units to use, but a limited amount of unique features. The more we use on one civ, the less remains for the others.

Yeah, and it could enable the training of them at the stable, with half its cost transformed into food, since it was ordinary custom to pay part if their salary with land.

I would like a separate forum that talks about the fourth resource. Personally, I would like it to be similar to that of Asians and Africans where benefits and units from other regions or nations are obtained.

Your general idea is very good. There must be a complete Napoleonic campaign in the style of the 2005-7 campaigns.

The fourth resource could also function as the golden pavilion where you make bonuses in the arseanal, or as the shogunate where you could train generals or field marshals to act as Mansabdar units of the Indians. It could also simulate the wealth that civilization obtains from its colonies and allies in foreign lands, (Something like a metropolis, but in reverse).

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Haha yes I guess that could work. Id prefer them to be regular Europeans though XD

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