To devs: A gauntlet mode/Arena of the gods roguelite could be a good option

People ask for new civs but also SP content. If the dev team doesnt consider to add more campaigns, maybe a gauntlet/arena of the Gods mode could be cool.

The interface could be a Risk-like (Conquest mode) or not, like many RTS (Dow1 Dark Crusade, Rise of Nations, etc) with skirmish maps with different missions and scripted events.

There could be some kind of levelling and progression, gaining cards to unlock (like old aoe3), but maybe with predefined paths that enforce some kind of playstyle instead of be able to unlock all deck.

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Didn’t they try this for AoM? Arena mode?

Did it take off? Id imagine its success or any lessons to learn would be applied here, should they decide it was worth it

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They could also add a conquest mode similar to the one in Rise of Nations; I don’t know, maybe something like that would add a bit more historical gameplay to the single-player mode.

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I’ve only played Rise of Nations: Rise of Legends, and I can’t get over how enjoyable and engaging the game’s flow was when it came to expanding and conquering the map (including the mini-advanced system of local mini-alliances like natives, mercs, factories, etc.). There were cool references in the game that, even though it’s a fantasy world, made the civ. inspired by Maya culture my favorite. I had a lot of fun playing against my older sister :smiley:

I really wish RoL were more popular among players and had gotten some DLC, but It’s an old game (2006) that been practically dead. I remember it had only 3 civilizations… They were well-developed civ, but that’s still not enough!

Fun fact: Rise of Legends was developed by Big Huge Games. The same team that brought us The Asian Dynasties… :exploding_head:

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They’d be able to make a ton of money doing this

But alas

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Yes, originally the conquest mode that was planned for AoE 3 was like the New World and Napoleon campaigns of RoN…

Yes, BHG made Rise of Nations, Rise of Legends and AoE 3: The Asian Dynasties in a span of 4 years (2003-2007)…

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Bro, I love that game; I loved playing as the Vinci. I really wish they’d put ROL on Steam so I could play it again.

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I feel the same way, but unfortunately, the developers have other plans for AoE III; I just hope those plans are for the better.

It would be a good idea for the developers to revisit some concepts from the original game’s beta that never made it into the final release. I think there is a wealth of material from the AoE III beta that could be reused.

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Yes, you have several ideas for the beta version:

  1. Combat in Discovery/Exploration Age: The British Musketeers from Exploration/Commerce Age would have a Tudor skin.

  2. Italians, Russians, and Ottomans would receive the Swordsman unit (the Maltese Hospitaller) as their regional unit. The Portuguese would receive the Missionary unit (from the Spanish) as their regional unit.

  3. A card that converts heavy melee cavalry into light cavalry (hussar, Cossack, Uhlan, Stradiot, etc.) (either by changing them to ranged cavalry units or by changing their unit type from heavy cavalry to light cavalry, as in AoE 2)

  4. A mercenary version of the Keshik.

  5. The Privateer produces coins with each ship destroyed.

  6. The Church becomes a cathedral (like the one in AoE 2?) in Imperial.

  7. The Asian market produces Export by exchanging resources (just as the African market produces Influence).

  8. The Light Cannon would also be used by the Lakota, and the Urumi is created from the Indian Barracks. The Yojimbo originally countered skirmishers, foot archers, and artillery. The Sepoy originally had a small bonus against cavalry on its ranged attack. This was cut, though the unit’s rollover continued to include one until The African Royals expansion for the Definitive Edition. The Indians originally had the Grab and the Gallivat for their unique ships.

  9. The Hot Air Balloon is created from the Town Center (perhaps from the Industrial Age).

  10. The War Academy at one point was like a Blockhouse or War Hut as it had an anti-ship attack and a ranged attack which could be upgraded with Frontier War Academy and Fortified War Academy technologies, the latter additionally unlocked a cannon attack.
    The Chinese originally had a unique villager unit called the Nomad, which had a bonus to gathering food from huntables but gathering all other resources slower. The Chinese originally had the Siege Workshop to produce their artillery units.

  11. Wokou units originally included direct replacements for the original Outlaws, and would have been treasure guardians and trainable units. The Exiled Rifleman would have been the Wokou version of the Renegade, the Wayward Ronin would have replaced the Pistolero, and the Wandering Horseman would have replaced the Comanchero.

  12. A hero unit called the Red Robe General was cut, it was part of an early Wonder design. Historically this was the name given to Korean general Gwak Jae-u. (this could serve as a card for a Korean CIV in the future to receive a reskinned General)

  13. Two Banner Armies were cut for the Chinese, each required a card to be sent and the cards enabled them to be trained from the Village. The Wokou Army would have trained 3 Wokou Pirates and 3 Wokou Monks. The Mandarin Army would have trained 2 Iron Troops and 1 Manchu.

  14. The Shinobi was originally a ranged cavalry unit that was good against buildings.

  15. A Mercenary Hut building was cut for The WarChiefs civilizations, which would have let them train mercenaries. It was potentially going to cost 500 wood (compared to the 200 wood for a Saloon), making it much more expensive for them to get access to mercenaries.
    Mercenary versions of the Comanchero, Pistolero, and Renegado were created during development of The WarChiefs and ultimately cut. The mercenary version of the Pistolero was named the Gunslinger, and many years later the developers of the Definitive Edition used the same name string when creating the unique unit.

  16. The early design for Asian civilizations seemed to have each one receiving an extra unit or resource with their shipments. The Chinese bonus is likely to have been livestock, as they had unique versions of “Stockyards” and “Fulling Mills” which additionally sent a Cow and Water Buffalo, and their original Villager shipment cards sent Villagers or Nomads plus Pigs, Sheeps, or Cows. The Japanese bonus may have been similar to Germany’s as some of the surviving cards additionally shipped Wokou, Kensei (a cut unit), Samurai, or Shinobi. An unknown civilization would have received extra coin with their “Silversmith”, “Establish Ironmonger”, and “Royal Mint” shipments. There were cut cards that shipped crates that contained experience plus food, wood, or coin, and one of the Asians, presumably India, had cards which shipped crates with resources replaced with villagers, i.e. “Crates of 800 Wood + 8 Villagers.”

  17. The Chinese had cards that shipped their Banner Armies instead of individual unit types. China originally had cards that shipped both Rattan Shields and Iron Troop mercenaries, these were changed to larger quantities of Rattan Shields for release. The Chinese had more Mongolian-themed cards which were cut; a “Mongolian Livestock” card shipped 4 Sheep, a “Mongolian Saiga Herd” card shipped Saiga, and one called “Mongolian Embassy” may have been related to the Mongolian Army. The Chinese had a “Nomads” card which would have let them train villagers from Villages.

  18. The Indians had cards that sent Berry Bush Wagons, and another that increased the gather rate for Berry Bushes by 30%. Pets were originally a focus for India. A card called “Master Healing” would have increased the healing efficiency of India’s Brahmin and enabled them to train lions, while a card using the placeholder name “Pet Aura” gave Brahmin an aura that increased the damage of nearby pets and enabled them to train white tigers. Some of these effects were reused for India’s Monastery technologies. Indians had a card called “Rampage” which would have increased the siege damage of their Brahmin. India once had a theme for Team cards. In addition to their current cards, they originally had team shipments for a Trading Post Wagon, Rajputs, Sepoys, Sowars, Zamburaks, Mahout Lancers, and Howdahs. Interestingly, the cut cards do have +1 Villager in their name, although it is unknown if they sent them for the team or just the Indian player. India had an “Early Elephants” card that let them train Mahout Lancers, Howdahs, and Siege Elephants an Age earlier.

  19. A card called “Shinobi-iri” would have improved Shinobi’s siege attack and gave them the Smoke Bomb ability to teleport back to your Town Center. Wokou units, which at one point in development were direct replacements for the original Outlaw units, were originally a focus for the Japanese and they had more cards that shipped or interacted with them. A card called “Underworld Alliance” would have upgraded Wokou to become “very strong” and allowed them to be trained at the Monastery, a card called “Underworld Wokou” gave Wokou Pirates additional attack and hitpoints and enabled them at the Dock, while a card called “Wokou Den” unlocked Wokou Junks at the Dock and gave them 25% more attack and hitpoints. The Japanese had a series of cards which shipped a mixed batch of units plus to Daimyo. A card or technology named “House Healing” would have enabled Houses and Villages to heal nearby units.

  20. The Consulate and its technologies went through many iterations. Internal file names for the current Consulate shipment techniques reveal some of their earlier cut designs. The Dutch would have sent a Saloon Wagon instead of a Bank Wagon. The Ottomans would have focused on upgrades, providing more hitpoints for villagers, increased movement speed for military units, and increased siege damage for gunpowder units. The British appear to have allowed smaller shipments of their military units - Roger’s Rangers, Redcoat Musketeers, and Lifeguard Hussars. The French would have unlocked a Hot Air Balloon ability for your Monk(s). Asian civilizations could originally activate a “Permanent Sequestor” which disabled their Consulate but increased all gather rates by 50%. They also had cards - “Tribute System” and “Trading House” - which could increase the amount of Export gained in all tax settings and unlock an additional tax rate for 120% increased Export rate at the cost of 20% slower gather rates. In an early design for the Consulate, the units did not shadow tech and instead used mass upgrade techs called Veteran Europeans, Guard Europeans, and Imperial Europeans. Another cut design unlocked the ability to train and upgrade European artillery out of the Consulate after sending certain Consulate shipments.

  21. Castles originally had the Stone Fortifications upgrade for additional hitpoints, and the Castle Keep upgrade for additional range and attack. Water Trade Routes were originally going to be upgraded to Baltimore Clippers and Steam Ships in The Asian Dynasties. Blackwall Frigate would have been an upgrade name.

  22. The Dutch originally had Royal Guard Skirmishers instead of Halberdiers, which would also have been called Nassau/Nassauer. This may have been a reference to the Nassau Jager corps which fought during the Napoleonic Era. A cut technology called “French-Indian Friendship” would have increased the build limit of the Coureur des Bois. Town Centers once had a “Fixed Guns” technology to improve their attack.

  23. Some Big Buttons were cut or changed for The WarChiefs civilizations during development. The “Tradesteel Weapons” button would have increased the damage infantry units dealt in melee mode. The Flaming Arrows button originally gave archers an enhanced siege attack. The “Reckless Charge” button would have increased the damage cavalry units dealt to artillery. This effect was moved to the Bonepipe Armor button before being cut. The “Rawhide Cover” button would have increased the range armor for siege units. The “Eagle’s Eye” button would have unlocked the special attack ability for the Haudenosaunee War Chief. Buttons called “Wealth Lore,” “Hunt Lore,” and “Wood Lore” were possibly early names for the Haudenosaunee’s buttons, as each of them gave “slightly more” than 100 of their respective resources for every minute the game had lasted. The Lakota originally had Scouting Party, Raiding Party, and War Party buttons which would have sent Tokala Soldiers. The “Old Ways” card originally activated all Big Buttons except the Scouting Party, Raiding Party, and War Party. A card or upgrade called “Saloon Chain” would have increased the build limit of the Saloon to 3.

  24. An upgrade called “State Religion” was cut. It would have required Mission Fervor to be researched first, and it would have provided healer units with 65% more hit points and 15% more movement speed. The name and icon were salvaged in the Definitive Edition, which used them for an unrelated technology at the Mexicans’ unique Church.

  25. The Explorers originally had a much heavier focus, with many Home City shipments related to improving them and unlocking unique abilities, which may have functioned like AoM God Powers. For example, the Wildfire ability would light a fire that “burns across the prairie, damaging units and soldiers,” while the Field Promotion ability would have increased the hit points of allied soldiers in the area for 30 seconds. Many assets from this system still exist in the files.

  26. All Explorers have a dialogue line for an action known as Claim. However, this is never used in the game. A theory is that this line may have been used by the Explorer before the victory screen is triggered when the player wins the game, in a similar fashion to the lines that Heroes and other characters use in the campaign scenarios when they are won. The Explorer’s animation file also contains an attachment called Explorer Flag, which could be related to Claim.

  27. Units originally had many more modes, including a Squad mode where players could lock up to twenty units in a group and have them move around together in formation. This was an attempt to change how combat worked compared to previous RTS games, where instead of just sending units to an area and moving on to something else, players could monitor the combat and adjust their mode to help win battles. Some of these cut modes include a Melee mode where they got a movement speed boost and charged into melee combat, a Strike mode which gave the unit increased movement speed and lowered damage except against Pikemen, a Sharpshooter mode which increased attack but prevented movement, and an Assault mode which decreased speed but added area damage. Ships could choose Rake mode for rapid, single shots, Broadside mode for slow, multiple shots, or Bombard mode for long-range shots at targets on land. Some of these can be seen in the presentation they gave at E3 2005 and it was supposed to be one of the three features alongside the graphics and persistent Home City system that would differentiate the game from Age of Empires II.

  28. In addition to accessing the deck of cards, the Home City screen originally allowed players to go to the individual buildings and access technology trees to unlock new cards and upgrades in real time during a match as they gained levels for the Home City. This was meant to be an RPG-esque feature, and having the Home City be a “persistent character” players could customize was one of the three features of Age of Empires III that the developers felt would differentiate it from Age of Empires II. Some of the upgrades were mutually exclusive and players would not be able to have a Home City with all of the upgrades unlocked, which would allow two players using the same civilization to end up with very different civilizations based off the technology tree choices they made.
    After upgrading Trade Routes to Trains, it was originally intended that players would be able to garrison units into a Trading Post and unload them at another Trading Post (like the Maltese Commandery).

  29. A victory condition for Supremacy called “Four of a Kind” was scrapped before release. It was likely cut late in development as it is described as a feature in the game’s instruction manual. It was an early version of Trade Monopoly and would have been triggered in the Industrial Age by building four Trading Posts on native sites or Trade Routes and activating a technology which cost 1,000 coin, after which a victory timer would begin and the opponents would need to destroy at least one Trading Post to stop it.

  30. According to an unused texture in the game files (trade_buy_fame.ddt), it would be possible to exchange coin for experience in the Market (since the experience resource was originally called fame). It may have cost 1,000 coin for 500 experience according to one of the strings.

  31. Originally, there were special resources that would appear on the map, including Cotton, Tobacco, Sugar Cane, and Spice. Some of these special resources appeared in the board game Glenn Drover’s Empires: The Age of Discovery. The Plantations were originally meant to be built near these special resources, and Mines needed to be built near Ore.

  32. Explorers were able to build something called an Explorer’s Camp, which could only be built near Secret Ruins (aka Treasures buldings).

  33. A cut game mode or scoring system used Victory Points. Victory Points were earned by building and holding (or destroying) Trading Posts, Town Centers, and the Explorer Camps. “Annual Awards” of Victory Points was a toggleable option, and whoever destroyed the most Victory Point buildings won the Conquistador reward after the match.

  34. Politicians were originally connected to the Home City and players would have to send them to advance in Age. Some strings remain for this design, and they mostly provided passive bonuses instead of resources or units. For example, the Naturalist advanced players to the Colonial Age and increased the gather rate for huntables and herdables, while the Ottomans could choose the Grand Vizier to advance to the Industrial Age and increase the hit points of their unique units. Many placeholder icons still exist in the files from this system.

  35. In the build at E3 2005, the age-up system was reported to let players focus on being a field general to gain bonuses to land operations, or a naval officer to gain bonuses to ship combat.
    Shipments of villagers originally arrived at a flag players could place around the edge of the map, similar to the water flag for Home City shipments that deliver fishing boats or ships.

  36. A cut design for the native sites would have restricted them to one minor civilization per player, as there are strings that say forming a new alliance will end the current one and that players could “exclusively ally” with a native village and other players would then be prevented from allying with the same natives. This design may not have used Trading Posts, as there are strings saying players would need to make contact before allying, and allying just had a cost displayed. A similar system was added to the Definitive Edition as it now lets players only have native sites by paying resources instead of having to build a Trading Post first, as long as they have moved units near the unclaimed site.

  37. The civilizations in The WarChiefs originally had a design heavily focused on the Fire Pit, remnants of which can still be found in the files. Every technology used in this design says it required the Fire Pit, and, similar to the African civilizations in the Definitive Edition, each production building’s units were able to be upgraded all at once.

  38. The civilizations in The Asian Dynasties originally had a different Wonder system where they were classified as National, Religious, or Military, and apparently included some shared Wonders. These use some of the same and similar powers and bonuses of the current Wonders, along with some very unique ones. For example, the Imperial Palace was built slowly, but let players skip the Fortress Age and go directly to the Industrial Age; the Hwaseong Fortress produced Korean Dragon Gun artillery; and The Potala started a Wonder Victory Timer, and the player would lose if it was destroyed. Some of the scrapped data of these early Wonders and units still remain in the files, such as lists of their age-up rewards and references to their proto unit entries (ypHwaseongFortress, ypIncomparableMonastery, ypPotala, Dragon Gun) (this could work for a Korean civilization).

  39. A game mode was planned for The Asian Dynasties, the Relic Victory, which worked in the same way as in Age of Empires II (if one team manages to capture all Relics, a Victory timer begins, similar to Trade Monopoly). These Relics were found on Treasure sites and provided a trickle of coin once captured. A description remains in the files, “Relic Capture - Ancient Asian Relics are scattered throughout the map at Treasure sites. These Relics are substantial Coin sources. Capture them all to start a victory timer.”
    The Home City included an additional building called the Estate, which may have housed the cut shipments to enhance the Explorers.

  40. During development, the Home City for The Asian Dynasties civilizations was called Holy Sites instead.
    Several Dances for the Fire Pit were cut. A Green Corn Dance would have increased unit speed, a Morning Wars Dance spawned a special unit for the Haudenosaunee, a Victory Dance increased unit hitpoints, a Fishing Dance or Greatfish Dance improved gather rates for fish and whales, a Herd Mother Dance made livestock fatten faster on Farms, and an unnamed dance boosted all gather rates.
    The Chinese’s Transcendence power originally gave a short duration increase to military production speed, similar to the Mexicans’ “TEAM Mariachi” card in the Definitive Edition.
    Many easter egg units were made for The Asian Dynasties but were cut: “Afro Ninja,” “Golden Maya Man,” “Bear Cop,” “Zeke,” and “Catan Robber.”

  41. A Grand Canyon map was planned for The WarChiefs but was cut. It would have featured a “deep chasm flanked by starting areas.”

  42. A Fortress Age version of The Black Duke was created for the Knights of the Mediterranean expansion and ultimately scrapped.

  43. A Commerce Age version of The Knight was created for the Knights of the Mediterranean expansion. It would have sent an additional Explorer and enabled an alternate version of the Imperial Age politician.

  44. In the The Baltics Powers beta, additional remnants of the cut Danish and Polish revolutions can be found. The Polish revolution was available to the Germans, Russians, and at least one other civilization, and would have provided 6 Winged Hussars and enabled them at Stables, while all Settlers became Polish Lancers (a heavy cavalry unit with a charge attack). The Danish revolution was available to the British, Germans, and Swedes, and would have provided 1 Shipment and Settlers would become Northern Musketeers, which were enabled at Barracks. Some of the cards designed for these revolutions were repurposed for the full civilizations.

  45. In the The Baltics Powers beta, there are remains of what seems to be an Irish revolution, with Dublin as the Home City. It ships 7 Gallowglasses and Settlers become Bonaght Militia, who counter mercenaries and native auxiliaries. It would have featured these cards: Fenian Musketeers (Upgrades Musketeers to Fenian Musketeers that have a long-ranged attack, +5 Stealth Petards); Irish Immigrants (Ships 2 Pilgrims for each shipment sent so far this game as well as every new shipment); Irish Pilgrim (Ships 8 semi-fattened Cows and 2 Irish Pilgrims); Dublin Beer Factory (Ships 1 Factory Wagon and researches its resource upgrades, +1 Heavy Cannon); Pub Culture (Ships 3 Tavern Wagons and enables them at your Town Center. Taverns generate resources faster, including food); Woodkerne (Ships 3 Pikemen for each House. Pikemen are faster, have Guard status, and now cost less food); Gaelic Chieftain (Delivers 1 Gaelic Chieftain, a cavalry hero that can receive shipments, train troops, and increase the hitpoints of nearby infantry units); 18 Bonaght Militia; Creach (Gallowglasses and Bonaght Militias can gather from crates, Berry Bushes, livestock and trees. You gain resources for destroying buildings); 12 Gallowglasses; 18 Irish Brigadiers; 24 Stuart Allies; Na Séamasaigh (Ships 1 Royal Embassy Wagon in which the House of Stuart grants access to its Royal units, upgrades, and technologies. Stuart units now cost population when acquired from the Royal Embassy or the Home City, +10 Bonaght Militia).

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There are so many things left over from the beta that it would be interesting for the developers to revisit—including important units like the Jalisco Lancers and Texan Lancers, among others that were buried in the beta but would be interesting to see in a future update.

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  1. A Swedish Immigrants card was planned for the United States. There is an unused Swedish Immigrants card icon added in update 23511, which can be found in the game files of the Definitive Edition. Judging by its icon, it would probably be related to the shipment of Torp Wagons.

  2. Songhai Raid was planned to be divided into three parts, like the Raiding Party Big Buttons of the Aztec and Inca. Songhai Scouting Party, Songhai Raiding Party, and Songhai War Party would send 5, 10, and 15 Raiders, respectively. This would have been an Alliance unlock named ‘Sonni Ali Epic.’

  3. An unused Lancers of Texas card for the Texas revolution can be found in the files. It would have upgraded Chinacos to Texian Lancers, which are Guard level units with a Lance Charge attack, and 10% faster movement speed and train times.

  4. An unused Lancers of Jalisco card for the Mexicans can be found in the files. It would probably be related to improving Chinacos or Dragoons in combat.

  5. A cut card called Royal Mothers was created for the Knights of the Mediterranean expansion. It would have shipped a Trading Post Wagon and lowered the cooldown of European Royal House powers by 35%. The card can still be seen as a prerequisite in the Italians’ Home City file.

  6. Two Tongue cards for the Maltese were cut: the Italian Tongue would have shipped and unlocked Order Schiavoni at the Commandery. Nothing remains of the Swedish Tongue except for its icon.

  7. The Hausa had a card called Fulani Marksmen which was cut. It would have equipped the Fulani Archer with a rifle, changed their name to Fula Marksman, and given them a new icon.

  8. The Revolutionary France revolt had multiple cut and changed card effects during its development. The Foraging card enabled Skirmishers to gather Food, gather from crates, and pick up treasures; the Horse Grenadiers card gave Hussars a charged grenade attack and improved their siege damage; the Chasseurs Á Pied card gave Skirmishers a charged rifle attack and increased their movement speed; and the Marshal of the Empire card shipped a General “to turn the tide of battle with powerful abilities.”

  9. The Italians had a card called Venetian Mirror which was cut. The description seems to be missing a word or two and there is no other remaining data for the card, but it suggests the card either shipped a second Explorer unit, like Portugal’s Bandeirantes card, or perhaps gave the Explorer an ability to summon a unit. “Grants your Explorer to look into a rich Venetian mirror and create a copy of himself.”

  10. The Maltese Depot had a few cards created for it that were cut. The Tersenal card would have made Depots improve the work rate of nearby Docks and enabled the Docks to do an area heal for nearby ships; the Fougasse card enabled Depots to train Fire Throwers, Petards, and Mortars; and the Booby Traps card improved the blast radius of Depots.

  11. Two cards which shipped Commandery Wagons were cut for the Maltese; Bailiwicks would have shipped two wagons, and Grand Priories would have shipped three wagons.

  12. A cut design for the Mexicans’ Hacienda made it unable to produce Settlers by default and the feature would have required shipping specific cards to enable it, such as the Empresarios card from Coahuila or the Old Three-Hundred card from the Texas revolution.

  13. The Mexicans have many cut or altered card designs that can still be found in the files. A cut card effect would have allowed Villagers to gather natural resources much faster when working near Haciendas and Town Centers. They experimented with a card that reduced the stats and lowered the population cost of Soldados before ultimately cutting it altogether. A card named Cry For Liberty would have enabled the Padre and the Inspiring Flag to quickly heal nearby units. A cut card would have increased the hit point regeneration of the Padre at the cost of lowering his maximum hit points.

  14. The Mexicans’ Cathedral originally could “research a series of special technologies, many of which are double-edged swords or can only be obtained under certain conditions.” In the cut design, both it and the Padre were available in the Exploration Age, and the Padre had to be trained from the Cathedral.

  15. An unknown card or technology in the Knights of the Mediterranean expansion would have shipped “1 Totenkopf Hussar for every 4 minutes of game length, up to 30 minutes.”

  16. Additional cards to deposit resources into Lombards were designed and cut. They would have deposited small (400), medium (800), or greater (1,200) amounts of a single resource.

  17. A card named Krümper System was cut, it may have been related to Landwehrs.

  18. A card named Hussite Wagon Tactics was experimented with before being cut. It would have enabled War Wagons to provide a bonus to nearby infantry units; one design provided damage deflection, another a movement speed aura, and finally a hitpoint aura before it was scrapped.

  19. A Team version of Lynx Pelt Trade was cut. In addition to the coin gather rate increase the normal version provides, it would have shipped a pet Cougar and made animal treasure guardians provide a bounty of coin in addition to XP.

  20. A card named Aenna Squads was cut. It would have increased the hitpoints of Aennas and gave them a scaling group hitpoint bonus like State Militia.

  21. An unknown card would have given Houses a ranged attack that could be increased by “garrisoned Villagers and Archers.”

  22. A card named Destreza was cut, it would have allowed Rodeleros to counter infantry units instead of cavalry.

  23. A few early designs for the revamped Royal Guard upgrades that debuted in Update 14.43676 can be seen in the files. Originally, Royal Guard Uhlans would have received a damage bonus against infantry, Royal Guard Rodeleros would have gained a damage bonus against heavy infantry, Royal Guard Portuguese Crossbowmen would have had a cost reduction, and Royal Guard Delis would have gained an attack speed increase.

  24. A Diplomatic Immunity ability was experimented with for the Envoy before ultimately being cut. The Peace of Münster card would have additionally unlocked the Diplomatic Immunity ability once the player reached the Industrial Age, which would have had the effect of “Temporarily makes all Envoys invulnerable for some seconds, but neutralizes their attack.”

  25. An unknown card, likely for Hungary and/or Romania, would have fully replaced Crossbowmen with Hajduk Arquebusiers, the description for which may remain as an “Affordable Hungarian skirmisher” that can also chop wood.

  26. A card named Tanegashimas would have equipped Samurai with “powerful short-ranged firearms” and increased their train time. This effect may have been repurposed in Update 15.59076 as the TEAM Odzutsu Mortars card now enables a mortar attack for Samurai.

  27. There is an unused unit named Tribal Marketplace Travois. Since the Tribal Marketplace is free, this unit became obsolete and removed from the game.

  28. There are unused names of units that exist only in the strings file (Kidnapper, Mossi Raider, Tibbu Highwayman, Hassanic Raider, Fante Rebel, Fulani Cattle Thief, Malicious Witch Doctor, Fanatic Fulani, Camel Raider, Bandit Janissary, Bandit Archer, Trailing Dogon Hunter, Elephant Hunter, Lion Hunter, Hippo Hunter, Cushitic Bandit, Bornu Brigand, Wandering Nilote, and Grave Robber). These units would have been introduced as Treasure guardians in The African Royals if uncut.

    • Additional Treasure Guardians were also created for the Knights of the Mediterranean and were cut, these included the Agitator, Rapparee, and Scaramouche. Some other unit names made for this expansion also exist only in the strings file: Royal Guardsman, Royal Watchman, Royal Patrol, Royal Scout, Royal Custodian, Royal Keeper, Royal Gendarme, Royal Police, Royal Policeman, Royal Agent, and Royal Inspector.
  29. New models for the cut Swedish Fusilier from the original Age of Empires III were made for the Definitive Edition and can be found in the files, though they were not used and are not fully rigged for animations.

  30. New models for the cut Italian Elmetto from the original Age of Empires III were made for the Knights of the Mediterranean expansion and can be found in the files. It was going to be a heavy cavalry unit for Italy at some point in development and would have been available starting in the Fortress Age. It was ultimately cut and the assets were repurposed by the Papal Lancer, which uses new skins for the Guard horse and Imperial rider models. The Robber Knight treasure guardian uses what would have been the Veteran horse and Guard rider models.

  31. Chilche would have a greater participation in Act I: Blood, since he is seen together with Morgan Black in a screenshot of the campaign scenario screen of Act I: Blood in the early stages of game development, as opposed to the final version of the game that shows Morgan Black along with Elisabet Ramsey.

    • Another fact that confirms that Chilche would have a greater participation in Act I: Blood is that there are unused voice files for his in-game unit in the game files.
  32. A campaign hero called “Neamathla” was cut. Historically, Neamathla was the leader of the Hitchiti tribe, and was most likely involved in the Steel campaign in the The Lost Spanish Gold scenario.

  33. Many dialogue lines were cut, such as taunts from the villains or characters giving players hints on how to proceed and warnings about events taking place. Some of these cut lines suggest that certain scenarios were more complex and had content cut from them, such as a cave-in taking place during The Boneguard’s Lair. These can still be listened to in the BAR for the sound files.[4][5][6]

  34. Unused cinematic and in-game models exist for Francisco Pizarro, a Spanish conquistador who led expeditions to South America.

  35. The Chevauleger has unused code for trample mode. It is likely that Chevaulegers were intended to perform a similar role to Royal Dragoons, light cavalry with a strong hand attack that allows them to fight more easily against light infantry and artillery in melee combat.

  36. Some counter-skirmishers, like the Pandour or the Schiavone, are referred to in their descriptions as Skirmishers that counters other Skirmishers, despite not having the AbstractSkirmisher tag, suggesting they were considered light infantry with a unique bonus attack before the final release of Knights of the Mediterranean.

  37. New animations for shotgun-wielding Outlaw units were created, possibly with the development of Owlhoots for the United States DLC, though many are unused. These included a new animation for firing twice with a double-barreled shotgun, an animation for hipfiring, new reloading animations including loading shells into a break-action, and a new idle pose.

  38. The Italians had a unique Priest unit, the Cardinal, which was cut. The description remains as: “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.”

  39. The Counter Dragoon and Counter Jaeger were originally a unique, singular, Industrial Age Stable unit for the Russians which could switch between the two forms by mounting and dismounting. While the unit was cut and the concept reused without the mount/dismount function, the cut units can be found in the scenario editor and the original unit concept can be read: “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.”

  40. Order Galleys originally had Promotions for increasing their attack range. It was cut before release, though it is still referenced in the game.

  41. The Abun could once empower buildings like the Griot.

  42. The Lombard had a design which was cut, which would have featured four tiers of one-time use Investment technologies which cost varying amounts of food, wood, or coin. The first tier cost 100 of a resource and provided a Settler after 15 seconds, the second tier cost 300 of a resource and provided 100 of each of the other two resources after 30 seconds, the third tier cost 500 of a resource and provided 200 of each of the other two resources after 45 seconds, and the two fourth tier Investments cost 2,400 coin and would have supplied 3,600 food or 3,600 wood after 180 seconds.

  43. The Fire Ship was originally going to have a Royal House version, but it was cut.

  44. In the The Baltics Powers beta, there are remains of a Circassian mercenary unit and its repentant version (heavy mercenary cavalry from the Caucasus. Counters native warriors and other mercenaries through rapid melee attacks and precision shots.), a native unit for the Sufi named Murid (Rifleman from Dagestan that is better against Light Cavalry and Light Infantry than Heavy Infantry. Benefits from Skill promotions that improve range and attack speed.), and a treasure guardian called “Badmash”.

  45. An Iceland map was in development, but was cut due to the map designer retiring. The description remains in the files: “On Iceland teams find themselves on opposite sides of an enormous, beautiful volcano located in the center of the island. Iceland is very mineral-rich, but for an adequate source of food, players must take to the surrounding ocean. Since this region does not have many trees, players will need to scavenge the wilderness for treasures and rely on sparse trees around the island. There are no trade routes in this remote region, but players may choose to ally with the Oldenburgs to gain an edge over the enemy.”

  46. In a forum post about the design process behind The African Royals, one of the developers revealed that the Songhai Empire was a “strong contender” for one of the civilizations they wanted to create. During the research process, they found its history was rather “short-lived,” it was difficult to find source material, and since Age of Empires III civilizations are more about culture groups rather than a specific empire, it ended up scrapped and used as an Alliance option instead.[13] In another post, the developer revealed that the Moroccans were also considered as a civilization for the expansion, but they were ruled out for being too close to the European culture’s gameplay mechanics and history, as they wanted the The African Royals civilizations to be distinctively different from Europeans.[14]

  47. During the development of the Definitive Edition, the Discovery Age had been renamed to the Settlement Age, before finally being changed to the Exploration Age by release. This can be seen in the unit help string for the Torp, which still has the alternative name.

  48. Additional African minor civilizations may have been cut from The African Royals. Strings tagged ReservedTranslation are preceded by the existing African minor civs’ names, and these reserved strings included the Kongolese, Tuareg, Edo, Benin, Omanis, Bedouins, and Mandé.

  49. Update 43871 added an icon for ranged cavalry, but since no unit have multipliers against ranged cavalry to be displayed in the UI, the icon remains unused in the game files.

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I really hope they add the Royal Guard Skirmisher unit for the Dutch. I also noticed some Irish units in the Baltic Powers beta. Honestly, it would have been a great addition to include Ireland as a revolution option for the British, as well as a Royal House for certain scenarios. The strangest thing is that those Irish units appear in the expansion’s promotional photos and were even present on some maps.

Honestly, I feel disappointed because I was hoping they would add more native factions to the American maps and some new Royal Houses for the European maps. Two native factions and one Royal House seems like far too little to me; regardless of what some users here might say, I am certain they could have added a few more native factions to make up for the lack of a new campaign or new historical battles.

You did a great job presenting most of the game’s cut content to us. Thanks

Yeah, not problem…is all in the wikia (i ommited things like Italians and Swedes original concepts for 2005, since we already have both civs in the game anyway)…

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Instead of copying and pasting info of the wikia, what about talking about the topic?

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Something similar to what was in Battle for Middle-earth 2

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Does anyone here know if the developers have ever considered adding this kind of content to the game? I ask because it would be an excellent addition, given the lack of single-player campaigns. Considering that historical battles and maps can eventually become repetitive, perhaps a new “World Conquest” mode—or something like the “Arena of the Gods”—would be a better option for players like us who are more interested in single-player gameplay than multiplayer.

A new game mode, World Conquest, is a single-player mode where you can select the number of civilizations playing, from 2 to all, and conquer maps. In Battle for Middle-earth 2, your progress on the map is saved, so the buildings and units left on the map are saved and you can move units from one map to another. Games have a time limit to prevent you from filling the map with units.

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For me would be important than there would be variations of the scenarios.

I wont like a conquest mode where they are just plain skirmish maps, henche the arena of the gods initial suggestion.

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There was this cut content:

A game mode called Grand Conquest was planned for the original game, described as “a game in which you and your allies will struggle for control over the New World against the other European powers.” It would have featured a strategic map perhaps similar to other RTS games, and players would fight to control all the territories while trying to complete in-game objectives. Players would have been able to customize the Explorer’s name and Home City name, selected a civilization, and chose the civilizations of the allies and enemies. Players would be able to Invade, Defend, and Claim territories, and the game mode may have featured cards that provided permanent buffs, as one string remains that specifies the player would receive the effects “every game.”

So, it would be more of a sandbox campaign of sorts… sort of like the campaign in the Warhammer 40K Dark Crusade expansion.

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