What Age of Empires III needs right now? A list of purposed improvements for a very much needed update to the game

I’m talking all the time about how badly designed they are and how much they need a rework.

Changing the Burgher Militia visuals to better reflect the actual Schutterij makes sense given that the card allows Dutch Envoys to enlist as militia units.

I was looking at AoE3 cut content when I noticed this…

  • 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.

It’s unfortunate that this card was never added to the USA civ. It would have been an acknowledgement of Swedes that choose to immigrate to the USA while also providing a good eco boost for the USA civ.

I attempted to come up with some ideas for additional “Immigrant” cards for the USA civilization. These cards would follow the general template that other immigrant cards follow, which is granting bonuses and economic units/resources reflective of the civilizations the cards “borrow” from. We can also come up with ideas for new “Legion” cards that ship specific military units and make them trainable at Forts.

I’ll start with the Immigrant cards:

Swedish Immigrants - Delivers 3 Torp Wagons. Torp hit points +10%. Torps can receive economic Home City shipments and gather from crates.

Seemed like an easy addition. We already got the card art. I added the effect of the Swedish HCC Dominions so that torps would have an additional function.

Portuguese Immigrants - Receive a free Covered Wagon with every Age-up and increase the build limit of Town Centers by 1 each Age-up.

Straightforward bonuses. I was thinking the card effect of Feitorias could also work as an alternative, but it might be too unbalanced for the late-game USA eco.

Italian Immigrants - Ships 2 Lombard Wagons. Also ships 100 food, 100 wood, and 100 gold.

Pretty straightforward. The additional resources are meant for players to deposit in their newly acquired Lombards and test its mechanics.

Maltese Immigrants - Unit hit points +2%. Delivers 1 Fixed Gun Wagon. Allows the USA General to build Fixed Guns with a build limit of 2. Fixed Guns can be upgraded up to Imperial Fixed Guns. Fixed Guns can still be deconstructed to refund their resource cost.

Yes, they were around in the mid-18th century. I choose to include an acknowledgement of the AoE3 Maltese HP+ per shipment civ bonus but keep it minimal for balance reasons.

Polish Immigrants - Delivers 10 Pigs, 3 villagers, and 3 Homestead Wagons. Homestead wagons can now build Folwarks with a build limit of 3.

Just like how it works with the Polish civ: Folwarks support 5 gatherers as well as 10 population slots. Folwarks can still specialize into either Farming, Livestock, or Military Folwarks.

If specializing into Military Folwarks: State Militia, Regulars, and Hussars can be trained from Folwarks starting Age 2. Starting Age 3, Sharpshooters and Carbine Cavalry can also be trained from Folwarks.

I know we already have the Pulaski’s Legion card but that’s specifically a Legion card type. This immigrant card would provide a nice eco boost with some extra defensive options. Changed up the trainable units for Military Folwarks from Crossbowmen/Pikeman/etc. to standard USA military units since they fit better.

Danish Immigrants - Sends a Round Church Wagon and increases the build limit of the Round Church by 2. Round Churches can be rebuilt by villagers.

The round churches would work similar to how they do for the Danes. It has a defensive attack to provide cover for nearby villagers. Its attack is particularly effective against Mercenaries and Outlaws. It also serves as a drop-off point for Home City shipments. The same bonuses available at USA Meeting Houses would be available at Round Churches.

I’ll try to do some additional card ideas for the other civilizations and some new “Legion” cards if possible.

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I’m not sure it’s a good idea to add too many immigrant cards to the United States civilization deck. I think simply bringing back the Swedish immigrant card would be more than enough to fill that small gap in the US deck. This reminded me of when the Knights of the Mediterranean DLC first came out; there was a Maltese shipment card called “Italian tongue” that enabled Schiavoni at the Commandery. I don’t know why they removed the card at the last minute, especially since it had appeared on the official website in the news section where they promote the franchise’s latest content.

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Yeah, I agree adding all those cards at once would be too much. The Swedish immigrant card should still be introduced at some point though.

That Italian Tongue card was indeed cut content:

  • 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.

I believe it would have worked like the other Tongue cards…

Italian Tongue - Ships 13 Order Schiavoni and 1 Commandery Wagon; Commandery build limit +1; Commanderies can now train Order Schiavoni; costs 750 wood

Not sure why it was cut at the last minute. Counter-skirmishers aren’t something the Maltese have access to normally. This would have filled a niche at least.

As for the Swedish Tongue card, I have no clue what it was originally meant to provide. It could have been military units or even economy related like the German Tongue. If I were to design such a card right now…

Swedish Tongue - Ships 8 Order Infantry Guns (upgraded Leather Cannons) and 1 Commandery Wagon; Commandery build limit +1; Commanderies can now train Order Infantry Guns; costs 1,500 wood

I chose Leather Cannons over the Carolean and Hakkapelit since those other units are more designed around specific HCC upgrades that aren’t available to the Maltese.


Additional cards that were cut content for the Maltese…

Tersenal - Depots improve the work rate of nearby Docks and enables Docks to do an area heal for nearby ships.

Interesting. Risky to have explosive depots right next to your docks but the increased work rate and healing could be good trade-off. I couldn’t find any direct references to the term though.

Fougasse - Enables Depots to train Fire Throwers, Petards, and Mortars.

Technically it should be Foggazza if it’s in the Maltese language but guess that works too. Historically, they were improvised mortars constructed by making a hollow in the ground or rock and filling it with explosives. Permanent fougasse installations intended for coastal defense were carved into the limestone by the Knights of St. John on Malta. The card would be a good reference to that.

Booby Traps - Improves the blast radius of Depots.

Pretty straightforward…

Bailiwicks - Ships 2 Commandry Wagons. Commandery build limit +2

Bailiwicks refers to the areas of jurisdiction of a bailiff. A bailiff was a high official in the Knights Hospitaller. Added 2+ to the build limit since the cut card didn’t mention anything about that and I wanted to keep it line with how tongue cards increase commandery build limits.

Grand Priories - Ships 3 Commandry Wagons. Commandery build limit +3

This refers to how in the Knights Hospitaller, a grand prior acted as the administrator of an order province known as a grand priory. I also added increases to commandery build limits.


Interesting fact: Priories of the Order of Saint John are now in various different countries including South Africa, New Zealand, Canada, Australia, and the United States of America. It would be rather anachronistic to reference those in AoE3 though.

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Do it spicier. Make the Swedish Tongue enable resource gathering for the Commandery as if it were a Torp.

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The Golden Kamuy wiki could be a good source of reference for making an Ainu minor civ (or the devs can somehow get in contact with the author or the Ainu specialist he used for help, but I doubt that’s doable)
https://goldenkamuy.fandom.com/wiki/Ainu

he, atleast more use out of what ammounts to a mobility enabling outpost.,

La pica es la de los poruchik y tiene el aguila bicefala rusa

Si?..no lo había notado…:sweat_smile:

Interesante :joy::joy::joy:

jajajajaja

That would make commanderies atleast interesting.

Being able to deploy garrisoned units from any Commandery on the map isn’t interesting?

Having the commandery auto gather resources would sure drain those natural resources a lot faster. Remember, you want villagers gathering near commanderies thanks to that Wignacourt Constructions card. Would also need to add a berry bush to that commandery to get the full torp “look”. Add a little garden or something.

That reminds me… that Advanced Commanderies HCC should ship a commandery wagon. Keep it in line with how Advanced Mills, Estates, and Market Cards now 1 wagon of their corresponding building type. The Auberges HCC should arguably send a commandery wagon too.

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It isn’t really, seeing as the commandery is too easily destroyed, takes far too long to garrison, and in essence is a stable with more expensive cav.

Also Wignacourt is honestly a crutch for the maltese economy. I dislike crutches.

The Commandery is not meant to be another Fort. They are a stable/outpost hybrid that is already buildable by Age 2. You can’t make them too tough to destroy, most civs don’t even have access to artillery units until Age 3. Yes, it takes longer to make garrisoned units leave the commandery, but it’s only about 7 seconds. These aren’t Age of Mythology sky passages. We don’t have the godly powers of Oranos to make teleportation buildings that instantly move troops around. The commandery garrison ability is a reasonable compromise.

The order cavalry units are a bit more expensive but that is counterbalanced by having them shadow tech over the Ages and the 10% increase in stats. The Auberges card makes them cheaper too.

Why the dislike towards Wignacourt Constructions? It just increases gather rates and encourages setting up defensive buildings near resources. This fits well with the Maltese focus on defense and fortifications. It’s a legitimate economic upgrade that requires a shipment. Do you consider the Sicilian Supply or German Tongue cards crutches to look down on too? Are Dutch banks and British manor houses crutches for their respective civilization’s economy?

They are also not upgradeable at all, even defensive, so ironcally the undwerwhelming palace is better designed.

Wignacourt is there to compensate a secondary factory in combination with sicilian depots. It is not worth a second factory. It’s the same issue with italians, except they don’t have a crutch comparable to wignacourt with depots.

Also it’s a card that you can’t do without, not going to say that those shouldn’t exist but with Malta it is doubly annoying because of th 2% Hp / unit bonus and it basically also dropping off in value hard which is why it doesn’t replace a second factory.

In my opinion, AOE3 only needs two things: 1, more than 500 population. 2, more more more campaigns. These two will definitely attract more players.

Reaching 500 population is going to be difficult because the game will suffer a lot without crashing…

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entre ralentissement et que plus il y a d’unités, plus elles sont idiotes

Si estoy contigo en esto

Yo creo que maximo los desarrolladores podrian aumentar a 300 de población

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yo creo que hasta un maximo de 350 de pop puede estar bien. más de eso puede hacer que el juego vaya muy mal, recuerdan lo que pasa cuando en risk una partida se alarga demasiado?