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'''Associated Bonus:''' Villagers train 15% faster.

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'''Associated Bonus:''' Buildings cost 15% less food and wood (Standard Games), Villagers train 15% faster.faster (''Act I: Japan'')
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-> '''Available to:''' Japanese.

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-> '''Available to:''' Japanese.\\
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Added DiffLines:

* AwesomeButImpractical: "UsefulNotes/MeijiRestoration" advances the Japanese to the Imperial Age at the cost of 4000 export. Not only the player will advance in age without getting any kind of bonus that they would get by building a wonder, which is a death sentence in most scenarios, but 4000 export is far slower to gather in the Industrial Age compared to 4000 food and 4000 coin, even at the highest export gather rate.

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!Campaign Civilizations
These tropes pertain the civilizations of the different campaigns from the game. For the character-specific tropes of its protagonists, antagonists, and other cast, go to these pages:

* [[Characters/AgeOfEmpiresIIIBloodIceSteel "Blood", "Ice" and "Steel"]][[note]]Morgan Black, John Black, Stuart Black, Amelia Black, Sahin the Falcon, Elisabet "Lizzie" Ramsey, Kanyenke, Nonakhee, Major Cooper, Colonel/General George Washington, Simon Bolívar, Alain Magnan, Warwick, Pierre Beaumont, Francisco Juan Delgado de León[[/note]]
* [[Characters/AgeOfEmpiresIIIFireShadows "Fire" and "Shadows"]][[note]]Nathaniel Black, Chayton Black, Col. Sven Kuechler, William Holme, General George Armstrong Custer[[/note]]
* [[Characters/AgeOfEmpiresIIITheAsianDynasties "Japan", "China" and "India"]][[note]]General Sakuma Kichiro, Shogun Tokugawa Ieyasu, Daimyo Torii Mototada, Captain Jian Huang, Lao Chen, Admiral Wang Jinhai, Lt. Nanib Sahir, Colonel George Edwardson, Sepoy Pravar Patel, Bahadur Shah[[/note]]

[[folder:Knights of St. John]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/flag_maltese_cross.png]]
-->'''Home City''': Malta\\
'''Unique Units''': Rodelero, Hoop Thrower, Lancer

to:

!Campaign Civilizations
!Consulate Alliances
These tropes pertain the civilizations of alliance options for the different campaigns Asian civilizations. All Consulate options require 100 export to ally with them (25 with the "Diplomatic Intrigue" Home City card).

[[folder:Alliances in General]]
* DiscOneNuke: You can get late-game units as early as the ''Commerce Age''.
* DiscardAndDraw: Playing as the Indians and shipping the "Foreign Trading Companies" Home City card reduces the cost of Consulate Armies by -15%, but the rest of the Indian armies are +2.5% more expensive, while Villagers, Fishing Boats and Sacred Cows are +5% mor expensive.
* EliteArmy: All Armies and Brigades ship late-game, Royal Guard-tier units.
* RateLimitedPerpetualResource:
** Playing as the Chinese and shipping the "Tea Export" Home City card generates an extra trickle of 0.35 export per second.
** Playing as the Indians and shipping the "Foreign Trading Companies" Home City card generates an extra trickle of 0.75 export per second.
* ReducedResourceCost:
** The "Diplomatic Intrigue" Home City card reduces alliance export cost
from 100 to 25.
** The "Good Faith Agreements" Home City card reduce tech cost by 40%, tech research time by 50% and army train time by 50%, except in
the game. For case of Imperial Age Brigades, which only reduces the character-specific tropes of its protagonists, antagonists, export cost by 300 and other cast, go to these pages:

* [[Characters/AgeOfEmpiresIIIBloodIceSteel "Blood", "Ice"
doesn't reduce research time.
** Playing as the Indians
and "Steel"]][[note]]Morgan Black, John Black, Stuart Black, Amelia Black, Sahin shipping the Falcon, Elisabet "Lizzie" Ramsey, Kanyenke, Nonakhee, Major Cooper, Colonel/General George Washington, Simon Bolívar, Alain Magnan, Warwick, Pierre Beaumont, Francisco Juan Delgado de León[[/note]]
* [[Characters/AgeOfEmpiresIIIFireShadows "Fire"
"Foreign Trading Companies" Home City card reduces the cost of Consulate Armies by -15%.
[[/folder]]

[[folder:British]]
-> '''Available to:''' Chinese, Indians.\\
'''Available Techs:''' 2 Surgeons[[note]]Commerce Age, [[ExactlyWhatItSaysOnTheTin ships 2 Surgeons]][[/note]], 4 Spies[[note]]Commerce Age, [[ExactlyWhatItSaysOnTheTin ships 4 Spies]][[/note]], 5 Petards[[note]]Fortress Age, [[ExactlyWhatItSaysOnTheTin ships 5 Petards]][[/note]], British Brigade[[note]]Imperial Age, ships 16 Roger's Rangers
and "Shadows"]][[note]]Nathaniel Black, Chayton Black, Col. Sven Kuechler, William Holme, General George Armstrong Custer[[/note]]
* [[Characters/AgeOfEmpiresIIITheAsianDynasties "Japan", "China"
5 Falconets[[/note]].\\
'''Available Armies:''' British Expeditionary Company[[note]]Commerce Age, ships 6 Redcoats[[/note]], British Expeditionary Force[[note]]Fortress Age, ships 9 Redcoats
and "India"]][[note]]General Sakuma Kichiro, Shogun Tokugawa Ieyasu, Daimyo Torii Mototada, Captain Jian Huang, Lao Chen, Admiral Wang Jinhai, Lt. Nanib Sahir, Colonel George Edwardson, Sepoy Pravar Patel, Bahadur Shah[[/note]]

[[folder:Knights of St. John]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/flag_maltese_cross.png]]
-->'''Home City''': Malta\\
'''Unique Units''': Rodelero, Hoop Thrower, Lancer
1 Falconet[[/note]], British Expeditionary Army[[note]]Industrial Age, ships 7 Life Guards and 3 Falconets[[/note]].\\
'''Associated Bonus:''' +7 HP for all land units.



* AscendedExtra: The Knights of St. John, also known as the UsefulNotes/TheKnightsHospitallers, were an opponent faction in the Saladin campaign in ''VideoGame/AgeOfEmpiresII'', where they were represented by the Teutons.
* CripplingOverspecialization: Their Hoop Throwers are effective only against Janissaries... and nothing else. [[spoiler:The Ottomans are found as enemies only during the first, second and fourth missions of ''Blood''. By the time of the last mission of ''Blood'', they're fighting ''at your side'']].
* DiscardAndDraw: The "Royal Decree to Claim the New World" Home City Card unlocks Temple techs that give the player advantages and disadvantages:
** "Corselet" increases the hitpoints of their heavy infantries at the cost of speed.
** "Tax Burden" periodically ships 100 gold for every minute but drastically reduces the villager's hitpoints.
* DoesNotLikeGuns: While they have access to Falconets and Mortars, they lack gunpowder infantry units such as Musketeers and Skirmishers.
* {{Expy}}: They share many traits with the Spanish. Similar architecture, similar units down to their unique units (with the exception of many gun-toting units), and their Home City is based on the Spanish Home City. It helps that the Spanish are considered a {{Skill Gate Character|s}} civilization, and the KOSJ are as basic as you can get (i.e. cannot advance further than the Fortress Age).
* HistoricalHeroUpgrade: The in-game Knights of St. John being opposed to [[https://en.wikipedia.org/wiki/Slavery_in_Malta slavery and taking free stuff from non-Christians]]. But it's just [[UnreliableNarrator a family tall tale]]... [[RealAfterAll maybe]].

to:

* AscendedExtra: The Knights of St. John, also known as the UsefulNotes/TheKnightsHospitallers, were an opponent faction in the Saladin campaign in ''VideoGame/AgeOfEmpiresII'', where they were represented by the Teutons.
* CripplingOverspecialization: Their Hoop Throwers are effective only against Janissaries... and nothing else. [[spoiler:The Ottomans are found as enemies only during the first, second and fourth missions of ''Blood''. By the time of the last mission of ''Blood'', they're fighting ''at your side'']].
* DiscardAndDraw: The "Royal Decree to Claim the New World" Home City Card unlocks Temple techs that give the player advantages and disadvantages:
** "Corselet" increases the hitpoints of their heavy infantries at the cost of speed.
** "Tax Burden" periodically ships 100 gold for every minute but drastically reduces the villager's hitpoints.
* DoesNotLikeGuns: While they have access to Falconets and Mortars, they lack gunpowder infantry units such as Musketeers and Skirmishers.
* {{Expy}}: They share many traits with the Spanish. Similar architecture, similar units down to their unique units (with the exception of many gun-toting units), and their Home City is based on the Spanish Home City. It helps that the Spanish are considered a {{Skill Gate Character|s}} civilization, and the KOSJ are as basic as you can get (i.e. cannot advance further than the Fortress Age).
* HistoricalHeroUpgrade: The in-game Knights of St. John being opposed to [[https://en.wikipedia.org/wiki/Slavery_in_Malta slavery and taking free stuff from non-Christians]]. But it's just [[UnreliableNarrator a family tall tale]]... [[RealAfterAll maybe]].
TheMedic: "2 Surgeons" ships, well, 2 Surgeons.



[[folder:John Black's Mercenaries]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/flag_john_blacks_mercenaries_de.png]]
-->'''Home City''': Boston\\
'''Unique Units''': Uhlan, War Wagon

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[[folder:John Black's [[folder:Chinese Mercenaries]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/flag_john_blacks_mercenaries_de.png]]
-->'''Home City''': Boston\\
'''Unique Units''': Uhlan, War Wagon
-> '''Available to:''' Chinese (''Act II: China'' only).\\
'''Available Techs:''' \\
'''Available Armies:''' Chinese Mercenary Company[[note]]Commerce Age, ships 3 Manchus[[/note]], Chinese Mercenary Force[[note]]Fortress Age, ships 8 Iron Troops[[/note]], Chinese Mercenary Army[[note]]Industrial Age, ships 24 Rattan Shields and 8 Repentant Monks[[/note]].\\
'''Associated Bonus:''' +5% gathering speed for Villagers and Fishing Boats.



* DiscardAndDraw: Upon shipping the "Royal Decree to Claim the New World" Home City Card, you can research the "Customized Merc Weapons" at the temple, which increases the attack of all mercenaries while raising the cost of buildings.
* {{Expy}}: Their roster combines that of German cavalry (Uhlans and War Wagons) and French infantry (all 5 units from the European Barracks).
* NobleWolf: In addition to increasing John Black and Kanyenke's hitpoints, the "Mercenary Drills" Home City Card allows Kanyenke to train up to 5 "Buck the Tame" Wolves.
* PrivateMilitaryContractors: A band of mercenaries defending the American colonies from Native American attacks, [[spoiler:and later, The Circle's ambitions]]. They have many upgrades that boost the strength of mercenaries like "Customized Merc Weapons" technology and "Improved Mercenaries" and "Mercenary Loyalty" Home City Cards.



[[folder:United States]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/flag_american_act3_aoe3de.png]]
-->'''Home City''': St. Louis\\
'''Feature''': Manor produces settlers upon completion\\
Covered Wagon builds Town Center faster\\
'''Unique Units''': Rocket\\
'''Royal Guard Units''': Musketeer (Redcoats), Hussar (King's Life Guard)

For the proper playable civilization introduced as DLC in ''Definitive Edition'', check [[Characters/AgeOfEmpiresIIINonEuropeanMajorCivilizations the playable non-European civilizations page]].

to:

[[folder:United States]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/flag_american_act3_aoe3de.png]]
-->'''Home City''': St. Louis\\
'''Feature''': Manor produces settlers upon completion\\
Covered Wagon builds Town Center faster\\
'''Unique Units''': Rocket\\
'''Royal Guard Units''': Musketeer (Redcoats), Hussar (King's Life Guard)

For the proper playable civilization introduced as DLC in ''Definitive Edition'', check [[Characters/AgeOfEmpiresIIINonEuropeanMajorCivilizations the playable non-European civilizations page]].
[[folder:Dutch]]
-> '''Available to:''' Japanese.
'''Available Techs:''' Church Wagon[[note]]Commerce Age, ships 1 Church Wagon[[/note]], Bank Wagon[[note]]Commerce Age, ships 1 Bank Wagon[[/note]], Arsenal Wagon[[note]]Fortress Age, ships 1 Arsenal Wagon[[/note]], Livestock Pen Wagon[[note]]Industrial Age, ships 1 Livestock Pen Wagon[[/note]], Dutch Brigade[[note]]Imperial Age, ships 28 Blue Guards and 4 Mortars[[/note]].\\
'''Available Armies:'''\\
- '''Standard Games:''' Dutch Expeditionary Company[[note]]Commerce Age, ships 6 Blue Guards[[/note]], Dutch Expeditionary Force[[note]]Fortress Age, ships 8 Carabineers and 6 Blue Guards[[/note]], Dutch Expeditionary Army[[note]]Industrial Age, ships 16 Carabineers and 2 Mortars[[/note]].\\
- '''''Act I: Japan'':''' Dutch Expeditionary Company[[note]]Commerce Age, ships 1 Horse Artillery[[/note]], Dutch Expeditionary Force[[note]]Fortress Age, ships 2 Falconets[[/note]], Dutch Expeditionary Army[[note]]Industrial Age, ships 4 Horse Artillery and 3 Mortars[[/note]].\\
'''Associated Bonus:''' Generates +0.8 coin per second.



* DiscardAndDraw: Upon shipping the "Royal Decree to Claim the New World" Home City Card, you can research the "Grand Encampment" technology, which, like the British's "Thin Red Line" tech, increases the Musketeers' hitpoints at the cost of their speed.
* {{Expy}}: They have similar traits to the British, including their Royal Guard upgrades and Manor building. They can also build Rockets in their Artillery Foundry instead of being automatically generated from the Factory.

to:

* DiscardAndDraw: Upon shipping RateLimitedPerpetualResource: Allying with the "Royal Decree to Claim the New World" Home City Card, you Dutch generates an extra trickle of 0.8 coin per second, which can research the "Grand Encampment" technology, which, like the British's "Thin Red Line" tech, increases the Musketeers' hitpoints at the cost of their speed.
* {{Expy}}: They have similar traits to the British, including their Royal Guard upgrades and Manor building. They can also build Rockets in their Artillery Foundry instead of being automatically generated from the Factory.
be further increased with every Bank's own 2.75 CPS.



[[folder:Circle of Ossus]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/circle_of_ossus.png]]
-->'''Unique Units''': Boneguard, White Jaguar, White Wolf

to:

[[folder:Circle [[folder:French]]
-> '''Available to:''' Chinese, Indians.\\
'''Available Techs:''' Food Crates[[note]]Discovery Age, ships crates
of Ossus]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/circle_of_ossus.png]]
-->'''Unique Units''': Boneguard, White Jaguar, White Wolf
400 food[[/note]], Wood Crates[[note]]Commerce Age, ships crates of 500 wood[[/note]], Coin Crates[[note]]Fortress Age, ships crates of 600 gold[[/note]], French Brigade[[note]]Imperial Age, ships 15 Gendarmes[[/note]].\\
'''Available Armies:''' French Expeditionary Company[[note]]Commerce Age, ships 4 Young Guards[[/note]], French Expeditionary Force[[note]]Fortress Age, ships 3 Gendarmes and 3 Young Guards[[/note]], French Expeditionary Army[[note]]Industrial Age, ships 6 Gendarmes and 2 Horse Artillery[[/note]].\\
'''Associated Bonus:''' +5% gathering speed for Villagers, Fishing Boats and Haciendas.



* AncientConspiracy: The Circle of Ossus is a secretive order that has been around for centuries. It's not until the 19th century, however, that they're finally defeated.
* BackForTheFinale: The Boneguard swordsman variant is only found in ''Blood'', with the musketeer replacing it afterwards. However, the swordsman variant shows up again in the final scenario.
* CosmopolitanCouncil: The Circle of Ossus has members from various European powers.
* EliteMooks: Their elite troops, the Boneguard, are some of the toughest units that can be found in the campaign. They come in two variants: the swordsman and the musketeer.
* LightIsNotGood: They have white animals at their service and their ships allude to the color white, but they're an evil organization.
* SavageWolf: The White Wolf, which appears in Act III. Beaumont had two wolves at his side to [[spoiler:sic and kill Cooper]].
* ScrewTheRulesIHaveConnections: While the Circle does have its own army, it's also as likely to use its myriad connections throughout Europe to have others do their dirty work, including Russians in Act II.



[[folder:Black Family Estate]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/united_states_flag_revolt_de_3.png]]
[[caption-width-right:350:American (1777)]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/united_states_flag_37_star.png]]
[[caption-width-right:350:American (1867)]]
-->'''Home City''': Black Family Estate\\
'''Feature''':
--->Can train Iroquois and European units\\
Can build European, Sioux, or Iroquois buildings\\
Have access to Colonial Militia

to:

[[folder:Black Family Estate]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/united_states_flag_revolt_de_3.png]]
[[caption-width-right:350:American (1777)]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/united_states_flag_37_star.png]]
[[caption-width-right:350:American (1867)]]
-->'''Home City''': Black Family Estate\\
'''Feature''':
--->Can train Iroquois
[[folder:Germans]]
-> '''Available to:''' Chinese.\\
'''Available Techs:''' Food Trickle[[note]]Discovery Age, generates 1.5 food per second[[/note]], Wood Trickle[[note]]Commerce Age, generates 1.25 wood per second[[/note]], Coin Trickle[[note]]Fortress Age, generates 1.65 coin per second[[/note]], German Brigade[[note]]Imperial Age, ships 19 Prussian Uhlans
and European units\\
Can build European, Sioux, or Iroquois buildings\\
Have access to Colonial Militia
15 Prussian Needle Gunners[[/note]]-\\
'''Available Armies:''' German Expeditionary Company[[note]]Commerce Age, ships 3 Zweihänders[[/note]], German Expeditionary Force[[note]]Fortress Age, ships 3 Zweihänders and 7 Prussian Needle Gunners[[/note]], German Expeditionary Army[[note]]Industrial Age, ships 18 Prussian Needle Gunners and 1 Heavy Cannon[[/note]].\\
'''Associated Bonus:''' -15% Banner Army food cost.



* AllYourPowersCombined: The only civ which appears in more than one campaign. Thanks to the way the deck is done, it can use both Iroquois, Colonial Militia and Sioux units, which comes in handy at several points during ''Shadows''.
* {{BFG}}: Normally the Sioux/Lakota don't have access to artillery, and their exclusive Fire Ceremony boosts all units' siege damage to make up for it. But the Artillery Foundry is still available near the end of the campaign even after the rest of the tech tree is fully changed to a Sioux/Lakota one. With the Fire Ceremony, Falconets can reduce enemy buildings to shreds in seconds.

to:

* AllYourPowersCombined: The only civ which appears in more than one campaign. Thanks to the way the deck is done, it can use both Iroquois, Colonial Militia and Sioux units, which comes in handy at several points during ''Shadows''.
* {{BFG}}: Normally the Sioux/Lakota don't have access to artillery, and their exclusive Fire Ceremony boosts all units' siege damage to make up for it. But the Artillery Foundry is still available near the end of the campaign even after the rest of the tech tree is fully changed to a Sioux/Lakota one. With the Fire Ceremony, Falconets can reduce enemy buildings to shreds in seconds.
RateLimitedPerpetualResource:
** "Food Trickle" generates 1.5 food per second.
** "Wood Trickle" generates 1.25 wood per second.
** "Coin Trickle" generates 1.65 coin per second.



[[folder:Barbary Pirates and Moroccans]]
-->'''Home City''': Cherchell (Barbary Pirates), Marrakesh (Moroccans)\\
'''Unique Units''': Berber Spearman, Berber Archer, Berber Arquebusier, Barbary Corsair, Tribal Horseman, Bedouin Horse Archer

to:

[[folder:Barbary Pirates [[folder:Indian Mercenaries]]
-> '''Available to:''' Chinese (''Act II: China'' only).\\
'''Available Techs:''' \\
'''Available Armies:''' Indian Mercenary Company[[note]]Commerce Age, ships 3 Jat Lancers[[/note]], Indian Mercenary Force[[note]]Fortress Age, ships 8 Dacoit[[/note]], Indian Mercenary Army[[note]]Industrial Age, ships 15 Chakram Throwers, 12 Tiger Claws
and Moroccans]]
-->'''Home City''': Cherchell (Barbary Pirates), Marrakesh (Moroccans)\\
'''Unique Units''': Berber Spearman, Berber Archer, Berber Arquebusier, Barbary Corsair, Tribal Horseman, Bedouin Horse Archer
1 War Elephant[[/note]].\\
'''Associated Bonus:''' +50% HP for buildings.



* {{Expy}}: They have similar traits to the Ottomans, but with all of their unit roster changed.



[[folder:Ethiopians and Somalis]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/flag_ethiopian_aoe3de.png]]
[[caption-width-right:350:Ethiopia]]
-->'''Unique Units''': Spearman, Knife Thrower, Javelin Rider, Shotel Warrior, Somali Arquebusier

to:

[[folder:Ethiopians [[folder:Japanese Isolationism]]
-> '''Available to:''' Japanese.\\
'''Available Techs:''' Military Rickshaw[[note]]Commerce Age, ships 1 Military Rickshaw[[/note]], Bushido Principles[[note]]Commerce Age, allows units to be trained in blocks of 10[[/note]], Clan Offerings[[note]]Commerce Age, makes Castles spawn 1 Samurai every 45 seconds[[/note]], Meiji Restoration[[note]]Industrial Age, advances to the Imperial Age without having to build a wonder[[/note]].\\
'''Available Units:''' Konsha Yamabushi[[note]]Commerce Age, Yamabushi with +10 HP
and Somalis]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/flag_ethiopian_aoe3de.png]]
[[caption-width-right:350:Ethiopia]]
-->'''Unique Units''': Spearman, Knife Thrower, Javelin Rider, Shotel Warrior, Somali Arquebusier
attack[[/note]], Shinobi-No-Mono[[note]]Commerce Age, Shinobi with +10 HP and attack[[/note]], Ninjutsu-Zukai[[note]]Fortress Age, Ninja with +10 HP and attack but no bonus against native warriors[[/note]], Hatamoto Samurai[[note]]Fortress Age, Ronin with +10 HP and attack[[/note]].\\
'''Associated Bonus:''' +7% land unit attack.



* EarlyBirdCameo: The Ethiopians made their debut in a Portuguese-themed historic battle before they became playable with ''The African Royals''.



[[folder:Tatars]]
-->'''Unique Units''': Cavalry Archer, Keshik, Steppe Rider, Meteor Hammer\\
'''Unique Buildings''': Village

to:

[[folder:Tatars]]
-->'''Unique Units''': Cavalry Archer, Keshik, Steppe Rider, Meteor Hammer\\
'''Unique Buildings''': Village
[[folder:Japanese Mercenaries]]
-> '''Available to:''' Chinese (''Act II: China'' only).\\
'''Available Techs:''' \\
'''Available Armies:''' Japanese Mercenary Company[[note]]Commerce Age, ships 3 Yojimbos[[/note]], Japanese Mercenary Force[[note]]Fortress Age, ships 2 Ronin and 2 Ninja[[/note]], Japanese Mercenary Army[[note]]Industrial Age, ships 12 Ninja and 24 Sohei Naginatas[[/note]].\\
'''Associated Bonus:''' -5% military unit cost.



* BornInTheSaddle: Their forces are entirely made of cavalry units.
* CompositeCharacter: They mix features from the Russian and Chinese civilizations.



[[folder:Canadians]]
-->'''Feature''': Manor produces settlers upon completion\\
'''Unique Units''': General, State Militia, Musketeer, Sharpshooter, Hussar, Dragoon\\
'''Unique Buildings''': Manor

to:

[[folder:Canadians]]
-->'''Feature''': Manor produces settlers upon completion\\
'''Unique Units''': General, State Militia, Musketeer, Sharpshooter, Hussar, Dragoon\\
'''Unique Buildings''': Manor
[[folder:Ottomans]]
-> '''Available to:''' Indians.\\
'''Available Techs:''' 6 Azaps[[note]]Commerce Age, ships 6 Baghdad Azaps[[/note]], 4 Villagers[[note]]Commerce Age, ships 4 Hindu Villagers, +4 Hindu Villager train limit[[/note]], 2 Great Bombards[[note]]Industrial Age, ships 2 Great Bombards[[/note]], Ottoman Brigade[[note]]Imperial Age, ships 13 Baghdad Janissaries and 4 Great Bombards[[/note]].\\
'''Available Armies:''' Ottoman Expeditionary Company[[note]]Commerce Age, ships 3 Rumeliots[[/note]], Ottoman Expeditionary Force[[note]]Fortress Age, ships 3 Rumeliots and 7 Baghdad Janissaries[[/note]], Ottoman Expeditionary Army[[note]]Industrial Age, ships 13 Baghdad Janissaries and 2 Great Bombards[[/note]].\\
'''Associated Bonus:''' +7 LOS for all units and buildings.


Added DiffLines:

* WorkerUnit: "4 Villagers" ships 4 Hindu Villagers (saving 400 wood or -if "The Raj" Home City card was sent- 400 food) and raises its training limit to 103.
[[/folder]]

[[folder:Portuguese]]
-> '''Available to:''' Indians, Japanese.\\
'''Available Techs:''' Fishing Fleet[[note]]Commerce Age, ships 3 Fishing Boats[[/note]], Exploration Fleet[[note]]Fortress Age, ships 1 Caravel with 3 Petards on it[[/note]], Expeditionary Fleet[[note]]Industrial Age, ships 1 Ironclad[[/note]], Portuguese Brigade[[note]]Imperial Age, ships 11 Legion Dragoons and 4 Horse Artillery[[/note]].\\
'''Available Armies:'''\\
- '''Standard Games:''' Portuguese Expeditionary Company[[note]]Commerce Age, ships 7 Order Besteiros[[/note]], Portuguese Expeditionary Force[[note]]Fortress Age, ships 11 Order Besteiros and 1 Culverin[[/note]], Portuguese Expeditionary Army[[note]]Industrial Age, ships 15 Legionarios and 3 Culverins[[/note]].\\
- '''''Act I: Japan'':''' Portuguese Expeditionary Company[[note]]Commerce Age, ships 2 Culverins[[/note]], Portuguese Expeditionary Force[[note]]Fortress Age, ships 1 Falconet and 2 Culverins[[/note]], Portuguese Expeditionary Army[[note]]Industrial Age, ships 3 Heavy Cannons and 3 Culverins[[/note]].\\
'''Associated Bonus:''' Villagers train 15% faster.
----
* ThisLooksLikeAJobForAquaman: This alliance is tailor-made for water maps, with three out of four techs sending ships.
[[/folder]]

[[folder:Russians]]
-> '''Available to:''' Chinese.\\
'''Available Techs:''' Blockhouse Wagon[[note]]Discovery Age, ships 1 Blockhouse Wagon and allows Villagers to build Blockhouses[[/note]], Fort Wagon[[note]]Fortress Age, ships 1 Fort Wagon[[/note]], Factory Wagon[[note]]Industrial Age, ships 1 Factory Wagon[[/note]], Russian Brigade[[note]]Imperial Age, ships 25 Counter Jaegers and 3 Culverins[[/note]].\\
'''Available Armies:''' Russian Expeditionary Company[[note]]Commerce Age, ships 4 Siberian Cossacks[[/note]], Russian Expeditionary Force[[note]]Fortress Age, ships 5 Counter Dragoons[[/note]], Russian Expeditionary Army[[note]]Industrial Age, ships 9 Counter Dragoons and 3 Culverins[[/note]].\\
'''Associated Bonus:''' Villager cost and training time -10%.
----
[[/folder]]

[[folder:Spanish]]
-> '''Available to:''' Japanese.\\
'''Available Techs:''' Merchant Marine[[note]]Commerce Age, -50% Home City shipment arrival time[[/note]], Nanban Trade[[note]]Commerce Age, Crates and Trade Routes contain/generate +25% resources[[/note]], Bullionism[[note]]Fortress Age, gives +1500 XP[[/note]], Spanish Brigade[[note]]Imperial Age, ships 17 Espadachins and 15 Garrochistas[[/note]].\\
'''Available Armies:''' Spanish Expeditionary Company[[note]]Commerce Age, ships 8 Tercios[[/note]], Spanish Expeditionary Force[[note]]Fortress Age, ships 9 Espadachins and 1 Falconet[[/note]], Spanish Expeditionary Army[[note]]Industrial Age, ships 7 Garrochistas and 3 Falconets[[/note]].\\
'''Associated Bonus:''' Generates +0.8 XP per second.
----
* RateLimitedPerpetualResource: Allying with the Spanish generates an extra trickle of 0.8 XP per second.
* ReducedResourceCost: "Merchant Marine" reduces the Home City shipment arrival time by -50%.
[[/folder]]

!Campaign Civilizations
These tropes pertain the civilizations of the different campaigns from the game. For the character-specific tropes of its protagonists, antagonists, and other cast, go to these pages:

* [[Characters/AgeOfEmpiresIIIBloodIceSteel "Blood", "Ice" and "Steel"]][[note]]Morgan Black, John Black, Stuart Black, Amelia Black, Sahin the Falcon, Elisabet "Lizzie" Ramsey, Kanyenke, Nonakhee, Major Cooper, Colonel/General George Washington, Simon Bolívar, Alain Magnan, Warwick, Pierre Beaumont, Francisco Juan Delgado de León[[/note]]
* [[Characters/AgeOfEmpiresIIIFireShadows "Fire" and "Shadows"]][[note]]Nathaniel Black, Chayton Black, Col. Sven Kuechler, William Holme, General George Armstrong Custer[[/note]]
* [[Characters/AgeOfEmpiresIIITheAsianDynasties "Japan", "China" and "India"]][[note]]General Sakuma Kichiro, Shogun Tokugawa Ieyasu, Daimyo Torii Mototada, Captain Jian Huang, Lao Chen, Admiral Wang Jinhai, Lt. Nanib Sahir, Colonel George Edwardson, Sepoy Pravar Patel, Bahadur Shah[[/note]]

[[folder:Knights of St. John]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/flag_maltese_cross.png]]
-->'''Home City''': Malta\\
'''Unique Units''': Rodelero, Hoop Thrower, Lancer
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* AscendedExtra: The Knights of St. John, also known as the UsefulNotes/TheKnightsHospitallers, were an opponent faction in the Saladin campaign in ''VideoGame/AgeOfEmpiresII'', where they were represented by the Teutons.
* CripplingOverspecialization: Their Hoop Throwers are effective only against Janissaries... and nothing else. [[spoiler:The Ottomans are found as enemies only during the first, second and fourth missions of ''Blood''. By the time of the last mission of ''Blood'', they're fighting ''at your side'']].
* DiscardAndDraw: The "Royal Decree to Claim the New World" Home City Card unlocks Temple techs that give the player advantages and disadvantages:
** "Corselet" increases the hitpoints of their heavy infantries at the cost of speed.
** "Tax Burden" periodically ships 100 gold for every minute but drastically reduces the villager's hitpoints.
* DoesNotLikeGuns: While they have access to Falconets and Mortars, they lack gunpowder infantry units such as Musketeers and Skirmishers.
* {{Expy}}: They share many traits with the Spanish. Similar architecture, similar units down to their unique units (with the exception of many gun-toting units), and their Home City is based on the Spanish Home City. It helps that the Spanish are considered a {{Skill Gate Character|s}} civilization, and the KOSJ are as basic as you can get (i.e. cannot advance further than the Fortress Age).
* HistoricalHeroUpgrade: The in-game Knights of St. John being opposed to [[https://en.wikipedia.org/wiki/Slavery_in_Malta slavery and taking free stuff from non-Christians]]. But it's just [[UnreliableNarrator a family tall tale]]... [[RealAfterAll maybe]].
[[/folder]]

[[folder:John Black's Mercenaries]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/flag_john_blacks_mercenaries_de.png]]
-->'''Home City''': Boston\\
'''Unique Units''': Uhlan, War Wagon
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* DiscardAndDraw: Upon shipping the "Royal Decree to Claim the New World" Home City Card, you can research the "Customized Merc Weapons" at the temple, which increases the attack of all mercenaries while raising the cost of buildings.
* {{Expy}}: Their roster combines that of German cavalry (Uhlans and War Wagons) and French infantry (all 5 units from the European Barracks).
* NobleWolf: In addition to increasing John Black and Kanyenke's hitpoints, the "Mercenary Drills" Home City Card allows Kanyenke to train up to 5 "Buck the Tame" Wolves.
* PrivateMilitaryContractors: A band of mercenaries defending the American colonies from Native American attacks, [[spoiler:and later, The Circle's ambitions]]. They have many upgrades that boost the strength of mercenaries like "Customized Merc Weapons" technology and "Improved Mercenaries" and "Mercenary Loyalty" Home City Cards.
[[/folder]]

[[folder:United States]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/flag_american_act3_aoe3de.png]]
-->'''Home City''': St. Louis\\
'''Feature''': Manor produces settlers upon completion\\
Covered Wagon builds Town Center faster\\
'''Unique Units''': Rocket\\
'''Royal Guard Units''': Musketeer (Redcoats), Hussar (King's Life Guard)

For the proper playable civilization introduced as DLC in ''Definitive Edition'', check [[Characters/AgeOfEmpiresIIINonEuropeanMajorCivilizations the playable non-European civilizations page]].
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* DiscardAndDraw: Upon shipping the "Royal Decree to Claim the New World" Home City Card, you can research the "Grand Encampment" technology, which, like the British's "Thin Red Line" tech, increases the Musketeers' hitpoints at the cost of their speed.
* {{Expy}}: They have similar traits to the British, including their Royal Guard upgrades and Manor building. They can also build Rockets in their Artillery Foundry instead of being automatically generated from the Factory.
[[/folder]]

[[folder:Circle of Ossus]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/circle_of_ossus.png]]
-->'''Unique Units''': Boneguard, White Jaguar, White Wolf
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* AncientConspiracy: The Circle of Ossus is a secretive order that has been around for centuries. It's not until the 19th century, however, that they're finally defeated.
* BackForTheFinale: The Boneguard swordsman variant is only found in ''Blood'', with the musketeer replacing it afterwards. However, the swordsman variant shows up again in the final scenario.
* CosmopolitanCouncil: The Circle of Ossus has members from various European powers.
* EliteMooks: Their elite troops, the Boneguard, are some of the toughest units that can be found in the campaign. They come in two variants: the swordsman and the musketeer.
* LightIsNotGood: They have white animals at their service and their ships allude to the color white, but they're an evil organization.
* SavageWolf: The White Wolf, which appears in Act III. Beaumont had two wolves at his side to [[spoiler:sic and kill Cooper]].
* ScrewTheRulesIHaveConnections: While the Circle does have its own army, it's also as likely to use its myriad connections throughout Europe to have others do their dirty work, including Russians in Act II.
[[/folder]]

[[folder:Black Family Estate]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/united_states_flag_revolt_de_3.png]]
[[caption-width-right:350:American (1777)]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/united_states_flag_37_star.png]]
[[caption-width-right:350:American (1867)]]
-->'''Home City''': Black Family Estate\\
'''Feature''':
--->Can train Iroquois and European units\\
Can build European, Sioux, or Iroquois buildings\\
Have access to Colonial Militia
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* AllYourPowersCombined: The only civ which appears in more than one campaign. Thanks to the way the deck is done, it can use both Iroquois, Colonial Militia and Sioux units, which comes in handy at several points during ''Shadows''.
* {{BFG}}: Normally the Sioux/Lakota don't have access to artillery, and their exclusive Fire Ceremony boosts all units' siege damage to make up for it. But the Artillery Foundry is still available near the end of the campaign even after the rest of the tech tree is fully changed to a Sioux/Lakota one. With the Fire Ceremony, Falconets can reduce enemy buildings to shreds in seconds.
[[/folder]]

[[folder:Barbary Pirates and Moroccans]]
-->'''Home City''': Cherchell (Barbary Pirates), Marrakesh (Moroccans)\\
'''Unique Units''': Berber Spearman, Berber Archer, Berber Arquebusier, Barbary Corsair, Tribal Horseman, Bedouin Horse Archer
----
* {{Expy}}: They have similar traits to the Ottomans, but with all of their unit roster changed.

[[/folder]]

[[folder:Ethiopians and Somalis]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/flag_ethiopian_aoe3de.png]]
[[caption-width-right:350:Ethiopia]]
-->'''Unique Units''': Spearman, Knife Thrower, Javelin Rider, Shotel Warrior, Somali Arquebusier
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* EarlyBirdCameo: The Ethiopians made their debut in a Portuguese-themed historic battle before they became playable with ''The African Royals''.
[[/folder]]

[[folder:Tatars]]
-->'''Unique Units''': Cavalry Archer, Keshik, Steppe Rider, Meteor Hammer\\
'''Unique Buildings''': Village
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* BornInTheSaddle: Their forces are entirely made of cavalry units.
* CompositeCharacter: They mix features from the Russian and Chinese civilizations.
[[/folder]]

[[folder:Canadians]]
-->'''Feature''': Manor produces settlers upon completion\\
'''Unique Units''': General, State Militia, Musketeer, Sharpshooter, Hussar, Dragoon\\
'''Unique Buildings''': Manor
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"warrior societies" are generic elite upgrades for natives


->'''Techs:''' Lenape Warrior Societies[[note]]Lenape Warriors get more hit points and cause more damage[[/note]], Lenape Ceremony[[note]]Lenape Warrior build limit increased by 10[[/note]], Lenape Clans[[note]]War Cry ability takes less time to be recharged[[/note]], Lenape Three Sisters[[note]]Villagers gather food from Mills, Farms, Rice Paddies, Fields and Haciendas faster[[/note]].

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->'''Techs:''' Lenape Warrior Societies[[note]]Lenape Warriors get more hit points and cause more damage[[/note]], Lenape Ceremony[[note]]Lenape Warrior build limit increased by 10[[/note]], Lenape Clans[[note]]War Cry ability takes less time to be recharged[[/note]], Lenape Three Sisters[[note]]Villagers gather food from Mills, Farms, Rice Paddies, Fields and Haciendas faster[[/note]].

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* UniqueEnemy: They only appear in the "Battle of Queenston Heights" Historical Battle, or one of the many possible settlements on the "Unknown" skirmish map.

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* TheParalyzer: Lenape Warriors can stun an enemy with their charged war cry.
* UniqueEnemy: They only appear in the "Battle of Queenston Heights" Historical Battle, or one of the many possible settlements on the "Unknown" skirmish map. Only the Haudenosaunee can get to ship their unit through a Home City card.
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* UniqueEnemy: They only appear in the "Battle of Queenston Heights" Historical Battle, or one of the many possible settlements on the "Unknown" skirmish map.
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Religious groups found in the Asian-based maps[[note]]the Jesuit and Sufi can also be found in other regions, such as American maps for the former, Asian maps for the latter, and African maps for both.[[/note]], introduced by ''The Asian Dynasties''. ''Definitive Edition'' also introduces the Tengri Shrine for Central and Northeast Asian maps.

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Religious groups found in the Asian-based maps[[note]]the Jesuit and Sufi can also be found in other regions, such as South American maps for the former, West and Central Asian maps for the latter, and African maps for both.[[/note]], introduced by ''The Asian Dynasties''. ''Definitive Edition'' also introduces the Tengri Shrine for Central and Northeast Asian maps.
maps. Depending on the map, they also allow any civilization to build Marathan Catamarans or Wokou Junks at the Dock.



Tribes of Africa which can be found in the Africa-based maps, introduced by ''The African Royals''.

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Tribes of Africa which can be found in the Africa-based maps, introduced by ''The African Royals''. \n They also allow any civilization to build Privateers at the Dock.
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These civilizations are located in settlements scattered across the maps. Building a Trading Post on their settlements allows the player to spawn new, tribe-specific units as well as research new techs, granting different bonuses. These units are classified as "native units", which are cheaper than their equivalent counterparts and don't add to the population limit, but are weaker and have a build limit.

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These civilizations are located in settlements scattered across the maps. Building a Trading Post on their settlements allows the player to spawn new, tribe-specific units as well as research new techs, granting different bonuses. Building a Native/Royal Embassy allows players to train these units outside of Trading Posts, as long as they're allied with beforehand. These units are classified as "native units", which are cheaper than their equivalent counterparts and don't add to the population limit, but are weaker and have a build limit.



Religious groups found in the Asian-based maps[[note]]the Jesuit and Sufi can also be found in several African maps[[/note]], introduced by ''The Asian Dynasties''. Like the native tribes, building a Trading Post in these groups will grant the player new techs and group-specific units. A Native Embassy can be built as an alternative spawn building for these units.

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Religious groups found in the Asian-based maps[[note]]the Jesuit and Sufi can also be found in several other regions, such as American maps for the former, Asian maps for the latter, and African maps[[/note]], maps for both.[[/note]], introduced by ''The Asian Dynasties''. Like ''Definitive Edition'' also introduces the native tribes, building a Trading Post in these groups will grant the player new techs Tengri Shrine for Central and group-specific units. A Native Embassy can be built as an alternative spawn building for these units.
Northeast Asian maps.



Tribes of Africa which can be found in the Africa-based maps, introduced by ''The African Royals''. Like with other native tribes, building a Trading Post in these groups will grant the player new techs and tribe-specific units. A Native Embassy can be built as an alternative spawn building for these units.

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Tribes of Africa which can be found in the Africa-based maps, introduced by ''The African Royals''. Like with other native tribes, building a Trading Post in these groups will grant the player new techs and tribe-specific units. A Native Embassy can be built as an alternative spawn building for these units.\n



Royal houses of Europe which can be found in the Europe-based maps, introduced by ''Knights of the Mediterranean''. Like with other native tribes, building a Trading Post in these groups will grant the player new techs and House-specific units. A Native Embassy can be built as an alternative spawn building for these units. In addition, Royal Houses provide a unique ability and more units and technologies on average than other minor civilizations, but these are staggered across multiple ages rather than being available in the Exploration Age. They also allow any civilization to build Battleships at the Dock.

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Royal houses of Europe which can be found in the Europe-based maps, introduced by ''Knights of the Mediterranean''. Like with other native tribes, building a Trading Post in these groups will grant In addition to the player new techs and House-specific units. A Native Embassy can be built as an alternative spawn building for these units. In addition, usual features, Royal Houses provide a unique ability and more units and technologies on average than other minor civilizations, but these are staggered across multiple ages rather than being available in the Exploration Age. They also allow any civilization to build Battleships at the Dock.

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* HorseArcher: The Qizilbash are riders mainly attacking with a shortbow. Unlike other cavalry archer types, they are classified as heavy cavalry, which means they don't get attack penalty against villagers. This allows them to better raid enemy settlements through HitAndRunTactics.
* StanceSystem: Qizilbash are also armed with lances on melee mode to ward off infantry units.



->'''Units:''' Sohei

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->'''Units:''' SoheiSohei (Sohei Naginata in DE)

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->'''Techs:''' Aztec Initiation[[note]]Heroes get extra hitpoints and attack[[/note]], Aztec Chocolate Recipe[[note]]Ships coin crates every 2 minutes during 30 minutes[[/note]], Aztec Chinampa[[note]]Villagers gather food from mills faster, fishing boats gather food faster[[/note]].

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->'''Techs:''' Aztec Initiation[[note]]Heroes get extra hitpoints and attack[[/note]], Aztec Chocolate Recipe[[note]]Ships coin crates every 2 minutes during 30 minutes[[/note]], Aztec Chinampa[[note]]Villagers gather food from mills faster, fishing boats gather food faster[[/note]].faster[[/note]], Aztec Garland Wars[[note]]Upgrades Aztec Eagle Warriors and Jaguar Warriors to Garland, requires Champion upgrade[[/note]].


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* TheBusCameBack: After becoming a proper civilization and have their settlements replaced by Zapotecs, the minor native Aztecs were reintroduced as part of the Mexican tech tree through the combination of the Tlaxcala and Guerrero Federal States.
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-->'''Home City''': Jakarta\\

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-->'''Home City''': Jakarta\\Yogyakarta\\



--->Four Cetbang Cannons[[note]]Mobile artillery units, effective against ships and infantries[[/note]] appear at the Home City shipment point and can be trained at Artillery Foundries, Forts, Galleons/Fluyts, and Wokou Junks.\\

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--->Four Cetbang Cannons[[note]]Mobile artillery units, effective against ships and infantries[[/note]] infantry[[/note]] appear at the Home City shipment point and can be trained at Artillery Foundries, Forts, Galleons/Fluyts, and Wokou Junks.\\



* ContinuityNod: It is the continuation of the Malay civilization from the HD expansions of ''VideoGame/AgeOfEmpiresII'', which primarily covers islands that make up modern day Indonesia. They also specialize in cheap melee infantry, elephants, and navy.

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* ContinuityNod: It is the continuation of the Malay civilization from the HD expansions of ''VideoGame/AgeOfEmpiresII'', which primarily covers islands that make up modern day modern-day Indonesia. They also specialize in cheap melee infantry, infantry and elephants, light artillery, and navy.
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* WarElephants: The "Sumatran Elephants" card ships War Elephants with every home shipment after this card is used.

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* WarElephants: The "Sumatran Elephants" card ships War Elephants with every home shipment after this card is used.used, promotes them to Honored (if not already), and allows them to be trainable.

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Native Scouts become with Eclaireurs\\

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Native Scouts become with Eclaireurs\\became Eclaireurs\\
Royal Musketeers became Foot Carabineers\\
Royal Dragoons became Horse Carabineers\\



* ArmyScout: Eclaireurs are fast cavalry units that replaces all preexisting Native Scout and trainable at Town Centers and Native Embassies.

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* ArmyScout: Eclaireurs are fast cavalry units that replaces all preexisting Native Scout Scouts and trainable at Town Centers and Native Embassies. They benefit from Agility promotion as well, allowing them to be even faster.
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* GrenadeLauncher: Royal Musketeers from the House of Bourbon turn into Foot Carabineers under this Revolution, where they exchange their charged pistol attack for a grenade one.

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* ContinuityNod: It is the continuation of the Malay civilization from the HD expansions of ''VideoGame/AgeOfEmpiresII'', which primarily covers islands that make up modern day Indonesia. They also specialize in cheap melee infantry, elephants, and navy.



* WarElephants: The "Sufi Support" card ships War Elephants with every home shipment after this card is used.

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* WarElephants: The "Sufi Support" "Sumatran Elephants" card ships War Elephants with every home shipment after this card is used.
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* CompositeCharacter: With the addition of Inca-themed cards to the revolution, Peru combines the features of both a European/American civilization with a Native American one.


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* LivingDistantAncestor: It is possible to pit Spanish/Portuguese-revolting Peruvians against their Inca ancestors.

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Enables the training of Surgeons at the Church.

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Enables the training of Surgeons at the Church.\\
Native Scouts become with Eclaireurs\\
"Edict of Nantes" card is automatically shipped.\\
Can further advance in age via the "Napoleonic Era" card.



* ArmyScout: Eclaireurs are fast cavalry units that replaces all preexisting Native Scout and trainable at Town Centers and Native Embassies.



* EliteArmy: Several of the cards available after sending the "Napoleonic Era" card improve the French army in various respects to make them outclass their opponents in quality, such as "French Royal Army" (which enables Musketeers and Halberdiers to benefit from Combat promotions to receive extra hitpoints and damage for each defeated enemy military unit) and "Grande Armée" (which allows Imperial upgrades to be researched and at half the cost).

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* EliteArmy: Several of the cards available after sending the "Napoleonic Era" card improve the French army in various respects to make them outclass their opponents in quality, such as "French Royal Army" (which enables Musketeers and Halberdiers to benefit from Combat promotions to receive extra hitpoints and damage for each defeated enemy military unit) and "Grande Armée" Armée" (which allows Imperial upgrades to be researched and at half the cost).

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--->Ten Cows and Gauchos[[note]]modified Comancheros[[/note]] appear at the Home City shipment point\\

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--->Ten Cows and Gauchos[[note]]modified Comancheros[[/note]] Comancheros that throw bolas[[/note]] appear at the Home City shipment point\\


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* ACommanderIsYou: Unit Specialist (Cavalry). Most of their unit shipments consist of both melee (Elmetti, Lancers) and ranged (Gauchos, Legion Dragoons) cavalry. Mounted Granaderos is unique that they are Grenadiers on horseback. Some cards such as "Blandengues" and "Caballeros" encourages on training cavalry.


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* HeroUnit: San Martin can be shipped from the Home City with the namesake card, who is accompanied by an army of Granaderos and Dragoons.
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* {{Expy}}: They share many traits with the Spanish. Similar architecture, similar units down to their unique units (with the exception of many gun-toting units), and their Home City is based on the Spanish Home City. It helps that the Spanish are considered a SkillGateCharacter civilization, and the KOSJ are as basic as you can get (i.e. cannot advance further than the Fortress Age).

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* {{Expy}}: They share many traits with the Spanish. Similar architecture, similar units down to their unique units (with the exception of many gun-toting units), and their Home City is based on the Spanish Home City. It helps that the Spanish are considered a SkillGateCharacter {{Skill Gate Character|s}} civilization, and the KOSJ are as basic as you can get (i.e. cannot advance further than the Fortress Age).
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->'''Techs:''' Carib Kasiri Beer[[note]]Melee infantry units and archers get extra attack[[/note]], Carib Garifuna Drums[[note]]Archers deal more damage to villagers[[/note]], Carib Ambush Party[[note]]Heroes can train Carib Ambushers[[/note]].

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->'''Techs:''' Carib Kasiri Beer[[note]]Melee infantry units and archers get extra attack[[/note]], Carib Garifuna Drums[[note]]Archers deal more damage to villagers[[/note]], Carib Ambush Party[[note]]Heroes can train Carib Ambushers[[/note]].Ambushers[[/note]], Carib Ceremonial Feast[[note]]Carib Blowgunner and Ambusher get extra hitpoints, must research Elite and Champion upgrades first[[/note]]
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->'''Techs:''' Sikh Gurus[[note]]Heroes get extra hitpoints[[/note]], Punjabi New Year[[note]]Villagers gather from Mills faster; livestock fattens faster; Indian livestock generates experience faster; Japanese livestock generates Shrine resources faster[[/note]].

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->'''Techs:''' Sikh Gurus[[note]]Heroes get extra hitpoints[[/note]], Punjabi New Year[[note]]Villagers gather from Mills faster; livestock fattens faster; Indian livestock generates experience faster; Japanese livestock generates Shrine resources faster[[/note]].faster[[/note]], Army of the Pure[[note]]increases the Line of Sight and range of Chakram Throwers[[/note]]
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* ContinuityNod: The icon for "Philhellenism", featuring the Greek Parthenon on a sunset backdrop, is a call-back to the title screen of ''[[VideoGame/AgeOfEmpiresI Age of Empires: The Rise of Rome]]''.
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* BadassBystander: Once it is full of Settlers, Trek Wagons can be powerful through their abilities. Combine with the "Wanderlust" Home City card, which increases Settlers and Trek Wagons' speed and all other unit's hitpoints, and the fact that this card can be sent three times.
* ACommanderIsYou: Economist. Their bonuses completely climb up their resource gathering as their Settlers gather more than usual and don't become Revolutionaries, as well as Dutch Banks trickling more Coin. In addition, their Home City cards involve improving their economy like "Huguenots," which allow them to train Coureur des Bois, "Factory Wagon," "Robber Barons," and "Industrial Revolution," which lets them build Factories, "Diamond Rush" which ships a Diamond Prospector Wagon creates a diamond mine that holds 100000 Coin.

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* BadassBystander: Once it is full of Settlers, Trek Wagons can be powerful through their abilities. Combine this with the "Wanderlust" Home City card, which increases Settlers and Trek Wagons' speed and all other unit's hitpoints, and the fact that this card can be sent three times.
* ACommanderIsYou: Economist. Their bonuses completely climb up their resource gathering as their Settlers gather more than usual and don't become Revolutionaries, as well as Revolutionaries. Dutch Banks trickling trickle even more Coin. Coin, while the British can build up to 2 Banks as well (plus another 2 with the "2 Bank Wagons" card). In addition, their Home City cards involve improving their economy like "Huguenots," which allow "Huguenots"[[note]]allows them to train Coureur des Bois, Bois[[/note]], "Factory Wagon," Wagon" and "Robber Barons," and "Industrial Revolution," which lets Barons"[[note]]lets them build Factories, Factories[[/note]], and "Diamond Rush" which ships Rush"[[note]]ships a Diamond Prospector Wagon that creates a diamond mine that holds holding 100000 Coin.Coin[[/note]].

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[[folder:House of Hannover]]

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[[folder:House of Hannover]]Hanover]]



* MultinationalTeam: Hannover represents both Germany and Britain.

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* MultinationalTeam: Hannover Hanover represents both Germany and Britain.


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* MultinationalTeam: While primarily representing Denmark and Norway, they also represent Russia through the Northern Musketeer.
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* BadassBystander: Once it is full of Settlers, Trek Wagons can be powerful through their abilities. Combine with the "Wanderlust" Home City card, which increases Settlers and Trek Wagons' speed and all other unit's hitpoints, and the fact that this card is infinite use.

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* BadassBystander: Once it is full of Settlers, Trek Wagons can be powerful through their abilities. Combine with the "Wanderlust" Home City card, which increases Settlers and Trek Wagons' speed and all other unit's hitpoints, and the fact that this card is infinite use.can be sent three times.

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