History VideoGame / AgeOfEmpiresIII

20th Apr '16 6:18:59 PM apm483@gmail.com
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*** Spanish: They have the easy to learn skills of a ''Generalist'' since they have most military units available in the game. They get ''Home City'' shipments earlier of an ''Economist'' and their units themselves [[JackOfAllTrades can be used any time, anywhere]] of an ''Balanced.'' One of their best units is their Lancer cavalry which specializes in taking down infantry.
*** British: They get an extra settler whenever a Manor [[note]]A slightly expensive version of a regular house with 135 wood instead of a normal 100[[/note]] is constructed of an ''Industrial'' for that quick economic bonus early in the game. Their military units themselves are ''Balanced'' that they're not good at everything, but not bad at it either with the exception of having one of the best musketeer units in the game. They also have a ''Ranger'' elements of long-ranged attacks with their Longbowmen and Congreve Rockets.
*** French: Their [[LightningBruiser Cuirassier cavalry]] have high hitpoints, high damage, and gives SplashDamage of a ''Brute Force'' faction, and their Coureur des Bois can gather 25% more resources than their settler counterparts of an ''Economist''. Finally, their bonuses with allying the natives gives of a ''Spammer'' edge with a horde of native units.
*** Portuguese: They begin as a [[MagikarpPower slow from a beginning but powerful late in the game]] of a ''Technical'', they lack settler card bonuses, thus leading a slow economic build up but if players can memorize the map using the Portuguese explorer's ability to use the spyglass, and get a Covered Wagon with every advanced age. That means, players with experience in micromanaging, in the late game can spread their base around for resources while having great naval bonuses, excellent dragoons (Ranged anti-cavalry) and light infantry, and their musketeers that rival the British. They also gets ''Ranger'' elements for having the Organ Gun, [[MoreDakka an early ancestor of the machine gun]], and have good ranged units like their musketeers, dragoons, and their cassadors (Which sacrifices what little hitpoints they have for increased damage).
*** Dutch: They are also slow to start with of a ''Technical'' since their settlers costs Coin instead of Food, but they're available to construct Banks that generates Coin to compensate this. Later on they get the best halberdiers the game has to offer, and one of the best naval city card bonuses including the powerful Fluyt[[note]]Cheaper and higher damaging counterparts of the general Galleons, at the cost of lower hitpoints. [[/note]] ship. Their Coin generations gives them an ''Economic'' edge later in the game when they can afford the [[AwesomeButImpractical powerful mercenaries]] and their Ruyter ranged cavalry (which costs 1 population instead of the standard 2) gives them a ''Spammer'' elements as well.

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*** Spanish: They have the easy easiest to learn skills of a ''Generalist'' (''Generalist'') since they have the most military units available in the game. They get ''Home City'' shipments earlier of an ''Economist'' (''Economist'') and their units themselves [[JackOfAllTrades can be used any time, anywhere]] of an ''Balanced.'' (''Balanced''). One of their best units is their Lancer cavalry which specializes in taking down infantry.
*** British: They get an extra settler whenever a Manor [[note]]A slightly expensive version of a regular house with 135 wood instead of a normal 100[[/note]] is constructed of an ''Industrial'' constructed (''Industrial'') for that quick economic bonus early in the game. Their military units themselves are ''Balanced'' that they're not good at everything, but not bad at it either with the exception of having one of the best musketeer units in the game. They also have a the ''Ranger'' elements of element in long-ranged attacks with their Longbowmen and Congreve Rockets.
*** French: Their [[LightningBruiser Cuirassier cavalry]] have high hitpoints, high damage, and gives SplashDamage of a ''Brute Force'' faction, (''Brute Force''), and their Coureur des Bois can gather 25% more resources than their settler counterparts of an ''Economist''. (''Economist''). Finally, their bonuses with allying the natives gives of a ''Spammer'' edge advantage with a horde of native units.
*** Portuguese: They begin as a [[MagikarpPower slow from a beginning but powerful late in the game]] of a ''Technical'', (''Technical''), they lack settler card bonuses, thus leading a slow economic build up but if players can memorize the map using the Portuguese explorer's ability to use the spyglass, and get a Covered Wagon with every advanced age. That means, players with experience in micromanaging, in the late game can spread their base around for resources while having great naval bonuses, excellent dragoons (Ranged anti-cavalry) and light infantry, and their musketeers that rival the British. They also gets have ''Ranger'' elements for having the Organ Gun, [[MoreDakka an early ancestor of the machine gun]], and have good ranged units like their musketeers, dragoons, and their cassadors (Which sacrifices what little hitpoints they have for increased damage).
*** Dutch: They are also slow to start with of a ''Technical'' (''Technical'') since their settlers costs Coin Coins instead of Food, but they're available able to construct Banks that generates Coin generate Coins to compensate this. Later on they get the best halberdiers the game has to offer, and one of the best naval city card bonuses including the powerful Fluyt[[note]]Cheaper and higher damaging counterparts of the general generic Galleons, at the cost of lower hitpoints. [[/note]] ship. Their Coin generations generation gives them an ''Economic'' edge later in the game when they can afford the [[AwesomeButImpractical powerful mercenaries]] and their Ruyter ranged cavalry (which costs 1 population instead of the standard 2) gives them a makes them ''Spammer'' elements as well.



*** Germans: An another ''Spammer'' faction since they get a free Uhlan cavalry with every Home City shipment. The Uhlan [[GlassCannon have highest damage but lowest hitpoints]] of the melee non-mercenary cavalry. Another factor is their discounts towards mercenary shipments, which means they can get mercenaries earlier in the game. The Germans have the ''Brute Force'' capabilities with their Doppelsoldners carry {{BFS}}s that can take out other hand infantry and cavalry, and their War Wagons are ranged cavalry with extra hitpoints, able to survive longer in battle. They also qualify as ''Ranger'' since they get Royal Guard upgrades to their Skirmisher which gives them more hitpoints and damage.
*** Ottomans: They are the ''Unit Specialist'' towards artillery and Ottoman players can create artillery units (Bomb throwing Grenadiers) earlier than the rest of the other factions. Their only infantry, however are the Janissaries and their answer to the Skirmisher (The Abus Gunners) can only be created Artillery Foundry. However, they do get decent cavalry as well since they get Royal Guard upgrades to the Hussar, and they get shipments of the powerful [[CarryABigStick Spahi]] heavy cavalry which capable of AreaOfEffect damage[[note]]The only downside is that they can only be shipped from the Home Cities[[/note]]. The Ottomans are also also ''Unconventional'' since they get free settlers at the catch of not stopping them at a certain limit.
** Native Americans: All the three civilizations have aspects ''Guerrilla '' considering some of their units have the ability to use stealth and ambush the enemy. The following are: Aztec Jaguar Prowl Knights[[note]]Heavy infantry with high hitpoints and damage with bonuses against other heavy infantry and cavalry.[[/note]], Iroquois Forest Prowlers[[note]]Skirmishers with longer range.[[/note]], and the Sioux Tashunke Prowlers[[note]]The only cavalry that's capable of stealth. They are a GlassCannon Cavalry that gets more hitpoints and damage when other Prowlers are nearby with an AreaOfEffect damage[[/note]].
*** Aztecs: ''Brute Force'' since their Skull Knights are heavy infantry that specializes in AreaOfEffect damage, and the Noble Hut units are slower, expensive, but deal tons of damage. Plus, they easily get a large amount of units to become a ''Spammer'' with "War Hut" units are cheap, fast of their feet, and can be massed in a short period of time and their technologists instantly grants players a large army of units with a push of the button. The "Noble Hut" units cost more but they include the javelin throwing Eagle Runner Knights that counters cavalry, their hard hitting Jaguar Prowler Knights that are capable of stealth, and their Arrow Knights with their long range bonuses towards buildings and artillery and their answer to siege units. But they are definitely a ''Unit Specialist'' in that their entire ground troops consists of infantry and only three of their units are ranged. They do make it up for having the best navy of the three Native civilizations but still weaker to the European and Asian counterparts.
*** Iroquois: They are the only Native civilization with artillery and siege units turning The Iroquois's gameplay to be very similar to the vanilla European factions, qualifying them to be a ''Balanced''. Their infantry are balanced and above average including Forest Prowlers are [[GlassCannon Skirmishers]] that can use stealth, but they have poor cavalry and a mediocre navy. Their siege unit are unique (1 of only 2 melee siege unit in game, a portable wall for shielding, and one of the fastest cannon). They're also qualified for ''Ranger'' since kanya horseman and ram are their only melee unit. They can also spawn travois infinitely from fire pit and receive them as the age up, so they are ''Industrialist'' without question.
*** Sioux: They are ''Unit Specialists'' specializing towards cavalry , with some mediocre infantry units as support. Their strongest unit, the Dog Soldier is [[LightningBruiser 3rd strongest]] (2nd with all the upgrade) melee cavalry. They also have rich historey of rifle use so half of their available units are long ranged of ''Ranger'' faction. Finally, the Sioux don't need houses and starts the game with a full population of 200, and they can send admiralty (raise canoe limit) twice, more than enough to qualify them as ''Spammer'' in land and water. Their greatest weakness though is their lack of artillery and [[ZergRush weak but numerous]] navy, though their "Fire Dance" specialty gives them bonus points towards buildings and ships to make it up.

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*** Germans: An another Another ''Spammer'' faction since they get a free Uhlan cavalry with every Home City shipment. The Uhlan [[GlassCannon have has the highest damage but also the lowest hitpoints]] of the melee non-mercenary melee cavalry. Another factor is their discounts discount towards mercenary shipments, which means they can get mercenaries earlier in the game. The Germans have the ''Brute Force'' capabilities with their Doppelsoldners carry {{BFS}}s carrying {{BFS}}es that can take out other hand infantry and cavalry, and their War Wagons are ranged cavalry with extra hitpoints, able to survive longer in battle. They also qualify as ''Ranger'' since they get Royal Guard upgrades to their Skirmisher which gives them more hitpoints and damage.
*** Ottomans: They are the ''Unit Specialist'' towards artillery and Ottoman players can create artillery units (Bomb throwing Grenadiers) earlier than the rest of the other factions. Their only infantry, however are the Janissaries and their answer to the Skirmisher (The Abus Gunners) can only be created in the Artillery Foundry. However, they do get decent cavalry as well since they get Royal Guard upgrades to the Hussar, and they get shipments of can ship the powerful [[CarryABigStick Spahi]] heavy cavalry which are capable of AreaOfEffect damage[[note]]The only downside is that they can only be shipped from the Home Cities[[/note]]. City[[/note]]. The Ottomans are also also ''Unconventional'' since they get free settlers at the catch of not stopping them at a certain limit.being automatically generated.
** Native Americans: All the three civilizations have aspects of the ''Guerrilla '' considering some of their units have the ability to use stealth and ambush the enemy. The following They are: The Aztec Jaguar Prowl Knights[[note]]Heavy infantry with high hitpoints and damage with bonuses against other heavy infantry and cavalry.[[/note]], the Iroquois Forest Prowlers[[note]]Skirmishers with longer range.[[/note]], and the Sioux Tashunke Prowlers[[note]]The only cavalry that's capable of stealth. They are a GlassCannon Cavalry that gets more hitpoints and damage when other Prowlers are nearby with an AreaOfEffect damage[[/note]].
*** Aztecs: ''Brute Force'' since their Skull Knights are heavy infantry that specializes in AreaOfEffect damage, and the Noble Hut units are slower, expensive, but deal tons of damage. Plus, they easily get a large amount of units to become a ''Spammer'' with "War Hut" (''Spammer'') as War Hut units are cheap, fast fleet of their feet, and can be massed in a short period of time and their technologists technologies instantly grants players grant the player a large army of units with a push of the button. The "Noble Hut" Noble Hut units cost more but they include the javelin throwing Eagle Runner Knights that counters cavalry, their the hard hitting Jaguar Prowler Knights that are capable of stealth, and their the Arrow Knights with their long range bonuses towards buildings and artillery and their answer to siege units. But they are definitely a ''Unit Specialist'' Specialists'' in that their entire ground troops consists of infantry (cavalry was unknown in ancient Mexico) and only three of their units are ranged. They do make it up for having the best navy of the three Native civilizations but the canoes are still weaker to the European and Asian counterparts.
*** Iroquois: They are the only Native civilization with artillery and siege units turning The Iroquois's gameplay to be very similar to the vanilla European factions, qualifying them to be a as ''Balanced''. Their infantry are balanced and above average including Forest Prowlers are Prowlers, [[GlassCannon Skirmishers]] that can use stealth, but they have poor cavalry and a mediocre navy. Their siege unit units are unique (1 of only 2 melee siege unit in game, (a battering ram, a portable wall for shielding, and one of the fastest cannon). cannon unit). They're also qualified for ''Ranger'' since kanya the Kanya horseman and the ram are their only melee unit. They can also spawn travois (think man-pulled carts, only without wheels, and dragged on the ground) infinitely from fire pit and receive them as the age up, so they are ''Industrialist'' without question.
*** Sioux: They are ''Unit Specialists'' specializing towards in cavalry , with some mediocre infantry units as support. Their strongest unit, the Dog Soldier is the [[LightningBruiser 3rd third strongest]] (2nd (second with all the upgrade) upgrades) melee cavalry. They also have a rich historey history of rifle use usage so half of their available units are long ranged of ''Ranger'' faction. (''Ranger''). Finally, the Sioux don't need houses and starts start the game with a full population of 200, and they can send admiralty (raise canoe Admiralty (which raises naval unit limit) twice, more than enough to qualify them as ''Spammer'' in land and water. Their greatest weakness though is their lack of artillery and their [[ZergRush weak but numerous]] navy, though their "Fire Dance" specialty gives them bonus points towards buildings and ships to make it up.



*** Chinese: Spammer/Brute Force. The Chinese have a higher population cap than any other faction, 220 instead of 200. Much like the Russians, the Chinese train their units in groups, called Banner Armies, but the unique thing about Banner Armies is they are made up of preset combinations of more than one unit and this means the Chinese can quickly train a combat-ready formation of men when the need for them arises. One Chinese wonder spawn free Banner Armies while another spawn free artillery. They have the smallest and cheapest artillery (hand mortar) which [[CripplingOverspecialization only effective against building or ship]] but easily massed for ZergRush. However, many Chinese infantry and cavalry units unfortunately are inferior in combat to their western counterparts or equal but more expensive, but some of their artillery and special units can be quite strong. The Chinese also field a fairly powerful navy, though many ships are quite pricey.
*** Indians: Technical/Unit Specialist (heavy cavalry). The Indians have a well-balanced military force but exceptional cavalry units, fielding [[FragileSpeedster camel troops]] and [[MightyGlacier war elephants]], with the strongest melee and ranged heavy cavalry (mahout lancer and howdah). But they truly are ''Technical'', since they have 2 wonders with ability while other Asian nation have 1, workers cost wood rather than food and are received for free with each shipment, cow and other herdables ([[GuideDangIt especially llama]]) generate XP, and their home city shipment are more unique and game changing (make cavalry produce food/wood and transform villagers into sepoy army for examples).
*** Japanese: Elitist/Brute Force. The polar opposite of the Chinese, the Japanese field small armies of exceptionally strong but expensive units, such as Samurai being superior swordsmen with good stats and a splash-damage attack. A central unit of the Japanese army is the Daimyo, who grants bonuses to surrounding troops and can even train certain units in the middle of the field. The weakness of the Japanese is their economy relies on Shrines which attract nearby animals and give a trickle of resources based on how many animals are nearby. Japanese players in the early game need to be careful about casualties and placing of Shrines for maximum effect. The Japanese can also send many Home City cards twice.

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*** Chinese: Spammer/Brute Force. The Chinese have a higher population cap than any other faction, 220 instead of 200. Much like the Russians, the Chinese train their units in groups, called Banner Armies, but the unique thing about Banner Armies is they are made up of preset combinations of more than one unit and this means the Chinese can quickly train a combat-ready formation of men when the need for them arises. One Chinese wonder spawn spawns free Banner Armies while another spawn spawns free artillery. They have the smallest and cheapest artillery (hand mortar) which are [[CripplingOverspecialization only effective against building or ship]] but can be easily massed for ZergRush. However, many Chinese infantry and cavalry units unfortunately are inferior in combat to their western counterparts or equal but more expensive, but it's made up by the fact that some of their artillery and special units can be quite strong. The Chinese also field a fairly powerful navy, though many ships are quite pricey.
*** Indians: Technical/Unit Specialist (heavy cavalry). The Indians have a well-balanced military force but exceptional cavalry units, fielding [[FragileSpeedster camel troops]] and [[MightyGlacier war elephants]], with the strongest melee and ranged heavy cavalry (mahout lancer and howdah). But they truly are ''Technical'', since they have 2 wonders with ability unique abilities while other Asian nation nations have 1, workers cost wood rather than food and are received for free with each shipment, cow cows and other herdables ([[GuideDangIt especially llama]]) generate XP, XP instead of being slaughtered for food, and their home city shipment are more unique and game changing (make cavalry produce food/wood and transform villagers into sepoy an army of musketmen for examples).
*** Japanese: Elitist/Brute Force. The polar opposite of the Chinese, the Japanese field small armies of exceptionally strong but expensive units, such as Samurai being superior swordsmen with good stats and a splash-damage attack. A central unit of the Japanese army is the Daimyo, who grants bonuses to surrounding troops and can even train certain units in the middle of the field. The weakness of the Japanese is that their economy relies on Shrines which attract nearby animals and give a trickle of resources based on how many animals are nearby. Japanese players in the early game need to be careful about casualties and placing of Shrines for maximum effect. The Japanese can also send many Home City cards twice.
18th Apr '16 8:02:38 PM apm483@gmail.com
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Added DiffLines:

* GratuitousEnglish: The British speak [[{{Simlish}} some sort of mangled Middle English]].
* GratuitousForeignLanguage: And everyone else? The Chinese speak modern Mandarin despite being modelled after the Qing dynasty. The Settlers and Villagers, when ordered to work, state their soon-to-be occupation. Ensemble play this trope like we play ''Age of Empires''.
10th Mar '16 7:19:19 AM McTulus
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Added DiffLines:

**Indian have unique unit called mansabdar which increase the damage of nearby respective unit (mansabdar urumi for urumi swordman for example). Since they need to be close while still separable, they usually have more shiny (''gold'' shiny) uniform.
10th Mar '16 6:29:15 AM McTulus
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*** Russians: '''The''' ''Spammer'' faction in the game since most of their units are weak but are created quicker than their counterparts and they arrive in large groups. The downsides besides their weaker stats (Their Cossack cavalry is cheaper but weaker version of the general Hussar for example) is their requirements for more resources. They also have elements of ''Guerrilla'' with their Oprichnik cavalry having bonus against villagers and buildings and ''Brute Force'' since they are capable of overwhelming their enemies in numbers.

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*** Russians: '''The''' ''Spammer'' faction in the game since most of their units are weak but are created quicker than their counterparts and they arrive in large groups. The downsides besides their weaker stats (Their Cossack cavalry (Cossack is cheaper but weaker version of the general Hussar Hussar, and strelets is '''the''' cheapest and weakest unit for example) is their requirements for more resources.resources at once. They also have elements of ''Guerrilla'' with their Oprichnik cavalry having bonus against villagers and buildings and ''Brute Force'' since they are capable of overwhelming their enemies in numbers.



*** Iroquois: They are the only Native civilization with artillery and siege units to become an ''Industrial'' faction. The Iroquois's gameplay is very similar to the vanilla European factions, qualifying them to be a ''Balanced''. While they have excellent infantry with ranged Tomahawk that counters cavalry, fast and cheap Aenna archers, and their Forest Prowlers are [[GlassCannon Skirmishers]] that can use stealth, but they have poor cavalry and a mediocre navy. Their Kanya Horsemen and Musket Riders are inferior versions of the European Hussars and Dragoons respectively.
*** Sioux: They are ''Unit Specialists'' specializing towards cavalry , with some mediocre infantry units as support. Their strongest unit, the Dog Soldier is essentially the French Cuirassier's high hit points with the Spanish Lancer's anti-infantry bonuses. The Sioux also don't need houses and starts the game with a full population of 200, more than enough to qualify them as ''Spammer''. Instead, they construct tepees that boosts their attack and health points. Finally, most of their units are long-ranged of a ''Ranger'' faction. Their greatest weakness though is their lack of artillery and a poor navy even though their "Fire Dance" specialty gives them bonus points towards buildings and ships to make it up.

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*** Iroquois: They are the only Native civilization with artillery and siege units to become an ''Industrial'' faction. turning The Iroquois's gameplay is to be very similar to the vanilla European factions, qualifying them to be a ''Balanced''. While they have excellent Their infantry with ranged Tomahawk that counters cavalry, fast are balanced and cheap Aenna archers, and their above average including Forest Prowlers are [[GlassCannon Skirmishers]] that can use stealth, but they have poor cavalry and a mediocre navy. Their Kanya Horsemen siege unit are unique (1 of only 2 melee siege unit in game, a portable wall for shielding, and Musket Riders are inferior versions one of the European Hussars fastest cannon). They're also qualified for ''Ranger'' since kanya horseman and Dragoons respectively.
ram are their only melee unit. They can also spawn travois infinitely from fire pit and receive them as the age up, so they are ''Industrialist'' without question.
*** Sioux: They are ''Unit Specialists'' specializing towards cavalry , with some mediocre infantry units as support. Their strongest unit, the Dog Soldier is essentially the French Cuirassier's high hit points [[LightningBruiser 3rd strongest]] (2nd with all the Spanish Lancer's anti-infantry bonuses. The upgrade) melee cavalry. They also have rich historey of rifle use so half of their available units are long ranged of ''Ranger'' faction. Finally, the Sioux also don't need houses and starts the game with a full population of 200, and they can send admiralty (raise canoe limit) twice, more than enough to qualify them as ''Spammer''. Instead, they construct tepees that boosts their attack ''Spammer'' in land and health points. Finally, most of their units are long-ranged of a ''Ranger'' faction. water. Their greatest weakness though is their lack of artillery and a poor navy even [[ZergRush weak but numerous]] navy, though their "Fire Dance" specialty gives them bonus points towards buildings and ships to make it up.



*** Chinese: Spammer/Brute Force. The Chinese have a higher population cap than any other faction, 220 instead of 200. Much like the Russians, the Chinese train their units in groups, called Banner Armies, but the unique thing about Banner Armies is they are made up of preset combinations of more than one unit and this means the Chinese can quickly train a combat-ready formation of men when the need for them arises. Chinese wonders also spawn free Banner Armies from time to time. However, many Chinese infantry and cavalry units are unfortunately inferior in combat to their western counterparts, but some of their artillery and special units can be quite strong. The Chinese also field a fairly powerful navy, though many ships are quite pricey.
*** Indians: Industrial/Unit Specialist (cavalry). The Indians have a well-balanced military force but they truly shine with cavalry units, fielding FragileSpeedster camel troops and MightyGlacier war elephants. The Hadout Lancer is the single strongest cavalry unit in the entire game. Workers cost wood rather than food and are received for free with each shipment, so the Indian economy can either thrive in highly forested maps or struggle in maps with few trees. Also, they can't kill cows for food due to religious reasons (though cows grant experience, especially if herded near the Indian Sacred Field building).

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*** Chinese: Spammer/Brute Force. The Chinese have a higher population cap than any other faction, 220 instead of 200. Much like the Russians, the Chinese train their units in groups, called Banner Armies, but the unique thing about Banner Armies is they are made up of preset combinations of more than one unit and this means the Chinese can quickly train a combat-ready formation of men when the need for them arises. One Chinese wonders also wonder spawn free Banner Armies from time to time. while another spawn free artillery. They have the smallest and cheapest artillery (hand mortar) which [[CripplingOverspecialization only effective against building or ship]] but easily massed for ZergRush. However, many Chinese infantry and cavalry units are unfortunately are inferior in combat to their western counterparts, counterparts or equal but more expensive, but some of their artillery and special units can be quite strong. The Chinese also field a fairly powerful navy, though many ships are quite pricey.
*** Indians: Industrial/Unit Technical/Unit Specialist (cavalry). (heavy cavalry). The Indians have a well-balanced military force but they truly shine with exceptional cavalry units, fielding FragileSpeedster [[FragileSpeedster camel troops troops]] and MightyGlacier [[MightyGlacier war elephants. The Hadout Lancer is elephants]], with the single strongest melee and ranged heavy cavalry unit in the entire game. Workers (mahout lancer and howdah). But they truly are ''Technical'', since they have 2 wonders with ability while other Asian nation have 1, workers cost wood rather than food and are received for free with each shipment, so the Indian economy can either thrive in highly forested maps or struggle in maps with few trees. Also, they can't kill cows for food due to religious reasons (though cows grant experience, cow and other herdables ([[GuideDangIt especially if herded near the Indian Sacred Field building).llama]]) generate XP, and their home city shipment are more unique and game changing (make cavalry produce food/wood and transform villagers into sepoy army for examples).



**In the Infantry side we have Spanish rodoleros. Downplayed in Indians Urumi Swordman (somewhat quick MightyGlacier)



%% ** Indian Elephants.

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%% ** Indian Elephants.Elephants. Slower and take more population than most horse. The strongest melee and cavalry (mahout lancer and howdah respectively) are elephants.
11th Feb '16 6:32:23 AM LordOfTheSword
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* DesperationAttack: If you've unlocked it in the XP ladder, you can unleash either one or (after you unlocked another) two waves of "militia", which have middling HP and decent ranged attack, their main advantage being the [[ZergRush massive and sudden]] (you can train dozens in seconds) onrush of soldiers. The two waves can each only be used once, and their current health uniquely starts lowering immediately after they are trained, meaning that these units are only supposed to be used as an emergency last line of defense.

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* DesperationAttack: If you've unlocked it in the XP ladder, you can unleash either one or (after you unlocked another) two waves of "militia", "minutemen", which have middling HP and decent ranged attack, their main advantage being the [[ZergRush massive and sudden]] (you can train dozens in seconds) onrush of soldiers. The two waves can each only be used once, and their current health uniquely starts lowering immediately after they are trained, meaning that these units are only supposed to be used as an emergency last line of defense.
9th Feb '16 5:42:24 PM DoctorCooper
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%%** In general, Artillery, Skirmishers, Archers and Riflemen.
** Russian Oprnichiks are fragile and have relatively low base damage, but have a very strong anti-building attack and a huge damage multiplier against settlers. A dozen of them can cripple an enemy's economy within a minute.

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%%** ** In general, Artillery, Skirmishers, Archers and Riflemen.
Riflemen. They are powerful, but when an enemy unit approaches them, they are often in serious danger.
** Russian Oprnichiks Opriknichiks are fragile and have relatively low base damage, but have a very strong anti-building attack and a huge damage multiplier against settlers. A dozen of them can cripple an enemy's economy within a minute.


Added DiffLines:

* HostileWeather:
** One stage of the ''AOEIII'' campaign. After Amelia and Kanyenke helped Bolívar against the Spanish, Bolívar tells them to be careful in the mountains while sending hthem some guides to Pacamayo. The stage consist in arriving to Pacamayo before the Circle does, but there is too cold, so Amelia, Kanyenke and Company must get refuge in fireplaces.
** In the first act of ''The Warchiefs'' campaign, there is Valley Forge, where it is needed to revisit the fireplaces when needed and building houses to resist the winter. That is temporary, though,
3rd Feb '16 2:28:56 PM thatmadork
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*** Chinese: Spammer/Brute Force. The Chinese have a higher population cap than any other faction, 220 instead of 200. Much like the Russians, the Chinese train their units in groups, called Banner Armies, but the unique thing about Banner Armies is they are made up of preset combinations of more than one unit and this means the Chinese can quickly train a combat-ready formation of men when the need for them arises. Chinese wonders also spawn free Banner Armies from time to time. The Chinese also field a fairly powerful navy, though many ships are quite pricey. The Chinese economy and card deck is geared towards masses of units.
*** Indians: Industrial/Unit Specialist (cavalry). The Indians have a well-balanced military force but they truly shine with cavalry units, fielding FragileSpeedster camel troops and MightyGlacier war elephants. The Hadout Lancer is the single strongest cavalry unit in the entire game. Workers cost wood rather than food and are occasionally received for free with each shipment, and they can't kill cows for food due to religious reasons (though cows grant experience, especially if herded near the Indian Sacred Field building).
*** Japanese: Elitist/Brute Force. The Japanese field a number of exceptionally strong but expensive units, such as Samurai being superior swordsmen with good stats and a splash-damage attack. The weakness of the Japanese is their economy relies on Shrines which attract nearby animals and give a trickle of resources based on how many animals are nearby. Japanese players in the early game need to be careful about casualties and placing of Shrines for maximum effect. The Japanese can also send many Home City cards twice.

to:

*** Chinese: Spammer/Brute Force. The Chinese have a higher population cap than any other faction, 220 instead of 200. Much like the Russians, the Chinese train their units in groups, called Banner Armies, but the unique thing about Banner Armies is they are made up of preset combinations of more than one unit and this means the Chinese can quickly train a combat-ready formation of men when the need for them arises. Chinese wonders also spawn free Banner Armies from time to time. However, many Chinese infantry and cavalry units are unfortunately inferior in combat to their western counterparts, but some of their artillery and special units can be quite strong. The Chinese also field a fairly powerful navy, though many ships are quite pricey. The Chinese economy and card deck is geared towards masses of units.
pricey.
*** Indians: Industrial/Unit Specialist (cavalry). The Indians have a well-balanced military force but they truly shine with cavalry units, fielding FragileSpeedster camel troops and MightyGlacier war elephants. The Hadout Lancer is the single strongest cavalry unit in the entire game. Workers cost wood rather than food and are occasionally received for free with each shipment, and so the Indian economy can either thrive in highly forested maps or struggle in maps with few trees. Also, they can't kill cows for food due to religious reasons (though cows grant experience, especially if herded near the Indian Sacred Field building).
*** Japanese: Elitist/Brute Force. The polar opposite of the Chinese, the Japanese field a number small armies of exceptionally strong but expensive units, such as Samurai being superior swordsmen with good stats and a splash-damage attack.attack. A central unit of the Japanese army is the Daimyo, who grants bonuses to surrounding troops and can even train certain units in the middle of the field. The weakness of the Japanese is their economy relies on Shrines which attract nearby animals and give a trickle of resources based on how many animals are nearby. Japanese players in the early game need to be careful about casualties and placing of Shrines for maximum effect. The Japanese can also send many Home City cards twice.
3rd Feb '16 2:04:21 PM thatmadork
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*** Chinese: Spammer/Brute Force. The Chinese have a higher population cap than any other faction, 220 instead of 200. Much like the Russians, the Chinese train their units in groups, called Banner Armies, but the unique thing about Banner Armies is they are made up of preset combinations of more than one unit and this means the Chinese can quickly train a combat-ready formation of men when the need for them arises. Chinese wonders also spawn free Banner Armies from time to time. The Chinese also field a fairly powerful navy, though many ships are quite pricey. The Chinese economy and migration deck is geared towards masses of units.

to:

*** Chinese: Spammer/Brute Force. The Chinese have a higher population cap than any other faction, 220 instead of 200. Much like the Russians, the Chinese train their units in groups, called Banner Armies, but the unique thing about Banner Armies is they are made up of preset combinations of more than one unit and this means the Chinese can quickly train a combat-ready formation of men when the need for them arises. Chinese wonders also spawn free Banner Armies from time to time. The Chinese also field a fairly powerful navy, though many ships are quite pricey. The Chinese economy and migration card deck is geared towards masses of units.
3rd Feb '16 3:16:22 AM thatmadork
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%%** Asians
%%*** Chinese: Spammer/Brute Force
%%*** Indians: Industrial/Unit Specialist (cavalry)
%%*** Japanese: Economist/Elitist/Brute Force

to:

%%** Asians
%%***
** Asians: Added in the ''Asian Dynasties'' expansion:
***
Chinese: Spammer/Brute Force
%%***
Force. The Chinese have a higher population cap than any other faction, 220 instead of 200. Much like the Russians, the Chinese train their units in groups, called Banner Armies, but the unique thing about Banner Armies is they are made up of preset combinations of more than one unit and this means the Chinese can quickly train a combat-ready formation of men when the need for them arises. Chinese wonders also spawn free Banner Armies from time to time. The Chinese also field a fairly powerful navy, though many ships are quite pricey. The Chinese economy and migration deck is geared towards masses of units.
***
Indians: Industrial/Unit Specialist (cavalry)
%%***
(cavalry). The Indians have a well-balanced military force but they truly shine with cavalry units, fielding FragileSpeedster camel troops and MightyGlacier war elephants. The Hadout Lancer is the single strongest cavalry unit in the entire game. Workers cost wood rather than food and are occasionally received for free with each shipment, and they can't kill cows for food due to religious reasons (though cows grant experience, especially if herded near the Indian Sacred Field building).
***
Japanese: Economist/Elitist/Brute Force Elitist/Brute Force. The Japanese field a number of exceptionally strong but expensive units, such as Samurai being superior swordsmen with good stats and a splash-damage attack. The weakness of the Japanese is their economy relies on Shrines which attract nearby animals and give a trickle of resources based on how many animals are nearby. Japanese players in the early game need to be careful about casualties and placing of Shrines for maximum effect. The Japanese can also send many Home City cards twice.
1st Dec '15 9:58:11 AM DoctorCooper
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Added DiffLines:

* FluffyTheTerrible: A literal example. There is a secret unit that is called Fluffy. It can do One-Hit Kills to many units. And Fluffy is the world's ugliest dog.
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