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5%% Home City Cards and Technologies are enclosed between double quotes ("). Separate single quotes (i.e. the Italic formatting) should be used only for proper non-character names. (i.e. chapter titles, games, expansion packs...)
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11!! [[center:''VideoGame/AgeOfEmpiresIII'' [[Characters/AgeOfEmpiresIII character sheets]]\
12[-[[Characters/AgeOfEmpiresIIIBloodIceSteel "Blood", "Ice" and "Steel"]] | [[Characters/AgeOfEmpiresIIIFireShadows "Fire" and "Shadow"]] | [[Characters/AgeOfEmpiresIIITheAsianDynasties "Japan", "China" and "India"]] | [[Characters/AgeOfEmpiresIIIAIOpponents Deathmatch/Skirmish AI]] | [[Characters/AgeOfEmpiresIIICivilizations Major Civilizations]] ([[Characters/AgeOfEmpiresIIIEuropeanMajorCivilizations European]] | [[Characters/AgeOfEmpiresIIINonEuropeanMajorCivilizations Non-European]]) | '''Other Civilizations'''-]]]
13
14Here we're listing the minor and campaign civilizations from ''Age of Empires III'' and their tropes.
15
16For major civilizations, go [[Characters/AgeOfEmpiresIIICivilizations here]].
17----
18[[foldercontrol]]
19!Minor Factions
20These 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 warriors", which are cheaper than their equivalent counterparts and don't add to the population limit, but are weaker and have a build limit. Building a Native/Royal Embassy allows players to train these units outside of Trading Posts, as long as they're allied with beforehand. Some Home City Cards would allow training specific native warriors at Native/Royal Embassies even if their settlement isn't on the map, in exchange of giving them a population cost.
21
22!!Native American Tribes
23Tribes of the New World which can be found in the New World-based maps. They provide soldiers and technologies to whoever builds a Trading Post in their village. ''Age of Empires III'' introduced the Aztec, Carib, Cherokee, Comanche, Cree, Incas (Quechua), Iroquois, Lakota (Sioux), Maya, Nootka, Seminole, and Tupi, while ''The [=WarChiefs=]'' added the Apache, Klamath, Mapuche and Navajo, and replaced the PromotedToPlayable Iroquois, Lakota and Aztec tribes with the Cheyenne, Huron and Zapotec tribes. They also allow any civilization to build Canoes at the Dock.
24
25Tribes marked with (*) were removed in ''The [=WarChiefs=]''.
26
27[[folder:In general]]
28* AscendedExtra: When the Aztecs, Iroquois and Lakota became playable in ''The [=WarChiefs=]'', the Canoe became a basic naval unit for them.
29[[/folder]]
30
31[[folder:Apache]]
32->'''Units:''' Apache Cavalry
33->'''Techs:''' Apache Cactus Use[[note]]Villagers get extra hitpoints and speed[[/note]], Apache Endurance[[note]]Military units get extra speed[[/note]], Apache Raiders[[note]]Apache Cavalry deal more damage to villagers[[/note]].
34----
35* BadassBystander: "Apache Cactus Use" strengthens your {{Worker Unit}}s by giving them extra HP and speed.
36[[/folder]]
37
38[[folder:Aztec(*)]]
39->'''Units:''' Aztec Eagle Warrior, Aztec Jaguar Warrior
40->'''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]], Aztec Garland Wars[[note]]Upgrades Aztec Eagle Warriors and Jaguar Warriors to Garland, requires Champion upgrade[[/note]].
41----
42* AscendedExtra: The Eagle Warriors and Jaguar Warriors became part of the Aztecs' unit roster when they were PromotedToPlayable in ''The [=WarChiefs=]''.
43* 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.
44* DemotedToExtra: ZigZagged. They were present in ''II'' as a playable civilization, then made it for the base game of ''III'' as a native settlement, then they became playable again in ''The [=WarChiefs=]''.
45[[/folder]]
46
47[[folder:Carib]]
48->'''Units:''' Carib Blowgunner, Carib Ambusher
49->'''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]], Carib Ceremonial Feast[[note]]Carib Blowgunner and Ambusher get extra hitpoints, must research Elite and Champion upgrades first[[/note]]
50----
51* BlowGun: The Carib Blowgunners and Ambushers excel at fighting villagers.
52* EnemySummoner: "Carib Ambush Party" allows {{Hero Unit}}s to train up to 5 Carib Ambushers, which can come in handy at certain situations.
53[[/folder]]
54
55[[folder:Cherokee]]
56->'''Units:''' Cherokee Rifleman
57->'''Techs:''' Cherokee War Dance[[note]]Native warriors get extra speed[[/note]], Sequoyah's Cherokee Syllabary[[note]]Ships more settlers[[/note]], Cherokee Basket Weaving[[note]]Removes wood cost from economy-based techs[[/note]].
58----
59* ReducedResourceCost: "Cherokee Basket Weaving" removes the wood cost of economy-based techs at the Market, Dock, Mill, Farm, Rice Paddy, Estate, and Granary. It also halves the wood cost of "Subsistence Farming", "Crop Rotation", "Swing Plow", "New World Crops", "Vegetable Carbon" and "Cash Crops". It's especially useful on water maps, as more wood is freed for ship production.
60[[/folder]]
61
62[[folder:Cheyenne]]
63->'''Units:''' Cheyenne Riders
64->'''Techs:''' Cheyenne Hunting Grounds[[note]]Ships 12 bison[[/note]], Cheyenne Horse Training[[note]]Military units train faster[[/note]], Cheyenne Fury[[note]]Cheyenne Riders deal more damage to cavalry[[/note]].
65----
66* SuspiciouslySimilarSubstitute: To the Lakota. Their unique units are mounted ranged cavalry units (Lakota Axe Rider and Cheyenne Rider). They also have a tech that ships 12 bisons for livestocking[[note]]"Lakota Hunting Grounds" and "Cheyenne Hunting Grounds"[[/note]] and a cavalry-boosting "Horse Trading" tech[[note]]"Lakota Horse Trading" reduces training time of all cavalry units, while "Cheyenne Horse Trading" reduces training time of european and native cavalry while also applying a slight reduction to some Chinese armies[[/note]]. As for their differences, the Lakota's third tech, "Lakota Dog Soldiers", ships one namesake unit every 3 minutes up to 30 minutes, while the Cheyenne's own "Cheyenne Fury" duplicates the Cheyenne Riders' attack against enemy cavalry units.
67[[/folder]]
68
69[[folder:Comanche]]
70->'''Units:''' Comanche Horse Archer
71->'''Techs:''' Comanche Trade Language[[note]]Improvements cost less gold[[/note]], Comanche Horse Breeding[[note]]Cavalry and light infantry units get extra hitpoints[[/note]], Comanche Mustangs[[note]]Cavalry units get extra speed[[/note]]
72----
73* HorseArcher: The Comanche Horse Archers have quite the mobility and range, and they have melee armor, however, they're also vulnerable to ranged attacks.
74* ReducedResourceCost: "Comanche Trace Language" reduces the gold cost of improvements.
75[[/folder]]
76
77[[folder:Cree]]
78->'''Units:''' Cree Tracker
79->'''Techs:''' Cree Tanning[[note]]Infantry, cavalry, and light infantry units get extra hitpoints[[/note]], Cree Kinship[[note]]Increased unit limit for Cree Trackers[[/note]], Cree Textile Craftsmanship[[note]]Buildings cost less wood[[/note]].
80----
81* ReducedResourceCost: "Cree Textile Craftsmanship" reduces the wood cost for buildings, a tech especially useful on water maps, as it frees more wood for ship production.
82[[/folder]]
83
84[[folder:Huron]]
85->'''Units:''' Huron Mantlet
86->'''Techs:''' Huron Sun Ceremony[[note]]Increased unit limit for the Huron Mantlet[[/note]], Huron Trade Dominance[[note]]Ships a Huron Mantlet every 2 minutes during 30 minutes[[/note]], Huron Fish Wedding[[note]]Fishing boats gather food faster[[/note]].
87----
88* LuckilyMyShieldWillProtectMe: The Huron Mantlet is a giant shield pushed around by warriors, deals siege damage and is highly resistant to ranged attacks.
89* SuspiciouslySimilarSubstitute: To the Iroquois. They have a short-ranged siege unit called "Iroquois/Huron Mantlet". Their techs also involve sending said Mantlets every two minutes up to 30 minutes[[note]]"Iroquois Morning Wars" and "Huron Trade Dominance"[[/note]] and a military boost[[note]]"Iroquois Lacrosse" gives an attack bonus to ranged infantry, while "Huron Sun Ceremony" duplicates the train limit for its Mantlets[[/note]]. As for their differences, the Iroquois have another military-based tech[[note]]"Iroquois League", which allows Tomahawks and Mantlets to be trained in military buildings[[/note]] while the Huron have an economy-based one[[note]]"Huron Fish Wedding", which gives a boost to boat/ship-based fishing[[/note]], and the Huron lacks equivalents to the Iroquois Tomahawks and Canoes.
90[[/folder]]
91
92[[folder:Iroquois(*)]]
93->'''Units:''' Iroquois Tomahawk, Iroquois Mantlet
94->'''Techs:''' Iroquois Lacroose[[note]]Ranged infantry unit get extra attack[[/note]], Iroquois League[[note]]Barracks can train Iroquois units[[/note]], Iroquois Morning War[[note]]Ships an Iroquois Mantlet every 2 minutes during 30 minutes[[/note]].
95----
96* AscendedExtra: The Iroquois' Tomahawks and Mantlets became part of the Iroquois/Haudenosaunee's unit roster when they were PromotedToPlayable in ''The [=WarChiefs=]''.
97* LuckilyMyShieldWillProtectMe: The Iroquois Mantlet, a giant shield pushed around by their respective warriors. They deal siege damage and are highly resistant to ranged attacks.
98[[/folder]]
99
100[[folder:Klamath]]
101->'''Units:''' Klamath Rifleman
102->'''Techs:''' Klamath Work Ethos[[note]]Villagers gather all resources faster[[/note]], Klamath Huckleberry Feast[[note]]Ships a food crate every 3 minutes during 30 minutes[[/note]], Klamath Strategy[[note]]Klamath Riflemen get extra attack[[/note]].
103[[/folder]]
104
105[[folder:Lakota(*)]]
106->'''Units:''' Lakota Axe Rider, Lakota Dog Warrior
107->'''Techs:''' Lakota Hunting Grounds[[note]]Ships 12 bison[[/note]], Lakota Horse Training[[note]]Cavalry units trains faster[[/note]], Lakota Dog Soldiers[[note]]Ships a Lakota Dog Soldier every 3 minutes during 30 minutes[[/note]].
108----
109* AscendedExtra: The Axe Riders and Dog Soldiers became part of the Sioux/Lakota's unit roster when they were PromotedToPlayable in ''The [=WarChiefs=]''.
110[[/folder]]
111
112[[folder:Lenape (''Definitive Edition'')]]
113->'''Units:''' Lenape Warrior
114->'''Techs:''' 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]].
115----
116* TheParalyzer: Lenape Warriors can stun an enemy with their charged war cry.
117* 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.
118[[/folder]]
119
120[[folder:Mapuche]]
121->'''Units:''' Mapuche Ironwood Clubman, Mapuche Bolas Rider (introduced in DE)
122->'''Techs:''' Mapuche Ad-mapu[[note]]All units cost less gold[[/note]], Mapuche Tactics[[note]]Melee infantry units get extra siege attack[[/note]], Mapuche Treaty of Quillin[[note]]Ships a coin crate every 2 minutes during 30 minutes[[/note]].
123----
124* CarryABigStick: The Mapuche Ironwood Clubman carries wooden clubs that give them an attack bonus against cavalry and light infantry.
125* ReducedResourceCost: "Mapuce Ad-mapu" reduces the gold cost for all units.
126[[/folder]]
127
128[[folder:Maya]]
129->'''Units:''' Maya Holcan Spearman (Maya Holcan Javelineer in DE), Healer
130->'''Techs:''' Maya Cotton Armor[[note]]Melee infantry units get extra hitpoints[[/note]], Maya Calendar[[note]]Villagers gather food faster[[/note]]. Maya Pyramids (DE only)[[note]]ships an American Citadel Travois to construct the same named fort[[/note]]
131----
132* DemotedToExtra: ZigZagged and Downplayed. They were originally a playable civilization in ''VideoGame/AgeOfEmpiresII: The Conquerors'', however, by the time of ''III'', they were made into a native settlement. Then they made it for ''Definitive Edition'' as one of the nations the Mexicans can revolt into.
133* ExpyCoexistence: The Maya are a revolutionary option for the Mexican civilization in ''Definitive Edition'', and are ''also'' present as a native village in several maps.
134* JavelinThrower: Compared to the Holcan Spearman, the Holcan Javelineer attacks at range while keeping the same effectiveness against cavalry, effectively making them archaic Musketeers.
135* PyramidPower: As a MythologyGag to the pyramid-shaped Castles used by the Mesoamerican civilizations in ''Age of Empires II'', the "Maya Pyramids" in ''Definitive Edition'' unlocks the construction of American Citadels, which are colossal pyramids that function like Forts and can also train Maya units.
136[[/folder]]
137
138[[folder:Navajo]]
139->'''Units:''' Navajo Rifleman
140->'''Techs:''' Navajo Weaving[[note]]Infantry and cavalry units get extra hitpoints[[/note]], Navajo Shepherds[[note]]Livestocks fatten faster; Indian livestock generates experience faster; Japanese livestock generates Shrine resources faster[[/note]], Navajo Craftsmanship[[note]]Increases gold mining speed[[/note]].
141----
142* DevelopersForesight: Because Livestock mechanics are different for both [[{{Veganopia}} India and Japan]], instead of fattening the livestock, it makes it generate experience (Indians) or Shrine resources (Japanese) faster.
143[[/folder]]
144
145[[folder:Nootka]]
146->'''Units:''' Nootka Clubman, Nootka War Chief
147->'''Techs:''' Nootka Bark Clothing[[note]]Villagers get extra hitpoints[[/note]], Nootka Potlatch[[note]]Nootka Clubmen cost less and train faster[[/note]], Loyal Nootka War Chief[[note]]Heroes can train a Nootka War Chief[[/note]].
148----
149* BadassBystander: "Nootka Bark Clothing" makes Villagers sturdier by giving them extra HP.
150* CarryABigStick: The Nootka Clubmen carry wooden clubs that give them an attack bonus against cavalry and light infantry.
151* MookMaker: "Loyal Nootka War Chief" allows the HeroUnit to train a Nootka War Chief.
152[[/folder]]
153
154[[folder:Quechua (Incas before ''Definitive Edition'')]]
155->'''Units:''' Quechua Huaminca, Quechua Bolas Warrior
156->'''Techs:''' Quechuan Metalworking[[note]]Villagers gather gold faster[[/note]], Quechuan Diet[[note]]Military units train faster[[/note]], Quechuan Mountaineering[[note]]Infantry units get extra speed[[/note]].
157----
158* AscendedExtra: The Bolas Warriors became part of the Inca roster when they were PromotedToPlayable in the ''Definitive Edition''.
159* DemotedToExtra: ZigZagged. They were present in ''II'' as a playable civilization, then made it for the base game of ''III'' as a native settlement, then they became playable again in ''Definitive Edition''.
160* SuddenNameChange: When the Inca were introduced as a playable civilisation, the pre-existing Inca minor was renamed Quechua, and their technologies were renamed from Incan Metalworking to Quechuan Metalworking, Incan Chasquis Messengers to Quechuan Diet and Incan Road-Building to Quechuan Mountaineering.
161[[/folder]]
162
163[[folder:Seminole]]
164->'''Units:''' Seminole Sharktooth Bowman
165->'''Techs:''' Seminole Guerilla Wars[[note]]Seminole Sharktooth Bowmen deal more damage to buildings[[/note]], Seminole Bowyer[[note]]Archers get extra attack[[/note]], Seminole Invincibles[[note]]Seminole Sharktooth Bowmen gets increase hitpoints and regeneration[[/note]].
166----
167* AntiStructure: Seminole Guerilla Wars allows Seminole Sharkooth Bowmen to easily siege enemy buildings.
168[[/folder]]
169
170[[folder:Tupi]]
171->'''Units:''' Tupi Blackwood Archer
172->'''Techs:''' Tupi Poison Arrow Frogs[[note]]Archers get extra attack[[/note]], Tupi Forest Burning[[note]]Buildings cost less wood[[/note]], Tupi Animal Lore[[note]]Town centers can train Buttercup the Pet Cougars[[/note]].
173----
174* ReducedResourceCost: "Tupi Forest Burning" reduces the wood cost of buildings, useful in water maps as more wood is freed for ship production.
175[[/folder]]
176
177[[folder:Zapotec]]
178->'''Units:''' Zapotec Lightning Warrior
179->'''Techs:''' Zapotec Cloud People[[note]]Ships a wood crate every 2 minutes during 30 minutes[[/note]], Zapotec Cult of the Dead[[note]]Melee infantry units get extra attack[[/note]], Zapotec Food of the Gods[[note]]Settlers gather food faster[[/note]].
180----
181* SuspiciouslySimilarSubstitute: To the Aztecs. The Lightning Warrior uses a sword, making it the stand-in for the Aztec's Jaguar Warrior and its obsidian sword. Both civs also get a "free resource" tech which sends a crate every two minutes during 30 minutes[[note]]"Aztec Chocolate Recipes" grants coin crates while "Zapotec Cloud People" grants wood crates[[/note]], a tech that grants an attack bonus[[note]]"Aztec Initiation" grants it and a hitpoint bonus to Heroes, while "Zapotec Cult of the Dead" grants it to melee infantry[[/note]] and a food-gathering-based economy tech[[note]]"Aztec Chinampa" increases it for mills and fishing, while "Zapotec Food of the Gods" increases it for every unit able to gather food[[/note]]. They differ in that the Zapotec lack an equivalent to the Aztec's Eagle Warrior[[note]]a javelin-launching infantry unit[[/note]].
182[[/folder]]
183
184!!Asian Religious Groups
185Religious 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. Depending on the map, they also allow any civilization to build Marathan Catamarans or Wokou Junks at the Dock.
186
187[[folder:Bhakti Temple]]
188->'''Units:''' Tiger Claws, War Elephant (introduced in DE)
189->'''Techs:''' Yoga[[note]]Infantry and cavalry units get extra attack[[/note]], Reinforced Gauntlet[[note]]Tiger Claws get extra hitpoints[[/note]], Vegetarianism[[note]]Villagers gather food from berry bushes faster[[/note]].
190----
191* WarElephants: They can provide War Elephants from ''Definitive Edition'' onwards, which are known for high hitpoints and attack that can deal siege damage. It is capable of dealing trample damage and endure ranged attacks due to its high resistance to it.
192* WolverineClaws: The aptly named Tiger Claws carry a [[TruthInTelevision real life equivalent]] of this trope.
193[[/folder]]
194
195[[folder:Jesuit Mission]]
196->'''Units:''' Conquistador
197->'''Techs:''' Flying Buttress[[note]]Buildings get extra hitpoints[[/note]], Smokeless Powder[[note]]Gunpowder units get extra siege attack[[/note]], Christian Schools[[note]]Villagers train faster[[/note]].
198----
199* MartialPacifist: The Jesuits are primarily missionaries and scholars. They also excel at siege warfare and can provide mounted gun-slinging Conquistadors.
200[[/folder]]
201
202[[folder:Shaolin Temple]]
203->'''Units:''' Rattan Shield
204->'''Techs:''' Clenched Fist[[note]]Ranged infantry units get extra melee attack[[/note]], Wood Clearing[[note]]Villagers gather wood faster[[/note]], Dim Mak[[note]]Rattan Shields get extra attack[[/note]].
205----
206* WarriorMonk: The Rattan Shields are powerful Monk units.
207[[/folder]]
208
209[[folder:Sufi Mosque]]
210->'''Units:''' War Elephant (pre-DE), Qizilbash (introduced in DE)
211->'''Techs:''' Pilgrimage[[note]]Ships a fattened Goat every 2 minutes during 30 minutes[[/note]], Fasting[[note]]Villagers lose hitpoints but gather faster[[/note]], Sharia[[note]]Villager train limit increased[[/note]].
212----
213* DiscardAndDraw: "Fasting" dramatically decreases your villager's hitpoints but it allows them to gather resources faster.
214* 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.
215* StanceSystem: Qizilbash are also armed with lances on melee mode to ward off infantry units.
216* WarElephants: Prior to ''Definitive Edition'', they provided War Elephants, which are known for high hitpoints and attack that can deal siege damage. It is capable of dealing trample damage and endure ranged attacks due to its high resistance to it. The Elephants were moved to the Bhakti Temple in ''Definitive Edition'' with the Qizilbash taking its place.
217[[/folder]]
218
219[[folder:Tengri Shrine (''Definitive Edition'')]]
220->'''Units:''' Tatar Archer, Tengri Wolf
221->'''Techs:''' Kumis[[note]]Ships a semi-fattened Yak every 3 minutes during 30 minutes[[/note]], Shaman Drums[[note]]Cavalry and shock troopers train faster[[/note]], Wind Horses[[note]]Cavalry and pets move and attack faster[[/note]]
222----
223* HorseArcher: Tatar Archers are mobile ranged units.
224[[/folder]]
225
226[[folder:Udasi Temple]]
227->'''Units:''' Chakram (Chakram Thrower in DE)
228->'''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]], Army of the Pure[[note]]increases the Line of Sight and range of Chakram Throwers[[/note]]
229----
230* DevelopersForesight: Due to Livestock mechanics working different for [[{{Veganopia}} India and Japan]], instead of fattening it faster, they generate experience (Indians) or Shrine resources (Japanese) faster.
231[[/folder]]
232
233[[folder:Zen Temple]]
234->'''Units:''' Sohei (Sohei Naginata in DE)
235->'''Techs:''' Meditation[[note]]Experience shipping[[/note]], Master Lessons[[note]]Melee infantry units get extra attack[[/note]], Meritocracy[[note]]Unit upgrades cost less[[/note]].
236----
237* ReducedResourceCost: "Meritocracy" reduces the cost for unit upgrades.
238* WarriorMonk: The Sohei are powerful Pikemen who wield naginatas, comparable to the Swiss Pikeman mercenaries.
239[[/folder]]
240
241!!African Tribes
242Tribes of Africa which can be found in the Africa-based maps, introduced by ''The African Royals''. They also allow any civilization to build Privateers at the Dock.
243
244[[folder:In General]]
245* EliteMooks: Askaris, which are European-style African riflemen available from Somali and Sudanese settlements after researching their respective Local Forces tech. They are more expensive, but considerably more powerful than most other African units.
246[[/folder]]
247
248[[folder:Akan]]
249-->'''Units:''' Akan Ankobia, Akan Tufohen
250-->'''Techs:''' Akan Asafo[[note]]Ships an Akan Tufohen[[/note]], Akan Fontomfrom[[note]]Infantry training and movement speed improved, Tufohen takes less time to respawn[[/note]], Akan Gold Economy[[note]]Ships 1 Gold Prospector Wagon, Villagers gather Coin faster from mines[[/note]], Akan Cocoa Beans[[note]]Villages gather food faster from berry bushes and Farms[[/note]], Akan Palm Oil Exports[[note]]All Food is converted into equal amounts of Wood and Coin[[/note]]
251----
252* DiscardAndDraw: "Akan Palm Oil Express" turns all food into equal amounts of wood and coin.
253* ExtraOreDinary: "Akan Gold Economy" ships a Gold Prospector Wagon that can turn into a gold mine.
254* HeroUnit: Akan Tufohen is a native hero that only appears once "Akan Asafo" is researched. It has the "Chaos" and "Fealty Aura" just like regular African explorer units.
255[[/folder]]
256
257[[folder:Berber]]
258-->'''Units:''' Berber Camel Rider, Berber Nomad, Salt Camel, Berber Sultan
259-->'''Techs:''' Berber Fantasia[[note]]Berber cavalry gain a charged musket attacks[[/note]], Berber Kings of the Desert[[note]]Villages gain more hitpoints, Berber Nomads gain bonus damage against cavalry and shock infantry[[/note]], Berber Dynasties[[note]]Ships a Berber Sultan and enables Barbary Corsairs and Zenata Riders[[/note]], Berber Salt Caravans[[note]]Provides a Coin trickle that increases the more Food and Wood is stockpiled[[/note]], Berber Ghofras[[note]] Enemy units are slowed near Farms and Plantations[[/note]].
260----
261* AntiCavalry: Berber Camel Riders, as their camels scare horses.
262* HeroUnit: The Berber Sultan, summoned by the "Berber Dynasties" tech, is a one-of-a-kind unit.
263* WorkerUnit: Berber Nomads are villagers that gather natural resources faster, but work slower on structures such as Mills and Estates.
264[[/folder]]
265
266[[folder:Somali]]
267-->'''Units:''' Somali Darood Militia, Somali Issa Warrior
268-->'''Techs:''' Somali Local Forces[[note]]Allows Askaris to be recruited from Somali Trading Posts[[/note]], Somali Coinage[[note]]Improves trade routes and Villagers and Fishing Boats gather Coin faster[[/note]], Somali Jile Daggers[[note]]Skirmishers do increased melee damage[[/note]], Somali Ajuran Engineers[[note]]Increases the build limit of frontier fortifications and increases the damage dealt by siege units and warships against them[[/note]], Somali Oryx Hide Shields[[note]]Infantry gain increased ranged armor and melee infantry are cheaper[[/note]], Somali Lighthouses[[note]]Outpost, Dock, and Trading Post LOS greatly increased, allows Lighthouse ability to be used at Somali Trading posts[[/note]]
269----
270* DefogOfWar: Once "Somali Lighthouses" is researched, it not only increases the line-of-sight for Outposts, Docks, and Trading Posts, but the latter also gains the ability to temporarily reveal most of enemy buildings on the map.
271[[/folder]]
272
273[[folder:Sudan]]
274-->'''Units:''' Sudanese Dervish
275-->'''Techs:''' Sudanese Local Forces[[note]]Allows Askaris and Sennar Horsemen to be recruited from Sudanese Trading Posts[[/note]], Sudanese Hakura System[[note]]Farms cost less wood and are built faster[[/note]], Sudanese Quilted Armor[[note]]Cavalry and shock infantry get additional melee armor[[/note]], Sudanese Red Sea Trade[[note]]Ships two Red Sea Wagons, can be researched twice[[/note]].
276----
277* BladeEnthusiast: The Sudanese Dervish throws knives.
278* ReducedResourceCost: "Sudanese Hakura System" reduces the wood cost and building time of Farms.
279[[/folder]]
280
281[[folder:Yoruba]]
282-->'''Units:''' Yoruba Oyo Legionary, Yoruba Eso Rider
283-->'''Techs:''' Yoruba Ida Swords[[note]]Yoruba Legionaries do potion damage in melee[[/note]], Yoruba Twins[[note]]Each Yoruba unit clones itself[[/note]], Yoruba Herbalism[[note]]Villages gather wood faster, all units heal slowly when near trees or berry bushes[[/note]], Yoruba Wrestling[[note]]All short-term units keep more hitpoints and lose health more slowly[[/note]], Yoruba Eredo Legacy[[note]]Ships 2 Outpost Wagons, Walls and Gates grant XP[[/note]].
284----
285* CallBack: "Yoruba Herbalism" uses the same icon as Herbal Medicine from ''Age of Empires II''.
286* PoisonousPerson: "Yoruba Ida Swords" gives Yoruba Oyo Legionaries the ability to inflict poison-based damage over time at melee range.
287[[/folder]]
288
289!!European Royal Houses
290Royal houses of Europe which can be found in the Europe-based maps, introduced by ''Knights of the Mediterranean''. In addition to the 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.
291
292[[folder:In general]]
293* MultinationalTeam: Due to their international nature, most Royal Houses draw from several different European nations.
294[[/folder]]
295
296[[folder:House of Bourbon]]
297-->'''Units:''' Royal Musketeer, Royal Dragoon
298-->'''Techs:''' Bourbon Reforms[[note]]Grants XP for each technology and shipment[[/note]], Royal Tax[[note]]Grants Coin for each building[[/note]], Chouannerie[[note]]Villagers inflict more damage to infantry[[/note]], Maison Du Roi[[note]]Ships a Royal Horseman with all future shipments and allows them to be recruited at Bourbon Trading Posts[[/note]],
299-->'''Ability:''' Royal March[[note]]Temporarily causes all units to move faster, especially infantry[[/note]]
300----
301* DiscardAndDraw: Researching "Maison Du Roi" not only ships Royal Horsemen with all future Home City shipments, but also allows them to be recruited from Trading Posts.
302* TheMusketeer: The aptly named Bourbon Royal Musketeer carries not just a musket but also a RoyalRapier [[SwordAndGun and pistol]] like ''Literature/TheThreeMusketeers''.
303[[/folder]]
304
305[[folder:House of Habsburg]]
306-->'''Units:''' Line Infantry, Mounted Infantry
307-->'''Techs:''' Congress of Vienna[[note]]Grants one free shipment[[/note]], Crown Lands[[note]]Grants XP for each building[[/note]], Multinationalism[[note]]Ships a number of random European mercenaries[[/note]], Austro-Hungarian Empire[[note]]Radetzky March spawns Hungarian Grenadiers[[/note]],
308-->'''Ability:''' Radetzky March[[note]]Spawns more Magyar Hussars the longer the wait[[/note]]
309----
310* MultinationalTeam: In addition to German-speaking Line Infantry, the Habsburgs can also deploy Hungarian units.
311* StanceSystem: Line Infantry gain different benefits in each stance.
312[[/folder]]
313
314[[folder:House of Hanover]]
315-->'''Units:''' Black Brunswicker, Totenkopf Hussar, Drummer
316-->'''Techs:''' Royal Scots Grey[[note]]Ships a number of Totenkopf Hussars and has them start with their Death Strike ability charged[[/note]], Royal Card Games[[note]]Immediately sends a random card[[/note]], Acts of Union[[note]]Enables Drummers to plant Inspiring Flags that spawn one English, Scottish, and Irish Mercenary upon being planted[[/note]], Victorian Era[[note]]Directly advances to the Imperial Age and grants a Factory Wagon; gets cheaper based on XP earned[[/note]],
317-->'''Ability:''' Royal Fireworks[[note]]Unleashes a dazzling display of lights to stun enemy units[[/note]]
318----
319* ConfusionFu: "Royal Card Games" sends a random card from your deck.
320* MookCommander: Drummers are primarily used to buff friendly units with their "Cadence Support" skill. Researching "Acts of Union" also allows them to plant Inspiring Flags like Federal American generals to increase friendly units' attack.
321* MultinationalTeam: Hanover represents both Germany and Britain.
322[[/folder]]
323
324[[folder:House of Jagiellon]]
325-->'''Units:''' Lipka Tatar, Shock Rider
326-->'''Techs:''' Pancerni[[note]]Increases hand cavalry ranged armor[[/note]], Jagiellonian Legacy[[note]]Units and resources from previous age-ups are granted again[[/note]], Sarmatism[[note]]Ships a number of Lipka Tatars and increases the range of bow-armed units[[/note]], Folwarks[[note]]Grants resources for each present and future farming building[[/note]].
327-->'''Ability:''' Balance of Powers[[note]]Equalizes resource stockpile[[/note]]
328----
329* ContinuityNod: It is the continuation of the Polish and Lithuanian civilizations in ''VideoGame/AgeOfEmpiresII: Definitive Edition''.
330** In the previous game, the Folwark, which replaces Mills for the Poles, immediately collects a portion of the food yield when a Farm is built next to it. In this game, the House of Jagiellon's Folwarks technology gives a portion of the cost of each farming building built by the player--food from Farms and Mills, coin from Estates, and both from Rice Paddies, Fields, and Haciendas. In addition, the icon for the technology is based on the Castle/Imperial Age Folwark.
331** The Lipka Tatar, who speaks Lithuanian, reuses the Lithuanian military voice lines from the previous game.
332[[/folder]]
333
334[[folder:House of Oldenburg]]
335-->'''Units:''' Royal Huntsman, Northern Musketeer
336-->'''Techs:''' League of Armed Neutrality[[note]]Upgrades Royal Huntsmen to Royal Hunters who may no longer gather Food, but become better in combat and have a higher build limit[[/note]], Hunting Expeditions[[note]]Villagers and Fishing Boats gather Coin while hunting and fishing[[/note]], Kalthoff Repeaters[[note]]Skirmishers do more damage against other skirmishers, particularly Royal Huntsmen[[/note]], Oresund Customs[[note]]Warships and defensive buildings trickle Coin[[/note]].
337-->'''Ability:''' Scientific Expeditions[[note]]Spawns a Hot Air Balloon with a huge line of sight that lasts for a short period of time[[/note]]
338----
339* DiscardAndDraw: "League of Armed Neutrality" exchanges the Royal Huntsmen's ability to gather food into better combat prowess and a higher building limit.
340* MultinationalTeam: While primarily representing Denmark and Norway, they also represent Russia through the Northern Musketeer.
341[[/folder]]
342
343[[folder:House of Phanar]]
344-->'''Units:''' Evzone, Boyar
345-->'''Techs:''' Armatoloi[[note]]Ranged infantry inflict more damage, particularly Evzones[[/note]], Athos Monasteries[[note]]Ships two Athos Monastery Wagons which can be placed on mines for Coin generation and unique technologies[[/note]], Byzantine Legacy[[note]]Buildings and ships have more hitpoints[[/note]], Greek Shipyards[[note]]Docks work much faster and can construct an additional Battleship[[/note]], Catharsis[[note]]Grants a small trickle of XP whilst no damage has been inflicted in the last 30 seconds[[/note]], Phanarion[[note]]Ships an Evzone for every two buildings[[/note]], Filiki Eteria[[note]]Heroes spawn Evzones upon being knocked out[[/note]].
346-->'''Ability:''' Greek Revolution[[note]]Spawns Sacred Band Infantry and improves Villagers in combat for a short period of time[[/note]]
347----
348* CompositeCharacter: Rather than just one noble house, the Phanar represent various prominent families from the chief Greek quarter of Constantinople, where the Ecumenical Patriarchate is located, alternatively serving the Ottoman Empire and [[FightingForAHomeland seeking an independent Hellenic nation.]]
349* ContinuityNod: The "Byzantine Legacy" tech reuses the icon for the Byzantine civilization in ''Age of Empires II: Definitive Edition''.
350* TheRemnant: Of the Byzantine Empire and the Greek civilization in general.
351* ThanatosGambit: "Filiki Eteria" allows {{Hero Unit}}s to summon two Evzones upon being knocked out.
352[[/folder]]
353
354[[folder:House of Vasa]]
355-->'''Units:''' Royal Arquebusier, Winged Hussar
356-->'''Techs:''' Golden Liberty[[note]]All units cost less Coin[[/note]], Tar Kilns[[note]]All units gain slightly more hitpoints, particularly warships[[/note]], Koncerz[[note]]Ships a number of Winged Hussar and improves their ChargedAttack[[/note]], Hanseatic League[[note]]Ships a number of Torp Wagons[[/note]].
357-->'''Ability:''' Order of Vasa[[note]]All gather rates increased; bonus improves the longer the wait[[/note]]
358----
359* MultinationalTeam: Vasa represents both Sweden and Poland.
360* ReducedResourceCost: "Golden Liberty" reduces the gold cost for all units.
361[[/folder]]
362
363[[folder:House of Wettin]]
364-->'''Units:''' Trabant, Saxon Cuirassier
365-->'''Techs:''' Leipzig Trade Fair[[note]]Resets Market buy and sell rates[[/note]], Konigstern[[note]]Ships a Fort Wagon as well as a Battery Tower Wagon for each 10 minutes of game time, up to 30 minutes[[/note]], Marriage Politics[[note]]Age-ups are cheaper[[/note]], Royal Saxon Grenadiers[[note]]Ships a Giant Grenadier with all future shipments[[/note]].
366-->'''Ability:''' Goldener Reiter[[note]]Significantly boosts cavalry and shock infantry armor[[/note]]
367----
368* MadeOfIron: "Goldener Reiter" temporarily increases the armor of cavalry and shock infantry to make them nigh-invulnerable to attacks, making them very effective in raids.
369* ReducedResourceCost: [[ArrangedMarriage "Marriage Politics"]] cheapens the cost of age-ups.
370[[/folder]]
371
372[[folder:House of Wittelsbach]]
373-->'''Units:''' Mountain Trooper, Chevauleger
374-->'''Techs:''' Oktoberfest[[note]]Each unit trained so far refunds a fraction of its cost[[/note]], Ducal Berg Lancers[[note]]Ships a number of Chevaulegers and arms them with lances for bonus damage against infantry[[/note]], Philhellenism[[note]]Natives, outlaws, and mercenaries are cheaper and train faster[[/note]], Schutzenfest[[note]]Skirmishers gain more range, particularly Mountain Troopers[[/note]],
375-->'''Ability:''' Alpine Horns[[note]]Spawns more Mountain Troopers the longer the wait and reveals all enemy buildings[[/note]]
376----
377* 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]]''.
378* ReducedResourceCost: "Philhellenism" reduces the cost and training time of Natives, Outlaws and Mercenaries.
379[[/folder]]
380
381!Revolutions
382Exclusive to the ''Definitive Edition'', Revolutionary nations replace the Revolution nations and leaders in ''The [=WarChiefs=]'' and also includes nations outside of the Americas.
383
384!!Revolutionary Nations
385The Revolutionary nations available to all European civilizations.
386
387[[folder:Argentina]]
388[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/argentina_flag_revolt_de.png]]
389-->'''Home City''': Buenos Aires\
390'''Home European Nation''': Germans, Italians, Spanish\
391'''Bonuses''':
392--->Ten Cows and Gauchos[[note]]modified Comancheros that throw bolas[[/note]] appear at the Home City shipment point\
393Gauchos can be trained at Stables, Forts, Galleons, and Saloons. Cost food instead of Coin. Cost less population. Can build Livestock Pens, train Cows, and gather food from livestock. Their ranged attacks slow enemies.
394----
395* 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.
396* {{Cowboy}}: Their Gauchos are modified Comancheros that can build Livestock Pens, train Cows, and gather food from livestocks.
397* HeroUnit: San Martin can be shipped from the Home City with the namesake card, who is accompanied by an army of Granaderos and Dragoons.
398* StuffBlowingUp: Argentina sure loves their Mortars, especially with their "Argentine Mortars" which turn their Mortars into Imperial Howitzers. In addition, their "Granaderos" Home City card allows them to train Granaderos, which are basically mounted grenadiers.
399[[/folder]]
400
401[[folder:Barbary States]]
402[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/barbary_states_flag_revolt.png]]
403-->'''Home City''': Algiers\
404'''Home European Nation''': Italians, Maltese, Ottomans, Portuguese\
405'''Bonuses''':
406--->Ten Corsair Marksman[[note]]cheaper skirmishers with more speed and ranged resistance but less hitpoints[[/note]] appear at the Home City shipment point\
407Settlers become Barbary Warriors[[note]]Barbary Corsairs with stats comparable to Revolutionaries[[/note]] instead of Revolutionaries\
408All infantry units gather treasure and deal extra damage to villagers and buildings\
409Corsair Marksman and Barbary Warriors can be trained at the Barracks, Fort, Galleons, and the Saloon.\
410Privateers can be trained at the Docks and trained the same units as Galleons in addition to Falconets\
411Falconets become available to the Portuguese
412----
413* AscendedExtra: The original ''Age of Empires III'' represents the States through Barbary Corsairs as a mercenary unit similar to the Rodelero. In the ''Definitive Edition'', they became a Revolutionary Nation.
414* ADayInTheLimelight: The civilization can be played during the "Algiers" Historical Battle.
415* {{Pirate}}: The States notoriously employed state-sanctioned pirates that terrorize the Mediterranean Seas, which is represented by their units being refer to as corsairs. In addition, they can send the "Corsair Captain" Home City card to summon the Corsair Captain, which allow units to gather from enemy crates, collect twice as many resources from treasures, and gain coins from destroyed ships and buildings instead of experience.
416[[/folder]]
417
418[[folder:Brazil]]
419[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/brazil_flag_revolt_de.png]]
420-->'''Home City''': Rio de Janeiro\
421'''Home European Nation''': Dutch, Italians, Portuguese\
422'''Bonuses''':
423--->Settlers become two Voluntarios da Patria[[note]]Revolutionaries with half of their stats[[/note]]\
424Voluntarios da Patria appear at the Home City shipment point, with the amount doubling the number of Villagers the player had when they revolted\
425Town Centers spawn Voluntarios da Patria every 146 seconds
426----
427* {{Cowboy}}: With the "Jaguncos" Home City card, they ship 10 Cows and the Jaguncos, which are mounted Outlaws equipped with rifles that counters heavy infantries and cavalry. They cost food instead of coin, cost less Population, can construct Livestock Pens, train Cows, and gather from livestock. They can be produced in Stables, Fort, Galleon, and Saloon.
428* ZergRush: They can overwhelm any enemies with weak but numerous Voluntarios da Patria.
429[[/folder]]
430
431[[folder:Canada]]
432[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/canada_flag_revolt.png]]
433-->'''Home City''': Quebec\
434'''Home European Nation''': British, French\
435'''Bonuses''':
436--->Still need to support Population\
437Villagers get extra ranged attack\
438Longbowmen, Rangers and Skirmishers/Voltigeur turn into Fencibles[[note]]Skirmisher-type infantry[[/note]]\
439Settlers/Coureurs des Bois become Métis Pathfinders/Métis Voyageurs[[note]]Merely cosmetic changes[[/note]] instead of Revolutionaries
440----
441* BadassBystander: The Métis Pathfinders and Métis Voyageurs might not be so different from ordinary Settlers but their extra attack can be useful.
442* BearsAreBadNews: One of their Home City cards, "7 Grizzlies," ship 7 Honcho the Pet Grizzly Bears, one of the most strongest pets in the game.
443* ADayInTheLimelight: The civilization can be played during the Queenston Heights Historical Battle.
444[[/folder]]
445
446[[folder:Chile]]
447[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/chile_flag_revolt_de.png]]
448-->'''Home City''': Santiago\
449'''Home European Nation''': Spanish\
450'''Bonuses''':
451--->10 Hussars of Death[[note]]Guard Hussar with extra attack[[/note]] appears at the Home City shipment point
452----
453[[/folder]]
454
455[[folder:Egypt]]
456[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/egypt_flag_revolt.png]]
457-->'''Home City''': Cairo\
458'''Home European Nation''': Ottomans\
459'''Bonuses''':
460--->Settlers and Nizam Fusiliers become Khevite Fusiliers[[note]]Revolutionaries with bonus damage against artillery in stagger mode[[/note]]\
461Receives Mameluke with every Shipments, including INFINITE ones[[note]]except "Egyptian Fleet" which produces Privateers instead[[/note]]\
462Mamelukes and Stradiots can be trained at Stables, Forts, Galleons, and the Saloon.
463----
464* AscendedExtra: The original ''Age of Empires III'' represents Egypt through their mercenary, Mamelukes. In the ''Definitive Edition'', they become a Revolutionary Nation.
465* DemotedToExtra: From being a base game civilization in all previous games (including ''2'' as the Saracens), to a Revolutionary Nation for the Ottomans in the ''Definitive Edition'' of ''3''.
466[[/folder]]
467
468[[folder:Finland]]
469[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/finland_flag_revolt.png]]
470-->'''Home City''': Helsinki\
471'''Home European Nation''': Russians, Swedes\
472'''Bonuses''':
473--->Still need to support Population\
474Four Blockhouse Wagon appear at the Home City shipment point\
475Settlers become Karelian Jaegers[[note]]Veteran Skirmishers[[/note]] instead of Revolutionaries. Karelian Jaegers can be trained at Town Centers, Barracks, Forts, and Galleons. Can gather from crates or trees. Build Houses/Torps, Trading Posts, Blockhouses, Stables, and Artillery Foundries.\
476Blockhouses are upgraded to Frontier Blockhouses (if not already upgraded by Russians), and limit is removed.
477----
478* AscendedExtra: Just as the Hakkapelit became an unique unit for the Swedes, Finland became a Revolutionary Nation.
479[[/folder]]
480
481[[folder:Gran Colombia]]
482[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/gran_colombia_flag_revolt.png]]
483-->'''Home City''': Bogota\
484'''Home European Nation''': Germans, Portuguese, Spanish\
485'''Bonuses''':
486--->2 Ironclads appear at the Home City naval shipment point\
487Settlers/Settler Wagons become Independence Guards[[note]]veteran musketeers with more hitpoints but less speed[[/note]], instead of Revolutionaries\
488For Germans, revolting to Gran Columbia allows them to train Musketeers and unlocks the Veteran and Guard upgrades.
489----
490* {{Cowboy}}: With the "Llaneros" Home City card, they ship 10 Cows and the Llaneros, which are mounted Outlaws equipped with lances that are effective against infantries. They cost food instead of coin, cost less Population, can construct Livestock Pens, train Cows, and gather from livestock. They can be produced in Stables, Fort, Galleon, and Saloon.
491* HeroUnit: In addition to their Explorers, they can summon [[UsefulNotes/SimonBolivar Símon Bolívar]] through the "National Hero" Home City card.
492[[/folder]]
493
494[[folder:Haiti]]
495[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/haiti_flag_revolt_de.png]]
496-->'''Home City''': Port-au-Prince\
497'''Home European Nations''': British, French\
498'''Bonuses''':
499--->Settlers become Maroons[[note]] Have less HP but more range; previously have more hitpoints and train bounty, but cost more and have extra kill bounty.[[/note]]\
500Pirates can be trained at Barracks, Forts, Galleons, Privateers, and Saloon and cost less population.\
501Town Centers and Saloon spawns 1 Pirate every 48 seconds.\
502Privateers can be trained at Docks and train the same units as Galleons.
503----
504* {{Pirate}}: Haiti is notorious for being a haven for pirates, allowing them to being terrors of the Caribbean. As a result, they can train Pirates and Privateers through normal methods, in addition to spawning more pirates through their Town Centers and Saloon.
505* SlaveRevolt: An update reworked the revolution to be less pirate-based, with their unique revolutionaries being African slaves picking up arms to fight against their colonial masters. More African-themed Home City cards were also added with ''The African Royals'' expansion, such as "24 Akan Allies", "African Roots", and "Royal Dahomets".
506[[/folder]]
507
508[[folder:Hungary]]
509[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/hungary_flag_revolt.png]]
510-->'''Home City''': Budapest\
511'''Home European Nation''': Germans, Maltese, Ottomans, Russians\
512'''Bonuses''':
513--->Settlers/Settler Wagons become Grenzers[[note]]Revolutionaries with extra range and collect treasures but has less hitpoints[[/note]] instead of Revolutionaries.\
514Outposts spawn units depending on the civilization: Germans spawn Pandour[[note]]Jaegers with more speed[[/note]], Ottomans spawn Magyar Hussars[[note]]Guard Hussars with more hitpoints[[/note]], Russians spawn Hungarian Grenadiers[[note]]Grenadiers with extra range[[/note]].\
515Receive an Outpost/Blockhouse Wagon with every Home City shipments, including INFINITE ones, and increases build limit of Outposts/Blockhouses by 1.
516----
517* MightyGlacier: Magyar Hussars have double the amount of hitpoints of regular Hussars, putting them on par with the likes of Cuirassiers or Elmeti.
518[[/folder]]
519
520[[folder:Indonesia]]
521[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/indonesia_flag_revolt.png]]
522-->'''Home City''': Yogyakarta\
523'''Home European Nation''': Dutch, Portuguese\
524'''Bonuses''':
525--->Four Cetbang Cannons[[note]]Mobile artillery units, effective against ships and infantry[[/note]] appear at the Home City shipment point and can be trained at Artillery Foundries, Forts, Galleons/Fluyts, and Wokou Junks.\
526Settlers become Javanese Spearman[[note]]Pikeman with high hitpoints and ranged resistance[[/note]], and these can be trained at Barracks, Forts, Galleons/Fluyts, and Wokou Junks.\
527Wokou Junks can be trained at the Docks and train the same units as Galleons/Fluyts.
528----
529
530* 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 and elephants, light artillery, and navy.
531* InfiniteSupplies: With the "Aceh Pepper Exports" Home City card, they will trickle food for every second and can re-train settlers and fishing boats.
532* LowTechSpears: The Javanese Spearmen are reskins of the Chinese and Japanese Sentries, carrying sharpened bamboo sticks to battle.
533* WarElephants: The "Sumatran Elephants" card ships War Elephants with every home shipment after this card is used, promotes them to Honored (if not already), and allows them to be trainable.
534[[/folder]]
535
536[[folder:Peru]]
537[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/peru_flag_revolt_de.png]]
538-->'''Home City''': Lima\
539'''Home European Nation''': Portuguese, Spanish\
540'''Bonuses''':
541--->Símon Bolívar appears at the Home City shipment point.
542----
543* 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.
544* {{Cowboy}}: One of the bonuses of the "Morochucos" Home City is the shipment of 10 Morochucos, which are modified Comancheros armed with revolvers that fire burst of bullets like the organ guns. They cost food instead of coin, cost less Population, can construct Livestock Pens, train Cows, and gather from livestock. They can be trained in Stables, Fort, Galleon, and Saloon.
545* HeroUnit: [[UsefulNotes/SimonBolivar Simón Bólivar]] is summoned upon revolting as Peru. He has an aura that raise hitpoints (which was Peru's original effect in ''The [=WarChiefs=]''), has high stats, has the ability Eye of the Assassin (which lets him deal massive damage against infantry or cavalry) and Heavy Strike, can construct Town Centers, Trading Posts, train Revolutionaries, and can receive Home City shipments.
546* LivingDistantAncestor: It is possible to pit Spanish/Portuguese-revolting Peruvians against their Inca ancestors.
547[[/folder]]
548
549[[folder:Revolutionary France]]
550[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/france_flag_revolt.png]]
551-->'''Home City''': Paris\
552'''Home European Nation''': France\
553'''Bonuses''':
554--->Coureur des Bois become Sansculottes.\
555Enables the training of Surgeons at the Church.\
556Native Scouts became Eclaireurs\
557Royal Musketeers became Foot Carabineers\
558Royal Dragoons became Horse Carabineers\
559"Edict of Nantes" card is automatically shipped.\
560Can further advance in age via the "Napoleonic Era" card.
561----
562* ArmyScout: Eclaireurs are fast cavalry units that replaces all preexisting Native Scouts and trainable at Town Centers and Native Embassies. They benefit from Agility promotion as well, allowing them to be even faster.
563* BadassBystander: Sansculottes are Settlers who are better at fighting than they are at gathering, and both capabilities can be improved by sending certain cards such as "Reign of Robespierre" (which causes them to frighten enemies) and "Guillotine" (which makes them better against heroes).
564* CompositeCharacter: Revolutionary France combines the Republican period, Robespierre's Reign of Terror, and a much more pronounced nod to Napoleon's French Empire.
565* 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).
566* 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.
567* MechanicallyUnusualFighter: Unlike other Revolutionary Nations, Revolutionary France has the unique ability to advance to the Imperial Age via the "Napoleonic Era" card. This card also expands their deck with several new cards. Even without said card, Revolutionary France's card deck is far larger than that of the average Revolutionary Nation, with it being comparable to that of the Mexican Revolutionary Nations.
568* RuleOfSymbolism:
569** The "Napoleonic Era" pseudo-age-up card costs 1,789 food, 1,804 wood and 1,815 coin. [[https://en.wikipedia.org/wiki/1789_in_France 1789]] was the year of the Storming of La Bastille, Napoleon himself got appointed as Emperor on [[https://en.wikipedia.org/wiki/1804_in_France 1804]] and [[https://en.wikipedia.org/wiki/1815_in_France 1815]] was the year of his defeat at the Battle of Waterloo.
570** The Napoleonic Era tech "Grand Battery" costs [[https://en.wikipedia.org/wiki/1804_in_France 1,804]] coin. 1804 was the year the Napoleonic Code was instituted and ended with the coronation of Napoleon I.
571** The Napoleonic Era tech "Rustam's Regiment" costs [[https://en.wikipedia.org/wiki/1798_in_France 1,798]] coin. This reflects the arrival of Napoleon's troops in Egypt on that year's July 1st.
572** The Napoleonic Era tech "Continental Blockade" costs [[https://en.wikipedia.org/wiki/1806_in_France 1,806]] coin. 1806 was the year said blockade was announced.
573* StuffBlowingUp: As a nod to Napoleon's background as an artillery officer, several of the new cards gained from the "Napoleonic Era" card revolve around artillery, such as "Grand Battery" (ships 3 Heavy Cannons and 3 Horse Artillery) and "Flying Battery" (which increases artillery move and attack speed).
574* ZergRush: Several of their cards allow them spam Revolutionaries such as "National Guard" (which sends 2 Revolutionaries for each shipment sent so far) and "Client States" (which spawns Revolutionaries for each Trading Post).
575[[/folder]]
576
577[[folder:Revolutionary Mexico]]
578[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/mexico_flag_revolt_de_updated.png]]
579-->'''Home City''': Mexico City\
580'''Home European Nation''': Spanish\
581'''Bonuses''':
582--->Settlers become Cuerudos[[note]]Comancheros armed with lances that are strong against artillery and light infantry[[/note]] instead of Revolutionaries. They cost food instead of coin, cost less Population, can build Livestock Pens, train Cows, and gather from livestock. They can be trained in Stables, Fort, Galleon, and Saloon.
583
584For the playable civilization, check [[Characters/AgeOfEmpiresIIICivilizations the playable civilizations page]].
585----
586* {{Bandito}}: The original iteration of Mexico in ''The [=WarChiefs=]'' spawn 10 Outlaw Pistoleros and Outlaw Riders upon revolting. This is downplayed in the ''Definitive Edition'' with the "Charros" Home City card turning Renegados into Charros. They cost food instead of coins and occupy less population slots, and [[DiscardAndDraw they trade attack for increased rate of fire and extra range]]
587* DivergentCharacterEvolution: To avoid confusion with the playable Mexicans, the civilization was later renamed to Revolutionary Mexicans.
588* ExpyCoexistence: It's possible to have Spanish-revolting Mexicans and proper playable Mexicans [[CivilWarcraft battling against each other]].
589* {{Cowboy}}: The Cuerudos are modified Comancheros with stats comparable to Revolutionaries.
590[[/folder]]
591
592[[folder:Romania]]
593[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/romania_flag_revolt.png]]
594-->'''Home City''': Bucharest\
595'''Home European Nation''': Germans, Ottomans, Russians\
596'''Bonuses''':
597--->Settlers become Dorobants[[note]]Revolutionaries with more hitpoints but less range[[/note]].\
598Every Outposts/Blockhouse spawn Roșior Dragoons[[note]]Guard Dragoons with more attack and speed but less hitpoints[[/note]].\
599Receives Outpost/Blockhouse Wagons with every Home City shipments, including INFINITE ones, and increases build limit of Outpost/Blockhouse by 1.
600----
601* ACommanderIsYou: Turtle/Unit Specialist (Cavalry). They get free Outpost/Blockhouse Wagons with each shipment. In turn, these can train Roșior Dragoons and Wallachian Horse archers. They also have several cards that bolster their cavalry units.
602[[/folder]]
603
604[[folder:South Africa]]
605[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/south_africa_flag_revolt.png]]
606-->'''Home City''': Pretoria\
607'''Home European Nation''': British, Dutch\
608'''Bonuses''':
609--->All Houses turn into Trek Wagons. Trek Wagons are transports that can be garrisoned by Settlers and get faster and stronger for every garrisoned Settler.\
610Settlers gather more resources rather than becoming Revolutionaries.\
611Dutch Banks' coin trickling rate increased.
612----
613* AwesomePersonnelCarrier: Trek Wagons can be used as a transport for Settlers in addition to gaining attack the more Settlers garrisoned in them. They can also be used as a shield for backline units.
614* 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.
615* ACommanderIsYou: Economist. Their bonuses completely climb up their resource gathering as their Settlers gather more than usual and don't become Revolutionaries. Dutch Banks trickle even more 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"[[note]]allows them to train Coureur des Bois[[/note]], "Factory Wagon" and "Robber Barons"[[note]]lets them build Factories[[/note]], and "Diamond Rush"[[note]]ships a Diamond Prospector Wagon that creates a diamond mine holding 100000 Coin[[/note]].
616* DiscardAndDraw: Shipping "Wagon Warfare" allows South Africa to train War Wagons instead of Dragoons or Ruyters. However, existing Dragoons/Ruyters aren't replaced by this shipment.
617[[/folder]]
618
619[[folder:United States]]
620[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/united_states_flag_revolt_de.png]]
621-->'''Home City''': New York City\
622'''Home European Nation''': British, Dutch, French, Italians, Swedes\
623'''Bonuses''':
624--->A Fort Wagon appears at the Home City shipment point and increases the Fort limit by 1.\
625Existing and new Forts spawn Gatling Guns.\
626Gatling Guns can be trained at Artillery Foundries and Forts.\
627A General appears at the Home City shipment point.
628
629For the playable civilization, check [[Characters/AgeOfEmpiresIIICivilizations the playable civilizations page]].
630----
631* ACommanderIsYou: Ranger. Some of the United States's strongest units are long-ranged units, which include their Gatling Guns and the Sharpshooters, long-ranged snipers that deal more damage against heavy infantry and light ranged cavalry, which are shipped from the "Morgan's Continental Sharpshooters" Home City card.
632* BadassBystander: Through the "Conscription" Home City card, they can ship a load of Minutemen, and they no longer lose hitpoints over time. This means that you can grow an army in an instant, especially since Forts get the technology "Levy" as well.
633* ExpyCoexistence: It's possible to have British/Dutch/French/Italian/Swede-revolting United States and a playable United States [[CivilWarcraft battling against each other]].
634* MoreDakka: In both their original and definitive iteration, they specialize in the use of Gatling Guns, with them being more durable than others. Combine the fact that they'll get more from Forts, it'll allow them to mow down any infantry armies.
635[[/folder]]
636
637!!Mexican Revolutionary Nations
638Mexico is a unique civilization with access to a unique set of Revolutionary Nations. It can choose between two different Revolutionary Nations each age, and can also revert back to Mexico (and in the process age up to the next age) in most cases while retaining bonuses and cards from the Revolution.
639
640Entries will be listed in order of age availability.
641
642[[folder:Baja California (Commerce Age)]]
643[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/baja_california_flag_revolt.png]]
644-->'''Home City''': La Paz\
645'''Bonuses''':
646--->Settlers become Filibusters[[note]]Musketeers that can construct buildings and use dynamite to blow up buildings[[/note]] instead of Revolutionaries.\
6472 Post Wagons appear at the Home City shipment point.\
648Can revert back into Mexico (and advance to the Industrial Age in the process).
649----
650* DiscardAndDraw: The "Bad Boys" card switches out Mexican Outlaws for their American counterparts at the Saloon.
651* TheEngineer: Filibusters can construct buildings.
652* SignificantWardrobeShift: Revolting into Baja California turns the Mexican General and Padre into Revolutionary versions, who wear different outfits.
653* ThrowDownTheBomblet: Filibusters can throw dynamite.
654[[/folder]]
655
656[[folder:Central America (Commerce Age)]]
657[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/central_america_flag_revolt_3.png]]
658-->'''Home City''': Guatemala City\
659'''Bonuses''':
660--->7 Settlers appear at the Home City shipment point.\
661Artillery Foundry, Arsenal, Falconet, Culverin, Mortar, and Petard are immediately available.\
662Can revert back into Mexico (and advance to the Industrial Age in the process).
663----
664* ActionBomb: The "Santamaria's Fire" card allows them to receive a Petard with every shipment.
665* BadassBystander: The "Catrachos" card makes Settlers turn into Revolutionaries when killed.
666* DiscardAndDraw: The "Tehuantepec Route" card sells all warships while returning the resources spent to train them.
667[[/folder]]
668
669[[folder:Río Grande (Fortress Age)]]
670[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/rio_grande_flag_revolt.png]]
671-->'''Home City''': Laredo\
672'''Age''': Fortress Age\
673'''Bonuses''':
674--->Grants free Guard upgrades for units.\
675Unlocks the Mortar and Horse Artillery units.\
676Can revert back into Mexico (and advance to the Imperial Age in the process).
677----
678* StuffBlowingUp: They gain immediate access to the Mortar and Horse Artillery.
679* ZergRush: The "Nuevo Leon Militia" card ships 2 Revolutionaries for every Home City shipment sent before it, and the "Sierra Madre Republic" card ships a Settler for every Revolutionary lost before this card is sent, up to a total of 99. In tandem with the "Plan of Monterrey", which turns all Settlers into Revolutionaries and allows most unit shipments to be sent again, and there is the potential for a horde of Revolutionaries.
680[[/folder]]
681
682[[folder:Yucatán (Fortress Age)]]
683[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/yucat3fn_flag_revolt.png]]
684-->'''Home City''': Mérida\
685'''Age''': Fortress Age\
686'''Bonuses''':
687--->Insurgentes become Yucateco Insurgentes[[note]]stronger Insurgentes with the Lasso Attack ability[[/note]].\
688Hacienda and Factory technologies are free.\
689Can revolt further into Maya.\
690Can revert back into Mexico (and advance to the Imperial Age in the process).
691----
692* BadassBystander: The "Amparo" card significantly increases the hitpoints of Settlers and makes them train faster.
693* MasterOfAll: They can upgrade their Haciendas into all-purpose economic buildings with the "Henequen Industry" (which allows them to trickle resources) and "Solís Shredders" (which allows Haciendas to generate Wood) cards.
694* PoisonedWeapons: The "Jungle Warfare" card allows Insurgentes, Salteadores, and Maya Holcan Javelineers to poison the enemy when attacking.
695* SerialEscalation: Yucatán is a Revolutionary Nation that is able to revolt into a ''different'' Revolutionary Nation.
696[[/folder]]
697
698[[folder:California (Industrial Age)]]
699[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/california_flag_revolt.png]]
700-->'''Home City''': Sonoma\
701'''Age''': Industrial Age\
702'''Bonuses''':
703--->Settlers become Californios[[note]]Ranged cavalry with a Lasso ability that excels against other cavalry[[/note]] instead of Revolutionaries.\
704Cow train limit +60 and work at Haciendas 100% faster.
705----
706* CompositeCharacter: While not to the same extent as Texas, this Revolution grants access the cards that the United States gains when they age up with California, as well as a few other cards normally exclusive to that civilization.
707* {{Cowboy}}: Californios act like any other Revolutionary variant of the Comanchero in that they can gather from livestock and Haciendas. They also have access to a unique lasso attack that snares enemies like the Cuatrero.
708* SignificantWardrobeShift: Revolting into California turns the Mexican General and Padre into Revolutionary versions, who wear different outfits.
709[[/folder]]
710
711[[folder:Texas (Industrial Age)]]
712[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/texas_flag_revolt.png]]
713-->'''Home City''': Austin\
714'''Bonuses''':
715--->Settlers become Volunteers instead of Revolutionaries.\
716Levy/Conscription changed to the United States version which spawns Minuteman instead of Militiaman, available at Outposts and Forts as well, and can be used repeatedly but with a long global cooldown.\
717Insurgentes, Soldados, and Salteadores are replaced by Volunteers, Regulars, and Sharpshooters, respectively.
718----
719* CompositeCharacter: Texas combines features from both Mexico and the United States.
720* DiscardAndDraw: Texas replaces the entire Mexican infantry roster with American infantry units, in the process trading staying power and cost for better firepower.
721* SignificantWardrobeShift: Revolting into Texas turns the Mexican General and Padre into Revolutionary versions, who wear different outfits.
722[[/folder]]
723
724[[folder:Maya (Yucatán/Imperial Age)]]
725[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/maya_flag_revolt.png]]
726-->'''Home City''': Chan Santa Cruz\
727'''Bonuses''':
728--->Advances the Mexican player into the Imperial Age.\
729Soldados and Revolutionaries became Cruzob Infantry.\
730Salteadores became Cruzob Avengers.\
731Stables became Strong War Huts.\
732Turns all Chinacos and Dragoons into Cuatreros.\
733Falconet, Culverin, Mortar, and Horse Artillery are replaced by Light Cannon and Captured Mortar.\
734Sloop is replaced by War Canoe.\
735Steamer and Frigate are replaced by Chaac Canoe[[note]]Tlaloc Canoe which can train Yucateco Insurgentes, Cruzob Infantry, and Cruzob Avengers[[/note]].\
736Set the training limit of Privateers to 5.\
737Maya Holcan Javelineer available at Barracks, War Hut, and Fort.\
738Native Scout available at Town Center.\
739Maya Cotton Armor, Maya Calendar, and Maya Pyramids available at Native Embassy.\
740Grants Maya Warrior Societies and Champion Maya (if not already).\
741The player is treated as allied with the Maya for "Native Treaties".\
742Every Home City shipment increases the train limit of Maya Holcan Javelineers by 3.
743----
744* CompositeCharacter: Combines features of both a European/American civilization with a Native American one.
745* DiscardAndDraw: In transitioning back to a native army, the Maya lose access to most of their cavalry, artillery, and ships, but gain unique infantry units and have access to a wide range of indigenous units, not just the Maya but also the Carib, Mapuche, and Zapotec.
746* GoingNative: This Revolution effectively switches out a colonial army for a native one.
747* ModernMayincatecEmpire: The Maya revolution represents the Mayan State of Chan Santa Cruz, which existed and fought the Mexican government from 1847 to 1915. In contrast to other native American civilizations (both playable and minor) like the Aztecs and the pre-existing Maya minor who represent these peoples before and during the Spanish conquest, the revolutionary Maya have ample access to modernized gunpowder units such as Cruzob Infantry, Cruzob Avengers, and Light Cannons, in addition to their more traditional roster.
748* SerialEscalation: It is a Revolutionary Nation only available to ''another'' Revolutionary Nation.
749* SignificantWardrobeShift: Revolting into the Maya turns the Yucatán General and Padre into Cruzob versions, who wear different outfits.
750[[/folder]]
751
752!Consulate Alliances
753These tropes pertain the alliance options for the different Asian civilizations. All Consulate options require 100 export to ally with them (25 with the "Diplomatic Intrigue" Home City card).
754
755[[folder:Alliances in General]]
756* DiscOneNuke: You can get late-game units as early as the ''Commerce Age''.
757* 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.
758* EliteArmy: All Armies and Brigades ship late-game, Royal Guard-tier units.
759* RateLimitedPerpetualResource:
760** Playing as the Chinese and shipping the "Tea Export" Home City card generates an extra trickle of 0.35 export per second.
761** Playing as the Indians and shipping the "Foreign Trading Companies" Home City card generates an extra trickle of 0.75 export per second.
762* ReducedResourceCost:
763** The "Diplomatic Intrigue" Home City card reduces alliance export cost from 100 to 25.
764** 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 case of Imperial Age Brigades, which only reduces the export cost by 300 and doesn't reduce research time.
765** Playing as the Indians and shipping the "Foreign Trading Companies" Home City card reduces the cost of Consulate Armies by -15%.
766[[/folder]]
767
768[[folder:British]]
769-> '''Available to:''' Chinese, Indians.\
770'''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 5 Falconets[[/note]].\
771'''Available Armies:''' British Expeditionary Company[[note]]Commerce Age, ships 6 Redcoats[[/note]], British Expeditionary Force[[note]]Fortress Age, ships 9 Redcoats and 1 Falconet[[/note]], British Expeditionary Army[[note]]Industrial Age, ships 7 Life Guards and 3 Falconets[[/note]].\
772'''Associated Bonus:''' +7 HP for all land units.
773----
774* TheMedic: "2 Surgeons" ships, well, 2 Surgeons.
775[[/folder]]
776
777[[folder:Chinese Mercenaries]]
778-> '''Available to:''' Chinese (''Act II: China'' only).\
779'''Available Techs:''' \
780'''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]].\
781'''Associated Bonus:''' +5% gathering speed for Villagers and Fishing Boats.
782----
783[[/folder]]
784
785[[folder:Dutch]]
786-> '''Available to:''' Japanese.\
787'''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]].\
788'''Available Armies:'''\
789- '''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]].\
790- '''''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]].\
791'''Associated Bonus:''' Generates +0.8 coin per second.
792----
793* ACommanderIsYou: Economist. The Dutch provide a steady Coin income through their passive bonus, which stacks with the Bank. They can build a Church, which generates a slow Experience trickle, while "Mercantilism" (gives a lump sum of Experience) can also be researched. The Livestock Pen trains herdables, which can be assigned to Japanese Shrines to generate resources of the player's choice.
794* RateLimitedPerpetualResource: Allying with the Dutch generates an extra trickle of 0.8 coin per second, which can be further increased with every Bank's own 2.75 CPS.
795[[/folder]]
796
797[[folder:French]]
798-> '''Available to:''' Chinese, Indians.\
799'''Available Techs:''' Food Crates[[note]]Discovery Age, ships crates of 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]].\
800'''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]].\
801'''Associated Bonus:''' +5% gathering speed for Villagers, Fishing Boats and Haciendas.
802----
803[[/folder]]
804
805[[folder:Germans]]
806-> '''Available to:''' Chinese.\
807'''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 15 Prussian Needle Gunners[[/note]]-\
808'''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]].\
809'''Associated Bonus:''' -15% Banner Army food cost.
810----
811* ACommanderIsYou: Spammer. By allying with the Germans, Chinese Banner Armies are easier to mass because they cost less Food while they get resource trickles from the Consulate technologies.
812* RateLimitedPerpetualResource:
813** "Food Trickle" generates 1.5 food per second.
814** "Wood Trickle" generates 1.25 wood per second.
815** "Coin Trickle" generates 1.65 coin per second.
816[[/folder]]
817
818[[folder:Indian Mercenaries]]
819-> '''Available to:''' Chinese (''Act II: China'' only).\
820'''Available Techs:''' \
821'''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 1 War Elephant[[/note]].\
822'''Associated Bonus:''' +50% HP for buildings.
823----
824[[/folder]]
825
826[[folder:Japanese Isolation]]
827-> '''Available to:''' Japanese.\
828'''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 existing Castles spawn 1 Samurai after 45 seconds[[/note]], Meiji Restoration[[note]]Industrial Age, advances to the Imperial Age without having to build a wonder[[/note]].\
829'''Available Units:''' Konsha Yamabushi[[note]]Commerce Age, Yamabushi with +10 HP and 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]].\
830'''Associated Bonus:''' +7% land unit attack.
831----
832* 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.
833* ACommanderIsYou: Brute Force. This consulate is geared towards pure offense. Their passive bonus gives land units higher attack. "Bushido Principles" allows units to be trained in blocks of 10 instead of 5. "Military Rickshaw" grants a free Stable or Barracks to train more units from. "Clan Offerings" makes a one-time Samurai spawn from each Castle. Their units are powerful and trainable like regular units instead of like Consulate armies, but are slow and can be picked off from range.
834
835[[/folder]]
836
837[[folder:Japanese Mercenaries]]
838-> '''Available to:''' Chinese (''Act II: China'' only).\
839'''Available Techs:''' \
840'''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]].\
841'''Associated Bonus:''' -5% military unit cost.
842----
843[[/folder]]
844
845[[folder:Ottomans]]
846-> '''Available to:''' Indians.\
847'''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]].\
848'''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]].\
849'''Associated Bonus:''' +7 LOS for all units and buildings.
850----
851* 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.
852[[/folder]]
853
854[[folder:Portuguese]]
855-> '''Available to:''' Indians, Japanese.\
856'''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]].\
857'''Available Armies:'''\
858- '''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]].\
859- '''''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]].\
860'''Associated Bonus:''' Buildings cost 15% less food and wood (Standard Games), Villagers train 15% faster (''Act I: Japan'')
861----
862* ThisLooksLikeAJobForAquaman: This alliance is tailor-made for water maps, with three out of four techs sending ships.
863[[/folder]]
864
865[[folder:Russians]]
866-> '''Available to:''' Chinese.\
867'''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]].\
868'''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]].\
869'''Associated Bonus:''' Villager cost and training time -10%.
870----
871* ACommanderIsYou: Turtle. Those allied with the Russians can hide behind static defenses (a Blockhouse and a Fort) while they train cheaper and faster-trained villagers. In the Industrial Age, they can also ship a Factory Wagon to safely generate resources.
872
873[[/folder]]
874
875[[folder:Spanish]]
876-> '''Available to:''' Japanese.\
877'''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]].\
878'''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]].\
879'''Associated Bonus:''' Generates +0.8 XP per second.
880----
881* RateLimitedPerpetualResource: Allying with the Spanish generates an extra trickle of 0.8 XP per second.
882* ReducedResourceCost: "Merchant Marine" reduces the Home City shipment arrival time by -50%.
883[[/folder]]
884
885!Campaign Civilizations
886These 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:
887
888* [[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]]
889* [[Characters/AgeOfEmpiresIIIFireShadows "Fire" and "Shadows"]][[note]]Nathaniel Black, Chayton Black, Col. Sven Kuechler, William Holme, General George Armstrong Custer[[/note]]
890* [[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]]
891
892[[folder:Knights of St. John]]
893[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/flag_maltese_cross.png]]
894-->'''Home City''': Malta\
895'''Unique Units''': Rodelero, Hoop Thrower, Lancer
896----
897* 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.
898* 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'']].
899* DiscardAndDraw: The "Royal Decree to Claim the New World" Home City Card unlocks Temple techs that give the player advantages and disadvantages:
900** "Corselet" increases the hitpoints of their heavy infantries at the cost of speed.
901** "Tax Burden" periodically ships 100 gold for every minute but drastically reduces the villager's hitpoints.
902* DoesNotLikeGuns: While they have access to Falconets and Mortars, they lack gunpowder infantry units such as Musketeers and Skirmishers.
903* {{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).
904* 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]].
905[[/folder]]
906
907[[folder:John Black's Mercenaries]]
908[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/flag_john_blacks_mercenaries_de.png]]
909-->'''Home City''': Boston\
910'''Unique Units''': Uhlan, War Wagon
911----
912* 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.
913* {{Expy}}: Their roster combines that of German cavalry (Uhlans and War Wagons) and French infantry (all 5 units from the European Barracks).
914* 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.
915* 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.
916[[/folder]]
917
918[[folder:United States]]
919[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/flag_american_act3_aoe3de.png]]
920-->'''Home City''': St. Louis\
921'''Feature''': Manor produces settlers upon completion\
922Covered Wagon builds Town Center faster\
923'''Unique Units''': Rocket\
924'''Royal Guard Units''': Musketeer (Redcoats), Hussar (King's Life Guard)
925
926For the proper playable civilization introduced as DLC in ''Definitive Edition'', check [[Characters/AgeOfEmpiresIIINonEuropeanMajorCivilizations the playable non-European civilizations page]].
927----
928* 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.
929* {{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.
930[[/folder]]
931
932[[folder:Circle of Ossus]]
933[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/circle_of_ossus.png]]
934-->'''Unique Units''': Boneguard, White Jaguar, White Wolf
935----
936* 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.
937* 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.
938* CosmopolitanCouncil: The Circle of Ossus has members from various European powers.
939* 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.
940* LightIsNotGood: They have white animals at their service and their ships allude to the color white, but they're an evil organization.
941* SavageWolf: The White Wolf, which appears in Act III. Beaumont had two wolves at his side to [[spoiler:sic and kill Cooper]].
942* 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.
943[[/folder]]
944
945[[folder:Black Family Estate]]
946[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/united_states_flag_revolt_de_3.png]]
947 [[caption-width-right:350:American (1777)]]
948[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/united_states_flag_37_star.png]]
949 [[caption-width-right:350:American (1867)]]
950-->'''Home City''': Black Family Estate\
951'''Feature''':
952--->Can train Iroquois and European units\
953Can build European, Sioux, or Iroquois buildings\
954Have access to Colonial Militia
955----
956* 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''.
957* {{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.
958[[/folder]]
959
960[[folder:Barbary Pirates and Moroccans]]
961-->'''Home City''': Cherchell (Barbary Pirates), Marrakesh (Moroccans)\
962'''Unique Units''': Berber Spearman, Berber Archer, Berber Arquebusier, Barbary Corsair, Tribal Horseman, Bedouin Horse Archer
963----
964* {{Expy}}: They have similar traits to the Ottomans, but with all of their unit roster changed.
965
966[[/folder]]
967
968[[folder:Ethiopians and Somalis]]
969[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/flag_ethiopian_aoe3de.png]]
970[[caption-width-right:350:Ethiopia]]
971-->'''Unique Units''': Spearman, Knife Thrower, Javelin Rider, Shotel Warrior, Somali Arquebusier
972----
973* EarlyBirdCameo: The Ethiopians made their debut in a Portuguese-themed historic battle before they became playable with ''The African Royals''.
974[[/folder]]
975
976[[folder:Tatars]]
977-->'''Unique Units''': Cavalry Archer, Keshik, Steppe Rider, Meteor Hammer\
978'''Unique Buildings''': Village
979----
980* BornInTheSaddle: Their forces are entirely made of cavalry units.
981* CompositeCharacter: They mix features from the Russian and Chinese civilizations.
982[[/folder]]
983
984[[folder:Canadians]]
985-->'''Feature''': Manor produces settlers upon completion\
986'''Unique Units''': General, State Militia, Musketeer, Sharpshooter, Hussar, Dragoon\
987'''Unique Buildings''': Manor
988----
989* CompositeCharacter: They mix features from the American and British civilizations.

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