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"Blood", "Ice" and "Steel" | "Fire" and "Shadows" | "Japan", "China" and "India" | Deathmatch/Skirmish AI | Major Civilizations (European | Non-European) | Other Civilizations

Here we're listing the minor and campaign civilizations from Age of Empires III and their tropes.

For major civilizations, go here.


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Minor Factions

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

Native American Tribes

Tribes 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 Promoted to Playable Iroquois, Lakota and Aztec tribes with the Cheyenne, Huron and Zapotec tribes. They also allow any civilization to build Canoes at the Dock.

Tribes marked with (*) were removed in The WarChiefs.

    In general 
  • Ascended Extra: When the Aztecs, Iroquois and Lakota became playable in The WarChiefs, the Canoe became a basic naval unit for them.

    Apache 
Units: Apache Cavalry
Techs: Apache Cactus Usenote , Apache Endurancenote , Apache Raidersnote .

    Aztec(*) 
Units: Aztec Eagle Warrior, Aztec Jaguar Warrior
Techs: Aztec Initiationnote , Aztec Chocolate Recipenote , Aztec Chinampanote , Aztec Garland Warsnote .

  • Ascended Extra: The Eagle Warriors and Jaguar Warriors became part of the Aztecs' unit roster when they were Promoted to Playable in The WarChiefs.
  • The Bus Came Back: 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.
  • Demoted to Extra: Zig-Zagged. 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.

    Carib 
Units: Carib Blowgunner, Carib Ambusher
Techs: Carib Kasiri Beernote , Carib Garifuna Drumsnote , Carib Ambush Partynote , Carib Ceremonial Feastnote 

  • Blow Gun: The Carib Blowgunners and Ambushers excel at fighting villagers.
  • Enemy Summoner: "Carib Ambush Party" allows Hero Units to train up to 5 Carib Ambushers, which can come in handy at certain situations.

    Cherokee 
Units: Cherokee Rifleman
Techs: Cherokee War Dancenote , Sequoyah's Cherokee Syllabarynote , Cherokee Basket Weavingnote .

  • Reduced Resource Cost: "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.

    Cheyenne 
Units: Cheyenne Riders
Techs: Cheyenne Hunting Groundsnote , Cheyenne Horse Trainingnote , Cheyenne Furynote .

  • Suspiciously Similar Substitute: 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 livestockingnote  and a cavalry-boosting "Horse Trading" technote . 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.

    Comanche 
Units: Comanche Horse Archer
Techs: Comanche Trade Languagenote , Comanche Horse Breedingnote , Comanche Mustangsnote 

  • Horse Archer: The Comanche Horse Archers have quite the mobility and range, and they have melee armor, however, they're also vulnerable to ranged attacks.
  • Reduced Resource Cost: "Comanche Trace Language" reduces the gold cost of improvements.

    Cree 
Units: Cree Tracker
Techs: Cree Tanningnote , Cree Kinshipnote , Cree Textile Craftsmanshipnote .

  • Reduced Resource Cost: "Cree Textile Craftsmanship" reduces the wood cost for buildings, a tech especially useful on water maps, as it frees more wood for ship production.

    Huron 
Units: Huron Mantlet
Techs: Huron Sun Ceremonynote , Huron Trade Dominancenote , Huron Fish Weddingnote .

  • Luckily, My Shield Will Protect Me: The Huron Mantlet is a giant shield pushed around by warriors, deals siege damage and is highly resistant to ranged attacks.
  • Suspiciously Similar Substitute: 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 minutesnote  and a military boostnote . As for their differences, the Iroquois have another military-based technote  while the Huron have an economy-based onenote , and the Huron lacks equivalents to the Iroquois Tomahawks and Canoes.

    Iroquois(*) 
Units: Iroquois Tomahawk, Iroquois Mantlet
Techs: Iroquois Lacroosenote , Iroquois Leaguenote , Iroquois Morning Warnote .

  • Ascended Extra: The Iroquois' Tomahawks and Mantlets became part of the Iroquois/Haudenosaunee's unit roster when they were Promoted to Playable in The WarChiefs.
  • Luckily, My Shield Will Protect Me: The Iroquois Mantlet, a giant shield pushed around by their respective warriors. They deal siege damage and are highly resistant to ranged attacks.

    Klamath 
Units: Klamath Rifleman
Techs: Klamath Work Ethosnote , Klamath Huckleberry Feastnote , Klamath Strategynote .

    Lakota(*) 
Units: Lakota Axe Rider, Lakota Dog Warrior
Techs: Lakota Hunting Groundsnote , Lakota Horse Trainingnote , Lakota Dog Soldiersnote .

    Lenape (Definitive Edition
Units: Lenape Warrior
Techs: Lenape Ceremonynote , Lenape Clansnote , Lenape Three Sistersnote .

  • The Paralyzer: Lenape Warriors can stun an enemy with their charged war cry.
  • Unique Enemy: 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.

    Mapuche 
Units: Mapuche Ironwood Clubman, Mapuche Bolas Rider (introduced in DE)
Techs: Mapuche Ad-mapunote , Mapuche Tacticsnote , Mapuche Treaty of Quillinnote .

  • Carry a Big Stick: The Mapuche Ironwood Clubman carries wooden clubs that give them an attack bonus against cavalry and light infantry.
  • Reduced Resource Cost: "Mapuce Ad-mapu" reduces the gold cost for all units.

    Maya 
Units: Maya Holcan Spearman (Maya Holcan Javelineer in DE), Healer
Techs: Maya Cotton Armornote , Maya Calendarnote . Maya Pyramids (DE only)note 

  • Demoted to Extra: Zig-Zagged and Downplayed. They were originally a playable civilization in Age of Empires II: 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.
  • Expy Coexistence: The Maya are a revolutionary option for the Mexican civilization in Definitive Edition, and are also present as a native village in several maps.
  • Javelin Thrower: Compared to the Holcan Spearman, the Holcan Javelineer attacks at range while keeping the same effectiveness against cavalry, effectively making them archaic Musketeers.
  • Pyramid Power: As a Mythology Gag 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.

    Navajo 
Units: Navajo Rifleman
Techs: Navajo Weavingnote , Navajo Shepherdsnote , Navajo Craftsmanshipnote .

  • Developer's Foresight: Because Livestock mechanics are different for both India and Japan, instead of fattening the livestock, it makes it generate experience (Indians) or Shrine resources (Japanese) faster.

    Nootka 
Units: Nootka Clubman, Nootka War Chief
Techs: Nootka Bark Clothingnote , Nootka Potlatchnote , Loyal Nootka War Chiefnote .

  • Badass Bystander: "Nootka Bark Clothing" makes Villagers sturdier by giving them extra HP.
  • Carry a Big Stick: The Nootka Clubmen carry wooden clubs that give them an attack bonus against cavalry and light infantry.
  • Mook Maker: "Loyal Nootka War Chief" allows the Hero Unit to train a Nootka War Chief.

    Quechua (Incas before Definitive Edition
Units: Quechua Huaminca, Quechua Bolas Warrior
Techs: Quechuan Metalworkingnote , Quechuan Dietnote , Quechuan Mountaineeringnote .

  • Ascended Extra: The Bolas Warriors became part of the Inca roster when they were Promoted to Playable in the Definitive Edition.
  • Demoted to Extra: Zig-Zagged. 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.
  • Sudden Name Change: 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.

    Seminole 
Units: Seminole Sharktooth Bowman
Techs: Seminole Guerilla Warsnote , Seminole Bowyernote , Seminole Invinciblesnote .

  • Anti-Structure: Seminole Guerilla Wars allows Seminole Sharkooth Bowmen to easily siege enemy buildings.

    Tupi 
Units: Tupi Blackwood Archer
Techs: Tupi Poison Arrow Frogsnote , Tupi Forest Burningnote , Tupi Animal Lorenote .

  • Reduced Resource Cost: "Tupi Forest Burning" reduces the wood cost of buildings, useful in water maps as more wood is freed for ship production.

    Zapotec 
Units: Zapotec Lightning Warrior
Techs: Zapotec Cloud Peoplenote , Zapotec Cult of the Deadnote , Zapotec Food of the Godsnote .

  • Suspiciously Similar Substitute: 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 minutesnote , a tech that grants an attack bonusnote  and a food-gathering-based economy technote . They differ in that the Zapotec lack an equivalent to the Aztec's Eagle Warriornote .

Asian Religious Groups

Religious groups found in the Asian-based mapsnote , 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.

    Bhakti Temple 
Units: Tiger Claws, War Elephant (introduced in DE)
Techs: Yoganote , Reinforced Gauntletnote , Vegetarianismnote .

  • War Elephants: 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.
  • Wolverine Claws: The aptly named Tiger Claws carry a real life equivalent of this trope.

    Jesuit Mission 
Units: Conquistador
Techs: Flying Buttressnote , Smokeless Powdernote , Christian Schoolsnote .

  • Martial Pacifist: The Jesuits are primarily missionaries and scholars. They also excel at siege warfare and can provide mounted gun-slinging Conquistadors.

    Shaolin Temple 
Units: Rattan Shield
Techs: Clenched Fistnote , Wood Clearingnote , Dim Maknote .

    Sufi Mosque 
Units: War Elephant (pre-DE), Qizilbash (introduced in DE)
Techs: Pilgrimagenote , Fastingnote , Sharianote .

  • Discard and Draw: "Fasting" dramatically decreases your villager's hitpoints but it allows them to gather resources faster.
  • Horse Archer: 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 Hit-and-Run Tactics.
  • Stance System: Qizilbash are also armed with lances on melee mode to ward off infantry units.
  • War Elephants: 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.

    Tengri Shrine (Definitive Edition
Units: Tatar Archer, Tengri Wolf
Techs: Kumisnote , Shaman Drumsnote , Wind Horsesnote 

    Udasi Temple 
Units: Chakram (Chakram Thrower in DE)
Techs: Sikh Gurusnote , Punjabi New Yearnote , Army of the Purenote 

  • Developer's Foresight: Due to Livestock mechanics working different for India and Japan, instead of fattening it faster, they generate experience (Indians) or Shrine resources (Japanese) faster.

    Zen Temple 
Units: Sohei (Sohei Naginata in DE)
Techs: Meditationnote , Master Lessonsnote , Meritocracynote .

  • Reduced Resource Cost: "Meritocracy" reduces the cost for unit upgrades.
  • Warrior Monk: The Sohei are powerful Pikemen who wield naginatas, comparable to the Swiss Pikeman mercenaries.

African Tribes

Tribes 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.

    In General 
  • Elite Mooks: 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.

    Akan 
Units: Akan Ankobia, Akan Tufohen
Techs: Akan Asafonote , Akan Fontomfromnote , Akan Gold Economynote , Akan Cocoa Beansnote , Akan Palm Oil Exportsnote 

  • Discard and Draw: "Akan Palm Oil Express" turns all food into equal amounts of wood and coin.
  • Extra-ore-dinary: "Akan Gold Economy" ships a Gold Prospector Wagon that can turn into a gold mine.
  • Hero Unit: 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.

    Berber 
Units: Berber Camel Rider, Berber Nomad, Salt Camel, Berber Sultan
Techs: Berber Fantasianote , Berber Kings of the Desertnote , Berber Dynastiesnote , Berber Salt Caravansnote , Berber Ghofrasnote .

  • Anti-Cavalry: Berber Camel Riders, as their camels scare horses.
  • Hero Unit: The Berber Sultan, summoned by the "Berber Dynasties" tech, is a one-of-a-kind unit.
  • Worker Unit: Berber Nomads are villagers that gather natural resources faster, but work slower on structures such as Mills and Estates.

    Somali 
Units: Somali Darood Militia, Somali Issa Warrior
Techs: Somali Local Forcesnote , Somali Coinagenote , Somali Jile Daggersnote , Somali Ajuran Engineersnote , Somali Oryx Hide Shieldsnote , Somali Lighthousesnote 

  • Defog of War: 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.

    Sudan 
Units: Sudanese Dervish
Techs: Sudanese Local Forcesnote , Sudanese Hakura Systemnote , Sudanese Quilted Armornote , Sudanese Red Sea Tradenote .

    Yoruba 
Units: Yoruba Oyo Legionary, Yoruba Eso Rider
Techs: Yoruba Ida Swordsnote , Yoruba Twinsnote , Yoruba Herbalismnote , Yoruba Wrestlingnote , Yoruba Eredo Legacynote .

  • Call-Back: "Yoruba Herbalism" uses the same icon as Herbal Medicine from Age of Empires II.
  • Poisonous Person: "Yoruba Ida Swords" gives Yoruba Oyo Legionaries the ability to inflict poison-based damage over time at melee range.

European Royal Houses

Royal 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.

    In general 
  • Multinational Team: Due to their international nature, most Royal Houses draw from several different European nations.

    House of Bourbon 
Units: Royal Musketeer, Royal Dragoon
Techs: Bourbon Reformsnote , Royal Taxnote , Chouannerienote , Maison Du Roinote ,
Ability: Royal Marchnote 

    House of Habsburg 
Units: Line Infantry, Mounted Infantry
Techs: Congress of Viennanote , Crown Landsnote , Multinationalismnote , Austro-Hungarian Empirenote ,
Ability: Radetzky Marchnote 

  • Multinational Team: In addition to German-speaking Line Infantry, the Habsburgs can also deploy Hungarian units.
  • Stance System: Line Infantry gain different benefits in each stance.

    House of Hanover 
Units: Black Brunswicker, Totenkopf Hussar, Drummer
Techs: Royal Scots Greynote , Royal Card Gamesnote , Acts of Unionnote , Victorian Eranote ,
Ability: Royal Fireworksnote 

  • Confusion Fu: "Royal Card Games" sends a random card from your deck.
  • Mook Commander: 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.
  • Multinational Team: Hanover represents both Germany and Britain.

    House of Jagiellon 
Units: Lipka Tatar, Shock Rider
Techs: Pancerninote , Jagiellonian Legacynote , Sarmatismnote , Folwarksnote .
Ability: Balance of Powersnote 

  • Continuity Nod: It is the continuation of the Polish and Lithuanian civilizations in Age of Empires II: Definitive Edition.
    • 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.
    • The Lipka Tatar, who speaks Lithuanian, reuses the Lithuanian military voice lines from the previous game.

    House of Oldenburg 
Units: Royal Huntsman, Northern Musketeer
Techs: League of Armed Neutralitynote , Hunting Expeditionsnote , Kalthoff Repeatersnote , Oresund Customsnote .
Ability: Scientific Expeditionsnote 

  • Discard and Draw: "League of Armed Neutrality" exchanges the Royal Huntsmen's ability to gather food into better combat prowess and a higher building limit.
  • Multinational Team: While primarily representing Denmark and Norway, they also represent Russia through the Northern Musketeer.

    House of Phanar 
Units: Evzone, Boyar
Techs: Armatoloinote , Athos Monasteriesnote , Byzantine Legacynote , Greek Shipyardsnote , Catharsisnote , Phanarionnote , Filiki Eterianote .
Ability: Greek Revolutionnote 

  • Composite Character: 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 seeking an independent Hellenic nation.
  • Continuity Nod: The "Byzantine Legacy" tech reuses the icon for the Byzantine civilization in Age of Empires II: Definitive Edition.
  • The Remnant: Of the Byzantine Empire and the Greek civilization in general.
  • Thanatos Gambit: "Filiki Eteria" allows Hero Units to summon two Evzones upon being knocked out.

    House of Vasa 
Units: Royal Arquebusier, Winged Hussar
Techs: Golden Libertynote , Tar Kilnsnote , Koncerznote , Hanseatic Leaguenote .
Ability: Order of Vasanote 

    House of Wettin 
Units: Trabant, Saxon Cuirassier
Techs: Leipzig Trade Fairnote , Konigsternnote , Marriage Politicsnote , Royal Saxon Grenadiersnote .
Ability: Goldener Reiternote 

    House of Wittelsbach 
Units: Mountain Trooper, Chevauleger
Techs: Oktoberfestnote , Ducal Berg Lancersnote , Philhellenismnote , Schutzenfestnote ,
Ability: Alpine Hornsnote 

Revolutions

Exclusive to the Definitive Edition, Revolutionary nations replace the Revolution nations and leaders in The WarChiefs and also includes nations outside of the Americas.

Revolutionary Nations

The Revolutionary nations available to all European civilizations.

    Argentina 
https://static.tvtropes.org/pmwiki/pub/images/argentina_flag_revolt_de.png
Home City: Buenos Aires
Home European Nation: Germans, Italians, Spanish
Bonuses:
Ten Cows and Gauchosnote  appear at the Home City shipment point
Gauchos 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.

  • A Commander Is You: 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.
  • Cowboy: Their Gauchos are modified Comancheros that can build Livestock Pens, train Cows, and gather food from livestocks.
  • Hero Unit: San Martin can be shipped from the Home City with the namesake card, who is accompanied by an army of Granaderos and Dragoons.
  • Stuff Blowing Up: 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.

    Barbary States 
https://static.tvtropes.org/pmwiki/pub/images/barbary_states_flag_revolt.png
Home City: Algiers
Home European Nation: Italians, Maltese, Ottomans, Portuguese
Bonuses:
Ten Corsair Marksmannote  appear at the Home City shipment point
Settlers become Barbary Warriorsnote  instead of Revolutionaries
All infantry units gather treasure and deal extra damage to villagers and buildings
Corsair Marksman and Barbary Warriors can be trained at the Barracks, Fort, Galleons, and the Saloon.
Privateers can be trained at the Docks and trained the same units as Galleons in addition to Falconets
Falconets become available to the Portuguese

  • Ascended Extra: 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.
  • A Day in the Limelight: The civilization can be played during the "Algiers" Historical Battle.
  • 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.

    Brazil 
https://static.tvtropes.org/pmwiki/pub/images/brazil_flag_revolt_de.png
Home City: Rio de Janeiro
Home European Nation: Dutch, Italians, Portuguese
Bonuses:
Settlers become two Voluntarios da Patrianote 
Voluntarios da Patria appear at the Home City shipment point, with the amount doubling the number of Villagers the player had when they revolted
Town Centers spawn Voluntarios da Patria every 146 seconds

  • 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.
  • Zerg Rush: They can overwhelm any enemies with weak but numerous Voluntarios da Patria.

    Canada 
https://static.tvtropes.org/pmwiki/pub/images/canada_flag_revolt.png
Home City: Quebec
Home European Nation: British, French
Bonuses:
Still need to support Population
Villagers get extra ranged attack
Longbowmen, Rangers and Skirmishers/Voltigeur turn into Fenciblesnote 
Settlers/Coureurs des Bois become Métis Pathfinders/Métis Voyageursnote  instead of Revolutionaries

  • Badass Bystander: The Métis Pathfinders and Métis Voyageurs might not be so different from ordinary Settlers but their extra attack can be useful.
  • Bears Are Bad News: One of their Home City cards, "7 Grizzlies," ship 7 Honcho the Pet Grizzly Bears, one of the most strongest pets in the game.
  • A Day in the Limelight: The civilization can be played during the Queenston Heights Historical Battle.

    Chile 
https://static.tvtropes.org/pmwiki/pub/images/chile_flag_revolt_de.png
Home City: Santiago
Home European Nation: Spanish
Bonuses:
10 Hussars of Deathnote  appears at the Home City shipment point

    Egypt 
https://static.tvtropes.org/pmwiki/pub/images/egypt_flag_revolt.png
Home City: Cairo
Home European Nation: Ottomans
Bonuses:
Settlers and Nizam Fusiliers become Khevite Fusiliersnote 
Receives Mameluke with every Shipments, including INFINITE onesnote 
Mamelukes and Stradiots can be trained at Stables, Forts, Galleons, and the Saloon.

  • Ascended Extra: The original Age of Empires III represents Egypt through their mercenary, Mamelukes. In the Definitive Edition, they become a Revolutionary Nation.
  • Demoted to Extra: 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.

    Finland 
https://static.tvtropes.org/pmwiki/pub/images/finland_flag_revolt.png
Home City: Helsinki
Home European Nation: Russians, Swedes
Bonuses:
Still need to support Population
Four Blockhouse Wagon appear at the Home City shipment point
Settlers become Karelian Jaegersnote  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.
Blockhouses are upgraded to Frontier Blockhouses (if not already upgraded by Russians), and limit is removed.

  • Ascended Extra: Just as the Hakkapelit became an unique unit for the Swedes, Finland became a Revolutionary Nation.

    Gran Colombia 
https://static.tvtropes.org/pmwiki/pub/images/gran_colombia_flag_revolt.png
Home City: Bogota
Home European Nation: Germans, Portuguese, Spanish
Bonuses:
2 Ironclads appear at the Home City naval shipment point
Settlers/Settler Wagons become Independence Guardsnote , instead of Revolutionaries
For Germans, revolting to Gran Columbia allows them to train Musketeers and unlocks the Veteran and Guard upgrades.

  • 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.
  • Hero Unit: In addition to their Explorers, they can summon Símon Bolívar through the "National Hero" Home City card.

    Haiti 
https://static.tvtropes.org/pmwiki/pub/images/haiti_flag_revolt_de.png
Home City: Port-au-Prince
Home European Nations: British, French
Bonuses:
Settlers become Maroonsnote 
Pirates can be trained at Barracks, Forts, Galleons, Privateers, and Saloon and cost less population.
Town Centers and Saloon spawns 1 Pirate every 48 seconds.
Privateers can be trained at Docks and train the same units as Galleons.

  • 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.
  • Slave Revolt: 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".

    Hungary 
https://static.tvtropes.org/pmwiki/pub/images/hungary_flag_revolt.png
Home City: Budapest
Home European Nation: Germans, Maltese, Ottomans, Russians
Bonuses:
Settlers/Settler Wagons become Grenzersnote  instead of Revolutionaries.
Outposts spawn units depending on the civilization: Germans spawn Pandournote , Ottomans spawn Magyar Hussarsnote , Russians spawn Hungarian Grenadiersnote .
Receive an Outpost/Blockhouse Wagon with every Home City shipments, including INFINITE ones, and increases build limit of Outposts/Blockhouses by 1.

  • Mighty Glacier: Magyar Hussars have double the amount of hitpoints of regular Hussars, putting them on par with the likes of Cuirassiers or Elmeti.

    Indonesia 
https://static.tvtropes.org/pmwiki/pub/images/indonesia_flag_revolt.png
Home City: Yogyakarta
Home European Nation: Dutch, Portuguese
Bonuses:
Four Cetbang Cannonsnote  appear at the Home City shipment point and can be trained at Artillery Foundries, Forts, Galleons/Fluyts, and Wokou Junks.
Settlers become Javanese Spearmannote , and these can be trained at Barracks, Forts, Galleons/Fluyts, and Wokou Junks.
Wokou Junks can be trained at the Docks and train the same units as Galleons/Fluyts.

  • Continuity Nod: It is the continuation of the Malay civilization from the HD expansions of Age of Empires II, which primarily covers islands that make up modern-day Indonesia. They also specialize in cheap melee infantry and elephants, light artillery, and navy.
  • Infinite Supplies: With the "Aceh Pepper Exports" Home City card, they will trickle food for every second and can re-train settlers and fishing boats.
  • Low-Tech Spears: The Javanese Spearmen are reskins of the Chinese and Japanese Sentries, carrying sharpened bamboo sticks to battle.
  • War Elephants: 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.

    Peru 
https://static.tvtropes.org/pmwiki/pub/images/peru_flag_revolt_de.png
Home City: Lima
Home European Nation: Portuguese, Spanish
Bonuses:
Símon Bolívar appears at the Home City shipment point.

  • Composite Character: 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.
  • 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.
  • Hero Unit: 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.
  • Living Distant Ancestor: It is possible to pit Spanish/Portuguese-revolting Peruvians against their Inca ancestors.

    Revolutionary France 
https://static.tvtropes.org/pmwiki/pub/images/france_flag_revolt.png
Home City: Paris
Home European Nation: France
Bonuses:
Coureur des Bois become Sansculottes.
Enables the training of Surgeons at the Church.
Native Scouts became Eclaireurs
Royal Musketeers became Foot Carabineers
Royal Dragoons became Horse Carabineers
"Edict of Nantes" card is automatically shipped.
Can further advance in age via the "Napoleonic Era" card.

  • Army Scout: 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.
  • Badass Bystander: 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).
  • Composite Character: Revolutionary France combines the Republican period, Robespierre's Reign of Terror, and a much more pronounced nod to Napoleon's French Empire.
  • Elite Army: 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).
  • Grenade Launcher: 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.
  • Mechanically Unusual Fighter: 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.
  • Rule of Symbolism:
    • The "Napoleonic Era" pseudo-age-up card costs 1,789 food, 1,804 wood and 1,815 coin. 1789 was the year of the Storming of La Bastille, Napoleon himself got appointed as Emperor on 1804 and 1815 was the year of his defeat at the Battle of Waterloo.
    • The Napoleonic Era tech "Grand Battery" costs 1,804 coin. 1804 was the year the Napoleonic Code was instituted and ended with the coronation of Napoleon I.
    • The Napoleonic Era tech "Rustam's Regiment" costs 1,798 coin. This reflects the arrival of Napoleon's troops in Egypt on that year's July 1st.
    • The Napoleonic Era tech "Continental Blockade" costs 1,806 coin. 1806 was the year said blockade was announced.
  • Stuff Blowing Up: 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).
  • Zerg Rush: 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).

    Revolutionary Mexico 
https://static.tvtropes.org/pmwiki/pub/images/mexico_flag_revolt_de_updated.png
Home City: Mexico City
Home European Nation: Spanish
Bonuses:
Settlers become Cuerudosnote  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.

For the playable civilization, check the playable civilizations page.


    Romania 
https://static.tvtropes.org/pmwiki/pub/images/romania_flag_revolt.png
Home City: Bucharest
Home European Nation: Germans, Ottomans, Russians
Bonuses:
Settlers become Dorobantsnote .
Every Outposts/Blockhouse spawn Roșior Dragoonsnote .
Receives Outpost/Blockhouse Wagons with every Home City shipments, including INFINITE ones, and increases build limit of Outpost/Blockhouse by 1.

  • A Commander Is You: 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.

    South Africa 
https://static.tvtropes.org/pmwiki/pub/images/south_africa_flag_revolt.png
Home City: Pretoria
Home European Nation: British, Dutch
Bonuses:
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.
Settlers gather more resources rather than becoming Revolutionaries.
Dutch Banks' coin trickling rate increased.

  • Awesome Personnel Carrier: 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.
  • Badass Bystander: 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.
  • A Commander Is You: 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 , "Factory Wagon" and "Robber Barons"note , and "Diamond Rush"note .
  • Discard and Draw: 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.

    United States 
https://static.tvtropes.org/pmwiki/pub/images/united_states_flag_revolt_de.png
Home City: New York City
Home European Nation: British, Dutch, French, Italians, Swedes
Bonuses:
A Fort Wagon appears at the Home City shipment point and increases the Fort limit by 1.
Existing and new Forts spawn Gatling Guns.
Gatling Guns can be trained at Artillery Foundries and Forts.
A General appears at the Home City shipment point.

For the playable civilization, check the playable civilizations page.


  • A Commander Is You: 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.
  • Badass Bystander: 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.
  • Expy Coexistence: It's possible to have British/Dutch/French/Italian/Swede-revolting United States and a playable United States battling against each other.
  • More Dakka: 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.

Mexican Revolutionary Nations

Mexico 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.

Entries will be listed in order of age availability.

    Baja California (Commerce Age) 
https://static.tvtropes.org/pmwiki/pub/images/baja_california_flag_revolt.png
Home City: La Paz
Bonuses:
Settlers become Filibustersnote  instead of Revolutionaries.
2 Post Wagons appear at the Home City shipment point.
Can revert back into Mexico (and advance to the Industrial Age in the process).

    Central America (Commerce Age) 
https://static.tvtropes.org/pmwiki/pub/images/central_america_flag_revolt_3.png
Home City: Guatemala City
Bonuses:
7 Settlers appear at the Home City shipment point.
Artillery Foundry, Arsenal, Falconet, Culverin, Mortar, and Petard are immediately available.
Can revert back into Mexico (and advance to the Industrial Age in the process).

  • Action Bomb: The "Santamaria's Fire" card allows them to receive a Petard with every shipment.
  • Badass Bystander: The "Catrachos" card makes Settlers turn into Revolutionaries when killed.
  • Discard and Draw: The "Tehuantepec Route" card sells all warships while returning the resources spent to train them.

    Río Grande (Fortress Age) 
https://static.tvtropes.org/pmwiki/pub/images/rio_grande_flag_revolt.png
Home City: Laredo
Age: Fortress Age
Bonuses:
Grants free Guard upgrades for units.
Unlocks the Mortar and Horse Artillery units.
Can revert back into Mexico (and advance to the Imperial Age in the process).

  • Stuff Blowing Up: They gain immediate access to the Mortar and Horse Artillery.
  • Zerg Rush: 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.

    Yucatán (Fortress Age) 
https://static.tvtropes.org/pmwiki/pub/images/yucat3fn_flag_revolt.png
Home City: Mérida
Age: Fortress Age
Bonuses:
Insurgentes become Yucateco Insurgentesnote .
Hacienda and Factory technologies are free.
Can revolt further into Maya.
Can revert back into Mexico (and advance to the Imperial Age in the process).

  • Badass Bystander: The "Amparo" card significantly increases the hitpoints of Settlers and makes them train faster.
  • Master of All: 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.
  • Poisoned Weapons: The "Jungle Warfare" card allows Insurgentes, Salteadores, and Maya Holcan Javelineers to poison the enemy when attacking.
  • Serial Escalation: Yucatán is a Revolutionary Nation that is able to revolt into a different Revolutionary Nation.

    California (Industrial Age) 
https://static.tvtropes.org/pmwiki/pub/images/california_flag_revolt.png
Home City: Sonoma
Age: Industrial Age
Bonuses:
Settlers become Californiosnote  instead of Revolutionaries.
Cow train limit +60 and work at Haciendas 100% faster.

  • Composite Character: 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.
  • 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.
  • Significant Wardrobe Shift: Revolting into California turns the Mexican General and Padre into Revolutionary versions, who wear different outfits.

    Texas (Industrial Age) 
https://static.tvtropes.org/pmwiki/pub/images/texas_flag_revolt.png
Home City: Austin
Bonuses:
Settlers become Volunteers instead of Revolutionaries.
Levy/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.
Insurgentes, Soldados, and Salteadores are replaced by Volunteers, Regulars, and Sharpshooters, respectively.

  • Composite Character: Texas combines features from both Mexico and the United States.
  • Discard and Draw: Texas replaces the entire Mexican infantry roster with American infantry units, in the process trading staying power and cost for better firepower.
  • Significant Wardrobe Shift: Revolting into Texas turns the Mexican General and Padre into Revolutionary versions, who wear different outfits.

    Maya (Yucatán/Imperial Age) 
https://static.tvtropes.org/pmwiki/pub/images/maya_flag_revolt.png
Home City: Chan Santa Cruz
Bonuses:
Advances the Mexican player into the Imperial Age.
Soldados and Revolutionaries became Cruzob Infantry.
Salteadores became Cruzob Avengers.
Stables became Strong War Huts.
Turns all Chinacos and Dragoons into Cuatreros.
Falconet, Culverin, Mortar, and Horse Artillery are replaced by Light Cannon and Captured Mortar.
Sloop is replaced by War Canoe.
Steamer and Frigate are replaced by Chaac Canoenote .
Set the training limit of Privateers to 5.
Maya Holcan Javelineer available at Barracks, War Hut, and Fort.
Native Scout available at Town Center.
Maya Cotton Armor, Maya Calendar, and Maya Pyramids available at Native Embassy.
Grants Maya Warrior Societies and Champion Maya (if not already).
The player is treated as allied with the Maya for "Native Treaties".
Every Home City shipment increases the train limit of Maya Holcan Javelineers by 3.

  • Composite Character: Combines features of both a European/American civilization with a Native American one.
  • Discard and Draw: 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.
  • Going Native: This Revolution effectively switches out a colonial army for a native one.
  • Modern Mayincatec Empire: 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.
  • Serial Escalation: It is a Revolutionary Nation only available to another Revolutionary Nation.
  • Significant Wardrobe Shift: Revolting into the Maya turns the Yucatán General and Padre into Cruzob versions, who wear different outfits.

Consulate Alliances

These 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).

    Alliances in General 
  • Disc-One Nuke: You can get late-game units as early as the Commerce Age.
  • Discard and Draw: 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.
  • Elite Army: All Armies and Brigades ship late-game, Royal Guard-tier units.
  • Rate-Limited Perpetual Resource:
    • Playing as the Chinese and shipping the "Tea Export" Home City card generates an extra trickle of 0.35 export per second.
    • Playing as the Indians and shipping the "Foreign Trading Companies" Home City card generates an extra trickle of 0.75 export per second.
  • Reduced Resource Cost:
    • The "Diplomatic Intrigue" Home City card reduces alliance export cost from 100 to 25.
    • The "Good Faith Agreements" Home City card reduce tech cost by 40%, tech research time by 50% and army train time by 50%, except in the case of Imperial Age Brigades, which only reduces the export cost by 300 and doesn't reduce research time.
    • Playing as the Indians and shipping the "Foreign Trading Companies" Home City card reduces the cost of Consulate Armies by -15%.

    British 
Available to: Chinese, Indians.
Available Techs: 2 Surgeonsnote , 4 Spiesnote , 5 Petardsnote , British Brigadenote .
Available Armies: British Expeditionary Companynote , British Expeditionary Forcenote , British Expeditionary Armynote .
Associated Bonus: +7 HP for all land units.

  • The Medic: "2 Surgeons" ships, well, 2 Surgeons.

    Chinese Mercenaries 
Available to: Chinese (Act II: China only).
Available Techs:
Available Armies: Chinese Mercenary Companynote , Chinese Mercenary Forcenote , Chinese Mercenary Armynote .
Associated Bonus: +5% gathering speed for Villagers and Fishing Boats.

    Dutch 
Available to: Japanese.
Available Techs: Church Wagonnote , Bank Wagonnote , Arsenal Wagonnote , Livestock Pen Wagonnote , Dutch Brigadenote .
Available Armies:
- Standard Games: Dutch Expeditionary Companynote , Dutch Expeditionary Forcenote , Dutch Expeditionary Armynote .
- Act I: Japan: Dutch Expeditionary Companynote , Dutch Expeditionary Forcenote , Dutch Expeditionary Armynote .
Associated Bonus: Generates +0.8 coin per second.

  • Rate-Limited Perpetual Resource: 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.

    French 
Available to: Chinese, Indians.
Available Techs: Food Cratesnote , Wood Cratesnote , Coin Cratesnote , French Brigadenote .
Available Armies: French Expeditionary Companynote , French Expeditionary Forcenote , French Expeditionary Armynote .
Associated Bonus: +5% gathering speed for Villagers, Fishing Boats and Haciendas.

    Germans 
Available to: Chinese.
Available Techs: Food Tricklenote , Wood Tricklenote , Coin Tricklenote , German Brigadenote -
Available Armies: German Expeditionary Companynote , German Expeditionary Forcenote , German Expeditionary Armynote .
Associated Bonus: -15% Banner Army food cost.

  • Rate-Limited Perpetual Resource:
    • "Food Trickle" generates 1.5 food per second.
    • "Wood Trickle" generates 1.25 wood per second.
    • "Coin Trickle" generates 1.65 coin per second.

    Indian Mercenaries 
Available to: Chinese (Act II: China only).
Available Techs:
Available Armies: Indian Mercenary Companynote , Indian Mercenary Forcenote , Indian Mercenary Armynote .
Associated Bonus: +50% HP for buildings.

    Japanese Isolationism 
Available to: Japanese.
Available Techs: Military Rickshawnote , Bushido Principlesnote , Clan Offeringsnote , Meiji Restorationnote .
Available Units: Konsha Yamabushinote , Shinobi-No-Mononote , Ninjutsu-Zukainote , Hatamoto Samurainote .
Associated Bonus: +7% land unit attack.

  • Awesome, but Impractical: "Meiji Restoration" 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.

    Japanese Mercenaries 
Available to: Chinese (Act II: China only).
Available Techs:
Available Armies: Japanese Mercenary Companynote , Japanese Mercenary Forcenote , Japanese Mercenary Armynote .
Associated Bonus: -5% military unit cost.

    Ottomans 
Available to: Indians.
Available Techs: 6 Azapsnote , 4 Villagersnote , 2 Great Bombardsnote , Ottoman Brigadenote .
Available Armies: Ottoman Expeditionary Companynote , Ottoman Expeditionary Forcenote , Ottoman Expeditionary Armynote .
Associated Bonus: +7 LOS for all units and buildings.

  • Worker Unit: "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.

    Portuguese 
Available to: Indians, Japanese.
Available Techs: Fishing Fleetnote , Exploration Fleetnote , Expeditionary Fleetnote , Portuguese Brigadenote .
Available Armies:
- Standard Games: Portuguese Expeditionary Companynote , Portuguese Expeditionary Forcenote , Portuguese Expeditionary Armynote .
- Act I: Japan: Portuguese Expeditionary Companynote , Portuguese Expeditionary Forcenote , Portuguese Expeditionary Armynote .
Associated Bonus: Buildings cost 15% less food and wood (Standard Games), Villagers train 15% faster (Act I: Japan)

    Russians 
Available to: Chinese.
Available Techs: Blockhouse Wagonnote , Fort Wagonnote , Factory Wagonnote , Russian Brigadenote .
Available Armies: Russian Expeditionary Companynote , Russian Expeditionary Forcenote , Russian Expeditionary Armynote .
Associated Bonus: Villager cost and training time -10%.

    Spanish 
Available to: Japanese.
Available Techs: Merchant Marinenote , Nanban Tradenote , Bullionismnote , Spanish Brigadenote .
Available Armies: Spanish Expeditionary Companynote , Spanish Expeditionary Forcenote , Spanish Expeditionary Armynote .
Associated Bonus: Generates +0.8 XP per second.

Campaign Civilizations

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

  • "Blood", "Ice" and "Steel"note 
  • "Fire" and "Shadows"note 
  • "Japan", "China" and "India"note 

    Knights of St. John 
https://static.tvtropes.org/pmwiki/pub/images/flag_maltese_cross.png
Home City: Malta
Unique Units: Rodelero, Hoop Thrower, Lancer

  • Ascended Extra: The Knights of St. John, also known as the The Knights Hospitallers, were an opponent faction in the Saladin campaign in Age of Empires II, where they were represented by the Teutons.
  • Crippling Overspecialization: Their Hoop Throwers are effective only against Janissaries... and nothing else. 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.
  • Discard and Draw: The "Royal Decree to Claim the New World" Home City Card unlocks Temple techs that give the player advantages and disadvantages:
    • "Corselet" increases the hitpoints of their heavy infantries at the cost of speed.
    • "Tax Burden" periodically ships 100 gold for every minute but drastically reduces the villager's hitpoints.
  • Does Not Like Guns: While they have access to Falconets and Mortars, they lack gunpowder infantry units such as Musketeers and Skirmishers.
  • Expy: They share many traits with the Spanish. Similar architecture, similar units down to their unique units (with the exception of many gun-toting units), and their Home City is based on the Spanish Home City. It helps that the Spanish are considered a Skill Gate Character civilization, and the KOSJ are as basic as you can get (i.e. cannot advance further than the Fortress Age).
  • Historical Hero Upgrade: The in-game Knights of St. John being opposed to slavery and taking free stuff from non-Christians. But it's just a family tall tale... maybe.

    John Black's Mercenaries 
https://static.tvtropes.org/pmwiki/pub/images/flag_john_blacks_mercenaries_de.png
Home City: Boston
Unique Units: Uhlan, War Wagon

  • Discard and Draw: Upon shipping the "Royal Decree to Claim the New World" Home City Card, you can research the "Customized Merc Weapons" at the temple, which increases the attack of all mercenaries while raising the cost of buildings.
  • Expy: Their roster combines that of German cavalry (Uhlans and War Wagons) and French infantry (all 5 units from the European Barracks).
  • Noble Wolf: 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.
  • Private Military Contractors: A band of mercenaries defending the American colonies from Native American attacks, 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.

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

For the proper playable civilization introduced as DLC in Definitive Edition, check the playable non-European civilizations page.


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

    Circle of Ossus 
https://static.tvtropes.org/pmwiki/pub/images/circle_of_ossus.png
Unique Units: Boneguard, White Jaguar, White Wolf

  • Ancient Conspiracy: 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.
  • Back for the Finale: 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.
  • Cosmopolitan Council: The Circle of Ossus has members from various European powers.
  • Elite Mooks: 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.
  • Light Is Not Good: They have white animals at their service and their ships allude to the color white, but they're an evil organization.
  • Savage Wolf: The White Wolf, which appears in Act III. Beaumont had two wolves at his side to sic and kill Cooper.
  • Screw the Rules, I Have Connections!: 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.

    Black Family Estate 
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American (1777)
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American (1867)
Home City: Black Family Estate
Feature:
Can train Iroquois and European units
Can build European, Sioux, or Iroquois buildings
Have access to Colonial Militia

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

    Barbary Pirates and Moroccans 
Home City: Cherchell (Barbary Pirates), Marrakesh (Moroccans)
Unique Units: Berber Spearman, Berber Archer, Berber Arquebusier, Barbary Corsair, Tribal Horseman, Bedouin Horse Archer

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

    Ethiopians and Somalis 
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Ethiopia
Unique Units: Spearman, Knife Thrower, Javelin Rider, Shotel Warrior, Somali Arquebusier

  • Early-Bird Cameo: The Ethiopians made their debut in a Portuguese-themed historic battle before they became playable with The African Royals.

    Tatars 
Unique Units: Cavalry Archer, Keshik, Steppe Rider, Meteor Hammer
Unique Buildings: Village

    Canadians 
Feature: Manor produces settlers upon completion
Unique Units: General, State Militia, Musketeer, Sharpshooter, Hussar, Dragoon
Unique Buildings: Manor

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