Video Game / War of the Triple Alliance

The War of the Triple Alliance is a Game Mod for Age of Empires III that overhauls and expands on much of the game itself... and then some. Initially centered on the title conflict between Paraguay, Argentina and Brazil, it has over time grown to encompass virtually the entire New World, with various unique factions, new gameplay mechanics, revamped graphics and even an additional end-game age among other things. It's also one of the handful of mods for the game that remain active. A final "Delta" release that was announced has over time become a thorough overhaul called Wars of Liberty, which was released on September 2015.

Its present Wars of Liberty version can be found online.

War of the Triple Alliance provides examples of the following tropes:

  • Amazon Brigade: Mexico's more powerful musketeer units are all female.
  • Argentinians Are Cowboys: A good deal of Argentina's units are on horseback. In fact their workers are even Gaucho settlers.
  • Artifact Title: The mod has long since gone beyond the titular War of the Triple Alliance. The "Delta" release in fact goes so far as to change the title to Wars of Liberty.
  • Awesome, but Impractical / Eleventh Hour Superpower: The "Great War" age is a new endgame option that, as the name implies, propels your faction into World War I, complete with tanks, aircraft, unique structures and new technologies; tellingly, the description simply states to "end it all." The catch though is that it requires a lot of resources and that you reach the Imperial Age (Age V)...which in itself burns through resources as well.
  • Badass Preacher: Brazil's Jesuit Priests come with guns of their own and double as explorer units.
  • Banana Republic: The Colonel units for the Latin American nations have some shades of this, given how many of their abilities and upgrades are tied to corruption.
  • Canada, Eh?: Very much represented. The Canadians come in Dominion ("New England") and Quebecois ("New France") flavors, depending on how you age them up. In an added touch, their structures even come with free maple trees.
  • Cannon Fodder: The Mexican Insurgente is explicitly described as such in its description.
  • Clap Your Hands If You Believe: Religion takes up a role similar to earlier Age of Empires games. A priest/imam could boost morale, heal and condemn people to death with faith. This is averted though should you take up no religion at all.
  • A Day in the Limelight: Notable as well for putting a spotlight on nations that don't normally show up in an RTS game, like the Canadians, Argentinians and Brazilians. Wars of Liberty meanwhile introduces new African, Balkan and indigenous civilizations.
  • Doing It for the Art: The modders for this one have it at it for years, and it shows.
  • Dueling Games: With the Napoleonic Era and Knights and Barbarians mods in particular. That said, the rivalry and competition seems to be rather friendly, given the relative overlapping influences among the respective modders.
  • Eagleland: The Americans come across as a mix of Type 1 and 2, whether you choose the Union path or follow the Confederate route.
  • Fan Sequel: With all the work already done and in development, the mod veers very close to being one altogether.
  • Fighting for a Homeland: The "American" Immigrants that are available to the Latin American factions are a nod to the real-life Confederados: refugees from the former Confederate States of America who fled to Brazil after the Civil War, whose descendants still retain elements of their origins.
  • Gatling Good: A possible late-game artillery unit for some factions is an old-style Gatling Gun.
  • The Gunslinger: The North American nations are almost entirely firearms-based, though they're compensated by researchable melee tech.
  • Historical-Domain Character: Comes with the territory, though Simon Bolivar himself is playable in-game for the Columbians.
  • Made a Slave: Brazil's worker/peasant units are all slaves (at least initially). The Americans also gain access to slaves of their own should you take the Confederate path.
  • Massive Race Selection: While the current faction lineup is already considerable compared to the main game (with more European and even African nations planned for "Delta"), the North American set (Canada, America) take it further by having sub-factions (with their own particular tech and units) depending on which politician you select when aging up.
  • Multinational Team: In addition to the main game's foreign mercenaries, the Latin American nations can bring in immigrants (such as Germans, Japanese and even Confederate!Americans), who provide both tech bonuses and foreign units.
  • Obvious Gamma: The mod still has a number of graphical, gameplay and balancing bugs as well as a handful of unfinished assets. Which isn't counting the stuff the modders plan on adding, such as unique audio tracks and additional factions. Justified in that it's still in development, if very much playable.
  • La Résistance: Columbia and to a degree, Mexico give this impression. Though both gain access to more "proper" units in the mid-late game.
  • Semper Fi: Continental Marines are available to the Americans only in the Union route.
  • Spexico: Averted as much as possible. The modders are making an effort to show that the Latin American factions aren't simple reskins of the Spanish or Portuguese, including plans to add new voice packs representing various New World dialects.
  • Thanksgiving Day: The basic North American worker units are Pilgrims straight out of the Mayflower, with the Americans speaking Elizabethan English and Canadian ones using French.
  • Token Minority: Union-aligned Americans have access to Buffalo Soldiers who are all explicitly black, though the other factions also have minorities of their own.