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* NeutralsCrittersAndCreeps: Treasure guardians are special units, both humans and animals, that are not controlled by any player and watch over Treasures on a map. Guardians have to be killed or converted before the Treasure they guard can be claimed.



** European civilisations can build the Mill (for food) and Estate (for coin), which yield resources somewhat slowly and are limited to 10 Settlers at a time, but never run out; and the Livestock Pen, which buys livestock (costing food) and fattens them so they yield more food when slaughtered than their cost. Native American civilisations have access to the Farm, which combines the Mill's and Livestock Pen's functions. Asian civilisations have the Rice Paddy instead, which can be configured to produce either food or coin and otherwise works similar to the Mill and Estate. African civilisations build the Field, a cheaper version of the Rice Paddy that only supports up to 3 Villagers (their equivalent to the Livestock Pen, the Livestock Market, doesn't qualify as an example since they buy livestock with coin instead of food). The Mexicans have the Hacienda, which combines the functions of the Mill, Livestock Pen and Estate.
** A Factory generates a constant trickle of either food, wood or coin (depending on the configuration) without the need for Settlers, but is only available in highly limited numbers (through Home City cards and and the House of Hanover's Victorian Era technology) and cannot be built or replaced if destroyed. The Porcelain Tower, one of the Chinese's wonders, works similarly (with an additional option to generate a combination of all resources, including export and experience), but being a Wonder, is limited to one and also cannot be rebuilt if destroyed.

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** European civilisations can build the Mill (for food) and Estate (for coin), which yield resources somewhat slowly and are limited to 10 Settlers at a time, but never run out; and the Livestock Pen, which buys livestock (costing food) and fattens them over time so they yield more food when slaughtered than their cost. Native American civilisations have access to the Farm, which combines the Mill's and Livestock Pen's functions. Asian civilisations have the Rice Paddy instead, which can be configured to produce either food or coin and otherwise works similar to the Mill and Estate. African civilisations build the Field, a cheaper version of the Rice Paddy that only supports up to 3 Villagers (their equivalent to the Livestock Pen, the Livestock Market, doesn't qualify as an example since they buy livestock with coin instead of food). The Mexicans have the Hacienda, which combines the functions of the Mill, Livestock Pen and Estate.
** A Factory generates a constant trickle of either food, wood or coin (depending on the configuration) without the need for Settlers, but is only available in highly limited numbers (through Home City cards and and the House of Hanover's Victorian Era technology) technology), and losing one can be devastating (especially in long team games) since they cannot be built or replaced if destroyed. The Porcelain Tower, one of the Chinese's wonders, works similarly (with an additional option to generate a combination of all resources, including export and experience), but being a Wonder, is limited to one and also cannot be rebuilt if destroyed.



** The Trading Posts are placed on key points of a Trade Route whose transport (initially a rickshaw, then a stagecoach/trading cart, then a ''train'') leaves resources (XP, food, wood, gold) on it once they pass.
** The Native Villages are also placed on key points of the map and cannot be damaged. Allying with one of these Villages grants bonuses and new units to whichever faction allied with the Village. In ''Definitive Edition'' you can "capture" these posts and immediately begin building the Trading Post with a discount.

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** The Trading Posts are placed on key points of a Trade Route whose transport (initially a rickshaw, then a stagecoach/trading cart, then a ''train'') leaves resources (XP, food, wood, gold) coin) on it once they pass.
** The Native Villages Minor Faction buildings are also placed on key points of the map and cannot be damaged. Allying with one of these Villages a minor faction grants bonuses and new units to whichever faction allied with the Village. In ''Definitive Edition'' you can "capture" these posts and immediately begin building the Trading Post with a discount.

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** Some of the factions give off this vibe. The Chinese, for instance, are a mix of both the Ming and Manchu/Qing Dynasties. While the British can have Medieval-era longbowmen fighting alongside musketeers as late as the Imperial Age.

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** Some of the factions give off this vibe. The Chinese, for instance, are a mix of both the Ming and Manchu/Qing Dynasties. While Qing dynasties, while the British can have Medieval-era longbowmen fighting alongside musketeers as late as the Imperial Age.



** The mercenaries are more powerful than the average units they are based on [[note]]A Swiss Pikeman has 225 hitpoints and 22 melee damage compared to the regular pikeman's 120 hitpoints and 8 damage[[/note]] but they either cost too many coin or too many population to rely on them completely. Unless you're the Dutch in the later ages, where you have more than enough coin to field an entire mercenary army. In the end, you'll use more of your regular units throughout.

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** The mercenaries Mercenaries are more powerful than the average units they are based on [[note]]A Swiss Pikeman has 225 hitpoints and 22 melee damage compared to the regular pikeman's 120 hitpoints and 8 damage[[/note]] but they either cost too many coin or too many population to rely on them completely. Unless you're playing as the Dutch in the later ages, where you (who have more than enough coin to field an entire mercenary army. In the end, army), you'll use generally rely more of your on regular units throughout.units.



** ''Wars of Liberty'' (formerly ''[[http://ageofempires.wikia.com/wiki/The_War_of_The_Triple_Alliance_(Modification) The]] VideoGame/WarOfTheTripleAlliance''), which, among other things, changes the game's focus to the 19th century and dives straight into the Age of Imperialism, introduces independent New World nations (like Argentina, Brazil, Canada and the USA), new playable South American native and African factions with their own quirks, and even an additional ([[AwesomeButImpractical if expensive]]) end-game Age extending into UsefulNotes/WorldWarI.

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** ''Wars of Liberty'' ''VideoGame/WarsOfLiberty'' (formerly ''[[http://ageofempires.wikia.com/wiki/The_War_of_The_Triple_Alliance_(Modification) The]] VideoGame/WarOfTheTripleAlliance''), War of the Triple Alliance''), which, among other things, changes the game's focus to the 19th century and dives straight into the Age of Imperialism, introduces independent New World nations (like Argentina, Brazil, Canada and the USA), new playable South American native and African factions with their own quirks, and even an additional ([[AwesomeButImpractical if expensive]]) end-game Age extending into UsefulNotes/WorldWarI.



* GoingNative: A recurring motif for the Black family, with Morgan's Scottish lineage being infused with Iroquois/Haudenosaunee, American and finally Sioux/Lakota blood. Tellingly, Chayton Black in ''Shadow'' is nigh indistinguishable from the Sioux/Lakota tribesmen [[spoiler:he ultimately sides with]].

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* GoingNative: A recurring motif for the Black family, with Morgan's Scottish lineage being infused mixed with Iroquois/Haudenosaunee, American and finally Sioux/Lakota blood. Tellingly, Chayton Black in ''Shadow'' is nigh indistinguishable from the Sioux/Lakota tribesmen [[spoiler:he ultimately sides with]].



* {{Mayincatec}}: Aztec, Maya and Inca (and in ''The [=WarChiefs=]'', Zapotec, and in ''Definitive Edition'', Quechua) villages all have the same type of buildings. As the Aztecs get upgraded to playable faction in the expansion, however, they get unique and more accurate architecture.

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* {{Mayincatec}}: Aztec, Maya and Inca (and in ''The [=WarChiefs=]'', Zapotec, and in ''Definitive Edition'', Quechua) villages all have the same type of buildings. As the Aztecs and Inca get upgraded to playable faction in the expansion, however, playable, they get unique and more accurate architecture.



** ''The [=WarChiefs=]'' introduced the Saloon building for the European civilizations, which allow them to hire mercenaries in exchange for gold.

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** ''The [=WarChiefs=]'' introduced the Saloon building Tavern building[[note]]originally called Saloon[[/note]] for the European civilizations, which allow them to hire mercenaries in exchange for gold.



** With the introduction of the United States as a playable civilization in ''Definitive Edition'', the Saloon's been relegated to being a unique building for it. Europeans instead get the Tavern building, which is functionally identical but more closely resembles a German biergarten and British pub.


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* RateLimitedPerpetualResource:
** European civilisations can build the Mill (for food) and Estate (for coin), which yield resources somewhat slowly and are limited to 10 Settlers at a time, but never run out; and the Livestock Pen, which buys livestock (costing food) and fattens them so they yield more food when slaughtered than their cost. Native American civilisations have access to the Farm, which combines the Mill's and Livestock Pen's functions. Asian civilisations have the Rice Paddy instead, which can be configured to produce either food or coin and otherwise works similar to the Mill and Estate. African civilisations build the Field, a cheaper version of the Rice Paddy that only supports up to 3 Villagers (their equivalent to the Livestock Pen, the Livestock Market, doesn't qualify as an example since they buy livestock with coin instead of food). The Mexicans have the Hacienda, which combines the functions of the Mill, Livestock Pen and Estate.
** A Factory generates a constant trickle of either food, wood or coin (depending on the configuration) without the need for Settlers, but is only available in highly limited numbers (through Home City cards and and the House of Hanover's Victorian Era technology) and cannot be built or replaced if destroyed. The Porcelain Tower, one of the Chinese's wonders, works similarly (with an additional option to generate a combination of all resources, including export and experience), but being a Wonder, is limited to one and also cannot be rebuilt if destroyed.
** The Japanese Shrine generates a trickle of food, wood or coin and attracts up to four animals into it to increase the trickle rate (without any animals, the resource generation is very slow). The Toshogu Shrine, one of their Wonders, provides a bigger trickle and boosts the resource generation rate of all Shrines. All Shrines must produce the same resource--changing the resource trickle on one Shrine will change the production on all of them.
** Whales provide an infinite source of coin. Only four Fishing Boats can gather from a single spot at a time. Whaling is slower than mining but is useful in the late game, when mines are depleted.
** Every civilisation has access to Home City cards that ship resource crates and can be sent an unlimited number of times as long as you keep earning experience.
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*** Heavy Infantry includes Musketeers and most melee infantry such as Pikemen or Halberdiers, which are effective in general but especially against Hand Cavalry.
*** Light Infantry includes Skirmishers and most Archers, and are effective against Heavy Infantry and Ranged Cavalry.

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*** Heavy Infantry includes Musketeers and most melee infantry such as Pikemen or Halberdiers, which are effective in general but especially against Hand Cavalry. \n Musketeer-types counter cavalry units with either bayonets attached to their muskets or a melee sidearm such as swords or spears, but their middling firing range makes them susceptible to Light Infantry and Artillery.
*** Light Infantry includes Skirmishers and most Archers, and are Archers. Their longer range makes them effective against Heavy Infantry and Ranged Cavalry, but their light equipment and reliance on distance makes them helpless against Hand Cavalry.
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* FictionalFlag: The Circle of Ossus has [[https://static.tvtropes.org/pmwiki/pub/images/circle_of_ossus_2.png a flag]] squared in light blue and dark yellow with tons of AncientConspiracy references.

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* FictionalFlag: The Circle of Ossus has [[https://static.tvtropes.org/pmwiki/pub/images/circle_of_ossus_2.png a flag]] squared in light blue and dark yellow yellow, with tons of AncientConspiracy references.



** ''The Improvement Mod'', which as per it's name focuses mostly on rebalancing and improving the overall game experience, but it also attempts to make the game closer to Ensemble's original vision by reintroducing [[https://tvtropes.org/pmwiki/pmwiki.php/WhatCouldHaveBeen/AgeOfEmpiresIII cut content]] like the Swedish and Italian civilisations and several units/buildings.

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** ''The Improvement Mod'', which as per it's its name focuses mostly on rebalancing and improving the overall game experience, but it also attempts to make the game closer to Ensemble's original vision by reintroducing [[https://tvtropes.org/pmwiki/pmwiki.php/WhatCouldHaveBeen/AgeOfEmpiresIII cut content]] like the Swedish and Italian civilisations and several units/buildings.



** Swedish Hakkapelit serve as a Fortress Age hybrid of Hussars and Dragoons, but what makes them notable is having sacrificed a lot of HP for the ability to hit like a truck with an incredible 48 damage in Melee (compared to a Hussar's 30).

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** Swedish Hakkapelit serve as a Fortress Age hybrid of Hussars and Dragoons, but what makes them notable is having sacrificed a lot of HP for the ability to hit like a truck truck, with an incredible 48 damage in Melee (compared to a Hussar's 30).



* NoHistoricalFiguresWereHarmed: Nanib Sahir to the historical Nana Sahib.

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* NoHistoricalFiguresWereHarmed: Nanib Sahir to the historical [[https://en.wikipedia.org/wiki/Nana_Saheb_Peshwa_II Nana Sahib.Sahib]].



* RhinoRampage: Rhinos might possibly be the only complete herbivore in the game to be a treasure guardian. But they also do this with style; being the most powerful animal in the game.

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* RhinoRampage: Rhinos might possibly be the only complete herbivore in the game to be a treasure guardian. But they also do this with style; style, being the most powerful animal in the game.
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* RespawningEnemies: Frequently done in the campaigns where the player's objective isn't "destroy the enemy's base". If the player decides to storm the enemy base instead of following said objective, the enemy would rapidly spawn units out of its Town Center until they completely overwhelm the player's striking force.
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* {{Freemium}}: The ''Definitive Edition'' moved to a free-to-play model featuring a rotating slate of civilizations in August 2023, as well as the ''Blood'' campaign, the Algiers scenario, and the ''Art of War'' tutorials. Full-time access to all the game's civilizations and campaigns requires purchasing the base game and its expansions.
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* CapRaiser:
** Both the Chinese and the Russians can go over the standard population cap of 200 to a max of 220, and the former can build Villages that provide more space than Houses and can be further upgraded to provide even more space.
** The Lakota, like the Huns in the previous game, start out at max population space and don't need to build Houses.
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''Age of Empires III'' is the fourth installment (counting the SpinOff series ''VideoGame/AgeOfMythology'' as another series) in the ''VideoGame/AgeOfEmpires'' franchise. It was released in October of 2005, and is set during [[UsefulNotes/TheThirteenAmericanColonies the colonization of the New World]], with seven European civilizations (Spanish, British, French, Portuguese, Dutch, Russian and German) and the Ottoman Empire as playable civilizations. There's also a version for the UsefulNotes/NGage phone made by Giu Mobile in 2009.

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''Age of Empires III'' is the fourth installment (counting the SpinOff series ''VideoGame/AgeOfMythology'' as another series) in the ''VideoGame/AgeOfEmpires'' franchise. It was released in October of 2005, and is set during [[UsefulNotes/TheThirteenAmericanColonies the colonization of the New World]], with seven European civilizations (Spanish, British, French, Portuguese, Dutch, Russian and German) and the Ottoman Empire as playable civilizations. There's also a version for the UsefulNotes/NGage Platform/NGage phone made by Giu Mobile in 2009.

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