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'''''The [[http://ageofempires.wikia.com/wiki/The_War_of_The_Triple_Alliance War of the Triple Alliance]]''''' is a GameMod for ''VideoGame/AgeOfEmpiresIII'' 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 [[http://wotta.com.br/phpBB3/ online]].

----
!!''War of the Triple Alliance'' provides examples of the following tropes:

* ActionGirl: The Paraguayan explorer is female.
* AmazonBrigade:
** Mexico's more powerful musketeer units are all female.
** Austrian villagers (which also double as Minutemen, since they are more powerful than usual) are also all female. And their leader is Empress Maria Theresa.
** The Aymara native units are female mounted boleadoras.
* AmericansAreCowboys:
** Americans and Canadians can build barns and Wild West-looking buildings, and have access to mounted rifleman units.
** Argentinians are even more cowboys than the North Americans since they are based off South American stereotypes. A good deal of units are mounted, including their workers, who are all Gauchos.
* AnachronismStew: Present either as a result of TheArtifact (see below) or RuleOfCool (e.g. the Americans having Mayflower Pilgrims as their Villager unit, complete with Elizabethan-era dialogue).
* TheArtifact:
** As presented, the Tupi and Inca factions make [[AnachronismStew less sense]] since the mod changed its start year to 1789.
** Pikemen, crossbowmen, musketeers and caravels still show up despite the AnachronismStew involved. First generation musketeers were in fact reskinned to look more 16th century than in the vanilla game, before the ReTool happened.
** ArtifactTitle: 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 ''[[ReTool Wars of Liberty]].''
* AscendedExtra: The post-colonial Americans and some Native Americans (Tupi, Inca, Mapuche) that were included in ''The War Chiefs'' as either upgrades of European factions or minor native tribes are now fully-developed civilizations.
* AwesomeButImpractical / EleventhHourSuperpower:
** The "[[UsefulNotes/WorldWarI Great War]]" age is a new endgame option that, as the name implies, propels your faction into UsefulNotes/WorldWarI, complete with tanks, aircraft, unique structures and new technologies; tellingly, the description simply states to "[[OhCrap 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.
** On the surface, the Colonels have powers comparable to the South American natives divine powers, but they haven't been properly implemented yet and will hurt your troops more likely than the enemy.
** If rushed, the Serbians can set their own buildings on fire, hurting attacking soldiers. Unfortunately, this has not been refined and the fire will stay long after the building has been consumed. Any unit that comes close to the area will be hurt, including your own, and even nearby buildings will be destroyed. The area will become both dangerous and useless long after the attack is repealed.
* BadassPreacher: Brazil's Jesuit Priests come with guns of their own and double as explorer units.
* BananaRepublic: 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.
-->"The colonels promise free housing! Unfortunately, it is only for them. Colonels cost no population [after researching this upgrade]."
* CanadaEh: 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''.
* CannonFodder:
** The Mexican ''Insurgente'' is explicitly described as such in its description.
** The Paraguayan ''Primero de Línea'' ("First in Line") is even more exaggerated, as it is generated constantly and for free after a barracks is built, and it is just some guy with half an uniform and a sharpened stick. Even upgraded, it is only useful to rush cavalry and artillery in large numbers, and most of them will die fighting even if you win.
** Anglo spontooners are weaker than most polearm units and only useful at keeping other melee units away from your riflemen until you can create mounted units with guns.
* ChildSoldiers:
** Averted only because the original game's children have no fighting animations. The original creator (Lord Tahattus) intended to give the Paraguayans "Child Soldiers" that would spawn from destroyed buildings, Minutemen-style.
** The Zulu produce "Youths" at a constant rate for free, who can then "mature" into either villagers or different types of soldiers. They are the only instance where the tropes HideYourChildren and InfantImmortality do not apply.
* ClapYourHandsIfYouBelieve:
** Religion takes up a role similar to earlier ''Age of Empires'' games. A priest/imam can boost morale, heal and ''condemn people to death'' with faith. This is averted should you take up no religion at all.
** The Tupi and Inca dances go beyond the boosting experience, gathering, fighting of the original and can now summon natural disasters like plagues, earthquakes, lightning and wildfires.
* CreatorProvincialism: Lord Tahattus is Brazilian first, South American second, and very proud of it.
* {{Cult}}: You can choose what religion to follow (usually between two and sometimes three options for each civilization). In addition, the Sertanejo natives are based on a cult in NE Brazil that went to war with the early Republic. Some of their technologies reference this.
* ADayInTheLimelight: 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. The mod pretty much started as a denunciation of the original's focus on colonial North America and [[SettingUpdate switched the spotlight]] to revolutionary South America.
* DemotedToExtra: The original game's jaegers and musketeers appear only as treasure guardians. The playable versions look completely different.
* DuelingGames: With the ''VideoGame/NapoleonicEra'' and ''[[http://www.knightsandbarbarians.com 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.
* EarthIsABattlefield: Every continent has playable maps, some of which are based off Australia, Madagascar, Polynesian atolls, and even the Galapagos Islands. The website taunts ''"The Moon"'' as an upcoming map.
-->"How did you get here? I don't know!"
* EmbarrassingSuperpower: Anglo dogs can reveal a portion of the map permanently by "marking" it. The icon looks exactly like you would expect.
* EvilPoacher: "Outlaw Poachers" are treasure guardians in African maps.
* FanSequel: With all the work already done and in development, the mod veers very close to being one altogether.
* FeatheredFiend: Cassowaries show up as treasure guardians in Australia.
* FightingForAHomeland: 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.
* FullBoarAction: Wild boars are treasure guardians in Europe and Africa. They are the only guardians that can also be killed for food.
* GatlingGood: A possible late-game artillery unit for some factions is an old-style Gatling Gun.
* TheGunslinger: The North American nations are almost entirely firearms-based, though they're compensated by researchable melee tech.
* HistoricalDomainCharacter:
** Comes with the territory, though Simon Bolivar himself is playable in-game for the Colombians.
** The Romanian explorer ("Domnitor") is Vlad the Impaler witht he numbers written off. It even has the ability to build an impaled "forest" to demoralize enemies.
* LatinLand / {{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 and Portuguese, nor of each other, including plans to add new voice packs representing various New World dialects.
* MadeASlave:
** 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.
** [[PeoplesRepublicOfTyranny Paraguay]] has "Forced Labor" available as a technology.
** The Romanians use Roma slaves.
** The Haitian villagers (and likely their soldiers too) are [[SlaveLiberation rebelling slaves]]. The villagers cannot be killed but will go down like other factions explorers; when this happens, their default text says that [[CrapsackWorld they are happy to "rest" for once]].
** The Australians use convicted labourers.
* MassiveRaceSelection: While the current faction lineup is already considerable compared to the main game (with more European and even African nations planned for "Delta"), the three "Anglo" civilizations (Canada, America, and Australia) take it further by having sub-factions (with their own particular tech and units) depending on which politician you select when aging up. Americans can go Union or Confederate; Canadians can go British or French; Australians can go Colonial or Indigenous (and have access to [[CultureChopSuey Aboriginal and Maori units]]).
* MechanicallyUnusualFighter: Every faction has their own quirks, but there are a few standouts.
** The Tupi get a special mention for completely forgoing gold, only using food and wood.
** The Austrians have no innate ability but picking up one from another faction every time they age up.
** The Mapuche have their home city council on the battlefield itself, allowing them to get multiple shipments at once, while risking getting them killed and being unable to get shipments.
** The Bulgarians can't build an army until the Industrial Era, relying on their tough villagers for defense until then.
** The Egyptians are nomadic, with every building being a unit that can move around the battlefield.
** The Zulu train every single unit from Youth that the Town Center and Matriarchs automatically produce.
* MedievalStasis: The Maltese are this, taking the Spanish role from the base game. They get no gunpowder units, using swordsmen, crossbowmen, and knights, with trebuchets and rams as their artillery options.
* MultinationalTeam:
** 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.
** The Austrian faction reflects the multinational nature of the Empire, featuring Austrian, Hungarian and Czech units.
** The Australians are an [[IntentionalChopSuey intentional mashup]] of Australians and New Zealanders, as they wouldn't be much different otherwise, and have access to Aboriginal and Maori units if they go the Indigenous path.
* [[ObviousBeta 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.
** Most Europen maps lack proper animals, natives, descriptions and even availability at the editor.
** Latin American wagons are pulled by cows (and the Egyptian by camels) instead of horses. In theory. It is not unusual for wagons to bug out and appear as being pulled by thin air.
** If you click to create a Bomb Wagon with the Paraguayans, the cost will be discounted from your stock but you will never get it. The same happens with ships in some civilizations.
* LaResistance: Colombia and to a degree, Mexico gives this impression. Though both gain access to more "proper" units in the mid-late game.
* ReTool: Started as "War of the Triple Alliance", a mod intended to include South American factions, natives and maps after the creator became annoyed by the [[CreatorProvincialism North American-focus]] of ''The War Chiefs''. Then it became a mod about the post-colonial Americas in general. Then it also included Australians. And then it became a total conversion mod with entirely new mechanics and a changed timeline to the 1789-1918 period.
* RightHandAttackDog: In addition to the Spanish war dogs and the dog you get after upgrading the explorer in the original game, the Anglos begin with several herding dog units that cannot be killed.
* RuleOfCool:
** Canadians and Americans have Mayflower Pilgrims as their Villagers.
** Madagascar is booming with Elephant Birds despite them going extinct before the timeframe of the mod (and likely, though not completely sure, of the original game).
* {{Ruritania}}: The Balkan factions feel more rural and unsophisticated than other European civilizations. Surprisingly, they incorporate some mechanics borrowed from the Native American factions.
* SemperFi: Continental Marines are available to the Americans only in the Union route.
* SettingUpdate: The original game's civilizations can now get firmly into the 19th century, with the British receiving Green Jackets instead of Longbowmen, the Russians receiving Ryadovoys instead of Strelets, and the Japanese having access to Meiji-era riflemen and steam ships, among others. Almost all faction leaders now come from the mid to late 19th century as well.
* SouthOfTheBorder: Obviously, a lot of Mexico draws from the Revolution era, and many of their units like Soldaderas, Chinacos and Insurgentes wear sombreros.
* SuspiciouslySimilarSubstitute: Like in ''The War Chiefs'', when a Native American faction is upgraded from native tribe to playable civilization, another Native American people takes its former place, but the trope is zig-zagged. While the Caraja that replace the Tupi in Amazon maps are just the Vanilla Tupi with a different name, the Aymara that replace the Inca and Mapuche in most maps is a completely different settlement that provides a female rider in European clothing that throws bolas. And South American maps get all sorts of other new natives, be it Native American (Guarani, Guaicuru, Muisca), black (Quilombola), white (Jesuit, Knights of the Cross) or everything in between (Paulista, Sertanejo, Republiqueta).
* UsefulNotes/ThanksgivingDay: The basic North American worker units are Pilgrims straight out of the ''Mayflower,'' with the Americans speaking Elizabethan English and Canadian ones using French.
* TokenMinority: Union-aligned Americans have access to Buffalo Soldiers who are all explicitly black, though the other factions also have minorities of their own.
* {{Uberwald}}:
** The "Deathly Hallows" map, which changes between day and night, is covered at times in OminousFog, and has evil-looking [[DarkIsEvil black wolves]] with [[RedEyesTakeWarning red eyes]] as treasure guardians. Otherwise, it is very downplayed.
** The Romanian faction. For starters, its explorer unit, the Domnitor, is very obviously Vlad Tepes a.k.a. the real {{Dracula}}, and he can create "forests" of impaled bodies to demoralize the enemy. The Order of the Dragon is also referenced in the home city and some shipments. The villager units are Roma slaves who are created out of a wooden wagon instead of your town center, along with trained bears. And they get a circus that is equivalent to the fire pit of the Native American factions and looks very much like a CircusOfFear.

----

to:

'''''The [[http://ageofempires.wikia.com/wiki/The_War_of_The_Triple_Alliance War of the Triple Alliance]]''''' is a GameMod for ''VideoGame/AgeOfEmpiresIII'' 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 [[http://wotta.com.br/phpBB3/ online]].

----
!!''War of the Triple Alliance'' provides examples of the following tropes:

* ActionGirl: The Paraguayan explorer is female.
* AmazonBrigade:
** Mexico's more powerful musketeer units are all female.
** Austrian villagers (which also double as Minutemen, since they are more powerful than usual) are also all female. And their leader is Empress Maria Theresa.
** The Aymara native units are female mounted boleadoras.
* AmericansAreCowboys:
** Americans and Canadians can build barns and Wild West-looking buildings, and have access to mounted rifleman units.
** Argentinians are even more cowboys than the North Americans since they are based off South American stereotypes. A good deal of units are mounted, including their workers, who are all Gauchos.
* AnachronismStew: Present either as a result of TheArtifact (see below) or RuleOfCool (e.g. the Americans having Mayflower Pilgrims as their Villager unit, complete with Elizabethan-era dialogue).
* TheArtifact:
** As presented, the Tupi and Inca factions make [[AnachronismStew less sense]] since the mod changed its start year to 1789.
** Pikemen, crossbowmen, musketeers and caravels still show up despite the AnachronismStew involved. First generation musketeers were in fact reskinned to look more 16th century than in the vanilla game, before the ReTool happened.
** ArtifactTitle: 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 ''[[ReTool Wars of Liberty]].''
* AscendedExtra: The post-colonial Americans and some Native Americans (Tupi, Inca, Mapuche) that were included in ''The War Chiefs'' as either upgrades of European factions or minor native tribes are now fully-developed civilizations.
* AwesomeButImpractical / EleventhHourSuperpower:
** The "[[UsefulNotes/WorldWarI Great War]]" age is a new endgame option that, as the name implies, propels your faction into UsefulNotes/WorldWarI, complete with tanks, aircraft, unique structures and new technologies; tellingly, the description simply states to "[[OhCrap 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.
** On the surface, the Colonels have powers comparable to the South American natives divine powers, but they haven't been properly implemented yet and will hurt your troops more likely than the enemy.
** If rushed, the Serbians can set their own buildings on fire, hurting attacking soldiers. Unfortunately, this has not been refined and the fire will stay long after the building has been consumed. Any unit that comes close to the area will be hurt, including your own, and even nearby buildings will be destroyed. The area will become both dangerous and useless long after the attack is repealed.
* BadassPreacher: Brazil's Jesuit Priests come with guns of their own and double as explorer units.
* BananaRepublic: 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.
-->"The colonels promise free housing! Unfortunately, it is only for them. Colonels cost no population [after researching this upgrade]."
* CanadaEh: 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''.
* CannonFodder:
** The Mexican ''Insurgente'' is explicitly described as such in its description.
** The Paraguayan ''Primero de Línea'' ("First in Line") is even more exaggerated, as it is generated constantly and for free after a barracks is built, and it is just some guy with half an uniform and a sharpened stick. Even upgraded, it is only useful to rush cavalry and artillery in large numbers, and most of them will die fighting even if you win.
** Anglo spontooners are weaker than most polearm units and only useful at keeping other melee units away from your riflemen until you can create mounted units with guns.
* ChildSoldiers:
** Averted only because the original game's children have no fighting animations. The original creator (Lord Tahattus) intended to give the Paraguayans "Child Soldiers" that would spawn from destroyed buildings, Minutemen-style.
** The Zulu produce "Youths" at a constant rate for free, who can then "mature" into either villagers or different types of soldiers. They are the only instance where the tropes HideYourChildren and InfantImmortality do not apply.
* ClapYourHandsIfYouBelieve:
** Religion takes up a role similar to earlier ''Age of Empires'' games. A priest/imam can boost morale, heal and ''condemn people to death'' with faith. This is averted should you take up no religion at all.
** The Tupi and Inca dances go beyond the boosting experience, gathering, fighting of the original and can now summon natural disasters like plagues, earthquakes, lightning and wildfires.
* CreatorProvincialism: Lord Tahattus is Brazilian first, South American second, and very proud of it.
* {{Cult}}: You can choose what religion to follow (usually between two and sometimes three options for each civilization). In addition, the Sertanejo natives are based on a cult in NE Brazil that went to war with the early Republic. Some of their technologies reference this.
* ADayInTheLimelight: 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. The mod pretty much started as a denunciation of the original's focus on colonial North America and [[SettingUpdate switched the spotlight]] to revolutionary South America.
* DemotedToExtra: The original game's jaegers and musketeers appear only as treasure guardians. The playable versions look completely different.
* DuelingGames: With the ''VideoGame/NapoleonicEra'' and ''[[http://www.knightsandbarbarians.com 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.
* EarthIsABattlefield: Every continent has playable maps, some of which are based off Australia, Madagascar, Polynesian atolls, and even the Galapagos Islands. The website taunts ''"The Moon"'' as an upcoming map.
-->"How did you get here? I don't know!"
* EmbarrassingSuperpower: Anglo dogs can reveal a portion of the map permanently by "marking" it. The icon looks exactly like you would expect.
* EvilPoacher: "Outlaw Poachers" are treasure guardians in African maps.
* FanSequel: With all the work already done and in development, the mod veers very close to being one altogether.
* FeatheredFiend: Cassowaries show up as treasure guardians in Australia.
* FightingForAHomeland: 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.
* FullBoarAction: Wild boars are treasure guardians in Europe and Africa. They are the only guardians that can also be killed for food.
* GatlingGood: A possible late-game artillery unit for some factions is an old-style Gatling Gun.
* TheGunslinger: The North American nations are almost entirely firearms-based, though they're compensated by researchable melee tech.
* HistoricalDomainCharacter:
** Comes with the territory, though Simon Bolivar himself is playable in-game for the Colombians.
** The Romanian explorer ("Domnitor") is Vlad the Impaler witht he numbers written off. It even has the ability to build an impaled "forest" to demoralize enemies.
* LatinLand / {{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 and Portuguese, nor of each other, including plans to add new voice packs representing various New World dialects.
* MadeASlave:
** 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.
** [[PeoplesRepublicOfTyranny Paraguay]] has "Forced Labor" available as a technology.
** The Romanians use Roma slaves.
** The Haitian villagers (and likely their soldiers too) are [[SlaveLiberation rebelling slaves]]. The villagers cannot be killed but will go down like other factions explorers; when this happens, their default text says that [[CrapsackWorld they are happy to "rest" for once]].
** The Australians use convicted labourers.
* MassiveRaceSelection: While the current faction lineup is already considerable compared to the main game (with more European and even African nations planned for "Delta"), the three "Anglo" civilizations (Canada, America, and Australia) take it further by having sub-factions (with their own particular tech and units) depending on which politician you select when aging up. Americans can go Union or Confederate; Canadians can go British or French; Australians can go Colonial or Indigenous (and have access to [[CultureChopSuey Aboriginal and Maori units]]).
* MechanicallyUnusualFighter: Every faction has their own quirks, but there are a few standouts.
** The Tupi get a special mention for completely forgoing gold, only using food and wood.
** The Austrians have no innate ability but picking up one from another faction every time they age up.
** The Mapuche have their home city council on the battlefield itself, allowing them to get multiple shipments at once, while risking getting them killed and being unable to get shipments.
** The Bulgarians can't build an army until the Industrial Era, relying on their tough villagers for defense until then.
** The Egyptians are nomadic, with every building being a unit that can move around the battlefield.
** The Zulu train every single unit from Youth that the Town Center and Matriarchs automatically produce.
* MedievalStasis: The Maltese are this, taking the Spanish role from the base game. They get no gunpowder units, using swordsmen, crossbowmen, and knights, with trebuchets and rams as their artillery options.
* MultinationalTeam:
** 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.
** The Austrian faction reflects the multinational nature of the Empire, featuring Austrian, Hungarian and Czech units.
** The Australians are an [[IntentionalChopSuey intentional mashup]] of Australians and New Zealanders, as they wouldn't be much different otherwise, and have access to Aboriginal and Maori units if they go the Indigenous path.
* [[ObviousBeta 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.
** Most Europen maps lack proper animals, natives, descriptions and even availability at the editor.
** Latin American wagons are pulled by cows (and the Egyptian by camels) instead of horses. In theory. It is not unusual for wagons to bug out and appear as being pulled by thin air.
** If you click to create a Bomb Wagon with the Paraguayans, the cost will be discounted from your stock but you will never get it. The same happens with ships in some civilizations.
* LaResistance: Colombia and to a degree, Mexico gives this impression. Though both gain access to more "proper" units in the mid-late game.
* ReTool: Started as "War of the Triple Alliance", a mod intended to include South American factions, natives and maps after the creator became annoyed by the [[CreatorProvincialism North American-focus]] of ''The War Chiefs''. Then it became a mod about the post-colonial Americas in general. Then it also included Australians. And then it became a total conversion mod with entirely new mechanics and a changed timeline to the 1789-1918 period.
* RightHandAttackDog: In addition to the Spanish war dogs and the dog you get after upgrading the explorer in the original game, the Anglos begin with several herding dog units that cannot be killed.
* RuleOfCool:
** Canadians and Americans have Mayflower Pilgrims as their Villagers.
** Madagascar is booming with Elephant Birds despite them going extinct before the timeframe of the mod (and likely, though not completely sure, of the original game).
* {{Ruritania}}: The Balkan factions feel more rural and unsophisticated than other European civilizations. Surprisingly, they incorporate some mechanics borrowed from the Native American factions.
* SemperFi: Continental Marines are available to the Americans only in the Union route.
* SettingUpdate: The original game's civilizations can now get firmly into the 19th century, with the British receiving Green Jackets instead of Longbowmen, the Russians receiving Ryadovoys instead of Strelets, and the Japanese having access to Meiji-era riflemen and steam ships, among others. Almost all faction leaders now come from the mid to late 19th century as well.
* SouthOfTheBorder: Obviously, a lot of Mexico draws from the Revolution era, and many of their units like Soldaderas, Chinacos and Insurgentes wear sombreros.
* SuspiciouslySimilarSubstitute: Like in ''The War Chiefs'', when a Native American faction is upgraded from native tribe to playable civilization, another Native American people takes its former place, but the trope is zig-zagged. While the Caraja that replace the Tupi in Amazon maps are just the Vanilla Tupi with a different name, the Aymara that replace the Inca and Mapuche in most maps is a completely different settlement that provides a female rider in European clothing that throws bolas. And South American maps get all sorts of other new natives, be it Native American (Guarani, Guaicuru, Muisca), black (Quilombola), white (Jesuit, Knights of the Cross) or everything in between (Paulista, Sertanejo, Republiqueta).
* UsefulNotes/ThanksgivingDay: The basic North American worker units are Pilgrims straight out of the ''Mayflower,'' with the Americans speaking Elizabethan English and Canadian ones using French.
* TokenMinority: Union-aligned Americans have access to Buffalo Soldiers who are all explicitly black, though the other factions also have minorities of their own.
* {{Uberwald}}:
** The "Deathly Hallows" map, which changes between day and night, is covered at times in OminousFog, and has evil-looking [[DarkIsEvil black wolves]] with [[RedEyesTakeWarning red eyes]] as treasure guardians. Otherwise, it is very downplayed.
** The Romanian faction. For starters, its explorer unit, the Domnitor, is very obviously Vlad Tepes a.k.a. the real {{Dracula}}, and he can create "forests" of impaled bodies to demoralize the enemy. The Order of the Dragon is also referenced in the home city and some shipments. The villager units are Roma slaves who are created out of a wooden wagon instead of your town center, along with trained bears. And they get a circus that is equivalent to the fire pit of the Native American factions and looks very much like a CircusOfFear.

----
[[redirect:VideoGame/WarsOfLiberty]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* MechanicallyUnusualFighter: Every faction has their own quirks, but there are a few standouts.
** The Tupi get a special mention for completely forgoing gold, only using food and wood.
** The Austrians have no innate ability but picking up one from another faction every time they age up.
** The Mapuche have their home city council on the battlefield itself, allowing them to get multiple shipments at once, while risking getting them killed and being unable to get shipments.
** The Bulgarians can't build an army until the Industrial Era, relying on their tough villagers for defense until then.
** The Egyptians are nomadic, with every building being a unit that can move around the battlefield.
** The Zulu train every single unit from Youth that the Town Center and Matriarchs automatically produce.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* MedievalStasis: The Maltese are this, taking the Spanish role from the base game. They get no gunpowder units, using swordsmen, crossbowmen, and knights, with trebuchets and rams as their artillery options.
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I fixed a spelling error and a grammar error.


** Austrian villagers (which also double as Minutemen, since they are more powerful tan usual) are also all female. And their leader is Empress Maria Theresa.

to:

** Austrian villagers (which also double as Minutemen, since they are more powerful tan than usual) are also all female. And their leader is Empress Maria Theresa.



* LaResistance: Colombia and to a degree, Mexico give this impression. Though both gain access to more "proper" units in the mid-late game.

to:

* LaResistance: Colombia and to a degree, Mexico give gives this impression. Though both gain access to more "proper" units in the mid-late game.
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** The Haitian villagers (and likely their soldiers too) are [[SlaveRevolt rebelling slaves]]. The villagers cannot be killed but will go down like other factions explorers; when this happens, their default text says that [[CrapsackWorld they are happy to "rest" for once]].

to:

** The Haitian villagers (and likely their soldiers too) are [[SlaveRevolt [[SlaveLiberation rebelling slaves]]. The villagers cannot be killed but will go down like other factions explorers; when this happens, their default text says that [[CrapsackWorld they are happy to "rest" for once]].
Is there an issue? Send a MessageReason:
None


* SuspiciouslySimilarSubstitute: Like in ''The War Chiefs'', when a Native American faction is upgraded from native tribe to playable civilization, another Native American people takes its former place, but the trope is zig-zagged. While the Caraja that replace the Tupi in Amazon maps are just the Vanilla Tupi with a different name, the Aymara that replace the Inca and Mapuche in most maps is a completely different settlement that provides a female rider in European clothing that throws bolas. And South American maps get all sorts of other new natives, be it Native American (Guarani, Guaicuru), black (Quilombola), white (Jesuit, Knights of the Cross) or everything in between (Paulista, Sertanejo).

to:

* SuspiciouslySimilarSubstitute: Like in ''The War Chiefs'', when a Native American faction is upgraded from native tribe to playable civilization, another Native American people takes its former place, but the trope is zig-zagged. While the Caraja that replace the Tupi in Amazon maps are just the Vanilla Tupi with a different name, the Aymara that replace the Inca and Mapuche in most maps is a completely different settlement that provides a female rider in European clothing that throws bolas. And South American maps get all sorts of other new natives, be it Native American (Guarani, Guaicuru), Guaicuru, Muisca), black (Quilombola), white (Jesuit, Knights of the Cross) or everything in between (Paulista, Sertanejo).Sertanejo, Republiqueta).
Is there an issue? Send a MessageReason:
None


** Austrian villagers (which also double as Minutemen, since they are more powerful thna usual) are also all female. And their leader is Maria Theresa.

to:

** Austrian villagers (which also double as Minutemen, since they are more powerful thna tan usual) are also all female. And their leader is Empress Maria Theresa.

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to:

* {{Uberwald}}:
** The "Deathly Hallows" map, which changes between day and night, is covered at times in OminousFog, and has evil-looking [[DarkIsEvil black wolves]] with [[RedEyesTakeWarning red eyes]] as treasure guardians. Otherwise, it is very downplayed.
** The Romanian faction. For starters, its explorer unit, the Domnitor, is very obviously Vlad Tepes a.k.a. the real {{Dracula}}, and he can create "forests" of impaled bodies to demoralize the enemy. The Order of the Dragon is also referenced in the home city and some shipments. The villager units are Roma slaves who are created out of a wooden wagon instead of your town center, along with trained bears. And they get a circus that is equivalent to the fire pit of the Native American factions and looks very much like a CircusOfFear.
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** Anglo spontooners are weaker than most polearm units and only useful at keeping other melee units away from your riflemen until you can create mounted units with guns.

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** The Aymara native units are female mounted boleadoras.



** Argentinians are even more cowboys than the North Americans since they are based off South American stereotypes. A good deal of units are mounted, including their workers who are all Gauchos.

to:

** Argentinians are even more cowboys than the North Americans since they are based off South American stereotypes. A good deal of units are mounted, including their workers workers, who are all Gauchos.



* DemotedToExtra: The original game's jaegers and musketeers appear only as treasure guardians. The playable versions look completely different.



* EmbarrassingSuperpower: Anglo dogs can reveal a portion of the map permanently by "marking" it. The icon looks exactly like you would expect.



* JokeSuperpower: The Anglos dogs can reveal a portion of the map permanently by "marking" it. The icon looks exactly like you would expect.



* RightHandAttackDog: The Anglos begin the games with several herding dog units that cannot be killed.

to:

* RightHandAttackDog: The In addition to the Spanish war dogs and the dog you get after upgrading the explorer in the original game, the Anglos begin the games with several herding dog units that cannot be killed.



** Anglo-Americans have Mayflower Pilgrims as their Villagers.
** Madagascar is booming with Elephant Birds despite going extinct before the timeframe of the mod (and likely, though not compeltely sure, of the original game).

to:

** Anglo-Americans Canadians and Americans have Mayflower Pilgrims as their Villagers.
** Madagascar is booming with Elephant Birds despite them going extinct before the timeframe of the mod (and likely, though not compeltely completely sure, of the original game).

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* JokeSuperpower: The Anglos dogs can reveal a portion of the map permanently by "marking" it. The icon looks exactly like you would expect.



* MassiveRaceSelection: 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. Americans can go Union or Confederate; Canadians can go British or French.
* MultinationalTeam: 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.

to:

** The Australians use convicted labourers.
* MassiveRaceSelection: 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 three "Anglo" civilizations (Canada, America) America, and Australia) take it further by having sub-factions (with their own particular tech and units) depending on which politician you select when aging up. Americans can go Union or Confederate; Canadians can go British or French.French; Australians can go Colonial or Indigenous (and have access to [[CultureChopSuey Aboriginal and Maori units]]).
* MultinationalTeam: MultinationalTeam:
**
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.units.
** The Austrian faction reflects the multinational nature of the Empire, featuring Austrian, Hungarian and Czech units.
** The Australians are an [[IntentionalChopSuey intentional mashup]] of Australians and New Zealanders, as they wouldn't be much different otherwise, and have access to Aboriginal and Maori units if they go the Indigenous path.



** Latin American wagons are pulled by cows (and the Egyptians to be pulled by camels) instead of horses. In theory. It is not unusual for wagons to bug out and appear as being pulled by thin air.
** If you click to create a Bomb Wagon with the Paraguayans, the cost will be discounted from your stock but you will never get it.
* LaResistance: Columbia and to a degree, Mexico give this impression. Though both gain access to more "proper" units in the mid-late game.

to:

** Latin American wagons are pulled by cows (and the Egyptians to be pulled Egyptian by camels) instead of horses. In theory. It is not unusual for wagons to bug out and appear as being pulled by thin air.
** If you click to create a Bomb Wagon with the Paraguayans, the cost will be discounted from your stock but you will never get it.
it. The same happens with ships in some civilizations.
* LaResistance: Columbia Colombia and to a degree, Mexico give this impression. Though both gain access to more "proper" units in the mid-late game.


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* RightHandAttackDog: The Anglos begin the games with several herding dog units that cannot be killed.


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* {{Ruritania}}: The Balkan factions feel more rural and unsophisticated than other European civilizations. Surprisingly, they incorporate some mechanics borrowed from the Native American factions.

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* AmazonBrigade: Mexico's more powerful musketeer units are all female.
* [[AmericansAreCowboys Argentinians Are Cowboys]]: A good deal of Argentina's units are on horseback. In fact their workers are even ''Gaucho'' settlers.

to:

* AmazonBrigade: ActionGirl: The Paraguayan explorer is female.
* AmazonBrigade:
**
Mexico's more powerful musketeer units are all female.
** Austrian villagers (which also double as Minutemen, since they are more powerful thna usual) are also all female. And their leader is Maria Theresa.
* [[AmericansAreCowboys AmericansAreCowboys:
** Americans and Canadians can build barns and Wild West-looking buildings, and have access to mounted rifleman units.
**
Argentinians Are Cowboys]]: are even more cowboys than the North Americans since they are based off South American stereotypes. A good deal of Argentina's units are on horseback. In fact mounted, including their workers who are even ''Gaucho'' settlers.all Gauchos.



* AwesomeButImpractical / EleventhHourSuperpower: The "[[UsefulNotes/WorldWarI Great War]]" age is a new endgame option that, as the name implies, propels your faction into UsefulNotes/WorldWarI, complete with tanks, aircraft, unique structures and new technologies; tellingly, the description simply states to "[[OhCrap 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.

to:

* AwesomeButImpractical / EleventhHourSuperpower: EleventhHourSuperpower:
**
The "[[UsefulNotes/WorldWarI Great War]]" age is a new endgame option that, as the name implies, propels your faction into UsefulNotes/WorldWarI, complete with tanks, aircraft, unique structures and new technologies; tellingly, the description simply states to "[[OhCrap 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.



** If rushed, the Serbians can set their own buildings on fire, hurting attacking soldiers. Unfortunately, this has not been refined and the fire will stay long after the building has been consumed. Any unit that comes close to the area will be hurt, including your own, and even nearby buildings will be destroyed. The area will become both dangerous and useless long after the attack is repealed.



* CannonFodder: The Mexican ''Insurgente'' is explicitly described as such in its description.

to:

* CannonFodder: CannonFodder:
**
The Mexican ''Insurgente'' is explicitly described as such in its description.



* ChildSoldiers: Averted only because the original game's children have no fighting animations. The original creator (Lord Tahattus) intended to give the Paraguayans "Child Soldiers" that would spawn from destroyed buildings, Minutemen-style.
** The Zulu produce "Youths" at a constant rate for free, that can be chosen to "mature" into villagers or their different types of soldiers.
* ClapYourHandsIfYouBelieve: 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.

to:

* ChildSoldiers: ChildSoldiers:
**
Averted only because the original game's children have no fighting animations. The original creator (Lord Tahattus) intended to give the Paraguayans "Child Soldiers" that would spawn from destroyed buildings, Minutemen-style.
** The Zulu produce "Youths" at a constant rate for free, that who can be chosen to then "mature" into either villagers or their different types of soldiers.
soldiers. They are the only instance where the tropes HideYourChildren and InfantImmortality do not apply.
* ClapYourHandsIfYouBelieve: ClapYourHandsIfYouBelieve:
**
Religion takes up a role similar to earlier ''Age of Empires'' games. A priest/imam could can boost morale, heal and ''condemn people to death'' with faith. This is averted though should you take up no religion at all.



* {{Cult}}: You can choose what religion to follow (usually between two and sometimes three, for each civilization). In addition, the Sertanejo natives are based on a cult in NE Brazil that went to war with the early Republic. Some of their technologies reference this.
* ADayInTheLimelight: 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.
** The mod pretty much started as a denunciation of the original's focus on colonial North America and [[SettingUpdate switched the spotlight]] to revolutionary South America.

to:

* {{Cult}}: You can choose what religion to follow (usually between two and sometimes three, three options for each civilization). In addition, the Sertanejo natives are based on a cult in NE Brazil that went to war with the early Republic. Some of their technologies reference this.
* ADayInTheLimelight: 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.
**
civilizations. The mod pretty much started as a denunciation of the original's focus on colonial North America and [[SettingUpdate switched the spotlight]] to revolutionary South America.



* FullBoarAction: Wild boars are treasure guardians in Europe and Africa.

to:

* FullBoarAction: Wild boars are treasure guardians in Europe and Africa. They are the only guardians that can also be killed for food.



* HistoricalDomainCharacter: Comes with the territory, though Simon Bolivar himself is playable in-game for the Columbians.
* LatinLand / {{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 and Portuguese, and neither of each other, including plans to add new voice packs representing various New World dialects.
* MadeASlave: 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.

to:

* HistoricalDomainCharacter: HistoricalDomainCharacter:
**
Comes with the territory, though Simon Bolivar himself is playable in-game for the Columbians.
Colombians.
** The Romanian explorer ("Domnitor") is Vlad the Impaler witht he numbers written off. It even has the ability to build an impaled "forest" to demoralize enemies.
* LatinLand / {{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 and Portuguese, and neither nor of each other, including plans to add new voice packs representing various New World dialects.
* MadeASlave: MadeASlave:
**
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.



* MassiveRaceSelection: 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.

to:

** The Romanians use Roma slaves.
** The Haitian villagers (and likely their soldiers too) are [[SlaveRevolt rebelling slaves]]. The villagers cannot be killed but will go down like other factions explorers; when this happens, their default text says that [[CrapsackWorld they are happy to "rest" for once]].
* MassiveRaceSelection: 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. Americans can go Union or Confederate; Canadians can go British or French.
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None

Changed: 2

Removed: 87

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None


** The mod pretty much started as a denuntiation of the original's focus on colonial North America and [[SettingUpdate switched the spotlight]] to revolutionary South America.
* DoingItForTheArt: The modders for this one have it at it for years, and it ''shows.''

to:

** The mod pretty much started as a denuntiation denunciation of the original's focus on colonial North America and [[SettingUpdate switched the spotlight]] to revolutionary South America.
* DoingItForTheArt: The modders for this one have it at it for years, and it ''shows.''
America.

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Changed: 13

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* {{Cult}}: You can choose what religion to follow (usually between two and sometimes three, for each civilization). In addition, the Sertanejo natives are based on a cult in NE Brazil that went to war with the early Republic. Some of their technologies reference this.



* SuspiciouslySimilarSubstitute: Like in ''The War Chiefs'', when a Native American faction is upgraded from native tribe to playable civilization, another Native American people takes its former place, but the trope is zig-zagged. While the Caraja that replace the Tupi in Amazon maps are just the Vanilla Tupi with a different name, the Aymara that replace the Inca and Mapuche in most maps is a completely different settlement that provides a female rider in European clothing that throws bolas. And South American maps get all sorts of other new natives, be it Native American (Guarani, Guaicuru), black (Quilombola), white (Jesuit, Knights of the Cross) or everything in between (Bandeirante, Paulista, Sertanejo).

to:

* SuspiciouslySimilarSubstitute: Like in ''The War Chiefs'', when a Native American faction is upgraded from native tribe to playable civilization, another Native American people takes its former place, but the trope is zig-zagged. While the Caraja that replace the Tupi in Amazon maps are just the Vanilla Tupi with a different name, the Aymara that replace the Inca and Mapuche in most maps is a completely different settlement that provides a female rider in European clothing that throws bolas. And South American maps get all sorts of other new natives, be it Native American (Guarani, Guaicuru), black (Quilombola), white (Jesuit, Knights of the Cross) or everything in between (Bandeirante, Paulista, (Paulista, Sertanejo).

Added: 3115

Changed: 450

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None


** Pikemen, crossbowmen, musketeers and caravels still show up despite the AnachronismStew involved.

to:

** Pikemen, crossbowmen, musketeers and caravels still show up despite the AnachronismStew involved. First generation musketeers were in fact reskinned to look more 16th century than in the vanilla game, before the ReTool happened.



** On the surface, the Colonels have powers comparable to the South American natives divine powers, but they haven't been properly implemented yet and will hurt your troops more likely than the enemy.



-->"The colonels promise free housing! Unfortunately, it is only for them. Colonels cost no population [after researching this upgrade]."



** The Paraguayan ''Primero de Línea'' ("First in Line") is even more exaggerated, as it is generated constantly and for free after a barracks is built, and it is just some guy with half an uniform and a sharpened stick. Even upgraded, it is only useful to rush cavalry and artillery in large numbers, and most of them will die fighting even if you win.
* ChildSoldiers: Averted only because the original game's children have no fighting animations. The original creator (Lord Tahattus) intended to give the Paraguayans "Child Soldiers" that would spawn from destroyed buildings, Minutemen-style.
** The Zulu produce "Youths" at a constant rate for free, that can be chosen to "mature" into villagers or their different types of soldiers.



* CreatorProvincialism: Lord Tahattus is Brazilian first, South American second, and very proud of it.



* EarthIsABattlefield: Every continent has playable maps, some of which are based off Australia, Madagascar, Polynesian atolls, and even the Galapagos Islands. The website taunts ''"The Moon"'' as an upcoming map.
-->"How did you get here? I don't know!"
* EvilPoacher: "Outlaw Poachers" are treasure guardians in African maps.



* FeatheredFiend: Cassowaries show up as treasure guardians in Australia.



* FullBoarAction: Wild boars are treasure guardians in Europe and Africa.



** [[PeoplesRepublicOfTyranny Paraguay]] has "Forced Labor" available as a technology.



** Most Europen maps lack proper animals, natives, descriptions and even availability at the editor.
** Latin American wagons are pulled by cows (and the Egyptians to be pulled by camels) instead of horses. In theory. It is not unusual for wagons to bug out and appear as being pulled by thin air.
** If you click to create a Bomb Wagon with the Paraguayans, the cost will be discounted from your stock but you will never get it.



* RuleOfCool:
** Anglo-Americans have Mayflower Pilgrims as their Villagers.
** Madagascar is booming with Elephant Birds despite going extinct before the timeframe of the mod (and likely, though not compeltely sure, of the original game).



* SuspiciouslySimilarSubstitute: Like in ''The War Chiefs'', when a Native American faction is upgraded from native tribe to playable civilization, another Native American people takes its former place. The Guarani and Guaycuru replace the Tupi, and the Aymara replace the Inca.

to:

* SouthOfTheBorder: Obviously, a lot of Mexico draws from the Revolution era, and many of their units like Soldaderas, Chinacos and Insurgentes wear sombreros.
* SuspiciouslySimilarSubstitute: Like in ''The War Chiefs'', when a Native American faction is upgraded from native tribe to playable civilization, another Native American people takes its former place. The Guarani and Guaycuru place, but the trope is zig-zagged. While the Caraja that replace the Tupi, and Tupi in Amazon maps are just the Vanilla Tupi with a different name, the Aymara that replace the Inca.Inca and Mapuche in most maps is a completely different settlement that provides a female rider in European clothing that throws bolas. And South American maps get all sorts of other new natives, be it Native American (Guarani, Guaicuru), black (Quilombola), white (Jesuit, Knights of the Cross) or everything in between (Bandeirante, Paulista, Sertanejo).
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None

Added DiffLines:

* SuspiciouslySimilarSubstitute: Like in ''The War Chiefs'', when a Native American faction is upgraded from native tribe to playable civilization, another Native American people takes its former place. The Guarani and Guaycuru replace the Tupi, and the Aymara replace the Inca.
Is there an issue? Send a MessageReason:
None


* AnachronismStew: Present either as a result of TheArtifact (see below) or RuleOfCool (e.g. the Americans having Mayflower Pilgrims as their Villager unit, complete with ELizabethan-era dialogue).

to:

* AnachronismStew: Present either as a result of TheArtifact (see below) or RuleOfCool (e.g. the Americans having Mayflower Pilgrims as their Villager unit, complete with ELizabethan-era Elizabethan-era dialogue).



* SettingUpdate: The original game's civilizations can now get firmly into the 19th century, with the British receiving Green Jackets instead of Longbowmen, the Russians receiving Ryadovoys instead of Strelets, or the Japanese having access to Meiji-era fusiliers and steam ships, among others.

to:

* SettingUpdate: The original game's civilizations can now get firmly into the 19th century, with the British receiving Green Jackets instead of Longbowmen, the Russians receiving Ryadovoys instead of Strelets, or and the Japanese having access to Meiji-era fusiliers riflemen and steam ships, among others.others. Almost all faction leaders now come from the mid to late 19th century as well.

Added: 1403

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* ArtifactTitle: 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.''

to:

* AnachronismStew: Present either as a result of TheArtifact (see below) or RuleOfCool (e.g. the Americans having Mayflower Pilgrims as their Villager unit, complete with ELizabethan-era dialogue).
* TheArtifact:
** As presented, the Tupi and Inca factions make [[AnachronismStew less sense]] since the mod changed its start year to 1789.
** Pikemen, crossbowmen, musketeers and caravels still show up despite the AnachronismStew involved.
**
ArtifactTitle: 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 ''[[ReTool Wars of Liberty.''Liberty]].''
* AscendedExtra: The post-colonial Americans and some Native Americans (Tupi, Inca, Mapuche) that were included in ''The War Chiefs'' as either upgrades of European factions or minor native tribes are now fully-developed civilizations.



* LatinLand / {{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 and Portuguese, and neither of each other, including plans to add new voice packs representing various New World dialects.



* ReTool: Started as "War of the Triple Alliance", a mod intended to include South American factions, natives and maps after the creator became annoyed by the [[CreatorProvincialism North American-focus]] of ''The War Chiefs''. Then it became a mod about the post-colonial Americas in general. Then it also included Australians. And then it became a total conversion mod with entirely new mechanics and a changed timeline to the 1789-1918 period.



* {{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.

to:

* {{Spexico}}: Averted as much as possible. SettingUpdate: The modders are making an effort to show that original game's civilizations can now get firmly into the Latin American factions ''aren't'' simple reskins of 19th century, with the Spanish British receiving Green Jackets instead of Longbowmen, the Russians receiving Ryadovoys instead of Strelets, or Portuguese, including plans the Japanese having access to add new voice packs representing various New World dialects.Meiji-era fusiliers and steam ships, among others.
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None

Added DiffLines:

** The Tupi and Inca dances go beyond the boosting experience, gathering, fighting of the original and can now summon natural disasters like plagues, earthquakes, lightning and wildfires.


Added DiffLines:

** The mod pretty much started as a denuntiation of the original's focus on colonial North America and [[SettingUpdate switched the spotlight]] to revolutionary South America.
Is there an issue? Send a MessageReason:
None


* AwesomeButImpractical / EleventhHourSuperpower: The "[[UsefulNotes/WorldWarI Great War]]" age is a new endgame option that, as the name implies, propels your faction into WorldWarI, complete with tanks, aircraft, unique structures and new technologies; tellingly, the description simply states to "[[OhCrap 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.

to:

* AwesomeButImpractical / EleventhHourSuperpower: The "[[UsefulNotes/WorldWarI Great War]]" age is a new endgame option that, as the name implies, propels your faction into WorldWarI, UsefulNotes/WorldWarI, complete with tanks, aircraft, unique structures and new technologies; tellingly, the description simply states to "[[OhCrap 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.

Changed: 303

Is there an issue? Send a MessageReason:
None


'''''The [[http://ageofempires.wikia.com/wiki/The_War_of_The_Triple_Alliance War of the Triple Alliance]]''''' is a GameMod for ''VideoGame/AgeOfEmpiresIII'' 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 are not only active, but still in development with a final "Delta" release set for the future.

Its present "Gamma" version can be found [[http://wotta.com.br/phpBB3/ online]].

to:

'''''The [[http://ageofempires.wikia.com/wiki/The_War_of_The_Triple_Alliance War of the Triple Alliance]]''''' is a GameMod for ''VideoGame/AgeOfEmpiresIII'' 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 are not only active, but still in development with a remain active. A final "Delta" release set for the future.

that was announced has over time become a thorough overhaul called ''Wars of Liberty'', which was released on September 2015.

Its present "Gamma" ''Wars of Liberty'' version can be found [[http://wotta.com.br/phpBB3/ online]].



* ArtifactTitle: The mod has long since gone beyond the titular War of the Triple Alliance. The "Delta" release in fact plans on changing the title to ''Wars of Liberty.''

to:

* ArtifactTitle: The mod has long since gone beyond the titular War of the Triple Alliance. The "Delta" release in fact plans on changing goes so far as to change the title to ''Wars of Liberty.''



* ADayInTheLimelight: 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.

to:

* ADayInTheLimelight: 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.
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'''''The [[http://ageofempires.wikia.com/wiki/The_War_of_The_Triple_Alliance_(Modification) War of the Triple Alliance]]''''' is a GameMod for ''VideoGame/AgeOfEmpiresIII'' 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 are not only active, but still in development with a final "Delta" release set for the future.

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'''''The [[http://ageofempires.wikia.com/wiki/The_War_of_The_Triple_Alliance_(Modification) com/wiki/The_War_of_The_Triple_Alliance War of the Triple Alliance]]''''' is a GameMod for ''VideoGame/AgeOfEmpiresIII'' 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 are not only active, but still in development with a final "Delta" release set for the future.

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Removed: 177

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* GoGoEnslavement: 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.


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* MadeASlave: 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.
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Moving to proper Namespace.

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'''''The [[http://ageofempires.wikia.com/wiki/The_War_of_The_Triple_Alliance_(Modification) War of the Triple Alliance]]''''' is a GameMod for ''VideoGame/AgeOfEmpiresIII'' 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 are not only active, but still in development with a final "Delta" release set for the future.

Its present "Gamma" version can be found [[http://wotta.com.br/phpBB3/ online]].

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

* AmazonBrigade: Mexico's more powerful musketeer units are all female.
* [[AmericansAreCowboys Argentinians Are Cowboys]]: A good deal of Argentina's units are on horseback. In fact their workers are even ''Gaucho'' settlers.
* ArtifactTitle: The mod has long since gone beyond the titular War of the Triple Alliance. The "Delta" release in fact plans on changing the title to ''Wars of Liberty.''
* AwesomeButImpractical / EleventhHourSuperpower: The "[[UsefulNotes/WorldWarI Great War]]" age is a new endgame option that, as the name implies, propels your faction into WorldWarI, complete with tanks, aircraft, unique structures and new technologies; tellingly, the description simply states to "[[OhCrap 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.
* BadassPreacher: Brazil's Jesuit Priests come with guns of their own and double as explorer units.
* BananaRepublic: 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.
* CanadaEh: 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''.
* CannonFodder: The Mexican ''Insurgente'' is explicitly described as such in its description.
* ClapYourHandsIfYouBelieve: 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.
* ADayInTheLimelight: 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.
* DoingItForTheArt: The modders for this one have it at it for years, and it ''shows.''
* DuelingGames: With the ''VideoGame/NapoleonicEra'' and ''[[http://www.knightsandbarbarians.com 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.
* FanSequel: With all the work already done and in development, the mod veers very close to being one altogether.
* FightingForAHomeland: 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.
* GatlingGood: A possible late-game artillery unit for some factions is an old-style Gatling Gun.
* GoGoEnslavement: 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.
* TheGunslinger: The North American nations are almost entirely firearms-based, though they're compensated by researchable melee tech.
* HistoricalDomainCharacter: Comes with the territory, though Simon Bolivar himself is playable in-game for the Columbians.
* MassiveRaceSelection: 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.
* MultinationalTeam: 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.
* [[ObviousBeta 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.
* LaResistance: Columbia and to a degree, Mexico give this impression. Though both gain access to more "proper" units in the mid-late game.
* SemperFi: 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.
* UsefulNotes/ThanksgivingDay: The basic North American worker units are Pilgrims straight out of the ''Mayflower,'' with the Americans speaking Elizabethan English and Canadian ones using French.
* TokenMinority: Union-aligned Americans have access to Buffalo Soldiers who are all explicitly black, though the other factions also have minorities of their own.

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