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

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Its present Wars of Liberty version can be found online.


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

  • Action Girl: The Paraguayan explorer is female.
  • Amazon Brigade:
    • Mexico's more powerful musketeer units are all female.
    • 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.
    • The Aymara native units are female mounted boleadoras.
  • Americans Are Cowboys:
    • 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.
  • Anachronism Stew: Present either as a result of The Artifact (see below) or Rule of Cool (e.g. the Americans having Mayflower Pilgrims as their Villager unit, complete with Elizabethan-era dialogue).
  • The Artifact:
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    • As presented, the Tupi and Inca factions make less sense since the mod changed its start year to 1789.
    • Pikemen, crossbowmen, musketeers and caravels still show up despite the Anachronism Stew involved. First generation musketeers were in fact reskinned to look more 16th century than in the vanilla game, before the Retool happened.
    • Artifact Title: The mod has long since gone beyond the titular War of the Triple Alliance. The "Delta" release in fact goes so far as to change the title to Wars of Liberty.
  • Ascended Extra: 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.
  • Awesome, but Impractical / 11th-Hour Superpower:
    • The "Great War" age is a new endgame option that, as the name implies, propels your faction into World War I, complete with tanks, aircraft, unique structures and new technologies; tellingly, the description simply states to "end it all." The catch though is that it requires a lot of resources and that you reach the Imperial Age (Age V)...which in itself burns through resources as well.
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    • 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.
  • Badass Preacher: Brazil's Jesuit Priests come with guns of their own and double as explorer units.
  • Banana Republic: The Colonel units for the Latin American nations have some shades of this, given how many of their abilities and upgrades are tied to corruption.
    "The colonels promise free housing! Unfortunately, it is only for them. Colonels cost no population [after researching this upgrade]."
  • Canada, Eh?: Very much represented. The Canadians come in Dominion ("New England") and Quebecois ("New France") flavors, depending on how you age them up. In an added touch, their structures even come with free maple trees.
  • Cannon Fodder:
    • The Mexican Insurgente is explicitly described as such in its description.
    • 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.
  • Child Soldiers:
    • 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 Hide Your Children and Infant Immortality do not apply.
  • Clap Your Hands If You Believe:
    • 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.
  • Creator Provincialism: 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.
  • A Day in the Limelight: Notable as well for putting a spotlight on nations that don't normally show up in an RTS game, like the Canadians, Argentinians and Brazilians. Wars of Liberty meanwhile introduces new African, Balkan and indigenous civilizations. The mod pretty much started as a denunciation of the original's focus on colonial North America and switched the spotlight to revolutionary South America.
  • Demoted to Extra: The original game's jaegers and musketeers appear only as treasure guardians. The playable versions look completely different.
  • Dueling Games: With the Napoleonic Era and Knights and Barbarians mods in particular. That said, the rivalry and competition seems to be rather friendly, given the relative overlapping influences among the respective modders.
  • Eagleland: The Americans come across as a mix of Type 1 and 2, whether you choose the Union path or follow the Confederate route.
  • Earth Is a Battlefield: 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!"
  • Embarrassing Superpower: Anglo dogs can reveal a portion of the map permanently by "marking" it. The icon looks exactly like you would expect.
  • Evil Poacher: "Outlaw Poachers" are treasure guardians in African maps.
  • Fan Sequel: With all the work already done and in development, the mod veers very close to being one altogether.
  • Feathered Fiend: Cassowaries show up as treasure guardians in Australia.
  • Fighting for a Homeland: The "American" Immigrants that are available to the Latin American factions are a nod to the real-life Confederados: refugees from the former Confederate States of America who fled to Brazil after the Civil War, whose descendants still retain elements of their origins.
  • Full-Boar Action: Wild boars are treasure guardians in Europe and Africa. They are the only guardians that can also be killed for food.
  • Gatling Good: A possible late-game artillery unit for some factions is an old-style Gatling Gun.
  • The Gunslinger: The North American nations are almost entirely firearms-based, though they're compensated by researchable melee tech.
  • Historical-Domain Character:
    • Comes with the territory, though Simon Bolivar himself is playable in-game for the 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.
  • Latin Land / 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.
  • Made a Slave:
    • Brazil's worker/peasant units are all slaves (at least initially). The Americans also gain access to slaves of their own should you take the Confederate path.
    • Paraguay has "Forced Labor" available as a technology.
    • The Romanians use Roma slaves.
    • The Haitian villagers (and likely their soldiers too) are rebelling slaves. The villagers cannot be killed but will go down like other factions explorers; when this happens, their default text says that they are happy to "rest" for once.
    • The Australians use convicted labourers.
  • Massive Race Selection: While the current faction lineup is already considerable compared to the main game (with more European and even African nations planned for "Delta"), the 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 Aboriginal and Maori units).
  • Multinational Team:
    • In addition to the main game's foreign mercenaries, the Latin American nations can bring in immigrants (such as Germans, Japanese and even Confederate!Americans), who provide both tech bonuses and foreign units.
    • The Austrian faction reflects the multinational nature of the Empire, featuring Austrian, Hungarian and Czech units.
    • The Australians are an 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.
  • 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.
  • La Résistance: Colombia and to a degree, Mexico give 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 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.
  • Right-Hand Attack Dog: 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.
  • Rule of Cool:
    • 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.
  • Semper Fi: Continental Marines are available to the Americans only in the Union route.
  • Setting Update: 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.
  • South of the Border: Obviously, a lot of Mexico draws from the Revolution era, and many of their units like Soldaderas, Chinacos and Insurgentes wear sombreros.
  • Suspiciously Similar Substitute: 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).
  • Thanksgiving Day: The basic North American worker units are Pilgrims straight out of the Mayflower, with the Americans speaking Elizabethan English and Canadian ones using French.
  • Token Minority: Union-aligned Americans have access to Buffalo Soldiers who are all explicitly black, though the other factions also have minorities of their own.
  • Überwald:
    • The "Deathly Hallows" map, which changes between day and night, is covered at times in Ominous Fog, and has evil-looking black wolves with 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 Circus of Fear.


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