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โ€œ This new game mode is a more casual play experience in which players vie to create the most productive economic engine for their civilization.

Free from the pressure of the head-to-head play, this new mode allows players to explore and strengthen economic strategies that they can then deploy in other game modes.
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Tycoon is a game mode that was introduced in Age of Empires III: Definitive Edition - Knights of the Mediterranean.

In this mode, players must create the most productive economic engine for their civilization. Free from the pressure of the head-to-head military play, Tycoon allows players to explore and strengthen economic strategies for their civilizations and take that knowledge back into the other game modes.

Victory is secured by holding the highest Tycoon Score at the end of the game round or being the first to reach the score target. Other key changes in Tycoon mode include limits to military unit caps and lifespan, and a new set of Tycoon Challenges that offer bonuses to Tycoon Score for players that are first to meet economic milestones.

Tutorial[]

The Tutorial for the Tycoon game mode displays the following slides:

Tycoon tutorial 1

Introduction: The main objective of Tycoon is to reach the highest Tycoon score possible. Players should prioritize building economic units and buildings then upgrading their technologies to increase overall resource gain. Players can also gain Tycoon score through unique systems, only available in this new game mode.

Tycoon tutorial 2

Economy Challenges: Completing Economic Challenges will grant Tycoon score bonuses. The system allows all players to compete over who will reach certain milestones on a ranked basis. The Economic Challenges menu can be opened through the in-game HUD for a more detailed view.

Tycoon tutorial 3

Tycoon Packages: Players are able to purchase Tycoon Packages, which act as an alternative to training military units which would occur frequently in other game modes. Tycoon Packages are purchased with resources and give a bonus Tycoon score. The bonus is reduced on each purchase, but slowly recovers over time.

Tycoon tutorial 4

Cease Fire: Cease fire is a game rule to rule out early-game rush tactics. This option can be turned off in the lobby.

Tycoon tutorial 5

Military: With the exception of Explorers, all military units in Tycoon Mode incur Hitpoint decay, similar to that of existing Militia and levy-type units. This helps further shift the focus away from combative gameplay, as strong military units cannot be stockpiled, and must be utilised quickly after being trained.

Tycoon tutorial 6

Victory Condition: For breakaway players & teams, scoring much higher than others, there is a special victory condition called Economic Victory. to achieve an Economic Victory, players must maintain a lead of 10,000 tycoon score & be in the final Age. This is similar to King of the Hill victory or Trade Monopoly. This has been implemented to allow for decisive victories, rewarding the most powerful economies.

Economic Challenges[]

If enabled during game setup, Economic Challenges will award Tycoon Score for the first players to achieve certain milestones. When there are multiple potential conditions (1st/2nd/3rd place), the time and score is displayed in order from first place to last place. For resource gathering challenges, the resource count is the total collected, even if some is spent before the challenge is complete.

As of game version 100.13.29985.0, the available challenges are:

Challenge Requirement Time Score
Gather Food 800 food 3m/5m/7m 1,000/500/250
Gather Wood 1,500 wood 7m/9m/11m 2,000/1,000/500
Gather Coin 2,000 coin 11m/13m/15m 2,500/2,000/1,000
Population Reached 50 Pop Used 14m/16m/18m 3,000/2,000/1,000
Commerce Age Reach this age first. Any 500
Fortress Age Reach this age first. Any 1,000
Industrial Age Reach this age first. Any 1,500
Imperial Age Reach this age first. Any 2,000
Revolt Revolt first/second. Any 250/500
Home City Shipments Send 5 Shipments Any 500
Home City Shipments Send 10 Shipments Any 1,000
Home City Shipments Send 15 Shipments Any 1,500
Home City Shipments Send 20 Shipments Any 2,000
Improvements Research 10 Improvements Any 2,000

Tycoon Packages[]

If enabled during game setup, Tycoon Packages become available to purchase once a player reaches the Commerce Age or later. A player may purchase up to 5 of each available package at a time, which then takes some time to ship (like training a unit or researching an improvement), and can be canceled up to the point when the package is shipped. All players have access to the three basic packages, while Asian and African civilizations get special packages related to their unique resource (Export or Influence). As a player ages up, the resources required and the points gained per package are adjusted. After shipping packages, the associated packages will award a reduced amount of points on repeated purchases for a short time, similar to the exchange rates for livestock at the African Livestock Market.

As of game version 100.13.29985.0, the current values for Tycoon Packages are:

Package Cost by Age Max Score by Age Notes
Discovery Package Age 2: 60 food, 40 wood
Age 3: 90 food, 60 wood
Age 4: 120 food, 80 wood
Age 5: 240 food, 160 wood
Age 2: 200 points
Age 3: 255 points
Age 4: 280 points
Age 5: 340 points
Expansion Package Age 2: 40 food, 60 coin
Age 3: 60 food, 90 coin
Age 4: 80 food, 120 coin
Age 5: 160 food, 240 coin
Age 2: 200 points
Age 3: 255 points
Age 4: 280 points
Age 5: 340 points
Fame Package Age 2: 40 wood, 40 coin
Age 3: 60 wood, 60 coin
Age 4: 80 wood, 80 coin
Age 5: 160 wood, 160 coin
Age 2: 220 points
Age 3: 282 points
Age 4: 310 points
Age 5: 376 points
Trade Package Age 2: 60 export
Age 3: 90 export
Age 4: 120 export
Age 5: 240 export
Age 2: 200 points
Age 3: 255 points
Age 4: 280 points
Age 5: 340 points
Asian Civilizations Only
Empire Package Age 2: 100 influence
Age 3: 150 influence
Age 4: 200 influence
Age 5: 400 influence
Age 2: 200 points
Age 3: 255 points
Age 4: 280 points
Age 5: 340 points
African Civilizations Only

Economic Victory[]

This section needs expansion. You can help by adding to it.

If enabled during game setup, Economic Victory will be an alternate win condition that can override the primary win condition. To achieve an Economic Victory, a player must be in the final available Age and gain a 10,000 point lead.

Cease Fire[]

If enabled during game setup, Cease Fire will impose a 10 minute Treaty-like period at the start of the game that will prevent players from attacking other players. Players may still attack Treasure Guardians during this time, but they may not create Trading Posts on native sites without placing a foundation using a villager or explorer. (Limitations on building close to other players' Town Centers still apply as well.)

Game modes in the Age of Empires series
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