โ | 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. |
โ |
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:
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. |
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 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. |
Cease Fire: Cease fire is a game rule to rule out early-game rush tactics. This option can be turned off in the lobby. |
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. |
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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Popular | Campaign (II) ยท Multiplayer ยท Random map ยท Deathmatch ยท Regicide ยท Nomad ยท Co-op ยท D3 ยท Free-for-all |
Arena of the Gods ยท Battle Royale ยท Capture the Relic ยท Defend the Wonder ยท Dominion ยท Empire Wars ยท Historical map ยท King of the Hill ยท Sudden Death ยท Treaty ยท Turbo Random Map ยท Tycoon ยท Wonder Race |