Age of Empires Series Wiki
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=== Bering Strait ===
 
=== Bering Strait ===
* Twin landmasses separated by a hourglass sea (thin in the middle, wide north and south). There is a summer version and a winter version. In the winter, the northern sea is frozen and can be walked over. No trade routes.
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* East/West twin landmasses separated by a hourglass sea (thin in the middle, wide north and south). There is a summer version and a winter version. In the winter, the northern sea is frozen and can be walked over. No trade routes.
 
* Natives: Inuit, Nootka (east), Evenk (west).
 
* Natives: Inuit, Nootka (east), Evenk (west).
 
* Guardians: Polar Bear, Grizzly Bear, [[Wolf|Gray Wolf]], Orca, [[Great White Shark]], [[User blog:Eljuma/Natives and maps ideas for Age of Empires III#Treasure Guardians|Outlaw Trapper]], Outlaw Musketeer.
 
* Guardians: Polar Bear, Grizzly Bear, [[Wolf|Gray Wolf]], Orca, [[Great White Shark]], [[User blog:Eljuma/Natives and maps ideas for Age of Empires III#Treasure Guardians|Outlaw Trapper]], Outlaw Musketeer.

Revision as of 04:42, 21 September 2020

For some reason I didn't expect Age of Empires III: Definitive Edition to get new content. But now that the Incas are playable there seems to be an obvious case for a new minor civilization to replace them, and hopefully more maps, natives, and changes to maps and natives.

Visible issues

American maps A

American maps shown in modern borders and their native diversity.

Asian maps

Asian maps.

  • Lack of true arctic maps besides Yukon. In reality, a lot of early exploring was motivated by fishing and whaling in the North Atlantic, and by trying to find a northernly route to trade with Asia. After the Russians colonized Alaska, there was also a brief but intensive competition to explore the Pacific Northwest until everyone got distracted by Napoleon.
    • I wouldn't be surprised if there was more planned arctic maps at one point, given the underutilized Caribou, Musk Ox, White Wolf, and Inukshuk, along with "Inuit Scout" being one of the names of the Native Scout.
  • Comparative lack of South American and Asian maps, natives. No post-Contact natives in South America (e.g. no horse-riding peoples in the Pampas).
  • Imbalanced Natives in South American maps e.g. 4 natives in Amazonia and none in Patagonia while almost all NA maps have two different ones, and almost no complete overlap among them).
  • Misplaced fauna and natives.
  • Not using features introduced in The Asian Dynasties in America (like water Treasures), and from The WarChiefs in Asia, seemingly because of them being made by different studios.
  • Small maps. Most people assume there will be bigger maps in the DE but we haven't seen any announcement. Larger maps would allow for more native and fauna diversity as well as more room for naval combat.
  • Lack of variations of the same map. The next time you play you know where all the coasts, mines, and natives are, and who they are. A summer/winter variation alone adds a sense of novelty even if everything else remains the same.
  • Some bizarre name choices: Yukon, Saguenay, New England, Plymouth barely cover the area they are named after, sometimes not even at all.

Obviously I don't expect what I post here to make it into the game, but hopefully modding and mapmaking are easier and more intuitive in the DE.

Native ideas

Inuit

Stand for the Inuit, Yupik, Chukchi, Koryak.

Evenks

Based on the Evenk and Even (former Tungus), the main peoples of NE Siberia.

  • Maps: Bering Strait, Siberia, Mongolia.
  • Units:
    • Evenki Reindeer Archer, an archer riding a reindeer (duh) that is faster but has less hit points than other mounted units. His melee weapon is a small glaive that doubles as a riding crop.
    • Canoe.
  • Technologies:
  • Language: Evenki (27,000).
  • Architecture: Tipis, but with non-interactive reindeer and Jesuit-like Asian villagers.

Mongols

In the Modern Age the Mongols were divided between the Khalka, who submitted to China, and the Oirats, who staunchly resisted and courted Russia with mixed success. The Oirats include the Dzungars and Kalmyks among others.

  • Maps: Siberia, Mongolia, Himalayas - Upper.
  • Units:
  • Technologies:
    • Mongol Migration: Allows Mongol native units to be trained directly at the Town Center, for as many as allowed by one Trading Post even if all your TP have been destroyed.
    • Mongol Husbandry: Lowers population space of Hussars, Dragoons, and equivalents to one (two for the War Wagon). Does not affect heavier cavalry.
    • Mongol Artillery Train: Light Artillery (i.e. created at the Artillery Foundry, not the Factory, and their Asian/Iroquois equivalents) moves faster.
      • I didn't plan for it but I realize Mongols are unusual in having all techs favor rushes and none help your economy. Seems fitting. I figure they would be expensive techs too.
  • Language: Mongol.
  • Architecture: Yurts.

Map ideas

Greenland

  • A large triangle pointed south, with sea rich on fish and whales on both sides. North-central section occupied by an ice plateau that can't be accessed, restricting players to the coast and sea. Few trees largely restricted to the south. No trade routes.
  • Natives: Inuit, at least one village on each side.
  • Treasure Guardians: White Wolf, Polar Bear, Orca.
  • Huntables: Caribou, Musk Ox.
  • Herdables: Sheep.
  • Trees: Yukon.

Northwest Passage

  • A southern continent, rich in wood and hunt, and a few large islands north, with scarce life but rich in mines. Ice randomly covers the sea, sometimes connecting the islands with each other and the continent. No trade routes. Northwest Territory could be renamed Pacific Northwest to avoid confusion.
  • Natives: Inuit, Nootka (south only).
  • Guardians: Polar Bear, Grizzly Bear (south), White Wolf, Orca, Outlaw Musketeer.
  • Huntables: Caribou, Musk Ox.
  • Herdables: None.
  • Trees: Yukon.

Yukon

  • Inuit replaces Cree.

Bering Strait

  • East/West twin landmasses separated by a hourglass sea (thin in the middle, wide north and south). There is a summer version and a winter version. In the winter, the northern sea is frozen and can be walked over. No trade routes.
  • Natives: Inuit, Nootka (east), Evenk (west).
  • Guardians: Polar Bear, Grizzly Bear, Gray Wolf, Orca, Great White Shark, Outlaw Trapper, Outlaw Musketeer.
  • Huntables: Caribou, Moose, Musk Ox (east), Marco Polo Sheep (west).
  • Herdables: Reindeer.
  • Trees: Yukon.

Siberia

  • Trees and berry bushes increased, as there are other maps with the challenge of limited resources.
  • Natives: Evenk, Mongol. At least one settlement of each NE, on opposite sides of the frozen river.
  • Guardians: Smuggler, Mongol Rider, Outlaw Trapper, Outlaw Cossack, Gray Wolf, Grizzly Bear, Tiger.
  • Huntables: Musk Deer, Caribou, Moose.
  • Herdables: Reindeer.

Mongolia

To this day I don't even know how elephants and monkeys ended in this map.

  • Natives: Mongol, Evenk, Shaolin.
  • Guardians: Mongol Rider, Outlaw Trapper, Outlaw Cossack, Gray Wolf, Snow Leopard, Grizzly Bear, Tiger.
  • Huntables: Marco Polo Sheep, Saiga, Elk.
  • Herdables: Yak.

Himalayas - Upper

We all know what Himalayas - Upper is. Just don't tell China.

  • Natives: Mongol, Shaolin.
  • Guardians: Blind Monk, Smuggler, Mongol Rider, Gray Wolf, Snow Leopard, Grizzly Bear.
  • Huntables: Musk Deer, Marco Polo Sheep, Ibex.
  • Herdables: Yak.

Himalayas

Let the Temple Games begin!

Miscellany

Treasures

  • Ghost Ship: A ship stuck in ice terrain, could provide resources or bonuses. Defended by Polar Bears, White Wolves, or (crazed) Outlaw Musketeers.
  • Mammoth Carcass: Found in Siberia, Bering Strait, and Yukon. Provides coin from selling its tusks. Defended by Gray Wolves, Grizzlies, Smugglers, Mongol Riders, Outlaw Trappers or Cossacks.

Treasure Guardians

  • White Wolf: Wolf with white hair, found in Greenland and Northwest Passage.
  • Outlaw Trapper: Outlaw version of the Strelet, found in Siberia, Mongolia, and Bering Strait.
  • Outlaw Cossack: Outlaw version of the Cossack, like the above.

Herds

  • Reindeer: Herdable version of the Caribou.