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
- 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.
- Maps: Greenland, Northwest Passage, Yukon, Bering Strait.
- Units:
- Inuit Whalebone Archer, a foot archer with great resistance to ranged attacks, like a native version of the Iron Troop. His melee weapon is a three-pronged spear.
- Canoe.
- Technologies: (in no particular order)
- Inuit Snow Goggles: Increases LOS of land units (except pets).
- Inuit Ulu Knife: Increases gathering rate of fish, whales, hunts, and herds.
- Inuit Kayak: Changes wood cost of Canoes to food. As Inuit tend to appear in maps with little wood, this should make them highly sought allies.
- Language: Probably Inuktitut (c. 40,000 speakers) or Greenlandic (57,000).
- Architecture: Unique, based on igloos. Alternatively, round huts made of skins.
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, Buryats, Kalmyks, etc.
- Maps: Siberia, Mongolia, Himalayas - Upper.
- Units:
- Mongol Scout (great idea of the Napoleonic Era team to include him).
- Mongol Heavy Cavalry Archer, a Cavalry Archer with above average melee armor. More effective in early ages, vulnerable to late game ranged infantry.
- 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 semi-archaic rushes and none help your economy. Seems fitting. I figure they would be expensive techs too.
- Language: Mongolian.
- Architecture: Yurts.
Map ideas
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, Grizzly Bears, Smugglers, Mongol Riders, Outlaw Trappers or Cossacks.
- Viking Ruins: Found in north Atlantic maps, defended by wolves and bears. Provides little stuff like wood, sheep, or Settler/Villager hit points.
- Shipwreck and Driftwood: Provide wood in wood-starved polar maps, always found near water.
Treasure Guardians
- White Wolf: Gray 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.
- Pirate Ship: Outlaw version of the Privateer, or if you prefer, American version of the Marauding Junk.
Herds
- Reindeer: Herdable version of the Caribou.
- Domestic Turkey: A herdable version of the Turkey. Replaces Sheep as the Aztecs' livestock.
- Spoonbill: A huntable bird appearing in Caribbean and tropical wetland maps. The Aztecs had a whole holiday about hunting them.