Wars of Liberty is a non-commercial and fan-based modification for Ensemble Studios' last RTS game before its demise, Age of Empires III. This mod features a great deal of reworked new gameplay elements and a huge amount of new civilizations. The game is focused on the world history during the long 19th century (1789–1914).
The War of the Triple Alliance mod, or WotTA was announced by Age of Empires III Heaven forum member Lord Tahattus on July 20, 2006. An Alpha including partial versions of the Argentines, Paraguayans, and Tupi was released on April 6, 2007. On October 22, 2007, a public Beta for the mod was released. The remaining Latin American civilizations, Americans, Canadians, Inca, and Mapuche were released in the Gamma version of the mod on September 9, 2011. After significant changes to the focus, timeline, and development philosophy of the mod, it was renamed to Wars of Liberty and received a full release on September 9, 2015.
1.0.8: The Peruvian Patch
Peruvian civilization added.
1.0.9: The Mediterranean Update
Italian civilization added.
Maltese civilization added.
1.0.10: The Caribbean Update
Haitian civilization added
1.0.11: The Missing Pieces
Belgian civilization added
Korean civilization added
1.0.12: The Nordic Patch
Danish civilization added
Swedish civilization added
1.0.13: The Meri Kirihimete Patch
Maori civilization added
These civilizations are very different from each other, most receive a new AI personality, new technologies, new cards, and the new ones receive their own Home City. All of the new civilizations and most of the existing ones have many new unique units, in addition to several new standard units. All these new units have had care put into them to make them as distinctive, realistic and interesting as possible. A new feature, called Immigrants is available for the South American Countries instead of mercenaries, where the player can essentially play as those Immigrants.
Over 40 new civilizations have been announced, with 26 added in the current version: the Argentinians, Paraguayans, Tupi, Brazilians, Belgians, Colombians, Americans, Canadians, Mexicans, Egyptians, Ethiopians, Zulu, Australians, Bulgarians, Greeks, Romanians, Serbians, Habsburgs, Chileans, Incas, Mapuche, Koreans, Peruvians, Italians, Maltese, and Haitians.
Over forty new random maps have been included. The WotTA-only ones can be found in the main list; the others, by clicking on "Custom Maps" at the skirmish screen. Total of 100 total random maps by the time the Delta version is released.
Nine new Native Settlements can appear on the new maps: Bandeirante, Republiqueta, Quilombola, Guarani, Guaicuru, Aymara, Pirate, Order of Christ and Sertanejo. 21 additional African native settlements will be added, known as "African Commodities".
40 new huntables appear across all random maps.
Six brand new cultures: Africans, Balkans, Latin Americans, Anglos, Middle Easterners, and Polynesians.
Church completely redesigned. When playing as any civilization, a religion can be adopted, enabling the redesigned priest and multiple religion-specific techs. There are ten different religions to choose.
Revolutionaries redesigned with new bonuses, new politicians, and new units.
Spies completely redesigned in a new Espionage system. Now available to all civilizations.
UI redesigned in 1440p Ultra HD resolution, compared to the original UI was only designed in 1024x768.
They have African Slaves as Villagers, that are stronger that Settlers.
When they age up they get an agricultural wagon that can become a Mill or Plantation.
Their unique building is the Fazenda, a better plantation
They get an extra immigrant and religion.
They can quickly purchase a group of slaves from the Town Center for an increasing amount of coin.
They can whip their slaves, making them better at gathering but weaker in combat.
Instead of hunting techs, they have plantation techs at the market.
Voluntario da Patria
Guarda de Honra
They have Simon Bolivar as the Explorer.
They have tents instead of houses.
Colombians don't gather food; it's produced depending on how big your army is. The bigger the army, the bigger the economy.
Buildings spawn guerrillas when destroyed. Guerilla units are weak soldiers that can spawn from irregular places to surprise the enemy.
Livestock animals don't get killed; instead, they produce by simply gathering at livestock.
Most cards spawn Guerillas.
Sir John Alexander Macdonald
They age up with wood instead of food.
Each building spawns a maple tree.
Congress is replaced by Parliament. They can choose between New British and New French factions at the Parliament.
In Delta version the rifleman will be able to counter cavalry and hold its ground against heavy gunpowder ranged infantry instead of being a skirmisher.
Instead of Houses they have Log Cabins that trickle Wood
Troupe de la Marine
Voltigeur de Québec
They have extra market techs at the American unique building, the General Store.
They have 6 "Great Companies" to choose from at the General Store: Texaco, Colt's Patent Firearms, John Deer, Tiffany, General Electric, and Ford.
They are the only Anglo civ to have to the hospital, unlocked by selecting Clara Barton as a politician.
They can choose between the Confederate and Union factions at the Congress.
They have the Presidio, a small fort that trains villagers.
Each of their techs gives Pistoleros.
The Mexican villager is the "Chinaco". When it dies it gives back a portion of its cost, and leaves a grave where it died for some seconds.
The only Latin American civilization to have saloons
Muhammad Ali Pasha
Buildings are mobile, and cost food and wood.
Their royal unit is the Mameluke.
Their military techs at the Library make each Caravan spawn Felahin
Their economic techs at the Library make Ali Pasha empower Villagers
Their civil techs at Library spawn several different types of Caravans.
Muhammad Ali Pasha
Emperor Menelik II
Town Centers automatically spawn Porters.
They have the strongest buildings and defenses.
Their explorer is Emperor Menelik II, who can summon a lion roar to stun enemies.
Their economic techs at the Library spawn food crates.
Their civil techs at the Library give more population per house.
Their military techs at library provide military bonuses.
Their royal unit is the Selfenga, which has more hitpoints when near a base.
They cannot train units. Instead, their Town Center spawns Youths that mature into their units.
Their military techs at the Library bring free impis and increase infantry speed.
Infantry run faster and have special tactics.
Their civil techs at the Library spawn African Builders (similar to Iroquois Travois).
Their economic techs at the Library bring free cows, make villagers walk faster, and increase Youth build limit.
Their royal unit is the Ishikulu, a powerful spearman.
They have Matriarchs that spawn Youths.
Their hero is Shaka, who can hit enemies with a shield.
Trains Convict Laborers alongside a sheep.
Unit cost depends on their population.
Choose between Natives and Colonists at the parliament.
They can use Voivods for power up their units.
They can use Shipments without need of be available.
They have Olive Plantations.
They have the Fish Trap, a naval food gathering building
The only Balkan civilization to age up at the dock
Very strong Home City Cards linked to politicians that have a half blue, half light green border
Alexander John Cuza
They train villagers from vardos, Romanian wagons
The Domnitor, their explorer, moves slowly but can kill any unit, even other explorers, in one hit.
They start with two ravens that scout the map by themselves.
Animals can be put to work in the Circus.
They can scare the enemy using their Forest of the Dead, a unique ability.
When one of their units dies, it incites allies to attack faster. Enemies suffer attrition damage when invading a Serbian town.
They can set fire to their own buildings, preventing enemies from getting XP, and damaging nearby units.
All units are mercenaries.
They age up by marrying a foreign princess and absorbing their nation's bonus.
They send Mercenaries from different parts of Europe.
Their Villagers are Settler Wagons and female villagers that can detect spies.
Villagers are Rotos that train in pairs and work twice as fast.
Military units are trained in pairs.
Trade route bonus from the many railroads of Chile.
Can build a Salitrera to autoproduce Crates.
Rotos spawn when Trading Posts are built.
Húsar de la Muerte
Tupac Amaru II
Buildings cost coin.
Villagers generate coin when gathering other resources.
Use Temples for tasking Tambos to train units.
Units are stronger when nearby buildings.
Their buildings give gold when destroyed.
Their Chasquis explore, gather treasures and build Trading Posts.
The Sapa Inca has special habilities and increases the HP of nearby units.
Can build monuments in enemy bases.
Tambos send one free military unit when the unit is upgraded.
They can send a powerful Inca cavalry (Manco Horseman) through the Home City and the Big Button and they upgrade themselves every age up.
Everything the Mapuche do will bring more experience than normal.
Villagers trickle extra XP with every activity they realize.
The Mapuche have their tribal council directly on the battlefield, meaning that they can perfectly send various shipments at once.
General Ramón Castilla
Villagers are Cholos and they can garrison in any building.
All buildings are enabled one age earlier.
Dead units increase nearby allied unit speed and give LOS.
Can build a Guanera, which is a water plantation that autoproduces Coin and Experience.
They start with a Rabona who can accompany and heal the Explorer.
Rabonas are trained at the Town Center and they can heal and build military buildings.
They can train decoys of all unique military units.
They have HC cards that can boost the units stats for a while.
They can have both a male explorer (Prócer) and a female explorer (Mariscala) and upgrade them, plus a ship explorer (Huáscar).
Victor Emmanuel II
They have "Merchant", villager than only recolect resources.
They have "Architect", villager than build Wagons and recolect wood.
They use Wagons for build their buildings.
They use "Camorrista", a unique spy for Italians
They can exchange faith for gold in their "Basilica", a unique Italian church.
Emmanuel de Rohan–Polduc
Their walls automatically upgrade on age-up.
They can instantly build 4 Outposts around the TC once very 20 minutes.
Their units fulfill roles corresponding to AoE2's units.
They have Royalist, instead Explorer.
They have Affranchi, instead Coronel.
The further away military units are from the Town Center, the stronger they are.
Each age, they have access to a revolutionary politician that is more expensive than other politicians, but researches extremely quickly and brings powerful military advantages.
Advanced Religion: Doubles hit points of religious units and enables the Inquisitor.
Hospital: Unique to Europeans, the hospital heals nearby units and trains Surgeons.
The hospital greatly improves hit points, training speed, and healing ability of units.
Cast disease among enemies (Delta)*
Royal Guard Upgrades w/ Latin America*
Inquisiter- priest and spy
Ultimate- single unique unit; exception of the Italians.
Star Forts: More HP; slow attack rate.
No Mills; Crops. Build a base and plant crops over it.
The Balkans age up technology directly through: Casern, Stable, Hunter's Lodge, Market and Artillery Foundry.
All military buildings are unlocked in the Discovery Age (I).
The Balkans are the only culture able to build the 'infamous' Star Forts.
Late game food source is gathered from crops: Wheat, Beets, Cabbage, Strawberries.
Late game coin source is gathered from beehives: Honey.
Crops differ in cost, duration, and build time.
Gathering(toggle switch): A constant supply of food from crops is dependent on settlers being toggled to gathering mode; it's assumed that crops will need time restock at which point settlers should be toggled off gathering mode.*
Homecities have a palace view.*
Cartographer (Explorer)- Places markers that reveals the line of sight (LOS) overtime and gathers treasures much faster; short LOS.
Peasant- European settler special in name only.
Hajduk- Archaic musketeers
Mule Artillery- Slow, cheap, and light.
Boyar- Cavalry archers
Stradiot- Melee cavalry
Marauder- Melle cavalry; wield torches
Schwarloze- Machine gunner
This culture will be added in the future. Stay in touch and follow the news on the forum.
Their shared units are Hashashins, Camel Lancer, Dervish...
Instead of having a Town Center, they have the Citadel. This is the only defensive structure for the Middle Eastern civilizations other than the Arabians
Age up through Cultural Aspects at the Royal Court. Instead of giving resources or units, the options impact your Leader, adds a bonus to your civilizations or adds a protocol for the Royal Court. There is a level system for the Cultural Aspects.
Instead of spies they are able to train Hashashins at the Hookah Lounge
Their villager unit is the Servant
Their minuteman unit are Lashkars
The unique explorer/hero unit for Middle Eastern civs are Leaders. Each civ has their own unique version of the Leader.
Leaders can't gather treasures, this job is done by the Nomad
Ambassador Cards- Provide small bonuses for each ambassador.
Library- Enables exponential growth through researching the three branches of technology. Military(M), Economics(E), and Civics(C); the Library is the powerhouse of African civs.
Garrison- Trains cheap units
Cantonement- Trains moderately priced units
Palace- Trains expensive units
European Ambassadors- Access to mercenaries from four foreign nations.
There are four ways to reach the Colonial age. Research:
Euro. Ambassador- Sends unique unit shipments and consulate units; the latter costs export.
Hero- Can be killed; automatic respawn.
Royal Unit- Costs export
Town Hall: A Safe House where Coronels are trained; can be obtained in Age III.
Post Office: A cultural building where immigrant communication occurs. (ship support soldiers, research powerful technologies, etc.
Immigrants ship support units and research powerful technologies in conjunction with
The Coronel gathers XP from the Town Hall along with faster shipments from home city.
Additional Coronels are spawned after each age up.
The country's national leader is the only available politician to reach the Imperial Age (V), unlike the Europeans.
Acess to Artillery Age in Age II.
Immigrants (Mercenaries)-Units and tech cost XP and/or shipments; choose wisely.
Coronels (Spies)- Sabotage, Backstab, and Incendio; lacks stealth mode.
Unique villager vastly different from other villagers within the same culture.
Monuments: which can summon nature powers. There are 2 shared powers and 3 unique ones, and each new age unlock one power
Fire Pit: Ceremonial dances which reap unique benefits
Ceremonial Dance- More villagers dancing = stronger effect; different dances reap different benefits.
Gift Dance- Increases rate of XP accumulation
Alarm Dance- Spawns Warriors
Big Button Technology- Grants powerful improvements, groups of units, or resources.
The natives age up by way of the Tribal Council, five members whose benefits increase with each age up.
Warrior- A militia unit that degrades over time.
War Chief- Stronger than an explorer, the War Chief has Nature Ability; enables treasure guardians to fight along side you; aura changes.
Their shared units are Militia, Spontooner, Rifleman, Light Cavalry, Sapper, Napoleon, Blakely, Whitworth, Dictator and Parrot.
They have a unique building called the Congress, allowing: choosing between two different factions, gaining access to faction battalions, and voting on issues for effects.
Can choose between two different factions at the Congress.
Unlock unique units based upon faction and the politicians in each faction.
Each politician possesses a unique tech.
They have two types of towers: Lookouts, that provide line of sight, and Shelters, that have to be garrisoned by infantry to fire.
They start with a variable number of Fur Traders (which double as hunters) and Shepherd Dogs. The dogs are immortal pets who can gather treasures and mark territory
Italians: Best plantation gatherers, can train Redshirts and Tatterdemalions.
Germans: Best builders can train Brummers, Chevaulegers and Krupp Cannons.
Ukrainians: Can train Scarlet Sails, Serduks and Oprishoks.
Confederates: Best miners, can train Filibusters.
Irish: Best fighters, can train Patricio, Fenian and Wild Goose.
Polish: Best hunters, can train Auxiliars and Infernal Picadores.
Scandinavians: Best fishermen, can train Immigrant Fishing Boat and Ski Trooper
Lebanese: They can train Maronite Riflemen.
Catholicism: Makes priests the best, but costs the most faith. Its healer is the Priest. It allows building a second temple. Its temple is called the Abbey. This religion is available to Mexico, France, Portugal and Spain.
Anglicanism: Unknown bonus. Its healer is the Deacon. The name of its temple is unknown. This religion is available to Britain, Canada and Australia.
Lutheranism: Unknown bonus. Its healer is the preacher. The name of its temple is unknown. This religion is available to Germany and the United States.
Baptism: A religion dominant in much of the new world; its techs don't cost faith and are cheap. Its healer is the Reverend. Reverends can be trained from houses with the home parish tech, and the name of its temple is the Parish. This religion is available to the United States and Mexico.
Orthodox: This religion is available to Russia and Greece.
Candomblé: An African religion that is unique to Brazil. Its healer is the Babalorixa, and its temple is called the Casa Branca.
Shamanism: A native religion. Its healer is the shaman and its temple is simply called the Temple.
Secularism: An emphasis on the scientific method rather than organized religion. The laws of physics give artillery increased range, the theory of evolution allows genetic breeding, making crops grow faster, and the healer can heal faster than any religious healer. Its healer is the Physician, and its temple is simply called the Temple.
Islam: Can call a jihad where units become much stronger but all units then will cost faith.(priest name: imam)
Judaism: Its healer is a Rabbi, and its temple is called the Synagogue. This religion is available to Portugal, Germany and Greece.
Calvinism: Its healer is a Huguenot, and its temple is called the Meeting house. This religion is available to Britain.
Hinduism: (priest name: Acharya)
Buddhism: (priest name: Bhikkhu)
Shintoism: (priest name: Kannushi)
Taoism: (priest name: Daoshi)
Galapagos: Turtles added as a new huntable.
Marajo: Has dynamic weather.
Alaska: Fox pelts provide coin.
Acre: Rubber Trees can be harvested for coin.
Congo: Fog of War resets as units lose LoS.
Eastern European Plains
Atacama: Buildings cannot be built on the large salt flat.
Horn of Africa
Valley of the Kings
Australia: The largest map in Age of Empires, covering the entire continent.
On African maps, the native villages each specialize in a product you trade with them.
There are 21 commodities in total. 8 of them revealed so far.
Palm Oil Merchants.
Black oil Merchants.
Lost Treasures Merchants.
Team leader: Takatmo Yereoc
Former team leaders: Tahattus, DayoftheNinja, Hoop Thrower
Coding: Daniel Pereira, Musketeer925, Tzommar, Septafolia
Art: Fenriz, Persian_Fusilier, Forsant, Alex Julio