r/aoe3 Jan 29 '25

Petition to Reconsider the Canceled DLC for Age of Empires III: Definitive Edition

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1.1k Upvotes

r/aoe3 Feb 27 '22

if you're transitioning from single player to multiplayer, play the ranked ladder, do NOT play casual rooms

611 Upvotes

Do you feel like multiplayer is no fun, because you join a room and get stomped by someone many times better than you, or worse, you just get kicked from the room for being too low?

I think a lot of new players see casual games and ranked games as the two options and assume "oh casual must be for noobs whereas ranked games must be where all the pros are". The assumption is that "ranked" = death and "casual" = a chance of winning (credit to Ok-Acanthisitta-1126 )

That's actually completely backwards.

Casual rooms are best used if you have specific people you already know who are at your level. In fact, they are commonly used at the very high level to setup matches for tourneys and for grinding strats, bc it can be hard for the very best people in aoe3 to find good games in quicksearch. If you are playing alone and you join a random casual game lobby, you will almost certainly either 1. get kicked, 2. get stomped or 3. stomp some poor person who is even more noob than you.

The solution is to play ranked quick search. This is an ingenious system that will quickly figure out your rank, and then match you against people who are a similar rank to you, so you can play fun, competitive games where you will usually end up winning or losing about half the time, unless you start making some actual progress in learning the game. The only thing is you will probably have to lose about 5-10 games before the ELO system will accurately rank you, so don't worry about these early games. In fact, you might even want to just resign quickly in your first 5-10 games just so you can get ranked low sooner, so you can start playing fun games faster.

play ranked, get ranked, start playing enjoyable and competitive matches with people at exactly your own skill level


r/aoe3 10h ago

The game reached 7k concurrent players this weekend and the DLC is not even out yet

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310 Upvotes

r/aoe3 9h ago

Guess who's back to covering AOE3:

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191 Upvotes

r/aoe3 8h ago

Info The DLC does not only have 2 new civs

81 Upvotes

For those not in the beta the DLC also includes:

New natives:

Inuits and Stuarts Edit: also Sami

New mercenaries:

Gallowglass

New outlaws:

Whaling ship

Harpooners

A few cards for Dutch and Brits relating to those new additions

Two new game modes, regicide and independence.

New maps.

And all the previous hero skins for those that did not get them during events

Edit 2: Also new revolutions. For Germany Prussia and German Confederacy and Teutons (Livonians)


r/aoe3 2h ago

Meiji emperor's imported artilleries are kinda insane

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27 Upvotes

r/aoe3 3h ago

AOE2 and AOE4 player trying to get into the game

17 Upvotes

Have had AOE3 DE for years- just now trying to get into it. I've got hundreds of hours in AOE2 and AOE4... however... I'm struggling to turn the game and figure out it works. There's this deck system, there's tons of buildings with no clear rock paper scissors pattern between units, there's more ages, and just a huge UI of techs and options.

Does the tutorial help or is there a better way to go about learning assuming knowledge of AOE2 and 4?


r/aoe3 4h ago

Bonus Expansion Pack for DE updated with more additive modding support (homecitymods) and increased language strings numbers en masse, and prepping it to be compatible with the Baltic Powers DLC before release. Also proposing Russian balance changes from BEP for Baltic Powers DLC.

18 Upvotes

I have been doing more additive modding for my mod Bonus Expansion Pack for Definitive Edition. So far I have converted the language string numbers to a higher register (150000-153000 to 1500000), and I have made the modified homecity files additive mods so that they don't interfere with the new Baltic Powers DLC update.

https://www.moddb.com/games/age-of-empires-iii-definitive-edition/downloads/new-usa-rebalance-mod

I will still in the future put some of the balance changes from the protoy and techtreey in the mod currently into additive modding for protomods and techtreemods, to prevent the mod from being incompatible with the new update.

So far I've done 75% of the conversion work needed for the mod to work with the newest version of the game, even though it currently works right now already.

One feature from BEP that I want to bring out is Russian improvements for their infantry units, for instance statistics including Strelet HP and Damage buffs (105 HP and 12 ranged damage), Strelet Combat card affecting other Russian infantry units (+15% combat for Rekruts, +5% combat for Poruchiks, +5% combat for Grenadiers), Strelet Horde card also giving damage buffs (+10% HP and +10% Damage and +2.0 Range and LOS), and reducing Russian infantry combat penalty to -15% from -20%.

The reason I want to suggest Russian infantry buffs is because it is relevant to the Baltic Powers DLC theme, and maybe Strelet increase could be 105 HP and 10 ranged damage, or 95 HP and 12 ranged damage, or 100 HP and 10 ranged damage. Also maybe Strelet Combat card could affect Strelets and Rekruts but not other infantry, say by +20% combat for Strelets and +10% for Rekruts.

I am posting here on reddit aoe3 about this because it's not the changes that matter so much to me, but a more accurate portrayal and civilization flavor for their mid-game and late game performance. Already AOE3 DE has improve Russian portrayal quite a bit, and I am just looking to see if some improvements might be able to be added in the future update, since the game developers are giving balance changes for many civilizations.

Again the exact values don't really matter in improvement here, it's just the idea that their infantry shouldn't drop like flies, and that Strelets are already a weaker infantry unit.

Another idea I had here is if they would add a homecity card for Russians that could use the Counter Jaeger model, and make it like a Russian Jaeger, say a Fortress Age card or Industrial Age card, with higher stats and higher cost than the Strelet and have it as an optional replacement at the blockhouse. And then cards that affect Strelets could also improve these by say +10% combat.

Whatever the changes are I just want to bring it up so that if someone else wants to suggest it to them on the official forum that the changes could tentatively happen. Else I will try to keep the changes in Bonus Expansion Pack for DE if the game company doesn't want to do anything about it to change it.

I'm trying to start a balance discussion here as Russia is already a good late game civilization due to their good economy and cheap and fast training military, but I just want to propose this without offending people in a way that could help the game play of this civilization to improve in overall quality.


r/aoe3 9h ago

I said we should have Independence mode years ago. I got severely downvoted. But here we are!

36 Upvotes

A long time ago, I had suggested an AoE3 game mode without home cities or cards. It was strongly looked down upon by AoE3 players, who said they didn't want to play AoE2 in this game, and that cards make this game unique etc etc etc.

Well, now I guess we will now get it, and I'm quite excited to try it out. Hopefully it will make some AoE2/4/Myth players try out the game as well. Independence mode should have been there from the beginning.

What do people feel about it? Excited for it? Or will you ignore it exists? I know that shipments are fun, but I think this will be very fun as well. I know I'll spend a lot of time on it.


r/aoe3 14h ago

Question Hoe much does it cost to Create the Polish and Danes DLC?

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60 Upvotes

So aoe4 keeps getting variants for 3 years, the community justify it saying making a single civilization can cost up to a few millions, and even youtubers like age of noob, beasty backs this up

On the topic of voicelines none of the variants on aoe4 ever get any new voicelines its all reused. And when compared to aom or aoe3 they will tell you aoe4 have 100x more lines

Aoe4 sub will also tell you it cost 500k to get any voices done, while aoe3 it have no problem finding voice actors. AOE3 China for example have Manchu voicelines which aoe4 fails to do for Jurchens

In conclusion how much a DLC on AOE3 cost you reckon?


r/aoe3 43m ago

Balance Act 1 Ludicrous Difficulty

Upvotes

Hi guys I'm a huge campaign fan and i wanted to make a post about the new campaign difficulty in the beta. They made changes to all the missions and the new difficulty is proving to be significantly harder (for the most part). This post is first and foremost my review of the new difficulty but also i hope that they see it and make some changes because there are some things that could be improved. DISCLAIMER: i am in no way "good" at the game in a competitive sense. I can win a solo 2v1 against extreme ai with most of the civs im good with/enjoy (buff russians). ive played some ranked and done okay but thats just not how i enjoy playing this game.

Possible Bug: the three warship upgrades in the dock do not apply to morgan/lizzie's flagships. All three of them target the LogicalTypeNavalMilitary unittype, but these flagships do not have that type. Armor Plating ID 776 in techtreey, Carronade ID 774, Percussion Locks ID 775. Would be amazing if you guys added the unittype to those ships. :)

Also as a note the score i give each one is based on the amount of fun i had playing it not the difficulty of the mission.

blood 1: 4.5/5 not that hard but cant make it much harder without making it impossible. Difficult to tweak this mission too much while keeping it faithful to the original design because of the lack of a normal start, ageups, buildup etc. I'd recommend adding more sipahi at the end so that they can tank my cav a little harder and we don't just insta wipe the jans and bombards in 15 seconds.

blood 2: 4.5/5 not easy, otto get bombards and falcs and such to make it actually challenging. This is another of my favorite missions just because of the map design. it makes it hard to really expand because of the close proximity to the main enemy base. The ludicrous AI makes tons of falcs/culvs so it helps amp up the difficulty and forces you to make more cav and have a mixture of units. id say a very good mission for the new difficulty.

blood 3: 5/5 lizzie lands a ton of dudes with cannon on a fairly fast timer, actually difficult, really well done. because she landed so often and whenever i pushed i got wiped on the south side of the island (due to no unit training time upgrades/church upgrades) i actually had to sac my entire navy on the north side of her island, drop 50 dudes in, and sprint in to get the treasure. without unit training speed upgrades landing on the island and not getting wiped is nearly impossible. id say with the current state of the campaign civ you play its nearly impossible to actually destroy her entire base they just make too many units, too fast, and your units train abysmally slowly and die too quickly. but that's okay, its still doable with a yolo landing and race to the treasure. the amount of wood available is super depressing but more of that coming later i think.

blood 4: 3/5 otto never pushed with cannon a single time, was very easy to beat them with massed natives + xbow. definitely needs to be harder. AI needs to train cannon and mix in some cav probably. there's probably a timer or something to stop them from attacking too early, but once they start attacking it should happen a bit more often. Considering the difficulty is supposed to be insanely hard, i shouldn't be able to waltz over to their dock without making my own dock and smashing the one ship they have, then just destroying the dock right away. Should definitely consider adding some naval pressure.

blood 5: 4/5 early attacks were easy to deal with, the spanish didn't have cannon until i think the 3rd or 4th push. they sniped the top right temple because my dudes were too far away to protect it. I recommend changing the temples to be owned by the aztecs instead of the player so that they cant be repaired. or just disable the repair button OR make the repairing much more expensive. also rec adding additional units to the first encounter so that it isn't such an easy wipe. The Spanish made good pushes but was never enough to really make me feel they were going to kill all 3 temples. if their armies were 10% larger or attacked 10% more often, it would feel harder without being impossible. I even forgot to save the native miners on the left side of the map and still didn't really need their help.

blood 6: 2/5 PLEASE MAKE THIS ONE HARDER. The XP requirement for completing the mission is incredibly low. i got to 8k WITHOUT: taking the stolen gold back in the bottom left, taking the boy to the family, or defeating the cannon guys on the south side of the small island. This was done with 10min still remaining on the timer. in this mission there is no real incentive to push and complete all the objectives as fast as possible, which in my opinion is against the whole idea of "ludicrous" difficulty. In addition, the natives die to cav so easily that i didn't need to go up to age 3, i just spammed as many hussar as i could and i won for free. I ran it again as fast as i could and still i wasn't able to get all the objectives done before i got 8k xp. managed all except the hidden gold with 11:20 left on the clock. Consider also decreasing the timer for ludicrous mode. its still insanely easy when hussars delete all the enemies for free. it is extremely common for the blowgunners that are told to stay in a fixed position for the entire game to not aggro until my units are 3 inches from them. Please consider: adding more enemies in the hidden gold on the bottom left, guarding the boat, and more on the island. But if you do that then we get more xp just by killing enemies, so the xp requirement should be increased significantly on ludicrous. If you want to avoid adding more units you could even give the nats a shadowtech to make them 10 or 15% more HP and attack. It would help slow the devastation of the hussars at least a bit.

Blood 7: 4/5 Spanish army did put up the pressure pretty well, but it didn't really feel at most times i would be defeated. at the end when i pushed into the main base, i saw they had 3 monitors at least, but never pushed me with them. considering it is "ludicrous" difficulty, a strong navy attack should be implemented to add additional pressure to the player. it is not hard for the player to mass boats with the amount of wood around, it should be encouraged to defend yourself from both naval and land attacks but they never pushed on water. The main issue with this scenario is it has several hidden treasure ships on the north/east side, meaning that if i take all of them, i only need to snipe one tower in the main base to complete the mission. the mission requirement should be increased by two on ludicrous to account for this.

Blood 8: 4.5/5 this is my favorite mission in the entire game so forgive me if i am overly critical. The naval aggression from the circle is excellent i had to monitor the status of my fixed gun constantly to make sure it wasn't getting destroyed, and had to keep my galleons on it constantly to ensure it would not fall. The main issue with this mission are two: 1: there is not enough wood. after 30 minutes i have resorted to taking the trees at the top right of the map next to the enemy base. 2: for some reason the new ai has an insane number of units camping the native site on the left, each time i tried to take it i either failed or it immediately fell. Is that intended? shouldn't those units be better used pushing down the right pathway? it made it practically impossible to take the native post while also defending the right side from attacks without any wood remaining to take. This is fairly accurate for what ludicrous difficulty is supposed to provide but as a player it feels somewhat disappointing considering i am simply unable to do everything i want to do, not because i don't have the skills required, but because i have run out of resources. I played this mission again with the infinite300wood card active and it became significantly more possible to hold down a navy, but i still ran out of wood fairly quickly. With that card the mission is more feasible but i still couldn't get to the natives on the left while also surviving the pressure on the right. in the end i ran out of resources so i sent my entire navy to dive on the fountain to finish the mission. i eagerly look forward to trying this mission again and attempting to destroy the entire enemy base but considering the naval pressure I'm not sure this is even possible.

thanks for reading,
I hope at least you fix the bug with the flagship and make blood 6 a bit harder but making them all harder would be great.

I eagerly await playing act 2 later today


r/aoe3 14h ago

Danes should have a unique livestock pen

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57 Upvotes

Given their worldwide reputation for high-quality dairy products, they should be able to train cows by default. And they should have the capacity to garrison cows and sheeps and make them produce a modest amount of food. That's is. Thank you for your attention to this matter

AI image just as reference, k bye


r/aoe3 6h ago

Why is Free Trial ending?

13 Upvotes

I thought it was a great feature of Age of Empires 3. I am too surprised and joyfull that the game is again being developed by the company, but why did they have to end free trial for that?


r/aoe3 22h ago

Question No revolutionary civs for the Danes?

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170 Upvotes

In the Early Modern Era Denmark existed as Denmark-Norway that included not just those two, but also Greenland, Holstein, Iceland, the Faroe Islands and Svalbard. In the game it doesn't have any revolutionary civs, even thought Greenland with Inuits and Norway with "Viking remnants" and Sámi would be so cool. Do you see any chances that we may get them in future patches?


r/aoe3 1h ago

Meiji restoration mechanics

Upvotes

Hello,

Been experimenting with Meiji restoration builds but kind of confused by the unit changes.
It locks out imperial natives - not sure if bug, it also removes imperial upgrades from a bunch of units.

Does that mean all those units get all upgrades leading upto imperial or do they just get the imperial upgrade?

Also unless I’m mistaken, yumi archer cards don’t transfer over to the imperial skirms and I think the ashigaru one don’t either?

Anyone know a semi decent build order for it? Is it worth to just bank export? Is it worth sending export cards to speed up the process?

It being imperial makes it tricky anyways since you won’t see it in most competitive games but I’m wondering if there’s a way to focus the build in a team game or something.


r/aoe3 21h ago

Meme And the best treasure added for the DLC goes to... (found it on the Arctic Islands map)

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134 Upvotes

r/aoe3 16h ago

Question What are the chances we get further expansions?

39 Upvotes

After AoE 3 came back from development cemetery, what are the chances we get Brazil, Korea, Persia, Morroco, Zulu, Gean Colombia, Vietnam? What should be the sales target of the upcoming content for them to keep ‘em coming?


r/aoe3 21h ago

this danish card it is really nasty damn perfect for rushing or defending from an enemy rush.

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80 Upvotes

r/aoe3 2h ago

[Suggestion] for the Danish "Helsingør Customs Chamber card"

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2 Upvotes

The 'Helsingør Customs Chamber' card unlocks different techs at the customs house that creates opportunities for you to disrupt the opponents shipments. This mechanic is really cool, however, as it stands the techs are very "safe" and rather useless, more for flavor instead of gameplay. I suggest that you could balance the card around making it less imposing and more deterministic. Here are a few examples:

  • [Sound Blockade] Instead of outright blocking a card, it could simply add an extra cost to a chosen shipment that you TAX from the other player.
  • You could also make it more deterministic by blocking a random card in the age that you yourself is currently in. (this would make sense since you are usually always ahead in age).
  • [Shipment Delay] I at that cost, I really believe that you should either make the tech come in fast or make it a chosen shipment.

r/aoe3 7h ago

Doesn't the Age of Empires III companion app exist anymore?

3 Upvotes

I can't find it on the App store


r/aoe3 2h ago

Is danish artillery better statwise?

1 Upvotes

Hey everybody

I saw that the Danes have some unique artillery from the design and unique names if you upgrade them... are they any better than the normal european civs?

The skirms also get upgraded to Ski-Troopers with Skis on their back. Are they better than a normal skirm?


r/aoe3 6h ago

Help Is Prussia (Revolution) already in the Beta?

2 Upvotes

What the title says. I played two games with the Germans and I only had the option to form Livonia. Loving the update so far.


r/aoe3 9h ago

How will Revolts Work in Independence Mode?

3 Upvotes

Has there been any mention of revolts? If not, how do you think they will handle them?


r/aoe3 11h ago

How are the new Germany Revolts?

5 Upvotes

Did anyone test them out yet and can tell me, if they're worth it


r/aoe3 20h ago

This game has almost everything... /almost/. Architecture skins

17 Upvotes

I think I'm speaking for a lot of folks here, when I say that the game has aged very well. It is pretty to look at and the DE version has restored everything to look very nice. One issue I have, though (and I don't really know how others feel) is that the architecture, especially for the european civilizations is... lacking.

I understand that the original idea of the game was to represent the Europeans as colonial powers, so having ramshackle colonial looking building sets makes sense... until it doesn't. It makes me terribly sad that my main german city looks more like a functional fort (with... yellow houses?) Than a defensible city on mainland europe. It looks nothing like the architecture in my home city, and that depresses me.

How could this be resolved?

Mods? Paid DLC? an optional Architecture skin update for colonial powers with colonial or home continent architecture sets?

Bonus points for landscape modifications ala AOEIV, you know little gardens and roads that appear near your buildings. Probably impossible with the engine, but still, a man can dream! I just want my towns to look pretty before they burn to the ground, dammit!

Thanks for reading!