Age of Empires III: The War Chiefs

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Age of Empires III: The War Chiefs
The Games for Windows Cover for The Warchiefs
Developer(s) Ensemble Studios
Publisher(s) Microsoft Game Studios
Latest version 1.03
Release date(s) October 17, 2006
Genre(s) Real-time strategy
Mode(s) Single Player. Multiplayer
Rating(s) ESRB: Teen (T)
OFLC: PG
Platform(s) Windows
System requirements Windows XP, 1.4 GHz Processor, 256 MB RAM, 64 MB video card capable of Hardware T&L
Input Keyboard, mouse

Age of Empires III: The War Chiefs is the official expansion pack for the real-time strategy game Age of Empires III. It was announced by Ensemble Studios and Microsoft Game Studios on March 7, 2006. The game went gold on September 19, 2006. The demo version was released October 4, 2006. The full game was released on October 17, 2006 in the United States.

Contents

[edit] New content

The War Chiefs offers several enhancements on Age of Empires III, and as with any expansion-pack you must have the original Age of Empires III installed. The enhancements include three new playable Native civilizations, new Home City cards, new buildings, a new single player campaign, new units, and several other enhancements. The three new native civilizations are the Iroquois, the Sioux and the Aztec.

Other additions to the game include new minor native tribes. The Huron replaced the Iroquois, the Cheyenne replaced the Lakota (Sioux) and the Zapotec replaced the Aztec. Other new tribes include the Klamath, the Apache, the Navajo, and the Mapuche. The expansion includes 16 minor tribes, compared to the original 12.

The Landsknecht, one of the many mercenaries that is offered at the saloon.
The Landsknecht, one of the many mercenaries that is offered at the saloon.

There are also 6 new maps including: Northwest Territory (representing Oregon, Washington and British Columbia), California, the Painted Desert, Araucania (which have three varieties: Northern, Southern, and Middle), Orinoco, and the Andes. There is also a map called "unknown", where every feature of the map will be random.

European civilizations received a new building called a saloon to hire random mercenaries as well as map specific human treasure guardian units. They can also build the native embassy, where they can train native soldiers from allied tribes. This building can be built anywhere on the map like a normal building can, so the natives don't need to be produced at the trading post as in the original game. New units have been added for the Europeans, mostly artillery, mercenaries, and other advanced units.

A screenshot of the Battle of Bunker Hill level (Act 1)
A screenshot of the Battle of Bunker Hill level (Act 1)
A screenshot of the Yorktown level (Act 1)
A screenshot of the Yorktown level (Act 1)

The campaign, which is 15 missions long, includes the Black family in a more historical setting. The first act, Fire, follows Nathaniel Black (John Black's son and Amelia's father) as he spends the family's entire fortune supporting the American Revolution. It includes the Battle of Bunker Hill. This occurs between the second and third acts of the original campaign. The second act, Shadow, follows Amelia Black's son, Chayton Black, and opens during Red Cloud's War.

Few changes have been made to Ensemble Studios online. Existing accounts have gained a Warchiefs stats section. A new account is not necessary or even allowed. This is probably to prevent two accounts being used by one person. Players home cities and levels will carry over with the ability to reselect cards, although all rankings and other stats will be reset.

There is a new victory condition, called the "Trade Monopoly", similar to the Wonder condition in earlier games. If a player or team controls more than half of the trading post sites in the Industrial or Imperial Age, they can start a timer, for an amount of food, wood, and coin. If the other team does not destroy trading posts until the player controls less than half, the player or team who started the countdown will win. Note that the team which started the timer cannot build more trading posts during the timer's effect.

A revolution feature is included as well. Instead of going to the Imperial age, you may choose to have a revolution (which is cheaper, yet riskier). After this revolution your settlers change to militia and you cannot produce any more settlers, stagnating your economy. When you start a revolution, you can choose a historical revolutionary leader (such as Simón Bolívar) who gives you a bonus. The advantage of a revolution is that it gives your military a boost, allowing you to gain the upper hand and to break a tight battle. But if your initial attacks fail, your inferior economy will allow your enemy to defeat you more easily. Once one side has had a revolution, it is no longer an option for the opposing team, and they can only go to the Imperial age.

One more new feature of the War Chiefs expansion is the implementation of the War Chiefs themselves. Instead of the European explorer, the native tribes receive a War Chief unit that provides more versatility throughout the game. For example, the War Chief provides a bonus to the units around him, potentially turning the tide of battle (See New units). War Chiefs also have the ability to convert treasure guardians, such as bears and pirates, to the player's cause. The War Chiefs have a larger late-game influence than the Explorer, but are more expensive to resurrect.

Another new feature is the use of stealth. All native civilizations have a unit that can use stealth (this cannot be activated when enemy units are nearby). For the Europeans, there is a Home City card that ships five spies (available even to early Home Cities). They share the stealth ability, as do other miscellaneous units (ninja, native scouts, etc). Sometimes when enemy soldiers are near the invisible unit, it becomes revealed and vulnerable to attack.

The Home City system has been slightly altered as well. Decks can now go over 20 cards by allowing one extra card every ten levels of the Home City. Also instead of using a Home City, the Iroquois and Sioux have five members of the Tribal Council, including the Chief, the War Leader, the Shaman, the Wise Woman, and the Messenger. They all offer different units, supports, and improvements. All these items are very similar to the European Home Cities. The Aztec use Tenochtitlan as home city. The Iroquois also starts the game with one Travois, which can transform into most Iroquoi buildings.

A Fire Pit is available to all Native civilizations. By having villagers dance at the Pit, it gives the various bonus to the native civilizations. This is done by selecting one of a variety of dances, such as: The Fertility Dance (speeding up unit creating), the Gift Dance (which increases Experience gathering), the alarm dance (which spawns the Native equal of a minuteman), and the Mother Nature Dance (increases population limit). If the War Chief dies, he can be resurrected at the Fire Pit. The Iroquois have the unique Founder Dance, which spawns new Travois. The Sioux have the Fire Dance, which increases unit damage to buildings. This is to compensate for the Sioux lack of siege weapons. There are also dances available in the fourth age that produce powerful units. The Sioux and Aztec dances produce Dog Soldiers and Skull Knights, respectively.

Copper and tin mines have been added, but these do not produce as much coin as the gold and silver mines. Sometimes the copper mines can produce 2000 coin, the same as silver, whereas gold mines produce 5000 coin.

[edit] New civilizations

The three new civilizations have their unique set of units. These are the major bonuses of the civilizations.

Flag Civilization Home City/Tribal Council Unique Civilization Bonus Leader
Image:Iroquois_flag.gif Iroquois Caughnawaga War Chief boosts hitpoints of nearby units, have Travois, which can build most buildings for free. Start with one Travois. Have a unique Founder Dance in the fire pit which spawns Travois. Hiawatha
Image:Sioux_flag.gif Sioux Hunkpapa War Chief bonuses speed of nearby units, start with 200 covered population slots automatically. Have unique Teepees, which you can only build up to 10 (exception when card sent) to provide a little health bonus to nearby, friendly units. Chief Gall
Image:Aztec_flag.gif Aztecs Tenochtitlan War Chief bonus doubles experience gained in combat by nearby units, have warrior priests that can heal or count as 2 people at the firepit. Start with one Warrior Priest. Except ordinary War Hut, Noble's Hut also acts as a blockhouse, but with a longer range. Cuauhtémoc

[edit] New Units

Several new units have been added; most of them are unique units for the Native American civilizations whilst some are additions to the European military.

In addition to the new units, treasure guardians and up to four random mercenaries can now be trained by Europeans at their saloons.

Petards beginning the destruction of an Outpost.
Petards beginning the destruction of an Outpost.
Petards finishing the destruction of an Outpost.
Petards finishing the destruction of an Outpost.

[edit] Revolution

There is new option in which players can choose to become a Revolutionary nation instead of heading their civilization into the Imperial Age. However, when the player starts a revolution, all settlers will turn into militia men, and will prevent any resource gathering. Once the player's city is in a military state, they receive a "Revolutionary Deck", which consists of only 4 Gatling Guns, 2 Ironclads, 1 fort, and 16 Colonial Militiamen cards that may be sent an infinite number of times (however only two ironclads may be in play at a time and only two forts can be built at a time. Otherwise the ironclads cannot be sent and the fort wagon will be useless). The revolutionaries and their nations are:

Nation Revolutionary Advantages Available to
Flag of Mexico Mexico Miguel Hidalgo A group of outlaws rally to your cause. Spain and Portugal
Flag of Venezuela Venezuela Simón Bolívar All units gain slightly more hitpoints. Russia and Germany
Flag of Argentina Argentina José de San Martín Grants 6 Imperial Howitzers (mortar is upgraded). Germany
Flag of United States United States George Washington Gatling Guns have more hitpoints. British and Dutch
Flag of Brazil Brazil José Bonifácio Fierce Tupi warriors come to your aid. All natives are set to Legendary level. Portugal and Dutch
Flag of Colombia Colombia Francisco de Paula Santander Grants 3 Ironclads. Ottomans, France, and Russia
Flag of Haiti Haiti Toussaint L'Ouverture Colonial Militia have more hitpoints. France and Britain
Flag of Chile Chile Bernardo O'Higgins Grants 10 Imperial Hussars. (Hussars are upgraded) Ottomans and Spain

[edit] Trial Version

The Warchiefs trial version can be downloaded from the official site of Age of Empires 3: The Warchiefs or www.agecommunity.com. It features two playable civilizations (Germans and Iroquois), one random map (California) as well as the two first scenarios in the single-player campaign.

[edit] Patches

Three patches have now been released to fix bugs and restore game balance which had been slightly altered by the appearance of the new civilizations. The game is currently on patch 1.03.[1]

[edit] References

  1. ^ Patch 1.03 notes. Retrieved on March 18, 2007.

[edit] External links