Bonus Expansion Pack

This Mod enables Gates for Aztecs and Asians for wall-building AIs in the Techtree.
It changes some aspects of Proto and Techtree files for units in Asian Dynasties.
It also adds custom types of Land and Water Trade Routes, Ultra-Quick XP Feature for online play,
small re-balance of the Original Game, plus hundreds of New Treasures for custom maps!
There are also more civilizations for humans to pick from, including these: Malta, Black's Mercenaries, United States, Pirates, The Circle (Confederates), Native Americans, East India Company, Italians, Swedish. It takes 20 seconds to install, 20 seconds to uninstall; it is a copy and paste install.
Full added new feature details are included in the download in a text document.
Now adds 21 new minor natives, 21 African Commodities and 16 new revolutions.

Original File:

Moddb.com

Single Player Level 131 Homecities for New Civs:

Moddb.com

Special Civs Mod to create an Online Homecity for the New Civs:

Moddb.com

--------

- Renamed title from Gates for AI Mod + Proto Mod to Bonus Expansion Pack.
- Updated to Bonus Expansion Pack 1.1a (July 2024)

---------
Techtree:
---------

- Nanban Trade gives +25% crate income and trade route income on Asian Maps
- Klamath Work Ethos gives +5% Rice Paddy gathering rates (was missing)
- Infantry Breastplate affects +10% HP for Carib Ambushers and Caribs Blowgunners from the Homecity
- Japanese Isolation ending relations correctly gives -5% damage (instead of -10%)
- Chinese Post-Imperial correctly upgrades Exalted Fuchuans (was Imperial Man O'War)
- Exalted Meteor Hammer gives +30% Damage (+30% Damage)
- British can research Guard Longbowmen and Imperial Longbowmen without Yeomen
- British Post-Industrial and Post-Imperial upgrades them
- United States Civ gets Post-Industrial and Post-Imperial techs
- Iroquois Horse Secrets gives -25% train time to Kanya Horsemen and Musket Riders
- Sioux can research Champion Tashunke Prowlers and Legendary Tashunke Prowlers from the start
- Sioux Post-Industrial and Post-Imperial upgrades them
- Native Big Button Techs that upgrade units start pre-researched in Post-Industrial Games
- Wallenstein's Contracts costs 3000 coin (4000), affects Team 5 Jaegers Shipment
- Japanese Post-Industrial upgrades Dutch Consulate Arsenal and Church Upgrades also Golden Pavilion techs
- Iroquois and Sioux Post-Industrial Techs upgrade New Ways Arsenal Upgrades
- Imperial Strelets gives Strelets +2 Range and LOS
- Russian Infantry get only -20% Hitpoints and Damage (-20%), still -25% cost (-25%)
- TEAM Artillery Hitpoints (Ottoman and Portuguese) affects Hoop Throwers and Consulate Young Garde
- TEAM Musketeer/Grenadier Hitpoints (British) affects Hoop Throwers, Tomahawks, Janissaries
- Engineering School Cards also affects Hoop Throwers
- Colonial Age gives +2.0 Town Center Build Limit for all Civilizations (2)
- Covered Wagon Cards give +1.0 Town Center Build Limit
- Elephant Combat gives +20% Combat for Elephants (+15%)
- War Hut Training also affects Aenna, Tomahawks, Forest Prowlers
- War Hut Training also affects Native American Bowmen, Native American Braves, Native American Riflemen
- Expanded Revolutions with new cards for every civilization that can revolt
- Revolution Decks include 25 Cards, Imperial Age Tech Card
- Revolution no longer disables Settlers, Coureurs, Settler Wagons, Fishing Boats
- Ottomans in Revolution can train Settlers normally instead of spawning them
- Settlers given lower build limit in Revolution, but can be increased back with Special Revolution Cards
- Added new Revolution Options for Malta, Black's Mercenaries, United States, The Circle
- Added new Revolution Options for East India Company, Pirates, Swedish, Italians
- Japanese Yamashiro Card properly gives Castles +6.0 range to Bombard Attack
- German Advanced Dock properly gives +100% Damage, +100% Heal Rate, -33% Train Points for Ships (+50% Damage, +50% Heal Rate)
- Swedish Advanced Dock Card gets the same

Revolutions:

- Added new Revolution Options for Malta, Black's Mercenaries, United States, The Circle
- Added new Revolution Options for East India Company, Pirates, Swedish, Italians
- This includes 16 new revolutions for the 8 new civilizations.
- Details included in New Revolutions Readme

In mini-mod extension:

United States:

- United States civ given access to more Politicians up to Colonial, Fortress, Industrial Age
- United States civ gets Socket Bayonet, Incendiary Grenades and Ships Howitzers Upgrades
- United States gets Gatling Guns and upgrades for them
- United States can train Spy unit from church
- United States get Petards

Knights of Saint John:

- Knights of Saint John civ gets Veteran, Guard, and Imperial Upgrades for it's Troops
- Knights civ gets Musketeers and Dragoons, Saloons, Plantations, Capitols, Arsenals
- Knights civ gets Frigates and Monitors and Imperial Upgrades for these
- Knights civ gets Royal Guard Upgrades for Lancers and Pikemen
- Knights civ given access to more Politicians up to Colonial, Fortress, Industrial and Imperial Age
- Knights civ gets Post-Industrial and Post-Imperial techs
- Knights civ can spawn Heavy Cannons from Factory
- Knights civ can call Minutemen Levy
- Knights can train Spy unit from church
- Knights gets Horse Artillery and Petards
- Knights civ gets Socket Bayonet and Ships Howitzers Upgrades

Black's Mercenaries:

- Black's Mercenaries civ gets Imperial Upgrades for it's Troops
- Mercenaries civ gets Saloons, Capitols
- Mercenaries civ gets Frigates and Monitors and Imperial Upgrades for these
- Mercenaries civ gets Imperial Uhlans Upgrade for Uhlans
- Mercenaries civ given access to more Politicians up to Colonial, Fortress, Industrial and Imperial Age
- Mercenaries civ gets Post-Industrial and Post-Imperial techs
- Mercenaries civ can spawn Heavy Cannons from Factory
- Mercenaries civ can call Minutemen Levy
- Mercenaries can train Spy unit from church
- Mercenaries gets Horse Artillery and Petards
- Mercenaries civ gets Socket Bayonet, Incendiary Grenades and Ships Howitzers Upgrades
- Mercenaries civ gets Voltigeurs (instead of Guard Skirmishers)

Pirates:

- British Civ base
- See Level 131 Homecities Upload to get access to this Civilization's Homecity
- Cards in Pirate Homecity similar to British, but more Natives and Infinite Cards
- Some British Cards in Pirate Homecity removed to make it different from British
- Pirate Homecity includes some pre-purchased cards that can be placed in deck
- Gets access to Halberdiers

The Circle:

- British and German Civ base
- See Level 131 Homecities Upload to get access to this Civilization's Homecity
- Cards in The Homecity similar to British and Germans, but more Mercenaries
- Some British Cards in The Circle Homecity removed to make it different from British
- Crossbowmen cards replace Longbowmen
- Dopplesoldners cards with Hand Infantry Combat Cards
- Uhlans cards replace Hussars
- Cavalry Combat cards affect Uhlans and Dragoons
- Can build Skirmishers and upgrade them
- Circle civ Gets accress to Redcoats (instead of Guard Musketeers)

Native Americans:

- Iroquois Civ base
- See Level 131 Homecities Upload to get access to this Civilization's Homecity
- Cards in The Homecity similar to Iroquois, but more Mercenaries
- Some Iroquois Cards in Native American Homecity removed to make it different from Iroquois
- Native Bowmen replace Aenna
- Native Braves replace Tomahawks and are Hand Infantry
- Native Riflemen replace Forest Prowlers
- Native Mantlets replace Mantlets
- Can build Light Cannons and upgrade them
- Can ship Tomahawks from the Homecity, and these are upgraded when upgrading Native Braves
- Iroquois Siege Cards benefit Native Mantlets
- Has access to Kanya Horsemen, Musket Riders, Rams
- Has access to all Iroquois Politicians except The Warrior

East India Company:

- British Civ base
- See Level 131 Homecities Upload to get access to this Civilization's Homecity
- Cards in East India Company Homecity similar to British, but more Asian Cards
- Some British Cards in East India Company Homecity removed to make it different from British
- East India Company Homecity includes some pre-purchased cards that can be placed in deck
- Gets access to Sowars and Gurkha
- Counter Infantry Rifling affects Gurkha

Italians:

- Spanish Civ base
- See Level 131 Homecities Upload to get access to this Civilization's Homecity
- Cards in Italian Homecity similar to Spanish, but with different Military Shipments
- Italians Homecity includes some pre-purchased cards that can be placed in deck
- Gets access to Grenadiers, Halberdiers, Musketeers, Skirmishers, Hussars, Dragoons, Pikemen, Crossbowmen
- Gets Naval Gunners and Offshore Support Cards
- Gets access to Italian Elmeti at the Stable, Fort, Galleon that costs 200 food, 200 coin
- These are identical to Mercenary Elmeti in unit stats and population cost

Swedish:

- German/Dutch Civ base
- See Level 131 Homecities Upload to get access to this Civilization's Homecity
- Cards in Swedish Homecity similar to Germans, but with different Military Shipments
- Swedish Homecity includes some pre-purchased cards that can be placed in deck
- Gets access to Grenadiers, Halberdiers, Musketeers, Skirmishers, Uhlans, Dragoons, Pikemen, Crossbowmen
- Gets Mercenary Combat and Engineering School Cards

-----
New Units for Native Americans:
-----

- Native Bowman: Similar to Sharktooth Bowman; 75 food, 25 coin, 29 train points, 125 HP, 4.50 speed, 20% Ranged Resistance,
16 range, 13 Ranged Damage, 8 Melee Damage, 2x vs Heavy Infantry and Light Cavalry, 0.75x vs Cavalry, 10 siege
- Native Brave: Similar to Tomahawk, but Melee Infantry; 75 food, 25 wood, 150 HP, 30% Hand Resistance, 5.0 speed,
15 melee damage, 8 cover damage, 3.5x vs Cavalry, 2.5x vs Light Infantry, 25 siege damage, 13 cover siege
- Native Rifleman: Similar to Klamath Rifleman; 60 food, 60 coin, 150 HP, 20% Ranged Resistance, 4.0 speed,
16 range, 13 damage, 6 melee damage, 2x vs Heavy Infantry and Light Cavalry, 0.75x vs Cavalry, 12 siege
- Native Mantlet: Identical to Huron Mantlets but 1 Cost Population

-----
New Ship Mercenary Units:
-----

- Islander War Canoe: War Canoe with 5 Build Limit, enabled on Oceania and Australia Maps
- Mercenary Privateer: Privateer with 3 Build Limit, enabled on Britain, African, France, Germany Maps
- Mercenary Galley: Galley with 3 Build Limit, enabled on Middle East, Aegean and Bosphorus Maps
- Polar Icebreaker: Galleon with 2 Build Limit, does not train units, high damage (75), enabled on Nordic and Steppe Maps
- Crusader Frigate: Frigate with 2 Build Limit, higher cost (550 wood, 650 coin), high damage (120), enabled on Europe and Mediterranean Maps

-----
Healers:
-----

- Medicine Men for Iroquois, Sioux, Native Americans can dance at the Fire Pit like Warrior Priests

-----
Civs:
-----

- United States gets a starting Explorer + Hitpoints regeneration, 2 starting food crates and 1 starting wood crate
- Knights of Saint John gets a starting Explorer + Hitpoints regeneration, 2 starting food crates and 1 starting wood crate
- Black's Mercenaries gets a starting Explorer + Hitpoints regeneration, 2 starting food crates and 1 starting wood crate
- Pirates gets a starting Explorer + Hitpoints regeneration, 2 starting food crates and 2 starting wood crates
- The Circle gets a starting Explorer + Hitpoints regeneration, 2 starting food crates and 2 starting wood crates
- Native Americans gets a Iroquois Warchief + Hitpoints regeneration, 2 starting food crates, 2 starting wood crates, + Discovery Travois
- East India Company gets a starting Explorer + Hitpoints regeneration, 2 starting food crates and 2 starting wood crates
- Italians gets a starting Explorer + Hitpoints regeneration, 2 starting food crates and 2 starting wood crates
- Swedish gets a starting Explorer + Hitpoints regeneration, 2 starting food crates and 2 starting wood crates

------------------
Water Trade Route:
------------------

- Included option for Water Trade Routes (with Ships) and upgrading them on custom made maps
- Maptype "WaterTradeRoute" defines the Ships coming on a trade route; "searoute" for random map script
- Players can get resources from their Trading Post on Water Trade Sites after First Upgrade
- First Upgrade improves from Trade Caravel to Trade Galleon
- Second Upgrade improves from trade Galleon to Trade Frigate
- Crate Improvements Upgrade affect Food/Wood/Coin Crates on Water Trade Routes.

------------------
Trade Route:
------------------

- Added option for generating Export from Trading Posts for Asians like other crates
- Added option for granting Outlaw Units from Trading Posts in Colonial Age,
map dependent on which Outlaw Units are enabled from the Saloon.
- Enabled option for New Land Trade Routes (with Priests, Imams, Aboriginal Elders, Camel Merchants)

------------------
New Natives and Mercenary Encampments:
------------------

- Added Mercenary Encampments which are Native Sites where you can train Mercenaries with a build limit
- Manchu, Ming, Jat, Resistance, Ronin, Yojimbo, Papal Knights, Mamelukes, Corsairs, Albanians
- Native Mercenaries are identical to those available at the Saloon, but do not cost population space
- Native Mercenaries have their coin cost split 50/50 between food and coin.
- Native Mercenaries don't have any upgrades at the Native Post; they just train units.
- Native Mercenaries count as Mercenaries and not Native Warriors
- Added Aborigine Natives for Oceania Maps: can train 4 unit types at the trading post
- Aborigines can be upgraded like other Native Warriors from Trading Post, Capitol, Town Center.
- Added Hessians, French Royalists and Pirate Cove
- French Royalists and Pirate Cove Units can be upgraded like other Native Warriors from Trading Post, Capitol, Town Center
- Added Cossacks and Tartars, Swiss, Highlanders, Fusiliers, Hackapells
- Cossack and Tartar Units can be upgraded like Native Warriors from Trading Post, Capitol, Town Center
- New African Commodities (idea from Wars of Liberty) train food/wood/coin/XP crates or Cows
- I have borrowed the icons for the African Native Sites from Wars of Liberty to make them exciting
- Added Spanish Royalists, which can be upgaded like other Native Warriors from Trading Post, Capitol, Town Center

------------------
New Native Units and Mercenary Encampment Units:
------------------

- Manchu: Manchu with build limit of 10
- Ming: Iron Troop with build limit of 10
- Jat: Jat Lancer with a build limit of 8
- Resistance: Arsonist with a build limit of 8
- Ronin: Ronin with a build limit of 8
- Yojimbo: Yojimbo with a build limit of 8
- Papal Knights: Elmeti with a build limit of 8
- Mamelukes: Mameluke with a build limit of 8
- Corsairs: Barbary Corsair with a build limit of 10
- Albanians: Stradiot with a build limit of 8
- Aboriginal Spearman: Holcan Spearman with a build limit of 5
- Aboriginal Archer: Tupi Archer with a build limit of 5
- Aboriginal Kawas Thrower: Bolas Warrior with a build limit of 5
- Aboriginal Warrior: Ironwood Clubman with a build limit of 5
- Hessian: Jaeger with a build limit of 10
- French Royalists: Cuirassier with a build limit of 8
- Pirates: Pirate with a build limit of 15
- Cossacks: Cossack with a build limit of 15
- Tartars: Cavalry Archer with a build limit of 12
- Swiss: Swiss Pikeman with a build limit of 12
- Highlanders: Highlander with a build limit of 10
- Fusiliers: Fusilier with a build limit of 8
- Hackapells: Hackapell with a build limit of 8
- Spanish Royalists: Rodelero with a build limit of 15

African Commodities:

- Cattle: Cow with build limit of 10
- Cocoa: Food Crate with build limit of 5
- Coffee: Food Crate with build limit of 5
- Diamonds: XP Crate with build limit of 5
- Ebony: Wood Crate with a build limit of 5
- Figurines: Coin Crate with a build limit of 5
- Gems: XP Crate with build limit of 5
- Gold: Coin Crate with build limit of 5
- Incense: Coin Crate with build limit of 5
- Ivory: Coin Crate with a build limit of 5
- Literature: XP Crate with a build limit of 5
- Manioc: Food Crate with build limit of 5
- Oil: Coin Crate with build limit of 5
- Palmoil: Coin Crate with build limit of 5
- Rubber: Coin Crate with a build limit of 5
- Salt: Food Crate with a build limit of 5
- Silk: Coin Crate with build limit of 5
- Slaves: XP Crate with a build limit of 5
- Textiles: Wood Crate with a build limit of 5
- Treasures: XP Crate with a build limit of 5
- Vanilla: Food Crate with a build limit of 5

------

Fixes:
------

- Fixed Repentant Jaegers, Iron Troops, Thuggees, Outlaw Riflemen, Blind Monks (with right multipliers vs cavalry)
- Fixed Arsonists and Repentant Arsonists with Mercenary Tag
- Fixed Repentant Fusiliers with 1.5x vs Light Infantry in Defend Mode
- Gurkhas for India can be trained from Galleons
- Medicine Men can be trained from Trading Posts when allied with a Mayan Settlement (not working)
- Fixed Huron Mantlets from the Homecity with Infantry Tag
- Native Embassy can train Native Jaguar Warriors, Native Eagle Warriors, Native Axe Riders, Native Tomahawks, Native Mantlets
- Sohei from the Homecity have correct multipliers against Cavalry (3.5x, 2.5x instead of 2.25x, 1.75x)
- Cuirassiers and Consulate Gendarmes no longer have siege damage area (2.0)
- Repentant Blind Monks are correctly affected by Wild West and Monastery Compunction (+35% Hitpoints and Damage)
- Repentant Renegados, Pistoleros, Comancheros, Wokou Pirates, Wokou Ronin, Thuggees damage correctly effected by Wild West and Monastery Compunction (+35% Damage)
- Infantry Breastplate gives Iron Troops, Repentant Iron Troops, Blind Monks, Repentant Blind Monks +10% Hitpoints
- Blowgunners from Homecity correctly get name changed when upgraded
- Blowgunners from Homecity no longer require having a Carib Settlement on maps with Caribs

--------
Buildings:
--------

- Plantations cost 600 wood (800), build bounty/kill bounty reduced to 120/240 (160, 320)
- Town Centers cost 500 wood (600), kill bounty reduced to 200 (240)

-----
Ships:
-----

- Galleons 300 wood, 300 coin (300 wood, 500 coin), 60 bounty (80); Polar Icebreaker same cost and bounty.

--------
Economy:
--------

- Fishing Boats 70 wood (100), build/kill bounty reduced to 7 (10)
- Schooners gives Fishing Boats -50% wood cost (-60% cost), -15% Train Points
- East Indiamen gives Fishing Boats -30% wood cost (-30% cost), -15% Train Points
- TEAM Cheap Fishing Boats gives -25% wood cost to Fishing Boats (-25% cost), -15% Train Points

--------
Balance:
--------

- Rajputs 5.50 speed (5.0), 7.50 max speed (7.0), 25 siege (20), 13 cover siege (13)
- Flail Elephants 4.0 speed (4.0), 6.0 max speed (6.0), 10 melee damage (5), same damage caption (28)
- Rodeleros 11 damage (10), 6 cover damage (5)
- Cuirassier 500 Hitpoints (500), 30 damage (30), 55 damage caption (60)
- Dopplesoldners 230 Hitpoints (230)
- Pikemen 120 Hitpoints (120), 8 Damage (8), 4 Cover Damage (4)
- Janissaries 235 Hitpoints (235)
- Sepoys 190 Hitpoints (190), Mansabdar Sepoy 380 Hitpoints (380)
- Ashigarus 170 Hitpoints (170), 4.50 speed (4.50), 6.50 max speed (6.50)
- Yabusames 10 ranged damage (8), 7 melee damage (6), 7.0x vs Artillery (8x), 3.50x vs Heavy Cavalry (3.50x)
- Coyote Runners 155 Hitpoints (150)
- Cetan Bows 100 Hitpoints (90), 4.50 speed (4.0), 6.50 max speed (6.0)
- Strelets 90 Hitpoints (90), 14 range (14)
- Arrow Knights 160 Hitpoints (150), 50 food, 75 coin (50 food, 75 coin)
- Arrow Knights 10 ranged damage (10), 36 siege damage (36)
- War Clubs 12 damage (10), 6 cover damage (5), 30 siege (27), 15 cover siege (14)
- Skull Knights 320 Hitpoints (300)
- Tashunke Prowlers 220 Hitpoints (170), 15 siege damage (15)
- Yumis 19 ranged damage (19), 1.5x vs Heavy Infantry (1.5x)
- Macehualtins 8 ranged damage (8), 4 melee damage (4)
- Spy unit takes 1 population slot (2 population)
- Mahouts and Flail Elephants get no penalty vs Villagers (0.5x)
- Samurai get 0.5x penalty vs Villagers (0.5x)
- Jaguar Prowl Knights 5.0 speed (4.50), 7.0 max speed (6.50)
- Outlaw Pistolero, Riflemen, Comanchero and Repentant Versions -1/-2/-2 population (4, 4, 5)
- Mahouts +1 area damage radius (3), same damage caption (56)
- Mahouts 2.0x vs Infantry (2.0x), 0.75x vs Heavy Infantry (0.5x)
- Oprichniks 64 siege attack (75)
- Siege Elephant 300 wood, 350 coin (300 wood, 400 coin), 65 xp bounty (70), 6 population (7)
- Siege Elephant 1.0x vs Villagers (0.5x)
- Mansabdar Siege Elephant adjusted
- Mansabdar Flail Elephant 5.0 speed (4.50), 6.50 max speed (6.50)
- Wokou Horsemen and Repentant Horsemen 40 second train time (70)
- Pirates and Repentant Pirates -2 population (4 population)
- Pirates and Repentant Pirates 40 siege damage (24), 20 cover siege damage (12)
- Comancheros and Repentant Comancheros 11 hand damage (6 siege), 40 second train time (60)
- Comancheros and Repentant Comancheros 20 range damage (16)
- Dacoits and Repentant Dacoits -1 population (4 population)
- Thuggees and Repentant Thuggees -2 population (4 population)
- Wokou Horsemen and Repentant Horsemen 15 ranged damage (12), -1 population (4)
- Mansabdars cost same population space as their respective units
- Blind Monks and Repentant Blind Monks 15 ranged damage (13), 2.5x ranged vs Villagers (2.5x, still 2.5x in Melee)
- Blind Monks 2.0x ranged vs Heavy Infantry (2.0x; still 2.0x in Melee)
- Wokou Ronin and Repentant Wokou Ronin 2x vs Cavalry (1.0x), 1.5x vs Light Infantry (1.0x)
- Wokou Ronin 45 siege damage (35), 25 cover siege damage (15)

---------
Consulate:
---------

- Including Consulate Units for now (eventually looking at Consulate Cavalry Units)
- Consulate Lifeguards, Bashkir Ponies, Gardeners 20% Ranged Resistance (10%)
- Consulate Czapaka Ulhans 6.75 speed (6.50), 8.75 max speed (8.50), 30% Ranged Resistance (10%)
- Consulate Czapaka Ulhans no penalty vs Villagers (0.75)
- Consulate Siberian Cossacks 30% Ranged Resistance (10%)
- Consulate Besterios 16 Ranged Damage (18), 1.25x vs Heavy Infantry, right multipliers vs Cavalry
- Consulate Gendarmes 500 Hitpoints (500), 30 damage (30), 55 damage caption (60)
- Consulate Roger's Rangers and Prussian Needle Guns, right multipliers vs Cavalry
- Consulate Zweihanders 230 Hitpoints (230)
- Consulate Tercios 120 Hitpoints (120), 8 Damage (8), 4 Cover Damage (4)
- Consulate Tufanci Corps 235 Hitpoints (235)
- Consulate Infantry and Cavalry units correctly get +20% Combat for Veteran Upgrade
- Consulate Garrochistas, Consulate Gendarmes, Consulate Ninjas, Consulate Hatamotos don't this buff
- Consulate Horse Artillery correctly get +25% Combat for Industrial Upgrade

----------

Proto and Techtree files go into:

Program Files (86x) - Steam - Steamapps - common - Age of Empires III - bin - data

Backup included if you want to restore to regular online games.

If all players have it installed you can play online games versus each other.

You can also play online versus the AI together, on a 30 minute treaty,

with the Flycatcher + Guardsman AI or Klaxon AI, for example.

These are wall-building AIs that play Treaty Games and High-Resource starts.


Civs goes into:

Program Files (86x) - Steam - Steamapps - common - Age of Empires III - bin - data

To uninstall it just delete it or rename it (to civs.old for instance)


Sound files go into:

Program Files (86x) - Steam - Steamapps - common - Age of Empires III - bin - Sound


randommapstringsy goes into:

Program Files (86x) - Steam - Steamapps - common - Age of Empires III - bin - data


Nuggets and Randomnamesy, goes into:

Program Files (86x) - Steam - Steamapps - common - Age of Empires III - bin - data


PoliticianData and Maptypes goes into:

Program Files (86x) - Steam - Steamapps - common - Age of Empires III - bin - data


Tactics goes into the same, bin - data, and this does not have to be uninstalled,

because it affects only a new unit, Guardian Sowars and doesn't change original units.

Abilities.xml goes into bin - data - abilities, and this has to be uninstalled

if you want to play online again. It gives New War Ships the Broadside Ability.


Contents of Art folder "units" goes into Art and affect Krakens.

It doesn't need to be uninstalled because it affects a custom water guardian.


Contents of Art folder "terrain" goes into Art, affects New Trade Routes.

The "terrain" folder doesn't need to be uninstalled because it only affects new trade routes.


Contents of Art folder "War of the Triple Alliance" goes into Art, affects New African Native Icons.

The "War of the Triple Alliance" folder doesn't need to be uninstalled because it only affects new Natives.


Contents of Art folder "ui" goes into Art, affects icons for New Civs Icons.

"ui" does not need to be uninstalled, because it only affects icons for the new civs.


The TradeRoutes file goes into:

Program Files (86x) - Steam - Steamapps - common - Age of Empires III - bin - data

And needs to be unistalled (deleted) if you switch back.


MapSpecificTechs file goes into:

Program Files (86x) - Steam - Steamapps - common - Age of Empires III - bin - data

And needs to be unistalled (deleted) if you switch back.


PlacementRules folder goes into:

Program Files (86x) - Steam - Steamapps - common - Age of Empires III - bin - data

And needs to be unistalled (deleted) if you switch back.


Place contents of groupings folder (in RM3 folder) into groupings in RM3:

This will add the new native villages and mercenary encampments to the game.


----------

Good to play with Flycatcher + Guardsman AI or Klaxon AI with a 20 to 30 minute Treaty!

Flycatcher + Guardsman:

Moddb.com

Freestyle and Klaxon AI:

Moddb.com

N3O Better AI TAD 1.03 Gold:

Moddb.com

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Level 131 Homecities (June 28)

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A part of my homecities for single player which are Level 131 and above. Each homecity has decks for custom maps and decks for various strategies. Includes...

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Includes 8 new maps from Wars of Liberty with my custom NR Map start!

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An aggressive AI with with 4 unit types and all the features from Flycatcher, Guardsman & Klaxon AIs. Works Online if hosted on Expert Difficulty.

Bonus Expansion Pack

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A short modification that enables Gates for AIs with wall-building for Aztecs and Asians, adds new Land and Water Treasures, adds new types of Land and...

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DiaoyuCastle

Real Time Strategy

A module about mongols conquest period, majorly focus on those Chinese ancient separatist dynasties like Song, Jin, Xia, Liao, Dali which fight against...

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