76 terms · the game's own text
Glossary
Every entry of the Glossary in the game's History encyclopedia (AoE3: DE 100.19.18309), as the game words it.
African KingdomsAfrican VillagerAgesAlliancesArt of WarArtilleryBanner ArmiesBlack MapCartCavalryCease FireCeremonyCharged ActionsCommand PanelCommand Panel - StatsConsulateCustomizationDeathmatchDecks and CardsEmpire WarsExperienceExplorerExplorer Death ModelExportFealty AuraFog of WarGatherersHistorical BattlesHome CityImprovementsIndependenceInfantryInformersInspirationKing of the HillLeviesLine of SightMapMini MapMonksMultiplayerNative AmericansNative BonusesNomadPoliticiansPopulationPrincesPromotionsRegicideResource - CoinResource - CratesResource - FoodResource - InfluenceResource - WoodResourcesRevolutionShipmentsShipsStealthStory ModeSupremacyTrade MonopolyTrading PostsTranscendenceTreasuresTreaty ModeTycoonTycoon - Cease FireTycoon - Economy ChallengesTycoon - MilitaryTycoon - Tycoon PackagesTycoon - Victory ConditionsUnitUnited Mexican StatesWar ChiefsWonders
- African Kingdoms
- Representing larger realms rather than individual people-groups, African Kingdoms are similar to Native American Settlements and Asian Holy Sites, but provide more units and technologies than their counterparts. African civilizations also have special benefits, such as certain free upgrades, as well as enhanced access through their unique Alliances aging-up mechanic.
- African Villager
- African Villagers are similar in function to European Settlers. Just like Settlers, they gather resources, collect Treasures, and construct buildings – but they hunt and fight with bows rather than blunderbusses.
- Ages
- A level of technological, military, and economic advancement. Ages are purchased like improvements and make new units, buildings, improvements, and Home City Shipments available. Five Ages are available: the Exploration Age, the Commerce Age, the Fortress Age, the Industrial Age, and the Imperial Age. Games default to the Exploration Age, which starts your colony off with the bare minimum. The Nomad Age occurs before the Exploration Age, but is more of a game type, rather than a true Age. See Nomad Age.
- Alliances
- Whereas some civilizations advance through the Ages by selecting politicians, constructing wonders, or annexing federal territories, African civilizations do so by forming alliances with various groups, reflecting the complex process by which political authority and legitimacy was derived in many African societies. Each Alliance enables a package of various units and technologies distributed throughout relevant buildings.
- Art of War
- The Art of War allow you to practice your skills in a series of short challenges. In each challenge, you will strive to earn a medal and prove your worth to your friends and enemies.
- Artillery
- A land-based military unit with long range and high building attack. Artillery are expensive, slow, ranged units. They are vulnerable to attacks between volleys, and especially vulnerable to units that can get close to them quickly, like cavalry. Artillery rely on their big attack and long range to do their damage. Most artillery units are very good at destroying buildings. Artillery units take more population slots than any other unit.
- Black Map
- A black area of a map representing places that neither you nor your allies have explored. As soon as you send units to explore these black areas, the black map is replaced by the fog of war. See also line of sight and fog of war.
- Cart
- Carts replace Wagons and are unique to African civilizations. Like the Wagons that they replace, Carts carry the supplies required to construct various buildings. An indispensably useful vehicle, the cart was used to transport various supplies and building materials. Carts could be pulled by any number of draft animals: oxen, donkeys, and even occasionally camels.
- Cavalry
- A land-based military unit with high speed. Cavalry are mounted soldiers that use their speed to close quickly with other units and flee battles they do not want to fight.
- Cease Fire
- Cease Fire is a special improvement unique to the Indian civilization. When you select the Taj Mahal Wonder, there is a special large button on the right side of the screen. This button activates the Cease Fire power, which stops all combat for a period of time.
- Ceremony
- A way for Native American civilizations to get a variety of bonuses. You can select any of the Ceremonies in the Community Plaza to achieve a specific bonus. As you gain wisdom from the Tribal Elders and move through the Ages, new Ceremonies will become available for you to choose from. There are two Ceremonies that are made available only via Tribal Council shipments. Only one Ceremony can be performed at a time.
- Charged Actions
- In Age of Empires III: Definitive Edition, some units’ special abilities are not manually activated by the player, but rather automatically activate once they have recharged.
- Command Panel
- The Command panel is a very important part of the HUD where players will continue to refer to when selecting units and performing actions. Units: displaying the number of selected units by the player and name and current hitpoints of the unit. There's also a stats button on the portrait to view more detailed stats. Actions: displaying a handful of available actions of the selected unit.
- Command Panel - Stats
- The Stats panel displays detailed stats of the selected unit or building. Hitpoints: An attribute that represents how much damage a unit or building can take. Speed: An attribute that shows how fast a unit moves on land or sea. Speed allows units to engage into battle alot quicker than normal speed units. Speed also allows units to flee or quickly retreat which makes them harder to catch. Resists: An attribute that represents how much defense against attacks and damage a unit has. Resistance reflects agility, armor, or the general toughnes of a unit. Ranged Attack: Range is the farthest distance a unit can fire or throw a weapon. Units with ranged attacks tend to do well against melee units. Siege Attack: An attribute that does damage to buildings. Units with a high siege attack are good at destroying buildings and walls. Artillery have a high siege attack, as do an assortment of other units like Halberdiers and Russian Oprichniks. Hand Attack: Refers to melee damage a unit can deal. Units with big hand attacks generally do more damage.
- Consulate
- The Consulate is an important building available to Asian civilizations. It allows the Japanese, Chinese, and Indian players to establish relations with European nations. This provides a powerful civilization bonus. When a player builds up Export resource, it can be spent to purchase specialized European military units and improvements. Export is gained automatically by your Villagers. The more Villagers you have working and the higher the Age of your civilization, the faster you gain Export. The Consulate is managed using the large button on the right side of the screen.
- Customization
- As a Home City rises in level you earn points that you can spend to customize how your city looks in terms of its buildings and inhabitants. This ranges from changing most or all of your buildings to different materials and color to populating your streets with hordes of fire-eaters and butchers.
- Deathmatch
- Deathmatch is very fast-paced starting players with alot of resources, skipping the gathering process and allowing players to begin building their civilizations immediatley.
- Decks and Cards
- A Deck is a collection of Cards. "Card" is another name for the Shipments that you can send from your Home City. In Age of Empires III: Definitive Edition, leveling your Home City to unlock cards will no longer be required. All Cards will be available.
- Empire Wars
- Game Mode with a faster start and many wagons to quickly establish your empire.
- Experience
- An award during play for maintaining a presence in the New World: for constructing buildings, training units, destroying buildings, and killing units. Experience accumulates over time and allows you to raise the level of your Home City.
- Explorer
- A land-based unit that can collect Treasures and often has special attacks. Explorers (and Heroes in the Story Mode) are some of the few units that can collect Treasures in the New World. The Explorer can also build Trading Posts, and since he's much tougher than any gatherer, he is often a good choice for either task.
- Explorer Death Model
- Explorers (and Heroes in the Story Mode) cannot be killed. When they are reduced to one hitpoint, they collapse onto the ground and cannot be commanded. At this point they have to be rescued by capturing the area around them. Make sure there are no enemy units or buildings nearby, then send someone to the Explorer's rescue. When they have regenerated enough hitpoints, they stand up, grateful for your efforts.
- Export
- The Export resource is unique to the Asian civilizations. It is generated by Villagers when they work and can then be spent at the Consulate to gain the friendship of European nations. These beneficial alliances allow a player to gain helpful European improvements and expeditionary military forces. The rate at which a player generates Export can be changed at the Consulate, but only with the sacrifice of normal production rates for Wood, Coin, and Food. Amount of Export can be viewed on the resource bar in the center of the screen, and is managed using the buttons that appear when the Consulate is selected.
- Fealty Aura
- While some special units have auras that affect nearby allied units, the Fealty Aura is the opposite. Unique to African heroes, this ability increases the fighting abilities of heroes themselves depending on the number of allied units nearby.
- Fog of War
- The fog of war falls over areas that have been explored but are not currently in line of sight. See also black map and line of sight.
- Gatherers
- A unit that gathers resources from objects in the New World. Settlers, Coureurs des Bois, Settler Wagons, and Cree Coureurs are all resource gatherers. Most colonies will have Settlers, but some civilizations have unique gatherers. Gatherers scour the New World for the resources that help your colony grow. They are the backbone of any colony and are, ideally, always busy. They have a lot to do - they fish, farm, mine, herd, chop, hunt, and build. Idle gatherers can be located by pressing their hotkey or selecting their UI button found near the Resource panel.
- Historical Battles
- Relive history's greatest battles of all time. These Historical battles are a collection of campaign scenarios separate from the main campaign of Blood, Ice and Steel, Warchiefs and Asian Dynasties campaign.
- Home City
- A representation of the European or Ottoman civilization that provides Shipments of units, resources, and improvements to New World colonies. This city persists from game to game, and grows in power and flexibility as it gains levels from experience earned in the New World. A player can develop several Home Cities, or focus on just one. Each Home City has several tiers of options that become available as the city advances in level. During a game you interact with the Home City by clicking the Shipment button and then selecting an available Shipment to send from the Home City to the New World. Most Shipments can only be sent once. If you have gained a lot of experience in the New World you can have two or three Shipments ready to send. Over the course of a game you can send a dozen or more Shipments from the Home City to the New World.
- Improvements
- A representation of advances in technology that have economic or military benefits. Improvements are mostly found in New World buildings, though some are available as Shipments to the New World. Economic improvements can make gatherers more resistant to enemy attacks or more productive at collecting resources. Military improvements represent the discipline of more and more experienced soldiers and better and better armaments.
- Independence
- Independence Mode removes the Home City and Experience (XP) systems. To compensate for the lack of shipments, all Villagers gather resources faster and an unlimited number of workers can construct buildings together. Traditional XP sources now yield resources; for example, Level 1 Trade Routes provide a mix of Food, Wood, and Coin. Cultural Adjustments: • African Civilizations: Units trained in the War Camp generate Influence. African Cattle can now construct and slowly gather from Fields. • Asian Civilizations: All Wonders can be reconstructed during the final Age. • European Civilizations: Can build up to two Forts in Age 3 and two Factories in Age 4. All advanced Church technologies are available. • Federal Americans: Generals can build Town Centers and Factories in Age 4 and Quaker Guns at Artillery Foundries. All advanced Church technologies are available. • Indigenous Americans: All ceremonies are available. Native Scouts receive an automatic upgrade in Age 2.
- Infantry
- Any land-based foot soldier, whether ranged or melee. Infantry usually cost only one or two population slots and this allows you to train about twice as many infantry as you can cavalry. However, cavalry are about twice as tough as infantry, so it comes down to how effectively you manage your units in combat and how well your economy supports training new soldiers to replace those killed in battle.
- Informers
- Informers is a special improvement unique to the Japanese civilization. When you select the Great Buddha Wonder, there is a special large button on the right side of the screen. This button activates the Informers power, which grants the player the line of sight of their enemy.
- Inspiration
- Inspiration is a special improvement unique to the Indian civilization. When you select the Tower of Victory Wonder, there is a special large button on the right side of the screen. This button activates the Inspiration power, which boosts the attack and hitpoints of all your troops for a period of time.
- King of the Hill
- King of the Hill is a game type that requires the player to capture the King’s Hill and hold it for a certain period of time to win. This game is a challenge, as the moment you seize the objective you become every player's enemy.
- Levies
- Levies are unique African units that can be quickly trained at Huts for a small Influence cost. When called, three unit types arrive: the Levy Spearman, which is strong against cavalry; the Levy Archer, which is strong against infantry; and the Levy Gunner, which is strong against artillery. While swift, Levies’ hit points deteriorate over time, making them useful for last-resort defenses but unreliable for sustained offensives. Among larger African societies, the majority of military forces were levies organized within individual villages in a pseudo-feudal system. The Hut’s ability to call levies represents that system and reflects the reality that, while numerous, levies were not necessarily the most effective troops on an individual basis.
- Line of Sight
- Line of sight (LOS) is the radius around a unit or building that it can see. Buildings tend to have a large line of sight, while units tend to have a smaller line of sight. See also fog of war and black map.
- Map
- A generic term referring to the space where Age of Empires III: Definitive Edition is played.
- Mini Map
- A maplike representation of the game world. The Mini Map shows a top-down look at the map, where colored dots represent objects like trees, buildings, and units. During play, the Mini Map is located in the lower right side of the screen.
- Monks
- Monks are land-based units that can collect Treasures and often have special abilities that affect units nearby. The Monk is a mighty unit available to Asian civilizations at game start. Each Asian civilization has its own unique Monk: the Japanese have the Sohei Archer warrior monk, the Chinese have the Shaolin Master and Disciple, and the Indians have the elephant-mounted Hindu Brahmin.
- Multiplayer
- A game type that pits you against other players either Online or via LAN play.
- Native Americans
- Native inhabitants of the New World who will share their warriors and technology after an alliance is established. An alliance is formed with a group of Native Americans by building a Trading Post near their settlement. Native American warriors do not cost population slots.
- Native Bonuses
- A group of special improvements unique to the Native American civilizations. These Native Bonuses will be available in some native buildings and appear as larger buttons in the command panel.
- Nomad
- Nomad is a game type that starts players out with only their Explorer, a Covered Wagon, and one or two additional units. The Covered Wagon is used to construct a Town Center. Once it is constructed, the player automatically advances to the Exploration Age and receives their initial gatherers and crates. Since you cannot get any gatherers or Home City Shipments until the Town Center is placed, it is important in a Nomad game to either place your Town Center quickly to get a fast start, or to more carefully pick a spot on the map for strategic benefit later in the game.
- Politicians
- Dignitaries from the Home City who guide your colony into the next Age. Each time you advance in Age you must choose one of several politicians. Each politician delivers an assortment of resources or units as he arrives. New politicians can be unlocked in the Home City as its level increases.
- Population
- The success of a colony can be measured by the size and health of its population. In Age of Empires III: Definitive Edition, population defines how large your colony can grow. Nearly all units that are trained occupy population slots (but Native Americans do not). Most gatherers have a small impact on your available population and take only one slot. Most infantry take one or two slots, cavalry can take two to six slots, and a single cannon can take eight slots! Build Houses (Manors for the British) and Town Centers to increase your population limit.
- Princes
- Princes replace Explorers and are unique to African civilizations. Like Explorers, they can collect Treasures, construct certain buildings, and are effective against Treasure Guardians. They also have two unique abilities. The first, Chaos, causes Treasure Guardians to attack each other. The second, Fealty Aura, causes the fighting abilities of Princes to increase when surrounded by larger numbers of allied units. Ethiopian and Hausa kingdoms often tended to be united more through cultural commonalities than through political centralization. Princes could inherit their position through familial lineage, but also did so by gathering followers and attaining a large amount of influence among the local population, which was necessary to retain even an inherited position regardless. Political maneuvering was just as often linked to opportunism and manipulation of volatile situations as it was to building one’s power base.
- Promotions
- Promotions are a concept unique to certain units in Age of Empires III: Definitive Edition. These units can improve pre-defined statistics by “leveling up” when they defeat an enemy unit. Promotions represent the historical (and modern) military phenomenon of troops honing their skills and being promoted in rank as they gain additional battle experience.
- Regicide
- Regicide is a game type in which every player begins with a regent, or leader. In order to win the game you must defeat an enemy's regent.
- Resource - Coin
- A resource collected chiefly by gatherers and used to train units or research improvements. While Food and Wood are critical to the early game, Coin becomes more important in later Ages. As the gold and silver Mines on the map dwindle, it is important to think about alternate sources of Coin. Estates and crates, whether from the Home City or Trading Posts, are a good source of Coin later in a game. On certain maps, Fishing Boats and Caravels can hunt beluga whales for Coin.
- Resource - Crates
- A cache of resources that gatherers can collect very quickly. Crates of Food, Cords of Wood, and Chests of Coin are generally delivered from the Home City to Town Centers or Outposts. They provide resources very quickly, but in a very limited amount. Any player can gather from any crate, which means allies can share them or enemies can steal them if they are left at a Town Center. Guard crates carefully, or better yet, use them as soon as possible!
- Resource - Food
- A resource collected chiefly by gatherers and used to train units or research improvements. Food is the most important early resource because it determines how quickly and smoothly you can get your economy going by training Settlers and other resource gatherers. Apart from crates, hunted animals provide the fastest source of Food, followed by herding cows and sheep, gathering berries, fishing, and farming. Fishing and farming can be upgraded in later Ages to very efficient sources of Food.
- Resource - Influence
- In Age of Empires III: Definitive Edition, Influence represents the intangible currency by which political leaders and systems can persuade others to help them achieve their goals. Unique to African civilizations, Influence can be spent to acquire various special units and technologies. It can be generated primarily through three methods. The first is through a default automatic trickle; the second is by fattening and keeping cattle at Livestock Markets; and the third is through a unique means for each African civilization: the Hausa build Universities, while the Ethiopians build Mountain Monasteries.
- Resource - Wood
- A resource collected chiefly by gatherers and used to construct buildings, train units or research improvements. Wood is an important resource as your colony shifts from survival to expansion. Wood can come from trees, crates, and Treasures, but regardless of the source, the Wood itself is the same.
- Resources
- Resources are collected by gatherers from trees, animals, plants, crates, and Mines in the New World. Resources can also be gathered from certain buildings. Players spend resources to train units, construct buildings, research improvements, and advance in Age. Food, Wood, and Coin are the primary resources of Age of Empires III: Definitive Edition. Population and experience are also a type of resource, but not one collected by gatherers. Population is provided by building houses and Town Centers. Experience is earned by constructing buildings, training units, destroying buildings, and killing units.
- Revolution
- An alternate 5th Age for European civilizations. If you are playing a European civilization and have reached the 4th age, you have the option to either revolt or try to go to the 5th, Imperial Age. If you revolt, you must choose between revolutionary nations, each offering a different bonus. When the revolution is activated, your flag is changed to a new one and your settlers transform into Revolutionaries. Revolutionaries are not settlers - they cannot gather or construct buildings, but are effective in combat. Once you have revolted you can not produce fishing boats or villagers, but most revolutionary home cities provide a card to lift this ban. Each revolutionary home city comes with its own unique cards and often offers repeatable shipments for: more Revolutionaries, Gatling Guns, Ironclads, or Fort Wagons.
- Shipments
- A delivery of military units, gatherers, improvements, or crates of resources from your Home City. Shipments represent your successes in the New World and the support your Home City offers your colony.
- Ships
- Naval unit. Ships are any unit on the water and vary from small, weak Fishing Boats to large, dangerous Frigates. You can build only a limited number of each type of ship. Certain improvements available in your Home City allow you to maintain a greater number of a certain type of ship.
- Stealth
- An ability that some units can use to make themselves mostly invisible. When Stealth is activated, the unit fades out and becomes invisible to an opponent. His speed is also greatly lessened. A unit cannot “go Stealthy” if it is in the line of sight of an enemy. Certain units, namely War Chiefs, Explorers, Spies, and Town Centers, can see Stealthy units. Stealthy units include: Navajo Riflemen, Spies, Ninja, Tashunke Prowlers, Forest Prowlers, and Jaguar Prowl Knights.
- Story Mode
- Age of Empires III: Definitive Edition includes all 3 fictional campaigns from the original game collected under one Story Mode. Blood, Ice and Steel from Age of Empires III: Definitive Edition, Fire and Shadow from The War Chiefs expansion pack and The Asian Dynasties from The Asian Dynasties expansion pack.
- Supremacy
- A single-player game mode. This game type allows you to play with and against the AI personalities on one of several Random Maps.
- Trade Monopoly
- An alternate to victory by military conquest. If you are playing a Standard game, and your team owns more than half the trading post sites in the game (both native settlements and trade routes count), then you can activate the Trade Monopoly button. This starts a timer, and prevents your team from building any more Trading Posts until the timer has ended. The other team has until the timer’s end to destroy enough of your team’s Trading Posts to bring the total down to 50% or fewer of the sites available. For example, on a map with 7 trading posts, if you started a Trade Monopoly victory count-down while owning 5 of the posts, your enemy would have to destroy 2 posts to stop the timer.
- Trading Posts
- The Trading Post can only be built in certain locations in the New World. Building one by a Native American settlement gives you access to Native American units and improvements. Building one along a Trade Route allows you to improve the Trade Route and supplement your economy with trade goods in the form of resources or experience. Unallied Native settlements appear on the Mini Map as a white arrowhead. Trade Routes appear on the Mini Map as a white line, and unclaimed trade sites appear as white coins.
- Transcendence
- Transcendence is a special improvement unique to the Chinese civilization. When you select the Temple of Heaven Wonder, there is a special large button on the right side of the screen. This button activates the Transcendence power, which heals all of your units.
- Treasures
- Treasures are scattered around the New World. When collected, they can provide resources, units, or experience. When you find one, the area of the map around the Treasure is revealed. Treasures are sometimes guarded by one or more guardians, who must be killed before you can collect the Treasure. Explorers and gatherers can collect Treasures. Treasures appear on the Mini Map as white Xs.
- Treaty Mode
- A game type that enforces a ban on fighting until a pre-determined amount of time has passed. When starting a game, you can select the Treaty option. A Treaty game starts with a period of non-combat: 10-40 minutes, depending on what your choice. During this time, you can engage in combat only vs. treasure guardians. You can only construct buildings within a certain radius of your starting town center. Your combat buildings (town center, outposts, etc.) can still shoot at intruders, to prevent an enemy from exploiting the peaceful early part of the game by stationing his troops inconveniently inside your homeland. Trade Monopoly and Revolution options are disabled in Treaty games.
- Tycoon
- The main objective of Tycoon is to reach the highest Tycoon Score possible. Players should prioritize building economic units and buildings then upgrading their technologies to increase overall resource gain. Players can also gain Tycoon Score through unique systems, only available in this new game mode.
- Tycoon - Cease Fire
- Cease fire is a game rule to rule out early-game rush tactics. This option can be turned off in the lobby.
- Tycoon - Economy Challenges
- Completing Economic Challenges will grant Tycoon Score bonuses. The system allows all players to compete over who will reach certain milestones on a ranked basis. The Economic Challenges menu can be opened through the in-game HUD for a more detailed view.
- Tycoon - Military
- With the exception of Explorers, all Military Units in Economic Mode incur Hitpoint decay, similar to that of existing Militia and Levy-type units. This helps further shift the focus away from combative gameplay, as strong Military units cannot be stockpiled, and must be utilised quickly after being trained.
- Tycoon - Tycoon Packages
- Players are able to purchase Tycoon packages, which act as an alternative to training military units which would occur frequently in other game modes. Tycoon packagess exchange their cost for an equal amount of Tycoon Score and grant a bonus of up to 25%. The bonus % is reduced on each purchase, but slowly recovers over time.
- Tycoon - Victory Conditions
- For breakaway players and teams, scoring much higher than others, there is a special victory condition called Economic Victory. To achieve an Economic Victory, players must maintain a lead of 10,000 Tycoon Score and be in the final Age. This is similar to King of the Hill victory or Trade Monopoly. This has been implemented to allow for decisive victories, rewarding the most powerful economies.
- Unit
- A generic term referring to objects in the game that can be selected and, usually, attacked or given commands. Units are soldiers, ships, artillery, and gatherers. Unit may also refer to a trader traveling up and down Trade Routes.
- United Mexican States
- Mexican law prohibits the use of certain iconographical features from their national and state flags, including historical versions, in commercial products such as video games. The Mexican flag in Age of Empires III: Definitive Edition is composed of the green, white, and red tricolor background, with three eight-pointed golden stars in commemoration of the Ejército Trigarante – the Army of the Three Guarantees.
- War Chiefs
- A land-based unit that can collect Treasures and often has special abilities that affect units nearby. The War Chief is a mighty unit available to Native American civilizations at game start. Each native tribe has its own unique War Chief, with his own special improvements (check out the Community Plaza’s Big Button!), tribal council shipments, and powers.
- Wonders
- Rather than simply paying to advance in Age, Asian civilizations must build a colossal Wonder in order to advance. When construction of a Wonder is complete, the player moves to the next Age. Each Asian civilization can build five historically inspired Wonders, each with unique bonus powers. Most Wonders have a long-term and an immediate bonus. The long-term bonuses might be economy enhancements or even God Powers that let the player change the strategic picture in an instant. The short-term powers range from crates of resources to squads of military units. To advance to the next Age, a player must build one Wonder. The initial bonuses granted with each new Wonder becomes more powerful with every Age the building goes unconstructed, so choosing Wonders wisely is critical to both the early and late game. Wonders can be accessed by selecting a Villager and clicking the Age-up button in the screen. This will open the Wonders menus, which displays both the Wonders and their individual bonuses and powers.
Questions
›What is an Age in AoE3?
A level of technological, military, and economic advancement. Ages are purchased like improvements and make new units, buildings, improvements, and Home City Shipments available. Five Ages are available: the Exploration Age, the Commerce Age, the Fortress Age, the Industrial Age, and the Imperial Age. Games default to the Exploration Age, which starts your colony off with the bare minimum. The Nomad Age occurs before the Exploration Age, but is more of a game type, rather than a true Age. See Nomad Age.
›What is Experience in AoE3?
An award during play for maintaining a presence in the New World: for constructing buildings, training units, destroying buildings, and killing units. Experience accumulates over time and allows you to raise the level of your Home City.
›What is Politicians in AoE3?
Dignitaries from the Home City who guide your colony into the next Age. Each time you advance in Age you must choose one of several politicians. Each politician delivers an assortment of resources or units as he arrives. New politicians can be unlocked in the Home City as its level increases.
›What is Revolution in AoE3?
An alternate 5th Age for European civilizations. If you are playing a European civilization and have reached the 4th age, you have the option to either revolt or try to go to the 5th, Imperial Age. If you revolt, you must choose between revolutionary nations, each offering a different bonus. When the revolution is activated, your flag is changed to a new one and your settlers transform into Revolutionaries. Revolutionaries are not settlers - they cannot gather or construct buildings, but are effective in combat. Once you have revolted you can not produce fishing boats or villagers, but most re
›What is Shipments in AoE3?
A delivery of military units, gatherers, improvements, or crates of resources from your Home City. Shipments represent your successes in the New World and the support your Home City offers your colony.