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Gates for AI Mod + Proto Mod (March 5)
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Author |
File Description |
murdilator |

Posted on 02/15/23 @ 11:49 PM (updated 03/05/23)
File Details |
Game Version: |
AoE3+TWC+TAD |
This Mod enables Gates for Aztecs and Asians for wall-building AIs in the Techtree.
It changes some aspects of Proto file for units in Asian Dynasties.
Update March 5, 2023:
- The Circle can build Skirmishers and upgrade them
Update February 23, 2023:
- Guardian Canoes, War Canoes, Caravels, Privateers have sounds
Update February 19, 2023:
- Mansabdars cost same population as respective units
- Blind Monks and Wokou Ronin receive buffs
Update February 17, 2023:
- Bandit War Canoes correctly shoot arrows
- Updated Quick XP Leveling extension to include new civilizations
Update February 16, 2023:
- Bandit Canoes and Bandit War Canoes shoot flaming arrows with building attack
- Added The Circle as a Playable Civilization
Update February 15, 2023:
- Added Water Treasures for American Water Maps
Update February 10, 2023:
- Colonial Age gives +2.0 Town Center Build limit
Update February 4, 2023:
- Elephant Combat gives +20% Combat for Elephants (+15%)
Update February 1, 2023:
- Added more Politicians to Malta and Black's Mercenaries
- Colonial Age gives +1.0 Town Center Build limit
- Covered Wagon Cards give +1.0 Town Center Build limit
Update January 31, 2023:
- TEAM Artillery Hitpoints and TEAM Musketeer/Grenadier Hitpoints affects Hoop Throwers
- Engineering School Cards affect Hoop Throwers
Update January 27, 2023:
- Outlaws balanced: Comancheros do more ranged damage (20), Dacoits, Thuggees, Wokou Horsemen take less population (-1), and Wokou Horseman do more ranged damage (18)
Update January 21, 2023:
- Added sounds for Colonial Militia and Fattened Goats
Update January 19, 2023:
- Added Post-Industrial and Post-Imperial Techs to Pirates
- Pirates and Repentant Pirates -2 population (4 population)
- Comancheros and Repentant Comancheros 11 hand damage (6 siege), 40 second train time (60)
Update January 18, 2023:
- Added Pirate Civilization and sounds for Pirates and The Circle.
- Pirates plays like British, see Level 131 Homecities Upload for Pirate Homecity.
- Pirates available in mini-mod extension
See Special Civs mod on ESO to get Pirate Civilization online:
https://aoe3.heavengames.com/downloads/showfile.php?fileid=3361
Update January 18, 2023:
- Original mini-mod has Carib Blowgunner from Homecity Fixes, and Infantry Breastplate fix for Iron Troops and Blind Monks
Update January 17, 2023:
- Added in mini-mod sound for new units for Knight's of Saint John, Black's Mercenaries, United States:
- Included are Dragoons, Skirmisher, Petards, Horse Artillery, Culverins, Heavy Cannons, Gatling Guns
- Also included are Frigates, Monitors, Spy, Surgeons, Ironclads, Explorers
- Black's Mercenaries may upgrade Imperial Cannon
- Carib Blowgunners from Homecity no longer require settlement on maps with Caribs
Update January 14, 2023:
- Added mini-mod extension for Knight's of Saint John + Black's Mercenaries Civilizations
Update December 27:
- Changed Siege Elephants multiplier vs Villagers to 1.0x (0.5x was original)
Update December 25:
- Changed Mahouts multiplier vs Heavy Infantry to 0.75x (1.0x, 0.5x was original)
Update November 19:
- Included Quick XP Leveling with mini-mod that works in Post-Imperial Matches online.
- Its not as quick as XP Mod, but it allows you to get maximum XP in a game by training 2 Settlers and building 2 Houses in a 2 minute Post-Imperial Match. Switch back to mini-mod or original game afterwards to have a regular game experience!
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Techtree:
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- 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%)
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
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
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
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Civs:
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- United States gets a starting Explorer + Hitpoints regeneration, 1 starting food crate and 1 starting wood crate
- Knights of Saint John gets a starting Explorer + Hitpoints regeneration, 1 starting food crate and 1 starting wood crate
- Black's Mercenaries gets a starting Explorer + Hitpoints regeneration, 1 starting food crate and 1 starting wood crate
- Pirates gets a starting Explorer + Hitpoints regeneration, 1 starting food crate and 1 starting wood crate
- The Circle gets a starting Explorer + Hitpoints regeneration, 1 starting food crate and 1 starting wood crate
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Treasures:
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Added Water Treasures for American Water Maps:
1 Marauding Privateer guarding 275 Coin
1 Marauding Privateer guarding 255 Coin
1 Marauding Caravel guarding 225 Food
1 Marauding Caravel guarding 215 Wood
3 Bandit Canoes guarding 200 Food
3 Bandit Canoes guarding 200 Coin
3 Bandit Canoes guarding 150 Wood
2 Bandit War Canoes guarding 150 XP
2 Bandit War Canoes guarding 200 Coin
2 Bandit War Canoes guarding 200 Coin
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Fixes:
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- 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
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Balance:
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- 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 4.75 speed (4.50)
- 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)
- 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 -1 population (5 population)
- Wokou Horsemen and Repentant Horsemen 18 ranged damage (12), -1 population (4)
- Mansabdars cost same population space as their respective units
- Blind Monks and Repentant Blind Monks 20 ranged damage (13), 1.5x ranged vs Villagers (2.5x, still 2.5x in Melee)
- Blind Monks 1.25x 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)
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Consulate:
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- 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
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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.
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
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Good to play with Flycatcher + Guardsman AI or Klaxon AI with a 20 to 30 minute Treaty! |
Author | Comments & Reviews ( All | Comments Only | Reviews Only ) |
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joelkad |

Posted on 03/15/23 @ 06:04 AM
Hi. What's the difference between Gates for AI and N30 Patch? |
murdilator
File Author |

Posted on 03/16/23 @ 05:26 AM
Gates for the AI is a minor mod that allows the new civilizations, while N3O Patch is a modification that has 100s of new technologies and an AI that uses the new content. N3O Patch also includes new units, and new civilizations. |

HGDL v0.8.1 |
Statistics |
Downloads: | 75 |
Favorites: [] | 0 |
Size: | 2.06 MB |
Added: | 02/15/23 |
Updated: | 03/05/23 |
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