In this action adventure tale of historical fiction, players take on the role of Morgan Black and his family, struggling against the hostile wilderness and a mysterious cult that's crept in from Europe. In a series of 24 scenarios divided into three acts, Morgan Black and his descendants help the Aztecs resist conquest by Spanish conquistadors, pit the French against the British in the French and Indian War and help Simon Bolivar lead revolutions in South America.
Several Special Maps with New Native Settlements added to them, including both Aborigines and Mercenary Encampments. Requires Bonus Expansion Pack 1.1a or N3O Patch 1.4a Added Pack to play.
This is a set of new maps with New Natives and Mercenary Encampments.
Each Map features:
10k XP
5k Export
30k Food, 20k Wood and 20k Gold
+5 TC Build Limit
1 Town Center
3 Covered Wagons
1 Bank Wagon
1 Mango Grove Rickshaw
3 Settler Wagons
0.5 per second resource trickle of Food, Wood, Coin, XP and Export
+7 Outpost/Blockhouse Limit
On Age Map Versions:
Each Map features:
100 XP (Half a Shipment)
500 Export
100 Food, 100 Wood and 100 Gold
+5 TC Build Limit
1 Town Center
1 Covered Wagon
1 Mango Grove Rickshaw
+7 Outpost/Blockhouse Limit
On Basic Map Versions:
Each Map features:
No Extra Resources
No Extra Units (2 Mango Grove Wagons on Nejd)
No Balance Changes
+1 TC Build Limit
1 Town Center
+7 Outpost/Blockhouse Limit
Maps included:
NR:
Aboriginal Australia
Aboriginal Hawai'i
Aboriginal New Zealand
Aboriginal Te Tai Tokerau
Aboriginal Polynesian Atoll
Aboriginal Outback
Aboriginal Western Territory
Albanian Dalmatia
Albanian Morea
Barbary Levant
Chinese Mongolia
Chinese Yellow River
Egyptian Crusader Fortress
Egyptian Levant
Egyptian Mesopotamia
Egyptian Nejd
Egyptian Nile Delta
Egyptian Sahara
Indian Indochina
Indian Gujurat
Italian Iberian Peninsula
Italian Lombardy
Italian Sicily
Italian Tuscany
Japanese Hokkaido
Added January 18:
Aboriginal Te Tai Poutini
French Alps
French Massif Central
German River Rhine
Pirate Galapagos
Added January 19:
Aboriginal Fiji
Aboriginal Tahiti
Aboriginal Pohnpei
Albanian Rhodopes
Egyptian Nile River
New Unknown Natives
Added January 20:
Pirate Hispaniola
Added January 29:
New Unknown Africa
New Unknown Europe
New Unknown Mediterranean
New Unknown Middle East
New Unknown Nordic
New Unknown Oceania
Updated February 1:
New Unknown Maps (to include New Natives)
Added February 1:
Russian Steppes
Russian Steppes Plains
Nordic Fjord
Added March 13:
Barbary Anatolia
Chinese Inland China
Japanese Korea
Japanese Silk Road
Added March 15:
Barbary Sahara
Indian Himalayas
Indian Himalayas - Upper
Updated March 15:
Egyptian Sahara
Italian Sicily
Added March 15:
New Unknown Natives Original (for Asian Dynasties without Bonus Expansion Pack)
Iberian Peninsula Natives (Jesuit Posts and Whales; for Asian Dynasties without Bonus Expansion Pack)
Italian Iberian Peninsula Whales (Papal Knights + Whales, will show up as second in the list)
Spanish Iberian Peninsula Whales (Jesuit Posts and Whales; for Bonus Expansion Pack)
Italian Sicily Whales (Whales and Deer added on the map)
Sicily Natives (Whales and Deer added on the map; Jesuit posts, for Asian Dynasties)
Added March 16:
Japanese Sea of Japan (for Bonus Expansion Pack, Asian remake of Yucatan without cliffs)
Sea of Japan (For Asian Dynasties, Asian remake of Yucatan without cliffs; Zen and Jesuit Settlements)
Yucatan No Cliffs (For Asian Dynasties without Bonus Expansion Pack)
Yucatan Treasures No Cliffs (These two aren't with new natives, but I included them here because AI plays them better by being able to build Wonders with Asians)
Updated March 16:
Updated Sea of Japan for better player placement so that players will not start on coast near the ocean cliff
Added March 18:
Added African Maps with Native Commodities:
African Azores
African Bioko
African Gold Coast
African Lake Retba
African Madagascar
African Sahel
Added March 27:
African Dallol
Added March 29:
Albanian Dalmatia Whales
Added March 30:
Included Age Maps versions of these maps with Natives
Added April 9:
African Azores Ships (with 2 Starting Galleons)
Added April 10:
Azores Ships (Basic, Age, NR Map Versions for the Original Game)
Added May 20:
Highland British Isles (Age and NR Map Versions)
Updated May 20:
Updated Dallol to always spawn 2 African Native Sites (from 1 spawning)
Added May 25:
African Zimbabwe and Zimbabwe (for Legacy)
Updated May 25:
Fixed Gold Coast and Madagascar to have correct spawning of African Natives
Updated May 28:
New Zealand has less Native Settlements spawn, 1 per island + players/2 (instead of 1 per player on each island).
It will still have 2 per island in a 2 player game (4), 3 per island in a 4 player game (6), 4 per island in a 6 player game (8), 5 per island in a 8 player game (instead of 8 per island in a 8 player game). Thus you will not get player spawning problems often because of this change.
Added June 5:
Added new map sets: NR Maps Natives and Age Maps Natives.
These choose from most of the maps with new natives, except Pohnpei and Bioko.
Added June 6:
Aboriginal Polynesia and Polynesia (These are island-hopping maps, players start with 2 Galleons)
Added June 9:
African Atlas Mountains
African Congo
African Congo River
African Ethiopian Highlands
African Niger Delta
African Sahara Desert
African Savannah Plains
Also added Legacy versions of these
NR Map versions of these included
Updated Art files for Wars of Liberty to include the new maps:
Moddb.com
Added June 10:
Added Age versions of these African Maps
Update June 10:
Updated Congo River to have better Town Center Placement, and moved starting trees further away from starting units so that they can place better.
Updated Niger Delta with Water Treasures.
Update again June 10:
Updated NR Maps Natives and Age Maps Natives map sets to include 6 of the new maps
This does not include Congo River, because it is still slightly buggy and I want to try to find out if I can place shallows on it as intended as on the original Wars of Liberty version.
Update again June 10:
Fixed Congo River, and removed some smaller forests (1x per player instead of 3x per player), and moved some starting resources a bit further away from the town, and fixed starting unit placement.
Update June 11:
Fixed Trade Route on African Niger Delta so that it can always be upgraded
Update June 23:
- Updated map type on French Alps and Massif Central to have new French Treasures
- Updated map type on German River Rhine to have new German Treasures
- Added French Winter Coast, German Winter Coast, Nordic Winter Coast, German Alps
- These maps use the new natives and the new treasures for their map type
- Included Age Map Versions for these new maps as well
Added June 24:
Aboriginal Islands
Nordic Islands
Aboriginal Islands is a remake of Honshu, with Oceania map theme, more treasures, Aborigine Natives, two posts on the trade route.
Nordic Islands is a remake of Bioko, with Nordic map theme, Nordic Treasures, 2 Starting Frigates, Fusilier and Hackapell Encampements. In Nordic Islands your starting units start in the two Frigates.
Added June 27:
Swiss Alps
Swiss River Rhine
These have Swiss Mercenary Encampments and German Treasures.
Update June 27:
Updated Spanish Iberian Peninsula Whales with Spanish Royalist Natives (instead of Jesuit)
Added Spanish Sicily Whales
Update June 28:
New Unknown Europe now also has France and Germany as map type
New Unknown Natives now includes France and Germany map types for Europe-style map
New Unknown Steppes added
Updated NR Maps Native and Age Map Natives map sets to include the new maps
Update July 4:
Highland British Isles now has Highlander Encampments spawn further away from starting town (10 to 30 distance instead of 5 to 20)
This helps the Asian AIs build their Wonders on this map, which occasionally the AI would just sit in Age II and not advance properly.
Be sure to copy in the new Age Highland British Isles and NR Highland British Isles to get this change!
Update July 7:
Age New Unknown Maps include the new natives (Cossacks, Tartars, Swiss, Highlanders, Fusiliers, Hackapells, Spanish Royalists)
NR New Unknown Maps now include Spanish Royalist Natives
Update July 16:
Added Basic Map Versions for these maps with Natives
Added Basic Maps Natives map set
Updated Age New Unknown Nordic to have correct lower starting resources
Added July 23:
Cave
Monts de Cristal
Scandinavia
Valley of Kings
Volta River
Watering Hole
Wetlands
Included NR, Age, Basic Map versions of these maps; also African Monts de Cristal, African Volta River, Nordic Scandinavia, Maps Treasures versions for the other four maps. These maps are not included in the Maps Natives map set yet, as I want to probably add more content to these several maps later.
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Aboriginal Maps have Aboriginal Natives (Trains Aboriginal Spearmen, Aboriginal Archers, Aboriginal Kawas Throwers, Aboriginal Warriors)
Albanian Maps have Albanian Encampments (Trains Stradiots)
Barbary Maps have Corsair Encampments (Trains Barbary Corsairs)
Chinese Maps have Manchu and Ming Encampments (Trains Manchu and Iron Troops)
Egyptian Maps have Mameluke Encampments (Trains Mamelukes)
Egyptian Sahara has Mameluke Encampments (was both Mameluke and Corsair Encampments)
Indian Maps have Jat and Resistance Encampments (Trains Jat Lancers and Arsonists)
Italian Maps have Papal Knight Encampments (Trains Elmeti)
Japanese Maps have Ronin and Yojimbo Encampments (Trains Ronin and Yojimbo)
French Maps have French Royalist Encampments (Trains Cuirassiers)
German Maps have Hessian Encampments (Trains Jaegers)
Pirate Maps have Pirate Coves (Trains Pirate Outlaws)
Nordic Maps have Fusilier and Hackapell Encampments (Trains Fusilier and Hackapells)
Steppe Maps have Cossack and Tartar Encampments (Trains Cossacks and Cavalry Archers)
Swiss Maps have Swiss Encampments (Train Swiss Pikemen)
Highland Maps have Highlander Encampments (Trains Highlanders)
Spanish Maps have Spanish Royalist Encampments (Trains Rodeleros)
African Maps have African Special Resource Settlements (Trains Resource Crates)
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I have made this version of Te Tai Poutini wider (400 up from 300 width), and wider placement for player Town Centers to spawn (0-35 up from 0-12), and added 1 native settlement per player +1 extra settlement, and increased the amount of land treasures and made treasures spawn closer together.
Massif Central I've added more trees (2x), more trees in each mini-forest (20-30, instead of 10-20), and six settlements, and added more sheep around the map (5x per player instead of 2x).
On Fiji I have reduced the amount of trees by 50%, reduced water treasures by half (8x instead of 18x per player), and included 4 native settlements.
With Pohnpei there are 5 native settlements, and in this map you start with your units in 2 Galleons. The AI does not play this map, so it's multiplayer only.
Nile River I've added an extra treasure per mine (up to 2 per mine), lowered treasure difficulty for these treasures, increased treasure difficulty for the treasures in the north river shallows, and added 6 Mameluke Encampments.
Australia I've added 4 native settlements (up from 2).
New Unknown Natives there are always 5 types of natives, and these include any of the original Native American and Asian Natives, plus the Mercenary Encampments, Aborigines and Pirate Coves. Also, up to 3 of each native site spawn, for a total of up to 15 native sites on the map each time (probably sometimes less for 1v1 dependent on how the map spawns). Native sites also spawn closer together on this version of unknown. Also this New Unknown map uses the new treasures used for this mod, and also has water treasures when it's a water map.
Pirate Hispaniola has 4-6 Pirate Coves instead of Carib Settlements, and Water Treasures.
I've added special versions of the Unknown Map: New Unknown Africa, New Unknown Europe, New Unknown Mediterranean, New Unknown Middle East, New Unknown Nordic, New Unknown Oceania. On these you will always get an African-themed map, or always get a European-themed map, or always get a Mediterranean themed map, and so one with Middle East, Nordic, and Oceania-themed maps. This is instead of the randomized version of New Unknown Natives, which picks randomly between these six options. These still have the extra native sites on them, including the New Mercenary Encampments and Aborigines.
To the New Unknown Maps I've also now added Cossacks, Tartars, Swiss, Highlanders, Fusiliers, Hackapell Encampments. These are in addition to the other 14 New Native Minor Civs, and all of the original Native American and Asian Minor Civs.
Russian Maps have Cossack and Tartar Encampments on them, and Nordic Maps have Fusilier and Hackapell Encampments on them. Nordic Fjord also has more Water Treasures (4x per player instead of 3x).
On Anatolia there is Corsair Encampment per player, on Chinese Inland China there are four Native Posts, 2 Ming, 2 Manchu, one each for both sides of the map, as well as 5 Trading Posts on the Trading Route (up from 3); on Japanese Korea there are 2 Yojimbo Encampments and 1 Ronin Encampment, on Japanese Silk Road there are always Yojimbo Encampments and Ronin Encampments (even though the map is unchanged).
Barbary Sahara is the Sahara Map with Corsair Encampments; I have updated Egyptian Sahara to have only Mameluke Encampments (instead of both Mameluke and Corsair Encampments). On Indian Himalayas and Indian Himalayas - Upper I have added Jat and Resistance Encampments in place of the traditional Bhakti and Udasi Settlements.
On Italian Sicily I've added starting Deer and extra Deer Herds. The Italian Sicily Whales I've also added Humpback Whales on the map. NR Sicily Natives is for original Asian Dynasties, with Whales, Deer, Jesuit Missions.
African Maps have Native Commodities on them. In my mod they train Food/Wood/Coin/XP Crates or Cows. Idea is from Wars of Liberty. These can be Cattle, Cocoa, Coffee, Diamonds, Ebony, Figurines, Gems, Gold, Incense, Ivory, Literature, Manioc, Oil, Palmoil, Rubber, Salt, Silk, Slaves, Treasures, Vanilla.
On Albanian Dalmatia Whales I've added Humpback Whales on the map. Map is the same otherwise.
On Highland British Isles there are 1 Highlander Encampment per player near the player's base on the map (up to 8 in a 4v4 match).
Zimbabwe is a new African Map, and has things like Treasures and Diamonds. At the same time I cracked the code for the Native Sites spawning for Gold Coast and Madagasacar, where I had made a coding mistake: I found out the code here to I had used Timbuktu instead of Tribal for placing the Settlements. Thus they were not always spawning the village as programmed in the map. Now they work perfectly well thanks to this fix!
Swiss Maps have Swiss Natives, Highland Maps have Highlander Natives, Spanish Maps have Spanish Royalist Natives.
In addition, Modify Protounit has allowed the following to work on each map:
- Banks Enabled from Bank Wagon
- Mango Groves Enabled
- Halberdier -10 Gold Cost (60), Ruyters -5 food, -5 gold (25, 70)
- TP -100 Wood Cost (from the Asian Dynasties)
- Cuirassier -25 Base HP and -5 Gold and -5 Food Cost (475 HP, 145, 145)
- Oprichnik -25 Base HP and +30 Food Cost (225 HP; 120, 60), Strelet -5s train time (Instant with Cards)
- Indian Rajputs -20 wood (15), +10 HP (160)
- Mahouts -150 food, -25 wood (250, 225), -5s train time (55), -2 population (5)
- Indian Gurkha -5 gold (45), +10 HP (125), Flail Elephants +1 speed (5)
- Monitor Cost decreased by 200 Gold
- Portuguese start the game with +50 Wood
- Tomahawks -0 food (75), Kanya Horsemen -25 wood, Mantlets -25 wood, Forest Prowlers +10 HP (120)
- Ashigarus +10 gold (50), +1s train time (34), -1 speed (3.50), Yabusames -20 gold (130)
- Samurai -10 Food and Gold (90, 90), +10 HP (240), -1s train time (44)
- Dog Soldiers -40s train time, Skull Knights -25s train time
- Iroquois Travois -15s train time, Medicine Men -15s train time, Warrior Priests -10s train time
- Heavy Cannons, Great Bombards, Rockets +100 HP, Gatling Guns +50 HP
- Outposts, Warhuts, Nobles Huts, Blockhouses +7 Build limit, Castles +5 Build limit
- Dutch +15 Settler Build Limit (65)
- Axe Riders -40 Food Cost (120)
- Town Centers +5 Build Limit (6 in Colonial, 8 in Fortress)
On Age Maps Versions:
Modify Protounit has allowed the following to work on each map:
- Mango Groves Enabled
- Forts +2 Build Limit (3 Without Cards)
- Outlaws 1 Pop and +100 HP
- Halberdier -10 Gold Cost (60), Ruyters -5 food, -5 gold (25, 70)
- TP -100 Wood Cost (from the Asian Dynasties)
- Cuirassier -25 Base HP and -5 Gold and -5 Food Cost (475 HP, 145, 145)
- Oprichnik -25 Base HP and +30 Food Cost (225 HP; 120, 60), Strelet -5s train time (Instant with Cards)
- Indian Rajputs -20 wood (15), +10 HP (160)
- Mahouts -150 food, -25 wood (250, 225), -5s train time (55), -2 population (5)
- Indian Gurkha -5 gold (45), +10 HP (125), Flail Elephants +1 speed (5)
- Monitor Cost decreased by 200 Gold
- Portuguese start the game with +50 Wood
- Tomahawks -0 food (75), Kanya Horsemen -25 wood, Mantlets -25 wood
- Ashigarus +10 gold (50), +1s train time (34), -1 speed (3.50), Yabusames -20 gold (130)
- Samurai -10 Food and Gold (90, 90), +10 HP (240), -1s train time (44)
- Dog Soldiers -40s train time, Skull Knights -25s train time
- Iroquois Travois -15s train time, Medicine Men -15s train time, Warrior Priests -10s train time
- Heavy Cannons, Great Bombards, Rockets +100 HP, Gatling Guns +50 HP
- Outposts, Warhuts, Nobles Huts, Blockhouses +7 Build limit, Castles +5 Build limit
- Dutch +15 Settler Build Limit (65)
- Axe Riders -40 Food Cost (120)
- Town Centers +5 Build Limit (6 in Colonial, 8 in Fortress)
On Basic Map versions:
Modify Protounit has allowed the following to work on each map:
- Mango Groves Enabled
- Outposts, Warhuts, Nobles Huts, Blockhouses +7 Build limit, Castles +5 Build limit
- Town Centers +1 Build Limit (2 in Colonial, 4 in Fortress)
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Place the contents of the folder in My Documents - My Games - Age of Empires III - RM3
Then run Age of Empires III: Asian Dynasties and select "Custom Maps" in Single Player or Online to play.
Shows up as "NR Japanese Hokkaido".
The African Maps still need some work on them.
Gold Coast is a bit buggy with the Native Sites and sometimes the Trading Posts on the Trading Route, where not all spawn in the match. In the script it's intended to have 5 Native Sites.
Bioko is fine, Azores is fine, though one trading post in large games usually isn't able to be built upon (it's a bug where when more than 5 types of native sites are present, that the sixth type of native is not able to be built on). Sahel plays quite smoothly, usually 3 to 4 Native Sites on that one, and Lake Retba is often 4 Native Sites in larger games.
Madagascar, sometimes there is 1 Native Site that spawns, sometimes 2, though in the script it is supposed to be something like 4 Native Sites.
Anyways enjoy the maps! They work online if all have Bonus Expansion Pack 1.1a or N3O Patch 1.4a Added Pack installed!
On Age Sahara there is sometimes a bug in spawning the starting Town Center, and occasionally on Age Hawaii there are missing wagons, etc. Most of the other maps load fine and should have no problem correctly spawning the extra units.
Good Gaming everyone!
I fixed Gold Coast by using Tribal instead of Timbuktu for the Native Settlement Grouping in the code. I found I had used the wrong one, so now Natives place on the map as intended. Madagascar I did the same thing, and the correct Native Settlements often spawn, though it seems they don't do it every game.
Good Gaming!
I've added new map sets for this upload: NR Maps Natives and Age Map Natives. They choose from most of the maps except Pohnpei and Bioko.
My aim is to create Campaign-styled Games, where there are all the in-game chats pre-coded with AI, and make the game come alive with AI NPCs, with the map mode bringing to life the maps of mods in the hundreds. The 10 Minute Treaty option is a good one for short games, if played on Easy Difficulty, where it can be under 25 minutes to win if one plays a 2vs2. It is also an option because my AI scripts on the lower difficulties are designed as the same as the higher difficulties, but with just lower population and less resources available to them. The maps here help with the playstyle of a voice-acted campaign, with the AI choosing from random dialogue and becoming more interesting the more games you play with it. Part of the map design is to have custom natives, which allow a great amount of diversity in the game, without taxing the game too heavily on 'what works' and 'what doesn't work'. The Campaign-styled Game, therefore, is a model which many should follow as an example matchup, because even if multiplayer goes down, there is still singleplayer to bring the match to life! I prefer comp stomps online over 1v1 matchups, if I can use the custom AI or play a LAN game with friends on the 2 PCs I have my mods installed in!