Wars of Liberty is a non-commercial and fan-based modification for Ensemble Studios' last RTS game before its demise, Age of Empires III. This mod features a great deal of reworked new gameplay elements and a huge amount of new civilizations. The game is focused on the world history during the 19th century.
These civilizations are very different from each other, most receive a new AI personality, new technologies, new cards, and the new ones receive their own Home City. All of the new civilizations and most of the existing ones have many new unique units, in addition to several new standard units. All these new units have had care put into them to make them as distinctive, realistic and interesting as possible. A new feature, called Immigrants is available for the South American Countries instead of mercenaries, where the player can essentially play as those Immigrants.
40 or more new civilizations have been announced, with 40 or more included in the current version: the Argentinians, Paraguayans, Tupi, Brazilians, Colombians, Americans, Canadians, Mexicans, Egyptians, Ethiopians, Zulu, Australians, Bulgarians, Greeks, Romanians, Serbians, Habsburgs, Chileans, Incas, Mapuche, Peruvians, and Haitians.
Over forty new random maps have been included. The WotTA-only ones can be found in the main list; the others, by clicking on "Custom Maps" at the skirmish screen. Total of 100 total random maps by the time the Delta version is released.
Nine new Native Settlements can appear on the new maps: Bandeirante, Republiqueta, Quilombola, Guarani, Guaicuru, Aymara, Pirate, Order of Christ and Sertanejo. 21 additional African native settlements will be added in the Delta version, known as "African Commodities".
40 new huntables appear on the new maps when the Delta version is released.
Age up to a new age: The Great War age. This will enable World War I-themed units such as zeppelins, airplanes, dreadnoughts, tanks, and several new techs.
Two brand new cultures: Africans, Balkans, Latin Americans, South American Natives, Anglos, Middle Eastern, and Southeast Asians.
Church completely redesigned. When playing as any civilization, a religion can be adopted, enabling the redesigned priest and multiple religion-specific techs. There are ten different religions to choose.
Revolutionaries redesigned with new bonuses, new politicians, and new units.
Spies completely redesigned in a new Espionage system. Now available to all civilizations.
AOM God powers are brought back...sort of... for the South American Native Culture, renamed as Nature Powers.
UI redesigned in 1440p Ultra HD resolution, compared to the original UI was only designed in 1024x768.
Hospital, a new building unique to the Europeans that train surgeons, heal nearby units, research technologies and in delta will cast diseases at enemies
Along with the Latin Americans, they are the only culture to have Royal Guard upgrades
Shared units are: Pikeman, Ranger, Line Infantry, Skirmisher, Hussar, Falconet, Culverin, Heavy Cannon, Mortar, Horse Artillery, Frigate, Caravel, Galley, Fishing Boat, and Villager
Spy replaced by Coronel; cannot hide, but has various other abilities. They are trained at the new building: Town Hall.
Saloon replaced by Immigrants; which provides powerful units and techs. Costs Home City shipments and also has an ultimate tech.
Lack Halberdiers and Crossbowmen.
Shared units are: Pikeman, Carabinero, Musketeer, Skirmisher, Bacamartier, Hussar, Dragoon, Aspide, Bomb Cart, Gonada, Pedrero, Pasavolante and Corvette.
Each age-up politician has a different cost and age-up time.
Only one politician to advance to Imperial Age.
South American Native
Instead of churches they have monuments, which can summon nature powers. There are 2 shared powers and 3 unique ones, and each new age unlock one power.
Forts replaced by Pucaras.
Share an artillery unit called Bocafuegos
Age-up automatically when certain techs are researched at the Library. The Library techs are divided into military, civil and economic.
Home city buildings are replaced by ambassadors. Each African civ has 4 foreign ambassadors and one national leader, and with the exception of the national leader, each ambassador sends different types of unit shipment. Ambassador cards provide a small bonus that differs for each ambassador. They can also send consulate units, but they cost export.
Start with a hero unit. Heroes can be killed but respawn after a few minutes.
Shared units are: Askari, Bowmen, Firebrand, Mountain Gun, Revolving Gun, Escort, African Villager, Assegai, and Camel Rider.
They have three military buildings: The Garrison (trains cheap units), the Cantonement (trains moderately priced units) and the Palace ( trains expensive units)
Instead of farms, they have Lots, which work like farms in AOK
Each nation has a royal unit that costs export
They have a unique building called the Congress, allowing: choosing between two different factions, gaining access to faction battalions, and voting on issues for effects.
Can choose between two different factions at the Congress.
Unlock unique units based upon faction and the politicians in each faction.
Each politician possesses a unique tech.
They have two types of towers: Lookouts, that provide line of sight, and Shelters, that have to be garrisoned by infantry to fire.
They start with a variable number of Fur Traders (which double as hunters) and Shepherd Dogs. The dogs are immortal pets who can gather treasures and mark territory
They age up through big button techs on the Mill, Stable, Artillery Foundry, Barracks and Livestock Pen. They can also build military buildings from the Discovery Age.
They have Star Forts, which have more HP than forts but less attack.
Instead of Mills they have different kinds of crops. To build crops you must first build a base and then plant the crops over it. Each crop has a different cost, duration, and build time. Villagers can only gather from a planted crop once the player enables the gather ability (enabled with a button) for each individual crop, which will also stop the increase of food available from that planted crop.
Middle East (Coming Soon)
Instead of having a Town Center, they have the Citadel. This is the only defensive structure for the Middle Eastern civs other than the Arabians
Age up through Cultural Aspects at the Royal Court. Instead of giving resources or units, the options impact your Leader, adds a bonus to your civ or adds a protocol for the Royal Court. There is a level system for the Cultural Aspects.
Instead of spies they are able to train Hashashins at the Hookah Lounge
Their villager unit is the Servant
Their minuteman unit are Lashkars
The unique explorer/hero unit for Middle Eastern civs are Leaders. Each civ has their own unique version of the Leader.
Leaders can't gather treasures, this job is done by the Nomad
Catholicism: Makes priests the best, but costs the most faith. Its healer is the Priest. It allows building a second temple. Its temple is called the Abbey. This religion is available to Mexico, France, Portugal and Spain.
Anglicanism: Unknown bonus. Its healer is the Deacon. The name of its temple is unknown. This religion is available to Britain, Canada and Australia.
Lutheranism: Unknown bonus. Its healer is the preacher. The name of its temple is unknown. This religion is available to Germany and the United States.
Baptism: A religion dominant in much of the new world; its techs don't cost faith and are cheap. Its healer is the Reverend. Reverends can be trained from houses with the home parish tech, and the name of its temple is the Parish. This religion is available to the United States and Mexico.
Orthodox: This religion is available to Russia and Greece.
Candomblé: An African religion that is unique to Brazil. Its healer is the Babalorixa, and its temple is called the Casa Branca.
Shamanism: A native religion. Its healer is the shaman and its temple is simply called the Temple.
Secularism: An emphasis on the scientific method rather than organized religion. The laws of physics give artillery increased range, the theory of evolution allows genetic breeding, making crops grow faster, and the healer can heal faster than any religious healer. Its healer is the Physician, and its temple is simply called the Temple.
Islam: Can call a jihad where units become much stronger but all units then will cost faith.(priest name: imam)
Judaism: Its healer is a Rabbi, and its temple is called the Synagogue. This religion is available to Portugal, Germany and Greece.
Calvinism: Its healer is a Huguenot, and its temple is called the Meeting house. This religion is available to Britain.
. Marajo. Dunas. Coin foxes added to Alaska
. Acre map and Marajo map have rubber trees that you can collect the sap for coin. Marajo map has sunny and rain cycles and has more wild herdables than any other map. Many non-WotTA custom maps
.More Coming soon
. (Note that this may not be entirely correct, as the method used to obtain this information is looking at the creation date at the top of the map script and guessing what version the creation date puts it in.)
Tahattus: former team leader, and was then put in a reduced role while he was in residency in medical school, he handles social media. Also learning random map scripting and 3D modeling now that he has graduated medical school.
Hoop Thrower: former co-team leader, now team leader, all coding, and civ concept design including research.
Christos: textures and civ concept design including research.
Alex Julio: textures and civ concept design including research.
Musketeer925: random map scripting, AI scripting, trigger scripting, and advanced tech coding.
arcalion: 3D modeling, not an active member any more.
DayOfTheNinja: random map scripting, textures, advanced tech codingand civ concept design including research, a ghost member who rarely appears.
Sufjanfan: random map scripting, not an active member any more.
There are now a variety of admins of the Facebook page, after Tahattus, Hoop Thrower, and Christos (the previous admins) allowed the fans to be admin as of August 2014.