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 long 19th century (1789–1914).
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.
Over 40 new civilizations have been announced, with 24 added 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, Italians, Maltese, 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, 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.
Six brand new cultures: Africans, Balkans, Latin Americans, Anglos, Middle Easterners, and Polynesians.
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.
UI redesigned in 1440p Ultra HD resolution, compared to the original UI was only designed in 1024x768.
Their military techs at the Library make each Caravan spawn Felahin
Their economic techs at the Library make Ali Pasha empower Villagers
Their civil techs at Library spawn several different types of Caravans.
Muhammad Ali Pasha
Emperor Menelik II
Town Centers automatically spawn Porters.
They have the strongest buildings and defenses.
Their explorer is Emperor Menelik II, who can summon a lion roar to stun enemies.
Their economic techs at the Library spawn food crates.
Their civil techs at the Library give more population per house.
Their military techs at library provide military bonuses.
Their royal unit is the Selfenga, which has more hitpoints when near a base.
They cannot train units. Instead, their Town Center spawns Youths that mature into their units.
Their military techs at the Library bring free impis and increase infantry speed.
Infantry run faster and have special tactics.
Their civil techs at the Library spawn African Builders (similar to Iroquois Travois).
Their economic techs at the Library bring free cows, make villagers walk faster, and increase Youth build limit.
Their royal unit is the Ishikulu, a powerful spearman.
They have Matriarchs that spawn Youths.
Their hero is Shaka, who can hit enemies with a shield.
Trains Convict Laborers alongside a sheep.
Unit cost depends on their population.
Choose between Natives and Colonists at the parliament.
They can use Voivods for power up their units.
They can use Shipments without need of be available.
They have Olive Plantations.
They have the Fish Trap, a naval food gathering building
The only Balkan civilization to age up at the dock
Very strong home city cards linked to politicians that have a half blue, half light green border
Alexander John Cuza
They train villagers from vardos, Romanian wagons
The Domnitor, their explorer, moves slowly but can kill any unit, even other explorers, in one hit.
They start with two ravens that scout the map by themselves.
Animals can be put to work in the Circus.
They can scare the enemy using their Forest of the Dead, a unique ability.
When one of their units dies, it incites allies to attack faster. Enemies suffer attrition damage when invading a Serbian town.
They can set fire to their own buildings, preventing enemies from getting XP, and damaging nearby units.
All units are mercenaries.
They age up by marrying a foreign princess and absorbing their nation's bonus.
They send Mercenaries from different parts of Europe.
Their Villagers are Settler Wagons and female villagers that can detect spies.
Villagers are Rotos that train in pairs and work twice as fast.
Military units are trained in pairs.
Trade route bonus from the many railroads of Chile.
Can build a Salitrera to autoproduce Crates.
Rotos spawn when Trading Posts are built.
Húsar de la Muerte
Tupac Amaru II
Buildings cost coin.
Villagers generate coin when gathering other resources.
Use Temples for tasking Tambos to train units.
Units are stronger when nearby buildings.
Their buildings give gold when destroyed.
Their Chasquis explore, gather treasures and build Trading Posts.
The Sapa Inca has special habilities and increases the HP of nearby units.
Can build monuments in enemy bases.
Tambos send one free military unit when the unit is upgraded.
They can send a powerful Inca calvary (Manco Horseman) through the Home City and the Big Button and they upgrade themselves every age up.
Everything the Mapuche do will bring more experience than normal.
Villagers trickle extra XP with every activity they realize.
The Mapuche have their tribal council directly on the battlefield, meaning that they can perfectly send various shipments at once.
General Ramón Castilla
Villagers are Cholos and they can garrison in any building.
All buildings are enabled one age earlier.
Dead units increase nearby allied unit speed and give LOS.
Can build a Guanera, which is a water plantation that autoproduces Coin and Experience.
They start with a Rabona who can accompany and heal the Explorer.
Rabonas are trained at the Town Center and they can heal and build military buildings.
They can train decoys of all unique military units.
They have HC cards that can boost the units stats for a while.
They can have both a male explorer (Prócer) and a female explorer (Mariscala) and upgrade them, plus a ship explorer (Huáscar).
Victor Emmanuel II
They have "Merchant", villager than only recolect resources.
They have "Architect", villager than build Wagons and recolect wood.
They use Wagons for build their buildings.
They use "Camorrista", a unique spy for Italians
They can exchange faith for gold in their "Basilica", a unique Italian church.
Emmanuel de Rohan–Polduc
Their walls automatically upgrade on age-up.
They can instantly build 4 Outposts around the TC once very 20 minutes.
Their units fulfill roles corresponding to AoE2's units.
The further away military units are from the Town Center, the stronger they are.
Each age, they have access to a revolutionary politician that is more expensive than other politicians, but researches extremely quickly and brings powerful military advantages.
Delta edits to the original Civilizations
The British Longbowman is replaced by the Green Jacket, an accurate ranged unit.
For the British, the Musketeer is replaced by the Redcoat, self-explanatory
The British now get a musketeer for each military building built
The British get the Highlander and the Scots Grey
British ships have a higher build limit.
The French get the Foreign Legion
The French have more royal guard units
The Russians get special techs in winter maps
The Russians get the Ryadovoy, a rifleman that replace the Strelet.
The Ottomans now gather coin by attacking enemies
Ottoman hussar replaced by Akinci, a hand cavalry with sword and shield
Ottomans get Nizam I Cedid, which is good against cavalry and infantry.
The Japanese are modernized and get Meiji era units:
The Yumi archer is replace by the Kihei, a Meiji era skirmisher
The Ashigaru is replaced by the Shaguma, a Musketeer wearing long red wig
The Naginata Rider is replaced by the Gunto Rider, a mounted swordsman
The Flaming Arrow is replaced by the Kanouhou, a European canon
The Atakabune now uses the Tekousen model
The Tekousen replaced by the Joukisen, a steam ship.
The Bacamartier gets a new texture
The Ukrainian immigrant military unit gets a new texture
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 civilizations 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 civilizations 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.