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Wars of Liberty: Difference between revisions

Added new details, as well a some info based on the TvTropes version.
(Adding)
(Added new details, as well a some info based on the TvTropes version.)
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* [[Amazon Brigade]]:
** Mexico's more powerful musketeer units are all female.
** The Chinese can also deploy their own army of female sharpshooters.
**The Aymara native units are depicted as female mounted boleadoras.
* [[Anachronism Stew]]: The mod aims to downplay this. Although some still have access to archaic units in earlier ages, each faction is more synchronized in their units and aesthetics to match the timeframe being covered (most notably with the Europeans and Chinese), with a greater emphasis on the 18th-19th Centuries.
** The Chinese for instance are now more accurately depicted as they were around the Qing/Manchu Dynasty, with clear nods to both the Opium Wars and Boxer Rebellion.
** Japan, compared to the base game, is more reminiscent of the Boshin War, Meiji Restoration and Satsuma Rebellion than the [[Jidai Geki|Sengoku Jidai]].
** Deliberately invoked by the Knights of Malta, however. As according to [[Word of God]], their units and general playstyle are more in line with ''[[Age of Empires II]]''. Their only true modern units, meanwhile, can only be shipped from their Home City.
* [[Army of Thieves and Whores]]:
** The Bushrangers available to Colonial-route Australians are portrayed and described as being outlaws and rogues. By the late-game, they even resemble Ned Kelly, right down to the makeshift armor.
** Mexico meanwhile can gaingains access to "free" pistol-wielding bandits straight out of the Wild West, especially after upgrading units or structures.
* [[Artifact Title]]: The mod has long since gone beyond the titular War of the Triple Alliance. To the point of launching the official "Delta" edition of ''War of the Triple Alliance'' as ''Wars of Liberty'', according to [[Word of God]].
* [[Badass Preacher]]:
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** The large star forts seen in earlier builds of the original game can now be accessed by the Greeks and other Balkan nations like Serbia.
* [[Eagleland]]: The Americans come across as a mix of Type 1 and 2, whether you choose the Union path or follow the Confederate route.
* [[Earth Is a Battlefield]]: Compared to the base game, the backdrop has expanded to encompass about every corner of the globe. A number of new maps in particular vary wildly from the African savannah to the Balkans and the Australian Outback.
* [[Eleventh-Hour Superpower]]:
** Many nations have certain units, upgrades or abilities in the late-game that, when played right, can make them incredibly powerful.
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* [[Fighting For a Homeland]]:
** The "American" Immigrants that are available to the Latin American factions are a nod to the real-life ''Confederados'': refugees from the former Confederate States of America who fled to Brazil after the Civil War, whose descendants still retain elements of their origins.
** The Russians and Austrians can gain access to Polish units like the Winged Hussars. This also extends to the Haitians, who have access to Polish immigrants, which is a nod to how in real life an expeditionary force (made up Polish soldiers) sent by Napoleon to reassert control in Haiti mutinied and [[I Choose to Stay|opted to stay]] in Haiti.
* [[Gimmick Level]]: In addition to new random maps spanning various parts of the world, some of said maps come with their own unique twists that make matches more peculiar. Naval units can inexplicably disappear in the Bermuda Triangle map if you're not careful, for instance, while the Congo one constantly resets the fog of war.
* [[Going Native]]:
** The AborigineIndigenous route for the Australians has many signs of this, most notably in the indigenousAborigine and Maori units that are made available.
** In the "New France" route for the Canadians, not only do they embrace their French/Quebecois culture, but they also gain access to Metis rebel infantry towards the mid-late game.
* [[Gratuitous Foreign Language]]: Many units, particularly nation-specific ones tend to be named in their respective languages.
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* [[Saved From Development Hell]]: Sort of. In addition to the mod still being in development over 10 years on, some elements like certain gameplay features or even playable nations are mentioned by [[Word of God]] as having been adopted and salvaged from other abandoned mods that the team had involvement in.
* [[Salt the Earth]]: The Serbians can burn their own structures to deny enemies any satisfaction of victory, said fire also capable of hurting anyone close to said buildings.
* [[Semper Fi]]: Continental Marines are available to the Americans, but only in the Union route.
* [[Shown Their Work]]: The modders had evidently done their research in how each faction not only looks but also plays.
** The Latin American nations share come common mechanics and traits with their European counterparts, but come off at least initially as being weaker than them. This is meant to reflect the general disparity between the Latin American colonies and their more developed homelands.
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** Similarly averted for the Anglo nations in contrast to the British.
* [[State Sec]]: The Okhrana are available to the Russians as a late-game cavalry unit, based on their lesser-emphasized roles as gendarmes.
* [[Suspiciously Similar Replacement]]: On a similar note to ''The WarChiefs'', when a Native American faction is upgraded from "native tribe" to being fully playable, another Native American people takes its former place.
* [[Thanksgiving Day]]: The basic Anglo worker units are Pilgrims who seemed to have come straight out of the Mayflower. The exception, however, are the Australians, who have "Convict Labourers" in place of Pilgrims.
* [[Überwald]]:
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