New units bring some fresh life to the game, especially for those who mastered the European nations. Japan can build samurai to act as powerful melee fighters, but it also brings combat bonuses to nearby troops. China has monks leading its troops instead of Explorers, who also happen to be kung-fu masters. Defeated enemies have a chance of becoming a monk's disciple, so it's possible for the figure to amass a small posse to aide in combat. Meanwhile, India can build giant war elephants to bolster its army. The game also puts added emphasis on commerce, since all sides can build consulates to trade goods and technology from around the world. Players can also allocate their export rate for resources, which slows down gathering but increases the money supply.

Even though the game takes players to a new setting and uses authentic languages for unit responses, there are quite a few artifacts left over from the core game that spoils the experience. For example, some of the treasure guarding nomads clearly use the Native American art set, since we're fairly certain the Mohawk haircut never took off in feudal Japan. Furthermore, unit construction announcements still use the same old European cry. Smaller units still get blocked or lost behind large structures or trees, making it difficult to manage combat. Defense towers are especially troublesome, since their firing animation isn't very pronounced to start with. If an army approaches from the wrong direction, it looks like troops randomly get hurt and drop dead for no reason.

The Asian Dynasties offers some great new gameplay that changes up the old Age of Empires III formula without going too radical, even though there are a few minor oversights. Adding in the Asian lands is just what Age of Empires III needs to freshen things up.