WELCOME! The goal of this thread is to present all new civilizations which AOE2/TC fans want to see in AOE 3.
Civs have to fit into the AOE2/TC Dark Ages time frame, i.e. ~500 A.D. to ~1600 A.D., and substantially relate to the Medieval era. To search for civs on other forums, go back all days and search by key word or author. Be nice! This Age of Empires III Discussion forum, including this thread, has a lot of new civs and great ideas by many forumers which may not have been included in this thread. Please don't be offended, but it would just be too much info to include everything here. --+--
The Top 10 Most Popular Civs so far:
- India/Mughals:43
- Incas:40.5
- Russia/Rus/Moscow:39.5
- Khmers/Cambodia:33.5
- Italy/Venice/Genoa:31.5, or
- Slavs:31.5
- Poland:22
- Moors:20 ?
- Zulus:19
- Hungarians/Magyars, or Mali: at 17.5 each
EUROPE, incl. # of votes Russians/Rus/Muscovites 39.5 (new architecture) UU options: Druzhina Guard, Bogatyr, Vityaz, Boyar (Medieval Russia did not have Cossacks)
Russians by KoreanPrince and again
Cav +10 HP, +2 AT vs. Arch, + 10% faster movement
Monks [cost?] -15% Castle, -20% Imperial
Farmers work 35% faster
UU: Cossack cav (100F 10G) HP 100, AT 8, A 1/6, R 2, fast, B: AT vs. arch.
Fully upgraded EC (800F 550G): HP 140, AT 16, A 4/10, R 2
UT: Nobility (650F 600G): Cav cost -15%
TB: Cav +10 HP
W: ? 3 Russian civs by RU_pupp
Kievan Rus: inf civ
Farms cost 50%
Inf. attack +1 Castle, +2 Imper. (+3 Total)
University upgrades researched 25% faster
Dry dock, caravan free
Town center techs cost 25%
UU: Bogatyr (70F 20G) fast inf, bonus AT vs. bldgs: HP 65, AT 12, A 0/1 (upgrade 1000F 500G)
EB: HP 80, AT 15, A 1/1
f/u EB: HP 95, AT 19, A 3/4
UT: Druzhina (800F 400G): inf & cav +15 HP
TB: Barracks upgrades cost 20%
W: St. Sophia (Holy Wisdom) Cathedral in Kiev (11th century)
Novgorod: naval/trade civ
Heated shot free
Castles, towers have +3 AT
Trade cogs, carts cost 50%
War Galleys, Galleons ROF +20%
Cartography free
UU: Vityaz (60F 34G) anti-cav inf: HP 85, AT 10, A 2/2 (upgrade 700F 650G)
EV: HP 100, AT 12, A 3/3
f/u EV (60F 17G): HP 100, AT 14, A 7/7
UT: Veche (900F 900G) inf units cost 50% gold
TB: Inf +2 LOS
W: St. Sophia (Holy Wisdom) Cathedral in Novgorod (11th century)
Moscow: light cav civ
Lumber camp upgrades free
Blacksmith upgrades cost 25%
Mounted unit HP +10% Feudal, +15% Castle, +20% Imperial
Villagers have +15 HP
UU: Boyar (70F 65G) fast cav: HP 95, AT 10, A 0/4 (upgrade 800F 600G)
EB: HP 115, AT 12, A 1/6
f/u EB: HP 162, AT 16, A 4/10
UT: Pantsir (1000F 850G): Boyar has bonus defense against pikemen/halberdiers
TB: St. Basil (Protection) Cathedral in Red Square (16th century)
W: Cav arch +2 LOS Russians edited by vitaly
Lumber camp upgrades free
Inf +1 AT vs. cav
Bldgs cost -20% wood
Villagers benefit from blacksmith inf techs
UU: Bogatyr (75F 65G) heavy cav w/spear: HP 110, AT 12, A 1/2 (uprgarde 1000F 800G)
EB: HP 150, AT 14, A 1/3
f/u EB: HP 170, AT 18, A 3/5
UT: Orthodox Church (600F 700G): Spearmen have +3 AT, +10 HP
TB: Monks convert 30% faster
W: ?Russians edited by Frizzer_AoK (post 3)
Muscovites: light cav civ
Mounted unit HP +10% Feudal, +15% Castle, +20% Imp
Mining camp and TC upgrades available one age earlier than other civs [ as per Sandy]
Imperial blacksmith upgrades cost 25%
Lumber camp upgrades free
UU: Bogatyr (70F 50G) fast cav: HP 95, AT 10, A 0/4 (upgrade 800F 600G)
EB: HP 115, AT 12, A 1/6
f/u EB: HP 162, AT 16, A 4/10
UT: Pantsir (900F 500G): Pikemen/Halberdiers have no BONUS vs. Russian cav
TB: Cav arch +2 LOS
W: St. Basil (Protection) Cathedral in Red Square Russians by Beloyar (post 3)
Mounted unit HP +10% Feudal, +15% Castle, +20% Imperial (do not get Paladin)
Inf upgrades cost 25%
Cav arch +2 LOS in Imperial
Lumberjack upgrades, tributes free
UU: Bogatyr (80F, 60G) Cav with mace, Strong vs. cav, inf, arch, monks: HP 95, AT 10, A 1/4
Elite Bogatyr (1000F, 700G): HP 120, AT 13, A 1/6
Fully upgraded EB: HP 168, AT 17, A 4/10
UT: Pantsir (1200F, 750G) Bogatyr units ignore pikeman-halberdier bonuses and attack upgrades
TB: Trade cogs cost 20%
W: St. Basil's in Moscow Russians by Vladimir Putkin (post 2)
Stable techs, upgrades cost -50%
Units armor +1/1 Castle, +1/1 Imp (total +2/+2)
Fish traps harvested 20% faster
UU1: Bogatyr cav strong vs. cav (100F 70G): HP 60, AT 16, A 4/2 (upg ?)
EB: HP 80, AT 18, A 5/3
f/u EB: HP 100, AT 22, A 8/7
UU2: Lodya warship, benefits from Blacksmith & Heated shot (175W 80G): HP 250, AT 15, A 0/4, R ?
EL: HP 275, AT 20, A 0/4, R ?
f/u EL: HP 275, AT 24 (+30 vs. ships ), A 0/5, R ?+3
UT: Vera (Faith) (650F 400G): Monasteries [work?] 20% faster, monks move 20% faster, monasteries 20% cheaper & built faster
TB: Tributes are free
W: Kremlin Russians by das: incomplete
Russian discussion by tin man & others
Russian discussion by Palisader II & others and another discussion
Russian discussion by Agamemmnon and others
comments on Russians by serikofwaters (posts 105, 106) discussion here at (Post 19) Italians/Venice/Genoa 31.5
Italians by WoadRaider
Ships move 10% faster
Masonry, Architecture free
Start +2 Villagers, -100 food
UU1: Swiss Guard w/short halberd (70F 25G): +2 bonus vs. inf, HP 65, AT 8, A 1/1
Elite SG: HP 85, AT 13, A 2/2
UU2 Cardinal monk (130G): HP 80, R 12, heals 30% faster, moves faster and can pick up relics.
UT: Confermation (500F 800G) Inf & Monks immune to conversion
TB: Monastery works 15% faster.
W: ? Italians by Limp Bizkit and again
Inf +2 LOS
Villagers move 10% faster
Bloodlines free
Architecture, Mansonry free
UU1: Aquebester hand cannoneer, fires 30% more accurate, ROF like Janissary, benefits from archer upgrades and chemistry!! (45F 50G): HP 45, AT 12, A 1/1, R 7 (upgrade 750F 800G)
EA HP 60, AT 15, A 2/2, R 8
UU2: Cannon Ship w/bonus AT vs. other ships, ROF like Spanish ECG!! (250W 200G): HP 125, AT 70, A 0/6, R 10 (upgrade 1600W 1200G)
ECS: HP 160, AT 100, A 0/8, R 11
UT: The Pope [Papacy] (800f 800g): Monks convert enemy units x2 faster
TB: Bombard Cannons move 10% Faster
W: Michelangelo's ChapelItalians by Tarentola (post 19)
Warships +20 HP
Trade carts/cogs cost -30%
Bloodlines free
Start with 1 villager, initial TC half HP damaged
UU1: Cottorieri (40F 15G) Heavy Halberdier with guisarme, slow: HP 60, AT 5 (12 vs. cav), A 0/2 (upgrade ?F ?G)
EC: HP 80, AT 7 (18 vs. cav), A 0/3
UU2: Galeass fast warship with ram (80W 35G): HP 120 (140), AT 5 (8 vs. galleons), A 0/8 benefits from Forging, Iron Casting, Blast Furnace (upgrade ?F ?G)
EG: HP 140, AT 8 (14 vs. galleons), A 0/10
UT: Renaissance (?F ?G): Techs cost -33%, wonder construction 50% faster
TB: Allies have all units the Italians have
W: ?Italians by Danish Viking (post 10) and again
TC techs & age advances cost -15%
Inf +5 HP, +1 AT, +1/1 A, +5% speed in Castle
Trade carts/cogs move 35% faster
Monks train 20% faster
UU: Knight of the Cross, slow inf (70F 35G): HP 65, AT 12 (+5 AT B vs. Stable units), A 3/2 (upgrade 1100F 700G)
EKC: HP 75, AT 15 (+5 AT B vs. Stable units), A 6/3
f/u EKC: HP 80, AT 16 (+5 AT B vs. Stable units), A 7/4
UT: Catholicism (1200F 800G): Monks & monastery techs cost -50%
TB: Inf +2 LOS
W: ?Italians by Seqenenre Tao (post 5)
Techs & upgrades researched 15% faster
Bldgs have +1/1 A Dark, +2/2 A Feudal, +3/3 A Castle, +5/5 A Imperial
Monks cost 75G & trained 30% faster
UU: Conderetti, spear inf with +15 AT B vs. all counter units (Skirms, Pikes/Halbs and Camels)
(65F 25G): hpt: 60, AT 10, A 2/2 (upgrade 800F 600G)
EC: HP 80, AT 14, A 2/2
UT: Swiss Guards (700W 500G): +30 HP to Pikes/Halbs
TB: Transports move 30% faster
W: ?Italians by Stormbringer
Seige workshop units cost -10% Castle, -25% Imperial
Caravan upgrade free
Naval units move 15% faster
Archers +1 AT Castle, +1 Imperial (+2 total)
UU1: Spia fast spy (50F 100G): Infiltrates enemy bldgs, can see what is being researched/produced in the building. Appears as an enemy villager to enemy : HP 50, AT -, A 1/3, R 6 (upgrade 800F 550G)
ES: HP 75, AT -, A 2/4, R 8
UU2: Condottieri fast cav w/B AT vs. inf & cav (80F 70G): HP 75, AT 9, A 2/2 (upgrade 1600F 700G)
EC: HP 100, AT 12, A 2/2
UT: Intrigue (300F 300G): Reduces enemy bldgs' LOS to 1 for 1 minute. Can be researched multiple times
TB: Trade carts/cogs cost -50%
W: St. Peter's Basilica Slavs 31.5
Slavs by KoreanPrince (post 34)
Cav +4 attack
Cav move 10% faster
Monks [cost?] -15% Castle, -20% Imperial
Farmers work 35% faster
UU: Koplyanik fast anti-arch cav (100F 10G): HP 100, AT 8, A 1/6, R 2 (ugrade 800F 600G)
EK: HP 110, AT 12, A 2/8, R 2
UT: Nobility (650F 700G): Cavalry cost -15%
TB: Cavalry +10 HPs
W: ?Slavs by Spitfire VII
Cav move 15% faster
1 arrow kills a deer
Cav arch +30 HP
UU: Lancer ? (50F 20G 20W): HP ?, AT 10, A 0/0, fast, B +7 AT vs. pikeman line
Elite Lancer (1000F 200W 200G): HP ?, AT 13, A 0/1
UT: Spearing (?): Lancer, Pike line and skrimisher line +4 AT, +20 HP
TB: Cav arch +2 LOS
W: Slavs discussion by Khazar
Slavs discussion by Tsar_IvanIV
new: Slavic-Russian civ outline by ES_Sandyman (post 45) Poland 22
Polish by The Dragon Reborn and again
Scouts, Light cav, hussars +15 HP
Cav move 15% faster
Bloodlines free
Towers, outposts +4 LOS
Miners work 10% faster
UU: Lancier cav (70F 60G): HP 90, AT 12 (double damage for first attack), A 2/0 (upgrade 1400F 800G)
EL: HP 140, AT 17 (double damage for first attack), A 3/0
f/u EL:
UT: Machicolations (1200W 400S): Towers, castles, walls +25% HP, -25% cost. Tower/Castle AT doubled vs. units attacking base
TB: Villagers +3 LOS
W: Bytow Fortress Polish by Peter The Great
Farm upgrades free
Farmers gather food 25% faster
Units move 5% faster in Feudal, 10% in Castle and 15% in Imperial
Pikemen/Halberdiers +1 AT, +1/1 A
UU: Winged Hussar cav, bonus AT against all Imperial age units, inf, foot arch, villagers, towers (90F 50G): HP 100, A 12, A 2/2 (upgrade 1000F 400G)
EWH: HP 120, A 14, A 3/2
f/u EWH: HP 140, AT 19, A 6/6
UT: Divisions (500F 500G): Hussars/Winged Hussars get +1 AT, +1 LOS
TB: Market fee reduced to 0
W: ? Polish by Spitfire VII (incomplete) Moors 20
Moors by Wufei (post 22)
Market techs free, redemption free
Stables cost 50% less wood
Start with 2 scouts
UU: Berber Horseman fast cav that ignores enemy anti-cav bonuses (80F 80G): HP 100, AT 11, A 0/1 (upgrade 700F 1300G)
EBH: HP 130, AT 13, A 1/2
f/u EBH: HP 150, AT 17, A 4/6
UT: ?
TB: Transports half priced
W: ? Moors/Berbers by Spitfire VII
Camels +20 HP
Cav archers +3 AT
Monastery techs cost 10% less
UU: ... (65F 50G): HP 50, AT 10 (+8 vs. knights), A 0/0, R 4 (upgrade 1500F 1300G)
E...: HP 60, AT 12 (+8 vs. knights), A 1/0, R 5
UT: Berber Horsemen (?F ?G): Camels +2 AT, cost -5%
TB: Docks work 20% faster
W: ? Magyars/Hungarians 17.5
Hungarians by Spitfire VII (post 3) and again and again
Scouts, light cav, hussar cost 30% less
Farm Techs cost 30% less
Hussars +2 AT
UU: Currisuir fast heavy cav (60F 60G): HP 120, AT 10, A 2/1 (upgrade 1000F 1200G)
EC: HP 140, AT 13, A 2/2
f/u EC: HP 160, AT 17, A 5/7
UT: Turkish Wars: cav +10 AT vs. gunpowder units
TB: cav arch +3 LOS
W: ? Normans 8.5
Normans by Cheesius Maximus and again
Castles and towers built 15% faster
Mounted units are 15% faster
Fish last 20% longer, fishermen work 15% faster
UU: Lance Chevalier fast cav spearman, bonus AT vs. cav, foot arch (60F 50G): HP 80, AT 8, A 1/1 (upgrade 600F 600G)
ELC: HP 95, AT 9, A 1/2
UT1: Domesday Book (500W 300G): all units +3 LOS, OR UT2: Ancestry (500F 650G): Lance Chevaliers slowly regenerate HP
TB: Archery units trained 33% faster
W: Mont-Saint Michel Normans edited by swp
Archery units cost 33% less, and are trained 33% faster
Castles and towers built 15% faster
Fish last 20% longer
UU: Norman Knight cav (70F 75G): HP 110, AT 11, A 2/3 (upgrade 1000F 750G)
ENK: HP 140, AT 14, A 3/5
f/u ENK: HP 160, AT 19, A 6/9
UT1: Norman Power (100W 600F 450G): All Norman Knights get +1 Attack, +2 LOS, +15% Speed. All Stable units get +1 Attack, +1 LOS, and +25% Speed!!
UT2: Loyalty (1000F; 40G per Norman Knight you control, minimum 750G): Norman Knights cannot be converted
TB: Mounted units are +15% faster [Norman cav is 40% faster!!]
W: Mont-Saint Michel Swiss 7
Swiss By Vladimir Putkin (post 7)
Pikemen/halbs +4 AT, +4/4 A, but cost +10G
Monks cost -20%
Farms 5% faster (?)
UU: Swiss Guard inf (80F 5G) bonus vs. cav, inf: HP 65, AT 10/12, A 1/2 (upgrade 1500F 600G)
ESG: HP 70, AT 12, A 2/2
f/u ESG: HP 70, AT 16, A 5/7
UT1: Confederations (600S 600F): Farms yield 2x food, garrisoned villagers add +2 AT
UT2: Poverty (650F 400G): Milita [champions?] created at TC for 50F, Inf get +2 AT vs. knights
TB: Pikeman line train 25% faster
W: ?Swiss by gra666 (post 6)
Skirms +3 AT vs. inf
Buildings +10 armor vs. inf
Halb/pikeman upgrades free
Castle +1 range in Imperial
Hoardings cost half price
UU: Swiss ... (50G 50W) builder/inf unit: HP 55, AT 9, A 0/1 (no Blacksmith upgrades)
ES...: HP 65, AT 9, A 2/3, builds 10% faster
UT: Tactics (600F 400G): Halbrediers and skrimishers move 15% faster. Halbrediers get +3 pierce armor
TB: All military buildings +2 LOS
W: ? Portuguese 6
Portuguese by Padeiro_de_Aljubarrota (post 28)
+20% armor for Cavalry
Ship techs cost no gold
Bonus vs. Spaniards (?)
UU1: Caravella (200W 100G) transport ship that allows ranged units inside to attack : HP 150, AT +50% unit AT, A 0/3, R 7, speed +20% (upgrade 1000F 500G)
EC: HP 300, AT +75% unit AT, A 0/5, R 10, speed +20%
UU2: Valido fast self-healing cav (80W 95G): HP 100, AT 10, A 2/2 (upgrade 750F 1000G)
EV: HP 150, AT 15, A 4/4
f/u EV: HP 170, AT 19, A 7/8
UT1: Vela Latina (1000F 500G): Ships better armored, faster
UT2: Sebastianism (700F 500G): Validos regenerate faster, monks heal faster
TB: ?
W: Batalha Monastery Dutch 7
Dutch by Stormbringer (post 3)
Coinage, Banking, Guilds free
Trade units move 10% faster Feudal, 15% Castle, 20% Imp
Ships +0/1 A in Castle, +0/1 Imp (total +0/2)
UU: UU: Privateer fast ship (130W 50G) bonus AT vs. galleys: HP 120, AT 10, A 0/6, R 6 (upgrade ?W ?G)
EP: HP 150, AT 12, A 0/7, R 8
UT: Beursgebouw (?W ?G): +150% trade revenue from caravans, trade cogs
TB: Docks work 20% faster
W: ? Saxons 6
Saxons discussion by Imperialglory Swedes 2
Swedes by Evil ElectralKnight
Houses support 10 pop
Ranged units (except Karolines) +1 range in Imperial
Villagers +4 AT vs. inf
UU: Karoline (80F 100G) slow hand cannoneer: HP 70, AT 20, A 0/8, R 8 (upgrade ?)
EK: HP 100, AT 25, A0/8, R 10
UT: Marches (800G 500F): Karolines move faster, +2 armor
TB: Inf +20 HP
W: ? Anglo-Saxons 1
Anglo-Saxons by Sir Marf of Ans (post 2)
Start with Ceorl instead of scout
Spearman/skirm upgrades cost -25%
Units w/spears have AT bonus vs. bldgs
Wood choppers work 10% faster
Villagers +2 AT vs. enemy
Loom free
UU: Fyrdsman (65F 30G): HP 50, AT 10, A 2/3 , R 1 (upgrade 950F 550G)
EF: HP 60, AT 11, A 3/3, R 1
>>>Other units also available
UT: Fryd (600F 700G): Villagers +2 AT, +1/1 A, Spear line & UU +4 AT, UU +1/1 armor, Skirm & UU +2 AT
TB: Spearman line train 20% faster
W: Wooden castle Flanders/Flemmish 4
Bulgarians 3.5
Serbia 3
Lombards 2.5
Wallachians/Romanians 2.5
Lithuanians 2
Danes 2
Moravia/Czech/Bohemia 2
Icelanders 1
Vandals 1
Ruggians 1
Slovaks 1
Croats 1
ASIA 1, incl. # of votes Indians/Mughals 42 (new architecture?) UU should be elephant-based
Indians by FrankishHussar555
Gunpower units fire 20% faster
Cavalry +4 AT vs. bldgs
Archers move 10% faster
Gold miners work 15% faster
UU1: Rajput Lancer ? (75F 50G) HP 150, AT 15, A 3/3, R 1, fast, B: +2 AT vs. inf
UU2: Matchlockman ? (55F 60G) HP 60, AT 19, A 2/1, R 9 (incomplete)
UT: Religious Toleration (750F 500G): Monks convert faster
TB: Arch have +5 AT vs. cav
W: ? Indians by Mr_Floppy4
Monks move 10% faster
Loom Free
Towers cost -10% Feudal, -25% Castle, -50% Imperial
Skirmishers +2 AT bonus vs. siege
Fishing Ships gather 50% faster from fish traps
Stable units cost 30% Less
UU: Elephant-mounted Monk w/cav benefits (half the size of Persian WE), can pick up relics w/trunk [ Animal touching holy relic would be sacreligious in other faiths] (150F 100G): HP 100, A 1/0, R 7 (upgrade ?F ?G)
EEMM: HP 190, A 4/4, R 10
f/u EEMM: HP 345, A 7/8, R 13
UT1: Animal Worship (500F 500G): All mounted units +20 HP (avalable in Castle Age)
UT2: Conversion (1000G): Enemy resistance upgrades & bonuses are ignored [by EMM?]
TB: ?
W: ? Indians by Tonto_Czarempire and again
Thumb Ring Free
Monks cost 80G
Buildings +3 LOS
Farmers work 10% faster & carry +1 food
UU1: Armored Elephant (200F 100G) : HP 450, AT 16, A 2/2 (upgrade 1500F 900G)
EAE: HP 600, AT 25, A 4/4 + trample damage
f/u EAE: HP 600, AT 29, A 7/8 + trample damage
UU2: Light Elephant cav trained at stable, fast (150F 60G): HP 200, AT 10 (15 vs. cav), A 1/1 (upgrade 900F 550G)
ELE: HP 300, AT 14 (24 vs. cav), A 2/1
f/u ELE: HP 300, AT 18 (26 vs. cav), A 5/5
UT1: Poison Arrows (250G 200F): Arch +1 AT
UT2: Elephant Taming (800F 1000W ): Armored Elephant can be trained at stable
TB: Elephant Units train 20% faster
W: ? Indians/Mughals by ChandraguptaXII (post 33)
Mughal empire: cav civ
Mounted units +20 HP
Villagers collect food 15% faster
Each house supports +2 pop
UU: Archer Elephant (150F 55G): HP 250, AT 12 (7 at range), A 1/1, R 3 (upgrade ?F ?G)
EAE: HP 300, AT 13 (8 at range), A 1/1, R 4 (no range upgrades)
f/u EAE: HP 300, AT 17 (8 at range), A 4/5
UT: Hindustan (500F 500G): Increases all units AT by 15%
TB: Hussars +3 AT
W: Qutub Minar
Mughal empire: gunpowder & monk civ (incomplete)
Hand cannoners +3 AT
Gunpowder units +20 HP, cost 15% less
Villagers collect food +15% faster
UU: Elephant Rifleman (?F ?G) like Archer Elephant but shoots bullets: ???
UT: Din-i-ilahi (500F 500G): Increases AT of all units by 15%
TB: Unit conversion 30% faster
W: Taj Mahal discussion by andyblast>>> Southeast Asia 5
Civs, units & campaigns by GWKL and NedmadOhcet Khmer/Cambodians 27.5 (new architecture)
Khmer by Seqenenre Tao (post 5):
UU: Royal Elephant (200F 100G) cav can down trees : HP 450, AT 18, A 4/2
ERE: HP 600, AT 30, A 7/5
UT: Nobility (1200F 800G): Royal Elephants +100 HP
Khmer by tin man (post 6):
UU: Elephant Archer fast cav w/trample damage (180F 80G): HP 400, AT 6, A 1/2
EEA: HP 500, AT 8, A 2/3
Khmer by Wufei (post 28):
Mining upgrades free
Scorpions cost -15% Castle, -25% Imperial
Warships move 20% faster
Relic victories require only 4 relics
UU: Archer Elephant (150W 70G): HP 350, AT 8, A ?/?, R ? (upgrade 1200F 800G)
EAE: HP 500, AT 9, A ?/?, R ?
UT: Sanghas (?F ?G): Monks regaine faith 50% faster cumulative with Illumination
TB: Monasteries work 20% faster
W: etc... Khmer by Tonto_Czarempire
Inf +1/1 armor in Castle, +1/2 armor in Imperial
Farms +75 [?]
Buldings cost -15% (excl. farms, TC, castles)
Scorpions +1 range
UU1: Elephant Archer (150F 80W 65G): HP 400, AT 6, A 1/1,
R 6 (upgrade 1000F 700W 800G)
EEA: HP 500, AT 7, A 1/3, R 7
UU2: Light Elephant (130F 75G) fast cav replaces knight in stable: HP 200, AT 10, A 1/2 (upgrade 600F 500G) +3 AT vs. cav
ELE: HP 300, AT 15, A 2/2
f/u ELE: HP 300, AT 19+, A 5/6+
UT: Elephant Barding Armor (600F 500G): Enemy Pikemen/ Halberdier line -10 attack vs. elephants
TB: Infantry +2 LOS
W: ? Khmer, Thai and Malaysian civs by Seqenenre Tao with new unit shared by Southeast Asia civs:
Scout Elephant (100F 80G) fast cav, available in Feudal Age!: HP 55, AT 4, A 0/2
Castle Age SE: HP 135, AT 10 (+3 vs. swordsmen), A 2/2 (upgrade 800F 450G)
Armored Elephant slow cav: HP 195, AT 15 (+6 vs. swordsmen, +4 vs. cav [WTF!]), A 3/3
f/u EAE: HP 215, AT 19 (+6, +4), A 6/7
The Khmer: Elephant & siege civ
Start w/Scout Elephant instead of scout
Monasteries work 20% faster
Siege workshop units +2 A in Castle, +3 A in Imp (+5 total)
Scout elephants & armored elephants move 15% faster
UU: Fire Caster (45F 55G) ranged inf w/area damage effect: HP 60, AT 9, A 1/0, R 5
EFC: HP 70, AT 12, A 2/1, R 5
f/u EFC: HP 70, AT 16 (Chemistry adds +6 AT), A 5/5, R 5
UT: Iron Plated Tusks (650F 400G): Scout Elephant, Armored Elephant +5 AT
TB: Scout units +1 armor
W: Angkor Wat
The Thai:
Start w/scout elephant instead of scout
Masonry, architecture cost no stone
Villagers gather resources 15% faster
Monks have +4 conversion range
Scout elephants, armored elephants cost 25% less food & gold
UU: Phari Luang (70F 40G) inf/villager can also build/repair bldgs, siege, ships: HP 65, AT 10, A 1/1
EPL: HP 85, AT 13, A 2/2
f/u EPL: HP 85, AT 17, A 5/6
UT: Rice Fields (500F 600W): Farms produce +600 food, farmers carry +5 food
TB: Buildings +4 LOS
W: Buddhist Temple Complex (during the Sukhotai period)
Malaysians: Trade & naval civ
Start with Scout Elephant instead of Scout
Monks regenerate faith 66% faster
Tributes are free
Dock techs cost no gold
Trade units cost 50% less, have +3/3 armor
Warships move 15% faster
UU1: River Pirate (100W 40G) transport/warship: HP 120, AT 8 (+garrisoned units), A 2/6, R 7, transp: 6
ERP: HP 150, AT 9 (+garrisoned units), A 3/7, R 8, transp: 8
f/u ERP: HP 165, AT 13 (+garrisoned units), A 3/8, R 11, transp: 8
UU2: Jungle Raider (50W 45G) archer: HP 45, AT 6 (+6 vs. bldgs), A 2/2, R 4
EJR: HP 50, AT 8 (+8 vs. bldgs), A 2/3, R 5
f/u EJR: HP 50, AT 12 (+8 vs. bldgs), A 5/7, R 8
UT: Outrigger (1000W 500G): Warships +15 HP
TB: Trade units move 20% faster
W: Borobodur Khmer by NedmadOhcet (post 183) , including campaigns (incomplete) Thai/Siam 10 (new architecture)
Khmer, Thai and Malaysian civs by Seqenenre Tao: Look above
Thai by Kumoi Runningwolf
Inf +1 AT, +10 HP
Archers +1 R
Farms produce 50% more food
UU: Spearman (50F 25W) fast inf: HP 60, AT 10, A 0/0
UT: Rocket : Scorpions +5 AT, +2 R
TB: ?
W: ? Tatars 4
Arabs/Beduins 3
Malaysian 2
new: Tibetans Tibetans by The Spanish Guy (post 6); were considered by ES! Georgia (in the Caucasus) 1
Georgians by Iberian (Post 233) Khazars 1
Armenians 1 AFRICA, 9.5 VOTES, in addition to: Zulus 9.5
Zulus by Slippy_04550
In Imperial, camels cost 10% less, +10% HP
Transport Ships carry +10 units
Archers cost 40%
Towers +1 AT
UU: Throwing Spearman skirm (?F ?G): HP 35, AT 4, A 0/3, R 4 (upgrade ?F ?G)
ETS: HP 45, AT 5, A 0/4, R 5
f/u ETS: HP 45, AT 9, A 3/9, R 9
UT: Metal Spear (?F ?G): Spearman line and Throwing Spearman units +1 AT
TB: Archer line units +1 AT
W: ? Mali 9
Berbers 2
Berbers by Steve Marsh (incomplete)
Ethiopians/Abyssinians 4
Zimbabwe/Bantu/Karanga 3
Songhai 2
civ outline and discussion by Danielthemaster (post 3) THE AMERICAS, 9 VOTES, in addition to: Generic civ by DeltaSpear Incas 31.5 UU options: Chasqui, fast inf
Incas by Tarentola and others
Start w/Eagle Warrior instead of Scout
Villagers 30% faster
Castles +1500 HP
Siege Workshop units, Trebs, Petards cost -20% Castle, -30% Imperial
Free ram & scorpion upgrades
Villagers can garrison in Market to produce gold
UU: Bola Thrower slow ranged inf (50F 30S): HP 40, AT N/A, A 1/0, R 4
Elite BT (800F 700G): HP 50, AT N/A, A 2/0, R 6
UT: Infrastructure (900F 500S): foot units & villagers +30% speed
TB: Currency, Banking free
W: Machu Picchu Incas by Steve Marsh
Villies +2 HP, +2 carrying capacity, +5% resource gathering with each age
Buildings built 5% faster
Herbal Medicine 15% [works?] faster
UU: Fire shooting siege unit (incomplete
UT1: Field of fire (?): No minimum range for seige , cannon galleon
UT2: Battle maps (?): Extended range for seige, archers, skirmishers, cannon galleons; free elite cannon galleon upgrade
UT3: Martyrdom (?): Monks can convert trebs
TB: ?
W: ? Incas by Auswegian
Starts with Poison Dartsman UU
Redemption, Caravan, Fortified Walls free
Spearmen and Archers have +2 AT
Relics generate 2X gold
UU1: Warrior-Peasant slow unit/villager (50F 50G): HP 50, AT 9, A 0/1
EWP: HP 70, AT 11, A 0/1
f/u EWP: HP 90, AT 13, A 2/3
UU2: Poison Dartsman fast ranged unit (40F 30W): HP 40, AT 7, A 0/0, R 2
EPD: HP 55, AT 9, A 0/0, R 2
f/u EPD: HP 75, AT 12, A 0/0?, R 3?
UT1: Topa's Great Progress: Archers can garrison inside houses (2 per house)
UT2: Terraced Farms: Up to four farms can be stacked on top of one another. When you place one farm on top of another, it's food is added to the original farm's supply and the farmer can work 20% faster (cumalitive)
UT3: Cyclopean blocks: Castles and walls are immune to arrow fire
UT4: Resettlement: Enemy buildings (except walls, castles, wonders, and TCs) damaged by Incas 85% or more instantly convert to Incas
TB: ?
W: Nazca Lines, or Macchu Pichu Incas by Iclan_Emporer
Start with Alpaca unit instead of Scout
Loom Free
Farms +100% HP
Units +1 LOS Castle, +1 Imperial (Total +2)
UU: Alpaca Warrior cav mounted on Alpaca (similar to camel) +9 AT vs. knights WTF! (70F 50G): HP 100, AT 13, A 0/0 (upgrade 1000F 800G)
EAW: HP 125, AT 17, A 1/1
f/u EAW: HP 125, AT 19, A 3/3
UT: Head Shaping (1000F 350G): Kings +100% HP in Regecide, villagers work 15% faster
TB: Farming 20% faster
W: Machu Pichu Incas by Vladimir Putkin
Mining upgrades free
Start with Condor warrior instead of scout
Outpost cost no stone, 50% less wood, has +2 LOS
UU1: Allyu fast villager (60F): HP 40, AT 4, A 2/2
UU2: Condor Warrior (standard/elite) ranged inf w/bola (?): HP 40, AT 8 (4 in Dark), A 1/2, R ?
ECW: HP 60, AT 10, A 2/2, R ?
f/u ECW: HP 60, AT 14, A 5/6, R ?
UT1: Mita (600S 600F): TCs, Castles, Keeps costs -50% stone, military bldgs constructed 30% faster
UT2: Huacas (650F 400G): Relics generate 1 extra food at the same pace that they produce gold
TB: Gold miners carry +2 gold
W: ? Incas by Spitfire VII
Villies move 5% faster
Towers, outposts cost 20% less
Gold resources last 30% longer
Houses support 10 pop
+1 AT per age for a total of +4 in imperial
UU: Condor Warrior fast inf (65F 25G): HP 60, AT 10 (+5 AT vs. archers, +5 AT vs. siege), A 0/1 (upgrade 1600F 700G)
ECW: HP 75, AT 12, A 1/2
f/u ECW: HP 75, AT 16, A 4/6
UT1: Meca Bean (?): Eagle warriors regenerate 1 HP per 2 seconds