Follow TV Tropes

Following

History Characters / AgeOfEmpiresIIDefinitiveEditionCivilizations

Go To

OR

Added: 211

Changed: 1206

Is there an issue? Send a MessageReason:
None



to:

* RateLimitedPerpetualResource: The Keshik generates gold while attacking enemy units (something that will not stop happening until the Tatar player wins or loses), which can help sustain the gold economy when gold mines run out.



It is a medium cavalry unit that "charges" its attack over a period of time, dealing increased damage on its first attack against an enemy unit.

to:

It is a A medium cavalry unit that "charges" its attack over a period of time, dealing increased damage on its first attack against an enemy unit.



* ChargedAttack: The Coustillier can charge its attack up to +20 (+25 for Elite) melee damage (with base melee damage inflicted as well). The effective charge attack is the result of subtracting the total armor value (including upgrades) of the target unit from the coustilier's base attack + charge bonus + attack upgrades.

to:

* ChargedAttack: The Coustillier can charge charges its attack up to +20 (+25 for Elite) melee over a period of time. When the charge is at maximum, the Coustilier deals massive damage (with base melee on one special attack, before switching to its standard attack. While the Knight deals damage inflicted as well). The effective charge more consistently, the Coustilier deals a large amount of damage upfront, but is weaker in a sustained fight due to its inferior standard attack is the result of subtracting the total armor value (including upgrades) of the target unit from the coustilier's base and attack + charge bonus + attack upgrades.rate.



* HitAndRunTactics: Coustilliers are inferior to the Knight line in a sustained fight and instead should be used to hit-and-run, maximising the usage of their charged attack, though micromanagement is important.



It is a sturdy cavalry archer that can switch to melee attack and back.

to:

It is a A sturdy cavalry archer that can switch to melee attack and back.



* ChargedAttack: Their mechanic. Compared to the Burgundian Coustillier's, they trade raw damage for a SplashDamage radius.

to:

* ChargedAttack: Their mechanic. Compared to The Urumi Swordsman charges its attack over a period of time. When the Burgundian Coustillier's, they trade raw damage for a charge is at maximum, the Urumi Swordsman deals increased SplashDamage radius.on one special attack, before switching to its standard attack.



* ReducedResourceCost: Their Castle Age unique tech Kshatriyas reduces the food cost for military unit training by 25%.

to:

* RateLimitedPerpetualResource: Instead of slaughtering livestock, the Gurjaras can garrison them inside Mills for a slow but potentially infinite trickle of food.
* ReducedResourceCost: Their Castle Age unique tech Kshatriyas reduces the food cost for military unit training units by 25%.



It is a heavy cavalry unit with an ability to buff nearby Militia line units.

to:

It is a A heavy cavalry unit with an ability to buff nearby Militia line units.



It is a heavy cavalry unit whose strength increases in numbers.

to:

It is a A heavy cavalry unit whose strength increases in numbers.
Is there an issue? Send a MessageReason:
None


Start with a Mule Cart, but -50 food.\\

to:

Start with a Mule Cart, but -50 food.Cart.\\



Cavalry regenerates 5 HP per minute in Feudal, 10 in Castle, 15 in Imperial Age.\\

to:

Cavalry regenerates 5 15% HP per minute minute, starting in Feudal, 10 in Castle, 15 in Imperial Feudal Age.\\
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* {{Irony}}: Due to using the Mediterranean architecture, the Georgians are not capable of building their famous landmark, the Gelati Monastery, which is represented as Central European monasteries.

Added: 799

Changed: 765

Removed: 1013

Is there an issue? Send a MessageReason:
misuse


* MechanicallyUnusualFighter: The Konnik is a very special unique unit, as it has to be killed twice (first time mounted, second time dismounted). This quirk makes the unit not only durable, but also versatile, as they can mess with the possible counter-units the opponent may have. While the mounted version is weak against Camel Riders and the Spearman line, the dismounted version is not; and vice versa, the typical counters for infantry do not affect the mounted version. Any clever opponent must mix two types of counter-units against a mass of Konniks, with some exceptions.



* ScissorsCutsRock: The Konnik is a very special unique unit, as it has to be killed twice (first time mounted, second time dismounted). This quirk makes the unit not only durable, but also versatile, as they can mess with the possible counter-units the opponent may have. While the mounted version is weak against Camel Riders and the Spearman line, the dismounted version is not; and vice versa, the typical counters for infantry do not affect the mounted version. Any clever opponent must mix two types of counter-units against a mass of Konniks, with some exceptions.



* LootMakingAttack: Invoked by them, who can generate gold as they attack enemies and buildings, with the Tamerlane campaign making clear that their reputation was earned.

to:

* LootMakingAttack: Invoked by them, who Keshiks can generate gold as they attack enemies and buildings, with the Tamerlane campaign making clear that their reputation was earned.



* DamageIncreasingDebuff: Their hammer removes 1 point each of the target's melee and pierce armor every time it hits, and will continue doing so until the target is completely stripped of all armor. This debuff is persistent unless the debuffed target is healed or repaired to full health.
* DropTheHammer: They wield this as a weapon. [[AntiArmor It can deal damage regardless of armor]] thanks to said weapon of choice.

to:

* AntiArmor: The Obuch's hammer, which tears away 1 point of armor per hit, is useful to weaken units with heavy melee armor, such as Teutonic Knights and Boyars.
* DamageIncreasingDebuff: Their hammer removes 1 point each of the target's melee and pierce armor every time it hits, and will continue doing so until the target is completely stripped of all armor. This debuff is persistent unless lasts until the debuffed target is healed or repaired to full health.
* DropTheHammer: They wield this as a weapon. [[AntiArmor It can deal damage regardless of armor]] thanks to said weapon of choice.
health.



* {{Foil}}: The Viking Longboat is a small warship that fires arrows at its targets, while the Dravidian Thirisadai is a heavy warship that fires bolts at targets.



It is an infantry unit with ranged melee attack, cause damage to multiple units in a straight line, like the Scorpion.

to:

It is an An infantry unit with ranged melee attack, cause damage to multiple units in a straight line, like the Scorpion.



* BaseOnWheels: Both Armenians and Georgians can train the Mule Cart which serves as a replacement for the Mining and Lumber Camps, and serves as a mobile drop-off point for wood, gold, stone and hunted animals that can also research the relevant economic technologies.



* MovingBuildings: In place of Mining and Lumber Camps, the Armenians and Georgians build the Mule Cart, a mobile drop-off point for wood, gold, stone and hunted animals that can also research the relevant economic technologies.



It is an archer whose attack is able to penetrate armor.

to:

It is an An archer whose attack is able to penetrate armor.



It is a melee infantry unit able to heal nearby units and carry Relics.

to:

It is a A melee infantry unit able to heal nearby units and carry Relics.



* ChurchMilitant: As the name suggests, the Warrior Priest, trained from the Fortified Church, can fight enemies and heal friendly units.

to:

* ChurchMilitant: As the name suggests, the Warrior Priest, trained from the Fortified Church, can fight enemies and enemies, heal friendly units.units and carry Relics, and benefit from both infantry and Monk technologies.
Is there an issue? Send a MessageReason:
None


* RapePillageAndBurn: Invoked by them, who can generate gold as they attack enemies and buildings, with the Tamerlane campaign making clear that their reputation was earned.

to:

* RapePillageAndBurn: LootMakingAttack: Invoked by them, who can generate gold as they attack enemies and buildings, with the Tamerlane campaign making clear that their reputation was earned.
Is there an issue? Send a MessageReason:
None


Mule Carts cost -25%.\\

to:

Mule Carts cost -25%.-40%.\\



Galley-line fires two projectiles.\\

to:

Galley-line and Dromons fires two projectiles.an additional projectile.\\



'''Castle Age Unique Tech''': Cilician Fleet (Demolition Ships +33% blast radius; Galley-line and Dromons +1 range)\\

to:

'''Castle Age Unique Tech''': Cilician Fleet (Demolition Ships +33% +20% blast radius; Galley-line and Dromons +1 range)\\



'''Team Bonus''': Repairing buildings costs 50% less resources.\\

to:

'''Team Bonus''': Repairing buildings costs 50% 25% less resources.\\

Changed: 13

Removed: 4301

Is there an issue? Send a MessageReason:
Discard And Draw does not apply to when a character receives both buffs and nerfs in the same version or when there's nothing to gain and lose


* DiscardAndDraw: In update 36906, the Bulgarians lose the Paladin upgrade, but they are compensated with their Stirrups technology applying to their Knights alongside to their Konniks and light cavalry. This in turn shifts the Bulgarian power spike from the Imperial Age to the Castle Age, as the Bulgarian Knight rush is much stronger. Conversely, the loss of Paladins means that the Bulgarians will lose much of their late-game cavalry power, forcing the Bulgarians to mostly rely on Konniks and Hussars as their main late-game cavalry units.



* DiscardAndDraw: With update 36202, Steppe Husbandry also grants its benefits to Steppe Lancers but the effect of reduced tranning time was reduced from 400% to 100%.



* DiscardAndDraw: With ''Dynasties of India'' update 81058, Lithuanians bonus for starting with 150 food was changed to each Town Center providing +100 food. This is considered a nerf to their early-game economy and a buff to their Castle Age economy, as the Lithuanians' starting food will be less in the early game, but has a substantial Castle Age economy when multiple Town Centers are built. Coincidentally, because each Town Center grants 100 food, this gives the Lithuanians an advantage in maps where the player starts with multiple Town Centers (i.e. Budapest).



* DiscardAndDraw: In update 34055, the Keshik got an overhaul from being a weaker and harder-to-get Paladin-like unit to the role of a medium cavalry unit, with the gold cost reduced, the hit points increased for both standard and elite, but the attack reduced, aiming to make Keshiks more popular and easier to mass, and making the gold generation by attacks more practical (since less attack leads to more hits to kill, thus more gold earned).



* DiscardAndDraw: In ''Dynasties of India'' update 81058, Flemish Militia HP reduced from 75 to 60, attack from 12 to 11, and 0 pierce armor instead of 1, making the Flemish Revolution powerspike more manageable to deal with for many infantry, archer, and gunpowder civilizations. Conversely, the Flemish Militia can now be trained at the Barracks instead of the Town Center, and their training cost has been adjusted from 60 food/25 gold to 50 food/15 gold, making them a cheaper alternative to their Militia line unit in trash wars, since they lack Supplies for their Militia line unit, and Flemish Militia are now affected by Conscription.



* DiscardAndDraw:
** ''Twice'' for the same bonus: Initially, their team bonus was Transport Ships +5 carry capacity and +10 armor versus anti-ship bonus damage. With ''Dawn of the Dukes'' update 51737, it was replaced with the first Transport Ship being free and created instantly. ''Then'' with update 54480, the team bonus was now changed to Transport Ships gaining +5 Line of Sight and costing -50%.
** With update 51737, the Imperial Age unique technology Scutage (each team member receives gold per military units owned) was replaced with Hauberk (Knight-line +1/+2 melee/pierce armor). This makes the Sicilian Cavalier more durable than a fully upgraded Paladin when it comes to surviving archer shots. Combined with Sicilian Cavaliers taking less anti-cavalry damage from Camels and Halberdiers and conversion resistance from First Crusades, it makes Sicilian Cavaliers a formidable late-game unit to pair alongside with their Siege Onagers and their infantry.



* DatedHistory: The Dravidians' naval unique unit and Castle Age unique technology was based on fraudulent information on two Website/{{Wikipedia}} pages, the Chola navy and Chola military. The information about them has been removed following an investigation.

to:

* DatedHistory: The Dravidians' naval unique unit and Castle Age unique technology was were based on fraudulent information on two Website/{{Wikipedia}} pages, the Chola navy and Chola military. The information about them has been removed following an investigation.



* DiscardAndDraw: Gurjaras lack access to Battle Elephants, but can train the unique Shrivamsha Riders instead of Knights.



* DiscardAndDraw: In update 73855, Chakram Thrower stats were readjusted to be a more specialized against low-armor infantry units (i.e. the Spearman line and Huskarls) but much less effective against archers and cavalry with its base attack reduced from 5 (6 for Elite) to 3 (4 for Elite), but their pass-through damage dealing 100% instead of 50% and have +1 bonus damage against infantry.



It is a speedy cavalry unit that can "dodge" enemy projectiles, which is represented as a second, regenerating health bar which has to be depleted below a certain level before the unit itself takes damage.

to:

It is a A speedy cavalry unit that can "dodge" enemy projectiles, which is represented as a second, regenerating health bar which has to be depleted below a certain level before the unit itself takes damage.



* DiscardAndDraw: Upon the released of ''Return of Rome'', one of the Romans civilization bonuses are Galley-line +1 attack while their Ballistas unique tech make Scorpions and Galley-line fire 33% faster. When update 87863 make Romans enabled for Ranked play, it took away said bonus in favor of making Ballistas grants +2 attack to the Galley-line instead of attack speed, essentially giving them a better version of the civilization bonus for a cost.
Is there an issue? Send a MessageReason:
None


'''Wonder''': Round Church of Preslav

to:

'''Wonder''': Round Church of Preslav
Preslav\\
'''AI Player Names''': Almish Yiltawar, Asparukh, Boris I Mikhail, Georgi Terter, Ghabdula Chelbir, Ivan Asen II, Ivaylo Bardokva, Khan Krum, Kotrag, Kubrat, Simeon the Great, Tervel, Tervel Khan, Theodore Svetoslav, Tsar Konstantin Tikh



'''Wonder''': Sarkel

to:

'''Wonder''': Sarkel
Sarkel\\
'''AI Player Names''': Aepa, Alp Tarkhan, Altunopa, Boniak the Mangy, Bulan Khagan, Danylo Kobiakovych, Ildeya Khan, Konchak Otrakovich, Kotyan Khan, Kurya Khan, Otrok Khan, Sokal, Sutoi, Yurii Konchakovych



'''Wonder''': Trakai Island Castle

to:

'''Wonder''': Trakai Island Castle
Castle\\
'''AI Player Names''': Algirdas, Gediminas, Jaunutis, Jogaila, Kestutis, Mindaugas, Netimeras, Svitrigaila, Traidenis, Treniota, Vytautas the Great, Vytenis, Zebedenas, Zvelgaitis



'''Wonder''': Ulugh Beg Observatory

to:

'''Wonder''': Ulugh Beg Observatory
Observatory\\
'''AI Player Names''': Bilge Kul Qadir-Khan, Emir Edigu, Harun Bughra Khan, Jahan Shah, Muhan Qaghan, Oz Beg Khan, Qara Osman, Qara Yusuf, [[UsefulNotes/TimurTheLame Tamerlane]], Timur Qutlugh, Tong Yabghu Qaghan, Urus Khan, Uzun Hassan, Yabgu Shahmalik



'''Wonder''': Hôtel de ville of Brussels

to:

'''Wonder''': Hôtel de ville of Brussels
Brussels\\
'''AI Player Names''': Charles the Bold, Eudes the Red, Gundaharius, Gundobad, Gundomar, Gunderic, John the Fearless, Odo IV of Burgundy, Philip the Bold, Philip the Good, Richard the Justiciar, Robert II of Burgundy, Robert the Old



'''Wonder''': Monreale Cathedral

to:

'''Wonder''': Monreale Cathedral
Cathedral\\
'''AI Player Names''': Bohemond of Taranto, Drogo de Hauteville, Frederick Roger II, Gilbert Buatère, Rainulf Drengot, Richard Drengot, Robert Guiscard, Roger Bosso, Roussel de Bailleul, Sikelgaita, Tancred of Hauteville, William II of Apulia, William Iron Arm



'''Wonder''': Powder Tower of Prague

to:

'''Wonder''': Powder Tower of Prague
Prague\\
'''AI Player Names''': Boleslaus the Cruel, Bretislaus I, Emperor Karel IV, Emperor Sigismund, Jan Hus, Jan Zizka, John the Blind, Ladislaus Postumus, Ottokar I, Premysl Ottokar II, Svatopluk I, Vratislaus II, Wenceslaus the Good, Wenceslaus the One-Eyed



'''Wonder''': Wawel Cathedral

to:

'''Wonder''': Wawel Cathedral
Cathedral\\
'''AI Player Names''': Boleslaw III Wrymouth, Boleslaw the Brave, Duke Henryk the Pious, Jadwiga, Jan I Olbracht, Kazimierz III the Great, Kazimierz IV Jagiellon, Kazimierz the Restorer, Mieszko I, Sieciech, Wladyslaw II Jagiello, Zawisza the Black, Kbigniew Olesnicki, Zygmunt I Stary



'''Wonder''': Somapura Mahavihara

to:

'''Wonder''': Somapura Mahavihara
Mahavihara\\
'''AI Player Names''': Alauddin Husain Shah, Devapala, Dharmapala, Ghiyasuddin Azam Shah, Gopala, Harjjaravarman, Ilyas Shah, Lakshmana Sena, Mahipala, Nasiruddin Mahmud Shah, Rajyapala, Ramapala, Samanta Sena, Shashanka



'''Wonder''': Brihadeeswarar Temple

to:

'''Wonder''': Brihadeeswarar Temple
Temple\\
'''AI Player Names''': Amoghavarsha, Govinda III, Harihara I, Jayasimha, Kadungon, Krishna Devaraya, Kulothunga, Maravarman I, Rajaraja Chola, Rajendra Chola, Srimara Srivallabha, Vijayalaya, Vikramaditya I, Vijayabahu



'''Wonder''': Somnath Temple

to:

'''Wonder''': Somnath Temple
Temple\\
'''AI Player Names''': Govind Tai, Jayachandra, Madanavarman, Maharana Pratap, Mahenderpal, Mihira Bhoja, Nagabhata, Nagarjuna, Prithviray Chauhan, Raja Shiladitya, Rana Sanga, Siddhraj Jaisingh, Sindhuraja, Vatsaraja



'''Wonder''': Colosseum

to:

'''Wonder''': Colosseum
Colosseum\\
'''AI Player Names''': Anthemius, Arbogast, Avitus, Flavius Aetius, Galla Placidia, Honorius, Majorian, Odoacer, Pope Leo I, Ricimer, Romulus Augustulus, Stilicho, Theodosius I, Valentinian III



'''Wonder''': Etchmiadzin Cathedral

to:

'''Wonder''': Etchmiadzin Cathedral
Cathedral\\
'''AI Player Names''': Vardan Mamikonian, Vahan, Ashot I, Smbat, Abas I, Gagik, Ashot Kaj, Roupen, Thoros the Great, Mleh, Levon the Magnificent, Zabel, Hethum II, Oshin



'''Wonder''': Svetitskhoveli Cathedral

to:

'''Wonder''': Svetitskhoveli Cathedral
Cathedral\\
'''AI Player Names''': Bagrat III, Giorgi I, Demetrius, Gregorios Pakourianos, David the Builder, Tamar the Great, David Soslan, Rusudan, Giorgi the Brilliant, David the Elder, Vakhtang, Michael I, Alexander I, Constantine

Changed: 2296

Removed: 24866

Is there an issue? Send a MessageReason:
per the Balance Buff trope page: 'should only be mentioned when it has significantly changed the gaming experience in one way or another' (and not with every minor buff/nerf/bugfix in a game that is constantly being updated and tweaked)


* BalanceBuff:
** In update 34055, Bagains was improved from +3 melee armor to +5, making Bulgarians Two-Handed Swordsmen able to beat most Champions from other civilizations, and overall reinforcing their role dealing with trash units. In addition, the Krepost now has a smaller size (covering less area) and cannot be converted.
** In update 42848, the Bulgarians' team bonus towards Blacksmith work rates is changed from 50% to 80%. In addition, a new unique bonus discounts the food costs of Blacksmith and Siege Workshop technologies by 50%, allowing the Bulgarians to easily afford Imperial Age siege upgrades, and providing a food boost in late Feudal and early Castle Age, while also making it much easier to fully upgrade their Konniks.



* ReducedResourceCost: The upgrades for their Militia line are free, their Town Centers cost -50% stone, their Blacksmith and Siege Worskhop upgrades cost -50% food, their team bonus are Blacksmiths work 80% faster.

to:

* ReducedResourceCost: The upgrades for their Militia line are free, their Town Centers cost -50% stone, their Blacksmith and Siege Worskhop upgrades cost -50% food, their team bonus are Blacksmiths work 80% faster.food.



* BalanceBuff:
** With update 42848, Dismounted Konniks now benefit from infantry upgrades.
** In ''Return of Rome'' update 87863, Dismounted Konniks now shared the same base armor as mounted Konniks.



* {{Nerf}}: In update 34055, Konnik hit points reduced from 110 to 100 for standard and 130 to 120 for Elite, and the Rate of Fire increased from 1.9 to 2.4 (including the dismounted Konnik).



* BalanceBuff:
** In update 36202, the Cumans' middle and late game game was improved. Now, they can improve the Battering Rams to Capped Rams in the Castle Age, which significantly improves their sieging potential at that stage of the game. Their Steppe Lancers now benefit from Steppe Husbandry, making this unit more easy to mass.
** Initially ''Dawn of the Dukes'' give the Cumans a civilization bonus where their Archery Ranges and Stables cost -100 wood, With update 56005, the discount is further reduced to -75 wood. This synergizes well with their ability to build Siege Workshop and Battering Rams in the Feudal Age, as it allows the Cumans to save more wood for their Battering Rams instead for their rushes. Alternatively, the cheaper Stables and Archery Ranges can also help with their second Town Center boom in the Feudal Age and fulfilling the two building requirements to advance to the Castle Age. The cheaper Stables and Archery Ranges can also be utilized to initiate their Scout and Archer rushes sooner than their opponents if the player chooses to do so. Prior to this, the Cumans' Town Center boom was very vulnerable on open maps, and the Cumans had no other strong military or economic option to assist. With this, the Cumans could go aggressive if needed. Finally, their Steppe Lancers gain a small buff where they attack faster, thus makig their Steppe Lancers a more appealing unit.
** In ''Dynasties of India'', the Cuman Mercenaries technology has been reworked and now enables 5 free Elite Kipchaks per allied Castle, instead of just 10 Elite Kipchaks once. The Mercenary Kipchaks also no longer require the Imperial Age to become available for allies, and their train time is now 12 seconds. This change is highly significant, since it means that the players on the team can perpetually create more Mercenary Elite Kipchaks as long as they can build more Castles. The effect applies to both future Castles and Castles already built. Now, this technology is much more useful outside team games, as there are some situations in which a Cuman player may have a good number of Castles from which they can spam 5 free Elite Kipchaks, each resulting in a higher number of free Kipchaks than in previous patches. This change also greatly affects team games, especially if the allies have bonuses for Cavalry Archers.

to:

* BalanceBuff:
** In update 36202, the Cumans' middle and late game game was improved. Now, they can improve the Battering Rams to Capped Rams in the Castle Age, which significantly improves their sieging potential at that stage of the game. Their Steppe Lancers now benefit from Steppe Husbandry, making this unit more easy to mass.
** Initially ''Dawn of the Dukes'' give the Cumans a civilization bonus where their Archery Ranges and Stables cost -100 wood, With update 56005, the discount is further reduced to -75 wood. This synergizes well with their ability to build Siege Workshop and Battering Rams in the Feudal Age, as it allows the Cumans to save more wood for their Battering Rams instead for their rushes. Alternatively, the cheaper Stables and Archery Ranges can also help with their second Town Center boom in the Feudal Age and fulfilling the two building requirements to advance to the Castle Age. The cheaper Stables and Archery Ranges can also be utilized to initiate their Scout and Archer rushes sooner than their opponents if the player chooses to do so. Prior to this, the Cumans' Town Center boom was very vulnerable on open maps, and the Cumans had no other strong military or economic option to assist. With this, the Cumans could go aggressive if needed. Finally, their Steppe Lancers gain a small buff where they attack faster, thus makig their Steppe Lancers a more appealing unit.
**
BalanceBuff: In ''Dynasties of India'', the Cuman Mercenaries technology has been reworked and now enables 5 free Elite Kipchaks per allied Castle, Castle (existing and future), instead of just 10 Elite Kipchaks once. The Mercenary Kipchaks also no longer require the Imperial Age to become available for allies, and their train time is now 12 seconds. This change is highly significant, since it means that the players on the team can perpetually create more Mercenary Elite Kipchaks as long as they can build more Castles. The effect applies to both future Castles and Castles already built. Now, this technology is much more useful outside team games, as there are some situations in which a Cuman player may have a good number of Castles from which they can spam 5 free Elite Kipchaks, each resulting in a higher number of free Kipchaks than in previous patches. This change also greatly affects team games, especially if the allies have bonuses for Cavalry Archers.



* {{Nerf}}:
** In update 34055, the Cumans got a lot of changes because they were infamously broken, starting with increasing the time to construct a Town Center in the Feudal Age from 225 seconds to 270 seconds, making some "douche" strategies harder to execute and allowing more counterplay, and also reducing their booming potential. Cumans also lost Husbandry, and the cavalry speed bonus was changed from an overall +10% from Feudal Age to staggered 5%/10%/15% in the Feudal/Castle/Imperial Age. Now their Scouts are just slightly faster than others in the Feudal Age, their cavalry in the Castle Age isn't faster than others (but still gets the effects of Husbandry for free), and in the Imperial Age is again faster than other civilizations. The Feudal rams also no longer get trample damage. In conjunction with the large number of reduced stats and cost increases to the Steppe Lancer, the Cumans got a massive nerf in most aspects, which ultimately made them fairly weak.
** Initially Cumans can research Redemption and Supplies. Redemption was removed from their technology tree with update 36202, while Supplies was removed with update 37650, the latter is meant to balance out their strong Feudal Age rushing potential and add a clear late-game weakness.
** In ''Lords of the West'' update 44725, the Cumans' team bonus was reduced from +50% hit points to +33% hit points for Palisade Walls. This was because in team games, one player using Cumans could give a very strong defensive advantage to the whole team, and allowed Cumans to be left alone to do a Feudal Age boom.
* ReducedResourceCost: Their Archery Ranges and Stables cost only 75 wood. (They usually cost 175 each)

to:

* {{Nerf}}:
** In update 34055, the Cumans got a lot of changes because they were infamously broken, starting with increasing the time to construct a Town Center in the Feudal Age from 225 seconds to 270 seconds, making some "douche" strategies harder to execute and allowing more counterplay, and also reducing their booming potential. Cumans also lost Husbandry, and the cavalry speed bonus was changed from an overall +10% from Feudal Age to staggered 5%/10%/15% in the Feudal/Castle/Imperial Age. Now their Scouts are just slightly faster than others in the Feudal Age, their cavalry in the Castle Age isn't faster than others (but still gets the effects of Husbandry for free), and in the Imperial Age is again faster than other civilizations. The Feudal rams also no longer get trample damage. In conjunction with the large number of reduced stats and cost increases to the Steppe Lancer, the Cumans got a massive nerf in most aspects, which ultimately made them fairly weak.
** Initially Cumans can research Redemption and Supplies. Redemption was removed from their technology tree with update 36202, while Supplies was removed with update 37650, the latter is meant to balance out their strong Feudal Age rushing potential and add a clear late-game weakness.
** In ''Lords of the West'' update 44725, the Cumans' team bonus was reduced from +50% hit points to +33% hit points for Palisade Walls. This was because in team games, one player using Cumans could give a very strong defensive advantage to the whole team, and allowed Cumans to be left alone to do a Feudal Age boom.
* ReducedResourceCost: Their Archery Ranges and Stables cost only 75 wood. (They usually cost 175 each)wood instead of 175.



* BalanceBuff: Initially, Kipchaks fire 2 arrows at once. With update 36202, they now fire 3 (4 for elite) arrows like at release, increasing their raiding potential.
* GeoEffects: Mercenary Kipchaks trained by Tatars deal +20% bonus damage from cliffs and elevations.



* {{Nerf}}:
** In update 34055, the Kipchak Rate of Fire was reduced from 1.8 to 2.2 and the hit points reduced from 45 (50 for Elite) to 40 (45 for Elite), and the Elite Kipchak fires one less arrow, so being less oppressive when used and easier to counter.
** The Kipchak attack animation was increased in update 42848 by 0.5 (same as Mangudai) in order to prevent them from being so smooth at micromanaging.
** With ''Lords of the West'' update 50292, Kipchaks now add the correct amount of extra projectiles to fortifications when garrisoned inside them.



* BalanceBuff: In update 36906, the Tower Shields technology got its food cost reduced from 800 to 500 and now grants +2 pierce armor instead of +1 pierce armor. While it only makes their Halberdiers average against archers, their Skirmishers can get 10 pierce armor, and with a Vietnamese ally, the Imperial Skirmisher gets 11 pierce armor, making them among the units with the toughest resistance against archers.



* {{Nerf}}:
** In update 34055, the changes to Lithuanians include the maximum attack gained from each garrisoned Relic reduced from +5 to +4. This is because with all upgrades, Lithuanian Paladins could reach 23 attack (one less attack than the Elite War Elephant), not only being the best Paladins by far, but also able to kill Halberdiers and Arbalesters in one less hit than usual, and also winning against Heavy Camel Riders. This made Lithuanian Paladins too well-rounded and perhaps the most effective unit in the game, and putting Lithuanians in a problematic spot for team games because other players normally give all found Relics to the Lithuanian player, thus giving to the team a massive advantage, and making the Leitis overall looking like a downgrade to the Knight line. Another unit that largely benefited from this bonus was the Hussar, and the other change removed the Relic bonus from affecting light cavalry, discouraging players to also just produce and abuse Hussars with potentially the highest attack among trash units (up to 16 attack).
** In update 37650, among with other civilizations, the Lithuanians lost access to Supplies, possibly to prevent them from have an effective unit against "trash units" even when they lack Plate Mail Armor, since they already have solid Spearmen and Skirmishers, and to compensate for their extra food at the start of the game.
** In ''Dawn of the Dukes'' update 51737, the Lithuanians lose access to Blast Furnace, making their Halberdiers and their cavalry weaker in melee combat. This is meant to balance their access to the Winged Hussar unit, which strengthens their already good trash unit line. In turn, this would require the player to collect at least two Relics to make up for the loss of Blast Furnace for their Paladins.

to:

* {{Nerf}}:
**
{{Nerf}}: In update 34055, the changes to Lithuanians include the maximum attack gained from each garrisoned Relic was reduced from +5 to +4. This is because with all upgrades, Lithuanian Paladins could reach 23 attack (one less attack than the Elite War Elephant), not only being the best Paladins by far, but also able to kill Halberdiers and Arbalesters in one less hit than usual, and also winning against Heavy Camel Riders. This made Lithuanian Paladins too well-rounded and perhaps the most effective unit in the game, and putting Lithuanians in a problematic spot for team games because other players normally give all found Relics to the Lithuanian player, thus giving to the team a massive advantage, and making the Leitis overall looking like a downgrade to the Knight line. Another unit that largely benefited from this bonus was the Hussar, and the other change removed the Relic bonus from affecting light cavalry, discouraging players to also just produce and abuse Hussars with potentially the highest attack among trash units (up to 16 attack).\n** In update 37650, among with other civilizations, the Lithuanians lost access to Supplies, possibly to prevent them from have an effective unit against "trash units" even when they lack Plate Mail Armor, since they already have solid Spearmen and Skirmishers, and to compensate for their extra food at the start of the game.\n** In ''Dawn of the Dukes'' update 51737, the Lithuanians lose access to Blast Furnace, making their Halberdiers and their cavalry weaker in melee combat. This is meant to balance their access to the Winged Hussar unit, which strengthens their already good trash unit line. In turn, this would require the player to collect at least two Relics to make up for the loss of Blast Furnace for their Paladins.






* BalanceBuff:
** Initially, Leiciai trained in 23 seconds (20 for Elite) and cost 50 food/80 gold. In update 36906, they now cost 70 food/50 gold, and the training time was reduced to 20 for standard and 18 for elite, which now makes them much easier to use in large numbers and much better as an alternative to the Knight.
** In ''Dawn of the Dukes'' update 51737, to compensate for Lithuanians lose access to Blast Furnace, Leiciai have their base attack increased from 12 (14 for Elite) to 13 (16 for Elite), thus encouraging the player to focus their cavalry on Leiciai and Winged Hussars over Paladins (in fact, a fully upgraded Leitis will have more attack than a fully upgraded Paladin with 4 Relics collected).



* {{Nerf}}: In update 42848, the pierce armor of both standard and elite Leiciai was reduced to 1, which makes them more prone to ranged attacks. However, Lithuanians can freely use Paladins and Skirmishers to take down archers while the Leitis' perfomance against melee units is unchanged, which makes Leiciai more specialized.



* BalanceBuff: When the Steppe Lancers got nerfed, the Tatars were hit especially hard, especially when their infantry options were lackluster (since they lack even Castle Age armor tech) and Camels are a gold-intensive cavalry counter. In the February and March updates, small bonuses were added to make them more feasible in a 1v1 match.
** Since update 35584, the Tatars now receive Halberdiers, giving them a better and stronger option to counter heavy cavalry and, especially, Camel Riders, which were their biggest weakness, but still remains as the civilization with the weakest Halberdier.
** Tatars were greatly buffed in update 36202; they now get Thumb Ring for free, enabling them to better perform archer and cavalry archer rushes. Their unique technology Silk Armor now benefits Steppe Lancers, enabling this unit to soak better pierce damage (which also allows better raiding against enemy towns). Timurid Siegecraft now increases Trebuchet range by +2 instead of juct 1 and gives the Tartars access to Flaming Camels.
** In update 42848, their Town Centers spawn two Sheep starting in the Feudal Age, and any additional Town Centers built will spawn two Sheep, which synergizes well with their herdable bonus and allows them to save wood for their archer units, particulary their cavalry archers. It also allows a "safety net" of herdables should their herdables be stolen by an enemy player. Silk Armor also got improved, as it now provides +1 melee armor, putting their Hussars, Heavy Cavalry Archers and Steppe Lancers at the toughest in melee fights.



* {{Nerf}}:
** The Tatars lose the Supplies tech in update 37650, which further highlights the Tatars' already weak infantry.
** After ''Lords of the West'' update 44725, Tatars two extra Sheep now only spawn at newly constructed Town Centers in the Castle Age, in order to level their booming capabilities and prevent them from saving too much wood in the early game, and also not making the drushing fast Castle into Cavalry Archers or Crossbowmen strategies so easy and fast to execute.



It is a cavalry unit which slowly generates gold while attacking enemy units.

to:

It is a A cavalry unit which slowly generates gold while attacking enemy units.



* BalanceBuff:
** Initially, Keshiks cost 50 food/80 gold. With update 34055, they cost 50 food/40 gold. With update 44725, they cost 60 food/40 gold.
** At the star, Keshiks have 100 (130 for Elite) HP. With update 34055, they now have 110 (140 for Elite) HP.
** Originally they took 23 (20 for Elite) seconds to be trained. With update 36202, they train in 16 (14 for Elite) seconds.



* {{Nerf}}:
** In update 34055, the Keshik attack was reduced from 12 (14 for Elite) to 9 (11 for Elite).
** ''Dynasties of India'' update 81058 increased the Keshik training time to 17 (15 for Elite) seconds.



* BalanceBuff:
** Initially, Flaming Camels have a +80 attack bonus against the Elephant armor class, and a blast radius of 1.5. With update 39284, bonus damage was increased to +130, and blast radius was increased to 2.
** In ''Dynasties of India'' update 61321, Flaming Camels deal 25 bonus damage against siege units while bonus damage against buildings increased from 100 to 200. However, the bonus damage increase from Siege Engineers was unchanged, so the percentage boost was reduced to 20%. With update 73855, it was fixed to 40%.



* {{Nerf}}:
** With update 50292, Flemish Revolution costs increased from 800 food/450 gold to 1200 food/650 gold and Flemish Milita lost their bonus against buildings, as a lot of players like to boom a lot of military units with just a cost of Villagers to take down enemy bases in seconds in closed maps.
** With ''Dawn of the Dukes'' update 54480, Burgundian Vineyards no longer converts half of the food stockpile to gold. It still cannot compensate for the late game while food is cheaper than gold.
** In ''Dynasties of India'', the Burgundian food discount for their economic technologies was reduced from 50% to 40% in update 66692, and later to just 33% in update 78174, making it easier for early game civilizations to rush them. Update 81058 saw a massive nerf to their final powerspike, Flemish Revolution, with its price adjusted to (200 + 10n) food, (150 + 5n) gold where 'n' is the number of Villagers converted into Flemish Militia when researched. This means the more Villagers the player owns, the more expensive technology is (although if the player has exactly 100 Villagers, it's about the same price as prior to the update).



* ReducedResourceCost: Their economic upgrades, in addition to being available an Age earlier and cost -33% food, and their Stables techs are 50% cheaper.

to:

* ReducedResourceCost: Their economic upgrades, in addition to being available an Age earlier and earlier, cost -33% food, and their Stables techs are 50% cheaper.



* {{Nerf}}:
** Originally, Coustilliers' charge attack dealt 35 damage (40 for Elite) and dealt double damage against units (bug) with the archer armor class. With hotfix 45185, it dealt 25 damage (30 for Elite) and no longer deals double damage against units with the Archer armor class.
** With ''Dynasties of India'' update 66692, Coustilliers' charge attack now deals 20 damage (25 for Elite), making it harder to micromanage their charge attack, and they are no longer able to kill Villagers or Arbalesters with one charge attack.



* {{Nerf}}:
** Initially, Flemish Militia have +12 attack vs cavalry and +8 attack vs camels and ships. With update 47820, they have +8 attack vs cavalry and +6 attack vs camels and ships.
** In update 50292, Flemish Milita lost their +2 bonus against buildings, as a lot of players like to boom a lot of military units with just a cost of Villagers to take down enemy bases in seconds in closed maps.



* AnachronismStew: Despite representing mostly the Normans who founded the Kingdom of Sicily, their units speak modern Sicilian dialect. Ironic, given that the Italians in the same game speak Latin...
* BalanceBuff:
** In update 47820, the Sicilians gain access to the Siege Onager, giving them a late-game "power-unit" to address their late-game weaknesses. In addition, Donjons stone cost was reduced from 200 to 175, making it easier for the Sicilians to repair their Donjons when necessary. The First Crusade technology is given a long-lasting effect of conversion resistance, which stacks with Faith and the Teutons' team bonus.
** With ''Dawn of the Dukes'' update 51737, the Sicilians gained another civilization bonus where they start with +100 stone. This is mostly to address the high stone cost of the Donjon, as it allows the Sicilians to easily repair the Donjons for both offensive and defensive plays. On the other hand, the +100 stone allows the Sicilians to opt for the three Town Center boom, since their Town Centers are built faster. It can also be sold early in the Feudal Age in order to allow the Sicilians to advance faster to the Castle Age, preferably only needing to collect 10 stone if sold before anyone else sells stone. The Sicilians also have their Imperial Age unique technology replaced with Hauberk, which makes their Knights more durable.
** ''Dynasties of India'' update 61321 increased Feudal Age Donjons HP from 1000 to 1250. As an infantry civilization, they receive Gambesons tech with update 81058. In addition, the Donjon receive several buffs where they are now affected by Hoardings, making them better than Japanese Keeps in terms of late-game defenses. Furthermore, the Donjon now serves as a prerequisite to the Stable and Archery Range and can train Spearman line. This allows more versatility for their Donjon rush in open maps and allow the Sicilians to smoothly transition to a Scout or Archer rush without needing to build a Barracks. The First Crusade price is readjusted from 300 food/600 gold to 400 food/300 gold, making it easier to afford. Their Farm upgrade bonus food is now also 125% instead of 100%.

to:

* AnachronismStew: Despite representing mostly the Normans who founded the Kingdom of Sicily, their units speak modern Sicilian dialect. Ironic, given that the Italians in the same game speak Latin...
Latin.
* BalanceBuff:
** In update 47820, the Sicilians gain access to the Siege Onager, giving them a late-game "power-unit" to address their late-game weaknesses. In addition, Donjons stone cost was reduced from 200 to 175, making it easier for the Sicilians to repair their Donjons when necessary. The First Crusade technology is given a long-lasting effect of conversion resistance, which stacks with Faith and the Teutons' team bonus.
** With ''Dawn of the Dukes'' update 51737, the Sicilians gained another civilization bonus where they start with +100 stone. This is mostly to address the high stone cost of the Donjon, as it allows the Sicilians to easily repair the Donjons for both offensive and defensive plays. On the other hand, the +100 stone allows the Sicilians to opt for the three Town Center boom, since their Town Centers are built faster. It can also be sold early in the Feudal Age in order to allow the Sicilians to advance faster to the Castle Age, preferably only needing to collect 10 stone if sold before anyone else sells stone. The Sicilians also have their Imperial Age unique technology replaced with Hauberk, which makes their Knights more durable.
**
BalanceBuff: After ''Dynasties of India'' update 61321 increased Feudal Age Donjons HP from 1000 to 1250. As an infantry civilization, they receive Gambesons tech with update 81058. In addition, the Donjon receive several buffs where they are now affected by Hoardings, making them better than Japanese Keeps in terms of late-game defenses. Furthermore, 61321, the Donjon now serves as a prerequisite to the Stable and Archery Range and can train Spearman line. This allows more versatility for their Donjon rush in open maps and allow the Sicilians to smoothly transition to a Scout or Archer rush without needing to build a Barracks. The First Crusade price is readjusted from 300 food/600 gold to 400 food/300 gold, making it easier to afford. Their Farm upgrade bonus food is now also 125% instead of 100%.



* {{Nerf}}:
** Initially, all Sicilians Town centers were constructed 100% faster, and their bonus to reduce bonus damage apply to all land military units. Hotfix 45185 removed the construction speed bonus for the first Town Center on Nomad-style maps while the bonus damage reduction does not apply to siege units.
** On introduction, First Crusade spawned 10 Serjeants per Town Center. With hotfix 45185, they only spawn 7 Serjeants. ''Dynasties of India'' update 81058 reduced the number of Serjeants to 5.
** ''Dynasties of India'' update 61321 increased the cost of Hauberk from 500 food/400 gold to 700 food/600 gold. Update 66692 also reduces their bonus damage resistance from 50% to 33%, making their early game rushes weaker and their Knights easier to fight against. In addition, they also lose access to Treadmill Crane to balance the increased construction speed for their Town Centers and Castles. Update 81058 nerfed their Castle construction speed from 100% to 50%, possibly to discourage Castle drop strategies.



* BalanceBuff:
** With update 47820, Serjeants armor in the Feudal Age increased from 1 to 2 while their hit points in the Castle Age increased from 60 to 65. Elite Serjeants hit points is also increased from 75 to 85.
** Originally Donjon Serjeants took 20 seconds to be trained, ''Dynasties of India'' update 61321 reduced this training time to 16 seconds in the Feudal Age. Starting in the Castle Age, Donjon Elite Serjeants train in 12 seconds, matching the train time of Elite Serjeants trained in Castles.
** ''Dynasties of India'' update 81058 increased their hit points from 45/65 to 50/75 in Feuldal/Castle Age. The food cost of Elite upgrade is also reduced from 1100 to 800.



* {{Nerf}}: With ''Dynasties of India'' update 81058, Serjeants now build/repair 25% slower in Feudal Age.



* BalanceBuff: In ''Dynasties of India'' update 81058, Hussite Reforms food cost is reduced for 800 to 500.



* {{Nerf}}: In ''Dynasties of India'' update 61321, Bohemians -100 wood discount bonus no longer applies to Monasteries, which means their Monk rush on closed maps is considerably weakened, but still is a very strong one thanks to the free gold mining technologies, all technologies for monks, and the Hussite Reforms technology.



* ReducedResourceCost: Their Blacksmiths and Universities cost -100 wood, their Mining Camp techs are free, their team bonus make Markets work 80% faster.

to:

* ReducedResourceCost: Their Blacksmiths and Universities cost -100 wood, their Mining Camp techs are free, their team bonus make Markets work 80% faster.
free.



* BalanceBuff:
** With ''Dynasties of India'' update 61321, Hussite Wagons are now resistant to armor-ignoring attacks, similarly to buildings.
** ''Return of Rome'' update 87863 decreased Hussite Wagon frame delay, making them fire faster.



* {{Nerf}}: With update 56005, Hussite Wagons speed is reduced from 0.85 to 0.8. The Burgundian Bombard Cannon's attack bonus also correctly increases the damage dealt against Hussite Wagons.



* BalanceBuff: In update 56005, the Poles gain access to Siege Engineers, adding more versatility to their already diverse tech tree.



* {{Nerf}}: ''Dynasties of India'' hits them with 3 nerf
** Update 73855 saw their stone miner bonus reduced from 50% to 33%, reducing the total yield of gold from 175 gold to 116 gold per Stone Mine. This weakens the Poles' fast Castle into a Castle drop strategy in closed maps and weakens their tower rush strategy in open maps (which is often combined with either an archer rush, or a drush) as well as weakening their booming potential overall.
** In update 78174, the Folwark instant food conversion was reduced from 10% to 8%, making their food economy less versatile and effective, especially on closed maps.
** In update 81058, their Villager hit point regeneration was nerfed where it applies from the Feudal Age onwards, possibly to discourage Dark Age Villager fights in Nomad maps or when attempting a Tower rush while advancing to the Feudal Age.



* {{Nerf}}: In update 56005, the Obuch training time was increased from 9 to 12 seconds, making it harder to mass produce.



* BalanceBuff:
** Update 66692 gave the Bengalis several direct and indirect buffs. The Bengalis have a new civilization bonus that grants their Monks +3/+3 armor (similar to the Slavs' previous unique technology, Orthodoxy). This allows the Bengalis to contest Relics easily in closed maps. In addition, Armored and Siege Elephants are now affected by Siege Engineers. Combined with their Castle Age unique technology, Paiks, this allows the Bengalis to tear down enemy buildings faster. Their Elephant Archers have their cavalry archer armor increased from -7 to -4, making their Elephant Archers even more durable thanks to their civilization bonus, and their bonus damage resistance is applied after the negative armor.
** Update 81058 gives the Bengalis both Gambesons and Supplies, which further improves their Militia line, but it is still considered average, as they lack Plate Mail Armor. In addition, the Bengalis receive a civilization bonus where melee cavalry deal +2 damage against Skirmishers. This is primarily to address their lackluster performance in open maps such as Arabia due to the lack of Knight line, and addressing the Ratha's weakness against Skirmishers even in melee mode (due to the latter having the cavalry archer armor in melee mode, which the Ratha itself benefits from the civilization bonus). Mahayana now affect their Monks, giving their Monks more utility in the late-game to mix with their Elephant army.



* BalanceBuff:
** Upon release, Melee Rathas did not benefit from the Tatar team bonus of +2 LOS. This was fixed in update 66692 without mentioning it in patch notes.
** With update 81058, Melee Rathas gain +2 bonus damage vs Skirmishers.



* DualModeUnit: They are unique in that they can attack both in melee and at range.

to:

* DualModeUnit: They are unique in that they can attack The Ratha is armed with both in melee a sword and at range.bow and arrows, and can switch between them with a button.



* BalanceBuff:
** Update 66692 gives the Dravidians Bombard Cannons. While their siege remains average due to the lack of Siege Engineers, it allows the Dravidians a strong late-game answer to enemy Siege Onagers (a unit that threaten the Dravidian foot and elephant army). Similarly, their Elephant Archers have their cavalry armor increased from -7 to -4. Combined with their Medical Corps and faster firing rate, this makes them more usable in the late game.
** Update 81058 gives the Dravidians Gambesons, which further supplements their Champion with Wootz Steel. Furthermore, Medical Corps has its cost reduced from 350 food/250 gold to 300 food/200 gold to make it easier to afford while increasing its hit point regeneration for their Elephant units from 20 to 30 HP per minute. The Dravidians also receive a new civilization bonus where their siege weapons cost -33% wood, synergizes well with their wood bonus when advancing to the next age.(For example, the Dravidian can opt to build a Siege Workshop in the Castle Age and it is easier to afford building their first Mangonel or can afford building their first Trebuchet in the Imperial Age). Despite this, their siege will still fall behind when compared to other civilizations' siege bonuses due to the lack of Siege Engineers.



* {{Nerf}}:
** Originally, Gurjaras mounted units have +50% bonus damage. With update 66692, they have +40% bonus damage, meaning that Camel Riders take one more hit to kill cavalry, and Armored Elephants take two more hits to destroy most buildings. They now have lower damage output against buildings than Bengali Armored Elephants with Paiks. With update 73855, mounted units deal +20%/+30%/+40% bonus damage in the Feudal/Castle/Imperial Age, which weakens their Camel Scout rushes.
** Their food income for their garrisoned herdables has been readjusted with update 66692 and now uses a logarithmic calculation, meaning garrisoning additional herdables into a Mill will have diminishing returns, reducing their food income from their garrisoned herdables. This is mostly to address "laming" enemy herdables that will allow the Gurjaras to have a significant food economy advantage over the opponent and to also reduce the food income from all garrisoned herdables.
** In update 81058, the cost of the Kshatriyas unique technology was raised from 200 food/400 gold to 500 food/450 gold.



* {{Nerf}}:
** Update 66692 saw the Elite upgrade for the Shrivamsha Rider adjusted from 800 food/600 gold to 850 food/500 gold. In addition, their "dodge" ability takes longer to recharge (increased from 15 to 20 second).
** With update 73855, Shrivamsha Riders cannot block splash damage of nearby units anymore.
** In update 81058, their gold cost was increased from 20 to 30 gold, and the Rate of Fire was reduced for both standard and Elite version.



* {{Nerf}}: Update 87863 make Romans civilization bonus of War Galleys +1/+1 armor, Galleons and Dromons +2/+2 armor changed to only Galley-line and Dromons +1/+1 armor.



* ZergRush: The Monaspa gets stronger when fielded in numbers.

to:

* ZergRush: The Monaspa is a comparatively cheap heavy cavalry unit that gets stronger when fielded in numbers.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ZergRush: Because Donjons can be built in Feudal Age, Sicilian players can start pumping out their unique Serjeant units from them earlier than when other civ unique units are built. As a result, there's a certain fast Castle Age build-order that allows for Sicilians to rush down the opponent with an army of Castle Age Serjeants that the player can start building up in Feudal Age.

Added: 95

Changed: 151

Removed: 79

Is there an issue? Send a MessageReason:
Updated several entries.


The Gurjaras are a camel and cavalry civilization borrow several gameplay mechanics seen in other real-time strategy games such as Franchise/Starcraft and VideoGame/StarWarsGalacticBattlegrounds, making Gurjaras a good civilization for players who are familiar with mechanics seen in both real-time strategy games.

to:

The Gurjaras are a camel and cavalry civilization borrow several gameplay mechanics seen in other real-time strategy games such as Franchise/Starcraft Franchise/{{Starcraft}} and VideoGame/StarWarsGalacticBattlegrounds, making the Gurjaras a good civilization for players who are familiar with mechanics seen in both real-time strategy games.



* EarlyBirdCameo: Both civilizations appeared in the Tamerlane mission "Scourge of the Levant".



* EarlyBirdCameo: They appear in the Tamerlane mission "Scourge of the Levant".

to:

* EarlyBirdCameo: They appear in the Tamerlane mission "Scourge of the Levant".



* DualWielding: The Warrior Priest wields a pair of swords.

to:

* DualWielding: The Warrior Priest wields both a pair of swords.sword and an axe.



* ACommanderIsYou: Turtle/Unit Specialist (Cavalry). Their units take even further reduced damage from higher elevation, while they're also encouraged to build Fortified Churches near their villagers as they provide a work rate bonus while also protecting them from raids. Their cavalry units regenerate health from the Feudal Age onward, cost less population space, and they have a strong Stable, getting both fully upgraded Hussars and Cavaliers alongside the Monaspa.
* EarlyBirdCameo: They appear in the Tamerlane mission "Scourge of the Levant".

to:

* ACommanderIsYou: Turtle/Unit Turtle/Spammer/Unit Specialist (Cavalry). Their units take even further reduced damage from higher elevation, while they're also encouraged to build Fortified Churches near their villagers as they provide a work rate bonus while also protecting them from raids. Their cavalry units regenerate health from the Feudal Age onward, cost less population space, and they have a strong Stable, getting both fully upgraded Hussars and Cavaliers alongside the Monaspa.
* EarlyBirdCameo: They appear
Monaspa which gets stronger in the Tamerlane mission "Scourge of the Levant".numbers.
Is there an issue? Send a MessageReason:
None


* NecessaryDrawback: In order to make up for their attack ignoring armor, they have the weakest attack and shortest range of any foot archer unique unit.

to:

* NecessaryDrawback: In order to make up for their attack ignoring armor, they have the weakest attack and shortest range of any foot archer unique unit.
unit, and they miss Thumb Ring which means they don't benefit from its increased attack speed.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* NoArcInArchery: Composite Bowmen fire straight-flying arrows as part of a CallBack to the first Age of Empires game.

Changed: 821

Removed: 3308

Is there an issue? Send a MessageReason:
unit A is strong against unit B and weak against unit C is People Sit On Chairs, bugfixes do not qualify as Balance Buff, and a special ability does not qualify the whole faction as Gimmick


* TacticalRockPaperScissors: Strong against infantry, archers (Mounted), siege weapons (Mounted), Light Cavalry, Monks (after Heresy, especially with a Teuton ally); weak against Archers (Dismounted), Boyars, Pikemen (Mounted), Kamayuks, Berserks, Genoese Crossbowmen, Teutonic Knights, Mamelukes, Camel Riders (Mounted), War Elephants, Battle Elephants, ranged siege weapons (Dismounted), Samurai, Cataphract (Dismounted), Monks (before Heresy), Flemish Militia.



* TacticalRockPaperScissors: Strong against slow and non-ranged units, Rams, Monks; weak against Genoese Crossbowmen, Skirmishers, Genitours, siege weapons, camel units, Rattan Archers.



* TacticalRockPaperScissors: Strong against melee units (especially Serjeants, Teutonic Knights, and Boyars); weak against Pikemen, Kamayuks, Genoese Crossbowmen, Mamelukes, Camel Riders, Monks, War Elephants, Battle Elephants, Samurai, large groups of archers.



* TacticalRockPaperScissors: Strong against infantry, Archers, Villagers, siege weapons, Light Cavalry; weak against Boyars, Pikemen, Kamayuks, Berserks, Genoese Crossbowmen, Teutonic Knights, Mamelukes, Camel Riders, Monks, War Elephants, Knights.

to:

* TacticalRockPaperScissors: Strong against infantry, Archers, Villagers, siege weapons, Light Cavalry; weak against Boyars, Pikemen, Kamayuks, Berserks, Genoese Crossbowmen, Teutonic Knights, Mamelukes, Camel Riders, Monks, War Elephants, Knights.



* TacticalRockPaperScissors: Strong against mounted units especially Elephants; weak against foot archers, Monks, infantry, defensive structures.



* TacticalRockPaperScissors: Strong against infantry, archers, Villagers, siege weapons, Cavalry Archers, Light Cavalry; weak against Kamayuks, Genoese Crossbowmen, Mamelukes, Camel Riders, Samurai, War Elephants, Boyars, Halberdiers (if massed), Monks (if kept away).

to:

* TacticalRockPaperScissors: Strong against infantry, archers, Villagers, siege weapons, Cavalry Archers, Light Cavalry; weak against Kamayuks, Genoese Crossbowmen, Mamelukes, Camel Riders, Samurai, War Elephants, Boyars, Halberdiers (if massed), Monks (if kept away).



* TacticalRockPaperScissors: Strong against Skirmishers, cavalry, Spearmen, Rams, Camel Riders, Eagle Warriors; weak against Archer units, Scorpions, Mangonels, Cataphracts, Teutonic Knights, Samurai, Organ Guns.



* TacticalRockPaperScissors: Strong against Archers, infantry with less melee armor, Skirmishers, buildings, Hussars, Camel Riders; weak against Scorpions, Mangonels, Hand Cannoneers, Conquistadors, Janissaries, Slingers, Monks, Cataphracts, Leiciai, Samurai, Teutonic Knights, Boyars, Jaguar Warriors, Obuchs, War Elephants, Battle Elephants.



* TacticalRockPaperScissors: Strong against Infantry units, Archer units; weak against Mangonel-line and Bombard Cannon-line, cavalry, Throwing Axemen, Huskarls, Samurai, Condottieri, Mangudai.



* TacticalRockPaperScissors: Strong against Skirmishers, Camel Riders, buildings, Light Cavalry, most infantry, heavily-armored units; weak against Samurai, gunpowder and mounted archers, Scorpions, Berserks, Cataphracts, Jaguar Warriors, Slingers, Organ Guns, Throwing Axemen, Mamelukes, Gbetos, Battle Elephants and War Elephants.



* ACommanderIsYou: Economist/Elitist/Gimmick. Economist due to their bonus of getting extra villagers upon reaching a new age, as well as a unique technology that makes said villagers take up less population space. Elitist due to their powerful unit roster that nonetheless requires a significant economic overhead due to high production and upgrade costs with a heavier emphasis on WarElephant[=s=]. And finally Gimmick, due to the Ratha being a DualModeUnit.

to:

* ACommanderIsYou: Economist/Elitist/Gimmick.Economist/Elitist. Economist due to their bonus of getting extra villagers upon reaching a new age, as well as a unique technology that makes said villagers take up less population space. Elitist due to their powerful unit roster that nonetheless requires a significant economic overhead due to high production and upgrade costs with a heavier emphasis on WarElephant[=s=]. And finally Gimmick, due to the Ratha being a DualModeUnit.WarElephants.



* TacticalRockPaperScissors: Strong against Archers, siege weapons (Melee), slow and non ranged units (Ranged), Villagers; weak against Skirmishers, Rattan Archer, Huskarls, Samurai, Eagle Warriors, Kamayuks, Camel units, Genoese Crossbowmen, Ghulams, Paladins, Boyars, Monks.



* TacticalRockPaperScissors: Strong against infantry, Skirmishers, Light Cavalry; weak against Archers, Scorpions, Cataphracts, War Elephants, Battle Elephants, Monks, Ballista Elephants.



* TacticalRockPaperScissors: Strong against Galleons, Cannon Galleons, Caravels, units and buildings on the shoreline; weak against Castles, towers, Fire Ships (if massed), Demolition Ships (equal resources), Longboats (equal resources), Turtle Ships, Onagers, Bombard Cannons, Monks.



* MeatVersusVeggies: Downplayed. As a reference to widespread vegetarianism in NW India, Gurjaras begin each game with two fruit bushes near their Town Center, and can garrison animals in their mills for a slow trickle of food. However, the player can still eat the livestock and hunt wild animals if deciding to do so.

to:

* MeatVersusVeggies: Downplayed. As a reference to widespread vegetarianism in NW India, Gurjaras begin each game with two fruit bushes near their Town Center, and can garrison animals in their mills for a slow trickle of food. However, the player can they still have the option to eat the livestock and hunt wild animals if deciding to do so.animals.



* BalanceBuff: With update 78174, they receive the intended +1 attack bonus vs Condottieri.



* TacticalRockPaperScissors: Strong against slow and non ranged units, Skirmishers, Monks; weak against Archers, Ranged siege weapons, Heavy infantry, Heavy cavalry, Shrivamsha Rider.

to:

* TacticalRockPaperScissors: Strong against slow and non ranged units, Skirmishers, Monks; weak against Archers, Ranged siege weapons, Heavy infantry, Heavy cavalry, Shrivamsha Rider.



* TacticalRockPaperScissors: Strong against Archers, siege weapons, Villagers, Gbetos, Throwing Axemen, Chakram Throwers, Mamelukes, Trade Carts; weak against Pikemen, Kamayuks, Camel Riders, Samurai, most melee units.



* BalanceBuff: Update 87863 make Centurion formation position moved behind infantry units instead of in front of them.
Is there an issue? Send a MessageReason:
None



to:

* NecessaryDrawback: In order to make up for their attack ignoring armor, they have the weakest attack and shortest range of any foot archer unique unit.

Added: 231

Changed: 203

Removed: 1821

Is there an issue? Send a MessageReason:
see discussion page


* ReducedResourceCost: Mercenary Kipchaks can benefit from their respective civilizations' bonuses.
** Mercenary Kipchaks trained by Aztecs are created 11% faster.
** Mercenary Kipchaks trained 25% faster with Kasbah for a team containing Berbers.
** Mercenary Kipchaks are created and upgraded 10% faster for a team containing Britons.
** Blacksmith upgrades that benefit Mercenary Kipchaks trained by Bulgarians cost -50% food. Researching archer armor and attack upgrades for Mercenary Kipchaks at the Blacksmith are 80% faster for a team containing Bulgarians.
** Faith is 50% cheaper for Mercenary Kipchaks trained by Burmese.
** Husbandry is 50% cheaper for Mercenary Kipchaks trained by Burgundians.
** Technologies that benefit Mercenary Kipchaks trained by Chinese are 5%/10%/15% cheaper in the Feudal/Castle/Imperial Age.
** Researching Bloodlines and Husbandry for Mercenary Kipchaks is 20% faster for a team containing Huns.
** Mercenary Kipchaks trained by Koreans costs -50% wood and Archer Armor upgrades are free.
** Researching Heresy and Faith for Mercenary Kipchaks is 20% faster for a team containing Lithuanians.
** Mercenary Kipchaks trained 25% faster for a team containing Magyars.
** Researching Ballistics and Chemistry for Mercenary Kipchaks is 80% faster for a team containing Malians.
** All relevant upgrades for Mercenary Kipchaks are researched 25% faster for a team containing Portuguese.
** Blacksmith upgrades that benefit Mercenary Kipchaks trained by Spanish cost no gold.
** Chemistry is free for Mercenary Kipchaks trained by Turks.
** Parthian Tactics and Thumb Ring are free for Mercenary Kipchaks trained by Tatars.
** Conscription is free for Mercenary Kipchaks trained by Vietnamese.



* ChurchMilitant: Both civs have access to the Fortified Church, which is a Monastery replacement that slightly costs more but has more health and can garrison villagers to attack raiding enemies.

to:

* ChurchMilitant: Both civs have access to the GarrisonableStructures: The Fortified Church, which is a Monastery replacement that variant exclusive to these civilisations, is slightly costs more expensive but has more health and can garrison villagers to attack raiding enemies.



'''Unique Units''': Composite Bowman (archer unit with an attack that ignores armor), Warrior Monk (infantry unit that can heal friendly units).\\

to:

'''Unique Units''': Composite Bowman (archer unit with an attack that ignores armor), Warrior Monk Priest (infantry unit that can heal friendly units).\\



* ChurchMilitant: As the name suggests, the Warrior Priest, trained from the Fortified Church, can fight enemies and heal friendly units.



* WarriorMonk: As the name suggests, the Warrior Priest is able to both fight in combat and heal nearby units.



* GeoEffects: Georgian units and buildings take less damage when fighting from high elevation.




to:

* RegeneratingHealth: Georgian cavalry regenerate health over time.

Added: 1457

Changed: 395

Is there an issue? Send a MessageReason:
None


[[folder:Common tropes]]
* BaseOnWheels: Both Armenians and Georgians can train the Mule Cart which serves as a replacement for the Mining and Lumber Camps, and serves as a mobile drop-off point for wood, gold, stone and hunted animals that can also research the relevant economic technologies.
* ChurchMilitant: Both civs have access to the Fortified Church, which is a Monastery replacement that slightly costs more but has more health and can garrison villagers to attack raiding enemies.
[[/folder]]



--> Infantry civilization.\\

to:

--> Infantry and naval civilization.\\



'''Team Bonus''':.\\

to:

'''Team Bonus''':.Bonus''': Infantry units +2 line of sight.\\



* ACommanderIsYou: Generalist/Economist. Their bonuses primarily affect their infantry and naval units, but they also get full Monastery upgrades, their unique unit is an archer with an ArmorPiercingAttack, and they get fully upgraded Knights in the Castle Age, allowing them to switch around their strategy easily. Their Economist side comes from their cheaper Mule Carts that also provide more effective economic technologies.



* DualWielding: The Warrior Monk wields a pair of swords.

to:

* CombatMedic: The Warrior Priest can both heal allied units and fight on the front lines.
* DualWielding: The Warrior Monk Priest wields a pair of swords.



--> Cavalry civilization.\\

to:

--> Cavalry and defensive civilization.\\



Fortifies Churcers provides Villagers in a 10 tile radius with +10% work rate.\\

to:

Fortifies Churcers Fortified Churches provides Villagers in a 10 tile radius with +10% work rate.\\



'''Team Bonus''':.\\

to:

'''Team Bonus''':.Bonus''': Repairing buildings costs 50% less resources.\\



* ACommanderIsYou: Turtle/Unit Specialist (Cavalry). Their units take even further reduced damage from higher elevation, while they're also encouraged to build Fortified Churches near their villagers as they provide a work rate bonus while also protecting them from raids. Their cavalry units regenerate health from the Feudal Age onward, cost less population space, and they have a strong Stable, getting both fully upgraded Hussars and Cavaliers alongside the Monaspa.




to:

* OneHitPolykill: Their Svan Towers unique technology gives their defensive buildings (Towers, Castles, Fortified Churches) additional attack, while their towers fire arrows that can pierce through multiple units.

Added: 36

Changed: 1027

Is there an issue? Send a MessageReason:
None



to:

[[quoteright:104:https://static.tvtropes.org/pmwiki/pub/images/latest_461.png]]



.\\
.\\
.\\
.\\

to:

.\\
.\\
.\\
.
Mule Carts cost -25%.\\
Mule Cart technologies are 25% more effective.\\
First Fortified Church receives a free Relic.\\
Barracks units (except Man-at-Arms) available one age earlier.\\
Galley-line fires two projectiles.
\\



'''Unique Units''': Composite Bowman (cavalry with an attack that ignores armor), Warrior Monk (religious unit that can fight).\\
'''Castle Age Unique Tech''':\\
'''Imperial Age Unique Tech''':\\

to:

'''Unique Units''': Composite Bowman (cavalry (archer unit with an attack that ignores armor), Warrior Monk (religious (infantry unit that can fight).heal friendly units).\\
'''Castle Age Unique Tech''':\\
Tech''': Cilician Fleet (Demolition Ships +33% blast radius; Galley-line and Dromons +1 range)\\
'''Imperial Age Unique Tech''':\\Tech''': Fereters (Infantry (except Spearman-line) +30HP, Warrior priests +100% heal speed)\\




to:

[[quoteright:104:https://static.tvtropes.org/pmwiki/pub/images/latest_619.png]]



.\\
.\\
.\\
.\\

to:

.\\
.\\
.\\
.
Start with a Mule Cart, but -50 food.\\
Fortifies Churcers provides Villagers in a 10 tile radius with +10% work rate.\\
Units and buildings receive -15% damage when fighting from higher elevation.\\
Cavalry regenerates 5 HP per minute in Feudal, 10 in Castle, 15 in Imperial Age.
\\



'''Unique Units''': Monaspa (heavy cavalry whose strength increases in numbers)\\
'''Castle Age Unique Tech''':.\\
'''Imperial Age Unique Tech''':.\\

to:

'''Unique Units''': Monaspa (heavy cavalry whose strength increases in numbers)\\
'''Castle Age Unique Tech''':.
when other Monaspas or Knight-line units are nearby).\\
'''Castle Age Unique Tech''': Svan Towers (Defensive buildings receive +2 attack. Towers fire arrows that pierce multiple units).\\
'''Imperial Age Unique Tech''':.Tech''': Aznauri Cavalry (Cavalry units take 15% less population space).\\
Is there an issue? Send a MessageReason:
Updates for the Mountain Royals.


All the playable civilizations introduced in ''VideoGame/AgeOfEmpiresII: Definitive Edition'' and the posterior [[DownloadableContent DLCs]]: ''Lords of the West'', ''Dawn of the Dukes'' and ''Dynasties of India''.

to:

All the playable civilizations introduced in ''VideoGame/AgeOfEmpiresII: Definitive Edition'' and the posterior [[DownloadableContent DLCs]]: ''The Last Khans'', ''Lords of the West'', ''Dawn of the Dukes'' and Dukes'', ''Dynasties of India''.India'', ''Return to Rome'', and ''The Mountain Royals''.

Added: 811

Changed: 748

Removed: 929

Is there an issue? Send a MessageReason:
Updates for the Mountain Royals.


* ReducedResourceCost

to:

* ReducedResourceCostReducedResourceCost: Mercenary Kipchaks can benefit from their respective civilizations' bonuses.



* ReligiousBruiser: The civilization has access to all Monk upgrades as well as fully upgradable Paladins and Cavalry Archers. Not only that, their cavalry units also get stronger based on how many relics captured.
* TheUnFavorite: Except for standing in for the Poles in the last mission of the Ivaylo campaign[[note]]Despite the Poles instead being changed to the Slavs in the Barbarossa and Genghis Khan campaigns[[/note]] (aside from the Gaia units in Genghis Khan 5 being replaced by Leitis), the Lithuanians were almost completely unrepresented in the game's campaign mode for almost two years after their addition, not even getting a Historical Battle like the other campaign-less civilizations. This was finally rectified with the Eastern Europe-focused ''Dawn of the Dukes'' expansion pack, which included the Algirdas and Kestutis campaign, and one level of the Poles' Jadwiga campaign is also played as the Lithuanians.




to:

* ReligiousBruiser: The civilization has access to all Monk upgrades as well as fully upgradable Paladins and Cavalry Archers. Not only that, their cavalry units also get stronger based on how many relics captured.
* TheUnFavorite: Except for standing in for the Poles in the last mission of the Ivaylo campaign[[note]]Despite the Poles instead being changed to the Slavs in the Barbarossa and Genghis Khan campaigns[[/note]] (aside from the Gaia units in Genghis Khan 5 being replaced by Leitis), the Lithuanians were almost completely unrepresented in the game's campaign mode for almost two years after their addition, not even getting a Historical Battle like the other campaign-less civilizations. This was finally rectified with the Eastern Europe-focused ''Dawn of the Dukes'' expansion pack, which included the Algirdas and Kestutis campaign, and one level of the Poles' Jadwiga campaign is also played as the Lithuanians.




* {{Expy}}: Flaming Camels works in a similar way to Petards, but are faster, have more hit points, and an attack bonus vs cavalry and elephants, but are more expensive to train.

to:

* {{Expy}}: Flaming Camels works in a similar way to Petards, but are faster, have more hit points, and an attack bonus vs cavalry and elephants, elephants instead of vs structures, but are more expensive to train.



* CallBack: The Serjeant's ability to build Donjons is similar to the building ability of Norse infantry units and Hersirs in VideoGame/AgeOfMythology and several infantry units in ''VideoGame/AgeOfEmpiresIII'' such as Janissaries and Sepoys after sending the Battlefield Construction card, as well as the Russian Musketeers after sending the National Redoubt card.

to:

* CallBack: The Serjeant's ability to build Donjons is similar to the building ability of Norse infantry units in ''VideoGame/AgeOfMythology'' and Hersirs in VideoGame/AgeOfMythology ''VideoGame/AgeOfEmpiresOnline'' and several infantry units in ''VideoGame/AgeOfEmpiresIII'' such as Janissaries Janissaries, Sepoys, Strelets, Rekruts, Poruchiks, Hospitallers, and Sepoys after sending the Battlefield Construction card, as well as the Russian Musketeers after sending the National Redoubt card.Sentinels.



* ArtisticLicenseHistory: While they in-game behave like tanks, moving and shooting, their historical use was more akin to a rapidly deployable fortification that could be packed and unpacked between battles. Hussite forces were mostly made of untrained peasants who used crossbows and early firearms (which were relatively easy to use by people without training). They used converted wagons to make fortifications for their guns and crossbows, and keep the safe from charges. These didn't roam the battlefield shooting all around them.

to:

* ArtisticLicenseHistory: While they Hussite Wagons in-game behave like tanks, moving and shooting, their historical use was more akin to a rapidly deployable fortification that could be packed and unpacked between battles. Hussite forces were mostly made of untrained peasants who used crossbows and early firearms (which were relatively easy to use by people without training). They used converted wagons to make fortifications for their guns and crossbows, and keep the safe from charges. These didn't roam the battlefield shooting all around them.



!! Obuch line (Obuch/Elite Obuch)

to:

!! Obuch line (Obuch/Elite Obuch)Obuch



* ArtisticLicenseHistory: Historically, the Dravidians, especially the Tamils, had one of the most powerful Elephant armies. Also, the Chola Empire had many elephant troops, and also utilized the elephant from Sri Lanka, which is suited for battle. The in-game Dravidians have the weakest Battle Elephant, as they not only cannot upgrade, but also lack both Stable technologies and Plate Barding Armor, which hinders their Elephant units' mobility and durability.

to:

* ArtisticLicenseHistory: Historically, the Dravidians, especially the Tamils, had one of the most powerful Elephant armies. Also, the Chola Empire had many elephant troops, and also utilized the elephant elephants from Sri Lanka, which is suited for battle. The in-game Dravidians have the weakest Battle Elephant, as they not only cannot upgrade, but also lack both Stable technologies and Plate Barding Armor, which hinders their Elephant units' mobility and durability.



'''Castle Age Unique Tech''': Ballistas (Scorpions fire 33% faster, Galley-line +2 attack).\\
'''Imperial Age Unique Tech''': Comitatenses (Militia and Knight lines and Centurions train 50% faster and receive +5 charged attack).\\

to:

'''Castle Age Unique Tech''': Ballistas (Scorpions fire 33% faster, Galley-line +2 attack).Tech''':.\\
'''Imperial Age Unique Tech''': Comitatenses (Militia and Knight lines and Centurions train 50% faster and receive +5 charged attack).Tech''':.\\


Added DiffLines:

* LightningBruiser: As a heavy cavalry unit, the Monaspa is not only fast but is rather durable.
Is there an issue? Send a MessageReason:
Updates for the Mountain Royals.

Added DiffLines:


!! Introduced in ''The Mountain Royals''

[[folder:Armenians]]

--> Infantry civilization.\\
'''Architecture''': Mediterranean\\
.\\
.\\
.\\
.\\
'''Team Bonus''':.\\
'''Unique Units''': Composite Bowman (cavalry with an attack that ignores armor), Warrior Monk (religious unit that can fight).\\
'''Castle Age Unique Tech''':\\
'''Imperial Age Unique Tech''':\\
'''Wonder''': Etchmiadzin Cathedral

The Armenians.
----
* EarlyBirdCameo: They appear in the Tamerlane mission "Scourge of the Levant".

!! Composite Bowman
It is an archer whose attack is able to penetrate armor.
----
* ArmorPiercingAttack: Their attacks ignore armor, making them a good counter to heavily armored units.
* BadassCape: Composite Bowmen wear capes.

!! Warrior Priest
It is a melee infantry unit able to heal nearby units and carry Relics.
----
* DualWielding: The Warrior Monk wields a pair of swords.
* WarriorMonk: As the name suggests, the Warrior Priest is able to both fight in combat and heal nearby units.
[[/folder]]

[[folder:Georgians]]

--> Cavalry civilization.\\
'''Architecture''': Mediterranean\\
.\\
.\\
.\\
.\\
'''Team Bonus''':.\\
'''Unique Units''': Monaspa (heavy cavalry whose strength increases in numbers)\\
'''Castle Age Unique Tech''': Ballistas (Scorpions fire 33% faster, Galley-line +2 attack).\\
'''Imperial Age Unique Tech''': Comitatenses (Militia and Knight lines and Centurions train 50% faster and receive +5 charged attack).\\
'''Wonder''': Svetitskhoveli Cathedral

The Georgians.
----
* EarlyBirdCameo: They appear in the Tamerlane mission "Scourge of the Levant".

!! Monaspa
It is a heavy cavalry unit whose strength increases in numbers.
----
* CallBack: Its unique mechanic is derived from the American State Militia and Russian Poruchik from ''VideoGame/AgeOfEmpiresIII''.
* ZergRush: The Monaspa gets stronger when fielded in numbers.
[[/folder]]

Added: 1633

Changed: 145

Is there an issue? Send a MessageReason:
None


** In update 34055, "Bagains" was improved from +3 melee armor to +5, making Bulgarians Two-Handed Swordsmen able to beat most Champions from other civilizations, and overall reinforcing their role dealing with trash units. In addition, the Krepost now has a smaller size (covering less area) and cannot be converted.

to:

** In update 34055, "Bagains" Bagains was improved from +3 melee armor to +5, making Bulgarians Two-Handed Swordsmen able to beat most Champions from other civilizations, and overall reinforcing their role dealing with trash units. In addition, the Krepost now has a smaller size (covering less area) and cannot be converted.



* DiscardAndDraw: In update 36906, the Bulgarians lose the Paladin upgrade, but they are compensated with their "Stirrups" technology applying to their Knights alongside to their Konniks and light cavalry. This in turn shifts the Bulgarian power spike from the Imperial Age to the Castle Age, as the Bulgarian Knight rush is much stronger. Conversely, the loss of Paladins means that the Bulgarians will lose much of their late-game cavalry power, forcing the Bulgarians to mostly rely on Konniks and Hussars as their main late-game cavalry units.

to:

* DiscardAndDraw: In update 36906, the Bulgarians lose the Paladin upgrade, but they are compensated with their "Stirrups" Stirrups technology applying to their Knights alongside to their Konniks and light cavalry. This in turn shifts the Bulgarian power spike from the Imperial Age to the Castle Age, as the Bulgarian Knight rush is much stronger. Conversely, the loss of Paladins means that the Bulgarians will lose much of their late-game cavalry power, forcing the Bulgarians to mostly rely on Konniks and Hussars as their main late-game cavalry units.



* MultipleLifeBars: If a Konnik's HP is depleted, it's not out of the game yet, as the rider will stand back up as an infantry unit to avenge his horse. The dismounted Konnik is weaker, but still strong enough to take out any anti-cavalry counters such as the Spearman-line units and Camels that would easily kill any normal mounted Konnik, due to its changed damage bonuses. If the player has researched "Heresy" and an enemy Monk converts a mounted Konnik, only the horse will die, unless the unit is converted again.

to:

* MultipleLifeBars: If a Konnik's HP is depleted, it's not out of the game yet, as the rider will stand back up as an infantry unit to avenge his horse. The dismounted Konnik is weaker, but still strong enough to take out any anti-cavalry counters such as the Spearman-line units and Camels that would easily kill any normal mounted Konnik, due to its changed damage bonuses. If the player has researched "Heresy" Heresy and an enemy Monk converts a mounted Konnik, only the horse will die, unless the unit is converted again.



** In ''Dynasties of India'', the "Cuman Mercenaries" technology has been reworked and now enables 5 free Elite Kipchaks per allied Castle, instead of just 10 Elite Kipchaks once. The Mercenary Kipchaks also no longer require the Imperial Age to become available for allies, and their train time is now 12 seconds. This change is highly significant, since it means that the players on the team can perpetually create more Mercenary Elite Kipchaks as long as they can build more Castles. The effect applies to both future Castles and Castles already built. Now, this technology is much more useful outside team games, as there are some situations in which a Cuman player may have a good number of Castles from which they can spam 5 free Elite Kipchaks, each resulting in a higher number of free Kipchaks than in previous patches. This change also greatly affects team games, especially if the allies have bonuses for Cavalry Archers.

to:

** In ''Dynasties of India'', the "Cuman Mercenaries" Cuman Mercenaries technology has been reworked and now enables 5 free Elite Kipchaks per allied Castle, instead of just 10 Elite Kipchaks once. The Mercenary Kipchaks also no longer require the Imperial Age to become available for allies, and their train time is now 12 seconds. This change is highly significant, since it means that the players on the team can perpetually create more Mercenary Elite Kipchaks as long as they can build more Castles. The effect applies to both future Castles and Castles already built. Now, this technology is much more useful outside team games, as there are some situations in which a Cuman player may have a good number of Castles from which they can spam 5 free Elite Kipchaks, each resulting in a higher number of free Kipchaks than in previous patches. This change also greatly affects team games, especially if the allies have bonuses for Cavalry Archers.



* DiscardAndDraw: With update 36202, "Steppe Husbandry" also grants its benefits to Steppe Lancers but the effect of reduced tranning time was reduced from 400% to 100%.

to:

* DiscardAndDraw: With update 36202, "Steppe Husbandry" Steppe Husbandry also grants its benefits to Steppe Lancers but the effect of reduced tranning time was reduced from 400% to 100%.



** To offset the high mobility of the Cumans' cavalry, they do not have access to the "Bracer" upgrade for their cavalry archers, and they are the only civ to get Camel Riders but not the Heavy Camel upgrade, likely because the extra speed would make them far too good at chasing enemy cavalry.

to:

** To offset the high mobility of the Cumans' cavalry, they do not have access to the "Bracer" Bracer upgrade for their cavalry archers, and they are the only civ to get Camel Riders but not the Heavy Camel upgrade, likely because the extra speed would make them far too good at chasing enemy cavalry.



** In update 34055, the Cumans got a lot of changes because they were infamously broken, starting with increasing the time to construct a Town Center in the Feudal Age from 225 seconds to 270 seconds, making some "douche" strategies harder to execute and allowing more counterplay, and also reducing their booming potential. Cumans also lost "Husbandry", and the cavalry speed bonus was changed from an overall +10% from Feudal Age to staggered 5%/10%/15% in the Feudal/Castle/Imperial Age. Now their Scouts are just slightly faster than others in the Feudal Age, their cavalry in the Castle Age isn't faster than others (but still gets the effects of "Husbandry" for free), and in the Imperial Age is again faster than other civilizations. The Feudal rams also no longer get trample damage. In conjunction with the large number of reduced stats and cost increases to the Steppe Lancer, the Cumans got a massive nerf in most aspects, which ultimately made them fairly weak.
** Initially Cumaans can research "Redemption" and "Supplies". "Redemption" was removed from their technology tree with update 36202, while "Supplies" was removed with update 37650, the latter is meant to balance out their strong Feudal Age rushing potential and add a clear late-game weakness.

to:

** In update 34055, the Cumans got a lot of changes because they were infamously broken, starting with increasing the time to construct a Town Center in the Feudal Age from 225 seconds to 270 seconds, making some "douche" strategies harder to execute and allowing more counterplay, and also reducing their booming potential. Cumans also lost "Husbandry", Husbandry, and the cavalry speed bonus was changed from an overall +10% from Feudal Age to staggered 5%/10%/15% in the Feudal/Castle/Imperial Age. Now their Scouts are just slightly faster than others in the Feudal Age, their cavalry in the Castle Age isn't faster than others (but still gets the effects of "Husbandry" Husbandry for free), and in the Imperial Age is again faster than other civilizations. The Feudal rams also no longer get trample damage. In conjunction with the large number of reduced stats and cost increases to the Steppe Lancer, the Cumans got a massive nerf in most aspects, which ultimately made them fairly weak.
** Initially Cumaans Cumans can research "Redemption" Redemption and "Supplies". "Redemption" Supplies. Redemption was removed from their technology tree with update 36202, while "Supplies" Supplies was removed with update 37650, the latter is meant to balance out their strong Feudal Age rushing potential and add a clear late-game weakness.



* ReducedResourceCost
** Mercenary Kipchaks trained by Aztecs are created 11% faster.
** Mercenary Kipchaks trained 25% faster with Kasbah for a team containing Berbers.
** Mercenary Kipchaks are created and upgraded 10% faster for a team containing Britons.
** Blacksmith upgrades that benefit Mercenary Kipchaks trained by Bulgarians cost -50% food. Researching archer armor and attack upgrades for Mercenary Kipchaks at the Blacksmith are 80% faster for a team containing Bulgarians.
** Faith is 50% cheaper for Mercenary Kipchaks trained by Burmese.
** Husbandry is 50% cheaper for Mercenary Kipchaks trained by Burgundians.
** Technologies that benefit Mercenary Kipchaks trained by Chinese are 5%/10%/15% cheaper in the Feudal/Castle/Imperial Age.
** Researching Bloodlines and Husbandry for Mercenary Kipchaks is 20% faster for a team containing Huns.
** Mercenary Kipchaks trained by Koreans costs -50% wood and Archer Armor upgrades are free.
** Researching Heresy and Faith for Mercenary Kipchaks is 20% faster for a team containing Lithuanians.
** Mercenary Kipchaks trained 25% faster for a team containing Magyars.
** Researching Ballistics and Chemistry for Mercenary Kipchaks is 80% faster for a team containing Malians.
** All relevant upgrades for Mercenary Kipchaks are researched 25% faster for a team containing Portuguese.
** Blacksmith upgrades that benefit Mercenary Kipchaks trained by Spanish cost no gold.
** Chemistry is free for Mercenary Kipchaks trained by Turks.
** Parthian Tactics and Thumb Ring are free for Mercenary Kipchaks trained by Tatars.
** Conscription is free for Mercenary Kipchaks trained by Vietnamese.



* BalanceBuff: In update 36906, the "Tower Shields" technology got its food cost reduced from 800 to 500 and now grants +2 pierce armor instead of +1 pierce armor. While it only makes their Halberdiers average against archers, their Skirmishers can get 10 pierce armor, and with a Vietnamese ally, the Imperial Skirmisher gets 11 pierce armor, making them among the units with the toughest resistance against archers.

to:

* BalanceBuff: In update 36906, the "Tower Shields" Tower Shields technology got its food cost reduced from 800 to 500 and now grants +2 pierce armor instead of +1 pierce armor. While it only makes their Halberdiers average against archers, their Skirmishers can get 10 pierce armor, and with a Vietnamese ally, the Imperial Skirmisher gets 11 pierce armor, making them among the units with the toughest resistance against archers.



** In update 37650, among with other civilizations, the Lithuanians lost access to "Supplies", possibly to prevent them from have an effective unit against "trash units" even when they lack "Plate Mail Armor", since they already have solid Spearmen and Skirmishers, and to compensate for their extra food at the start of the game.
** In ''Dawn of the Dukes'' update 51737, the Lithuanians lose access to "Blast Furnace", making their Halberdiers and their cavalry weaker in melee combat. This is meant to balance their access to the Winged Hussar unit, which strengthens their already good trash unit line. In turn, this would require the player to collect at least two Relics to make up for the loss of "Blast Furnace" for their Paladins.

to:

** In update 37650, among with other civilizations, the Lithuanians lost access to "Supplies", Supplies, possibly to prevent them from have an effective unit against "trash units" even when they lack "Plate Plate Mail Armor", Armor, since they already have solid Spearmen and Skirmishers, and to compensate for their extra food at the start of the game.
** In ''Dawn of the Dukes'' update 51737, the Lithuanians lose access to "Blast Furnace", Blast Furnace, making their Halberdiers and their cavalry weaker in melee combat. This is meant to balance their access to the Winged Hussar unit, which strengthens their already good trash unit line. In turn, this would require the player to collect at least two Relics to make up for the loss of "Blast Furnace" Blast Furnace for their Paladins.



** In ''Dawn of the Dukes'' update 51737, to compensate for Lithuanians lose access to "Blast Furnace", Leiciai have their base attack increased from 12 (14 for Elite) to 13 (16 for Elite), thus encouraging the player to focus their cavalry on Leiciai and Winged Hussars over Paladins (in fact, a fully upgraded Leitis will have more attack than a fully upgraded Paladin with 4 Relics collected).

to:

** In ''Dawn of the Dukes'' update 51737, to compensate for Lithuanians lose access to "Blast Furnace", Blast Furnace, Leiciai have their base attack increased from 12 (14 for Elite) to 13 (16 for Elite), thus encouraging the player to focus their cavalry on Leiciai and Winged Hussars over Paladins (in fact, a fully upgraded Leitis will have more attack than a fully upgraded Paladin with 4 Relics collected).



* ShieldsAreUseless: Despite Leiciai wielding a tower shield, they are not affected by the "Tower Shields" technology.

to:

* ShieldsAreUseless: Despite Leiciai wielding a tower shield, they are not affected by the "Tower Shields" Tower Shields technology.



** Tatars were greatly buffed in update 36202; they now get "Thumb Ring" for free, enabling them to better perform archer and cavalry archer rushes. Their unique technology "Silk Armor" now benefits Steppe Lancers, enabling this unit to soak better pierce damage (which also allows better raiding against enemy towns). "Timurid Siegecraft" now increases Trebuchet range by +2 instead of juct 1 and gives the Tartars access to Flaming Camels.
** In update 42848, their Town Centers spawn two Sheep starting in the Feudal Age, and any additional Town Centers built will spawn two Sheep, which synergizes well with their herdable bonus and allows them to save wood for their archer units, particulary their cavalry archers. It also allows a "safety net" of herdables should their herdables be stolen by an enemy player. "Silk Armor" also got improved, as it now provides +1 melee armor, putting their Hussars, Heavy Cavalry Archers and Steppe Lancers at the toughest in melee fights.

to:

** Tatars were greatly buffed in update 36202; they now get "Thumb Ring" Thumb Ring for free, enabling them to better perform archer and cavalry archer rushes. Their unique technology "Silk Armor" Silk Armor now benefits Steppe Lancers, enabling this unit to soak better pierce damage (which also allows better raiding against enemy towns). "Timurid Siegecraft" Timurid Siegecraft now increases Trebuchet range by +2 instead of juct 1 and gives the Tartars access to Flaming Camels.
** In update 42848, their Town Centers spawn two Sheep starting in the Feudal Age, and any additional Town Centers built will spawn two Sheep, which synergizes well with their herdable bonus and allows them to save wood for their archer units, particulary their cavalry archers. It also allows a "safety net" of herdables should their herdables be stolen by an enemy player. "Silk Armor" Silk Armor also got improved, as it now provides +1 melee armor, putting their Hussars, Heavy Cavalry Archers and Steppe Lancers at the toughest in melee fights.



** The Tatars lose the "Supplies" tech in update 37650, which further highlights the Tatars' already weak infantry.

to:

** The Tatars lose the "Supplies" Supplies tech in update 37650, which further highlights the Tatars' already weak infantry.



* ReducedResourceCost: They get "Thumb Ring" and "Parthian Tactics" for free.

to:

* ReducedResourceCost: They get "Thumb Ring" Thumb Ring and "Parthian Tactics" Parthian Tactics for free.



It is a mounted Petard that can be trained at the Castle in the Imperial Age once "Timurid Siegecraft" is researched.

to:

It is a mounted Petard that can be trained at the Castle in the Imperial Age once "Timurid Siegecraft" Timurid Siegecraft is researched.



* BalanceBuff: In update 47820, the Burgundians have their economic technologies cost 50% less food. While the Burgundians are still vulnerable to Dark and Feudal Age rushes, the food discount makes it significantly easier for the Burgundians to boom and hit their powerspikes earlier than their opponent. In addition, the "Burgundian Vineyard" unique technology now only converts half of the food stockpile into gold instead of their entire food stockpile, and farmers generate even more gold from Farms. Their team bonus has also been buffed where the food generation is equal to that of Relic gold generation, making them more viable in team games.

to:

* BalanceBuff: In update 47820, the Burgundians have their economic technologies cost 50% less food. While the Burgundians are still vulnerable to Dark and Feudal Age rushes, the food discount makes it significantly easier for the Burgundians to boom and hit their powerspikes earlier than their opponent. In addition, the "Burgundian Vineyard" Burgundian Vineyard unique technology now only converts half of the food stockpile into gold instead of their entire food stockpile, and farmers generate even more gold from Farms. Their team bonus has also been buffed where the food generation is equal to that of Relic gold generation, making them more viable in team games.



** Comparing their Knight units, they can research Cavalier earlier and have a reduced cost, but they also lack "Bloodlines". As a result, [[GlassCannon their Knights deal more damage than other Knights but lack durability]] compared to the Frankish Knights and their increased hitpoints.
** Comparing their Paladin units, the Franks are much more durable thanks to their increased hitpoints, and are also more numerous thanks to "Chivalry", which lowers their training time. The Burgundians, on the other hand, are able to train them faster and at a stable pace thanks to their reduced cost and the "Burgundian Vineyards" tech, which also generates gold.

to:

** Comparing their Knight units, they can research Cavalier earlier and have a reduced cost, but they also lack "Bloodlines".Bloodlines. As a result, [[GlassCannon their Knights deal more damage than other Knights but lack durability]] compared to the Frankish Knights and their increased hitpoints.
** Comparing their Paladin units, the Franks are much more durable thanks to their increased hitpoints, and are also more numerous thanks to "Chivalry", Chivalry, which lowers their training time. The Burgundians, on the other hand, are able to train them faster and at a stable pace thanks to their reduced cost and the "Burgundian Vineyards" Burgundian Vineyards tech, which also generates gold.



** With update 50292, "Flemish Revolution" costs increased from 800 food/450 gold to 1200 food/650 gold and Flemish Milita lost their bonus against buildings, as a lot of players like to boom a lot of military units with just a cost of Villagers to take down enemy bases in seconds in closed maps.
** With ''Dawn of the Dukes'' update 54480, "Burgundian Vineyards" no longer converts half of the food stockpile to gold. It still cannot compensate for the late game while food is cheaper than gold.
** In ''Dynasties of India'', the Burgundian food discount for their economic technologies was reduced from 50% to 40% in update 66692, and later to just 33% in update 78174, making it easier for early game civilizations to rush them. Update 81058 saw a massive nerf to their final powerspike, "Flemish Revolution", with its price adjusted to (200 + 10n) food, (150 + 5n) gold where 'n' is the number of Villagers converted into Flemish Militia when researched. This means the more Villagers the player owns, the more expensive technology is (although if the player has exactly 100 Villagers, it's about the same price as prior to the update).

to:

** With update 50292, "Flemish Revolution" Flemish Revolution costs increased from 800 food/450 gold to 1200 food/650 gold and Flemish Milita lost their bonus against buildings, as a lot of players like to boom a lot of military units with just a cost of Villagers to take down enemy bases in seconds in closed maps.
** With ''Dawn of the Dukes'' update 54480, "Burgundian Vineyards" Burgundian Vineyards no longer converts half of the food stockpile to gold. It still cannot compensate for the late game while food is cheaper than gold.
** In ''Dynasties of India'', the Burgundian food discount for their economic technologies was reduced from 50% to 40% in update 66692, and later to just 33% in update 78174, making it easier for early game civilizations to rush them. Update 81058 saw a massive nerf to their final powerspike, "Flemish Revolution", Flemish Revolution, with its price adjusted to (200 + 10n) food, (150 + 5n) gold where 'n' is the number of Villagers converted into Flemish Militia when researched. This means the more Villagers the player owns, the more expensive technology is (although if the player has exactly 100 Villagers, it's about the same price as prior to the update).



* DiscardAndDraw: In ''Dynasties of India'' update 81058, Flemish Militia HP reduced from 75 to 60, attack from 12 to 11, and 0 pierce armor instead of 1, making the "Flemish Revolution" powerspike more manageable to deal with for many infantry, archer, and gunpowder civilizations. Conversely, the Flemish Militia can now be trained at the Barracks instead of the Town Center, and their training cost has been adjusted from 60 food/25 gold to 50 food/15 gold, making them a cheaper alternative to their Militia line unit in trash wars, since they lack "Supplies" for their Militia line unit, and Flemish Militia are now affected by "Conscription".

to:

* DiscardAndDraw: In ''Dynasties of India'' update 81058, Flemish Militia HP reduced from 75 to 60, attack from 12 to 11, and 0 pierce armor instead of 1, making the "Flemish Revolution" Flemish Revolution powerspike more manageable to deal with for many infantry, archer, and gunpowder civilizations. Conversely, the Flemish Militia can now be trained at the Barracks instead of the Town Center, and their training cost has been adjusted from 60 food/25 gold to 50 food/15 gold, making them a cheaper alternative to their Militia line unit in trash wars, since they lack "Supplies" Supplies for their Militia line unit, and Flemish Militia are now affected by "Conscription".Conscription.



** In update 47820, the Sicilians gain access to the Siege Onager, giving them a late-game "power-unit" to address their late-game weaknesses. In addition, Donjons stone cost was reduced from 200 to 175, making it easier for the Sicilians to repair their Donjons when necessary. The "First Crusade" technology is given a long-lasting effect of conversion resistance, which stacks with Faith and the Teutons' team bonus.
** With ''Dawn of the Dukes'' update 51737, the Sicilians gained another civilization bonus where they start with +100 stone. This is mostly to address the high stone cost of the Donjon, as it allows the Sicilians to easily repair the Donjons for both offensive and defensive plays. On the other hand, the +100 stone allows the Sicilians to opt for the three Town Center boom, since their Town Centers are built faster. It can also be sold early in the Feudal Age in order to allow the Sicilians to advance faster to the Castle Age, preferably only needing to collect 10 stone if sold before anyone else sells stone. The Sicilians also have their Imperial Age unique technology replaced with "Hauberk", which makes their Knights more durable.
** ''Dynasties of India'' update 61321 increased Feudal Age Donjons HP from 1000 to 1250. As an infantry civilization, they receive "Gambesons" tech with update 81058. In addition, the Donjon receive several buffs where they are now affected by "Hoardings", making them better than Japanese Keeps in terms of late-game defenses. Furthermore, the Donjon now serves as a prerequisite to the Stable and Archery Range and can train Spearman line. This allows more versatility for their Donjon rush in open maps and allow the Sicilians to smoothly transition to a Scout or Archer rush without needing to build a Barracks. The "First Crusade" price is readjusted from 300 food/600 gold to 400 food/300 gold, making it easier to afford. Their Farm upgrade bonus food is now also 125% instead of 100%.

to:

** In update 47820, the Sicilians gain access to the Siege Onager, giving them a late-game "power-unit" to address their late-game weaknesses. In addition, Donjons stone cost was reduced from 200 to 175, making it easier for the Sicilians to repair their Donjons when necessary. The "First Crusade" First Crusade technology is given a long-lasting effect of conversion resistance, which stacks with Faith and the Teutons' team bonus.
** With ''Dawn of the Dukes'' update 51737, the Sicilians gained another civilization bonus where they start with +100 stone. This is mostly to address the high stone cost of the Donjon, as it allows the Sicilians to easily repair the Donjons for both offensive and defensive plays. On the other hand, the +100 stone allows the Sicilians to opt for the three Town Center boom, since their Town Centers are built faster. It can also be sold early in the Feudal Age in order to allow the Sicilians to advance faster to the Castle Age, preferably only needing to collect 10 stone if sold before anyone else sells stone. The Sicilians also have their Imperial Age unique technology replaced with "Hauberk", Hauberk, which makes their Knights more durable.
** ''Dynasties of India'' update 61321 increased Feudal Age Donjons HP from 1000 to 1250. As an infantry civilization, they receive "Gambesons" Gambesons tech with update 81058. In addition, the Donjon receive several buffs where they are now affected by "Hoardings", Hoardings, making them better than Japanese Keeps in terms of late-game defenses. Furthermore, the Donjon now serves as a prerequisite to the Stable and Archery Range and can train Spearman line. This allows more versatility for their Donjon rush in open maps and allow the Sicilians to smoothly transition to a Scout or Archer rush without needing to build a Barracks. The "First Crusade" First Crusade price is readjusted from 300 food/600 gold to 400 food/300 gold, making it easier to afford. Their Farm upgrade bonus food is now also 125% instead of 100%.



** With update 51737, the Imperial Age unique technology "Scutage" (each team member receives gold per military units owned) was replaced with "Hauberk" (Knight-line +1/+2 melee/pierce armor). This makes the Sicilian Cavalier more durable than a fully upgraded Paladin when it comes to surviving archer shots. Combined with Sicilian Cavaliers taking less anti-cavalry damage from Camels and Halberdiers and conversion resistance from First Crusades, it makes Sicilian Cavaliers a formidable late-game unit to pair alongside with their Siege Onagers and their infantry.

to:

** With update 51737, the Imperial Age unique technology "Scutage" Scutage (each team member receives gold per military units owned) was replaced with "Hauberk" Hauberk (Knight-line +1/+2 melee/pierce armor). This makes the Sicilian Cavalier more durable than a fully upgraded Paladin when it comes to surviving archer shots. Combined with Sicilian Cavaliers taking less anti-cavalry damage from Camels and Halberdiers and conversion resistance from First Crusades, it makes Sicilian Cavaliers a formidable late-game unit to pair alongside with their Siege Onagers and their infantry.



** On introduction, "First Crusade" spawned 10 Serjeants per Town Center. With hotfix 45185, they only spawn 7 Serjeants. ''Dynasties of India'' update 81058 reduced the number of Serjeants to 5.
** ''Dynasties of India'' update 61321 increased the cost of "Hauberk" from 500 food/400 gold to 700 food/600 gold. Update 66692 also reduces their bonus damage resistance from 50% to 33%, making their early game rushes weaker and their Knights easier to fight against. In addition, they also lose access to "Treadmill Crane" to balance the increased construction speed for their Town Centers and Castles. Update 81058 nerfed their Castle construction speed from 100% to 50%, possibly to discourage Castle drop strategies.

to:

** On introduction, "First Crusade" First Crusade spawned 10 Serjeants per Town Center. With hotfix 45185, they only spawn 7 Serjeants. ''Dynasties of India'' update 81058 reduced the number of Serjeants to 5.
** ''Dynasties of India'' update 61321 increased the cost of "Hauberk" Hauberk from 500 food/400 gold to 700 food/600 gold. Update 66692 also reduces their bonus damage resistance from 50% to 33%, making their early game rushes weaker and their Knights easier to fight against. In addition, they also lose access to "Treadmill Crane" Treadmill Crane to balance the increased construction speed for their Town Centers and Castles. Update 81058 nerfed their Castle construction speed from 100% to 50%, possibly to discourage Castle drop strategies.



* BalanceBuff: In ''Dynasties of India'' update 81058, "Hussite Reforms" food cost is reduced for 800 to 500.

to:

* BalanceBuff: In ''Dynasties of India'' update 81058, "Hussite Reforms" Hussite Reforms food cost is reduced for 800 to 500.



* {{Nerf}}: In ''Dynasties of India'' update 61321, Bohemians -100 wood discount bonus no longer applies to Monasteries, which means their Monk rush on closed maps is considerably weakened, but still is a very strong one thanks to the free gold mining technologies, all technologies for monks, and the "Hussite Reforms" technology.

to:

* {{Nerf}}: In ''Dynasties of India'' update 61321, Bohemians -100 wood discount bonus no longer applies to Monasteries, which means their Monk rush on closed maps is considerably weakened, but still is a very strong one thanks to the free gold mining technologies, all technologies for monks, and the "Hussite Reforms" Hussite Reforms technology.



* InformedFlaw: The tooltip insists that Hussite Wagons are "weak to siege". It is true that they take decent damage from siege, but are, (especially when "Wagenburg Tactics" is researched), ''much'' [[https://www.youtube.com/watch?v=GDMC0jaQFGY faster than any siege unit in the game and easily capable of staying out of range or dodging incoming fire]].

to:

* InformedFlaw: The tooltip insists that Hussite Wagons are "weak to siege". It is true that they take decent damage from siege, but are, (especially when "Wagenburg Tactics" Wagenburg Tactics is researched), ''much'' [[https://www.youtube.com/watch?v=GDMC0jaQFGY faster than any siege unit in the game and easily capable of staying out of range or dodging incoming fire]].



* BalanceBuff: In update 56005, the Poles gain access to "Siege Engineers", adding more versatility to their already diverse tech tree.

to:

* BalanceBuff: In update 56005, the Poles gain access to "Siege Engineers", Siege Engineers, adding more versatility to their already diverse tech tree.



** Update 66692 gave the Bengalis several direct and indirect buffs. The Bengalis have a new civilization bonus that grants their Monks +3/+3 armor (similar to the Slavs' previous unique technology, "Orthodoxy"). This allows the Bengalis to contest Relics easily in closed maps. In addition, Armored and Siege Elephants are now affected by "Siege Engineers". Combined with their Castle Age unique technology, "Paiks", this allows the Bengalis to tear down enemy buildings faster. Their Elephant Archers have their cavalry archer armor increased from -7 to -4, making their Elephant Archers even more durable thanks to their civilization bonus, and their bonus damage resistance is applied after the negative armor.
** Update 81058 gives the Bengalis both "Gambesons" and "Supplies", which further improves their Militia line, but it is still considered average, as they lack "Plate Mail Armor". In addition, the Bengalis receive a civilization bonus where melee cavalry deal +2 damage against Skirmishers. This is primarily to address their lackluster performance in open maps such as Arabia due to the lack of Knight line, and addressing the Ratha's weakness against Skirmishers even in melee mode (due to the latter having the cavalry archer armor in melee mode, which the Ratha itself benefits from the civilization bonus). "Mahayana" now affect their Monks, giving their Monks more utility in the late-game to mix with their Elephant army.

to:

** Update 66692 gave the Bengalis several direct and indirect buffs. The Bengalis have a new civilization bonus that grants their Monks +3/+3 armor (similar to the Slavs' previous unique technology, "Orthodoxy").Orthodoxy). This allows the Bengalis to contest Relics easily in closed maps. In addition, Armored and Siege Elephants are now affected by "Siege Engineers". Siege Engineers. Combined with their Castle Age unique technology, "Paiks", Paiks, this allows the Bengalis to tear down enemy buildings faster. Their Elephant Archers have their cavalry archer armor increased from -7 to -4, making their Elephant Archers even more durable thanks to their civilization bonus, and their bonus damage resistance is applied after the negative armor.
** Update 81058 gives the Bengalis both "Gambesons" Gambesons and "Supplies", Supplies, which further improves their Militia line, but it is still considered average, as they lack "Plate Plate Mail Armor".Armor. In addition, the Bengalis receive a civilization bonus where melee cavalry deal +2 damage against Skirmishers. This is primarily to address their lackluster performance in open maps such as Arabia due to the lack of Knight line, and addressing the Ratha's weakness against Skirmishers even in melee mode (due to the latter having the cavalry archer armor in melee mode, which the Ratha itself benefits from the civilization bonus). "Mahayana" Mahayana now affect their Monks, giving their Monks more utility in the late-game to mix with their Elephant army.



* ArmorPiercingAttack: Their Imperial Age unique tech allows their infantry and cavalry units to ignore melee armor. However, their cavalry dethrones the Malays as the worst in the game, being limited to just Light Cavalry and Battle Elephants, and lacking "Plate Barding Armor" and both Stable technologies.

to:

* ArmorPiercingAttack: Their Imperial Age unique tech allows their infantry and cavalry units to ignore melee armor. However, their cavalry dethrones the Malays as the worst in the game, being limited to just Light Cavalry and Battle Elephants, and lacking "Plate Plate Barding Armor" Armor and both Stable technologies.



** Update 66692 gives the Dravidians Bombard Cannons. While their siege remains average due to the lack of "Siege Engineers", it allows the Dravidians a strong late-game answer to enemy Siege Onagers (a unit that threaten the Dravidian foot and elephant army). Similarly, their Elephant Archers have their cavalry armor increased from -7 to -4. Combined with their "Medical Corps" and faster firing rate, this makes them more usable in the late game.
** Update 81058 gives the Dravidians "Gambesons", which further supplements their Champion with "Wootz Steel". Furthermore, "Medical Corps" has its cost reduced from 350 food/250 gold to 300 food/200 gold to make it easier to afford while increasing its hit point regeneration for their Elephant units from 20 to 30 HP per minute. The Dravidians also receive a new civilization bonus where their siege weapons cost -33% wood, synergizes well with their wood bonus when advancing to the next age.(For example, the Dravidian can opt to build a Siege Workshop in the Castle Age and it is easier to afford building their first Mangonel or can afford building their first Trebuchet in the Imperial Age). Despite this, their siege will still fall behind when compared to other civilizations' siege bonuses due to the lack of "Siege Engineers".

to:

** Update 66692 gives the Dravidians Bombard Cannons. While their siege remains average due to the lack of "Siege Engineers", Siege Engineers, it allows the Dravidians a strong late-game answer to enemy Siege Onagers (a unit that threaten the Dravidian foot and elephant army). Similarly, their Elephant Archers have their cavalry armor increased from -7 to -4. Combined with their "Medical Corps" Medical Corps and faster firing rate, this makes them more usable in the late game.
** Update 81058 gives the Dravidians "Gambesons", Gambesons, which further supplements their Champion with "Wootz Steel". Wootz Steel. Furthermore, "Medical Corps" Medical Corps has its cost reduced from 350 food/250 gold to 300 food/200 gold to make it easier to afford while increasing its hit point regeneration for their Elephant units from 20 to 30 HP per minute. The Dravidians also receive a new civilization bonus where their siege weapons cost -33% wood, synergizes well with their wood bonus when advancing to the next age.(For example, the Dravidian can opt to build a Siege Workshop in the Castle Age and it is easier to afford building their first Mangonel or can afford building their first Trebuchet in the Imperial Age). Despite this, their siege will still fall behind when compared to other civilizations' siege bonuses due to the lack of "Siege Engineers".Siege Engineers.



* {{Foil}}: To the Vikings. Both are infantry and naval specialist civs with a strong economic bonus, good archers, a unique naval unit, a team bonus that improves their Docks, unique technologies that improve their infantry and health regeneration for certain units, and both being the only civs with access to the Stable but can't research either "Bloodlines" or "Husbandry". However, while the Vikings focus on sturdier infantry with an HP bonus, the Dravidians instead focus on hitting hard with "Wootz Steel" piercing through enemy armor.

to:

* {{Foil}}: To the Vikings. Both are infantry and naval specialist civs with a strong economic bonus, good archers, a unique naval unit, a team bonus that improves their Docks, unique technologies that improve their infantry and health regeneration for certain units, and both being the only civs with access to the Stable but can't research either "Bloodlines" Bloodlines or "Husbandry". Husbandry. However, while the Vikings focus on sturdier infantry with an HP bonus, the Dravidians instead focus on hitting hard with "Wootz Steel" Wootz Steel piercing through enemy armor.



** Originally, Gurjaras mounted units have +50% bonus damage. With update 66692, they have +40% bonus damage, meaning that Camel Riders take one more hit to kill cavalry, and Armored Elephants take two more hits to destroy most buildings. They now have lower damage output against buildings than Bengali Armored Elephants with "Paiks". With update 73855, mounted units deal +20%/+30%/+40% bonus damage in the Feudal/Castle/Imperial Age, which weakens their Camel Scout rushes.

to:

** Originally, Gurjaras mounted units have +50% bonus damage. With update 66692, they have +40% bonus damage, meaning that Camel Riders take one more hit to kill cavalry, and Armored Elephants take two more hits to destroy most buildings. They now have lower damage output against buildings than Bengali Armored Elephants with "Paiks".Paiks. With update 73855, mounted units deal +20%/+30%/+40% bonus damage in the Feudal/Castle/Imperial Age, which weakens their Camel Scout rushes.



** In update 81058, the cost of the "Kshatriyas" unique technology was raised from 200 food/400 gold to 500 food/450 gold.

to:

** In update 81058, the cost of the "Kshatriyas" Kshatriyas unique technology was raised from 200 food/400 gold to 500 food/450 gold.



* DiscardAndDraw: Upon the released of ''Return of Rome'', one of the Romans civilization bonuses are Galley-line +1 attack while their "Ballistas" unique tech make Scorpions and Galley-line fire 33% faster. When update 87863 make Romans enabled for Ranked play, it took away said bonus in favor of making "Ballistas" grants +2 attack to the Galley-line instead of attack speed, essentially giving them a better version of the civilization bonus for a cost.

to:

* DiscardAndDraw: Upon the released of ''Return of Rome'', one of the Romans civilization bonuses are Galley-line +1 attack while their "Ballistas" Ballistas unique tech make Scorpions and Galley-line fire 33% faster. When update 87863 make Romans enabled for Ranked play, it took away said bonus in favor of making "Ballistas" Ballistas grants +2 attack to the Galley-line instead of attack speed, essentially giving them a better version of the civilization bonus for a cost.

Changed: 637

Removed: 1656

Is there an issue? Send a MessageReason:
many more units benefit from this than just Kipchaks, all 'primary' unique units have a normal and elite version, also overuse of quotation marks


* YouAreTheTranslatedForeignWord: Their unique building, "Krepost", simply means "Fortress" in Bulgarian.

!! Konnik line (Konnik/Elite Konnik)

to:

* YouAreTheTranslatedForeignWord: Their unique building, "Krepost", Krepost, simply means "Fortress" ''fortress'' in Bulgarian.

!! Konnik line (Konnik/Elite Konnik)!!Konnik



!! Kipchak line (Kipchak/Elite Kipchak)

to:

!! Kipchak line (Kipchak/Elite Kipchak)!!Kipchak



* PrivateMilitaryContractors: Their availability to other civilizations with "Cuman Mercenaries" by the fact that Cumans and Kipchaks were often recruited by nearby sedentary states, Georgian monarchs from the 12th to the 13th centuries recruited thousands of Kipchak/Cuman mercenaries against neighbouring Muslim states such as the Seljuks. Many Cumans who fled to Hungary after the Mongol invasion became mercenaries for Latin Crusaders and Byzantines. The Mongols also sold many captured Kipchaks to the Islamic world where they served as Mamluks, and eventually seized Egypt to form their own dynasty.
* RainOfArrows: They have no frame delay on their arrow fire, leading to this when massed.
* ReducedResourceCost
** Mercenary Kipchaks trained by Aztecs are created 11% faster.
** Mercenary Kipchaks trained 25% faster with "Kasbah" for a team containing Berbers.
** Mercenary Kipchaks are created and upgraded 10% faster for a team containing Britons.
** Blacksmith upgrades that benefit Mercenary Kipchaks trained by Bulgarians cost -50% food. Researching archer armor and attack upgrades for Mercenary Kipchaks at the Blacksmith are 80% faster for a team containing Bulgarians.
** "Faith" is 50% cheaper for Mercenary Kipchaks trained by Burmese.
** "Husbandry" is 50% cheaper for Mercenary Kipchaks trained by Burgundians.
** Technologies that benefit Mercenary Kipchaks trained by Chinese are 5%/10%/15% cheaper in the Feudal/Castle/Imperial Age.
** Researching "Bloodlines" and "Husbandry" for Mercenary Kipchaks is 20% faster for a team containing Huns.
** Mercenary Kipchaks trained by Koreans costs -50% wood and Archer Armor upgrades are free.
** Researching "Heresy" and "Faith" for Mercenary Kipchaks is 20% faster for a team containing Lithuanians.
** Mercenary Kipchaks trained 25% faster for a team containing Magyars.
** Researching "Ballistics" and "Chemistry" for Mercenary Kipchaks is 80% faster for a team containing Malians.
** All relevant upgrades for Mercenary Kipchaks are researched 25% faster for a team containing Portuguese.
** Blacksmith upgrades that benefit Mercenary Kipchaks trained by Spanish cost no gold.
** "Chemistry" is free for Mercenary Kipchaks trained by Turks.
** "Parthian Tactics" and "Thumb Ring" are free for Mercenary Kipchaks trained by Tatars.
** Conscription is free for Mercenary Kipchaks trained by Vietnamese.

to:

* PrivateMilitaryContractors: Their availability to other civilizations with "Cuman Mercenaries" Cuman Mercenaries by the fact that Cumans and Kipchaks were often recruited by nearby sedentary states, Georgian monarchs from the 12th to the 13th centuries recruited thousands of Kipchak/Cuman mercenaries against neighbouring Muslim states such as the Seljuks. Many Cumans who fled to Hungary after the Mongol invasion became mercenaries for Latin Crusaders and Byzantines. The Mongols also sold many captured Kipchaks to the Islamic world where they served as Mamluks, and eventually seized Egypt to form their own dynasty.
* RainOfArrows: They have no frame delay on their arrow fire, leading to this when massed. \n* ReducedResourceCost\n** Mercenary Kipchaks trained by Aztecs are created 11% faster.\n** Mercenary Kipchaks trained 25% faster with "Kasbah" for a team containing Berbers.\n** Mercenary Kipchaks are created and upgraded 10% faster for a team containing Britons.\n** Blacksmith upgrades that benefit Mercenary Kipchaks trained by Bulgarians cost -50% food. Researching archer armor and attack upgrades for Mercenary Kipchaks at the Blacksmith are 80% faster for a team containing Bulgarians.\n** "Faith" is 50% cheaper for Mercenary Kipchaks trained by Burmese.\n** "Husbandry" is 50% cheaper for Mercenary Kipchaks trained by Burgundians.\n** Technologies that benefit Mercenary Kipchaks trained by Chinese are 5%/10%/15% cheaper in the Feudal/Castle/Imperial Age.\n** Researching "Bloodlines" and "Husbandry" for Mercenary Kipchaks is 20% faster for a team containing Huns.\n** Mercenary Kipchaks trained by Koreans costs -50% wood and Archer Armor upgrades are free.\n** Researching "Heresy" and "Faith" for Mercenary Kipchaks is 20% faster for a team containing Lithuanians.\n** Mercenary Kipchaks trained 25% faster for a team containing Magyars.\n** Researching "Ballistics" and "Chemistry" for Mercenary Kipchaks is 80% faster for a team containing Malians.\n** All relevant upgrades for Mercenary Kipchaks are researched 25% faster for a team containing Portuguese.\n** Blacksmith upgrades that benefit Mercenary Kipchaks trained by Spanish cost no gold. \n** "Chemistry" is free for Mercenary Kipchaks trained by Turks.\n** "Parthian Tactics" and "Thumb Ring" are free for Mercenary Kipchaks trained by Tatars.\n** Conscription is free for Mercenary Kipchaks trained by Vietnamese.



!! Leitis line (Leitis/Elite Leitis)

to:

!! Leitis line (Leitis/Elite Leitis)!!Leitis



* NecessaryDrawback: Downplayed. The potential high attack they get with relics is somewhat hampered by the Lithuanians lacking access to "Blast Furnace". However, they only need two relics to deal 20 attack.

to:

* NecessaryDrawback: Downplayed. The potential high attack they get with relics is somewhat hampered by the Lithuanians lacking access to "Blast Furnace".Blast Furnace. However, they only need two relics to deal 20 attack.



* AchillesHeel: The Tatars have the worst resistance against conversion, as they are the only civilization lacking both "Heresy" and "Faith".
* ArtisticLicenseGeography: The Tatars' average navy is geographically inaccurate, as most Turkic tribes rarely battle on the water. Additionaly, the in-game Tatars are represented by the Tirmurid Empire, which belongs to Uzbekistan history, a double-landlocked country in Central Asia.

to:

* AchillesHeel: The Tatars have the worst resistance against conversion, as they are the only civilization lacking both "Heresy" Heresy and "Faith".
Faith.
* ArtisticLicenseGeography: The Tatars' average navy is geographically inaccurate, as most Turkic tribes rarely battle on the water. Additionaly, the in-game Tatars are represented by the Tirmurid Empire, which belongs the predecessor to Uzbekistan history, Uzbekistan, a double-landlocked country in Central Asia.



!! Keshik like (Keshik/Elite Keshik)

to:

!! Keshik like (Keshik/Elite Keshik)!!Keshik



* AscendedExtra: When ''Definitive Edition'' was initially released, Flaming Camels were a scenario editor unit that made an appearance at the start of [[Recap/AgeOfEmpiresIITamerlane Sultan of Hindustan]] to demonstrate Tamerlane's [[CombatPragmatist method of dealing with war elephants]]. Update 36202 made them trainable from the Castle, unlocked by the "Timurid Siegecraft" unique tech.

to:

* AscendedExtra: When ''Definitive Edition'' was initially released, Flaming Camels were a scenario editor unit that made an appearance at the start of [[Recap/AgeOfEmpiresIITamerlane Sultan of Hindustan]] to demonstrate Tamerlane's [[CombatPragmatist method of dealing with war elephants]]. Update 36202 made them trainable from the Castle, unlocked by the "Timurid Siegecraft" Timurid Siegecraft unique tech.



* SuicideAttack: Suicide units with bonus attack against cavalry and elephants rather than buildings and ships. At its full potential, a single camel can take a significant chunk of a fully upgraded Paladin's hit points, but the effects are more pronounced on Elephants, where it can take close to a third of its hit points.

to:

* SuicideAttack: Suicide units with bonus attack against cavalry and elephants rather than buildings and ships. At its full potential, a single camel can take a significant chunk of a fully upgraded Paladin's hit points, but the effects are more pronounced on Elephants, where it who can take close damage equal to a third of its their hit points.



* InstantMilitia: "Flemish Revolution" unique technology turns all existing villagers into Flemish Militia, and unlocks the ability to create more Flemish Militia at your Barracks.

to:

* InstantMilitia: "Flemish Revolution" The Flemish Revolution unique technology turns all existing villagers into Flemish Militia, and unlocks the ability to create more Flemish Militia at your Barracks.



* ZergRush: The "Flemish Revolution" unique tech allows them to turn all of their villages into Flemish Militia. Given how by the time a player reaches the Imperial Age they have a lot of villagers, this will result in a very large army.

!! Coustillier line (Coustillier/Elite Coustillier)

to:

* ZergRush: The "Flemish Revolution" Flemish Revolution unique tech allows them to turn all of their villages into Flemish Militia. Given how by the time a player reaches the Imperial Age they have a lot of villagers, this will result in a very large army.

!! Coustillier line (Coustillier/Elite Coustillier)Coustillier



* PurelyAestheticGender: Flemish Militia transform from Villager with "Flemish Revolution" come in male and female varieties, but the stats for both are the same.

to:

* PurelyAestheticGender: Like Villagers, Flemish Militia transform from Villager with "Flemish Revolution" come in can be male and female varieties, or female, but the stats for both are the same.difference is purely aesthetic.



** GameplayAndStorySegregation: "First Crusade" effect of conversion resistance is considered to be historically inaccurate, as the Sicilians were religiously tolerant and secular, but this effect was added for gameplay balance purposes since the Sicilian's Siege Onagers would be vulnerable to conversion due to the lack of "Heresy".

to:

** * GameplayAndStorySegregation: "First Crusade" effect of The conversion resistance bonus from First Crusade is considered to be historically inaccurate, as the Sicilians were religiously tolerant and secular, but this effect was added for gameplay balance purposes since the Sicilian's Siege Onagers would be vulnerable to conversion due to the lack of "Heresy".Heresy.



!! Serjeant line (Serjeant/Elite Serjeant)

to:

!! Serjeant line (Serjeant/Elite Serjeant)Serjeant



!! Hussite Wagon line (Hussite Wagon/Elite Hussite Wagon)

to:

!! Hussite Wagon line (Hussite Wagon/Elite Hussite Wagon)Wagon



* ReducedResourceCost: Their Castle Age unique tech "Szlachta Privileges" reduces the gold cost of the Knight line by -60%.
* ZergRush: The Poles can pull this off with Knights after researching their Castle Age tech "Szlachta Privileges", which cuts down the Knight line's gold cost from 75 to 30, and the Poles don't lack for gold thanks to their ability to mine it from stone, alongside their farming efficiency from their unique building. However as a NecessaryDrawback, their tech tree lacks the Paladin upgrade and "Plate Barding Armor".

to:

* ReducedResourceCost: Their Castle Age unique tech "Szlachta Privileges" Szlachta Privileges reduces the gold cost of the Knight line by -60%.
* ZergRush: The Poles can pull this off with Knights after researching their Castle Age tech "Szlachta Privileges", Szlachta Privileges, which cuts down the Knight line's gold cost from 75 to 30, and the Poles don't lack for gold thanks to their ability to mine it from stone, alongside their farming efficiency from their unique building. However as a NecessaryDrawback, their tech tree lacks the Paladin upgrade and "Plate Plate Barding Armor".
Armor.



* ReducedResourceCost: Their Imperial Age tech "Mahayanas" makes Villagers and Monks take -10% of population space.

to:

* ReducedResourceCost: Their Imperial Age tech "Mahayanas" Mahayanas makes Villagers and Monks take -10% of population space.



!! Ratha line (Ratha/Elite Ratha)

to:

!! Ratha line (Ratha/Elite Ratha)Ratha



* ArchaicWeaponForAnAdvancedAge: In skirmish mode, you can charge them, a Bronze Age relic, against field artillery.

to:

* ArchaicWeaponForAnAdvancedAge: In skirmish mode, you can charge them, this unit, a Bronze Age relic, against field artillery.



* ArtisticLicenseHistory: Historically, the Dravidians, especially the Tamils, had one of the most powerful Elephant armies. Also, the Chola Empire had many elephant troops, and also utilized the elephant from Sri Lanka, which is suited for battle. The in-game Dravidians have the weakest Battle Elephant, as they not only cannot upgrade, but also lack both Stable technologies and "Plate Barding Armor", which hinders their Elephant units' mobility and durability.

to:

* ArtisticLicenseHistory: Historically, the Dravidians, especially the Tamils, had one of the most powerful Elephant armies. Also, the Chola Empire had many elephant troops, and also utilized the elephant from Sri Lanka, which is suited for battle. The in-game Dravidians have the weakest Battle Elephant, as they not only cannot upgrade, but also lack both Stable technologies and "Plate Plate Barding Armor", Armor, which hinders their Elephant units' mobility and durability.



* HealingFactor: Dravidian Elephants can regenerate health thanks to "Medical Corps".

to:

* HealingFactor: Dravidian Elephants can regenerate health thanks to "Medical Corps".Medical Corps.



** Dravidian Elephants get the benefits of "Medical Corps" and, when "Wootz Steel" is researched, can ignore armor. However, the lack of the Elite Battle Elephant upgrade, Stable Techs and "Plate Barding Armor" makes the resulting Elephants much less formidable than implied.
** "Wootz Steel" would be an absolutely insane technology on any other civilization, but the Dravidians keep it in check thanks to an otherwise weak Stable tech tree and unit availability.

to:

** Dravidian Elephants get the benefits of "Medical Corps" Medical Corps and, when "Wootz Steel" Wootz Steel is researched, can ignore armor. However, the lack of the Elite Battle Elephant upgrade, Stable Techs and "Plate Plate Barding Armor" Armor makes the resulting Elephants much less formidable than implied.
** "Wootz Steel" Wootz Steel would be an absolutely insane technology on any other civilization, but the Dravidians keep it in check thanks to an otherwise weak Stable tech tree and unit availability.



!! Urumi Swordsman line (Urumi Swordsman/Elite Urumi Swordsman)

to:

!! Urumi Swordsman line (Urumi Swordsman/Elite Urumi Swordsman)Swordsman



* DatedHistory: Thirisadai is based on a extensively vandalized Website/{{Wikipedia}} article on the Chola Navy, with several madeup ship classes, fake sources, and even a photograph fraudulently identified as a Chola anchor, but that actually belonged to a ship sunk during the Mongol invasion of Japan. Most fake info was written in 2008 and was not challenged due to the obscurity of the subject. By the time it was exposed, the article's creator had not edited Wikipedia in several years.

to:

* DatedHistory: The Thirisadai is based on a extensively vandalized Website/{{Wikipedia}} article on the Chola Navy, with several madeup ship classes, fake sources, and even a photograph fraudulently identified as a Chola anchor, but that actually belonged to a ship sunk during the Mongol invasion of Japan. Most fake info was written in 2008 and was not challenged due to the obscurity of the subject. By the time it was exposed, the article's creator had not edited Wikipedia in several years.



* ReducedResourceCost: Their Castle Age unique tech "Kshatriyas" reduces the food cost for military unit training by 25%.

!! Chakram Thrower line (Chakram Thrower/Elite Chakram Thrower)

to:

* ReducedResourceCost: Their Castle Age unique tech "Kshatriyas" Kshatriyas reduces the food cost for military unit training by 25%.

!! Chakram Thrower line (Chakram Thrower/Elite Chakram Thrower)Thrower
Is there an issue? Send a MessageReason:
None

Added DiffLines:

Is there an issue? Send a MessageReason:
None


For the Legionary upgrade and the Dromon, check [[Characters/AgeOfEmpiresIIUnits the Units page]].

to:

NOTE: For the Legionary upgrade and the Dromon, check [[Characters/AgeOfEmpiresIIUnits the Units page]].

Added: 48012

Changed: 3844

Removed: 280

Is there an issue? Send a MessageReason:
None



The Bulgarians are an infantry and cavalry oriented civilization, great at rushing.



* BalanceBuff:
** In update 34055, "Bagains" was improved from +3 melee armor to +5, making Bulgarians Two-Handed Swordsmen able to beat most Champions from other civilizations, and overall reinforcing their role dealing with trash units. In addition, the Krepost now has a smaller size (covering less area) and cannot be converted.
** In update 42848, the Bulgarians' team bonus towards Blacksmith work rates is changed from 50% to 80%. In addition, a new unique bonus discounts the food costs of Blacksmith and Siege Workshop technologies by 50%, allowing the Bulgarians to easily afford Imperial Age siege upgrades, and providing a food boost in late Feudal and early Castle Age, while also making it much easier to fully upgrade their Konniks.



* DiscardAndDraw: On the April 2020 balance patch, the Bulgarians lose the Paladin upgrade, but they are compensated with their "Stirrups" technology applying to their Knights alongside to their Konniks and light cavalry.

to:

* DiscardAndDraw: On the April 2020 balance patch, In update 36906, the Bulgarians lose the Paladin upgrade, but they are compensated with their "Stirrups" technology applying to their Knights alongside to their Konniks and light cavalry.cavalry. This in turn shifts the Bulgarian power spike from the Imperial Age to the Castle Age, as the Bulgarian Knight rush is much stronger. Conversely, the loss of Paladins means that the Bulgarians will lose much of their late-game cavalry power, forcing the Bulgarians to mostly rely on Konniks and Hussars as their main late-game cavalry units.



* {{Foil}}: To the Slavs, as they not only have very similar language in the game, but share the same advantages and weaknesses as well. Both are prominent in infantry, cavalry and siege weapons, and weak in archery lines and navy. However, the Bulgarians have better Cavalry Archers than the Slavs, while the Slavs have better foot archers than the Bulgarian.



* ReducedResourceCost: The upgrades for their Militia line are free, their Town Centers cost -50% stone, their Blacksmith and Siege Worskhop upgrades cost -50% food, their team bonus are Blacksmiths work 80% faster.



It is a cavalry that turns into a Dismounted Konnik, an infantry, when killed.
----
* BalanceBuff:
** With update 42848, Dismounted Konniks now benefit from infantry upgrades.
** In ''Return of Rome'' update 87863, Dismounted Konniks now shared the same base armor as mounted Konniks.



* MechanicallyUnusualFighter: The Konnik is a very special unique unit, as it has to be killed twice (first time mounted, second time dismounted). This quirk makes the unit not only durable, but also versatile, as they can mess with the possible counter-units the opponent may have. While the mounted version is weak against Camel Riders and the Spearman line, the dismounted version is not; and vice versa, the typical counters for infantry do not affect the mounted version. Any clever opponent must mix two types of counter-units against a mass of Konniks, with some exceptions.



* {{Nerf}}: In update 34055, Konnik hit points reduced from 110 to 100 for standard and 130 to 120 for Elite, and the Rate of Fire increased from 1.9 to 2.4 (including the dismounted Konnik).
* TacticalRockPaperScissors: Strong against infantry, archers (Mounted), siege weapons (Mounted), Light Cavalry, Monks (after Heresy, especially with a Teuton ally); weak against Archers (Dismounted), Boyars, Pikemen (Mounted), Kamayuks, Berserks, Genoese Crossbowmen, Teutonic Knights, Mamelukes, Camel Riders (Mounted), War Elephants, Battle Elephants, ranged siege weapons (Dismounted), Samurai, Cataphract (Dismounted), Monks (before Heresy), Flemish Militia.




The Cumans are an aggressive, rush-oriented civilization that focuses on their mobile cavalry, but also have a potential in team games, due to their unique technologies. Due to their unconventional way to set up their economy in the early game with the secondary Town Center and their offensive options with rams, this civilization is better suited for expert players than beginners or less experienced ones.



* BalanceBuff:
** In update 36202, the Cumans' middle and late game game was improved. Now, they can improve the Battering Rams to Capped Rams in the Castle Age, which significantly improves their sieging potential at that stage of the game. Their Steppe Lancers now benefit from Steppe Husbandry, making this unit more easy to mass.
** Initially ''Dawn of the Dukes'' give the Cumans a civilization bonus where their Archery Ranges and Stables cost -100 wood, With update 56005, the discount is further reduced to -75 wood. This synergizes well with their ability to build Siege Workshop and Battering Rams in the Feudal Age, as it allows the Cumans to save more wood for their Battering Rams instead for their rushes. Alternatively, the cheaper Stables and Archery Ranges can also help with their second Town Center boom in the Feudal Age and fulfilling the two building requirements to advance to the Castle Age. The cheaper Stables and Archery Ranges can also be utilized to initiate their Scout and Archer rushes sooner than their opponents if the player chooses to do so. Prior to this, the Cumans' Town Center boom was very vulnerable on open maps, and the Cumans had no other strong military or economic option to assist. With this, the Cumans could go aggressive if needed. Finally, their Steppe Lancers gain a small buff where they attack faster, thus makig their Steppe Lancers a more appealing unit.
** In ''Dynasties of India'', the "Cuman Mercenaries" technology has been reworked and now enables 5 free Elite Kipchaks per allied Castle, instead of just 10 Elite Kipchaks once. The Mercenary Kipchaks also no longer require the Imperial Age to become available for allies, and their train time is now 12 seconds. This change is highly significant, since it means that the players on the team can perpetually create more Mercenary Elite Kipchaks as long as they can build more Castles. The effect applies to both future Castles and Castles already built. Now, this technology is much more useful outside team games, as there are some situations in which a Cuman player may have a good number of Castles from which they can spam 5 free Elite Kipchaks, each resulting in a higher number of free Kipchaks than in previous patches. This change also greatly affects team games, especially if the allies have bonuses for Cavalry Archers.



* BalanceBuff: In ''Dynasties of India'', "Cuman Mercenaries" technology has been reworked and now enables 5 free Elite Kipchaks per allied Castle, instead of just ten Elite Kipchaks once.



* DiscardAndDraw: With update 36202, "Steppe Husbandry" also grants its benefits to Steppe Lancers but the effect of reduced tranning time was reduced from 400% to 100%.



* {{Nerf}}: Their Cavalry speed bonus was changed from an overall +10% from Feudal Age to +5% faster each age from Feudal Age onwards.

to:

* {{Nerf}}: Their Cavalry {{Nerf}}:
** In update 34055, the Cumans got a lot of changes because they were infamously broken, starting with increasing the time to construct a Town Center in the Feudal Age from 225 seconds to 270 seconds, making some "douche" strategies harder to execute and allowing more counterplay, and also reducing their booming potential. Cumans also lost "Husbandry", and the cavalry
speed bonus was changed from an overall +10% from Feudal Age to +5% staggered 5%/10%/15% in the Feudal/Castle/Imperial Age. Now their Scouts are just slightly faster each age than others in the Feudal Age, their cavalry in the Castle Age isn't faster than others (but still gets the effects of "Husbandry" for free), and in the Imperial Age is again faster than other civilizations. The Feudal rams also no longer get trample damage. In conjunction with the large number of reduced stats and cost increases to the Steppe Lancer, the Cumans got a massive nerf in most aspects, which ultimately made them fairly weak.
** Initially Cumaans can research "Redemption" and "Supplies". "Redemption" was removed
from their technology tree with update 36202, while "Supplies" was removed with update 37650, the latter is meant to balance out their strong Feudal Age onwards.rushing potential and add a clear late-game weakness.
** In ''Lords of the West'' update 44725, the Cumans' team bonus was reduced from +50% hit points to +33% hit points for Palisade Walls. This was because in team games, one player using Cumans could give a very strong defensive advantage to the whole team, and allowed Cumans to be left alone to do a Feudal Age boom.
* ReducedResourceCost: Their Archery Ranges and Stables cost only 75 wood. (They usually cost 175 each)



It is a mounted archer that fires multiple arrows in rapid succession.



* BalanceBuff: Initially, Kipchaks fire 2 arrows at once. With update 36202, they now fire 3 (4 for elite) arrows like at release, increasing their raiding potential.
* GeoEffects: Mercenary Kipchaks trained by Tatars deal +20% bonus damage from cliffs and elevations.



* {{Nerf}}:
** In update 34055, the Kipchak Rate of Fire was reduced from 1.8 to 2.2 and the hit points reduced from 45 (50 for Elite) to 40 (45 for Elite), and the Elite Kipchak fires one less arrow, so being less oppressive when used and easier to counter.
** The Kipchak attack animation was increased in update 42848 by 0.5 (same as Mangudai) in order to prevent them from being so smooth at micromanaging.
** With ''Lords of the West'' update 50292, Kipchaks now add the correct amount of extra projectiles to fortifications when garrisoned inside them.
* PrivateMilitaryContractors: Their availability to other civilizations with "Cuman Mercenaries" by the fact that Cumans and Kipchaks were often recruited by nearby sedentary states, Georgian monarchs from the 12th to the 13th centuries recruited thousands of Kipchak/Cuman mercenaries against neighbouring Muslim states such as the Seljuks. Many Cumans who fled to Hungary after the Mongol invasion became mercenaries for Latin Crusaders and Byzantines. The Mongols also sold many captured Kipchaks to the Islamic world where they served as Mamluks, and eventually seized Egypt to form their own dynasty.



* ReducedResourceCost
** Mercenary Kipchaks trained by Aztecs are created 11% faster.
** Mercenary Kipchaks trained 25% faster with "Kasbah" for a team containing Berbers.
** Mercenary Kipchaks are created and upgraded 10% faster for a team containing Britons.
** Blacksmith upgrades that benefit Mercenary Kipchaks trained by Bulgarians cost -50% food. Researching archer armor and attack upgrades for Mercenary Kipchaks at the Blacksmith are 80% faster for a team containing Bulgarians.
** "Faith" is 50% cheaper for Mercenary Kipchaks trained by Burmese.
** "Husbandry" is 50% cheaper for Mercenary Kipchaks trained by Burgundians.
** Technologies that benefit Mercenary Kipchaks trained by Chinese are 5%/10%/15% cheaper in the Feudal/Castle/Imperial Age.
** Researching "Bloodlines" and "Husbandry" for Mercenary Kipchaks is 20% faster for a team containing Huns.
** Mercenary Kipchaks trained by Koreans costs -50% wood and Archer Armor upgrades are free.
** Researching "Heresy" and "Faith" for Mercenary Kipchaks is 20% faster for a team containing Lithuanians.
** Mercenary Kipchaks trained 25% faster for a team containing Magyars.
** Researching "Ballistics" and "Chemistry" for Mercenary Kipchaks is 80% faster for a team containing Malians.
** All relevant upgrades for Mercenary Kipchaks are researched 25% faster for a team containing Portuguese.
** Blacksmith upgrades that benefit Mercenary Kipchaks trained by Spanish cost no gold.
** "Chemistry" is free for Mercenary Kipchaks trained by Turks.
** "Parthian Tactics" and "Thumb Ring" are free for Mercenary Kipchaks trained by Tatars.
** Conscription is free for Mercenary Kipchaks trained by Vietnamese.
* TacticalRockPaperScissors: Strong against slow and non-ranged units, Rams, Monks; weak against Genoese Crossbowmen, Skirmishers, Genitours, siege weapons, camel units, Rattan Archers.




The Lithuanians are a Cavalry and Monk oriented civilization. Despite their cavalry and monk classification, the Lithuanians have a reasonably diverse tech tree and are able to field a varied army, but puts more emphasis on their late-game units such as their Paladins and their unique unit (which is further emphasized with their Relic bonus giving their cavalry units bonus attack), make them a good choice for both beginner and expert players.



* ArtisticLicenseHistory: Historically, the Lithuanian cavalry mostly consisted of light cavalry. However, the access to the Paladin upgrade reflects their alliance with the Poles, who utilized heavy cavalry during medieval times.
* BalanceBuff: In update 36906, the "Tower Shields" technology got its food cost reduced from 800 to 500 and now grants +2 pierce armor instead of +1 pierce armor. While it only makes their Halberdiers average against archers, their Skirmishers can get 10 pierce armor, and with a Vietnamese ally, the Imperial Skirmisher gets 11 pierce armor, making them among the units with the toughest resistance against archers.



* DiscardAndDraw: With update 81058, Lithuanians bonus for starting with 150 food was changed to each Town Center providing +100 food. This is considered a nerf to their early-game economy and a buff to their Castle Age economy, as the Lithuanians' starting food will be less in the early game, but has a substantial Castle Age economy when multiple Town Centers are built.

to:

* DiscardAndDraw: With ''Dynasties of India'' update 81058, Lithuanians bonus for starting with 150 food was changed to each Town Center providing +100 food. This is considered a nerf to their early-game economy and a buff to their Castle Age economy, as the Lithuanians' starting food will be less in the early game, but has a substantial Castle Age economy when multiple Town Centers are built. Coincidentally, because each Town Center grants 100 food, this gives the Lithuanians an advantage in maps where the player starts with multiple Town Centers (i.e. Budapest).




to:

* {{Nerf}}:
** In update 34055, the changes to Lithuanians include the maximum attack gained from each garrisoned Relic reduced from +5 to +4. This is because with all upgrades, Lithuanian Paladins could reach 23 attack (one less attack than the Elite War Elephant), not only being the best Paladins by far, but also able to kill Halberdiers and Arbalesters in one less hit than usual, and also winning against Heavy Camel Riders. This made Lithuanian Paladins too well-rounded and perhaps the most effective unit in the game, and putting Lithuanians in a problematic spot for team games because other players normally give all found Relics to the Lithuanian player, thus giving to the team a massive advantage, and making the Leitis overall looking like a downgrade to the Knight line. Another unit that largely benefited from this bonus was the Hussar, and the other change removed the Relic bonus from affecting light cavalry, discouraging players to also just produce and abuse Hussars with potentially the highest attack among trash units (up to 16 attack).
** In update 37650, among with other civilizations, the Lithuanians lost access to "Supplies", possibly to prevent them from have an effective unit against "trash units" even when they lack "Plate Mail Armor", since they already have solid Spearmen and Skirmishers, and to compensate for their extra food at the start of the game.
** In ''Dawn of the Dukes'' update 51737, the Lithuanians lose access to "Blast Furnace", making their Halberdiers and their cavalry weaker in melee combat. This is meant to balance their access to the Winged Hussar unit, which strengthens their already good trash unit line. In turn, this would require the player to collect at least two Relics to make up for the loss of "Blast Furnace" for their Paladins.



It is a heavy cavalry unit whose attack is unaffected by armor, but only against units.



* BalanceBuff:
** Initially, Leiciai trained in 23 seconds (20 for Elite) and cost 50 food/80 gold. In update 36906, they now cost 70 food/50 gold, and the training time was reduced to 20 for standard and 18 for elite, which now makes them much easier to use in large numbers and much better as an alternative to the Knight.
** In ''Dawn of the Dukes'' update 51737, to compensate for Lithuanians lose access to "Blast Furnace", Leiciai have their base attack increased from 12 (14 for Elite) to 13 (16 for Elite), thus encouraging the player to focus their cavalry on Leiciai and Winged Hussars over Paladins (in fact, a fully upgraded Leitis will have more attack than a fully upgraded Paladin with 4 Relics collected).



* {{Nerf}}: In update 42848, the pierce armor of both standard and elite Leiciai was reduced to 1, which makes them more prone to ranged attacks. However, Lithuanians can freely use Paladins and Skirmishers to take down archers while the Leitis' perfomance against melee units is unchanged, which makes Leiciai more specialized.
* ShieldsAreUseless: Despite Leiciai wielding a tower shield, they are not affected by the "Tower Shields" technology.
* TacticalRockPaperScissors: Strong against melee units (especially Serjeants, Teutonic Knights, and Boyars); weak against Pikemen, Kamayuks, Genoese Crossbowmen, Mamelukes, Camel Riders, Monks, War Elephants, Battle Elephants, Samurai, large groups of archers.




The Tatars are a cavalry-oriented civilization that focus on cavalry archers, but also have late-game potential with upgraded Trebuchets. Due to the nature of their bonuses on predetermined maps, this civilization is more suitable for players with more experience at micromanaging ranged units.



* AchillesHeel: The Tatars have the worst resistance against conversion, as they are the only civilization lacking both "Heresy" and "Faith".
* ArtisticLicenseGeography: The Tatars' average navy is geographically inaccurate, as most Turkic tribes rarely battle on the water. Additionaly, the in-game Tatars are represented by the Tirmurid Empire, which belongs to Uzbekistan history, a double-landlocked country in Central Asia.
* ArtisticLicenseHistory: The Tatars are the only "nomadic steppe civilization" as well as the only Central Asian one to have access to Hand Cannoneers, even though is not really historically accurate. The possible reason behind it is because most of the steppe people of Central Asia had access to the Silk Road, so when the Mongols took control of it, they spread some gunpowder weapons through the region, although at a small scale; Another reason could be because of the Timurid armies, which used firearms in small quantities. In addition, the Timurids were predecessors of the Mughal Empire, one of the "gunpowder empires" (this could also explain their access to Bombard Towers).



** Since update 35584, the Tatars now receive Halberdiers, giving them a better and stronger option to counter heavy cavalry and, especially, Camel Riders, which were their biggest weakness, but still remains as the civilization with the weakest Halberdier.
** Tatars were greatly buffed in update 36202; they now get "Thumb Ring" for free, enabling them to better perform archer and cavalry archer rushes. Their unique technology "Silk Armor" now benefits Steppe Lancers, enabling this unit to soak better pierce damage (which also allows better raiding against enemy towns). "Timurid Siegecraft" now increases Trebuchet range by +2 instead of juct 1 and gives the Tartars access to Flaming Camels.
** In update 42848, their Town Centers spawn two Sheep starting in the Feudal Age, and any additional Town Centers built will spawn two Sheep, which synergizes well with their herdable bonus and allows them to save wood for their archer units, particulary their cavalry archers. It also allows a "safety net" of herdables should their herdables be stolen by an enemy player. "Silk Armor" also got improved, as it now provides +1 melee armor, putting their Hussars, Heavy Cavalry Archers and Steppe Lancers at the toughest in melee fights.




to:

* {{Nerf}}:
** The Tatars lose the "Supplies" tech in update 37650, which further highlights the Tatars' already weak infantry.
** After ''Lords of the West'' update 44725, Tatars two extra Sheep now only spawn at newly constructed Town Centers in the Castle Age, in order to level their booming capabilities and prevent them from saving too much wood in the early game, and also not making the drushing fast Castle into Cavalry Archers or Crossbowmen strategies so easy and fast to execute.
* ReducedResourceCost: They get "Thumb Ring" and "Parthian Tactics" for free.
* SuicideAttack: Since update 36202, the Tatars are the only civilization with access to 3 different suicide units: the Petard, Demolition Ship, and Flaming Camel.



It is a cavalry unit which slowly generates gold while attacking enemy units.



* BalanceBuff:
** Initially, Keshiks cost 50 food/80 gold. With update 34055, they cost 50 food/40 gold. With update 44725, they cost 60 food/40 gold.
** At the star, Keshiks have 100 (130 for Elite) HP. With update 34055, they now have 110 (140 for Elite) HP.
** Originally they took 23 (20 for Elite) seconds to be trained. With update 36202, they train in 16 (14 for Elite) seconds.
* DiscardAndDraw: In update 34055, the Keshik got an overhaul from being a weaker and harder-to-get Paladin-like unit to the role of a medium cavalry unit, with the gold cost reduced, the hit points increased for both standard and elite, but the attack reduced, aiming to make Keshiks more popular and easier to mass, and making the gold generation by attacks more practical (since less attack leads to more hits to kill, thus more gold earned).



* {{Nerf}}:
** In update 34055, the Keshik attack was reduced from 12 (14 for Elite) to 9 (11 for Elite).
** ''Dynasties of India'' update 81058 increased the Keshik training time to 17 (15 for Elite) seconds.




to:

* TacticalRockPaperScissors: Strong against infantry, Archers, Villagers, siege weapons, Light Cavalry; weak against Boyars, Pikemen, Kamayuks, Berserks, Genoese Crossbowmen, Teutonic Knights, Mamelukes, Camel Riders, Monks, War Elephants, Knights.



It is a mounted Petard that can be trained at the Castle in the Imperial Age once "Timurid Siegecraft" is researched.



* AscendedExtra: When ''Definitive Edition'' was initially released, Flaming Camels were a scenario editor unit that made an appearance at the start of [[Recap/AgeOfEmpiresIITamerlane Sultan of Hindustan]] to demonstrate Tamerlane's [[CombatPragmatist method of dealing with war elephants]]. The March 2020 update made them trainable from the Castle, unlocked by the Timurid Siegecraft unique tech.

to:

* AntiCavalry: The Flaming Camel is a fast moving anti-cavalry unit that deals high damage in one blow, a powerful weapon against civilizations that rely heavily on cavalry units and elephant units, putting civilizations heavily reliant on cavalry at a disadvantage against Tatars.
* AscendedExtra: When ''Definitive Edition'' was initially released, Flaming Camels were a scenario editor unit that made an appearance at the start of [[Recap/AgeOfEmpiresIITamerlane Sultan of Hindustan]] to demonstrate Tamerlane's [[CombatPragmatist method of dealing with war elephants]]. The March 2020 update Update 36202 made them trainable from the Castle, unlocked by the Timurid Siegecraft "Timurid Siegecraft" unique tech.tech.
* BalanceBuff:
** Initially, Flaming Camels have a +80 attack bonus against the Elephant armor class, and a blast radius of 1.5. With update 39284, bonus damage was increased to +130, and blast radius was increased to 2.
** In ''Dynasties of India'' update 61321, Flaming Camels deal 25 bonus damage against siege units while bonus damage against buildings increased from 100 to 200. However, the bonus damage increase from Siege Engineers was unchanged, so the percentage boost was reduced to 20%. With update 73855, it was fixed to 40%.
* {{Expy}}: Flaming Camels works in a similar way to Petards, but are faster, have more hit points, and an attack bonus vs cavalry and elephants, but are more expensive to train.
* HerdHittingAttack: When these camels explode, they damage everything around them.



* TacticalRockPaperScissors: Strong against mounted units especially Elephants; weak against foot archers, Monks, infantry, defensive structures.




The Burgundians are a cavalry civilization that rely primarily on heavy cavalry and gunpowder units for combat, and good timing for their economy, since they can research economic technologies one age earlier. Compared to other civilizations they are difficult to learn: being both mechanically complex and micro-intensive.



* BalanceBuff: In update 47820, the Burgundians have their economic technologies cost 50% less food. While the Burgundians are still vulnerable to Dark and Feudal Age rushes, the food discount makes it significantly easier for the Burgundians to boom and hit their powerspikes earlier than their opponent. In addition, the "Burgundian Vineyard" unique technology now only converts half of the food stockpile into gold instead of their entire food stockpile, and farmers generate even more gold from Farms. Their team bonus has also been buffed where the food generation is equal to that of Relic gold generation, making them more viable in team games.



* InstantMilitia: "Flemish Revolution" unique technology turns all existing villagers into Flemish Militia, and unlocks the ability to create more Flemish Militia at your Barracks.



* {{Nerf}}: In ''Dynasties of India'', the Burgundian food discount for their economic technologies was reduced from 50% to 40% and later to just 33%, making it easier for early game civilizations to rush them.

to:

* {{Nerf}}: {{Nerf}}:
** With update 50292, "Flemish Revolution" costs increased from 800 food/450 gold to 1200 food/650 gold and Flemish Milita lost their bonus against buildings, as a lot of players like to boom a lot of military units with just a cost of Villagers to take down enemy bases in seconds in closed maps.
** With ''Dawn of the Dukes'' update 54480, "Burgundian Vineyards" no longer converts half of the food stockpile to gold. It still cannot compensate for the late game while food is cheaper than gold.
**
In ''Dynasties of India'', the Burgundian food discount for their economic technologies was reduced from 50% to 40% in update 66692, and later to just 33%, 33% in update 78174, making it easier for early game civilizations to rush them.them. Update 81058 saw a massive nerf to their final powerspike, "Flemish Revolution", with its price adjusted to (200 + 10n) food, (150 + 5n) gold where 'n' is the number of Villagers converted into Flemish Militia when researched. This means the more Villagers the player owns, the more expensive technology is (although if the player has exactly 100 Villagers, it's about the same price as prior to the update).



* ReducedResourceCost: Their economic upgrades, in addition to being available an Age earlier and cost -33% food, and their Stables techs are 50% cheaper.



It is a medium cavalry unit that "charges" its attack over a period of time, dealing increased damage on its first attack against an enemy unit.



* ArtisticLicenseHistory: The in-game Coustillier model wields a voulge, like French coustilliers in general. Burgundian coustilliers generally wielded spears instead.
* ChargedAttack: The Coustillier can charge its attack up to +20 (+25 for Elite) melee damage (with base melee damage inflicted as well). The effective charge attack is the result of subtracting the total armor value (including upgrades) of the target unit from the coustilier's base attack + charge bonus + attack upgrades.



* {{Nerf}}:
** Originally, Coustilliers' charge attack dealt 35 damage (40 for Elite) and dealt double damage against units (bug) with the archer armor class. With hotfix 45185, it dealt 25 damage (30 for Elite) and no longer deals double damage against units with the Archer armor class.
** With ''Dynasties of India'' update 66692, Coustilliers' charge attack now deals 20 damage (25 for Elite), making it harder to micromanage their charge attack, and they are no longer able to kill Villagers or Arbalesters with one charge attack.




to:

* TacticalRockPaperScissors: Strong against infantry, archers, Villagers, siege weapons, Cavalry Archers, Light Cavalry; weak against Kamayuks, Genoese Crossbowmen, Mamelukes, Camel Riders, Samurai, War Elephants, Boyars, Halberdiers (if massed), Monks (if kept away).



It is an infantry unit somewhere in between the Halberdier and the Champion.



* AntiCavalry: The line gets +8 bonus attack against cavalry units and +6 bonus attack against camel units.
* CarryABigStick: The unit is armed with a goedendag, a weapon used by the Flemish army from the 12th century until the late 14th century.
* DiscardAndDraw: In ''Dynasties of India'' update 81058, Flemish Militia HP reduced from 75 to 60, attack from 12 to 11, and 0 pierce armor instead of 1, making the "Flemish Revolution" powerspike more manageable to deal with for many infantry, archer, and gunpowder civilizations. Conversely, the Flemish Militia can now be trained at the Barracks instead of the Town Center, and their training cost has been adjusted from 60 food/25 gold to 50 food/15 gold, making them a cheaper alternative to their Militia line unit in trash wars, since they lack "Supplies" for their Militia line unit, and Flemish Militia are now affected by "Conscription".
* {{Nerf}}:
** Initially, Flemish Militia have +12 attack vs cavalry and +8 attack vs camels and ships. With update 47820, they have +8 attack vs cavalry and +6 attack vs camels and ships.
** In update 50292, Flemish Milita lost their +2 bonus against buildings, as a lot of players like to boom a lot of military units with just a cost of Villagers to take down enemy bases in seconds in closed maps.
* PurelyAestheticGender: Flemish Militia transform from Villager with "Flemish Revolution" come in male and female varieties, but the stats for both are the same.
* TacticalRockPaperScissors: Strong against Skirmishers, cavalry, Spearmen, Rams, Camel Riders, Eagle Warriors; weak against Archer units, Scorpions, Mangonels, Cataphracts, Teutonic Knights, Samurai, Organ Guns.




The Sicilians are defined as an infantry and cavalry civilization. However, their true strength comes from their ability to quickly build up, be it using Serjeants to build their signature Donjons, or their ability to build Town Centers and Castles twice as quickly. Due to the mechanically complex nature of the civilization, it is designed for more experienced players.



* BalanceBuff:
** In update 47820, the Sicilians gain access to the Siege Onager, giving them a late-game "power-unit" to address their late-game weaknesses. In addition, Donjons stone cost was reduced from 200 to 175, making it easier for the Sicilians to repair their Donjons when necessary. The "First Crusade" technology is given a long-lasting effect of conversion resistance, which stacks with Faith and the Teutons' team bonus.
** With ''Dawn of the Dukes'' update 51737, the Sicilians gained another civilization bonus where they start with +100 stone. This is mostly to address the high stone cost of the Donjon, as it allows the Sicilians to easily repair the Donjons for both offensive and defensive plays. On the other hand, the +100 stone allows the Sicilians to opt for the three Town Center boom, since their Town Centers are built faster. It can also be sold early in the Feudal Age in order to allow the Sicilians to advance faster to the Castle Age, preferably only needing to collect 10 stone if sold before anyone else sells stone. The Sicilians also have their Imperial Age unique technology replaced with "Hauberk", which makes their Knights more durable.
** ''Dynasties of India'' update 61321 increased Feudal Age Donjons HP from 1000 to 1250. As an infantry civilization, they receive "Gambesons" tech with update 81058. In addition, the Donjon receive several buffs where they are now affected by "Hoardings", making them better than Japanese Keeps in terms of late-game defenses. Furthermore, the Donjon now serves as a prerequisite to the Stable and Archery Range and can train Spearman line. This allows more versatility for their Donjon rush in open maps and allow the Sicilians to smoothly transition to a Scout or Archer rush without needing to build a Barracks. The "First Crusade" price is readjusted from 300 food/600 gold to 400 food/300 gold, making it easier to afford. Their Farm upgrade bonus food is now also 125% instead of 100%.



* BalanceBuff: With update 81058, their Farm upgrade bonus food is now 125% instead of 100%.



** ''Twice'' for the same bonus: Initially, their team bonus was Transport Ships +5 carry capacity and +10 armor versus anti-ship bonus damage. With update 51737, it was replaced with the first Transport Ship being free and created instantly. ''Then'' with update 54480, the team bonus was now changed to Transport Ships gaining +5 Line of Sight and costing -50%.
** With update 51737, the Imperial Age unique technology Scutage (each team member receives gold per military units owned) was replaced with Hauberk (Knight-line +1/+2 melee/pierce armor).

to:

** ''Twice'' for the same bonus: Initially, their team bonus was Transport Ships +5 carry capacity and +10 armor versus anti-ship bonus damage. With ''Dawn of the Dukes'' update 51737, it was replaced with the first Transport Ship being free and created instantly. ''Then'' with update 54480, the team bonus was now changed to Transport Ships gaining +5 Line of Sight and costing -50%.
** With update 51737, the Imperial Age unique technology Scutage "Scutage" (each team member receives gold per military units owned) was replaced with Hauberk "Hauberk" (Knight-line +1/+2 melee/pierce armor).armor). This makes the Sicilian Cavalier more durable than a fully upgraded Paladin when it comes to surviving archer shots. Combined with Sicilian Cavaliers taking less anti-cavalry damage from Camels and Halberdiers and conversion resistance from First Crusades, it makes Sicilian Cavaliers a formidable late-game unit to pair alongside with their Siege Onagers and their infantry.
** GameplayAndStorySegregation: "First Crusade" effect of conversion resistance is considered to be historically inaccurate, as the Sicilians were religiously tolerant and secular, but this effect was added for gameplay balance purposes since the Sicilian's Siege Onagers would be vulnerable to conversion due to the lack of "Heresy".



* {{Nerf}}: Update 81058 nerfed their Castle construction speed from 100% to 50%, possibly to discourage Castle drop strategies.

to:

* {{Nerf}}: {{Nerf}}:
** Initially, all Sicilians Town centers were constructed 100% faster, and their bonus to reduce bonus damage apply to all land military units. Hotfix 45185 removed the construction speed bonus for the first Town Center on Nomad-style maps while the bonus damage reduction does not apply to siege units.
** On introduction, "First Crusade" spawned 10 Serjeants per Town Center. With hotfix 45185, they only spawn 7 Serjeants. ''Dynasties of India'' update 81058 reduced the number of Serjeants to 5.
** ''Dynasties of India'' update 61321 increased the cost of "Hauberk" from 500 food/400 gold to 700 food/600 gold. Update 66692 also reduces their bonus damage resistance from 50% to 33%, making their early game rushes weaker and their Knights easier to fight against. In addition, they also lose access to "Treadmill Crane" to balance the increased construction speed for their Town Centers and Castles.
Update 81058 nerfed their Castle construction speed from 100% to 50%, possibly to discourage Castle drop strategies.strategies.
* ReducedResourceCost: Their Transport Ships cost 50% less as a team bonus.



It is an infantry unit which can construct (and repair) the Donjon, a defensive building similar to the Krepost, and notably has high armor, especially in the Castle Age.



* BalanceBuff:
** With update 47820, Serjeants armor in the Feudal Age increased from 1 to 2 while their hit points in the Castle Age increased from 60 to 65. Elite Serjeants hit points is also increased from 75 to 85.
** Originally Donjon Serjeants took 20 seconds to be trained, ''Dynasties of India'' update 61321 reduced this training time to 16 seconds in the Feudal Age. Starting in the Castle Age, Donjon Elite Serjeants train in 12 seconds, matching the train time of Elite Serjeants trained in Castles.
** ''Dynasties of India'' update 81058 increased their hit points from 45/65 to 50/75 in Feuldal/Castle Age. The food cost of Elite upgrade is also reduced from 1100 to 800.



* CallBack: The Serjeant's ability to build Donjons is similar to the building ability of Norse infantry units and Hersirs in VideoGame/AgeOfMythology and several infantry units in ''VideoGame/AgeOfEmpiresIII'' such as Janissaries and Sepoys after sending the Battlefield Construction card, as well as the Russian Musketeers after sending the National Redoubt card.



* {{Nerf}}: With patch 79888, Serjeants now build/repair 25% slower in Feudal Age.

to:

* {{Nerf}}: With patch 79888, ''Dynasties of India'' update 81058, Serjeants now build/repair 25% slower in Feudal Age.Age.
* TacticalRockPaperScissors: Strong against Archers, infantry with less melee armor, Skirmishers, buildings, Hussars, Camel Riders; weak against Scorpions, Mangonels, Hand Cannoneers, Conquistadors, Janissaries, Slingers, Monks, Cataphracts, Leiciai, Samurai, Teutonic Knights, Boyars, Jaguar Warriors, Obuchs, War Elephants, Battle Elephants.




The Bohemians are a civilization that focuses on gunpowder units and Monks. Their unique unit, the Hussite Wagon, is a siege weapon that has the ability to absorb incoming projectile damage for their backline units. Due to the unique ability of the Hussite Wagon, the Bohemians are designed for experienced players who can properly micromanage and position their units.



* BalanceBuff: In ''Dynasties of India'' update 81058, "Hussite Reforms" food cost is reduced for 800 to 500.



* {{Nerf}}: In update 61321, Bohemians -100 wood discount bonus no longer applies to Monasteries, which means their Monk rush on closed maps is considerably weakened, but still is a very strong one thanks to the free gold mining technologies, all technologies for monks, and the Hussite Reforms technology.

to:

* {{Nerf}}: In ''Dynasties of India'' update 61321, Bohemians -100 wood discount bonus no longer applies to Monasteries, which means their Monk rush on closed maps is considerably weakened, but still is a very strong one thanks to the free gold mining technologies, all technologies for monks, and the Hussite Reforms "Hussite Reforms" technology.




to:

* ReducedResourceCost: Their Blacksmiths and Universities cost -100 wood, their Mining Camp techs are free, their team bonus make Markets work 80% faster.



It is a gunpowder siege unit with high hit points and pierce armor, and the ability to protect units behind them by halving the damage dealt by enemy projectiles passing through the Hussite Wagon.



* BalanceBuff:
** With ''Dynasties of India'' update 61321, Hussite Wagons are now resistant to armor-ignoring attacks, similarly to buildings.
** ''Return of Rome'' update 87863 decreased Hussite Wagon frame delay, making them fire faster.



* {{Nerf}}: With update 56005, Hussite Wagons speed is reduced from 0.85 to 0.8. The Burgundian Bombard Cannon's attack bonus also correctly increases the damage dealt against Hussite Wagons.



* TacticalRockPaperScissors: Strong against Infantry units, Archer units; weak against Mangonel-line and Bombard Cannon-line, cavalry, Throwing Axemen, Huskarls, Samurai, Condottieri, Mangudai.




The Poles are a civilization that focuses on cavalry. Despite their cavalry focus, the Poles are a "jack of all trades" civilization with access to a large variety of units with a strong economic building, the Folwark. Due to the high strategic planning of the utilization of the Folwark, the civilization is designed for more experienced players than for beginners.



* BalanceBuff: In update 56005, the Poles gain access to "Siege Engineers", adding more versatility to their already diverse tech tree.



* {{Nerf}}:

to:

* {{Nerf}}:{{Nerf}}: ''Dynasties of India'' hits them with 3 nerf
** Update 73855 saw their stone miner bonus reduced from 50% to 33%, reducing the total yield of gold from 175 gold to 116 gold per Stone Mine. This weakens the Poles' fast Castle into a Castle drop strategy in closed maps and weakens their tower rush strategy in open maps (which is often combined with either an archer rush, or a drush) as well as weakening their booming potential overall.



* ReducedResourceCost: Their Castle Age unique tech "Szlachta Privileges" reduces the gold cost of the Knight line by -60%.



It is an infantry unit which reduces the armor of enemy units (but not buildings) they are attacking.



* {{Nerf}}: In update 56005, the Obuch training time was increased from 9 to 12 seconds, making it harder to mass produce.
* NecessaryDrawback: The armor reduction ability is offset by its lower attack. The Obuch, even in its Elite form, however, has less attack than a Two-Handed Swordsman and less Line of Sight.



* TacticalRockPaperScissors: Strong against Skirmishers, Camel Riders, buildings, Light Cavalry, most infantry, heavily-armored units; weak against Samurai, gunpowder and mounted archers, Scorpions, Berserks, Cataphracts, Jaguar Warriors, Slingers, Organ Guns, Throwing Axemen, Mamelukes, Gbetos, Battle Elephants and War Elephants.




The Bengalis are an Elephant and Naval civilization. As such, they not only have the most formidable Elephant units, but great buffs as well. Despite having access to a mechanically complex unique unit, they have very straightforward economic and naval bonuses. This makes them a good civilization for booming strategies and water maps for newer and experienced players alike.



* BalanceBuff:
** Update 66692 gave the Bengalis several direct and indirect buffs. The Bengalis have a new civilization bonus that grants their Monks +3/+3 armor (similar to the Slavs' previous unique technology, "Orthodoxy"). This allows the Bengalis to contest Relics easily in closed maps. In addition, Armored and Siege Elephants are now affected by "Siege Engineers". Combined with their Castle Age unique technology, "Paiks", this allows the Bengalis to tear down enemy buildings faster. Their Elephant Archers have their cavalry archer armor increased from -7 to -4, making their Elephant Archers even more durable thanks to their civilization bonus, and their bonus damage resistance is applied after the negative armor.
** Update 81058 gives the Bengalis both "Gambesons" and "Supplies", which further improves their Militia line, but it is still considered average, as they lack "Plate Mail Armor". In addition, the Bengalis receive a civilization bonus where melee cavalry deal +2 damage against Skirmishers. This is primarily to address their lackluster performance in open maps such as Arabia due to the lack of Knight line, and addressing the Ratha's weakness against Skirmishers even in melee mode (due to the latter having the cavalry archer armor in melee mode, which the Ratha itself benefits from the civilization bonus). "Mahayana" now affect their Monks, giving their Monks more utility in the late-game to mix with their Elephant army.



* BalanceBuff: They've received several bonuses in order to compensate for their underwhelming win rate, including increased armor for Monks as well as their Mahayana tech affecting them, as well as their melee cavalry gaining an attack bonus against Skirmishers (who have a damage bonus against their Ratha even in melee mode).

to:

* BalanceBuff: They've received several bonuses in order to compensate ReducedResourceCost: Their Imperial Age tech "Mahayanas" makes Villagers and Monks take -10% of population space.
* RegeneratingHealth: Their ships slowly regenerate hit points, giving Bengalis an extra layer of protection
for their underwhelming win rate, including increased armor for Monks as well as their Mahayana tech affecting them, as well as their melee cavalry gaining Fishing Ship from civilizations that excel in water-related rushes (e.g. Vikings, Japanese, Dravidians) and gives them an attack bonus against Skirmishers (who have advantage over civilizations with a damage bonus against their Ratha even in melee mode).
lackluster navy (e.g. Huns, Tatars, and Cumans).



It is a sturdy cavalry archer that can switch to melee attack and back.



* BalanceBuff:
** Upon release, Melee Rathas did not benefit from the Tatar team bonus of +2 LOS. This was fixed in update 66692 without mentioning it in patch notes.
** With update 81058, Melee Rathas gain +2 bonus damage vs Skirmishers.



* TacticalRockPaperScissors: Strong against Archers, siege weapons (Melee), slow and non ranged units (Ranged), Villagers; weak against Skirmishers, Rattan Archer, Huskarls, Samurai, Eagle Warriors, Kamayuks, Camel units, Genoese Crossbowmen, Ghulams, Paladins, Boyars, Monks.




The Dravidians are classified as an infantry and navy civilization, and have fully upgraded infantry and Dock, with Barracks technologies at half price, while both unique units are in their main strength part.



* ArtisticLicenseHistory: Historically, the Dravidians, especially the Tamils, had one of the most powerful Elephant armies. Also, the Chola Empire had many elephant troops, and also utilized the elephant from Sri Lanka, which is suited for battle. The in-game Dravidians have the weakest Battle Elephant, as they not only cannot upgrade, but also lack both Stable technologies and "Plate Barding Armor", which hinders their Elephant units' mobility and durability.



* BalanceBuff: Update 81058 reduced the cost of "Medical Corps" while increasing its hit point regeneration for their Elephant units from 20 to 30 HP per minute.

to:

* BalanceBuff: BalanceBuff:
**
Update 81058 reduced 66692 gives the cost Dravidians Bombard Cannons. While their siege remains average due to the lack of "Siege Engineers", it allows the Dravidians a strong late-game answer to enemy Siege Onagers (a unit that threaten the Dravidian foot and elephant army). Similarly, their Elephant Archers have their cavalry armor increased from -7 to -4. Combined with their "Medical Corps" and faster firing rate, this makes them more usable in the late game.
** Update 81058 gives the Dravidians "Gambesons", which further supplements their Champion with "Wootz Steel". Furthermore, "Medical Corps" has its cost reduced from 350 food/250 gold to 300 food/200 gold to make it easier to afford
while increasing its hit point regeneration for their Elephant units from 20 to 30 HP per minute.minute. The Dravidians also receive a new civilization bonus where their siege weapons cost -33% wood, synergizes well with their wood bonus when advancing to the next age.(For example, the Dravidian can opt to build a Siege Workshop in the Castle Age and it is easier to afford building their first Mangonel or can afford building their first Trebuchet in the Imperial Age). Despite this, their siege will still fall behind when compared to other civilizations' siege bonuses due to the lack of "Siege Engineers".
* DatedHistory: The Dravidians' naval unique unit and Castle Age unique technology was based on fraudulent information on two Website/{{Wikipedia}} pages, the Chola navy and Chola military. The information about them has been removed following an investigation.




to:

* ReducedResourceCost: Their Barracks techs cost 50% cheaper while siege weapons cost -33% wood.



It is an infantry unit that "charges" its attack over a period of time, dealing increased damage on its first attack against an enemy unit. The charged attacks also do trample damage, but not regular attacks.



* HerdHittingAttack: Urumi Swordsman's charged attack deals 50% of its charged attack value to all adjacent enemy units and buildings (the extra attack from the charge applies only to adjacent non-siege units, only the base attack applies to buildings and siege units). The full attack is applied on the target of the charge attack (even siege units, charge is not triggered against buildings).
* NecessaryDrawback: To offset their devastating melee capabilities, Urumi Swordsmen are much weaker to pierce attacks than other infantry, having no base pierce armor even as Elites, and 5 hit points less than the Militia-line counterpart. As such, Arbalesters, Hand Cannoneers, and Slingers will also wipe out Urumi Swordsmen easily as long as they cannot close the distance. Mounted archers and similar unique units such as Conquistadors, as well as Plumed Archers, will be able to kite them indefinitely. Urumi Swordsmen will also be vulnerable against enemy siege, including Onagers and Heavy Scorpions.
* TacticalRockPaperScissors: Strong against infantry, Skirmishers, Light Cavalry; weak against Archers, Scorpions, Cataphracts, War Elephants, Battle Elephants, Monks, Ballista Elephants.



It is a massive warship that fires five arrows at once, and is only available in the Imperial Age.



* CoolBoat: Costing twice as much as a Galleon, the Thirisadai more than makes up for said cost with its stats, especially its extra armor against anti-ship attacks. With equal resources, Thirisadai beat Galleons fairly easily.
* DatedHistory: Thirisadai is based on a extensively vandalized Website/{{Wikipedia}} article on the Chola Navy, with several madeup ship classes, fake sources, and even a photograph fraudulently identified as a Chola anchor, but that actually belonged to a ship sunk during the Mongol invasion of Japan. Most fake info was written in 2008 and was not challenged due to the obscurity of the subject. By the time it was exposed, the article's creator had not edited Wikipedia in several years.



* TacticalRockPaperScissors: Strong against Galleons, Cannon Galleons, Caravels, units and buildings on the shoreline; weak against Castles, towers, Fire Ships (if massed), Demolition Ships (equal resources), Longboats (equal resources), Turtle Ships, Onagers, Bombard Cannons, Monks.




The Gurjaras are a camel and cavalry civilization borrow several gameplay mechanics seen in other real-time strategy games such as Franchise/Starcraft and VideoGame/StarWarsGalacticBattlegrounds, making Gurjaras a good civilization for players who are familiar with mechanics seen in both real-time strategy games.




to:

* {{Nerf}}:
** Originally, Gurjaras mounted units have +50% bonus damage. With update 66692, they have +40% bonus damage, meaning that Camel Riders take one more hit to kill cavalry, and Armored Elephants take two more hits to destroy most buildings. They now have lower damage output against buildings than Bengali Armored Elephants with "Paiks". With update 73855, mounted units deal +20%/+30%/+40% bonus damage in the Feudal/Castle/Imperial Age, which weakens their Camel Scout rushes.
** Their food income for their garrisoned herdables has been readjusted with update 66692 and now uses a logarithmic calculation, meaning garrisoning additional herdables into a Mill will have diminishing returns, reducing their food income from their garrisoned herdables. This is mostly to address "laming" enemy herdables that will allow the Gurjaras to have a significant food economy advantage over the opponent and to also reduce the food income from all garrisoned herdables.
** In update 81058, the cost of the "Kshatriyas" unique technology was raised from 200 food/400 gold to 500 food/450 gold.
* ReducedResourceCost: Their Castle Age unique tech "Kshatriyas" reduces the food cost for military unit training by 25%.



It is an infantry unit with ranged melee attack, cause damage to multiple units in a straight line, like the Scorpion.



* BalanceBuff: With update 78174, they receive the intended +1 attack bonus vs Condottieri.
* DiscardAndDraw: In update 73855, Chakram Thrower stats were readjusted to be a more specialized against low-armor infantry units (i.e. the Spearman line and Huskarls) but much less effective against archers and cavalry with its base attack reduced from 5 (6 for Elite) to 3 (4 for Elite), but their pass-through damage dealing 100% instead of 50% and have +1 bonus damage against infantry.
* HerdHittingAttack: Chakram Throwers are a ranged infantry in a similar vein to the Frankish Throwing Axeman and Malian Gbeto, but their projectile acts in a similar manner to Scorpion projectiles, dealing damage to every unit between the Chakram Thrower and its target.




to:

* TacticalRockPaperScissors: Strong against slow and non ranged units, Skirmishers, Monks; weak against Archers, Ranged siege weapons, Heavy infantry, Heavy cavalry, Shrivamsha Rider.


Added DiffLines:

It is a speedy cavalry unit that can "dodge" enemy projectiles, which is represented as a second, regenerating health bar which has to be depleted below a certain level before the unit itself takes damage.


Added DiffLines:

* HitAndRunTactics: The Shrivamsha Rider is the second fastest land unit (only outsped by Imperial Age Cuman Scout Cavalry), giving it a huge edge when running away from unfavourable fights, raiding, chasing fleeing Cavalry Archers, and (most notably) catching up with Trade Carts.
* MythologyGag: The "dodge" mechanic of the Shrivamsha Rider is very similar to the "shield" mechanic of the shielded units in ''VideoGame/StarWarsGalacticBattlegrounds'', where the unit absorbs incoming damage with a separate health bar before it takes actual damage once the separate health bar is depleted.
* {{Nerf}}:
** Update 66692 saw the Elite upgrade for the Shrivamsha Rider adjusted from 800 food/600 gold to 850 food/500 gold. In addition, their "dodge" ability takes longer to recharge (increased from 15 to 20 second).
** With update 73855, Shrivamsha Riders cannot block splash damage of nearby units anymore.
** In update 81058, their gold cost was increased from 20 to 30 gold, and the Rate of Fire was reduced for both standard and Elite version.


Added DiffLines:

* TacticalRockPaperScissors: Strong against Archers, siege weapons, Villagers, Gbetos, Throwing Axemen, Chakram Throwers, Mamelukes, Trade Carts; weak against Pikemen, Kamayuks, Camel Riders, Samurai, most melee units.


Added DiffLines:


The Romans are an infantry civilization that also boasts an impressive navy and Scorpions. While they can perform early rushes reasonably well due to their economic and armor bonuses, and shine particularly in the Imperial Age, they are rather gold-intensive and require timing and decision-making when it comes to going on the offense. The lack of singular go-to units also means that a Roman player must rely on a versatile composition of infantry, cavalry and siege weapons in order to succeed. Romans are hence better suited for more experienced players who already have a good understanding of the game rather than newcomers.


Added DiffLines:

* DiscardAndDraw: Upon the released of ''Return of Rome'', one of the Romans civilization bonuses are Galley-line +1 attack while their "Ballistas" unique tech make Scorpions and Galley-line fire 33% faster. When update 87863 make Romans enabled for Ranked play, it took away said bonus in favor of making "Ballistas" grants +2 attack to the Galley-line instead of attack speed, essentially giving them a better version of the civilization bonus for a cost.
* DoesNotLikeGuns: They have no gunpowder units at at all according to their tech tree. Then again, in history the Western Roman Empire collapse at a time before gunpowder became widespread.


Added DiffLines:

* {{Nerf}}: Update 87863 make Romans civilization bonus of War Galleys +1/+1 armor, Galleons and Dromons +2/+2 armor changed to only Galley-line and Dromons +1/+1 armor.


Added DiffLines:

It is a heavy cavalry unit with an ability to buff nearby Militia line units.


Added DiffLines:

* BalanceBuff: Update 87863 make Centurion formation position moved behind infantry units instead of in front of them.
* CallBack: The Centurion ability to boost the movement and attack speeds of nearby Militia line units is similar to the abilities of some ''VideoGame/AgeOfEmpiresIII'' units, such as the Spanish Missionaries with the Unction card, the Lakota War Chief, the Japanese Daimyos, and the Indian Mansabdar units. It is also similar to the ability of the Chinese General in ''VideoGame/AgeOfMythology'', and of the Ottoman Mehter in ''VideoGame/AgeOfEmpiresIV''.

Changed: 66

Removed: 61

Is there an issue? Send a MessageReason:
None


Galley line +1 attack.\\
War Galley +1/+1P armor, Galleons and Dromons +2/+2P armor.\\

to:

Galley line +1 attack.\\
War Galley +1/+1P armor, Galleons
Galley-line and Dromons +2/+2P +1/+1 armor.\\



'''Castle Age Unique Tech''': Ballistas (Scorpions and Galley line fire 33% faster)\\

to:

'''Castle Age Unique Tech''': Ballistas (Scorpions and Galley line fire 33% faster)\\faster, Galley-line +2 attack).\\

Added: 4

Changed: 1260

Removed: 241

Is there an issue? Send a MessageReason:
None


* BladeOnAStick: Historically, the spear is the most common weapon used by Lithuanian armies, which is also manifested in their "Tower Shields" unique tech and their civilization bonus of Skirmisher and Spearman-line units moving 10% faster.



* NecessaryDrawback: To offset the potential high attack that Knights and Leičiai get with relics, Lithuanians lack access to the "Blast Furnace" technology, which means while Lithuanian Knights can potentially get really high attack in Castle Age with all 4 relics, in Imperial Age their paladins now only get just +2 attack over generic ones.

to:

* NationalWeapon: Historically, the spear is the most common weapon used by Lithuanian armies, which is also manifested in their Tower Shields unique tech and their civilization bonus of Skirmisher and Spearman-line units moving 10% faster.
* NecessaryDrawback: To offset the potential high attack that Knights and Leičiai get with relics, Lithuanians lack access to the "Blast Furnace" Blast Furnace technology, which means while Lithuanian Knights can potentially get really high attack in Castle Age with all 4 relics, in Imperial Age their paladins now only get just +2 attack over generic ones.



* BladeOnAStick: They are armed with large spears, which is probably meant to explain their armor-piercing attack, as there's little that a charging lancer on a horse cannot run through.

to:

* BladeOnAStick: JoustingLance: They are armed with large spears, which is probably meant to explain their armor-piercing attack, as there's little that a charging lancer on a horse cannot run through.



* BladeOnAStick: They are equipped with spears, just like the Steppe Lancers, though not as long.

to:

* BladeOnAStick: JoustingLance: They are equipped with spears, just like the Steppe Lancers, though not as long.



* AscendedExtra: When ''Definitive Edition'' was initially released, Flaming Camels were a scenario editor unit that made an appearance at the start of [[Recap/AgeOfEmpiresIITamerlane Sultan of Hindustan]] to demonstrate Tamerlane's [[CombatPragmatist method of dealing with war elephants]]. The March 2020 update made them trainable in the Castle upon researching "Timurid Siegecraft".

to:

* AscendedExtra: When ''Definitive Edition'' was initially released, Flaming Camels were a scenario editor unit that made an appearance at the start of [[Recap/AgeOfEmpiresIITamerlane Sultan of Hindustan]] to demonstrate Tamerlane's [[CombatPragmatist method of dealing with war elephants]]. The March 2020 update made them trainable in from the Castle upon researching "Timurid Siegecraft".Castle, unlocked by the Timurid Siegecraft unique tech.



* CallBack: Their "Flemish Revolution" technology has a similar effect to the Revolutions from ''VideoGame/AgeOfEmpiresIII'' and Tyr's "Ragnarok" God Power from ''VideoGame/AgeOfMythology''.

to:

* CallBack: Their "Flemish Revolution" technology has a Flemish Revolution technology, which turns all Villagers into military units, works similar effect to the Revolutions from ''VideoGame/AgeOfEmpiresIII'' and Tyr's "Ragnarok" Ragnarok God Power from ''VideoGame/AgeOfMythology''.



* DiscardAndDraw: "Flemish Revolution" converts ''all of your villagers'' into Flemish Militia. Your resource income will stop (except relics and fishing ships), but you now have more expensive, yet more powerful Halberdiers. They can also be trained in Barrack.

to:

* DiscardAndDraw: "Flemish Revolution" Rearching Flemish Revolution converts ''all of your villagers'' into Flemish Militia. Your resource income will stop (except relics relics, trading and fishing ships), but you now have more expensive, yet more powerful Halberdiers. They can also be trained in Barrack.gain a massive army of stronger Halberdiers.



* BladeOnAStick: In an unusual variation, they are armed with a bardiche-like glaive rather than a lance, and they also carry said glaives resting across their shoulder even when moving, attacking with broad swipes and slashes rather than with thrusting motions.

to:

* BladeOnAStick: JoustingLance: In an unusual variation, they are armed with a bardiche-like glaive rather than a lance, and they also carry said glaives resting across their shoulder even when moving, attacking with broad swipes and slashes rather than with thrusting motions.



* DamageIncreasingDebuff: Their hammer removes 1 point each of the target's melee and pierce armor every time it hits, and will continue doing so until the target is completely stripped of all armor. This debuff is persistent unless the debuffed target is restored to full health via healing/repairing.

to:

* DamageIncreasingDebuff: Their hammer removes 1 point each of the target's melee and pierce armor every time it hits, and will continue doing so until the target is completely stripped of all armor. This debuff is persistent unless the debuffed target is restored healed or repaired to full health via healing/repairing.health.



----



* StatusBuff: They get the ability to buff nearby Militia-line units, which include their unique Champion replacement upgrade the Legionary.

to:

* StatusBuff: They get MookCommander: A Centurion boosts the ability to buff movement speed and attack speed of nearby Militia-line units, which include their including the Legionary (the Romans' unique Champion replacement upgrade for the Legionary.
line).

Top