I'm working on a new mod which features 5 new civs, many new techs, new units etc.
Forgotten Empires is required to play this mod.
Progress:
New civs = 95%
New units = 0%
New techs = 90%
Balance changes = 100%
Gameplay changes = 10%
New graphics = 0%
GAMEPLAY CHANGES (changes to AoFE 2.1):
- 5 new unique civs (Khmers, Mali, Portuguese, Swiss, Templars)
- Train the hero of your civ at wonder
- Ressources have 2x amount
- Mongols get yurt as house graphic for more realism
- Byzantines get unique building set (similar to genoese building set)
- 2 new buildings:
Weapon Arsenal (upgrade your units skills with kills)
Trade Workshop (create merchants and garrison them to gain resources)
- You get gold for kills and razings
- New Units and other stuff for the scenario editor
BALANCE CHANGES (changes to AoFE 2.1):
- Guard Towers and Keeps benefit from Hoardings
- Berserkergang costs only 600f/400g
- Franks receive Redemption
- Franks get Bloodlines
- Franks Knight HP bonus reduced from 20% to 10%
- Koreans get Elite Cannon Galleon
- Britons get Thumb Ring
- Britons get Bloodlines
- Elite Chu Ko Nu +1 attack
- Tarkan +3 attack vs buildings
- Vikings get new Bonus: Trees last 25% longer
- Vikings get Shipwright
- Skirmishers/Elite Skirmishers bonus vs archers increased (+1/+2)
- Boyars +8/+12 cavalry armor
- Elite Boyar +1 melee armor, but -1 pierce armor
- Heavy Scorpions movement speed increased (from 0.65 to 0.7)
- Longboats get 0.5 blast radius
NEW CIVS:
Asian:
Khmers (Archer and Scorpion civ) - Elephant Crossbow
East Europe:
Swiss (Spearman and Archer civ) - Swiss Pikeman
Middle East:
Mali (Eco and Monk Cív) - Camel Archer
West Europe:
Templars (Cavalry and Monk Civ) - Knight Templar
Portuguese (Gunpowder and Naval Civ) - Organ Gun
Khmers (802-1431)
Archer and Scorpion civ
Bonuses:
- Heavy Scorpion upgrade free
- Scorpions +1 range Castle Age, +1 Imperial Age (+2 total)
- Fishing Boats cost -20%
- Crossbowman/Arbalest attacks 20% faster
- Buildings +2/2 armor
Team Bonus: Farms 2x health
Elephant Crossbow (A decently long ranged mounted crossbow on an elephant, top tank unit)
Stats (Elite):
HP: 380 (520)
Range: 5 (6)
Attack: 8 (10)
Armor: 1/0 (2/0)
Speed: 0.7
Reload Time: 3
Train Time: 28
Cost: 150f/110g
Upgrade to Elite: 700w, 1000g
Castle Age UT: Double Crossbow (Elephant Crossbow fires 2 arrows)
Imperial Age UT: Ballista Crew (Scorpions move 25% faster)
Tech tree:
Disabled Infantry: Halberdier, Eagle Warriors
Disabled Cavalry: Hussar, Paladin, Heavy Camel
Disabled Archery: Heavy Cav Archer
Disabled Siege: Onager, Bombard Cannon
Disabled Dock: Fast Fire Ship, Elite Cannon Galleon, Shipwright
Disabled Blacksmith: Blast Furnace
Disabled Economy: Guilds, Gold Shaft Mining
Disabled University: Bombard Tower, Heated Shot, Treadmill Crane
Disabled Castle: /
Disabled Monastery: Atonement, Sanctity, Heresy, Illumination
The Khmers have the best scorpions in the game, but it does not mean that they have a good siege. They are one of the three civs which lack Onagers! They also lack Bombard Cannon, but they get Hand Cannoneers.
But besides scorpions, the Khmers have very few options: they have FU archers and their expensive unique unit (elephant crossbow). But at least they get Camels (but no Heavy Camels).
Mali (1231-1670)
Eco and Monk civ
Bonuses:
- Caravan upgrade free
- Gold last 30% longer
- Kings +25 HP
- Monastery techs cost -20% Castle Age, -25% Imperial Age
- Trade Carts +30 HP
Team Bonus: Market works 25% faster
Camel Archer (Cavalry Archer with bonus vs cavalry)
Stats (Elite):
HP: 50 (55)
Range: 4 (5)
Attack: 6 (8), +3 (5) vs spearmen, +12 (16) vs Cavalry, +5 (8) vs camels
Armor: 1/0 (2/0)
Speed: 1.4 (1.45)
Reload Time: 2
Train Time: 19
Cost: 50w/65g
Upgrade to Elite: 700w, 1000g
Castle Age UT: Pilgrimage to Mekka (Monks +2 range)
Imperial Age UT: Camelry (Camels and Camel Archers +15 camel armor)
Tech tree:
Disabled Infantry: Eagle Warriors
Disabled Cavalry: Bloodlines, Paladin, Imperial Camel
Disabled Archery: Arbalest, Heavy Cavalry Archer
Disabled Siege: Siege Onager, Bombard Cannon
Disabled Dock: Fast Fire Ship, Galleon, Elite Cannon Galleon, Dry Dock
Disabled Blacksmith: Bracer
Disabled Economy: /
Disabled University: Treadmill Crane
Disabled Castle: Sappers
Disabled Monastery: /
The Mali are a unique civ to be sure. They are the masters of economy: They get every eco-technology, their gold lasts longer and their trade carts are harder to kill.
Their monks are really strong, especially with that UT, and their kings have more HP, which can be useful in regicide games.
Playing this civ needs good micromanagement and besides their camels, their units receive no bonuses.
Their only FU military units are champs and halbs, but their military has no weakness, except their poor dock and the lack of bombard cannons.
Portuguese (1139 on)
Naval and Gunpowder Civ
Bonuses:
- Advance to Imperial Age 20% faster
- Scout Cavalry moves 10% faster
- Cartography free in Dark Age
- Merchants cost -10%
Team Bonus: Dock works 15% faster
Organ Gun (An accurate siege weapon which fires multiple missiles)
Stats (Elite):
HP: 80 (120)
Range: 6 (7), 2 minimum range
Attack: 30 (40), +70 (80) vs buildings, +20 (25) vs siege weapons
Armor: 1/3 (2/5)
Speed: 0.65 (0.75)
Reload Time: 6.5 (6)
Blast Radius: 1 (1)
Multiple Projectiles: 8 (10)
Train Time: 28
Cost: 150w/150g
Upgrade to Elite: 900w, 950g
Castle Age UT: Navigation (Scouts and Warships +5 LoS)
Imperial Age UT: Matchlock (Hand Cannoneers 100% accuracte)
Tech tree:
Disabled Infantry: Eagle Warriors
Disabled Cavalry: Paladin, Camel
Disabled Archery: Arbalest, Heavy Cavalry Archer, Parthian Tactics
Disabled Siege: /
Disabled Dock: /
Disabled Blacksmith: /
Disabled Economy: Crop Rotation, Stone Shaft Mining
Disabled University: Keep, Treadmill Crane
Disabled Castle: Sappers
Disabled Monastery: Herbal Medicine, Heresy, Atonement, Theocracy, Redemption
Due to their bonuses (free cartography in dark age and scout cav moves 10% faster) the portuguese are the perfect discoverers and relic hunters.
Their tech tree is VERY full, they are the first civ with FU siege and they also get FU champs, FU halbs, FU hussars, 100% accurate hand cannoneers and FU ships. But of course, they have downsides: Their monks are weak, and their cav archers are low average. They also don't get paladins and keeps.
They’re also a desired ally for naval civs like Vikings and Italians.
Templars (1119-1312)
Infantry and Monk Civ
- Redemption free
- Stone last 25% longer
- Knights +1/1 armor
- Wonder +1000 HP
Team Bonus: Monks regain their faith 40% faster
Knight Templar (heavy cavalry with bonus vs camels, resistant to archers)
Stats (Elite):
HP: 160 (200)
Attack: 10 (12), +7 (10) vs camels
Armor: 1/3 (1/6)
Speed: 1.35
Reload Time: 2
Train Time: 30
Cost: 50f/90g
Upgrade to Elite: 800f, 1000g
Carroccio (heavy armoured cart with healing powers)
Stats (Elite):
HP: 200 (250)
Healing Range: 10
Attack: 0 (0)
Armor: 4/20 (5/20)
Speed: 0.6
Train Time: 50
Cost: 100w/60g
Castle Age UT: Red Cross (Militia-line +2/2 armor)
Imperial Age UT: Infrastructure (Trade Carts generate +15% gold)
Tech tree:
Disabled Infantry: Eagle Warriors
Disabled Cavalry: Camel, Light Cavalry
Disabled Archery: Arbalest, Elite Skirmisher, Parthian Tactics, Heavy Cavalry Archer
Disabled Siege: Siege Onager, Siege Ram
Disabled Dock: Heavy Demo Ship, Elite Cannon Galleon, Shipwright
Disabled Blacksmith: Ring Archer Armor
Disabled Economy: Two-Man-Saw
Disabled University: Siege Engineers, Bombard Tower
Disabled Castle: Sappers
Disabled Monastery: /
The Templars are a specific civ, they are very bad in trash wars (perhaps worse than turks!), but if they have enough gold their heavy infantry and knights can make the cut.
Their heavy infantry and knights get bonus armor and they have their uu, the famous knight templar, who has many HP and perfect vs archers and other pierce units. To support their army they get the carroccio, who can heal their army faster than monks.
Their monks are very strong, they get FREE redemption, so they can convert buildings faster than any other civ. Their team bonus is useful, too.
Swiss (1000 on)
Spearman and Archer civ
Bonuses:
- Spearmen +1 range
- Skirmishers, Spearmen +15% Feudal, +20% Castle, +25% Health Imperial
- Coinage, Banking Free
- Food last 30% longer
- Archers +1/1 armor in Castle Age
Team Bonus: Castle works 15% faster
Swiss Pikeman (A resistant pikeman with a lot of armor and range, cost many food)
Stats (Elite):
HP: 55 (80)
Range: 1 (1)
Attack: 6 (9), +27 (39) vs cavalry, +10 (15) vs camels, +40 (50) vs elephants
Armor: 2/2 (2/4)
Speed: 0.85
Reload Time: 3
Train Time: 20
Cost: 90f/40g
Upgrade to Elite: 950f, 900g
Castle Age UT: Pike Square (Spearmen, Swiss Pikemen +1 range, +1 attack)
Imperial Age UT: Old Swiss Confederacy (Spearmen and Skirmishers +20% movement speed)
Tech tree:
Disabled Infantry: Eagle Warriors, Two-Handed Swordsman
Disabled Cavalry: Cavalier, Camel, Bloodlines
Disabled Archery: /
Disabled Siege: Siege Onager
Disabled Dock: Fast Fire Ship, Dry Dock
Disabled Blacksmith: /
Disabled Economy: Two Man Saw, Gold Shaft Mining
Disabled University: Keep, Fortified Walls, Heated Shot, Bombard Tower
Disabled Castle: /
Disabled Monastery: Fervor, Theocracy
Finally, we get the ultimate trash civ: superior FU halbs with range, superior FU skirms and Hussars only lacking Bloodlines!
They can send mighty combos like halbs+skirms+cannons in the battle, but they lack Two-Handed Swordsman AND Cavalier. To make up for this get top trash, FU archers with extra armor, and almost complete siege.
It is obvious that the Swiss are the top civ vs persians.
Their unique unit is an armored pikeman, means that they are hard to kill.
But structures are a total no-go for the swiss, they lack Bombard Towers, Fortified Walls, Keeps and Heated Shot.
NEW UNITS:
Assassin (castle age, castle, excels at killing single units (e.g. kings in regicide), but not good vs multiple units, great bonus vs kings and heroes)
Great Carriage (imperial age, trade workshop, helps you to transport your slow units (elephants, teutonic knights...) quick into battle)
Merchant (imperial age, trade workshop, when garrisoned in trade workshops, merchants produce resources)
Town Militia (castle age, town center, quick to train, 50 HP, 6 attack, no armor)
NEW TECHNOLOGIES:
Revetments
Building: University
Available to: All
Age: Castle Age
Effect: Palisade Gate and Palisade Wall 2xHP
Standing Army
Building: Barracks
Available to: All
Age: Imperial Age
Effect: Infantry 10% faster created
Burning Pitch
Building: Archery Range
Available to: All
Age: Imperial Age
Effect: Archers +5 attack vs ships
Minors
Building: Siege Workshop
Available to: All
Age: Imperial Age
Effect: Petards +15 attack and +1 blast radius
Mechanics
Building: Siege Workshop
Available to: All
Age: Imperial Age
Effect: Siege Weapons attack 10% faster
Draft Horses
Building: Siege Workshop
Available to: All
Age: Imperial Age
Effect: Siege Weapons move 10% faster
Embrasures
Building: University
Required Tech(s): Murder Holes
Available to: All
Age: Imperial Age
Effect: Castle +1 attack, towers +2 attack
Bulwark
Building: University
Available to: All
Age: Imperial Age
Effect: Castle and towers +1/1 armor
Fixtures
Building: University
Available to: All
Age: Castle Age
Effect: Repairers work 15% faster
Craftsmanship
Building: Trade Workshop
Available to: All
Age: Castle Age
Effect: Villagers work 10% faster
Sheep Breeding/Turkey Breeding (Aztecs, Incas, Mayans)
Building: Mill
Available to: All
Age: Imperial Age
Effect: Enables Sheep/Turkey on Farm
Wine Press
Building: Mill
Available to: All
Age: Castle Age
Effect: Farmers gather 10% faster
Rhetoric
Building: Monastery
Available to: All
Age: Imperial Age
Effect: Monks convert 25% faster
Surgery
Building: Monastery
Available to: All
Age: Imperial Age
Effect: Monks +2 healing range
Anatomy
Building: Monastery
Available to: All
Age: Imperial Age
Effect: Monks heal 25% faster
Pilgrimages
Building: Monastery
Available to: All
Age: Imperial Age
Effect: Relics generate +20% gold
I still need a new technology for the stable, has anybody an idea?
Forgotten Empires is required to play this mod.
Progress:
New civs = 95%
New units = 0%
New techs = 90%
Balance changes = 100%
Gameplay changes = 10%
New graphics = 0%
GAMEPLAY CHANGES (changes to AoFE 2.1):
- 5 new unique civs (Khmers, Mali, Portuguese, Swiss, Templars)
- Train the hero of your civ at wonder
- Ressources have 2x amount
- Mongols get yurt as house graphic for more realism
- Byzantines get unique building set (similar to genoese building set)
- 2 new buildings:
Weapon Arsenal (upgrade your units skills with kills)
Trade Workshop (create merchants and garrison them to gain resources)
- You get gold for kills and razings
- New Units and other stuff for the scenario editor
BALANCE CHANGES (changes to AoFE 2.1):
- Guard Towers and Keeps benefit from Hoardings
- Berserkergang costs only 600f/400g
- Franks receive Redemption
- Franks get Bloodlines
- Franks Knight HP bonus reduced from 20% to 10%
- Koreans get Elite Cannon Galleon
- Britons get Thumb Ring
- Britons get Bloodlines
- Elite Chu Ko Nu +1 attack
- Tarkan +3 attack vs buildings
- Vikings get new Bonus: Trees last 25% longer
- Vikings get Shipwright
- Skirmishers/Elite Skirmishers bonus vs archers increased (+1/+2)
- Boyars +8/+12 cavalry armor
- Elite Boyar +1 melee armor, but -1 pierce armor
- Heavy Scorpions movement speed increased (from 0.65 to 0.7)
- Longboats get 0.5 blast radius
NEW CIVS:
Asian:
Khmers (Archer and Scorpion civ) - Elephant Crossbow
East Europe:
Swiss (Spearman and Archer civ) - Swiss Pikeman
Middle East:
Mali (Eco and Monk Cív) - Camel Archer
West Europe:
Templars (Cavalry and Monk Civ) - Knight Templar
Portuguese (Gunpowder and Naval Civ) - Organ Gun
Khmers (802-1431)
Archer and Scorpion civ
Bonuses:
- Heavy Scorpion upgrade free
- Scorpions +1 range Castle Age, +1 Imperial Age (+2 total)
- Fishing Boats cost -20%
- Crossbowman/Arbalest attacks 20% faster
- Buildings +2/2 armor
Team Bonus: Farms 2x health
Elephant Crossbow (A decently long ranged mounted crossbow on an elephant, top tank unit)
Stats (Elite):
HP: 380 (520)
Range: 5 (6)
Attack: 8 (10)
Armor: 1/0 (2/0)
Speed: 0.7
Reload Time: 3
Train Time: 28
Cost: 150f/110g
Upgrade to Elite: 700w, 1000g
Castle Age UT: Double Crossbow (Elephant Crossbow fires 2 arrows)
Imperial Age UT: Ballista Crew (Scorpions move 25% faster)
Tech tree:
Disabled Infantry: Halberdier, Eagle Warriors
Disabled Cavalry: Hussar, Paladin, Heavy Camel
Disabled Archery: Heavy Cav Archer
Disabled Siege: Onager, Bombard Cannon
Disabled Dock: Fast Fire Ship, Elite Cannon Galleon, Shipwright
Disabled Blacksmith: Blast Furnace
Disabled Economy: Guilds, Gold Shaft Mining
Disabled University: Bombard Tower, Heated Shot, Treadmill Crane
Disabled Castle: /
Disabled Monastery: Atonement, Sanctity, Heresy, Illumination
The Khmers have the best scorpions in the game, but it does not mean that they have a good siege. They are one of the three civs which lack Onagers! They also lack Bombard Cannon, but they get Hand Cannoneers.
But besides scorpions, the Khmers have very few options: they have FU archers and their expensive unique unit (elephant crossbow). But at least they get Camels (but no Heavy Camels).
Mali (1231-1670)
Eco and Monk civ
Bonuses:
- Caravan upgrade free
- Gold last 30% longer
- Kings +25 HP
- Monastery techs cost -20% Castle Age, -25% Imperial Age
- Trade Carts +30 HP
Team Bonus: Market works 25% faster
Camel Archer (Cavalry Archer with bonus vs cavalry)
Stats (Elite):
HP: 50 (55)
Range: 4 (5)
Attack: 6 (8), +3 (5) vs spearmen, +12 (16) vs Cavalry, +5 (8) vs camels
Armor: 1/0 (2/0)
Speed: 1.4 (1.45)
Reload Time: 2
Train Time: 19
Cost: 50w/65g
Upgrade to Elite: 700w, 1000g
Castle Age UT: Pilgrimage to Mekka (Monks +2 range)
Imperial Age UT: Camelry (Camels and Camel Archers +15 camel armor)
Tech tree:
Disabled Infantry: Eagle Warriors
Disabled Cavalry: Bloodlines, Paladin, Imperial Camel
Disabled Archery: Arbalest, Heavy Cavalry Archer
Disabled Siege: Siege Onager, Bombard Cannon
Disabled Dock: Fast Fire Ship, Galleon, Elite Cannon Galleon, Dry Dock
Disabled Blacksmith: Bracer
Disabled Economy: /
Disabled University: Treadmill Crane
Disabled Castle: Sappers
Disabled Monastery: /
The Mali are a unique civ to be sure. They are the masters of economy: They get every eco-technology, their gold lasts longer and their trade carts are harder to kill.
Their monks are really strong, especially with that UT, and their kings have more HP, which can be useful in regicide games.
Playing this civ needs good micromanagement and besides their camels, their units receive no bonuses.
Their only FU military units are champs and halbs, but their military has no weakness, except their poor dock and the lack of bombard cannons.
Portuguese (1139 on)
Naval and Gunpowder Civ
Bonuses:
- Advance to Imperial Age 20% faster
- Scout Cavalry moves 10% faster
- Cartography free in Dark Age
- Merchants cost -10%
Team Bonus: Dock works 15% faster
Organ Gun (An accurate siege weapon which fires multiple missiles)
Stats (Elite):
HP: 80 (120)
Range: 6 (7), 2 minimum range
Attack: 30 (40), +70 (80) vs buildings, +20 (25) vs siege weapons
Armor: 1/3 (2/5)
Speed: 0.65 (0.75)
Reload Time: 6.5 (6)
Blast Radius: 1 (1)
Multiple Projectiles: 8 (10)
Train Time: 28
Cost: 150w/150g
Upgrade to Elite: 900w, 950g
Castle Age UT: Navigation (Scouts and Warships +5 LoS)
Imperial Age UT: Matchlock (Hand Cannoneers 100% accuracte)
Tech tree:
Disabled Infantry: Eagle Warriors
Disabled Cavalry: Paladin, Camel
Disabled Archery: Arbalest, Heavy Cavalry Archer, Parthian Tactics
Disabled Siege: /
Disabled Dock: /
Disabled Blacksmith: /
Disabled Economy: Crop Rotation, Stone Shaft Mining
Disabled University: Keep, Treadmill Crane
Disabled Castle: Sappers
Disabled Monastery: Herbal Medicine, Heresy, Atonement, Theocracy, Redemption
Due to their bonuses (free cartography in dark age and scout cav moves 10% faster) the portuguese are the perfect discoverers and relic hunters.
Their tech tree is VERY full, they are the first civ with FU siege and they also get FU champs, FU halbs, FU hussars, 100% accurate hand cannoneers and FU ships. But of course, they have downsides: Their monks are weak, and their cav archers are low average. They also don't get paladins and keeps.
They’re also a desired ally for naval civs like Vikings and Italians.
Templars (1119-1312)
Infantry and Monk Civ
- Redemption free
- Stone last 25% longer
- Knights +1/1 armor
- Wonder +1000 HP
Team Bonus: Monks regain their faith 40% faster
Knight Templar (heavy cavalry with bonus vs camels, resistant to archers)
Stats (Elite):
HP: 160 (200)
Attack: 10 (12), +7 (10) vs camels
Armor: 1/3 (1/6)
Speed: 1.35
Reload Time: 2
Train Time: 30
Cost: 50f/90g
Upgrade to Elite: 800f, 1000g
Carroccio (heavy armoured cart with healing powers)
Stats (Elite):
HP: 200 (250)
Healing Range: 10
Attack: 0 (0)
Armor: 4/20 (5/20)
Speed: 0.6
Train Time: 50
Cost: 100w/60g
Castle Age UT: Red Cross (Militia-line +2/2 armor)
Imperial Age UT: Infrastructure (Trade Carts generate +15% gold)
Tech tree:
Disabled Infantry: Eagle Warriors
Disabled Cavalry: Camel, Light Cavalry
Disabled Archery: Arbalest, Elite Skirmisher, Parthian Tactics, Heavy Cavalry Archer
Disabled Siege: Siege Onager, Siege Ram
Disabled Dock: Heavy Demo Ship, Elite Cannon Galleon, Shipwright
Disabled Blacksmith: Ring Archer Armor
Disabled Economy: Two-Man-Saw
Disabled University: Siege Engineers, Bombard Tower
Disabled Castle: Sappers
Disabled Monastery: /
The Templars are a specific civ, they are very bad in trash wars (perhaps worse than turks!), but if they have enough gold their heavy infantry and knights can make the cut.
Their heavy infantry and knights get bonus armor and they have their uu, the famous knight templar, who has many HP and perfect vs archers and other pierce units. To support their army they get the carroccio, who can heal their army faster than monks.
Their monks are very strong, they get FREE redemption, so they can convert buildings faster than any other civ. Their team bonus is useful, too.
Swiss (1000 on)
Spearman and Archer civ
Bonuses:
- Spearmen +1 range
- Skirmishers, Spearmen +15% Feudal, +20% Castle, +25% Health Imperial
- Coinage, Banking Free
- Food last 30% longer
- Archers +1/1 armor in Castle Age
Team Bonus: Castle works 15% faster
Swiss Pikeman (A resistant pikeman with a lot of armor and range, cost many food)
Stats (Elite):
HP: 55 (80)
Range: 1 (1)
Attack: 6 (9), +27 (39) vs cavalry, +10 (15) vs camels, +40 (50) vs elephants
Armor: 2/2 (2/4)
Speed: 0.85
Reload Time: 3
Train Time: 20
Cost: 90f/40g
Upgrade to Elite: 950f, 900g
Castle Age UT: Pike Square (Spearmen, Swiss Pikemen +1 range, +1 attack)
Imperial Age UT: Old Swiss Confederacy (Spearmen and Skirmishers +20% movement speed)
Tech tree:
Disabled Infantry: Eagle Warriors, Two-Handed Swordsman
Disabled Cavalry: Cavalier, Camel, Bloodlines
Disabled Archery: /
Disabled Siege: Siege Onager
Disabled Dock: Fast Fire Ship, Dry Dock
Disabled Blacksmith: /
Disabled Economy: Two Man Saw, Gold Shaft Mining
Disabled University: Keep, Fortified Walls, Heated Shot, Bombard Tower
Disabled Castle: /
Disabled Monastery: Fervor, Theocracy
Finally, we get the ultimate trash civ: superior FU halbs with range, superior FU skirms and Hussars only lacking Bloodlines!
They can send mighty combos like halbs+skirms+cannons in the battle, but they lack Two-Handed Swordsman AND Cavalier. To make up for this get top trash, FU archers with extra armor, and almost complete siege.
It is obvious that the Swiss are the top civ vs persians.
Their unique unit is an armored pikeman, means that they are hard to kill.
But structures are a total no-go for the swiss, they lack Bombard Towers, Fortified Walls, Keeps and Heated Shot.
NEW UNITS:
Assassin (castle age, castle, excels at killing single units (e.g. kings in regicide), but not good vs multiple units, great bonus vs kings and heroes)
Great Carriage (imperial age, trade workshop, helps you to transport your slow units (elephants, teutonic knights...) quick into battle)
Merchant (imperial age, trade workshop, when garrisoned in trade workshops, merchants produce resources)
Town Militia (castle age, town center, quick to train, 50 HP, 6 attack, no armor)
NEW TECHNOLOGIES:
Revetments
Building: University
Available to: All
Age: Castle Age
Effect: Palisade Gate and Palisade Wall 2xHP
Standing Army
Building: Barracks
Available to: All
Age: Imperial Age
Effect: Infantry 10% faster created
Burning Pitch
Building: Archery Range
Available to: All
Age: Imperial Age
Effect: Archers +5 attack vs ships
Minors
Building: Siege Workshop
Available to: All
Age: Imperial Age
Effect: Petards +15 attack and +1 blast radius
Mechanics
Building: Siege Workshop
Available to: All
Age: Imperial Age
Effect: Siege Weapons attack 10% faster
Draft Horses
Building: Siege Workshop
Available to: All
Age: Imperial Age
Effect: Siege Weapons move 10% faster
Embrasures
Building: University
Required Tech(s): Murder Holes
Available to: All
Age: Imperial Age
Effect: Castle +1 attack, towers +2 attack
Bulwark
Building: University
Available to: All
Age: Imperial Age
Effect: Castle and towers +1/1 armor
Fixtures
Building: University
Available to: All
Age: Castle Age
Effect: Repairers work 15% faster
Craftsmanship
Building: Trade Workshop
Available to: All
Age: Castle Age
Effect: Villagers work 10% faster
Sheep Breeding/Turkey Breeding (Aztecs, Incas, Mayans)
Building: Mill
Available to: All
Age: Imperial Age
Effect: Enables Sheep/Turkey on Farm
Wine Press
Building: Mill
Available to: All
Age: Castle Age
Effect: Farmers gather 10% faster
Rhetoric
Building: Monastery
Available to: All
Age: Imperial Age
Effect: Monks convert 25% faster
Surgery
Building: Monastery
Available to: All
Age: Imperial Age
Effect: Monks +2 healing range
Anatomy
Building: Monastery
Available to: All
Age: Imperial Age
Effect: Monks heal 25% faster
Pilgrimages
Building: Monastery
Available to: All
Age: Imperial Age
Effect: Relics generate +20% gold
I still need a new technology for the stable, has anybody an idea?