Here you can see everything that’s different between WK and Realms
Realms already implemented almost all balance changes from Forgotten Empires and African Kingdoms for all existing techs/civs and units (latest balance from balance patch 5.8)
Graphics:
Architecture sets:
Note:
All Dark age architecture sets are the same.
Even if only one buildings graphics is changed, it is seen as the whole architecture of the certain age is changed, even if those graphics changes are rather small.
Byzantines: Feudal, Castle and Imperial Age architecture changed
Chinese: Castle and Imperial Age architecture changed
Huns: Feudal, Castle and Imperial Age architecture changed
Indians: Feudal, Castle and Imperial Age architecture changed
Koreans: Castle and Imperial Age architecture changed
Magyars: Feudal, Castle and Imperial Age architecture changed
Mongols: Feudal, Castle and Imperial Age architecture changed
Slavs: Castle and Imperial Age architecture changed
Turks: Feudal architecture changed
Vikings: Feudal architecture changed
Units:
(Elite-) Elephant Archer use old Elephant archer graphics
Condottiero received new graphics
Monks skins are similar to WK (except Huns, Mongols, Persians and Indians)
(Elite-) War Wagon have AoC attack sound
Siege Towers use Forgotten Empire graphics
Balance:
Generic changes:
Water:
No fire galleys or demolition rafts in Feudal Age
No caravel
Instead AoC water balance + new generic Castle Age ship: Carrack
Heavy Carrack technology in Imperial Age (upgrade of Carrack)
(Elite) Demolition ships +70 (+90) attack vs ships, +470 (+520) attack vs buildings, +50 (+60) hp, -0.5 blast radius, +10 wood cost
(Fast) Fireships -20 HP (matching AoC)
One new unique ship for Moors: Corsair ship
One new unique ship for Viets and Malays: Builder Ship
3 new sea buildings: Seatower (Malays only), Seagate and Seawall (Viets only). Can only be placed in water.
Land:
No (Elite-)Battle elephant
Instead (Elite-)Elephant Archers for South-East Asian civs in archery range
(Elite) Elephant Archer
HP:260 (300)
Attack: 6 (7)
Melee Armor: 0
Pierce Armor: 3
Range: 4
Armor Classes: War Elephant, Archer, Cavalry, Cavalry Archer (-3)
Speed: 0.8
Attack Speed: 2.5
Accuracy: 100%
Creation Time: 60
Line of Sight: 7
Hidden bonuses: 3 (4) vs buildings, 3 (4) vs stone defence
Cost: 120f 90g
Elite: 1000f 800g
Benefits from Archer Upgrades, Bloodlines, Husbandry and Parthian Tactics
Available for Bamars, Indians, Khmers, Malays, Tamils and Viets in the Archery Range
HP:260 (300)
Attack: 6 (7)
Melee Armor: 0
Pierce Armor: 3
Range: 4
Armor Classes: War Elephant, Archer, Cavalry, Cavalry Archer (-3)
Speed: 0.8
Attack Speed: 2.5
Accuracy: 100%
Creation Time: 60
Line of Sight: 7
Hidden bonuses: 3 (4) vs buildings, 3 (4) vs stone defence
Cost: 120f 90g
Elite: 1000f 800g
Benefits from Archer Upgrades, Bloodlines, Husbandry and Parthian Tactics
Available for Bamars, Indians, Khmers, Malays, Tamils and Viets in the Archery Range
Siege Tower can attack with arrows, but don't attack automatically - Have diffrent stats.
Man at Arms do +1 attack vs Eagle Warrior class (so +3 instead of +2)
Camels do not take enormous extra damage from anti-cavalry attacks (Anti-Cavalry units do less damage vs Camels).
Spearmen vs Camels:
Spearman: +9 vs Camel (instead of +12)
Pikeman: +16 vs Camel (instead of +18)
Halbadier: +17 vs Camel (instead of +26)
Spearmen vs Ships:
Spearman, Pikeman and Halbadier do no bonus damage vs ships (instead of +9, +16, +17)
Gates foundation:
Realms fixed a bug where gate foundations of stone/palisade gates had more armor then built one, causing for example knights to do 1 or 2 damage vs stone gate foundations (instead of 10 (attack) - 6 (melee armor of gates) = 4 attack).
Civilization balance:
Chinese:
Demolition ships only +25% HP (instead of +50%) - In Realms demolition ships have a lot more HP - therefore the nerf
Franks:
Cavalry +20% HP changed to Knights +25% HP (to avoid unfair Dark Age scout wars)
Goths:
New civ bonus:
- First built wonder give additional 15 population
Huns:
Tarkans have -1 pierce armor
Tarkans damage vs buildings does not change from extra building armor from for example masonry or architecture
Indians (in Realms renamed to Hindustani):
Villager discount is 5/10/15/20% in Dark/Feudal/Castle/Imperial Age (instead of 10/15/20/25% on WK)
Imperial camels +2 seconds train time (22 seconds, matching train time of Heavy Camels)
New civ bonus:
- Elephant Archers cost -20 food and -10 gold (cost matches WK Elephant Archer)
Receive a new Unique Unit: Gun Mahout
Italians:
Cheaper fishing ships replaced with Fishing ships +2 LOS
Koreans:
Faster built fortification changed to walls and bombard towers built 25% faster
Magyars:
Recurve Bow only gives +1 range (rather than +1 range and attack)
Mongols:
(Elite-) Mangudai matches balance of Forgotten Empires (rather than African Kingdoms balance)
Nomads fixed:
Houses deleted before completion no longer provide population
Saracens:
Elite Mamelukes have 0 Frame Delay
Spearmen-line does Forgotten Empires damage to them (see Changelog of spearmen line in the Wiki)
Vikings:
New civ bonus:
- Receive Halberdier but for triple the upgrade cost (so 900f 1800g)
Chieftains only affects Berserkers (rather than all infantry)
Warships only 10%/15%/20% cheaper (compared to 15%/15%/20%), Since there are no Fire galleys in feudal, Vikings dont have a weakness by not having fire galleys, therefore they were not buffed.
Wonders:
Wonders in Realms are more useful. The first built wonder increases the set maximum pop limit by +50 (+65 for goths). Every additional wonder increases the pop limit by another +25 pop. Every wonder (first and additional one) let relics generate +5 gold/min per relic.
Example: 2 Wonder increase your maximum population limit by +75 (first wonder +50, second +25) and your relic income by +10 gold/min per relic. However, destroyed wonders negate their pop and relic boost.
Civilizations:
No Berbers, Burmese, Ethopians, Khmer, Malay, Malians, Portoguese or Vietnamese instead there are
19 Realms civilizations:
Armenians, Balts, Bamars, Bohemians, Bulgars, Burgundians, Chimus, Dravidians, Dutch, Helvetians, Jurchens, Khmers, Malays, Madinkas, Moors, Muisca, Tufans, Turcomans and Viets
plus the 5 Forgotten Empires civilization with HD/WK balance:
Incas, Indians (renamed to Hindustani), Italians, Magyars and Slavs
plus our well known 18 AoC civilizations with HD/WK balance:
Aztecs, Britons, Byzatines, Celts, Chinese, Franks, Goths, Huns, Japanese, Koreans, Mayans, Mongols, Persians, Saracens, Spanish, Teutons, Turks and Vikings
5.8 Balance Changes
Realms v1.90 already included HD balance patch 5.8 for in Realms existing civs. Following changes were made:
Generic:
Eagle Scout train time increased to 35 seconds in Castle Age
Towers +25 wood cost
Coinage, Banking moved up an age
Siege Workshops now gain hp and armor in the Imperial Age
Incas:
Couriers cost +200f +400g (from 400f 200g to 600f 600g)
Indians:
Indians camels no longer receive +1 melee armor bonus
Slavs:
Farmer work rate bonus reduced to 1.28 (from 1.31)
These were already done in previous versions:
(Elite) Elephant Archers +2 archer armor vs anti-archer attacks (from -2 to 0).
(Elite) Elephant Archers -2 armor vs anti-cavalry archer attacks (from 0 to -2).
Note: Elephant Archers are already diffrent in Realms - because they are available for mulitple civilizations they are already slightly weaker compared to their WK counterpart.
Incan free llama bonus is no longer tied to the scout; requires Town Center on nomad-style maps.
Teuton team bonus no longer overrides Faith technology in post-imperial age start games.
Fixed the issue causing the attack sound of Galleons to not play.
These are deliberately being handled in different ways:
Korean faster building fortifications bonus is reduced for Towers(similar to how the Spanish building bonus is reduced for Wonders). (See civilization balance)
Mamelukes receive 5 less damage from Halberdiers. (as mentioned earlier, spearmen-line does less damage vs camel class anyway)
This was ignored and later rolled back in HD anyway:
Villagers and towers do a reduced bonus damage vs walls before castle age.
Anything pertaining to DLC civs is obviously irrelevant, but everything else was implemented.
For all new civs bonuses, techs and unique units (stats, descripion, cost etc.), use this Realms Information sheet and navigate with the tabs below.
Have fun!

Last edited: