Summary
After multiple ranked matches this season (Platinum 1v1 bracket), the Abbasid Dynasty continues to struggle against newer or reworked civilizations due to fundamental design flaws — not player execution.
The core issue remains: Abbasid economy and defense do not scale fast enough to match the current meta’s aggression and infinite-resource snowballs.
This report uses a real ranked match example vs the Golden Horde to illustrate the problem.
Match Example: Abbasids vs Golden Horde (1v1 Ranked)
Map: Open terrain
Result: Defeat (Late Imperial)
Player: Abbasid Dynasty (Platinum tier)
Opponent: Golden Horde
Phase 1 – Early Game
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Abbasid open: 2 TC + Eco Wing, stable defense.
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Golden Horde opens Feudal rush with early heavy units (Maa + cav).
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Abbasids counter with spearmen/archers but fall behind due to lack of early counter variety.
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Opponent maintains tempo → ages up faster while attacking.
Problem: Abbasids must choose between economy or defense early.
They can’t produce units fast enough while aging safely.
Phase 2 – Mid Game
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Abbasid economy stabilizes through Golden Age bonuses.
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Abbasid player recovers and reaches Age 4 roughly 2 minutes after opponent.
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Map control completely lost due to continuous raids.
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Golden Horde secures trade posts, gains infinite gold flow.
Problem: Abbasids lack defensive map presence tools — no forward eco projection, no strong trade protection.
Once a trade post is taken, they can’t reclaim it safely.
Phase 3 – Late Game
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Both players reach Imperial.
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Abbasids rely on market gold conversion (inefficient).
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Opponent fields full Hand Cannoneers + Heavy Cavalry + MAA.
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Abbasid player wins one large fight (strategically superior micro).
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Opponent instantly remaxes due to trade gold income → final push → Abbasid defeat.
Problem: Abbasid economy can’t translate eco advantage into sustainable military output.
Market conversion drains food/wood too fast compared to opponent’s infinite trade gold.
Structural Problems (Across All Matchups)
| Category | Issue |
|---|---|
| Early game | No early heavy unit access → forced defensive play, loses tempo. |
| Map control | No secure expansion or forward defense bonuses (e.g., Yam speed, outpost aura, etc.). |
| Trade protection | No tools to protect caravans until late game → “free trader” buff is pointless. |
| Gold income | No infinite gold source; late-game conversions unsustainable. |
| Unit design | Camels underperform as both frontline and anti-cav units; too expensive for their value. |
Suggested Fixes (Realistic, Non-overpowered)
1. Golden Age III → Passive Gold Income
+0.3 gold/sec per villager (scales with Golden Age level).
Encourages eco playstyle and reduces market dependence.
2. Trade Wing → Caravan Armor Aura
Traders gain +2 melee/ranged armor when near allied units or Outposts.
Makes trade wing viable without needing map dominance.
3. Military Wing (Feudal)
Unlocks early crossbowmen or reduces Spearman/Archer training time by 25%.
Allows Abbasids to actually counter Feudal heavy pushes.
4. House of Wisdom Aura Range Upgrade
Increases structure bonus radius by +25%.
Helps late-game defense and production synergy.
5. Camel Unit Adjustments
Camel Archers cost reduced slightly (180 → 160 food, 30 wood ).
Camel Riders gain +10% bonus damage to heavy.
Makes camels viable and thematic without power creep.
Final Thoughts
The Abbasid Dynasty has deep strategic potential — but in 2025’s fast-paced meta, they lack the mechanical tools to compete fairly.
They reward patience and long-term planning, yet the game rewards tempo and gold scaling.
A few focused improvements (eco scaling + trade defense + faster military transitions) could finally bring this civilization up to competitive balance without making it overpowered.