The current Abbasid in AoE4 are designed as a slow-scaling, fragile civ that relies on perfect execution and late-game scaling. But historically, Abbasid armies were the exact opposite — fast, diverse, professional, and tactically flexible.
Early Islamic / Rashidun–Umayyad era units:
• Strong spear infantry with long defensive formations
• Mobile cavalry capable of countering armored units
• Skilled archers and skirmishers
• Elite duelists (mubarizun)
• High mobility and tactical flanking
Abbasid dynasty era:
• One of the first professional standing armies
• Multi-ethnic elite forces (Khurasanis, Persians, Maghrebis, Ushrusaniyya)
• Introduction of Turkic Ghilman/Mamluk elite soldiers
• Specialized cavalry regiments (e.g., Shakiriyya)
• Ability to field diverse and powerful troop types
None of this matches current AoE4 Abbasid, who:
• Have no early heavy or elite unit options
• Struggle vs armored Feudal aggression
• Have slow tempo and weak early defensive tools
• Require perfect execution just to stay even
• Fall behind compared to civs with strong early bonuses
• Meanwhile, other civs get early heavy units + faster Feudal timings + stronger defensive buildings
If anything, a historically accurate Abbasid should have: Earlier or cheaper access to elite cavalry / special troops Stronger early anti-heavy options More eco stability reflecting their professional army system Faster or more flexible age-up A more diverse and specialized unit roster
Historically, early Islamic armies — including the Abbasids — were known for winning battles with smaller but efficient and well-organized forces. Translating this theme into gameplay could justify giving Abbasid stronger early defensive options or cost-effective early units, without relying on mass armies.
These don’t need to be major buffs — just small fixes that would make Abbasid less punishing, more fun, and more historically authentic.
• Garrison villagers to speed up Age-up
Allow 2–6 villagers to garrison inside the House of Wisdom to accelerate the next age.
• Earlier access to Camel Riders
Introduce an “Early Camel Rider” option in Feudal to reflect historical early cavalry strength.
• Cheaper & faster-produced Camel Archers
Reduce cost and training time so Abbasid can field mobile anti-infantry ranged cavalry earlier.
• Replace Horseman with Tulai’a unit
A quicker, more flexible light cavalry that represents early Islamic mobile troops.
• Add Bedouin or Mubarizun (Duelists)
Elite, fast light infantry specialized in 1v1 combat and flanking.
• More mobile unit roster
Add units with high movement speed but lower armor to reflect historical maneuver warfare.
These changes keep Abbasid identity — fewer troops, but efficient, mobile, and tactically strong — while giving them fair tools against early aggression.
I know little about history but just talking about PvP balancing, I guess I will roll back Abbasid second TC to old 10-garrison-slot version and have it constructed faster with eco wing. This game has gone too far on emphasizing map control, from nerfing farming to pro scouting, we need a couple of civs that could go two TC and be a little bit passive to introduce more play style options to this game.
Regardless though, cool idea, and it is always good to see more unique traits being added
Well, the Abbasids do well economically in the late game, but they are disadvantaged in the early and middle game, mainly in Feudal Age (II) and Castle Age (III).
This could be improved by giving them new unique units that aren’t too overpowered for Imperial, or that are situational. Theoretically, the Abbasid Caliphate in its early days had several types of unique units and corps, not widely known like the Teutonic Knights or the Longbowmen, but they did exist, and note “they weren’t camel-riding units”.
Here is a article about Abbasid possible unique units (requires a Free Account), but also in images for educative purpose and to discuss hystorical units:
Some of those units are also present in a mini-documental about Abbasid Armies, from “Epic History” channel. The army info began at the 25:00 minute.
New unique building: Amsar
About how to implement them, se me ocurre igual que los bizantinos y Macedonia dynasty, un edificio único para traerlos.
Historically, to transport these multi-ethnic troops, in addition to using logistics such as camels and Persian roads, they also designated “Garrison Settlements” (أمصار) for these troops. In fact, the city of Samarra was created to be a Baghdad 2.0, but with non-Arab foreign troops in cantons.
Amsar (أمصار)
Unique Abbasid building. Allows the recruitment of troops from various parts of the caliphate. Available from the Feudal Age (II). You can unlock a extra unit in castle age (Max:2), each unlock cost gold. All units cost gold. Military wing “Boot camp” now increase his production speed:
1). Al Abna - Heavy infantry, with a bonus against other melee infantry.
2). Daylami Skirmisher - Ranged infantry, javelin-throwing skirmisher, anti-range unit.
3). Nubbian Archers - Nubian archers with +1 attack and +1 range.
4). Diqhans - Early Iranian heavy cavalry against the Abbasids.
This idea fits perfectly — historically, the Abbasids relied on professional military institutions rather than just raw numbers.
A unique early building (for example: Amsar, Dār al-ʿAskariyah – military training house, or Dīwān al-Jund – soldiers’ bureau) would give Abbasid their own clear identity, early stability, and new strategic openings without needing direct unit buffs.
Just checked the new patch , overall great changes.
And honestly, I’m convinced Abbasid is eventually getting a major overhaul. The civ still feels like it’s missing half its toolkit. Right now it’s less of a ‘balanced faction’ and more of an ‘early-game survival challenge,’ and I refuse to believe the devs look at that and go: ‘Yep, that’s fine.’