Abbasid oh, Abbasid

I’ve spent years hating how efficient and powerfully and :turtle:’y this Abbasid civ has been in the past, and ever since it got nerfed I felt happy it’s win rates were in the mud…

Fast forward, I have a tendency to try-hard on civs that struggle on the ladder, and I’ve made my attempts with the current state of Abbasid… Turtling with this civ is DEAD… FC has been the only successful way I can win with this civ at conq, any attempts to play trade or eco wing 2tc is too slow in every way…

How can we revitalize this faction withOUT a return to full turtle boom???

Well, Vortix just made a tier list and puts Abbasid in Bottom D.

Tier list Sept 2025 Vortix|690x415

In 1v1, in short, I’d say the problem is that they lack incentives to fight in the Feudal Age. Their “Camel Archer” costs too much and is very slow; it’s a better Castle unit than a Feudal unit. Aside from that, the Military Wing, giving more HP to Spearmen and Archers in Feudal Age, isn’t enough.

Overall, I’d say the real problem started in 2021:


1) Limited Unique Units


When the game was created, many civs had a limit of “3 unique or early units” as a maximum.

And the Abbasids, their third unique unit was the Imam, and it had nothing unique except its name, since “It was neither a monk nor a scholar.”

Let’s discuss each unique unit separately.

Iman: Proselytism doesn’t work as intended

Regarding the Iman, it was thought that the “Proselytism” ability would make it special, recalling the monk conversion in AoE2. The problem: It was an Imperial Age (IV) ability, and it’s too difficult to mimic this ability in Post-Imperial, when armies are huge. If it had been available since the Feudal Age, it would be a different story.

  • In fact, in AoE2, the monk conversion worked because at that time the unit limit in vanilla was 75 max population. It’s worth considering that initially, civs only had 40 or 30 soldiers, so converting one unit with monks behind walls was actually “profitable.”

  • In Conquerors, it went up to 125 MAX, and in DE it’s already larger (200, 400), which, by increasing the number of “trash units” like Hussars to insane levels, made any attempt to use monks for mass conversions quite bad, first because they cost a lot of gold, and gold, unlike in AoE4, is even more scarce in AoE2.

There’s another problem with proselytism. Technically, Christianity was a proselytizing religion long before Muslims themselves (600 years earlier), but the fact that the Abbasids only got the technology in Imperial, and “only them,” I feel was unfair and a historical misrepresentation, just because they didn’t come up with more abilities for Iman. It’s actually thanks to this technology that it’s an unpopular mechanic, and many people haven’t criticized it because they didn’t even get around to developing it in Post Imperial.

Camels

The other two units were camels. In fact, the civ has “Camels” as one of its keywords.

The problem is that, historically, camels were part of the Abbasid army and the early Islamic conquests of the Umayyads, but they weren’t the key element in all of them, nor were they as hyped as the game makes them out to be. They were more of a support unit than anything else.

In fact, they worked well as support, but therein lies the problem:

"Most unique units from other civs weren’t support units, but rather an addition to the civ’s war power (Royal Knight, Longbowman, Streltsy).

For this very reason, the Camel Archer was “slow” to produce, but very strong, and you weren’t expected to mass-produce so many of them.

The Camel Rider is good against knights, but so weak against everything else that if the enemy has archers or spearmen in addition to knights, the Camel Riders are horribly underpowered. On top of that, they cost too much for their low role.


2) House of Wisdom of Season Zero (0) and S1 reveal many “Issues”


When they started, the Abbasids had a lot of problems in the Feudal Age, especially because unlike other civs, which had Defensive Buildings (China) or increases in military unit production (French, English), the Abbasids only acquired “1 unique technology” in the Feudal Age.

I feel like the idea is that if you let them advance to Imperial, the Abbasids would become too powerful, but this is compounded by the fact that in Feudal, it made them “terribly weak”.

And that’s despite the fact that in the early days, the Military Wing didn’t give you free troops, the Trade Wing didn’t give you merchants, and the Economic Wind only gave you Fresh Fodstuff, which gave you cheap villagers. Was that all?


3) House of Wisdom now S11


We currently have a House of Wisdom with more balanced technologies… but for Castle Age!!!

Because in Feudal, the only bonus that works is the Economic Wing for 2TC. The rest simply don’t work properly or aren’t as effective:

  • Why do I want a Military Wing in Feudal, if my troops still cost the same and take the same amount of time to produce, and they only get an HP bonus?

  • Why do I want a Trade Wing in Feudal, if the Economic Wing with 2TC is better, with cheap villagers?

  • What good is a Culture Wing in Feudal, if the technologies that supposedly “work” I get in Castle Age?

Honestly, I think many of the Abbasid technologies are good, but “They’re not enough” for the aggression you can suffer in the Feudal and early Castle Ages.


4 Historicity and Age Advancement.


At least historically, the Abbasids are supposed to have created an empire “faster” than the Franks, Anglo-Saxons, and the HRE itself, between 750 and 900 AD.

The fact that they have problems in the Feudal Age with the “Raids” part is not good at all.

The Byzantines, for example, they can raid Feudal age (II) without any problems, with their limitaneis and ultrapowerful Cheirosiphon, and increased military unit production


5 Discussion


Apparently, for 3v3 or 4v4 team play, EcoWing + 2TC or 3TC is efficient, if you know your allies are going to defend you.

But for 1v1, Beasty, Vortix, and Marinelord already said: They’re not good.

Now, I have “several” suggestions, quite a few, and they wouldn’t fit into this single thread, so I’ll leave that for another post.

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Here are the fixes to Abbasid

  1. Golden Age 1 will now start at 5 buildings instead of 10. It no longer makes since to get this civ bonuses as late as 6 or 7 minutes into the game when all other civs that get a flat gathering rate buff and or resource trickles have it immediately and or relatively quickly (HREs China’s Rus Byz Malians, etc etc). Basically this civ is exceptionally vanilla until you click age up.
  2. Camel archers take too long to train, that’s the biggest issue I believe, and I think the devs agree with this, bc the new Delhi variant Elephant raider that costs more than camel archers trained in 25s in the media build?? meanwhile camel archers takes 35s??? Give Camel archers the desert raider treatment with a 28s build time to compensate for it being a range archer, 35s is a very very long time especially when considering initial momentum. And I’d be okay if this faster time was tied directly to military wing?? Then all military could be produced faster immediately by going military wing, similar to how byz gets faster production with cistern levels relatively quickly. Abbasid gets a measly 20% production at level 3 (60 connected buildings…)
  3. This is the most radical take… but it will rejuvenate this faction. Remove the horseman and bring the camel rider down to feudal. Make it feudal stats of course, but remove the cav bonus and replace it with bonus vs range and give it the standard +2 range armor light cav gets, then make the bonus vs cav a castle age upgrade tech tied to the +3 melee armor tech.

I was going to suggest more unique units, especially the “Khorasanis”, especially the “Abna al Khorasan” for feudal. Let it be unlocked by the technology from the military headquarters, or it could be from the commercial one as mercenaries (at least it would be better than the technology that only gives them more resistance to merchants). They were also called Shakiriyya.

There are also others, like the Daylamites, or the Hujariyya


New Technologies

  • Khurasan road/// Black Standars soldiers.- To unlock the khorasanis swordmans, or khorasanis cavalry.

  • Ceramic Grenades.-** Also some technology to replace torches with “Naphta Grenades” (not Greek fire, nor explosive, but highly flammable).

  • Arab Horses.- Another could be something to “improve” the light cavalry, which in theory “should be very good,” given the famous “Arab Horses,” or the Arab-Berber mix, which they supposedly used to defeat the Byzantine armies several times.

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What?! it’s the only civ with siege rams in the dark age. You can rush backed by siege with these guys you know.

They have one of the best feudal ecos, strongest spearmen, and have a very fast timing attack. Their castle is one of the bigger power spikes since they can build OP MAA and siege in field, they can spam siege like no other on age up.

This civ is a heavy hitter in the right hands.

Turtle + TC spam is one of like 8 strategies that they can execute with ease.

Well, the only aesthetic problem I see is that 10 is prettier than 5.

Unconsciously, because we use the decimal system and the 10 digits, we tend to value 10 more than 5 or 3, so for a starting bonus, they will always start with digits ending in 0 (10, 20, 30, 40, 100, etc.).

On the other hand, there’s another aspect of the Abbasid bonus that unlocks it at 10 buildings:

  • They already have a +30% berry harvesting bonus for the Dark Age.
  • The 15% extraction bonus is supposedly the extra boost for the Feudal Age.

There’s another aspect of the Abbasid Golden Age bonus that does draw attention:

Abbasid Golden Age 2nd Bonus

The second Golden Age bonus for Abbasids is actually very useless, I’d say bad:

  • The Byzantines have something similar by only unlocking a single Cistern next to buildings (Dialecticus)
  • The Ayyubids have a better version with only 20 buildings.

In general I would also give “production speed” to the 30 buildings, or more Tiers, although with different bonuses to Ayyubid.

Camel Archer

About its production speed, it has to do with its conception:
The unit was created as a Support unit from the alpha, to protect cavalry infantry while also acting as a living tank, a damage sponge.

I suppose they didn’t expect one to massively produce a bunch, but rather 1, 2, or 3 to defend infantry with the +2/+2 armor technology from the Imperial Age. Even its turn speed was poor, reflecting the fact that camels are bad at turning.

The thing is, since their turn and cowldown between attacks improved in a certain season, the Mass Camel Archer combo became “feasible,” accumulating 70 or 90 or more.

That’s precisely why, currently, in team games, it’s quite effective in 4v4 if you let them do Economic Boom.

Well, as you say, they could very well reduce their training speed, at least for 1v1 it would be useful. The cost could remain the same, because they’re already too strong.

I have to disagree.

What you’re doing is basically eliminating two units and creating a completely different one, basically a horseman but in a camel version.

While I apreciate the creativity, I have to advise against the camel horseman idea:

    1. Historically, Muslim armies didn’t employ as many camels as military units; they used them for cargo, trade, and support (their original role).
    1. Although there are records of troops mounted on camels, fighting on camels is generally discouraged. Their role in the Crusades was necessary to “scare” enemy horses, not to replace heavy or light cavalry, but rather as support.
    1. Camels don’t turn as well as horses, nor do they move well through mountainous terrain, so they couldn’t replace the role of “light cavalry.” When the Ummayad invade Spain, they left their camels for a new Arab-Magreb horse, who even being a horse, was BETTER than any camel in mountain and irregular terrain.

The reason the Abbasids have camels, I’d say, is more for “novelty” reasons, so they’re the Camel Civ (One of the 3 keywords) of the first 8 (the English were Archers, France Cavalry, HRE Infantry, etc.), rather than a reflection of historicity.

That, and, going back to my first post, in the Season Zero, they limited the number of unique units to 3 and decided the Abbasids should have two camels, instead of others, like the Ghilman, which only came out in Season 5.

What they could do was give them some unique technologies to the Horseman to enhance their function, such as “Arab horse” or similar.

2 Likes

Idea reimagined.

Camel riders will no longer be an exclusive mounted unit counter, like I suggested before but this time,

It will replace the Abbasid horseman, be accessible in feudal age, have reasonable bonus vs range units, then in castle the veteranancy and or other research tech will give them a SOFT bonus vs cav in the way Delhi Ghazi raiders have a soft bonus vs heavy units!

with Hobelars costing gold, there is no reason this light cav can’t continue to cost gold yet play more like a range counter unit. This alone would give the civ a new feel and help it to play more uniquely.

1 Like

I have spoken numerous times … it is the ONLY civ I play … It got nerfed and downgraded from the initial concept several times, just because people complained. Mainly the tournament players.

If the game has no benchmarks to compare to …. how do the devs make changes upon uproars from some players not all …..

This season the most disappointing thing happened, what buff did we get an extra camel !!!
Instead of making the cost of villagers cheaper or the cost of town center cheaper.

I stopped caring …… the game will eventually die because of the developers greed.
Especially their continual deviation from the initial concept and every concept they place …. the game keeps changing for no reason … no one can enjoy it no one can master it ….. It is a lost effort.

This is coming from a person that has bought and played every single game and DLC since AOE 1 until AOE 4.
I will absolutely play AOE5.
But this game has still not included the Dutch, the Spanish, the Portuguese, the Koreans.

The devs are listening to the professional players and not the everyday player who will buy their DLC s more frequently if they listened to them instead.

Some players have completely abandoned the game after the last DLC.

Improve Horsemen or give Men -at - arms ….. you are defenseless in age 2 …. ready to be raided and unable to defend yourself in any shape or form …… This cannot continue this way into season 12.

Abbasids must be given some more advantages …. either economic or fix the military.

My knee jerk reaction to the patch notes was WHAT IN THE HELL? 1 extra trader??? THATS IT???

…BUT … as someone that spent the last bit of season 11 teasing out different Abbasid builds, I think this trader build might actually now be viable if not outright… broken🫣

Abbasid typically doesn’t get Dark age rushed bc we got military wing and free siege engineering. This means most civs will not an immediate answer to kill 4 traders, which are worth 4 villagers in gold generation per minute if you have an edge of the map market. Also camel traders are fast and debuff cav, then you add the trader armor and it makes it to where the opponent needs a serious army investment to JUST KILL 4 traders??

Meanwhile you will NOT go full trade boom, instead you’ll age up scout the enemy and immediately make a counter army to negate whatever the enemy attempts to use to stop your 4 traders. You’ll prioritize getting golden age 1 (15% eco buff), quelling the enemy attacks, THEN wall up and double down on traders or just use the supplemental gold trickle to keep your momentum going thru Blacksmith upgrades, eco buffs, or just buying resources to bolster your army or age up!!

It’s not without risk, and it doesn’t work vs all civs (aka not gonna work vs mongols manguadi…).

But let this sink in, potentially 160gpm with only investing villager idle time to walk to the edge of the map and back and 100w for a market? No other civs has 160 resources per min as an age up perk? NOT EVEN the best RNG juicy Garden??

Proscouts nerf is an indirect buff for Abba too.

How bad is the decay??

30-40 per animal first pack, 60-70 second pack and opponent packs +100.

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