Discuss Age of Empires II - The Barbarian Raiders [Data Mod]
The creator should open a topic here so there is more visibility on the mod.its an interesting concept adding vandals scythians and alans.
Created By
[by Rascm](Mods Search - Age of Empires
The Barbarian Raiders is an unofficial expansion pack of Age of Empires II. Definitive Edition. It includes three civilizations from late antiquity-era/Dark Age, tech tree preview, civilization music and unique logos. This project are beta/early sample, civilizations may be overpowered.
Dependency: Icons for Barbarian Raiders mod
Civilizations
Alans (replaces Aztecs. Architecture inherited from Tatars. Cuman voiceline)
Cavalry civilization
-
Lumberjacks slowly generate food in additional to wood
-
Cavalry armor upgrades are 25% cheaper
-
Arson affects cavalry
Unique Unit:
Asud Lancer (cavalry)
Unique techs:
-
Right Alan Guards (Cavalry Archers shot a second projectile and gains less damage from archers)
-
Sarmatian Horde (Knight-line cause trample damage)
Team bonus:
Cavalry +2 attack vs. Pikemens
Vandals (replaces Mayans. Architecture inherited from Goths. Viking voiceline)
Cavalry and Naval civilization
-
Barracks units generate resources when destroy economic buildings and Monasteries
-
Cavalry +1 attack vs. buildings in Feudal, +2 in Castle, +3 in Imperial Age
-
Dromons +2 range in Imperial Age
Unique unit:
Froia (cavalry)
Unique techs:
-
Oathtakers (Team knight-line +3 attack vs. stone defensive buildings)
-
Flagships (Dromons deals +30% more damage to buildings; Galleons do blast attack)
Team bonus:
Demolition Ships +2 line of sight
Scythians (replaces Incas. Architecture inherited from Cumans. Tatar voiceline)
Cavalry and Siege civilization
-
Hunters fire 25% faster
-
Cavalry Archer-line available one age earlier
-
Steppe Lancers costs -10% in Castle, -20% in Imperial Age
Unique units:
Saka (cavalry archer), Sabir (cavalry)
Unique techs:
-
Flaming Arrows (Cavalry Archers +4 attack vs. buildings; Siege Weapons +3P armor)
-
Tribal Convention (Steppe Lancers and Sabirs attack 33% faster; Scorpions build 50% faster)
Team Bonus:
Cavalry Archers more resistant to conversion
Changelog:
2023. 12. 16.
Graphics files are removed from Data Mod pack. It is now necessary to install the graphics mod. Click to install
- Added Yurt (20w). Available for Cumans, Mongols, Huns, Tatars and Scythians. Weaker than house but support 10 population and garrisoned villagers can drop off resources
- Added Sheep (50g) for Mongols. Available when Pasture are researched,
- Palisade Wall & Palisade Gate HP increased by +100
Balance changes & replaces:
Huns:
- Loses “homeless” (no need houses) bonus and -100 wood effect.
- Loses Stone Walls & Stone Gates
- Loses Faith
- Gains Yurt
- Gains (Elite) Steppe Lancer
- Barbarian Raiders (500w, 750g) replaces Atheism: Tarkans slowly generate gold when attack buildings; enemy relics generate -50% resources
- New Bonus: Scout Cavalry-line and Steppe Lancers +1 attack in Castle, +2 attack in Imperial Age
Gurjaras:
- Loses livestock & Mill garrison civilization bonus
Mongols:
- Gains Yurts
- Pasture (450f, 300g) replaces Nomad: Can garrison Mills with livestock to produce food; Can create Sheep in Mills (50 gold)
- Drill costs increased: 500w → 750w, 450g ->520g
Alans:
- Fixed Arson for cavalry.
Vandals:
- Fixed Oathtakers: Now it has an effect on the team as well
Some small changes in Data Mod pack:
Palisade Walls & Palisade Gates HP increased by +100
Fixed Monk voiceline in Alans when moving (Sometimes was used Aztecs voice)
Fixed hotkey in Huns stable (Steppe Lancer and Stable Tarkan hotkey was same)
Fixed Elite Sabir Tech Description for Scythians
Villagers no more drop off resources when garrisoned inside Yurts. (
Unfortunately, it didn’t work the way I imagined. Immediately after built yurt, the villager cut wood, started mining… and did not start build the next yurt.)
Creatable Mongol Sheep renamed to “Breeded Sheep” (cost: 50g) and contains 300 food. Train time increased to 90 sec. Also stealable animal like other herdables.
This is normal behavior as the game think its a eco building so will always prioritize cutting wood etc.
Unfortunately, I can only add 3 dropsite points in the Genie Editor for villagers. I want to add supply cart for nomad civs, but most of three slot is occupied for mule cart, dock… Maybe it’s possible with a complicated “hack”. (annex and/or stack unit as fake building… idk) It doesn’t work if I just add the object to the dropsites.json list. Also town center “pack” button tooltip is not correct. i dont know how to fix it.
Updates:
Units, buildings:
- Added Transport Wagon. Available for all civilizations. Used to transport villagers across land.
- Added Ballista Tower. Available for Romans after Ballistas technology are researched.
Bonus changes:
Vandals:
Cavalry +1 attack vs. buildings in Feudal, +2 in Castle, +3 in Imperial Age → Cavalry +1 attack vs. buildings per age (starting from Feudal Age)
New civilization bonus: Start with a Transport Wagon but -50 wood
Alans:
New Bonus: Transport Wagon +100 HP
Newest Changes:
Global:
- New Technology: Iron Hammer (100W, 150F). Villagers construct buildings 10% faster. Available for all civilizations
- Treadmill Crane moved to Imperial Age. Cost increased to 300 Food → 400 Food, 200 Wood → 250 Wood. Available after Iron Hammer are researched.
Nerfs & Buffs:
Spanish:
- Builders work 30% faster → Builders work 35% faster
- Receive +20 gold for each technology researched → Receive +15 gold for each technology researched
- Gains Crossbowman
Magyars:
- Gains Faith
Vandals:
- Raiding bonus: Fortified Church also generate resources when destroyed
- Froia bonus attack vs. cavalry are increased by 9 → 12
- Elite Froia bonus attack vs. cavalry are increased 12 → 15
- Loses access to Heavy Scorpion
Armenians:
- Composite Bowman HP decreased to: 40 → 35, Elite: 45 → 40
- Loses access to Heresy
- Gains Hussar
Georgians:
- Gains Thumb Ring
- Svan Towers technology changed. Additional attacks applied only Fortified Churches. Defensive buildings +2 attack; towers fire arrows that pierce multiple units → Fortified Churches +2 pierce attack; towers fire arrows that pierce multiple units. Food cost changed to 300 → 250
New global technologies:
Town Center:
- Fabric Shield (available for all civilizations) 150W, 200G, Castle Age: Transport Wagons gains +2 meele, +4 pierce armor and carry +5 units.
- Migration (available for Alans, Cumans, Magyars and Vandals) 420W, 380G, Imperial Age: Transport Wagons +10% movement speed and carry +10 units.
Archery Range:
- Assault Squad (available for all civilizations, except Armenians) 175F, Imperial Age: Archers move 5% faster.
Fixed:
Vandal Monks was talks as Mayan. Now it only uses Viking sound.
Happy New Year!
This is a great update now!
Graphics mod filesize are reduced. Critical elements are included in Data Mod (yurt graphics, voiceline, civ themes) All existing vanilla graphics removed from mod. May need all existing expansion (if missing Jarl, Cuman Chief… graphics)
Early new civilizations are heavily reworked now, especially Scythians and Vandals. Furthermore, only 2 new technologies remain in relation to the Transport Wagon. All nerf, changes of vanilla civilizations are reverted, except huns. Croats, Serbs and Vlachs are introduced. Slavs are now Rus. Migration technology are available for all civilizations now. Available after Fabric Shield researched. Mod have own hotkey profile!
Croat, Serb and Vlach civilization (shield) icon from here: Click here
Croat voiceline from Tomislav campaign. Click | campaign mod
Unfortunately Serbian and Vlach voiceline does not exists yet, so they uses Bulgarian voiceline. Alan, Vandal, Scythian also does not exists.
I tried to work based on the ideas of civilization. I was read many different suggestions, and in the end I was able to put this together.
Short of Huns:
- Civ bonus: Yurts cost only 10 wood
- Gains Steppe Lancer-line
- No Stone Wall and Faith
- Imperial Technology: Barbarian Raiders (520F, 750G). Tarkans generate gold when attacking buildings; enemy relics generate -50% resources.
** Alans ** (uses Cuman voiceline)
Civ bonuses:
- Transport Wagons +100HP
- Lumberjacks slowly generate food in additional to wood
- Cavalry armor upgrades are 50% cheaper
- Arson affects cavalry (+2 attack vs. standard building)
Unique Unit (Cavalry: Cuman Chief graphics)
Asud Lancer (Elite) 60F, 40G; to Elite: 8oo food 520G
- HP: 80 (90)
- Movement Speed: 1.45
- Reload Time : 1.90
Attack:
- Base meele: 11 (13)
- Cavalry Archers: 10 (10)
Armor:
- Base meele: 1 (1)
- Base Pierce: 1 (1)
Unique Techs:
- Right Alan Guards (500W, 320F): Cavalry Archers shots an second projectile and receive -3 less damage from archers.
- Sarmatian Horde 8oo food 550G): Knight-line damage adjacent units. (Blast width: 0.50, blast damage: -4)
Team Bonus:
Knight-line +2 attack vs. Pikemens
Missing techs and units:
- Archery Range: Arbalester, Elephants, Hand Cannoneer
- Barracks: Supplies, Gambesons
- Stable: Heavy Camel Rider (Camel Rider available), Elephants, Steppe Lancers
- Siege Workshop: Bombard Cannon, Heavy Scorpion, Siege Ram, Elephants
- Blacksmith: Bracer, Plate Mail Armor
- Dock: Heavy Demo Ship, Fast Fire Ship, Cannon Galleon-line, Shipwright, Dry Dock
- University: Architecture, Treadmill Crane, Keep, Bombard Tower, Fortified Wall, Heated Shot, Arrowslits
- Monastery: Block Printing, Sanctity, Illumination, Redemption
- Lumber Camp: Two-man saw
- Market : Guilds
- Mill: Crop Rotation
Vandals (Norse voiceline from AOEO (previously Viking voiceline))
Civ Bonuses:
- Cavalry +1 attack vs. buildings per age (starting from Feudal Age)
- Start with a Transport Wagon as scout unit, but starting wood and gold are -50 less
- Demolition Ship-line costs -10% in Feudal, -20% in Castle, -30% in Imperial Age
- Only militia-line gains raiding ability against economic buildings and monasteries: (25 gold and stone / Mining Camp; 50 food & wood, 25 gold &stone / Mule Cart; 50 wood / Lumber Camp; 50 food / Mill or Folwark; 50 food & wood, 25 gold &stone / Market or Feitoria; 100 food & wood, 50 gold & stone / Town Center; 50 gold / Monastery; 100 gold / Fortified Church)
Unique unit (Cavalry: jarl graphics)
Froia (Elite) 70F, 40G; to Elite: 900F, 700G:
HP: 100 (120)
Movement Speed: 1.40
Reload Time: 1.9
Attack:
- Base meele: 9 (12)
- vs cavalry: 10 (10)
Armor: - Base meele: 1 (2)
- Base pierce: 1 (1)
Unique Techs:
Oathtakers (400F, 320G): Team knight-line +4 attack vs. Stone Walls, Stone Gates, Towers, Castles, Kreposts
Mediterranean Flagships (700W, 900G): Dromons deals +40% more damage to buildings and receive +2 range.
Team Bonus:
Demo Ships +2 LOS
Missing techs and units:
- Archery Range: Arbalester, Hand Cannoneer, Elephants,
- Barracks: Champion, Halberdier, Arson, Supplies, Gambesons
- Stable: Paladin, Heavy Camel Rider (Camel Rider available), Elephants, Steppe Lancers
- Siege Workshop: Bombard Cannon, heavy Scorpion, Siege Onager, Elephants
- Blacksmith: Ring Archer Armor
- Dock: Cannon Galleon-line, Shipwright, Fast Fire Ship
- University: Architecture, Treadmill Crane, Guard Tower, Keep, Bombard Tower, Fortified Wall, Siege -Engineers, Arrowslits
- Castle: Hoardings
- Monastery: Block Printing, Redemption, Theocracy
- Mining Camp: Gold and Stone shaft mining
- Market: Guilds
- Mill: Crop Rotation
Scythians (uses Tatar voiceline)
Civ bonuses:
-Hunters fire 25% faster
- Cavalry Archer-line available one age earlier
- Siege Weapons +1P armor in Castle Age, +2P armor in Imperial Age
Unique units:
Sabir (Elite) (light cavalry: uses Attila the Hun graphics) (costs: 80F, 40G) to Elite: 720F, 420G. trainable at Stable. replaces Knight-line
- HP: 70 (75)
- Movement Speed: 1.45
- Reload Time: 2
Attack:
- Base meele: 9 (11)
- Skirmishers: 5 (6)
Armor:
- Base meele: 1 (1)
- Base Pierce: 1 (2)
Saka (Elite) (cav archer: uses Subotai graphics) (costs: 65W, 35G) to Elite: 900F, 650G
- HP: 40 (50)
- Speed: 1.4
- Reload Time: 2.1
- Accuracy: 80 (90)
- Range: 4 (4)
Attack:
- Base Pierce: 5 (7)
- Standard Building: 2 (2)
Armors:
No base armors (0)
Unique Techs:
- Tribal Convention 3oo food 250G): Sabirs and Steppe lancers attack 33% faster
- Flaming Arrows (700W, 1200G): Cavalry Archer-line and Saka +2 attack vs. buildings and receive armor damage ability attack (like Obuch).
Team Bonus:
Siege Weapons more resistant to conversion
Missing techs and units:
- Stone Wall & Stone Gate
- Archery Range: Hand Cannoneer, Elephants
- Barracks: Champion, Halberdier, Supplies, Gambesons
- Stable: Knight-line (Sabir are available), Elephants
- Siege Workshop: Elephants, Bombard Cannon
- Blacksmith: Blast Furnace
- Dock: Cannon Galleon-line, Shipwright, Dry Dock
- University: Fortified Wall, Guard Tower, keep, Bombard Tower, Architecture, Heated Shot, Treadmill Crane, Arrowslits
Monastery: Sanctity, Theocracy, Redemption, Block Printing
Lumber Camp: Two-Man saw
Mill: Crop Rotation
Croats (uses Croat voiceline. Thank you Hainaut for permissions)
A short note: Unfortunately, the Armenians have too many naval bonuses. I would prefer to see atleast the galley line bonuses here.
Civ Bonuses:
- Fishing Ships and Trade Cogs move 10% faster
- Scout Cavalry-line +1/+1P armor in Castle and Imperial Age (+2 total)
- Cannon Galleons return 30% of their gold cost when destroyed
- Bloodlines are free
Unique Unit:
Zupan (Elite) (light cavalry: uses Gilbert de clare Graphics) (costs: 80F, 20 G) to Elite: 1000F, 550G
- Aura effect: increases knight-line movement speed by 15% within 15 tile radius
- HP: 75 (85)
- Movement Speed: 1.6
- Reload Time: 1.8
Attack:
- Base meele: 8 (10)
- Spearmen: 7 (8)
Armors:
- Base meele: 1 (1)
- Base Pierce: 0 (0)
- Spearmen: 12 (14)
Unique Techs:
- Wild Forts (500W, 250 Stone): Castles fire +5 additional arrows.
- Recruitment (1000F, 620G): Knights and Militia-line costs 25% less; Knight-line receive 40% less bonus damage
Team Bonus:
Trade units receive 25% less bonus damage
Missing techs and units:
- Archery Range: Arbalester, Hand Cannoneer, Thumb Ring, Parthian Tactics, Elephants
- Barracks: Supplies, Gambesons
- Stable: Camel Rider, Steppe Lancer, Elephants, Husbandry
- Siege Workshop: Bombard Cannon, Elephants, Siege Ram
- University: Keep, Bombard Tower, Architecture
- Monastery: Block Printing, Illumination, Atonement
- Blacksmith: Ring Archer Armor,
- Mining Camp: Gold shaft mining
- Lumber Camp: Two-man saw
- Market: Guilds
- Dock: Dromon
Serbs (uses Bulgarian voiceline yet)
Civ Bonuses:
- Siege Weapons regenerate 15 HP per minute
- Cavalry Archers +2 attack vs. Pikemens in Castle and Imperial Age (+4 total)
- Siege Engineers available in Castle Age and costs -50%
Unique Unit:
Vlastela (Elite) (heavy cavalry, like Boyar. uses Vytautas the Great graphics) (Costs: 50F, 75G) to Elite: 1100F, 650G
- Ability: Damage adjacent units
- Hp: 110 (130)
- Speed: 1.35
- Reload Time: 2
- Blast width: 0.5 (0.5)
- Blast Damage: -3 (-3)
Attack:
- Base meele: 14 (18)
Armor:
- Base meele: 2 (3)
- Base Pierce: 2 (3)
Unique Techs:
- Orthodox Ceremony (300G, 200F): Monks +2 conversion range
- Vanguard (1000F, 720G): Infantry can dodge projectiles
Team Bonus:
Mangonel-line fire an additional projectile
Missing Tech and units:
Archery Range: Arbalester, Hand Cannoneer, Thumb Ring, Parthian Tactics, Elephants
Barracks: Champion, Gambesons
Stable: Camel Rider, Steppe Lancer, Elephants, Paladin
Siege Workshop: Elephants
Blacksmith: Ring Archer Armor, Plate barding armor
Dock: Heavy Demo Ship, Shipwright, Dry Dock, Dromon
University: Arrowslits, Heated Shot
Castle: Hoardings
Monastery: Heresy
Mill: Crop Rotation
Vlachs (uses Bulgarian voiceline yet)
Civ Bonuses:
- Gold Miners generate stone in addition to gold
- Walls, Gates and Towers receive 25% less bonus damage
- Knight-line +2 attack vs. archers in Castle and Imperial Age (+4 total)
Unique Unit:
Voivode (Elite) (Infanry: uses Dismounted Ivaylo graphics) (Cost: 60F 30G) to Elite: 820F, 620G)
- HP: 75 (80)
- Speed: 1 (1)
- Reload Time: 1.8 (1.8)
Attack:
- Base meele: 12 (14)
- Standard building: 2 (2)
- Camels: 7 (7)
- War Elephants: 30 (30)
- Cavalry: 11 (11)
- mamelukes: 15 (15)
Armor:
- Base meele: 1 (2)
- Base pierce: 1 (1)
Unique Techs:
- Civilian Army (250F, 200G): Villagers +3/+3P armor
- Scorched Earth (900W, 550G): Siege Weapons deals +30% more damage to buildings.
Team Bonus:
Towers provide +5 population room
Missing techs and units:
Archery Range: Arbalester, Thumb Ring, Parthian Tactics, Elephants
Barracks: Halberdier
Stable: Elephants, Camels, Steppe Lancers
Siege Workshop: Siege Onager, Elephants
Blacksmith: Ring archer armor, plate barding armor
Dock: Heavy Demo Ship, shipwright, dry dock, dromon
University: Treadmill Crane, Bombard Tower, Siege Engineers
Castle: Hoardings, Sappers
Monastery: Faith, Block Printing, Fervor, Theocracy
Market: Guilds
Feedbacks are welcome!
If you can figure out how to convert voices from older aoe games/mods serbian voices are there.
Romanian military voices are in aoe3 official game so can extract those as well.
Looking forward to seeing albanians getting added.again military voices are in aoe3.
This mod will have civilian and military voices for romanians.As per the creator vlach monks can use ingame slavic monk voices which is historically accurate.
I know uts a bit silly but honestly for an early middle ages or even for a late abtumiquity game I dont see any good reason to include Alans and Scythians at the same time. Alans were descendabts of the Sarmatians who were a Scythian people
Beyond that:
Not sure how fast their lumberjack bonus is but with the right numbers thats a great eco bonus. The discount seems barely betger ghan the Bulgarian one so I would ssy either buff it or replace it
UU seems kinda weak.
Seems kinda weak outside of the UU who is fine and the imp UT
They basically depend on their early CA and not sure how balanceable are those. Armor on siege is way too situational and faster firibg hunters is useless
Both UUs suck, the imperial age UT is broken
Unsure about them. Basically they depebd on free bloodlines. The imperal age UT and imperial hussars are probably way too much
Seems extremely underpowered even if the UU and UTs are fine
Seems also quite weak, although the UU and imp UT are fine
I have found a solution for the Vlach civ voiceline. I simply used an online AI voice. Here is a example. I need feedbacks because the pronunciations and maybe the words are wrong. I used eleven labs Romanian Text to Speech & AI Voice Generator | ElevenLabs
For the Serbs, i haven’t found it yet, but for the time being, they’re stuck with the Bulgarian voiceline. The Scythians will disappear in the next update. They will be replaced by another steppe civ. In addition, i will add another civilization that will also jump out of the umbrella of the Slavs. It will be a bit European, a bit Asian civilisation. In addition, the bonuses and unique units for the new civilisations will again be slightly modified. I will try to add some more unique eco bonuses.
Not sure how fast their lumberjack bonus is but with the right numbers thats a great eco bonus
At the moment this bonus is weak, but in the next update it will be generated more often when researching each woodcutting technology.
Seems kinda weak outside of the UU who is fine and the imp UT
Infantry will generate a bit more resources in the near future after destroying some buildings. I will extend this ability to all Barracks units. currently only the militia line has it. In addition, their naval units will be a little stronger in near future.
Croats:
They are likely to be the most heavily redesigned. Both in bonus and unique technologies. I can tell a “secret”: they will get free fishing boats.
Serbs & Vlachs:
I try to give both civilisations some discounts.
Things iv noticed while playing.
Scythians crash the game when trying to play.
None of the uus have icons and new techs in tc also dont have icons.
Alans trade cart has a different decay than the unit.
i’ll try to fix them after newest update arrived. Thank you.
Happy Easter!
The latest update has arrived and three new civilisations have been added. Some technologies and units are removed but some new ones are in. I would like to point out that the new civilisations have not necessarily been given the abilities that their history has given them! Technology trees have also been changed in some civilisations.
Changes
- Transport Wagon, Ballista Tower units are removed. Fabric Shield, Migration technologies also removed.
- Caravanserai available for Saracens, Persians, Turks, Hindustanis, Tatars and the Khazars.
- Shrine replaces Monastery, Shaman replaces Monk, Yurt replaces House for Mongols, Huns, Avars, Tatars, Cumans and the Khitans.
Barracks:
- Arson moved to Feudal Age.
- Added Vandalism tech (200 food, 150 gold) . Available in Castle Age after Arson are done. Infantry +3 attack vs. buildings. Available for all civilizations, except Goths
- Added a new tech: Vanguard (175 food, 150 gold). Available in Castle Age: Infantry +2 attack vs. archers. Available for all civilizations, except Croats and Goths.
Vanilla civilization changes
Goths:
- Infantry +1 attack vs. buildings per age (starting from Feudal Age) → Infantry attack bonus changed: Infantry +2 attack vs. buildings per age, starting from Dark Age (+8 total)
Huns:
- Bonus removed: Do not need houses, but start with -100 wood
- Bonus removed: On Nomadic maps, the first Town Center spawns a Hunnic Horse
- Bonus removed: Trebuchets +30% accuracy
- New bonus: Villagers, Hunters attack/fire 33% faster
- New Bonus: Husbandry free
- New Bonus: Yurt cost -50% wood
- Faith removed
- Stone Wall and Stone Gate removed
- Sabirs replaces Knight-line
- Steppe Lancer (+ Elite) added
- Barbarian Raiders (atheism replacement) are changed (675 food, 500 gold): Cavalry generate 5 gold when killing enemy military units.
Mongols:
- Hunters work 40% faster → Hunters work 30% faster
- Bonus removed: Light Cavalry, Hussars, Steppe Lancers +30% hit points
- Bonus added: Lost houses and yurts do not decrease population headroom
- Hordes technology (425 food, 375 gold) replaces Nomads:Scout Cavalry-line and Steppe Lancers +30 hit points
Khazars replaces Incas (formerly Scythians)
Siege and Cavalry Archer civilization
• Trade Carts move +10% faster
• Cavalry Archer-line availabe one age earlier
• Each Town Center slowly generate gold
Unique Unit:
• Arsiyah (cavalry archer)
Unique Techs:
• Wagon Forts (Ram-line carry +6 units, Siege Towers +5 units)
• Tribal Conventions (Steppe Lancers attack 33% faster; Cavalry Archers +4 attack vs. cavalry)
Team Bonus: Trebuchets created 20% faster
Novgorodians replaces Vietnamese
Defensive civilization
• Farmers slowly generate wood in additional to food
• Squires affects Archer-line
• Watch Tower-line receive +1/+1P armor per age (starting from Feudal Age)
• Bombard Towers attack 33% faster
Unique Units:
• Varyag Axeman (infantry)
• Knyaz Knight (cavalry) (replaces Cavalier)
Unique Techs:
• Exhorters (Monks healing range equal of conversion range and benefit from Block Printing)
• Nomad Mercenaries (Steppe Lancer gold cost is replaced by additional food cost)
Team Bonus: Towers +2 line of sight
Khitans replaces Ethiopians
Cavalry and Siege civilization
• Mill, Lumber Camp and Mining Camp build 50% faster and provides +5 population room
• Archery Range unit upgrades are 25% cheaper
• Trebuchets +25% HP
Unique Unit:
Qidan Guard (cavalry)
Unique Techs:
• Shelter (Yurts shoot arrows when villagers are garrisoned)
• Tielin Army (Light Cavalry and Steppe Lancers +4 attack)
Team Bonus: Ships and Siege Weapons cost 25% fewer resources to repair
Avars replaces Malians
Cavalry and Siege civilization
• Hunters, Foragers, Shepherds and Fishermans work 20% faster
• Cavalry Archers +2 attack vs. siege weapons in Castle and Imperial Age (+4 total)
• Steppe Lancers cost -10% Castle, -20% Imperial Age
• Wooden Tower replaces Outpost (Fires arrow if a villager is inside)
Unique Units:
Saka (cavalry archer)
Sabir (cavalry) (replaces knight line)
Unique Techs:
• Hierarchy (Sabir and Steppe Lancers +2P armor)
• Conquest (Packed Trebuchets move 20% faster; Trebuchets +30% accuracy)
Team Bonus: Yurts & Houses +20% HP
Alans changed/reworked (replaces Aztecs)
Cavalry civilization
• Lumberjacks slowly generate food in additional to wood
• Rams deals +20% more damage against buildings
• Parthian Tactics technology cause double effect
Unique Unit:
• Masked Mercenary (cavalry)
Unique Techs:
• Right Alan Guard (Cavalry Archers shot a second projectile, gains +2 attack vs. skirmishers)
• Sarmatian Horde (Knight-line cause trample damage)
Team Bonus: Knights +2 attack vs. Pikemen
Vandals changed/reworked (replaces Mayans)
Cavalry and Naval civilization
• Non-unique Barracks units generate resources when destroy economic buildings and Monasteries
• Demolition Ships costs -10% in Feudal, -20% in Castle, -30% in Imperial Age
• Chemistry gives blast attack for War Galleys and Galleons
• Heresy are 75% cheaper
Unique Unit
• Froia (cavalry)
Unique Techs:
• Oathtakers (Knights +4 attack vs. buildings, +5 attack vs. stone defensive buildings)
• Mediterranean Flagships (Dromons +30% more attack vs. buildings, receive +3 range)
Team Bonus: Demolition Ships +4 line of sight
Vlachs reworked/changed (replaces Khmer)
Cavalry civilization
• Gold Miners generate stone in additional to gold
• Walls and Gates receive 20% less bonus damage
• Knights receives double effect from Blacksmith armor upgrades
Unique Unit:
• Voivode (infantry)
Unique Techs
• Craftsmanships (Builders work 50% faster)
• Order of the Dragon (Knights receive +4 attack against infantry; Skirmishers attack can damage armor)
Team Bonus: Cavalry +2 attack vs. buildings
Serbs are reworked/changed (replaces Malay)
Monk and Siege civilization
• Gold and Stone Miners works +5% faster in Dark and Feudal Age (+10% total)
• Barracks technologies are 20% cheaper
• Siege Weapons regenerate 15 HP per minute
• Monks 2X HP
Unique Unit:
• Vlastela (cavalry)
Unique Techs:
• Orthodox Ceremony (Monks +2 conversion range)
• Scorched Earth (Mangonel-line fires +3 additional projectiles)
Team Bonus: Mangonel-line fires an additional projectile
Croats are reworked/changed (replaces Burmese)
Infantry and Naval civilization
• Fishing Ship generate gold in addition to food from Fish Trap
• Infantry +1 attack vs. archers per age (starting from Feudal Age)
• Castles provides +5 population room, fires +5 additional arrows and garrison +5 units
Unique Unit:
• Zupan (cavalry)
Unique Techs:
• Adriatic Fleet (Galleys and Fire Ships +20% HP)
• Banderium (Infantry can dodge projectiles)
Team Bonus: Trade units +20% HP
Due to update, every mod that contains own language file is not working. Until this problem is solved, I cannot convert the mode to the latest release!
I think the data mod issue is sorted now might want to update the mod again.You can use new units from BFG for some uus.
If you are planning to add more civis pagan prussians would be a good addition.