AOE II - The Barbarians

Discuss AOE II - The Barbarians

Actual detailed informations about this MOD:


Changes in Vanilla

Pasture becomes a regional building.Available for Cumans, Huns, Khitans, Mongols and Tatars

  • Train time increased from 18 to 20
  • Herders work rate decreased from 0.42 to 0.40
  • Food count increased from 315 to 350

Scout Cavalry:

  • Movement speed upgrade in Feudal Age decreased from 1.55 to 1.50

Architecture and voice set:

  • Persians moved to Central Asian set.
  • Byzantines uses Greek voiceline.

Civilization Changes:

Huns:

  • Loses: Faith, Stone Walls and Stone Gates
  • Gains: Steppe Lancer with Elite upgrade
  • Pasture replaces Farm: Domestication, Pastoralism technologies are available

Magyars:

  • Faith technology are available

Mongols:

  • Pasture replaces Farm: Domestication and Pastoralism technologies are available

Civilization bonuses:

  • Hunter bonus decreased: Hunters work 40% faster → Hunters work 25% faster
  • REMOVED: Light Horsemen +20/30% HP in Castle/Imperial Age
  • NEW: Lost Houses do not decrease population space
  • NEW: Pastures +50 more food

New Castle Age tech:

  • Golden Horde (400 food, 300 gold): Scout Cavalry-line and Steppe Lancers +30 hit points

Khitans:

  • Gains Bloodlines

Civilization bonus changes:

  • CHANGED: OLD: Shepherds and Herders generate +10% additional food → NEW: Shepherds generate +10% additional food
  • CHANGED: OLD: Skirmishers, Spearman-line and Scout Cavalry-line train and upgrade +25% faster → NEW: Spearman-line and Scout Cavalry-line train and upgrade +25% faster
    - CHANGED: Heavy Cavalry Archer upgrade available in Castle Age and costs -50% → NEW: Heavy Cavalry Archer upgrade costs -50%

Castle age tech, Lamellar Armor changed:

  • OLD: Infantry and Skirmishers reflect 25% melee damage back to the attacker → **NEW:**Infantry reflect 25% melee damage back to the attacker
  • Costs changed from: 450 food, 300 gold to → 300 food, 200 gold

Imperial age tech, Ordo Cavalry changed:

  • OLD: Cavalry regenerates HP in combat → NEW: Cavalry Archers and Steppe Lancers regenerate 25 HP/min
  • Costs changed from: 600 food 300 gold to → 500 food 300 gold

Armenians:

  • Gains Shipwright and Siege Engineers

Civilization bonuses:

  • REMOVED: Galley-line and Dromons fire an additional projectile

Castle Age tech:
Cilician Fleet effects and cost are changed:

  • Costs from 350 wood to 325 wood, 300 gold to 250 gold
  • OLD: Demolition Ships +20% blast radius; Galley-line and Dromons +1 range → NEW: Demolition Ships +20% blast radius; Galley-line +1 range

Cumans and Tatars:

  • Pasture replaces Farm: Domestication, Pastoralism and Transhumance technologies are available

Non-standard changes and civs:


New regional Shock Infantry:
Gold Swordsman (65 food, 45 gold): Available for Berbers, Saracens, Malians and Ethiopians.Trainable at the Barracks in Imperial Age.

  • Hit Points: 60
  • Base Movement Speed: 0.96
  • Attack Reload Time: 2.5
  • Train Time: 40
  • Charge Attack details: Max Charge: 15; Recharge Rate: 0.5; Charge Target: Cavalry and Cavalry Archers
  • Bonus attacks: War Elephants: 19; Base Melee: 9; Cavalry: 30; Ships & Saboteur: 15; Camels: 28; Mamelukes: 17; Fishing Ships: 15
  • Armors: Base Melee: 3; Base Pierce: 2

Strategy technologies in Wonder

After built a Wonder, you can choose one strategies of 4:

Defensive Strategy:
Castles and Kreposts fires +5 additional arrows; Castles, Towers, Donjons and Kreposts +3 range, +4 attack +1500 hit points; Walls and Gates +1000 hit points.

Cavalry Strategy:
Base stable units +50 hit points, +5 attack, +3 melee, +4 pierce armor and attack & move faster. Enables Stable and Hussar for Mesoamerican civs.

Archery Strategy:
Base Archery Range units (except Hand Cannoneer) +75 hit points, +5 attack, + 3 melee, +4 pierce armor, +4 range and attack & move faster. Enables Hand Cannoneer for Mesoamerican civs.

Infantry Strategy:
Base Barracks units +100 hit points, +7 attack, +4 melee +5 pierce armor and attack & move faster.


The Alans (Central Asian set):
Cavalry civilization

• Cavalry technologies at the Stable and Cavalry armor upgrades are 25% cheaper
• Lumberjacks carry +5
• Caravan free

Unique Units:
Asud (Mounted Archer), Sarmatian Lancer (Cavalry)

Unique Techs:
• Alan Guards (Cavalry Archers receive a charger attack)
• Sarmatian Horde (Sarmatian Lancers and Camel Riders attack 33% faster)

Team Bonus:
Trade units +20% hit points


The Vandals (Mediterranean set):
Cavalry and Naval civilization

• Infantry and Cavalry generate 25 gold when destroy building
• Demolition Ships costs -10/-20/-30% in Feudal/Castle/Imperial Age
• Cavalry +1/+2/+3 attack vs. buildings in Feudal/Castle/Imperial Age

Unique Units:
Thane (Infantry), Froia (Cavalry)

Unique Techs:
• Raids (Cavalry and Infantry generate +50% more gold when destroy building)
• Mediterranean Flagships (Dromons +2 range and deals +30% more damage against buildings)

Team Bonus:
Demolition Ships +4 line of sight


The Saxons (Western set):
Foot Archer civilization

• Farmers slowly generate wood in additional to food
• Archer-line upgrade costs -20%
• Castles shoots +2/+4 additional arrows in Castle/Imperial Age

Unique Unit:
Recurve Bowman (Foot Archer)

Unique Techs:
• Regia Anglorum (Foot Archers (except Skirmishers) move 10% faster)
• Saxon Revolt (Infantry can dodge projectiles)

Team Bonus:
Archer-line +2 attack vs. Cavalry