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