# AOE2 DE civ rework and new civs/future DLC concepts

**URL:** <https://forums.ageofempires.com/t/aoe2-de-civ-rework-and-new-civs-future-dlc-concepts/287511>\
**Category:** II - Discussion\
**Created:** [July 7, 2026, 7:47pm UTC](https://forums.ageofempires.com/t/aoe2-de-civ-rework-and-new-civs-future-dlc-concepts/287511 "2026-07-07T19:47:23Z")\
**Posts on this page:** 20\
**Page:** 2

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**Author:** ![VNDISPVTED](https://forums.ageofempires.com/user_avatar/forums.ageofempires.com/vndispvted/32/214674_2.png) [@VNDISPVTED](https://forums.ageofempires.com/u/VNDISPVTED)\
**Post date:** [July 8, 2026, 7:45am UTC](https://forums.ageofempires.com/t/aoe2-de-civ-rework-and-new-civs-future-dlc-concepts/287511/21 "2026-07-08T07:45:36Z")

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The civilizations above are part of my concept for a **Balkan DLC: “Realms of the Danube”.** These ideas are purely conceptual and intended to provide inspiration and possible directions for future civilization design.

The goal is not to represent every historical faction that existed in the Balkans and surrounding regions during the AoE2 timeframe. Instead, the focus is on civilizations that had major regional influence and can provide distinct gameplay identities.

Examples:

- **Serbians** represent one of the most influential South Slavic powers of the medieval period.
- **Wallachians/Vlachs** represent the wider Vlach and Moldavian traditions, including their shared Carpathian and Danubian heritage.
- **Venetians** deserve representation as a standalone civilization due to their unique identity as a maritime republic, trade empire, and Mediterranean naval power. Meanwhile, a slightly reworked **Italians** civilization could remain as the broader umbrella civilization representing the wider Italian states, cities, and regional traditions.

Not every historically important faction necessarily needs to become a full civilization. Some groups are better represented through unique units or mercenary mechanics rather than an entire civilization slot.

For example:

- **Albanians** played an important role in resisting Ottoman expansion, especially under Skanderbeg. Their legacy could be represented through a broader **mercenary system** rather than a dedicated civilization.
- **Stradioti** – Balkan light cavalry mercenaries who served Venice and many European powers – could become a mercenary unit available to selected civilizations.
- Just as **Swiss Pikemen** could similarly represent Swiss military influence as a mercenary unit without requiring a separate Swiss civilization.

This approach allows historically significant peoples and military traditions to be represented in-game while keeping the civilization roster focused, diverse, and balanced.

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**Author:** ![VNDISPVTED](https://forums.ageofempires.com/user_avatar/forums.ageofempires.com/vndispvted/32/214674_2.png) [@VNDISPVTED](https://forums.ageofempires.com/u/VNDISPVTED)\
**Post date:** [July 8, 2026, 8:05am UTC](https://forums.ageofempires.com/t/aoe2-de-civ-rework-and-new-civs-future-dlc-concepts/287511/22 "2026-07-08T08:05:25Z")

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check out what my old friend Gepeto helped me with. Probably more enjoyable read now.

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**Author:** ![Tyranno13](https://forums.ageofempires.com/user_avatar/forums.ageofempires.com/tyranno13/32/127995_2.png) [@Tyranno13](https://forums.ageofempires.com/u/Tyranno13)\
**Post date:** [July 8, 2026, 12:31pm UTC](https://forums.ageofempires.com/t/aoe2-de-civ-rework-and-new-civs-future-dlc-concepts/287511/23 "2026-07-08T12:31:38Z")

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> [@BibelLesenGibtLeben](#):
>
> we do need some rework of Anachronisms such as the Teutons

> [@BibelLesenGibtLeben](#):
>
> “Germanics” → Teutons, Swiss, Habsburg, Anglo-Saxons, Bavarians

Stop demanding more German civs in every thread about civs.

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**Author:** ![DynasticPlanet5](https://forums.ageofempires.com/letter_avatar_proxy/v4/letter/d/e495f1/32.png) [@DynasticPlanet5](https://forums.ageofempires.com/u/DynasticPlanet5)\
**Post date:** [July 8, 2026, 12:33pm UTC](https://forums.ageofempires.com/t/aoe2-de-civ-rework-and-new-civs-future-dlc-concepts/287511/24 "2026-07-08T12:33:35Z")

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> [@VNDISPVTED](#):
>
> Not every historically important faction necessarily needs to become a full civilization.

Which begs the question why these 3 civs? We are swimming in rather dull unit composition European civs as is.

A continent half the size of Africa and not even is swimming in civs as is

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**Author:** ![VNDISPVTED](https://forums.ageofempires.com/user_avatar/forums.ageofempires.com/vndispvted/32/214674_2.png) [@VNDISPVTED](https://forums.ageofempires.com/u/VNDISPVTED)\
**Post date:** [July 8, 2026, 12:36pm UTC](https://forums.ageofempires.com/t/aoe2-de-civ-rework-and-new-civs-future-dlc-concepts/287511/25 "2026-07-08T12:36:10Z")

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I’m actually not advocating for “more German civs” for the sake of it. My idea is for **Germans** to become the umbrella civilization, representing the broader German world—from the Germanic peoples at the end of the Roman Empire, through the Holy Roman Empire of Frederick Barbarossa, to the various medieval German states of Central Europe.

The **Teutonic Order** (perhaps called **Orden** or something similar) would be the only separate civilization because it was a distinct political and military entity with an exceptional historical impact during the High and Late Middle Ages. Its state, campaigns, and highly specialized military organization give it enough unique identity and gameplay potential to justify standing on its own.

So the intention isn’t to multiply German civilizations, but to make the historical representation more coherent while recognizing one truly exceptional case.

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**Author:** ![VNDISPVTED](https://forums.ageofempires.com/user_avatar/forums.ageofempires.com/vndispvted/32/214674_2.png) [@VNDISPVTED](https://forums.ageofempires.com/u/VNDISPVTED)\
**Post date:** [July 8, 2026, 12:43pm UTC](https://forums.ageofempires.com/t/aoe2-de-civ-rework-and-new-civs-future-dlc-concepts/287511/27 "2026-07-08T12:43:11Z")

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Yes, I know. I still replied from my own position on the subject. Beyond that, I don’t think civilization representation should be based on land area, but on historical influence, political diversity, and the number of distinct states and military traditions during the AoE2 period.

Regions such as Europe, the Levant, the Indian subcontinent, Southeast Asia, and the Sinosphere contained an exceptionally high concentration of influential kingdoms, empires, and competing powers. Other regions, including much of sub-Saharan Africa, had fewer large states and a lower population density during much of the medieval period.

A good analogy is the FIFA World Cup: UEFA receives more qualification places not because Europe is larger, but because it has a greater concentration of highly competitive national teams. Likewise, AoE2 civilizations should reflect the historical concentration of influential powers and distinct military cultures rather than geography alone.

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**Author:** ![Tyranno13](https://forums.ageofempires.com/user_avatar/forums.ageofempires.com/tyranno13/32/127995_2.png) [@Tyranno13](https://forums.ageofempires.com/u/Tyranno13)\
**Post date:** [July 8, 2026, 1:16pm UTC](https://forums.ageofempires.com/t/aoe2-de-civ-rework-and-new-civs-future-dlc-concepts/287511/28 "2026-07-08T13:16:18Z")

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> [@DynasticPlanet5](#):
>
> He’s

She. But thanks for clarifying things about the post 🙂

I don’t want to deter the original poster.

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**Author:** ![cito](https://forums.ageofempires.com/user_avatar/forums.ageofempires.com/cito/32/211196_2.png) [@cito](https://forums.ageofempires.com/u/cito)\
**Post date:** [July 8, 2026, 1:41pm UTC](https://forums.ageofempires.com/t/aoe2-de-civ-rework-and-new-civs-future-dlc-concepts/287511/29 "2026-07-08T13:41:56Z")

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I think the future of AoE2 should not only be about adding more civilizations.

A better direction would be to let different civilizations take turns becoming the main focus.

AoE2 already has a large civilization roster. This does not mean future DLC should stop introducing new civilizations, but it means existing civilizations should also have opportunities to return to the spotlight.

Each expansion could give a different civilization the opportunity to become the center of attention through:

**1. New campaigns**  
**2. Historical scenarios**  
**3. Technology tree adjustments**  
**4. Unique unit redesigns**  
**5. Civilization reworks**

The goal is not to make every civilization identical or equally complete.

> The goal is to let every civilization have a meaningful moment.

History itself works this way. Different powers become important in different periods, and the same civilization can be represented differently depending on the story being told.

> A civilization should not be permanently locked into one gameplay identity forever.

However, official content alone cannot cover every possible interpretation of history.

This is where modding becomes important.

AoE2 has survived for decades partly because of its community. Players have created alternative balance systems, historical scenarios, total conversions, and completely new ways to experience the game.

A future remaster should therefore improve the modding ecosystem:

1. **More stable compatibility between game updates and existing mods.**
2. **A better data override system that allows mods to modify specific elements without replacing entire data files.**
3. **Easier customization of civilizations, units, technologies, and gameplay mechanics.**
4. **More support for community-created campaigns, scenarios, and total conversions.**

The official game should provide the foundation, while the community continues expanding it.

The future of AoE2 should be a cycle:

**Official DLC gives a civilization a new spotlight.**  
⬇  
**Players use improved modding tools to create their own interpretations.**  
⬇  
**Community ideas inspire future official content.**

The question for future AoE2 development should not only be:

“Which new civilization can we add?”

It should also be:

> “Which civilization deserves the spotlight next, and how can we let the community explore it further?”

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<div class="post-metadata">

**Author:** ![VNDISPVTED](https://forums.ageofempires.com/user_avatar/forums.ageofempires.com/vndispvted/32/214674_2.png) [@VNDISPVTED](https://forums.ageofempires.com/u/VNDISPVTED)\
**Post date:** [July 8, 2026, 2:24pm UTC](https://forums.ageofempires.com/t/aoe2-de-civ-rework-and-new-civs-future-dlc-concepts/287511/30 "2026-07-08T14:24:22Z")

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Thanks. I just wish to share my ideas as I was instructed to do so here. Some will agree, some will not. I have no control nor influence on direction of development of the game.

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**Author:** ![VNDISPVTED](https://forums.ageofempires.com/user_avatar/forums.ageofempires.com/vndispvted/32/214674_2.png) [@VNDISPVTED](https://forums.ageofempires.com/u/VNDISPVTED)\
**Post date:** [July 8, 2026, 2:27pm UTC](https://forums.ageofempires.com/t/aoe2-de-civ-rework-and-new-civs-future-dlc-concepts/287511/31 "2026-07-08T14:27:54Z")

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Bravo! 💪 Fantastic take and input.

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**Author:** ![VNDISPVTED](https://forums.ageofempires.com/user_avatar/forums.ageofempires.com/vndispvted/32/214674_2.png) [@VNDISPVTED](https://forums.ageofempires.com/u/VNDISPVTED)\
**Post date:** [July 8, 2026, 3:01pm UTC](https://forums.ageofempires.com/t/aoe2-de-civ-rework-and-new-civs-future-dlc-concepts/287511/32 "2026-07-08T15:01:45Z")

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**Civilization Concept – English (Reworked Britons)**

(rough draft - all subject to change)

**Civilization Type:** Archer & Infantry

The English represent the evolution of medieval English warfare from the Angevin period to the end of the Hundred Years’ War, emphasizing disciplined longbow armies supported by billmen, dismounted men-at-arms, and limited but effective cavalry. Rather than relying on elite heavy cavalry or generic late-game ranged units, they dominate through superior battlefield positioning, powerful Longbowmen, resilient infantry, and accurate siege.

### Civilization Bonuses

- Archer-line units (except Hand Cannoneers) gain **+1 range in the Castle Age** and **+1 range in the Imperial Age**.
- Shepherds work **25% faster**.
- Town Centers cost **50% less wood** starting in the Castle Age.
- Trebuchets gain **improved accuracy** and deal increased damage to buildings (without Warwolf splash damage).

### Unique Unit

**Longbowman**

The iconic English archer, possessing unmatched range and excelling at controlling the battlefield from a distance.

### Unique Technologies

**Castle Age – Magna Carta** _(effect to be finalized)_

A defensive and territorial technology intended to represent the strengthening of royal institutions, law, and organized defense within the English realm.

**Imperial Age – Yeomen**

Longbowmen gain **+1 range** and Towers gain **+2 attack**.

### Technology Tree Highlights

**Archery**

- ✅ Arbalester
- ✅ Elite Skirmisher
- ✅ Heavy Cavalry Archer
- ✅ Hand Cannoneer

**Stable**

- ✅ Cavalier
- ❌ Paladin
- ✅ Light Cavalry
- ❌ Hussar

**Barracks**

- ✅ Two-Handed Swordsman
- _(Champion optional, depending on balance.)_
- **Billman → Heavy Billman** replace the Pikeman and Halberdier line, serving as slightly tougher frontline polearms while retaining their anti-cavalry role.

**Siege**

- ✅ Siege Ram
- ✅ Onager
- ✅ Heavy Scorpion
- ✅ Bombard Cannon

### Civilization Identity

The English are designed around battlefield control, disciplined formations, and superior ranged warfare. Longbowmen form the core of the army, supported by durable Billmen, competent siege, and limited cavalry. Rather than overwhelming opponents through raw cavalry power or generic late-game upgrades, the English excel by controlling space, defending key positions, and steadily wearing down the enemy through superior range and coordinated infantry support.

### Design Goals

- Represent the historical English **Longbow–Billman** armies of the 14th–15th centuries.
- Preserve the Longbowman as the civilization’s defining military unit.
- Emphasize disciplined infantry and positional warfare over heavy cavalry.
- Reflect the transition from early medieval crossbow armies to the dominance of the English longbow.
- Differentiate the English more clearly from the current Britons while remaining faithful to AoE II’s gameplay philosophy.

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**Author:** ![BibelLesenGibtLeben](https://forums.ageofempires.com/user_avatar/forums.ageofempires.com/bibellesengibtleben/32/146888_2.png) [@BibelLesenGibtLeben](https://forums.ageofempires.com/u/BibelLesenGibtLeben)\
**Post date:** [July 8, 2026, 5:30pm UTC](https://forums.ageofempires.com/t/aoe2-de-civ-rework-and-new-civs-future-dlc-concepts/287511/34 "2026-07-08T17:30:38Z")

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> [@VNDISPVTED](#):
>
> The English represent the evolution of medieval English warfare from the Angevin period to the end of the Hundred Years’ War, emphasizing disciplined longbow armies supported by billmen, dismounted men-at-arms, and limited but effective cavalry. Rather than relying on elite heavy cavalry or generic late-game ranged units, they dominate through superior battlefield positioning, powerful Longbowmen, resilient infantry, and accurate siege.

great one, i am all in!

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<div class="post-metadata">

**Author:** ![VNDISPVTED](https://forums.ageofempires.com/user_avatar/forums.ageofempires.com/vndispvted/32/214674_2.png) [@VNDISPVTED](https://forums.ageofempires.com/u/VNDISPVTED)\
**Post date:** [July 8, 2026, 5:47pm UTC](https://forums.ageofempires.com/t/aoe2-de-civ-rework-and-new-civs-future-dlc-concepts/287511/35 "2026-07-08T17:47:19Z")

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I am brainstorming these concepts through AI, but it is all based on my own historical knowledge and my own suggestions to mold the conceptual civs. What is the problem? Do you have anything constructive to bring to anything or are you just that one hater always hating from the sidelines? 11

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**Author:** ![VNDISPVTED](https://forums.ageofempires.com/user_avatar/forums.ageofempires.com/vndispvted/32/214674_2.png) [@VNDISPVTED](https://forums.ageofempires.com/u/VNDISPVTED)\
**Post date:** [July 8, 2026, 5:58pm UTC](https://forums.ageofempires.com/t/aoe2-de-civ-rework-and-new-civs-future-dlc-concepts/287511/37 "2026-07-08T17:58:55Z")

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I just explained to you - I type my ideas and what I would like based on my brains knowledge, which is the result of a lifetime of passionate interest in history and research into various aspects of the subject, and the AI just presents it in this format for me to post here. I am not going to address you any longer, you are literately not contributing anything except a poor execution of devil’s advocate.

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**Author:** ![VNDISPVTED](https://forums.ageofempires.com/user_avatar/forums.ageofempires.com/vndispvted/32/214674_2.png) [@VNDISPVTED](https://forums.ageofempires.com/u/VNDISPVTED)\
**Post date:** [July 8, 2026, 6:32pm UTC](https://forums.ageofempires.com/t/aoe2-de-civ-rework-and-new-civs-future-dlc-concepts/287511/38 "2026-07-08T18:32:54Z")

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## **Civilization Concept – Gaels**

(rough draft - all subject to change)

**Civilization Type:** Infantry & Skirmishers

The **Gaels** represent the medieval Gaelic peoples of **Ireland and Scotland** , particularly the Gaelic traditions that formed the military backbone of both kingdoms during much of the Middle Ages. They emphasize aggressive infantry warfare, mobile skirmishing, resilient clan-based armies, and disciplined spear formations. Rather than relying on elite heavy cavalry or powerful ranged armies, they excel through fast infantry, highly mobile javelin skirmishers, professional heavy infantry, and sustained battlefield endurance.

* * *

## **Civilization Bonuses**

- Infantry move **10% faster**.
- Spearman-line units deal **25% more bonus damage against cavalry** (Schiltron Tactics).
- Mills cost **50 wood less**.
- Foragers work **10% faster**.

* * *

## **Team Bonus**

- Barracks cost **50 wood less**.

* * *

## **Unique Unit**

### **Gallowglass**

Elite heavy infantry wielding massive two-handed axes, excelling against cavalry and other infantry.

### **Unique Unit Replacement**

### **Kern → Elite Kern**

Replaces the **Skirmisher** line.

Fast Gaelic javelin infantry that move faster and are slightly stronger than standard Skirmishers while retaining their anti-archer role.

* * *

## **Unique Technologies**

### **Castle Age – Gallóglaigh**

Barracks units cost **15% less gold** and train **15% faster**.

### **Imperial Age – Tanistry**

Barracks units regenerate **20 HP per minute while out of combat**.

* * *

## **Technology Tree Highlights**

### **Archery**

✅ Crossbowman

❌ Arbalester

✅ Elite Kern

❌ Heavy Cavalry Archer

### **Stable**

✅ Cavalier

❌ Paladin

✅ Light Cavalry

❌ Hussar

### **Barracks**

✅ Champion

✅ Halberdier

### **Siege**

✅ Siege Ram

✅ Onager

❌ Siege Onager

❌ Heavy Scorpion

### **Gunpowder**

❌ Hand Cannoneer

✅ Bombard Cannon

* * *

## **Civilization Identity**

The Gaels are designed around relentless infantry warfare and sustained battlefield pressure. Fast-moving infantry and Kern excel at raiding enemy economies and countering ranged units, while Schiltron-enhanced spearmen make cavalry engagements increasingly costly. Gallowglass provide an elite professional core capable of breaking enemy battle lines through strength and endurance rather than speed.

Their economy favors a smooth early-game development through cheaper Mills and faster foraging, reflecting the pastoral and clan-based society of medieval Gaelic Ireland and Scotland. In Castle Age, **Gallóglaigh** improves the efficiency of professional infantry, while **Tanistry** allows Gaelic armies to recover between battles and maintain constant pressure throughout the late game.

* * *

## **Design Goals**

- Represent the medieval **Gaelic peoples of Ireland and Scotland** , highlighting the shared Gaelic heritage that influenced both kingdoms while replacing the broader and less historically focused **Celts**.
- Replace the anachronistic **Woad Raider** with the historically documented **Gallowglass**.
- Replace the generic Skirmisher line with the iconic **Kern** , emphasizing Gaelic light infantry.
- Represent Scottish **schiltron** tactics through an enhanced Spearman line.
- Focus on professional infantry, mobile skirmishing, and battlefield endurance rather than siege warfare.
- Remain distinct from **Britons** , **Vikings** , **Teutons** , and the current **Celts** , while providing an authentic medieval Gaelic military identity.

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<div class="post-metadata">

**Author:** ![BibelLesenGibtLeben](https://forums.ageofempires.com/user_avatar/forums.ageofempires.com/bibellesengibtleben/32/146888_2.png) [@BibelLesenGibtLeben](https://forums.ageofempires.com/u/BibelLesenGibtLeben)\
**Post date:** [July 8, 2026, 6:55pm UTC](https://forums.ageofempires.com/t/aoe2-de-civ-rework-and-new-civs-future-dlc-concepts/287511/39 "2026-07-08T18:55:50Z")

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at the end, the battle you are fighting, or many, is a battel of ages.

Yes, the Celts were the original 500-ish civ, but later, it became the scottish etc.

The only way to solve that might be a timeline. in 500, Goths will fight Celts, and in 1500, spanish fight Scots.

The player can still freely choose of all lets say 100 civs, but there is the option of “chronological battles”, where you cant fight italy with Rome e.g.

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<div class="post-metadata">

**Author:** ![BibelLesenGibtLeben](https://forums.ageofempires.com/user_avatar/forums.ageofempires.com/bibellesengibtleben/32/146888_2.png) [@BibelLesenGibtLeben](https://forums.ageofempires.com/u/BibelLesenGibtLeben)\
**Post date:** [July 8, 2026, 7:04pm UTC](https://forums.ageofempires.com/t/aoe2-de-civ-rework-and-new-civs-future-dlc-concepts/287511/40 "2026-07-08T19:04:03Z")

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okay now I got ideas.

That would be the most realistic option:

Example the celts. The celts are celts in dark age and feudal age, but in castle age (which would be around 1200 or so), you can choose to either become Ireland, Belgium or Scotland.

Same with the Anglo-Saxons.

You start in dark age as the Anglos. In feudal, you can choose to become English, Frisian or Plattdütsch.

Thats it. Thats the solution

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**Author:** ![DonRicardo418](https://forums.ageofempires.com/user_avatar/forums.ageofempires.com/donricardo418/32/56460_2.png) [@DonRicardo418](https://forums.ageofempires.com/u/DonRicardo418)\
**Post date:** [July 12, 2026, 7:38am UTC](https://forums.ageofempires.com/t/aoe2-de-civ-rework-and-new-civs-future-dlc-concepts/287511/41 "2026-07-12T07:38:33Z")

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No hand canoneer… if there will be separate civs for current Celts, namely Picts, Welsh, Scots, Irish, the latter three can be entitled calivermen, shorter range, weaker missile attack, but fire a bit faster than hand canoneer 🇮🇪😂😂😂

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<div class="post-metadata">

**Author:** ![MatM1996](https://forums.ageofempires.com/user_avatar/forums.ageofempires.com/matm1996/32/29566_2.png) [@MatM1996](https://forums.ageofempires.com/u/MatM1996)\
**Post date:** [July 12, 2026, 5:39pm UTC](https://forums.ageofempires.com/t/aoe2-de-civ-rework-and-new-civs-future-dlc-concepts/287511/42 "2026-07-12T17:39:28Z")

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> [@WhiteMagick4](#):
>
> OId civilizations need regional buildings and 2nd Unique Units. These could help them make them more representative as umbrella civs.

Yes, that would be much easier… you add a second UU to the missing civs and that’s it… if it can’t be done in DE2, then in another remaster like “Ultra 2 DE”…

> [@BibelLesenGibtLeben](#):
>
> Example the celts. The celts are celts in dark age and feudal age, but in castle age (which would be around 1200 or so), you can choose to either become Ireland, Belgium or Scotland.

You can do that in War Selection and Civilization 7; when you meet certain objectives and advance to the next age, you can change of civilization…

 ![image](https://forums.ageofempires.com/uploads/default/original/3X/6/d/6d17a212021ea49a8b555b195fa2ffa578369bea.jpeg)

 ![image](https://forums.ageofempires.com/uploads/default/original/3X/3/6/363e30bf50bee719ee46b195fc288ee0e876ccf1.jpeg)

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**Author:** ![smiki5five](https://forums.ageofempires.com/user_avatar/forums.ageofempires.com/smiki5five/32/217730_2.png) [@smiki5five](https://forums.ageofempires.com/u/smiki5five)\
**Post date:** [July 12, 2026, 6:13pm UTC](https://forums.ageofempires.com/t/aoe2-de-civ-rework-and-new-civs-future-dlc-concepts/287511/43 "2026-07-12T18:13:11Z")

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Let’s at least wait until DE is 20 years old before releasing another remake pls.

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