Catalog of proposals on minor factions/civilizations (AOE-3 BASIC + TWC + TAD)


Many have already seen the work that has been done to come up with a proposal to help developers update minor civilizations, natives, religious cults, ethnicities, local populations, or whatever you want to call them. The work consists of carrying out a review with the purpose of making the alliances more useful, either by redesigning what exists and/or implementing new features.

The intention of this forum is to show the result of how they could look like in the future and because the forum in which we proposed our ideas is full of discussions, I have decided to create this forum to give a better presentation free of discussions and everything can be see more clearly because along the way some things were discarded and new ideas emerged.

Also for those who only read the covers and not the entire forum, they will be able to have a better appreciation now.

First of all thank to @SimilarOwl0320 for starting this very constructive initiative. It was a good idea that apart from demanding “improve ancient natives”, the community could propose how each minor faction could be improved separately. Making this new forum was my idea, but it was with the help of SimilarOwl0320, who reviewed each of the proposals and organized them in an orderly and easy to assimilate format.

NOTE: The presentations are arranged in alphabetical order as they appear on steam (Steam Community :: Guide :: All native alliances), and each presentations is credited to whoever made the submission. If something is discarded or something is not included, it does not mean that we do not like it or we discard it, it is just a way of transmitting the general intention of the original forum.

I hope you like it. Thank you all.

This is the original forum:


Apache- WIKIA




  • Apacheria (175w, 150c)​: Know that this region is controlled by the Apaches as they go out for food.
    New Effect: Improves hunting gather rate by 10% and delivers up to three random livestock animals whose total food is equal to 300f (e.g: 1 cow with 300f, three sheeps with 100f each…). Economic techs at a economic building (e.g: market, livestock pen, estate, rice paddy, granary…) research 33% faster.
    Why:​ This one nice because you can combo with Navajo techs. It was supposed to be limited to hunts and livestock but some civilizations have buildings with everything altogether (Mexico), so it wouldn’t be fair.
    It delivers “X” sheeps and/or cows, HOWEVER the sum of all their stored food is equal to 300 food.

Lore : “Apachería was the term used to designate the region inhabited by the Apache people. They obtained food from four main sources: hunting wild animals, gathering wild plants, growing domesticated plants or trading with or raiding neighboring tribes for livestock and agricultural products”
Apache - wikipedia

  • Apache Band Raids (225w, 225c)​: The raids are more intense as the Apache collect bounties and values.
    New Effect: Everytime you destroy buildings controlled by your enemies, you earn coin equal to half of their wood cost.
    Why:​ Just to ackownledge their raiding, however the effect is rather “shy” so it is applied by any of your units and not only Apache Cavalry.

Lore : “Local groups comprised loose confederations called bands. The bands were territorial units, not formal political groups. Historically, the Apache had raided enemy tribes and sometimes each other, for livestock, food or captives. They raided with small parties, for a specific economic purpose ”.
Apache Wars - wikipedia

  • Apache Sentinels (300f, 300c)​: Apache sentinels inform you they are aware of enemies and ready to surprise them.
    New Effect: Increases the line of sight (LOS) of all Apache Riders by +2 and delivers two of them to your military shipment point.
    For 30s:
    -Improves the training time of Apache Riders by 50% and you can train them from your defensive buildings.
    -Increases the LOS of all your Town Centers and defensive buildings (Outposts, Forts, War Huts…) by +6 LOS.
    -You receive 25% less XP from any units you kill and any buildings you destroy.

    Why:​ This idea is inspired by the Dionysius’s Bronze god power of AOM: it is meant to be a defensive technology but it might be used offensively too. The concept is having Sentinels that will inform you of enemies and help you to fight. Think of it like a “Minutemen”.

Lore : " In 19th-century confrontations during the American-Indian wars, the U.S. Army found the Apache to be fierce warriors and skillful strategists."
Apache Wars- wikipedia


  • Apache Raiders (Apache Cavalry multiplier vs. villager +1.0x):
    Rework: Multiplier goes to 1.5x or vanilla’s x2. OR the bonus is 1.5x bonus on Commerce Age and becomes 2x on Fortress Age and beyond.
    Why: It could’ve been a good balance in Vanilla but D.E. has so many things way over the top that it became obsolete:
    Raiding with Apache Raiders’ 33 bonus dmg with the sole porpose of killing villagers nowadays with so many skirmishes, Musks, Forts, buildings with garrison and Towers is just a dream. When you reach Fortress Age this tech DRASTICALLY loses its value.




  • Guerrilla Warfare Apaches: The Apahes avoided head-to-head confrontations by using ‘hit and run’ tactics.
    New Effect: Range improved by +2, and Line of Sight improved by +2 for Apaches.
    Why: Portuguese dragoons and carabinieri can outrange most ranged cavalry, so I don’t see a problem.

Lore: Apache utilized guerrilla tactics in the face of United States and Mexican expansionist policies during the 1800s. Guerrilla – a Spanish term meaning “little war”-- typically refers to smaller, less organized forces to harry enemies with greater numbers. Tactics include hit-and-run raiding, ambushes and avoiding major confrontations. Apache warriors fought to sustain minimum losses while inflicting maximum damage to their enemies. Their forces generally did not exceed 3,000 men in any given conflict, and the last Apache resistance led by Geronimo before his surrender in 1886 involved fewer than 50 warriors.
Geronimo: Ruthless Apache Chief - Warfare History Network
Apache Fighting Techniques | Synonym

  • Apacheria: The Apaches use their territory as a weapon. Allows ground units to perform better on the ground. Easily escaping if necessary.
    New Effect: The Apache Cavalry is no longer slowed when attacked by melee, and all other ground units are slowed by 50% less. AoE damage from melee attacks is 10% less effective. Units and buildings with +1 line of sight.
    Why: My original proposals regarding this improvement were not very significant, and I believe that this new suggestion pays more honor to the tactics that the Apaches used as hosts of their land.

Lore: Apache warriors were known for using the landscape to their advantage, regularly using mountain ranges for long-distance lookouts, as well as setting easily defensible camps on high ground with good vantage points and lines of escape. Apache Fighting Techniques | Synonym

Note: Raise the limit of apacehe riders to 10 or 12. I don’t think it breaks the balance.


Bhakti Temple | Age of Empires Series Wiki | Fandom




  • Charity (200f, 200w, 200c)​: As you practice Daana, your civilization as a whole is rewarded.
    New Effects:
  1. Resource Trickles from Home City cards and Minor tribes’ techs are buffed by 33% as long as you keep this alliance.
  2. You receive a small special trickle based on the main civ you are playing:*
    3.- African: 1.2 influence/s*
    4.-Asians: 0.24 Export/s*
    5.-Euros & Major Natives: 0.75 xp/s*
    6.- American Republics: 1.2 coin/s*
    7.Why:​* A general tech that can benefit any civilization with reasonable values of trickles.
    Lore-wise: since Bhakti comes from India, it gives more reason for Indian players to ally with Bhakti because they always have wood trickle cards. I had even made a food trickle tech for Udasi who are with Bhakti on several maps.

Lore: In Hinduism, Buddhism, Jainism and Sikhism, dāna is the practice of cultivating generosity. It can take the form of giving to an individual in distress or need. It can also take the form of philanthropic public projects that empower and help many. Dana

  • Strikes of the Forgotten Ones (200w, 200c)​:
    New Effect: Outlaws are trained much faster (-33% train time). Outlaws, Tiger Claw and Settlers do +33% hand damage
    Why: Considering Bhakti was a cultural movement that embraced peasants, marginalized citizens and people regardless of castes or income and “Tiger Claw” was a weapon used in streets, I thought of buffing the “forgotten” ones: villagers and outlaws.

Lore: Poisoned bagh nakh had been used by the Rajput clans for assassinations. The weapon is often associated with thieves and assassins. Bagh nakh

  • Dedication (200c & 50xp every 3 min of the game, up to 30 min) E.g: Max cost: 2000c &500xp: Letting go of earthly tether to receive non frivolous value to your citizens.
    New Effect: Delivers 100f and 100w for every 3 min that has passed, up to 30 min.
    Why: Filler tech. It might look ok but do remind that Asians have a card that cuts the cost of native techs by half and Europeans have one that makes the coin cost zero.

Lore:The movement has traditionally been considered an influential social reformation in Hinduism in that it provided an individual-focused alternative path to spirituality regardless of one’s birth or gender. The Bhakti movement began with the aim of reforming traditional Hinduism with its strict caste system partly due to the rise and influence of ideas from Islam.” Bhakti Movement


  • Vegetarianism (100w,100c) (Villagers gather from Berry Bushes 40% faster)
    Rework: Also: Can be used a second time (300w, 300c) to spawn a berry bush rickshaw with 4 bushes of 500f each.
    Why: This technology is kind of situational although Bhakti maps have berry bush. At least with this, you can have more than one berry bush in your Home City.
  • Reinforced Gauntlets (200f, 200c) (Tiger Claws get +50%hit points)
    Rework: Also: Tiger Claw gains +0.5 multiplier vs all infantry.
    Why: I’ve never understood why reinforcing a weapon buffs HP. Tiger Claw sucks: their bonus damage vs Light Infantry is equal to Hussar’s base damage vs everyone + he is slower + lower HP + does a meaningless 8 damage vs Heavy infantry.
  • Yoga (200f, 200c) (Infantry, light infantry and cavalry get +5% attack)
    Rework: They get +10% instead. Cost goes up to 275f, 275c
    Why: +5% isn’t that impactful in Supremacy. Cree’s Tanning (100f, 100c) buffs HP by 10%. Also it does NOT benefit Tiger Claw (shock infantry).


  • Vegetarianism (100w,100c): Also benefits Cherry Orchards.
    Why: Obviously the TAD devs must’ve considered this when balancing them initially, however with the addition of Akan, whose berry tech does affect Cherry Orchards, it seems fair to buff them to match
  • Yoga (200f, 200c): Cost should could be reduced to 150f, 150c
    Why: 5% attack for 200f 200c feels a pittance, esp compared with the Cree hp tech. In any case, rather than increase the effect, I’d rather reduce the cost to 150f 150c.


Carib | Age of Empires Series Wiki | Fandom




  • Caribbean knowledge: Your city of origin can receive and send more safely across the Atlantic thanks to the information provided by the natives. They also provide you with geographic knowledge.
    New effect: Shipments cost 15% less experience and arrive 15% faster, plus all mines on the map are revealed.
    Why: Being an ally of the Caribs you will have better control and mapping of the islands and the Caribbean Sea, and trips to the continental territory will be easier to carry out. You will be able to trade and transport yourself more easily, and your island settlements will be able to restock supplies much easier.
    The Caribs have a great geographical knowledge of the Caribbean region and navigate the ocean without problems. They are also aware of hurricane seasons and will share the knowledge so you know the proper seasons for boating .
    As for gameplay, well. The mechanics of the metropolis itself does not usually have many improvements and this seems to me an argument that hits the spot.

Lore: Hurricanes have ravaged the Caribbean for millennia. The cycles of activity have varied, but the massive storms have always presented a threat. Centuries ago, long before the advent of weather forecasting, the storms in and around the Caribbean inflicted so much catastrophic damage that it seems remarkable people remained. But they did, and they rebuilt. Now, as we enter an uncertain era marked by a warming planet, the resilience of these communities will be tested again and again.

For the indigenous Taíno and Carib people who populated the Caribbean islands in the pre-Columbian exchange years, the storms were part of the cycle of their seasons—feared, but expected. The Carib, from the Lesser Antilles, were skilled navigators on the water and scheduled the launch of their raiding party canoes for early winter, past what is recognized today as the June-to-November hurricane season, notes Yale history professor Stuart Schwartz in Sea of Storms, his history of Caribbean hurricanes.

“There’s even evidence Europeans relied on Indians to tell them when hurricanes were coming,” Schwartz said. The indigenous islanders read signs in the way birds and fish behaved, the color of the sun, and abrupt shifts in the breeze. “The Indians are so skillful that they know two or three or four days beforehand the coming of it,” one Englishman wrote in 1638.
The Bahamas and the Caribbean Have Withstood Hurricanes for Centuries | History| Smithsonian Magazine
Una catástrofe de siglos en el Caribe: la historia de los huracanes - 31.08.2020, Sputnik Mundo
Indigenous Caribbean perspectives: archaeologies and legacies of the first colonised region in the New World | Antiquity | Cambridge Core
Indigenous knowledge was key to the European colonisation of the Americas - Leiden University

New unit:

  • ’Dugout canoes’: Especially large canoe, more efficient for fishing than other canoes, and also with better attack. Enabled at the dock. (Creation limit of 10)

dugout | boat | Britannica
(If it is historically feasible of course) The canoe suggested here is just to get the idea across.

Notes: I had another proposal focused on improving fishing, but I think it could become a passive bonus where fishing boats are 5% cheaper and fish 5% faster.

Warriors with servatana could gain the ability to deal passive poison damage, much like the ‘Jungle Bowmans’ of the Incas.




  • Caribbean Navigators (250w, 250c)​: Carib tribe teachs you the skill of navigating the best routes at tempestuous waters.
    New Effect: Warships are 10% faster. Canoes do 15% more damage and delivers 2 of them.
    Why:​ For some reason, a tribe that belonged to islands, specialized in boats and were skilled navigators has no bonus related to water. Actually, there is absolutely not a single native technology related to canoes (ships available when you ally to american natives).

Lore: The fact they (caribbean) were able to migrate from the continent to various islands in the Caribbean, as well as conquer already populated islands are testaments both to their skills as navigators and boat. New World Encyclopedia - Carib, Carib Warfare and Slaving - article

  • Carib Handlines Fishing (200f, 200c)​: The Carib tribe shows the best spots for fishing in the archipelago.
    New Effect: Delivers a spot with Mahi-mahi fish rich in food (1500f) to your naval shipment point. You can use this technology one more time by paying 250w, 250c.
    Why:​ Same reason as above, but this time it’s an economic improvement because Caribbeans only have military ones.

Lore: French observers of the 17th and 18th centuries, including some excellent
anglers, unanimously admired the fishing skills of the Island Caribs. Island Caribs frequently fished with handlines from their dugout canoes and lines were made from either pite or mahot. Caribbean Fishing and Fishermen: A Historical Sketch

  • Carib Blockade (250w, 250c) Cost increases by 100w, 100c every 10 minutes​. The Carib will block routes to enemy supplies. Available on Commerce Age.
    New Effect: When this tech is used it is announcend globally to all players. Removes XP from one random opponent (equal to 20% of max XP for his current shipment). For the next 300s reduce that players’ natural passive XP by 20%. Build XP, kill XP, church’s XP, Plaza’s XP etc…or anything given by cards or techs is not affected.
    Why:​ In order to promote the knowledge and routes on the map, not allying with this tribe makes receiving shipments from HC more difficult. The standard natural XP trickle for all civs is 2 XP/s, so it goes down to 1.6xp/s for them during 5 minutes. It’s not a big deal since all your kill/ build XP remains the same. Inspired by OperaticShip743’s idea of xp trickle for caribbeans. One more non-military tech.

Lore: The First Carib War (1769 – 1773) was a military conflict between the Carib inhabitants of Saint Vincent and British military forces at colonial expansion on the island. British unfamiliarity with the windward lands of the island and effective Carib defence of the island’s difficult mountain terrain blunted the British advance. First Carib War - wiki

All techs are about archers so I’d merge Kasiri Beer and Garifuna Drums and give the later a brand new effect for the sake of diversity.

  • Carib Kasiri Beer (250f, 250c)​: Melee infantry and archers get +10% attack.
    New effect: You can use this technology two times for the following effects:
    1: (150f, 150c): Archers get +1.0x multiplier against villagers.
    2: (250f, 250c): Melee infantry and archers get +10% attack.
    Why: Garifuna Drums has a pretty mediocre effect of "+10% bonus "already covered by Tupi and Seminole (+15% bonus), so adding it to Kasiri beer and increasing the cost felt natural.
  • Carib Garifuna Drums (150f, 150c): Archers get +1.0x multiplier against villagers
    New effect: For 30s:
    The training time of land military units and villagers become 50% of their original time. Ignores other training times .

    Why: Lore-wise. Drums were used for ceremonies and celebrations, so it targets most units. Also, this opens up a strategy for more than just “archers” since Carib were fierce warriors and this improvement benefits all your military. Buffing training time by 50% purely would be broken with certain cards or Community Plaza, so this one nullifies other training time perks.
  • Carib Ceremonial Feast (400w, 400c): Carib Blowgunners and Ambushers +50% hit points; requires Champion Carib.
    New effect: They also gain a “Feasting heal” ability: When a Carib unit kills an enemy, that single unit is healed by 25 HP.
    Why: Carib Blowgunner would have at least 344 HP when you sue this tech. Therefore a 25hp heal per kill to a single unit is actually a very negligible healing (~1/14 of their total HP), specially when you consider a whole army of blowgunners. Now it gives us more reason to waste that many resources on it. If not, at least a reduction to the cost would be welcome.


Cherokee| Age of Empires Series Wiki | Fandom




  • Cherokee War Dance: Reduces native price by 5%, and increases damage output by 10%.
    Why: I think it would be more useful if instead of increasing the speed of the natives, it increased their damage capacity and reduced costs. I think that would also make more sense.

Lore:“The War Dance was used not only when men went to war, but also when meeting with other nations for diplomacy and peace, and within the Cherokee nation was also used to raise money for people in need. It conveys the strength of the Cherokee nation.” The Warriors of AniKituhwa | The Museum of the Cherokee Indian

  • Sequoyah’s Cherokee Syllabary: Gives you 5 Cherokee villagers (max= 5) allows their training. Increases the population by +5.
    Why: I thought it made sense to deliver European-type settlers, but after consulting better I realized that it is better that they have the skin of the Native American style. In fact, the same tradition says it within the game: Cherokee literacy lets Cherokee villagers work closely with you. You get a shipment of four Settlers. But they shouldn’t be settlers, they should be Native American villagers. Cherokee syllabary - Wikipedia
  • Cherokee Basket Weaving: In addition to the current buffs: berry gather rate is increased by 20%, fishing and hunting are increased by 5%.
    Why: Consulting better I have realized that it was a very important part of their culture and economy, so they could have a broader purpose.

Lore: “Baskets were made by the Cherokee people for a wide variety of reasons and purposes and in many unique shapes and sizes (some Cherokee basket weaves are even waterproof). Baskets used to catch fish, store grain, and carry food and water were often called market baskets. Other baskets were made for clothing storage, ceremonial use, and even games. Weavers have also been known to design specialty baskets like knitting baskets, sewing baskets, hanging baskets, and more.”* Cherokee Basket Weaving | Cherokee, NC


  • Flint corn: The number of warriors and food production increase.
    New effects: Excess corn allows for the rise of larger chiefdoms which increases the Cherokee soldier limit by +7, and the Cheokee villager limit by +2. In addition, food crops increase their production by 15%.
    Why: Corn seems to be a mainstay of the Cherokee economy, and maize is also a flagship crop of America. I also think that being a minor civilization with only one combat unit available could increase the limit, so it’s two birds with one stone.

Lore: “During the Mississippian culture-period in the regional variation known as the South Appalachian Mississippian culture, local women developed a new variety of maize called eastern flint corn, which closely resembled modern corn and produced larger crops.
The successful cultivation of corn surpluses allowed the rise of larger, more complex chiefdoms consisting of several villages and concentrated populations during this period. Corn became celebrated among numerous peoples in religious ceremonies, especially the Green Corn.”
Cherokee - Wikipedia/ Flint corn - Wikipedia

  • Cherokee Phoenix: From now on, the Cherokee newspaper will arrive in your city that your citizens can read, giving you experience. By choosing to inform yourself with the “Cherokee Phoenix” newspaper, you will support their cause and receive the newspaper in your metropolis destination.
    New Effect: Every time you advance in age and receive a shipment from the metropolis, you will receive the newspaper that your villagers can collect giving you experience ( works like USA and Mexico’s XP books).
    (When making the improvement, the ages that you have advanced so far will be assumed, delivering the corresponding newspapers).
    You will also get +5 experience from trading posts no matter what configuration you are on. For example if I am receiving food I will give you food + 5 experience.
    Why: From time to time all civilizations could have the mechanics of other civilizations. For example the Aztecs could have factories and cabins by allying with a specific royal house. XD

Lore: In the mid-1820s the Cherokee tribe was being pressured by the government, and by Georgia in particular, to remove to new lands west of the Mississippi River, or to end their tribal government and surrender control of their traditional territory to the United States (US) government. The General Council of the Cherokee Nation established a newspaper, in collaboration with Samuel Worcester, a missionary, who cast the type for the Cherokee syllabary. The Council selected Elias Boudinot as the first editor.
Cherokee Phoenix - Wikipedia




  • Cherokee Messengers (200f, 200c)​:
    New effect: From now on: You’ll receive a shipment of a random Politician from your Commerce Age when you age up (units, wagons or crates only). Your very next home city card arrives very fast.
    Why: The Cherokee tried their best at trying to have good relationships with European and fought for years in wars, politics, court and socially to take back their lands and rights.
    Lore: Cherokee - Wikipedia
  • Chereokee Counter Rifles (150w, 150c)​:
    New effect: All your ranged cavalry and ranged infantry gain +5% ranged damage. Cherokee Rifleman gain +10% instead.
    Why: Filler tech. They lack military improvements.


Cheyenne | Age of Empires Series Wiki | Fandom




  • Shield Warrior: Imagine a mounted mantlet-type unit with a short ranged attack, with high health. Heavy Cavalry/Siege Trooper.
  • Elk Soldier: Honestly could be anything, but I’d imagine just a really good cavalry unit.
  • Bowstring Soldier: More plains archer cavalry units is never a bad thing


  • Plains Alliance
    The Cheyenne rally their allies, calling for aide from either Chief Roman Nose or Chief Pretty Nose .
  • Chief Pretty Nose
    Sends an Arapaho War Party consisting of “X” Cheyenne Dog Soldiers and “Y” Arapaho Cloud Riders. Enables the ability to train Arapaho Cloud Riders and increases the train limit of Native Warriors.
  • Chief Roman Nose
    Chief Roman Nose allows the training of additional Cheyenne Dog Soldiers and unlocks X tech to increase the fighting ability of Cavalry units.



OVERVIEW: Overall a good civ that needs just a few adjustments. I also hope Rider gets a new bonus effect and is swapped by the Tokala Soldier (since this one belongs to Cheyenne and not Lakota).


  • Cheyenne Military Society (400w, 400c)​ : Cheyenne Military Societies will reinforce your army.
    New effect: Delivers 1 Cheyenne Rider for every 2 military cards/mercenary cards you have sent so far. From now on: all Military cards and Mercenary cards that deliver military units also deliver 2 Cheyenne Riders.
    Why:​ I see it as a militar reinforcement from their Tribal Council when you call out for help. I just couldn’t think of a good name. :slightly_frowning_face:
    -By “military Home City card” read it as “any Home city cards that come from The Warrior, The Fortress, Military Academy…”.
    -By “mercenary unit card”: any paid card that delivers merc units/ native mercs (12 Swiss Pikeman/ 6 Elmeti/12 Tupi Black Wood Archer/ 4 Mamelukes…)

Lore: Cheyenne military societies and the Council of Forty-four are the two central institutions of traditional Cheyenne native American tribal governance. The headmen of military societies are in charge of maintaining discipline within the tribe, overseeing tribal hunts and ceremonies, and providing military leadership. Cheyenne Military Societies.

  • Cheyenne Council (200f, 200c, 200w)​: The influence and guidance of the Council provide resources that were once thought as lost.
    New effect: Delivers the shipment (units, wagons, crates) of a random Fortress Age’s politician that belongs to your civilization. Bonus, cards or stats increases are not counted. Available on Fortress Age.
    Why:​ I wanted to praise the authority and secular strength of the Council of 44. Being such a political power they can “pull” a shipment from one of the 5 members from the traditional Tribal Council.
    E.g: If you were playing as Lakota it delivers either 800w, 12 bisons, 1000f or 2 Tokala. (“Fast age up politicians” would be counted as nothing).

Lore: Council of Forty-four: Council chiefs are generally older men who command wide respect. Historically, they were responsible for day-to-day matters affecting the tribe as well as the maintenance of peace both within and without the tribe by force of their moral authority. Council of Forty-four -wikipedia

  • Cheyenne Reinforcement (200f, 200c)​: Follow Cheyenne warriors to make cavalry hit harder.
    New effect: Heavy cavalry gain +20% siege damage and +10% hand damage. Shock Infantry gain +10% more siege damage and +10% hand damage.
    Why: It’s a straightforward bonus for cavalry and raiding.

Lore: Like many other plains Indian nations, the Cheyenne were a horse and warrior people who developed as skilled and powerful mounted warriors Cheyenne - wikipedia


  • Cheyenne Fury (350w, 350c)​: Cheyenne Rider multipliers vs. cavalry +1.5x and vs. shock infantry +1.0x
    REWORK: I’d like to see a new design bonus for Cheyenne Rider/Fury because there are far many counters to heavy cavalry who are better than him nowadays. If he had bonus vs ALL CAVALRY/shock cavalry he’d still be a “meh” unit but slightly better. Perhaps being reworked as Lancer unit and retain the bonus vs cavalry too (like Chinacos).


Comanche| Age of Empires Series Wiki | Fandom




  • Comanche Trade Language: In addition to the current benefits, African cattle restore their trade rate faster. Rates of the markets and TP are increased by 5%.


  • The Lords of the Southern Plains: Comanches repel invasions from foreign invaders and your enemies by making bow cavalry deal more damage to villagers.
    New effects: Bow cavalry and ranged shock infantry gain bunu against villagers en +1.0.
    Why: It would be a good way to pressure the enemy early, also bow cavalry is not usually as efficient as gunpowder cavalry, so expanding their capabilities a bit doesn’t hurt.

Lore: The value of the Comanche traditional homeland was recognized by European-American colonists seeking to settle the American frontier and quickly brought the two sides into conflict. The Comanche Wars began in 1706 with raids by Comanche warriors on the Spanish colonies of New Spain and continued until the last bands of Comanche surrendered to the United States Army in 1875, although a few Comanche continued to fight in later conflicts such as the Buffalo Hunters’ War in 1876 and 1877. The Comanche were noted as fierce combatants who practiced an emphatic resistance to European-American influence and encroachment upon their lands.

Note: I think they might as well hunt like some Mexican outlaws do. (The rustlers to be exact).


  • More units like a “Comanche lancer” with bonus vs Heavy Infantry.
  • More techs that would buff the hunt gather rate of villagers


  • More units like a “Comanche lancer”.




Comanche Horse Archer: I’d like to see this unit being able to shoot slightly faster so he can have a distinctive perk. Having 1.35 fire rate or 1.2 isntead of 1.5 would be awesome


  • Comanche Warrior Tradition (150w, 150c): Comanche Tribe’s mastery of mounted archery improves the skill of archers on a horseback, specially Comanche Horse Archer .
    New effect:​ Comanche Horse Archer gain +2 range/+2 LOS and shoot 10% faster. Other cavalry archers gain +1 range/+1 LOS.
    Why:​ Cavalry archers are units who don’t have a single specific tech from native settlements. This tech praises the notorious Comanche skills with bow and arrow. Again: it’s a “specifically general” tech.

Lore: Master horseback riders who lived in teepees and hunted bison, the Comanches were stunning orators, disciplined warriors, and the finest makers of arrows. They were especially skilled on mounted archery. Comanche History ; Deadliestwarrior - Bow and arrow; Americanart- comanche-feats-horsemanship- Y’all! Short but very cool article!!!;

  • Comanche Hunter Tradition (150f, 150c): Comanche greatest warriors are also their best hunters! Comanche Horse Archer will bring food to your Town.
    New effect:​ Comanche Horse Archer generates 0.6 food/s. Hunts last 10% longer.
    Why:​ That is a homage to Comanche culture of hunting bisons and their skill as hunters. It generates 6f/s at best, which would be equivalent to ~7 settlers at best.

Lore: As he approached manhood, a boy went on his first buffalo hunt. If he made a kill, his father honored him with a feast. Only after he had proven himself on a buffalo hunt was a young man allowed to go to war. Wikipedia - Comanche#Children

  • Comanch Lord of the Plains (250w, 250c): The Hunting Grounds are proper for hunting: You receive free bisons with your shipments.
    New effect:​ Non-military cards from your Home City also deliver free bisons to your economic point (Age1 & Age 2 cards = 1 Bison. Age 3, 4 & 5 cards = 2 Bisons).
    Why:​ By “non-military cards” read as: “Home City cards that do not come from The Warrior, Military Academy, Fortress etc”. This technology is similar to a civ perk given to Sioux by the fomer Age Sanctuary/AOE Heaven Fan Patch.

Lore:. Comanches, often referred to as the “Lords of the Plains”, ruled over their territory with strength and cleverness as they struggled to survive in a changing world.
Wikipedia- Bison_hunting


  • Comanche Horse Breeding: 5% is a very bad bonus, considering Cree’s does it better and cheaper. Buffing it to 10% HP for cavalry/shock infantry and 5% for Light infantry.
  • Comanche Mustangs: This effect was nerfed by D.E to 10% from 5%. It’s almost a slap in the face considering so many D.E. units are faster than legacy units and so many D.E cards buff speed by 10%. Buff it to 7,5% speed or make it more expensive and increase the cost.


Cree| Age of Empires Series Wiki | Fandom




  • Cree Medicine: Ethnobotany Cree causes workers to heal slowly even while active and they are resilient.
    New effect: Villagers heal at a rate of 1/s even while active, and gain 20% hit points. The effect increases if they are near other villagers, and other ground units heal slowly if they are near villagers.
    Why: Villagers are often damaged in raids and this is a buff that would be good for villagers to hold out while help arrives or to get to safety.

    Abies balsamea - Wikipedia

Lore: The Cree use the pitch of Abies balsamea for menstrual irregularity, and take an infusion of the bark and sometimes the wood for coughs. They use the pitch and grease used as an ointment for scabies and boils. They apply a poultice of pitch applied to cuts. They also use a decoction of pitch and sturgeon oil used for tuberculosis, and take an infusion of bark for tuberculosis. They also use the boughs to make brush shelters and use the wood to make paddles.

  • Iron Confederation: The confederation allows the fur trade to be more lucrative, which makes hunting generate coins and you can finance more soldiers.
    New effects: Animals give 10 coins when hunted, larger ones like bison give 15, and treasure guardian animals give the same amount of coins as experience when killed. Also increase the limit of Cree soldiers by +5.
    Why: Idea taken from AOE-4. Also, Cree soldiers seem to be few in the late game.

Lore: La Confederación de Hierro fue una alianza política y militar de los indios de las llanuras de lo que ahora es el oeste de Canadá y el norte de los Estados Unidos. Esta confederación incluía varias bandas individuales que formaban alianzas políticas, de caza y militares en defensa contra enemigos comunes. Iron Confederacy - Wikipedia




  • Cree Buffalo Pound (50w, 25c)​: The Cree will teach you how to build buffalo pounds.
    New Effect: Delivers 1 Bison Pound Travois to build a Bison Pound. Bison Pound acts exactly like an African Granary with +2 effect range and the animals don’t run away when shot.
    You can use it multiple times but the cost is increased by +25w,+25c every time (max active Pounds= 3)

    Why:​ It’s essentially a granary but better: animals don’t run away upon being shot and has slightly bigger radius. The Cree don’t have an economic improvement, or anything related to great plains, so here is one!

Lore: The buffalo pound was a hunting device constructed by native peoples of the North American plains for the purpose of entrapping and slaughtering American bison. The common Cree name “Poundmaker”, refers to someone who makes buffalo pounds.
Buffalo pound -Wikipedia

  • Cree Tracking and Scout (150f, 150c)​: The Cree will continuously scout the area and move to inform you of harm. Available on Commerce Age.
    New Effect: Cree Tracker automatically gains +1 range/LOS every age. Cree Tracker cannot be snared while moving.
    Why:​ This basically gives back Cree tracker’s original range/LOS taken back during USA’s rework, so they can be used past Commerce Age to be on pair with Skirmishers.
  • Cree Network Trading (100f, 100w, 100c)​: Establishing trades with the Cree turns your colony more engaging with your Home City and other cultures.
    New Effect: Gives special resources for every 5 minutes that has passed, up to 30min, based on the civilization you are using: African= 500 influence/5min; Asian= 225 export/5min; All others= 300XP/5min.
    This tech is more expensive every 5 minutes of the game (+50f, +50w, +50c)
    Why:​ I’ve always wanted to see a technology that gives special resources based on your main civ. The cost and effect numbers are random because I don’t know how they’d escalate in average every 5 min of the game.

Lore: Fur trade had an gigantic impact on the Cree nation culture and relationship with europeans and natives. .
Digital Library - Fur Trade - fur trade


  • Cree Tanning (100f, 100c): Infantry and cavalry hit points +10%
    REWORK: Cost increased to 200f, 200c
    Why: After the rework of USA this technology became WAAAY too good.

HURON ( Wyandot )

Huron Tribe | Age of Empires Series Wiki | Fandom




  • The three sisters: The ‘Three Sisters’ method allows for more optimal and more productive crops. You will also get a shipment of food when you perform this upgrade, the longer you wait, the more food you will receive.
    New Effect: All crop types are 5% more productive. It also delivers 300 food crates for every 5 minutes that have elapsed. (up to 30 minutes)
    Why: Although they already have a bonus for fishing, a bonus for agriculture would also fit well according to my research.

Lore: The main crops of the Wendat were corn, beans and squash – commonly known as the “three sisters”. These crops were sown on raised mounds which helped protect the seedlings from late frost. The sturdy corn stocks provided a conduit for the beans to climb and the large leaves of the squash shaded the mound, keeping the roots of the beans cool in mid-summer and deterring weeds. Tobacco was another important crop, though the best leaves for smoking seem to have come through trade with the Tionontateronon.

  • The Wendat Confederacy: All local alliances that support the confederacy will be provided with diplomatic ties that will allow native warriors to be recruited in larger groups and faster. Now training Huron Mantlet gives you more experience.
    New Effect: Natives can be created in batches of 10 at the embassy and 5% faster, and Huron Mantlets give more experience when created (+10 XP).
    Why: With the upgrade ‘Huron Sun Ceremony’ the cap is increased to 30, so you could mass this unit in one round. Why would Japan have to be the only one? XD

Lore: The Wendat Confederacy took its final shape shortly after the arrival of the Europeans. Two nations joined the Attignawantan and Attigneenongnahac from other parts of southern Ontario. The Arendarhonon were the easternmost nation of the confederacy. The last nation to join the confederacy was the Tahontaenrat (the smallest of the Wendat nations): they occupied one large village near Orr Lake, southeast of the Attignawantan.
Source :
Note: I hope that makes sense.

  • Possible new unit:
    Cheap and weak transportation (75 wood), but fast and also useful for fishing and exploring. You can create it from the trading post (in addition to the dock) and it will appear at the destination of the naval metropolis. (Limit 5, but does not cost population) You will be given one for free when you ally with the Hurons for the first time.
    It cannot attack, but it generates a slight income of coins (0.20 / s) (Improves + 0.20 / s with each age advance), since it was useful for trading.
    Available from age 1, so you can get hold of the water very quickly.




  • Huron (Wyandot) Confederacy Membership (200f, 200c)​: The Huron Confederacy will increase the strength of your native shipments.
    New Effect: Native unit shipments deliver 25% more units and cost 15% less. Only once: You can use up to two native unit cards that you have already shipped, before using this tech, once again.
    Why:​ There is no tech that helps native unit shipments and considering Wyandot was a Confederacy of allied tribes, this one will fill the void and improve diversity.

Lore: The Wendat were not a tribe, but a confederacy of four or more tribes who had mutually intelligible languages: Bear, Rock, Barking Dogs, and White Thorns (also known as Canoes). The people called their confederacy Wendat or People of the Peninsula. The name “Huron” was given by the French.
NativeAmerican NetRoots- Huron;
The Canadian Encyclopedia- Huron

  • Huron (Wendat) Defensive Measures (200w, 200c)​: Your town are taught the Huron Town Defensive Measures to slowdown invasions.
    New Effect: Your houses and town centers gain Huron Defensive Measures Aura. The same Aura doesn’t stack.
    Town centers: Gain +10% damage. They now reduce the damage of enemies within 16 LOS by 10%.
    Houses: Gain +10% HP. They now reduce the speed of enemies within 6 LOS by 10%.
    Why:​ Huron had fortified villages and longhouses just like Haudenosaunee, so I wanted to explore that. Having one house or 10 houses the debuff will always be 10%.

Lore: “The Huron lived in villages spanning from one to ten acres (40,000 m2), most of which were fortified in defense against enemy attack.”
“(…)Each of the (Huron) sites had been surrounded by a defensive wooden palisade as was typical of Iroquoian cultures. The large Mantle Site had more than 70 multi-family longhouse.” Fortified Huron village; - Palisaded_huron_iroquois_village

  • Huron War Links (200f, 200c)​: The Huron trading will provide material and resources to improve your siege weapons.
    New Effect: All siege units gain +10% damage and are trained 15% faster. Native Siege infantry gain +15% HP instead.
    Why:​ By “Siege infantry that uses no gunpowder” read as “Mantlets, Rams, and Huaracas”. So it’s a nice buff to any Mantlets and Rams and it gives reason for Haud players (more than any other civs) to use this alliance as they are cultural “cousins”.

Lore: “(…)Trade and military alliance seem to have gone hand in hand. The Algonkin of the Ottawa valley and the Susquehannock on the Susquehanna River were both enemies of the Five Nations. Trade links with these people were strong and concerted military action against the Iroquois was occasionally attempted.”
European_contact_and_Wyandot_dispersal (Wikipedia)

The goal was merging the original effects of Sun Ceremony and Trade Dominance into a single technology and creating a brand new effect for Trade Dominance.

  • Huron Trade Dominance (375xp cost): Ships 300f, 300w, 300c. Can be used a second time for 750xp.
    Why: I’m mimicking the “all crates shipments” of Haud. I used the XP cost needed for a 3rd shipment (397xp) for most civilizations considering it’s a Age3 shipment for Haudenosaunee.
  • Huron Sun Ceremony Dominance (400w, 400c): Increases Huron Mantlet train limit by 50% (instead of 200%). Ships 1 Huron Mantlet for every 2 minutes the game has passed, up to 30 minutes.
    Why: 50% is enough to maximize the Huron Mantlet train limit. There is no need for “200%” from Legacy. This tech is hell of expensive and the other is too, so I merged them to brong more value.


Jesuit Mission | Age of Empires Series Wiki | Fandom




  • Jesuits’ Mission Reductions (100f,100c)​: Funding the goal of spreading the Jesuit missions provides planning, knowledge and reports of trading sites and native settlements. Also it allows your Conquistador to scout better.
    New Effect: For 10s: reveal the line of sight of all native settlements, trading post sites and trading posts on the map. TPs are built 25% faster and Conquistador gain +2 LOS.
    Why:​ Focusing the lore of helping the colonization in their own way and the design of messing with buildings- Reductions is just a cheap/filler tech to enrich this Holy Site while keeping it clean and balanced.

Lore: The Reductions were Christian missions that extended successfully around a part of South America. The Jesuits attempted to create a “state within a state” in which the native peoples there would remain autonomous and isolated from colonists and Spanish rule. The reductions achieved a high degree of autonomy within the Spanish colonial empire. (Jesuit reduction - Wikipedia)

  • Jesuits’ Hidalgos (250w, 250c)​: The influence, money, pacts and heritage from nobility, make Conquistador having improved assets to unfold the new world.
    New effect:​ Conquistador gets +10% ranged armor and +1.0x bonus vs siege weapons.
    Why:​ Conquistador is an inferior version of Dragoon in nearly every possible way and nothing but stacking Native cards justify his usage. Considering the role of anti-cav is jus too common, giving them more durability and improving the bonus vs siege weapons seems like a path to make them interesting and set them apart from Dragoons.

Lore: Some Conquistadores were born into hidalgo families, and as such they were members of the Spanish nobility with some studies but without economic resources. Even some rich nobility families’ members became soldiers or missionaries, but mostly not the firstborn heirs./ (Conquistador - Wikipedia & Hidalgo (nobility) - Wikipedia)

  • Catechism (150w,150c): Jesuits teach the recipients of the catechetical work, by recovering the health of your people and allying with natives.
    New effect:​ Healers (except heroes) heal units 20% more and move 10% faster. If you are allied with other minor civs: You can train them at Jesuit Holy Sites as long as you keep this alliance.
    Why:​ Considering we are talking about Jesuits a healer tech suits it. This thumbnail is the “Ilumination” of AOE2 :slightly_smiling_face: .

Lore: Catechisms are doctrinal manuals – often in the form of questions followed by answers to be memorised – a format that has been used in non-religious or secular contexts as well. (Catechism - Wikipedia)

  • Antique Armory (250w, 250c): Spare armors and weapons brought from the Old World are available to your soldiers.
    New effect:​ Delivers an Antique Armory wagon (model is the same as the European Armory with details and more LOS) which can’t be built next to Town Centers (like the Inspiring Flag). When built, 5000HP, Antique Armory provides an aura based upon your selection (60s coldown until you can change it again):
    -Forging: +7% melee damage to your infantry
    -Bodkin Arrow: +7% ranged damage to your archers
    -Scale Armor: +5% HP to your infantry and cavalry
    Why:​ I was inspired by AOE2’s Spain which have Blacksmith perks (hence the thumbnail). All auras are named after AOE2’s Blacksmith techs. :smiling_face_with_three_hearts: :smiling_face_with_three_hearts:


Klamath | Wiki de la serie Age of Empires | Fandom




  • Klamath Work Ethos (100f, 100w, 100c): Villagers gather resources +5% faster.
    Rework: (175f, 175w, 175c) Villagers gather resources 10% faster.
    Why: This tech pays off after several minutes and even so, it might not pay off at all before the match is over. 40 vills with Work Ethos are worth 42 vills, but all those 300 resources could’ve been used to simply produce 3 vills, so you’d have 43 instead
  • Klamath Huckleberry Feast (150w, 150c): Ships 100 food for every 3 minutes the game has passed, up to 30 minutes
    Rework 1: Cost increased. Ships 150f or 200f every 3 min.
    Rework 2: Cost increased. Ships 100f every 2 min.
    Why: It’s cheap but it pays off sooo late: At best, after half an hour you receive only 1000f. Mid-game of 12 min= only 400f.
  • Klamath Strategy (200w, 150c): Klamath Riflemen get +25% attack
    Rework: Cost reduced to 150w, 100c, moved to Commerce Age.
    Why: On top of being more expensive than their Elite upgrade, this tech is unavailable on age2 and doesn’t buff HP. This tweak makes it on pair with the Elite Upgrade cost.


  • Klamath Trade (150f, 150c): improves market buy rate by 25%. Your next age up is 25% faster.
    Why: Differently of many tribes, Klamath praised individual hard work and their results: Wealth was something acknowledge as reward from individual prowess (the technology Klamath Work Ethos derives from it). Nowadays they’re one of the wealthiest tribes in USA. This technology complements the focus on (developing) a better economy given by this minor civ.
  • Klamath Counter Strategy (250w, 250c): At war, Klamath’s tactics shines once more to fight on.
    New effect: Rifle Infantry +15% siege resistance. Artillery + 15% ranged damage
    Why: Klamath lacks a military technology specific techs for skirmishes are rare too.


  • Klamath Work Ethos: Objectively too weak even for its relatively low cost, especially considering food is the easiest and fastest resource to gather, if the most used. The pay off is too little too late. Rework proposals:
    1- Decrease the interval of crates increasing from 3 min to 2 min. This puts it in line from similar tech found with Zapotec, Mapuche, and legacy Aztecs.
    2- Increase the food crates from 100f to 200f. Still pays off more slowly, but now has much more punch. Of course, these numbers could be refined more, but you get the general directions of change.
  • Klamath Huckleberry Feast: Another tech fine in concept but where the numbers are just too low. While this tech has some overlap with similar Asian market techs, I think it’s fine to leave as is in concept. Just have to play with the numbers some more.
    Rework proposals:
    1- reduce the cost of the tech to 50f 50w 50c
    2- increase the effect to 8% and keep the cost the same
    3- increase the effect to 10% but increase the cost, maybe to 125 or 150 of each resource
  • Klamath Strategy: If you don’t know/remember, in legacy the Elite upgrade was also 200w 150c. DE has since put that on sale with a 50% discount, only 100w 75c. Given they’re the same cost in legacy, I think this was meant as a pseudo second elite upgrade. With that in mind, I think this tech should also be reduced to 100w 75c to match the elite tech’s new price.
    Rework proposals:
    1- Cost reduced to 100w 75c. Still locked on age 3
    2- Should the cost remain the same , this tech should receive an additional bonus.


MAPUCHE: Mapuche | Age of Empires Series Wiki | Fandom




  • Mapuche Treaty of Quillin: It could become a passive upgrade where it delivers 100 gold every 3-4 minutes while you are an ally. Immediately gives you 100 gold when upgrading. If the TP is destroyed, and you have already made the upgrade, you should wait the specified time after rebuilding the TP.


  • Anti-cavalry traps: The Mapuches install traps to deter enemy cavalry and thus protect your base and your economy from raiding.
    New Effects: Cavalry lose 40% speed near town centers and crops, and also lose 2 line of sight.
    Why: It is a good improvement to defend the economy without much pressure, forcing the enemy to change their strategy in case they want to raid.

Lore: Mapuches learned from the Spanish to build forts in hills; they also began digging traps for Spanish horses, using helmets and wooden shields against arquebuses. (Mapuche history - Wikipedia)

  • Mapuche Roads: The Mapuche will allow you to use their vast network of roads and you will be able to trade and receive supplies more efficiently. Trade route improvements are cheaper and at the same time the routes are more productive. Supplies arrive faster at their destination.
    New Effect: Trade route upgrades cost 50% less, and give you 10% more resources.
    Supply crates and construction carts arrive 15% faster. In addition, all the supply crates that you have sent so far are re-enabled.
    Why: Only to expand the strategic possibilities. Maybe your idea is to defeat the enemy without having to age and enabling the supplies you have sent so far would be a good way.
    (This is an Inca trail, but I assume they are similar).

Lore: Mapuche territory had an effective system of roads before the Spanish arrival as evidenced by the fast advances of the Spanish conquerors. Mapuche history - Wikipedia

  • Butalmapu: In times of war the Mapuche form the confederation called ‘Butalmapu’, a strong alliance that makes the Mapuche warriors faster, more resistant and stronger. Your crops and harvesting of natural resources (except mining) also improve accordingly.
    New effect: Mapuche warriors with 10% more speed, damage and resistance points. Crops and natural resources (except mining) 5% more productive. (Available in IV age).
    Why: Melee units tend to get obsolete late, so an aidiconal buff would do them good.

Lore: Butalmapu or Fütalmapu is the name in Mapudungun for “great land”, which were one of the great confederations wherein the Mapuche people organized themselves in case of war. These confederations corresponded to the great geographic areas inhabited by the Mapuches in Chile. Butalmapu - Wikipedia

  • Potato Crops: Tuber that is optimal for cold climates: By planting this crop you will obtain food from your crops in the hills and highlands.
    New Effect: More productive food crops by 10%. You will also receive a food crate for each shipment you have made so far.
    Why: The potato is an important tuber in South America and I think it also deserves representation.

Lore: “Potato was the staple food of most Mapuches, “specially in the southern and coastal [Mapuche] territories where maize did not reach maturity”.[44] The bulk of the Mapuche population worked in agriculture.”




  • Mapuche Mantles Textiles (225f, 225c): You bred better livestock and can make the better of their wool.
    Effect: Livestock can store 30% more food. Improves ranged resistance of Settlers by 10%.
    Why: A sudanese technology makes Cavalry and shock infantry get +10% melee resistance for 250w, 250c. This one improves settlers by the same amount.

Lore: “One of the best-known arts of the Mapuche is their textiles, which were used as clothing, as tool and shelter for the home, as well as a status symbol. By the end of the sixteenth century, the indigenous people had bred sheep with more robust bodies and thicker and longer wool than those imported by the Europeans” Mapuche textiles - Wikipedia ¹// -The Magical meaning behind Mapuche textiles - ²

  • Mapuche Silverwork/Mapuche Silver Finery (225W, 225c): Acknowledgement and alliance with the Mapuche tribes strengths the trade and the wealth between you and them.
    New effect: Trading Posts on routes award +30% XP and coin. Native Trading Posts trickle 1.5 coin/s. Improves Market buy/sell rate by 20%
    Why: Coin Stacked? I dunno. But considering Mapuche are on maps where the coin mines are not that abundant and they have technologies focused on coin, I believe this one could be of good use. It’s a cheap tech and it starts gently considering you’re gonna have around 1 settlement anyway.

Lore: “Silverwork is one of the best known aspects of Mapuche material culture. They adopted metallurgy around the Spanish arrival era of the 16th century and during the latter half of the 18th century, Mapuche began to produce large amounts of silver finery”. Mapuche silverwork - Wikipedia ¹

  • Mapuche Clava Hand Club (350w, 350c):
    Effect: Increases the damage, base limit and AOE of Ironwood Clubman and Bolas Rider by 25%, 25% and +1 respectively. Available on Fortress Age.
    Why: Both units are okay and both have special effects (Both Bolas and Clubman has an AOE damage), however they are still sub-optimal when comparing their standard counterparts. Buffing their damage is also an indirect buff due their area of effect.

Lore: “Clava is a traditional stone hand-club used by the Mapuche. It has a long flat body. Its full name is clava mere okewa; in Spanish, it is known as clava cefalomorfa. It has some ritual importance as a special sign of distinction carried by tribal chiefs. Many kinds of clavas are known.” Mapuche - Wikipedia ¹
800 años de antigüedad: Clava mapuche es subastada por $24 millones en París - Duna 89.7 | Duna 89.7 ²


Maya | Age of Empires Series Wiki | Fandom



Mayas have only 2 pitful techs that are not remarkable at all. They would need at least at least four new ones to be even with African Minor tribes.


  • Maya Polities (200w, 200c): The complex polities in Maya states will let you know the arrival of Home City shipments shipped by your opponents.
    Effect: Randomly selects one opponent and boost his passive XP by 10%. When this tech is activated or nullified it is revealed globally to all players. For the next 6 min:
    Home City shipments that naturally deliver wagons, units or crates and arrive to that opponent are revealed to you as well. When five shipments are revealed or you age up this technology is nullified.

    Why: It might be very powerful, but it might work with proper balance. It is suppose to work on cards like 700wood, 6 Musks, 5 villagers, Fort Wagon etc. Effects that tie shipments (Spanish Gold) or civ bonus (free Uhlans) are not considered for the condition.

Lore: Throughout its history, the Maya area contained a varying mix of political complexity that included both states and chiefdoms. These polities fluctuated greatly in their relationships with each other and were engaged in a complex web of rivalries, periods of dominance or submission, vassalage, and alliances.; Researchgate;

  • Maya Astronomy Codex (200f, 200c): Study Mayas’ astronomy and teach to your civilization."
    Effect: Gives books worth of 1000 XP next time you age up. The following age up delivers 500xp instead.
    Why: This one is similar to Zen Meditation (but cheaper due requirement). I’m ok with duplicated technologies as long as the minor natives won’t ever be on the same map.

Lore: The Classic Maya in particular developed some of the most accurate pre-telescope astronomy in the world. At the time of the Spanish conquest they had many books but only four of these codices exist today.
Wikipedia - Maya city

  • Maya Total Warfare (275w, 275c): The wins of Maya armies boost the prestige and power of your alliance.
    Effect: You gain more 50% more XP for every unit killed and every building razed by your Maya Holcan Javelineer. You gain +10% more XP when that is done by your land military units (except siege units).
    Why: This one targets your units but benefits Maya Javelineer even more.

Lore: Scholars have developed models for Maya warfare based on several lines of evidence suggesting critical resources such as water and agricultural land. Some suggest that the capture of sacrificial victims was a driving force behind warfare. New evidenced point out that violent, destructive warfare targeting both military and civilian resources (often referred to as “total warfare”) was taking place even before a changing climate imperiled Maya agriculture NatGeo - ancient-maya; Wikipedia- Maya_warfare

  • Maya Altar (300f, 300c ): Every enemy killed favors the prestige of your Maya soldiers.
    Effect: Maya Holcan Javelineer gains more damage (+10%) and better rof (+7%, except siege ) for each enemy they kill (up to 3 kills ).
    Why: This tech is literally the “promotion” that was presented by KOTM and suits Mayan warfare culture: the bravest soldiers had the most prestige. My original proposal had a temporary perk but since the devs can made it permanent I’m doing it too.

Lore: Although warring leaders undoubtedly benefited materially, one of the main goals may have been to acquire sacrificial victims. Sacrifice not only legitimized the ruler by intimidating rivals and awing the citizens, but was also associated with concepts of sacred fluids and the passage of time. Warfare is alluded to in to the mythology of the Popol Vuh. Wikipedia- Maya_warfare

  • Maya El Dorado (175f, 175c ): Maya wealth and mines benefit your own economy as well.
    Effect: Gives a trickle of 1.5 coin. Increases this trickle by 0.6 coin for each Maya trading post you have.
    Why: They only have 1 economic technology so I believe one more would help a lot.

Lore: El Dorado was a mythical city said to be rich with gold, first reported in Europe in the 16th and 17th centuries. The rumoured location of El Dorado is disputed in different sources, but most commonly said to have been in South America. Trade in Maya civilization


  • Maya Cotton Armor: This tech is too expensive. I believe that reducing the cost a bit or having a secondary bonus effect for their unit (e.g: Holcan Javelineer = +10% ranged armor) would be better.
  • Maya Calendar: It applies to all food gathering but the cost feels a bit too much: cost reduction or small effect boost would be nice.




  • Unnamed new Mayan tech:
    1. I’d like to reference one of the civ bonuses from AoE 2. A tech that reduces the cost of foot archers, say by 15%, could work but might be overpowered for civs like British or Japan.
    2. This tech could increase the gather yield of all natural resources (hunts, livestock, berries, trees, mines, and fish). My first thought is the effect should be just 5% and cost 100 of each resource. This would put it in line with Klamath Work Ethos.


  • Maya Cotton Armor: Lowering the cost to 200w 200c to bring it in line with Infantry Breastplate and Zapotec Cult of the Dead. If stretching it, you could maybe tack on +.1 melee armor
  • Maya Calendar: It applies to all food gathering but the cost feels a bit too much: cost reduction or small effect boost would be nice.




  • Crowbar (Atlatl): Holcan warriors’ accuracy, range, and lethality are enhanced by the use of the crowbar.
    Effects: Holcan Warrior becomes ‘ranged shock infantry’ with missile resistance. Bonus +1.0 damage against cavalry and shock infantry, and improved range +4. (Why not?) (Available in IV ead).
    Why: I think it could be a counterpart to Eagle Runner Knight to make it more efficient in the late game.

Lore: “The dart is thrown by the action of the upper arm and wrist. The throwing arm together with the atlatl acts as a lever. The spear-thrower is a low-mass, fast-moving extension of the throwing arm, increasing the length of the lever. This extra length allows the thrower to impart force to the dart over a longer distance, thus imparting more energy and higher speeds.” Spear-thrower - Wikipedia

  • Limestone mines: This resource with which the Mayans build is now at your disposal, which means that you can build walls earlier and faster. Also defensive buildings like towers and forts do not require wood to upgrade.
    New effect: Walls are built 50% faster and the bastion upgrade is free and moves to age II. Upgrading defensive buildings does not consume wood.
    Why: In the DE the bastion was moved to the third age, but maybe some things should come back from time to time.

Lore: The Maya built their cities with Neolithic technology;[227] they built their structures from both perishable materials and from stone. The exact type of stone used in masonry construction varied according to locally available resources, and this also affected the building style. Across a broad swathe of the Maya area, limestone was immediately available.[228] The local limestone is relatively soft when freshly cut, but hardens with exposure. There was great variety in the quality of limestone, with good-quality stone available in the Usumacinta region; in the northern Yucatán, the limestone used in construction was of relatively poor quality.[227] Volcanic tuff was used at Copán, and nearby Quiriguá employed sandstone.[228] In Comalcalco, where suitable stone was not available locally,[229] fired bricks were employed.[228] Limestone was burned at high temperatures in order to manufacture cement, plaster, and stucco.[229] Lime-based cement was used to seal stonework in place, and stone blocks were fashioned using rope-and-water abrasion, and with obsidian tools. The Maya did not employ a functional wheel, so all loads were transported on litters, barges, or rolled on logs. Heavy loads were lifted with rope, but probably without employing pulleys. Maya civilization - Wikipedia


  • Commoners:
    Arch infantry unit, effective against infantry. You can also hunt, build houses and work on crops and in mines.

Lore: Life for Maya commoners involved hard physical work. That doesn’t mean their lives were unhappy or unsatisfied. Farming families lived simply but ate well. Their work that provided food for the family and the surplus fed everyone else. Women worked daily in their homes, cooking, grinding corn, raising the children, tending gardens, checking beehives and weaving cloth for their own clothes and the market. Men and boys went off to tend fields called milpas where maize or corn, beans and squash grew together. The central crop was maize but they also grew chili peppers, sweet potatoes, avocados, tomatoes, papaya, onions and garlic. Some families kept livestock like dogs, ducks and turkeys. Men also hunted deer and a wild pig known as a peccary and fished in the rivers, lakes and oceans. Daily Life for a Maya Commoner - History
Maya civilization - Wikipedia


Navajo | Age of Empires Series Wiki | Fandom




  • Navajo Livestock Herding (200f, 150c): Navajo’s livestock ownership and agriculture are symbols of resourcefulness and prosperity. You’ll receive sheeps while this allaince is kept.
    Effect: Spawns 3 sheep for every Navajo Trading Post you own and 2 sheep when you receive a shipment. Reduce the training cost of livestock by 25%.
    Why: This tech complements Navajo Sheperds and mimics Navajo’s history of keeping large herds of livestock. It delivers unfattened sheeps (50 food) subjected to global limit (30) so it pays off slowly and doesn’t mess Treaty.

Lore: “Through Spanish colonists, the Navajos began keeping and herding livestock as a main source of trade and food. Later, sheep became a form of currency and status symbols among the Navajos based on the overall quantity of herds a family maintained.
Navajo Nation Department of Agriculture/ Northern Arizona University/ Wikipedia-Navajo

  • Navajo Hogan Dwelling (125w, 125c): Improves your settlements as the Navajo teach you the efficiency of Hogans.
    Effect: Grants 10 population without the need of house. Houses and Town Centers are 10% cheaper. Buildings have their repair cost reduced by 25%.
    Why: Honestly: filler tech. I couldn’t think of anything worthy for it. There are already plenty of techs and cards that improve the HP, construction speed and cost of buildings.

Lore: A hogan is the primary, traditional dwelling of the Navajo people but rarey used today. Some older hogans are now still used as dwellings and others are maintained for ceremonial purposes. Traditional structured hogans are also considered pioneers of energy efficient homes.
Wikipedia- Hogan/ stay-in-a-hogan

  • Navajo SandPainting (300f, 300c): The Navajo’s traditional Sand painting ceremony will heal your units.
    Effect: Heals all idle economic units, native units, infantry and cavalry (in that priority order) by 600HP over 2s.
    Why: This is a lore technology and it’s unique because it works like ’s only similar to China’s wonder (1000HP over 1s for all units). The devs can tweak the power and the cost because I’m not sure about them.

Lore: Sand painting is an art form but it is valued among the Navajo primarily for religious rather than aesthetic reasons. Practitioners believe sitting on the sandpainting heals the patient’s mind, body and soul by having the sandpainting absorb the ilness, then it is destroyed. -Sandpainting /Wikipedia-Sandpainting /Navajo arts symbols

  • Navajo War (300w, 300c): Navajo Rifleman gets ready for war to defend themselves against new enemies. Available at Fortress Age.
    Effect: Navajo Rifleman gains more range and LOS (+4) and becomes a Rifleman with proper multipliers.
    Why: Navajo Rifleman is a weird unit (low range, no multiplier, no rifleman tag). Although 3 minor tribes have a skirmisher unit I’d like to see Navajo Rifleman back to being a “real skirmisher”. If not, it would’ve been good seeing him as a Musketeer unit or any other. Current Navajo is gimmick.

Lore: Navajo Wars covers at least three distinct periods of conflict: the Navajo against the Spanish (late 16th century through 1821); the Navajo against the Mexican government (1821 through 1848); and the Navajo against the United States (after the 1847–48 Mexican–American War). Wikipedia- Navajo_Wars


  • Navajo Weaving: Buff it to match Cree Tanning or rework it completely. The current effect is very weak.
  • Navajo Craftsmanship: could have its cost reduced a bit.
  • Navajo Shepherds: could use a small convertion to coin (i.e: 200w-> 150w, 50 coin).


Navajo Rifleman: Back as a rifleman unit.



  • Navajo Raiding Party - sets multiplier vs villagers to 1 and grants the rifle infantry tag.


Nootka | Age of Empires Series Wiki | Fandom



  • Loyal Nootka War Chief: Nootka already has a warchief, and now it can be made into a hero.




  • Nootka Bark Clothing(125w, 125c):+50% vil hp for 125w 125c. Fine tech, no overhauls needed. Maybe you could reduce the cost somewhat, but the concept is solid. Maybe it also increases the hp of Nootka units by 10% but that’s pushing it.
  • Nootka Potlatch (300f, 300c): Since the tech only affects the Clubmen, I think it’s fine to double down and make it even stronger. Instead of a 10% discount, I say it should be a 20% or even a 30% discount and also a +50% build limit. This would pay off, rather than after 60 Clubmen, after only 30 or 20. Now, that’s a very large effect and maybe the tech should be made more expensive. But I don’t mind, since at the end of the day all of this is being put back into the Clubmen and the Clubmen alone (which is still a mildly underwhelming unit) so I don’t mind giving them silly buffs, especially when it wouldn’t affect their performance in combat.
  • Loyal Nootka War Chief (200w 200c): His limit increases by 1 for each Trading Post you own, so it could be interesting setting his limit to 1 if he turns into a hero .
    Overview: As it stands, he’s basically a 2-in-1 Clubman with a large splash attack and slightly better siege, You could increase his stats even further, say to a 3-1 clubmen, but I think you could make some changes that are much more dynamic. As I see it, there are two directions you could go to overhaul the Nootka Chief:
    Option A) One possibility is to turn the Chief into a Mansabdar type unit. He’d gain an aura that increases the attack and hp of all nearby Nootka Clubmen by 10% each.
    Option B) Turn him into a Hero unit. This would grant him standard regeneration, the ability to collect treasures, and also to build TPs and Native Embassies. He would also respawn on a timer at the military shipment point and would not shadow tech (but would still be effected by the Nootka upgrades). A good ability for him would be an Oberhau attack (like the Aztec War Chief): it would be an active ability which is double the strength of the standard attack with an even larger area of affect than the regular attack.
    Option B) (further analysis): Another bit of balancing would be the addition of the Hero tag. This opens up the weakness to units with bonus damage against Heroes (spies, advanced scouts, ninjas, etc), but it also allows him to be buffed by home city cards targeting explorers (if they affect all heroes, which some do), by treasures that increase hero hp, and by the Capitol explorer upgrades Peerage and Knighthood. In this instance, I wouldn’t mind increasing the cost of this tech, say to 300w 300c, or else to 200f 200w 200c to match the Tufohen or Sultan.




  • Nootka Whaling Harpoon (275f, 275c)​: The Nootka will provide a spot for whaling.
    New Effect: Ships 1 Grey Whale to your Naval Shipment Point with infinite coin resource (max: 4 boats over it). .
    Why:​ There is no tech about this important characteristic of the Nuu-chah-nulth. This is exactly like that Mexican Whale card. Nootka also appear mostly on naval maps!

Lore: Carbon dating shows that the Nuu-chah-nulth peoples hunted whales over 4000 years ago for both blubber and meat. While whaling provided the Nuu-chah-nulth nations with an important source of food and blubber - which could be rendered into oil - it also played an important role in social life as well.
Whaling- wikipedia

  • Nootka Subsistence (200f, 200w, 200c)​: Nootka’s culture will make all natural resources last longer
    New Effect: All natural resources last 10% longer.
    Why: Filler tech. Coin mines, animals, berries, fish and trees will benefit of it.

Lore: While the Nuu-chah-nulth nations did rely on whaling as an important food and oil resource, the territories they lived had many other food sources including the bounty of food to be found in both the ocean and on the land.
Nootka- wikipedia

  • Nootka Cypress Handcrafting (250w, 250c): The Nootka handcrafs with cypress increasing the resilience and value of your buildings and ships.
    New Effect: Boats and buildings: gain +10% HP and +10% Build XP. When your buildings or ships are destroyed by your enemies, you receive 20% of their wood cost back.
    Why:​ The Nootka cedar had a very important use throughout Nuu-chah-nulth’s culture. They also lack a building technology so here we go.

Lore: Nootka nations extensively used the wood and bark of red and yellow cedar trees as both a building material and to produce many different objects (totem poles, canoes, baskets…). The Nootka cypress goes by many names (Yellow cypress, Alaska cypress, Nootka cedar) but the physical properties of the wood make it an attractive material for both general construction and boat building.
Callitropsis nootkatensis- History
Baldwin Park Philly - Yellow Cypress

  • Nootka Furor (200f, 200c): The Nootka Furor makes all your Nootka do more damage as their HP goes down.
    New Effect: Nootka attack faster and with more damage as their HP goes down, specially their siege damage.
    Why:​ Somehow they remind me of AOE2’ Berserker. Considering they are just a random Pikeman (which need generous buffs) this ability can be added either naturally or through this technology.

Lore: Filler tech to increase Nootka’s power.
Brooklyn Museum- Whale boneclub


  • Nootka Potlatch (300f, 300c): Nootka Clubmen cost -10% and train time -50%
    REWORK: Nootka Clubmen: gain 5% HP and train time -50%.
    Nootka Warchief: Reduce the cost to train him by 10%. Heals his HP by 100% if he is alive. If he is a hero and is fallen/dead he is respawned at your military shipment point with full HP.

    Why: This technology ain’t bad but the cost is ridiculously high for such a simple effect, considering Cree has a similar tech for a third of the price (faster natives for 100f, 100c). I’ve also added a tiny bonus for War chief.
  • Loyal Nootka War Chief (200w, 200c): Spawns a Nootka War Chief and enables Nootka Settlements, Native Embassies and Heroes to retrain him.
    REWORK: He now acts like a Mansabdar buffing Nootka Clubmen’s HP & dmg by 10%. He can also be turned into a hero unit.


Quechua | Age of Empires Series Wiki | Fandom




  • Quechua Reciprocity (150w, 150c): QuechuaI’s values of Ayni (mutualism) improves the building time for you.
    Effect: Settlers build 20% faster (except walls and defensive buildings).
    Why: Filler.

Lore: Ayniy (today for you, tomorrow for me) can refer to either the concept of reciprocity or mutualism among people of the Andean communities or the practice of such concept. As a verb, this often refers to the cooperation between the members of a community when one member gives to another, he or she is entitled to receive something back.
Ayni: Honoring the Humanity in All - Global Volunteers
Ayni - Wikipedia

  • Quechua Mountain Llamas (200f, 200c): Living and respecting the Quechua allows you to receive llamas.
    Effect: YouI’ll get 1 semi-fatten llama (250f) with every shipment you receive from now on. Max Mountain llama you can have at the same time: 8 llamas.
    Why: I believe it’s a good addition and the devs can balance the amount of food better than me.
    Lore: Llamas are used and valued by the Andean communities.
    Andean civilizations - Wikipedia
  • Quechua Royal Warriors (350f, 350w, 350c ): The Ayllu traditions present experienced warriors to help your army and share their knowledge of warfare.
    -Delivers 1 Quechua Huaminca for every 3 minutes the game has passed up to 30 minutes.
    -Delivers 1 Quechua Bolas Warrior for every 5 minutes the game has passed, up to 30 minutes.
    -These units have their HP and damage increased by 10% for every 10 minutes the game has passed, up to 30 minutes (only the units delivered by this tech).

    Why: It delivers 2 unique units at different times so you don’t have to wait for an “even minute” to use it. At best it gives you 10 Huaminca and 6 Bolas (1240f, 450w) with +30% atk/HP. It’s definitely a late game tech (it mimics the time that has passed for the “Ayllu heritage” to show up).
    Lore: The ayllu, a family clan, is the traditional form of a community in the Andes, especially among Quechuas and Aymaras. The Inca Army was also composed by nobles and common men and every Inca soldier carried a different kind of weapon according to his origin in the ayllu.
    Inca army - Wikipedia
    Ayllu - Wikipedia
    Ayllu |


Seminole | Age of Empires Series Wiki | Fandom



Overview: My goal is complementing Sharktooth Bowman’s guerrilla tactics vs buildings with a heavy infantry that can protect them from cavalry/shock infantry and still help them with hit and run tactics (hence the speed and the new Wetlands Medicine tech).
Right now Seminole is by far the worst minor civ in the game: they currently only have two techs that are situational and expensive and their unit has a ridiculous 12 range. I’m expanding them into being a bit more generic while preserving their original design.

  • Seminole Oath (175w, 175c)​: The oath sworn by Seminole tribe strenghts the reminiscents of the past.
    New Effect: One random card that you have already used this match is available again.
    Gives 10XP for every unit lost but not deleted, before this technology is researched up to 400xp. Max XP given is increased by 100XP every age until Imperial Age (Imperial Age=800xp).

    Why:​ Filler general technology, so anyone can benefit from it. It’s a cousin from Dia de Muertos.
  • Seminole Wetlands Medicine (100f, 100c)​: Seminole use herbal medicine to your people.
    New Effect: Seminole Trading Post and Native Embassy heal nearby units like a Field Hospital (10HP/s). Settlers and Seminole units garrisoned inside Town Centers or Defensive buildings are slowly healed (5HP/s)
    Why:​ Besides lore, this is a homage of Herbal Medicine technology from AOE2. Seminole units can harass enemies and run away to a nearby TP for heals.
  • Seminole Alliance (400f, 400c):
    New Effect: Summons a party of 5 Black Seminoles to help you, moves them to Commerce age and improves their training time by 5%. For 30s: Seminole Sharktooth Bowman are trained 50% faster.
    Why: They are meant to work together. Black Seminole protects Bowman from raids as Bowman covers Black Seminole from Skirmisher attacks (that’s why Seminole Rifleman has ranged armor and low ranged damage).

Lore: The Second Seminole War (1835–42) marked the height of tension between the U.S. and the Seminoles, and also the historical peak of the African-Seminole alliance. In councils before the war, they threw their support behind the most militant Seminole faction, led by Osceola. In addition to aiding the natives in their fight, Black Seminoles recruited plantation slaves to rebellion at the start of the war.

  • New Unit: Veteran Black Seminole Rifleman (available at Fortress Age, build limit of 10)
    Type: Musketeer unit which low ranged damage, low bonus vs cavalry. However he has a decent siege damage and bonus vs shock infantry. Available on Fortress Age.
    Cost: 70f, 40w
    Stats: to be balanced but speed is 4.5 (has ranged armor instead of melee armor so he can work with Seminole Bowman)
    Passive Ability: up to +10% speed and +25% HP when Seminole Sharktooth Bowman are nearby (value is reached when 10 Bowmen are nearby)

Lore: - Historically, they lived mostly in distinct bands near the Native American Seminole. Some were held as slaves, but they had more freedom than did slaves held by whites in the South and by other Native American tribes, including the right to bear arms. Black Seminoles - Wikipedia
- Black Seminoles (also called Seminole Maroons or Seminole Freedmen) were a group of free blacks and runaway slaves (maroons) that joined forces with the Seminole Indians in Florida from approximately 1700 through the 1850s. The Black Seminoles were celebrated for their bravery and tenacity during the three Seminole Wars. Black Seminoles | people | Britannica


  • Seminole Boyers: Archers gain 20% damage (instead of 15%). Increases Seminole Sharktooth Bowman’s ranged armor by 10%.
    Why: DE made this tech go from +25% damage to +15% damage, which makes it the most irrelevant tech in a trading post ever. I’ve added a small tweak to Sharktooth Bowman too.
  • Seminole Guerilla Wars: Also: increases Seminole Sharktooth Bowmen siege range to 16
    Why: I hope the unit is reworked into having at least 16 range which is the default for Crossbowman. Tying it with Musks is really bad.




  • Unnamed 3rd tech - Most native tps have a mix of military and economic technologies, so I’d like for the Seminole’s 3rd tech to be economic. I suggest it should increase the gather rate of all sources of food (hunts, livestock, berries, fish, and mills) by 15% for 200w 200c.
    Why: Think of this tech as the food equivalent of the Navajo coin gathering tech Navajo Craftsmanship. Going off that tech, this seems overpriced, so you could argue for adjustments to the numbers, but those are the finer details. In game, I think this works well since the maps Seminole are found on (Florida, Carolina, etc) tend to be high in natural food, so this tech can be put to good use. And since all civs need food, this gives those like Dutch and India who don’t make their own archers a reason to ally with Seminole (aside from making Sharktooth of course).


  • Seminole Bowyer - I agree that +15% archer attack for 250w 250c is underwhelming given the price and increasing it to +20% would be a nice buff. Alternatively you could keep the effect the same but reduce the cost to 200w 200c.
  • Seminole Guerilla Wars - I think this tech should still grant Seminole Sharktooth +3 multipliers vs buildings for their siege attack (x4 in total) but it should also give all archers +1 multiplier vs buildings (x2 in total).
    Why: This would greatly improve the value and applicability of the tech without a) making it busted (hopefully) and while b) keeping the bulk of the effect on the Seminole Archers so they retain something of a niche. Now, if you really wanted to get crazy, this tech could also increase the range of archer siege attacks, though that’s probably overkill.



  • Seminole Guerilla Wars: I would say that it should have a similar benefit to the British longshot where they have siege attack from a long range. Also a burn over time against buildings.


Shaolin Temple | Age of Empires Series Wiki | Fandom




They need more improvements. Furthermore I went for a focus on Shock Infantry, specially because Rattan Shield lack any multiplier, remarkable speed, effect or health.

  • Shaolin Sutra (250f, 250c, 250w )​: Study Buddhist Sutras awards you one shipment, but it will arrive twice as slow.
    New Effect: Gives you 1 shipment to use. The very next home city card you select arrives in 100s.
    Why:​ I like this tech because it block the greedy “gotta go fast” meta. You might be greedy to need a shipment but beware: it will take quite a few time to be ready. It’s a double-edged sword.

Lore: Sutras are canonical scriptures, many of which are regarded as records of the oral teachings of Gautama Buddha. They are not aphoristic, but are quite detailed, sometimes with repetition. Sutra

  • Shaolin 18 Hands Style (200w, 200c)​: Shaolin teach Luohan’s 18 hands. With Kung Fu lessons your shock infantry are better in fighting.
    New Effect: Shock infantry move 7.5% faster and their hand attack is 10% faster (Unarmed shock infantry attack 20% faster instead).
    Why:​ By “Unarmed shock infantry" read it as “Disciple” & " Chasqui": Lore-wise, I decided to further benefit “unarmed shock infantry” so China players can have more reason than other players to ally with Shaolin Temple because of the Disciple. I did a similar thing regarding Sufi and India.

Lore: Shaolin combat methods are taught via forms. The most famous styles of Shaolin kung fu is the 18 hands: Shaolin Luohan’s 18 hands movements are simple and straight, their methods are mostly done by the palms of the hands. Fists, hook hands, and other hand gestures and kicks are less used. Luohan quan

  • Shaolin Mahayana Routine (250f, 250c)​: Shaolin diet makes your units cost a bit less food.
    New Effect: Military units cost 5% less food and trained 5% faster ( Rattan Shield is trained 10% faster instead).
    Why:​ This is a mix of economic + military perk, inspired by one from OperaticShip743

Lore: The monks in Shaolin Monastery practice modified form of Mahayana Buddhism. It is called Chan Buddhism which spread to Korea and Japan. Generally, there are 3 main schools/branch of Buddhism and Mahayana is the strictest one in term of their diet.


All seem fine. Dim mark could have been cheaper though. Rattan Shield needs something. He is a very bland unit.




  • Anti-Pirate Repellency: Shaolin monks strongly repel pirate invaders, dealing additional damage against mersenaries, outlaws, and treasure keepers.
    Effect: Rattan shields gain (1.XX) good against mercenaries, outlaws, and human treasure keepers.
    Why: I think there is not a single native with bunus against this type of units.

Lore: "As part of their mind/body training, the wǔsēng practiced Shaolin martial arts or Shaolin Quan (少林拳; Shàolín Quán); more precisely, Shaolin Chuan Fa, or Quan Fa (Traditional Chinese: 少林穿法; pinyin: Shàolín Chuān Fǎ; Wade–Giles: Shao Lin Ch’üan Fa; literal: “Shaolin fist technique”). The term chuan is the Chinese transliteration of the Sanskrit term mukti (मुक्ति; “clasped hand”). The suffix fa is the Chinese transcription of the Sanskrit word dharma (धर्मा; “teachings of the Buddha”). When reverse translated back into Sanskrit, Chuan Fa means Dharmamukti (धर्मामुक्ति; “closed hand of the Dharma”). Shaolin Chuan Fa is part of Ch’an martial arts (Traditional Chinese: 禪宗武術; pinyin: Chánzōng wǔshù) which combines Ch’an philosophy with the martial arts of the Shaolin Temple.

During the rule of Emperor Zhengde (1505-1521), a Shaolin warrior-monk (Shàolín wǔsēng 少林武僧) named Blanched served against the wokou pirates in numerous battles. On one occasion, he was surrounded by a dozen or so pirates. He fended off their sword and spear strikes and used the “light body” technique to jump out of the circle and capture two pirates simultaneously. The other pirates took a defensive posture and retreated." Shaolin Monks Versus Pirates

  • Buddhist diets: This type of meatless vegetarian diet makes it more profitable to feed your population, which reduces the cost of soldiers and workers, and encourages the collection of berries and crops.
    Effect: All units cost 5% less food, berry bushes last 50% longer, and harvest 20% faster. Food crops are harvested 5% faster.
    Why: Berry bushes don’t usually have many upgrades to be harvested efficiently and many (or all) of the maps where there are shaolin, there are berries.

Lore: "Their eating habits are nothing short of fascinating with the strict laws of Buddhism, they have a meek but mighty diet. One of the principles they should abide by is to abstain from killing. Typical staples of a monk’s diet include salads, beans, lentils, noodle soups, and stir-fried or steamed vegetable dishes. Simple and always seasonal, as they believe that which is presently growing on this earth is the exact food we are meant to be eating at this time of year for optimal nourishment". Why did the Shaolin Monks and Gladiators follow a plant-based diet? – Roshni Sanghvi
Buddhist Diet: How It Works and What to Eat



Sufi Mosque | Age of Empires Series Wiki | Fandom



War Elephants:
They are just a weaker/cheaper version of Mahout Lancer. To set them apart I’d give them a +0.25 speed bonus to make them more unique. Mahout’s speed is 6.0, so War Elephants would be +0.25 faster than Mahouts.


  • Sufi Elephant Endurance (150w, 150c): The same endurance learned in the holy site are linked to your elephants.
    New effect: All elephants gain +10% melee armor and +5% ranged armor
  • Why: This an example of how specific techs should be: it targets Sufi War Elephants, but it gives more reasons to Indians/Ethiopians, who have Elephants, to pursue this alliance.

Lore: “There were many military purposes for which elephants could be used. In battle, war elephants were usually deployed in the centre of the line, where they could be useful to prevent a charge or to conduct one of their own. Their sheer size and their terrifying appearance made them valued heavy cavalry”. War elephant - Wikipedia

  • Sufi Clash of Elephants (300w, 300c): The Sufi prepares a trio of triple threat to your cause.
    New effect: Delivers 3 War Elephants. This tech has a long research time (90s).
    Why: The Sufi lacked a military tech: This tech makes having War Elephants (600f, 240w) considerably cheaper (300c, 300w), however, it takes quite a few time to be ready, so it’s a interesting trade.

Lore: "Parade of elephants, Herd of elephants or Clash of elephants are all terms used to describe a group of elephants”. Collective noun elephants

  • Tariqa (300f, 300c) Practice tariqa, one of the four stages of Sufism to welcome the dawn of a new age to your town.
    New effect: Increases the HP of all your land military units by 5%.
    Why: This is a mix of military and economic perk.

Lore: "A tariqa is a school or order of Sufism, or specifically a concept for the mystical teaching and spiritual practices of such an order with the aim of seeking which translates as “ultimate truth”. Tariqa - Wikipedia


  • Fasting (200w, 200c): Villagers (and Fishing Boats) get -40% hit points but gather 10% faster
    REWORK: Hitpoints reduced to -35% instead.
    Why: Great coat and similar techs counter balance this “con”, but considering several cards and techs already boost gather rate, having -40%HP is just too excessive.
  • Sharia (100f,100c): Villager train limit +10%.
    REWORK: Villagers train limit +10. Change the kill XP of your villagers to 1 XP.
    Why: On paper it’s a cheap and good tech. In reality only Dutch get the best value because it is quite circumstancial. The new perk is small but it’s a reason to use it sooner.




  • Fasting: It’s fine like this, but instead of reducing the resistance points of the villagers, you should rather slow down their creation. It could become a button in the town center or trading post, where you can toggle between slowing the creation of villagers to get the bonus or vice versa .


  • Pasture: Cattle are cheaper.
    Lore: The Bedouins are expert herdsmen and they know how to obtain resources for cattle in the desert.
  • Bedouin families: Villagers have more resistance points and better attack.
    Lore: The Bedouins teach you how to endure the harsh conditions of the desert and obtain its resources. :slight_smile:Bedouin - Wikipedia

Note: My proposals would apply more to Bedouins than to Sufis, however I leave them there.


Tupi | Age of Empires Series Wiki | Fandom




  • Ruvicha (200f, Age I)​:
    New Effect: Delivers 1 hero (can have as many as the available TP’s), Shoots musket, takape for melee, have warchief aura that increases infantry attack damage by 10%(does not stack), has the 90s cooldown ability “Fearsome ritual” to insta melee kill a single unit (including enemy hero).
  • Poison arrows (150w,150c, Age II)​: .
    New Effect: Gives Blackwood archers posion damage (3 damage for 5 seconds).

Lore:​ Poison arrows were used by the Chiriguaná and Tupinambá

  • Ka’a (yerba mate)(200w, Age II):
    New Effect: Delivers a Yerba-mate grove, task settlers to gather endless coin from it (faster than mills, slower than mines).

Lore:​ Tupi fought and allied the Spanish. Eventually employ spanish tercio tactics under the direction of the Jesuits (1640), the use of yerba-mate (ka’a) was popularice from that point

  • Lingua franca of the south (yerba mate)(150c, Age II):
    New Effect: reveals the location of enemy buildings (300 seconds cooldown).
  • Marriage alliances (500w, Age III):
    New Effect: reduce the cost of settlers 20 %.

Lore:​The Tupi had alliances by marriage


  • Blackwood archer (50f, 50w/ Age I): Reworked unit- Archer, good against heavy infantry, bad against cavalry, use takape for melee (the same as original up to here) can hunt and gains poison damage upon technology research…
  • Hunter with boleadora (60f, 30c/ Age II): ranged infantry can hunt, good at range against cavalry (slow down when hit), good melee (stone axe) against heavy infantry (same model as Inca but without the shield). Max: 10;
  • Pajé (Shaman) (60f, 30w/Age II): Monk/iman, heal nearby units, has aura to increase infantry movement speed by 1 (does not stack), can “revive” fallen heroes at 10% their health. (Max :1 non hero);
    Lore: The tupi had in common the figure of the Pajé (Shaman) that lead migrations
  • Ava (person) Warrior (90f, 30c/ Age III): heavy infantry, shoots musket, sabre for melee, almost strong as janizary, when trained, each subsequent unit is 10 resourses cheaper. (Max: 10);

CONCLUSION: With this changes it gives you early advantage(I), intel(II), economic push(II) and a good number of decent units (III)



  • Tupi Poison Arrow Frogs: the Tupi archer should have a poison attack, that it can be enabled by default or by upgrading their Tupi Poison Arrow Frogs technology



  • Herbalism: Villagers gather wood 10% faster Native warriors and civilian units regenerate hit points when close to trees and/or Berry Bushes (Same as Yoruba Herbalism)




  • Tupi Guarana Seeds (200f, 200c)​: Consuming guarana will improve the HP and damage of all your units temporarily.
    New Effect: For 300s: all units get +8% hit points and attack and their speed is boosted by 5%.
    Why:​ I don’t like bland HP & damage buffs, but I feel the lore matches the effect. It applies to land and water units. It’s like the Mexicans’ pepper cards.

Lore: As a dietary supplement or herb, guaraná seed (native to the Amazon basin and especially common in Brazil) is an effective stimulant: it contains about twice the concentration of caffeine found in coffee beans. Guarana - wikipediaThe Legend of Guaraná

  • Tupi River Fishing (250w, 250c)​: The Tupi and other tribes fish.
    New Effect: Boats gather yield rate +20% (aka: fish last 20% longer). Delivers 2 Canoes and canoes fish 10% faster.
    Why:​ Fishing was an important part of Tupi culture, specially to the ones nearby Amazon River. I didn’t add anything regarding farming because it is too present in legacy and african natives.

Lore: Agriculture, hunting, fishing and gathering of fruits were also based on Indian traditions". Tupi people - wikipedia

  • Urucum Body Painting Ceremony (250f, 250c)​: The Pajés start a ceremony with body painting to strength your units.
    New Effect: Delivers 1 Pajé Hero (Medicine man) that can heal units greatly (15HP/s) even when they are moving and has a protection Aura (reduce the damage taken by your Natives Warriors by 5%). All units that regenerate their HP will now do it 10% faster (10HP/s-> 11HP/s).
    Why:​ I would like to keep giving original or unique effects. Only a few units have auto healing (heroes, Spahi and a few others) so this tech is pretty cheap.

Lore: It may also be referred by its original Tupi name uruku , urucu or urucum (“red color”), which is also used for the body paint prepared from its seeds.
Body painting has several meanings: rites of passage, group or individual protection, wedding ceremonies, mourning or healing ceremonies, or the warrior or religious function ; Body painting- arte indigena
Article - Indian paintings: ethnicity & identity- in portuguese

  • Tupi Black Forest Echoes (200w, 200c)​: Inside the deep forest they live in, the Tupi natives know the paths and terrain.
    New Effect: For 5s: Reveals the enemy line of sight. When they detect a tree: Pets, Explorers, settlers and archers move 10% faster.
    Why:​ This one is more based on the richness and extension of Amazon back in the 16th century and the fact Tupi tribes dominated South America.

Lore: “As you walk through the rainforest, you may be surprised by how dark it is. Because of the dense canopy of leaves and tree branches above, only a tiny amount of light actually reaches the forest floor.” Visiting the Amazon Rainforest


  • Tupi Poison Arrow Frogs (Archers get +10% attack):
    Rework: Archers get +15% ranged attack. Tupi Blackwood Archer’s arrows do poison damage.
    Why: Why not?


My suggestion: +1 range with every buff and poison damage after the ‘Tupi Poison Arrow Frogs’ update.


Udasi Temple | Age of Empires Series Wiki | Fandom



Overview: Pretty mediocre minor civilization with pretty uninteresting and situational effects. The focus is giving them much more variety while adapting sikh culture and applying it to both unit and lore.


  • Langar (150f, 150c)​: Sikh community kitchen provides a steady income of food to your people
    New Effect: Gives a trickle 2.1 food/s. For each Udasi Temple you control increase this food trickle by 0.8 food.
    Why:​ This one promotes the maintainance of the alliance (2.9f) since it provides less income if you lose their trading post. It cost food so you can only see the benefit quite some time after and you can use it along my Bhakti tech.

Lore: “A langar is the community kitchen of a gurdwara (place of assembly and worship for Sikhs), which serves meals to all free of charge, regardless of religion, caste, gender, economic status, or ethnicity. The meals served at a langar are always vegetarian.”

  • Udasi Science of Weapons (150w, 150c)​: Build this alliance so the Sikh can set up bootcamps and train your army more efficiently.
    New Effect: Ships 2 military rickshaws (builds barracks, stables, War Hut…). Train time of all military units: -5%.
    Why:​ This technology promotes the discipline and respect of Shastar Vidya. Udasi also lacks military improvements, so this one is pretty straightforward and attractive to any civilization.

Lore: “Sanatan Shastar Vidya” is a centuries-old Indian battlefield art which translates to “the science of weapons”. Since the mid-16th century, the Sikh tribes of the Punjab became the chief custodians and masters of this fighting system. In North India it is believed that this art is the father of all martial arts. Shastar Vidya

  • Gatka (300w, 300c)​: Sikh martial arts are taught to your soldiers.
    New Effect: All land military units do +5% damage. Grenade Troopers (Chakram, Arsonist, Grenadiers) gain +10% instead.
    Why: ​It’s an overall buff but Chakram is one of the few Grenade troopers in the game so they gain an extra buff.

Lore: "Gatka is a form of martial art associated primarily with the Sikhs of the Punjab and other related ethnic groups. It has been handed down in an unbroken lineage of Ustads (masters), and taught in many akharas (arenas) around the world.
Gatka was employed in the Sikh wars and has been thoroughly battle tested. It originates from the need to defend dharam (righteousness), but is also based on the unification of the spirit and body (miri piri). It is, therefore, generally considered to be both a spiritual and physical practise. Shastar Vidya


  • Punjabi New Year: Villagers gather from Mills, Farms, Rice Paddies, and Plantations 10% faster; Livestock fattens 10% faster when tasked to Livestock Pens, Farms, and Villages;
    New Effect: Also: crates deliver 10% more resources.
    Why This technology is not impressive at all. So I’ve added “+10%” for something else.
  • Army of the Pure: Increases the range and LOS of Chakrams by 2.;
    New Effect: Cost increased. Increases the range and LOS of Chakrams by 2 and their HP by 20%.
    Why: This tech was nerfed in D.E but it was the only thing that made Chakram shine although they gained extra range.


Zapotec | Age of Empires Series Wiki | Fandom




  • Zapotec Cloud People: (Passive Upgrade) You will now receive 100 wood every 4 minutes and receive 100 input when performing this upgrade as long as the alliance is maintained.


  • Zapotec irrigation systems: Zapotec irrigation channels keep your crops moist even during dry seasons, keeping production efficient all year round.
    New Effect: Crops 5% more productive.
    Why: the truth is that I only put it as a tribute to the irrigation systems of Central American civilizations.
    (this is a picture of an inca irrigation system, but i guess it is similar).

Lore: “There is a dry season from November until May but along the rivers it is possible to plant and harvest crops twice big booties are traversed from north-west to south by the Atoyac River which provides water for a small strip of land bordering the river, when it periodically floods. To provide water for crops elsewhere in the valley away from the river, the Zapotecs used canal irrigation. By using water from small streams, the Zapotecs were able to bring water to Monte Albán, situated 400 meters above the valley floor. Archaeologists found remains of a small irrigation system consisting of a dam and a canal on the south-eastern flank of the mountain. As this would not have been enough to support all the population of Monte Albán, it is assumed that there were many other irrigation systems.[13] Likewise, crops grown in the valley were not enough to sustain the rapid population growth in the Monte Albán I phase. Therefore, crops were grown on the foothills where the soil is a less fertile and artificial irrigation was needed.” Zapotec civilization - Wikipedia

  • City of the dead (Mictlán): The war dead are brought to the city the god ‘Mictlantecuhtli’ to be honored, earning you experience for the kills of your own ground units.
    New Effect: When Zapotec soldiers die, all experience from their kill goes to you and not to the enemy team. This upgrade will give you 5 experience points for each lightning warrior you have lost so far.
    In the case of your own units, the enemy gains 75% of the experience and 25% of it goes to you.
    Why: It seems to me that the reward should not always be for those who kill the troops. Also it is somewhat annoying for the enemy to kill units that do not grant experience reward. XD

Lore: “In the Zapotec culture, when someone lost his life, a turkey was offered to the god Pitao Pezeelao, he was also asked when he went to war to obtain victory and to calm epidemics of great mortality, the sacred city of Mitla was his greatest center ceremonial.” Mictlantecuhtli - Wikipedia, la enciclopedia libre Mitla - Wikipedia.


  • Zapotec Villager(200 food, 150 coins.): Zapotec villager who only works on crops,and once it starts working, it bonuses all crop production by 1%. Max: 5 units.
    Lore: The Zapotecs are excellent farmers and they know how to cultivate these lands and they share their knowledge.

Note: Some more speed for this unit. It’s called ‘lightning warrior’ after all.




  • Zapotec Logosyllabic System (100w, 100c): Understand the old Zapotecs’ hieroglyphs to be able to contact natives and train units.
    Effect: Zapotec Lightning warrior and other natives can be trained at your Native Embassy even if lose their Alliance. Native Trading Posts also trickle XP (0.1XP/s).
    Why: Filler tech. Might be useful with Maya too.

Lore: The Zapotec hieroglyphs record the rise and fall of the Zapotec state between 500 B.C. to A.D. 700. This system is considered the precursor of the later developed by the Mayas, Mixtecs and Aztecs and spread widely in southwestern Mesoamerica.;

  • Zapotec Obsidian Artifacts (100f, 100c): The Zapotec treasures can help you uncover more mystery.
    Effect: Native warriors, Explorer and settlers get +1.0x multiplier vs treasure guardians and every treasure claimed also awards 50c. Zapotec Lightning Warrior gets +0.25 speed.
    Why: At first I would add a military improvement but Zapotec ended up having too many. I have no idea what to add here. Filler.

Lore: Obsidian was a highly integrated part of daily and ritual life, and its widespread and varied use may be a significant contributor to Mesoamerica’s lack of metallurgy. Field Musem- Zapotec archaeology; Youtube- Mesoamerican weaponry ; Worldhistory

  • Zapotec Heritage Urn (250w, 250c): Zapotec Cult of dead will grant new warriors for each one fallen so far. Can be used two times:
    Effect 1: Ships 1 Zapotec Lightning Warrior for each 2 you have lost so far (up to a maximum of 15).
    Effect 2: Ships 1 Zapotec Lightning Warrior for each 5 you have lost so far (up to a maximum of 15). Boost their HP by 5%
    Why: Okay. I’ve copied this one from their cousin’s newest cards: the Aztec. I think it suits them better than the Aztec but Lightning Warriors are quite inferior to Jaguar Warrior so the secodn time also boosts their stats.
  • Zapotec Ancestry Honor (50f, 50w, 50c): The Zapotec afterlife cults present in their culture grants you reward as the time passes by. Available on Commerce Age.
    Effect: Delivers 1 random crate with 500 resources for every age before this one. This tech is more expensive (+50f,+50w,+50c) each following age.
    Why: This one is inspired by the Italians’ Pizza card. You can receive any amounts of different crates. Using it during Fortress Age cost 100 of each resource but grants you two 500 res crates: it might give you 500f+ 500c, 500w + 500c,500f +500f…

Lore: The Zapotec worshiped their ancestors and, believing in a paradisaical underworld, stressed the cult of the dead. The afterlife cults inherited from these beliefs are symbolically celebrated on the Dia de los Muertos - Day of the Dead. Easyvoyage; Infoplease


  • Zapotec Food of the Gods: Horrible. They have the same tech as the Maya but it cost 50% more (and Maya’s isn’t even that good :roll_eyes:). Considering thy were an agricultural people the tech could boost farms more than the other food sources: 15% or 20%
  • Zapotec Cult of the Dead: It used to be fair but hand infantry is so bad nowadays. Reducing the cost or buffing it a bit should make the use worth it.


Zen Temple | Age of Empires Series Wiki | Fandom




  • Monastic Conducts (150f, 150c)​: Monastic conducts enhance the focus of your warriors.
    New Effect: Heals all your mercenary units by 25% of their max HP (capped at 500HP of healing). Sohei Naginata can regenerate life points even while idle.
    Why:​ Mercenary are so expensive and it always bothered me they couldn’t heal themselves. Since Zen Temples were a place for enlightment I think I can put Sohei Naginata here.

Lore: Monkhood, is a religious way of life in which one renounces worldly pursuits to devote oneself fully to spiritual work. Monastic life plays an important role in many faiths such as Buddhism, Hinduism and Jainism. Monasticism

  • Zen Fervor (250f, 250c)​: The monks’ fervor and beliefs for the cause increases Naginata Sohei’s damage in battle.
    New Effect: For every Naginata Sohei killed, boosts the hand damage of all other remaining Naginata Sohei by 20% for 4s. This buff caps at 40% damage and 8s duration. Reduces their cavalry multiplier by 0.5x.
    Why:​ Considering they dedicated their lives for the cause, I think the inspiration effect suits their brotherhood better.

Lore: Their growing power base (warrior monks) was eventually to attract the attention of warlords like Oda Nobunaga and Tokugawa Ieyasu, who recognized their opposition to samurai rule, their determination, their strength, and their numbers. Sōhei

  • Companionship (250w, 250c)​: The friendships with Zen gain the trust of civilian around the temple.
    New Effect: Your next Harbor Home City card arrives much faster. Delivers 1 Wokou Junk and 2 fishing ships.
    Why:​ Not great but when I had finished Zen, I realized they were mostly on naval maps but they lacked any naval improvement. By “Harbor HC card” read as: any card from “The Messenger”, “The Harbor”, “The Waterplace”, “Customs House”…

Lore: (…)these new groups, calling themselves Ikkō-ikki, followed the dictates of the Jōdo Shinshū sect of beliefs. They were essentially coalitions of religious fundamentalist priests, farmers, and families, who were willing to literally fight for their beliefs. Sōhei

  • Loyalty Pacts (300f, 300c)​: Following monastic conducts enhance the focus from warriors.
    New Effect: All Mercenary shipments and mercenaries hired on the map (except outlaws): -15% coin cost and arrive 10% faster. Only once: You can use 1 single mercenary home city card that you have already shipped before this tech again (if you do it that shipment will be 50% cheaper instead).
    Why:​ Zen would be allied/hired by the Daimyos, so a Mercenary technology is valid here.

Lore: Sohei were trained for war and defense of the Temples using physical rather than spiritual means.


  • Master Lessons (Melee infantry get +10% attack)
    Rework: Also: Naginata Sohei +10%HP.


Sohei Naginata: It would’ve been nice seeing a “charge ability” on this unit. Like Carolean’s.

  • War Elephant: This unit is now available to the Bhakti minor civilization.
  • [NEW] Qizilbash (Sufi): Instead of the War Elephant the Sufi can now train the Qizilbash, a ranged heavy cavalry unit:
  • “It is available in the Commerce Age to anyone who has built a Trading Post at the Sufi Mosque. Armed with a lance and a bow this unit acts like a lancer with an additional ranged attack. The lance of the Qizilbash has increased range and will automatically be used if an enemy unit is close enough. The melee attack inflicts bonus damage against infantry. Although the bow attack does not share this bonus, it enables the Qizilbash to perform hit-and-run tactics.”

With the changes that have taken place in the native Asian Bhakti and Sufi, these proposals I think would be altered a bit. @Similarowl0320, What would you propose as a result of these changes and this new unit (Qizilbash)?

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I’ve got a few leftovers techs! I do believe War elephant or tiger claw should be moved to another minor civilization.

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I see that some requests regarding Native Americans are being fulfilled, however, here we are much more ambitious.

  • Why not 5 enhancements/technologies per native TP?
  • Why not new units for existing natives before TAR?

It seems that they are constantly working on it and implementing new features little by little. But I hope that eventually Native Americans and Asians fully catch up.



Legado bizantino

This upgrade is similar to ‘Byzantine Legacy’ from House of Phanar. I like the idea that it returns a bit of its cost in wood, but it doesn’t need to be that expensive considering these effects are similar and the cost of this royal house tech is 125 wood + 125 coins. I’d say a price of 150 wood + 150 coins would be fine considering the wood returns, but it doesn’t increase hit points as significantly as this upgrade. ( Once researched, it increases the hit points of buildings and ships by 15%.)

This makes me conclude that in fact we were more cautious when proposing novelties than the development team, since we had a complex of “what you propose is exaggerated”. XD I would really like to see many of these things materialized in the game.

I remember one from Shaolin Temple that would give a free shipment, but the very next card you select would arrive twice as slow.

In their place, it’s “Royal card games” which is slightly cheaper and instead of the card arriving slower, the tech is rather slow to be researched (but not as much as 80s)
Basically the same but the later is much better.

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When you kill cattle, it also gives you 10 coins if they are sheep, or goats or 15 if they are cows, water buffalo.

Zapotecs only ever lived in a relatively small territory in Mexico, so I was thinking either they should be removed, or they should at least put more maps set in Mexico and remove Zapotecs and Mayas from South American maps, where they seriously don’t belong.

Edit: Relevant maybe?
Indigenous peoples of Panama - Wikipedia

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I believe that not only the territory that has been avoided is considered, but also the territory that they managed to influence beyond its borders. I don’t know how much the Zapotecs were aware of the environment that surrounded them, but it sure went further.

Considering this I think the Mayans might even be on the map in Florida as I think they traded with Native Americans but I’m not sure about that.

Even if that’s the case (which I doubt), it is still reslly weird seeing Mesoamericans in South America.

They traded with the gulf coast but I wouldn’t go as far as putting them on the Florida map. Maybe putting them in the Caribbean would be as far as they should be stretched.

The Mesoamericans in South America make no sense though. They need a new minor native such as Muisca to take their place.

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More than one new native. Quechua already don’t fit Amazon, I don’t want them to replace the unfitting minor civs with other unfitting minor civs. :stuck_out_tongue:

Just one new native would be the absolute minimum.

Muisca would be reasonable for the Andes maps, Orinocco, and Amazon. They’d probably need another map in the Colombian region such as Chocó to justify them.

Maroons could also act as a replacement for the Mesoamericans in South America and could be used much more widely than that.

Ideally, I’d like to see both of those as well as Jivaro in the northern parts of South America. In the south of the continent, they could also use another native to replace Mapuche if they ever get elevated to full civ status. Maybe Charrúa could be that replacement.

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From South South America, I can think of Tehuelches. They’re even already mentioned in the game.


Tehuelches would be a good option, they seem most similar to the Mapuches. What is the reference to them that’s in the game?

In the compendium entry for the Patagonia map.