I’ve been sitting on this for about a month and I realized that I’d rather just post it and finish it with feedback than just sit on it forever and just being beaten to the punch by someone actually making the civ whole cloth.
Anyways, what took me the longest is realizing that I’d probably need to design an entire culture alongside Persia. If I get to finish the idea, I might as well get to designing Uzbeks, Afghans and Kazakhs while I’m at it.
- Starts with 6 Villagers, 300 food, 200 wood, 100 Coin and 1 Pishva.
- Choose three different lines of technology to advance in age through the Madrasah.
- Homecity shipments send more units the latter in the game you are.
Town Center – Trains
Can be temporarily transformed into a Citadel, increasing damage, rate of fire and hit points.
Automatically revives your Pishva over time, although at a very slow pace. This rate can be increased, at a cost.
- Pishva - Persian Hero. Explores, gets treasure, builds Town Centers and Trading Posts. Can summon retainers, who are very good at fighting treasure guardians, serviceable against enemy units, very, very bad against buildings and economic units.
Has three branches of technology, military - economic - civilian. After enough research in the branches has been carried out, you will automatically advance in age.
Defensive building where you can task Herdable units to fatten. Trains Goats.
Crop & Cash Crop
Infinite sources of food and coin (in the cash crop’s case). They hold a single villager, build relatively fast, and have faster gather rates than other similar buildings. However they can be depleted, and will need time before they can be harvested again.
Support building for crops. Makes them regenerate faster, holds their upgrades and can even build crops itself!
Building where you recruit outlaws and mercenaries. Unlike European Taverns and American Saloons, the Hammam doesn’t trickle resources, instead healing nearby units.
Building unique to the Middle East civilizations. It can toggle between 6 different focuses, powering your units attack, hit points, speed, train rate, experience production or gather rates. It also holds arsenal technologies that are comparable to the european ones.
- Mail Armor: Hand Infantry and archers get +10% hit points.
- Damascus Steel: Heavy Infantry gets +20% Hand attack.
- Long Rifles: Rifle Infantry gets +1 multiplier against heavy infantry, counter skirmisher +1 multiplier against light infantry, both get +2 range.
- Parthian Tactics: Ranged cavalry gets +2 range and line of sight.
- Arabian Horses: Cavalry gets +10% attack and hit points.
- Rum Dasturi: Artillery gets +10% attack, +10% hit points and +5 line of sight.
Barracks - Trains
- Piyadegan (II): Much like the Azap, the Piyadegan are primarily heavy melee infantry, but they possess a ranged bow attack to beat Light Cavalry and ranged shock infantry.
- Tofangchi (II):Similarly to the Carolean, Tofangchi have their multiplier against cavalry in range, rather than in melee range, although they can still hold their own in melee combat. They have slightly more range than a musketeer, much like the United State’s Regular.
- Jazayerchi (III)T: Exceptionally well drilled Skirmishers. Jazayerchi have more armor than a regular skirmisher, like Cassadores, and slightly more range than a regular skirmisher.
Stable - Trains
- Gholam (II): Persian Cavalry armed with a mace. Deals less damage than an equivalent Hussar, but they ignore armor.
- Qoorchi (II): Persian Cavalry armed with bow and arrow. They have moderate range and modest damage, but fire multiple arrows in rapid succession. Good against other cavalry.
- Savaran (III): Persian heavy ranged cavalry armed with a musket. Heavily armored, they have the Charkhchian Charge active ability where they do a melee area damage attack with an axe that momentarily stuns unit. Good against other cavalry and artillery.
Artillery Foundry - Trains
Firangi (II): Persian artilleryman carrying a small cannon, similar to an Abus, good against Light Infantry and other siege units, not as much against heavy infantry.
Qapu (III): Cannon with two different fire mods, Exploding shot where it’s good against other artillery, and Incendiary shot where it’s good against buildings.
Camel Gun (III): Relatively mobile artillery unit good against infantry.
Docks - Trains
- Fishing Boat
- Galwet (II): Early Persian battleship. It’s slower and tougher than the Caravel.
- Tranki (III) : Medium Persian Warship, swift and not very durable, but good at sneaking units onto land. Can train units.
- Terrada (IV): Heavy Persian Ship. More expensive than a Frigate, but also more durable.
- Bomb Ketch (IV): Dedicated siege ship. Doesn’t hit as hard, but fires faster than a Monitor.