I want to preface this concept by saying that I have never played AoE4, being an AoE2 player myself. However, its more unique and historically accurate approach to the Middle Ages is quite appealing for a history buff like myself.
The Georgians in AoE2 are rather historically inaccurate, so I decided to design my own version for the more unique and individualized AoE4. The Georgians have somewhat similar mechanics to the Byzantines and Chinese, but put their own unique spin on it. They have shared architecture with the Byzantines and Ottomans for certain buildings, but like all non-variant civilizations, most buildings have a totally unique design. Monasteries in particular are based on Jvari Monastery. The Georgian Wonder is the Grand Cathedral, based on Svetitskhoveli Cathedral, like in AoE2.
Civilization bonuses
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Diverse Heritage: Build a specific Landmark to choose which historical region to recruit into the empire. The starting region is Kartli.
- Dark Age: Princely Monastery (Klarjeti, based on Ishkhani), Frontier Fortress (Abkhazia, based on Anakopia Fortress)
- Feudal Age: Familiar Monastery (Imereti, based on Gelati Monastery), Defensive Housing Complex (Svaneti, based on Ushguli)
- Castle Age: Fortress Village (Khevsureti, based on Shatili), Hilltop Towers (Tusheti, based on Keselo Fortress)
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Outpost-type buildings provide 5 population space and can train Qrma.
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Emplacements other than Arrowslits are replaced with Svan Towers and Vainakh Towers, with upgrades improving both.
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Buildings on top of hills deal 25% more damage and take 25% less.
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Building Monasteries on the frontier (i.e. at least 20 tiles from the nearest player building) generates Diplomacy Points (2/sec for each Monastery), used to train Landsknechts, Longbowmen, Cataphracts, and the unique Kipchak Mercenary.
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Monasteries can be upgraded to Mission Monasteries in Imperial Age. Mission Monasteries generate 5 Diplomacy Points per second instead of 2 and unlock training of Prelates and Ribauldequins.
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Start with +200 stone, but -50 wood.
Starting resources: 200 food, 100 wood, 100 gold, 200 stone
Overview of Historical Regions
Through Diverse Heritage, each Landmark allows you to annex a new region into the empire, with each one providing a different benefit through unlocked units, buildings, and technologies:
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Kartli (starting region): The Monaspa, Aznauri, and Bactrian Rider are available at the Stable starting in Castle Age. Metsikhovne are available at the Barracks and Archery Range starting in Feudal Age. The technologies Khachapuri and Birthplace of Wine are available at the Livestock Pen. The technology Kipchak Relations is available at the Fortress in Castle Age. The technologies Polyphony and Empire of Trebizond are available at the Monastery and Mission Monastery in Castle Age and Imperial Age, respectively.
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Klarjeti (Dark Age): The technology Bagrationi Dynasty is available at the Stable.
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Abkhazia (Dark Age): Alan Horsemen are available at the Archery Range starting in Castle Age. The technology Builder of Churches is available at the Town Center.
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Imereti (Feudal Age): The technology New Capital is available at the Town Center. Tadzreuli are available at the Barracks.
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Svaneti (Feudal Age): The Svan Tower upgrade for Outposts is available. The Machubi upgrade for Houses is available at the Town Center. The Rock Thrower emplacement for Svan Towers is available. The technology Litsvri is available at the Blacksmith.
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Khevsureti (Castle Age): Khevsur Warriors are available at the Barracks. The technologies Khridoli and Khevsuruli are available at the University.
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Tusheti (Castle Age): The Vainakh Tower upgrade for Outposts is available. The Machicolations emplacement is available for Vainakh Towers. The technology Communal Construction is available at the University. The technology Exported Cheese is available at the Livestock Pen.
Unique Units
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Monaspa - Medium cavalry unit trained at the Stable. Has an ability called Didgori Remembrance that causes infantry and cavalry units within a 10-tile radius to take 50% less damage from melee targets for 20 seconds, with a 60-second cooldown.
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Aznauri - Replaces the Knight. Can heal units when not in combat.
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Bactrian Rider - Light cavalry unit trained at the Stable. Takes -20% damage from enemy horse cavalry and reduces their attack by 10% within 5 tiles.
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Metsikhovne - Replaces the Spearman and Archer. Available in Feudal Age instead of Dark Age. Can change weapons. The melee version has the Spearwall ability and a bonus against cavalry, while the ranged version has a Stand Ground stance where it takes -15% damage from infantry and deals 20% more, but cannot move. Barracks versions are melee by default, while Archery Range versions are ranged by default.
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Qrma - Light infantry unit trained at the Outpost. Quick creation speed and doesn’t cost population space, but has extremely low HP and armor.
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Alan Horseman - Horse archer trained at the Archery Range. Has a mode where it can throw torches that deal lots of damage to buildings, but very minor damage to units. Only unlocked through Abkhazia.
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Tadzreuli - Replaces the Man-at-Arms if Imereti is chosen. Is boosted in speed if Monks carrying Relics are within 10 tiles. Also has a bonus against enemy religious units.
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Khevsur Warrior - Slow, powerful infantry unit with very high melee armor trained at the Barracks. Only unlocked through Khevsureti.
Mercenary Units
All mercenary units cost Diplomacy Points, generated by building Monasteries on the frontier. Each foreign mercenary unit is only available starting in the age that the original unit is available. All are trained at the Fortress.
- Landsknecht (25 DP)
- Longbowman (35 DP)
- Cataphract (120 DP)
- Kipchak Mercenary (60 DP) - Only mercenary unit exclusive to the Georgians. Is a fast, weak cavalry archer that fires multiple arrows.
- Prelate (100 DP) - Exclusive to the Mission Monastery.
- Ribauldequin (180 DP) - Exclusive to the Mission Monastery.
Unique Buildings
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Livestock Pen - Mill and Farm replacement. Start with 2 sheep or cows generating 1 food/second each. Every 2 minutes, an additional sheep or cow is added for an extra 1 food/second, with a total of 5 for each Livestock Pen. Once Livestock Pens are full, up to two sheep or cows can be ungarrisoned to be harvested from.
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Fortress - Keep replacement. Can train mercenary units. Cannot benefit from any emplacements, but naturally fires more arrows (6 instead of 3). However, it does not gain any extra arrows from garrisoned units.
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Mission Monastery - Monastery upgrade in Imperial Age. Frontier Mission Monasteries generate 5 DP per second instead of 2.
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Svan Tower - Outpost upgrade exclusive to Svaneti. Functions like an emplacement. Provides an additional 10 population space on top of the normal 5. Also has an ability called Call to Arms, where all nearby Svan Towers will progressively light warning flames over the course of 10 seconds, at which point 5 Qrma will appear out of each one. Call to Arms has a 2-minute cooldown. Svan Towers themselves have an emplacement exclusive to them, called Rock Throwers, functioning like a weaker and shorter-range Springald Emplacement.
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Machubi - House upgrade exclusive to Svaneti. Functions like an emplacement. Machubi gain the ability to garrison 5 villagers inside, firing a maximum of 2 arrows from the connected tower. Livestock can also garrison inside Machubi to generate food at a rate of 0.5 food/second for each.
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Vainakh Tower - Outpost upgrade exclusive to Tusheti. Functions like an emplacement. Can train Monaspa in addition to Qrma. Has an emplacement of its own, called Machicolations, that adds 2 extra arrows and extra damage against siege.
Unique Technologies
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Khachapuri (II, Livestock Pen): Livestock Pens generate 1 more food per second per animal.
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Birthplace of Wine (III, Livestock Pen): Livestock Pens generate 1 more food per second per animal. Monasteries generate 2 food per second.
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Kipchak Relations (III, Fortress): Unlocks the ability to train Kipchak Mercenaries at the Fortress. Costs 150 DP.
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Polyphony (III, Monastery): Monks with Relics have a 20% larger conversion radius.
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Empire of Trebizond (IV, Mission Monastery): Mercenaries cost -20% DP and are trained 25% faster.
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Bagrationi Dynasty (II, Stable, Klarjeti only): Cavalry units +30 HP.
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Builder of Churches (II, Town Center, Abkhazia only): Monasteries are available in Feudal Age and cost -20%. Early Monasteries cannot train Monks or research technologies, but can still generate DP with the Frontier mechanic.
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New Capital (III, Town Center, Imereti only): All secondary Town Centers gain the same stats as the main one.
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Litsvri (III, Blacksmith, Svaneti only): Qrma and melee Metsikhovne gain +2 attack.
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Khridoli (IV, University, Khevsureti only): Infantry attack 15% faster.
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Khevsuruli (IV, University, Khevsureti only): Khevsur Warriors move 33% faster.
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Communal Construction (IV, University, Tusheti only): Outposts and Stone Wall Towers built 100% faster.
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Exported Cheese (IV, Livestock Pen, Tusheti only): Animals at the Livestock Pen generate 1 gold/second each.
Landmarks
Dark Age
- Princely Monastery - Acts as a Monastery, and will generate DP on the frontier like a Monastery. Benefits from all technologies that affect Monasteries.
- Frontier Fortress - Acts as a Fortress, allowing the training of Mercenaries starting in the Castle Age.
Feudal Age
- Familiar Monastery - Acts as a Monastery and Blacksmith, and will generate DP on the frontier like all other Monasteries. All Blacksmith technologies can be researched here in addition to Monastery units and techs.
- Defensive Housing Complex - Acts as a Barracks and Outpost. Can train all infantry units, and will fire arrows if units are garrisoned inside. Benefits from the Arrowslits or Rock Throwers emplacements. Also provides 5 population space like an Outpost.
Castle Age
- Fortress Village - Acts as a Fortress, allowing for training of mercenaries, but can also additionally train the Khevsur Warrior.
- Hilltop Towers - Acts as an Archery Range and Outpost, adding 5 population space and training archer units.