Civilization Idea: Iroquois

The Iroquois, also known nowadays as the Haudenosaunee, represent the Five Nations, or the Iroquois Confederacy. The confederacy’s formation date is often considered to be 1450 at the earliest, but a date of 1142 is also accepted frequently; either year puts the civ firmly within the AoE2 timeline. I went with Iroquois as the civ name because it is much more iconic and memorable than the very long and difficult to pronounce Haudenosaunee, and because AoE2 tends to use more old-fashioned names than modern ones for civs. In-game, the Iroquois use the North American architecture set shared with the Mississippians, with the unique Castle being based on hill villages surrounded by palisades that Europeans referred to as castles. The Wonder is Onondaga, the walled village that served as the capital of the Iroquois League.

The Iroquois specialty is infantry, but can succeed with archers in the early game, and can be successful with many unit types in the mid to late game due to a significant gold discount from a unique tech. The Iroquois navy is decent, being affected by the gold discount, and all four civ bonuses involve wood savings, so going for ships and archers can feel very natural. The Iroquois are designed to train a lot of cheaper, weak units compared to the other American civs, which are designed to focus on higher quality units. They are the only American civ to lack Elite Eagle Warrior, but Eagle Warriors are much cheaper, to reflect this playstyle.

Anyway, enough of the intro. Let’s get into the civ design itself.

Civilization Bonuses

  • Longhouses replace houses and camps

Longhouses were the famous multi-family dwellings of the Iroquois. Each one could house up to 20 families, and were typically built in large settlements for long-term use until resources ran out, though smaller groups of longhouses were built to house fishermen or hunters. Longhouses were built out of elm bark placed onto wooden frames, so they were quite wood efficient. I’ll go into this building more later.

  • Farm upgrades affect existing farms

This bonus represents the three main crops of the Iroquois and other American peoples, known as the Three Sisters: squash, maize, and climbing beans. Other crops were grown as well, but these were the primary three used. The Iroquois created boiled cornbread, samp (a porridge with beans and dried meat), cornmeal dumplings, and what is known today as Indian pudding, and these were staple dishes in their society.

  • Blacksmith upgrades cost wood instead of gold

This bonus references the wooden armor that the Iroquois made use of, and synergizes well with the Longhouse providing tremendous resource efficiency.

  • Barracks cost -100 wood

Aside from the bow and arrow and javelin being used, other important weapons in Iroquois warfare included the club and the spear. While the bonus mostly exists for gameplay purposes, it can also reflect that the Iroquois were familiar with effective methods of building sturdy buildings without as much wood required.

  • Team bonus: Buildings heal 2X faster

The Iroquois were quite familiar with medicine, and could even perform surgery. Healers could be male or female, and there was a spiritual aspect to medicine as well. This naturally stacks with Herbal Medicine, but provides an earlier benefit and for free, which can also synergize with the starting Eagle Scout being able to garrison in the Town Center if injured.

Unique Unit: Sachem

  • This is an infantry unit that costs 35 food and 50 gold and is trained in 12 seconds. It wields a spear like the Eagle Warrior and even moves at the same speed, making them natural to have together, but it has 10 attack instead of the Eagle’s 7 (12 for Elite). However, it has much less armor, with the same 0 melee armor, but only 1 pierce armor instead of 3 (2 for Elite). This makes it less tanky and more of a support role, but this plays into its intended gimmick. As for bonus damage, it has only +2 against buildings.

  • The Sachem’s special ability is that each time one of them dies, any infantry units in a 10-tile radius receive +1/+1 armor (“motivation”), essentially powering up the Sachem itself as well as any other infantry nearby. The maximum is +4/+4, making fully-upgraded and motivated units quite tanky, but the effect only lasts for 75 seconds in total (90 for Elite), regardless of how much motivation was actually given. Any affected units will have a charge bar under their UI which depletes over time in order to show the remaining duration; once the duration is ended, their armor values will return to normal, and new Sachems will have to die in order to start the process over.

  • While the Sachem is initially quite weak, it can really improve nearby infantry units and make them sturdy in combat, albeit temporarily. Its high cost may not be initially worth it, but as Sachems die, other Sachems become harder to kill, making the army gradually more cost effective. It is important to take crucial engagements with the Sachems and avoid fleeing from fights when motivation is in effect, so previous Sachems did not die in vain.

  • The sachem was a type of paramount chief in Algonquian and Iroquois societies, with another similar position or alternate term being the sagamore. Sachems were elected and did not inherit the positions, and represented clans within the Grand Council of the Iroquois Confederacy.

Unique Building: Longhouse

  • This building, as mentioned before, replaces houses and camps. It provides 20 population space, which is the same as four houses, but only costs 75 wood instead of 100 wood, providing the same benefit for 25% less. As a camp replacement, it’s also a discount, as each camp normally costs 100 wood; if a Longhouse is built on multiple resources, the savings are even greater. Longhouses are also 3x3 instead of 2x2, the same size as the Barracks, so they can more efficiently be used in walling.

  • The main benefit the Longhouse provides is by generating +5% resources every time a villager drops off there. Each time a villager drops off 10 resources, 10.5 will be added to your stockpile. This may not seem like much, but can add up over time, and results in a similar longer-lasting effect to other civilizations provided that the villagers are using Longhouses rather than Mills or Town Centers. Longhouses cannot be drop-off points for berries or farms, but can be for hunt and fish, similar to the Mule Cart.

Unique Technologies
War Chiefs: Military units cost -33% gold

  • Cost: 450 food, 350 gold

  • This technology makes all military units cheaper in gold cost. It does not include Monks, since they are not military units, but warships are included, making the Iroquois a bit of a sleeper naval civ as well. Iroquois gold units are generally quite a bit weaker than most civs, but since they cost significantly less gold than for other civs, it’s easier to get more of them on the field, especially in the late game when gold is running out.

    • Prices for Post-Imperial gold units with this technology, rounded down, are as follows:
      • Champion: 45 food, 14 gold
      • Eagle Warrior: 25 food, 34 gold
      • Condottiero (with Italian ally only): 50 food, 24 gold
      • Arbalester: 25 wood, 30 gold
      • Capped Ram: 160 wood, 50 gold
      • Onager: 160 wood, 90 gold
      • Heavy Scorpion: 75 wood, 50 gold
      • Siege Tower: 200 wood, 107 gold
      • Elite Sachem: 35 food, 34 gold
      • Petard: 65 food, 14 gold
      • Trebuchet: 200 wood, 134 gold
      • Galleon: 90 wood, 20 gold
      • Fast Fire Ship: 75 wood, 30 gold
      • Demolition Ship: 70 wood, 34 gold
  • In Iroquois society, war chiefs were men who led other men into battle against other tribes. They often led war parties, but could also veto the creation of war parties led by individual warriors. They were limited in the power given to them by the female leaders of the council, and often functioned on a temporary basis until a particular raid had concluded.

Grand Council: Sachems, Crossbowmen, and Eagle Warriors produced 50% faster

  • Cost: 650 food, 400 gold

  • This technology makes several important units of the Iroquois trained significantly faster, which makes them easier to mass and replace. Combined with War Chiefs to make them cheaper, the late-game Iroquois army will be large and easy to replace; however, because several important upgrades are missing, they will be much weaker on a per-unit basis, making massing them up essential for cost efficiency.

  • The Grand Council was the central government of the Iroquois Confederacy that still exists in a form to this day. Under the system, a certain number of sachems represented each tribe, but most ultimate decisions were made by the women of each tribe. While it was believed to be a central government, it was more of a collection of local governments where each decision was made on the tribal level. This system allowed greater efficiency in the government because most decisions were not made by the council, while only important decisions, such as choosing to go to war, were left to the council, which required majority consensus.

Tech Tree

Missing Units: Elite Eagle Warrior, all mounted archers, Hand Cannoneer, all cavalry, Siege Ram, Siege Onager, Bombard Cannon, Heavy Demolition Ship, Cannon Galleon, Dromon.

Missing Techs: Thumb Ring, Parthian Tactics, all Stable, Redemption, Heresy, Sanctity, Illumination, Hoardings, Sappers, Plate Mail Armor, all barding, Architecture, Fortified Wall, Keep, Heated Shot, Bombard Tower, Siege Engineers, Arrowslits, Crop Rotation, Gold Shaft Mining, Guilds, Shipwright.

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Honestly, the design of the civilisation is also interesting, but I am not at all in favour of introducing civilisations that did not see their peak until the 16th century; it is a stretch to want to include them.

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Frankly, I think an AoE3 Haudenosaunee would undoubtedly be more interesting and accurate than a potential AoE2 Iroquois. In terms of timeline, AoE3 also makes more sense for native North Americans than AoE2. If I were to introduce a North American civ in AoE2, I would name it the Skrælings and have it act as an umbrella for the Iroquois as well as native North American peoples like Algonquin, Mississippians, Sioux (Dakota & Lakota), and Inuits. However personally I would actually prefer to play AoE3 and keep North America a mystery in AoE2.

Essentially the same bonus as the Incas one. I’m not against this bonus, I’m just thinking that maybe introducing a Longhouse as a unique building would be more convenient to develop some more accurate and diffirent designs. I don’t know.

Not a big fan of auto-spawned things located “outside” of TC, especially for immovable buildings. I think this risks triggering a glitch or even a bug.

In comparison, the sheep of Tatars and the berry of Gurjaras are all spawned in the TC, while the llama of Incas’ allies, the horse of Huns, the extra villagers of Chinese and Mayans, and the free mule cart of Georgians are movable, so they can still be spawned in the TC when there is no space around there.

Maybe it would be better to make the first 3 Farms costless, or to start with 3 queued Farms in Mills. Considering that generally Farms are seldom built in the Dark Age unless going to Fast Castle, this bonus is more like a weaker version of the Dravidians’ wood bonus.

Go to attack immediately just when hitting the Feudal, and it doesn’t even cost you. Wouldn’t it be too powerful when combo with Men-at-arm Rush (the Barracks are also cheap) or Tower Rush?

This is similar to the Centurion having an aura that improves nearby units, but only works on death and has a time limit. This can be an unflattering grimmick as it encourages the units to die and the effect is passive. The boost effect only works when the number of people is decreasing, which reduces its actual benefit.

By the way, when the game already has a Tomahawk-wielding unit, why not reuse it and adapt it into a UU like warriors throwing tomahawks?

Hardest part for any NA peoples is coming up with the AI leader names which are not made up.

If I were to design a uu for such a faction it would be a skirmisher.we dont have a spear throwing uu yet.

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Thankfully, we have the Hiawatha legend right there with enough names to use for AI.

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It would be good if you can put up these names here.it would help other crafters as well in history.

I will when I get off work.

Societies which were isolated from the rest of the world shouldn’t be added into the game.

i agree, lets remove japan/j

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So, the Mayans should be removed? They basically never interacted with anyone from another part of the world. By the time Spanish came along, they had fallen.

How would that also be different from the Inca bonus?

Not a bad idea, or it could be a bonus where farm upgrades affect already-built farms.

What if it were two Spearmen instead?

True, but as the group gets smaller, it also gets hardier, which may balance it out.

Tomahawks were not used until after European contact.

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Pretty sure mayans were around till the 17th century.

I get what you are trying to say but Japanese were not isolated.

12.5 wood for 5 pop (yours) and 25 wood for 10 pop (Incas) are same.

If you are talking about the potential unique building Longhouse, I think it can have some effect not about population, or not only about population. For example, it may cost 50 wood, using a size of 3x3, providing 15 pop and allowing Villagers to garrison.

Um… better.

Fair enough. Though I like the design of the Iroquois Warrior in the scenario editor. The tomahawks look amazing.

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The Algonquian people created the tomahawk. Before Europeans came to the continent, Native Americans would use stones, sharpened by a process of knapping and pecking,[7] attached to wooden handles, secured with strips of rawhide. The tomahawk quickly spread from the Algonquian culture to the tribes of the South and the Great Plains.

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One could argue 12 wood is better than inca 25 wood for in defensive house wall situations but the reverse is true when villager wasted build time is the big concern

15w for 550hp is some of the most res to HP efficiency you can get that isnt a wall tile

12.5 wood is not an even number, but other discount bonuses have this issue as well. A bit weaker than the Inca house bonus (which saves building time as well), but better for house-walling (and repairing houses would be a bit cheaper too). Also takes up more space (which can sometimes be a concern). Still a good bonus.

Only place this is likely to be problematic is in early Feudal age. Would easily clean up any dark age attacks (militia are hard countered by archers, Vils would be at a definite disadvantage during vil rushes and TC drops against archers who are faster than them and have range). Also would open up a potential “rush feudal” strategy where you age up to feudal as quickly as possible and attack/harass with the 2 free archers. By castle age, the archers need numbers to have an impact (so it’s nice, but not too strong then). And it’s not worth much in imperial age (when its saving 110 or 140 res).

So basically, train 4 Sachem, and delete them right before you force a fight for maximum impact. A great way to attack an enemy position guarding trebuchets.

Strong tech. Closest comparison is the Portuguese civ bonus (which affects monks and trade carts as well). Even if it did affect monks, it wouldn’t be relevant to a monk rush. Requiring a castle means that it isn’t available until mid-late castle age (and even then its a bit of a pricey investment - which is likely as it should be).

A number of strong bonuses. I don’t know how good it would be in practice (as that requires actual playtesting). I do have to wonder why you have crop rotation listed as missing, though.

no idea where you are getting 1142 from, established between 1450 and 1660 is the historical consensus. they have no place in aoe2.

it would be like adding the Prussians to aoe2. they might technically fall within the timeframe of the game, but their era of relevance was firmly outside of it.
alternatively you might as well add the US to the the game. afterall the first of the thirteen colonies were established around 1600

just leave those civs to aoe3, where they belong

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I think Prussia sadly falls outside of the timeframe but it’d actually be perfect when adding Austria into the game

Also America as a country wouldnt really exist within the timeframe even if the culture is still there so i’d prefer to call them something along the lines of “American Settlers”, it’d be the perfect civilization to pair with Iroquois

That comes from the Hiawatha legend, which featured a solar eclipse coinciding with that year.

I would love to see the Iroquois ingame between the Mississippian (who interacted with the Spanish) and the Algonquin (who interacted with the Vikings as “skraelings” to complete a full circle)

Most people, like in this threat, don’t know much about pre-columbian native Americas expect for later colonial stereotypes…

The pre-columbian Iroquois were very different than the shirtless guerrilla fight style you would encounter in AoE3.
They wore very effective wooded armour and fought in tight formations.
For more information I would recommend this video, it is mostly about the armour but it also touch weapons and warfare for a bit.

(and about of the forming of the Haudenosaunee Confederacy, the historical consensus is prior European contact, the 1450 or 1142 dates are based on the visible solar eclipse in that area that play an imported moment in the Pacemaker story, what could be a very cool moment in the campaign as well with the day and night cycle trigger)

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