Community Wishing Wall

:arrow_forward: SUMMARY

Over time, the community has accumulated many wishes. To try to preserve them and make them clearer, I have created this thread. If something is missing, please report it. I will try to keep it as up-to-date as possible, if the moderators wish to pin it.

Note. To keep this post as clean and complete as possible, I invite you to add references to other threads or information material when you make your requests.

:arrow_forward: BASE GAME

→ Fix Pathfinding & Unit Teleporting (bug report thread).
→ Improve social interactions between players.
→ Improve the lobby browser.
→ Remove the wings from the non-winged Hussar model (thread).
→ Revamp the Matchmaking (example from Dota 2).
→ Some UI/UX suggestion (thread).


:arrow_forward: NEW CONTENT

→ Add something new to the current tech tree (thread).
→ Caucasian Sail Concepts (thread).
→ Make every civilisation have a anti-build ship (thread).
→ Make every civilisation have a unique Castle (thread).
→ More African and American content (thread).
→ [Just for fun] Ideas about the Portuguese and Spanish (thread).
→ [Poll] Cosmetic DLC (thread).
→ [Poll] Regarding new civilisations (thread).
→ [Poll] Unique buildings or regional units, which cosmetic addition do you want the most? (thread).

Civilizations

Africa
→ Kanouri (Kanem–Bornu Empire) (wikipedia).
→ Songhai (Songhai Empire) (wikipedia).
→ Swahili / Waswahili (Kilwa Sultanate) (thread).

Asia
→ Sinhalese (Kingdom of Polonnaruwa) (wikipedia).

Norh America
→ Chichimecas (nomadic peoples who were established in present-day Bajío region of Mexico) (wikipedia).
→ Mississippians (collections of Native American societies) (thread).
→ Mixtecs (Mixteca) (wikipedia).
→ Purépecha (Purépecha Empire) (thread).
→ Tlaxcallans (Confederacy of Tlaxcala) (wikipedia).

South America
→ Chimú (Kingdom of Chimor) (thread)

Europe
→ Old Prussians (Prussia) (thread).
→ Romanians (mostly known as Vlachs during the Middle Ages) (wikipedia).
→ Serbs (Serbian Empire) (wikipedia).

DLCs

→ A New World (thread).
→ Campaign DLC concept for Japanese and Koreans (thread).
→ Chronicles: Charlemagne (post, post, post).
→ Concepts for new eagle civs (thread).
→ Concepts of Central/East Asian DLCs (thread).
→ Concepts of new African DLCs (thread).
→ Defenders of the Danube (thread).
→ Some DLC concepts with the same pattern as LotW and DotD (thread).


:arrow_forward: BALANCE CHANGES & FIXES

Note. The changes listed below are the result of a synthesis of user suggestions, content creators, historical accuracy and editor’s taste (more here).

→ Improve the accuracy of the ‘Town Centre’.
→ Improve the militia line (thread, thread and many others).
→ Increase the cost of the ‘Fortified Church’ from 200 W to 225 W.

Armenians

→ Fix the historical mess that they are (thread).
→ Swap ‘Multe Cart’ for ‘Mining Camp’ and ‘Lumber Camp’.
→ Remove ‘Mule Carts cost -25%’.
→ ‘Mule Cart Mining Camp and Lumber Camptechnologies are 40% more effective’.
→ Add ‘Fortified Church cost -20%’.
→ Move the ‘Long Swordsman and above, and Spearman line available one Age earlier’ to the Dravidians.
→ Remove ‘Galley-line and Dromons fire one additional projectile.
→ Add ‘Fishing Ship are produced 25% faster’ as Civilization bonus.
→ ‘Cilician Fleet’: Demolition Ships +20% blast radius; Galley-line and Dromons +1 range fire one additional projectile’.
→ Move the current effect of ‘Fereters: Infantry (except Spearman-line) +30 hit points, Warrior Priests +100% heal speed’ to Georgians.
→ Add ‘Fereters: Mounted units regenerate 15 hit points per minute’ from Georgians.
→ Move the current ‘Team bonus: Infantry have +2 Line of Sight’ to Dravidians.
→ Add ‘Team bonus: Docks provide +5 population space’ from Dravidians.

Recap:
→ Fishing Ship are produced 25% faster.
→ Mining Camp and Lumber Camp technologies are 40% more effective.
→ Fortified Church cost -20%.
→ First Fortified Church receives a free Relic, it does not affect the Relic Victory.
→ ‘Cilician Fleet’: Demolition Ships +20% blast radius; Galley-line and Dromons fire one additional projectile.
→ ‘Fereters’: Mounted units regenerate 15 hit points per minute (moved from Georgians).
→ Team bonus: Docks provide +5 population space (moved from Dravidians).

→ Swap ‘Arbalester’ for ‘Heavy Cavalry Archer’.
→ Add ‘Parthian Tactics’
→ Add ‘Camel Rider’.
→ Add ‘Paladin’.
→ Swap ‘Ring Archer Armor’ for ‘Plate Barding Armour’.
→ Add ‘Shipwright’.
→ Add ‘Siege Engineers’.
→ In conclusion, they should be ‘Cavalry and Naval civilisation’.

Aztecs

→ Fix the voice lines (thread).
→ Villagers carry +3 +4.

Bohemians

→ ‘Mining Camp technologies Gold Mining and Gold Shift Mining are free’.
→ Add ‘Hoardings is free’ as Civilization bonuses (look at the unique castle they have).

Britons

→ ‘Yeomen’: +1 foot archer range; +2 tower attack Archery Ranges work 10% faster.

Bulgarians

→ Add (Elite) Steppe Lancer (boosted by Stirrups).

Burmese

→ Move the ‘Infantry +1 attack per age (starting in the Feudal Age)’ to Celts.
→ Add ‘Elite Battle Elephant upgrade is 50% cheaper’ as Civilization bonuses.
→ Move ‘Relics are visible on the map from the game start’ from Team bonus to Civilization bonuses (shared exploration is active by default).
→ Add ‘Knight units and elephant units have +2 attack against standard buildings’ as Team bonus.

Reacap:
→ Lumber Camp technologies are free (unchanged).
→ Battle Elephants have +1/+1 armor (unchanged).
→ Elite Battle Elephant upgrade and Monastery technologies are 50% cheaper.
→ Relics are visible on the map from the game start.
→ ‘Manipur Cavalry’: Gives cavalry units +4 attack against archers (unchanged).
→ ‘Howdah’: Gives Battle Elephants +1/+1 armor (unchanged).
→ Team bonus: Knight units and elephant units have +2 attack against standard buildings.

Byzentines

→ Fix the voice lines (thread).
→ Byzantine architecture set (can be shared with other civilisations).

Celts

→ Renaming the Celts in Gaels.
→ Remove 'Infantry move 15% faster (starting in the Feudal Age).
→ Add ‘Infantry +1 attack per age (starting in the Feudal Age)’ from Burmese.
→ New unique unit. For example: the Gallowglass.

Dravidians

→ Add ‘Long Swordsman and above, and Spearman line available one Age earlier’ from Armenians.
→ Move the current Team bonus ‘Docks provide +5 population space’ to Armenians.
→ Add ‘Team bonus: Infantry have +2 Line of Sight’ from Armenians.
→ ‘Fishing Ships carry +15 (except Fish Traps)’.

Reacap:
→ Receive 200 wood when advancing to the next Age (unchanged).
→ Fishermen, Oyster gatherers, and Fishing Ships carry +15 (except Fish Traps).
→ Barracks technologies are 50% cheaper. Long Swordsman and above, and Spearman line available one Age earlier (from Armenians).
→ Siege units cost -33% wood (unchanged).
→ Skirmishers and Elephant Archers attack 25% faster (unchanged).
→ Medical Corps: Elephant units regenerate 30 hit points per minute (unchanged).
→ Wootz Steel: Infantry and cavalry attacks ignore armor (unchanged).
→ Team bonus: Infantry have +2 Line of Sight (from Armenians).

Georgians

→ Give the ‘Warrior Priest’.
→ Move ‘Mounted units regenerate 5/10/15 hit points per minute in the Feudal/Castle/Imperial Age’ to Armenians.
→ Move ‘Aznauri Cavalry: Mounted units take 15% less population space’ to Civilization bonuses.
→ ‘Svan Towers’: Defensive structures receive +2 +3 attack. Towers deal pass-through damage.
→ Add ‘Aznauri Infantry’: Infantry (except Spearman-line) +30 hit points, Warrior Priests +100% heal speed (from Armenians)

Reacap:
→ Start the game with a Mule Cart (unchanged).
→ Fortified Churches provide +10% work rate to Villagers (unchanged).
→ Mounted units take 15% less population space.
→ Units and buildings receive -20% damage when fighting from higher elevation (unchanged).
→ ‘Svan Towers’: Defensive structures receive +3 attack. Towers deal pass-through damage.
→ ‘Aznauri Infantry’: Infantry (except Spearman-line) +30 hit points, Warrior Priests +100% heal speed (from Armenians).
→ Team bonus: Repairing buildings costs -25% resources (unchanged).

→ Give the ‘Camel Rider’.
→ Swap ‘Parthian Tactics’ for ‘Thumb Ring’.
→ Swap ‘Bracer’ for ‘Ring Archer Armor’.
→ Increase (Elite) Monaspa hit points from 70 (80) to 80 (95).

Gurjaras

→ Add Steppe Lancer.

Goths

→ Fix the voice lines (thread).
→ Remove ‘Villagers +5 attack vs. wild boar’.
→ Remove the Gunpowder Units and improve historical accuracy. For example:
→ Swap ‘Hand Cannoner’ for ‘Thumb Ring’.
→ Swap ‘Bombard Cannon’ for one of ‘Siege Ram’, ‘Siege Onager’ and ‘Siege Engineers’.
→ Swap ‘Hussar’ for ‘Plate Barding Armor’.
→ Find a more proper name for ‘Huskarl’.

Huns

→ Fix the voice lines (thread).
→ The Hunic Horse cannot convert herd animals.
→ Add (Elite) Steppe Lancer.
→ Cavalry Archer and Steppe Lancer cost -10% Casle Age, -20% Imperial Age.

Italians

→ Fix the Italian IA names (thread).
→ Fix the History section on the site.
→ Rebalance the ‘Genoese Crossbowman’ (thead).
→ Rebalance the ‘Condottiero’ (thread).
→ Backport the Galeazza from AoE3 .

Persians

→ Change the architecture from ‘Middle Eastern’ to ‘Central Asian’ (thread).

Magyars

→ Add Steppe Lancer.

Mongols

→ Fix the ‘Mangudai’ bonus damage (thread).
→ Move ‘Lost houses do not drecrease population headroom’ to Civilization bonus.
→ Move ‘Scout-line and Steppe Lancer +30% HP’ to ‘Nomads’ Unique technology.

Romans

→ Remove the horse stirrups from the Centurion model.

Sicilians

→ Hauberk: Knights Barracks and Stable units +1/+2P +1/+1P armor.

Slavs

→ Renaming the Slavs in Ruthenians (thread).

Teutons

→ Make the ‘Crusader Knight’ a unique unit upgrade like the ‘Savar’ (thread).

Turks

→ Add Steppe Lancer.
→ Putting the hat back on the Janissaries (post, post).

16 Likes

Also

  • Give SL to more civs.
  • Give Vikings the dromon
  • Fix water triangle by adding a new ship to counter fires instead of relying on demos
3 Likes

Old Prussians Civ Concept - #154 by HelpfulGosling3 Old Prussians Civ Concept ( extinct Baltic Tribe).

1 Like

Maybe Magyars and Turks?

They would actually need another anti-construction ship that is neither the ‘Dromon’ nor the ‘Cannon Galleon’.

I add it

1 Like

African & American DLC ideas & civ suggestions

Suggestion (Caucasian Sails):

Regional unit sets:

Dromon/Siege Ship for all civs:

4 Likes

Don’t forget the lines of dialogue that need to be corrected.

1 Like

Unique voice lines:

1 Like

Allow me to share my two cents.


For Asians:

For the two Iberian civs:

For the user experience:

For new changes to the common tech tree:

1 Like

General:

  • Regional look for all units.

Goths:

  • Add stone wall: Kingdom of Aquatania, Gothic Spain
  • Add light cavalry bonus (instead of infantry bonus), this was the actual tactic of the goths.

Burgundians:

  • Remove Flemish Revolution, it is the wrong civ.

Byzantines:

  • Add a Flamethrower unit.

Huns:

  • Add Steppe lancer.

Mayans:

  • Add Fishtrap bonus
  • Add new unique unit: siege tower with arrow attack. Added archers can up the attackdamage.

Teutons:

  • Rename to Holy Roman Empire
  • Add light cavalry
  • Civ split (i wish)

Turks:

  • Steppe lancer

Mesoamerica:

  • Make Slinger a regional unit.
  • Dromon
  • Add Tlaxcalans
  • Add Tarascans
  • Add Chichimecs

North America:

  • Mississipians (Cahokia)

Asia:

  • Timurids (probably the current Tatars) with cannon elephants.

Other ideas

  • Staffslinger (handtrebuchet one-man siege unit)

  • Coulliard (small cheaper trebuchet, shorter range)

  • Siege engineers to build siege on the field

  • Mounted Crossbowman

  • Add a governement center where you can pick politics for bonusses.

  • More late game techs for the university

1 Like

I have so many civs. No time to link all my years of work. I just want to after years of civ crafting, be allowed to helm an official civ design… or 5

I think I have added everything you have indicated, except the voices for Italians just because as an Italian I can tell you it is more complicated than that. I would have to edit the corresponding wiki page first.

Vikings can get dromon. I know people get hung up about the dromon’s “roman-ness” but I’ve yet to hear an argument that explains why vikings shouldn’t get dromons, but also explains why mongols CAN have Hussar, and Inca CAN have halberdier.

I’d give both SL, but not elite. give them another midgame aggressive option while still letting the civ focus on their post nomadic elements and letting those shine in the late game.

Huns should get elite steppe lancer. You can go way into the weeds about what the huns employed, and how it differed from what the hunnic vassals employed, what unit a steppe lancer is supposed to represent, were the necessary innovations made by the oghuz turks of the 5th and 6th century, which the huns would predate, blah, blah, blah. Or we use a bit of common sense and game logic and give them the steppe lancer.

I’d also give Bulgarians Elite Steppe Lancer. It’d give them an option that’d pair well with their bagains THS, and provide a unique unit comp no other civ would want to go for, while reinforcing their infantry and cav identity.

1 Like

I would also argue that Gurjaras should have the Steppe Lancer as well.

Now before you go “wat…?”, there is a growing consensus that the Gurjaras culturally were a lot closer to the steppe nomads (Hunas) that conquered parts of India in multiple waves around the 4th, 5th and 6th centuries. With even some writings from the time describing the Gurjaras in similar terms and descriptions as Huna peoples.

3 Likes

That is interesting. Tho did gurjaras themselves ever employ anything like a steppe lancer? I suppose if you wanted to think of gurjaras as more umbrella and include the huna in, then they needn’t themselves.

In reality, the matter is much simpler. The halberdiers, hussars and Cannon Galleons and so on are of course all abstractions. Abstractions for abstractions we might as well keep the generic unit.

Even the Sicilians should not have Cannon Galleons in reality, since the reference period, at least in the game, is the 11th and 12th centuries.

I guess I need to post the links to my works.

Direct evidence of military units in India is unfortunately very hit-and-miss.

However some Arab scholars do help pick up the slack where Indian rains and humidity wash things away.

Reading some entries by said scholars, the Gurjaras had an army composition of about 2/3rds horsemen and 1/3 camels. There is no evidence of heavy cavalry from this part of India at the time the Gurjaras were operating as well, so we can rule out knight-like units.

One interesting thing I found was discussions from modern Guajaratis, where references were made to steppe-style horse archers and lancers under their usage.

It’s also possibly to extrapolate them using such units, if the Hunas were also using them (which they were). As there is plenty of evidence that the Gurjaras were adopting the Hunas military culture into their own and basically supplanted them in the end.

1 Like

I’d like to add a few:

The Mississippian civ concept (with campaign ideas (The Cahokia and the Hernan de Soto ones) from the below thread:

And the initial Balkans civ idea from the below thread: Adding Romanians/Vlachs and Serbs, making the Dracula campaign (with some modifications) the Romanian campaign and then adding a Magyars campaign on top of it.

And an original idea of mine, a “Barbarian Invasion” themed DLC, with Vandals civ and one other Barbarian-era civ (my thought is Saxons but i’m open to other ideas on the second civ) A Barbarian architecture set for the new civs in the DLC, the Goths, and the Huns, and a campaign for each of the new civs and for the Romans (perhaps making the custom Aegedius campaign official, or another Western Roman commander fighting off the Barbarian invasions.)

After the Balkans and the Barbarians idea i’d personally prefer that Europe be considered “complete” and more focus be put into Asia, Africa, and the Americas. the below ideas are less fully fleshed out but I think have potential.

(I think that outside of the Mississippians idea theirs room for at least one other DLC in the Americas, with perhaps Chimor and Tariscans (pardon my bad spelling) though I haven’t done much research on this

I also think a SE Asia DLC with Siam and Champa

Assuming the next DLC is bringing Tanguts and Jurchens, I think another with Gokturks and Tibetans (or another civ if MS is still nervous about Tibetans) would be nice to fully flesh out both the greater China area and Central Asia (Tatars are later-era Central Asians, and Turks really is Ottoman-centric, a civ representing the more nomadic early turks would be nice)

This…is going to go back on my “Europe complete” thing but some form of Andalusia/Moors civ to represent the Muslim populations in Iberia I think has some potential as well, though that’s fairly far down the list IMO

A sub-saharan Africa DLC or maybe even two with any combo of Kongo, Benin/Dahomey, Swahilis, etc.

I’d also like to see full campaigns for all the pre-existing civs that don’t have them, and on top of my “Barbarian” architecture set i’d love to see a non-Japanese East Asian set, and the Byzantine set that has been floated around as an idea (and ideally Mississippians getting their own North American set if that civ ever came) but I know that getting new architecture sets seems to be anathema to the devs sadly so i’m not holding my breath for that.

3 Likes

Maybe the Longobards to have an Alpine civ?
Or a split between Visigoths and Ostrogoths?

Two items I forgot to mention in my prior wall of text; The first is a very important one: Unique castles for all pre-existing civs! The new civs have beautiful castles while the old ones still use recycled stuff. Share the unique castle love.

Also to clarify, when I said “consider Europe complete” in my prior post, it wasn’t necessarily permanently complete as much as take some time (ie a few DLCs) to focus on other areas of the world, pop back to Europe occasionally is fine, but i’d rather see 2-3 non-Europe DLCs for every one Europe one personally.

Longobards was another one I had considered in the past, and I think is a good shout; i’d forgotten about them. Something I’ve considered when pondering the other Barbarian civ is their representation in other campaigns, and we don’t have a civ to represent the Barbarians that actually settled Italy after Rome’s final collapse, and they do show up in a few campaigns, and Saxons show up in campaigns quite a bit as Vikings, which is also less than ideal.