Introduction
Age of Empires II has always been built around fixed civilizations.
Each civilization has its own identity through:
- Civilization Bonuses (including Team Bonuses where applicable)
- Technology Tree
- Unique Units
- Unique Technologies
This system creates strong identities and makes civilizations memorable.
However, as the number of civilizations increases, several challenges appear:
- Creating new civilizations becomes harder without overlapping existing designs.
- Players want more strategic variety.
- A completely free civilization creator may reduce balance and historical identity.
A possible future direction is a Semi-Variant Civilization System.
The goal isnβt to replace fixed civilizations, but to allow existing civilizations to evolve through controlled reforms.
The Core Principle: Reform, Not Replacement
The biggest risk of civilization customization is that players simply remove weaknesses and collect the strongest technologies.
For example:
A Frankish variant that removes:
- Cavalry units +20% HP
and gains:
- Bloodlines
- Hussar
may become a generic complete cavalry civilization,
it gains more options, but loses the identity of the Franks.
Therefore:
Civilization Bonuses should mainly be exchanged for other Civilization Bonuses.
The purpose of reform is to change the direction of a civilization, not erase its identity.
Main Rule: Civilization Bonus β Civilization Bonus
Civilization identity should usually be exchanged with another identity.
Example:
Frankish Military Reform
Original:
Civilization Bonus
- Cavalry units +20% HP
Exchange:
Civilization Bonus
-
Infantry (except Spearmen) deal additional damage against Trash Units:
- +3 in Feudal Age
- +5 in Castle Age
- +7 in Imperial Age
Result:
Original Franks:
A cavalry civilization based on powerful knights.
Reformed Franks:
An infantry-oriented civilization designed to defeat trash-unit compositions.
Both remain recognizable as Franks.
Team Bonus Reform
Team Bonuses represent a civilizationβs influence on allies, so they should usually be exchanged with other Team Bonuses.
A Team Bonus should not simply become a personal Civilization Bonus.
Example:
Original:
Team Bonus
- Knight line +2 Line of Sight
Possible Reform:
Replace with:
Team Bonus
- Castle construction time -25%
Result:
The civilization changes its contribution to the team.
It does not simply gain additional personal strength.
This keeps multiplayer balance while allowing different team strategies.
Technology as Part of Major Reforms
Technologies should not simply replace Civilization Bonuses.
Instead, they should appear as rewards in larger reforms.
Possible structure:
Small Reform
Civilization Bonus β Civilization Bonus
Medium Reform
Civilization Bonus β Civilization Bonus + Technology
Major Reform
Civilization Bonus + Technology β Civilization Bonus + Technology
Example:
Frankish Cavalry Reform
Lose:
- Cavalry units +20% HP
- Champion
Gain:
- Knight line HP +12.5%
- Bloodlines
The result is not simply a stronger Franks civilization,
itβs a different development path.
Original Franks:
Unique high-HP cavalry.
Reformed Franks:
More standardized and complete cavalry.
Showing the Price of Reforms
One important advantage of this system is transparency.
Currently, players often ask:
- βWhy does this civilization not have Bloodlines?β
- βWhy does this civilization not have Thumb Ring?β
A reform system can explain that these technologies are not simply missing.
They have a price.
The player can see:
If you want this ability, what civilization identity must you give up?
Example:
Bloodlines
Available through Reform
Gain:
- Bloodlines
Price:
- Replace Cavalry HP Bonus
Example:
Thumb Ring
Available through Reform
Gain:
- Thumb Ring
Price:
- Reduce Archer range advantage
This helps players understand the original design,
a missing technology is not always a weakness.
Sometimes itβs the price paid for another civilization advantage.
Two Ways to View Reforms
Reform Overview
Players see complete reform paths.
Example:
Frankish Cavalry Reform
Gain:
- Bloodlines
- Improved cavalry technology
Price:
- Reduced unique cavalry bonus
This shows the overall direction.
Direct Technology View
Experienced players can select a technology and immediately see possible reforms.
Example:
Click:
Bloodlines
The game shows:
Available Reform:
Gain:
- Bloodlines
Price:
- Replace Cavalry HP Bonus
This is a quick way to understand trade-offs.
Variant Civilization Naming
Reformed civilizations should keep their original names.
Instead of creating completely new civilizations:
- Franks #0
- Franks #1
- Franks #2
The number represents different development paths.
Example:
Franks #0
Traditional Franks
- Cavalry units +20% HP
Franks #1
Cavalry Reform
- More complete cavalry technology
- Reduced original cavalry bonus
Franks #2
Military Reform
- Infantry-focused bonus
- Different battlefield role
Players immediately understand:
These are not unrelated civilizations,
they are different versions of the same civilization.
Conclusion
A Semi-Variant Civilization System should not be about creating the strongest possible civilization.
It should be about choosing different development paths.
The key principles:
- Preserve civilization identity.
- Make Civilization Bonus exchanges the main form of customization.
- Keep Team Bonus exchanges within the Team Bonus category.
- Use technologies as rewards for deeper reforms.
- Show the price of every reform clearly.
- Keep variants connected to their original civilization.
Instead of endlessly adding more civilizations,
Age of Empires could allow existing civilizations to evolve.
The civilization is not broken into pieces,
it develops along different historical paths.
The future of civilization design may not be about adding more civilizations,
but allowing existing civilizations to develop more historical paths.