Introduction to the Tatars

Hi All,

Yesterday I finally released my Tatars civ mod, a product of over 3 months of work. I wanted to introduce some of the units and features of the civ, and hopefully inspire some of you to give it a go.

There has been a lot of discussion over the years about how a Central Asian civ should look, so first of all: my Tatars are an umbrella civ, meant to represent the various Turkic successors to the Golden Horde and the Chagatai Khanate, a vast area that spreads across Central Asia from Ukraine to China. The unit roster is inspired by the armies of the Crimean Khanate, while the architecture is meant to evoke the Timurid buildings of Samarkand and Bukhara.

Gameplay-wise, the Tatars are an Asian civ, so they age up with Wonders, and have access to the Consulate and Monastery. Militarily, the focus is on cavalry supported by foreign soldiers, with cards boosting cavalry, archers, natives and mercenaries. Their position at the heart of the trade routes between China and West Asia means they have very good export generation, and new ways to spend that export. Their economy is centered on livestock, which form an important part of their food production right through to the late-game.

The Tatar villager is called the Kötüçe, which translates to “herder” or “shepherd”. Kötüçes are faster and can see further than regular Villagers, and can be paid for using either food or export.

The Tatars do not have access to Rice Paddies, instead building Mills for food and their unique Bazar to generate coin. In addition to generating coin, Bazars can be switched to produce export, albeit at a much lower rate. Their other unique building is the Yurt, which replaces the House. Yurts only support 5 population, but spawn a Sheep when built and can train and fatten livestock. In addition, you will receive a Yurt Rickshaw with every shipment you send (except infinite and team shipments).


Kötüçes working at the Bazar with some Yurts nearby (Bazar model to be updated in the future)

Tatar Units

The Tatar hero is the Mirza, a mounted archer with a charged multi-arrow attack. Monastery technologies improve the Mirza’s combat capabilities, give him a damage-boosting aura, and allow him to train Wolves

In the Commerce Age, the Tatars can train 2 infantry and 2 cavalry units:

  • Tribal Warrior (Barracks): A weak but cheap hand infantry
  • Sibir Hunter (Barracks): A capable foot archer with decent attack but a slightly reduced range
  • Batir (Stable): A hand cavalry that sits somewhere between Hussar and Uhlan in cost, attack and health
  • Kazak (Stable): A mounted archer with low health but a good attack. Only takes 1 population, but is reasonably expensive.


The Mirza and his early warriors

In the Fortress Age, new units are enabled:

  • Seymen (Barracks): A powerful, 2-population skirmisher. The Seymen is very tough, and has good attack but poor range, making it more of a line-of-battle infantry than a true skirmisher.
  • Circassian Lancer (Stable): A light lancer, very good against cavalry in melee but poor against infantry.
  • Oghlan (Stable): A 3-population heavy cataphract with bow and lance, devastating against infantry in melee and strong at range.
  • Marauder (Castle): A heavy siege cavalry unit armed with a torch, and unashamed reference to an earlier game.
  • Wall Gun (Castle): A heavy cannon taken from a castle wall. Strong against artillery and buildings but poor against other units.


A Fortress Age army

Tatar Wonders

  • Hansaray - The palace of the Crimean Khan ships Kötüçes and Cows, supports 40 population and can fatten livestock. It also increases the fattening speed of all livestock.
  • Saray-i Batu - The ancient capital of the Golden Horde ships Kazaks or Oghlans, depending on the age, and has a passive ability that allows your soldiers to loot export and coin from defeated enemies, especially Settlers.
  • Tilya-Kori Madrasah - This stunning mosque in Samarkand ships rickshaws that can build a variety of buildings, heals nearby units and can train Sages. Sages are healers with a low build limit but no population cost, and they can be improved by several technologies at the Madrasah itself.
  • Polvon Gate - This gateway in Khiva was at the centre of one of the largest slave trades in the world. It ships export and experience, and allows you to spend export to train banner armies of Tatar warriors. It also allows you to resend reinforcement shipments, home city cards that cost export and send consulate armies.
  • Ark of Bukhara - The greatest fortification in the city of Bukhara ships Castle Rickshaws and Castle units and gradually spawns Qolcancis, elite horse archers with a long range, area of effect attack.

Tatar Consulate

The Tatars have access to the Russian and Ottoman allies at the Consulate, and have 2 unique allies: the Chinese and the Polish

The Chinese passive bonus improves military unit production speed. Its banner armies are exactly that: You can train the Mongolian, Territorial and Forbidden Armies exactly as a Chinese player would. In the Imperial Age you can send the Ming Loyalist Brigade, which ships a large number of Rattan Shields and Iron Troops. The Chinese have technologies that ship small numbers of Flamethrowers, Hand Mortars and Flying Crows, and allows them to be retrained at the Castle if killed.

The Polish provide a passive food trickle. Their banner armies ship a variety of Polish units, including Dziesietniks (Polish Halberdiers), Piechurs (Polish Hajduks), Companions (Elite Dragoons), Horse Artillery and Winged Hussars. Their technologies boost your economy, and ship resource sources - mines, trees and a Folwark mill - along with providing a small collection rate boost. Massive thanks to @Stark22e for allowing me to use the units from their Just Poland mod!

Home City

The Tatar home city is Bukhara, capital of the Khanate of Bukhara and a global centre of trade and learning.

The Tatars have a lot of unique cards, but here are a few highlights:

  • They have no villager shipment cards. Instead, they can spend export to send “Khanate” cards from the harbour, which bundle together villagers and a collection rate improvement, for example:


    Sibir Khanate (Age 1, 100 export): Ships 3 Kötüçes from the Sibir Khanate. Villager gather work rate for hunted animals and Berry Bushes increased, hunted animals and Berry Bushes contain more food.

  • Also from the harbour are “Reinforcement” cards, shipments of consulate units that cost export, for example:


    Kapıkulu Reinforcements (Age 3, 800 export): Ships 9 Janissaries and 3 Sipahis from the Padishah’s Kapıkulu Corps.

  • Transoxiana (Age 2): Native Settlements can call Bashibozuks to defend them; trade routes provide more coin, food and wood.

  • TEAM Timurid Architecture (Age 1): TEAM buildings cost 10% less wood and grant 25% more xp when built.

  • Shangyrak (Age 1): Delivers 1 Horse scout. Yurts gain a small experience trickle and can train Horses.

  • Blue Horde (Age 4, 1000 coin): Ships a number of native horse archers from across the steppe.

Finally, the mod introduces 2 new mercenaries. These can be sent from the Tatar home city, and are also in the pool of random mercenaries for other civs to train from the Tavern, Monastery or similar.

  • Dzungar Marksman: A Mongolian mercenary variant of the Rifle Rider, the Dzungar Marksman can counter heavy infantry and cavalry, but in turn is classed as both heavy and light cavalry.
  • Abrek: A Caucasian armoured musketeer. Has ranged armour and counters light cavalry at range, has melee armour and counters heavy cavalry in melee.

Credits

The units in this mod speak a variety of languages from different sources:

  • Kötüçes and the Commerce Age military units speak Cuman, taken from the Tatar Archer. Kötüçe lines were taken from Cuman Villager dialogue in Age of Empires 2.
  • The Oghlan and Marauder speak Chagatai, taken from Tatar military dialogue in Age of Empires 2.
  • Circassian Lancers and Abreks speak Georgian, taken from the Georgian Hussar.
  • Seymens, warships and Wall Guns speak Turkish, taken from the Abus Gun and Ottoman Ships and Falconets.
  • The Mirza and Sages speak Persian, taken from Delhi Sultanate dialogue in Age of Empires 4.
  • The Dzungar Marksman speaks Khalkha Mongolian, taken from Mongol military dialogue in Age of Empires 2.

Credit to the Age of Pirates and Age of the World teams for the use of their icons.

Enormous thanks to Stark22e for starting me down the path of making this mod, as well as generously allowing the use of their Polish unit stats, descriptions, textures and voice lines.

Thanks for reading, and I hope you enjoy the mod!

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Very cool! Mind if I drop these here to help out?

You can just put them over your icons to give them more of that 3D effect.

I guess I should include the big button also just in case:

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Yes, thank you! I’ve been looking everywhere for something like this!

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Out of curiosity, what is the story behind the polish consulate option?

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Historically? There are two influences:

  1. The Crimean Khanate often fought alongside Poland-Lithuania, mostly against the Russians.
  2. Tatar refugees fled in large numbers into Poland and Lithuania and made up a large portion of their armies. In this case I suppose it’s more of a reverse consulate situation, but still an example of Poles and Tatars fighting alongside each other.

These might not be good enough reasons for a whole consulate ally, but the truth is that the Central Asian powers spent most of their time fighting each other or Russia. They didn’t interact with any of the other traditionally colonial European powers, unlike the other Asian civs in the game.

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That’s a lot of very clever use of reskins. Shame about the AI generated homecity cards. But at least the gameplay does bring something interesting to the table. The infantry costing only wood really threw me for a loop.

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More, in case you need these also:

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Thanks for the feedback. I am trying to replace the AI icons I borrowed with real art, there shouldn’t be many of them left now.

In testing I found the free Yurts meant wood was barely needed until a good way into the game, hence the infantry (and horse archers) high wood cost.

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Ah, the fabled half and halfs! Thank you

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This is good… I might end up using it if I decide to recreate Tamerlane and Babur’s campaigns in AoE 3… Tamerlane is a bit anachronistic, but Babur would fit in well, since you only use the Tatars in the first 2 scenarios…Also, only Tatars is kind of rare, since Central Asia was divided into Kazakhs and Uzbeks until they were conquered by the Russians in the mid-19th and early 20th centuries…

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Thank you so much for this tremendous effort!
Nice amount of work!

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Yeah at first I thought having the Yurts provide half as much pop as normal to be kinda goofy, but I understood the idea once I actually tried the civ. The flow of shipments is just right that in practice the civ ends up playing like the Lakota, except with more sheep booming.

Despite that the civ didn’t feel overwhelming powerful, although maybe an optimized build could tell the contrary, who knows.

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I’m not a fan of some of these unit names. How about these instead?

Tribal Warrior → Tabar Axeman
Sibir Hunter → Mergen

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Yeah the unit names are very rough, but it’s kinda difficult to narrow down the civ to something specific because “Tatars” is pretty much just three completely different ethnic groups in a trenchcoat.

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Yeah, personally I’d prefer separate civs of Kazakhs, Uzbeks, and Oirats. But all anyone ever suggests is an umbrella civ based primarily on the Crimean Tatars which are kinda marginal for a full civ. It’s understandable because the area is quite poorly known, but it leads to quite the mishmash of civ design.

Really only the Seymen, Oghlan, and Mirza are based on the Crimean Khanate. I suppose Batir and Kazak are okay for a Tatar umbrella. The rest are just made up or not even Tatar at all like the Circassian Lancer so there’s room for improvement.

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Thanks for the feedback. To address a few of your points:

  • Although my Tatars are an umbrella, they are an explicitly Turkic one. I have intentionally avoided anything Mongolian (apart from the one mercenary unit, but mercenaries don’t count)
  • The Crimean Khanate may be comparatively minor on a global scale, but in terms of interaction with the other civs in the game it is anything but.

Tribal Warrior to Tabar Axeman I generally like, though it does have a bit of “Changdao Swordman” style redundancy going on. I’m not as keen on Sibir Hunter to Mergen, as it abandons a reference to the Sibir Khanate which otherwise would go unmentioned in a supposed umbrella civ.

To gently defend my unit choices, setting aside the names, the Batir and Kazak represent the light and heavy tribal cavalry that made up the bulk of Crimean armies. The Circassian Lancer is inspired by the very extensive use of Circassians in the armies of the Khanate. They may not be ethnically Tatar, but no Crimean army would march without its Circassians. Also, those Chokhas and Papakhas riding around make your armies look a bit more stylish, which is always nice.

The Castle units are much simpler to explain: The Wall Gun is clunkily named, but its use as a slow defensive gun fits the limited use of field artillery among the Tatars. The Marauder is an Age of Empires 2 reference that allows your cavalry force to sack cities. You couldn’t play a raiding steppe civilisation without a unit like that.

Finally, the Qolcanci is completely made up, I admit it. The name is a translation of Khorchin (Quiver-bearer), the battlefield bodyguards of the Mongol great khans. It fits as a name for an elite cavalry unit, and honestly I just thought the name sounded good, so it stuck. You may not like it, and that’s fine, but you can’t say it’s any more egregious than plenty of things already in the game (Sowars on camels because why?)

Splitting Central Asia into multiple civs would be interesting, but for now I’m not sure there’s anything about my civ that’s wildly out of place if you do choose to play them as the Uzbeks, Crimeans or Kazakhs.

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To me that is still way too broad of a scope. And what you’re describing seems more like it’s 90% Crimean Khanate with some unrelated silk road cities bolted on. In the context of a Tatar umbrella civ, Crimea is peripheral and not very representative of the bulk of the Tatar peoples further east.

If you want a more Crimea heavy inspiration, “Tatars” should really just be limited to the successor states of the Golden Horde. If you want inspiration from the silk road cities under the Uzbek Khanates and former Chagatai Khanate that’s a totally different thing.

You already have a card that references the Sibir Khanate so it wouldn’t be unmentioned. I also don’t see what’s so special about Sibir that it needs a unit named after it. You don’t have units named after Kazan, Astrakhan, or Nogai.

Why wouldn’t Kazak represent light cavalry from Kazakhstan? They’re not really an umbrella civ if you’re just trying to make them totally Crimean.

Again, this is hyper focused on Crimea. While they did fight as mercenaries, I doubt they were an integral part of Crimean armies given that they were constantly at war with Circassia to take slaves.

Yeah, a few generic units are fine. Even some of your more specific names could be more generic. You could get by with a lot less umlauts by simply calling Kötüçes “Herders”.

That name seems fine to me. Naming after an elite bodyguard is better than naming after a random ethnic group or going with something way too generic.

Respectfully, I think you’re getting slightly too hung up on the names of things. Just looking at your Uzbek civ concept, it seems like it would feel, both economically and militarily, very similar to my Tatars to play. This isn’t to say there isn’t space for several Central Asian civs, or that mine shouldn’t shed its Silk Road trappings and become fully Crimean, just that if you want a gameplay experience that allows you to feel like a noble bearing down on some Russian peasants, or a Khan of Bukhara managing an extensive trading nation, my Tatars can provide that.

The reason Sibir is special is it’s the only appearance of a Tatar people in the base game. I wanted a unit that could be a fun callback to the historical battle. It’s not that important, but I am a little attached to my Sibir warriors, the saviours of many an early game.

Kazak in its meaning as something like “free man” could be a light cavalryman from anywhere.

There were plenty of Circassians living within the borders of the Khanate who fought as regular soldiers. Everything I’ve read about the Crimean military highlights the importance of Circassians, whose ferocious charges devastated Polish cavalry.

I feel I should point out, the military roster is meant to be hyper-focussed on Crimea. This doesn’t mean it can’t represent other people and places, though. My Seymen could easily be the Mergan from your Uzbeks; my Oghlan could be your Batir, or any other elite armoured lancer from every steppe civilisation going back 1000 years.

This is true, I am getting sick of having to copy-paste the name of my villager every time.

Possibly we’re just approaching this issue from different sides. You’re clearly very knowledgeable about early modern Central Asia and want a civ that closely resembles the historical reality, while I am more interested in creating a civ that is varied and fun to play while capturing different aspects of culture and society on the Steppe. Crimea had the most interaction with the other civs of the game, so the military roster is designed to reflect theirs. The cities of the Silk Road have the most beautiful architecture in the world, so I want my buildings to look like theirs. Do they go together? Possibly not, but I think there’s enough commonality in the way the different Steppe people lived and fought that an umbrella treatment is forgiveable.

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The units are a bit rough, but that’s not a huge deal. My issue is it’s trying to combine two very disparate peoples that have very little to do with one another just because foreigners called them all Tatars. The only times Crimea and the silk road cities were “united” was when they got conquered by the Mongols or Russians. One descends from the Golden Horde and falls in Eastern European spheres of influence and the other descends from the Chagatai Khanate and is very Persian influenced.

To do the Tatars justice, they should be two civs at a minimum. But if you really want to have them under just one umbrella, I think it would be better to draw on a broader set of khanates rather than basing it almost entirely on the Crimean Khanate at the fringes of the region.

The same could be said for any European civ though. Having some shared units and economic setup doesn’t mean they should all be the same civ. Uzbeks are also the only Tatar civ where having wonders makes any sense, so you using the silk road wonders makes them more similar than they would be otherwise. Realistically an age up alliance more like the Africans with various hordes as options would best for other central Asian civs. It would also let you better reference the other khanates like Sibir, Kazan, etc.

Building the Ark of Bukhara kinda breaks the immersion of trying to be Crimean, and having a primarily Crimean unit roster doesn’t really jive with trying to be Uzbek on the silk road. Gotta have some camels and Persian stuff to make it seem like the silk road.

This is the main thing we’re disagreeing about. If you want to focus so heavily on one single khanate such as Crimea I think it would be best to restrict the scope of the civ to be at most the successors of the Golden Horde. They may not be politically united, but they at least have the same cultural heritage and foreign interactions. If you want to zoom out to be a generally Turkic civ then hyper-focusing on Crimea makes little sense.

These really aren’t very interchangeable. I spent a long time searching for a name for an Uzbek musket unit and if Seymen was at all appropriate for them I would have used it. Unfortunately it’s pretty specific to Crimea and not really appropriate to elsewhere. There’s also Tufenkji (or like a million other spelling of that term) that might be more applicable to a broader region, but I’d need to research it more. Mergan/Mergen would actually be a better term for an archer unit, but I used it for a musketeer because I couldn’t find much else.

Oghlan seems much more suited for a light melee cavalry unit considering it means boy or young man and it’s the origin of European light cavalry like Uhlans. And I’m not sure if it has the same military connotation outside of Crimea. Batir means hero so the most obvious role for them would be like heavy cavalry knights. Batir would make sense for any Tatar civ though so it’s a good unit for an umbrella civ.

With Poland not in the game, it’s really only the interaction with the Ottomans that’s unique to Crimea since Russia interacted with everyone in central Asia. So if that’s your only reason for focusing on Crimea it isn’t super strong. Ideally, the interactions and architecture would be best represented by two different civs, but if you really want an umbrella, a more universal Tatar reference for the units would be better. Otherwise it just feels like Crimea with some wonders bolted on instead of roleplaying like your favourite Khanate.

Did you really spend that long?

Coulda asked me, in the WoL team we did the research maybe 10 years ago. Bukhara, Khiva and whatnot used Sarbaz as their “line infantry”.

I… actually have notes for a full on Uzbek civ, I just never thought anyone outside the team would want them.