A DLC that focused on the time after the Fall of the Roman Empire.
All suggestions are incomplete and just ideas. Feel free to add your own ideas.
New Civilisation
- Vandals
- Alans
- Saxons
- Suebi
Reworked Civilisations
- Goths
- Huns
- Armenians
- Byzantines
Regional Units
Huskarl
- Pierce Armour reduced by 4 down to 2 (4 Elite)
- This is compensated by the civs (other then Goths) having Plate Mail Armour
- Anarchy restores the old Pierce armour for Goths instead of enabling them at the Barracks
- Now have Shock Infantry armour class
- All other stats unchanged
- Cost is at 75 Food and 35 Gold without the Goths discount
- Available to Goths, Vandals and Saxons
Cataphract
- Available at the Stable for Byzantines and Armenians
- Does not replace the Knight Line
Vandals
Cavalry and Infantry civilisation
Bonuses
- Melee Units +1/+2/+3 attack in Feudal/Castle/Imperial Age
- Infantry and Cavalry generate Gold from destroying Buildings
- Hunters generate additional 25% Gold
Team bonus
Unique Unit
- Torch Thrower: short range anti building Infantry (Causes burn damage to Buildings and Siege Units)
Unique Technologies
- Castle Age:
- Imperial Age: Galley Line +3 attack
Available Technologies and Units
- (Elite) Huskarl
- Paladin
- (Heavy) Camel Rider
- Dromon
Missing Technologies
- Plate Barding Armour
- Gambesons
- Bracer
- Halberdier
- All gunpowder units
Concept
This civilisations kinda inverts the usual roles of Cavalry and Infantry. Their Cavalry is missing pierce armour but they have access to Huskarls.
Their Melee units are fragile but have a strong attack.
Alans
Cavalry Archer civilisation
Bonuses
- Steppe Lancers and Cavalry Archer generate 5 Gold per kill and heal 10 HP
- Light Cavalry Archer available in Feudal Age (automatically upgrades in Castle Age like Camel Scout)
- Have access to Mule Carts
- Free Mule Cart on Age Up
- Have access to Pastures
Team bonus
- Alan Mercenary available at the Castle
Unique Units
- Light Cavalry Archer: Feudal Age Cavalry Archer (with negative Cavalry Archer armour)
- Alan Mercenary: Quickly trained Cavalry Archer with bonus damage vs. Cavalry that only costs Gold
Unique Technology
- Castle Age: Mounted Units +10 HP
- Imperial Age: Alan Mercenary refunds part of its cost on death (that applies to allied ones too, the Gold goes to you)
Available Technologies and Units
- Parthian Tactics and Thumbring
- (Elite) Steppe Lancers
- Dromon
Missing Technologies
- Paladin
- Gambesons
- Halberdier
- Champion
- Camel Rider
- All gunpowder units
Concept
Civilisation with a wide selection of good cavalry units.
The only civilisation without an Elite Upgrade for their Unique Unit. Their Imperial Age UT gives them Gold when their allies train their shared unique unit.
Saxons
Infantry and Naval civilisation. Take over the Armenian Infantry bonuses.
Bonuses
- Infantry units (beside MAA) available one Age earlier (including Elite Huskarl)
- One Free Transport Ship with the first Dock
- Miners (both Gold and Stone) generate additional 25% Food
Team bonus
- Infantry +2 Line of Sight
Unique Unit
- Aetheling: Expensive cavalry with bonus damage vs. Infantry. Gains HP 10 for every kill (up to +50)
Unique Technology
- Castle Age: All units generate Wood by killing Siege Units and Ships
- Imperial Age: Infantry +30 HP (besides Spearman Line)
Available Technologies and Units
- Paladin
- Dromon
Missing Technologies
- Bracer
- Thumbring
- All gunpowder units
Concept
They are representing both the Continental Saxons and the Anglo Saxons from the British Isles.
Their trait is durable Infantry, especially with their Huskarl but their Knights are pretty strong too because they are fully upgraded including Paladin.
Suebi
Infantry and Gunpowder civilisation
Bonuses
- Villagers can drop of resources at Castles
- Spearman Line +1/+2 Spearman Armour in Castle/Imperial Age
- Free Spearman/Skirmisher/Scout for ever Barracks/Archery Range/Stable built
Team bonus
- Villages +5 HP
Unique Unit
- Landsknecht/Reisläufer: Expensive heavy Infantry that does AoE damage
- Culverin: Medium range cannon with small AoE damage, good against Siege Weapons and Elephants
Unique Technology
- Castle Age: Castles slowly trickle Gold and work 50% faster
- Imperial Age: Archery Range Units move 10% faster (Excluding Cavalry Archers)
Available Technologies and Units
- Paladin
- Hand Cannon
- Bombard Cannon
- Siege Engineers
- Elite Cannon Galleon
Missing Technologies
- Thumb Ring
- Bloodlines
- Parthian Tactics
- Hussar
Concept
The Suebi split into multiple parts, some moved to modern day Spain/Portugal but some stayed in Germany/Switzerland. I decided to represent them more as the Late Medieval Germans to add more variety to the DLC.
They have a relatively wide techtree but no strong bonuses for any particular unit in the late game.
Their free Scout bonus sounds powerful but they are missing Bloodlines and the Hussar upgrade. They have Paladins though.
Their Archers are missing Thumbring but move faster. That applies to their Hand Cannons too.
Changed to existing civilisations
Goths
- Anarchy: Huskarl +4 Pierce Armour (just restores old stats)
- New UU: Mounted Throwing Axeman Ranged unit that counters Infantry and Siege units
- Lose access to Hand and Bombard Cannons
Huns
- Lose Access to Plate Barding Armour
- Gain Access to Steppe Lancer
- Gain Access to Pasture
- Discount apples to Cavalry Archer and Steppe Lancers now
- Elite Tarkan +1/+1 armour (Compensation for missing Plate Barding Armour)
Armenians
- Gain access to Cataphract
- Gain access to Plate Barding Armour
- Lose their early Infantry upgrade civ bous
- New Imperial Age UT: Catapharcts have charged ranged attack from the Composite Bowman (ignores armour)
Byzantines
- Gain Access to Legionary
- Cataphract now at the Stable
- New UU either Varangian Guard or Flame Thrower
- Varangian Guard: Infantry with +2/+2 armour close to allied Castles, Towers and Town Centres
- Flame Thrower: Infantry unit with Fire Galley like attack
Campaigns
- Roman campaign
- Saxon campaign
- Vandal and Alan combined campaign