New Civilization idea: Turkmens

I think designing Turkmen civilization with the help of Chatgbt.

Civilization: Turkmens

Civilization Overview:
Historical Background: The Turkmens are a Turkic-speaking, nomadic people with a history that stretches back many centuries. They are known for their pastoral lifestyle, expert horsemanship, and their role in the history of Central Asia and the Middle East. Turkmens have been instrumental in the rise and fall of various empires and states in the region.

  • The Turkmen people are traditionally known for their nomadic lifestyle, with a strong emphasis on horsemanship, herding, and a rich oral tradition that includes epic poetry.
  • Historically, Turkmen tribes played pivotal roles in various regional empires and confederations, including the Khwarezmian Empire, the Timurid Empire, and Turkmen tribal confederations like the Ak Koyunlu and Aq Qoyunlu.
  • Textiles: Turkmen women are renowned for their weaving skills, creating vibrant carpets, rugs, and textiles adorned with geometric patterns and traditional motifs. These textiles are highly valued both within Turkmenistan and internationally.

Key Turcoman States:

  1. Kara Koyunlu (Turkish: Black Ship owner) Confederation (1375-1468):
    image
  • A Turkoman tribal federation that held sway over parts of Anatolia, Iraq, and Iran.
  • The Kara Koyunlu Confederation was a Turkoman tribal federation that controlled parts of Iran and Anatolia in the late 14th and 15th centuries.
  • The Turkmens of the Kara Koyunlu were known for their semi-nomadic lifestyle and their rivalry with the Aq Qoyunlu, another Turkic tribal federation.
  1. Aq Qoyunlu (tr. White Sheep owner) Confederation (1378-1508):
    image
  • The Aq Qoyunlu Confederation was another Turkoman tribal federation that rivaled for control of Anatolia and parts of Iran during the same period as the Kara Koyunlu.
  • Turkmens were a significant component of the Aq Qoyunlu, and they were involved in the political and military struggles of the time.
  1. Safavid Empire(1501–1736):
    image
  • The Safavid state was a Persian empire in 16th-18th century Iran, known for its Shia Islamic identity, cultural achievements, and military reforms. It reached its height under Shah Abbas the Great but eventually declined and fell to external forces.
  • Turkmens were a significant component of the Safavid Empire. The founder of the Safavid dynasty, Shah Ismail I, himself had Turkoman ancestry. Additionally, Turkmens played crucial roles in various aspects of the Safavid state.

These are just a few of the historical states and empires where Turkmens played a prominent role. Their nomadic lifestyle, warrior culture, and influence on the regions they inhabited have left a lasting mark on the history of Central Asia and the Middle East. Incorporating these historical aspects into a Turkmens civilization in Age of Empires 2 could provide an engaging and historically accurate gameplay experience.

Civilization Bonuses:

  • Sheeps generate gold in addition to food (0.33 gold per food).
  • Houses and Outposts are 50% cheaper.
  • Cavalry Archer +1 range.
  • 1 Light Cavalry spawn after 8 stable unit created starting in the Castle Age.

Unique Technologies:

  1. Yesevi Order: Monks moves 50% faster.
  2. Qizilbash Revolt: Up to 50 villager turned into Qizilbash Warrior and Qizilbash Warrior available in Stable.

Team Bonus: Steppe Lancer +1 vs infantry.

Unique Unit:

  • Qurchi: A medium cavalry unit strong vs. cavalry, representing The royal bodyguard of the Safavid Shahs.

  • Qizilbash Warrior: Light Cavalry unit with decent attack and hit points, representing Shia militant group which mostly consisted of Turkoman tribes, founded Safavid Empire in 1501. They are strong against infantry.
    image

Wonder: Shah Mosque (Isfahan)
Masjid_Shah,_view_of_the_courtyard_by_Pascal_Coste

Civilization Specialty: The Turkmen civilization excels in hit-and-run tactics and mobility, making them formidable in raiding and harassment strategies. Their strong cavalry units, inspired by the historical significance of Turkmen warriors, give them a solid foundation for land-based strategies.

Military

Barracks

Pikeman and Eagle Warrior are missing. Other technologies and units are open.

Archery Range

Elephant Archer is missing. Other technologies and units are open.

Stable

Paladin, Heavy Camel and Battle Elephant are missing. Other technologies and units are open.

Siege Workshop

Siege Ram, Onager and heavy scorpion are missing. Other technologies and units are open.

Unique Units

Castle

Qurci:

Cost: 70f food 35 gold
Training Time: 12 (Elite) seconds
Hit points: 90, 110 (Elite)
Attack: 12, 15 (Elite) melee
Attack bonuses: +5, +7 (Elite) vs cavalry.
Rate of Fire: 2.0
Melee armor: 2
Pierce armor: 2
Armor classes: Cavalry, Unique
Speed: 1.4
Line of Sight: 6
Upgrade cost: 950 food 750 gold
Upgrade time. 45 seconds

Stable

Qizilbash Warrior:

Cost: 95 food
Training Time: 35 (Elite) seconds
Hit points: 95
Attack: 9 melee
Attack bonuses: +2 vs infantry. +15 vs Monks and conversion resistance.
Rate of Fire: 1.9
Melee armor: 1
Pierce armor: 1
Armor classes: Cavalry, Unique
Speed: 1.5
Line of Sight: 12

Castle Age Unique Technology:

Yesevi Order:

Cost: 300 food 250 gold
Research Time: 45 seconds
Effect: Monks move 50% faster.

Imperial Age Unique Technology:

Qizilbash Revolt:

Cost: 1200 food 600 gold
Research Time: 60 seconds
Effect: Up to 50 villagers turn to Qizilbash Warrior and Qizilbash Warrior available in Stable.

Other technologies and units are open.

Dock

Full tech tree.

Defensive structures

Watch tower and Fortified Wall are missing. Other technologies and units are open.

Research

Monastery

Fervor and Block Printing are missing. Other technologies are open.

Blacksmith

Ring archer armor is missing. Other technologies are open.

University

Architecture and Siege engineers are missing. Other technologies are open.

Economy

Town Center

Full Tech tree.

Mining Camp

Full tech tree.

Lumber Camp

Full tech tree.

Mill

Crop rotation is missing.

Market

All technologies are open.

ChatGBT mentioned in the first sentence.

What exactly is this “stable unit”? Is it the same as what the player last made ten of?

Absolutely not. Flemish Revolution is an awfully designed technology, and it has tried and failed to find a place in Age of Empires II. It doesn’t, and shouldn’t be repeated.

This is just the Incas’ TB, and Goats have the exact same stats as Sheep; they’re not faster.

1 Like

It is useful, it write 50% of text for me.

If 10 Knight created, one Knight will be spawned from Stable.

If 4 Knight, 2 Light Cavalry, 3 Camel, 1 Steppe Lancer is created:

  • 4/10 Knight will be spawn.
  • 2/10 Light Cavalry will be spawned.
  • 3/10 Camel will be spawned.
  • 1/10 Steppe Lancer will be spawned.

This tech is different, I think Flemish Revolution should be like that (80 Flemish militia max. for instance).

Get this randomizer garbage out of my competitve game!

3 Likes

It is proportionally randomized. Otherwise, players forced to spam one unit 9 times more in order to make use of this bonus. In current design, it won’t be such a trouble.

This whole concept is terrible.Also isnt this civi covered by tatars?

Proportion or not it’s still random.

3 Likes

No, it isn’t covered by Tatars according to AOE2 Wiki. Tatars represents Asian Turco-Mongolian empires such as the Timurid Empire and the Golden Horde and Karluks, Uyghurs, Crimean Tatars, Göktürks, etc which is already very large umbrella and it still doesn’t represent Turkmens.

I think randomization isn’t bad but I decided to change to more simple bonus.

  • 1 Light Cavalry spawn after 8 stable unit created starting in the Castle Age.

Pretty good. Honestly the stable bonus is fairly small so may not be necessary, but its fine

I dont like Flemish rev but I guess its better than Flemish rev at least

But since they have such a weak castlr UT

Yeah too much like Incas

Seems good

Seems okay, but imo you already have Cav archers for this role

Interesting tech tree

Overall pretty solid

2 Likes

It’s likely that if the Tatars aren’t covering the Turkmens, then it’s the Turks instead because the Turks tend to represent Western Turkic groups, in particular, the Oghuz Turks, which the Turkmens are the descendants of.

2 Likes

I agree, that civ already covers the Oghuz Turks, who were actually called Turkomans at the time. Even though much of their unique features are based on the Ottoman Empire, they also make references to earlier empires like the Seljuks and the Sultanate of Rum.

Qara Qoyunlu(1374–1468), Aq Qoyunlu(1378–1503), Safavid Empire(1501–1736) were contemporary to Ottomans and both Aq Qoyunlu and Safavid Empire fought against Ottomans, especially Ottoman–Persian Wars (against Safavids and successor Safavid) was lasted 3 centuries, with 4 major war. Therefore, I tthink representing Turkmens separately to Turks is better in terms of historical and game perspective.