Nomadic Turkic Pantheon Concept for AOMR

Yes, people use AI for everything these days, we shouldn’t be so closed-minded about it… just be very observant and check with other sources too…

I’d rather nuke all data centers. There’s absolutely no good reason for GenAI to exist to begin with, much less continue existing.

As much as I hate AI, I think its fine to use it in a civ concept or in a mod. If it’s not for commercial purpose, I don’t see a problem.

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There’s unfortunately no visual material for Turkic gods. I just do it for my own concepts. I don’t see any problem as I am not a company that can pay artists for art. If I was, I would definitely pay for artists as there is so much conceptual thinking behind these images by myself.

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None of the text is AI generated. All ideas are created by myself + some God powers cut from the game and other people’s ideas.

Most of the technologies are realated to the Turkic mythology, history and culture. Some are created for God’s overall concept. For example Ay Ata is a moon god and phases of moon were very important in Turkic culture and Kams did ceremonies based on them. I took this concept and made his technologies based on phases of moon.

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I added your Mammoth idea. I think it fit well with Bayanay.

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I’m on the “every use of AI is an use of AI” camp. And I genuinely think a poorly drawn manmade illustration is better than any AI generation period. People need to stop fearing not being perfect and even not getting their point across.

You don’t need AI to generate art. You don’t even need elaborate art just for a fan concept. People need to stop thinking AI is better than stick figures, much less comparable to competent human art.

I see you have strong opinions I do not agree with. So I’m not going to argue. At the end of the day this is how I want to share my concept and this is what I choose to do. We agree to disagree.

As I’ve said none of the ideas are AI generated, there’s a lot of thinking behind them. I also used a lot of sketches, editing, sticking while doing arts too. I want my concept to be visual an it’s just that I am in no position to pay for an artist for a fan concept.

Then why don’t you use those? Again, you don’t need professional-looking art to get your point across. And AI isn’t that, even if people don’t know without being told that it’s AI generated, they’ll then know what mistakes to look for.

I’ll never understand why people both get angry for being called out for using AI and act like people who don’t like AI aren’t allowed to be angry. “I don’t like the machine that needs to be illegally trained on people’s work to exist” shouldn’t be that controversial of an opinion.

As I have mentioned, as you have opinions on AI I have my opinions as well. That is why as a person I chose to use the images I generated and I am glad with the results I obtained for my concept. It was a lot of hardwork putting all these ideas and concepts together. Someone else can choose to present their concept as text, someone can choose to present it with things found from internet, someone might be talented and choose to do full arts by hand by themselves. Among my capabilities, this is what I’m choosing to do.

Nobody is getting angry. It is just becoming a back and forth discussion of irrelevant subject to this topic. We understand your opinion and we get what you are trying to say. It is becoming patronizing to keep the discussion going on after I say “We agree to disagree.”

I made some changes in technologies, bonuses and swapped one of the Gods. Also created a campaign scenario based on Turkic legends. There is also set of gods for bonus DLC.

Here’s the final look if anyone is interested:

OVERVIEW

Nomads: Turkic workers are called nomads. Can mount horses while travelling. Dismounts when collecting resources or constructing.

Qush Begi: Eagle hunter economic unit. Excellent at hunting. Can detect traps and work in pastures.

Gökbörü: Scout unit. Wolf with sky colored fur. Roams independently and cannot be controlled. Spawns from Temple if killed.

Favor: Movement generates Favor. Newly built Yurts and Village Centers generate Favor while
banners appear in front of them. Once the banners disappear, they must be moved beyond their original radius to generate Favor again. Unit movement also generates favor.

Balbals: Small Balbal statues appear where certain number of your units die. They cannot be converted or destroyed. Each Balbal boosts your nearby units. Reaching certain numbers of Balbals grants bonuses:

Kayra: Decreases hero cost.
Erlik: Decreases myth unit cost
Umay: Increases population capacity
Tengri: Decreases human unit cost

Yurts: Act as a house, resource drop point and economic guild. Build limit is 24, but only 16 provides population.

Wagons: Village Centers, Camps, Ordas, and Temples can be packed into wagons, moved to a
new location, and unpacked. Tents have low defenses, but are cheaper and built faster.

Pastures: Turkics use Pastures instead of Farms. Pastures have slower food yield, but their production can be increased by storing herdable animals in them. Age up upgrades: cheesemaking, yoghurt making, bastirma meat.

UNITS AND BUILDINGS

Footmen Camp

Batur: Infantry decent against archers and cavalry. Available Classical Age.

Composite Bowman: Archer good against infantry. Available Classical Age.

Flame Bearer: Siege-infantry good against buildings. Available Heroic Age.

Horseback Camp

Mizrak Cavalry: Anti-cavalry unit. Available Classical Age.

Cirit Thrower: Short-ranged cavalry good against ranged units. Available Classical Age.

Mounted Archer: Long-ranged cavalry that can attack while moving. Available Heroic Age.

Orda

Tarkan: Elite cavalry good against everything. Available Heroic Age.

Asena: Female archer hero unit. Can summon gray börü wolves while fighting. Available Heroic Age.

Khan: Elite cavalry that can do area of effect damage by swinging his mace. Limit 3 per number of Ordas
built. Available Mythic Age.

Mangonel: Fast, long-range siege unit. Available Mythic Age.

Kam’s Hut

Kam: Shaman hero unit that deals increased damage when near natural resources. As you age up different Kam types are unlocked and can be assigned to trained Kams. Limit: 9

Classical Age: Drummer Kam, boosts attack of allies
Heroic Age: Healer Kam, heals units
Mythic Age: Spirit Kam, temporarily calls fallen spirits
Erlik has Dark Kam that can summon abducted spirits

Market

Bactrian Camel: Caravan unit.

Dock

Alara: Naval myth unit. Water fairy that can attacks by shooting orbs of light. Available Heroic Age.

Bükrek: Naval myth unit. Water dragon that can slash through ships with its powerful tail. Available Mythic Age.

ARCHAIC AGE

KAYRA - Ruler of the Universe

Focuses on Kams and Asenas

-Starts with an additional Qush Begi.

-Kams have increased hitpoints and attack stats.

-Asenas summons Börü wolves faster and Börüs have increased attack.

-Balbals increase hero power and decrease their costs.

-Each Orda built provides Khan.

-Wonder: Ulukayin Tree

Sight Temporarily reveals line of sight of all animals.

Golden Eagle: Increases line of sight, attack and gathering rate of Qush Begis.

ERLIK - God of Death and the Underworld

Focuses on Myth units and Balbals

-Myth units return some favor upon dying

-Myth unit technologies are cheaper.

-Increases the total number of balbal that can be present on the map.

-Balbals decreases myth unit cost and training time.

-Dark Kams replaces Spirit Kams.

-Wonder: Kurgan Mound

Abduct: Summons Erlik’s hand dragging the selected unit into the underworld.

Gates of Tamag: Allows the last abducted unit to be trained at Kam Huts (at a higher cost).

UMAY - Goddess of Motherhood and Fertility

Focuses on yurts and village centers

-Pastures generate herdable animals periodically

-Economic units train faster.

-Village centers and yurts are cheaper.

-Balbals increase population limit of yurts.

-Village centers boost gathering rate

Amulet: Grants selected Nomads protective amulets that temporarily prevent their death.

Breath of Life: Spawns two Nomadswhen a village center is built. Limit: 6 VCs.

CLASSICAL AGE

MERGEN - God of Wisdom

Focuses on ranged units

Piercing Arrow: Sends an arrow piercingthrough a line of enemy units.

Yuxa: Reptilian myth units. Attacks with venomous bites and barbed tails.

Guided Shots: Increases accuracy of all ranged units.

Ten Arrows: Increases firing range of Composite Bowmen.

Cida Masters: Improves firing rate of Cirit Throwers.

ETÜGEN - Goddess of Earth and Homeland

Focuses on wagons and cavalry

Tamga: Seals the land temporarily. No unit can enter the marked area.

Alageyik: Deer myth units. Rams into enemy formations and buildings with golden antlers.

Migration: Increases unpacking, packing and movement speed of wagons.

Korucu Guards: Increases overall defense of tents and allow wagons to shoot arrows.

Steppe Charge: Improves cavalry speed.

Memory of the Land: Reduces the number of fallen warriors required to raise Balbals.

AY ATA - God of the Moon

Focuses on melee units

Iron Stake: An iron stake crashes down from the sky, dragging nearby enemy units towards it.

Qarakorshaq: Stealthy dog-like myth unit. Shifts in and out of visibility at intervals.

Dark Shadow Moon: Shadow Qarakorshaqs. Increases phase out time and overall stats.

Sickle Moon Spears: Increases attack stats of Mizrak Cavalry.

Half Moon Fury: Increases the attack of Baturs when they fall below half health.

Full Moon Ceremony: Increases Drummer Kam boost rate.

HEROIC AGE

GÜN ANA - Goddess of the Sun

Focuses on Bastys and favor

Sacred Warmth: Blesses the selected yurt with warmth, expanding its population capacity and healing nearby units.

Basty: Evil female demons. Paralyzes enemies with fear.

Saribasty: Sarybasty. Has increased paralyzation duration.

Albasty: Albasty.Sucks blood of paralyzed enemies to heal itself.

Kut: Balbals provide a trickle of favor.

Drying Heat Increases food gathering rate of pastures

BAYANAY - Goddess of Wealth and Hunting

Focuses on mounted archers

Frozen Beasts: Frozen mammoths are summoned and thaw into living myth units after a certain duration.

Archura: Woodland spirit myth unit. Ensnares enemies with tickling roots.

Prankster: Prankster Archura. Sets whipping root traps behind.

Taiga Bows: Improves firing rate and range of Mounted archers.

Wealthy Forest: Wood gathering from forests provides a small portion of gold.

Baikal Spirits Allows Alara to heal ships and increase fishing rate of nearby fishing ships.

KYZAGHAN - God of War

Focuses on Orda soldiers

Stampede: A stampede of wild horses charges forward, trampling and pushing enemy units.

Tulpar: Winged-horse myth unit. Attacks by creating sharp winds. Can push away enemy units.

Lone Warrior: Tarkan’s attack increases relative to the number of nearby enemies.

Kurultai Strategies: Increases defense of Orda soldiers.

Nurturing Wolf: Increases Börü attack and make Asenas more powerful against other heroes.

Khazar Fleets Military ships gain increased attack based on the size of your fleet.

MYTHIC AGE

ÜLGEN - God of Light and Creation

Focuses on Khans

Awakening: Revives all Balbals across the map as Balbal myth units.

Semrük: Two-headed flying myth unit. One head fires sun beams, the other fires moon beams.

Light Bringer: Beams fired from Semrük can either burn or freeze enemy units.

Khaganate: Increases Khan train limit and decreases their cost.

Thunder Mace: Adds special attack to Khans that can stun enemies with mace swing.

Orkhon Inscriptions Reduces cost of all military technologies.

AK ANA - Goddess of Water and Creation

Focuses on myth units and Kams

Water Dome: Conjures a dome of water where time flows very slowly within.

Iye: Spirit myth unit. Controls the elements of nature.

Creational Inspiration: Reduces the cost of myth units the more you train them.

Endless Waters: Both Iye and Kam attackincreases when they are nearby each other.

Yalbuz Rituals: Boosts Kam healing rate and reduces spirit call action time.

Sacred Companions Improves cavalry hitpoints and favor earned from cavalry movement.

ALAZ - God of Fire

Focuses on siege

Molten Earth: Heats the ground into molten rock, burning all units and buildings within the area.

Yelbegen: Seven-headed flying myth unit. Shoots fire balls and lose heads as it loses hitpoints.

Sun Devaourer: Devourer Yelbegen withnine heads and additional hitpoints. Shot fire balls can explode.

Ergenekon Iron: Improves attack of Mangonels.

Kazirgan Flame: Allows flame bearers to burn enemy siege units.

Alp Warriors Adds Alp title to Baturs, Tarkans and Khans. Gives them divine damage.

IRON BOW OF TENGRI

It is a story inspired by the Legend of Ergenekon, the Legend of Asena, and Bumin Qaghan. It follows Demirhan’s journey to unite the scattered tribes against the enemy Karategin and ultimately forge the first Khaganate.

Demirhan and Ilterhan are brothers and the only survivors of their tribe after Karategin’s attack. The wolf Asena Ana finds the wounded brothers, nurtures them, and heals them back to life. She then guides them to another tribe on the verge of extinction due to Karategin’s relentless assaults.The tribe longs to escape, but they are trapped within the mountains with nowhere to flee.

Asena Ana reveals a hidden mountain passage made of iron. Following Ilterhan’s idea the tribe gathers blacksmiths to melt the iron mountain and forge an opening to freedom. Witnessing their determination,Tengri grants them a divine Iron Bow forged from the melted mountain itself, capable of shooting arrows that fall from the sky.

The tribe journeys to a new land and claims it as their homeland, yet Karategin’s attacks do not cease. When the enemy learns of the Iron Bow, they use the power of the Underworld God Erlik to steal it. During a night of darkness, Erlik abducts the bow along with several tribe members. Empowered by the divine weapon, Karategin’s strength grows, and he begins conquering neighboring tribes.

Now a great challenge awaits the brothers. Ilterhan descends into Erlik’s realm Tamag,to rescue the abducted tribespeople, while Demirhan sets out on a quest to unite the scattered tribes against Karategin.

NEW GODS PACK - TENGRI

Tengri - Eternal Blue Sky
Kübey - Goddess of Milk
Bürküt - God of Justice
Ayaz - God of Winter

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Why do you keep saying that? You’ve already made your point and he made his. Just let it go.

The campaign needs Ornlu cameo! :smiley:

Looks very interesting. You’ve put a lot of thought and work into this. The favour generation sounds interesting! What would the Iye special ability be? The god powers sound fun and unique :smiling_face_with_sunglasses:

P.S. there’s almost as many moustaches in this concept as I see walking around in 2026 :rofl: Not sure why moustaches are back?

That is a good idea. If would be coo if he was hidden somewhere in one of the maps and you get an achievement for finding it.

Thank you so much for your words. I always thought Iyes attacks in distance by creating small elemental tornadoes with rocks, fire and water in it. So maybe pushing enemy up and making them fall to ground with tornado gush. Their other gimmick is they can have synergy with Kams, boosting each other’s attack via upgrade.

Yeah, I don’t know why moustaches are back either :sweat_smile:

Really fleshed out and fun idea! I was just thinking AoM could use a nomadic civ, it’d be a unique mechanic to see buildings unpack and pack at the cost of hitpoints if thatd be balanced. I thought maybe they could generate favor by migrating but I don’t know if that’d be too much a misrepresentation.

Yes, I’m expecting something like the Genghis Khan campaign but a mythological version: he expands, fights against the Chinese and then expands westward facing the Slavs (and if they include them before the Tengri, the Persians)…

Yes, like the Mongols from AoE 4…

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I’d keep the campaign mythology-focused like @hasansan suggested, bringing Genghis again would be the road of less effort.

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I refrained from using real historical names. The overall idea of uniting tribes to create a khaganate was inspired by Bumin and Istemi brothers but the Legend of Asena (I left out mating and reproducing part :sweat_smile: ) and the Legend of Ergenekon have mythological basis.

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Man, i love this idea. It’s very thougt through and i can see the passion you put into it. The Turks don’t nearly get enough representation these days like other pantheons do. This Pantheon would really add some variety to the game. Most of these concepts are perfect in my opinion, there’s just one thing i would change and that would be the favour mechanic. I find it to be rather complex compared to the other favour systems. You already have the Kam (Shamans) so how about we use them to gain favour instead. How about the Kams are not just melee hero units but can also perform ceremonies. They could move with the troops and when you want them to they could sit down and beat there drums while singing and chanting. The more warriors surround them, more favour is gained. They would need to enter a trance like state though, which makes them immobile for a certain amount of time. We already have two cultures who gain favour with there armies, a third would neatly wrap it up and what better choice do we have then a culture who was defined by there military might and conquest. Regardless how they gain favour in the end, i wish they get added to the game one day.

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