So ive done a fair bit of research into Iranian Paganism and Zoroastrianism and think i have made a fairly interest concept for a Persian civilization.
Look for feedback how gods of the same age compare and what not
Civ Bonuses and Mechanics
Civilian unit: Worker
Trade Unit: Angaros (Persian Couriers) Higher LOS than normal caravans, faster though carry less gold each trip
10% more gold from trade for each TC traded with
houses provide 1 more population
Royal Roads - TC and Defensive buildings grant 10% movement speed to nearby Workers, Infantry and elephants
Wood can be dropped off at Temples
Building Cost half the wood cost of buildings is replaced by gold. (Does not effect Houses Drop Sites or Docks) Houses and Drop sites are half price
Mythic age Tech- Pairidaeza: gain wood for 15% of food
Starting Units: 3 Workers, 1 Angaros
Favor Generation: Sacrifice Wood at Temples to slowly convert it into Favor. Converts faster with more temples
Hero Units
Shahanshah - You may only have one at a time, building around them work faster and unit near them have a faster attack rate.
Granted in Classic. Upgrades each age
Deals Divine Damage starting in Heroic
Satrap - increases worker gather rate near them. Military units near them slowly regenerate in combat. ####### regenerate even faster. Limited 1+ number of controlled TCs.
Available in Classic
Magi - Priests that gather wood at a faster rate than workers. Can empower Temple to improve wood to favor conversation rate.
Available in Classic
Human Units
Classic Age. Trained from Levy Camp
Sparabara - Basic infantry. Cheap, only good against cav. high pierce armor for price
Scythed Chariots - low durability, aoe damage. Only good against Infantry
Kamandaran - Cheap. high range but low damage.
Heroic Age. Trained from Angarium. Applies movement speed bonus from to Angaros if near defences building
Median Cavalry - Cavalry. Bonus vs Archers
####### (immortal) - Infantry. Regenerating, able to be trained rapidly. Average stats. Able to switch between melee and range
Naft Thrower - Short ranged infantry with Incendiary bombs. Low durability with decent aoe damage. Bonus vs Buildings
Buslameh (Naval Heroic unit) - Lower half of a fish upper half of something scary (The description if vague) Special: Throws Ship
Mythic Ageā Trained from Bulwork Citadel
Grivpanvar - Expensive, Exceptionally strong cavalry. High Armor. 1.5 range. Special attacks: Deal a large burst of damage. 120 second recharge
Dahae Horsemen - Mounted Archer. Exceptionally Fast. Fires almost instantly. Low Armor
Daylamite - Expensive Infantry. Bonus vs Infantry and Myth Units
Indian Elephant - Expensive Powerful cav. AOE damage, Bonus vs Building and Cav.
Vausi (Naval Myth unit)- Colossal Fish. Special: leaps out of the water crashing down on what is bellow it dealing damage and knocking back units
Titan: Azhi ####### #### three headed evil Iranian Dragon
Potential other units
Ayrudzi - Heavy Mounted Archers from Armenia. Take reduced bonus damage.
Potential Buildings. Angarium, Treasury, Pairidaeza
Major Gods
Ahura Mazda - TC block godpowers (smaller Area than Isis monuments)
Free Magi each age and when first temple is constructed
Wood Conversion to Favor 25% faster
UT - Empty Chariot: Shahanshah deals area damage and units fighting in aura generate favor
GP - Guiding Light: Instantly revive Shahanshah at target location / Teleport Shahanshah to location
Wonder - Academy of Gundeshapur
Mithra - Free Satrap on constructing new TC
Hero Aura Larger.
Shahanshah and Satrap have +3 LOS per age
Military building 20% cheaper
UT - Royal Court: Satrap increase unit production speed by half of the Shahanshah
GP - Truth: Able to see what your enemies building are producing
Wonder: Hatra Temple
Anahita - Farm Upgrades half price and researched instantly
Building around the Shahanshah work even faster
TC 15% cheaper
UT - YakhchÄl: (Persian Ice Houses) Workers can carry more
GP - Fertile Ground - Farms and Berry Bushes in an area generate food which is granted at the end of duration. Stronger in later ages
Wonder: Apadana Palace
Angra Mainyu- Gains access to unique units replacing other units
Magi are weaker and cheaper
Myth units deal bonus damage to other myth units
Myth units cost less favor
UT - Corruption: Enemy hero units slowly have their health drained near your myth units
GP - Lies: Creates fake copies of a limited number of units for limited. Units take extra damage from all sources. Creates more copies in later ages
Div (replace ######## - Huge Demons using iron clubs in melee and fire balls at range. Higher cost
Bomberah Torrow (Replace Indian Elephants) - Bat like monster that get larger and larger the more it fights
ZahhÄk (Unique Hero) - A Tyrant who attack increased the more myth units around him. Special: Summon a nest of serpents
Classic Gods
Tishtrya. God of Rain and Agriculture
GP - Arashās Arrow: a single arrow land creating a tower marking the boundary of your Empire.
MU - Xar-Ä« se PÄy: 6 eyed three legged golden horned donkey. Heals allies every 25% of health lost
Pure White Horses - Cav units gain extra health and damage. Scythed Chariots gain even more damage
Siriusā Arrows - Bowman damage increase. ####### range attacks range increased
Atar. The Holy Fire
GP - Purifying Flame: Temples heal ally units around them and damage enemy unit
MU - Hadhayans > Srishok: The Ox that brought the great fires to humanity. Special: Ignites all the units around them
Eternal Flame - Myth units damage is increasing and ability cool decreased the longer the Temple are conscious converting Wood to Favor (up to 25%). Slowly decays well not converting
Cleansing the Daeva - Units in Hero Auras to 25% more damage to Myth Units
Rashnu. Yazata of Justice
GP - Justice: All Military units (ally and enemy) in an area have the percentage of their health average with each other
MU - Parī: Beautful winged humanoid creatures. Special: Abduct a unit temporarily removing them by taking them to Pariyestân
Lawgiver - Workers do all tasks 5% faster
Judges - Upgrades Magi to Judges allowing them to gather other resources
Heroic Gods
Vayu-Vata. God of Wind and Atmosphere
GP - Raging Winds: Decide which way the winds will blow. All ally units will move faster in that direction, all enemies will move slower in the other direction. Does not effect Eco units. Effects entire map
MU - Karmak: A colossal bird that blocks out the sun. Special: Abducts a unit dropping them and dealing damage based on their max health. Passively damage farms around it. Cant train Karmak well you control Chamrosh
MU - Chamrosh: Wolf with the head and wings of an eagle. Special: Chamrosh will prodigy plant seeds growing into new trees. Canāt train Chamrosh well you control Karmak
Scent of Camels - Bowmen do bonus damage to cav.
Duality - Median Cav becomes Sparabara on death
Fair Wings - Ships move much faster well out of combat, slightly faster well in combat
Khshathra Vairya. God of Paradise (Metal Working)
GP - Brass: Reduce the armor of all enemy human units across the map temporarily
MU - Fulad-zereh: A huge demon encased in armor. Incredibly high armor. Special: Temporary Flight
Kaveh the Blacksmith - Armory Techs are 33% cheaper. Armory improves the armor of nearby units
ShapÅ«regÄn - Human units and Heroes have their Melee attack increased
Phoenician Ship Builders - Military Ships are 15% cheaper and build 15% faster
Humban. Elamite God
GP - Tribute: TCs generate gold for the duration. Building are constructed faster for duration
MU - Tiarika Savar: Shadow Horsemen. Large Bonus vs Myth Units
Administrative Archives - Refund 20% of techs cost when tech is finish researching. Receive 20% of the cost of all tech researched back
Five Capitals - Building gain extra range, TCs gain drastically more health
Puitika - Naval myth units heal when they do damage
Mythic Gods
Verethragna. Giver of victory
GP - Avatar of Victory: Summon an incredibly powerful hero for limited. Weak vs building, strong vs everything else
MU - Azhdaha: A Giant Winged Serpent. Flys but must land to fight. Can land in Water
Nisean horses - Horse Units move faster and gain extra health
Panjagan - Dahae Horsemen gain a charged attack firing a volley of arrows
Zourkhaneh - Daylamite get extra health and attack
ZurvÄn. God of Time
GP - Timeless: Targeted Building or mine. Building cant be damaged for duration. Mine does not lose Gold for Duration. Resets enemy godpower cooldowns
MU - Jinn > Djinn: A powerful spirit capable of granting wishes. Specials (Share Cooldown) - Resurrect: Revive a unit recently killed human unit. Destroy: Launch a fire ball that deals Divine Damage.
Zoroastrian calendar - Shahanshah respawns sooner. Temple passively spawn you classic age myth unit
Zurvanism - Reduce Cooldown of Godpowers and special abilities
Twin Brother Doctrine - Grants a second Shahanshah, instead of buffing production rate and attack rate it reduced attack rate and movement speed of nearby enemies
Haoma. God of the harvest, health, strength, vitality
GP - Sandstorm - Greatly reduced the vision of enemy units and building. Enemy human military units passively take low damage well in your LOS
MU - Vazak: Giant Toad that seeks to destroy the tree of live. Special: Leap. Short ranged jump dealing aoe damage were Vazak land.
Gaokerena - Farms are gather from much faster.
Parahaoma - Magi can now heal
Zendāhapet - Satrap can be upgrade or trained on war elephants greatly boosting stats at cost of speed. They improve the speed of nearby Indian Elephants