Remaster AOE2 DE and future DLC concepts

My Idea for AoE2’s Future: Historical Splits, Reworks, and New Civilizations

My idea for AoE2’s future is to replace some umbrella civilizations with more historically accurate splits, reworks, and additions.

Northern Europe DLC

  • Britons → English
  • Celts → Gaels
  • Vikings → Norse
  • Teutons split into Germans + Teutonic Order
  • Add Danes

Balkan/Eastern Europe DLC

  • Add Serbs, Wallachians, Venetians
  • Split Slavs into Ruthenians, Novgorodians, Muscovites

Islamic World

  • Split Saracens into Egyptians, Mashriqis, Arabians, and Maghrebis (possibly reworked Berbers)
  • Add Kurds

East Asia

  • Add Tanguts, Tibetans (Tubo/Tufan), Dali
  • Improve Khitans

India

  • Add Tamils, Rajputs, Nepalis (Malla), Shahis, Afghans, and Cholas
  • Rework Dravidians focused on Chola/Tamil maritime power

Southeast Asia

  • Add Siamese/Thai (Sukhothai/Ayutthaya)

Iberia/Mediterranean

  • Spanish split into Castilians and Aragonese
  • Sicilians reworked into Normans representing Normandy, England, southern Italy, Sicily, and Crusader states

Africa

  • Add Somalis, Swahilis, Kanembu/Bornu, Nubians, Kongo, and Shona/Zimbabweans

I also have ideas for regional units, unique units, techs, bonuses, and civ themes/play styles based on historical research while maintaining gameplay balance and strategic diversity.


Clarifications on Civilization Identity

To clarify:

  • Italians remain as the representation of the Italian city-states overall, while Venetians become separate due to their unique maritime empire and historical impact.
  • Germans represent the HRE and German states, while Teutonic Order (Orden or similar) stands alone due to its distinct military and political identity.
  • Danes represent High/Late Medieval Denmark, Baltic influence, and the Kalmar Union, while Norse represent Viking Age Scandinavians, mainly Norway and the Viking expansion era.
  • Gaels represent medieval Scots and Irish, while English represent medieval England.

The aim is to separate civilizations with distinct historical identities and gameplay potential, not simply split regions arbitrarily.


Historical Units Moving From Unique Units Into Regular Lines

For units, some historically important units could move from unique units into regular upgrade lines.

Examples:

  • Boyars/Elite Boyars could replace the Knight line for Slavic split civs (Ruthenians, Novgorodians, Muscovites), with each civ having its own variant:
    • one focused on speed
    • one focused on durability
    • one focused on economy/support
  • Byzantines (and possibly Serbs) could use Cataphracts as their cavalry line, with Byzantines gaining a new unique unit such as Varangians.
  • English could replace Pikeman/Halberdier with a Billman/Heavy Billman line, as the current Heavy Pikeman already fits the role: stronger melee but slightly weaker anti-cavalry.

The goal is more historical military identities while maintaining gameplay diversity and balance.


Mercenary System Idea

Another idea is adding mercenary units:

Powerful but limited-number units that can only be recruited in small quantities, with availability based on civilization groups and historical connections.

Each regional cluster would have a pool of 3–4 unique mercenary units.

They would cost slightly more gold than standard units to represent their elite and hired status.

Examples:

Western/Central European civs

  • Swiss Pikemen
  • Genoese Crossbowmen

Iberian civs, Sicilians, and Byzantines

  • Almughavars
  • Western Knights

This would add historical flavor, regional interactions, and strategic variety without replacing each civilization’s own identity.

4 Likes

That sure is a lot of words. It would be nice if they said something other than just a rattled off list of civs and make used a little more formatting for its size?

2 Likes

Haters going to hate. More info coming soon, I am relative novice to the forum and I will get familiar with the tools available. Patience grasshopper.

1 Like

thats just DynasticPlanet, he is always doing that, simply ignore him.

I like your idea, however, it wouldnt go far enough for me. Aoe2 is good, but it is not thriving, it is steady, with a small downwards spiral. I guess the only thing that can save it would be a Remaster yes, maybe a “Ultimate Edition”.

Still the same basis, but higher resolution, better more vivid animations, e.g. fluid build-up animations, building-unit interactions (when they go in buildings or up on castles), get rid of the ugly ships and introducse bigger, more realistic, nicer ships, and many more ideas.

1 Like

No, it’s not hate. It just reads less like a carefully constructed thought and more like a ramble and its unfortunate because maybe you did put effort in but it’s a chore and painful on small screens to read such scrunched formatting.

1 Like

this is why I am posting here.

Remaster of a remaster of a remaster… :face_with_spiral_eyes:

6 Likes

AoE2’s technology tree is already a surprisingly powerful representation of medieval warfare.

It can represent a wide range of medieval civilizations without requiring every culture to become a separate civilization.

The future challenge is not about adding an endless number of new civilizations, but about making each civilization feel meaningful within this framework. Stronger identities, better mod support, and preservation of the existing ecosystem may be more valuable than simply increasing the civilization count.

The goal is not just to add more civilizations, but to help every player find the civilization they have always imagined:

One that feels alive through its history, gameplay, and identity.

1 Like

You’ll have to wait for an AOEI&II Ultimate Edition to be released sometime in the near or distant future so they can take the opportunity to rework most of the civilizations.

Unless the 3K is removed or reworked into proper medieval civs, I’m not supporting a 3rd remaster.

7 Likes

We do not need any more splits of old civilizations.

OId civilizations need regional buildings and 2nd Unique Units. These could help them make them more representative as umbrella civs.

2 Likes

we do need some rework of Anachronisms such as the Teutons

forget the title remaster.. was just a working title and what was really intended is a remaster of certain OG civs. I attempted to edit title but I could not get it to work.

  1. Forget the remaster. I just propose slight edits to certain original civs.

Indeed - although I am not advocating for representation of every historical people/faction/civilization that were present during the roughly 1000 years collective that we have in time labeled as the middle ages. I only wish to see historically relevant civilizations, as in those that had a major impact. Also there is the obvious, just as you stated, the need to have the civilizations present in game feel unique and offer each independently a slightly different experience. On top of this I also believe there is a need for regional units, skins, etc. I will post some of my ideas here and if people wish to scrutinize, it is all good. At the end of the day - just ideas - some may agree with them as appropriate, some may not.

1 Like

I agree. Adding more civilizations is not the hardest part; the harder part is making each civilization feel meaningful and unique. A new civilization should have both historical significance and a distinct gameplay identity.

1 Like

Thats why we should group the civs, we can easily have 100 civs, but grouped:
“Vikings” → Swede, North etc
“Franks” → French, Belgian, ..
“Germanics” → Teutons, Swiss, Habsburg, Anglo-Saxons, Bavarians
“Hispanic” → Spain, Portuguese, Italian

Civilization Concept – Wallachians (Vlachs)

(rough draft - all subject to change)

Civilization Type: Infantry & Cavalry

The Wallachians represent the medieval principalities of Wallachia and Moldavia, emphasizing mobile warfare, raids, defensive resilience, and the use of terrain against larger invading armies. Rather than relying on elite heavy cavalry or powerful archers, they excel through fast foot archers, elite raiding cavalry, and efficient use of resources.

Civilization Bonuses

  • Foot Archery Range units move 10% faster (Archers, Crossbowmen and Skirmishers; excludes Cavalry Archers).
  • Scout-line units gain +1 attack vs. infantry.
  • Sheep and cattle last 10% longer.
  • Gold and stone mines last 10% longer.

Team Bonus

  • Allied foot Archery Range units move 5% faster.

Unique Unit

Călărași

Fast elite light cavalry specialized in raiding and hit-and-run warfare.

Stats (Proposed)

Călărași Elite Călărași
HP 60 70
Attack 11 12
Armor 1/2 2/2
Speed 1.6 1.6

(No projectile dodge ability.)

Unique Technologies

Castle Age – Carpathian Warfare

Foot Archery Range units regenerate 10 HP per minute while out of combat and deal +2 bonus damage against Villagers and Siege Weapons.

Imperial Age – Voivode Fortifications

Castles, Towers and Town Centers gain +2 attack vs. ranged units.

Technology Tree Highlights

Archery

  • :white_check_mark: Crossbowman
  • :cross_mark: Arbalester
  • :white_check_mark: Elite Skirmisher
  • :cross_mark: Heavy Cavalry Archer

Stable

  • :white_check_mark: Cavalier
  • :cross_mark: Paladin
  • :cross_mark: Hussar

Barracks

  • :white_check_mark: Champion
  • :white_check_mark: Pikeman
  • :cross_mark: Halberdier

Siege

  • :white_check_mark: Siege Onager
  • :cross_mark: Heavy Scorpion

Gunpowder

  • :white_check_mark: Hand Cannoneer
  • :white_check_mark: Bombard Cannon

Civilization Identity

The Wallachians are designed around mobility, attrition, and raiding. Fast-moving foot archers harass enemy economies and siege, while the Călărași provide relentless cavalry raids. Their economy emphasizes resource efficiency rather than faster collection, representing the pastoral traditions and mineral wealth of the Carpathian region. In the late game, Voivode Fortifications strengthen defensive positions, reflecting the fortified strongholds and defensive strategies employed by Wallachian and Moldavian rulers.


Design Goals

  • Distinct from Bulgarians, Magyars and Cumans.
  • Focus on mobile foot archers rather than cavalry archers.
  • Strong Castle Age pressure without becoming another knight civilization.
  • Elite light cavalry instead of Paladins or Hussars.
  • Historically inspired by the warfare of Mircea the Elder, Vlad III (Țepeș), and Stephen the Great.

Civilization Concept – Serbs

(rough draft - all subject to change)

Civilization Type: Infantry & Defensive

The Serbs represent the medieval Serbian kingdoms and empire under the Nemanjić dynasty and the Serbian Despotate, emphasizing disciplined heavy cavalry, resilient infantry, powerful monasteries, and formidable fortifications. Rather than relying on elite ranged units or overwhelming cavalry, they excel through durable armies, strong defensive positions, and sustained battlefield endurance.

Civilization Bonuses

  • Infantry armor upgrades cost –50%.
  • Monks move 15% faster.
  • Stone miners work 20% faster.

Team Bonus

  • Monasteries provide +5 population space.

Unique Unit

Vlastela

Elite Serbian noble cavalry renowned for their discipline and resilience in battle.

Stats (Proposed)

Vlastela Elite Vlastela
HP 125 165
Attack 10 13
Armor 3/2 4/3
Speed 1.30 1.30
Cost 75 Food, 35 Gold 75 Food, 35 Gold

Special Ability

  • Takes 30% less bonus damage (Elite: 35% less).

Unique Technologies

Castle Age – Zadruga

  • Farms cost 50% less wood.

Imperial Age – Code of Dušan

  • Vlastela gain +15 HP and regenerate 10 HP per minute.

Technology Tree Highlights

Archery

  • :white_check_mark: Crossbowman
  • :cross_mark: Arbalester
  • :white_check_mark: Elite Skirmisher
  • :white_check_mark: Cavalry Archer
  • :cross_mark: Heavy Cavalry Archer

Stable

  • :white_check_mark: Cavalier
  • :cross_mark: Paladin
  • :cross_mark: Camel Rider

Barracks

  • :white_check_mark: Champion
  • :white_check_mark: Halberdier

Monastery

  • Full Monastery technology tree, including Redemption, Sanctity, Block Printing and Theocracy.

Siege

  • :white_check_mark: Capped Ram
  • :white_check_mark: Onager
  • :white_check_mark: Heavy Scorpion
  • :white_check_mark: Bombard Cannon
  • :cross_mark: Siege Onager

Defenses

  • Strong Castles and Towers.
  • :cross_mark: Bombard Tower

Civilization Identity

The Serbs are designed around battlefield endurance and defensive strength. Durable infantry and the elite Vlastela form a resilient front line, supported by highly mobile monks and efficient stone economy that encourages earlier castles and fortified positions. Unlike cavalry-focused civilizations such as the Franks or Magyars, Serbian cavalry emphasizes survivability rather than raw damage, while the absence of Paladin, Arbalester, Heavy Cavalry Archer, and Siege Onager ensures clear late-game weaknesses.


Design Goals

  • Distinct from Bulgarians, Byzantines, and Slavs.
  • Focus on durability rather than damage output.
  • Strong monk and fortification synergy.
  • Elite noble cavalry inspired by the Vlastela and the Serbian heavy cavalry that distinguished itself at the Battle of Ankara (1402).
  • Historically inspired by the reigns of Stefan Nemanja, Stefan Dušan, and Despot Stefan Lazarević.

Civilization Concept – Venetians

(rough draft - all subject to change)

Civilization Type: Naval & Trade

The Venetians represent the maritime Republic of Venice, one of the greatest naval and commercial powers of the medieval Mediterranean. Their civilization emphasizes naval superiority, trade networks, amphibious warfare, and coastal fortifications. Rather than relying on overwhelming land armies, they dominate through a resilient navy, efficient commerce, and elite naval infantry capable of supporting coastal invasions.


Civilization Bonuses

  • All Ships and Trade Carts gain +2 pierce armor.
  • Trade Carts and Trade Ships generate +1 gold per trip.
  • Towers and Castles adjacent to water can garrison and repair ships.
  • Trade Carts and Trade Cogs cost 20% fewer resources.

Team Bonus

  • Allies gain +5% Market trade efficiency.

Unique Units

Marinai

Elite Venetian naval infantry trained at Castles, specializing in amphibious warfare and countering ranged units.

Proposed Stats

Marinai Elite Marinai
HP 80 90
Attack 12 14
Armor 1/2 2/2
Speed Slightly faster than Champion Slightly faster than Champion

Bonus: +3 attack vs Archers and Skirmishers.

Imperial technology allows Marinai to be trained from Docks.


Stradioti

Imperial Age upgrade replacing Hussars. Fast raiding cavalry inspired by Balkan mercenary cavalry employed by Venice.

Characteristics:

  • Hussar-level speed and durability
  • Specialized against ranged infantry

Bonus: +3 attack vs Archers and Skirmishers.


Unique Technologies

Castle Age – Venetian Arsenal

Represents the famous Venetian shipyards and naval production system.

Effects:

  • Ships are created 15% faster.
  • Trade Cogs gain +10 HP.

Imperial Age – Maritime Supremacy

Represents Venice’s dominance over Mediterranean naval warfare.

Effects:

  • Marinai can be trained at Docks.
  • All Ships gain +10% HP.

Technology Tree Highlights

Archery

  • :white_check_mark: Arbalester
  • :white_check_mark: Elite Skirmisher
  • :white_check_mark: Hand Cannoneer
  • :white_check_mark: Cavalry Archer

Stable

  • :white_check_mark: Cavalier
  • :cross_mark: Paladin
  • :cross_mark: Hussar
  • :white_check_mark: Stradioti (Imperial Age unique upgrade)

Barracks

  • :white_check_mark: Champion
  • :white_check_mark: Pikeman
  • :cross_mark: Halberdier

Siege Workshop

  • :white_check_mark: Siege Ram
  • :white_check_mark: Heavy Scorpion
  • :white_check_mark: Bombard Cannon
  • :white_check_mark: Onager
  • :cross_mark: Siege Onager

Navy

  • :white_check_mark: Galleon
  • :white_check_mark: Fast Fire Ship
  • :white_check_mark: Heavy Demolition Ship
  • Strong Trade Cog and Transport Ship bonuses.

Civilization Identity

The Venetians are designed around naval control, trade dominance, and amphibious warfare. Their economy rewards investment in trade routes, while their ships are unusually resilient due to increased armor and improved survivability. Their coastal fortifications allow them to defend and support fleets directly from shore.

The Marinai provide Venice with a unique naval infantry identity, allowing powerful coastal assaults and anti-ranged infantry warfare. The Venetian Arsenal represents the Republic’s legendary shipbuilding organization, while Maritime Supremacy transforms Venice into a late-game maritime powerhouse.


Design Goals

  • Distinct from the Italian civilization by focusing specifically on the Venetian Republic and its maritime empire.
  • Strong on water and hybrid maps without becoming dominant on purely land maps.
  • Emphasize trade, naval logistics, and amphibious operations rather than pure military strength.
  • Introduce a unique naval infantry identity through Marinai instead of another specialized warship.
  • Historically inspired by the Venetian Arsenal, Fanti da Mar, Mediterranean trade fleets, and Venice’s naval campaigns in the Adriatic and eastern Mediterranean.
2 Likes