From all other Civilisations, Persians seem to be one of the most generic. Since a few months voices came up adressing the lack of Identity. So lets talk persian…i mean, about Persians in AoE2.
Starting with their Boni:
- Start the game with +50 food and + 50 wood
This bonus alone turns Persians into an S-Tier Nomad Civ. The ability to get a fishing ship right at the start is extrem strong and gives them an advantage no other civ has. On hybrid and water maps the Bonus supports the early eco, but has arguably less impact than on Nomad. On pure Land Maps (p.e. Arabia) the only advantage is a slighlty smother Dark Age.
2. Town Center and Docks have DOuble HP and work 10%/15%/20% faster in Feudal/Castle/Imperial Age.
If we ignore the TC-Drop-Potential as well as the higher TC-Endurance against Siege Pushes, the main advantage of this that Town Center work faster. Besides the slightly faster uptime and wheelbarrow research time, the main advantage is that the villager production is accelerated. Should the Opponent and the Persian player have the same amount of towncenter, the Persian player can generate a villager lead without even killing enemy villagers. So with Persians a defensive playstyle is not necessarily bad. Sadly this bonus also has its downside. Even if the Persian player in the descripted situation will have more villagers, through the enhanced cost through the production speed, Knight Production can ease off, leading to a military disadvantage. Thats why playing two TCs instad of three is common. Having three TC
s as Persians constantly running while making Military is nearly impossible in at least early to mid Castle Age. Nonetheless, Persians are a great civ for Booming if your opponent allows you to boom. In comparison with other Eco-bonusses this one feels quit week on land maps as it means either falling behind in military production or using only less TCs (which also doesnt
t use the bonus anymore).
(Seems like theres Space for more Boni right?)
Unique Unit: War Elephant
Dependent on Map and Elo, War Elephants are (sadly) either remarkably strong or completly worthless. Not just in lower Elos but in long, drawn out Teamgames, War Elephants are an amazing late Game Unnit. It forces your Opponent into Halb
s which then can be killed by allied Archer Units. Even when they die, they are the most pop-efficient Unit in the game. Nonetheless, i would recommend going Paladin first and building up trade before spamming Elephants. Mainly because they are Elephants…so… well: In most Sitations they are bad. Monks and Pikes scare them and even worse you need castles to produce them. Other than Battle Elephants, without Mahouts they are too slow to be even a little threat to Archers. Also they lack mobility, so you can maybe push the Opponents base in teamgames, but in TG`S normaly the Cav player shell be mobile and help on other places on th map. Thats why going Paladin instead is in most Situations the better and safer decision.
Castle Age UT: Kamandaran; Archer line cost is replayed by additional wood cost.
A nice Tech that supports your cavalry against Pikes/Halbs. Especially in Trash wars this UT is absolutly amazing (although in castle; skirms can still be the better choice against Archer+Piks). Trashbows in Castle Age simply cost to much. Furthermire, Kamandaran opens strategies like MaA into Archer with Camels/Knights later. It turn the Archer line not to a dead End but can be deadly against opponents who dont think Persians going for archer. I recommend this strat mainly if your Opponent want to go Camel (Camels Civ
s like Gurjaras, Hindustanis), because they can`t use that Camels for a while vs Crossbows in Castle Age. You couldent use your generic, persian Camels either way, if your opponent jut has better Camels.
Imperial Age UT: Mahouts; Increases War Elephant speed by 30%
Oh Boy, let the rant begin: By far maybe the worst, pointless Tech in the Game. YOu have to pay 300 Food and Gold to give your UU the ability to walk? The Devs could just adjust the Movement and there would be no need for tht Tech. Its just one extra Step if you (really) want to go for War Elephants. But, other than Logistica, Bearded Axe or Anarchy, it does not help you in any way, Map or Situation in any way. You can just walk. We will later talk about that Tech and possible Replacements.
Team Bonus: Knights have +2 attack against archers.
Even if this does not sound like a lot, in practice this Bonus allows your Knights to kill Archers on hit earlier (4 → 3, as long as your damage upgrade is on the same level as the Archers def upgrade). This can impact in early/mid castle Age Crossbow-Knight fights. A nice and simple Bonus that can also help your other Pocket player. Which means only in a 4vs4.
Conclusion:
To sum up Persians current Identity: Persians are a classical Knights Civilisation with one of the most open Tech trees. Camels, Archers and even Halb+Ram-Pushes are possible and potential options. They are one of the best Nomad Civs, thrive in Thrash Wars and like Situations in which they can boom.
The Problem when is comes to Balancing:
They feel generic. The Knights are generic. The Camels are generic. Everything is generic. At no Point in the Game you think “oh man, thats why i play Persians”. Having slightly better TC`s isnt an identity. Trashbows arent an identity. The ability to ###### isnt an identity.
So whats the Kurx? Why is Balancing Persians so hard?
Case 1: We give them an early game eco or military Bonus
→ Sounds good, but would make them to an op Nomad Civ where they are already strong. That would feel to much of bonussed to play against. A fishing Ship start + “x” is quit heavy.
Case 2: We buff their Elephants
→ Sounds right, right? I mean since Age of Kings, Elephants were their signature unit, so making some usable sounds good. However, we have to keep in mind that this could make them even stronger on closed Maps and especially on lower elo`s way too strong. I think that for long Teamgames they quit quite well the way they are now.
Case 3: We give them a Bonus on any of their Trash Units (Archer, Skirms , Halbs or Hussars)
→ If not the UU then we target other units, maybe some buff to archer? Or Halbs? Or Hussars? Well in all of these cases it would also incease their trash war potential which is already high. Adding strength to FU Halb, FU Hussars and Trashbows does not seems like the right way.
Before i ask for your Idead i want to present some of my Ideas which make them feel i little bit more…“Persian”:
- Change Mahouts to → War Elephants make more Damage against buildings (like Seege Elephans)
Without making them stronger on the Battlefield directly, this way you dont need to add Rams, BBC or Trebs and can use use Elephants as Rams. Quit nice to push an opponent in Teamgames. Also you could use them in in 1vs1 as a Ram substitute, which unlike Siege Elephants can fight back. Of course the Base movement speed would need to be fixed. (I would really like this change :)) - Replaces the University witht he House of Wisdom
You can research Techs in there like normal. The difference is that for each relic stationed there all Techs cost X% less (maybe 10% ?). Like Lithianians you would need to seek for wisdom to make it easier to make full use of your full techtree. The catch is that while the relics are in there, they dont create Gold, so the player needs to choose if they shell go to the monestary or the University.
Alternativ: Building the House of Wisdom would reduce all Tech Cost by 20%. This could also be a teambonus then. So if you build it, all Allys have to spent less Resources ifor Techs. The Knights-Archer-Damage Bonus wiuld become a regular Bonus inly for the Persian player.
The Benefit here is that is is a second Eco Bonus, that does not effect Nomad because it only hits on Castle and beyond, but not their Trash-War-potential. Also the House of Wisdom was an important Libary in the History of Persia and the HIstory of Science so adding it into the game would be awesome.
Last sentences:
So what do you since? Do you agree with my arguments? What do you think about my prented Balance Changes? Please let me know.
LG Wald