Disclaimer
This suggestion does not mean that I don’t want other DLCs like an African DLC for example.
The game also really needs a Continental East Asian (Chinese) architecture set because the current East Asian one looks very Japanese. Also it’s the Architecture Set with the most civilisations now.
Concept
This DLC would introduce 3 new civilisations:
- Yamato
- Emishi
- Silla
New Regional Unit: Yabusame
- Replaces (Heavy) Cavalry Archer for Japanese, Yamato and Emishi (not for Silla)
- Slower then Cavalry Archer (same speed as Knight)
- More expensive then Cavalry Archer
- +1 Range compared to Cavalry Archer
Yabusame is the art of mounted archery. Technically not the name of a unit but it was chosen as a unit name in AoE3 so this name should be familiar to a lot of players. They are called Yumi Horse Archers in AoMR but that name is a little long in my opinion.
This is a reference to Samurai, especially early Samurai primarily fighting as mounted archers.
Yamato
They are a playable civilisation in AoE1 but their campaign falls out of the timeline for the game taking part from 210-740 AD, long past man popular AoE2 campaigns like the Attila the Hun, Tariq ibn Ziyad (Berber) or many Historical Battles like Tours, Bukhara or Dos Pilas.
Their campaign would focus on the wars against the Emishi around 800 AD.
It is supposed to represent Japan during the Yamato into Heian periods until around 1000 AD.
Bonuses
- Free Spearman/Skirmisher/Scout for each Barracks/Archery Range/Stable if pop space is available (yes that can give you a Spearman in Dark Age)
Team Bonus
- Fishing Ships +5 LoS
Unique Units
- Naginata Warrior (Castle): Infantry that does AoE damage, strong against Cavalry
- Miko (Monastery): Female Monk and Archer. Can attack at range, heal units and pick up relics. Benefits from Monk and Archer upgrades (similar to Warrior Priest)
Unique Technologies
- Castle Age: Mounted units +1/+1 armour
- Imperial Age: Archer Line and Miko +1 Attack +1 Range
Available Technologies
- All Blacksmith technologies
- Parthian Tactics
- Lou Chuan
Missing Technologies
- All gunpowder units
- Thumb Ring
- Paladin
- Hussar
- Gambeson
- Husbandry
Concept
Their main eco bonus is free trash units with every military building. This allows them to be more aggressive in Feudal Age. On water maps their Fishing Ship LoS bonus can help them find Deep Sea Fish a lot faster.
They have pretty good cavalry (including Yabusame) with additional armour but they are missing Husbandry so they are slower. Since they are also missing Paladin and Hussar they don’t come close to the top European Knight civilisations.
Their foot archers have high range and attack but miss Thumb Ring so they are not the best when it comes to DPS. They are better then Vikings though.
Emishi
Emishi were people living in the North East of Japan that were slowly conquered by the Yamato people between around 500-800 AD.
They were famous for using guerilla tactics and Mounted Archers. They were the ones that introduced the idea of using Mounted Archers to the Yamato people.
Bonuses
- Archery Range units move 10% faster
- Hunters don’t need to drop of food (but work 5% slower)
- Stable Units +1/+2 attack in Castle/Imperial Age
Team Bonus
- Buildings except walls and Towers have +3 Line of Sight (Thracian team bonus)
Unique Units
- Emishi Warrior: Infantry that can move though forests (at half speed and can’t attack from within the forest)
Unique Technologies
- Castle Age: Mounted Units regenerate 25 HP per minute when no enemy units are within 10 Tile radius (Puru civ bonus)
- Imperial Age: Stable Units get 10 Gold for each military unit killed
Available Technologies
- Husbandry and Bloodlines
- Thumb Ring and Parthian Tactics
- Hussar
- Lou Chuan
Missing Technologies
- All gunpowder units
- Fortified Walls and Guard Tower
- Plate Mail Armour, Plate Barding Armour and Ring Archer Armour
- Paladin
Concept
Their main eco bonus is that hunters don’t need to drop off food. This makes going for deer or chicken early very easy and makes it viable to use farther away hunt but at the risk of having villagers far away from the TC.
They are specialised in guerrilla and raiding tactics. They hit hard and then disappear to recover. Their Hussars can even generate some gold in the late game, but not when killing villagers.
Silla
Now that Koreas are the civilisation with the most gun powder units in the game they have become very unsuited to represent early Medieval Korea.
Bonuses
- All technologies cost -50% less but take 2x as long to research (excluding Town Centre Technologies)
- Cavalry can garrison in buildings
- All arrows fired by units and buildings fly twice as fast and are being fired 9% faster (Does not include Skirmishers and Scorpions but does include the Galley Line bolts and Lou Chuan arrows)
Team Bonus
- Mongonel Line -1 minimal range (old Korean team bonus)
Unique Units
- Hwarang: Melee cavalry with charged ranged attack
Unique Technologies
- Castle Age: Hwarang can heal other units
- Imperial Age: Mangonel Line +1 range (old Korean UT)
Available Technologies
- Blood Lines and Husbandry
- Thumb Ring and Parthian Tactics
- Fully upgraded Towers (no Bombard Towers)
- Hei Guang Cavalry
- Siege Onagers
- Siege Engineers
- Lou Chuan
Missing Technologies
- All gunpowder units (no Fire Lancer, no Rocket Cart)
- Gambeson
- Champion
- Plate Mail Armour
- Hussar
Concept
Their many eco bonus is the cheaper but slower researching technologies. For the drop of buildings that’s pretty convenient since they usually only research one technology at a time but it might be worth building a 2nd blacksmith or university.
Their main military bonus is faster arrows. This has a similar effect as ballistics and makes arrows harder to dodge, in combination with ballistics it becomes even stronger. This also affects their defensive buildings too. Pretty helpful against cavalry in particular.
They also have fully upgrades Hei Guang Cavalry which pairs well with their UU Hwarang that can heal them after the fight.
They take over the old Korean Onager team bonus and UT giving us the old long range Siege Onagers back.
Thoughts
The concepts are not 100% finished, it’s about getting some ideas out there. You can never know if they are perfect without testing them anyway.
All the civilisations are very definitely Medieval unlike the three Kingdoms. I’m not suggesting ancient civilisations here. The Yamato are out of place in AoE1, they belong to AoE2.