Age of Empires II (2013)

Age of Empires II (2013)

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Persian Mod
   
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New Workshop Languages: English
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3.143 MB
Aug 10, 2017 @ 10:47am
Oct 25, 2018 @ 9:55am
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Persian Mod

Description
Persian Civilization Mod v1.3

This is my first mod for Age of Empires 2 (And first mod ever). This mod changes the Persian civ to more accurately reflect the Sassanid Empire that the Persians in this game are based on, while still maintaining balance (I know this definitely needs work) and what makes this civ fun to play.

Previous versions required downloading the empires2_x2_p1.dat file separately and replacing the original file for it to work properly. This is no longer the case so you can keep the original file now. When playing a new map just select this mod from the list of expansions to use it and you're good to go.

With that out of the way here's what you can look forward to seeing in this mod:

* Added Bracer, removed all gunpowder units.
* Added Battle Elephants and Elite upgrade (So the Persians once again have every mounted unit like they did in previous games).
* Added Redemption.
* Removed Halberdier.
* War Elephant and Elite War Elephant movement speed increased to 0.65 from 0.6.
* Mahouts' movement bonus now also benefits Battle Elephants.
* Brand new Castle Age UT - Aswaran - which replaces the existing Boiling Oil. The technology gives Cavalry units +1 Armor and Pierce Armor. Cost 100F 550G.
* New (experimental) civilization bonus - Cavalry archers gain +1 Atk in Castle Age, +1 Atk in Imperial Age.
* Persian Team bonus now gives Cavaliers +3 Attack and Paladins +4 Attack against Archers (Knights still have the same +2 Attack).

Current problems and WIP:
* Balancing the new changes.
* Updating the civ attributes text in the tech tree without crashing the game when you try to open the tech tree.

Potential additions to this mod:
* New unique unit for either Stable or Archery Range.
* Graphic edits for the elephant units (i.e. Middle Eastern/Persian sprites for Battle Elephants and updated War Elephant sprites).
* Graphic edits for the Persian building set (i.e. Give them an original building set)

These mods from the Steam Workshop may alter how Age of Empires II: HD Edition functions, and are not created or supported by Microsoft. By downloading files from the Steam Workshop, you acknowledge the risks and release Microsoft Corporation and affiliated entities from any liability related to your use of the Steam Workshop. Your use of Steam Workshop will be governed by Steam's terms of use and not Microsoft's End User License Agreement.
27 Comments
Friend of the Raven May 10, 2018 @ 6:33pm 
Persia needs a regenerating cav archer - immortal.
✝ Gamlingwine Feb 11, 2018 @ 10:39am 
thanks for the reply. I guess I'll still give the mod a try later on.
Feral Daners  [author] Feb 11, 2018 @ 4:13am 
Aswaran has also been an issue of debate because of what it does. Although I think it's balanced considering the requirements to recover the research cost I considered changing it to be more defensive rather than economical. But there's still room for improvement or change as needed. I wanted to give Persians Battle Eles so they could still fulfill the fantasy of having a full Stable as they have before, and have a fallback ele unit if War Eles became too expensive in certain matches. Historically speaking elephants were used and although they already have War Eles it just didn't seem right for the Persians (or the Indians tbh) to miss out.
Feral Daners  [author] Feb 11, 2018 @ 4:13am 
@Daverin Thanks! Balancing the mod has been a challenge when trying to fit the Sassanid theme of being almost entirely cavalry oriented and having strong cavalry archers. Most people on the subreddit weren't (naturally) open to the gameplay changes as they are quite drastic compared to the original civ, so I can understand why they would think aspects of the mod are too strong, too weak or unnecessary. I considered giving Persians a cav archer bonus of +1 range in Castle +1 in Imp instead of the curent one, but that seemed too strong on paper. A movement speed bonus was also on the cards. If you guys wanna experiment with those let me know, but I'm glad you found some enjoyment with the current bonus.
Feral Daners  [author] Feb 11, 2018 @ 3:55am 
Hey guys! I appreciate the feedback. I haven't had a chance to look at this mod lately due to time constraints. It has been a struggle trying to get the changes to show in game and that's been putting me off the most.

@Milo Jurament-de-fer you're forgetting the cav archers, which are now FU except for Chemistry AND have a civ bonus which really adds up late game. They are now to go to ranged support for Persians as they have been historically for the Sassanids. The armies of Sassanid Persia almost entirely consisted of cavalry, and they were 1 of 3 civilisations who had the best cavalry archers in history, the other 2 being the Mongols and the Seljuks. Yes they still lack Arbalest but Bracer means at least they still get better XBows. Their lack of ranged siege until you get trebs means you have to rely on their faster eles or rams and build around that.
✝ Gamlingwine Jan 31, 2018 @ 5:33pm 
I haven't tried the mod out so I can't say. I like the idea, but what I miss the most from the persians are the archers. I don't care about Battle Elephants, mostly a useless addition to the Persians who possess a top tier Paladin with bonus against all archer units.
besides having no arbalest, no hand cannoneer and mediocre siege isn't a good thing. Where is you ranged support, how can you mass anything but scorpions (which aren't FU)?
Daverin2112 Jan 31, 2018 @ 3:43pm 
I do have to say, the cav archer bonus is so... odd. They still have the delay, so they are not the hit and run guys you would expect, but when they do get the first shot off, they are darn near machine guns. Funny to watch.
✝ Gamlingwine Jan 31, 2018 @ 10:00am 
thank you for making this mod. I was looking for something of the sort, however it's half a disappointment that archers are still weak and lack the final upgrade. That in theory makes sense, if we considered the Arbalest as an actual late medieval crossbowman, but in reality if you're making your changes based on the Sassanid empire, then the foot archers should be top notch - Persia has always boasted the best archers in the west, reason why the romans had countless Syrian auxiliaries as bowmen.
also sad that you seem to have dropped the mod.
Daverin2112 Jan 23, 2018 @ 5:52am 
I know you have probably moved on from this mod, but I just wanted to thank you all the same for even imagining it and going through in making it; I can't speak for balance at all, but I love how you reimagined the theme for the Persians. And I read the reddit thread where you announced this; suffice to say, there is absolutely nothing wrong with having both battle and war elephants. Last I checked, a common theme was that castle units were a luxury in many game modes, so another means of an elephant unit for a civ who often is remembered for elephants is just fair.
Feral Daners  [author] Aug 26, 2017 @ 11:01pm 
@Infiltr8ion_Unit yeah unfortunately that's not the case. If their overlapping was incorporated in the game it would've unnecessarily lead to a lot fewer civs or a lot more similar civs being in it.
@Venne ah cool thanks for clearing that up.
@[Salty] Euron Naharis Yeah I can consider removing Halb but Skirm seems overkill without compensating in some other way.