Oriental Empires

Oriental Empires

Not enough ratings
A compilation of all factions and scenarios (WIP)
By Earl Komrad
Everything you ever wanted to know about all the different factions and scenarios. An encyclopedia of sorts, if you will. Here you will find:

- All factions descriptions, starting situation and hints;
- Unique units, techs, buildings and edicts;
- Information about all scenarios.
   
Award
Favorite
Favorited
Unfavorite
1) Introduction
Hello, and welcome to my "guide"! It is still very much a work in progress and I intend on constantly update it until it is finished. Right now there's only information about the Time of the Mongols scenario.


Right next to each scenario there are, in parenthesis, a bunch of numbers. They indicate how many factions are playable, how many are unplayable, how many are rebel and the total ammount of factions. In short: (playable/unplayable/rebel/total)

Below is the template I used for each faction and a brief description of what everything means.

Name: <- The Faction's name
Settlements: <- How many settlements they start with. Population: <- Their starting total pop.
Bonuses and Maluses: <- The various bonuses and maluses the faction has.
Farmers / Herders: <- How the faction plays.
Christian / Muslim: <- Some factions in the Time fo the Mongols start as either of these.
Starting Position: <- Where on the map the faction is located.
Starting Treasury/Income: <- How much gold they have to start with and their income.
Starting Culture/Authority: <- Their starting Culture and Authority.
Starting Cities: <- How much population each of their cities have, if it is growing, stagnant or decreasing.
Diplomatic Situation: <- If they have any established relation with any other faction and what factions they know when the game start.
Starting Army: <- How many and what type of units they starts with.
Unique Unit: <- If any. The stats are ordered just like they are displayed in-game
(Atk: Ran: Def:, Arm: , Movement: , Morale: , Men:, / Cost:, Upkeep:)
Unique Edict: <- If any.
Unique Tech: <- If any.

Hint: <- For every faction (As far as I know, only the ones from Time of the Mongols don't have Hints.) there is a brief hint when you first start talking about your faction, its role in the scenario and what you should pay attention to.



-To Do List:

1 -> Finish the remaining factions (Will do it in batches; Warring -> Grand -> Three Kingdoms)
2 -> Add all the unique techs and Eddicts ( I forsee this being a bit annoying as I'll have to compare a lot of images and unlock all techs with a lot of different factions)
3 -> Add all unique units (Again. Oh boy. Would be easier if I knew how to use the console)
3 -> Add images (Would like to add images but I do't know how to extract them from the game)
4 -> Better formatting (Not sure how could it be improved but I'm open to suggestions)
2) The Grand Campaign (15/5/5/20)
The Grand Campaign presents a grand tour through the development of Chinese Civilization starting from the earliest recorded times, until the widespread adoption of gunpowder weapons (approx. 1500 BC to 1500 AD). Players start with a single town, and must guide their kingdom to hegemony. It is recommended that new players start with this scenario, as it contains a wealth of hints and useful advice.
Research Rate: 100%
3) The Warring States (19/5/5/24)
This scenario is based on the historical situation around 407 BC early in the Warring States period of history. Each faction has already advanced to the Warring States era, and major factions control several settlements, with some infrastructure already constructed. The rate of technological development is reduced compared to the standard game. There is still considerable room for players to expand, but early conflict is likely for most factions.
Research Rate: 50%
3.1) The Qin
The Qin
Settlements: 3 Population: 60
Increase combat efficiency by 10%
Power development increased by 20%
Thought development reduced by 20%
Cultural development reduced by 20%
Farmers

The Qin started as a small fiefdom at the periphery of Chinese Civilization, but following barbarian incursions that drove the Zhoy from the West, they have expanded to control most of the Wei river valley. This region, the land between the passes, is quite secure being accessible by only a few easily defended paths, and offers them an excellent base to build the strength needed to conquer the whole of China. The Qin are well organized and ruthlessly warlike, if a little uncultured. Historically they could be considered the winners of this scenario, as their leader King Zheng conquered all the other Chinese states and assumed the title of "Shi Huangdi" or "First Emperor".

Starting Position: Central
Starting treasury/Income: 2511 + 141
Starting Culture/Authority: 14 / 12
Starting Cities: 30+/15+/15+
Starting Court: Leader 3/2, Heir 2/2
Diplomatic situation: Knows Han, Zhao, Wei, Chu, Qi, Shu, Jin, Zhou, Zheng and The Dog Rong.
Starting Army: Bodyguard (2), Noble Chariots (2), Peasant Light Spearmen (4).

Unique Unit: Qin Mixed Foot
(Atk: 8 Ran: 5 Def: 10, Arm: 3, Movement: 4, Morale: 3, Men: 60, / Cost: 170, Upkeep: 35)
This is a well trained military unit, with the tools to deal with any situation. The front rank is equipped with dagger axes for close fighting, the second ranks has long spears to fend off cavalry and chariots, and the rear three ranks carry crossbows to project force at a distance. Historically they formed the mainstay of the Qin battle line.

  • Mixed weapons types. Armor piercing melee attacks.
  • Opponent's armor modifier by 0.5.
  • Attack strength x 2 attacking cavalry or chariots.
  • Defense strength x 4 against cavalry or chariots.
  • Moderate combat penalty in marshes, forests and on steep hills.
  • Shots ignore half of enemy armor rating.

Hints
You enjoy a secure position along the Wei river valley, which is only accessible by a few easily defended routes. The barbarians to the west and north are the most likely to give you trouble.

You have some room to expand within your own territories, and plenty of potential to expand to the South. You should consider trying to conquer the state of Shu and annex its territory. To the East are many powerful states, who will often be fighting each other. Look for opportunities to expand here when they are preoccupied with each other.

4) Rise of the Three Kingdoms (26/3/4/29)
This scenario begins in 189 AD just after Dong Zhuo has occupied Luoyang and seized control of the court and covers around 30 years. You can play as any of the major warlords, or as one of the several more minor figures also included. The scenario begins with the collapse of the central authority and the warlords scrambling for control of territory while fending off rebels and bandits who are overrunning much of the land.
Research Rate: 30%
5) Time of the Mongols (15/0/5/20)
This campaign covers the lands that would be conquered by Genghis Khan as they were at the start of the Thirteenth Century. You may play any faction and win by the standard victory conditions.
Research Rate: 40%
Unique Techs:
5.1) The Mongols
The Mongols
Settlements: 4 Population: 80
Cavalry units add 20% to kill chance
Increase authority by 2
Increase noble happiness by 10%
Military development rate increased by 30%
Thought and Knowledge rate reduced by 30%
Herders

Mongolian speaking peoples have been around the east Asian Steppes since the dawn of history, but the term Mongol itself does not appear until around 1000 AD, when it referred to a new grouping of nomadic tribes. Initially they differed little from the many similar groups that had gone before, but their famous leader Genghis Khan was able to instill an exceptional sense of loyalty and discipline in them, and create an unstoppable military machine that created the world's mightiest empire.

Starting position: North West
Starting treasury/Income: 2510 - 6
Starting Culture/Authority: 22 /21
Starting Cities: 30/20/20-/10+
Starting Court: Leader 5/5 (wife 1/4), Heir 2/4.
Diplomatic Situation: All neutral; Know all except Khwarazem, Song Dynasty, Kangli Turks.
Starting Army: Bodyguard (2), Khan's Guard (1), Army Heavy Cavalry (1), Tribal Horse Archers (4), Nomad Horde (1)
5.2) Khwarazem
Khwarazem
Settlements: 11 Population: 530
Increase noble unrest by 40%
Increase peasant unrest by 30%
The player can always win by cultural victory.
Farmers
Muslim

Khwarazem is the marshy region south of the Aral sea, where the desert is watered by the Amu Darya river. Until recently the rulers were vassals of the Qara Khitans, but have revolted and quickly taken control of a large area. Although a devout Muslim, their ruler is in dispute with the Caliph Bagdad, and also with his mother, a princess of the Kangli Turks. These internal divisions, and the resentment of the newly conquered territories, mean that this ostensibly powerful empire is in fact rather fragile.

Starting location: West
Starting treasury/Income: 3837 + 827
Starting Culture/Authority: 24 / 17
Starting Cities: 60+/100/90+/60+/60+/50+/30+/20+/20+/20+/20+
Starting Court: Leader 1/1, Heir 2/3.
Diplomatic Situation: All neutral; Know Kara Khitans, Kangli Turks, The Naiman, Jin Dynasty, Song Dynasty, Karakhanid Khanate.
Starting Army: Bodyguard (2), Palace Ghulams (2), Dailami Guard (1), Turkoman Mercenaries (3), Ghulams Heavy Archers (2), Ghulam Archers (4), Trained Archers (2), Trained Swordsmen (4), Trained Supported Spearman (4), Atabegs (2), Peasant Militia Swordsmen (2), Mixed Spear / Archers (2).
5.3) Kara Khitans
Kara Khitans
Settlements: 14 Population: 287
Cavalry units add 20% to kill chance
Power development reduced by 20%
Thought development reduced by 30%
Increase noble unrest by 30%
Herders

When the Khitan Empire was overthrown by the Jurchen, a group led by Yely Dashi from the western outposts migrated further West rather than submit. Gathering warriors to the cause as they travelled, they established a kingdom in the region north of the Tian Shan mountains, and soon subjugated the surrounding kingdoms to establish a huge area of dominance from the edges of Iran to the borders of China. Many powerful kingdoms submitted to them, but now some of these are in revolt. Although their subjects are mainly Muslim, The Qara Khitans themselves retain their Buddhist religion, and maintain the trappings of a Chinese state. Their name gave rise to the term Cathay, an early name for China.

Starting position: Central Northwest
Starting treasury: 3965 + 120
Starting Culture/Authority: 22 / 18
Starting Cities: 40-/72/30/20/20/20-/20-/15-/10+/10-/10/10-/5/5+
Starting Court: Leader 1/1
Diplomatic Situation: Knows everyone. Fraternal Harmony with The Khitans, Qocha Uyghurs is their vassal.
Starting Army: Bodyguard (1), Heavy Horse Archers (2), Trained Archers (5), Army Halberds (6), Noble Horse Archers (4), Tribal Horse Archers (6).

5.4) Qocha Uyghurs
Qocha Uyghurs
Settlements: 7 Population: 100
Add 20% to kill chance with bows
Thought development rate increased by 10%
Farmers

The Uyghurs were originally a Turkic people who controlled a vast empire across the Asian steppe. Eventually they were overthrown and a remnant of them fled to Qocho, an important city on the Silk Road, and established a kingdom there. Despite their nomadic origins, they now become a settled people living from agriculture and trade. Current day Uyghurs are Muslims, but at this point in history they were Buddhists.

Starting position: Center
Starting treasury/Income: 2995 + 350
Starting Culture/Authority: 18 / 10
Starting Cities: 40+/10+/10+/10+/10+/10+/10+
Starting Court: Leader 1/2
Diplomatic situation: Know all except Khwarazem, vassals of Khara Khitans
Starting Army: Bodyguard (1), Noble Cavalry (2), Heavy Spearmen (4), Trained Archers (1).
5.5) Kangli Turks
Kangli Turks
Settlements: 9 Population: 175
Cavalry units add 10% to kill chance
Thought and Knowledge rate reduced by 30%
Herders

The kangli are a loose confederation of Turkic tribes who have lived in the area of Kazakhstan and Western Siberia for hundreds of years. They are primarily nomadic herders, but also control some cities around the Aral and Cadpian Seas. They are a source of mercenary soldiers for much of the Islamic world.

Starting position: Center-Northmost
Starting treasury: 2905 - 225
Starting Culture/Authority: 22 / 17
Starting Cities: 20-/20-/25/25-/25/15+/20/10/15+
Starting Court: Leader 2/1, Heir 1/1
Diplomatic situation: know all except The Mongols, The Khitans, The Merkits.
Starting Army: Bodyguard (2), Noble Heavy Cavalry (3), Tribal Horse Archers (7), Peasant Light Spearmen (4)
5.6) The Naiman
The Naiman
Settlements: 6 Population: 154
Cavalry units add 20% to kill chance
Increase noble happiness by 10%
Military development rate increased by 30%
Thought and Knowledge rate reduced by 30%
Herders
Christian

The Naiman are a Turkic people dominating the Altai mountain region. Their flocks thrive in the high meadows, though they also practice settled agriculture. They are unusual among the peoples of the region in having adopted Christianity as their religion, and follow the teachings of the Assyrian Church. Some believe they are the source of the legend of Prester John, the powerful Asian King who it was hoped would one day assist the Crusaders.

Starting position: Center-North
Starting treasury/Income: 2758 + 153
Starting Culture/Authority: 22 / 17
Starting Cities: 30-/30-/30-/20/30-/14+
Starting Court: Leader 1/1, Heir 0/2
Diplomatic situation: Knows everyone
Starting Army: Bodyguard (2), Khan’s Guard (1), Heavy Horse Archers (3), Tribal Light Archers (2)
5.7) Xi Xia
Xi Xia
Settlements: 13 Population: 277
Increase the virtue of all new characters by 1
Reduce combat effectiveness by 10%
Cavalry units add 10% to kill chance
The player can always win by cultural victory.
Farmers

The Xi Xia, also known as Tanguts are a people originally from Tibet, who took advantage of the chaos following the collapse of the Tang Dynasty to establish a state astride the Silk Road as it runs through the Gansu Corridor. The state combines both the Chinese cities along this route, and nomadic peoples living in the Ordos loop. The state is rich from trade, civilized and fiercely Buddhist. They maintain a powerful military force that has enabled them to resist attacks from the more populous areas of China to the East.

Starting position: Center Southeast
Starting treasury: 4607 + 32
Starting Culture/Authority: 18 / 15
Starting Cities: 60-/40/32/15/15+/10+/10+/25+/20+/10+/10+/20+/10+
Starting Court: Leader 1/1, Heir 1/1
Diplomatic situation: Know everyone except Khwarazem, The Merkits. Fraternal Harmony Pact with Song Dynasty.
Starting Army: Bodyguard (2), Imperial Guard Cavalry (2), Noble Heavy Cavalry (3), Army Halberds (6), Trained Archers (6), Tribal Horse Archers (2).
5.8) Jin Dynasty
Jin Dynasty
Settlements: 16 Population: 640
Reduce combat effectiveness by 10%
Farmers

The Jin (Golden) Dynasty was founded by the Jurchen people from the forests of Manchuria, and rules most of Northern China. While the ethnic Jurchen remain an elite, their empire is much a Chinese one, and not substantially different from the administrations of other dynasties.

Starting position: Center East
Starting treasury/Income: 8211 + 2211
Starting Culture/Authority: 20 / 17
Starting Cities: 100/20-/30/40/40+/30+/40/70/40+/30+/30/30+/40/20+/40/40
Starting Court: Leader 0/3, Heir 1/1
Diplomatic situation: Knows everyone except Karakhanid Khanate, The Kirghiz Fraternal Harmony Pact with Song Dynasty, have The Khitans as a vassal.
Starting Army: Bodyguard (2), Guard Cavalry (2), Meng'an Cavalry (3), Light Horse Archers (2), Heavy Spearmen (16), Trained Archers (9), Trained Crossbows (6), Peasant Light Archers (3).
5.9) The Khitans
The Khitans
Settlements: 3 Population: 80
Cavalry units add 20% to kill chance
Craft development rate increased by 20%
Power development reduced by 30%
Thought and Knowledge rate reduced by 20%
Military development rate increased by 20%
Herders

The Khitans are a Mongolian people living on the western edge of Manchuria.They practice a mixture of farming and herding. They once had a significant empire dominating the Mongolian steppe and parts of Northern China, but they were overthrown by the Jurchen people from further east, and are now vassals of the Jin dynasty those funded.

Starting position: Central Northeast
Starting treasury/Income:2893 + 418
Starting Culture/Authority: 22 / 14
Starting Cities: 40/20/20-
Starting Court: Leader 1/1
Diplomatic situation: Know everyone except Khwarazem, Karakhanid Khanate, Kangli Turks. Fraternal Harmony Pact with Kara Khitans, vassal of Jim Dynasty.
Starting Army: Bodyguard (1), Khan's Guard (1), Noble Heavy Cavalry (1), Tribal Horse Archers (1), Tribal Light Archers (2).
5.10) The Tatars
The Tatars
Settlements: 5 Population: 80
Cavalry units add 20% to kill chance
Craft development rate increased by 20%
Power development reduced by 30%
Thought and Knowledge rate reduced by 20%
Military development rate increased by 20%
Herders

The Tatars are a nomadic people living in the eaatern part of Mongolia. They are fierce horsemen similar to the other peoples of the area, but also the richest people on the Steppe due to their proximity to, and trade with China. Later the term Tatar became synonymous with Mongol, but at this point in history they are still a distinct, thought related tribe.

Starting position: Northeast
Starting treasury/Income: 2410 - 25
Starting Culture/Authority: 22 / 17
Starting Cities: 30/15+/15/10+/10+
Starting Court: Leader 1/1, Heir 1/1
Diplomatic situation: Know all except Khwarazem, Karakhanid Khanate.
Starting Army: Bodyguard (2), Khan's Guard (1), Tribal Horse Archers (2), Tribal Light Archers (1), Tribal Light Spearmen (1).
5.11) Song Dynasty
Song Dynasty
Settlements: 4 Population: 225
Reduce combat effectiveness by 25%
Add 10% to kill chance with crossbows
Farmers

The empire ruled by the Song Dynasty is the most advanced in the world, reaching economic and cultural heights that will not be matched elsewhere for hundreds of years. Their wealth come from large scale manufacture of iron, steal, textiles and porcelain, facilitated by banks, paper money and joint stock companies. However their cultural and business pursuits mean they have little interest in war and often struggle to repel the attackers of less civilized, but fiercer, peoples. Most of their empire is in Southern China, and only a few northern cities are featured on this map.

Starting location: Southeast
Starting treasury: 5613 + 492
Starting Culture/Authority: 21 / 17
Starting Cities: 80+/40+/60+/40+
Starting court: leader 1/1, Heir 1/1
Diplomatic situation: Knows everyone except Karakhanid Khanate, The Mongols, The Khirgiz. Fraternal pact with Xi Xia and Jin Dynasty.
Starting Army: Bodyguard (2), Imperial Cavalry Guard (2), Picked Zhan Ma Dao (3) Cavalry (3), Army Halberds (3), Heavy Spearman (2), Trained Crossbows (7), Trained Archers (2), Peasant Cho-ko-nu (2), Peasant Light Spearman (2), Flying Tiger Paddlewheeler.
5.12) Kereit Khanate
Kereit Khanate
Settlements: 7 Population: 159
Cavalry units add 20% to kill chance
Craft development rate increased by 10%
Power development reduced by 20%
Thought and Knowledge rate reduced by 30%
Military development rate increased by 30%
Herders
Christian

The Kereits are the most powerful people on the Mongolian Steppe. Similar to other peoples of the area, they are primarily nomadic herders, but they also have a fixed capital city supported by farming and trade.

Starting location: Northeast
Starting treasury/Income: 2810 - 20
Starting Culture/Authority: 22 / 19
Starting Cities: 40/40-/20+/20/20/20/14/4
Starting court: leader 2/2, Heir 0/2
Diplomatic situation: Knows Khwarazem, Karakhanid Khanate, The Merkits, Qocha Uyghurs.
Starting Army: Bodyguard (2), Khan’s Guard (1), Heavy Horse Archers (3), Tribal Light Archers (3), Peasant Halberds (1), Peasant Light Spearman.
5.13) The Merkits
The Merkits
Settlements: 3 Population: 40
Craft development rate increased by 20%
Add 20% to kill chance when fighting in forests.
Add 20% to kill chance with bows
Power development reduced by 30%
Thought and Knowledge rate reduced by 30%
Herders

The Merkits are a confederation of tribes living on the northernmost part of Mongolia. They practice both farming and pastoralism, but their bleak cold lands produce little wealth. They are renowned archers, and also famous for their magic.

Starting Location: Northmost
Starting treasury/Income: 2313 + 93
Starting Culture/Authority: 22 / 17
Starting Cities: 20/10+/10+
Starting Court:Leader 1/1
Diplomatic Situation: Knows everyone except Khwarazem, Xi Xia, Karakhanid Khanate, Kangli Turks.
Starting Army: Bodyguard (1), Tribal Horse Archers (2), Tribal Light Archers (2).
5.14) The Kirghiz
The Kirghiz
Settlements: 3 Population: 65
Craft development rate increased by 20%
Add 20% to kill chance when fighting in forests.
Add 20% to kill chance with bows
Power development reduced by 30%
Thought and Knowledge rate reduced by 30%
Herders

The Kirghiz are a people of mixed Caucasian and Asian stock, possibly related to the Dingling. Once they dominated much of Central Asia, with many migrating to the area of modern day Kirghiztan, but others still live in the their original area in the Altai Mountains, an area famous for fine furs and large horses. Many of their people are nomadic herders, but some live in settled farming communities. Their royal family claim descent from Li Ling, a brave but foolish Chinese general who defected to the Xiongnu rather than return home in disgrace.

Starting Location: Northmost Central
Starting treasury/Income: 2677 + 392
Starting Culture/Authority: 22 / 17
Starting Cities: 30/20-/15+
Starting Court:Leader 1/1, Heir 1/1.
Diplomatic Situation: Knows everyone except Jin Dynasty, Khwarazen, Song Dynasty.
Starting Army: Bodyguard (2), Noble Horse Archers (1), Tribal Horse Archers (1), Tribal Light Archers (1).
5.15) Karakhanid Khanate
Karakhanid Khanate
Settlements: 6 Population: 125
Power development reduced by 30%
Thought and Knowledge rate reduced by 30%
Increase noble unrest by 20%
The player can always win by cultural victory.
Herders
Muslim

The Karakhanid Khanate is the remaining eastern part of a previously much larger empire that ruled much of Central Asia. The original founders were nomadic Turkic tribes who converted to Islam, but many of them adopted the culture and lifestyle of the mainly iranian subjects they rule over. Although they are much diminished, they are still wealthy from controlling an important part of the Silk Road and have access to the famous horses of the Ferghana valley. Previously they were vassals of the Kara Khitans, but are now in revolt.

Starting Location: Central Southwest
Starting treasury/Income: 3158 -227
Starting Culture/Authority: 25 / 17
Starting Cities: 30+/25/10+/20+/20+/20+
Starting Court:Leader 1/1, Heir 1/1.
Diplomatic Situation: Knows everyone except Jin Dynasty, Khwarazen, Song Dynasty, The Naiman, The Tatars, The Khitans, The Merkits.
Starting Army: Bodyguard (2), Palace Ghulams (2), Ghulam Archers (2), Tribal Horse Archers (2), Mixed Spears / Archers (7).
6) Life of Genghis Khan (1/20/5/21)
In this campaign you take the role of Temuchin, who would later take the title of Genghis Khan. It presents the key moments in his life as a series of missions that you must complete to progress. You win if you can match his conquests within the allowed number of turns.
Research Rate: 40%
Unique Thought Techs: Imperial Age

-Protection of Heaven (already researched)
Temuchin was born with fire in his eyes and light on his face, his fate ordained by heaven. When in danger, he will be protected by the holy mountain, and the will of Tengri.
  • Your faction leader has special protection. He can only be killed if his entire unit is destroyed, and cannot be killed by random disasters.

-Loyal Followers (45 turns; require Protection of Heaven)
Traditionally, a leader relies on his extended family as trustworthy advisors and lieutenants, however a khan is not always blessed with smart or reliable relatives. Having been abandoned by his clan when his father died, Temuchin must learn to rely on his friends who have proved loyal and capable over the years, and promote those over lesser men related by blood.
  • Increase authority by 2

-Mongol Destiny (45; require Loyal Followers)
As there is one ruler in Heaven, there should be one ruler on Earth. It is the will of Heaven that Temuchin and the Mongol people bring about this situation, and unite all the peoples of the world under one khan.
  • Increase authority by 4
6.1) The Mongols
The Mongols
Settlements: 0 Population: 0
Cavalry units add 20% to kill chance
Increase authority by 2
Increase noble happiness by 10%
Military development rate increased by 30%
Thought and Knowledge rate reduced by 30%
Herders

Mongolian speaking peoples have been around the east Asian Steppes since the dawn of history, but the term Mongol itself does not appear until around 1000 AD, when it referred to a new grouping of nomadic tribes. Initially they differed little from the many similar groups that had gone before, but their famous leader Genghis Khan was able to instill an exceptional sense of loyalty and discipline in them, and create an unstoppable military machine that created the world's mightiest empire.

Starting position: North West
Starting treasury/Income: 0 + 0
Starting Culture/Authority: 22 / 19
Starting Cities: 0
Starting Court:NA
Diplomatic Situation:Know The Tatars, Kereit Khanate, The Merkits, Jadaran Mongols and Tayichiud Mongols.
Starting Army: Temuchin's Family (Settlers)
Unique Units: Temuchin's Family (Settlers)

-Temuchin's Family (Settlers)
(Atk: 0 Ran: 0 Def: 3, Arm: 3, Movement: 3, Morale: 2, Men: 8, / Cost: 0, Upkeep: 0)
This is Temuchin's Family. Himself, his mother Horlun, brothers and sisters, half brothers and their mother. Also their servants and any friends who joined them.
  • Non combat unit.
  • Moves slowly in forests and marshes.
7) Final thoughts and changelog
Hope you enjoyed this little guide I made. Any comments you'd like to make? Found a typo? Have any suggestions? Feel free to either comment or contact to me.

Thank you for your time and have a nice day!



18/10/2020 -- Published; Time fo The Mongols mostly done.
3 Comments
Earl Komrad  [author] Jan 17, 2022 @ 3:25pm 
@Plesiozaurus Bit of a late responde, but I had gave up on the guide as other stuff took priority. When I have more time to spare (probably mid-2022) I'll see if I manage to finish this guide. Still, I'm ot sure how useful it is/will be seeing how old the game already is and how, apparently, development has ceased.
Plesiozaurus Nov 9, 2021 @ 3:58am 
Hi! I just want to say thank you for doing this. It is still a WIP but I believe if you manage to complete it, this would make the game more enjoyable for new and existing players. Don't give up! The fact that you're doing this really shows how much you love this game as much as I do. I hope this small comment of mine would encourage you even a tiny bit to keep going! :lunar2019grinningpig:
PangerDoodle Jun 7, 2021 @ 8:08am 
Are there any good guides to the units introduced in the DLC?