Lungora's Pre-Unification Mongol Civs

lungora

Delkhiin Khatun
Joined
Apr 14, 2013
Messages
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Location
Canada
I lack skills in every category to make mods out of these, but that doesn't mean I can't plan them. The civ and leader choices are meant to be set at the time of the rivalry between Temujin who ruled his Borjigin, and Jamukha who had factioned himself into leadership of most of Khamug Mongol.

Anyhow, onto my designs. Please do comment, criticize, and suggest ideas of your own - I've got some heavy biases, and they might show (if ever faintly).

Borjigin
Adjective:
Khiat-Mongol
Leader: Temujin
UA: Merit Over Birth - Units deal +25% damage to cities. Enemy units destroyed have a 15% chance to become yours.
UU: Red-Tassel Rider - Replaces Horseman. One extra move. All units that start the turn adjacent have +1 move too.
UU: Keshiq - Same as Vanilla Mongols.
Capital: Borjigin
Cities:
Spoiler :
Khiyad
Uriankhan
Chonos
Yurki
Mankhol
Bugunot
Belgunot
Khatagin
Eljigin
Avarga
Qarakhorum
Altan Urag
Jalair
Arulad
Khinggiadai
Tarkhunt
Oronar
Nokhos
Chaurkhan


Idaqut State
Adjective:
Uyghur
Leader: Barchuq
UA: Holy Wealth, Gold - Trade routes yield twice as much gold, and +2 faith. Steal tech 30% more efficiently.
UU: Silk-Clad - Replaces Knight. Much more combat strength. Requires a fair bit more production.
UB: Temple-Cave - Replaces Library. Gives +1 Science, +1 Faith on top of normal bonuses. (too much?)
Capital: Kara-Khoja
Cities:
Spoiler :
Beshbaliq
Ordu-Baliq
Ili
Orkohn
Turpan
Karabalsun
Loulan
Bezeklik
Miran
Qarkhan
Hotan
Khuqa
Tumkhuk
Bai Balik
Tengri Bogu
Tun Bagha
Tarkhan
Gansu
Toquz
Oghuz


Khamug Khanate
Adjective: Khamug-Mongol
Leader: Jamukha
UA: The Great Khanate - Pastures yield +1 production. Produce mounted units 15% faster. Gain gold when you declare war.
UU: Hawk Riders - Replaces scout. +2 movement. Slightly stronger.
UB: Steppe Ger - Replace stables. +10% production on mounted units. +1 production and +1 culture on horses. +1 culture on sheep. 2 maintenance. Unlocks with animal husbandry (no normal bonuses)
Capital: Jadaran
Cities:
Spoiler :
Baarim
Manan
Jaruud
Noyakin
Barlas
Bula'at
Adarkin
Telenguut
Uru'ut
Manghut
Taichi'ut
Suldusun
Besut
Oronar
Khongkotan
Arulad
Sunud
Khabturkas
Khadagin


Kherit Khanate
Adjective: Kherit
Leader: Wand Toghril
UA: With the Crows - All units ignore zone of control. Gain +5% production in the capital for every declaration of friendship, up to a maximum of 50%
UU: Crow Rider - Replaces Spearman. Mounted speed. +200% against cities. No bonus against mounted units. -30% against ranged attacks.
UB: Qaree Church: - Replace Temple. +1 food. +2 happiness. 3 maintenance.
Capital: Orta Balagasun
Cities:
Spoiler :
Beki
Khirkh
Dungkhait
Ubchikh
Jirgin
Ongchijid
Sorghaghtani
Zubu
Ulan Bator
Khonkhoid
Sukhait
Albat
Tumaut
Tubegun
Khangai
Toreqaimish
Kurchaqus
Qaraei
Jakha Khambu



Merkits
Adjective:
Merkit
Leader: Yehe Chiledu
UA: Skillful and Wise in Their Affairs - When declaring war, Merkit enter a golden age. Pastures yield +1 food.
UU: Mergen - Replaces Archer. Gains faith from dealing damage.
UU: Khorchin - Replaces Knight. Fights like an Impi.
Capital: Merkit
Cities:
Spoiler :
Khaad
Uduyit
Uvas
Kharta'at
Seluga
Orkhon
Khardakit
Ebugedjin
Khulan
Oghul
Kaimish
Toghta
Margadai
Naqu
Khoja
Qudu


Naiman Khanate
Adjective:
Naiman
Leader: Taibuqa
UA: People of Old and New Faiths - After founding a pantheon, always gain access to its tenet in all cities, even if your faith is not the majority. Tiles that generate faith generate equal amounts of production.
UU: Caravan Escort - Replaces Horseman. Generates golden age points for dealing damage. Requires no Horse Resource to build.
UU: Khazak - Replaces Chariot Archer. No movement penalty for rough terrain. Slightly stronger base (not range) strength.
Capital: Naiman
Cities:
Spoiler :
Guchugit
Hazara
Karakhery
Matay
Sadyr
Dortuyl
Tamir
Sekyiz
Kitbuqa
Toregene
Dughlat


Oirat Khanate
Adjective:
Oirat
Leader: Quduqa
UA: Wielders of the Thunder Stone - Mountains give 1+ culture and 1+ production when worked. Enemy units gain 10% less combat strength when next to an Oirat unit.
UU: Torghut Rider - Replaces Pikeman. Has one extra movement and is slightly cheaper. (Should have a mounted graphic)
UU: Baki - Replaces settler. Two extra moves. Units adjacent heal at double rate.
Capital: Oirat
Cities:
Spoiler :
Khoid
Myangad
Zakhchin
Baatud
Khoshut
Olot
Choros
Dorvot
Karmyk
Buzava
Esen
Dayan
Ulvs
Gushi
Kharkul
Tsaidam
Qinghai
Zaya Pandita
Arghun


Tatar Confederation
Adjective:
Tatar
Leader: Otuz Bodun
UA: The Mercenary Clans - Gain +33% gold in the capital for every city being raised in the empire (calculated on a turn-by-turn basis)(stacks infinitely). Units pillage tiles with no cost. Gain twice the gold from pillaging.
UU: Gobi Raider - Replaces Horseman. Melee attacks have a chance to force the enemy to withdraw after taking damage and before hurting the Tatar unit.
UB: Kul Tigrin - Replaces monument. +1 faith. No maintenance.
Capital: Tariat
Cities:
Spoiler :
Buiri'ut
Juyin
Chakha
Alchi
Duta'ut
Alukhai
Airi'u
Hulun Nuur
Buir Nuur


Ongut
Adjective:
Ongut
Leader: Alakhai Beki
UA: Princess Who Runs the State - Every time Ongut declares friendship with another civ both civilisations get a large production boost in their capitals (scales with era. Something like chopping two forests for ancient.) All units gain +15 xp on creation.
UU: White Tatar - Replaces composite bowman. Has an extra two movement. Units on hills being attacked by the White Tatar gain no defensive bonus.
UB: Balbal: - Replace Amphitheater. Adds to city defensive strength (unknown number for now.)Friendly units that die within working range of a city with a Babal give culture depending on their combat strength.
Capital: Olon Sume
Cities:
Spoiler :

Fuqi
Dongshang
Yueban
Alakush
Korgiz
Choy
Argyn
Dongshang
Monguor
Tu
A-zha
Togon
Shanzhou
Lanzhou
Taizhou
Qiang
Dunhuang
Jingu



Qara-Khitai
Adjective: Khitai
Leader: Kuchlug
UA: In the Image of Cathay - Capturing a city (with more than 3 pop remaining) gives a science boost equal to the half the culture per turn of the civ that held the city (Maybe UP?). Tribute from city-states is 20% more effective.
UU: Khitan - Replaces Horseman. Generates golden age points for dealing damage. Requires no Horse Resource to build, but has double upkeep. 14 strength.
UB: Liao Stupa - Replaces Amphitheatre. Gives a moderate boost of science upon completion. Normal everything applies.
Capital: Bagasagun
Cities:
Spoiler :
Kujand
Khotan
Kashi
Jimsar
Kolob
Qonduz
Baghlan
Kushan
Khurgonteppe
Bukhoro
Kankali
Ferkana
Qedun


Siyi
Leader: Di Cuo
Icon: A red macaw on a dark green field.
UA: The Four Barbarians - Horses yield double, founding a city gives +2 horses. Gain culture from trade routes equal to incoming science. Gain a percentage of a city's culture generation over the entire game when you capture it (with some maximum amount applied that raises each era.)
UU: Brown Onion - Replaces Chariot Archer. No movement penalty in rough terrain.
UB: Zhang- Replaces Circus. Only +1 happiness, however it grants +1 gold on all pastures worked by the city and an extra copy of any ivory or furs improved by this city and can be built anywhere.
 
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Hm... what about the Kara-Khitan under rule of Kuchlug?

Hey, if it appeared in Age of Empires, it had to be important! :p
 
Hm... what about the Kara-Khitan under rule of Kuchlug?

Hey, if it appeared in Age of Empires, it had to be important! :p

I've got them processing in the background. However, I want to find a way to make them (Qara-Khitai), the Kalmyk, and the Karluq feel different before I stick with any idea yet. I've got decent city/tribe/clan list lying around already though.

And yes, they were pretty damn important - if at a bit of a later stage in Chinggisid history. Interesting fact: Kuchlug was actually the son and heir of Taibuqa, khan of the Naimans. They both ruled their factions at the same time, and were constantly at war with each other.
 
It would be super-cool to see these civs in-game someday.
 
It would be super-cool to see these civs in-game someday.

I know right! I wish I had any of the skills required to make it true myself...

They'd need some altering, and maybe a few could do with a non-warmongery set up - but hopeful one day.
 
I would love to help you in making these Civs, if you wish. There is something fantastic about the Mongols that inspires me, I can't quite put my finger on it, though.

These designs posted are just gathering of basic ideas into a shape that kinda works. I'm unhappy with most of them as-is, and all need a bit of work to make more interesting, less 'vanilla' in feel, and generally less cobbled together. However, as for making these civs a reality, I would be honoured to have aid in the endevour. Kerfuffle expressed interest in an unspecified few, and I'm getting some icons made by poom3619 when they find some time too.

I've got a heckofalot of study in my way currently, but come next week it might lighten up a bit to dabble a little into the art side of actual production (not that I know at all what I'm doing, have any good tutorials around?)
 
So, I'm making these now. With the help of a few kind folks I have the code done for the Khamug-Mongols under Jamukha - and I've got UU and UB icons done for art too!
 
What else do you need? I'd be happy to help if it's something I could do. Send me a PM!
 
I could help too, perhaps with text (Dawn of Man, Civilopedia).
 
Added Siyi to the list from the eras challenge.

Replaced the temp Qaree Church UB theta the Onguts shared with the Kherit to a Babal which is completely different. I'm bad at balanced numbers so those aren't specified.
 
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