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The vast plains of Central Asia had long been the home of various nomadic tribes based on the practice of animal herding and horses. Humans had inhabited the region ever since the prehistoric period. The land lends itself to breed a people who were used to harsh living conditions, mobility and war — elements that make for an ideal military force.

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Of late, these lands have come under the sway of an Aryan people who have begun to call themselves a single name - the Iranians. Mastering the ways of horse riding and use of wheeled transport, the Iranians have realised their greater mobility now grants them unprecedented opportunities through exploration, trade and raiding and are eager to push them as far as they can. A few of their cousins, known as the Indians, have thus far been successful to the southeast, having found a way to insinuate themselves amongst the village- and town-dwelling Harappans, through migration or conquest, and seem secure. The same methods too have helped another Aryan race, the Hurrians, to establish themselves in the northern Middle East where their equestrian skills have proven invaluable. Perhaps there are opportunities to the far west where such methods can be put to the test for the Iranians .....
 

Iranians

Iranians

National Bonuses

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The Iranians have the Power of Nomadism.
 

  • Home on the Range: Have no National Territory, and can construct buildings in any territory not held by another nation.

  • Pastoralism: Instead of building Farms and Granaries, receive Food for each Citizen, Scout, and Calvary unit (except when garrisoned).

  • Horsemanship: Ranged Cavalry upgrades are free.

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Unique Units

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  • Hovels: Bowmen, Spear Levy, Slingers, Skirmisher Levy, Axemen

  • Corral: Horse Raider, Horsemen [1] => Steppe Nomad [2]

  • Warrior Hall: Greataxe Infantry

  • Fort: Warlord

  • Dock: War Canoes, Roundship (available only in CtWs)

  • Temple: Shaman


(Iranians can't build Barracks)

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Mercenaries
 

Wonders

Megalith Complex
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