Four culture groups, sixteen peoples
Each group is a toolkit, not a personality. It has its own architecture and music, a military strength and a stated weakness, one special command, two special units and a Great Work. A subculture changes clothing, heraldry, voices, decoration and its own Great Work, never the rules.
Latin Kingdoms
Hold and smash
Fortification, heavy warfare and shock. Slow to move, hard to move off a position.
Timber and earthworks, then Romanesque stone, mature castles and Gothic monuments.
- Special command
- Lance Charge
- Special units
- Knight Retinue and Arbalester
- Great Work
- Grand CathedralMorale recovers much faster within friendly territory; units near their own towns resist losing it.
- Subcultures
- FrankishEnglishImperial GermanNordic
Eastern Realms
Form and endure
Discipline, combined arms and position. Armies that hold their shape under pressure.
Timber and stone, then brick-and-stone masonry, arches and compact domes, sacred and civic compounds.
- Special command
- Shield Wall
- Special units
- Cataphract and Shield Guard
- Great Work
- Imperial SanctuaryArmies rally and recover faster, resist morale loss and keep their cohesion in defence.
- Subcultures
- ByzantineRus'GeorgianBulgarian
Sultanate Realms
Trade and maneuver
Trade, maneuver and knowledge. Rich caravans and armies that fight on the move.
Courtyards and markets, then arcades and gateways, caravanserais and monumental complexes.
- Special command
- Harass
- Special units
- Guard Cavalry and Composite Archer
- Great Work
- Grand FoundationTrade is worth more, research is faster and caravans are harder to disrupt.
- Subcultures
- AndalusiMaghrebiLevantine-EgyptianPersianate
Steppe Confederacies
Raid and outmaneuver
Mobility, pillage and manipulation. The weakest at static defence and the hardest to pin down.
Camps, tents and corrals, then organized encampments, semi-permanent centres and an imperial court.
- Special command
- Feigned Retreat
- Special units
- Horse Archer and Steppe Lancer
- Great Work
- Great OrduMorale recovers after disengaging, loot is banked at forward camps and reinforcements move faster.
- Subcultures
- MongolCuman-KipchakOghuzKhitan
The ages they share
Every group advances through the same four ages and makes the same three doctrine choices, one at each age-up. Rivals learn your choices only by scouting, or through an Envoy House.
- I
Founding c. 700–850
Small settlements, timber, basic infantry, scouts and palisades.
- II
Territorial c. 850–1000
Organized domains, mounted warfare, markets and roads, early stone defenses.
- III
Kingdom c. 1000–1175
Castles, heavy infantry and cavalry, serious siege, trade networks.
- IV
High Medieval c. 1175–1350
Stone cities, sophisticated siege, mature formations and the Great Works.
The four groups and sixteen subcultures are the design for version 1.0. The development build currently has two culture profiles and three ages. Every culture receives a history-literate review before its art is made public.