![]() ![]() (Elite) Kipchaks' hit points decreased (45 (non-Elite)/50 (Elite) → 40/45) and Rate of Fire increased (1.8 → 2.2).Husbandry was removed from their technology tree and their cavalry speed bonus was staggered (+10% (all) → 5% ( Feudal)/10% Castle/15% Imperial Age).They have a lot of offensive, economic, and defensive options early on, but their technology tree can let them down later on. Overall, the Cumans are relatively flexible in both open and closed maps, but due to the unorthodox nature of the civilization, the Cumans are designed for moderately experienced players who can adopt their Feudal Age build orders with the second Town Center. Their siege is rather ineffective in late game, having Siege Onager and Siege Ram, but not Siege Engineers, Bombard Cannons, and Heavy Scorpions. Their Monks are weak, lacking Redemption, Block Printing, Illumination, and Theocracy. While their defenses in early game are good, without key defensive technologies like Stone Walls, Guard Towers, and Architecture, the Cumans fall off hard starting in the Castle Age. Their ships are among the worst in the game, since they do not have access to Cannon Galleons, Heavy Demolition Ships, Bracer, Dry Dock, or Shipwright. Their foot archers are rather weak in the late-game, due to the lack of Bracer and Arbalester, on top of missing Hand Cannoneer. As great as their economy is, it can be vulnerable to early game pressure if the player goes for a straight boom on open maps. However, the Cumans have several major weaknesses. Their infantry is decent - all of the upgrades for infantry except Supplies and Gambesons are available. The Kipchak is an inexpensive mounted archer that has a good damage output, especially against units with very low pierce armor. Curiously enough, they are the only Camel Rider civilization that does not have access to the Heavy Camel Rider. Furthermore, their mounted units move 5%/10%/15% faster in the Feudal/Castle/Imperial Age. Their Steppe Husbandry unique technology further aids in the production speed of light cavalry units by 100%. The Cumans have access to the Steppe Lancer, while also having having fully upgraded Hussars, and Paladins. This is aided by a +33% hit point boost to their Palisade Walls, allowing them to protect themselves better against early aggression, which helps with their lack of Stone Walls. Hence, the Cumans have the rare case of a double economy bonus, which acts mutually exclusive since players can either rush or boom in the Feudal Age. Despite their strong rushing potential, the Cumans can also opt for a boom strategy thanks to their ability to build a second Town Center in the Feudal Age. Their Archery Ranges and Stables are also discounted, giving them a head-start on aggression. One of their unique traits is that they can produce Battering Rams in the Feudal Age and Capped Rams in the Castle Age, giving them a head-start on base pressure. In-game, the Cumans are a rush-oriented cavalry civilization that can apply early game pressure in a similar vein to the Huns. Team bonus Palisade Walls have + 33% hit points. Mounted units move 5%/10%/15% faster in Feudal/ Castle/ Imperial Age.Siege Workshop and Battering Ram available in Feudal Age Capped Ram upgrade available in Castle Age.Archery Ranges and Stables cost -75 wood.A second Town Center can be built in the Feudal Age.Cuman Mercenaries: Team members can create 5 free Elite Kipchaks per each Castle.Steppe Husbandry: Scout Cavalry line, Steppe Lancers, and Cavalry Archers are trained 100% faster.Age of Empires III: The Asian Dynasties Review ![]()
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