Magyars

Faction Overview	Strategic Overview	History
The Magyars have the power of Expansionism.
For centuries, the equestrian tribes of the Urals have lived mostly free of interference from most other nations, until the emergence of the Khazar horde in the Caucasus. Fattened by booty, tribute and trade with the Romans, Muslims, Sogdians and Turks, the Khazars have begun to exert their influence farther abroad, using gold, subterfuge and the occasional raid to secure compliance from neighbouring tribes.
Among these tribes are the Magyars. Faced with the rise of the Khazars, they now face a dilemma...either they can surrender their independence to the Khazars, and become part of the brave new world the Khazars are building in Central Asia, or they can try to instead form their own horde to assert themselves. There is indeed a third option, however; the only used by many tribes that have passed the Magyars by since time of yore....and that is to move west....	
For centuries, the equestrian tribes of the Urals have lived mostly free of interference from most other nations, until the emergence of the Khazar horde in the Caucasus. Fattened by booty, tribute and trade with the Romans, Muslims, Sogdians and Turks, the Khazars have begun to exert their influence farther abroad, using gold, subterfuge and the occasional raid to secure compliance from neighbouring tribes.
Among these tribes are the Magyars. Faced with the rise of the Khazars, they now face a dilemma...either they can surrender their independence to the Khazars, and become part of the brave new world the Khazars are building in Central Asia, or they can try to instead form their own horde to assert themselves. There is indeed a third option, however; the only used by many tribes that have passed the Magyars by since time of yore....and that is to move west....	
For centuries, the equestrian tribes of the Urals have lived mostly free of interference from most other nations, until the emergence of the Khazar horde in the Caucasus. Fattened by booty, tribute and trade with the Romans, Muslims, Sogdians and Turks, the Khazars have begun to exert their influence farther abroad, using gold, subterfuge and the occasional raid to secure compliance from neighbouring tribes.
Among these tribes are the Magyars. Faced with the rise of the Khazars, they now face a dilemma...either they can surrender their independence to the Khazars, and become part of the brave new world the Khazars are building in Central Asia, or they can try to instead form their own horde to assert themselves. There is indeed a third option, however; the only used by many tribes that have passed the Magyars by since time of yore....and that is to move west....	
For centuries, the equestrian tribes of the Urals have lived mostly free of interference from most other nations, until the emergence of the Khazar horde in the Caucasus. Fattened by booty, tribute and trade with the Romans, Muslims, Sogdians and Turks, the Khazars have begun to exert their influence farther abroad, using gold, subterfuge and the occasional raid to secure compliance from neighbouring tribes.
Among these tribes are the Magyars. Faced with the rise of the Khazars, they now face a dilemma...either they can surrender their independence to the Khazars, and become part of the brave new world the Khazars are building in Central Asia, or they can try to instead form their own horde to assert themselves. There is indeed a third option, however; the only used by many tribes that have passed the Magyars by since time of yore....and that is to move west....
Faction Type: Turkic BarbarianNational Bonuses:
*Nomadic Society : Cities cost 75% cheaper. Barracks units and citizens move 25% faster.
*Open Frontiers : May build one more city beyond the normal limit, begining with Civics level 1.
*Tribal Assimilation : Double population limit per military technology, up to 25% above maximum game limit.
Unique Units:
* / / : War Dogs
* : Peasant Levy, Slingers
* : Spearmen,  Archers, Axemen
* : Horsemen, Bek Cavalry,  Steppe Nomads => Magyar Kíséret
* : Dromond
Mercenaries:
 : Slavic Raiders, Caucasus Huntsmen
*Mercenary Quarters:
** [Turks] Turkish Archers, Turkish Cavalry, Turkish Lancers	
Faction Type: Turkic BarbarianNational Bonuses:
*Nomadic Society : Cities cost 75% cheaper. Barracks units and citizens move 25% faster.
*Open Frontiers : May build one more city beyond the normal limit, begining with Civics level 1.
*Tribal Assimilation : Double population limit per military technology, up to 25% above maximum game limit.
Unique Units:
* / / : War Dogs
* : Peasant Levy, Slingers
* : Spearmen,  Archers, Axemen
* : Horsemen, Bek Cavalry,  Steppe Nomads => Magyar Kíséret
* : Dromond
Mercenaries:
 : Slavic Raiders, Caucasus Huntsmen
*Mercenary Quarters:
** [Turks] Turkish Archers, Turkish Cavalry, Turkish Lancers	
Faction Type: Turkic BarbarianNational Bonuses:
*Nomadic Society : Cities cost 75% cheaper. Barracks units and citizens move 25% faster.
*Open Frontiers : May build one more city beyond the normal limit, begining with Civics level 1.
*Tribal Assimilation : Double population limit per military technology, up to 25% above maximum game limit.
Unique Units:
* / / : War Dogs
* : Peasant Levy, Slingers
* : Spearmen,  Archers, Axemen
* : Horsemen, Bek Cavalry,  Steppe Nomads => Magyar Kíséret
* : Dromond
Mercenaries:
 : Slavic Raiders, Caucasus Huntsmen
*Mercenary Quarters:
** [Turks] Turkish Archers, Turkish Cavalry, Turkish Lancers	
Wonders:
*Ateshgah
*Sun Temple
Upgrades:
*(can't research )
Settlements:	Settlements:	Settlements:	Leaders:
*Ungvári
*Beregszász
*Nagyszőlős
*Rahó
*Perecseny
*Szolyva	
*Munkács
*Szolos
*Berezna
*VolócIlosva
*Ökörmező	
*Técső
*Yamantau
*Manaraga
*Holatchahl
*Sambat
*Huszt	
*Álmos
*Árpád
*Előd
*Szabolcs
*Kend
*Kond
*Kund
*Korcán
*Kurszán
*Kaplon
*Ond
*Ete
*Tas
*Lehel
*Huba
*Tétény
*Töhötöm
*Horka
*Gyula
*Örs
*Kusid
*Kupian
*Lél
*Vérbulcsú
Category:Swords of the Prophets factions