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While not as powerful as other factions when it comes to regular troops, the Harappans nevertheless have some tricks up their sleeve. Mating their more superior cultural bonuses (instantly produced civilians, faster train and heal time for units and more efficient cities) to a versatile mercenary force consisting of Aryan Cimmerian warriors and local Dravidian tribesmen recruited from the interior of India, the Harappans can, with enough wealth, make a good account of themselves in combat, both on land and at sea thanks to their  use of dhows instead of War Boats or Canoes. 

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The only issue then, for the Harappans, lies in the early game and their dependence on Wealth to get through the mid- to late-game phase. It is true that most factions in Hammurabi have almost the same units, but in the case of the Harappans, the weaker stats of Spear Levies and Skirmisher Levies, in comparison to Warriors and Raiders, can put them at a serious disadvantage especially in early-game offensives. Their lack of late-game regular units is offset by their access to some of Hammurabi's best mercenaries, but a great dependence on Wealth will mean that any disruption to Harappan trade can be lethal in the long run as lack of Wealth means that the Harappans must then fall back on their tactically mediocre units, leaving them easy prey to other factions, most notably the Shang, the Indians or even Elam, a historic ally of the Harappans.

Harappans

Harappans

National Bonuses

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The Harappans have the Power of Culture.

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  • Indigenous Support: Elders, Peons, Slave, merchants and caravans created instantly.

  • Erudite Patronage: Science research at the Library 20% cheaper.

  • Ayurveda: Receive Healthcare line of research for free at the Granary.

  • Super Sized: Start with a Large City. New cities you found become Large Cities.

Unique Units

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

  • Barracks: Regular Spearmen, Macemen, Archers

  • Corral: Horsemen, Asian Elephant [2], Horse Raider

  • Dock: Roundship, War Boats => Dhow [2]

  • Temple: Priest

 

(Harappans can't build Warrior Halls)

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Mercenaries

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Wonders

Megalith Complex
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Royal Palace
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