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Because of the nomadic and somewhat fractured multi-cultural state of Indian society, the Indians don't build Peasant Hovels as other factions do. However, what they do receive in return are some very quirky units - instead of Levy units and Guardsmen, the Indians do get more powerful mercenaries, as well as the Medium Chariot - a very powerful asset in a time when warfare is increasingly being dominated by the highborn professional chariot team each day.

Indians

Indians

National Bonuses

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The Indians have the Power of Migration.
 

  • Heirs of Asia: Cities 75% cheaper.

  • Population Explosion: May build one more city beyond the normal limit, beginning with Civics level 1.

  • Great: Double population limit per Military technology, up to 25% above maximum game limit.

  • Great Migration: Barracks units and Citizens move 25% faster.

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Unique Units

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  • Corral: Horse Raider, Medium Chariot [3], Horsemen [1] => Steppe Nomad [2]

  • Warrior Hall: Greataxe Infantry

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

  • Temple: Shaman

 

(Indians can't build Hovels)

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Mercenaries
 

  • Cimmerians: Cimmerian Noble

  • Jungle Tribes: Jungle Clubmen, Jungle Spearmen

  • Rong: Rong Archers, Rong Horse Raiders

Wonders

Megalith Complex
Great Temple
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