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The Nanman are one of the few naval factions of Hammurabi which lean toward naval combat. While their land armies are fairly weak, the same can't be said of their ships - they, unlike the Minoans, go instead for "more is better", relying on cheaper attack craft to compensate for having tactically weaker warships in the water.

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On land it is a different story, with the Nanman armies being as weak as they come, lacking any proper unique units for cavalry, or any heavier units like Guardsmen or Light Chariots in the later half of the game. As a result, the Nanman often function best on maps where there are many chokepoints to help negate the advantage of large armies, or otherwise must depend on vast bodies of water for both food and safety, 

Nanman

Nanman

National Bonuses

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The Nanman have the Power of Tradition.

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  • Adaptable: Start with 1 extra citizen, receive 3 for your next city and 5 for all future cities.

  • Tribal Rituals: Start with Temple and research religion line of research for free.

  • Spirited Resistance: Repair Buildings 50% faster, and citizens can repair under fire without penalty.

  • Hillforts: Towers 33% cheaper


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Unique Units

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  • Hovels: Skirmisher Levy => Sino-Man Crossbowman [1], Axemen

  • Barracks: Tribal Spearmen, Swordsmen, Archers

  • Fort: Warlord

  • Corral: Horsemen => [2] Man Horseman, Asian Elephant [2], Horse Raider

  • Dock: War Canoes, War Barge

  • Temple: Shaman

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(Nanman cannot build Warrior Halls)

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Mercenaries

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Wonders

Necropolis Complex
Megalith Complex
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