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The Arab nation of Magan, like its ancient namesake, is based mainly on naval supremacy and economic booming. Magan also has access to camels, which in the world of Hammurabi, can be very useful given that they don't just have resistance to melee cavalry, but are also fairly tough creatures, thus making them in effect a superior form of cavalry - although it is true nevertheless that some units such as Steppe Nomads or Cimmerian Cavalry can provide land power advantages against Maganite armies, owing to their better mobility and flexibility. In which case, Maganite camelry, along with Archers, should provide a fairly strong deterrent against these cavalry mercenary units.

All told, however, Magan works best on areas with open ocean, where it can leverage its ability to earn interest on its stockpiled resources, while using its superior Dhows to outrun and outlast other peoples' navies. Otherwise, it is better off as an economic boomer, feeding allies who are able to build better Wonders or armies than Magan could on its own.

Maganites

Maganites

National Bonuses

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The Maganites have the Power of Commerce.

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  • Economic Adepts: Commerce research 33% cheaper.

  • Exotica Entrepot: Start with a Market and 4 free Merchants.

  • Arabia Felix: For every 100 of a resource in your treasury beyond starting level, receive +5 income for that resource. This income can exceed your Commerce Cap by 100.

  • Privateering: Receive two Light Ships whenever a New Dock is built.


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Unique Units

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  • Hovels: Raiders, Axemen, Bowmen, Slingers

  • Barracks: Warriors, Macemen, Archers

  • Corral: Lukhata haGamla, Qeshate haGamla

  • Dock: Roundship (available only in CtW), War Boats => Dhow

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Mercenaries

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  • Arabs: Mercenary Camel Cavalry, Arab Mercenary Clubmen, Arab Mercenary Skirmishers, Mercenary Camel Archers

  • Semites: Semitic Battle-Chief

Wonders

Necropolis Complex
Great Temple
Megalith Complex
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