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Hailing from the Shan mountains in the Central Plains, the chariot-driving Shang are known for two things - their cultural embellishments, as well as the powerful medium chariots whose designs have been imported over from the Rong and other western peoples.

Shang cultural bonuses reflect the very sophisticated nature of Chinese society of the period, as well as the vast resources of their Asian homelands. Being able to raise vast quantities of Metal, Food and Timber alone from their economic enhancement buildings thus make the Shang a very powerful civilization, capable of any play style.

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The most notable trait of the Shang army, however, is that it trains both Horse Raiders AND Medium Chariotry. Unlike other factions which upgrade from Horse Raiders to Light Chariots, the Shang can train both units but since Horse Raiders are a technologically inferior unit, it often means that the Shang as a military force are very vulnerable in the early stages of the game, especially since they run the risk of being technologically surpassed by other factions, particularly the Middle Eastern nations, who have access to Light Chariotry (a replacement for Onagers and Horse Raiders). Light Chariotry usually is available at, but Medium Chariots require BOTH Level II Reforms AND Military Level 5 (Military Tradition) - compare this with Guardsmen and Light Chariots which need only Level II Reforms.

 

So a typical game with the Shang usually involves the use of Levy spam to fend off enemy rushes, until more powerful units such as Horse Raiders and Medium Chariotry can be brought to bear on the foe. The Shang however hve a rather weak navy, so it behooves the Shang to steer clear of water maps whereso possible.

Shang

Shang

National Bonuses

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The Shang have the Power of Defiance.
 

  • Social Order: Granary, Sawmill, Foundry available at start and research available sooner

  • Venerable Tradition: Granary, Sawmill, Foundry production upgrades 50% cheaper

  • Expansionism: Building completion bonuses +50%. Cities gather extra +5 

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Timber

Unique Units

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  • Hovels: Bowmen, Axemen, Dagger-Axemen (replaces Skirmisher Levy)

  • Barracks: Regular Spearmen, Archers

  • Corral: Horsemen, Horse Raider

  • Warrior Hall: Medium Chariot, Heavy Axemen

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

  • Market: Armed Caravan (req. Defensive Doctrine) Armed Merchant (req. Offensive Strategy)

  • Temple: Shaman

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Mercenaries

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  • Beidi: Beidi Spearmen, Beidi Raiders, Beidi Crossbowmen

Wonders

Grand Citadel
Necropolis Complex
Great Temple
Imperial Gardens
Royal Palace
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