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Strengths[]The Dravidians are a naval and infantry civilization who also has good early flexibility, thanks to the 200 wood they receive with each age. Their Fishermen and Fishing Ships carry +15 food, and their Docks hold +5 population space. Both bonuses enable a good start on naval maps. The Dravidians also have a strong navy, having full Dock technologies, while also having the Thirisadai (a heavy ship that fires multple arrows). Dravidian infantry are among the best in the game, having fully upgradable Champions and Halberdiers. Barracks technologies and upgrades cost 50% less, and their unique technology Wootz Steel enables infantry and cavalry attack to ignore armor, making them comparable to infantry from civilizations like the Aztecs and Japanese. Their unique unit is the Urumi Swordsman, which is an infantry unit akin to the Champion line that has a charge attack similar to those of the Burgundian Coustillier. They also have good archers, thanks in part to their wood bonus. They have fully upgradable Arbalesters, Hand Cannoneers, and Elite Skirmishers, the last of which also fire 25% faster with one of the Dravidians' bonuses. They also have access to the Elephant Archer, which in their case fires 25% faster and can regenerate hit points after Medical Corps is researched, but lack Parthian Tactics, Husbandry, and Bloodlines, making them a difficult choice. Dravidians have decent defenses, only lacking Architechture and Treadmill Crane at their University, while also getting buffed Halberdiers and Skirmishers for countering cavalry and archers, respectively. Finally, they have Siege Elephants to replace rams, and can upgrade them with Medical Corps and Wootz Steel. Weaknesses[]While having an excellent navy, great infantry, and decent foot archers, the Dravidians have one great weakness: their cavalry is arguably the worst of any non-American civilization, with only regular Battle Elephants and Light Cavalry at the Stable, along with no Bloodlines or Husbandry. This lackluster Stable also negatively impacts their Siege Elephants and Elephant Archers, which benefit from Husbandry and Bloodlines. They also lack Plate Barding Armor at the Blacksmith, and Cavalry Archers, which means this civilization lacks a lot of mobility for their troops, having to rely on a very weak Light Cavalry for fast raiding on land. Aside from the Siege Elephant, their siege unit options are just OK, as they lack Siege Engineers and Bombard Cannons. Their late-game economy is remarkably weak, as they lack Crop Rotation, Stone Shaft Mining, and Gold Shaft Mining. No other civilization lacks more late-game economic technologies than the Dravidians. Dravidian Monks are mediocre, as Dravidians lack Heresy, Redemption, Illumination, and Fervor at the Monastery. Due to their terrible cavalry, lack of Redemption, Siege Engineers and Bombard Cannons, the Dravidians have an exploitable weakness to siege units such as Siege Onagers and Heavy Scorpions. Enemy Bombard Cannons, in particular, will be highly troublesome to deal with. Strategy[]On land, the Dravidians are a civilization well suited for Feudal Age rushes. At the start, they must focus on advancing to the Feudal Age as soon as possible, since most of their advantages come in the Feudal Age. If they get lucky and find a pond with fish, or are playing on a water map, they may use the fish for aging up, as Fishermen carry +15 food. Likewise, their Fishing Ships also carry +15 food, and Docks provide +5 population, which means that on water maps, they can start the game by placing one House and a Dock, and use the saved 25 wood for the first Lumber Camp. Once in the Feudal Age, depending on the situation, Dravidians may use their +200 wood they get for aging up to either perform an archer Rush, a Men-at-Arms rush, or for a Fast Castle. They may also perform a Scout rush, but this last strategy is not recomended, as later on, this unit will lack a lot of upgrades. Although the Dravidians are considered an infantry civilization, they are well equipped for a Feudal Age rush using their Archery Range units, thanks to their +200 wood upon entering an Age and their faster-firing Skirmishers. In the case of this strategy, it is recommended that the player already has a Barracks before aging up, so as soon as the player reaches Feudal Age, they must use the 175 of the wood received for the Archery Range. If the player chooses to perform a Men-at-Arms rush, it is recommended to make two Barracks; if wood is plentiful, the player may also build a Blacksmith in order to improve the armor and attack of their infantry. In any case, since their infantry upgrade cost at the Barracks is halved, the player should research Supplies and Men-at-Arms. It is also possible to combine both archers and Infantry in the Feudal Age for the Dravidians. For a Fast Castle strategy, the Dravidians should take their Dark Age as normal, aging up at 21 villagers; once in the Feudal Age, they should use the 200 wood for making a Market and gather another 125 wood for the Blacksmith. This way, the player will save time, as the Villagers may put more focus on the gold and food required for aging to the Castle Age. Once in the Castle Age, they will receive another 200 wood. Depending on the situation, they may use that wood for either a Town Center to perform a booming strategy, for a Siege Workshop (with Armored Elephants that can regenerate hitpoints and ignore armor after researching the unique technologies), for a Barracks, or for an Archery Range. In some very rare cases, they may make a Stable and use the Battle Elephants, but as they can't improve them to Elite (while also lacking Husbandry and Bloodlines) a Battle Elephant rush should be done only in very specific cases. As the game continues, Dravidian players will want to mix infantry into the armies of archers and Skirmishers. This is where the cheaper Barracks upgrades become helpful, letting the player save hundreds of food and gold that can instead be placed back into building infantry units and eventually researching Wootz Steel in the Imperial Age. The player may also add Elephant Archers to their army, as in the Dravidians' case, this unit fires 25% faster, while also having Thumb Ring, and regenerate hit points after Medical Corps is researched. Dravidian Elephant archers, despite lacking Husbandry and Bloodlines, are still valuable, since their firing rate is the best among all the Elephant Archers in the game. Dravidians have big advantages in trash wars in the late Imperial Age, since they have fully upgraded Halberdiers with Wootz Steel that can easily destroy Hussars, and fully upgraded Elite Skirmishers that fire 25% faster, which can easily destroy enemy Halberdiers; however, as they lack Hussars, the trash Dravidian army will lack a lot of mobility. Their Champions with Wootz Steel and their unique unit, the Urumi Swordsman, also give Dravidians a great late-game advantage vs trash unit armies. On water maps, the player will want to try to win games fairly quickly when possible, using the wood, fishing, and Dock bonuses to fully exploit and take control of the seas as soon as possible. As the game goes on, note that although the player benefits from having a complete naval tech tree and access to the Thirisadai, they will eventually be at a disadvantage against civilizations with long-term naval bonuses or unique technologies, including the Portuguese and Saracens. Alliances[]In team games, Dravidians are a good choice for the flank position, due to their strong archer- and infantry-rushing capabilities. In general, the Dravidian team bonus is helpful on any map that contains a significant amount of water, but is virtually useless on land maps. Some of the better partners for the Dravidians are civilizations that have a team bonus that can support their archer rush, infantry, and/or economy, but don't focus on the same combination of infantry and foot archers the Dravidians do, thus providing unit diversity. Examples include the Bulgarians, Chinese, Goths, Incas, Magyars, and Saracens. The Vietnamese can be a tempting ally for the Dravidians. Dravidians already have faster-firing Skirmishers, so the ability to upgrade them to Imperial Skirmishers in the late game can be a solid upgrade. Furthermore, although both civilizations have strong foot archers, they otherwise complement one another fairly well, with the Dravidians offering far superior infantry and certain siege options (like superior Armored Elephants), while the Vietnamese provide far bulkier Battle Elephants and Bombard Cannons with Siege Engineers. Compared advantages and disadvantages[]Advantages vs other civilizations[]
Disadvantages vs. other civilizations[]
Situational advantages[]
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Dravidians/Strategy
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