
In-game, the Gurjaras are specified as a Cavalry and Camel civilization.
Overview[]
Unique units[]
Chakram Thrower: Light infantry with a ranged melee attack and pass-through damage.
Shrivamsha Rider: Light cavalry which can dodge projectile attacks.
Camel Scout: Unique precursor to the Camel Rider.
Unique technologies[]
Kshatriyas: Military units cost -25% food.
Frontier Guards: Camel Riders and Elephant Archers +4 melee armor.
Civilization bonuses[]
- Start the game with a Camel Scout.
- Starts with 2 Forage Bushes with 175 food each under the Town Center.
- Can garrison Docks with allied Fishing Ships.[note 1]
- Can garrison Mills with herdable animals to produce food.[note 2]
- Mounted units deal +20%/+30%/+40% bonus damage in the Feudal/Castle/Imperial Age.
Team bonus[]
Tech tree key[]
Rusty red: Generic buildings
Aqua blue: Generic units
Forest green: Technologies
Deep violet: Unique units
Deep cornflower blue: Regional units
Reddish-orange: Regional buildings
Crimson pink: Unique buildings
Clicking on the icon links to the corresponding page.
Military[]
Barracks[]
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Archery Range[]
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Stable[]
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Siege Workshop[]
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Castle[]
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Dock[]
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Monastery[]
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Defensive structures[]
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Research[]
Blacksmith[]
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University[]
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Economy[]
Town Center[]
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Mining Camp[]
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Lumber Camp[]
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Mill[]
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Market[]
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Others[]
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Notes[]
- ↑ The bonus works by allowing Docks to garrison ships. Docks naturally have 10 garrison space to allow newly created units to remain garrisoned by default. Among ships, only Fishing Ships have the permission (see Tasks in Genie Editor) to garrison. Combining all these and the standard rules for garrison, Gurjara Docks can garrison max 10 Fishing Ships of their allies.
- ↑
The formula used for this is:
Cumulative food generation rates for various numbers of Sheep stored in Mills, before and after update 66692
- Food generated per minute , where
- Total food of livestock stored across all Mills
- Natural logarithm function
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